Digimon World 3 decomp
The European version, SLES_039.36
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wstag947.c
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1/*
2 * WSTAG947: Forest Inn BF, East Sector, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 659 starts it instead of
4 * WSTAG366.
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_08)
15#define STAGE_FILE 0x914
16#define STAGE_FILE_8 0x239
17#define STAGE_ARCHIVE 0x915
18#elif VERSION_JP
19#define STAGE_TEXT 0x89A
20#define STAGE_FILE 0x8E5
21#define STAGE_FILE_8 0x22A
22#define STAGE_ARCHIVE 0x8E6
23#endif
24/* Sets the stage up: its map and actors, playing the ambience ENV_0009 */
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, 0x15E, 0x138, 0x78, 0x38, 0x160, 0x1FF },
51 { 0x140, 0x100, 0x166, 0x14C, 0x98, 0x4C, 0x170, 0x1FF },
52};
54 { NULL, NULL, 0x70 },
55 { NULL, NULL, 0 },
56};
58 { NULL, NULL, 0x71 },
59 { NULL, NULL, 0 },
60};
61FieldActorEntry actor0 = { NULL, actor0Talks, 0x34, 4, 241, 201, 5 };
62FieldActorEntry actor1 = { NULL, actor1Talks, 0x171, 5, 192, 633, 1 };
64 &actor0,
65 &actor1,
66 NULL,
67};
69 { 1, 0, 0x40, 2, 0x34, 2, 0, 7, 4, 0, 97, 134, 0, 0 },
70 { 1, 0, 0x40, 2, 0x35, 2, 0, 7, 4, 0, 137, 114, 0, 0 },
71 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 321, 137, 0, 0 },
72 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 577, 313, 0, 0 },
73 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 497, 272, 0, 0 },
74 { 1, 0, 0x40, 6, 0x34, 2, 0, 7, 4, 0, 167, 516, 0, 0 },
75 { 1, 0, 0x40, 6, 0x35, 2, 0, 7, 4, 0, 187, 293, 0, 0 },
76 { 1, 0, 0x40, 6, 0x36, 2, 0, 7, 4, 0, 307, 233, 0, 0 },
77 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 276, 208, 242, 0 },
78 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 51, 156, 208, 0 },
79 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 425, 290, 314, 0 },
80 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 421, 428, 438, 0 },
81 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 423, 392, 429, 0 },
82 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
83};
85 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x292, 0x156, 0x1B0, 3, 0, 0, 0 },
86 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
87};
88void (*stageFuncs[])(void) = {
90};
#define NULL
Definition common.h:17
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_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#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 MUSIC_FOREST_INN_BF
ENV_0009: the Forest Inn's basement.
Definition sound.h:125
#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
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
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
FieldActorEntry actor0
Definition wstag947.c:61
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag947.c:88
#define STAGE_FILE_8
Definition wstag947.c:16
FieldActorEntry * stageActors[]
Definition wstag947.c:63
FieldTalk actor1Talks[]
Definition wstag947.c:57
FieldTalk actor0Talks[]
Definition wstag947.c:53
#define STAGE_ARCHIVE
Definition wstag947.c:17
ActorImage stageImages[]
Definition wstag947.c:43
void setupStage(void)
Sets the stage up: its map and actors, playing the ambience ENV_0009.
Definition wstag947.c:25
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag947.c:68
StageSlot stageSlots[]
Definition wstag947.c:84
FieldActorEntry actor1
Definition wstag947.c:62
#define STAGE_FILE
Definition wstag947.c:15
#define STAGE_TEXT
Definition wstag947.c:14