Digimon World 3 decomp
The European version, SLES_039.36
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wstag955.c
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1/*
2 * WSTAG955: East Station, East Sector, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 667 starts it instead of
4 * WSTAG411.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
12
13const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
14#if VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_09)
16#define STAGE_FILE 0x925
17#define STAGE_FILE_8 0x39C
18#elif VERSION_JP
19#define STAGE_TEXT 0x89B
20#define STAGE_FILE 0x8FE
21#define STAGE_FILE_8 0x38C
22#endif
23/* Sets the stage up: its map and actors, playing BGM_0012 */
42
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 },
53};
68 { NULL, NULL, 0x93 },
69 { NULL, NULL, 0 },
70};
72 { NULL, NULL, 0x4D },
73 { NULL, NULL, 0 },
74};
83 { NULL, NULL, 0x94 },
84 { NULL, NULL, 0 },
85};
86u16 actor1Conditions[] = { ITEM(0, 0x192), 0, CODES_END };
87u16 actor2Conditions[] = { ITEM(0, 0x192), 1, CODES_END };
88FieldActorEntry actor0 = { NULL, actor0Talks, 0x25, 4, 479, 320, 1 };
91FieldActorEntry actor3 = { NULL, actor3Talks, 0x16D, 6, 528, 209, 1 };
93 &actor0,
94 &actor1,
95 &actor2,
96 &actor3,
97 NULL,
98};
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 },
106};
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 },
110};
111void (*stageFuncs[])(void) = {
113};
#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 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_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
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_STATION
BGM_0012: the East and South Stations.
Definition sound.h:88
#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
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
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
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 wstag955.c:86
FieldActorEntry actor0
Definition wstag955.c:88
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag955.c:111
FieldTalk actor2Talks[]
Definition wstag955.c:75
u16 actor2Talk1Conditions[]
Definition wstag955.c:56
FieldActorEntry actor2
Definition wstag955.c:90
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag955.c:13
#define STAGE_FILE_8
Definition wstag955.c:17
FieldActorEntry * stageActors[]
Definition wstag955.c:92
u16 actor2Talk3Conditions[]
Definition wstag955.c:65
FieldTalk actor1Talks[]
Definition wstag955.c:71
u16 actor2Talk1Actions[]
Definition wstag955.c:57
FieldTalk actor0Talks[]
Definition wstag955.c:67
u16 actor2Talk0Actions[]
Definition wstag955.c:55
u16 actor2Talk2Conditions[]
Definition wstag955.c:63
u16 actor2Talk3Actions[]
Definition wstag955.c:66
ActorImage stageImages[]
Definition wstag955.c:43
void setupStage(void)
Sets the stage up: its map and actors, playing BGM_0012.
Definition wstag955.c:24
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag955.c:99
FieldTalk actor3Talks[]
Definition wstag955.c:82
u16 actor2Talk0Conditions[]
Definition wstag955.c:54
u16 actor2Talk2Actions[]
Definition wstag955.c:64
StageSlot stageSlots[]
Definition wstag955.c:107
FieldActorEntry actor1
Definition wstag955.c:89
#define STAGE_FILE
Definition wstag955.c:16
u16 actor2Conditions[]
Definition wstag955.c:87
#define STAGE_TEXT
Definition wstag955.c:15
FieldActorEntry actor3
Definition wstag955.c:91