Digimon World 3 decomp
The European version, SLES_039.36
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wstag944.c
Go to the documentation of this file.
1/*
2 * WSTAG944: West Wire Forest, East Sector, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 656 starts it instead of
4 * WSTAG351.
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_09)
15#define STAGE_FILE 0x90F
16#define STAGE_FILE_8 0x1B8
17#elif VERSION_JP
18#define STAGE_TEXT 0x89B
19#define STAGE_FILE 0x8DD
20#define STAGE_FILE_8 0x1AA
21#endif
22/* Sets the stage up: its map, actors and battles, playing the ambience ENV05_00 */
42
44 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
45 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
46 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
47 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
48 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
49 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
50 { 0x140, 0x100, 0x176, 0x128, 0xD8, 0x28, 0x150, 0x1FF },
51 { 0x140, 0x100, 0x176, 0x100, 0xD8, 0, 0x160, 0x1FF },
52 { 0x140, 0x100, 0x16C, 0x100, 0xB0, 0, 0x170, 0x1FF },
53};
75 { NULL, NULL, 0 },
76};
78 { NULL, NULL, 0x29 },
79 { NULL, NULL, 0 },
80};
89 { NULL, NULL, 0x7D },
90 { NULL, NULL, 0 },
91};
93u16 actor1Conditions[] = { ITEM(0, 0x192), 0, CODES_END };
94u16 actor2Conditions[] = { ITEM(0, 0x192), 1, CODES_END };
95FieldActorEntry actor0 = { actor0Conditions, actor0Talks, 0x21, 4, 1353, 405, 1 };
98FieldActorEntry actor3 = { NULL, actor3Talks, 0x8A, 6, 241, 297, 1 };
100 &actor0,
101 &actor1,
102 &actor2,
103 &actor3,
104 NULL,
105};
107 { 1, 0, 0x40, 2, 0, 1, 0, 5, 8, 0, 313, 257, 0, 0 },
108 { 1, 0, 0x40, 2, 0, 1, 0, 5, 8, 0, 730, 365, 0, 0 },
109 { 1, 0, 0x40, 2, 0, 1, 0, 5, 8, 0, 932, 55, 0, 0 },
110 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 161, 378, 0, 0 },
111 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 83, 403, 0, 0 },
112 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 50, 403, 0, 0 },
113 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 182, 431, 0, 0 },
114 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 196, 377, 0, 0 },
115 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 208, 446, 0, 0 },
116 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 188, 444, 0, 0 },
117 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 230, 394, 0, 0 },
118 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 273, 422, 0, 0 },
119 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 129, 383, 0, 0 },
120 { 1, 0, 0x40, 6, 0x41, 1, 0x44, 0x46, 0xA, 0, 196, 436, 0, 0 },
121 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 248, 483, 0, 0 },
122 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 272, 461, 0, 0 },
123 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 441, 339, 339, 0 },
124 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 488, 363, 363, 0 },
125 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 527, 207, 207, 0 },
126 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 576, 230, 230, 0 },
127 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 584, 131, 131, 0 },
128 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 632, 107, 107, 0 },
129 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 679, 83, 83, 0 },
130 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 687, 551, 551, 0 },
131 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 760, 83, 83, 0 },
132 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 784, 551, 551, 0 },
133 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 808, 107, 107, 0 },
134 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 856, 131, 131, 0 },
135 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 880, 551, 551, 0 },
136 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 896, 151, 151, 0 },
137 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 944, 463, 463, 0 },
138 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 991, 440, 440, 0 },
139 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1037, 410, 410, 0 },
140 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1079, 395, 395, 0 },
141 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1144, 387, 387, 0 },
142 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1192, 410, 410, 0 },
143 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1240, 435, 435, 0 },
144 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1280, 455, 455, 0 },
145 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1304, 499, 499, 0 },
146 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1328, 335, 335, 0 },
147 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1336, 531, 531, 0 },
148 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1368, 355, 355, 0 },
149 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1380, 553, 553, 0 },
150 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1411, 376, 376, 0 },
151 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
152};
154 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28D, 0x28C, 0x33C, 3, 0, 0, 0 },
155 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x291, 0x8C, 0xCE, 7, 0, 0, 0 },
156 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x50, 0, 0, 0, 0, 0 },
157 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFD0, 0x38, 0, 0, 0, 0, 0 },
158 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
159};
160void (*stageFuncs[])(void) = {
162};
176AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
177AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
178AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
179AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
180AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
181AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
182AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
183AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
189AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
190AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
191AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
192AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
193AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
194AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
195AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
196AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
202AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
203AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
204AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
207AreaBattle 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
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_WIRE_FOREST
ENV05_00: the Wire Forests and the Kicking Forest.
Definition sound.h:121
#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_WEST_WIRE_FOREST_ICE_CHIP_FOUND
wstag944 (extra chapter): chest that gives the Ice Chip, "I got" text; its conditions test it 0
Definition story.h:473
#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
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 wstag944.c:93
u16 actor0Talk0Actions[]
Definition wstag944.c:54
AreaBattle area2Battle7
Definition wstag944.c:196
FieldActorEntry actor0
Definition wstag944.c:95
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag944.c:160
FieldTalk actor2Talks[]
Definition wstag944.c:81
AreaBattle area2Battle6
Definition wstag944.c:195
u16 actor2Talk1Conditions[]
Definition wstag944.c:62
AreaBattle area1Battle6
Definition wstag944.c:182
AreaBattle area0Battle7
Definition wstag944.c:170
FieldActorEntry actor2
Definition wstag944.c:97
#define STAGE_FILE_8
Definition wstag944.c:16
AreaBattle area3Battle4
Definition wstag944.c:206
AreaBattle area3Battle3
Definition wstag944.c:205
AreaBattle area0Battle1
Definition wstag944.c:164
AreaBattle area2Battle0
Definition wstag944.c:189
FieldActorEntry * stageActors[]
Definition wstag944.c:99
u16 actor2Talk3Conditions[]
Definition wstag944.c:71
AreaBattle area1Battle2
Definition wstag944.c:178
AreaBattle area3Battle0
Definition wstag944.c:202
AreaBattle area0Battle6
Definition wstag944.c:169
FieldTalk actor1Talks[]
Definition wstag944.c:77
AreaBattle area3Battle2
Definition wstag944.c:204
u16 actor2Talk1Actions[]
Definition wstag944.c:63
FieldTalk actor0Talks[]
Definition wstag944.c:73
AreaBattle area3Battle1
Definition wstag944.c:203
AreaBattle area0Battle3
Definition wstag944.c:166
u16 actor2Talk0Actions[]
Definition wstag944.c:61
u16 actor2Talk2Conditions[]
Definition wstag944.c:69
AreaBattle area3Battle6
Definition wstag944.c:208
u16 actor2Talk3Actions[]
Definition wstag944.c:72
ActorImage stageImages[]
Definition wstag944.c:43
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV05_00.
Definition wstag944.c:23
AreaBattle area2Battle4
Definition wstag944.c:193
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag944.c:106
FieldTalk actor3Talks[]
Definition wstag944.c:88
BattleList area3Battles
Definition wstag944.c:210
AreaBattle area3Battle5
Definition wstag944.c:207
AreaBattle area0Battle5
Definition wstag944.c:168
BattleList area1Battles
Definition wstag944.c:184
BattleList area2Battles
Definition wstag944.c:197
u16 actor2Talk0Conditions[]
Definition wstag944.c:60
AreaBattle area1Battle4
Definition wstag944.c:180
u16 actor2Talk2Actions[]
Definition wstag944.c:70
AreaBattle area2Battle2
Definition wstag944.c:191
AreaBattle area1Battle5
Definition wstag944.c:181
StageSlot stageSlots[]
Definition wstag944.c:153
AreaBattle area2Battle1
Definition wstag944.c:190
AreaBattle area1Battle3
Definition wstag944.c:179
AreaBattle area1Battle0
Definition wstag944.c:176
FieldActorEntry actor1
Definition wstag944.c:96
AreaBattle area0Battle0
Definition wstag944.c:163
AreaBattle area0Battle2
Definition wstag944.c:165
#define STAGE_FILE
Definition wstag944.c:15
AreaBattle area2Battle5
Definition wstag944.c:194
AreaBattle area1Battle1
Definition wstag944.c:177
AreaBattle area2Battle3
Definition wstag944.c:192
u16 actor2Conditions[]
Definition wstag944.c:94
AreaBattle area0Battle4
Definition wstag944.c:167
#define STAGE_TEXT
Definition wstag944.c:14
AreaBattle area3Battle7
Definition wstag944.c:209
BattleList area0Battles
Definition wstag944.c:171
AreaBattle area1Battle7
Definition wstag944.c:183
FieldActorEntry actor3
Definition wstag944.c:98
FieldBattles stageBattles[]
Definition wstag944.c:215
u16 actor0Conditions[]
Definition wstag944.c:92