Digimon World 3 decomp
The European version, SLES_039.36
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wstag928.c
Go to the documentation of this file.
1/*
2 * WSTAG928: Amaterasu Inn 1F, Amaterasu City, in the extra chapter. The
3 * European version's: in its extra chapter (STORY_EXTRA), mode 633 starts it
4 * instead of WSTAG236.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
12
13/*
14 * After event 1612, with Guardromon: applies 0x7C0C, an action that does
15 * nothing (applyAction's mode changes 0x7C are only 0 and 1)
16 */
17void endEvent1612(void) {
18 FLAGS_00.applyAction(0x7C0C, 1);
19}
20
21#if VERSION_EU
22#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_08)
23#define STAGE_FILE 0x8EF
24#define STAGE_FILE_8 0x1A2
25#elif VERSION_JP
26#define STAGE_TEXT 0x89A
27#define STAGE_FILE 0x8AD
28#define STAGE_FILE_8 0x194
29#endif
30/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
49
50/* Defined below, after the tables that use them */
51extern s16 script1612[];
52
54 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
55 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
56 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
57 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
58 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
59 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
60 { 0x140, 0x100, 0x14A, 0x18A, 0x28, 0x8A, 0x160, 0x1FF },
61 { 0x140, 0x100, 0x152, 0x187, 0x48, 0x87, 0x170, 0x1FF },
62 { 0, 0, 0, 0, 0, 0, 0, 0 },
63 { 0x140, 0x100, 0x166, 0x18B, 0x98, 0x8B, 0x160, 0x1FE },
64};
65u16 actor0Talk0Actions[] = { 0x7A28, 1, CODES_END };
72 FLAG(0, 0), 1,
73 FLAG(0, 1), 0,
75};
79 FLAG(0, 0), 1,
80 FLAG(0, 1), 1,
81 FLAG(0, 2), 0,
83};
87 FLAG(0, 0), 1,
88 FLAG(0, 1), 1,
89 FLAG(0, 2), 1,
90 FLAG(0, 3), 0,
92};
96 FLAG(0, 0), 1,
97 FLAG(0, 1), 1,
98 FLAG(0, 2), 1,
99 FLAG(0, 4), 0,
100 FLAG(0, 3), 1,
101 CODES_END,
102};
105 FLAG(0, 3), 1,
107 FLAG(0, 0), 1,
108 FLAG(0, 1), 1,
109 FLAG(0, 2), 1,
110 FLAG(0, 4), 1,
111 CODES_END,
112};
120 { NULL, actor0Talk0Actions, 0x2B },
121 { NULL, NULL, 0 },
122};
124 { NULL, actor1Talk0Actions, 0x2C },
125 { NULL, NULL, 0 },
126};
138 { NULL, NULL, 0x2D },
139 { NULL, NULL, 0 },
140};
141FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 188, 154, 7 };
142FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 175, 192, 7 };
143FieldActorEntry actor2 = { NULL, actor2Talks, 0x3F, 6, 145, 289, 7 };
144FieldActorEntry actor3 = { NULL, actor3Talks, 0x177, 7, 88, 332, 7 };
146 &actor0,
147 &actor1,
148 &actor2,
149 &actor3,
150 NULL,
151};
153 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 78, 77, 0, 0 },
154 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 97, 115, 0, 0 },
155 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 135, 231, 0, 0 },
156 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 141, 44, 0, 0 },
157 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 261, 63, 0, 0 },
158 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 326, 95, 0, 0 },
159 { 1, 0, 0x40, 2, 7, 2, 0, 1, 4, 0, 165, 76, 0, 0 },
160 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 256, 151, 184, 0 },
161 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 215, 20, 86, 0 },
162 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 144, 185, 200, 0 },
163 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 125, 175, 194, 0 },
164 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 148, 127, 167, 0 },
165 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 240, 127, 162, 0 },
166 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
167};
169 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27B, 0x96, 0x114, 5, 0, 0, 0 },
170 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x270, 0x2A0, 0x17A, 7, 0, 0, 0 },
171 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27E, 0x15A, 0xBA, 1, 0, 0, 0 },
172 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27A, 0x146, 0xBA, 7, 0, 0, 0 },
173 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0xC8, 0xEC, 0, 0, 0, 0 },
174 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0xB8, 0x132, 0, 0, 0, 0 },
175 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
176};
177void (*stageFuncs[])(void) = {
179};
180#define EVENT_TEXT_FILE EXTRA_TEXT
182 { 1612, script1612, EVENT_TEXT(6), NULL, endEvent1612 },
183 { -1, NULL, 0, NULL, NULL },
184};
186 SCRIPT_WALK(2, 0xCF, 0xD0, 3),
187 SCRIPT_PLACE(0x15, 0xAF, 0xC0),
188 SCRIPT_POSE(0x15, 1, 7),
191 SCRIPT_POSE(2, 1, 3),
192 SCRIPT_WAIT(0x24),
193 SCRIPT_TALK(0, 1, 0x15, 0),
195 SCRIPT_WAIT(0x1E),
196 SCRIPT_POSE(0x15, 0x36, 7),
198 SCRIPT_WAIT_ANIM(0x15),
199 SCRIPT_POSE(0x15, 0x37, 7),
200 SCRIPT_WAIT(0x5A),
201 SCRIPT_LEAVE(0xC0A, 0, 0, 0),
203};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
#define SLOT_CLIMB_UP
Definition field_map.h:256
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
Definition field_map.h:161
#define FIELD_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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_CLIMB_DOWN
Definition field_map.h:257
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#define CODES_END
Definition game_state.h:83
#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 MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
Definition sound.h:81
#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 SPECIAL_GAIN_8500_BIT
an action: gives the player 8500 BIT (MONEY_GAINS[7])
Definition story.h:1836
#define FLAG_AMATERASU_INN_BIT_FOUND
wstag928 Amaterasu Inn 1F (extra chapter): "Hey! There's something here! I got 8500 BIT!...
Definition story.h:998
#define SPECIAL_SHOW_ITEM_GET_ICON
an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the tal...
Definition story.h:1982
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
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
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
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
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
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 actor0Talk0Actions[]
Definition wstag928.c:65
FieldActorEntry actor0
Definition wstag928.c:141
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag928.c:177
FieldTalk actor2Talks[]
Definition wstag928.c:127
u16 actor2Talk1Conditions[]
Definition wstag928.c:68
u16 actor2Talk5Actions[]
Definition wstag928.c:103
void endEvent1612(void)
After event 1612, with Guardromon: applies 0x7C0C, an action that does nothing (applyAction's mode ch...
Definition wstag928.c:17
FieldActorEntry actor2
Definition wstag928.c:143
#define STAGE_FILE_8
Definition wstag928.c:24
FieldActorEntry * stageActors[]
Definition wstag928.c:145
u16 actor2Talk3Conditions[]
Definition wstag928.c:77
s16 script1612[]
Defined below, after the tables that use them.
Definition wstag928.c:185
u16 actor2Talk4Actions[]
Definition wstag928.c:93
FieldTalk actor1Talks[]
Definition wstag928.c:123
u16 actor2Talk1Actions[]
Definition wstag928.c:69
FieldTalk actor0Talks[]
Definition wstag928.c:119
u16 actor2Talk2Conditions[]
Definition wstag928.c:70
u16 actor2Talk3Actions[]
Definition wstag928.c:84
ActorImage stageImages[]
Definition wstag928.c:53
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag928.c:31
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag928.c:152
FieldTalk actor3Talks[]
Definition wstag928.c:137
u16 actor2Talk6Actions[]
Definition wstag928.c:113
u16 actor2Talk5Conditions[]
Definition wstag928.c:94
u16 actor2Talk0Conditions[]
Definition wstag928.c:67
u16 actor2Talk2Actions[]
Definition wstag928.c:76
u16 actor2Talk6Conditions[]
Definition wstag928.c:104
StageSlot stageSlots[]
Definition wstag928.c:168
u16 actor1Talk0Actions[]
Definition wstag928.c:66
FieldActorEntry actor1
Definition wstag928.c:142
#define STAGE_FILE
Definition wstag928.c:23
#define STAGE_TEXT
Definition wstag928.c:22
u16 actor2Talk4Conditions[]
Definition wstag928.c:85
FieldActorEntry actor3
Definition wstag928.c:144
FieldEvent stageEvents[]
Definition wstag928.c:181