Digimon World 3 decomp
The European version, SLES_039.36
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wstag942.c
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1/*
2 * WSTAG942: Shell Beach, Central Sector, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 654 starts it instead of
4 * WSTAG341.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
12
13const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 };
14#if VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_09)
16#define STAGE_FILE 0x90B
17#define STAGE_FILE_8 0x3A1
18#elif VERSION_JP
19#define STAGE_TEXT 0x89B
20#define STAGE_FILE 0x8D7
21#define STAGE_FILE_8 0x391
22#endif
23/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0014 */
44
46 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
47 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
48 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
49 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
50 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
51 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
52 { 0x140, 0x100, 0x172, 0x151, 0xC8, 0x51, 0x150, 0x1FF },
53 { 0x140, 0x100, 0x172, 0x179, 0xC8, 0x79, 0x160, 0x1FF },
54 { 0x180, 0x100, 0x1A0, 0x100, 0x180, 0, 0x170, 0x1FF },
55 { 0x180, 0x100, 0x1A8, 0x100, 0x1A0, 0, 0x140, 0x1FE },
56};
72u16 actor3Talk1Conditions[] = { FLAG(0, 5), 1, ITEM(0, 0x192), 0, CODES_END };
73u16 actor3Talk2Conditions[] = { FLAG(0, 5), 1, ITEM(0, 5), 0, ITEM(0, 0x192), 1, CODES_END };
75u16 actor3Talk3Conditions[] = { FLAG(0, 5), 1, ITEM(0, 5), 1, ITEM(0, 0x192), 1, CODES_END };
77 { NULL, NULL, 0x21 },
78 { NULL, NULL, 0 },
79};
88 { NULL, NULL, 0x78 },
89 { NULL, NULL, 0 },
90};
99 { NULL, NULL, 0x79 },
100 { NULL, NULL, 0 },
101};
102u16 actor0Conditions[] = { ITEM(0, 0x192), 0, CODES_END };
103u16 actor1Conditions[] = { ITEM(0, 0x192), 1, CODES_END };
106FieldActorEntry actor2 = { NULL, actor2Talks, 0x8C, 5, 640, 593, 7 };
107FieldActorEntry actor3 = { NULL, actor3Talks, 0x11A, 6, 412, 642, 1 };
108FieldActorEntry actor4 = { NULL, actor4Talks, 0x171, 7, 299, 282, 5 };
110 &actor0,
111 &actor1,
112 &actor2,
113 &actor3,
114 &actor4,
115 NULL,
116};
118 { 1, 0, 0x40, 2, 5, 1, 5, 0xA, 8, 0, 395, 85, 0, 0 },
119 { 1, 0, 0x40, 2, 5, 1, 5, 0xA, 8, 0, 698, 285, 0, 0 },
120 { 1, 0, 0x50, 2, 0xB, 0, 0, 0, 0, 0, 688, 97, 0, 0 },
121 { 1, 0, 0x72, 2, 0xC, 0, 0, 0, 0, 0, 784, 47, 0, 0 },
122 { 1, 0, 0x80, 2, 0xD, 0, 0, 0, 0, 0, 640, 128, 0, 0 },
123 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 72, 562, 0, 0 },
124 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 271, 529, 0, 0 },
125 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 677, 747, 0, 0 },
126 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 224, 557, 0, 0 },
127 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 309, 704, 0, 0 },
128 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 290, 716, 0, 0 },
129 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 698, 747, 0, 0 },
130 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 83, 463, 0, 0 },
131 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 47, 385, 0, 0 },
132 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 146, 531, 0, 0 },
133 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 37, 375, 0, 0 },
134 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 90, 472, 0, 0 },
135 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 218, 638, 0, 0 },
136 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 75, 550, 0, 0 },
137 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 96, 549, 0, 0 },
138 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 182, 545, 0, 0 },
139 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 288, 706, 0, 0 },
140 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 310, 714, 0, 0 },
141 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 321, 691, 0, 0 },
142 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 494, 763, 0, 0 },
143 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 514, 149, 0, 0 },
144 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 671, 111, 0, 0 },
145 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 799, 48, 0, 0 },
146 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 811, 36, 0, 0 },
147 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 817, 43, 0, 0 },
148 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 496, 558, 575, 0 },
149 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 509, 517, 543, 0 },
150 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 514, 471, 489, 0 },
151 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 676, 390, 407, 0 },
152 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 276, 499, 511, 0 },
153 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 224, 271, 271, 0 },
154 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 256, 239, 239, 0 },
155 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 320, 255, 255, 0 },
156 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 390, 243, 243, 0 },
157 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 464, 247, 247, 0 },
158 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 528, 231, 231, 0 },
159 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 592, 343, 343, 0 },
160 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 656, 375, 375, 0 },
161 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
162};
164 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28C, 0x102, 0x3AC, 5, 0, 0, 0 },
165 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 4, 1 },
166 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x3C, 0, 0, 0, 0, 0 },
167 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 8, 0, 0, 0, 0, 0 },
168 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0xFFE8, 0, 0, 0, 0, 0 },
169 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x40, 0, 0, 0, 0, 0 },
170 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
171};
172void (*stageFuncs[])(void) = {
174};
201AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
202AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
203AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
204AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
205AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
206AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
207AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
208AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
214AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
215AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
216AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
219AreaBattle 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 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_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_COAST
ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape.
Definition sound.h:130
#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_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 wstag942.c:103
AreaBattle area2Battle7
Definition wstag942.c:208
FieldActorEntry actor0
Definition wstag942.c:104
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag942.c:172
FieldTalk actor2Talks[]
Definition wstag942.c:87
AreaBattle area2Battle6
Definition wstag942.c:207
u16 actor3Talk3Conditions[]
Definition wstag942.c:75
AreaBattle area1Battle6
Definition wstag942.c:194
u16 actor1Talk3Actions[]
Definition wstag942.c:69
u16 actor1Talk2Actions[]
Definition wstag942.c:67
u16 actor1Talk1Conditions[]
Definition wstag942.c:59
AreaBattle area0Battle7
Definition wstag942.c:182
FieldActorEntry actor2
Definition wstag942.c:106
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag942.c:13
u16 actor3Talk0Conditions[]
Definition wstag942.c:70
#define STAGE_FILE_8
Definition wstag942.c:17
AreaBattle area3Battle4
Definition wstag942.c:218
AreaBattle area3Battle3
Definition wstag942.c:217
AreaBattle area0Battle1
Definition wstag942.c:176
AreaBattle area2Battle0
Definition wstag942.c:201
FieldActorEntry * stageActors[]
Definition wstag942.c:109
AreaBattle area1Battle2
Definition wstag942.c:190
AreaBattle area3Battle0
Definition wstag942.c:214
AreaBattle area0Battle6
Definition wstag942.c:181
FieldTalk actor1Talks[]
Definition wstag942.c:80
AreaBattle area3Battle2
Definition wstag942.c:216
u16 actor1Talk0Conditions[]
Definition wstag942.c:57
FieldTalk actor0Talks[]
Definition wstag942.c:76
AreaBattle area3Battle1
Definition wstag942.c:215
AreaBattle area0Battle3
Definition wstag942.c:178
u16 actor3Talk2Conditions[]
Definition wstag942.c:73
u16 actor3Talk1Conditions[]
Definition wstag942.c:72
FieldTalk actor4Talks[]
Definition wstag942.c:98
FieldActorEntry actor4
Definition wstag942.c:108
AreaBattle area3Battle6
Definition wstag942.c:220
ActorImage stageImages[]
Definition wstag942.c:45
u16 actor1Talk1Actions[]
Definition wstag942.c:60
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0014.
Definition wstag942.c:24
AreaBattle area2Battle4
Definition wstag942.c:205
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag942.c:117
FieldTalk actor3Talks[]
Definition wstag942.c:91
BattleList area3Battles
Definition wstag942.c:222
u16 actor3Talk2Actions[]
Definition wstag942.c:74
AreaBattle area3Battle5
Definition wstag942.c:219
AreaBattle area0Battle5
Definition wstag942.c:180
BattleList area1Battles
Definition wstag942.c:196
BattleList area2Battles
Definition wstag942.c:209
AreaBattle area1Battle4
Definition wstag942.c:192
AreaBattle area2Battle2
Definition wstag942.c:203
AreaBattle area1Battle5
Definition wstag942.c:193
StageSlot stageSlots[]
Definition wstag942.c:163
AreaBattle area2Battle1
Definition wstag942.c:202
u16 actor1Talk0Actions[]
Definition wstag942.c:58
AreaBattle area1Battle3
Definition wstag942.c:191
AreaBattle area1Battle0
Definition wstag942.c:188
u16 actor1Talk2Conditions[]
Definition wstag942.c:66
FieldActorEntry actor1
Definition wstag942.c:105
AreaBattle area0Battle0
Definition wstag942.c:175
AreaBattle area0Battle2
Definition wstag942.c:177
#define STAGE_FILE
Definition wstag942.c:16
AreaBattle area2Battle5
Definition wstag942.c:206
AreaBattle area1Battle1
Definition wstag942.c:189
AreaBattle area2Battle3
Definition wstag942.c:204
AreaBattle area0Battle4
Definition wstag942.c:179
#define STAGE_TEXT
Definition wstag942.c:15
u16 actor3Talk0Actions[]
Definition wstag942.c:71
AreaBattle area3Battle7
Definition wstag942.c:221
BattleList area0Battles
Definition wstag942.c:183
AreaBattle area1Battle7
Definition wstag942.c:195
FieldActorEntry actor3
Definition wstag942.c:107
FieldBattles stageBattles[]
Definition wstag942.c:227
u16 actor1Talk3Conditions[]
Definition wstag942.c:68
u16 actor0Conditions[]
Definition wstag942.c:102