; 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.

; *2001.04.01 NEW* symbolizes any new parameters added for the 2001.04.01
; version of M.U.G.E.N.
; *2001.04.14 NEW* symbolizes any new parameters added for the 2001.04.14
; version of M.U.G.E.N.

; Notes about fonts:
;   - do not index fonts greater than 9 (crash)
;   - fonts indexed here do not refer to the ones in fight.def

;----------------------------
;Whole group is *2001.04.01 NEW*
[Info]
name = "Sonic Battle"          ;Name of motif
author = "Cyanide"       ;Motif author name

;----------------------------
;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) *2001.04.01 NEW*
intro.storyboard = intro.def        ;Intro storyboard definition (optional) *2001.04.01 NEW*
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
font1 = font/f-4x6.fnt    ;System fonts
font2 = font/f-6x9.fnt    ;System fonts
font3 = font/jg.fnt       ;System fonts
font4 = font/basic.fnt	  ;smaller font
;font3 = font/blah.fnt	  ;big letters?

;----------------------------
[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 CD audio, put
 ;the track number followed by ".da". For example, to play
 ;track 3 from a music CD at the title screen, use:
 ;  title.bgm = 3.da
 ;To play mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
  ;Music to play at title screen.
title.bgm = sound/title.ogg
title.bgm.loop = 1        ;Set to 0 to prevent looping *2001.04.01 NEW*
  ;Music to play at char select screen.
select.bgm = sound/title.ogg
select.bgm.loop = 1       ;*2001.04.01 NEW*
  ;Music to play at versus screen.
vs.bgm = sound/vsmusic.ogg
vs.bgm.loop = 1           ;*2001.04.01 NEW*

;-------------------------------------------------------------------
;Title screen definition
;All but last 3 parameters are *2001.04.14 NEW*
[Title Info]
menu.pos = 90,130
menu.item.font = 3,0,0
menu.item.active.font = 3,0,0
menu.item.spacing = 0, 26
; Names for each of the items in the menu. Names must be in quotes.
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "FORCE MODE"
menu.itemname.survivalcoop = "FORCE CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "LEAVE"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 22, 4
menu.window.visibleitems = 1
menu.boxcursor.visible = 0     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -48,-10,47,2
; 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]
type  = parallax
spriteno = 5, 1
start = 0, 145
width = 400, 1200
yscalestart = 100
yscaledelta = 1
tile  = 1,1
velocity = -0.5

[TitleBG 1]
type  = normal
spriteno = 5, 2
start = -160, 145
trans = sub

[TitleBG 2]
type  = normal
spriteno = 5,0
start = 0, 0
tile = 1,1
velocity = 0.3,-0.7
mask = 0

[TitleBG 3]
type  = Parallax
spriteno = 0,0
start = 0, 0
mask = 1
width = 320,320
yscalestart = 100

[TitleBG 4]
type  = anim
actionno = 5
layerno = 0 ; Front
start = 60,190
mask = 0

[begin action 5]
5,3, 0,0, 6
5,4, 0,0, 6
5,5, 0,0, 6
5,6, 0,0, 6
5,7, 0,0, 6
5,8, 0,0, 6

;-------------------------------------------------------------------
;Character select definition
[Select Info]
rows = 4
columns = 6
wrapping = 1             ;1 to let cursor wrap around
pos = 20,190              ;Position to draw to
showemptyboxes = 0        ;1 to show empty boxes
moveoveremptyboxes = 0    ;1 to allow cursor to move over empty boxes
cell.size = 18,18         ;x,y size of each cell (in pixels)
cell.spacing = 2,2          ;Space between each cell
cell.bg.spr = -1,0;150,0       ;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 = 170
p1.cursor.done.anim = 171
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,3
p1.random.move.snd = 100,0;*2001.04.01 NEW*
p2.cursor.startcell = 0,4
p2.cursor.active.anim = 160
p2.cursor.done.anim = 161
p2.cursor.blink = 1       ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,3
p2.random.move.snd = 100,0;*2001.04.01 NEW*
random.move.snd.cancel = 0;*2001.04.01 NEW* 1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0    ;*2001.04.01 NEW*
stage.done.snd = 100,1    ;*2001.04.01 NEW*
cancel.snd = 100,2
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = 270,13     ;Position of title (Arcade Mode, etc)
title.font = -1,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.offset = 0,174    ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1        ;*2001.04.01 NEW*
p2.face.offset = 320,182
p2.face.scale = 1,1
p2.face.facing = -1       ;*2001.04.01 NEW*
;Name
p1.name.offset = 160,80   ;Position to put name
p1.name.font = 4,0,0      ;Set to -1 for no display
p2.name.offset = 160,175
p2.name.font = 4,0,0


;Stage select
stage.pos = 160,237
stage.active.font = 4,1,0
stage.active2.font = 4,0,0  ;Second font color for blinking
stage.done.font = 4,1,0

;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 66
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 4,0, 1
p1.teammenu.selftitle.text = Team mode
p1.teammenu.enemytitle.font = 4,0, 0
p1.teammenu.enemytitle.text = Opponent team mode
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,3
p1.teammenu.done.snd = 100,3
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,20
p1.teammenu.item.font = 4,0, 1
p1.teammenu.item.active.font = 4,1, 1
p1.teammenu.item.active2.font = 4,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.anim = 181
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.anim = 182
p1.teammenu.value.spacing = 15,0
;p2 team
p2.teammenu.pos = 260, 66
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 4,0, 0
p2.teammenu.selftitle.text = Team mode
p2.teammenu.enemytitle.font = 4,0, 0
p2.teammenu.enemytitle.text = Opponent team mode
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,3
p2.teammenu.done.snd = 100,3
p2.teammenu.item.offset = 40,20
p2.teammenu.item.spacing = 0,20
p2.teammenu.item.font = 4,0, -1
p2.teammenu.item.active.font = 4,1, -1
p2.teammenu.item.active2.font = 4,0, -1 ;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.anim = 191
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.anim = 192
p2.teammenu.value.spacing = -15,0

[begin action 170]
170,3, 0,0, 3
170,2, 0,0, 3
170,1, 0,0, 3

[begin action 171]
171,1, 0,0, 3
171,2, 0,0, 3
171,3, 0,0, 3

[begin action 160]
160,1, 0,0, 3
160,2, 0,0, 3
160,3, 0,0, 3

[begin action 161]
161,1, 0,0, 3
161,2, 0,0, 3
161,3, 0,0, 3

[begin action 181]
181,1, 0,0, 5
181,2, 0,0, 5
181,3, 0,0, 5
181,4, 0,0, 5

[begin action 182]
182,1, 0,0, 5
182,2, 0,0, 5
182,3, 0,0, 5
182,4, 0,0, 5

[begin action 191]
181,1, 0,0, 5, H
181,2, 0,0, 5, H
181,3, 0,0, 5, H
181,4, 0,0, 5, H

[begin action 192]
182,1, 0,0, 5, H
182,2, 0,0, 5, H
182,3, 0,0, 5, H
182,4, 0,0, 5, H

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

[SelectBG 0] ;Scrolling background
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = 0.5, 0

[SelectBG 1] ;Dark box
type  = normal
spriteno = 10,2
layerno = 0
start = 0, 70
delta = 0,0
tile  = 1,0
trans = sub
;window = 85,0, 235,239
velocity = 0, 0
mask = 1

[SelectBG 2.A] ;Title background
type  = parallax
spriteno = 10,1
start = 0, 0
mask = 1
width = 320,320
yscalestart = 100

[SelectBG 2.B] ;Title background B
type  = normal
spriteno = 10,3
layerno = 0
start = -160, 12
delta = 0,0
tile  = 0,0
;trans = add
mask = 1
velocity = 0, 0

;-------------------------------------------------------------------
[VS Screen]
time = 150                ;Time to show screen
;Big portraits
p1.pos =  0,192
p1.facing = 1             ;*2001.04.01 NEW*
p1.scale = 1,1            ;*2001.04.01 NEW*
p2.pos = 320,192
p2.facing = -1            ;*2001.04.01 NEW*
p2.scale = 1,1            ;*2001.04.01 NEW*
;Names
p1.name.pos  =  78,30
p1.name.font =   4,0,0
p2.name.pos  = 241,30
p2.name.font =   4,0,0

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

[VersusBG 1] 
type  = normal
spriteno = 201,0
start = 0,0
tile  = 1,1
velocity = 0,1.5

[VersusBG 2] ;VS Screen
type  = normal
spriteno = 202,0
start = 0,50
tile  = 1,1
window = 0,50, 320,191
velocity = 5, 0

[VersusBG 4] ;VS Logo
type  = anim
actionno = 200
layerno = 1 ; Front
start = -138,200

[VersusBG 4] ;VS Logo
type  = anim
actionno = 201
layerno = 1 ; Front
start = 38,200

[Begin Action 200]
200,1, 0,0, 1
200,1, 4,0, 1
200,2, 8,0, 1
200,2, 12,0, 1
200,3, 16,0, 1
200,3, 20,0, 1
200,4, 24,0, 1
200,4, 28,0, 1
200,5, 32,0, 1
200,5, 36,0, 1
200,6, 40,0, 1
200,6, 44,0, 1
200,7, 48,0, 1
200,7, 52,0, 1
200,8, 56,0, 1
200,8, 60,0, 1
200,9, 64,0, 1
200,9, 68,0, 1
200,10, 72,0, 2
200,10, 76,0, 2
200,11, 80,0, 2
200,11, 84,0, 2
200,12, 88,0, 60
200,11, 84,0, 2
200,11, 80,0, 2
200,10, 76,0, 2
200,10, 72,0, 2
200,9, 68,0, 1
200,9, 64,0, 1
200,8, 60,0, 1
200,8, 56,0, 1
200,7, 52,0, 1
200,7, 48,0, 1
200,6, 44,0, 1
200,6, 40,0, 1
200,5, 36,0, 1
200,5, 32,0, 1
200,4, 28,0, 1
200,4, 24,0, 1
200,3, 20,0, 1
200,3, 16,0, 1
200,2, 12,0, 1
200,2, 8,0, 1
200,1, 4,0, 1
200,1, 0,0, 1
-1,0, 0,0, -1

[Begin Action 201]
200,1, 0,0, 1
200,1, -4,0, 1
200,2, -8,0, 1
200,2, -12,0, 1
200,3, -16,0, 1
200,3, -20,0, 1
200,4, -24,0, 1
200,4, -28,0, 1
200,5, -32,0, 1
200,5, -36,0, 1
200,6, -40,0, 1
200,6, -44,0, 1
200,7, -48,0, 1
200,7, -52,0, 1
200,8, -56,0, 1
200,8, -60,0, 1
200,9, -64,0, 1
200,9, -68,0, 1
200,10, -72,0, 2
200,10, -76,0, 2
200,11, -80,0, 2
200,11, -84,0, 2
200,12, -88,0, 60
200,11, -84,0, 2
200,11, -80,0, 2
200,10, -76,0, 2
200,10, -72,0, 2
200,9, -68,0, 1
200,9, -64,0, 1
200,8, -60,0, 1
200,8, -56,0, 1
200,7, -52,0, 1
200,7, -48,0, 1
200,6, -44,0, 1
200,6, -40,0, 1
200,5, -36,0, 1
200,5, -32,0, 1
200,4, -28,0, 1
200,4, -24,0, 1
200,3, -20,0, 1
200,3, -16,0, 1
200,2, -12,0, 1
200,2, -8,0, 1
200,1, -4,0, 1
200,1, 0,0, 1
-1,0, 0,0, -1

;-------------------------------------------------------------------
;Demo mode definition
;Whole group is *2001.04.01 NEW*
[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 = 3000      ;Time to display the fight before returning to title
fight.playbgm = 1         ;Set to 1 to enable in-fight BGM, 0 to disable
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
;Whole group is *2001.04.01 NEW*
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
;Whole group is *2001.04.01 NEW*
[Game Over Screen]
enabled = 0               ;Set to 1 to show game over screen, 0 to disable
storyboard =              ;Game over storyboard filename

;-------------------------------------------------------------------
;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 *2001.04.01 NEW*
wintext.text = Congratulations!
wintext.font = 4,0,0
wintext.offset = 159,70
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.
;Whole group is *2001.04.01 NEW*
[Default Ending]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
;Whole group is *2001.04.01 NEW*
[End Credits]
enabled = 1               ;Set to 1 to show credits, 0 to disable
storyboard = credits.def              ;Credits storyboard filename

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

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

[OptionBG 1]
type  = normal
spriteno = 15,2
start = 0,0
tile  = 1,1
layerno = 0
velocity = 0,0.5

[OptionBG 2]
type  = normal;Parallax
spriteno = 15,1
start = -160, 0
mask = 1
layerno = 0
tile = 0,0
trans = add1
;width = 320,320
;yscalestart = 65
velocity = 0,0

[optionBG 3]
type  = normal
spriteno = 15,3
start = -150, 8
tile  = 0,0
mask = 1
layerno = 0
velocity = 0, 0
