; Definitions of system screens

; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.

; Notes about fonts:
;   - up to 10 fonts can be specified in the [Files] section.
;   - fonts indexed here do not refer to the ones in fight.def
;   - fonts are search in directories in the following order:
;     1. system directory
;     2. mugen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/

;----------------------------
[Info]
name = "MUGEN"          ;Name of motif
author = "OldGamer"       ;Motif author name
versiondate = 09,26,2017  ;Version date of motif (MM-DD-YYYY) (new in MUGEN 2009)
mugenversion = 1.0        ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 2009)
localcoord = 640,480     ;Local coordinate space width and height (new in MUGEN 2009)

;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
;    is in ~/mugen/data/mymotif/, then Mugen will first look
;    for ~/mugen/data/mymotif/system.sff. If it does not find
;    it there, it looks for ~/mugen/data/system.sff (the default).
;    Finally, if that is not found, it will look for
;    ~/mugen/system.sff. 

[Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =   logo.def       ;Logo storyboard definition (optional)
intro.storyboard =  open_intro.def      ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
font1 = Square.def      ;System fonts
font2 = SILVERLETTERS.def        ;System fonts
font3 = REDTEAMLETTERS.def           ;System fonts
font4 = BLUELETTERS.def   ;System fonts
font5 = BLUETEAMLETTERS.def
font6 = Basica solo letras para dafont lista__.def
font7 = SurvivalResults.def
font8 = congrats.def
;----------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you do not want music. If an invalid filename is
 ;given, then no music will play.
 ;To play mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
 ;Music will continue to play between screens if the files names
 ;are the same, and both BGMs are specified to loop.
  ;Music to play at title screen.
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/select_2ND.mp3
select.bgm.volume = 100
select.bgm.loop = 1
select.bgm.loopstart =
select.bgm.loopend = 
  ;Music to play at versus screen.
vs.bgm = sound/versus.mp3
vs.bgm.volume = 100
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend = 
  ;Music to play at victory screen.
victory.bgm = sound/victory.mp3 
victory.bgm.volume = 100
victory.bgm.loop = 0
victory.bgm.loopstart =
victory.bgm.loopend = 

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 20
fadeout.time = 20
menu.pos = 321,404
menu.item.font = 6,0,0, 255,0,0
menu.item.active.font = 6,0,0, 255,0,0
menu.item.spacing = 0, 70
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos).
menu.itemname.arcade = "ARCADE MODE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE MODE"
menu.itemname.teamversus = "TEAM VS MODE"
menu.itemname.teamcoop = "TEAM COOP MODE"
menu.itemname.survival = "SURVIVAL MODE"
menu.itemname.survivalcoop = "SURVIVAL COOP MODE"
menu.itemname.training = "TRAINING MODE"
menu.itemname.watch = "WATCH MODE"
menu.itemname.options = "OPTIONS MODE"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 40, 1
menu.window.visibleitems = 1
menu.boxcursor.visible = 0   ;Set to 0 to disable default cursor display
;menu.boxcursor.coords = -258,-10,240,2
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

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

[TitleBG 0];black border
type  = normal
spriteno = 8, 0
start = 0, 0
mask = 1

[TitleBG 1] ;dark red portal 1
type  = anim
actionno = 49
start = 0, -25
mask = 1

[TitleBG 2] ;dark red portal 1
type  = anim
actionno = 27
start = -180, 100
mask = 1

[TitleBG 3] ;dark red portal 2
type  = anim
actionno = 28
start = 180, 100
mask = 1

[TitleBG 4] ;dark blue portal 1
type  = anim
actionno = 11
start = -180, 320
mask = 1

[TitleBG 5] ;dark blue portal 2
type  = anim
actionno = 12
start = 180, 320
mask = 1

[TitleBG 6] ;shadow box
type  = anim
actionno = 13
start = 0, 0
mask = 1

[TitleBG 7] ;logo
type  = normal
spriteno = 14, 0
start = 0, 0
layerno = 1
mask = 1

[TitleBG 8] ;banner 1
type  = normal
spriteno = 15, 0
start = 0, -25
velocity = -1,0
tile = 1,0
tilespacing = -10
mask = 1

[TitleBG 9] ;banner 2
type  = normal
spriteno = 16, 0
start = 0, -16
velocity = 1,0
tile = 1,0
tilespacing = -5
mask = 1

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
; *** 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 = 13
columns = 18
wrapping = 1             ;1 to let cursor wrap around
pos = 18,25 ;Position to draw to
showemptyboxes = 0        ;1 to show empty boxes
moveoveremptyboxes = 0    ;1 to allow cursor to move over empty boxes
cell.size = 25,25       ;x,y size of each cell (in pixels)
cell.spacing = 9     ;Space between each cell
cell.bg.spr =       ;Note: Don't use animation for cells
cell.random.spr = 151,0   ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.anim = 160
p1.cursor.done.anim = 161
p1.cursor.move.snd = 101,0
p1.cursor.done.snd = 101,1
p1.random.move.snd = 101,0
p2.cursor.startcell = 0,17
p2.cursor.active.anim = 170
p2.cursor.done.anim = 171
p2.cursor.blink = 0       ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 101,0
p2.cursor.done.snd = 101,1
p2.random.move.snd = 101,0
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 102,0
stage.done.snd = 102,2
cancel.snd = 100,2
portrait.spr = 9000,0     ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = .5,.5
title.offset = 5,10  ;Position of title (Arcade Mode, etc)
title.font = 2,0,1, 0,253,253        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 16,170 ;Position to put big portrait
p1.face.scale = .5,.5
p1.face.facing = 1
p2.face.spr = 9000,1
p2.face.offset = 623,170
p2.face.scale = .5,.5
p2.face.facing = -1
;Name
p1.name.offset = 244,207
p1.name.font = 4,0,0, 0,255,0      ;Set to -1 for no display
p1.name.spacing = 0,26
p2.name.offset = 395,207
p2.name.font = 4,0,0, 0,255,0
p2.name.spacing = 0,26
;Stage select
stage.pos = 110,472
stage.active.font = 4,0,1, 0,255,255 
stage.active2.font = 4,0,1, 0,255,255 ;Second font color for blinking
stage.done.font = 4,0,1, 0,255,0
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 16, 169
p1.teammenu.bg.spr = 7,0
p1.teammenu.selftitle.font = 
p1.teammenu.selftitle.text =
p1.teammenu.enemytitle.font = 
p1.teammenu.enemytitle.text = 
p1.teammenu.move.snd = 102,1
p1.teammenu.value.snd = 102,0
p1.teammenu.done.snd = 102,2
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 
p1.teammenu.item.active.font = 5,0,1
p1.teammenu.item.active2.font = 5,0,1
p1.teammenu.item.cursor.offset = 8, 3
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 70,3
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 70,3
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 12,0
;p2 team
p2.teammenu.pos = 624, 169
p2.teammenu.bg.spr = 22,0
p2.teammenu.selftitle.font = 
p2.teammenu.selftitle.text = 
p2.teammenu.enemytitle.font = 
p2.teammenu.enemytitle.text = 
p2.teammenu.move.snd = 102,1
p2.teammenu.value.snd = 102,0
p2.teammenu.done.snd = 102,2
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 
p2.teammenu.item.active.font = 3,0,1
p2.teammenu.item.active2.font = 3,0,1
p2.teammenu.item.cursor.offset = -8, 3
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -70,3
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -70,3
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -12,0
;Sounds

;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data

[SelectBG 0] ;dark blue background
type  = normal
spriteno = 104,0
start = 0,0
mask = 1

[SelectBG 1] ;Dark Blue Portal
type  = anim
actionno = 105
start = 0,0
mask = 1

[SelectBG 2] ;Dark Blue Portal
type  = anim
actionno = 106
start = 0,0
mask = 1

[SelectBG 3] ;select box roster board
type  = normal
spriteno = 46,0
start = 0,0
mask = 1

[SelectBG 4] ;select box roster board
type  = normal
spriteno = 21,0
start = 0,0
velocity = -1,0
tilespacing = 10
tile = 1,0
mask = 1

[SelectBG 5] ;select box roster board
type  = normal
spriteno = 107,0
start = 0,0
mask = 1

[SelectBG 6] ;Dark Blue Portal
type  = anim
actionno = 108
start = 0,0
mask = 1


;-------------------------------------------------------------------
[VS Screen]
time = 1250         ;Time to show screen
fadein.time = 40
fadeout.time = 40
;Match text in arcade modes
match.text = "Match %i"   ;%i can be used for the match number
match.offset = 159, 12
match.font = 3,0,0
;Big portraits
p1.spr = 9000, 1
p1.offset =  98,164
p1.facing = 1
p1.scale = .5,.5
p2.spr = 9000, 1
p2.offset = 538,164
p2.facing = -1
p2.scale = .5,.5
;Names
p1.name.offset  =  157,320
p1.name.font =   4,0,0, 0,255,0
p1.name.spacing = 0,12
p2.name.offset  = 480,320
p2.name.spacing = 0,12
p2.name.font =   4,0,0, 0,255,0

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

[VersusBG 0]; black screen
type  = normal
spriteno = 28,0
start = 0,0
mask = 1

[VersusBG 1] ;red & blue
type  = anim
actionno = 29
start = 0,0
mask = 1

[VersusBG 2] ;shadow  box
type  = anim
actionno = 30
start = 0,0
mask = 1

[VersusBG 3] ;red & blue box
type  = anim
actionno = 31
start = 0,0
mask = 1 

[VersusBG 4] ;red & blue Big Portrait boxs
type  = normal
spriteno = 32,0
start = 0,0
layerno = 1
mask = 1 

[VersusBG 5] ;red big banner 1
type  = normal
spriteno = 33,0
start = 0,0
tile = 1,0
tilespacing = 40
velocity = -5,0
mask = 1 

[VersusBG 6] ;blue big banner 1
type  = normal
spriteno = 34,0
start = 0,0
tile = 1,0
tilespacing = 40
velocity = 5,0
mask = 1 

[VersusBG 7] ;blue get ready P1
type  = normal
spriteno = 35,0
start = 0,0
tile = 1,0
tilespacing = 10
velocity = -3,0
mask = 1 

[VersusBG 8] ;RED get ready P2
type  = normal
spriteno = 36,0
start = 0,0
tile = 1,0
tilespacing = 10
velocity = 3,0
mask = 1 

[VersusBG 9] ;VS LOGO
type  = anim
actionno = 37
start = 0,0
mask = 1




;-------------------------------------------------------------------
;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 definition
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable
pos = 320,120            ;Position
;***Known issue*** The display elements below use the fight.def resources
;instead of the ones defined in this file.
continue.text = "C"
continue.font = 4,0,0
continue.offset = 0,0
;Inactive and active (selected) YES/NO text
yes.text = "Y"
yes.font = 6,0,0
yes.offset = -120, 60
yes.active.text = "Y"
yes.active.font = 5,0,0
yes.active.offset = -120, 60
no.text = "N"
no.font = 8,0,0
no.offset = 120, 60
no.active.text = "N"
no.active.font = 7,0,0
no.active.offset = 120, 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 = 2600                ;Time to show screen
fadein.time = 20
fadeout.time = 25
;Winner's portrait and name
p1.offset = 262,168
p1.spr = 9000,1
p1.facing = 1
p1.scale = .5,.5
p1.name.offset = 320,320
p1.name.font = 4,0,0, 0,255,0
;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 10,362
winquote.font = 1,0,1, 255,0,0
winquote.textwrap = w     ;Word wrap

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

[VictoryBG 0] ;black screen
type  = normal
spriteno = 38,0
start = 0,0
mask = 1

[VictoryBG 2]
type  = anim
actionno = 39
start = 0,0
mask = 1

[VictoryBG 3] ;red & blue substartion
type  = anim
actionno = 40
start = 0,0
mask =1

[VictoryBG 0] ;the red&blue checker box
type  = normal
spriteno = 41,0
start = 0,0
mask = 1

[VictoryBG 3] ;dark box
type  = anim
actionno = 42
start = 0,0
mask =1

[VictoryBG 0] ;the hub box
type  = normal
spriteno = 43,0
start = 0,0
mask = 1

[VictoryBG 3] ;you are the winner
type  = anim
actionno = 44
start = 0,0
mask = 1

[VictoryBG 0] ;the hub box
type  = normal
spriteno = 45,0
start = 0,0
mask = 1
tile  = 1,0
tilespacing = 20
velocity = 2,0


;-------------------------------------------------------------------
;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 = "C"
wintext.font = 8,0,0
wintext.offset = 320,50
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 = 1               ;Set to 1 to show credits, 0 to disable
storyboard = credits.def             ;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 = "R%i"  ;Use %i for win counter
winstext.font = 7,0,0
winstext.offset = 320,70
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 = 102,0
cursor.done.snd = 102,2
cancel.snd = 102,1

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

[OptionBG 1];back screen
type  = normal
spriteno = 23,0
start = 0,0
mask = 1

[OptionBG 1];kfm background
type  = anim
actionno = 24
start = 0,0
mask = 1

[OptionBG 1];kfm background
type  = anim
actionno = 26
start = 0,0
mask = 1

[OptionBG 1];option hub screen
type  = anim
actionno = 25
start = 0,0
layerno = 1
mask = 1

;------------------------------
;animation coding

;dark blue portal
[Begin Action 2]
2,0, 0,0, 3
2,1, 0,0, 3
2,2, 0,0, 3
2,3, 0,0, 3
2,4, 0,0, 3
2,5, 0,0, 3
2,6, 0,0, 3
2,7, 0,0, 3
2,8, 0,0, 3
2,9, 0,0, 3
2,10, 0,0, 3
2,11, 0,0, 3
2,12, 0,0, 3
2,13, 0,0, 3
2,14, 0,0, 3

;DARK BLUE PORTAL 3
[Begin Action 11]
9,0, 0,0, 1, V, A
9,1, 0,0, 1, V, A
9,2, 0,0, 1, V, A
9,3, 0,0, 1, V, A
9,4, 0,0, 1, V, A
9,5, 0,0, 1, V, A
9,6, 0,0, 1, V, A
9,7, 0,0, 1, V, A
9,8, 0,0, 1, V, A
9,9, 0,0, 1, V, A
9,10, 0,0, 1, V, A
9,11, 0,0, 1, V, A
9,10, 0,0, 1, V, A
9,9, 0,0, 1, V, A
9,8, 0,0, 1, V, A
9,7, 0,0, 1, V, A
9,6, 0,0, 1, V, A
9,5, 0,0, 1, V, A
9,4, 0,0, 1, V, A
9,3, 0,0, 1, V, A
9,2, 0,0, 1, V, A
9,1, 0,0, 1, V, A

;DARK BLUE PORTAL 4
[Begin Action 12]
9,0, 0,0, 1, HV, A
9,1, 0,0, 1, HV, A
9,2, 0,0, 1, HV, A
9,3, 0,0, 1, HV, A
9,4, 0,0, 1, HV, A
9,5, 0,0, 1, HV, A
9,6, 0,0, 1, HV, A
9,7, 0,0, 1, HV, A
9,8, 0,0, 1, HV, A
9,9, 0,0, 1, HV, A
9,10, 0,0, 1, HV, A
9,11, 0,0, 1, HV, A
9,10, 0,0, 1, HV, A
9,9, 0,0, 1, HV, A
9,8, 0,0, 1, HV, A
9,7, 0,0, 1, HV, A
9,6, 0,0, 1, HV, A
9,5, 0,0, 1, HV, A
9,4, 0,0, 1, HV, A
9,3, 0,0, 1, HV, A
9,2, 0,0, 1, HV, A
9,1, 0,0, 1, HV, A

; shadow box 
[Begin Action 13]
13,0, 0,0, 1, , S

; shadow big protrait box 
[Begin Action 18]
18,0, 0,0, 1, , AS90D120

; shadow select roster box 
[Begin Action 19]
19,0, 0,0, 1, , AS90D110

; kung fu man background
[Begin Action 24]
24,0, 0,0, 1, , A

; option hub screen
[Begin Action 25]
25,0, 0,0, 20
25,1, 0,0, 20
25,2, 0,0, 20

; kfm &  kfg
[Begin Action 26]
26,0, 0,0, 1

; dark red portal 1
[Begin Action 27]
27,0, 0,0, 1, , A
27,1, 0,0, 1, , A
27,2, 0,0, 1, , A
27,3, 0,0, 1, , A
27,4, 0,0, 1, , A
27,5, 0,0, 1, , A
27,6, 0,0, 1, , A
27,7, 0,0, 1, , A
27,8, 0,0, 1, , A
27,9, 0,0, 1, , A
27,10, 0,0, 1, , A
27,11, 0,0, 1, , A
27,10, 0,0, 1, , A
27,9, 0,0, 1, , A
27,8, 0,0, 1, , A
27,7, 0,0, 1, , A
27,6, 0,0, 1, , A
27,5, 0,0, 1, , A
27,4, 0,0, 1, , A
27,3, 0,0, 1, , A
27,2, 0,0, 1, , A
27,1, 0,0, 1, , A

[Begin Action 28]
27,0, 0,0, 1, H, A
27,1, 0,0, 1, H, A
27,2, 0,0, 1, H, A
27,3, 0,0, 1, H, A
27,4, 0,0, 1, H, A
27,5, 0,0, 1, H, A
27,6, 0,0, 1, H, A
27,7, 0,0, 1, H, A
27,8, 0,0, 1, H, A
27,9, 0,0, 1, H, A
27,10, 0,0, 1, H, A
27,11, 0,0, 1, H, A
27,10, 0,0, 1, H, A
27,9, 0,0, 1, H, A
27,8, 0,0, 1, H, A
27,7, 0,0, 1, H, A
27,6, 0,0, 1, H, A
27,5, 0,0, 1, H, A
27,4, 0,0, 1, H, A
27,3, 0,0, 1, H, A
27,2, 0,0, 1, H, A
27,1, 0,0, 1, H, A

; red & blue 
[Begin Action 29]
29,0, 0,0, 2
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
29,19, 0,0, 2
29,20, 0,0, 2
29,21, 0,0, 2
29,22, 0,0, 2
29,23, 0,0, 2, , A
29,24, 0,0, 2, , A
29,25, 0,0, 2, , A
29,26, 0,0, 2, , A
29,27, 0,0, 2, , A
29,28, 0,0, 2, , A
29,29, 0,0, 2, , A
29,30, 0,0, 2, , A
29,31, 0,0, 2, , A
29,32, 0,0, 2, , A
29,33, 0,0, 2, , A
29,34, 0,0, 2, , A
29,35, 0,0, 2, , A
29,36, 0,0, 2, , A
29,37, 0,0, 2, , A
29,38, 0,0, 2, , A
29,39, 0,0, 2, , A
29,40, 0,0, 2, , A
29,41, 0,0, 2, , A
29,42, 0,0, 2, , A
29,43, 0,0, 2, , A
29,44, 0,0, 2, , A
29,45, 0,0, 2, , A
29,46, 0,0, 2, , A
29,47, 0,0, 2, , A

; SHADOW BOX
[Begin Action 30]
30,0, 0,0, 1, , S

; red & blue box
[Begin Action 31]
31,0, 0,0, 1, , AS256D90

; VS LOGO
[Begin Action 37]
37,0, 0,0, 1

; vortex
[Begin Action 39]
39,0, 0,0, 2
39,1, 0,0, 2
39,2, 0,0, 2
39,3, 0,0, 2
39,4, 0,0, 2
39,5, 0,0, 2
39,6, 0,0, 2
39,7, 0,0, 2
39,8, 0,0, 2
39,9, 0,0, 2
39,10, 0,0, 2
39,11, 0,0, 2
39,12, 0,0, 2
39,13, 0,0, 2
39,14, 0,0, 2
39,15, 0,0, 2
39,16, 0,0, 2
39,17, 0,0, 2
39,18, 0,0, 2
39,19, 0,0, 2
39,20, 0,0, 2
39,21, 0,0, 2
39,22, 0,0, 2
39,23, 0,0, 2
39,24, 0,0, 2
39,25, 0,0, 2
39,26, 0,0, 2
39,27, 0,0, 2
39,28, 0,0, 2
39,29, 0,0, 2
39,30, 0,0, 2
39,31, 0,0, 2
39,32, 0,0, 2
39,33, 0,0, 2
39,34, 0,0, 2
39,35, 0,0, 2
39,36, 0,0, 2
39,37, 0,0, 2
39,38, 0,0, 2
39,39, 0,0, 2
39,40, 0,0, 2
39,41, 0,0, 2
39,42, 0,0, 2
39,43, 0,0, 2
39,44, 0,0, 2
39,45, 0,0, 2
39,46, 0,0, 2
39,47, 0,0, 2
39,48, 0,0, 2
39,49, 0,0, 2
39,50, 0,0, 2
39,51, 0,0, 2
39,52, 0,0, 2
39,53, 0,0, 2
39,54, 0,0, 2
39,55, 0,0, 2
39,56, 0,0, 2
39,57, 0,0, 2
39,58, 0,0, 2
39,59, 0,0, 2
39,60, 0,0, 2
39,61, 0,0, 2
39,62, 0,0, 2
39,63, 0,0, 2
39,64, 0,0, 2
39,65, 0,0, 2
39,66, 0,0, 2
39,67, 0,0, 2
39,68, 0,0, 2
39,69, 0,0, 2
39,70, 0,0, 2
39,71, 0,0, 2
39,72, 0,0, 2
39,73, 0,0, 2
39,74, 0,0, 2

; red&blur transparent
[Begin Action 40]
40,0, 0,0, 1, , S

; dark box
[Begin Action 42]
42,0, 0,0, 1, , AS0D80

[Begin Action 44]
44,0, 0,0, 6
44,1, 0,0, 6
44,2, 0,0, 6
44,3, 0,0, 6
44,4, 0,0, 6

[Begin Action 49]
49,0, 0,0, 2
49,1, 0,0, 2
49,2, 0,0, 2
49,3, 0,0, 2
49,4, 0,0, 2
49,5, 0,0, 2
49,6, 0,0, 2
49,7, 0,0, 2
49,8, 0,0, 2
49,9, 0,0, 2
49,10, 0,0, 2
49,11, 0,0, 2
49,12, 0,0, 2
49,13, 0,0, 2
49,14, 0,0, 2
49,15, 0,0, 2
49,16, 0,0, 2
49,17, 0,0, 2
49,18, 0,0, 2
49,19, 0,0, 2
49,20, 0,0, 2
49,21, 0,0, 2
49,22, 0,0, 2
49,23, 0,0, 2
49,24, 0,0, 2
49,25, 0,0, 2
49,26, 0,0, 2
49,27, 0,0, 2
49,28, 0,0, 2
49,29, 0,0, 2
49,30, 0,0, 2
49,31, 0,0, 2
49,32, 0,0, 2
49,33, 0,0, 2
49,34, 0,0, 2
49,35, 0,0, 2
49,36, 0,0, 2
49,37, 0,0, 2
49,38, 0,0, 2
49,39, 0,0, 2

[Begin Action 105]
105,0, 0,0, 2
105,1, 0,0, 2
105,2, 0,0, 2
105,3, 0,0, 2
105,4, 0,0, 2
105,5, 0,0, 2
105,6, 0,0, 2
105,7, 0,0, 2
105,8, 0,0, 2
105,9, 0,0, 2
105,10, 0,0, 2
105,11, 0,0, 2
105,12, 0,0, 2
105,13, 0,0, 2
105,14, 0,0, 2
105,15, 0,0, 2
105,16, 0,0, 2
105,17, 0,0, 2
105,18, 0,0, 2
105,19, 0,0, 2
105,20, 0,0, 2
105,21, 0,0, 2
105,22, 0,0, 2
105,23, 0,0, 2
105,24, 0,0, 2
105,25, 0,0, 2
105,26, 0,0, 2
105,27, 0,0, 2
105,28, 0,0, 2
105,29, 0,0, 2
105,30, 0,0, 2
105,31, 0,0, 2
105,32, 0,0, 2
105,33, 0,0, 2
105,34, 0,0, 2
105,35, 0,0, 2
105,36, 0,0, 2
105,37, 0,0, 2
105,38, 0,0, 2
105,39, 0,0, 2
105,40, 0,0, 2
105,41, 0,0, 2
105,42, 0,0, 2
105,43, 0,0, 2
105,44, 0,0, 2
105,45, 0,0, 2
105,46, 0,0, 2
105,47, 0,0, 2
105,48, 0,0, 2

;transparent
[Begin Action 106]
106,0, 0,0, 1, , S

[Begin Action 108]
108,0, 0,0, 6
108,1, 0,0, 6
108,2, 0,0, 6
108,3, 0,0, 6
108,4, 0,0, 6
108,5, 0,0, 6
108,6, 0,0, 6
108,7, 0,0, 6
108,8, 0,0, 6
108,9, 0,0, 6
108,8, 0,0, 6
108,7, 0,0, 6
108,6, 0,0, 6
108,5, 0,0, 6
108,4, 0,0, 6
108,3, 0,0, 6
108,2, 0,0, 6
108,1, 0,0, 6

;p1 blue cursor
[Begin Action 160]
160,0, 0,0, 3
160,1, 0,0, 3
160,2, 0,0, 3
160,1, 0,0, 3

;p2 red cursor
[Begin Action 170]
170,0, 0,0, 3
170,1, 0,0, 3
170,2, 0,0, 3
170,1, 0,0, 3

;p1 blue done cursor
[Begin Action 161]
161,0, 0,0, 3, , A
161,1, 0,0, 3, , A
161,2, 0,0, 3, , A
161,1, 0,0, 3, , A

;p2 red done cursor
[Begin Action 171]
171,0, 0,0, 3, , A
171,1, 0,0, 3, , A
171,2, 0,0, 3, , A
171,1, 0,0, 3, , A


; team p1 icon
[Begin Action 180]
180,0, 0,0, 4
180,1, 0,0, 4
180,2, 0,0, 4
180,3, 0,0, 4
180,2, 0,0, 4
180,1, 0,0, 4

; team p2 icon
[Begin Action 190]
190,0, 0,0, 4
190,1, 0,0, 4
190,2, 0,0, 4
190,3, 0,0, 4
190,2, 0,0, 4
190,1, 0,0, 4


