Digimon World 3 decomp
The European version, SLES_039.36
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wstag929.c
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1/*
2 * WSTAG929: Underground Path, Amaterasu City, in the extra chapter. The
3 * European version's: in its extra chapter (STORY_EXTRA), mode 634 starts it
4 * instead of WSTAG238.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
12
13#if VERSION_EU
14#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_08)
15#define STAGE_FILE 0x8F1
16#define STAGE_FILE_8 0x2B7
17#elif VERSION_JP
18#define STAGE_TEXT 0x89A
19#define STAGE_FILE 0x8B0
20#define STAGE_FILE_8 0x2A8
21#endif
22/* Sets the stage up: its map and actors, playing ASKA_BGM */
39
41 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
42 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
43 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
44 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
45 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
46 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
47};
49 { 1, 0, 0x40, 2, 0x32, 2, 0, 1, 6, 0, 261, 137, 0, 0 },
50 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 53, 223, 0, 0 },
51 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 173, 179, 0, 0 },
52 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 325, 105, 0, 0 },
53 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 435, 83, 0, 0 },
54 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 523, 127, 0, 0 },
55 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 555, 239, 0, 0 },
56 { 1, 0x64, 0x40, 6, 1, 0, 0, 0, 0, 0, 286, 127, 0, 0 },
57 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 224, 144, 184, 0 },
58 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
59};
61 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x271, 0xF0, 0x108, 7, 0, 0, 0 },
62 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28A, 0x138, 0x64, 7, 0, 0, 0 },
63 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x279, 0xA7, 0x153, 3, 0x64, 0, 0 },
64 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x203, 0xC2, 0, 0, 0, 0 },
65 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x212, 0x128, 0, 0, 0, 0 },
66 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
67};
68void (*stageFuncs[])(void) = {
70};
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define SLOT_CLIMB_UP
Definition field_map.h:256
#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 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 MUSIC_ASUKA_CITY
ASKA_BGM: the Central Sector's streets and bridges, the Underground Path.
Definition sound.h:78
#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,...
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
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
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 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
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag929.c:68
#define STAGE_FILE_8
Definition wstag929.c:16
ActorImage stageImages[]
Definition wstag929.c:40
void setupStage(void)
Sets the stage up: its map and actors, playing ASKA_BGM.
Definition wstag929.c:23
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag929.c:48
StageSlot stageSlots[]
Definition wstag929.c:60
#define STAGE_FILE
Definition wstag929.c:15
#define STAGE_TEXT
Definition wstag929.c:14