Digimon World 3 decomp
The European version, SLES_039.36
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wstag957.c
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1/*
2 * WSTAG957: Zephyr Tower, Qing Long City, in the extra chapter. The European
3 * version's: in its extra chapter (STORY_EXTRA), mode 669 starts it instead of
4 * WSTAG426.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
12
13#if VERSION_EU
14#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_08)
15#define STAGE_FILE 0x929
16#define STAGE_FILE_8 0x24C
17#elif VERSION_JP
18#define STAGE_TEXT 0x89A
19#define STAGE_FILE 0x904
20#define STAGE_FILE_8 0x23D
21#endif
22/* Sets the stage up: its map and actors, playing SHOP1BGM */
40
42 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
43 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
44 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
45 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
46 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
47 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
48 { 0x140, 0x100, 0x15C, 0x1A7, 0x70, 0xA7, 0x170, 0x1FF },
49 { 0x140, 0x100, 0x176, 0x173, 0xD8, 0x73, 0x170, 0x1FE },
50 { 0x140, 0x100, 0x160, 0x147, 0x80, 0x47, 0x170, 0x1FD },
51 { 0x180, 0x100, 0x1A0, 0x100, 0x180, 0, 0x170, 0x1FC },
52 { 0, 0, 0, 0, 0, 0, 0, 0 },
53 { 0x180, 0x100, 0x190, 0x11A, 0x140, 0x1A, 0x170, 0x1FB },
54};
55u16 actor0Talk0Actions[] = { 0x7A2A, 1, CODES_END };
56u16 actor1Talk0Actions[] = { 0x7A15, 1, CODES_END };
57u16 actor2Talk0Actions[] = { 0x7A14, 1, CODES_END };
58u16 actor3Talk0Actions[] = { 0x7A47, 1, CODES_END };
60 { NULL, actor0Talk0Actions, 0x2B },
61 { NULL, NULL, 0 },
62};
64 { NULL, actor1Talk0Actions, 0x35 },
65 { NULL, NULL, 0 },
66};
68 { NULL, actor2Talk0Actions, 0x36 },
69 { NULL, NULL, 0 },
70};
72 { NULL, actor3Talk0Actions, 0x87 },
73 { NULL, NULL, 0 },
74};
76 { NULL, NULL, 0x89 },
77 { NULL, NULL, 0 },
78};
80 { NULL, NULL, 0x7A },
81 { NULL, NULL, 0 },
82};
83u16 actor3Conditions[] = { ITEM(0, 0x192), 1, CODES_END };
84u16 actor4Conditions[] = { ITEM(0, 0x192), 0, CODES_END };
85FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 345, 197, 7 };
86FieldActorEntry actor1 = { NULL, actor1Talks, 0x16, 5, 408, 341, 7 };
87FieldActorEntry actor2 = { NULL, actor2Talks, 0x17, 6, 330, 380, 7 };
90FieldActorEntry actor5 = { NULL, NULL, 0xDB, 8, 345, 213, 7 };
91FieldActorEntry actor6 = { NULL, actor6Talks, 0x179, 9, 384, 418, 3 };
93 &actor0,
94 &actor1,
95 &actor2,
96 &actor3,
97 &actor4,
98 &actor5,
99 &actor6,
100 NULL,
101};
103 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 304, 189, 222, 0 },
104 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 290, 166, 222, 0 },
105 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 328, 195, 215, 0 },
106 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 336, 187, 207, 0 },
107 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 352, 180, 199, 0 },
108 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 367, 164, 199, 0 },
109 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 472, 281, 331, 0 },
110 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 496, 352, 399, 0 },
111 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 271, 382, 399, 0 },
112 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 289, 374, 391, 0 },
113 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 336, 350, 367, 0 },
114 { 1, 0, 0x40, 4, 0xB, 0, 0, 0, 0, 0, 353, 343, 358, 0 },
115 { 1, 0, 0x40, 4, 0xC, 0, 0, 0, 0, 0, 366, 323, 351, 0 },
116 { 1, 0, 0x40, 4, 0xD, 0, 0, 0, 0, 0, 416, 309, 326, 0 },
117 { 1, 0, 0x40, 4, 0xE, 0, 0, 0, 0, 0, 435, 292, 319, 0 },
118 { 1, 0, 0x40, 4, 0xF, 0, 0, 0, 0, 0, 176, 155, 211, 0 },
119 { 1, 0, 0x40, 4, 0x10, 0, 0, 0, 0, 0, 160, 148, 199, 0 },
120 { 1, 0, 0x40, 4, 0x11, 0, 0, 0, 0, 0, 144, 140, 191, 0 },
121 { 1, 0, 0x40, 4, 0x12, 0, 0, 0, 0, 0, 128, 132, 184, 0 },
122 { 1, 0, 0x40, 4, 0x13, 0, 0, 0, 0, 0, 118, 127, 179, 0 },
123 { 1, 0, 0x64, 4, 0x14, 0, 0, 0, 0, 0, 448, 251, 310, 0 },
124 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
125};
127 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x29C, 0x1E8, 0x1AC, 7, 0, 0, 0 },
128 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x100, 0xB0, 0, 0, 0, 0 },
129 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x10F, 0xF6, 0, 0, 0, 0 },
130 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0xB0, 0xD8, 0, 0, 0, 0 },
131 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0xBF, 0x11E, 0, 0, 0, 0 },
132 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
133};
134void (*stageFuncs[])(void) = {
136};
#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_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 MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
Definition sound.h:81
#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,...
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
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 actor0Talk0Actions[]
Definition wstag957.c:55
FieldActorEntry actor0
Definition wstag957.c:85
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag957.c:134
FieldActorEntry actor6
Definition wstag957.c:91
FieldTalk actor2Talks[]
Definition wstag957.c:67
FieldActorEntry actor5
Definition wstag957.c:90
FieldActorEntry actor2
Definition wstag957.c:87
#define STAGE_FILE_8
Definition wstag957.c:16
FieldActorEntry * stageActors[]
Definition wstag957.c:92
FieldTalk actor1Talks[]
Definition wstag957.c:63
FieldTalk actor0Talks[]
Definition wstag957.c:59
u16 actor2Talk0Actions[]
Definition wstag957.c:57
FieldTalk actor4Talks[]
Definition wstag957.c:75
u16 actor4Conditions[]
Definition wstag957.c:84
FieldActorEntry actor4
Definition wstag957.c:89
u16 actor3Conditions[]
Definition wstag957.c:83
ActorImage stageImages[]
Definition wstag957.c:41
FieldTalk actor6Talks[]
Definition wstag957.c:79
void setupStage(void)
Sets the stage up: its map and actors, playing SHOP1BGM.
Definition wstag957.c:23
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag957.c:102
FieldTalk actor3Talks[]
Definition wstag957.c:71
StageSlot stageSlots[]
Definition wstag957.c:126
u16 actor1Talk0Actions[]
Definition wstag957.c:56
FieldActorEntry actor1
Definition wstag957.c:86
#define STAGE_FILE
Definition wstag957.c:15
#define STAGE_TEXT
Definition wstag957.c:14
u16 actor3Talk0Actions[]
Definition wstag957.c:58
FieldActorEntry actor3
Definition wstag957.c:88