Digimon World 3 decomp
The European version, SLES_039.36
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wstag946.c
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1/*
2 * WSTAG946: Forest Inn, East Sector, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 658 starts it instead of
4 * WSTAG361.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
12
13/*
14 * After event 1648, with Guardromon: applies 0x7C0D, an action that does
15 * nothing (applyAction's mode changes 0x7C are only 0 and 1)
16 */
17void endEvent1648(void) {
18 FLAGS_00.applyAction(0x7C0D, 1);
19}
20
21#if VERSION_EU
22#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_08)
23#define STAGE_FILE 0x913
24#define STAGE_FILE_8 0x21E
25#elif VERSION_JP
26#define STAGE_TEXT 0x89A
27#define STAGE_FILE 0x8E3
28#define STAGE_FILE_8 0x20F
29#endif
30/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
49
50/* Defined below, after the tables that use them */
51extern s16 script1648[];
52
54 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
55 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
56 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
57 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
58 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
59 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
60 { 0x140, 0x100, 0x140, 0x166, 0, 0x66, 0x150, 0x1FB },
61 { 0x140, 0x100, 0x170, 0x100, 0xC0, 0, 0x160, 0x1FB },
62 { 0x140, 0x100, 0x168, 0x169, 0xA0, 0x69, 0x170, 0x1FB },
63 { 0x140, 0x100, 0x15A, 0x16C, 0x68, 0x6C, 0x140, 0x1FA },
64 { 0, 0, 0, 0, 0, 0, 0, 0 },
65};
66u16 actor0Talk0Actions[] = { 0x7A29, 1, CODES_END };
69 { NULL, actor0Talk0Actions, 0x2B },
70 { NULL, NULL, 0 },
71};
73 { NULL, actor1Talk0Actions, 0x2C },
74 { NULL, NULL, 0 },
75};
77 { NULL, NULL, 0x6F },
78 { NULL, NULL, 0 },
79};
80FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 345, 308, 7 };
81FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 121, 165, 7 };
82FieldActorEntry actor2 = { NULL, actor2Talks, 0x3A, 6, 177, 153, 3 };
83FieldActorEntry actor3 = { NULL, NULL, 0x78, 7, 374, 268, 5 };
84FieldActorEntry actor4 = { NULL, NULL, 0xDB, 8, 346, 325, 7 };
86 &actor0,
87 &actor1,
88 &actor2,
89 &actor3,
90 &actor4,
91 NULL,
92};
94 { 1, 0, 0x40, 6, 0x32, 0, 0, 0, 0, 0, 484, 223, 0, 0 },
95 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 57, 39, 0, 0 },
96 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 89, 23, 0, 0 },
97 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 203, 224, 0, 0 },
98 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 272, 360, 0, 0 },
99 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 292, 139, 0, 0 },
100 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 305, 376, 0, 0 },
101 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 337, 393, 0, 0 },
102 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 467, 220, 0, 0 },
103 { 1, 0, 0x40, 6, 0x34, 2, 0, 3, 4, 0, 344, 109, 0, 0 },
104 { 1, 0, 0x40, 6, 0x35, 2, 0, 3, 4, 0, 321, 107, 0, 0 },
105 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 370, 108, 0, 0 },
106 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 289, 326, 340, 0 },
107 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 294, 310, 332, 0 },
108 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 322, 310, 325, 0 },
109 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 337, 303, 317, 0 },
110 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 351, 282, 309, 0 },
111 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 375, 277, 301, 0 },
112 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 383, 270, 293, 0 },
113 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 400, 271, 285, 0 },
114 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 415, 270, 282, 0 },
115 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 77, 127, 175, 0 },
116 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 109, 113, 158, 0 },
117 { 1, 0, 0x40, 4, 0xB, 0, 0, 0, 0, 0, 141, 97, 142, 0 },
118 { 1, 0, 0x40, 4, 0xC, 0, 0, 0, 0, 0, 174, 81, 127, 0 },
119 { 1, 0, 0x40, 4, 0xD, 0, 0, 0, 0, 0, 257, 176, 209, 0 },
120 { 1, 0, 0x40, 4, 0xE, 0, 0, 0, 0, 0, 255, 245, 263, 0 },
121 { 1, 0, 0x40, 4, 0xF, 0, 0, 0, 0, 0, 239, 252, 272, 0 },
122 { 1, 0, 0x40, 4, 0x10, 0, 0, 0, 0, 0, 420, 237, 278, 0 },
123 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
124};
126 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x291, 0x80, 0x31C, 7, 0, 0, 0 },
127 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x293, 0x8C, 0xC2, 7, 0, 0, 0 },
128 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0xFA, 0x126, 0, 0, 0, 0 },
129 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x10B, 0x188, 0, 0, 0, 0 },
130 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
131};
132void (*stageFuncs[])(void) = {
134};
135#define EVENT_TEXT_FILE EXTRA_TEXT
137 { 1648, script1648, EVENT_TEXT(0x10), NULL, endEvent1648 },
138 { -1, NULL, 0, NULL, NULL },
139};
141 SCRIPT_WALK(2, 0x99, 0xB5, 3),
142 SCRIPT_PLACE(0x15, 0x79, 0xA5),
143 SCRIPT_POSE(0x15, 1, 7),
146 SCRIPT_POSE(2, 1, 3),
147 SCRIPT_WAIT(0x24),
148 SCRIPT_TALK(0, 1, 0x15, 0),
150 SCRIPT_WAIT(0x1E),
151 SCRIPT_POSE(0x15, 0x36, 7),
153 SCRIPT_WAIT_ANIM(0x15),
154 SCRIPT_POSE(0x15, 0x37, 7),
155 SCRIPT_WAIT(0x5A),
156 SCRIPT_LEAVE(0xC0B, 0, 0, 0),
158};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
#define SLOT_CLIMB_UP
Definition field_map.h:256
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
Definition field_map.h:161
#define FIELD_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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 SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#define CODES_END
Definition game_state.h:83
#define MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
Definition sound.h:81
#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,...
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
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
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
FieldEvent * events
up to the first id -1
Definition field_map.h:451
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
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
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 actor0Talk0Actions[]
Definition wstag946.c:66
FieldActorEntry actor0
Definition wstag946.c:80
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag946.c:132
FieldTalk actor2Talks[]
Definition wstag946.c:76
s16 script1648[]
Defined below, after the tables that use them.
Definition wstag946.c:140
FieldActorEntry actor2
Definition wstag946.c:82
#define STAGE_FILE_8
Definition wstag946.c:24
FieldActorEntry * stageActors[]
Definition wstag946.c:85
FieldTalk actor1Talks[]
Definition wstag946.c:72
FieldTalk actor0Talks[]
Definition wstag946.c:68
FieldActorEntry actor4
Definition wstag946.c:84
ActorImage stageImages[]
Definition wstag946.c:53
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag946.c:31
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag946.c:93
StageSlot stageSlots[]
Definition wstag946.c:125
u16 actor1Talk0Actions[]
Definition wstag946.c:67
FieldActorEntry actor1
Definition wstag946.c:81
void endEvent1648(void)
After event 1648, with Guardromon: applies 0x7C0D, an action that does nothing (applyAction's mode ch...
Definition wstag946.c:17
#define STAGE_FILE
Definition wstag946.c:23
#define STAGE_TEXT
Definition wstag946.c:22
FieldActorEntry actor3
Definition wstag946.c:83
FieldEvent stageEvents[]
Definition wstag946.c:136