Digimon World 3 decomp
The European version, SLES_039.36
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wstag932.c
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1/*
2 * WSTAG932: Junk Shop, Amaterasu City, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 637 starts it instead of
4 * WSTAG251.
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 0x8F7
16#define STAGE_FILE_8 0x1A8
17#elif VERSION_JP
18#define STAGE_TEXT 0x89A
19#define STAGE_FILE 0x8B9
20#define STAGE_FILE_8 0x19A
21#endif
22/* Sets the stage up: its map and actors, playing SHOP1BGM */
40
42 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
43 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
44 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
45 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
46 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
47 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
48 { 0x140, 0x100, 0x174, 0x100, 0xD0, 0, 0x170, 0x1FF },
49 { 0x140, 0x100, 0x174, 0x128, 0xD0, 0x28, 0x140, 0x1FE },
50 { 0x140, 0x100, 0x174, 0x148, 0xD0, 0x48, 0x150, 0x1FE },
51 { 0x140, 0x100, 0x174, 0x170, 0xD0, 0x70, 0x160, 0x1FE },
52};
53u16 actor0Talk0Actions[] = { 0x7A13, 1, CODES_END };
54u16 actor1Talk0Actions[] = { 0x7A12, 1, CODES_END };
56 { NULL, actor0Talk0Actions, 0x35 },
57 { NULL, NULL, 0 },
58};
60 { NULL, actor1Talk0Actions, 0x36 },
61 { NULL, NULL, 0 },
62};
64 { NULL, NULL, 0x37 },
65 { NULL, NULL, 0 },
66};
68 { NULL, NULL, 0x38 },
69 { NULL, NULL, 0 },
70};
71FieldActorEntry actor0 = { NULL, actor0Talks, 0x16, 4, 451, 178, 7 };
72FieldActorEntry actor1 = { NULL, actor1Talks, 0x17, 5, 382, 331, 1 };
73FieldActorEntry actor2 = { NULL, actor2Talks, 0x33, 6, 533, 171, 5 };
74FieldActorEntry actor3 = { NULL, actor3Talks, 0x36, 7, 195, 402, 1 };
76 &actor0,
77 &actor1,
78 &actor2,
79 &actor3,
80 NULL,
81};
83 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x3D, 4, 0, 224, 268, 0, 0 },
84 { 1, 0, 0x40, 6, 0x51, 1, 0x51, 0x53, 0xA, 0, 95, 248, 0, 0 },
85 { 1, 0, 0x40, 6, 0x51, 1, 0x51, 0x53, 0xA, 0, 181, 470, 0, 0 },
86 { 1, 0, 0x40, 6, 0x57, 1, 0x57, 0x59, 0xA, 0, 123, 226, 0, 0 },
87 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 148, 288, 0, 0 },
88 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 153, 422, 0, 0 },
89 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 114, 401, 0, 0 },
90 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 155, 299, 0, 0 },
91 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 168, 434, 0, 0 },
92 { 1, 0, 0x40, 6, 0x47, 1, 0x47, 0x49, 0xA, 0, 105, 333, 0, 0 },
93 { 1, 0, 0x40, 6, 0x47, 1, 0x47, 0x49, 0xA, 0, 126, 300, 0, 0 },
94 { 1, 0, 0x40, 6, 0x47, 1, 0x47, 0x49, 0xA, 0, 219, 451, 0, 0 },
95 { 1, 0, 0x40, 6, 0x4A, 1, 0x4A, 0x4C, 0xA, 0, 59, 341, 0, 0 },
96 { 1, 0, 0x40, 6, 0x4A, 1, 0x4A, 0x4C, 0xA, 0, 62, 328, 0, 0 },
97 { 1, 0, 0x40, 6, 0x4A, 1, 0x4A, 0x4C, 0xA, 0, 63, 366, 0, 0 },
98 { 1, 0, 0x40, 6, 0x4A, 1, 0x4A, 0x4C, 0xA, 0, 95, 378, 0, 0 },
99 { 1, 0, 0x40, 6, 0x4A, 1, 0x4A, 0x4C, 0xA, 0, 126, 244, 0, 0 },
100 { 1, 0, 0x40, 6, 0x4D, 1, 0x4D, 0x50, 8, 0, 73, 439, 0, 0 },
101 { 1, 0, 0x40, 6, 0, 1, 0, 5, 4, 0, 299, 241, 0, 0 },
102 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
103};
105 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27C, 0x150, 0x98, 7, 0, 0, 0 },
106 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27C, 0x60, 0x150, 7, 0, 0, 0 },
107 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
108};
109void (*stageFuncs[])(void) = {
111};
#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_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_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,...
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
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 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 actor0Talk0Actions[]
Definition wstag932.c:53
FieldActorEntry actor0
Definition wstag932.c:71
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag932.c:109
FieldTalk actor2Talks[]
Definition wstag932.c:63
FieldActorEntry actor2
Definition wstag932.c:73
#define STAGE_FILE_8
Definition wstag932.c:16
FieldActorEntry * stageActors[]
Definition wstag932.c:75
FieldTalk actor1Talks[]
Definition wstag932.c:59
FieldTalk actor0Talks[]
Definition wstag932.c:55
ActorImage stageImages[]
Definition wstag932.c:41
void setupStage(void)
Sets the stage up: its map and actors, playing SHOP1BGM.
Definition wstag932.c:23
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag932.c:82
FieldTalk actor3Talks[]
Definition wstag932.c:67
StageSlot stageSlots[]
Definition wstag932.c:104
u16 actor1Talk0Actions[]
Definition wstag932.c:54
FieldActorEntry actor1
Definition wstag932.c:72
#define STAGE_FILE
Definition wstag932.c:15
#define STAGE_TEXT
Definition wstag932.c:14
FieldActorEntry actor3
Definition wstag932.c:74