Digimon World 3 decomp
The European version, SLES_039.36
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wstag958.c
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1/*
2 * WSTAG958: Qing Long Tower, Qing Long City, in the extra chapter. The
3 * European version's: in its extra chapter (STORY_EXTRA), mode 670 starts it
4 * instead of WSTAG431.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
12
13/*
14 * After event 1646, with Guardromon: applies 0x7C0E, an action that does
15 * nothing (applyAction's mode changes 0x7C are only 0 and 1)
16 */
17void endEvent1646(void) {
18 FLAGS_00.applyAction(0x7C0E, 1);
19}
20
21#if VERSION_EU
22#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_08)
23#define STAGE_FILE 0x92B
24#define STAGE_FILE_8 0x221
25#elif VERSION_JP
26#define STAGE_TEXT 0x89A
27#define STAGE_FILE 0x907
28#define STAGE_FILE_8 0x212
29#endif
30/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
49
50/* Defined below, after the tables that use them */
51extern s16 script1646[];
52
54 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
55 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
56 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
57 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
58 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
59 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
60 { 0x140, 0x100, 0x166, 0x16E, 0x98, 0x6E, 0x160, 0x1FD },
61 { 0x140, 0x100, 0x172, 0x16E, 0xC8, 0x6E, 0x170, 0x1FD },
62 { 0x180, 0x100, 0x1A6, 0x100, 0x198, 0, 0x150, 0x1FC },
63 { 0x180, 0x100, 0x1AE, 0x100, 0x1B8, 0, 0x160, 0x1FC },
64 { 0x140, 0x100, 0x176, 0x148, 0xD8, 0x48, 0x170, 0x1FC },
65};
67u16 actor1Talk0Actions[] = { 0x7C00, 1, CODES_END };
69 { NULL, actor0Talk0Actions, 0x2C },
70 { NULL, NULL, 0 },
71};
73 { NULL, actor1Talk0Actions, 0x7B },
74 { NULL, NULL, 0 },
75};
77 { NULL, NULL, 0x7D },
78 { NULL, NULL, 0 },
79};
81 { NULL, NULL, 0x7C },
82 { NULL, NULL, 0 },
83};
85 { NULL, NULL, 0x7E },
86 { NULL, NULL, 0 },
87};
88FieldActorEntry actor0 = { NULL, actor0Talks, 0x15, 4, 408, 414, 1 };
89FieldActorEntry actor1 = { NULL, actor1Talks, 0x18, 5, 320, 515, 7 };
90FieldActorEntry actor2 = { NULL, actor2Talks, 0x30, 6, 171, 403, 7 };
91FieldActorEntry actor3 = { NULL, actor3Talks, 0x32, 7, 513, 241, 5 };
92FieldActorEntry actor4 = { NULL, actor4Talks, 0x39, 8, 352, 488, 3 };
94 &actor0,
95 &actor1,
96 &actor2,
97 &actor3,
98 &actor4,
99 NULL,
100};
102 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 0xA, 0, 283, 466, 0, 0 },
103 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 0xA, 0, 428, 134, 0, 0 },
104 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 0xA, 0, 307, 484, 0, 0 },
105 { 1, 0, 0x40, 6, 0x36, 2, 0, 1, 0xA, 0, 287, 459, 0, 0 },
106 { 1, 0, 0x40, 6, 0x36, 2, 0, 1, 0xA, 0, 297, 464, 0, 0 },
107 { 1, 0, 0x40, 6, 4, 1, 4, 9, 4, 0, 350, 338, 0, 0 },
108 { 1, 0, 0x40, 6, 0xA, 1, 0xA, 0xD, 4, 0, 293, 279, 0, 0 },
109 { 1, 0, 0x40, 6, 0xE, 1, 0xE, 0x11, 4, 0, 298, 381, 0, 0 },
110 { 1, 0, 0x40, 6, 0x12, 1, 0x12, 0x15, 4, 0, 293, 427, 0, 0 },
111 { 1, 0, 0x40, 4, 0x35, 2, 0, 1, 0xA, 0, 333, 483, 503, 0 },
112 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 501, 393, 406, 0 },
113 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 451, 436, 456, 0 },
114 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 436, 464, 482, 0 },
115 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 320, 474, 503, 0 },
116 { 1, 0, 0x40, 4, 0x16, 0, 0, 0, 0, 0, 438, 274, 292, 0 },
117 { 1, 0, 0x40, 4, 0x17, 0, 0, 0, 0, 0, 464, 277, 302, 0 },
118 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
119};
121 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x29C, 0x2F8, 0x104, 7, 0, 0, 0 },
122 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x29C, 0x1E8, 0xA4, 1, 0, 0, 0 },
123 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
124};
125void (*stageFuncs[])(void) = {
127};
128#define EVENT_TEXT_FILE EXTRA_TEXT
130 { 1646, script1646, EVENT_TEXT(0xF), NULL, endEvent1646 },
131 { -1, NULL, 0, NULL, NULL },
132};
134 SCRIPT_WALK(2, 0x178, 0x1AC, 5),
135 SCRIPT_PLACE(0x15, 0x198, 0x19E),
136 SCRIPT_POSE(0x15, 1, 1),
139 SCRIPT_POSE(2, 1, 5),
140 SCRIPT_WAIT(0x24),
141 SCRIPT_TALK(0, 1, 0x15, 0),
143 SCRIPT_WAIT(0x1E),
144 SCRIPT_POSE(0x15, 0x36, 1),
146 SCRIPT_WAIT_ANIM(0x15),
147 SCRIPT_POSE(0x15, 0x37, 1),
148 SCRIPT_WAIT(0x5A),
149 SCRIPT_LEAVE(0xC0C, 0, 0, 0),
151};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
Definition field_map.h:161
#define FIELD_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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 SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#define CODES_END
Definition game_state.h:83
#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
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
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
FieldEvent * events
up to the first id -1
Definition field_map.h:451
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
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
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 wstag958.c:66
FieldActorEntry actor0
Definition wstag958.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 wstag958.c:125
FieldTalk actor2Talks[]
Definition wstag958.c:76
void endEvent1646(void)
After event 1646, with Guardromon: applies 0x7C0E, an action that does nothing (applyAction's mode ch...
Definition wstag958.c:17
FieldActorEntry actor2
Definition wstag958.c:90
#define STAGE_FILE_8
Definition wstag958.c:24
s16 script1646[]
Defined below, after the tables that use them.
Definition wstag958.c:133
FieldActorEntry * stageActors[]
Definition wstag958.c:93
FieldTalk actor1Talks[]
Definition wstag958.c:72
FieldTalk actor0Talks[]
Definition wstag958.c:68
FieldTalk actor4Talks[]
Definition wstag958.c:84
FieldActorEntry actor4
Definition wstag958.c:92
ActorImage stageImages[]
Definition wstag958.c:53
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag958.c:31
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag958.c:101
FieldTalk actor3Talks[]
Definition wstag958.c:80
StageSlot stageSlots[]
Definition wstag958.c:120
u16 actor1Talk0Actions[]
Definition wstag958.c:67
FieldActorEntry actor1
Definition wstag958.c:89
#define STAGE_FILE
Definition wstag958.c:23
#define STAGE_TEXT
Definition wstag958.c:22
FieldActorEntry actor3
Definition wstag958.c:91
FieldEvent stageEvents[]
Definition wstag958.c:129