Digimon World 3 decomp
The European version, SLES_039.36
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wstag820.c File Reference

WSTAG820: Control Room, Spy Satellite. More...

Include dependency graph for wstag820.c:

Go to the source code of this file.

Macros

#define STAGE_CHILDREN_SIZE   0x14
 
#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_07)
 
#define EVENT_TEXT_FILE   (TEXT_EVENTS_800 - 1)
 
#define STAGE_FILE   0x715
 

Functions

void * createStageEffectWithId (s32 id)
 Creates the StageEffect of updateStageEffect at (0x1CC, 0x1B4) with frame 0x3C.
 
void updateTileTask (StageTileTask *task)
 Shows the map object with animation 1, animated once, then hides it and kills itself.
 
void * createCommand853 (s32 id)
 Creates the task of updateTileTask with the given id, with a sound.
 
void updateStage (StageTask *task, void **children)
 Creates the stage's four objects and the event object of story progress 0x29 that applies.
 
void handleCommand845 (Task *task, s32 id)
 Sets the task to TASK_DONE when the id is 0x335.
 
void endEvent1060 (void)
 After event 1060, with the player: starts the stage's event battle 0 and keeps it from playing again.
 
void endEvent1070 (void)
 After event 1070, with the player: keeps it from playing again.
 
void endEvent1080 (void)
 After event 1080, with Snatchmon: moves the story on to STORY_MOVIE_BATTLES and starts the stage's event battle 1.
 
void setupStage (void)
 Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0206.
 

Variables

StageEffectSpot updateStageSpots []
 Defined below, after the code that uses them.
 
AnimFrame updateTileTaskFrames []
 
s16 script1060 []
 
s16 script1070 []
 
s16 script1080 []
 
AnimFrame effectClutFrames []
 
AnimFrame effectFrames []
 
AreaBattle area0Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area0Battles
 
AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area1Battles
 
AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area2Battles
 
AreaBattle area3Battle0 = { 33, 17, (0x60000000 | ( 0x23 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle1 = { 324, 21, (0x60000000 | ( 0x24 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle2 = { 325, 22, (0x60000000 | ( 0x26 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle3 = { 326, 22, (0x60000000 | ( 0x26 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area3Battles
 
FieldBattles stageBattles []
 
ActorImage stageImages []
 
u16 actor0Conditions [] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, (( 0x40 ) << 8 | ( 0x74 )) , 0, 0xFFFF }
 
u16 actor1Conditions [] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }
 
u16 actor2Conditions [] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }
 
u16 actor3Conditions [] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }
 
u16 actor4Conditions [] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }
 
u16 actor5Conditions [] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }
 
u16 actor6Conditions [] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }
 
u16 actor7Conditions []
 
FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 1, 4, 0, 0, 1 }
 
FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 0xD5, 5, 336, 232, 3 }
 
FieldActorEntry actor2 = { actor2Conditions, ((void *)0) , 0xD6, 6, 0, 0, 1 }
 
FieldActorEntry actor3 = { actor3Conditions, ((void *)0) , 0xD7, 7, 249, 177, 7 }
 
FieldActorEntry actor4 = { actor4Conditions, ((void *)0) , 0xD8, 8, 281, 118, 7 }
 
FieldActorEntry actor5 = { actor5Conditions, ((void *)0) , 0xD9, 9, 120, 197, 7 }
 
FieldActorEntry actor6 = { actor6Conditions, ((void *)0) , 0xDA, 0xA, 121, 117, 7 }
 
FieldActorEntry actor7 = { actor7Conditions, ((void *)0) , 0x188, 0xB, 578, 401, 7 }
 
FieldActorEntry * stageActors []
 
StageTile stageObjects []
 The tables and color setupStage gives FIELDSTG_state (FieldState)
 
StageSlot stageSlots []
 
void(* stageFuncs [])(void)
 The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.
 
FieldEvent stageEvents []
 

Detailed Description

WSTAG820: Control Room, Spy Satellite.

Where the player faces Lord Megadeath, then Snatchmon.

Definition in file wstag820.c.

Macro Definition Documentation

◆ STAGE_CHILDREN_SIZE

#define STAGE_CHILDREN_SIZE   0x14

Definition at line 91 of file wstag820.c.

◆ STAGE_TEXT

#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_07)

Definition at line 144 of file wstag820.c.

◆ EVENT_TEXT_FILE

#define EVENT_TEXT_FILE   (TEXT_EVENTS_800 - 1)

Definition at line 145 of file wstag820.c.

◆ STAGE_FILE

#define STAGE_FILE   0x715

Definition at line 146 of file wstag820.c.

Function Documentation

◆ createStageEffectWithId()

void * createStageEffectWithId ( s32  arg)

Creates the StageEffect of updateStageEffect at (0x1CC, 0x1B4) with frame 0x3C.

Definition at line 100 of file wstag820.c.

Referenced by updateStage().

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◆ updateTileTask()

void updateTileTask ( StageTileTask *  task)

Shows the map object with animation 1, animated once, then hides it and kills itself.

Definition at line 16 of file wstag820.c.

Referenced by createCommand853().

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◆ createCommand853()

void * createCommand853 ( s32  id)

Creates the task of updateTileTask with the given id, with a sound.

< TELEPORT

Definition at line 51 of file wstag820.c.

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◆ updateStage()

void updateStage ( StageTask *  task,
void **  children 
)

Creates the stage's four objects and the event object of story progress 0x29 that applies.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 59 of file wstag820.c.

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◆ handleCommand845()

void handleCommand845 ( Task *  task,
s32  id 
)

Sets the task to TASK_DONE when the id is 0x335.

Definition at line 110 of file wstag820.c.

◆ endEvent1060()

void endEvent1060 ( void  )

After event 1060, with the player: starts the stage's event battle 0 and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< action: FIELDSTG_battleFuncs.startEventBattle

Definition at line 120 of file wstag820.c.

◆ endEvent1070()

void endEvent1070 ( void  )

After event 1070, with the player: keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 126 of file wstag820.c.

◆ endEvent1080()

void endEvent1080 ( void  )

After event 1080, with Snatchmon: moves the story on to STORY_MOVIE_BATTLES and starts the stage's event battle 1.

< action: FIELDSTG_battleFuncs.startEventBattle

Definition at line 134 of file wstag820.c.

◆ setupStage()

void setupStage ( void  )

Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0206.

Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.

< ENV_0206: the Spy Satellite's Control Room

< ENV_0206: the Spy Satellite's Control Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

Definition at line 149 of file wstag820.c.

Variable Documentation

◆ updateStageSpots

StageEffectSpot updateStageSpots[]
Initial value:
= {
{ 60, 2, 0x1CC, 0x1B4 },
{ 60, 0, 0x1CC, 0x1B4 },
{ 60, 0, 0x28C, 0x155 },
{ 44, 0, 0x16C, 242 },
}

Defined below, after the code that uses them.

Definition at line 488 of file wstag820.c.

Referenced by updateStage().

◆ updateTileTaskFrames

AnimFrame updateTileTaskFrames[]
Initial value:
= {
{ 61, 6 }, { 62, 6 }, { 63, 6 }, { 64, 6 },
{ 65, 4 }, { 66, 4 }, { 67, 4 }, { 65, 4 },
{ 66, 4 }, { 67, 4 }, { 65, 4 }, { 66, 4 },
{ 67, 4 }, { 65, 4 }, { 66, 4 }, { 67, 4 },
{ 65, 4 }, { 66, 4 }, { 67, 4 }, { 65, 4 },
{ 66, 4 }, { 67, 4 }, { 65, 4 }, { 66, 4 },
{ 67, 4 }, { 65, 4 }, { 66, 4 }, { 67, 4 },
{ 65, 4 }, { 66, 4 }, { 67, 4 }, { 64, 6 },
{ 63, 6 }, { 62, 6 }, { 61, 6 }, { 255, 0x3E7 },
}

Definition at line 477 of file wstag820.c.

Referenced by updateTileTask().

◆ script1060

s16 script1060[]

Definition at line 169 of file wstag820.c.

◆ script1070

s16 script1070[]

Definition at line 242 of file wstag820.c.

◆ script1080

s16 script1080[]

Definition at line 282 of file wstag820.c.

◆ effectClutFrames

AnimFrame effectClutFrames[]
Initial value:
= {
{ 0, 6 }, { 1, 6 }, { 2, 68 }, { 1, 4 },
{ 0, 4 }, { 255, 0 },
}

Definition at line 494 of file wstag820.c.

◆ effectFrames

AnimFrame effectFrames[]
Initial value:
= {
{ 0x12C, 18 }, { 1, 6 }, { 2, 6 }, { 3, 6 },
{ 4, 6 }, { 5, 4 }, { 6, 4 }, { 7, 4 },
{ 5, 4 }, { 6, 4 }, { 7, 4 }, { 5, 4 },
{ 6, 4 }, { 7, 4 }, { 5, 4 }, { 6, 4 },
{ 7, 4 }, { 4, 4 }, { 3, 4 }, { 2, 4 },
{ 1, 4 }, { 255, 0x3E7 },
}

Definition at line 498 of file wstag820.c.

◆ area0Battle0

AreaBattle area0Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 506 of file wstag820.c.

◆ area0Battle1

AreaBattle area0Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 507 of file wstag820.c.

◆ area0Battle2

AreaBattle area0Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 508 of file wstag820.c.

◆ area0Battle3

AreaBattle area0Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 509 of file wstag820.c.

◆ area0Battle4

AreaBattle area0Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 510 of file wstag820.c.

◆ area0Battle5

AreaBattle area0Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 511 of file wstag820.c.

◆ area0Battle6

AreaBattle area0Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 512 of file wstag820.c.

◆ area0Battle7

AreaBattle area0Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 513 of file wstag820.c.

◆ area0Battles

BattleList area0Battles
Initial value:
= {
0,
}
AreaBattle area0Battle7
Definition wstag820.c:513
AreaBattle area0Battle1
Definition wstag820.c:507
AreaBattle area0Battle6
Definition wstag820.c:512
AreaBattle area0Battle3
Definition wstag820.c:509
AreaBattle area0Battle5
Definition wstag820.c:511
AreaBattle area0Battle0
Definition wstag820.c:506
AreaBattle area0Battle2
Definition wstag820.c:508
AreaBattle area0Battle4
Definition wstag820.c:510

Definition at line 514 of file wstag820.c.

◆ area1Battle0

AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 519 of file wstag820.c.

◆ area1Battle1

AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 520 of file wstag820.c.

◆ area1Battle2

AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 521 of file wstag820.c.

◆ area1Battle3

AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 522 of file wstag820.c.

◆ area1Battle4

AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 523 of file wstag820.c.

◆ area1Battle5

AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 524 of file wstag820.c.

◆ area1Battle6

AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 525 of file wstag820.c.

◆ area1Battle7

AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 526 of file wstag820.c.

◆ area1Battles

BattleList area1Battles
Initial value:
= {
0,
}
AreaBattle area1Battle6
Definition wstag820.c:525
AreaBattle area1Battle2
Definition wstag820.c:521
AreaBattle area1Battle4
Definition wstag820.c:523
AreaBattle area1Battle5
Definition wstag820.c:524
AreaBattle area1Battle3
Definition wstag820.c:522
AreaBattle area1Battle0
Definition wstag820.c:519
AreaBattle area1Battle1
Definition wstag820.c:520
AreaBattle area1Battle7
Definition wstag820.c:526

Definition at line 527 of file wstag820.c.

◆ area2Battle0

AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 532 of file wstag820.c.

◆ area2Battle1

AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 533 of file wstag820.c.

◆ area2Battle2

AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 534 of file wstag820.c.

◆ area2Battle3

AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 535 of file wstag820.c.

◆ area2Battle4

AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 536 of file wstag820.c.

◆ area2Battle5

AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 537 of file wstag820.c.

◆ area2Battle6

AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 538 of file wstag820.c.

◆ area2Battle7

AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 539 of file wstag820.c.

◆ area2Battles

BattleList area2Battles
Initial value:
= {
0,
}
AreaBattle area2Battle7
Definition wstag820.c:539
AreaBattle area2Battle6
Definition wstag820.c:538
AreaBattle area2Battle0
Definition wstag820.c:532
AreaBattle area2Battle4
Definition wstag820.c:536
AreaBattle area2Battle2
Definition wstag820.c:534
AreaBattle area2Battle1
Definition wstag820.c:533
AreaBattle area2Battle5
Definition wstag820.c:537
AreaBattle area2Battle3
Definition wstag820.c:535

Definition at line 540 of file wstag820.c.

◆ area3Battle0

AreaBattle area3Battle0 = { 33, 17, (0x60000000 | ( 0x23 ) << 18 | ( 0 )) }

Definition at line 545 of file wstag820.c.

◆ area3Battle1

AreaBattle area3Battle1 = { 324, 21, (0x60000000 | ( 0x24 ) << 18 | ( 0 )) }

Definition at line 546 of file wstag820.c.

◆ area3Battle2

AreaBattle area3Battle2 = { 325, 22, (0x60000000 | ( 0x26 ) << 18 | ( 0 )) }

Definition at line 547 of file wstag820.c.

◆ area3Battle3

AreaBattle area3Battle3 = { 326, 22, (0x60000000 | ( 0x26 ) << 18 | ( 0 )) }

Definition at line 548 of file wstag820.c.

◆ area3Battle4

AreaBattle area3Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 549 of file wstag820.c.

◆ area3Battle5

AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 550 of file wstag820.c.

◆ area3Battle6

AreaBattle area3Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 551 of file wstag820.c.

◆ area3Battle7

AreaBattle area3Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 552 of file wstag820.c.

◆ area3Battles

BattleList area3Battles
Initial value:
= {
0,
}
AreaBattle area3Battle4
Definition wstag820.c:549
AreaBattle area3Battle3
Definition wstag820.c:548
AreaBattle area3Battle0
Definition wstag820.c:545
AreaBattle area3Battle2
Definition wstag820.c:547
AreaBattle area3Battle1
Definition wstag820.c:546
AreaBattle area3Battle6
Definition wstag820.c:551
AreaBattle area3Battle5
Definition wstag820.c:550
AreaBattle area3Battle7
Definition wstag820.c:552

Definition at line 553 of file wstag820.c.

◆ stageBattles

FieldBattles stageBattles[]
Initial value:
= {
}
BattleList area3Battles
Definition wstag820.c:553
BattleList area1Battles
Definition wstag820.c:527
BattleList area2Battles
Definition wstag820.c:540
BattleList area0Battles
Definition wstag820.c:514

Definition at line 558 of file wstag820.c.

Referenced by setupStage().

◆ stageImages

ActorImage stageImages[]
Initial value:
= {
{ 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
{ 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
{ 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
{ 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
{ 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
{ 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
{ 0x140, 0x100, 0x14A, 0x178, 0x28, 0x78, 0x160, 0x1FC },
{ 0x140, 0x100, 0x152, 0x100, 0x48, 0, 0x170, 0x1FC },
{ 0x140, 0x100, 0x140, 0x100, 0, 0, 0x140, 0x1FB },
{ 0x140, 0x100, 0x14A, 0x158, 0x28, 0x58, 0x150, 0x1FB },
{ 0x140, 0x100, 0x15A, 0x1C0, 0x68, 0xC0, 0x160, 0x1FB },
{ 0x140, 0x100, 0x170, 0x198, 0xC0, 0x98, 0x170, 0x1FB },
{ 0x140, 0x100, 0x16A, 0x1C0, 0xA8, 0xC0, 0x140, 0x1FA },
{ 0x140, 0x100, 0x162, 0x100, 0x88, 0, 0x150, 0x1F9 },
}

Definition at line 561 of file wstag820.c.

Referenced by setupStage().

◆ actor0Conditions

u16 actor0Conditions[] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, (( 0x40 ) << 8 | ( 0x74 )) , 0, 0xFFFF }

Definition at line 577 of file wstag820.c.

◆ actor1Conditions

u16 actor1Conditions[] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }

Definition at line 578 of file wstag820.c.

◆ actor2Conditions

u16 actor2Conditions[] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }

Definition at line 579 of file wstag820.c.

◆ actor3Conditions

u16 actor3Conditions[] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }

Definition at line 580 of file wstag820.c.

◆ actor4Conditions

u16 actor4Conditions[] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }

Definition at line 581 of file wstag820.c.

◆ actor5Conditions

u16 actor5Conditions[] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }

Definition at line 582 of file wstag820.c.

◆ actor6Conditions

u16 actor6Conditions[] = { (0x6000 | ( STORY_GUNSLINGER )) , 1, 0xFFFF }

Definition at line 583 of file wstag820.c.

◆ actor7Conditions

u16 actor7Conditions[]
Initial value:
= {
(( 0x40 ) << 8 | ( 0x75 )) , 0,
(0x6000 | ( STORY_GUNSLINGER )) , 1,
0xFFFF ,
}
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143

Definition at line 584 of file wstag820.c.

◆ actor0

FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 1, 4, 0, 0, 1 }

Definition at line 589 of file wstag820.c.

◆ actor1

FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 0xD5, 5, 336, 232, 3 }

Definition at line 590 of file wstag820.c.

◆ actor2

FieldActorEntry actor2 = { actor2Conditions, ((void *)0) , 0xD6, 6, 0, 0, 1 }

Definition at line 591 of file wstag820.c.

◆ actor3

FieldActorEntry actor3 = { actor3Conditions, ((void *)0) , 0xD7, 7, 249, 177, 7 }

Definition at line 592 of file wstag820.c.

◆ actor4

FieldActorEntry actor4 = { actor4Conditions, ((void *)0) , 0xD8, 8, 281, 118, 7 }

Definition at line 593 of file wstag820.c.

◆ actor5

FieldActorEntry actor5 = { actor5Conditions, ((void *)0) , 0xD9, 9, 120, 197, 7 }

Definition at line 594 of file wstag820.c.

◆ actor6

FieldActorEntry actor6 = { actor6Conditions, ((void *)0) , 0xDA, 0xA, 121, 117, 7 }

Definition at line 595 of file wstag820.c.

◆ actor7

FieldActorEntry actor7 = { actor7Conditions, ((void *)0) , 0x188, 0xB, 578, 401, 7 }

Definition at line 596 of file wstag820.c.

◆ stageActors

FieldActorEntry* stageActors[]
Initial value:
= {
((void *)0) ,
}
FieldActorEntry actor0
Definition wstag820.c:589
FieldActorEntry actor6
Definition wstag820.c:595
FieldActorEntry actor5
Definition wstag820.c:594
FieldActorEntry actor2
Definition wstag820.c:591
FieldActorEntry actor4
Definition wstag820.c:593
FieldActorEntry actor7
Definition wstag820.c:596
FieldActorEntry actor1
Definition wstag820.c:590
FieldActorEntry actor3
Definition wstag820.c:592

Definition at line 597 of file wstag820.c.

Referenced by setupStage().

◆ stageObjects

StageTile stageObjects[]
Initial value:
= {
{ 0, 1, 0x40, 2, 0x3D, 0, 0, 0, 0, 0, 268, 164, 208, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
}

The tables and color setupStage gives FIELDSTG_state (FieldState)

Definition at line 608 of file wstag820.c.

Referenced by setupStage().

◆ stageSlots

StageSlot stageSlots[]
Initial value:
= {
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 1 , 0x2DE, 0xA0, 0x7C, 7, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DF, 0x180, 0xFE, 3, 0, 0, 0 },
{ { { (( 0x40 ) << 8 | ( 0xA5 )) , 0 }, { 0xFFFF , 0 } }, 8 , 0x438, 0, 0, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
}

Definition at line 612 of file wstag820.c.

Referenced by setupStage().

◆ stageFuncs

void(* stageFuncs[])(void) ( void  )
Initial value:
= {
}
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0206.
Definition wstag820.c:149

The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.

Definition at line 618 of file wstag820.c.

◆ stageEvents

FieldEvent stageEvents[]
Initial value:
= {
{ 1060, script1060, ( ( 0x152 - 1) << 16 | ( 0xF )), ((void *)0) , endEvent1060 },
{ 1070, script1070, ( ( 0x152 - 1) << 16 | ( 0x10 )), ((void *)0) , endEvent1070 },
{ 1080, script1080, ( ( 0x152 - 1) << 16 | ( 0x11 )), ((void *)0) , endEvent1080 },
{ -1, ((void *)0) , 0, ((void *)0) , ((void *)0) },
}
s16 script1080[]
Definition wstag820.c:282
void endEvent1070(void)
After event 1070, with the player: keeps it from playing again.
Definition wstag820.c:126
s16 script1060[]
Definition wstag820.c:169
void endEvent1080(void)
After event 1080, with Snatchmon: moves the story on to STORY_MOVIE_BATTLES and starts the stage's ev...
Definition wstag820.c:134
void endEvent1060(void)
After event 1060, with the player: starts the stage's event battle 0 and keeps it from playing again.
Definition wstag820.c:120
s16 script1070[]
Definition wstag820.c:242

Definition at line 621 of file wstag820.c.

Referenced by setupStage().