20 switch (task->
state) {
33#define STAGE_CHILDREN_SIZE 0x8
37#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_09)
38#define STAGE_FILE 0x923
39#define STAGE_FILE_8 0x256
41#define STAGE_TEXT 0x89B
42#define STAGE_FILE 0x8FB
43#define STAGE_FILE_8 0x247
67 { 50, 8 }, { 51, 4 }, { 52, 8 }, { 53, 4 },
68 { 54, 8 }, { 55, 4 }, { 56, 8 }, { 57, 16 },
69 { 58, 4 }, { 59, 8 }, { 60, 4 }, { 61, 8 },
70 { 62, 8 }, { 63, 12 }, { 64, 20 }, { 65, 4 },
71 { 66, 8 }, { 67, 4 }, { 68, 8 }, { 69, 8 },
72 { 70, 8 }, { 71, 8 }, { 72, 8 }, { 73, 4 },
73 { 74, 8 }, { 75, 4 }, { 76, 8 }, { 77, 8 },
74 { 78, 8 }, { 79, 8 }, { 80, 8 }, { 81, 12 },
75 { 82, 8 }, { 83, 30 }, { 255, 0 },
78 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
79 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
80 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
81 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
82 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
83 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
84 { 0x180, 0x100, 0x19C, 0x148, 0x170, 0x48, 0x170, 0x1FF },
85 { 0x180, 0x100, 0x1AA, 0x120, 0x1A8, 0x20, 0x150, 0x1FE },
86 { 0x180, 0x100, 0x1B2, 0x120, 0x1C8, 0x20, 0x160, 0x1FE },
148 { 1, 1, 0xE6, 2, 0x32, 0, 0, 0, 0, 0, 966, 364, 0, 0 },
149 { 1, 0, 0x40, 2, 0x54, 2, 0, 2, 6, 0, 931, 293, 0, 0 },
150 { 1, 0, 0x40, 2, 1, 1, 1, 6, 8, 0, 179, 400, 0, 0 },
151 { 1, 0, 0x40, 2, 1, 1, 1, 6, 8, 0, 602, 1071, 0, 0 },
152 { 1, 0, 0xC8, 6, 7, 0, 0, 0, 0, 0, 745, 598, 0, 0 },
153 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 298, 442, 505, 0 },
154 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
157 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x299, 0x648, 0xD0, 1, 0, 0, 0 },
158 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 8, 0xF0, 0x4D8, 0, 0, 0, 0 },
159 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 8, 0x100, 0x450, 0, 0, 0, 0 },
160 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 9, 0x102, 0x420, 0, 0, 0, 0 },
161 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 9, 0xF2, 0x388, 0, 0, 0, 0 },
162 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 6, 0x1D2, 0x4C8, 0, 0, 0, 0 },
163 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 6, 0x1C2, 0x460, 0, 0, 0, 0 },
164 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 0xF, 0x1AF, 0x428, 0, 0, 0, 0 },
165 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 0xF, 0x1BF, 0x330, 0, 0, 0, 0 },
166 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_DROP, 0x16, 0, 0, 0, 0, 0, 0 },
167 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 9, 0x330, 0x208, 0, 0, 0, 0 },
168 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 9, 0x340, 0x170, 0, 0, 0, 0 },
169 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
void * createTileAnims(void)
Creates the updateTileAnims task.
#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).
#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
#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_TYRANNO_VALLEY
ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate.
#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.
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define FLAG_XUAN_WU_LEADER_FOUGHT
wstag954 (extra chapter): the Xuan Wu Leader sees the 5 Epic Items and starts a battle; set with the ...
#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_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....
One frame of a sprite animation; frame 0xFF ends it (or loops it)
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 ...
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
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
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,...
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...
u16 actor2Talk1Conditions[]
u16 actor3Talk0Conditions[]
FieldActorEntry * stageActors[]
u16 actor2Talk3Conditions[]
u16 actor3Talk2Conditions[]
u16 actor3Talk1Conditions[]
u16 actor2Talk2Conditions[]
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0007.
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
AnimFrame updateTileAnimsFrames[]
Defined below, after the code that uses them.
u16 actor2Talk0Conditions[]
FieldBattles stageBattles[]