Digimon World 3 decomp
The European version, SLES_039.36
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wstag940.c
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1/*
2 * WSTAG940: Central Park, Central Sector, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 652 starts it instead of
4 * WSTAG331.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
11#define STAGE_CHILDREN_SIZE 4
13
14const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
15#if VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_09)
17#define STAGE_FILE 0x907
18#define STAGE_FILE_8 0x1B4
19#elif VERSION_JP
20#define STAGE_TEXT 0x89B
21#define STAGE_FILE 0x8D1
22#define STAGE_FILE_8 0x1A6
23#endif
24/* Sets the stage up: its map, actors and battles, playing FIELDBGM */
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, 0x178, 0x100, 0xE0, 0, 0x160, 0x1FF },
54 { 0x140, 0x100, 0x176, 0x1C4, 0xD8, 0xC4, 0x170, 0x1FF },
55 { 0, 0, 0, 0, 0, 0, 0, 0 },
56 { 0x180, 0x100, 0x1B6, 0x100, 0x1D8, 0, 0x140, 0x1FE },
57 { 0x180, 0x100, 0x180, 0x11F, 0x100, 0x1F, 0x150, 0x1FE },
58 { 0x180, 0x100, 0x188, 0x11F, 0x120, 0x1F, 0x160, 0x1FE },
59};
93u16 actor7Talk0Actions[] = { 0x9407, 1, CODES_END };
95u16 actor7Talk1Actions[] = { 0x9408, 1, CODES_END };
96u16 actor8Talk0Actions[] = { 0x940D, 1, CODES_END };
99 { NULL, NULL, 0 },
100};
102 { NULL, NULL, 0x19 },
103 { NULL, NULL, 0 },
104};
113 { NULL, NULL, 0x70 },
114 { NULL, NULL, 0 },
115};
117 { NULL, NULL, 0x15 },
118 { NULL, NULL, 0 },
119};
128 { NULL, NULL, 0x71 },
129 { NULL, NULL, 0 },
130};
137 { NULL, actor8Talk0Actions, 0x6F },
138 { NULL, NULL, 0 },
139};
141u16 actor1Conditions[] = { ITEM(0, 0x192), 0, CODES_END };
142u16 actor2Conditions[] = { ITEM(0, 0x192), 1, CODES_END };
143u16 actor4Conditions[] = { ITEM(0, 0x192), 0, CODES_END };
144u16 actor5Conditions[] = { ITEM(0, 0x192), 1, CODES_END };
145u16 actor7Conditions[] = { ITEM(0, 0x2A), 0, CODES_END };
146u16 actor8Conditions[] = { ITEM(0, 0x2A), 1, CODES_END };
150FieldActorEntry actor3 = { NULL, actor3Talks, 0x3F, 6, 961, 681, 1 };
153FieldActorEntry actor6 = { NULL, actor6Talks, 0x87, 8, 560, 728, 7 };
157 &actor0,
158 &actor1,
159 &actor2,
160 &actor3,
161 &actor4,
162 &actor5,
163 &actor6,
164 &actor7,
165 &actor8,
166 NULL,
167};
169 { 1, 0, 0x40, 2, 6, 1, 6, 8, 8, 0, 787, 422, 0, 0 },
170 { 1, 0, 0x40, 2, 9, 1, 9, 0xE, 8, 0, 202, 246, 0, 0 },
171 { 1, 0, 0x40, 2, 9, 1, 9, 0xE, 8, 0, 410, 878, 0, 0 },
172 { 1, 0, 0x40, 2, 9, 1, 9, 0xE, 8, 0, 1322, 886, 0, 0 },
173 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 150, 820, 0, 0 },
174 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 500, 1060, 0, 0 },
175 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 575, 940, 0, 0 },
176 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 681, 1030, 0, 0 },
177 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 715, 1004, 0, 0 },
178 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 870, 843, 0, 0 },
179 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 910, 455, 0, 0 },
180 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1271, 1057, 0, 0 },
181 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1520, 360, 0, 0 },
182 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 97, 735, 0, 0 },
183 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 195, 304, 0, 0 },
184 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 268, 562, 0, 0 },
185 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 584, 151, 0, 0 },
186 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 668, 1135, 0, 0 },
187 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 738, 892, 0, 0 },
188 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 742, 475, 0, 0 },
189 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 750, 999, 0, 0 },
190 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1053, 1074, 0, 0 },
191 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1331, 461, 0, 0 },
192 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 182, 792, 0, 0 },
193 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 645, 1050, 0, 0 },
194 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 867, 469, 0, 0 },
195 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 869, 1066, 0, 0 },
196 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1399, 423, 0, 0 },
197 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1458, 398, 0, 0 },
198 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 97, 892, 0, 0 },
199 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 138, 930, 0, 0 },
200 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 145, 273, 0, 0 },
201 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 180, 706, 0, 0 },
202 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 184, 407, 0, 0 },
203 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 293, 496, 0, 0 },
204 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 386, 648, 0, 0 },
205 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 495, 624, 0, 0 },
206 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 527, 75, 0, 0 },
207 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 530, 1028, 0, 0 },
208 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 611, 1160, 0, 0 },
209 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 643, 185, 0, 0 },
210 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 910, 1071, 0, 0 },
211 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1039, 341, 0, 0 },
212 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1365, 429, 0, 0 },
213 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1565, 333, 0, 0 },
214 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 212, 806, 0, 0 },
215 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 232, 560, 0, 0 },
216 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 250, 329, 0, 0 },
217 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 367, 607, 0, 0 },
218 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 673, 194, 0, 0 },
219 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1070, 347, 0, 0 },
220 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1172, 1074, 0, 0 },
221 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1298, 459, 0, 0 },
222 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 208, 525, 0, 0 },
223 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 261, 826, 0, 0 },
224 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 317, 582, 0, 0 },
225 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 468, 997, 0, 0 },
226 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 579, 1121, 0, 0 },
227 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 786, 1012, 0, 0 },
228 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 990, 1080, 0, 0 },
229 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1076, 362, 0, 0 },
230 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1417, 389, 0, 0 },
231 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1513, 371, 0, 0 },
232 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 78, 891, 0, 0 },
233 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 113, 617, 0, 0 },
234 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 133, 615, 0, 0 },
235 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 249, 366, 0, 0 },
236 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 277, 870, 0, 0 },
237 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 459, 1003, 0, 0 },
238 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 554, 617, 0, 0 },
239 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 569, 1062, 0, 0 },
240 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 675, 1037, 0, 0 },
241 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 711, 518, 0, 0 },
242 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 727, 511, 0, 0 },
243 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 751, 903, 0, 0 },
244 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 878, 1051, 0, 0 },
245 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 939, 488, 0, 0 },
246 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1088, 1054, 0, 0 },
247 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1279, 482, 0, 0 },
248 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1391, 434, 0, 0 },
249 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1410, 546, 0, 0 },
250 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1486, 357, 0, 0 },
251 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1589, 336, 0, 0 },
252 { 1, 0, 0x72, 4, 0, 0, 0, 0, 0, 0, 765, 572, 665, 0 },
253 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 951, 632, 679, 0 },
254 { 1, 0, 0x7D, 4, 2, 0, 0, 0, 0, 0, 816, 122, 245, 0 },
255 { 1, 0, 0x7D, 4, 3, 0, 0, 0, 0, 0, 800, 114, 238, 0 },
256 { 1, 0, 0x7D, 4, 4, 0, 0, 0, 0, 0, 784, 106, 230, 0 },
257 { 1, 0, 0x7D, 4, 5, 0, 0, 0, 0, 0, 767, 99, 223, 0 },
258 { 1, 0, 0x46, 4, 0xF, 0, 0, 0, 0, 0, 1224, 424, 484, 0 },
259 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 243, 754, 754, 0 },
260 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 266, 606, 606, 0 },
261 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 275, 778, 778, 0 },
262 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 314, 630, 630, 0 },
263 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 338, 538, 538, 0 },
264 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 363, 654, 654, 0 },
265 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 410, 678, 678, 0 },
266 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 483, 930, 930, 0 },
267 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 531, 906, 906, 0 },
268 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 547, 674, 674, 0 },
269 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 579, 882, 882, 0 },
270 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 595, 650, 650, 0 },
271 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 626, 474, 474, 0 },
272 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 627, 858, 858, 0 },
273 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 643, 994, 994, 0 },
274 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 667, 454, 454, 0 },
275 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 691, 490, 490, 0 },
276 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 723, 826, 826, 0 },
277 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 771, 802, 802, 0 },
278 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 787, 938, 938, 0 },
279 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 819, 778, 778, 0 },
280 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 835, 194, 194, 0 },
281 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 835, 914, 914, 0 },
282 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 883, 890, 890, 0 },
283 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 883, 938, 938, 0 },
284 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 931, 914, 914, 0 },
285 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 979, 378, 378, 0 },
286 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 979, 890, 890, 0 },
287 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1027, 402, 402, 0 },
288 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1075, 426, 426, 0 },
289 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1314, 642, 642, 0 },
290 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1315, 690, 690, 0 },
291 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1315, 738, 738, 0 },
292 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1363, 570, 570, 0 },
293 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1363, 618, 618, 0 },
294 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1363, 666, 666, 0 },
295 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1363, 714, 714, 0 },
296 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1363, 762, 762, 0 },
297 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
298};
300 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x272, 0x100, 0x1E0, 5, 0, 0, 0 },
301 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28D, 0x7C, 0x7E, 7, 0, 0, 0 },
302 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28E, 0x30A, 0x98, 1, 0, 0, 0 },
303 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28F, 0x4AC, 0x326, 3, 0, 0, 0 },
304 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 3, 0x2CE, 0x124, 0, 0, 0, 0 },
305 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 3, 0x2DF, 0xF0, 0, 0, 0, 0 },
306 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0x324, 0x170, 0, 0, 0, 0 },
307 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x333, 0x11A, 0, 0, 0, 0 },
308 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 2, 1 },
309 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 0, 0, 4, 1 },
310 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 0, 0, 3, 1 },
311 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 0, 0, 2, 1 },
312 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x60, 0xFFF0, 0, 0, 0, 0, 0 },
313 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x30, 0, 0, 0, 0, 0 },
314 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x40, 0, 0, 0, 0, 0 },
315 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFB0, 0x10, 0, 0, 0, 0, 0 },
316 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0xFFE8, 0, 0, 0, 0, 0 },
317 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0xFFD8, 0, 0, 0, 0, 0 },
318 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFE0, 0x28, 0, 0, 0, 0, 0 },
319 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x30, 0x28, 0, 0, 0, 0, 0 },
320 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFD0, 0xFFF8, 0, 0, 0, 0, 0 },
321 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x14, 0, 0, 0, 0, 0 },
322 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 2, 1 },
323 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
324};
325void (*stageFuncs[])(void) = {
327};
354AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
355AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
356AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
357AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
358AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
359AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
360AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
361AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
367AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
368AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
369AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
372AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
#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 SLOT_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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_GAUGE
the gauge game
Definition field_map.h:261
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SLOT_WARP0
the same with effect and cutscene 0
Definition field_map.h:264
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define CODES_END
Definition game_state.h:83
#define ITEM(kind, id)
an item, in the bag or equipped; kind (bits 9-11) isn't read, and the scripts set it after the item's...
Definition game_state.h:80
#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 CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_FIELD
FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape.
Definition sound.h:83
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
Definition sound.h:70
#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 FLAG_CENTRAL_PARK_ARMOR_CHIP_FOUND
wstag940 (extra chapter): chest that gives the Armor Chip, "I got" text; its conditions test it 0
Definition story.h:470
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
Definition story.h:169
#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 battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
Definition field_map.h:402
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
Definition field_map.h:411
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
Definition field_map.h:422
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
FieldBattles * battles
Definition field_map.h:450
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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
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 actor1Conditions[]
Definition wstag940.c:141
u16 actor0Talk0Actions[]
Definition wstag940.c:60
AreaBattle area2Battle7
Definition wstag940.c:361
FieldActorEntry actor0
Definition wstag940.c:147
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag940.c:325
FieldActorEntry actor6
Definition wstag940.c:153
u16 actor7Talk1Conditions[]
Definition wstag940.c:94
u16 actor5Talk3Conditions[]
Definition wstag940.c:90
FieldTalk actor2Talks[]
Definition wstag940.c:105
AreaBattle area2Battle6
Definition wstag940.c:360
u16 actor5Talk2Actions[]
Definition wstag940.c:89
u16 actor2Talk1Conditions[]
Definition wstag940.c:68
u16 actor5Talk0Conditions[]
Definition wstag940.c:79
FieldTalk actor5Talks[]
Definition wstag940.c:120
AreaBattle area1Battle6
Definition wstag940.c:347
FieldActorEntry actor5
Definition wstag940.c:152
AreaBattle area0Battle7
Definition wstag940.c:335
FieldActorEntry actor2
Definition wstag940.c:149
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag940.c:14
#define STAGE_FILE_8
Definition wstag940.c:18
AreaBattle area3Battle4
Definition wstag940.c:371
AreaBattle area3Battle3
Definition wstag940.c:370
AreaBattle area0Battle1
Definition wstag940.c:329
AreaBattle area2Battle0
Definition wstag940.c:354
u16 actor7Talk0Conditions[]
Definition wstag940.c:92
u16 actor5Talk3Actions[]
Definition wstag940.c:91
FieldActorEntry * stageActors[]
Definition wstag940.c:156
u16 actor2Talk3Conditions[]
Definition wstag940.c:77
u16 actor7Talk0Actions[]
Definition wstag940.c:93
AreaBattle area1Battle2
Definition wstag940.c:343
AreaBattle area3Battle0
Definition wstag940.c:367
u16 actor7Talk1Actions[]
Definition wstag940.c:95
AreaBattle area0Battle6
Definition wstag940.c:334
FieldTalk actor1Talks[]
Definition wstag940.c:101
AreaBattle area3Battle2
Definition wstag940.c:369
u16 actor2Talk1Actions[]
Definition wstag940.c:69
FieldTalk actor0Talks[]
Definition wstag940.c:97
AreaBattle area3Battle1
Definition wstag940.c:368
AreaBattle area0Battle3
Definition wstag940.c:331
u16 actor2Talk0Actions[]
Definition wstag940.c:67
FieldTalk actor4Talks[]
Definition wstag940.c:116
u16 actor4Conditions[]
Definition wstag940.c:143
FieldActorEntry actor4
Definition wstag940.c:151
u16 actor2Talk2Conditions[]
Definition wstag940.c:75
AreaBattle area3Battle6
Definition wstag940.c:373
FieldActorEntry actor8
Definition wstag940.c:155
u16 actor2Talk3Actions[]
Definition wstag940.c:78
ActorImage stageImages[]
Definition wstag940.c:46
FieldTalk actor6Talks[]
Definition wstag940.c:127
void setupStage(void)
Sets the stage up: its map, actors and battles, playing FIELDBGM.
Definition wstag940.c:25
AreaBattle area2Battle4
Definition wstag940.c:358
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag940.c:168
u16 actor8Conditions[]
Definition wstag940.c:146
u16 actor5Conditions[]
Definition wstag940.c:144
FieldTalk actor3Talks[]
Definition wstag940.c:112
BattleList area3Battles
Definition wstag940.c:375
AreaBattle area3Battle5
Definition wstag940.c:372
AreaBattle area0Battle5
Definition wstag940.c:333
BattleList area1Battles
Definition wstag940.c:349
u16 actor5Talk0Actions[]
Definition wstag940.c:80
BattleList area2Battles
Definition wstag940.c:362
u16 actor2Talk0Conditions[]
Definition wstag940.c:66
AreaBattle area1Battle4
Definition wstag940.c:345
u16 actor2Talk2Actions[]
Definition wstag940.c:76
AreaBattle area2Battle2
Definition wstag940.c:356
AreaBattle area1Battle5
Definition wstag940.c:346
FieldActorEntry actor7
Definition wstag940.c:154
StageSlot stageSlots[]
Definition wstag940.c:299
AreaBattle area2Battle1
Definition wstag940.c:355
u16 actor5Talk1Conditions[]
Definition wstag940.c:81
u16 actor8Talk0Actions[]
Definition wstag940.c:96
AreaBattle area1Battle3
Definition wstag940.c:344
AreaBattle area1Battle0
Definition wstag940.c:341
u16 actor5Talk2Conditions[]
Definition wstag940.c:88
FieldActorEntry actor1
Definition wstag940.c:148
AreaBattle area0Battle0
Definition wstag940.c:328
AreaBattle area0Battle2
Definition wstag940.c:330
#define STAGE_FILE
Definition wstag940.c:17
AreaBattle area2Battle5
Definition wstag940.c:359
AreaBattle area1Battle1
Definition wstag940.c:342
u16 actor7Conditions[]
Definition wstag940.c:145
AreaBattle area2Battle3
Definition wstag940.c:357
u16 actor2Conditions[]
Definition wstag940.c:142
FieldTalk actor7Talks[]
Definition wstag940.c:131
AreaBattle area0Battle4
Definition wstag940.c:332
#define STAGE_TEXT
Definition wstag940.c:16
FieldTalk actor8Talks[]
Definition wstag940.c:136
u16 actor5Talk1Actions[]
Definition wstag940.c:82
AreaBattle area3Battle7
Definition wstag940.c:374
BattleList area0Battles
Definition wstag940.c:336
AreaBattle area1Battle7
Definition wstag940.c:348
FieldActorEntry actor3
Definition wstag940.c:150
FieldBattles stageBattles[]
Definition wstag940.c:380
u16 actor0Conditions[]
Definition wstag940.c:140