; 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 = micamenufont.def
font2 = micamenufont2.def
font3 = MICALETTERS.def 
font4 = square_sans_serif_7.def           ;System fonts
font5 = micamenufont3.def
font6 = imagine_font.def
font7 = blocked3.def
font8 = square_sans_serif_71.def
font9 = FORCED SQUARE.def
font10 = micamenufont4.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 = 40
fadeout.time = 40
menu.pos = 320,330
menu.item.font = 3,0,0
menu.item.active.font = 3,0,0
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 BATTLE MODE"
menu.itemname.survival = "SURVIVAL MODE"
menu.itemname.survivalcoop = "SURVIVAL TEAM MODE"
menu.itemname.training = "TRAINING MODE"
menu.itemname.watch = "WATCH MODE"
menu.itemname.options = "OPTION MODE"
menu.itemname.exit = "SHUTDOWN MODE"
; 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 star
type  = anim
actionno = 1
start = 0, 0
mask =1

[TitleBG 2];ripple 
type  = anim
actionno = 40
start = 0, 0
mask =1

[TitleBG 3];ripple 
type  = anim
actionno = 41
start = 0, 474
mask =1

[TitleBG 4];MICA logo
type  = anim
actionno = 42
start = 0, 0
mask =1

[TitleBG 5];MICA logo shadow
type  = normal
spriteno = 2, 0
start = 0, 0
mask =1

[TitleBG 6];shadow box
type  = normal
spriteno = 3, 0
start = 0, 0
trans= sub
mask =1

[TitleBG 7];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, , A
1,1, 0,0, 2, , A
1,2, 0,0, 2, , A
1,3, 0,0, 2, , A
1,4, 0,0, 2, , A
1,5, 0,0, 2, , A
1,6, 0,0, 2, , A
1,7, 0,0, 2, , A
1,8, 0,0, 2, , A
1,9, 0,0, 2, , A

[Begin Action 40]
40,0, 0,0, 5, , AS180D180
40,1, 0,0, 5, , AS180D180
40,2, 0,0, 5, , AS180D180
40,3, 0,0, 5, , AS180D180
40,4, 0,0, 5, , AS180D180
40,5, 0,0, 5, , AS180D180
40,6, 0,0, 5, , AS180D180
40,7, 0,0, 5, , AS180D180
40,8, 0,0, 5, , AS180D180
40,9, 0,0, 5, , AS180D180
40,10, 0,0, 5, , AS180D180
40,11, 0,0, 5, , AS180D180
40,12, 0,0, 5, , AS180D180
40,13, 0,0, 5, , AS180D180
40,14, 0,0, 5, , AS180D180
40,15, 0,0, 5, , AS180D180
40,16, 0,0, 5, , AS180D180
40,17, 0,0, 5, , AS180D180
40,18, 0,0, 5, , AS180D180
40,19, 0,0, 5, , AS180D180
40,20, 0,0, 5, , AS180D180
40,21, 0,0, 5, , AS180D180
40,22, 0,0, 5, , AS180D180

[Begin Action 41]
40,0, 0,0, 5, HV, AS180D180
40,1, 0,0, 5, HV, AS180D180
40,2, 0,0, 5, HV, AS180D180
40,3, 0,0, 5, HV, AS180D180
40,4, 0,0, 5, HV, AS180D180
40,5, 0,0, 5, HV, AS180D180
40,6, 0,0, 5, HV, AS180D180
40,7, 0,0, 5, HV, AS180D180
40,8, 0,0, 5, HV, AS180D180
40,9, 0,0, 5, HV, AS180D180
40,10, 0,0, 5, HV, AS180D180
40,11, 0,0, 5, HV, AS180D180
40,12, 0,0, 5, HV, AS180D180
40,13, 0,0, 5, HV, AS180D180
40,14, 0,0, 5, HV, AS180D180
40,15, 0,0, 5, HV, AS180D180
40,16, 0,0, 5, HV, AS180D180
40,17, 0,0, 5, HV, AS180D180
40,18, 0,0, 5, HV, AS180D180
40,19, 0,0, 5, HV, AS180D180
40,20, 0,0, 5, HV, AS180D180
40,21, 0,0, 5, HV, AS180D180
40,22, 0,0, 5, HV, AS180D180

[Begin Action 42]
42,0, 0,0, 1, , AS90D90

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 40
fadeout.time = 40
; *** 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 = 34
columns = 52
wrapping = 1            ;1 to let cursor wrap around
pos = 11,42
showemptyboxes = 0        ;1 to show empty boxes
moveoveremptyboxes = 0    ;1 to allow cursor to move over empty boxes
cell.size = 5,5       ;x,y size of each cell (in pixels)
cell.spacing = 7 ;Space between each cell
cell.bg.spr = 90,3      ;Note: Don't use animation for cells
cell.random.spr = 95,0   ;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 = 91
p1.cursor.done.anim = 93
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,51
p2.cursor.active.anim = 92
p2.cursor.done.anim = 94
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 = .1,.1
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 10,153 ;Position to put big portrait
p1.face.scale = .5,.5
p1.face.facing = 1
p2.face.spr = 9000,1
p2.face.offset = 628,153
p2.face.scale = .5,.5
p2.face.facing = -1
;Name
p1.name.offset = 142,227
p1.name.font = 4,0,1, 0,255,255  ;Set to -1 for no display 
p1.name.spacing = 0,21
p2.name.offset = 494,227
p2.name.font = 4,0,-1, 0,255,255
p2.name.spacing = 0,21
;Stage select
stage.pos = 145,471
stage.active.font = 6,0,1, 255,0,255
stage.active2.font = 6,0,1, 255,0,255 ;Second font color for blinking
stage.done.font = 6,0,1, 0,255,255 
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 23, 209
p1.teammenu.bg.spr = 193,0
p1.teammenu.selftitle.font = 
p1.teammenu.selftitle.text = 
p1.teammenu.enemytitle.font =
p1.teammenu.enemytitle.text = 
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,19
p1.teammenu.item.spacing = 0,19
p1.teammenu.item.font = 2,0,1
p1.teammenu.item.active.font = 1,0,1
p1.teammenu.item.active2.font = 1,0,1
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,-4
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,-4
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 616, 210
p2.teammenu.bg.spr = 194,0
p2.teammenu.selftitle.font =  
p2.teammenu.selftitle.text = 
p2.teammenu.enemytitle.font =  
p2.teammenu.enemytitle.text = 
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = -0,19
p2.teammenu.item.spacing = 0,19
p2.teammenu.item.font = 10,0,1
p2.teammenu.item.active.font =  5,0,1
p2.teammenu.item.active2.font =  5,0,1
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,-4
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,-4
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Sounds

[Begin Action 91] ;P1 blue cursor
91,0, 0,0, 6, , AS170D160
91,1, 0,0, 6, , AS160D150
91,2, 0,0, 6, , AS150D140


[Begin Action 93] ;P1 blue cursor done
93,0, 0,0, 6, , AS170D160
93,1, 0,0, 6, , AS160D150
93,2, 0,0, 6, , AS150D140
93,1, 0,0, 6, , AS160D150

[Begin Action 92] ;P2 red cursor
92,0, 0,0, 6, , AS170D160
92,1, 0,0, 6, , AS160D150
92,2, 0,0, 6, , AS150D140

[Begin Action 94] ;P2 red cursor done
94,0, 0,0, 6, , AS170D160
94,1, 0,0, 6, , AS160D150
94,2, 0,0, 6, , AS150D140
94,1, 0,0, 6, , AS160D150

[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 5, , AS200D100
180,1, 0,0, 5, , AS200D100
180,2, 0,0, 5, , AS200D100
180,1, 0,0, 5, , AS200D100

[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 5, , AS200D100
190,1, 0,0, 5, , AS200D100
190,2, 0,0, 5, , AS200D100
190,1, 0,0, 5, , AS200D100
;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data

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

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

[SelectBG 1];select shadow box
type  = normal
spriteno = 0, 0
start = 0, 0
trans= addalpha
alpha = 120, 120
mask =1

[SelectBG 1];roster boxs 1
type  = normal
spriteno = 2060, 0
start = 0, 0
mask =1

[SelectBG 1];roster boxs 2
type  = normal
spriteno = 2060, 1
start = 0, -3
mask =1

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

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

[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 = 40
fadeout.time = 40
;Big portraits
p1.spr = 9000, 1
p1.offset =  78,167
p1.facing = 1
p1.scale = .5,.5
p2.spr = 9000, 1
p2.offset = 558,167
p2.facing = -1
p2.scale = .5,.5
;Names
p1.name.offset  =  140,325
p1.name.spacing = 0,13
p1.name.font =   7,0,0, 0,255,255
p2.name.offset  = 500,325
p2.name.spacing = 0,13
p2.name.font =   7,0,0, 0,255,255

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

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

[VersusBG 1] ;Scrolling light Squares
type  = anim
actionno = 52
start = 0, 0
mask =1

[VersusBG 2] ;Scrolling light Squares
type  = anim
actionno = 53
start = 0, 0
mask =1

[VersusBG 3];select shadow box
type  = normal
spriteno = 54, 0
start = 0, 0
trans= addalpha
alpha = 90, 90
mask =1

[VersusBG 4];select shadow box
type  = normal
spriteno = 55, 0
start = 0, 0
mask =1

[VersusBG 5]; get ready player 1
type  = normal
spriteno = 56, 0
start = 0, 0
velocity = -1,0
tile = 1,0
tilespacing = -25
mask =1

[VersusBG 6]; get ready player 2
type  = normal
spriteno = 57, 0
start = 0, 0
velocity = 1,0
tile = 1,0
tilespacing = -30
mask =1

[VersusBG 7]; get ready player 2
type  = normal
spriteno = 58, 0
start = 0, 0
layerno = 1
mask =1

[VersusBG 8];ripple 
type  = anim
actionno = 40
start = 0, 401
mask =1

[VersusBG 9];ripple 
type  = anim
actionno = 41
start = 0, 78
mask =1

[VersusBG 10] ;Scrolling light Squares
type  = anim
actionno = 59
start = 0, 0
mask =1

[Begin Action 41]
40,0, 0,0, 5, HV, AS180D180
40,1, 0,0, 5, HV, AS180D180
40,2, 0,0, 5, HV, AS180D180
40,3, 0,0, 5, HV, AS180D180
40,4, 0,0, 5, HV, AS180D180
40,5, 0,0, 5, HV, AS180D180
40,6, 0,0, 5, HV, AS180D180
40,7, 0,0, 5, HV, AS180D180
40,8, 0,0, 5, HV, AS180D180
40,9, 0,0, 5, HV, AS180D180
40,10, 0,0, 5, HV, AS180D180
40,11, 0,0, 5, HV, AS180D180
40,12, 0,0, 5, HV, AS180D180
40,13, 0,0, 5, HV, AS180D180
40,14, 0,0, 5, HV, AS180D180
40,15, 0,0, 5, HV, AS180D180
40,16, 0,0, 5, HV, AS180D180
40,17, 0,0, 5, HV, AS180D180
40,18, 0,0, 5, HV, AS180D180
40,19, 0,0, 5, HV, AS180D180
40,20, 0,0, 5, HV, AS180D180
40,21, 0,0, 5, HV, AS180D180
40,22, 0,0, 5, HV, AS180D180

[Begin Action 40]
40,0, 0,0, 5, , AS180D180
40,1, 0,0, 5, , AS180D180
40,2, 0,0, 5, , AS180D180
40,3, 0,0, 5, , AS180D180
40,4, 0,0, 5, , AS180D180
40,5, 0,0, 5, , AS180D180
40,6, 0,0, 5, , AS180D180
40,7, 0,0, 5, , AS180D180
40,8, 0,0, 5, , AS180D180
40,9, 0,0, 5, , AS180D180
40,10, 0,0, 5, , AS180D180
40,11, 0,0, 5, , AS180D180
40,12, 0,0, 5, , AS180D180
40,13, 0,0, 5, , AS180D180
40,14, 0,0, 5, , AS180D180
40,15, 0,0, 5, , AS180D180
40,16, 0,0, 5, , AS180D180
40,17, 0,0, 5, , AS180D180
40,18, 0,0, 5, , AS180D180
40,19, 0,0, 5, , AS180D180
40,20, 0,0, 5, , AS180D180
40,21, 0,0, 5, , AS180D180
40,22, 0,0, 5, , AS180D180

[Begin Action 52]
52,0, 0,0, 2
52,1, 0,0, 2
52,2, 0,0, 2
52,3, 0,0, 2
52,4, 0,0, 2
52,5, 0,0, 2
52,6, 0,0, 2
52,7, 0,0, 2
52,8, 0,0, 2
52,9, 0,0, 2
52,10, 0,0, 2
52,11, 0,0, 2
52,12, 0,0, 2
52,13, 0,0, 2
52,14, 0,0, 2
52,15, 0,0, 2
52,16, 0,0, 2
52,17, 0,0, 2
52,18, 0,0, 2

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

[Begin Action 59]
59,0, 0,0, 4
59,1, 0,0, 4
59,2, 0,0, 4
59,3, 0,0, 4
59,4, 0,0, 4
59,5, 0,0, 4
59,6, 0,0, 4
59,7, 0,0, 4
59,8, 0,0, 4
59,9, 0,0, 4
59,10, 0,0, 4
59,11, 0,0, 4


;-------------------------------------------------------------------
;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 = 13600      ;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 = "C"
continue.font = 1,0,0
continue.offset = 0,0
;Inactive and active (selected) YES/NO text
yes.text = "YES"
yes.font = 7,0,0
yes.offset = -80, 60
yes.active.text = "Y"
yes.active.font = 8,0,0
yes.active.offset = -80, 60
no.text = "NO"
no.font = 9,0,0
no.offset = 80, 60
no.active.text = "N"
no.active.font = 0,0,0
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 = 20
fadeout.time = 20
;Winner's portrait and name
p1.offset = 262,144
p1.spr = 9000,1
p1.facing = 1
p1.scale = .5,.5
p1.name.offset = 320,344
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 = 52
start = 0, 0
mask =1

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

[VictoryBG 3] 
type  = normal
spriteno = 61, 0
start = 0, 0
trans= addalpha
alpha = 90, 90
mask =1

[VictoryBG 4]
type  = anim
actionno = 12
start = 0, 0
mask =1

[VictoryBG 5]
type  = normal
spriteno = 17, 0
start = 0, 0
mask =1

[VictoryBG 6]
type  = normal
spriteno = 18, 0
start = 0, 0
tile = 1,0
velocity = -1,0 
mask =1

[VictoryBG 7]
type  = anim
actionno = 60
start = 0, 0
mask =1

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

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

[Begin Action 60]
60,0, 0,0, 4
60,1, 0,0, 4
60,2, 0,0, 4
60,3, 0,0, 4
60,4, 0,0, 4
60,5, 0,0, 4
60,6, 0,0, 4
60,7, 0,0, 4
60,8, 0,0, 4
60,9, 0,0, 4
60,10, 0,0, 4
60,11, 0,0, 4

;-------------------------------------------------------------------
;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 = 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 = 0
winstext.text = "Rounds survived: %i"  ;Use %i for win counter
winstext.font = 3,0,0
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 = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

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

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

[OptionBG 1]
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 3]
type  = normal
spriteno = 22,0
start = 0,0
mask =1

[OptionBG 4]
type  = anim
actionno = 43
start = 0,0
layerno =1
mask =1

[OptionBG 5]
type  = anim
actionno = 44
start = 0,4
layerno =1
mask =1

[OptionBG 6]
type  = anim
actionno = 45
start = -1,0
mask =1

[OptionBG 7]
type  = anim
actionno = 46
start = 0,0
mask =1

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

[Begin Action 43]
43,0, 0,0, 3
43,1, 0,0, 3
43,2, 0,0, 3
43,3, 0,0, 3
43,4, 0,0, 3
43,5, 0,0, 3
43,6, 0,0, 3
43,7, 0,0, 3
43,8, 0,0, 3
43,9, 0,0, 3
43,10, 0,0, 3
43,11, 0,0, 3
43,12, 0,0, 3
43,13, 0,0, 3
43,14, 0,0, 3
43,15, 0,0, 3
43,16, 0,0, 3
43,17, 0,0, 3
43,18, 0,0, 3
43,19, 0,0, 3
43,20, 0,0, 3
43,21, 0,0, 3
43,22, 0,0, 3
43,23, 0,0, 3
43,24, 0,0, 3
43,25, 0,0, 3
43,26, 0,0, 3
43,27, 0,0, 3
43,28, 0,0, 3
43,29, 0,0, 3
43,30, 0,0, 3
43,31, 0,0, 3
43,32, 0,0, 3
43,33, 0,0, 3
43,34, 0,0, 3

[Begin Action 44]

44,34, 0,0, 3
44,33, 0,0, 3
44,32, 0,0, 3
44,31, 0,0, 3
44,30, 0,0, 3
44,29, 0,0, 3
44,28, 0,0, 3
44,27, 0,0, 3
44,26, 0,0, 3
44,25, 0,0, 3
44,24, 0,0, 3
44,23, 0,0, 3
44,22, 0,0, 3
44,21, 0,0, 3
44,20, 0,0, 3
44,19, 0,0, 3
44,18, 0,0, 3
44,17, 0,0, 3
44,16, 0,0, 3
44,15, 0,0, 3
44,14, 0,0, 3
44,13, 0,0, 3
44,12, 0,0, 3
44,11, 0,0, 3
44,10, 0,0, 3
44,9, 0,0, 3
44,8, 0,0, 3
44,7, 0,0, 3
44,6, 0,0, 3
44,5, 0,0, 3
44,4, 0,0, 3
44,3, 0,0, 3
44,2, 0,0, 3
44,1, 0,0, 3
44,0, 0,0, 3

[Begin Action 45]
45,0, 0,0, 5, , AS170D170
45,1, 0,0, 5, , AS170D170
45,2, 0,0, 5, , AS170D170
45,3, 0,0, 5, , AS170D170
45,4, 0,0, 5, , AS170D170
45,5, 0,0, 5, , AS170D170
45,6, 0,0, 5, , AS170D170
45,7, 0,0, 5, , AS170D170
45,8, 0,0, 5, , AS170D170
45,9, 0,0, 5, , AS170D170
45,10, 0,0, 5, , AS170D170
45,11, 0,0, 5, , AS170D170
45,12, 0,0, 5, , AS170D170
45,13, 0,0, 5, , AS170D170
45,14, 0,0, 5, , AS170D170
45,15, 0,0, 5, , AS170D170
45,16, 0,0, 5, , AS170D170

[Begin Action 46]
45,16, 0,0, 5, H, AS170D170
45,15, 0,0, 5, H, AS170D170
45,14, 0,0, 5, H, AS170D170
45,13, 0,0, 5, H, AS170D170
45,12, 0,0, 5, H, AS170D170
45,11, 0,0, 5, H, AS170D170
45,10, 0,0, 5, H, AS170D170
45,9, 0,0, 5, H, AS170D170
45,8, 0,0, 5, H, AS170D170
45,7, 0,0, 5, H, AS170D170
45,6, 0,0, 5, H, AS170D170
45,5, 0,0, 5, H, AS170D170
45,4, 0,0, 5, H, AS170D170
45,3, 0,0, 5, H, AS170D170
45,2, 0,0, 5, H, AS170D170
45,1, 0,0, 5, H, AS170D170
45,0, 0,0, 5, H, AS170D170