Digimon World 3 decomp
The European version, SLES_039.36
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wstag950.c
Go to the documentation of this file.
1/*
2 * WSTAG950: Divermon's Lake, East Sector, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 662 starts it instead of
4 * WSTAG381.
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 0x91B
17#define STAGE_FILE_8 0x2BA
18#elif VERSION_JP
19#define STAGE_TEXT 0x89B
20#define STAGE_FILE 0x8EF
21#define STAGE_FILE_8 0x2AB
22#endif
23/* Sets the stage up: its map, actors and battles, playing FIELDBGM */
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 { 0x180, 0x100, 0x1B8, 0x100, 0x1E0, 0, 0x150, 0x1FF },
53 { 0x180, 0x100, 0x1B0, 0x100, 0x1C0, 0, 0x160, 0x1FF },
54 { 0x140, 0x100, 0x170, 0x19C, 0xC0, 0x9C, 0x170, 0x1FF },
55 { 0x140, 0x100, 0x170, 0x1CC, 0xC0, 0xCC, 0x140, 0x1FE },
56};
78 { NULL, NULL, 0 },
79};
81 { NULL, NULL, 0x3D },
82 { NULL, NULL, 0 },
83};
92u16 actor1Conditions[] = { ITEM(0, 0x192), 0, CODES_END };
93u16 actor2Conditions[] = { ITEM(0, 0x192), 1, CODES_END };
97FieldActorEntry actor3 = { NULL, NULL, 0x4B, 6, 760, 357, 7 };
98FieldActorEntry actor4 = { NULL, NULL, 0x4C, 7, 670, 280, 1 };
100 &actor0,
101 &actor1,
102 &actor2,
103 &actor3,
104 &actor4,
105 NULL,
106};
108 { 1, 0, 0x40, 2, 4, 1, 4, 9, 8, 0, 43, 521, 0, 0 },
109 { 1, 0, 0x40, 2, 4, 1, 4, 9, 8, 0, 426, -16, 0, 0 },
110 { 1, 0, 0x40, 2, 4, 1, 4, 9, 8, 0, 761, 743, 0, 0 },
111 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 337, 409, 0, 0 },
112 { 1, 0, 0x74, 2, 2, 0, 0, 0, 0, 0, 655, 662, 0, 0 },
113 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 732, 199, 0, 0 },
114 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 810, 177, 0, 0 },
115 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 868, 149, 0, 0 },
116 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 989, 389, 0, 0 },
117 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1051, 414, 0, 0 },
118 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1125, 373, 0, 0 },
119 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 431, 396, 0, 0 },
120 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 541, 288, 0, 0 },
121 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 618, 226, 0, 0 },
122 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 781, 193, 0, 0 },
123 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 907, 130, 0, 0 },
124 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 34, 772, 0, 0 },
125 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 470, 378, 0, 0 },
126 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 504, 455, 0, 0 },
127 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 606, 516, 0, 0 },
128 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 611, 441, 0, 0 },
129 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 660, 472, 0, 0 },
130 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 686, 214, 0, 0 },
131 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 700, 583, 0, 0 },
132 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 764, 605, 0, 0 },
133 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 840, 162, 0, 0 },
134 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 372, 442, 0, 0 },
135 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 411, 412, 0, 0 },
136 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 492, 502, 0, 0 },
137 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 988, 429, 0, 0 },
138 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 58, 779, 0, 0 },
139 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 293, 404, 0, 0 },
140 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 427, 470, 0, 0 },
141 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 537, 476, 0, 0 },
142 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 940, 144, 0, 0 },
143 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 337, 423, 0, 0 },
144 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 538, 522, 0, 0 },
145 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 624, 465, 0, 0 },
146 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 764, 635, 0, 0 },
147 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 793, 425, 0, 0 },
148 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1050, 398, 0, 0 },
149 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 45, 781, 0, 0 },
150 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 466, 351, 0, 0 },
151 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 467, 390, 0, 0 },
152 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 523, 455, 0, 0 },
153 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 552, 295, 0, 0 },
154 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 563, 474, 0, 0 },
155 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 564, 271, 0, 0 },
156 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 575, 246, 0, 0 },
157 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 632, 233, 0, 0 },
158 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 644, 473, 0, 0 },
159 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 664, 324, 0, 0 },
160 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 684, 581, 0, 0 },
161 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 690, 456, 0, 0 },
162 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 733, 208, 0, 0 },
163 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 788, 632, 0, 0 },
164 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 792, 404, 0, 0 },
165 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 819, 419, 0, 0 },
166 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 850, 168, 0, 0 },
167 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 952, 332, 0, 0 },
168 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 977, 396, 0, 0 },
169 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1021, 428, 0, 0 },
170 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1072, 376, 0, 0 },
171 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1131, 347, 0, 0 },
172 { 1, 0, 0x74, 6, 3, 0, 0, 0, 0, 0, 768, 640, 0, 0 },
173 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 96, 687, 687, 0 },
174 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 103, 923, 923, 0 },
175 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 144, 663, 663, 0 },
176 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 160, 703, 703, 0 },
177 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 160, 943, 943, 0 },
178 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 192, 639, 639, 0 },
179 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 192, 911, 911, 0 },
180 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 208, 679, 679, 0 },
181 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 224, 952, 952, 0 },
182 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 256, 559, 559, 0 },
183 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 256, 655, 655, 0 },
184 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 272, 197, 197, 0 },
185 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 274, 262, 262, 0 },
186 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 288, 623, 623, 0 },
187 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 288, 937, 937, 0 },
188 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 304, 535, 535, 0 },
189 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 305, 230, 230, 0 },
190 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 320, 175, 175, 0 },
191 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 336, 599, 599, 0 },
192 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 352, 207, 207, 0 },
193 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 400, 583, 583, 0 },
194 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 480, 591, 591, 0 },
195 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 576, 127, 127, 0 },
196 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 624, 110, 110, 0 },
197 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 656, 135, 135, 0 },
198 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 720, 110, 110, 0 },
199 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 896, 831, 831, 0 },
200 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 944, 807, 807, 0 },
201 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 992, 783, 783, 0 },
202 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1115, 428, 428, 0 },
203 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
204};
206 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x291, 0x32A, 0x334, 3, 0, 0, 0 },
207 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x298, 0x9A, 0x74, 7, 0, 0, 0 },
208 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E5, 0x240, 0x120, 1, 0, 3, 1 },
209 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 3, 0x1A1, 0x140, 0, 0, 0, 0 },
210 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 3, 0x1B0, 0x176, 0, 0, 0, 0 },
211 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x38, 0x58, 0, 0, 0, 0, 0 },
212 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x40, 0x40, 0, 0, 0, 0, 0 },
213 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0xFFC0, 0, 0, 0, 0, 0 },
214 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFB8, 0x28, 0, 0, 0, 0, 0 },
215 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x38, 0, 0, 0, 0, 0 },
216 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFF90, 0xFFF8, 0, 0, 0, 0, 0 },
217 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFB0, 0xFFF8, 0, 0, 0, 0, 0 },
218 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x40, 0xFFE8, 0, 0, 0, 0, 0 },
219 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFE0, 0x18, 0, 0, 0, 0, 0 },
220 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFF0, 0x10, 0, 0, 0, 0, 0 },
221 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
222};
223void (*stageFuncs[])(void) = {
225};
239AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
240AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
241AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
242AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
243AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
244AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
245AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
246AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
252AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
253AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
254AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
255AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
256AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
257AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
258AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
259AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
265AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
266AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
267AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
270AreaBattle 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 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
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_FIELD
FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape.
Definition sound.h:83
#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
#define FLAG_DIVERMON_LAKE_MIND_CHIP_FOUND
wstag950 (extra chapter): chest that gives the Mind Chip, "I got" text; its conditions test it 0
Definition story.h:476
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 wstag950.c:92
u16 actor0Talk0Actions[]
Definition wstag950.c:57
AreaBattle area2Battle7
Definition wstag950.c:259
FieldActorEntry actor0
Definition wstag950.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 wstag950.c:223
FieldTalk actor2Talks[]
Definition wstag950.c:84
AreaBattle area2Battle6
Definition wstag950.c:258
u16 actor2Talk1Conditions[]
Definition wstag950.c:65
AreaBattle area1Battle6
Definition wstag950.c:245
AreaBattle area0Battle7
Definition wstag950.c:233
FieldActorEntry actor2
Definition wstag950.c:96
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag950.c:13
#define STAGE_FILE_8
Definition wstag950.c:17
AreaBattle area3Battle4
Definition wstag950.c:269
AreaBattle area3Battle3
Definition wstag950.c:268
AreaBattle area0Battle1
Definition wstag950.c:227
AreaBattle area2Battle0
Definition wstag950.c:252
FieldActorEntry * stageActors[]
Definition wstag950.c:99
u16 actor2Talk3Conditions[]
Definition wstag950.c:74
AreaBattle area1Battle2
Definition wstag950.c:241
AreaBattle area3Battle0
Definition wstag950.c:265
AreaBattle area0Battle6
Definition wstag950.c:232
FieldTalk actor1Talks[]
Definition wstag950.c:80
AreaBattle area3Battle2
Definition wstag950.c:267
u16 actor2Talk1Actions[]
Definition wstag950.c:66
FieldTalk actor0Talks[]
Definition wstag950.c:76
AreaBattle area3Battle1
Definition wstag950.c:266
AreaBattle area0Battle3
Definition wstag950.c:229
u16 actor2Talk0Actions[]
Definition wstag950.c:64
FieldActorEntry actor4
Definition wstag950.c:98
u16 actor2Talk2Conditions[]
Definition wstag950.c:72
AreaBattle area3Battle6
Definition wstag950.c:271
u16 actor2Talk3Actions[]
Definition wstag950.c:75
ActorImage stageImages[]
Definition wstag950.c:45
void setupStage(void)
Sets the stage up: its map, actors and battles, playing FIELDBGM.
Definition wstag950.c:24
AreaBattle area2Battle4
Definition wstag950.c:256
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag950.c:107
BattleList area3Battles
Definition wstag950.c:273
AreaBattle area3Battle5
Definition wstag950.c:270
AreaBattle area0Battle5
Definition wstag950.c:231
BattleList area1Battles
Definition wstag950.c:247
BattleList area2Battles
Definition wstag950.c:260
u16 actor2Talk0Conditions[]
Definition wstag950.c:63
AreaBattle area1Battle4
Definition wstag950.c:243
u16 actor2Talk2Actions[]
Definition wstag950.c:73
AreaBattle area2Battle2
Definition wstag950.c:254
AreaBattle area1Battle5
Definition wstag950.c:244
StageSlot stageSlots[]
Definition wstag950.c:205
AreaBattle area2Battle1
Definition wstag950.c:253
AreaBattle area1Battle3
Definition wstag950.c:242
AreaBattle area1Battle0
Definition wstag950.c:239
FieldActorEntry actor1
Definition wstag950.c:95
AreaBattle area0Battle0
Definition wstag950.c:226
AreaBattle area0Battle2
Definition wstag950.c:228
#define STAGE_FILE
Definition wstag950.c:16
AreaBattle area2Battle5
Definition wstag950.c:257
AreaBattle area1Battle1
Definition wstag950.c:240
AreaBattle area2Battle3
Definition wstag950.c:255
u16 actor2Conditions[]
Definition wstag950.c:93
AreaBattle area0Battle4
Definition wstag950.c:230
#define STAGE_TEXT
Definition wstag950.c:15
AreaBattle area3Battle7
Definition wstag950.c:272
BattleList area0Battles
Definition wstag950.c:234
AreaBattle area1Battle7
Definition wstag950.c:246
FieldActorEntry actor3
Definition wstag950.c:97
FieldBattles stageBattles[]
Definition wstag950.c:278
u16 actor0Conditions[]
Definition wstag950.c:91