15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_09)
16#define STAGE_FILE 0x925
17#define STAGE_FILE_8 0x39C
19#define STAGE_TEXT 0x89B
20#define STAGE_FILE 0x8FE
21#define STAGE_FILE_8 0x38C
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, 0x174, 0x100, 0xD0, 0, 0x170, 0x1FF },
51 { 0x140, 0x100, 0x174, 0x130, 0xD0, 0x30, 0x160, 0x1FE },
52 { 0x140, 0x100, 0x16A, 0x14E, 0xA8, 0x4E, 0x170, 0x1FE },
100 { 1, 0, 0x80, 2, 0, 0, 0, 0, 0, 0, 218, 322, 0, 0 },
101 { 1, 0, 0x40, 6, 0x32, 2, 0, 5, 6, 0, 429, 308, 0, 0 },
102 { 1, 0, 0x40, 6, 0x33, 2, 0, 5, 6, 0, 674, 320, 0, 0 },
103 { 1, 0, 0x40, 6, 0x34, 1, 0x34, 0x39, 4, 0, 776, 392, 0, 0 },
104 { 1, 0, 0x80, 6, 1, 0, 0, 0, 0, 0, 219, 367, 0, 0 },
105 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
108 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x299, 0xD0, 0x2FC, 7, 0, 0, 0 },
109 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
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,...
#define SLOT_EXIT
The kinds of StageSlot (type).
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
FieldState FIELDSTG_state
#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_STATION
BGM_0012: the East and South Stations.
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
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....
#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 character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
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
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,...
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
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[]
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
FieldActorEntry * stageActors[]
u16 actor2Talk3Conditions[]
u16 actor2Talk2Conditions[]
void setupStage(void)
Sets the stage up: its map and actors, playing BGM_0012.
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
u16 actor2Talk0Conditions[]