13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_09)
14#define STAGE_FILE 0x919
15#define STAGE_FILE_8 0x1BE
17#define STAGE_TEXT 0x89B
18#define STAGE_FILE 0x8EC
19#define STAGE_FILE_8 0x1B0
30 switch (task->
state) {
42 pos[0] = (scroll[0] - 0x2C0) >> 3;
43 pos[1] = (scroll[1] - 0x280) >> 3;
44 for (i = 0; i < 0x24; i++) {
58 switch (task->
state) {
71#define STAGE_CHILDREN_SIZE 0x8
100 { 596, 399 }, { 809, 564 }, { 820, 832 }, { 1143, 1009 },
101 { 738, 1035 }, { 416, 1055 }, { 36, 28 }, { 140, 0 },
102 { 178, 159 }, { 218, 202 }, { 186, 242 }, { 299, 93 },
103 { 418, 16 }, { 440, 329 }, { 476, 369 }, { 725, 82 },
104 { 1137, 24 }, { 1213, 103 }, { 1281, 147 }, { 1349, 48 },
105 { 669, 632 }, { 491, 796 }, { 661, 889 }, { 624, 926 },
106 { 998, 634 }, { 1026, 648 }, { 890, 940 }, { 915, 959 },
107 { 826, 1119 }, { 1028, 1089 }, { 1227, 1002 }, { 1306, 861 },
108 { 498, 1190 }, { 146, 569 }, { 187, 590 }, { 394, 616 },
111 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
112 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
113 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
114 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
115 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
116 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
117 { 0x140, 0x100, 0x16A, 0x100, 0xA8, 0, 0x140, 0x1FF },
118 { 0x140, 0x100, 0x15A, 0x100, 0x68, 0, 0x150, 0x1FF },
119 { 0x140, 0x100, 0x150, 0x100, 0x40, 0, 0x160, 0x1FF },
120 { 0x140, 0x100, 0x162, 0x100, 0x88, 0, 0x170, 0x1FF },
203 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
206 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x294, 0x510, 0x88, 1, 0, 0, 0 },
207 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_DEPTH, 8, 0, 0, 0, 0, 0, 0 },
208 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_DEPTH, 4, 0, 0, 0, 0, 0, 0 },
209 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_MAP, 1, 0, 0, 0, 0, 0, 0 },
210 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_MAP, 0, 0, 0, 0, 0, 0, 0 },
211 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_DROP, 6, 0, 0, 0, 0, 0, 0 },
212 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_DROP, 5, 0, 0, 0, 0, 0, 0 },
213 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 9, 0x7E, 0x1AF, 0, 0, 0, 0 },
214 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 9, 0x6D, 0x117, 0, 0, 0, 0 },
215 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
void * createFarSprites(void)
Creates the updateFarSprites task.
GfxState GFX
GFX: the graphics state and its methods.
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
void * FIELDSTG_startEventBattle5(void)
Starts battle 5 of the fourth area: the end of the stages' events 9000.
#define SLOT_DEPTH
the player's depth, arg
#define FIELD_LAYER_MAP
the map, its objects and characters, and the menus
#define SLOT_MAP
the map the player is on, arg (FieldMap.setMap)
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
#define SLOT_EXIT
The kinds of StageSlot (type).
#define FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
FieldState FIELDSTG_state
FileCache FILE_CACHE
The file cache.
#define EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
#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...
#define FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
#define MUSIC_PROTOCOL_RUINS
PYRA_BGM: the Protocol Ruins.
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
#define MUSIC_BOSS_1
BOSS_001: the Digimon Arena's, the cities', the dungeons' and the A.o.A's boss battles.
void initSpriteDrawer(SpriteDrawer *obj)
Clears a sprite drawer to neutral (no scale, gray tint, follows the scroll), gives it its methods and...
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define SPECIAL_HAS_FIVE_EPIC_ITEMS
the European and Japanese versions: the player has the Muramasa, Super Nova, Punishment,...
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
#define FLAG_ZHU_QUE_LEADER_FOUGHT
wstag949 (extra chapter): the Zhu Que Leader sees the 5 strongest Epic Items and starts a battle; set...
#define FLAG_BAI_HU_LEADER_FOUGHT
wstag949 (extra chapter): the Bai Hu Leader sees the 5 strongest Epic Items and starts a battle; set ...
#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...
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
FieldEvent * events
up to the first id -1
s32 soundBank
SOUND.loadBank's, or 0.
StageTile * objects
the map objects, up to the first margin 0
s32 imageFile
or an image archive file, or 0
Vec2 start
where the player starts
StageSlot * slots
up to the first type 0
ActorImage * actors
then the actors', from actors[2]
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
s32 startDir
and its direction
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
s32 textFile
the stage's text file, for the talks
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
void *(* getEntry)(u32 fileAndIndex)
struct Layer *(* getLayer)(s32 id)
A drawing layer (GFX.funcs.createLayer): a DRAWENV with a pair of ordering tables,...
Draws sprites from a sprite sheet (such as file 0x277, the menu graphics): a sheet has a table of fra...
void(* setAltClut)()
(x, y)
void(* setLayerId)()
(id, depth)
void(* draw)()
(sheet, frame, x, y)
void(* setTexture)()
(x, y)
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
The task a stage starts (startStage), updated by its updateStage.
void(* nextState)(struct StageTask *task)
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Vec2 farSpriteSpots[]
Defined below, after the code that uses them.
u16 actor1Talk1Conditions[]
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
u16 actor3Talk0Conditions[]
FieldActorEntry * stageActors[]
u16 actor4Talk1Conditions[]
u16 actor1Talk0Conditions[]
u16 actor3Talk2Conditions[]
u16 actor3Talk1Conditions[]
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing PYRA_BGM.
u16 actor4Talk0Conditions[]
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
u16 actor1Talk2Conditions[]
void updateFarSprites(StageTask *task)
Draws the 36 sprites of STAGE_FILE at their places, scrolling at 1/8 of the layer.
u16 actor4Talk2Conditions[]
FieldBattles stageBattles[]
u16 actor1Talk3Conditions[]