Digimon World 3 decomp
The European version, SLES_039.36
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wstag952.c
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1/*
2 * WSTAG952: Wind Prairie, East Sector, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 664 starts it instead of
4 * WSTAG396.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
11#define STAGE_CHILDREN_SIZE 4
13
14#if VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_09)
16#define STAGE_FILE 0x91F
17#define STAGE_FILE_8 0x21A
18#elif VERSION_JP
19#define STAGE_TEXT 0x89B
20#define STAGE_FILE 0x8F5
21#define STAGE_FILE_8 0x20B
22#endif
23/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0006 */
43
45 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
46 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
47 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
48 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
49 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
50 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
51 { 0x180, 0x100, 0x1B8, 0x14C, 0x1E0, 0x4C, 0x140, 0x1FF },
52 { 0x180, 0x100, 0x18A, 0x15A, 0x128, 0x5A, 0x150, 0x1FF },
53 { 0x180, 0x100, 0x1B0, 0x14C, 0x1C0, 0x4C, 0x160, 0x1FF },
54};
76 { NULL, NULL, 0 },
77};
79 { NULL, NULL, 0x41 },
80 { NULL, NULL, 0 },
81};
90 { NULL, NULL, 0x8C },
91 { NULL, NULL, 0 },
92};
94u16 actor1Conditions[] = { ITEM(0, 0x192), 0, CODES_END };
95u16 actor2Conditions[] = { ITEM(0, 0x192), 1, CODES_END };
96FieldActorEntry actor0 = { actor0Conditions, actor0Talks, 0x21, 4, 1566, 529, 1 };
99FieldActorEntry actor3 = { NULL, actor3Talks, 0x17B, 6, 1408, 936, 7 };
101 &actor0,
102 &actor1,
103 &actor2,
104 &actor3,
105 NULL,
106};
108 { 1, 0, 0x40, 2, 0xC, 1, 0xC, 0x11, 8, 0, 1559, 780, 0, 0 },
109 { 1, 0, 0x78, 2, 0x12, 0, 0, 0, 0, 0, 1216, 594, 0, 0 },
110 { 1, 0, 0x78, 2, 0x14, 0, 0, 0, 0, 0, 1172, 388, 0, 0 },
111 { 1, 0, 0x78, 2, 0x16, 0, 0, 0, 0, 0, 998, 303, 0, 0 },
112 { 1, 0, 0x78, 2, 0x17, 0, 0, 0, 0, 0, 953, 355, 0, 0 },
113 { 1, 0, 0x40, 2, 0xC, 1, 0xC, 0x11, 8, 0, 86, 107, 0, 0 },
114 { 1, 0, 0x40, 2, 0xC, 1, 0xC, 0x11, 8, 0, 621, 642, 0, 0 },
115 { 1, 0, 0x40, 2, 0xC, 1, 0xC, 0x11, 8, 0, 1201, 300, 0, 0 },
116 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 1115, 218, 262, 0 },
117 { 1, 0, 0x48, 4, 1, 0, 0, 0, 0, 0, 828, 359, 400, 0 },
118 { 1, 0, 0x60, 4, 2, 0, 0, 0, 0, 0, 476, 268, 321, 0 },
119 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 1216, 649, 682, 0 },
120 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 1169, 434, 465, 0 },
121 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 545, 557, 583, 0 },
122 { 1, 0, 0x44, 4, 6, 0, 0, 0, 0, 0, 925, 722, 766, 0 },
123 { 1, 0, 0x73, 4, 7, 0, 0, 0, 0, 0, 634, 661, 767, 0 },
124 { 1, 0, 0x78, 4, 0x13, 0, 0, 0, 0, 0, 1264, 489, 562, 0 },
125 { 1, 0, 0x78, 4, 0x15, 0, 0, 0, 0, 0, 905, 338, 355, 0 },
126 { 1, 0, 0x78, 4, 0x18, 0, 0, 0, 0, 0, 914, 450, 464, 0 },
127 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 288, 133, 133, 0 },
128 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 384, 135, 135, 0 },
129 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 425, 155, 155, 0 },
130 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 432, 311, 311, 0 },
131 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 472, 179, 179, 0 },
132 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 521, 203, 203, 0 },
133 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 528, 263, 263, 0 },
134 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 528, 391, 391, 0 },
135 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 574, 368, 368, 0 },
136 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 607, 214, 214, 0 },
137 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 617, 347, 347, 0 },
138 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 648, 235, 235, 0 },
139 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 695, 259, 259, 0 },
140 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 744, 283, 283, 0 },
141 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 792, 307, 307, 0 },
142 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 840, 331, 331, 0 },
143 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 928, 799, 799, 0 },
144 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1008, 791, 791, 0 },
145 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1376, 751, 751, 0 },
146 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1424, 775, 775, 0 },
147 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1472, 799, 799, 0 },
148 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
149};
151 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x296, 0x4A2, 0x36A, 3, 0, 0, 0 },
152 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x299, 0xAA, 0xC3, 7, 0, 0, 0 },
153 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x29C, 0x150, 0x268, 5, 0, 0, 0 },
154 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 0, 0, 1, 1 },
155 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 0, 0, 1, 2 },
156 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 5, 0, 0, 0, 0, 0, 0 },
157 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
158};
159void (*stageFuncs[])(void) = {
161};
201AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
202AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
203AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
205AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
206AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
208AreaBattle area3Battle7 = { 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_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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_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_DROP
Definition field_map.h:258
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_WIND_PRAIRIE
ENV_0006: the Wind Prairie.
Definition sound.h:122
#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_WIND_PRAIRIE_WIND_CHIP_FOUND
wstag952 (extra chapter): chest that gives the Wind Chip, "I got" text; its conditions test it 0
Definition story.h:479
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 wstag952.c:94
u16 actor0Talk0Actions[]
Definition wstag952.c:55
AreaBattle area2Battle7
Definition wstag952.c:195
FieldActorEntry actor0
Definition wstag952.c:96
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag952.c:159
FieldTalk actor2Talks[]
Definition wstag952.c:82
AreaBattle area2Battle6
Definition wstag952.c:194
u16 actor2Talk1Conditions[]
Definition wstag952.c:63
AreaBattle area1Battle6
Definition wstag952.c:181
AreaBattle area0Battle7
Definition wstag952.c:169
FieldActorEntry actor2
Definition wstag952.c:98
#define STAGE_FILE_8
Definition wstag952.c:17
AreaBattle area3Battle4
Definition wstag952.c:205
AreaBattle area3Battle3
Definition wstag952.c:204
AreaBattle area0Battle1
Definition wstag952.c:163
AreaBattle area2Battle0
Definition wstag952.c:188
FieldActorEntry * stageActors[]
Definition wstag952.c:100
u16 actor2Talk3Conditions[]
Definition wstag952.c:72
AreaBattle area1Battle2
Definition wstag952.c:177
AreaBattle area3Battle0
Definition wstag952.c:201
AreaBattle area0Battle6
Definition wstag952.c:168
FieldTalk actor1Talks[]
Definition wstag952.c:78
AreaBattle area3Battle2
Definition wstag952.c:203
u16 actor2Talk1Actions[]
Definition wstag952.c:64
FieldTalk actor0Talks[]
Definition wstag952.c:74
AreaBattle area3Battle1
Definition wstag952.c:202
AreaBattle area0Battle3
Definition wstag952.c:165
u16 actor2Talk0Actions[]
Definition wstag952.c:62
u16 actor2Talk2Conditions[]
Definition wstag952.c:70
AreaBattle area3Battle6
Definition wstag952.c:207
u16 actor2Talk3Actions[]
Definition wstag952.c:73
ActorImage stageImages[]
Definition wstag952.c:44
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0006.
Definition wstag952.c:24
AreaBattle area2Battle4
Definition wstag952.c:192
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag952.c:107
FieldTalk actor3Talks[]
Definition wstag952.c:89
BattleList area3Battles
Definition wstag952.c:209
AreaBattle area3Battle5
Definition wstag952.c:206
AreaBattle area0Battle5
Definition wstag952.c:167
BattleList area1Battles
Definition wstag952.c:183
BattleList area2Battles
Definition wstag952.c:196
u16 actor2Talk0Conditions[]
Definition wstag952.c:61
AreaBattle area1Battle4
Definition wstag952.c:179
u16 actor2Talk2Actions[]
Definition wstag952.c:71
AreaBattle area2Battle2
Definition wstag952.c:190
AreaBattle area1Battle5
Definition wstag952.c:180
StageSlot stageSlots[]
Definition wstag952.c:150
AreaBattle area2Battle1
Definition wstag952.c:189
AreaBattle area1Battle3
Definition wstag952.c:178
AreaBattle area1Battle0
Definition wstag952.c:175
FieldActorEntry actor1
Definition wstag952.c:97
AreaBattle area0Battle0
Definition wstag952.c:162
AreaBattle area0Battle2
Definition wstag952.c:164
#define STAGE_FILE
Definition wstag952.c:16
AreaBattle area2Battle5
Definition wstag952.c:193
AreaBattle area1Battle1
Definition wstag952.c:176
AreaBattle area2Battle3
Definition wstag952.c:191
u16 actor2Conditions[]
Definition wstag952.c:95
AreaBattle area0Battle4
Definition wstag952.c:166
#define STAGE_TEXT
Definition wstag952.c:15
AreaBattle area3Battle7
Definition wstag952.c:208
BattleList area0Battles
Definition wstag952.c:170
AreaBattle area1Battle7
Definition wstag952.c:182
FieldActorEntry actor3
Definition wstag952.c:99
FieldBattles stageBattles[]
Definition wstag952.c:214
u16 actor0Conditions[]
Definition wstag952.c:93