; 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 = "Enigma"           ;Name of motif
author = "Lithium Flower"       ;Motif author name
versiondate = 02,06,2013  ;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 storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
;fight = MBA/VP_Fight.def
fight = data/mugen1/fight.def         ;Fight definition filename


;System fonts
font1 = font/cubic.def    ;System fonts
font2 = font/Square.def       ;System fonts
font4 = font/game_over.def
font5 = font/Square2.def
font6 = font/imagine_font.def
font10 = infofont.def

; Load alternative victory quote font (font5) if language is "ja".
[ja.Files]

;----------------------------
[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 = data/Sound/BRS.mp3
title.bgm.volume = 255    ;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 = data/Sound/CiscoTown.mp3
select.bgm.volume = 100
select.bgm.loop = 1
select.bgm.loopstart =
select.bgm.loopend = 
  ;Music to play at versus screen.
vs.bgm = dsta/Sound/MissionStart.mp3
vs.bgm.volume = 100
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend = 
  ;Music to play at victory screen.
victory.bgm = dataSound/BattleResult.mp3
victory.bgm.volume = 100
victory.bgm.loop = 0
victory.bgm.loopstart =
victory.bgm.loopend = 

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 300,300
menu.item.font = 1,0,0
menu.item.active.font = 1,0,0,;0,240,240
menu.item.spacing = 150, 25
; 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 = "Versus"
menu.itemname.teamarcade = "Team Arcade"
menu.itemname.teamversus = "Team Versus"
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 = 20, 12
menu.window.visibleitems = 5
menu.boxcursor.visible = 1     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -130,-20,130,6
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,6

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


[TitleBG 0]
type  = normal
spriteno = 600,1
start = 0,0
layerno = 0
tile = 1, 1

[TitleBG 2]
type  = normal
spriteno = 2,0
start = -325, 40
mask = 1
trans = add
velocity = 0, -3
tile = 0, 1
tilespacing = 0, 30

[TitleBG 2Red]
type  = normal
spriteno = 2,1
start = 200, 40
mask = 1
trans = add
velocity = 0, 3
tile = 0, 1
tilespacing = 0, 30

[TitleBG 3]
type  = normal
spriteno = 1,1
start = -50, 40
mask = 1
trans = add

[TitleBG Glow]
type = anim
actionno = 1
;start -50, 40

[Begin Action 1]
1,2,-50,40,2,,AS100D256
1,2,-50,40,2,,AS110D256
1,2,-50,40,2,,AS120D256
1,2,-50,40,2,,AS130D256
1,2,-50,40,2,,AS140D256
1,2,-50,40,2,,AS150D256
1,2,-50,40,2,,AS160D256
1,2,-50,40,2,,AS170D256
1,2,-50,40,2,,AS180D256
1,2,-50,40,2,,AS190D256
1,2,-50,40,2,,AS200D256
1,2,-50,40,2,,AS190D256
1,2,-50,40,2,,AS180D256
1,2,-50,40,2,,AS170D256
1,2,-50,40,2,,AS160D256
1,2,-50,40,2,,AS150D256
1,2,-50,40,2,,AS140D256
1,2,-50,40,2,,AS130D256
1,2,-50,40,2,,AS120D256
1,2,-50,40,2,,AS110D256

;----------------------------
[Infobox] ;(new in MUGEN 1.0)
text.font = 2,0,1

;----------------------------
[Infobox Text] ;(new in MUGEN 1.0)
Welcome to M.U.G.E.N 1.0!
_
Lizards are Red
Golems are Blue
Gibe Moni Pls
Or I report u
;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 10
columns = 23
wrapping = 1              ;1 to let cursor wrap around
pos = 10,210             ;Position to draw to
showemptyboxes = 1       ;1 to show empty boxes
moveoveremptyboxes = 1    ;1 to allow cursor to move over empty boxes
cell.size = 25,25       ;x,y size of each cell (in pixels)
cell.spacing = 2         ;Space between each cell
cell.bg.spr = 150,0       ;Note: Don't use animation for cells
cell.random.spr = 155,1   ;Icon for random select (don't use animation)
cell.random.switchtime = 7;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.anim = 70
p1.cursor.done.anim = 72
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,3
p1.random.move.snd = 100,2
p2.cursor.startcell = 0,22
p2.cursor.active.anim = 71
p2.cursor.done.anim = 72
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 = 100,2
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,2
stage.done.snd = 100,1
cancel.snd = 100,6
portrait.spr = 9000,0     ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = .5,.5
portrait.layerno = 0
title.offset = 320,25     ;Position of title (Arcade Mode, etc)
title.font = 6,0,0,        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 10,50      ;Position to put big portrait
p1.face.scale = .5,.5
p1.face.facing = 1
p1.face.window = 0,0, 640,480
p2.face.spr = 9000,1
p2.face.offset = 629,50 
p2.face.scale = .5,.5
p2.face.facing = -1
p2.face.window = 0,0, 640,480
;Name
p1.name.offset = 140,144   ;Position to put name
p1.name.font = 2,0,4     ;Set to -1 for no display
p1.name.spacing = 0,15   ;Space between each name for players on the same team
p2.name.offset = 400,144
p2.name.font = 2,0,4
p2.name.spacing = 0,15
;Stage select
stage.pos = 310,205
stage.active.font = 5,0,0,
stage.active2.font = 5,0,  ;Second font color for blinking
stage.done.font = 5,0,
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 35, 60
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 5,0, 1
p1.teammenu.selftitle.text = "Select team mode"
p1.teammenu.enemytitle.font = 5,0, 1
p1.teammenu.enemytitle.text = "Opponent team mode"
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,30
p1.teammenu.item.font = 5,0,0,100,100,100 
p1.teammenu.item.active.font = 5,0, 0
p1.teammenu.item.active2.font = 5,0, 0 ;, 224,224,240 ;Second font color for blinking
;p1.teammenu.item.cursor.offset = -10, 0
;p1.teammenu.item.cursor.spr = 180 ; anim
p1.teammenu.value.icon.offset = 40,-10
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 40,-10
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 10,0
;p2 team
p2.teammenu.pos = 600, 60
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 5,0, -1
p2.teammenu.selftitle.text = "Select team mode"
p2.teammenu.enemytitle.font = 5,0, -1
p2.teammenu.enemytitle.text = "Opponent team mode"
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,30
p2.teammenu.item.font = 5,0,0,100,100,100 
p2.teammenu.item.active.font = 5,0,0
p2.teammenu.item.active2.font = 5,0,0,; 224,224,240 ;Second font color for blinking
;p2.teammenu.item.cursor.offset = 10, 
;p2.teammenu.item.cursor.spr = 190 ; anim
p2.teammenu.value.icon.offset = -50,-10
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -50,-10
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -10,0
; Debug screen element (can be used for testing fonts)
;sysexplod0.text =
;sysexplod0.font =

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


[SelectBG 0]
type  = normal
spriteno = 600, 1
start = 0,0
layerno = 0
tile = 1,1



;=========== Portraits ===========

;p1 side

[SelectBG Scan]
type  = anim
actionno = 401
start = -320,5
layerno = 0
trans = add

[Begin Action 401]

400,1,0,0,2,,AS90D256


[SelectBG 1]
type = anim
actionno = 500
start = -315,45
layerno = 0
;trans = add

[SelectBG 2]
type = anim
actionno = 501
start = 185,45
layerno = 0
;trans = add

[Begin Action 500]
500,0,0,0,2,,AS100D256
500,0,0,0,2,,AS160D256
500,0,0,0,2,,AS130D256
500,0,0,0,2,,AS190D256
500,0,0,0,2,,AS170D256
500,0,0,0,2,,AS150D256
500,0,0,0,2,,AS120D256
500,0,0,0,2,,AS180D256
500,0,0,0,2,,AS140D256
500,0,0,0,2,,AS110D256
500,0,0,0,2,,AS200D256
500,0,0,0,2,,AS110D256
500,0,0,0,2,,AS140D256
500,0,0,0,2,,AS180D256
500,0,0,0,2,,AS120D256
500,0,0,0,2,,AS150D256
500,0,0,0,2,,AS170D256
500,0,0,0,2,,AS190D256
500,0,0,0,2,,AS130D256
500,0,0,0,2,,AS160D256

[Begin Action 501]
500,1,0,0,2,,AS100D256
500,1,0,0,2,,AS160D256
500,1,0,0,2,,AS130D256
500,1,0,0,2,,AS190D256
500,1,0,0,2,,AS170D256
500,1,0,0,2,,AS150D256
500,1,0,0,2,,AS120D256
500,1,0,0,2,,AS180D256
500,1,0,0,2,,AS140D256
500,1,0,0,2,,AS110D256
500,1,0,0,2,,AS200D256
500,1,0,0,2,,AS110D256
500,1,0,0,2,,AS140D256
500,1,0,0,2,,AS180D256
500,1,0,0,2,,AS120D256
500,1,0,0,2,,AS150D256
500,1,0,0,2,,AS170D256
500,1,0,0,2,,AS190D256
500,1,0,0,2,,AS130D256
500,1,0,0,2,,AS160D256

[SelectBG 2]
type  = anim
actionno = 600
layerno = 0
start = -320,-100
trans = add

[Begin Action 600]
600,2,0,0,2,,AS100D256
600,2,0,0,2,,AS110D256
600,2,0,0,2,,AS120D256
600,2,0,0,2,,AS130D256
600,2,0,0,2,,AS140D256
600,2,0,0,2,,AS150D256
600,2,0,0,2,,AS160D256
600,2,0,0,2,,AS170D256
600,2,0,0,2,,AS180D256
600,2,0,0,2,,AS190D256
600,2,0,0,2,,AS200D256
600,2,0,0,2,,AS190D256
600,2,0,0,2,,AS180D256
600,2,0,0,2,,AS170D256
600,2,0,0,2,,AS160D256
600,2,0,0,2,,AS150D256
600,2,0,0,2,,AS140D256
600,2,0,0,2,,AS130D256
600,2,0,0,2,,AS120D256
600,2,0,0,2,,AS110D256

[SelectBG Slots 1]
type = normal
spriteno = 200, 1
start = -185, 135
layerno = 0
mask = 1
trans = add


[SelectBG Slots 1]
type = normal
spriteno = 200, 2
start = 73, 135
layerno = 0
mask = 1
trans = add

;=======Slots===========

[Begin Action 70]
150,2,0,0,2,,AS100D256
150,2,0,0,2,,AS110D256
150,2,0,0,2,,AS120D256
150,2,0,0,2,,AS130D256
150,2,0,0,2,,AS140D256
150,2,0,0,2,,AS150D256
150,2,0,0,2,,AS160D256
150,2,0,0,2,,AS170D256
150,2,0,0,2,,AS180D256
150,2,0,0,2,,AS190D256
150,2,0,0,2,,AS200D256
150,2,0,0,2,,AS190D256
150,2,0,0,2,,AS180D256
150,2,0,0,2,,AS170D256
150,2,0,0,2,,AS160D256
150,2,0,0,2,,AS150D256
150,2,0,0,2,,AS140D256
150,2,0,0,2,,AS130D256
150,2,0,0,2,,AS120D256
150,2,0,0,2,,AS110D256

[Begin Action 71]
150,3,0,0,2,,AS100D256
150,3,0,0,2,,AS110D256
150,3,0,0,2,,AS120D256
150,3,0,0,2,,AS130D256
150,3,0,0,2,,AS140D256
150,3,0,0,2,,AS150D256
150,3,0,0,2,,AS160D256
150,3,0,0,2,,AS170D256
150,3,0,0,2,,AS180D256
150,3,0,0,2,,AS190D256
150,3,0,0,2,,AS200D256
150,3,0,0,2,,AS190D256
150,3,0,0,2,,AS180D256
150,3,0,0,2,,AS170D256
150,3,0,0,2,,AS160D256
150,3,0,0,2,,AS150D256
150,3,0,0,2,,AS140D256
150,3,0,0,2,,AS130D256
150,3,0,0,2,,AS120D256
150,3,0,0,2,,AS110D256

[Begin Action 72]
150,4,0,0,2,,AS100D256
150,4,0,0,2,,AS110D256
150,4,0,0,2,,AS120D256
150,4,0,0,2,,AS130D256
150,4,0,0,2,,AS140D256
150,4,0,0,2,,AS150D256
150,4,0,0,2,,AS160D256
150,4,0,0,2,,AS170D256
150,4,0,0,2,,AS180D256
150,4,0,0,2,,AS190D256
150,4,0,0,2,,AS200D256
150,4,0,0,2,,AS190D256
150,4,0,0,2,,AS180D256
150,4,0,0,2,,AS170D256
150,4,0,0,2,,AS160D256
150,4,0,0,2,,AS150D256
150,4,0,0,2,,AS140D256
150,4,0,0,2,,AS130D256
150,4,0,0,2,,AS120D256
150,4,0,0,2,,AS110D256


;-------------------------------------------------------------------
[VS Screen]
time = 450                ;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 = 318, 20
match.font = 5,0,0
;Big portraits
p1.spr = 9000, 1
p1.offset =  15,55
p1.facing = 1
p1.scale = 1,1
p2.spr = 9000, 1
p2.offset = 625,55
p2.facing = -1
p2.scale = 1,1
;Names
p1.name.offset  =  20,350
p1.name.spacing = 0,25
p1.name.font =   5,1,1
p2.name.offset  = 621,350
p2.name.spacing = 0,25
p2.name.font =   5,1,-1

;-----------------------
;VS Match up screen background
[VersusBGdef]
bgclearcolor = 0,0,0 

[VersusBG 1]
type  = normal
spriteno = 600,1
layerno = 0
start = -320, 0


[VersusBG 2]
type = anim
actionno = 601
start = -310,50
layerno = 0
;trans = add


[VersusBG 3]
type = anim
actionno = 602
start = 60,50
layerno = 0
;trans = add

[Begin Action 601]
601,1,0,0,2,,AS100D256
601,1,0,0,2,,AS160D256
601,1,0,0,2,,AS130D256
601,1,0,0,2,,AS190D256
601,1,0,0,2,,AS170D256
601,1,0,0,2,,AS150D256
601,1,0,0,2,,AS120D256
601,1,0,0,2,,AS180D256
601,1,0,0,2,,AS140D256
601,1,0,0,2,,AS110D256
601,1,0,0,2,,AS200D256
601,1,0,0,2,,AS110D256
601,1,0,0,2,,AS140D256
601,1,0,0,2,,AS180D256
601,1,0,0,2,,AS120D256
601,1,0,0,2,,AS150D256
601,1,0,0,2,,AS170D256
601,1,0,0,2,,AS190D256
601,1,0,0,2,,AS130D256
601,1,0,0,2,,AS160D256

[Begin Action 602]
601,2,0,0,2,,AS100D256
601,2,0,0,2,,AS160D256
601,2,0,0,2,,AS130D256
601,2,0,0,2,,AS190D256
601,2,0,0,2,,AS170D256
601,2,0,0,2,,AS150D256
601,2,0,0,2,,AS120D256
601,2,0,0,2,,AS180D256
601,2,0,0,2,,AS140D256
601,2,0,0,2,,AS110D256
601,2,0,0,2,,AS200D256
601,2,0,0,2,,AS110D256
601,2,0,0,2,,AS140D256
601,2,0,0,2,,AS180D256
601,2,0,0,2,,AS120D256
601,2,0,0,2,,AS150D256
601,2,0,0,2,,AS170D256
601,2,0,0,2,,AS190D256
601,2,0,0,2,,AS130D256
601,2,0,0,2,,AS160D256

[VersusBG 3]
type = anim
actionno = 603
start = -100,300
layerno = 0
;trans = add

[Begin Action 603]
600,3,0,0,2,,AS100D256
600,3,0,0,2,,AS110D256
600,3,0,0,2,,AS120D256
600,3,0,0,2,,AS130D256
600,3,0,0,2,,AS140D256
600,3,0,0,2,,AS150D256
600,3,0,0,2,,AS160D256
600,3,0,0,2,,AS170D256
600,3,0,0,2,,AS180D256
600,3,0,0,2,,AS190D256
600,3,0,0,2,,AS200D256
600,3,0,0,2,,AS190D256
600,3,0,0,2,,AS180D256
600,3,0,0,2,,AS170D256
600,3,0,0,2,,AS160D256
600,3,0,0,2,,AS150D256
600,3,0,0,2,,AS140D256
600,3,0,0,2,,AS130D256
600,3,0,0,2,,AS120D256
600,3,0,0,2,,AS110D256

;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 1        ;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 = 3000      ;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 = 320,240             ;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 = 5,2,1
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 = 6,1,-1
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 = 780                ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 20, 100
p1.spr = 9000,1
p1.facing = 1
p1.scale = .5,.5
p1.window = 0,0, 640,320
p1.name.offset = 25,100
p1.name.font = 3,0,1
;Win quote text
winquote.text = "Winner" ;Default win quote text to show
winquote.offset = 40,325
winquote.font = 6,0,1
winquote.window = 21,0, 610,452
winquote.textwrap = w     ;Word wrap

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

;=====================================
[VictoryBG 1] 
type  = normal
spriteno = 600,1
layerno = 0
start = -320, 0


[VictoryBG 2] 
type  = normal
spriteno = 700,1
layerno = 0
start = -292, 300

[VictoryBG 3] 
type  = anim
actionno = 702
layerno = 0
start = -300, 100

[VictoryBG Winner] 
type = anim
actionno = 703
layerno = 0
start = -100, 20



[Begin Action 702]
700,2,0,0,2,,AS100D256
700,2,0,0,2,,AS110D256
700,2,0,0,2,,AS120D256
700,2,0,0,2,,AS130D256
700,2,0,0,2,,AS140D256
700,2,0,0,2,,AS150D256
700,2,0,0,2,,AS160D256
700,2,0,0,2,,AS170D256
700,2,0,0,2,,AS180D256
700,2,0,0,2,,AS190D256
700,2,0,0,2,,AS200D256
700,2,0,0,2,,AS190D256
700,2,0,0,2,,AS180D256
700,2,0,0,2,,AS170D256
700,2,0,0,2,,AS160D256
700,2,0,0,2,,AS150D256
700,2,0,0,2,,AS140D256
700,2,0,0,2,,AS130D256
700,2,0,0,2,,AS120D256
700,2,0,0,2,,AS110D256


[Begin Action 703]
800,3,0,0,2,,AS100D256
800,3,0,0,2,,AS160D256
800,3,0,0,2,,AS130D256
800,3,0,0,2,,AS190D256
800,3,0,0,2,,AS170D256
800,3,0,0,2,,AS150D256
800,3,0,0,2,,AS120D256
800,3,0,0,2,,AS180D256
800,3,0,0,2,,AS140D256
800,3,0,0,2,,AS110D256
800,3,0,0,2,,AS200D256
800,3,0,0,2,,AS110D256
800,3,0,0,2,,AS140D256
800,3,0,0,2,,AS180D256
800,3,0,0,2,,AS120D256
800,3,0,0,2,,AS150D256
800,3,0,0,2,,AS170D256
800,3,0,0,2,,AS190D256
800,3,0,0,2,,AS130D256
800,3,0,0,2,,AS160D256

;-------------------------------------------------------------------
;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 = "Try Again on the harder Setting"
wintext.font = 4,0,0
wintext.offset = 320,240
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 = 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 = "%i WINS"  ;Use %i for win counter
winstext.font = 4,0,0
winstext.offset = 320,200
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 = 100,2
cancel.snd = 100,6

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

[OptionBG 0]
type  = normal
spriteno = 600,1
start = 0,0
layerno = 0
tile = 1, 1

[OptionBG 2]
type  = normal
spriteno = 2,0
start = -325, 40
mask = 1
trans = add
velocity = 0, -3
tile = 0, 1
tilespacing = 0, 30

[OptionBG 2Red]
type  = normal
spriteno = 2,1
start = 200, 40
mask = 1
trans = add
velocity = 0, 3
tile = 0, 1
tilespacing = 0, 30