Digimon World 3 decomp
The European version, SLES_039.36
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wstag921.c
Go to the documentation of this file.
1/*
2 * WSTAG921: Amaterasu City, Central Sector: the streets by the Cargo Tower, in
3 * the extra chapter. The European version's: in its extra chapter
4 * (STORY_EXTRA), mode 625 starts it instead of WSTAG203.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
12
13const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 };
14#if VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_08)
16#define STAGE_FILE 0x8E3
17#define STAGE_FILE_8 0x338
18#define STAGE_ARCHIVE 0x8E1
19#elif VERSION_JP
20#define STAGE_TEXT 0x89A
21#define STAGE_FILE 0x898
22#define STAGE_FILE_8 0x329
23#define STAGE_ARCHIVE 0x1DD
24#endif
25/* Sets the stage up: its map, actors, battles and events, playing ASKA_BGM */
46
48 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
49 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
50 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
51 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
52 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
53 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
54 { 0x180, 0x100, 0x18C, 0x171, 0x130, 0x71, 0x170, 0x1FE },
55 { 0x180, 0x100, 0x1B6, 0x100, 0x1D8, 0, 0x170, 0x1FD },
56 { 0x180, 0x100, 0x1B6, 0x128, 0x1D8, 0x28, 0x170, 0x1FC },
57 { 0x180, 0x100, 0x1B0, 0x150, 0x1C0, 0x50, 0x140, 0x1FB },
58 { 0x180, 0x100, 0x1A6, 0x163, 0x198, 0x63, 0x150, 0x1FB },
59 { 0x180, 0x100, 0x180, 0x175, 0x100, 0x75, 0x160, 0x1FB },
60};
75 { NULL, NULL, 0x15 },
76 { NULL, NULL, 0 },
77};
79 { NULL, NULL, 0xD },
80 { NULL, NULL, 0 },
81};
90 { NULL, NULL, 0x14 },
91 { NULL, NULL, 0 },
92};
94 { NULL, NULL, 0x13 },
95 { NULL, NULL, 0 },
96};
98 { NULL, NULL, 0x11 },
99 { NULL, NULL, 0 },
100};
102 { NULL, NULL, 0x12 },
103 { NULL, NULL, 0 },
104};
105u16 actor1Conditions[] = { ITEM(0, 0x192), 0, CODES_END };
106u16 actor2Conditions[] = { ITEM(0, 0x192), 1, CODES_END };
107FieldActorEntry actor0 = { NULL, actor0Talks, 0x2E, 4, 648, 396, 5 };
110FieldActorEntry actor3 = { NULL, actor3Talks, 0x31, 6, 460, 203, 1 };
111FieldActorEntry actor4 = { NULL, actor4Talks, 0x36, 7, 672, 304, 5 };
112FieldActorEntry actor5 = { NULL, actor5Talks, 0x88, 8, 208, 344, 5 };
113FieldActorEntry actor6 = { NULL, actor6Talks, 0x17B, 9, 680, 380, 1 };
115 &actor0,
116 &actor1,
117 &actor2,
118 &actor3,
119 &actor4,
120 &actor5,
121 &actor6,
122 NULL,
123};
125 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 6, 0, 174, 210, 0, 0 },
126 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 6, 0, 244, 175, 0, 0 },
127 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 6, 0, 840, 188, 0, 0 },
128 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 6, 0, 886, 211, 0, 0 },
129 { 1, 0, 0x40, 2, 0x48, 2, 0, 3, 6, 0, 341, 183, 0, 0 },
130 { 1, 0, 0x40, 2, 4, 1, 4, 9, 8, 0, 98, 114, 0, 0 },
131 { 1, 0, 0x40, 2, 0xD, 0, 0, 0, 0, 0, 168, 256, 0, 0 },
132 { 1, 0, 0x40, 2, 0xE, 0, 0, 0, 0, 0, 846, 150, 0, 0 },
133 { 1, 0, 0x58, 2, 0xF, 0, 0, 0, 0, 0, 426, 256, 0, 0 },
134 { 1, 0, 0x50, 2, 0x10, 0, 0, 0, 0, 0, 323, 384, 0, 0 },
135 { 1, 0, 0x40, 2, 0x11, 0, 0, 0, 0, 0, 640, 256, 0, 0 },
136 { 1, 0, 0x60, 2, 0x12, 0, 0, 0, 0, 0, 548, 202, 0, 0 },
137 { 1, 0, 0x40, 2, 0x13, 0, 0, 0, 0, 0, 676, 384, 0, 0 },
138 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 386, 160, 0, 0 },
139 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 498, 105, 0, 0 },
140 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 123, 295, 0, 0 },
141 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 247, 351, 0, 0 },
142 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 571, 465, 0, 0 },
143 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 632, 171, 0, 0 },
144 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 654, 417, 0, 0 },
145 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 684, 140, 0, 0 },
146 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 719, 379, 0, 0 },
147 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 726, 101, 0, 0 },
148 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 772, 330, 0, 0 },
149 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 793, 216, 0, 0 },
150 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 994, 283, 0, 0 },
151 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 705, 485, 0, 0 },
152 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 706, 129, 0, 0 },
153 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 718, 471, 0, 0 },
154 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 741, 104, 0, 0 },
155 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 757, 70, 0, 0 },
156 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 764, 405, 0, 0 },
157 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 799, 58, 0, 0 },
158 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 855, 294, 0, 0 },
159 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 912, 279, 0, 0 },
160 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 119, 307, 0, 0 },
161 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 203, 386, 0, 0 },
162 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 217, 366, 0, 0 },
163 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 283, 332, 0, 0 },
164 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 598, 453, 0, 0 },
165 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 647, 259, 0, 0 },
166 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 689, 401, 0, 0 },
167 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 691, 480, 0, 0 },
168 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 726, 257, 0, 0 },
169 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 742, 457, 0, 0 },
170 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 771, 233, 0, 0 },
171 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 798, 48, 0, 0 },
172 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 810, 366, 0, 0 },
173 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 819, 305, 0, 0 },
174 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 895, 276, 0, 0 },
175 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 84, 222, 0, 0 },
176 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 116, 353, 0, 0 },
177 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 277, 443, 0, 0 },
178 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 306, 336, 0, 0 },
179 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 399, 464, 0, 0 },
180 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 610, 94, 0, 0 },
181 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 673, 147, 0, 0 },
182 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 769, 210, 0, 0 },
183 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 776, 222, 0, 0 },
184 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 802, 323, 0, 0 },
185 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 835, 403, 0, 0 },
186 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 984, 292, 0, 0 },
187 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 199, 281, 0, 0 },
188 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 416, 464, 0, 0 },
189 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 533, 476, 0, 0 },
190 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 589, 85, 0, 0 },
191 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 659, 135, 0, 0 },
192 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 749, 190, 0, 0 },
193 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 790, 408, 0, 0 },
194 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 97, 297, 0, 0 },
195 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 143, 268, 0, 0 },
196 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 169, 362, 0, 0 },
197 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 185, 388, 0, 0 },
198 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 311, 450, 0, 0 },
199 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 465, 474, 0, 0 },
200 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 631, 105, 0, 0 },
201 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 708, 421, 0, 0 },
202 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 748, 169, 0, 0 },
203 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 758, 250, 0, 0 },
204 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 803, 312, 0, 0 },
205 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 820, 208, 0, 0 },
206 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 821, 53, 0, 0 },
207 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 822, 406, 0, 0 },
208 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 961, 283, 0, 0 },
209 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 140, 346, 0, 0 },
210 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 256, 443, 0, 0 },
211 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 360, 456, 0, 0 },
212 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 400, 290, 0, 0 },
213 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 422, 282, 0, 0 },
214 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 579, 126, 0, 0 },
215 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 594, 125, 0, 0 },
216 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 594, 201, 0, 0 },
217 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 596, 187, 0, 0 },
218 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 610, 144, 0, 0 },
219 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 611, 193, 0, 0 },
220 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 620, 136, 0, 0 },
221 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 633, 468, 0, 0 },
222 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 669, 271, 0, 0 },
223 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 699, 272, 0, 0 },
224 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 737, 433, 0, 0 },
225 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 738, 396, 0, 0 },
226 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 756, 153, 0, 0 },
227 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 771, 144, 0, 0 },
228 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 782, 389, 0, 0 },
229 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 784, 320, 0, 0 },
230 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 819, 213, 0, 0 },
231 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 863, 281, 0, 0 },
232 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 908, 242, 0, 0 },
233 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1023, 270, 0, 0 },
234 { 1, 0x64, 0x40, 6, 0xA, 0, 0, 0, 0, 0, 350, 152, 0, 0 },
235 { 1, 0x65, 0x40, 6, 0xB, 0, 0, 0, 0, 0, 463, 106, 0, 0 },
236 { 1, 0x66, 0x40, 6, 0xC, 0, 0, 0, 0, 0, 878, 199, 0, 0 },
237 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 224, 268, 289, 0 },
238 { 1, 0, 0x41, 4, 1, 0, 0, 0, 0, 0, 336, 159, 216, 0 },
239 { 1, 0, 0x46, 4, 2, 0, 0, 0, 0, 0, 448, 103, 162, 0 },
240 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 891, 200, 247, 0 },
241 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
242};
244 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27A, 0x68, 0x134, 3, 0, 0, 0 },
245 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x282, 0x218, 0xF4, 3, 0x64, 0, 0 },
246 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x280, 0x216, 0xE2, 3, 0x65, 0, 0 },
247 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27F, 0x98, 0x14A, 5, 0x66, 0, 0 },
248 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x40, 0xFFF0, 0, 0, 0, 0, 0 },
249 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x20, 0x18, 0, 0, 0, 0, 0 },
250 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFE0, 0x1C, 0, 0, 0, 0, 0 },
251 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
252};
253void (*stageFuncs[])(void) = {
255};
257 { -1, NULL, 0, NULL, NULL },
258};
259AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
260AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
261AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
262AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
263AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
264AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
265AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
266AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
272AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
273AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
274AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
275AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
276AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
277AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
278AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
279AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
285AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
286AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
287AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
288AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
289AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
290AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
291AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
292AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
298AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
299AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
300AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
301AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
303AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
304AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
Definition field_map.h:85
#define SLOT_GAUGE
the gauge game
Definition field_map.h:261
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define CODES_END
Definition game_state.h:83
#define ITEM(kind, id)
an item, in the bag or equipped; kind (bits 9-11) isn't read, and the scripts set it after the item's...
Definition game_state.h:80
#define FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
Definition game_state.h:68
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#define MUSIC_ASUKA_CITY
ASKA_BGM: the Central Sector's streets and bridges, the Underground Path.
Definition sound.h:78
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
Definition sound.h:70
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
Definition sound.h:148
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
Definition story.h:169
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
Definition field_map.h:402
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
Definition field_map.h:411
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
Definition field_map.h:422
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
Definition field_map.h:100
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
Definition field_map.h:104
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
Definition field_map.h:445
FieldEvent * events
up to the first id -1
Definition field_map.h:451
s32 soundBank
SOUND.loadBank's, or 0.
Definition field_map.h:459
StageTile * objects
the map objects, up to the first margin 0
Definition field_map.h:446
s32 imageFile
or an image archive file, or 0
Definition field_map.h:449
FieldBattles * battles
Definition field_map.h:450
Vec2 start
where the player starts
Definition field_map.h:456
StageSlot * slots
up to the first type 0
Definition field_map.h:447
ActorImage * actors
then the actors', from actors[2]
Definition field_map.h:454
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
Definition field_map.h:444
s32 startDir
and its direction
Definition field_map.h:457
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
s32 textFile
the stage's text file, for the talks
Definition field_map.h:461
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
Definition field_map.h:460
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
Definition field_map.h:176
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
Definition field_map.h:208
Definition gfx.h:352
u16 actor1Conditions[]
Definition wstag921.c:105
AreaBattle area2Battle7
Definition wstag921.c:292
FieldActorEntry actor0
Definition wstag921.c:107
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag921.c:253
FieldActorEntry actor6
Definition wstag921.c:113
FieldTalk actor2Talks[]
Definition wstag921.c:82
AreaBattle area2Battle6
Definition wstag921.c:291
u16 actor2Talk1Conditions[]
Definition wstag921.c:63
FieldTalk actor5Talks[]
Definition wstag921.c:97
AreaBattle area1Battle6
Definition wstag921.c:278
FieldActorEntry actor5
Definition wstag921.c:112
AreaBattle area0Battle7
Definition wstag921.c:266
FieldActorEntry actor2
Definition wstag921.c:109
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag921.c:13
#define STAGE_FILE_8
Definition wstag921.c:17
AreaBattle area3Battle4
Definition wstag921.c:302
AreaBattle area3Battle3
Definition wstag921.c:301
AreaBattle area0Battle1
Definition wstag921.c:260
AreaBattle area2Battle0
Definition wstag921.c:285
FieldActorEntry * stageActors[]
Definition wstag921.c:114
u16 actor2Talk3Conditions[]
Definition wstag921.c:72
AreaBattle area1Battle2
Definition wstag921.c:274
AreaBattle area3Battle0
Definition wstag921.c:298
AreaBattle area0Battle6
Definition wstag921.c:265
FieldTalk actor1Talks[]
Definition wstag921.c:78
AreaBattle area3Battle2
Definition wstag921.c:300
u16 actor2Talk1Actions[]
Definition wstag921.c:64
FieldTalk actor0Talks[]
Definition wstag921.c:74
AreaBattle area3Battle1
Definition wstag921.c:299
#define STAGE_ARCHIVE
Definition wstag921.c:18
AreaBattle area0Battle3
Definition wstag921.c:262
u16 actor2Talk0Actions[]
Definition wstag921.c:62
FieldTalk actor4Talks[]
Definition wstag921.c:93
FieldActorEntry actor4
Definition wstag921.c:111
u16 actor2Talk2Conditions[]
Definition wstag921.c:70
AreaBattle area3Battle6
Definition wstag921.c:304
u16 actor2Talk3Actions[]
Definition wstag921.c:73
ActorImage stageImages[]
Definition wstag921.c:47
FieldTalk actor6Talks[]
Definition wstag921.c:101
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing ASKA_BGM.
Definition wstag921.c:26
AreaBattle area2Battle4
Definition wstag921.c:289
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag921.c:124
FieldTalk actor3Talks[]
Definition wstag921.c:89
BattleList area3Battles
Definition wstag921.c:306
AreaBattle area3Battle5
Definition wstag921.c:303
AreaBattle area0Battle5
Definition wstag921.c:264
BattleList area1Battles
Definition wstag921.c:280
BattleList area2Battles
Definition wstag921.c:293
u16 actor2Talk0Conditions[]
Definition wstag921.c:61
AreaBattle area1Battle4
Definition wstag921.c:276
u16 actor2Talk2Actions[]
Definition wstag921.c:71
AreaBattle area2Battle2
Definition wstag921.c:287
AreaBattle area1Battle5
Definition wstag921.c:277
StageSlot stageSlots[]
Definition wstag921.c:243
AreaBattle area2Battle1
Definition wstag921.c:286
AreaBattle area1Battle3
Definition wstag921.c:275
AreaBattle area1Battle0
Definition wstag921.c:272
FieldActorEntry actor1
Definition wstag921.c:108
AreaBattle area0Battle0
Definition wstag921.c:259
AreaBattle area0Battle2
Definition wstag921.c:261
#define STAGE_FILE
Definition wstag921.c:16
AreaBattle area2Battle5
Definition wstag921.c:290
AreaBattle area1Battle1
Definition wstag921.c:273
AreaBattle area2Battle3
Definition wstag921.c:288
u16 actor2Conditions[]
Definition wstag921.c:106
AreaBattle area0Battle4
Definition wstag921.c:263
#define STAGE_TEXT
Definition wstag921.c:15
AreaBattle area3Battle7
Definition wstag921.c:305
BattleList area0Battles
Definition wstag921.c:267
AreaBattle area1Battle7
Definition wstag921.c:279
FieldActorEntry actor3
Definition wstag921.c:110
FieldBattles stageBattles[]
Definition wstag921.c:311
FieldEvent stageEvents[]
Definition wstag921.c:256