Digimon World 3 decomp
The European version, SLES_039.36
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wstag961.c
Go to the documentation of this file.
1/*
2 * WSTAG961: Seabed, Underground: below the bridges, in the extra chapter. The
3 * European version's: in its extra chapter (STORY_EXTRA), mode 737 starts it
4 * instead of WSTAG830.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
13
14const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x01 };
15#if VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_09)
17#define STAGE_FILE 0x931
18#define STAGE_FILE_8 0x700
19#elif VERSION_JP
20#define STAGE_TEXT 0x89B
21#define STAGE_FILE 0x90F
22#define STAGE_FILE_8 0x6F0
23#endif
24/* Sets the stage up: its map, actors and battles, playing BGM_0027 */
45
46StagePoint placePoints1_1Point2 = { 0x2E3, 1, 1, 160, 0x180, 5, NULL };
47StagePoint placePoints1_1Point1 = { 0x272, 0, 0, 0x420, 0x1F0, 0, &placePoints1_1Point2 };
48StagePoint placePoints1_1Point0 = { 0x272, 0, 0, 0x150, 0x148, 0, &placePoints1_1Point1 };
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 { 0x180, 0x100, 0x1A0, 0x100, 0x180, 0, 0x160, 0x1FF },
61};
62FieldActorEntry actor0 = { NULL, NULL, 0x147, 4, 0, 0, 0 };
68 { 1, 0, 0x8F, 2, 0x37, 1, 0x37, 0x4B, 0xA, 0, 550, 238, 0, 0 },
69 { 1, 0, 0xB6, 2, 0x4C, 1, 0x4C, 0x62, 0xA, 0, 239, 158, 0, 0 },
70 { 1, 0, 0xB6, 2, 0x4C, 1, 0x4C, 0x62, 0xA, 0, 661, 204, 0, 0 },
71 { 1, 0, 0xB6, 2, 0x4C, 1, 0x4C, 0x62, 0xA, 0, 896, 119, 0, 0 },
72 { 1, 0, 0xFF, 2, 0x33, 2, 0, 7, 0x18, 0, 188, -92, 0, 0 },
73 { 1, 0, 0xFF, 2, 0x33, 2, 0, 7, 0x18, 0, 428, -20, 0, 0 },
74 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 128, 276, 0, 0 },
75 { 1, 0, 0x40, 2, 1, 0, 0, 0, 0, 0, 192, 297, 0, 0 },
76 { 1, 0, 0x52, 2, 2, 0, 0, 0, 0, 0, 256, 292, 0, 0 },
77 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 320, 320, 0, 0 },
78 { 1, 0, 0x48, 2, 4, 0, 0, 0, 0, 0, 768, 312, 0, 0 },
79 { 1, 0, 0x54, 2, 5, 0, 0, 0, 0, 0, 832, 270, 0, 0 },
80 { 1, 0, 0x40, 2, 6, 0, 0, 0, 0, 0, 512, 335, 0, 0 },
81 { 1, 0, 0x44, 2, 7, 0, 0, 0, 0, 0, 576, 316, 0, 0 },
82 { 1, 0, 0x40, 2, 8, 0, 0, 0, 0, 0, 640, 337, 0, 0 },
83 { 1, 0, 0x40, 2, 9, 0, 0, 0, 0, 0, 704, 338, 0, 0 },
84 { 1, 0, 0x8F, 6, 0x37, 1, 0x37, 0x4B, 0xA, 0, 460, 182, 0, 0 },
85 { 1, 0, 0x68, 6, 0x34, 1, 0x34, 0x36, 0xA, 0, 348, 194, 0, 0 },
86 { 1, 0, 0x68, 6, 0x34, 1, 0x34, 0x36, 0xA, 0, 761, 156, 0, 0 },
87 { 1, 0, 0xFF, 4, 0x32, 2, 0, 7, 0x18, 0, 188, 36, 280, 0 },
88 { 1, 0, 0xFF, 4, 0x32, 2, 0, 7, 0x18, 0, 428, 108, 352, 0 },
89 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
90};
92 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2E1, 0xE0, 0x110, 4, 0, 0, 0 },
93 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2E1, 0x1D0, 0x154, 4, 0, 0, 0 },
94 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2E1, 0x390, 0x108, 5, 0, 0, 0 },
95 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
96};
97void (*stageFuncs[])(void) = {
99};
113AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
114AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
115AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
116AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
117AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
118AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
119AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
120AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
126AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
127AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
128AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
129AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
130AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
131AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
132AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
133AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
139AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
140AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
141AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
142AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
143AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
144AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
145AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
146AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
#define NULL
Definition common.h:17
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
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_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#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 MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_SEABED
BGM_0027: the Seabed tunnels.
Definition sound.h:103
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
Definition sound.h:70
#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 battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
Definition field_map.h:402
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
Definition field_map.h:411
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
Definition field_map.h:422
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
FieldBattles *(* findBattles)(FieldBattles *list, s32 id)
the place of the list with that id
Definition field_map.h:476
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
FieldBattles * battles
Definition field_map.h:450
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
u16 place
where the last warp or trigger put the player (FieldBattles.id)
Definition game_state.h:506
Where an exit (StageSlot) leads: copyPlacePoints copies a place's points to the stage's first slots,...
Definition stage.h:50
The points of a place (GAME.place and GAME.placeArg, which the exit the player came through set)
Definition stage.h:62
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
AreaBattle area2Battle7
Definition wstag961.c:133
FieldActorEntry actor0
Definition wstag961.c:62
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag961.c:97
StagePoint placePoints1_1Point0
Definition wstag961.c:48
AreaBattle area2Battle6
Definition wstag961.c:132
AreaBattle area1Battle6
Definition wstag961.c:119
AreaBattle area0Battle7
Definition wstag961.c:107
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag961.c:14
#define STAGE_FILE_8
Definition wstag961.c:18
AreaBattle area3Battle4
Definition wstag961.c:143
AreaBattle area3Battle3
Definition wstag961.c:142
AreaBattle area0Battle1
Definition wstag961.c:101
AreaBattle area2Battle0
Definition wstag961.c:126
FieldActorEntry * stageActors[]
Definition wstag961.c:63
AreaBattle area1Battle2
Definition wstag961.c:115
AreaBattle area3Battle0
Definition wstag961.c:139
AreaBattle area0Battle6
Definition wstag961.c:106
AreaBattle area3Battle2
Definition wstag961.c:141
AreaBattle area3Battle1
Definition wstag961.c:140
StagePoint placePoints1_1Point2
Definition wstag961.c:46
AreaBattle area0Battle3
Definition wstag961.c:103
AreaBattle area3Battle6
Definition wstag961.c:145
StagePoints placePoints1_1
Definition wstag961.c:49
StagePoint placePoints1_1Point1
Definition wstag961.c:47
ActorImage stageImages[]
Definition wstag961.c:53
void setupStage(void)
Sets the stage up: its map, actors and battles, playing BGM_0027.
Definition wstag961.c:25
StagePoints * placePoints[]
Names some stages define.
Definition wstag961.c:50
AreaBattle area2Battle4
Definition wstag961.c:130
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag961.c:67
BattleList area3Battles
Definition wstag961.c:147
AreaBattle area3Battle5
Definition wstag961.c:144
AreaBattle area0Battle5
Definition wstag961.c:105
BattleList area1Battles
Definition wstag961.c:121
BattleList area2Battles
Definition wstag961.c:134
AreaBattle area1Battle4
Definition wstag961.c:117
AreaBattle area2Battle2
Definition wstag961.c:128
AreaBattle area1Battle5
Definition wstag961.c:118
StageSlot stageSlots[]
Definition wstag961.c:91
AreaBattle area2Battle1
Definition wstag961.c:127
AreaBattle area1Battle3
Definition wstag961.c:116
AreaBattle area1Battle0
Definition wstag961.c:113
AreaBattle area0Battle0
Definition wstag961.c:100
AreaBattle area0Battle2
Definition wstag961.c:102
#define STAGE_FILE
Definition wstag961.c:17
AreaBattle area2Battle5
Definition wstag961.c:131
AreaBattle area1Battle1
Definition wstag961.c:114
AreaBattle area2Battle3
Definition wstag961.c:129
AreaBattle area0Battle4
Definition wstag961.c:104
#define STAGE_TEXT
Definition wstag961.c:16
AreaBattle area3Battle7
Definition wstag961.c:146
BattleList area0Battles
Definition wstag961.c:108
AreaBattle area1Battle7
Definition wstag961.c:120
FieldBattles stageBattles[]
Definition wstag961.c:152