Digimon World 3 decomp
The European version, SLES_039.36
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wstag933.c
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1/*
2 * WSTAG933: Lamb Chop, Amaterasu City, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 638 starts it instead of
4 * WSTAG256.
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 0x8F9
16#define STAGE_FILE_8 0x1AA
17#elif VERSION_JP
18#define STAGE_TEXT 0x89A
19#define STAGE_FILE 0x8BC
20#define STAGE_FILE_8 0x19C
21#endif
22/* Sets the stage up: its map and actors, playing SHOP2BGM */
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, 0x14A, 0x17A, 0x28, 0x7A, 0x150, 0x1FF },
49 { 0x140, 0x100, 0x15A, 0x162, 0x68, 0x62, 0x160, 0x1FF },
50 { 0x140, 0x100, 0x140, 0x188, 0, 0x88, 0x170, 0x1FF },
51 { 0x140, 0x100, 0x164, 0x162, 0x90, 0x62, 0x150, 0x1FE },
52 { 0x140, 0x100, 0x170, 0x148, 0xC0, 0x48, 0x160, 0x1FE },
53 { 0, 0, 0, 0, 0, 0, 0, 0 },
54 { 0x140, 0x100, 0x15A, 0x18A, 0x68, 0x8A, 0x170, 0x1FE },
55};
57 { NULL, NULL, 0x39 },
58 { NULL, NULL, 0 },
59};
61 { NULL, NULL, 0x3A },
62 { NULL, NULL, 0 },
63};
65 { NULL, NULL, 0x3B },
66 { NULL, NULL, 0 },
67};
69 { NULL, NULL, 0x3C },
70 { NULL, NULL, 0 },
71};
73 { NULL, NULL, 0x3D },
74 { NULL, NULL, 0 },
75};
76FieldActorEntry actor0 = { NULL, actor0Talks, 0x19, 4, 275, 255, 1 };
77FieldActorEntry actor1 = { NULL, actor1Talks, 0x1A, 5, 256, 321, 1 };
78FieldActorEntry actor2 = { NULL, actor2Talks, 0x39, 6, 133, 187, 1 };
79FieldActorEntry actor3 = { NULL, NULL, 0x44, 7, 307, 240, 5 };
80FieldActorEntry actor4 = { NULL, actor4Talks, 0x84, 8, 217, 257, 5 };
81FieldActorEntry actor5 = { NULL, NULL, 0xE0, 9, 267, 266, 7 };
82FieldActorEntry actor6 = { NULL, actor6Talks, 0x16F, 0xA, 101, 203, 5 };
84 &actor0,
85 &actor1,
86 &actor2,
87 &actor3,
88 &actor4,
89 &actor5,
90 &actor6,
91 NULL,
92};
94 { 1, 0, 0x40, 2, 0xC, 0, 0, 0, 0, 0, 115, 131, 0, 0 },
95 { 1, 0, 0x40, 2, 0xC, 0, 0, 0, 0, 0, 163, 107, 0, 0 },
96 { 1, 0, 0x40, 2, 0xC, 0, 0, 0, 0, 0, 227, 75, 0, 0 },
97 { 1, 0, 0x40, 2, 0xD, 0, 0, 0, 0, 0, 280, 73, 0, 0 },
98 { 1, 0, 0x40, 2, 0xD, 0, 0, 0, 0, 0, 328, 97, 0, 0 },
99 { 1, 0, 0x40, 2, 0xD, 0, 0, 0, 0, 0, 376, 121, 0, 0 },
100 { 1, 0, 0x40, 2, 0xA, 2, 0, 2, 4, 0, 117, 147, 0, 0 },
101 { 1, 0, 0x40, 2, 0xA, 2, 0, 2, 4, 0, 165, 124, 0, 0 },
102 { 1, 0, 0x40, 2, 0xA, 2, 0, 2, 4, 0, 229, 92, 0, 0 },
103 { 1, 0, 0x40, 2, 0xB, 2, 0, 2, 4, 0, 259, 90, 0, 0 },
104 { 1, 0, 0x40, 2, 0xB, 2, 0, 2, 4, 0, 307, 115, 0, 0 },
105 { 1, 0, 0x40, 2, 0xB, 2, 0, 2, 4, 0, 355, 139, 0, 0 },
106 { 1, 0x64, 0x40, 6, 0xF, 0, 0, 0, 0, 0, 350, 125, 0, 0 },
107 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 192, 271, 301, 0 },
108 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 184, 263, 288, 0 },
109 { 1, 0, 0x40, 4, 0xE, 0, 0, 0, 0, 0, 152, 216, 233, 0 },
110 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 178, 254, 277, 0 },
111 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 280, 256, 280, 0 },
112 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 264, 248, 271, 0 },
113 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 248, 240, 264, 0 },
114 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 232, 232, 256, 0 },
115 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 217, 222, 248, 0 },
116 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 312, 231, 263, 0 },
117 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 332, 222, 253, 0 },
118 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
119};
121 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x270, 0x112, 0x220, 1, 0, 0, 0 },
122 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x279, 0x68, 0x15A, 5, 0x64, 0, 0 },
123 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
124};
125void (*stageFuncs[])(void) = {
127};
#define NULL
Definition common.h:17
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_2
SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado.
Definition sound.h:82
#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
FieldActorEntry actor0
Definition wstag933.c:76
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag933.c:125
FieldActorEntry actor6
Definition wstag933.c:82
FieldTalk actor2Talks[]
Definition wstag933.c:64
FieldActorEntry actor5
Definition wstag933.c:81
FieldActorEntry actor2
Definition wstag933.c:78
#define STAGE_FILE_8
Definition wstag933.c:16
FieldActorEntry * stageActors[]
Definition wstag933.c:83
FieldTalk actor1Talks[]
Definition wstag933.c:60
FieldTalk actor0Talks[]
Definition wstag933.c:56
FieldTalk actor4Talks[]
Definition wstag933.c:68
FieldActorEntry actor4
Definition wstag933.c:80
ActorImage stageImages[]
Definition wstag933.c:41
FieldTalk actor6Talks[]
Definition wstag933.c:72
void setupStage(void)
Sets the stage up: its map and actors, playing SHOP2BGM.
Definition wstag933.c:23
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag933.c:93
StageSlot stageSlots[]
Definition wstag933.c:120
FieldActorEntry actor1
Definition wstag933.c:77
#define STAGE_FILE
Definition wstag933.c:15
#define STAGE_TEXT
Definition wstag933.c:14
FieldActorEntry actor3
Definition wstag933.c:79