; Definitions of system screens

; Motif: MUGEN1
; Optimal resolution: 1280x720
; Supported languages: en, ja

; 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 = "MUGEN1"           ;Name of motif
author = "Elecbyte"       ;Motif author name
versiondate = 01,01,2011  ;Version date of motif (MM-DD-YYYY) (new in MUGEN 1.0)
mugenversion = 1.0        ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 1.0)
localcoord = 1280,720     ;Local coordinate space width and height (new in MUGEN 1.0)

;----------------------------
;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 storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
;System fonts
font1 = f-4x6.def
font2 = name14.def
font3 = enter48.def
font4 = arcade.def
font5 = mssansserif-tt36.def
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)
font6 = infofont.def

; Load alternative victory quote font (font5) if language is "ja".
[ja.Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =         ;Logo storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
;System fonts
font1 = f-4x6.def
font2 = name14.def
font3 = enter48.def
font4 = arcade.def
font5 = msgothic-tt36.def
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)
font6 = msgothic-tt36.def
font6.height = 13

;----------------------------
[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 = 
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 = 
select.bgm.volume = 
select.bgm.loop = 1
select.bgm.loopstart =
select.bgm.loopend = 
  ;Music to play at versus screen.
vs.bgm = 
vs.bgm.volume = 
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend = 
  ;Music to play at victory screen.
victory.bgm = 
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 = 640,380
menu.item.font = 4,0,0
menu.item.active.font = 4,5,0, 224,240,240
menu.item.spacing = 0, 54
; 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"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 40, 34
menu.window.visibleitems = 5
menu.boxcursor.visible = 1     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -298,-35,298,6
; 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 Background Top]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,0, 1279,334

[TitleBG Background Middle]
type  = normal
spriteno = 100,1
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,335, 1279,631

[TitleBG Background Bottom]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,632, 1279,959

[TitleBG 1]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,332, 1279,334
trans = add1

[TitleBG 2]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1
window = 0,632, 1279,634
trans = add1

[TitleBG Title Logo]
type  = normal
spriteno = 0,0
layerno = 0
start = 0,140
mask = 1

;----------------------------
[Infobox] ;(new in MUGEN 1.0)
text.font = 6,0,1

;----------------------------
[Infobox Text] ;(new in MUGEN 1.0)
Welcome to M.U.G.E.N 1.0!
_
* New to M.U.G.E.N? Read docs/mugen.html to get started.
_
* Meet the M.U.G.E.N community! Visit http://elecbyte.com/forum.
_
* To add a character, extract it into its own directory in chars/ and edit data/select.def.
* To add a stage, extract it into stages/ and edit data/select.def. Put music files inside sound/.
_
* The current motif is "mugen1". To make changes to this motif (including this text), open data/mugen1/system.def with a text editor such as Notepad.
_
* To increase then number of character slots, use the "big" motif. Change the motif line in mugen.cfg to: motif = data/big/system.def
_
* Installation instructions for motifs vary. Some require you to overwrite system files. If you do install a motif that overwrites files, you may need to change the motif line in mugen.cfg to: motif = data/system.def

;----------------------------
[ja.Infobox Text] ;(new in MUGEN 1.0)
M.U.G.E.N 1.0 をご利用いただいてありがとうございます！
_
このメッセージは、data/mugen1/system.defで編集できます。

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 4
columns = 3
wrapping = 0              ;1 to let cursor wrap around
pos = 480,128             ;Position to draw to
showemptyboxes = 1        ;1 to show empty boxes
moveoveremptyboxes = 1    ;1 to allow cursor to move over empty boxes
cell.size = 100,100       ;x,y size of each cell (in pixels)
cell.spacing = 10         ;Space between each cell
cell.bg.spr = 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 = 160
p1.cursor.done.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,0
p2.cursor.active.anim = 170
p2.cursor.done.spr = 171,0
p2.cursor.blink = 0       ;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
title.offset = 640,38     ;Position of title (Arcade Mode, etc)
title.font = 4,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 0,0      ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p1.face.window = 0,0, 739,959
p2.face.spr = 9000,1
p2.face.offset = 1279,0
p2.face.scale = 1,1
p2.face.facing = -1
p2.face.window = 540,0, 1279,959
;Name
p1.name.offset = 50,620   ;Position to put name
p1.name.font = 3,3,1      ;Set to -1 for no display
p1.name.spacing = 15,25   ;Space between each name for players on the same team
p2.name.offset = 1230,620
p2.name.font = 3,1,-1
p2.name.spacing = -15,25
;Stage select
stage.pos = 640,700
stage.active.font = 3,0,0
stage.active2.font = 3,2  ;Second font color for blinking
stage.done.font = 3,0
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 80, 130
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,3, 1
p1.teammenu.selftitle.text = "TEAM MODE"
p1.teammenu.enemytitle.font = 3,3, 1
p1.teammenu.enemytitle.text = "TEAM MODE"
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,110
p1.teammenu.item.spacing = 0,60
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,3, 1, 224,224,240 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -30, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 210,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 210,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 30,0
;p2 team
p2.teammenu.pos = 1200, 130
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,1, -1
p2.teammenu.selftitle.text = "TEAM MODE"
p2.teammenu.enemytitle.font = 3,1, -1
p2.teammenu.enemytitle.text = "TEAM MODE"
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,110
p2.teammenu.item.spacing = 0,60
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,1, -1, 224,224,240 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 30, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -210,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -210,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -30,0
; Debug screen element (can be used for testing fonts)
;sysexplod0.text =
;sysexplod0.font =

[Begin Action 160] ;P1 active cursor
160,6, 0,0, 1
160,5, 0,0, 1
160,4, 0,0, 1
160,3, 0,0, 1
160,2, 0,0, 1
160,1, 0,0, 1
160,0, 0,0, 1

[Begin Action 170] ;P2 active cursor
170,3, 0,0, 1
170,2, 0,0, 1
170,1, 0,0, 1
170,0, 0,0, 1
170,6, 0,0, 1
170,5, 0,0, 1
170,4, 0,0, 1

[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 1
180,0, 3,0, 1
180,0, 6,0, 1
180,0, 9,0, 1
180,0,12,0, 1
180,0,15,0, 1
180,0,18,0, 1
180,0,21,0, 1

[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 1
190,0,-3,0, 1
190,0,-6,0, 1
190,0,-8,0, 1
190,0,-12,0, 1
190,0,-15,0, 1
190,0,-18,0, 1
190,0,-21,0, 1

;-----------------------
;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 = -1, -1

[SelectBG 2.A] ;Title background
type  = normal
spriteno = 102,0
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = sub
velocity = -1, 0

[SelectBG 2.B] ;Title background B
type  = normal
spriteno = 102,1
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = add
velocity = -3, 0

[SelectBG 2.C] ;Title background C
type  = normal
spriteno = 102,2
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = add
velocity = -9, 0

;-------------------------------------------------------------------
[VS Screen]
time = 150                ;Time to show screen
fadein.time = 20
fadeout.time = 25
;Match text in arcade modes
match.text = "Match %i"   ;%i can be used for the match number
match.offset = 20, 709
match.font = 2,0,1
;Big portraits
p1.spr = 9000, 1
p1.offset =  60,30
p1.facing = 1
p1.scale = 1,1
p1.window = 60,30, 539,589
p2.spr = 9000, 1
p2.offset = 1220,30
p2.facing = -1
p2.scale = 1,1
p2.window = 741,30, 1220,589
;Names
p1.name.offset = 110,650  ;Position to put name
p1.name.font = 3,3,1      ;Set to -1 for no display
p1.name.spacing = 0,44    ;Space between each name for players on the same team
p2.name.offset = 1170,650
p2.name.font = 3,1,-1
p2.name.spacing = 0,44

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

[VersusBG BG] 
type  = normal
spriteno = 204,0
start = 0,0
mask = 0

[VersusBG BG for 4:3] 
type  = normal
spriteno = 100,0
start = 0,0
tile  = 1,1
velocity = 0,0
window = 0,720, 1279,959

[VersusBG P1 Box 1]
type = anim
actionno = 203
layerno = 1 ; Front
start = -110,30
velocity = .1,0

[VersusBG P1 Box 2]
type = anim
actionno = 204
layerno = 1 ; Front
start = -110,30
velocity = .1,0

[VersusBG P1 Box 3]
type = anim
actionno = 205
layerno = 1 ; Front
start = -590,590
velocity = .1,0

[VersusBG P1 Box 4]
type = anim
actionno = 206
layerno = 1 ; Front
start = -590,590
velocity = .1,0

[VersusBG P2 Box 1]
type = anim
actionno = 207
layerno = 1 ; Front
start = 95,30
velocity = .1,0

[VersusBG P2 Box 2]
type = anim
actionno = 208
layerno = 1 ; Front
start = 95,30
velocity = .1,0

[VersusBG P2 Box 3]
type = anim
actionno = 209
layerno = 1 ; Front
start = 575,590
velocity = .1,0

[VersusBG P2 Box 4]
type = anim
actionno = 210
layerno = 1 ; Front
start = 575,590
velocity = .1,0

[VersusBG 4] ;VS Logo Shadow
type  = anim
actionno = 201
layerno = 1 ; Front
start = -18,300
velocity = .25,0

[VersusBG 5] ;VS Logo
type  = anim
actionno = 200
layerno = 1 ; Front
start = 0,300

[VersusBG 6] ;Next Match
type  = anim
actionno = 202
layerno = 1 ; Front
start = 18,38
velocity = -.25,0

[Begin Action 200]
200,0, 0,0, -1

[Begin Action 201]
201,0,-70,0, 1, , S
201,0,-60,0, 1, , S
201,0,-50,0, 1, , S
201,0,-40,0, 1, , S
201,0,-30,0, 1, , S
201,0,-20,0, 1, , S
201,0,-13,0, 1, , S
201,0, -8,0, 1, , S
201,0, -5,0, 1, , S
201,0, -2,0, 1, , S
201,0, -1,0, 1, , S
201,0, 0,0, -1, , S

[Begin Action 202]
202,0,70,0, 1
202,0,60,0, 1
202,0,50,0, 1
202,0,40,0, 1
202,0,30,0, 1
202,0,20,0, 1
202,0,13,0, 1
202,0, 8,0, 1
202,0, 5,0, 1
202,0, 2,0, 1
202,0, 1,0, 1
202,0, 0,0,-1

[Begin Action 203]
203,0, 0,0, -1, H, S

[Begin Action 204]
203,1, 0,0, -1, H, S

[Begin Action 205]
203,0, 0,0, -1, V, A

[Begin Action 206]
203,1, 0,0, -1, V, A

[Begin Action 207]
203,0, 0,0, -1, , S

[Begin Action 208]
203,1, 0,0, -1, , S

[Begin Action 209]
203,0, 0,0, -1, HV, A

[Begin Action 210]
203,1, 0,0, -1, HV, A

;-------------------------------------------------------------------
;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 = 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 = 640,240             ;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 = 1,0,0
continue.offset = 0,0
;Inactive and active (selected) YES/NO text
yes.text = "YES"
yes.font = 1,0,0, 128,128,128
yes.offset = -80, 60
yes.active.text = "YES"
yes.active.font = 1,3,0
yes.active.offset = -80, 60
no.text = "NO"
no.font = 1,0,0, 128,128,128
no.offset = 80, 60
no.active.text = "NO"
no.active.font = 1,3,0
no.active.offset = 80, 60

;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 0               ;Set to 1 to show game over screen, 0 to disable
storyboard =              ;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 = 300                ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 400,-40
p1.spr = 9000,2
p1.facing = 1
p1.scale = 1,1
p1.window = 0,0, 1279,500
p1.name.offset = 40,570
p1.name.font = 3,3,1
;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 40,615
winquote.font = 5,0,1
winquote.window = 38,521, 1241,708
winquote.textwrap = w     ;Word wrap

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

[VictoryBG 1] 
type  = normal
spriteno = 100,0
start = 0,0
tile  = 1,1
velocity = 0,1.5
window = 0,501, 1279,959

[VictoryBG 2]
type  = normal
spriteno = 100,1
start = 0,0
tile  = 1,1
window = 0,0, 1279,500
velocity = 0,1.5

[VictoryBG 3]
type  = normal
spriteno = 100,1
start = 0,0
tile  = 1,1
window = 25,520, 1254,709
velocity = 0,1.5

;-------------------------------------------------------------------
;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 = "Congratulations!"
wintext.font = 3,0,0
wintext.offset = 640,240
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 = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;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 = 640,240
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 1]
type  = normal
spriteno = 100,0
start = 0,0
tile  = 1,1
velocity = -1, -1

