;----------------------------
[Info]
name = "Prototype FP2 Screenpack"          
author = "Synck"     
versiondate = 09,01,2009  
mugenversion = 1.0    
localcoord = 640,480

;----------------------------
[Files]
spr = system.sff
snd = system.snd          
logo.storyboard = logo.def     
intro.storyboard = intro.def         
select = select.def      
fight = fight2.def        
font1 = f-4x6.def         
font2 = f-6x9.def      
font3 = jg.fnt           
font4 = STAGE.def
font5 = STAGEOK.def
font6 = amiga4ever pro2 smaller.def
font7 = amiga4ever pro2 the smallest.def
font8 = CharNames.def
font9 = PDXRM.def
;----------------------------
[Music]
title.bgm = sound\menu.mp3
title.bgm.volume = 100    ;volume scaling factor in percent. 100 is default
title.bgm.loop = 1        ;Set to 0 to prevent looping
title.bgm.loopstart = 
title.bgm.loopend = 
  ;Music to play at char select screen.
select.bgm = sound\menu.mp3
select.bgm.volume = 
select.bgm.loop = 1
select.bgm.loopstart =
select.bgm.loopend = 
  ;Music to play at versus screen.
vs.bgm = sound\menu.mp3
vs.bgm.volume = 
vs.bgm.loop = 1
vs.bgm.loopstart =
vs.bgm.loopend = 
  ;Music to play at victory screen.
victory.bgm = sound\menu.mp3
victory.bgm.volume =
victory.bgm.loop = 1
victory.bgm.loopstart =
victory.bgm.loopend = 


;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 15
fadeout.time = 15
menu.pos = 320,22
menu.item.font = 0,0,0
menu.item.active.font = 9,0,0
menu.item.spacing = 0, 0
menu.itemname.arcade = "a"
menu.itemname.versus = "b"
menu.itemname.teamarcade = ""
menu.itemname.teamversus = ""
menu.itemname.teamcoop = ""
menu.itemname.survival = ""
menu.itemname.survivalcoop = ""
menu.itemname.training = "c"
menu.itemname.watch = ""
menu.itemname.options = "e"
menu.itemname.exit = "f"
menu.window.margins.y = 480, 480
menu.window.visibleitems = 1
menu.boxcursor.visible = 0    ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -117,-25,115,-3
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0

[TitleBG 0]
type  = normal
spriteno = 0,0
start = -320, -150
mask = 0

[TitleBG 1]
type  = normal
spriteno = 0,1
start = -320, -120
mask = 1

[TitleBG 2]
type  = normal
spriteno = 0,2
start = -320, -120
mask = 1

;Stars
[TitleBG 2.1]
type  = anim
actionno = 16
start = -320, -150
mask = 0

[TitleBG 2.2]
type  = anim
actionno = 17
start = -300, -100
mask = 0

[TitleBG 2.3]
type  = anim
actionno = 18
start = -380, -80
mask = 0

[TitleBG 2.4]
type  = anim
actionno = 19
start = -370, -175
mask = 0

[TitleBG 2.5]
type  = anim
actionno = 18
start = -400, -90
mask = 0

[TitleBG 2.6]
type  = anim
actionno = 19
start = -220, -140
mask = 0

[TitleBG 2.7]
type  = anim
actionno = 17
start = -450, -60
mask = 0

[TitleBG 2.8]
type  = anim
actionno = 16
start = -400, -50
mask = 0

[TitleBG 2.9]
type  = anim
actionno = 20
start = -420, -80
mask = 0

;New shit to edit
[TitleBG 3.0]
type  = anim
actionno = 16
start = -150, -160
mask = 0

[TitleBG 3.1]
type  = anim
actionno = 17
start = -100, -170
mask = 0

[TitleBG 3.2]
type  = anim
actionno = 18
start = -90, -20
mask = 0

[TitleBG 3.3]
type  = anim
actionno = 19
start = -200, -160
mask = 0

[TitleBG 3.4]
type  = anim
actionno = 20
start = -310, -120
mask = 0

[TitleBG 3.5]
type  = anim
actionno = 21
start = -340, -70
mask = 0

[TitleBG 3.6]
type  = anim
actionno = 16
start = -350, -150
mask = 0

[TitleBG 3.7]
type  = anim
actionno = 17
start = -380, -40
mask = 0

[TitleBG 3.8]
type  = anim
actionno = 18
start = -460, -100
mask = 0

[TitleBG 3.9]
type  = anim
actionno = 19
start = -560, -50
mask = 0

[TitleBG 4.0]
type  = anim
actionno = 20
start = -530, -60
mask = 0

[TitleBG 4.1]
type  = anim
actionno = 21
start = -270, -110
mask = 0

[TitleBG 4.2.0]
type  = anim
actionno = 16
start = -330, -120
mask = 0

[TitleBG 4.2.1]
type  = anim
actionno = 17
start = -375, -115
mask = 0

[TitleBG 4.2.2]
type  = anim
actionno = 18
start = -50, -150
mask = 0

[TitleBG 4.2.2]
type  = anim
actionno = 19
start = -315, -190
mask = 0

[TitleBG 4.2.2]
type  = anim
actionno = 20
start = -285, -165
mask = 0

[TitleBG 4.2.2]
type  = anim
actionno = 21
start = -265, -155
mask = 0

[TitleBG 4.2.2]
type  = anim
actionno = 16
start = -450, -140
mask = 0

[TitleBG 4.2.2]
type  = anim
actionno = 17
start = -210, -155
mask = 0

[TitleBG 4.2.2]
type  = anim
actionno = 18
start = -178, -170
mask = 0

[TitleBG 4.2.2]
type  = anim
actionno = 19
start = -210, -220
mask = 0

[TitleBG 4.2.3]
type  = anim
actionno = 20
start = -40, -250
mask = 0

[TitleBG 4.2.3]
type  = anim
actionno = 21
start = -450, -120
mask = 0

[TitleBG 4.2.3]
type  = anim
actionno = 16
start = -410, -130
mask = 0

;End of star code (thank god)

[TitleBG 3]
type  = normal
spriteno = 1,2
start = -180, 0
mask = 1

[TitleBG 3]
type  = anim
actionno = 14
start = -260, 0; +24 for normal, +16 between = 40
mask = 1

[TitleBG 4]
type  = anim
actionno = 14
start = -260, 40
mask = 1

[TitleBG 5]
type  = anim
actionno = 14
start = -260, 80
mask = 1

[TitleBG 6]
type  = anim
actionno = 14
start = -260, 120
mask = 1

[TitleBG 7]
type  = anim
actionno = 14
start = -260, 160
mask = 1

[TitleBG 8]
type  = anim
actionno = 14
start = -260, 200
mask = 1

[TitleBG 9]
type  = normal
spriteno = 1,1
start = -320, 0
mask = 1

[TitleBG 10]
type  = anim
actionno = 15
start = -300, 117
mask = 1

[TitleBG 11]
type  = anim
actionno = 15
start = -300, 157
mask = 1

[TitleBG 12]
type  = anim
actionno = 15
start = -300, 197
mask = 1

[TitleBG 13]
type  = anim
actionno = 15
start = -300, 237
mask = 1

[TitleBG 14]
type  = anim
actionno = 15
start = -300, 277
mask = 1

[TitleBG 15]
type  = anim
actionno = 15
start = -300, 317
mask = 1

[TitleBG 16]
type  = normal
spriteno = 0,4
start = -320, 0
mask = 1
layerno = 1

[begin action 14]
1,4, 0,0, 2, , AS256D100

[begin action 15]
2,0, 0,0, 2
2,1, 0,0, 2
2,2, 0,0, 2
2,3, 0,0, 2
2,4, 0,0, 2
2,5, 0,0, 2
2,6, 1,0, 2
2,7, 0,0, 2
2,13, 0,0, 2
2,14, 0,0, 2
2,15, 0,0, 2
2,16, 0,0, 2
2,17, 0,0, 2
2,18, 0,0, 2
2,19, 0,0, 2
2,20, 0,0, 2
2,21, 0,0, 2

;Star animation (ugh)
[Begin Action 16]
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 20

[Begin Action 17]
-1,3, 0,0, 30
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 18]
-1,3, 0,0, 50
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 19]
-1,3, 0,0, 20
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 20]
-1,3, 0,0, 25
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 21]
-1,3, 0,0, 40
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5


;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 15
fadeout.time = 15
; *** NOTICE ***
; Are you trying to add more rows or columns?
; As of MUGEN 1.0, the default motif is defined in data/mugen1/system.def.
; You can also edit mugen.cfg to select the "big" motif.
rows = 2
columns = 2
wrapping = 0              ;1 to let cursor wrap around
pos = 0,0           ;Position to draw to
showemptyboxes = 1       ;1 to show empty boxes
moveoveremptyboxes = 0    ;1 to allow cursor to move over empty boxes
cell.size = -640,-480
cell.spacing = 0
cell.bg.spr  = 150,0
cell.random.spr = 151,0
cell.random.offset = -1,-1
cell.random.switchtime = 4
p1.cursor.startcell = 0,0
p1.cursor.active.spr = 3,0
p1.cursor.done.anim = 53
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,1
p2.cursor.active.spr = 4,0
p2.cursor.done.anim = 54
p2.cursor.blink = 0      ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.spr = -1,0     ;Do not change from 9000,0
portrait.offset = 1,1 
portrait.scale = 0.50,0.50
title.offset = 310,30     ;Position of title (Arcade Mode, etc)
title.font = 7,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1     ;Do not change from 9000,1
p1.face.spr.layerno = 0
p1.face.offset = 0,0   ;Position to put big portrait
p1.face.scale = 0.50,0.50
p1.face.facing = 1
p2.face.spr = 9000,1
p2.face.offset = 639,0
p2.face.scale = 0.50,0.50
p2.face.facing = -1
;Name
p1.name.offset = 120,350 ;Position to put name
p1.name.spacing = 0,0
p1.name.font = 8,0,0      ;Set to -1 for no display
p2.name.offset = 519,350
p2.name.spacing = 0,0
p2.name.font = 8,0,0
;Stage select
stage.pos = 256,460
stage.active.font = 4,0,0
stage.active2.font = 4,0  ;Second font color for blinking
stage.done.font = 5,0
;Team menu -NOT IN USE K TNX-
teammenu.move.wrapping = 1
p1.teammenu.pos = 30, 60
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 9,0, 1
p1.teammenu.selftitle.text = Select MODE
p1.teammenu.enemytitle.font = 9,0, 1
p1.teammenu.enemytitle.text = Opponent MODE
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,20
p1.teammenu.item.font = 9,0, 1
p1.teammenu.item.active.font = 8,0, 1
p1.teammenu.item.active2.font = 8,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -15, -7
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 120,-6
p1.teammenu.value.icon.spr = 191,0
p1.teammenu.value.empty.icon.offset = 120,-6
p1.teammenu.value.empty.icon.spr = 192,0
p1.teammenu.value.spacing = 12,0
;p2 team
p2.teammenu.pos = 610, 60
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 9,0, -1
p2.teammenu.selftitle.text = Select MODE
p2.teammenu.enemytitle.font = 9,0, -1
p2.teammenu.enemytitle.text = Op. MODE
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,20
p2.teammenu.item.font = 9,0, -1
p2.teammenu.item.active.font = 8,0, -1
p2.teammenu.item.active2.font = 8,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 15, -7
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -120,-6
p2.teammenu.value.icon.spr = 181,0
p2.teammenu.value.empty.icon.offset = -120,-6
p2.teammenu.value.empty.icon.spr = 182,0
p2.teammenu.value.spacing = -12,0
;Sounds

[begin action 53]
5,0, 0,0, 2
3,1, 0,0, -1

[begin action 54]
5,0, 0,0, 2
4,1, 0,0, -1
;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data

[SelectBG 0]
type  = normal
spriteno = 0,0
start = -320, -150
mask = 0

[SelectBG 1]
type  = normal
spriteno = 0,1
start = -320, -120
mask = 1

[SelectBG 2]
type  = normal
spriteno = 0,2
start = -320, -120
mask = 1

;Stars
[SelectBG 2.1]
type  = anim
actionno = 16
start = -320, -150
mask = 0

[SelectBG 2.2]
type  = anim
actionno = 17
start = -300, -100
mask = 0

[SelectBG 2.3]
type  = anim
actionno = 18
start = -380, -80
mask = 0

[SelectBG 2.4]
type  = anim
actionno = 19
start = -370, -175
mask = 0

[SelectBG 2.5]
type  = anim
actionno = 18
start = -400, -90
mask = 0

[SelectBG 2.6]
type  = anim
actionno = 19
start = -220, -140
mask = 0

[SelectBG 2.7]
type  = anim
actionno = 17
start = -450, -60
mask = 0

[SelectBG 2.8]
type  = anim
actionno = 16
start = -400, -50
mask = 0

[SelectBG 2.9]
type  = anim
actionno = 20
start = -420, -80
mask = 0

;New shit to edit
[SelectBG 3.0]
type  = anim
actionno = 16
start = -150, -160
mask = 0

[SelectBG 3.1]
type  = anim
actionno = 17
start = -100, -170
mask = 0

[SelectBG 3.2]
type  = anim
actionno = 18
start = -90, -20
mask = 0

[SelectBG 3.3]
type  = anim
actionno = 19
start = -200, -160
mask = 0

[SelectBG 3.4]
type  = anim
actionno = 20
start = -310, -120
mask = 0

[SelectBG 3.5]
type  = anim
actionno = 21
start = -340, -70
mask = 0

[SelectBG 3.6]
type  = anim
actionno = 16
start = -350, -150
mask = 0

[SelectBG 3.7]
type  = anim
actionno = 17
start = -380, -40
mask = 0

[SelectBG 3.8]
type  = anim
actionno = 18
start = -460, -100
mask = 0

[SelectBG 3.9]
type  = anim
actionno = 19
start = -560, -50
mask = 0

[SelectBG 4.0]
type  = anim
actionno = 20
start = -530, -60
mask = 0

[SelectBG 4.1]
type  = anim
actionno = 21
start = -270, -110
mask = 0

[SelectBG 4.2.0]
type  = anim
actionno = 16
start = -330, -120
mask = 0

[SelectBG 4.2.1]
type  = anim
actionno = 17
start = -375, -115
mask = 0

[SelectBG 4.2.2]
type  = anim
actionno = 18
start = -50, -150
mask = 0

[SelectBG 4.2.2]
type  = anim
actionno = 19
start = -315, -190
mask = 0

[SelectBG 4.2.2]
type  = anim
actionno = 20
start = -285, -165
mask = 0

[SelectBG 4.2.2]
type  = anim
actionno = 21
start = -265, -155
mask = 0

[SelectBG 4.2.2]
type  = anim
actionno = 16
start = -450, -140
mask = 0

[SelectBG 4.2.2]
type  = anim
actionno = 17
start = -210, -155
mask = 0

[SelectBG 4.2.2]
type  = anim
actionno = 18
start = -178, -170
mask = 0

[SelectBG 4.2.2]
type  = anim
actionno = 19
start = -210, -220
mask = 0

[SelectBG 4.2.3]
type  = anim
actionno = 20
start = -40, -250
mask = 0

[SelectBG 4.2.3]
type  = anim
actionno = 21
start = -450, -120
mask = 0

[SelectBG 4.2.3]
type  = anim
actionno = 16
start = -410, -130
mask = 0

;End of star code (thank god)

[SelectBG 2.5]
type  = normal
spriteno = 1,13
start = -320, 225
mask = 1

[SelectBG 2.6]
type = anim
actionno = 266
start = 319,225
mask = 1

[SelectBG 3]
type  = anim
actionno = 116
start = -320, 0
mask = 1

[SelectBG 4]
type  = normal
spriteno = 1,5
start = -320, 0
mask = 1
layerno = 0

[SelectBG 5]
type  = normal
spriteno = 1,7
start = -320, 0
mask = 1
layerno = 0

[SelectBG 6]
type  = normal
spriteno = 1,8
start = -320, 0
mask = 1
layerno = 0

[SelectBG 7]
type  = normal
spriteno = 1,9
start = -320, 0
mask = 1
layerno = 0

[SelectBG 8]
type  = normal
spriteno = 1,10
start = -320, 0
mask = 1
layerno = 0

[SelectBG 9]
type  = normal
spriteno = 1,14
start = -320, 320
mask = 1
layerno = 1

[SelectBG 10]
type = anim
actionno = 277
start = 319,320
layerno = 1

[SelectBG 11]
type  = normal
spriteno = 1,16
start = -320,0
mask = 1

;Star animation (ugh)
[Begin Action 16]
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 20

[Begin Action 17]
-1,3, 0,0, 30
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 18]
-1,3, 0,0, 50
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 19]
-1,3, 0,0, 20
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 20]
-1,3, 0,0, 25
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 21]
-1,3, 0,0, 40
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[begin action 116]
1,6, 0,0, 2, , AS256D100

[begin action 266]
1,13, 0,0, 2, H

[begin action 277]
1,14, 0,0, 2, H
;-------------------------------------------------------------------
[VS Screen]
time = 400              ;Time to show screen
fadein.time = 15
fadeout.time = 15
;Match text in arcade modes
match.text = "Stage %i"   ;%i can be used for the match number
match.offset = 310, 20
match.font = 7,0,0
;Big portraits
p1.spr = 9000, 1
p1.offset =  0,0
p1.facing = 1
p1.scale = 0.50,0.50
p2.spr = 9000, 1
p2.offset = 639,0
p2.facing = -1
p2.scale = 0.5,0.5
;Names
p1.name.offset  =  120,350
p1.name.font =   8,0,0
p1.name.spacing = 0,0
p2.name.offset  = 519,350
p2.name.font =   8,0,0
p2.name.spacing = 0,0

;-----------------------
;VS Match up screen background
[VersusBGdef] 

[VersusBG 0] 
type  = normal
spriteno = 0,0
start = -320,-150
mask = 0

[VersusBG 1]
type  = normal
spriteno = 0,1
start = -320, -120
mask = 1

[VersusBG 2]
type  = normal
spriteno = 0,2
start = -320, -120
mask = 1

;Stars
[VersusBG 2.1]
type  = anim
actionno = 16
start = -320, -150
mask = 0

[VersusBG 2.2]
type  = anim
actionno = 17
start = -300, -100
mask = 0

[VersusBG 2.3]
type  = anim
actionno = 18
start = -380, -80
mask = 0

[VersusBG 2.4]
type  = anim
actionno = 19
start = -370, -175
mask = 0

[VersusBG 2.5]
type  = anim
actionno = 18
start = -400, -90
mask = 0

[VersusBG 2.6]
type  = anim
actionno = 19
start = -220, -140
mask = 0

[VersusBG 2.7]
type  = anim
actionno = 17
start = -450, -60
mask = 0

[VersusBG 2.8]
type  = anim
actionno = 16
start = -400, -50
mask = 0

[VersusBG 2.9]
type  = anim
actionno = 20
start = -420, -80
mask = 0

;New shit to edit
[VersusBG 3.0]
type  = anim
actionno = 16
start = -150, -160
mask = 0

[VersusBG 3.1]
type  = anim
actionno = 17
start = -100, -170
mask = 0

[VersusBG 3.2]
type  = anim
actionno = 18
start = -90, -20
mask = 0

[VersusBG 3.3]
type  = anim
actionno = 19
start = -200, -160
mask = 0

[VersusBG 3.4]
type  = anim
actionno = 20
start = -310, -120
mask = 0

[VersusBG 3.5]
type  = anim
actionno = 21
start = -340, -70
mask = 0

[VersusBG 3.6]
type  = anim
actionno = 16
start = -350, -150
mask = 0

[VersusBG 3.7]
type  = anim
actionno = 17
start = -380, -40
mask = 0

[VersusBG 3.8]
type  = anim
actionno = 18
start = -460, -100
mask = 0

[VersusBG 3.9]
type  = anim
actionno = 19
start = -560, -50
mask = 0

[VersusBG 4.0]
type  = anim
actionno = 20
start = -530, -60
mask = 0

[VersusBG 4.1]
type  = anim
actionno = 21
start = -270, -110
mask = 0

[VersusBG 4.2.0]
type  = anim
actionno = 16
start = -330, -120
mask = 0

[VersusBG 4.2.1]
type  = anim
actionno = 17
start = -375, -115
mask = 0

[VersusBG 4.2.2]
type  = anim
actionno = 18
start = -50, -150
mask = 0

[VersusBG 4.2.2]
type  = anim
actionno = 19
start = -315, -190
mask = 0

[VersusBG 4.2.2]
type  = anim
actionno = 20
start = -285, -165
mask = 0

[VersusBG 4.2.2]
type  = anim
actionno = 21
start = -265, -155
mask = 0

[VersusBG 4.2.2]
type  = anim
actionno = 16
start = -450, -140
mask = 0

[VersusBG 4.2.2]
type  = anim
actionno = 17
start = -210, -155
mask = 0

[VersusBG 4.2.2]
type  = anim
actionno = 18
start = -178, -170
mask = 0

[VersusBG 4.2.2]
type  = anim
actionno = 19
start = -210, -220
mask = 0

[VersusBG 4.2.3]
type  = anim
actionno = 20
start = -40, -250
mask = 0

[VersusBG 4.2.3]
type  = anim
actionno = 21
start = -450, -120
mask = 0

[VersusBG 4.2.3]
type  = anim
actionno = 16
start = -410, -130
mask = 0

;End of star code (thank god)

[VersusBG 5] 
type  = normal
spriteno = 6,0
start = -320,0
mask = 1

[VersusBG 6] 
type  = normal
spriteno = 6,1
start = -320,0
mask = 1

;Star animation (ugh)
[Begin Action 16]
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 20

[Begin Action 17]
-1,3, 0,0, 30
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 18]
-1,3, 0,0, 50
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 19]
-1,3, 0,0, 20
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 20]
-1,3, 0,0, 25
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 21]
-1,3, 0,0, 40
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5



;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 0              ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0        ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0      ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600      ;Time to wait at title before starting demo mode
fight.endtime = 1500      ;Time to display the fight before returning to title
fight.playbgm = 0         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.stopbgm = 1		  ;Set to 1 to stop title BGM (only if playbgm = 0)
fight.bars.display = 0    ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1      ;Cycles to wait before intro cutscene is played again
debuginfo = 0             ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable
pos = 640,240             ;Position
;***Known issue*** The display elements below use the fight.def resources
;instead of the ones defined in this file.
continue.text = "CONTINUE?"
continue.font = 1,0,0
continue.offset = 0,0
;Inactive and active (selected) YES/NO text
yes.text = "YES"
yes.font = 1,0,0, 128,128,128
yes.offset = -80, 60
yes.active.text = "YES"
yes.active.font = 1,3,0
yes.active.offset = -80, 60
no.text = "NO"
no.font = 1,0,0, 128,128,128
no.offset = 80, 60
no.active.text = "NO"
no.active.font = 1,3,0
no.active.offset = 80, 60
;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 1              ;Set to 1 to show game over screen, 0 to disable
storyboard = gameover.def            ;Game over storyboard filename


;-------------------------------------------------------------------
;Victory screen definition
;This is the screen that is shown when you win a match in arcade mode.
;It will not be displayed on the last match of arcade mode.
[Victory Screen]
enabled = 1
time = 800                ;Time to show screen
fadein.time = 25
fadeout.time = 25
;Winner's portrait and name
p1.offset = 42,151
p1.spr = 9000,1
p1.facing = 1
p1.scale = 0.50,0.50
;p1.window = 0,0, 319,160
p1.name.offset = 1500,30
p1.name.font = 7,0,0
;Win quote text
winquote.text = "WooHoo! I won!" ;Default win quote text to show
winquote.offset = 250,290
winquote.font = 7,0,1
winquote.window = 0,180, 600,345
winquote.textwrap = w     ;Word wrap

;-----------------------
;Victory screen background
[VictoryBGdef] 

[VictoryBG 0] 
type  = normal
spriteno = 0,0
start = -320,0
mask = 0

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1               ;Set to 1 to show win screen, 0 to disable
wintext.text = "Well done!"
wintext.font = 5,0,0
wintext.offset = 320,120
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
[Default Ending]
enabled = 0               ;Set to 1 to show default ending, 0 to disable
storyboard =              ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
[End Credits]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;Credits storyboard filename

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
[Survival Results Screen]
enabled = 1
winstext.text = "You kicked %i asses!"  ;Use %i for win counter
winstext.font = 5,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 5           ;Number of rounds to get win pose (lose pose otherwise)

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef] 

[OptionBG 0] 
type  = normal
spriteno = 0,0
start = -320,-150
mask = 0

[OptionBG 1]
type  = normal
spriteno = 0,1
start = -320, -120
mask = 1

[OptionBG 2]
type  = normal
spriteno = 0,2
start = -320, -120
mask = 1

;Stars
[OptionBG 2.1]
type  = anim
actionno = 16
start = -320, -150
mask = 0

[OptionBG 2.2]
type  = anim
actionno = 17
start = -300, -100
mask = 0

[OptionBG 2.3]
type  = anim
actionno = 18
start = -380, -80
mask = 0

[OptionBG 2.4]
type  = anim
actionno = 19
start = -370, -175
mask = 0

[OptionBG 2.5]
type  = anim
actionno = 18
start = -400, -90
mask = 0

[OptionBG 2.6]
type  = anim
actionno = 19
start = -220, -140
mask = 0

[OptionBG 2.7]
type  = anim
actionno = 17
start = -450, -60
mask = 0

[OptionBG 2.8]
type  = anim
actionno = 16
start = -400, -50
mask = 0

[OptionBG 2.9]
type  = anim
actionno = 20
start = -420, -80
mask = 0

;New shit to edit
[OptionBG 3.0]
type  = anim
actionno = 16
start = -150, -160
mask = 0

[OptionBG 3.1]
type  = anim
actionno = 17
start = -100, -170
mask = 0

[OptionBG 3.2]
type  = anim
actionno = 18
start = -90, -20
mask = 0

[OptionBG 3.3]
type  = anim
actionno = 19
start = -200, -160
mask = 0

[OptionBG 3.4]
type  = anim
actionno = 20
start = -310, -120
mask = 0

[OptionBG 3.5]
type  = anim
actionno = 21
start = -340, -70
mask = 0

[OptionBG 3.6]
type  = anim
actionno = 16
start = -350, -150
mask = 0

[OptionBG 3.7]
type  = anim
actionno = 17
start = -380, -40
mask = 0

[OptionBG 3.8]
type  = anim
actionno = 18
start = -460, -100
mask = 0

[OptionBG 3.9]
type  = anim
actionno = 19
start = -560, -50
mask = 0

[OptionBG 4.0]
type  = anim
actionno = 20
start = -530, -60
mask = 0

[OptionBG 4.1]
type  = anim
actionno = 21
start = -270, -110
mask = 0

[OptionBG 4.2.0]
type  = anim
actionno = 16
start = -330, -120
mask = 0

[OptionBG 4.2.1]
type  = anim
actionno = 17
start = -375, -115
mask = 0

[OptionBG 4.2.2]
type  = anim
actionno = 18
start = -50, -150
mask = 0

[OptionBG 4.2.2]
type  = anim
actionno = 19
start = -315, -190
mask = 0

[OptionBG 4.2.2]
type  = anim
actionno = 20
start = -285, -165
mask = 0

[OptionBG 4.2.2]
type  = anim
actionno = 21
start = -265, -155
mask = 0

[OptionBG 4.2.2]
type  = anim
actionno = 16
start = -450, -140
mask = 0

[OptionBG 4.2.2]
type  = anim
actionno = 17
start = -210, -155
mask = 0

[OptionBG 4.2.2]
type  = anim
actionno = 18
start = -178, -170
mask = 0

[OptionBG 4.2.2]
type  = anim
actionno = 19
start = -210, -220
mask = 0

[OptionBG 4.2.3]
type  = anim
actionno = 20
start = -40, -250
mask = 0

[OptionBG 4.2.3]
type  = anim
actionno = 21
start = -450, -120
mask = 0

[OptionBG 4.2.3]
type  = anim
actionno = 16
start = -410, -130
mask = 0

;End of star code (thank god)


;Star animation (ugh)
[Begin Action 16]
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 20

[Begin Action 17]
-1,3, 0,0, 30
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 18]
-1,3, 0,0, 50
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 19]
-1,3, 0,0, 20
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 20]
-1,3, 0,0, 25
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5

[Begin Action 21]
-1,3, 0,0, 40
0,3, 0,0, 5, , AS20D256
0,3, 0,0, 5, , AS75D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 10, , A
0,3, 0,0, 5, , AS220D256
0,3, 0,0, 5, , AS155D256
0,3, 0,0, 5, , AS75D256
-1,3, 0,0, 5


