shithub: cstory

Download patch

ref: 3158273cea9ce729df6858b2f042493260150fed
parent: 1e7b07a102253b4fb0a2fd0f66acc1043c545619
parent: f003626290079abfc3faab3d05e333beaff06aa5
author: Cucky <44537737+cuckydev@users.noreply.github.com>
date: Mon Jan 28 07:45:42 EST 2019

Merge pull request #23 from Clownacy/master

Loads of First Cave/Kazuma shelter/opening objects

--- a/Makefile
+++ b/Makefile
@@ -58,6 +58,13 @@
 	MycParam \
 	NpcAct000 \
 	NpcAct020 \
+	NpcAct040 \
+	NpcAct060 \
+	NpcAct100 \
+	NpcAct200 \
+	NpcAct280 \
+	NpcAct300 \
+	NpcAct340 \
 	NpChar \
 	NpcHit \
 	NpcTbl \
binary files a/build/data/stage.tbl /dev/null differ
binary files a/build/data/stage.tbl.jp /dev/null differ
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -594,7 +594,7 @@
 		char path[PATH_LENGTH];
 		sprintf(path, "%s/npc.tbl", gDataPath);
 		
-		if (LoadNpcTable(path) && InitStageTable())
+		if (LoadNpcTable(path))
 		{
 			InitTextScript2();
 			InitSkipFlags();
@@ -614,7 +614,6 @@
 			
 			EndMapData();
 			EndTextScript();
-			ReleaseStageTable();
 			ReleaseNpcTable();
 			ReleaseCreditScript();
 		}
--- a/src/MapName.cpp
+++ b/src/MapName.cpp
@@ -8,7 +8,7 @@
 MAP_NAME gMapName;
 RECT rc = { 0, 0, 160, 12 };
 
-void ReadyMapName(char *str)
+void ReadyMapName(const char *str)
 {
 	//Reset map name flags
 	gMapName.flag = 0;
--- a/src/MapName.h
+++ b/src/MapName.h
@@ -6,7 +6,7 @@
 	char name[0x20];
 };
 
-void ReadyMapName(char *str);
+void ReadyMapName(const char *str);
 void PutMapName(bool bMini);
 void StartMapName();
 void RestoreMapName();
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -1,4 +1,7 @@
+#pragma once
+
 #include "NpChar.h"
+
 void ActNpc000(NPCHAR *npc);
 void ActNpc001(NPCHAR *npc);
 void ActNpc002(NPCHAR *npc);
@@ -12,6 +15,36 @@
 void ActNpc017(NPCHAR *npc);
 void ActNpc018(NPCHAR *npc);
 
+void ActNpc020(NPCHAR *npc);
 void ActNpc021(NPCHAR *npc);
+void ActNpc022(NPCHAR *npc);
+void ActNpc023(NPCHAR *npc);
 
+void ActNpc030(NPCHAR *npc);
+
 void ActNpc032(NPCHAR *npc);
+
+void ActNpc037(NPCHAR *npc);
+
+void ActNpc039(NPCHAR *npc);
+
+void ActNpc059(NPCHAR *npc);
+
+void ActNpc062(NPCHAR *npc);
+
+void ActNpc032(NPCHAR *npc);
+
+void ActNpc064(NPCHAR *npc);
+void ActNpc065(NPCHAR *npc);
+
+void ActNpc073(NPCHAR *npc);
+
+void ActNpc119(NPCHAR *npc);
+
+void ActNpc211(NPCHAR *npc);
+
+void ActNpc298(NPCHAR *npc);
+void ActNpc299(NPCHAR *npc);
+void ActNpc300(NPCHAR *npc);
+
+void ActNpc359(NPCHAR *npc);
--- a/src/NpcAct000.cpp
+++ b/src/NpcAct000.cpp
@@ -1,5 +1,7 @@
 #include "WindowsWrapper.h"
 
+#include "NpcAct.h"
+
 #include "MyChar.h"
 #include "NpChar.h"
 #include "Game.h"
@@ -13,12 +15,15 @@
 	RECT rect[1];
 	rect[0] = {0x00, 0x00, 0x10, 0x10};
 
-	if (!npc->act_no)
+	switch (npc->act_no)
 	{
-		npc->act_no = 1;
+		case 0:
+			npc->act_no = 1;
 
-		if (npc->direct == 2)
-			npc->y += 0x2000;
+			if (npc->direct == 2)
+				npc->y += 0x2000;
+
+			break;
 	}
 
 	npc->rect = rect[0];
--- a/src/NpcAct020.cpp
+++ b/src/NpcAct020.cpp
@@ -1,5 +1,7 @@
 #include "WindowsWrapper.h"
 
+#include "NpcAct.h"
+
 #include "MyChar.h"
 #include "NpChar.h"
 #include "Game.h"
@@ -6,7 +8,35 @@
 #include "Sound.h"
 #include "Back.h"
 #include "Triangle.h"
+#include "Caret.h"
 
+//Computer
+void ActNpc020(NPCHAR *npc)
+{
+	RECT rcLeft[1];
+	RECT rcRight[3];
+
+	rcLeft[0] = {288, 16, 320, 40};
+
+	rcRight[0] = {288, 40, 320, 64};
+	rcRight[1] = {288, 40, 320, 64};
+	rcRight[2] = {288, 64, 320, 88};
+
+	if (++npc->ani_wait > 3)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 2)
+		npc->ani_no = 0;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[0];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
 //Chest (open)
 void ActNpc021(NPCHAR *npc)
 {
@@ -28,21 +58,168 @@
 	npc->rect = rect[0];
 }
 
+//Teleporter
+void ActNpc022(NPCHAR *npc)
+{
+	RECT rect[2];
+
+	rect[0] = {240, 16, 264, 48};
+	rect[1] = {248, 152, 272, 184};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->ani_no = 0;
+			break;
+
+		case 1:
+			if (++npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			break;
+	}
+
+	npc->rect = rect[npc->ani_no];
+}
+
+//Teleporter lights
+void ActNpc023(NPCHAR *npc)
+{
+	RECT rect[8];
+
+	rect[0] = {264, 16, 288, 20};
+	rect[1] = {264, 20, 288, 24};
+	rect[2] = {264, 24, 288, 28};
+	rect[3] = {264, 28, 288, 32};
+	rect[4] = {264, 32, 288, 36};
+	rect[5] = {264, 36, 288, 40};
+	rect[6] = {264, 40, 288, 44};
+	rect[7] = {264, 44, 288, 48};
+
+	if (++npc->ani_wait > 1)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 7)
+		npc->ani_no = 0;
+
+	npc->rect = rect[npc->ani_no];
+}
+
+//Gunsmith
+void ActNpc030(NPCHAR *npc)
+{
+	RECT rc[3];
+
+	rc[0] = {48, 0, 64, 16};
+	rc[1] = {48, 16, 64, 32};
+	rc[2] = {0, 32, 16, 48};
+
+	if (npc->direct != 0)
+	{
+		switch (npc->act_no)
+		{
+			case 0:
+				npc->act_no = 1;
+				npc->y += 0x2000;
+				npc->ani_no = 2;
+				break;
+		}
+
+		if (++npc->act_wait > 100)
+		{
+			npc->act_wait = 0;
+			SetCaret(npc->x, npc->y - 0x400, 5, 0);
+		}
+	}
+	else
+	{
+		switch (npc->act_no)
+		{
+			case 0:
+				npc->act_no = 1;
+				npc->ani_no = 0;
+				npc->ani_wait = 0;
+				// Fallthrough
+
+			case 1:
+				if (Random(0, 120) == 10)
+				{
+					npc->act_no = 2;
+					npc->act_wait = 0;
+					npc->ani_no = 1;
+				}
+
+				break;
+
+			case 2:
+				if (++npc->act_wait > 8)
+				{
+					npc->act_no = 1;
+					npc->ani_no = 0;
+				}
+
+				break;
+		}
+	}
+
+	npc->rect = rc[npc->ani_no];
+}
+
 //Life capsule
 void ActNpc032(NPCHAR *npc)
 {
 	RECT rect[2];
+
 	rect[0] = {32, 96, 48, 112};
 	rect[1] = {48, 96, 64, 112};
-	
+
 	if (++npc->ani_wait > 2)
 	{
 		npc->ani_wait = 0;
 		++npc->ani_no;
 	}
-	
+
+	if ( npc->ani_no > 1 )
+		npc->ani_no = 0;
+
+	npc->rect = rect[npc->ani_no];
+}
+
+//Signpost
+void ActNpc037(NPCHAR *npc)
+{
+	RECT rect[2];
+
+	rect[0] = {192, 64, 208, 80};
+	rect[1] = {208, 64, 224, 80};
+
+	if (++npc->ani_wait > 1)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
 	if (npc->ani_no > 1)
 		npc->ani_no = 0;
-	
+
 	npc->rect = rect[npc->ani_no];
-}
\ No newline at end of file
+}
+
+//Save sign
+void ActNpc039(NPCHAR *npc)
+{
+	RECT rect[2];
+
+	rect[0] = {224, 64, 240, 80};
+	rect[1] = {240, 64, 256, 80};
+
+	if (npc->direct == 0)
+		npc->ani_no = 0;
+	else
+		npc->ani_no = 1;
+
+	npc->rect = rect[npc->ani_no];
+}
--- /dev/null
+++ b/src/NpcAct040.cpp
@@ -1,0 +1,75 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Eye door
+void ActNpc059(NPCHAR *npc)
+{
+	RECT rcLeft[4];
+
+	rcLeft[0] = {224, 16, 240, 40};
+	rcLeft[1] = {208, 80, 224, 104};
+	rcLeft[2] = {224, 80, 240, 104};
+	rcLeft[3] = {240, 80, 256, 104};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			// Fallthrough
+
+		case 1:
+			if (npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0x8000 < gMC.y && npc->y + 0x8000 > gMC.y)
+			{
+				npc->act_no = 2;
+				npc->ani_wait = 0;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no == 2)
+				npc->act_no = 3;
+
+			break;
+
+		case 3:
+			if (npc->x - 0x8000 >= gMC.x || npc->x + 0x8000 <= gMC.x || npc->y - 0x8000 >= gMC.y || npc->y + 0x8000 <= gMC.y)
+			{
+				npc->act_no = 4;
+				npc->ani_wait = 0;
+			}
+
+			break;
+
+		case 4:
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				--npc->ani_no;
+			}
+
+			if (npc->ani_no == 0)
+				npc->act_no = 1;
+
+			break;
+	}
+
+	if (npc->shock)
+		npc->rect = rcLeft[3];
+	else
+		npc->rect = rcLeft[npc->ani_no];
+}
--- /dev/null
+++ b/src/NpcAct060.cpp
@@ -1,0 +1,302 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+#include "Map.h"
+
+//Kazuma at computer
+void ActNpc062(NPCHAR *npc)
+{
+	RECT rcLeft[3];
+
+	rcLeft[0] = {272, 192, 288, 216};
+	rcLeft[1] = {288, 192, 304, 216};
+	rcLeft[2] = {304, 192, 320, 216};
+
+	switch ( npc->act_no )
+	{
+		case 0:
+			npc->x -= 0x800;
+			npc->y += 0x2000;
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			// Fallthrough
+
+		case 1:
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			if (Random(0, 80) == 1)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			if (Random(0, 120) == 10)
+			{
+				npc->act_no = 3;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 40)
+			{
+				npc->act_no = 3;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+			}
+
+			break;
+
+		case 3:
+			if (++npc->act_wait > 80)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+	}
+
+	npc->rect = rcLeft[npc->ani_no];
+}
+
+//First Cave Critter
+void ActNpc064(NPCHAR *npc)
+{
+	RECT rcLeft[3];
+	RECT rcRight[3];
+
+	rcLeft[0] = {0, 0, 16, 16};
+	rcLeft[1] = {16, 0, 32, 16};
+	rcLeft[2] = {32, 0, 48, 16};
+
+	rcRight[0] = {0, 16, 16, 32};
+	rcRight[1] = {16, 16, 32, 32};
+	rcRight[2] = {32, 16, 48, 32};
+
+	switch (npc->act_no)
+	{
+		case 0: //Init
+			npc->y += 0x600;
+			npc->act_no = 1;
+
+		case 1: //Waiting
+			//Look at player
+			if (npc->x <= gMC.x)
+				npc->direct = 2;
+			else
+				npc->direct = 0;
+
+			if (npc->tgt_x < 100)
+				++npc->tgt_x;
+
+			//Open eyes near player
+			if (npc->act_wait < 8 || npc->x - 0xE000 >= gMC.x || npc->x + 0xE000 <= gMC.x || npc->y - 0xA000 >= gMC.y || npc->y + 0xA000 <= gMC.y)
+			{
+				if (npc->act_wait < 8)
+					++npc->act_wait;
+				npc->ani_no = 0;
+			}
+			else
+			{
+				npc->ani_no = 1;
+			}
+
+			//Jump if attacked
+			if (npc->shock)
+			{
+				npc->act_no = 2;
+				npc->ani_no = 0;
+				npc->act_wait = 0;
+			}
+
+			//Jump if player is nearby
+			if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
+			{
+				npc->act_no = 2;
+				npc->ani_no = 0;
+				npc->act_wait = 0;
+			}
+			break;
+
+		case 2: //Going to jump
+			if (++npc->act_wait > 8)
+			{
+				//Set jump state
+				npc->act_no = 3;
+				npc->ani_no = 2;
+
+				//Jump
+				npc->ym = -0x5FF;
+				PlaySoundObject(30, 1);
+
+				//Jump in facing direction
+				if (npc->direct)
+					npc->xm = 0x100;
+				else
+					npc->xm = -0x100;
+			}
+			break;
+
+		case 3: //Jumping
+			//Land
+			if (npc->flag & 8)
+			{
+				npc->xm = 0;
+				npc->act_wait = 0;
+				npc->ani_no = 0;
+				npc->act_no = 1;
+				PlaySoundObject(23, 1);
+			}
+			break;
+	}
+
+	//Gravity
+	npc->ym += 0x40;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	//Move
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	//Set framerect
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//First Cave Bat
+void ActNpc065(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->tgt_x = npc->x;
+			npc->tgt_y = npc->y;
+			npc->count1 = 120;
+			npc->act_no = 1;
+			npc->act_wait = Random(0, 50);
+			// Fallthrough
+
+		case 1:
+			if (++npc->act_wait >= 50)
+			{
+				npc->act_wait = 0;
+				npc->act_no = 2;
+				npc->ym = 0x300;
+			}
+
+			break;
+
+		case 2:
+			if (gMC.x >= npc->x)
+				npc->direct = 2;
+			else
+				npc->direct = 0;
+
+			if (npc->tgt_y < npc->y)
+				npc->ym -= 0x10;
+			if (npc->tgt_y > npc->y)
+				npc->ym += 0x10;
+			if (npc->ym > 0x300)
+				npc->ym = 0x300;
+			if (npc->ym < -0x300)
+				npc->ym = -0x300;
+
+			break;
+	}
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	RECT rect_left[4];
+	RECT rect_right[4];
+
+	rect_left[0] = {32, 32, 48, 48};
+	rect_left[1] = {48, 32, 64, 48};
+	rect_left[2] = {64, 32, 80, 48};
+	rect_left[3] = {80, 32, 96, 48};
+
+	rect_right[0] = {32, 48, 48, 64};
+	rect_right[1] = {48, 48, 64, 64};
+	rect_right[2] = {64, 48, 80, 64};
+	rect_right[3] = {80, 48, 96, 64};
+
+	if (++npc->ani_wait > 1)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 2)
+		npc->ani_no = 0;
+
+	if (npc->direct == 0)
+		npc->rect = rect_left[npc->ani_no];
+	else
+		npc->rect = rect_right[npc->ani_no];
+}
+
+//Water droplet
+void ActNpc073(NPCHAR *npc)
+{
+	RECT rect[5];
+
+	rect[0] = {72, 16, 74, 18};
+	rect[1] = {74, 16, 76, 18};
+	rect[2] = {76, 16, 78, 18};
+	rect[3] = {78, 16, 80, 18};
+	rect[4] = {80, 16, 82, 18};
+
+	npc->ym += 0x20;
+	npc->ani_no = Random(0, 4);
+
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	npc->rect = rect[npc->ani_no];
+
+	if (npc->direct == 2)
+	{
+		npc->rect.top += 2;
+		npc->rect.bottom += 2;
+	}
+
+	if (++npc->act_wait > 10)
+	{
+		if (npc->flag & 1)
+			npc->cond = 0;
+		if (npc->flag & 4)
+			npc->cond = 0;
+		if (npc->flag & 8)
+			npc->cond = 0;
+		if (npc->flag & 0x100)
+			npc->cond = 0;
+	}
+
+	if (npc->y > gMap.length * 0x10 * 0x200)
+		npc->cond = 0;
+}
--- /dev/null
+++ b/src/NpcAct100.cpp
@@ -1,0 +1,20 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Table and chair
+void ActNpc119(NPCHAR *npc)
+{
+	RECT rc[1];
+
+	rc[0] = {248, 184, 272, 200};
+
+	npc->rect = rc[0];
+}
--- /dev/null
+++ b/src/NpcAct200.cpp
@@ -1,0 +1,23 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Spikes (small)
+void ActNpc211(NPCHAR *npc)
+{
+	RECT rects[4];
+
+	rects[0] = {256, 200, 272, 216};
+	rects[1] = {272, 200, 288, 216};
+	rects[2] = {288, 200, 304, 216};
+	rects[3] = {304, 200, 320, 216};
+
+	npc->rect = rects[npc->code_event];
+}
--- /dev/null
+++ b/src/NpcAct280.cpp
@@ -1,0 +1,153 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Doctor (opening)
+void ActNpc298(NPCHAR *npc)
+{
+	RECT rc[8];
+
+	rc[0] = {72, 128, 88, 160};
+	rc[1] = {88, 128, 104, 160};
+	rc[2] = {104, 128, 120, 160};
+	rc[3] = {72, 128, 88, 160};
+	rc[4] = {120, 128, 136, 160};
+	rc[5] = {72, 128, 88, 160};
+	rc[6] = {104, 160, 120, 192};
+	rc[7] = {120, 160, 136, 192};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->y -= 0x1000;
+			// Fallthrough
+
+		case 1:
+			npc->ani_no = 0;
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			npc->count1 = 0;
+			// Fallthrough
+
+		case 11:
+			if (++npc->ani_wait > 6)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+			{
+				npc->ani_no = 0;
+
+				if (++npc->count1 > 7)
+				{
+					npc->ani_no = 0;
+					npc->act_no = 1;
+				}
+			}
+
+			break;
+
+		case 20:
+			npc->act_no = 21;
+			npc->ani_no = 2;
+			npc->ani_wait = 0;
+			// Fallthrough
+
+		case 21:
+			if (++npc->ani_wait > 10)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if ( npc->ani_no > 5 )
+				npc->ani_no = 2;
+
+			npc->x += 0x100;
+
+			break;
+
+		case 30:
+			npc->ani_no = 6;
+			break;
+
+		case 40:
+			npc->act_no = 41;
+			npc->ani_no = 6;
+			npc->ani_wait = 0;
+			npc->count1 = 0;
+			// Fallthrough
+
+		case 41:
+			if (++npc->ani_wait > 6)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 7)
+			{
+				npc->ani_no = 6;
+
+				if (++npc->count1 > 7)
+				{
+					npc->ani_no = 6;
+					npc->act_no = 30;
+				}
+			}
+
+			break;
+	}
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Balrog/Misery (opening)
+void ActNpc299(NPCHAR *npc)
+{
+	RECT rc[2];
+
+	rc[0] = {0, 0, 48, 48};
+	rc[1] = {48, 0, 96, 48};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+
+			if (npc->direct == 0)
+			{
+				npc->ani_no = 1;
+				npc->act_wait = 25;
+				npc->y -= 1600;
+			}
+			else
+			{
+				npc->ani_no = 0;
+				npc->act_wait = 0;
+			}
+
+			break;
+	}
+
+	if (++npc->act_wait / 50 % 2)
+		npc->y += 0x40;
+	else
+		npc->y -= 0x40;
+
+	npc->rect = rc[npc->ani_no];
+}
--- /dev/null
+++ b/src/NpcAct300.cpp
@@ -1,0 +1,32 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+#include "Caret.h"
+
+//Demon crown (opening)
+void ActNpc300(NPCHAR *npc)
+{
+	RECT rc[1];
+
+	rc[0] = {192, 80, 208, 96};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->y += 0xC00;
+			break;
+	}
+
+	if (++npc->ani_wait % 8 == 1)
+		SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1);
+
+	npc->rect = rc[0];
+}
--- /dev/null
+++ b/src/NpcAct340.cpp
@@ -1,0 +1,18 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "CommonDefines.h"
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+
+//Water droplet generator
+void ActNpc359(NPCHAR *npc)
+{
+	if (gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2)
+		SetNpChar(73, npc->x + (Random(-6, 6) * 0x200), npc->y - 0xE00, 0, 0, 0, 0, 0);
+}
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -54,7 +54,7 @@
 }
 
 //Npc function table
-NPCFUNCTION gpNpcFuncTbl[] =
+NPCFUNCTION gpNpcFuncTbl[361] =
 {
 	ActNpc000,
 	ActNpc001,
@@ -76,8 +76,10 @@
 	ActNpc017,
 	ActNpc018,
 	nullptr,
-	nullptr,
+	ActNpc020,
 	ActNpc021,
+	ActNpc022,
+	ActNpc023,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -84,16 +86,16 @@
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc030,
 	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
 	ActNpc032,
 	nullptr,
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc037,
 	nullptr,
+	ActNpc039,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -113,9 +115,13 @@
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc059,
 	nullptr,
 	nullptr,
+	ActNpc062,
 	nullptr,
+	ActNpc064,
+	ActNpc065,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -123,6 +129,7 @@
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc073,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -168,6 +175,7 @@
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc119,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -259,6 +267,7 @@
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc211,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -345,6 +354,9 @@
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc298,
+	ActNpc299,
+	ActNpc300,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -403,17 +415,6 @@
 	nullptr,
 	nullptr,
 	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
+	ActNpc359,
 	nullptr,
 };
--- a/src/PixTone.cpp
+++ b/src/PixTone.cpp
@@ -152,7 +152,7 @@
 		const int v2 = (int)(uint64_t)pitchOffset % 256;
 
 		//Input data
-		data[i] = envelopeTable[(unsigned __int64)((long double)(i << 8) / pxtData[1])]
+		data[i] = envelopeTable[(uint64_t)((long double)(i << 8) / pxtData[1])]
 			* (pxtData[4]
 				* gWaveModelTable[(size_t)pxtData[2]][a]
 				/ 0x40
@@ -167,7 +167,7 @@
 		long double newMainOffset;
 		if (gWaveModelTable[(size_t)pxtData[6]][v2] >= 0)
 			newMainOffset = (mainFreq * 2)
-			* (long double)gWaveModelTable[(size_t)pxtData[6]][(signed int)(unsigned __int64)pitchOffset % 256]
+			* (long double)gWaveModelTable[(size_t)pxtData[6]][(signed int)(uint64_t)pitchOffset % 256]
 			* pxtData[8]
 			/ 64.0
 			/ 64.0
--- a/src/Sound.h
+++ b/src/Sound.h
@@ -1,4 +1,5 @@
 #pragma once
+#include <stddef.h>
 #include <stdint.h>
 
 class SOUNDBUFFER
--- a/src/Stage.cpp
+++ b/src/Stage.cpp
@@ -19,52 +19,111 @@
 #include "Back.h"
 #include "Stage.h"
 
-STAGE_TABLE *gTMT;
+#ifdef JAPANESE
+#define STAGE_ENTRY(parts, map, bkType, back, npc, boss, boss_no, name_en, name_jp) {parts, map, bkType, back, npc, boss, boss_no, name_jp}
+#else
+#define STAGE_ENTRY(parts, map, bkType, back, npc, boss, boss_no, name_en, name_jp) {parts, map, bkType, back, npc, boss, boss_no, name_en}
+#endif
+
 int gStageNo;
 
-//Stage table functions
-bool InitStageTable()
-{
-	//Get path
-	char path[PATH_LENGTH];
-	sprintf(path, "%s/stage.tbl", gDataPath);
-	
-	//Open file
-	SDL_RWops *fp = SDL_RWFromFile(path, "rb");
-	
-	if (!fp)
-		return false;
-	
-	//Get amount of stages and allocate stage data
-	size_t stages = SDL_RWsize(fp) / 0xC8;
-	gTMT = (STAGE_TABLE*)calloc(stages, sizeof(STAGE_TABLE));
-	
-	//Read data
-	for (size_t i = 0; i < stages; i++)
-	{
-		SDL_RWread(fp, &gTMT[i].parts, 1, 0x20);
-		SDL_RWread(fp, &gTMT[i].map, 1, 0x20);
-		gTMT[i].bkType = SDL_ReadLE32(fp);
-		SDL_RWread(fp, &gTMT[i].back, 1, 0x20);
-		SDL_RWread(fp, &gTMT[i].npc, 1, 0x20);
-		SDL_RWread(fp, &gTMT[i].boss, 1, 0x20);
-		gTMT[i].boss_no = SDL_ReadU8(fp);
-		SDL_RWread(fp, &gTMT[i].name, 1, 0x20);
-		
-		//Padding (3 bytes)
-		uint8_t nul[3];
-		SDL_RWread(fp, &nul, 1, 3);
-	}
-	
-	SDL_RWclose(fp);
-	return true;
-}
-
-void ReleaseStageTable()
-{
-	free(gTMT);
-	gTMT = nullptr;
-}
+const STAGE_TABLE gTMT[95] = {
+	STAGE_ENTRY("0", "0", 4, "bk0", "Guest", "0", 0, "Null", "無"),
+	STAGE_ENTRY("Pens", "Pens1", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "アーサーの家"),
+	STAGE_ENTRY("Eggs", "Eggs", 1, "bkGreen", "Eggs1", "Ravil", 0, "Egg Corridor", "タマゴ回廊"),
+	STAGE_ENTRY("EggX", "EggX", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "タマゴ No.00"),
+	STAGE_ENTRY("EggIn", "Egg6", 4, "bk0", "Eggs1", "0", 0, "Egg No. 06", "タマゴ No.06"),
+	STAGE_ENTRY("Store", "EggR", 4, "bk0", "Eggs1", "0", 0, "Egg Observation Room", "タマゴ監視室"),
+	STAGE_ENTRY("Weed", "Weed", 1, "bkBlue", "Weed", "0", 0, "Grasstown", "クサムラ"),
+	STAGE_ENTRY("Barr", "Santa", 4, "bk0", "Weed", "0", 0, "Santa's House", "サンタの家"),
+	STAGE_ENTRY("Barr", "Chako", 1, "bkBlue", "Guest", "0", 0, "Chaco's House", "チャコの家"),
+	STAGE_ENTRY("Maze", "MazeI", 4, "bk0", "Maze", "0", 0, "Labyrinth I", "迷宮I"),
+	STAGE_ENTRY("Sand", "Sand", 1, "bkGreen", "Sand", "Omg", 1, "Sand Zone", "砂区"),
+	STAGE_ENTRY("Mimi", "Mimi", 1, "bkBlue", "Guest", "0", 0, "Mimiga Village", "ミミガーの村"),
+	STAGE_ENTRY("Cave", "Cave", 4, "bk0", "Cemet", "0", 0, "First Cave", "最初の洞窟"),
+	STAGE_ENTRY("Cave", "Start", 4, "bk0", "Cemet", "0", 0, "Start Point", "スタート地点"),
+	STAGE_ENTRY("Mimi", "Barr", 4, "bk0", "Cemet", "Bllg", 0, "Shack", "バラック小屋"),
+	STAGE_ENTRY("Mimi", "Pool", 1, "bkBlue", "Guest", "0", 0, "Reservoir", "貯水池"),
+	STAGE_ENTRY("Mimi", "Cemet", 4, "bk0", "Cemet", "0", 0, "Graveyard", "はかば"),
+	STAGE_ENTRY("Mimi", "Plant", 1, "bkGreen", "Plant", "0", 0, "Yamashita Farm", "山下農園"),
+	STAGE_ENTRY("Store", "Shelt", 4, "bk0", "Eggs1", "0", 0, "Shelter", "シェルター"),
+	STAGE_ENTRY("Pens", "Comu", 1, "bkBlue", "Guest", "0", 0, "Assembly Hall", "集会場"),
+	STAGE_ENTRY("Mimi", "MiBox", 4, "bk0", "0", "0", 0, "Save Point", "セーブポイント"),
+	STAGE_ENTRY("Store", "EgEnd1", 4, "bk0", "0", "0", 0, "Side Room", "タマゴ回廊の個室"),
+	STAGE_ENTRY("Store", "Cthu", 4, "bk0", "0", "0", 0, "Cthulhu's Abode", "クトゥルーの住処"),
+	STAGE_ENTRY("EggIn", "Egg1", 4, "bk0", "Eggs1", "0", 0, "Egg No. 01", "タマゴ No.01"),
+	STAGE_ENTRY("Pens", "Pens2", 1, "bkBlue", "Guest", "0", 0, "Arthur's House", "アーサーの家"),
+	STAGE_ENTRY("Barr", "Malco", 1, "bkBlue", "Weed", "Bllg", 0, "Power Room", "電源室"),
+	STAGE_ENTRY("Barr", "WeedS", 1, "bkBlue", "0", "0", 0, "Save Point", "セーブポイント"),
+	STAGE_ENTRY("Store", "WeedD", 1, "bkBlue", "0", "0", 0, "Execution Chamber", "処刑室"),
+	STAGE_ENTRY("Weed", "Frog", 2, "bkGreen", "Weed", "Frog", 2, "Gum", "ガム"),
+	STAGE_ENTRY("Sand", "Curly", 4, "bk0", "Sand", "Curly", 0, "Sand Zone Residence", "砂区駐在所"),
+	STAGE_ENTRY("Pens", "WeedB", 1, "bkBlue", "Ravil", "0", 0, "Grasstown Hut", "クサムラの小屋"),
+	STAGE_ENTRY("River", "Stream", 5, "bkBlue", "Stream", "IronH", 5, "Main Artery", "大動脈"),
+	STAGE_ENTRY("Pens", "CurlyS", 4, "bk0", "Sand", "Curly", 0, "Small Room", "小部屋"),
+	STAGE_ENTRY("Barr", "Jenka1", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "ジェンカの家"),
+	STAGE_ENTRY("Sand", "Dark", 1, "bkBlack", "Sand", "0", 0, "Deserted House", "廃屋"),
+	STAGE_ENTRY("Gard", "Gard", 1, "bkGard", "Toro", "Bllg", 0, "Sand Zone Storehouse", "砂区倉庫"),
+	STAGE_ENTRY("Barr", "Jenka2", 4, "bk0", "Sand", "Bllg", 0, "Jenka's House", "ジェンカの家"),
+	STAGE_ENTRY("Sand", "SandE", 1, "bkGreen", "Sand", "Bllg", 0, "Sand Zone", "砂区"),
+	STAGE_ENTRY("Maze", "MazeH", 4, "bk0", "Maze", "0", 0, "Labyrinth H", "迷宮H"),
+	STAGE_ENTRY("Maze", "MazeW", 1, "bkMaze", "Maze", "X", 3, "Labyrinth W", "迷宮W"),
+	STAGE_ENTRY("Maze", "MazeO", 4, "bk0", "Guest", "0", 0, "Camp", "キャンプ"),
+	STAGE_ENTRY("Maze", "MazeD", 4, "bk0", "Guest", "Dark", 0, "Clinic Ruins", "診療所跡"),
+	STAGE_ENTRY("Store", "MazeA", 4, "bk0", "Maze", "0", 0, "Labyrinth Shop", "迷宮の店"),
+	STAGE_ENTRY("Maze", "MazeB", 1, "bkBlue", "Maze", "0", 0, "Labyrinth B", "迷宮B"),
+	STAGE_ENTRY("Maze", "MazeS", 2, "bkGray", "Maze", "Bllg", 0, "Boulder Chamber", "大石の塞ぐ所"),
+	STAGE_ENTRY("Maze", "MazeM", 1, "bkRed", "Maze", "0", 0, "Labyrinth M", "迷宮M"),
+	STAGE_ENTRY("Cave", "Drain", 3, "bkWater", "Cemet", "0", 0, "Dark Place", "暗い所"),
+	STAGE_ENTRY("Almond", "Almond", 3, "bkWater", "Cemet", "Almo1", 4, "Core", "コア"),
+	STAGE_ENTRY("River", "River", 2, "bkGreen", "Weed", "0", 0, "Waterway", "水路"),
+	STAGE_ENTRY("Eggs", "Eggs2", 1, "bkGreen", "Eggs2", "0", 0, "Egg Corridor?", "タマゴ回廊?"),
+	STAGE_ENTRY("Store", "Cthu2", 4, "bk0", "Eggs1", "0", 0, "Cthulhu's Abode?", "クトゥルーの住処?"),
+	STAGE_ENTRY("Store", "EggR2", 4, "bk0", "Eggs1", "TwinD", 6, "Egg Observation Room?", "タマゴ監視室?"),
+	STAGE_ENTRY("EggX", "EggX2", 4, "bk0", "Eggs1", "0", 0, "Egg No. 00", "タマゴ No.00"),
+	STAGE_ENTRY("Oside", "Oside", 6, "bkMoon", "Moon", "0", 0, "Outer Wall", "外壁"),
+	STAGE_ENTRY("Store", "EgEnd2", 4, "bk0", "Eggs1", "0", 0, "Side Room", "タマゴ回廊の個室"),
+	STAGE_ENTRY("Store", "Itoh", 2, "bkBlue", "Guest", "0", 0, "Storehouse", "倉庫"),
+	STAGE_ENTRY("Cent", "Cent", 1, "bkGreen", "Guest", "Cent", 0, "Plantation", "大農園"),
+	STAGE_ENTRY("Jail", "Jail1", 4, "bk0", "Guest", "Cent", 0, "Jail No. 1", "第1牢"),
+	STAGE_ENTRY("Jail", "Momo", 4, "bk0", "Guest", "0", 0, "Hideout", "カクレガ"),
+	STAGE_ENTRY("Jail", "lounge", 4, "bk0", "Guest", "0", 0, "Rest Area", "休憩所"),
+	STAGE_ENTRY("Store", "CentW", 4, "bk0", "Guest", "Cent", 0, "Teleporter", "転送室"),
+	STAGE_ENTRY("Store", "Jail2", 4, "bk0", "Guest", "Cent", 0, "Jail No. 2", "第2牢"),
+	STAGE_ENTRY("White", "Blcny1", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "バルコニー"),
+	STAGE_ENTRY("Jail", "Priso1", 4, "bkGray", "Red", "0", 0, "Final Cave", "最後の洞窟"),
+	STAGE_ENTRY("White", "Ring1", 7, "bkFog", "Guest", "Miza", 0, "Throne Room", "王の玉座"),
+	STAGE_ENTRY("White", "Ring2", 7, "bkFog", "Guest", "Dr", 0, "The King's Table", "王の食卓"),
+	STAGE_ENTRY("Pens", "Prefa1", 4, "bk0", "0", "0", 0, "Prefab Building", "プレハブ"),
+	STAGE_ENTRY("Jail", "Priso2", 4, "bkGray", "Red", "0", 0, "Last Cave (Hidden)", "最後の洞窟・裏"),
+	STAGE_ENTRY("White", "Ring3", 4, "bk0", "Miza", "Almo2", 7, "Black Space", "黒い広間"),
+	STAGE_ENTRY("Pens", "Little", 2, "bkBlue", "Guest", "0", 0, "Little House", "リトル家"),
+	STAGE_ENTRY("White", "Blcny2", 7, "bkFog", "Ravil", "Heri", 0, "Balcony", "バルコニー"),
+	STAGE_ENTRY("Fall", "Fall", 1, "bkFall", "Guest", "Heri", 0, "Fall", "落下"),
+	STAGE_ENTRY("White", "Kings", 4, "bk0", "Kings", "0", 0, "u", "u"),
+	STAGE_ENTRY("Pens", "Pixel", 1, "bkBlue", "Guest", "0", 0, "Waterway Cabin", "水路の小部屋"),
+	STAGE_ENTRY("Maze", "e_Maze", 1, "bkMaze", "Guest", "Maze", 3, "", ""),
+	STAGE_ENTRY("Barr", "e_Jenk", 4, "bk0", "Sand", "Bllg", 0, "", ""),
+	STAGE_ENTRY("Barr", "e_Malc", 1, "bkBlue", "Weed", "Bllg", 0, "", ""),
+	STAGE_ENTRY("Mimi", "e_Ceme", 4, "bk0", "Plant", "0", 0, "", ""),
+	STAGE_ENTRY("Fall", "e_Sky", 1, "bkFall", "Guest", "Heri", 0, "", ""),
+	STAGE_ENTRY("Pens", "Prefa2", 4, "bk0", "0", "0", 0, "Prefab House", "プレハブ"),
+	STAGE_ENTRY("Hell", "Hell1", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B1", "聖域地下1階"),
+	STAGE_ENTRY("Hell", "Hell2", 2, "bkRed", "Hell", "0", 0, "Sacred Ground - B2", "聖域地下2階"),
+	STAGE_ENTRY("Hell", "Hell3", 1, "bkRed", "Hell", "Press", 8, "Sacred Ground - B3", "聖域地下3階"),
+	STAGE_ENTRY("Cave", "Mapi", 2, "bk0", "Cemet", "0", 0, "Storage", "物置"),
+	STAGE_ENTRY("Hell", "Hell4", 4, "bk0", "Hell", "0", 0, "Passage?", "通路?"),
+	STAGE_ENTRY("Hell", "Hell42", 4, "bk0", "Hell", "Press", 8, "Passage?", "通路?"),
+	STAGE_ENTRY("Hell", "Statue", 1, "bkBlue", "0", "Cent", 0, "Statue Chamber", "石像の間"),
+	STAGE_ENTRY("Hell", "Ballo1", 2, "bkBlue", "Priest", "Ballos", 9, "Seal Chamber", "封印の間"),
+	STAGE_ENTRY("White", "Ostep", 7, "bkFog", "0", "0", 0, "Corridor", "わたり廊下"),
+	STAGE_ENTRY("Labo", "e_Labo", 4, "bk0", "Guest", "0", 0, "", ""),
+	STAGE_ENTRY("Cave", "Pole", 4, "bk0", "Guest", "0", 0, "Hermit Gunsmith", "はぐれ銃鍛冶"),
+	STAGE_ENTRY("0", "Island", 4, "bk0", "Island", "0", 0, "", ""),
+	STAGE_ENTRY("Hell", "Ballo2", 2, "bkBlue", "Priest", "Bllg", 9, "Seal Chamber", "封印の間"),
+	STAGE_ENTRY("White", "e_Blcn", 7, "bkFog", "Miza", "0", 9, "", ""),
+	STAGE_ENTRY("Oside", "Clock", 6, "bkMoon", "Moon", "0", 0, "Clock Room", "時計屋"),
+};
 
 bool TransferStage(int no, int w, int x, int y)
 {
--- a/src/Stage.h
+++ b/src/Stage.h
@@ -12,8 +12,6 @@
 	char name[0x20];
 };
 
-bool InitStageTable();
-void ReleaseStageTable();
 bool TransferStage(int no, int w, int x, int y);
 void ChangeMusic(int no);
 void ReCallMusic();
--