[Info]
name = "Shock Troopers 2 Grand Finale"
; From the very fun Neo*Geo game Shock Troopers: 2nd Squad.
; Converted for Mugen version 2001.04.14 by Winane.
; (Also fully compatible with all later Mugen versions as of the date this was written.)
; Site: http://www.mugenguild.net/~winane/
;
; Feel free to do whatever the heck you want with this stage,
; as long as it doesn't piss off Saurus or SNK too much.

;  The Story:
; The General's attempt at world domination has been thwarted.  But rather than
; merely concede defeat, he has decided to take the rest of the world with him
; by using his Ultimate weapon.  The SWAT team who infiltrated the General's
; headquarters with you is above your position, being kept busy by the General
; and his formidable defensive weaponry.  Meanwhile, your mission is to reach
; the controls to abort the launch of the weapon of mass destruction.  There's
; only one problem: the General's devoted henchman, [insert_MUGEN_character_name
; _here], stands in your way.  If you fail to defeat this opponent before time
; runs out, the SWAT team above will have no choice but to destroy the WMD,
; taking the General, themselves, and you with it.  So don't dawdle.  You have
; approximately 6 minutes from the start of the match before the ultimate
; sacrifice must be opted for.

; Note that if you defeat your opponent right before time runs out,
; you may not avert the destruction of the WMD, but you'll probably
; miraculously survive the explosion. :)

; There's a few things you can change in this stage, if you so desire:
; *You can set boundhigh (which determines the height of the stage) to any value
;  within the range specified below.
; *You can set verticalfollow and floortension to whatever you want.  (Setting
;  boundhigh to -1000 is generally kinda pointless unless you set vertical
;  follow to 1.)
; *If you want to continue playing after time runs out, scroll down to the
;  bottom of this file and follow the instruction there.
; *If you want to move or remove the timer display, find [BG Time] below and
;  adjust the start parameter as desired.
; *If you think the General screws up the sense of scale, or if you just don't
;  want him to appear for whatever reason, then find [BG General] below and
;  follow the instruction.
; *You can change the time limit, if you know all about how MUGEN stage code
;  works and you have plenty of time and patience. =D

; Known issues:
; -The players stop vibrating before the stage does.  Seems to be a bug
;  in Mugen, so far as I can tell.
; -Delta values might look kinda screwy, as I was rather limited by the source
;  material.
; -The perspective also looks a little weird due to the source material.
; -Some ugliness in the sprites, due to the way Saurus reduced the color depth
;  of the tiles to deal with the limitations of the Neo*Geo system.
; -"DANGER" is misspelled as "DENGER".  Blame Saurus, or D.I.C. =P
; -Mugen doesn't allow synchronization of sounds with stage events, so there's
;  no sound effects and only one BGM.
; -I can't actually end the match when time runs out.  I can just make playing
;  much more difficult. :)
; -The time limit is pretty long, so you might never run out of time in arcade
;  or watch modes unless you set Time Limit to "None" in Mugen's options, or
;  unless one of the characters freezes the timer.
; -Each tick of the timer represents 3 seconds, not 1.  That's intentional. :p

; Credit and thanks to:
;  Saurus, of course, to whom most of the credit for this stage should go.
;  SNK, for the floor sprite.
;  Elecbyte, of course, for Mugen, Sprmaker, and their documentation.
;  ElSemi, for Nebula and Jukebox.
;  Mr K aka MHz, for Kawaks.
;  Irfan Skiljan for IrfanView, Microsoft for Paint, and Jasc Software for Paint Shop Pro.
;  Syntrillium for Cool Edit Pro, and the LAME Project for LAME.
;  Valodim and Shin ShadowH, for the web space.

;versiondate = 02,02,2006

;--------------------------------------------------------
[Camera]

startx = 0
starty = 0

boundleft = -127
boundright = 127
boundhigh = -240; -1190; You can set boundhigh to anything from 0 to -1190, if you want.
boundlow = 0

verticalfollow = .5	; Set this to whatever you like.
floortension = 30	; Same with this.
tension = 60

;--------------------------------------------------------
[PlayerInfo]

p1startx = -80
p1starty = 0
p1startz = 0
p1facing = 1

p2startx = 79
p2starty = 0
p2startz = 0
p2facing = -1

 ;Don't change these values unless you really, really want to.
leftbound  = -1000
rightbound =  1000
topbound  =  0
botbound  =  0

;--------------------------------------------------------
[Scaling]

topz     = 0
botz     = 50
topscale = 1
botscale = 1.2

;--------------------------------------------------------
[Bound]

screenleft = 15
screenright = 15

;--------------------------------------------------------
[StageInfo]

zoffset = 220
zoffsetlink = 18
autoturn = 1
resetBG = 0

;--------------------------------------------------------
[Shadow]

intensity = 0
color = 32,32,32
yscale = .4
reflect = 0

;--------------------------------------------------------
[Music]

bgmusic = sound/shocktr2.mp3
bgvolume = 255

;========================================================

[BGdef]

spr = stages/shocktr2.sff
debugbg = 0

;----------

[BGCtrlDef VerticalMotion]
ctrlID = 10,1,2,3,4,7,11,14,15

[BGCtrl GoUpSlow]
type = VelSet
time = 0
ctrlID = 10
y = -.25

[BGCtrl GoUp]
type = VelSet
time = 0
ctrlID = 1,2,3,4,7,11
y = -1

[BGCtrl GoUpFast]
type = VelSet
time = 0
ctrlID = 14,15
y = -1.5

[BGCtrl Stop]
type = VelSet
time = 1256
y = 0

[BGCtrl GateL Move]
type = VelSet
time = 360
ctrlID = 14
x = -.25

[BGCtrl GateR Move]
type = VelSet
time = 360
ctrlID = 15
x = .25

[BGCtrl Gates Stop]
type = VelSet
time = 620
ctrlID = 14,15
x = 0

[BGCtrl BottomL Disconnect]
type = PosAdd
time = 2461
ctrlID = 2
x = -8
y = 4

[BGCtrl BottomR Disconnect]
type = PosAdd
time = 2461
ctrlID = 3
x = 8
y = 4

[BGCtrl BottomL Move]
type = VelSet
time = 2522
ctrlID = 2
x = -.44
y = .22

[BGCtrl BottomR Move]
type = VelSet
time = 2522
ctrlID = 3
x = .44
y = .22

[BGCtrl GoDownSlow]
type = VelSet
time = 3004
ctrlID = 10
y = .0625

[BGCtrl GoDown]
type = VelSet
time = 3004
ctrlID = 1,4
y = .203125

[BGCtrl GoDownFast]
type = VelSet
time = 3004
ctrlID = 14,15
y = .333 ;.3046875 proportional to center ;.375 proportional to back
; Original game isn't consistent. :(

[BGCtrlDef Vibration]
ctrlID = 10,1,2,3,4,7,14,15,17,18

[BGCtrl ShakeIt]
type = SinY
time = 2400
value = .5,2,.5
;Note to self: Give Elecbyte a good beatdown.
[BGCtrl UnshakeIt]
type = SinY
time = 2944
value = .5,2;,1

[BGCtrl ShakeItMore]
type = PosAdd
time = 2461
y = 3

[BGCtrl ButJustOnce]
type = PosAdd
time = 2462
y = -3


[BG Back]
type = anim
actionno = 0
start = 8, -986
delta = .125,.125
tile = 0,1
tilespacing = 256,256
id = 10

[Begin Action 0]
0,1,0,0,2882
loopstart
0,2,0,0,3
0,3,0,0,3
0,4,0,0,3
0,5,0,0,3
0,6,0,0,3
0,7,0,0,3
0,8,0,0,3
0,1,0,0,3




[BG LilSmoky1]
type = anim
actionno = 28
start = 50, 50
delta = .13,.13
tile = 0,1
tilespacing = 360,360
id = 101

[BG LilSmoky2]
type = anim
actionno = 28
start = -125, 25
delta = .13,.13
tile = 0,1
tilespacing = 360,360
id = 102

[BG LilSmoky3]
type = anim
actionno = 28
start = 100,125
delta = .13,.13
tile = 0,1
tilespacing = 360,360
id = 103

[BG LilSmoky4]
type = anim
actionno = 28
start = -50, 100
delta = .13,.13
tile = 0,1
tilespacing = 360,360
id = 104

[BG LilSmoky5]
type = anim
actionno = 28
start = 120, 0
delta = .13,.13
tile = 0,1
tilespacing = 360,360
id = 105

[BG LilSmoky6]
type = anim
actionno = 28
start = 0, -99
delta = .13,.13
tile = 0,1
tilespacing = 360,360
id = 106

[BG LilSmoky7]
type = anim
actionno = 28
start = -85, 200
delta = .13,.13
tile = 0,1
tilespacing = 360,360
id = 107


[BGCtrlDef LilSmokies]
ctrlID = 101,102,103,104,105,106,107

[BGCtrl 0]
type = Enable
time = 0
value = 0

[BGCtrl 1]
type = Enable
time = 21100
ctrlID = 101
value = 1

[BGCtrl One]
type = Enable
time = 21200
ctrlID = 102
value = 1

[BGCtrl Shishkebomb]
type = Enable
time = 21300
ctrlID = 103
value = 1

[BGCtrl Bang]
type = Enable
time = 21400
ctrlID = 104
value = 1

[BGCtrl Discharge]
type = Enable
time = 21500
ctrlID = 105
value = 1

[BGCtrl Combust]
type = Enable
time = 21600
ctrlID = 106
value = 1

[BGCtrl Burst]
type = Enable
time = 21650
ctrlID = 107
value = 1




[BG Bottom]
type = anim
actionno = 1
start = 8, 1136
delta = .5,.5
id = 1

[Begin Action 1]
1,1,0,0,2882
loopstart
1,2,0,0,3
1,3,0,0,3
1,4,0,0,6
1,3,0,0,3
1,2,0,0,3
1,1,0,0,6

[BG BottomL]
type = normal
spriteno = 2,1
start = 0, 1317
delta = .5,.5
mask = 1
id = 2

[BG BottomR]
type = anim
actionno = 2
start = -1, 1317
delta = .5,.5
id = 3

[Begin Action 2]
2,1,0,0,-1,H

[BG CentralB]
type = anim
actionno = 4
start = 0, 976
delta = .5,.5
id = 4

[Begin Action 4]
4,1,0,0,2882
loopstart
4,2,0,0,3
4,3,0,0,3
4,4,0,0,3
4,5,0,0,3
4,6,0,0,3
4,7,0,0,3
4,8,0,0,3
4,1,0,0,3

[BG CentralM]
type = anim
actionno = 5
start = 0, -280
positionlink = 1
id = 4

[Begin Action 5]
5,1,0,0,2882
loopstart
5,2,0,0,3
5,3,0,0,3
5,4,0,0,3
5,5,0,0,3
5,6,0,0,3
5,7,0,0,3
5,8,0,0,3
5,1,0,0,3

[BG CentralT]
type = anim
actionno = 6
start = 0, -706
positionlink = 1
id = 4

[Begin Action 6]
6,1,0,0,2882
loopstart
6,2,0,0,3
6,3,0,0,3
6,4,0,0,3
6,5,0,0,3
6,6,0,0,3
6,7,0,0,3
6,8,0,0,3
6,1,0,0,3

[BG Base]
type = anim
actionno = 7
start = 0,1254
delta = .5,.5
id = 7

[Begin Action 7]
7,1,0,0,2723
7,2,0,0,10
7,3,0,0,10
7,4,0,0,10
7,5,0,0,10
7,6,0,0,10
7,7,0,0,10
7,8,0,0,10
7,9,0,0,10
7,10,0,0,10
7,11,0,0,10
7,12,0,0,10
7,13,0,0,10
7,14,0,0,11
7,0,0,0,-1


[BG WoMD Top]
type = anim
actionno = 8
start = 0,400
delta = .5,.5
id = 8

[Begin Action 8]
8,1,0,0,3
8,2,0,0,3
8,3,0,0,3
8,4,0,0,3
8,5,0,0,3
8,6,0,0,3
8,7,0,0,3
8,8,0,0,3

[BG WoMD Bottom]
type = anim
actionno = 9
start = 0,551
positionlink = 1
id = 8

[Begin Action 9]
9,1,0,0,3
9,2,0,0,3
9,3,0,0,3
9,4,0,0,3
9,5,0,0,3
9,6,0,0,3
9,7,0,0,3
9,8,0,0,3

[BGCtrlDef WoMD]
ctrlID = 8

[BGCtrl Launch]
type = VelSet
time = 8200
y = -.125

[BGCtrl Slow]
type = VelAdd
time = 20920
y = .0625

[BGCtrl Slower]
type = VelSet
time = 20952
y = 0


[BGCtrl Drop1]
type = PosAdd
time = 21000
y = 1

[BGCtrl Drop2]
type = PosAdd
time = 21020
y = 1

[BGCtrl Drop3]
type = PosAdd
time = 21032
y = 1

[BGCtrl Drop4]
type = PosAdd
time = 21042
y = 1

[BGCtrl Drop5]
type = PosAdd
time = 21050
y = 1

[BGCtrl Drop6]
type = PosAdd
time = 21058
y = 1

[BGCtrl Drop7]
type = PosAdd
time = 21064
y = 1

[BGCtrl Drop8]
type = PosAdd
time = 21070
y = 1

[BGCtrl Drop9]
type = PosAdd
time = 21076
y = 1

[BGCtrl Drop10]
type = PosAdd
time = 21082
y = 1

[BGCtrl Drop11]
type = PosAdd
time = 21087
y = 1

[BGCtrl Drop12]
type = PosAdd
time = 21092
y = 1

[BGCtrl Drop13]
type = PosAdd
time = 21096
y = 1

[BGCtrl Drop14]
type = PosAdd
time = 21100
y = 1

[BGCtrl Drop15]
type = PosAdd
time = 21103
y = 1

[BGCtrl Drop16]
type = PosAdd
time = 21106
y = 1


[BGCtrl Fall1]
type = VelSet
time = 21108
y = .5714285

[BGCtrl Fall2]
type = VelSet
time = 21129
y = .75

[BGCtrl Fall3]
type = VelSet
time = 21153
y = 1

[BGCtrl Undrop17]
type = PosAdd
time = 21159
y = -1

[BGCtrl Fall4]
type = VelSet
time = 21187
y = 1.2

[BGCtrl Fall5]
type = VelSet
time = 21207
y = 1.333

[BGCtrl Fall6]
type = VelSet
time = 21228
y = 1.5

[BGCtrl Fall7]
type = VelSet
time = 21248
y = 1.667

[BGCtrl Fall8]
type = VelSet
time = 21269
y = 1.8

[BGCtrl Fall9]
type = VelSet
time = 21284
y = 2

[BGCtrl Undrop18]
type = PosAdd
time = 21293
y = -1

[BGCtrl Drop19]
type = PosAdd
time = 21309
y = 1

[BGCtrl Fall10]
type = VelSet
time = 21319
y = 2.2

[BGCtrl Fall11]
type = VelSet
time = 21334
y = 2.333

[BGCtrl Fall12]
type = VelSet
time = 21355
y = 2.5

[BGCtrl Fall13]
type = VelSet
time = 21375
y = 2.667

[BGCtrl Fall14]
type = VelSet
time = 21387
y = 2.8

[BGCtrl Fall15]
type = VelSet
time = 21417
y = 3

[BGCtrl Fall16]
type = VelSet
time = 21443
y = 3.2

[BGCtrl Fall17]
type = VelSet
time = 21463
y = 3.333

[BGCtrl Fall18]
type = VelSet
time = 21484
y = 3.5

[BGCtrl Fall19]
type = VelSet
time = 21504
y = 3.667

[BGCtrl Fall20]
type = VelSet
time = 21525
y = 3.8

[BGCtrl Fall21]
type = VelSet
time = 21545
y = 4

[BGCtrl Drop20]
type = PosAdd
time = 21565
y = 1

[BGCtrl Fall22]
type = VelSet
time = 21573
y = 4.2

[BGCtrl Fall23]
type = VelSet
time = 21593
y = 4.333

[BGCtrl Fall24]
type = VelSet
time = 21611
y = 4.5

[BGCtrl Fall25]
type = VelSet
time = 21631
y = 4.667

[BGCtrl Fall26]
type = VelSet
time = 21652
y = 4.8

;[BGCtrl Fall27]
;type = VelSet
;time = 21672
;y = 5





[BG BracesB]
type = normal
spriteno = 11,1
start = 0,400
delta = .5,.5
mask = 1
id = 11

[BG BracesT]
type = normal
spriteno = 11,1
start = 0,272
delta = .5,.5
mask = 1
id = 11

[BG StopGo]
type = normal
spriteno = 12,1
start = -24,749
delta = .625,.625
mask = 1
id = 12
velocity = 0,-1.25

[BGCtrlDef Girders]
ctrlID = 11,12

[BGCtrl Disappear]
type = Enable
time = 1500
value = 0




[Begin Action 20];	Blam
20,1,0,0,3;4
20,2,0,0,3;4
20,3,0,0,3;4
20,4,0,0,3;4
20,5,0,0,3;4
20,6,0,0,3;4
20,7,0,0,3;4
20,8,0,0,3;4
20,9,0,0,3;4
20,10,0,0,3;4
20,11,0,0,3;4
20,12,0,0,3;4
20,13,0,0,3;4
20,14,0,0,3;4
20,15,0,0,3;4
20,16,0,0,3;4
20,17,0,0,3;4
20,18,0,0,3;4
20,19,0,0,3;4
20,20,0,0,3;4
20,21,0,0,3;4
20,22,0,0,3;4
20,23,0,0,2
0,0,0,0,-1

[Begin Action 21];	Sparky
21,1,0,0,2
21,2,0,0,2
21,3,0,0,2
21,4,0,0,2
21,5,0,0,2
21,6,0,0,2
21,7,0,0,2
21,8,0,0,2
21,9,0,0,3
0,0,0,0,-1

[Begin Action 22];	Pif
22,1,0,0,3;4
22,2,0,0,3;4
22,3,0,0,3;4
22,4,0,0,3;4
22,5,0,0,3;4
22,6,0,0,3;4
22,7,0,0,3;4
22,8,0,0,3;4
22,9,0,0,3;4
22,10,0,0,3;4
22,11,0,0,3;4
22,12,0,0,3;4
22,13,0,0,3;4
22,14,0,0,3;4
22,15,0,0,3;4
22,16,0,0,3;4
22,17,0,0,3;4
22,18,0,0,3;4
22,19,0,0,3;4
22,20,0,0,3;4
22,21,0,0,3;4
22,22,0,0,3;4
22,23,0,0,3;4
22,24,0,0,3;4
0,0,0,0,-1

[Begin Action 23];	Boom
23,1,0,0,1
23,2,0,0,1
23,3,0,0,1
23,4,0,0,1
23,5,0,0,1
23,6,0,0,1
23,7,0,0,1
23,8,0,0,1
23,9,0,0,1
23,10,0,0,1
23,11,0,0,1
23,12,0,0,1
23,13,0,0,1
23,14,0,0,1
23,15,0,0,1
23,16,0,0,1
23,17,0,0,1
23,18,0,0,1
23,19,0,0,1
23,20,0,0,1
23,21,0,0,1
23,22,0,0,1
23,23,0,0,1
23,24,0,0,1
23,25,0,0,1
23,26,0,0,1
23,27,0,0,1
23,28,0,0,1
23,29,0,0,1
23,30,0,0,1
23,31,0,0,1
23,32,0,0,1
23,33,0,0,1
23,34,0,0,1
23,35,0,0,1
23,36,0,0,1
23,37,0,0,2
0,0,0,0,-1

[Begin Action 24];	Explod
24,1,0,0,1
24,2,0,0,1
24,3,0,0,1
24,4,0,0,1
24,5,0,0,1
24,6,0,0,1
24,7,0,0,1
24,8,0,0,1
24,9,0,0,1
24,10,0,0,1
24,11,0,0,1
24,12,0,0,1
24,13,0,0,1
24,14,0,0,1
24,15,0,0,1
24,16,0,0,1
24,17,0,0,1
24,18,0,0,1
24,19,0,0,1
24,20,0,0,1
24,21,0,0,1
24,22,0,0,1
24,23,0,0,1
24,24,0,0,1
24,25,0,0,1
24,26,0,0,1
24,27,0,0,1
24,28,0,0,1
24,29,0,0,1
24,30,0,0,1
24,31,0,0,1
24,32,0,0,1
24,33,0,0,1
24,34,0,0,1
24,35,0,0,1
24,36,0,0,1
24,37,0,0,2
0,0,0,0,-1

[Begin Action 25];	Foom
25,1,0,0,2
25,2,0,0,2
25,3,0,0,2
25,4,0,0,2
25,5,0,0,2
25,6,0,0,2
25,7,0,0,2
25,8,0,0,2
25,9,0,0,2
25,10,0,0,2
25,11,0,0,2
25,12,0,0,2
25,13,0,0,2
25,14,0,0,2
25,15,0,0,2
25,16,0,0,2
25,17,0,0,2
25,18,0,0,2
25,19,0,0,2
25,20,0,0,2
25,21,0,0,3
0,0,0,0,-1

[Begin Action 26];	Poom
26,1,0,0,2
26,2,0,0,2
26,3,0,0,2
26,4,0,0,2
26,5,0,0,2
26,6,0,0,2
26,7,0,0,2
26,8,0,0,2
26,9,0,0,2
26,10,0,0,2
26,11,0,0,2
26,12,0,0,2
26,13,0,0,2
26,14,0,0,2
26,15,0,0,2
26,16,0,0,2
26,17,0,0,2
26,18,0,0,2
26,19,0,0,2
26,20,0,0,2
26,21,0,0,2
26,22,0,0,2
26,23,0,0,2
26,24,0,0,2
26,25,0,0,2
26,26,0,0,3
0,0,0,0,-1

[Begin Action 27];	Flame
27,1,0,0,2
27,2,0,0,2
27,3,0,0,2
27,4,0,0,2
27,5,0,0,2
27,6,0,0,2
27,7,0,0,2
27,8,0,0,2
27,9,0,0,2
27,10,0,0,2
27,11,0,0,2
27,12,0,0,2
27,13,0,0,2
27,14,0,0,2
27,15,0,0,2
27,16,0,0,2
27,17,0,0,2
27,18,0,0,2
27,19,0,0,2
27,20,0,0,2
27,21,0,0,2
27,22,0,0,2
27,23,0,0,2
27,24,0,0,2
27,25,0,0,2
27,26,0,0,2
27,27,0,0,2
27,28,0,0,2
27,29,0,0,2
0,0,0,0,-1

[Begin Action 28];	LilSmoky
28,1,0,0,2
28,2,0,0,2
28,3,0,0,2
28,4,0,0,2
28,5,0,0,2
28,6,0,0,2
28,7,0,0,2
28,8,0,0,2
28,9,0,0,2
28,10,0,0,2
28,11,0,0,2
28,12,0,0,2
28,13,0,0,2
28,14,0,0,2
28,15,0,0,2
28,16,0,0,2
28,17,0,0,2
0,0,0,0,-1

[Begin Action 29];	MedSmoky
29,1,0,0,2
29,2,0,0,2
29,3,0,0,2
29,4,0,0,2
29,5,0,0,2
29,6,0,0,2
29,7,0,0,2
29,8,0,0,2
29,9,0,0,2
29,10,0,0,2
29,11,0,0,2
29,12,0,0,2
29,13,0,0,2
29,14,0,0,2
29,15,0,0,2
29,16,0,0,2
29,17,0,0,2
29,18,0,0,2
0,0,0,0,-1

[Begin Action 30];	BigSmoky
30,1,0,0,2
30,2,0,0,2
30,3,0,0,2
30,4,0,0,2
30,5,0,0,2
30,6,0,0,2
30,7,0,0,2
30,8,0,0,2
30,9,0,0,2
30,10,0,0,2
30,11,0,0,2
30,12,0,0,2
30,13,0,0,2
30,14,0,0,2
30,15,0,0,2
30,16,0,0,2
30,17,0,0,2
30,18,0,0,2
0,0,0,0,-1

[Begin Action 31]; Fireball
31,1,0,0,2
31,2,0,0,2
31,3,0,0,2
31,4,0,0,2
31,5,0,0,2
31,6,0,0,2
31,7,0,0,2
31,8,0,0,2
31,9,0,0,2
31,10,0,0,2
31,11,0,0,2
31,12,0,0,2
31,13,0,0,2
31,14,0,0,2
31,15,0,0,2
31,16,0,0,2
31,17,0,0,2
31,18,0,0,3;4
31,19,0,0,3;4
31,20,0,0,3;4
31,21,0,0,4;6
31,22,0,0,4;6
31,23,0,0,4;6
31,24,0,0,4;6
31,25,0,0,4;6
31,26,0,0,4;6
31,27,0,0,4;6
0,0,0,0,-1



; Kaw.

[BG Explod 22b]
type = anim
actionno = 24
start = -104, -17
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 22

[BG Explod 20a]
type = anim
actionno = 24
start = -141, 52
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 20

[BG Poom 20b]
type = anim
actionno = 26
start = 22, 15
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 20

[BG Blam 21]
type = anim
actionno = 20
start = 22, 35
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 21

[BG Pif 21x]
type = anim
actionno = 22
start = -21, 109
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 21

[BG Boom 22a]
type = anim
actionno = 23
start = -129, 109
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 22

[BG Foom 25a]
type = anim
actionno = 25
start = -111, -20
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 25

[BG Boom 24a]
type = anim
actionno = 23
start = -98, -15
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 24

[BG Explod 25b]
type = anim
actionno = 24
start = -95, -31
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 25

[BG MedSmoky 25x]
type = anim
actionno = 29
start = 88, 96
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 25

[BG Fireball 24b]
type = anim
actionno = 31
start = -12, -44
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 24

[BG Flame 23a]
type = anim
actionno = 27
start = -106, 36
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 23

[BG Boom 23b]
type = anim
actionno = 23
start = -30, 49
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 23

[BG Boom 26b]
type = anim
actionno = 23
start = -38, 7
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 26

[BG Boom 29b]
type = anim
actionno = 23
start = -55, -22
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 29

[BG Poom 28a]
type = anim
actionno = 26
start = -61, 1
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 28

[BG Fireball 27b]
type = anim
actionno = 31
start = -30, -18
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 27

[BG Poom 26a]
type = anim
actionno = 26
start = -111, 37
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 26

[BG Explod 27a]
type = anim
actionno = 24
start = -124, 136
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 27

[BG Fireball 28b]
type = anim
actionno = 31
start = 15, 101
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 28

[BG Boom 31b]
type = anim
actionno = 23
start = -35, 61
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 31

[BG Boom 30b]
type = anim
actionno = 23
start = -33, 76
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 30

[BG Foom 30a]
type = anim
actionno = 25
start = -90, 100
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 30

[BG Poom 29a]
type = anim
actionno = 26
start = -102, 156
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 29


[BG Foom 31a]
type = anim
actionno = 25
start = -125, 154
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 31

[BG Explod 32a]
type = anim
actionno = 24
start = -130, -7
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 32

[BG Foom 33b]
type = anim
actionno = 25
start = 16, 2
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 33

[BG Boom 34b]
type = anim
actionno = 23
start = -19, 31
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 34

[BG Foom 35b]
type = anim
actionno = 25
start = -50, 54
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 35

[BG Fireball 38b]
type = anim
actionno = 31
start = 26, -23
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 38

[BG Foom 38a]
type = anim
actionno = 25
start = -33, 37
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 38

[BG Fireball 37b]
type = anim
actionno = 31
start = -76, 1
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 37

[BG Flame 36a]
type = anim
actionno = 27
start = -119, 62
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 36

[BG Poom 34a]
type = anim
actionno = 26
start = -65, 97
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 34

[BG Poom 33a]
type = anim
actionno = 26
start = -18, 109
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 33

[BG Boom 32b]
type = anim
actionno = 23
start = -44, 144
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 32

[BG Explod 37a]
type = anim
actionno = 24
start = -144, 88
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 37

[BG MedSmoky 37x]
type = anim
actionno = 29
start = 48, 86
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 37

[BG Poom 35a]
type = anim
actionno = 26
start = -86, 148
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 35

[BG Poom 36b]
type = anim
actionno = 26
start = 12, -20
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 36


[BG Explod 40b]
type = anim
actionno = 24
start = -49, 2
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 40

[BG Foom 42b]
type = anim
actionno = 25
start = -5, 34
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 42

[BG Explod 41b]
type = anim
actionno = 24
start = -58, 43
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 41

[BG Fireball 41a]
type = anim
actionno = 31
start = -84, -2
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 41

[BG Poom 40a]
type = anim
actionno = 26
start = -106, 83
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 40

[BG Boom 40x]
type = anim
actionno = 23
start = 75, 75
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 40

[BG Foom 39a]
type = anim
actionno = 25
start = -132, 103
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 39

[BG Poom 39b]
type = anim
actionno = 26
start = -33, 125
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 39

[BG Explod 43b]
type = anim
actionno = 24
start = -115, 85
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 43

[BG Poom 43a]
type = anim
actionno = 26
start = -107, 121
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 43

[BG Explod 42a]
type = anim
actionno = 24
start = -109, 146
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 42

[BG Poom 44a]
type = anim
actionno = 26
start = -81, -4
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 44

[BG Boom 46b]
type = anim
actionno = 23
start = -17, 10
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 46

[BG Poom 45b]
type = anim
actionno = 26
start = -28, 18
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 45

[BG Foom 46a]
type = anim
actionno = 25
start = -131, 55
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 46

[BG Explod 45a]
type = anim
actionno = 24
start = -88, 107
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 45

[BG Boom 44b]
type = anim
actionno = 23
start = -25, 134
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 44

[BG Foom 44x]
type = anim
actionno = 25
start = 55, 40
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 73;44

[BG Explod 48b]
type = anim
actionno = 24
start = -116, 41
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 48

[BG Explod 47a]
type = anim
actionno = 24
start = -126, 44
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 47

[BG Foom 48a]
type = anim
actionno = 25
start = -101, 65
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 48

[BG Boom 47b]
type = anim
actionno = 23
start = -37, 96
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 47


[BGCtrlDef 20s]
ctrlID = 20,21,22,23,24,25,26,27,28,29

[BGCtrl No]
type = Enable
time = 0
value = 0

[BGCtrl Yes]
type = Enable
time = 21050
ctrlID = 20
value = 1

[BGCtrl Yep]
type = Enable
time = 21068
ctrlID = 21
value = 1

[BGCtrl Yup]
type = Enable
time = 21075
ctrlID = 22
value = 1

[BGCtrl Okay]
type = Enable
time = 21100
ctrlID = 23
value = 1

[BGCtrl Sure]
type = Enable
time = 21120
ctrlID = 24
value = 1

[BGCtrl Aye]
type = Enable
time = 21150
ctrlID = 25
value = 1

[BGCtrl Yay]
type = Enable
time = 21175
ctrlID = 26
value = 1

[BGCtrl Yeah]
type = Enable
time = 21190
ctrlID = 27
value = 1

[BGCtrl Affirmative]
type = Enable
time = 21220
ctrlID = 28
value = 1

[BGCtrl Right]
type = Enable
time = 21235
ctrlID = 29
value = 1

[BGCtrlDef 30s]
ctrlID = 30,31,32,33,34,35,36,37,38,39

[BGCtrl Off]
type = Enable
time = 0
value = 0

[BGCtrl On]
type = Enable
time = 21250
ctrlID = 30
value = 1

[BGCtrl Activation]
type = Enable
time = 21270
ctrlID = 31
value = 1

[BGCtrl Activate]
type = Enable
time = 21295
ctrlID = 32
value = 1

[BGCtrl Creation]
type = Enable
time = 21325
ctrlID = 33
value = 1

[BGCtrl Genesis]
type = Enable
time = 21345
ctrlID = 34
value = 1

[BGCtrl Valid]
type = Enable
time = 21360
ctrlID = 35
value = 1

[BGCtrl Detonate]
type = Enable
time = 21375
ctrlID = 36
value = 1

[BGCtrl Blow Up]
type = Enable
time = 21405
ctrlID = 37
value = 1

[BGCtrl Flare Up]
type = Enable
time = 21425
ctrlID = 38
value = 1

[BGCtrl Kaboom]
type = Enable
time = 21445
ctrlID = 39
value = 1

[BGCtrlDef 40s]
ctrlID = 40,41,42,43,44,45,46,47,48

[BGCtrl Lo]
type = Enable
time = 0
value = 0

[BGCtrl Hi]
type = Enable
time = 21475
ctrlID = 40
value = 1

[BGCtrl High]
type = Enable
time = 21505
ctrlID = 41
value = 1

[BGCtrl Blast]
type = Enable
time = 21525
ctrlID = 42
value = 1

[BGCtrl Hai]
type = Enable
time = 21540
ctrlID = 43
value = 1

[BGCtrl Ee]
type = Enable
time = 21570
ctrlID = 44
value = 1

[BGCtrl Desu]
type = Enable
time = 21600
ctrlID = 45
value = 1

[BGCtrl Arimasu]
type = Enable
time = 21625
ctrlID = 46
value = 1

[BGCtrl Ari]
type = Enable
time = 21650
ctrlID = 47
value = 1

[BGCtrl Si]
type = Enable
time = 21675
ctrlID = 48
value = 1



; Neb:

[BG Foom 19]
type = anim
actionno = 25
start = -11, -184
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 19

[BG Poom 20c]
type = anim
actionno = 26
start = -41, -158
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 50

[BG Boom 20d]
type = anim
actionno = 23
start = -8, -121
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 50

[BG Blam 21y]
type = anim
actionno = 20
start = 22, -184
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 51

[BG Boom 25d]
type = anim
actionno = 23
start = -38, -232
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 55

[BG Explod 24c]
type = anim
actionno = 24
start = -70, -243
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 54

[BG Foom 24d]
type = anim
actionno = 25
start = -49, -195
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 54

[BG Boom 23d]
type = anim
actionno = 23
start = -53, -149
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 53

[BG Foom 23c]
type = anim
actionno = 25
start = -78, -136
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 53

[BG Foom 22c]
type = anim
actionno = 25
start = -16, -190
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 52

[BG Explod 25c]
type = anim
actionno = 24
start = -98, -126
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 55

[BG Foom 26c]
type = anim
actionno = 25
start = -16, -209
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 56

[BG Boom 26d]
type = anim
actionno = 23
start = 0, -151
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 56

[BG Foom 28c]
type = anim
actionno = 25
start = -116, -183
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 29

[BG Foom 27c]
type = anim
actionno = 25
start = -106, -127
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 57

[BG Poom 29c]
type = anim
actionno = 26
start = -69, -146
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 59

[BG Poom 28d]
type = anim
actionno = 26
start = -26, -109
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 29

[BG Explod 27d]
type = anim
actionno = 24
start = -7, -102
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 57

[BG Foom 29d]
type = anim
actionno = 25
start = 19, -242
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 59


[BG BigSmoky 32c]
type = anim
actionno = 30
start = 0, -175
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 62

[BG Explod 31d]
type = anim
actionno = 24
start = 0, -147
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 61

[BG Foom 31c]
type = anim
actionno = 25
start = -51, -94
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 61

[BG Foom 30c]
type = anim
actionno = 25
start = -54, -78
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 60

[BG Foom 30d]
type = anim
actionno = 25
start = 5, -71
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 60

[BG Poom 32d]
type = anim
actionno = 26
start = 17, -100
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 62

[BG Boom 33c]
type = anim
actionno = 23
start = -80, -71
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 63

[BG Poom 33d]
type = anim
actionno = 26
start = 22, -204
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 63

[BG Explod 34c]
type = anim
actionno = 24
start = -104, -235
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 64

[BG Boom 34d]
type = anim
actionno = 23
start = -70, -59
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 64

[BG Foom 37c]
type = anim
actionno = 25
start = -111, -239
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 39

[BG Boom 36c]
type = anim
actionno = 23
start = -98, -233
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 66

[BG Poom 36d]
type = anim
actionno = 26
start = -9, -221
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 66

[BG Flame 35c]
type = anim
actionno = 27
start = -74, -171
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 65

[BG Boom 35d]
type = anim
actionno = 23
start = -30, -169
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 65

[BG BigSmoky 38d]
type = anim
actionno = 30
start = 2, -273
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 40

[BG Boom 38c]
type = anim
actionno = 23
start = -46, -211
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 40

[BG Poom 37d]
type = anim
actionno = 26
start = -2, -157
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 39

[BG Explod 39c]
type = anim
actionno = 24
start = -55, -206
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 69

[BG Boom 41c]
type = anim
actionno = 23
start = -55, -240
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 43

[BG Explod 41d]
type = anim
actionno = 24
start = -14, -213
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 43

[BG Explod 43d]
type = anim
actionno = 24
start = -97, -207
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 73

[BG Boom 42d]
type = anim
actionno = 23
start = -33, -142
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 72

[BG Foom 42c]
type = anim
actionno = 25
start = -125, -87
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 72

[BG Poom 40c]
type = anim
actionno = 26
start = -126, -77
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 70

[BG Fireball 40d]
type = anim
actionno = 31
start = 15, -117
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 70

[BG Foom 39d]
type = anim
actionno = 25
start = -26, -54
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 69


[BG Foom 43c]
type = anim
actionno = 25
start = -125, -64
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 73

[BG Foom 44c]
type = anim
actionno = 25
start = -48, -145
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 74

[BG Explod 46d]
type = anim
actionno = 24
start = -18, -246
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 71

[BG Explod 45d]
type = anim
actionno = 24
start = -25, -155
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 67

[BG Poom 46c]
type = anim
actionno = 26
start = -65, -122
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 71

[BG Poom 45c]
type = anim
actionno = 26
start = -18, -110
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 67

[BG Boom 44d]
type = anim
actionno = 23
start = -44, -74
delta = .5,.5
tile = 0,1
tilespacing = 400,400
id = 74



[BGCtrlDef 50s]
ctrlID = 19,50,51,52,53,54,55,56,57,59

[BGCtrl False]
type = Enable
time = 0
value = 0

[BGCtrl True]
type = Enable
time = 21030
ctrlID = 19
value = 1

[BGCtrl T]
type = Enable
time = 21062
ctrlID = 50
value = 1

[BGCtrl A]
type = Enable
time = 21068
ctrlID = 51
value = 1

[BGCtrl Correct]
type = Enable
time = 21078
ctrlID = 52
value = 1

[BGCtrl Oui]
type = Enable
time = 21102
ctrlID = 53
value = 1

[BGCtrl Ja]
type = Enable
time = 21140
ctrlID = 54
value = 1

[BGCtrl Sim]
type = Enable
time = 21170
ctrlID = 55
value = 1

[BGCtrl !Not]
type = Enable
time = 21185
ctrlID = 56
value = 1

[BGCtrl Righteo]
type = Enable
time = 21215
ctrlID = 57
value = 1

[BGCtrl Full]
type = Enable
time = 21255
ctrlID = 59
value = 1

[BGCtrlDef 60s]
ctrlID = 60,61,62,63,64,65,66,69

[BGCtrl Delay]
type = Enable
time = 0
value = 0

[BGCtrl Ready]
type = Enable
time = 21275
ctrlID = 60
value = 1

[BGCtrl Begin]
type = Enable
time = 21300
ctrlID = 61
value = 1

[BGCtrl Showtime]
type = Enable
time = 21320
ctrlID = 62
value = 1

[BGCtrl Now]
type = Enable
time = 21340
ctrlID = 63
value = 1

[BGCtrl Proceed]
type = Enable
time = 21370
ctrlID = 64
value = 1

[BGCtrl Carry On]
type = Enable
time = 21400
ctrlID = 65
value = 1

[BGCtrl WWIII]
type = Enable
time = 21420
ctrlID = 66
value = 1

[BGCtrl ATTAK]
type = Enable
time = 21500
ctrlID = 69
value = 1

[BGCtrlDef 70s]
ctrlID = 70,72,73,74,67,71

[BGCtrl NIHIL]
type = Enable
time = 0
value = 0

[BGCtrl Something]
type = Enable
time = 21515
ctrlID = 70
value = 1

[BGCtrl Existence]
type = Enable
time = 21565
ctrlID = 72
value = 1

[BGCtrl Aio]
type = Enable
time = 21585
ctrlID = 73
value = 1

[BGCtrl Etiam]
type = Enable
time = 21610
ctrlID = 74
value = 1

[BGCtrl Ita Vero]
type = Enable
time = 21640
ctrlID = 67
value = 1

[BGCtrl Verum]
type = Enable
time = 21665
ctrlID = 71
value = 1





[BG General]
type = anim
actionno = 13
start = 0,-920;	If you want to remove the General, then just set this to 999,0.
delta = .75,.75
id = 13

[Begin Action 13]
0,0,0,0,21000
13,1,0,0,40
13,2,0,0,40
13,3,0,0,40
13,4,0,0,40
13,5,0,0,40
loopstart
13,6,0,0,40
13,7,0,0,40


[BGCtrlDef General]
ctrlID = 13

[BGCtrl Fall 1]
type = VelAdd
time = 21000
y = 1

[BGCtrl Fall 2]
type = VelAdd
time = 21020
y = .5

[BGCtrl Fall 3]
type = VelAdd
time = 21040
y = .5

[BGCtrl Fall 4]
type = VelAdd
time = 21060
y = .5

[BGCtrl Fall 5]
type = VelAdd
time = 21080
y = .5

[BGCtrl Fall 6]
type = VelAdd
time = 21100
y = .5

[BGCtrl Fall 7]
type = VelAdd
time = 21120
y = .5

[BGCtrl Fall 8]
type = VelAdd
time = 21140
y = .5

[BGCtrl Fall 9]
type = VelAdd
time = 21160
y = .5

[BGCtrl Fall 10]
type = VelAdd
time = 21180
y = .5

[BGCtrl Fall 11]
type = VelAdd
time = 21200
y = .5

[BGCtrl Fall 12]
type = VelAdd
time = 21220
y = .5

[BGCtrl Fall 13]
type = VelAdd
time = 21240
y = .5

[BGCtrl Fall 14]
type = VelAdd
time = 21260
y = .5

[BGCtrl Fall 15]
type = VelAdd
time = 21280
y = .5

[BGCtrl Fall 16]
type = VelAdd
time = 21300
y = .5




[BG GateL1]
type = normal
spriteno = 14,1
start = -167,38
delta = .75,.75
mask = 1
tile = 0,1
id = 14

[BG GateL2]
type = normal
spriteno = 14,1
start = -87,38
delta = .75,.75
mask = 1
tile = 0,1
id = 14

[BG GateR1]
type = anim
actionno = 15
start = 166,38
delta = .75,.75
mask = 1
tile = 0,1
tilespacing = 256,256
id = 15

[BG GateR2]
type = anim
actionno = 15
start = 86,38
delta = .75,.75
mask = 1
tile = 0,1
tilespacing = 256,256
id = 15

[Begin Action 15]
14,1,0,0,-1,H




[BG Pif 18]
type = anim
actionno = 22
start = -22, -12
delta = .666,.666
tile = 0,1
tilespacing = 400,400
id = 58

[BG Blam 18l]
type = anim
actionno = 20
start = -234, 46
delta = .75,.75
tile = 0,1
tilespacing = 400,400
id = 16

[BG Blam 18r]
type = anim
actionno = 20
start = 200, 62
delta = .75,.75
tile = 0,1
tilespacing = 400,400
id = 16

[BG Sparkyl]
type = anim
actionno = 21
start = -217, -180
delta = .75,.75
tile = 0,1
tilespacing = 400,400
id = 16

[BG Sparkyr]
type = anim
actionno = 21
start = 192, -160
delta = .75,.75
tile = 0,1
tilespacing = 400,400
id = 16


[BGCtrlDef Wouldn't Ya Know It]
ctrlID = 16,58

[BGCtrl Fresh Outta Cards]
type = Enable
time = 0
value = 0

[BGCtrl BAM!]
type = Enable
time = 21010
value = 1

[BGCtrl GoDownWithGate]
type = VelSet
time = 21010
ctrlID = 16
y = .333




[BG Platform]
type = normal
spriteno = 17,1
start = 0, 143
delta = 1,1
mask = 1
id = 17

[BG Dunce]
type = dummy
start = 0, 0;-143
;positionlink = 1
id = 18


[BG FoomLast5]
type = anim
actionno = 25
start = 0, -64
delta = 0,0
tile = 1,0
tilespacing = 64
layerno = 1
id = 79

[BG FoomLast4]
type = anim
actionno = 25
start = 0, 0
delta = 0,0
tile = 1,0
tilespacing = 64
layerno = 1
id = 78

[BG FoomLast3]
type = anim
actionno = 25
start = 0, 64
delta = 0,0
tile = 1,0
tilespacing = 64
layerno = 1
id = 77

[BG FoomLast2]
type = anim
actionno = 25
start = 0, 128
delta = 0,0
tile = 1,0
tilespacing = 64
layerno = 1
id = 76

[BG FoomLast1]
type = anim
actionno = 25
start = 0, 192
delta = 0,0
tile = 1,0
tilespacing = 64
layerno = 1
id = 75

[BGCtrlDef FinalFooms]
ctrlID = 75,76,77,78,79

[BGCtrl Procrastinate]
type = Enable
time = 0
value = 0

[BGCtrl Anticrastinate]
type = Enable
ctrlID = 75
time = 21664
value = 1

[BGCtrl Set Up Us the Bomb]
type = Enable
ctrlID = 76
time = 21674
value = 1

[BGCtrl Kablooey]
type = Enable
ctrlID = 77
time = 21684
value = 1

[BGCtrl Pete Kretschman]
type = Enable
ctrlID = 78
time = 21694
value = 1

[BGCtrl Clap On]
type = Enable
ctrlID = 79
time = 21704
value = 1

[BGCtrl Clap Off]
type = Enable
time = 21748
value = 0


[BG Time]
type = normal
spriteno = 81,1
start = 0, 25	; Adjust this as necessary to accommodate your screenpack.
		; Or, to completely remove the time display, set this to 0, 999.
delta = 0,0
mask = 1
;trans = add1
layerno = 1

[BG Ones]
type = anim
actionno = 82
start = 4, 8
positionlink = 1
id = 82
layerno = 1

[Begin Action 82]
82,9,0,0,2880;, ,A1
loopstart
82,9,0,0,180;, ,A1
82,8,0,0,180;, ,A1
82,7,0,0,180;, ,A1
82,6,0,0,180;, ,A1
82,5,0,0,180;, ,A1
82,4,0,0,180;, ,A1
82,3,0,0,180;, ,A1
82,2,0,0,180;, ,A1
82,1,0,0,180;, ,A1
82,0,0,0,180;, ,A1

[BGCtrlDef Ones]
ctrlID = 82

[BGCtrl Linger]
type = Anim
time = 20700
value = 86

[BG OnesGrey]
type = anim
actionno = 83
start = 4, 8
positionlink = 1
id = 83
layerno = 1

[Begin Action 83]
0,0,0,0,19080
83,9,0,0,180;, ,A1
83,8,0,0,180;, ,A1
83,7,0,0,180;, ,A1
83,6,0,0,180;, ,A1
83,5,0,0,180;, ,A1
83,4,0,0,180;, ,A1
83,3,0,0,180;, ,A1
83,2,0,0,180;, ,A1
83,1,0,0,180;, ,A1
83,0,0,0,-1;, ,A1

[BG Tens]
type = anim
actionno = 84
start = -4, 8
positionlink = 1
id = 82
layerno = 1

[Begin Action 84]
82,9,0,0,4680;, ,A1
82,8,0,0,1800;, ,A1
82,7,0,0,1800;, ,A1
82,6,0,0,1800;, ,A1
82,5,0,0,1800;, ,A1
82,4,0,0,1800;, ,A1
82,3,0,0,1800;, ,A1
82,2,0,0,1800;, ,A1
82,1,0,0,1800;, ,A1
82,0,0,0,-1;, ,A1

[BG TensGrey]
type = anim
actionno = 85
start = -4, 8
positionlink = 1
id = 83
layerno = 1

[Begin Action 85]
0,0,0,0,19080
83,0,0,0,-1;, ,A1

[Begin Action 86]
82,0,0,0,-1;, ,A1


[BGCtrlDef Flicker]
looptime = 4
ctrlID = 83

[BGCtrl Off]
type = Visible
value = 0
time = 0

[BGCtrl On]
type = Visible
value = 1
time = 2



[BG Hurry]
type = anim
actionno = 91
start = 0, 14
delta = 0,0
layerno = 1

[Begin Action 91]
0,0,0,0,19080
91,1,0,0,2
91,2,0,0,2
91,3,0,0,2
91,4,0,0,2
91,5,0,0,2
91,6,0,0,2
91,7,0,0,2
91,8,0,0,2
91,9,0,0,2
91,10,0,0,2
91,11,0,0,2
91,12,0,0,2
91,13,0,0,2
91,14,0,0,2
91,15,0,0,2
91,16,0,0,3
91,17,0,0,2
91,18,0,0,2
91,19,0,0,2
91,20,0,0,2
91,21,0,0,2
91,22,0,0,2
91,23,0,0,2
91,24,0,0,2
0,0,0,0,-1

[BG Time Up]
type = anim
actionno = 92
start = 0, 62
delta = 0,0
layerno = 1

[Begin Action 92]
0,0,0,0,20880
92,1,0,0,2
92,2,0,0,2
92,3,0,0,2
92,4,0,0,2
92,5,0,0,2
92,6,0,0,2
92,7,0,0,2
92,8,0,0,2
92,9,0,0,2
92,10,0,0,2
92,11,0,0,2
92,12,0,0,2
92,13,0,0,2
92,14,0,0,2
92,15,0,0,2
92,16,0,0,2
92,17,0,0,32
0,0,0,0,10
92,17,0,0,30
0,0,0,0,10
92,17,0,0,30
0,0,0,0,10
92,17,0,0,2
0,0,0,0,-1

[BG Fade]
type = anim
actionno = 93
start = 0,0
delta = 0,0
layerno = 1	; Set layerno to 0 if you want to continue playing
		; after being obliterated into the void.

[Begin Action 93]
0,0,0,0,21714
93,1,0,0,3, ,A
93,2,0,0,3, ,A
93,3,0,0,3, ,A
93,4,0,0,3, ,A
93,5,0,0,3, ,A
93,6,0,0,3, ,A
93,7,0,0,3, ,A
93,8,0,0,3, ,A
93,9,0,0,3, ,A
93,10,0,0,3, ,A
93,11,0,0,2, ,A
93,12,0,0,2, ,A
93,13,0,0,2, ,A
93,14,0,0,2, ,A
93,15,0,0,2, ,A
93,16,0,0,2, ,A
93,17,0,0,2, ,A
93,18,0,0,2, ,A
93,19,0,0,2, ,A
93,20,0,0,2, ,A
93,21,0,0,2, ,A
93,22,0,0,2, ,A
93,23,0,0,2, ,A
93,24,0,0,2, ,A
93,25,0,0,2, ,A
93,26,0,0,2, ,A
93,27,0,0,2, ,A
93,28,0,0,2, ,A
93,29,0,0,2, ,A
93,30,0,0,2, ,A
93,31,0,0,2, ,A
93,32,0,0,-1
