; 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 = "Default"          ;Name of motif
author = "Elecbyte"       ;Motif author name
versiondate = 09,01,2009  ;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 =  intro.def    ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
font1 = f-4x6.def         ;System fonts
font2 = f-6x9.def        ;System fonts
font3 = blocked.def 
font4 = square_sans_serif_7.def           ;System fonts
font5 = blocked1.def
font6 = blocked2.def
font7 = blocked3.def
font8 = square_sans_serif_71.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/title.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.mp3
select.bgm.volume = 
select.bgm.loop = 1
select.bgm.loopstart =
select.bgm.loopend = 
  ;Music to play at versus screen.
vs.bgm = sound/vs.mp3
vs.bgm.volume = 
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend = 
  ;Music to play at victory screen.
victory.bgm = sound/victory.mp3
victory.bgm.volume =
victory.bgm.loop = 0
victory.bgm.loopstart =
victory.bgm.loopend = 

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 320,330
menu.item.font = 3,0,0, 0,255,255
menu.item.active.font = 3,0,0, 0,255,255
menu.item.spacing = 0, 50
; 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 = "VERSUS MODE"
menu.itemname.teamarcade = "TEAM ARCADE MODE"
menu.itemname.teamversus = "TEAM VERSUS MODE"
menu.itemname.teamcoop = "TEAM CO-OP MODE"
menu.itemname.survival = "SURVIVAL MODE"
menu.itemname.survivalcoop = "SURVIVAL CO-OP 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 = -58,-10,57,2
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,3 
cancel.snd = 100,2

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

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

[TitleBG 1];ripple vortex
type  = anim
actionno = 1
start = 0, 0
mask =1

[TitleBG 2];MICB logo
type  = normal
spriteno = 2, 0
start = 0, 0
mask =1

[TitleBG 3];shadow box
type  = normal
spriteno = 3, 0
start = 0, 0
trans= sub
mask =1

[TitleBG 3];two blue line
type  = normal
spriteno = 4, 0
start = 0, 0
trans= addalpha
alpha = 200, 200
mask =1

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

;-------------------------------------------------------------------
;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 = 7
columns = 16
wrapping = 1            ;1 to let cursor wrap around
pos = 90,228  ;Position to draw to
showemptyboxes = 0        ;1 to show empty boxes
moveoveremptyboxes = 0    ;1 to allow cursor to move over empty boxes
cell.size = 26,26         ;x,y size of each cell (in pixels)
cell.spacing = 3     ;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 = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,15
p2.cursor.active.anim = 170
p2.cursor.done.anim = 171
p2.cursor.blink = 1       ;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 = 9000,0     ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = .5,.5
title.offset = 329,27  ;Position of title (Arcade Mode, etc)
title.font = 5,0,0, 0,255,255       ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 8,33 ;Position to put big portrait
p1.face.scale = .5,.5
p1.face.facing = 1
p2.face.spr = 9000,1
p2.face.offset = 632,33
p2.face.scale = .5,.5
p2.face.facing = -1
;Name
p1.name.offset = 193,135;Position to put name
p1.name.font = 4,0,1, 0,255,255  ;Set to -1 for no display 
p1.name.spacing = 0,13
p2.name.offset = 448,135
p2.name.font = 4,0,-1, 0,255,255
p2.name.spacing = 0,13
;Stage select
stage.pos = 320,206
stage.active.font = 6,0,0, 0,255,255
stage.active2.font = 6,0,0, 0,255,255  ;Second font color for blinking
stage.done.font = 6,0,0, 0,255,255
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 50
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 4,0, 1, 0,255,255
p1.teammenu.selftitle.text = Select mode
p1.teammenu.enemytitle.font = 4,0, 1, 0,255,255
p1.teammenu.enemytitle.text = Select 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 = 0,15
p1.teammenu.item.font = 4,0, 1, 0,255,255
p1.teammenu.item.active.font = 4,0, 1, 0,255,255
p1.teammenu.item.active2.font = 4,0, 1, 0,255,255
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 620, 50
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 4,0, -1, 0,255,255
p2.teammenu.selftitle.text = Select mode
p2.teammenu.enemytitle.font = 4,0, -1, 0,255,255
p2.teammenu.enemytitle.text = Select 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 = 0,15
p2.teammenu.item.font = 4,0, -1, 0,255,255
p2.teammenu.item.active.font = 4,0, -1, 0,255,255
p2.teammenu.item.active2.font = 4,0, -1, 0,255,255 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Sounds

[Begin Action 160] ;P1 blue cursor
160,0, 0,0, 7
160,1, 0,0, 7
160,2, 0,0, 7
160,3, 0,0, 7
160,2, 0,0, 7
160,1, 0,0, 7

[Begin Action 161] ;P1 blue cursor
161,0, 0,0, 7
161,1, 0,0, 7
161,2, 0,0, 7
161,3, 0,0, 7
161,2, 0,0, 7
161,1, 0,0, 7

[Begin Action 170] ;P2 red cursor
170,0, 0,0, 7
170,1, 0,0, 7
170,2, 0,0, 7
170,3, 0,0, 7
170,2, 0,0, 7
170,1, 0,0, 7

[Begin Action 171] ;P2 red cursor
171,0, 0,0, 8
171,1, 0,0, 8
171,2, 0,0, 8
171,3, 0,0, 8
171,2, 0,0, 8
171,1, 0,0, 8

[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 1, , AS200D100


[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 1, , AS200D100


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

[SelectBG 0] ;Scrolling background
type  = normal
spriteno = 0, 0
start = 0, 0
mask =1

[SelectBG 1] ;Scrolling light Squares
type  = anim
actionno = 5
start = 0, 0
mask =1

[Begin Action 5]
5,0, 0,0, 3
5,1, 0,0, 3
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
5,9, 0,0, 3
5,10, 0,0, 3
5,11, 0,0, 3
5,12, 0,0, 3
5,13, 0,0, 3
5,14, 0,0, 3
5,15, 0,0, 3
5,16, 0,0, 3
5,17, 0,0, 3
5,18, 0,0, 3
5,19, 0,0, 3
5,20, 0,0, 3
5,21, 0,0, 3
5,22, 0,0, 3
5,23, 0,0, 3
5,24, 0,0, 3
5,25, 0,0, 3
5,26, 0,0, 3
5,27, 0,0, 3
5,28, 0,0, 3
5,29, 0,0, 3


[SelectBG 1];select shadow box
type  = normal
spriteno = 6, 0
start = 0, 0
trans= addalpha
alpha = 20, 150
mask =1

[SelectBG 1];roster boxs
type  = normal
spriteno = 19, 0
start = 0, 0
trans= addalpha
alpha = 200, 200
mask =1

[SelectBG 1];battle never end
type  = normal
spriteno = 8, 0
start = 0, 0
trans= addalpha
alpha = 200, 200
tile = 1,0
velocity = 1,0 
mask =1

[SelectBG 1];select you character
type  = anim
actionno = 23
start = 0, 0
mask =1

[Begin Action 23]
23,0, 0,0, 30
23,1, 0,0, 30
23,2, 0,0, 30



;-------------------------------------------------------------------
[VS Screen]
time = 1600              ;Time to show screen
fadein.time = 15
fadeout.time = 15
;Match text in arcade modes
match.text = "Match %i"   ;%i can be used for the match number
match.offset = 
match.font = 
;Big portraits
p1.spr = 9000, 1
p1.offset =  73,149
p1.facing = 1
p1.scale = .5,.5
p2.spr = 9000, 1
p2.offset = 565,149
p2.facing = -1
p2.scale = .5,.5
;Names
p1.name.offset  =  131,321
p1.name.spacing = 0,23
p1.name.font =   7,0,0, 0,255,255
p2.name.offset  = 510,321
p2.name.spacing = 0,23
p2.name.font =   7,0,0, 0,255,255


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

[VersusBG 1] ;VS black bg
type  = normal
spriteno = 0, 0
start = 0, 0
mask =1

[VersusBG 1] ;Scrolling light Squares
type  = anim
actionno = 5
start = 0, 0
mask =1

[Begin Action 5]
5,0, 0,0, 3
5,1, 0,0, 3
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
5,9, 0,0, 3
5,10, 0,0, 3
5,11, 0,0, 3
5,12, 0,0, 3
5,13, 0,0, 3
5,14, 0,0, 3
5,15, 0,0, 3
5,16, 0,0, 3
5,17, 0,0, 3
5,18, 0,0, 3
5,19, 0,0, 3
5,20, 0,0, 3
5,21, 0,0, 3
5,22, 0,0, 3
5,23, 0,0, 3
5,24, 0,0, 3
5,25, 0,0, 3
5,26, 0,0, 3
5,27, 0,0, 3
5,28, 0,0, 3
5,29, 0,0, 3

[VersusBG 1];select shadow box
type  = normal
spriteno = 14, 0
start = 0, 0
trans= addalpha
alpha = 20, 150
mask =1

[VersusBG 1]]; versus boxes
type  = normal
spriteno = 9, 0
start = 0, 0
trans= addalpha
alpha = 200, 200
mask =1

[VersusBG 1]; get ready player 1
type  = normal
spriteno = 10, 0
start = 0, 0
trans= addalpha
velocity = -1,0
tile = 1,0
alpha = 200, 200
mask =1

[VersusBG 1]; get ready player 2
type  = normal
spriteno = 11, 0
start = 0, 0
trans= addalpha
velocity = 1,0
tile = 1,0
alpha = 200, 200
mask =1

[VersusBG 1]; blue diamond
type  = anim
actionno = 12
start = 0, 0
mask =1

[Begin Action 12]
12,0, 0,0, 4, , AS200D100
12,1, 0,0, 4, , AS200D100
12,2, 0,0, 4, , AS200D100
12,3, 0,0, 4, , AS200D100
12,4, 0,0, 4, , AS200D100
12,5, 0,0, 4, , AS200D100
12,6, 0,0, 4, , AS200D100
12,7, 0,0, 4, , AS200D100
12,8, 0,0, 4, , AS200D100
12,9, 0,0, 4, , AS200D100
12,10, 0,0, 4, , AS200D100
12,11, 0,0, 4, , AS200D100
12,12, 0,0, 4, , AS200D100
12,13, 0,0, 4, , AS200D100
12,14, 0,0, 4, , AS200D100
12,15, 0,0, 4, , AS200D100
12,16, 0,0, 4, , AS200D100
12,17, 0,0, 4, , AS200D100
12,18, 0,0, 4, , AS200D100
12,19, 0,0, 4, , AS200D100
12,20, 0,0, 4, , AS200D100
12,21, 0,0, 4, , AS200D100
12,22, 0,0, 4, , AS200D100
12,23, 0,0, 4, , AS200D100
12,24, 0,0, 4, , AS200D100
12,25, 0,0, 4, , AS200D100
12,26, 0,0, 4, , AS200D100
12,27, 0,0, 4, , AS200D100
12,28, 0,0, 4, , AS200D100


[VersusBG 1]; blue diamond
type  = anim
actionno = 13
start = 0, 0
mask =1

[Begin Action 13]
13,0, 0,0, 4, , AS200D100
13,1, 0,0, 4, , AS200D100
13,2, 0,0, 4, , AS200D100
13,3, 0,0, 4, , AS200D100
13,4, 0,0, 4, , AS200D100
13,5, 0,0, 4, , AS200D100
13,6, 0,0, 4, , AS200D100
13,7, 0,0, 4, , AS200D100
13,8, 0,0, 4, , AS200D100
13,9, 0,0, 4, , AS200D100
13,10, 0,0, 4, , AS200D100
13,11, 0,0, 4, , AS200D100
13,12, 0,0, 4, , AS200D100
13,13, 0,0, 4, , AS200D100
13,14, 0,0, 4, , AS200D100
13,15, 0,0, 4, , AS200D100
13,16, 0,0, 4, , AS200D100
13,17, 0,0, 4, , AS200D100
13,18, 0,0, 4, , AS200D100
13,19, 0,0, 4, , AS200D100
13,20, 0,0, 4, , AS200D100
13,21, 0,0, 4, , AS200D100
13,22, 0,0, 4, , AS200D100
13,23, 0,0, 4, , AS200D100
13,24, 0,0, 4, , AS200D100
13,25, 0,0, 4, , AS200D100
13,26, 0,0, 4, , AS200D100
13,27, 0,0, 4, , AS200D100
13,28, 0,0, 4, , AS200D100

[VersusBG 1];blue&red vs log
type  = anim
actionno = 15
start = 0, 0
mask =1

[Begin Action 15]
15,0, 0,0, 15, , AS200D100
15,1, 0,0, 15, , AS200D100
15,2, 0,0, 15, , AS200D100
15,3, 0,0, 15, , AS200D100
15,4, 0,0, 15, , AS200D100
15,5, 0,0, 15, , AS200D100

;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1               ;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 = 0		  ;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 = "CONTINUE"
continue.font = 7,0,0, 0,255,255
continue.offset = 0,0
;Inactive and active (selected) YES/NO text
yes.text = "YES"
yes.font = 4,0,0, 0,0,255
yes.offset = -80, 60
yes.active.text = "YES"
yes.active.font = 7,0,0, 0,255,0
yes.active.offset = -80, 60
no.text = "NO"
no.font = 4,0,0, 255,0,0
no.offset = 80, 60
no.active.text = "NO"
no.active.font = 7,0,0, 0,255,0
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 = 1600                ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 67,148
p1.spr = 9000,1
p1.facing = 1
p1.scale = .5,.5
p1.name.offset = 125,320
p1.name.font = 7,0,0, 0,255,255
;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 20,370
winquote.font = 8,0,1, 0,255,255
winquote.textwrap = l    ;Word wrap

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

[VictoryBG 0] 
type  = normal
spriteno = 0,0
start = 0,0
mask =1

[VictoryBG 1]
type  = anim
actionno = 5
start = 0, 0
mask =1

[Begin Action 5]
5,0, 0,0, 3
5,1, 0,0, 3
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
5,9, 0,0, 3
5,10, 0,0, 3
5,11, 0,0, 3
5,12, 0,0, 3
5,13, 0,0, 3
5,14, 0,0, 3
5,15, 0,0, 3
5,16, 0,0, 3
5,17, 0,0, 3
5,18, 0,0, 3
5,19, 0,0, 3
5,20, 0,0, 3
5,21, 0,0, 3
5,22, 0,0, 3
5,23, 0,0, 3
5,24, 0,0, 3
5,25, 0,0, 3
5,26, 0,0, 3
5,27, 0,0, 3
5,28, 0,0, 3
5,29, 0,0, 3

[VictoryBG 2]
type  = anim
actionno = 16
start = 0, 0
mask =1

[Begin Action 16]
16,0, 0,0, 3
16,1, 0,0, 3
16,2, 0,0, 3
16,3, 0,0, 3
16,4, 0,0, 3
16,5, 0,0, 3
16,6, 0,0, 3
16,7, 0,0, 3
16,8, 0,0, 3

[VictoryBG 3]
type  = normal
spriteno = 14, 0
start = 0, 0
trans= addalpha
alpha = 20, 150
mask =1

[VictoryBG 4]
type  = normal
spriteno = 17, 0
start = 0, 0
trans= addalpha
alpha = 200, 200
mask =1

[VictoryBG 5]
type  = normal
spriteno = 18, 0
start = 0, 0
trans= addalpha
alpha = 200, 200
tile = 1,0
velocity = -1,0 
mask =1

[VictoryBG 6]
type  = anim
actionno = 12
start = 0, 0
mask =1

[Begin Action 12]
12,0, 0,0, 4, , AS200D100
12,1, 0,0, 4, , AS200D100
12,2, 0,0, 4, , AS200D100
12,3, 0,0, 4, , AS200D100
12,4, 0,0, 4, , AS200D100
12,5, 0,0, 4, , AS200D100
12,6, 0,0, 4, , AS200D100
12,7, 0,0, 4, , AS200D100
12,8, 0,0, 4, , AS200D100
12,9, 0,0, 4, , AS200D100
12,10, 0,0, 4, , AS200D100
12,11, 0,0, 4, , AS200D100
12,12, 0,0, 4, , AS200D100
12,13, 0,0, 4, , AS200D100
12,14, 0,0, 4, , AS200D100
12,15, 0,0, 4, , AS200D100
12,16, 0,0, 4, , AS200D100
12,17, 0,0, 4, , AS200D100
12,18, 0,0, 4, , AS200D100
12,19, 0,0, 4, , AS200D100
12,20, 0,0, 4, , AS200D100
12,21, 0,0, 4, , AS200D100
12,22, 0,0, 4, , AS200D100
12,23, 0,0, 4, , AS200D100
12,24, 0,0, 4, , AS200D100
12,25, 0,0, 4, , AS200D100
12,26, 0,0, 4, , AS200D100
12,27, 0,0, 4, , AS200D100
12,28, 0,0, 4, , AS200D100

;-------------------------------------------------------------------
;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 = 0               ;Set to 1 to show win screen, 0 to disable
wintext.text = "THANK YOU FOR PLAYING!"
wintext.font = 7,0,0, 0,255,255
wintext.offset = 320,480
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 = gameover.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 = "Rounds survived: %i"  ;Use %i for win counter
winstext.font = 3,0,0
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 2]
type  = anim
actionno = 20
start = 0,0
mask =1

[OptionBG 2]
type  = normal
spriteno = 21,0
start = 0,0
trans = addalpha
alpha = 20,150
mask =1

[OptionBG 2]
type  = normal
spriteno = 22,0
start = 0,0
trans = addalpha
alpha = 255,255
mask =1

[Begin Action 20]
20,0, 0,0, 3
20,1, 0,0, 3
20,2, 0,0, 3
20,3, 0,0, 3
20,4, 0,0, 3
20,5, 0,0, 3
20,6, 0,0, 3
20,7, 0,0, 3
20,8, 0,0, 3
20,9, 0,0, 3


