Digimon World 3 decomp
The European version, SLES_039.36
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wstag943.c
Go to the documentation of this file.
1/*
2 * WSTAG943: Plug Cape, Central Sector, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 655 starts it instead of
4 * WSTAG346.
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 0x90D
17#define STAGE_FILE_8 0x3A5
18#elif VERSION_JP
19#define STAGE_TEXT 0x89B
20#define STAGE_FILE 0x8DA
21#define STAGE_FILE_8 0x395
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, 0x176, 0x137, 0xD8, 0x37, 0x150, 0x1FF },
53 { 0x140, 0x100, 0x176, 0x177, 0xD8, 0x77, 0x160, 0x1FF },
54};
70u16 actor2Talk1Conditions[] = { FLAG(0, 5), 1, ITEM(0, 0x192), 0, CODES_END };
71u16 actor2Talk2Conditions[] = { FLAG(0, 5), 1, ITEM(0, 4), 0, ITEM(0, 0x192), 1, CODES_END };
73u16 actor2Talk3Conditions[] = { FLAG(0, 5), 1, ITEM(0, 4), 1, ITEM(0, 0x192), 1, CODES_END };
75 { NULL, NULL, 0x25 },
76 { NULL, NULL, 0 },
77};
92u16 actor0Conditions[] = { ITEM(0, 0x192), 0, CODES_END };
93u16 actor1Conditions[] = { ITEM(0, 0x192), 1, CODES_END };
96FieldActorEntry actor2 = { NULL, actor2Talks, 0x11B, 5, 967, 901, 1 };
98 &actor0,
99 &actor1,
100 &actor2,
101 NULL,
102};
104 { 1, 0, 0x40, 2, 1, 1, 1, 6, 8, 0, 330, 524, 0, 0 },
105 { 1, 0, 0x40, 2, 1, 1, 1, 6, 8, 0, 922, 950, 0, 0 },
106 { 1, 0, 0x80, 2, 7, 0, 0, 0, 0, 0, 256, 384, 0, 0 },
107 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 176, 384, 0, 0 },
108 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 212, 597, 0, 0 },
109 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 534, 857, 0, 0 },
110 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 646, 785, 0, 0 },
111 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 820, 685, 0, 0 },
112 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 874, 498, 0, 0 },
113 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 139, 93, 0, 0 },
114 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 148, 223, 0, 0 },
115 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 154, 386, 0, 0 },
116 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 460, 421, 0, 0 },
117 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 651, 773, 0, 0 },
118 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 750, 724, 0, 0 },
119 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 842, 515, 0, 0 },
120 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 185, 199, 0, 0 },
121 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 291, 768, 0, 0 },
122 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 398, 820, 0, 0 },
123 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 480, 897, 0, 0 },
124 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 608, 960, 0, 0 },
125 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 693, 1010, 0, 0 },
126 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 213, 246, 0, 0 },
127 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 422, 830, 0, 0 },
128 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 462, 898, 0, 0 },
129 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 569, 865, 0, 0 },
130 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 647, 985, 0, 0 },
131 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 680, 763, 0, 0 },
132 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 165, 373, 0, 0 },
133 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 170, 169, 0, 0 },
134 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 258, 270, 0, 0 },
135 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 323, 462, 0, 0 },
136 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 434, 222, 0, 0 },
137 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 595, 944, 0, 0 },
138 { 1, 0, 0xFF, 6, 8, 0, 0, 0, 0, 0, 703, 232, 0, 0 },
139 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 593, 792, 804, 0 },
140 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 623, 849, 864, 0 },
141 { 1, 0, 0x80, 4, 9, 0, 0, 0, 0, 0, 631, 378, 433, 0 },
142 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 333, 235, 235, 0 },
143 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 381, 259, 259, 0 },
144 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 429, 283, 283, 0 },
145 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 481, 532, 532, 0 },
146 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 486, 775, 775, 0 },
147 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 528, 557, 557, 0 },
148 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 533, 751, 751, 0 },
149 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 541, 699, 699, 0 },
150 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 574, 580, 580, 0 },
151 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1014, 879, 879, 0 },
152 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
153};
155 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28C, 0x1D2, 0x92, 7, 0, 0, 0 },
156 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 6, 0, 0, 0, 0, 0, 0 },
157 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 0xC, 0x231, 0xB0, 0, 0, 0, 0 },
158 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 0xC, 0x221, 0x178, 0, 0, 0, 0 },
159 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E0, 0x240, 0xD8, 1, 0, 5, 1 },
160 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 0, 0, 5, 1 },
161 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 0, 0, 3, 1 },
162 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x50, 0xFFE8, 0, 0, 0, 0, 0 },
163 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x30, 0, 0, 0, 0, 0 },
164 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFA2, 0x10, 0, 0, 0, 0, 0 },
165 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x28, 0x20, 0, 0, 0, 0, 0 },
166 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x38, 0, 0, 0, 0, 0 },
167 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x38, 0x29, 0, 0, 0, 0, 0 },
168 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
169};
170void (*stageFuncs[])(void) = {
172};
212AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
213AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
214AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
217AreaBattle 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
#define SLOT_DROP
Definition field_map.h:258
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 wstag943.c:93
AreaBattle area2Battle7
Definition wstag943.c:206
FieldActorEntry actor0
Definition wstag943.c:94
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag943.c:170
FieldTalk actor2Talks[]
Definition wstag943.c:85
AreaBattle area2Battle6
Definition wstag943.c:205
u16 actor2Talk1Conditions[]
Definition wstag943.c:70
AreaBattle area1Battle6
Definition wstag943.c:192
u16 actor1Talk3Actions[]
Definition wstag943.c:67
u16 actor1Talk2Actions[]
Definition wstag943.c:65
u16 actor1Talk1Conditions[]
Definition wstag943.c:57
AreaBattle area0Battle7
Definition wstag943.c:180
FieldActorEntry actor2
Definition wstag943.c:96
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag943.c:13
#define STAGE_FILE_8
Definition wstag943.c:17
AreaBattle area3Battle4
Definition wstag943.c:216
AreaBattle area3Battle3
Definition wstag943.c:215
AreaBattle area0Battle1
Definition wstag943.c:174
AreaBattle area2Battle0
Definition wstag943.c:199
FieldActorEntry * stageActors[]
Definition wstag943.c:97
u16 actor2Talk3Conditions[]
Definition wstag943.c:73
AreaBattle area1Battle2
Definition wstag943.c:188
AreaBattle area3Battle0
Definition wstag943.c:212
AreaBattle area0Battle6
Definition wstag943.c:179
FieldTalk actor1Talks[]
Definition wstag943.c:78
AreaBattle area3Battle2
Definition wstag943.c:214
u16 actor1Talk0Conditions[]
Definition wstag943.c:55
FieldTalk actor0Talks[]
Definition wstag943.c:74
AreaBattle area3Battle1
Definition wstag943.c:213
AreaBattle area0Battle3
Definition wstag943.c:176
u16 actor2Talk0Actions[]
Definition wstag943.c:69
u16 actor2Talk2Conditions[]
Definition wstag943.c:71
AreaBattle area3Battle6
Definition wstag943.c:218
ActorImage stageImages[]
Definition wstag943.c:45
u16 actor1Talk1Actions[]
Definition wstag943.c:58
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0014.
Definition wstag943.c:24
AreaBattle area2Battle4
Definition wstag943.c:203
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag943.c:103
BattleList area3Battles
Definition wstag943.c:220
AreaBattle area3Battle5
Definition wstag943.c:217
AreaBattle area0Battle5
Definition wstag943.c:178
BattleList area1Battles
Definition wstag943.c:194
BattleList area2Battles
Definition wstag943.c:207
u16 actor2Talk0Conditions[]
Definition wstag943.c:68
AreaBattle area1Battle4
Definition wstag943.c:190
u16 actor2Talk2Actions[]
Definition wstag943.c:72
AreaBattle area2Battle2
Definition wstag943.c:201
AreaBattle area1Battle5
Definition wstag943.c:191
StageSlot stageSlots[]
Definition wstag943.c:154
AreaBattle area2Battle1
Definition wstag943.c:200
u16 actor1Talk0Actions[]
Definition wstag943.c:56
AreaBattle area1Battle3
Definition wstag943.c:189
AreaBattle area1Battle0
Definition wstag943.c:186
u16 actor1Talk2Conditions[]
Definition wstag943.c:64
FieldActorEntry actor1
Definition wstag943.c:95
AreaBattle area0Battle0
Definition wstag943.c:173
AreaBattle area0Battle2
Definition wstag943.c:175
#define STAGE_FILE
Definition wstag943.c:16
AreaBattle area2Battle5
Definition wstag943.c:204
AreaBattle area1Battle1
Definition wstag943.c:187
AreaBattle area2Battle3
Definition wstag943.c:202
AreaBattle area0Battle4
Definition wstag943.c:177
#define STAGE_TEXT
Definition wstag943.c:15
AreaBattle area3Battle7
Definition wstag943.c:219
BattleList area0Battles
Definition wstag943.c:181
AreaBattle area1Battle7
Definition wstag943.c:193
FieldBattles stageBattles[]
Definition wstag943.c:225
u16 actor1Talk3Conditions[]
Definition wstag943.c:66
u16 actor0Conditions[]
Definition wstag943.c:92