Digimon World 3 decomp
The European version, SLES_039.36
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wstag937.c
Go to the documentation of this file.
1/*
2 * WSTAG937: El Dorado, Amaterasu City, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 642 starts it instead of
4 * WSTAG281.
5 */
6
7#include "common.h"
8#define STAGE_TWEEN /* stageFuncs is a StageFuncs (stage.h) */
9#include "field/stage.h"
10
12#define STAGE_CHILDREN_SIZE 4
14
15#if VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_08)
17#define STAGE_FILE 0x901
18#define STAGE_FILE_8 0x1B2
19#elif VERSION_JP
20#define STAGE_TEXT 0x89A
21#define STAGE_FILE 0x8C8
22#define STAGE_FILE_8 0x1A4
23#endif
24/* Sets the stage up: its map and actors, playing SHOP2BGM */
42
45
47 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
48 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
49 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
50 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
51 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
52 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
53 { 0x140, 0x100, 0x170, 0x17A, 0xC0, 0x7A, 0x160, 0x1FF },
54 { 0x140, 0x100, 0x140, 0x182, 0, 0x82, 0x170, 0x1FF },
55 { 0x140, 0x100, 0x148, 0x182, 0x20, 0x82, 0x160, 0x1FE },
56 { 0x140, 0x100, 0x150, 0x182, 0x40, 0x82, 0x170, 0x1FE },
57 { 0x140, 0x100, 0x158, 0x182, 0x60, 0x82, 0x140, 0x1FD },
58 { 0x140, 0x100, 0x160, 0x189, 0x80, 0x89, 0x150, 0x1FD },
59 { 0, 0, 0, 0, 0, 0, 0, 0 },
60};
65 { NULL, NULL, 0x65 },
66 { NULL, NULL, 0 },
67};
69 { NULL, NULL, 0x64 },
70 { NULL, NULL, 0 },
71};
73 { NULL, NULL, 0x66 },
74 { NULL, NULL, 0 },
75};
77 { NULL, NULL, 0x62 },
78 { NULL, NULL, 0 },
79};
81 { NULL, NULL, 0x63 },
82 { NULL, NULL, 0 },
83};
89FieldActorEntry actor0 = { NULL, actor0Talks, 0x30, 4, 264, 301, 3 };
90FieldActorEntry actor1 = { NULL, actor1Talks, 0x31, 5, 216, 277, 7 };
91FieldActorEntry actor2 = { NULL, actor2Talks, 0x32, 6, 352, 296, 5 };
92FieldActorEntry actor3 = { NULL, actor3Talks, 0x34, 7, 368, 224, 1 };
93FieldActorEntry actor4 = { NULL, actor4Talks, 0x35, 8, 471, 245, 3 };
94FieldActorEntry actor5 = { NULL, actor5Talks, 0x10B, 9, 353, 160, 7 };
95FieldActorEntry actor6 = { NULL, NULL, 0x10C, 0xA, 360, 172, 7 };
97 &actor0,
98 &actor1,
99 &actor2,
100 &actor3,
101 &actor4,
102 &actor5,
103 &actor6,
104 NULL,
105};
107 { 1, 0, 0x40, 2, 0xA, 0, 0, 0, 0, 0, 93, 125, 0, 0 },
108 { 1, 0, 0x40, 2, 0xB, 0, 0, 0, 0, 0, 126, 109, 0, 0 },
109 { 1, 0, 0x40, 2, 0xC, 0, 0, 0, 0, 0, 158, 93, 0, 0 },
110 { 1, 0, 0x40, 2, 0xD, 0, 0, 0, 0, 0, 235, 67, 0, 0 },
111 { 1, 0, 0x40, 2, 0xE, 0, 0, 0, 0, 0, 282, 43, 0, 0 },
112 { 1, 0, 0x40, 2, 0xF, 0, 0, 0, 0, 0, 379, 34, 0, 0 },
113 { 1, 0, 0x40, 2, 0x10, 0, 0, 0, 0, 0, 403, 46, 0, 0 },
114 { 1, 0, 0x40, 2, 0x11, 0, 0, 0, 0, 0, 427, 90, 0, 0 },
115 { 1, 0, 0x40, 2, 0x12, 0, 0, 0, 0, 0, 463, 113, 0, 0 },
116 { 1, 0, 0x40, 2, 0x13, 0, 0, 0, 0, 0, 482, 109, 0, 0 },
117 { 1, 0, 0x40, 2, 0x14, 0, 0, 0, 0, 0, 503, 123, 0, 0 },
118 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 84, 130, 0, 0 },
119 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 116, 114, 0, 0 },
120 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 148, 98, 0, 0 },
121 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 272, 44, 0, 0 },
122 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 368, 36, 0, 0 },
123 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 417, 91, 0, 0 },
124 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 453, 113, 0, 0 },
125 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 473, 112, 0, 0 },
126 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 493, 134, 0, 0 },
127 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 497, 124, 0, 0 },
128 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 4, 0, 292, 104, 0, 0 },
129 { 1, 0, 0x40, 6, 0x15, 0, 0, 0, 0, 0, 416, 59, 0, 0 },
130 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 224, 68, 0, 0 },
131 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 392, 48, 0, 0 },
132 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 416, 60, 0, 0 },
133 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 208, 263, 288, 0 },
134 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 384, 191, 217, 0 },
135 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 320, 169, 184, 0 },
136 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 304, 161, 174, 0 },
137 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 336, 161, 174, 0 },
138 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 288, 153, 166, 0 },
139 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 352, 153, 166, 0 },
140 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 272, 144, 158, 0 },
141 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 368, 145, 158, 0 },
142 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
143};
145 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x271, 0x180, 0xD8, 7, 0, 0, 0 },
146 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x281, 0x92, 0x1A2, 7, 0, 0, 0 },
147 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 3, 0x110, 0xB8, 0, 0, 0, 0 },
148 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 3, 0x100, 0xF0, 0, 0, 0, 0 },
149 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
150};
#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 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 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_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,...
void startTween(PanelAnim *tween, s32 up)
Starts the menu stage's tween (stageFuncs.start) with its sound: up, from 0 to ONE over its duration,...
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
The table of a stage's functions: its setup, then the menu stages' tween (startTween and updateTween)...
Definition stage.h:95
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
s32 updateTween(PanelAnim *tween)
Steps the tween (stageFuncs.update): whether it has ended.
FieldActorEntry actor0
Definition wstag937.c:89
FieldActorEntry actor6
Definition wstag937.c:95
FieldTalk actor2Talks[]
Definition wstag937.c:72
u16 actor5Talk0Conditions[]
Definition wstag937.c:61
FieldTalk actor5Talks[]
Definition wstag937.c:84
FieldActorEntry actor5
Definition wstag937.c:94
FieldActorEntry actor2
Definition wstag937.c:91
#define STAGE_FILE_8
Definition wstag937.c:18
FieldActorEntry * stageActors[]
Definition wstag937.c:96
FieldTalk actor1Talks[]
Definition wstag937.c:68
FieldTalk actor0Talks[]
Definition wstag937.c:64
FieldTalk actor4Talks[]
Definition wstag937.c:80
FieldActorEntry actor4
Definition wstag937.c:93
ActorImage stageImages[]
Definition wstag937.c:46
void setupStage(void)
Sets the stage up: its map and actors, playing SHOP2BGM.
Definition wstag937.c:25
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag937.c:106
FieldTalk actor3Talks[]
Definition wstag937.c:76
u16 actor5Talk0Actions[]
Definition wstag937.c:62
StageSlot stageSlots[]
Definition wstag937.c:144
u16 actor5Talk1Conditions[]
Definition wstag937.c:63
FieldActorEntry actor1
Definition wstag937.c:90
#define STAGE_FILE
Definition wstag937.c:17
#define STAGE_TEXT
Definition wstag937.c:16
FieldActorEntry actor3
Definition wstag937.c:92
StageFuncs stageFuncs
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag937.c:151