; mugen10401\data\cvs2\system.def


; Definitions of system screens

; *2000.07.31 NEW* symbolizes any new parameters added for the 2000.07.31
; version of M.U.G.E.N.

; Notes about fonts:                        
;   - do not index fonts greater than 9 (crash)
;   - fonts in system.def currently ignore the alignment argument
;     (the 3rd one, which is 0 for center, 1 for left-align and -1
;     for right-align). This may be fixed later.
;   - fonts indexed here do not refer to the ones in fight.def

;----------------------------
;Whole group is *2001.04.01 NEW*
[Info]
name = "CvS2 wannabe"    ;Name of motif      
author = "Drachir"       ;Motif author name
localcoord = 640,480 
;Edit by Mayar
;----------------------------
;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/mysys/, then Mugen will first look
;    for ~/mugen/data/mysys/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
fight = fight.def   ;Fight definition filename
select = select.def ;Character and stage selection list

;logo.storyboard = logo.def       ;Logo storyboard definition (optional) *2001.04.01 NEW*
intro.storyboard = intro.def        ;Intro storyboard definition (optional) *2001.04.01 NEW*

font1 = f-6x9.fnt ;System fonts
font2 = f-6x9.fnt ;System fonts
font3 = jg.fnt    ;System fonts   
font4 = qoh_big.fnt
;font5 = qoh_sm~1.fnt
font5 = menu.fnt
font6 = test.fnt 
font7 = menu2.fnt
font8 = menu3.fnt
font9 = menu4.fnt


;----------------------------
[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.ogg
  ;Music to play at title screen.
title.bgm = sound/title.ogg
title.bgm.loop = 1        
  ;Music to play at char select screen.
select.bgm = sound/select.ogg
select.bgm.loop = 1
  ;Music to play at versus screen.
vs.bgm = sound/vs.ogg
vs.bgm.loop = 1           
  ;Music Victory
Win.bgm = sound/title.ogg
win.bgm.loop = 1

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
menu.item.spacing = 0,0

menu.pos = 300,460
menu.item.font             = 0
menu.item.active.font      = 6
menu.itemname.arcade       = "a"
menu.itemname.versus       = "b"
menu.itemname.teamarcade   = 
menu.itemname.teamversus   = 
menu.itemname.teamcoop     =
menu.itemname.training     = "c" 
menu.itemname.survival     = 
menu.itemname.survivalcoop = 
menu.itemname.watch        = 
menu.boxcursor.visible     = 0
menu.window.margins.y      = 640,480 ;15,10
menu.window.visibleitems   = 5

;fadein.time                =25
;fadeout.time               =25

menu.item.spacing          =
menu.itemname.options      = "d"
menu.itemname.exit         = "e"
menu.boxcursor.coords      = -45,-11,45,1


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


[TitleBG 1] ;Flames BG - test
type  = normal
layerno = 0
spriteno = 111,17
tile = 0,1
start = -160,0
velocity = 0,-2


[TitleBG 0] ;Fire - test
type  = normal
layerno = 0
spriteno = 111,13
start = -160,-80
tile  = 1,1
trans = add
velocity = 0.25,-1.25

[TitleBG 0] ;Fire - test - Smaller Flames
type  = normal
layerno = 0
spriteno = 111,13
start = -160,0
tile  = 1,1
velocity = -0.42,-2.10
trans = add

[TitleBG flames] ; extra Flames
type  = normal
spriteno = 111,13
trans = add
start = -160,-160
tile = 1,1
velocity = 0,-2.45


[TitleBG flames] ; rising cinders 1
type  = normal
spriteno = 111,15
trans = add
start = -180,0
tile = 0,1
velocity = 0,-2.0

[TitleBG flames] ; rising cinders 2
type  = normal
spriteno = 111,15
trans = add
start = 110,0
tile = 0,1
velocity = 0,-2.0

[TitleBG 0] ;Flames BG - Burst into Flames
type  = normal
layerno = 0
spriteno = 111,18
start = -160, 0
;tile = 1,0
mask = 1
velocity = 0,-5.0


[TitleBG 1] ;Subtract Yellow - test
type  = normal
layerno = 0
spriteno = 111,1
start = 0,0
tile  = 1,0
velocity = -2, 0
trans = sub

[TitleBG 1] 
type  = normal ; menu panel
layerno = 0
spriteno = 886,2
start = -160,0
trans = sub

;[TitleBG 1]
;type  = normal ; logo bg (black, anti-alias)
;spriteno = 886, 1
;start = -160, 20
;trans = sub
;mask = 1

[TitleBG 1]
type  = normal ; logo
spriteno = 886, 0
start = -160, 5
mask = 1


[TitleBG 1]
type  = normal 
spriteno = 886, 10
start = 0,0
mask = 1

[TitleBG 1]
type  = normal 
spriteno = 886, 11
start = 0,0
mask = 1

[TitleBG 1]
type  = normal ; backl
spriteno = 100, 2
start = -160, 5
tile = 0,1
velocity = 0,-1;-2.45
trans = add
mask = 1

[TitleBG 1] 
type  = normal ; menu panel
spriteno = 100,3
start = -160,0
trans = sub


;============== Screen Transitions ================


[TitleBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-20
trans = sub
tile = 1,0


;-------------------------------------------------------------------
;Character select definition
[Select Info]
rows = 22
columns = 22
wrapping = 1              ;1 to let cursor wrap around
pos = 12,232            ;Position to draw to
showemptyboxes = 0        ;*2000.07.31 NEW*
moveoveremptyboxes = 0    ;*2000.07.31 NEW*

;------ Cell Data -------

cell.size = 24,50       ;x,y size of each cell (in pixels)
cell.spacing = 4         ;space between each cell
cell.bg.spr = 8150,0       ;Note: Don't use animation for cells
cell.random.spr = 180,0   ;*2000.07.31 NEW* Icon for random select (don't use animation)
cell.random.switchtime = 4;*2000.07.31 NEW* Time to wait before changing to another random portrait

;-------- P1 Cursor ---------

p1.cursor.startcell = 1,0
p1.cursor.active.anim = 160,0
p1.cursor.done.anim = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0;*2001.04.01 NEW*

;-------- P2 Cursor ---------

p2.cursor.startcell = 1,21
p2.cursor.active.anim = 170,0
p2.cursor.done.anim = 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;*2001.04.01 NEW*

;-------- Misc Cursor Sounds --------

cancel.snd = 100,2
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*

;--------- Portrait Scale and Offset -------

portrait.offset = 8000,0
portrait.scale = 1, 1

;-------- Game Mode Title ---------  

title.offset = 500,500     ;Position of title (Arcade Mode, etc)
title.font = -1;5,0,-1   ;Font of title (-1 for none)

;------- Big portraits --------   
portrait.offset = 1,1
p1.face.offset = 15,78      ;Position to put big portrait
p1.face.scale = .5,.5
p1.face.facing = 1        ;*2001.04.01 NEW*

p2.face.offset = 628,78
p2.face.facing = -1       ;*2001.04.01 NEW*
p2.face.scale = .5,.5

;---------- Name -----------

p1.name.offset = 28,212     ;Position to put name
p1.name.font = 8,0,1      ;Set to -1 for no display
p2.name.offset = 612,212
p2.name.font = 8,0,-1

;-------- Stage select ---------

stage.pos = 318,477
stage.active.font = 8,0,0
stage.active2.font = 8,0,0  ;Second font color for blinking
stage.done.font = 8,0,0

;~~~~~~~~~~~~~~~~~ TEAM MENU ~~~~~~~~~~~~~~~~~~~

;----- P1 team menu data ------

teammenu.move.wrapping = 1
p1.teammenu.pos = 56, 135
;p1.teammenu.bg.spr =

p1.teammenu.selftitle.font = 4,0, 1
p1.teammenu.selftitle.text = Team mode
p1.teammenu.enemytitle.font = 4,0, 1
p1.teammenu.enemytitle.text =  CPU Team

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 = 0,12
p1.teammenu.item.font = 5,0, 1
p1.teammenu.item.active.font = 5,0,1 ;3,3,1
p1.teammenu.item.active2.font = 5,0,1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 183

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 menu data ------

p2.teammenu.pos = 582, 135
;p2.teammenu.bg.spr =

p2.teammenu.selftitle.font = 4,0, -1
p2.teammenu.selftitle.text = Team Mode
p2.teammenu.enemytitle.font = 4,0, -1
p2.teammenu.enemytitle.text = CPU Team

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 = 0,12
p2.teammenu.item.font = 5,0, -1
p2.teammenu.item.active.font = 5,0, -1 ;3,1, -1
p2.teammenu.item.active2.font = 5,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 184

p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 181,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 182,0
p2.teammenu.value.spacing = 6,0

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


[begin action 161]
171,0,0,0,1, ,

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


[begin action 171]
161,0,0,0,1, ,

[begin action 183]
183,0,0,0,1, ,A
183,0,0,0,1, ,A
183,1,0,0,1, ,
183,1,0,0,1, ,

[begin action 184]
184,0,0,0,1, ,A1;original
184,0,0,0,1, ,A1;original
184,1,0,0,1, ,
184,1,0,0,1, ,



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

[SelectBG 0] ;Flames BG - test
type  = normal
layerno = 0
spriteno = 111,17
tile = 1,1
start = 0,0
velocity = 0,-2



;--------- Flames

[SelectBG 0] ;Fire - test
type  = normal
layerno = 0
spriteno = 111,13
start = -160,o
tile  = 1,1
trans = add
velocity = 0.25,-1.25

[SelectBG 0] ;Fire - test - Smaller Flames
type  = normal
layerno = 0
spriteno = 111,12
start = -160,0
tile  = 1,1
velocity = -0.42,-2.10
trans = add

[SelectBG flames] ; extra Flames
type  = normal
spriteno = 111,13
trans = add
start = -160,0
tile = 1,1
velocity = 0,-2.45

;========= Restrict Flames ============

[SelectBG restrict]
type  = normal
spriteno = 111,30
;trans = add
start = -160,0
tile = 1,0
velocity = 1,0
mask = 1

[SelectBG restrict]
type  = normal
spriteno = 111,30
;trans = add
start = -160,0
tile = 1,0
velocity = -0.75,0
mask = 1

;========= End Restrict Flames ============



;[SelectBG 0] ;Flames BG - Burst into Flames
;type  = normal
;layerno = 0
;spriteno = 111,18
;start = -160, 0
;tile = 1,0
;mask = 1
;velocity = 0,-5.0

;----------- end flames


;Big logo
[SelectBG 0] ;ww2k  - test
type  = normal
layerno = 0
spriteno = 111,7
start = -99,92
tile  = 0,0
trans = add1

;Big logo
[SelectBG 0] ;ww2k  - test
type  = normal
layerno = 0
spriteno = 111,7
start = -100,92
tile  = 0,0
trans = add1

[SelectBG 0] ;Subtract Yellow - test
type  = normal
layerno = 0
spriteno = 111,32
start = -160,0
tile  = 1,0
velocity = -2, 0
trans = sub

;============= Grid + Marquee Start ===============

[SelectBG 0] ;ww2k small logos - test
type  = normal
layerno = 0
spriteno = 111,31
start = -160,0
tile  = 1,0
velocity = -0.5,0
trans = add
mask = 1


[SelectBG 0] ;ww2k - top grid
type  = normal
layerno = 0
spriteno = 111,11
start = -19,12
tile  = 1,0
velocity = -0.3,0
trans = add
mask = 1


;[SelectBG 0] ;ww2k - bottom grid
;type  = normal
;layerno = 0
;spriteno = 111,9
;start = -164,427
;tile  = 1,0
;velocity = -0.3,0
;trans = add
;mask = 1

;============= Grid + Marquee Finish ==============

;subtract original position


[SelectBG logo_mask_VSfadein] 
type  = normal
spriteno = 75,6
start = -34,50
trans = sub
tile = 1,0
velocity = 0,-8

;[SelectBG 0] ;Black Icon BG - test
;type  = normal
;layerno = 0
;spriteno = 111,2
;start = -160,0
;tile  = 0
;mask = 1

;[SelectBG 0] ;yellow diagonal fillers
;type  = normal
;layerno = 1
;spriteno = 111,3
;start = -160,0
;tile  = 0
;mask = 1


[SelectBG 0] ; portrait fixers
type  = normal
layerno = 1
spriteno = 111,4
start = -160,0
tile  = 0
;trans = sub
mask = 1

[SelectBG 0] 
type  = normal
layerno = 0
spriteno = 111,10
start = -160,0
tile  = 0
trans = sub
mask = 1


;[SelectBG 0] ; p1 and p2 labels
;type  = normal
;layerno = 0
;spriteno = 111,5
;start = -160,95
;tile  = 0
;trans = sub
;mask = 1


[SelectBG 0] ; p1 and p2 labels
type  = normal
layerno = 0
spriteno = 111,6
start = -189,95
tile  = 0
mask = 1

;============== Chars =============================

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,1
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,2
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,3
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,4
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,5
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,6
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,7
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,8
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,9
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,10
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,11
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,12
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,13
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,14
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,15
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,16
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,17
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,18
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,19
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,20
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,21
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,22
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,23
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,24
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,25
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,26
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,27
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,28
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,29
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,30
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,31
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,32
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,33
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,34
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,35
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,36
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,37
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,38
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,39
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,40
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,41
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,42
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,43
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,44
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,45
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,46
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,47
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,48
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,49
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,50
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,51
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,52
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,53
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,54
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,55
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,56
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,57
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,58
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,59
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,60
start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,61
start = 0,0

;[SelectBG 5]
;type  = normal
;layerno = 0
;spriteno = 9000,62
;start = 0,0

;[SelectBG 5]
;type  = normal
;layerno = 0
;spriteno = 9000,63
;start = 0,0

[SelectBG 5]
type  = normal
layerno = 0
spriteno = 9000,64
start = 0,0

[SelectBG 5] ;==== back1
type  = normal
layerno = 0
spriteno = 9000,65
start = 0,0

[SelectBG 5] ;==== back2
type  = normal
layerno = 0
spriteno = 9000,66
start = 0,0

[SelectBG 5] ;==== Random
type  = normal
layerno = 0
spriteno = 9000,67
start = 0,0

[SelectBG 5] ;==== Random
type  = normal
layerno = 0
spriteno = 9000,68
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,69
start = 0,0

;[SelectBG 5] ;===== WIP
;type  = normal
;layerno = 0
;spriteno = 9000,70
;start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,71
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,72
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,73
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,74
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,75
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,76
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,77
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,78
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,79
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,80
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,81
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,82
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,83
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,84
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,85
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,86
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,87
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,88
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,89
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,90
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,91
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,92
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,93
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,94
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,95
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,96
start = 0,0

[SelectBG 5] 
type  = normal
layerno = 0
spriteno = 9000,97
start = 0,0

;============== Screen Transitions ================


[SelectBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-20
trans = sub
tile = 1,0

;-------------------------------------------------------------------
[VS Screen]
time = 1750                ;Time to show screen

p1.pos =  34,-521
p1.window = 60,30
p1.facing = 1             ;*2001.04.01 NEW*
p1.scale = .5,.5           ;*2001.04.01 NEW*


p2.pos = 605,-521
p2.facing = -1            ;*2001.04.01 NEW*
p2.scale = .5,.5            ;*2001.04.01 NEW*

p1.name.pos  =  292,351
p1.name.font =   8,0,-1
p2.name.pos  = 346,351
p2.name.font =   8,0, 1

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

;------- Background Fire Effect ----------

[VersusBG 0] ;Flames BG - test
type  = normal
layerno = 0
spriteno = 111,17
start = -160,-220
tile = 1,1
velocity = 0,-2.75

[VersusBG 0] ;Fire - test
type  = normal
layerno = 0
spriteno = 111,13
start = -160,-80
tile  = 1,1
trans = add
velocity = 0.25,-1.5

[VersusBG 0] ;Fire - test - Smaller Flames
type  = normal
layerno = 0
spriteno = 111,12
start = -160,0
tile  = 1,1
velocity = -0.84,-3.20
trans = add

[VersusBG 0] ;Fire - test - Smaller Flames
type  = normal
layerno = 0
spriteno = 111,12
start = -160,0
tile  = 1,1
velocity = 0,-3.52
trans = add

;========= Restrict Flames ============

[VersusBG restrict]
type  = normal
spriteno = 111,14
;trans = add
start = -160,0
tile = 1,0
velocity = 1,0
mask = 1

[VersusBG restrict]
type  = normal
spriteno = 111,14
;trans = add
start = -160,0
tile = 1,0
velocity = -0.75,0
mask = 1

;========= End Restrict Flames ============


[VersusBG 0] ;Flames BG - Burst into Flames
type  = normal
layerno = 0
spriteno = 111,18
start = -160, 0
mask = 1
velocity = 0,-3.0

;[VersusBG 0] ;ww2k big logo - test
;type  = normal
;layerno = 0
;spriteno = 111,7
;start = -100,100
;trans = add1


;------- channel mask-------------------

[VersusBG 0] ;Subtract Channels 
type  = normal
layerno = 0
spriteno = 111,1
start = -160,0
trans = sub
;------- end channel mask-------------------


;------- Marquee and Grid ----------------

[VersusBG 0] ;ww2k small logos - test
type  = normal
layerno = 0
spriteno = 111,8
start = -160,0
tile  = 1,0
velocity = -0.5,0
trans = add
mask = 1

[VersusBG 0] ;ww2k - top grid
type  = normal
layerno = 0
spriteno = 111,11
start = -164,12
tile  = 1,0
velocity = -0.3,0
trans = add
mask = 1

[VersusBG 0] ;ww2k - bottom grid
type  = normal
layerno = 0
spriteno = 111,9
start = -164,424
tile  = 1,0
velocity = -0.3,0
trans = add
mask = 1

;-------End Marquee and grid ----------------

;-------- Portrait Backgrounds -------------

[VersusBG p1_bg sub]
type = normal
layerno = 0
spriteno = 891,0
trans = sub
start = -100,244

[VersusBG p1_bg]
type = normal
layerno = 0
spriteno = 891,4
mask = 1
start = -101,243; -1,-1

[VersusBG p1_bg]
type = normal
layerno = 0
spriteno = 891,6
trans = sub
mask = 1
start = -101,243; -1,-1

;[VersusBG p1_bg2 sub]
;type = normal
;layerno = 0
;spriteno = 891,0
;trans = sub
;start = -100,341

;[VersusBG p1_bg2]
;type = normal
;layerno = 0
;spriteno = 891,2
;mask = 1
;start = -101,340; -1,-1


;=========================


[VersusBG p2_bg sub]
type = normal
layerno = 0
spriteno = 891,1
trans = sub
start = 102,244

[VersusBG p2_bg]
type = normal
layerno = 0
spriteno = 891,5
mask = 1
start = 101,243; -1,-1

[VersusBG p1_bg]
type = normal
layerno = 0
spriteno = 891,7
trans = sub
mask = 1
start = 101,243; -1,-1

;[VersusBG p2_bg2 sub]
;type = normal
;layerno = 0
;spriteno = 891,0
;trans = sub
;start = 102,341

;[VersusBG p2_bg2]
;type = normal
;layerno = 0
;spriteno = 891,3
;mask = 1
;start = 101,340; -1,-1



;-------VS logo--------------------------------

[VersusBG diamond]
type = normal
layerno = 1
spriteno = 890,1
start = -0,240
trans = sub

[VersusBG sign]
type = normal
layerno = 1
spriteno = 890,0
start = 1,239
trans = add

;-------End VS logo--------------------------------

;-------- P1 and P2 labels ------------------------------
;[VersusBG 0] ; p1 and p2 labels
;type  = normal
;layerno = 1
;spriteno = 111,5
;start = -160,0
;tile  = 0
;trans = sub
;mask = 1

;[VersusBG 0] ; p1 and p2 labels
;type  = normal
;layerno = 1
;spriteno = 111,6
;start = -160,0
;tile  = 0
;mask = 1
;-------- End P1 and P2 labels ------------------------------

;=============== Lens Flare ===============
[xVersusBG flare]
type = normal
layerno = 1
spriteno = 895, 0
start = -160, 0
trans = add

;============== Screen Transitions ================


[VersusBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-9
trans = add
tile = 1,0

;-------------------------------------------------------------------
;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 = 1        ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 1      ;Set to 1 to display versus screen, 0 to disable
title.waittime = 500      ;Time to wait at title before starting demo mode
fight.endtime = 1300       ;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 = 1    ;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 = 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 = 0
time = 600                ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = -520,57
p1.spr = 9000,1
p1.facing = 1
p1.scale = 0.5,0.5
p1.window = 0,0, 1279,500
p1.name.offset = 410,356
p1.name.font = 9,0,1  
;Win quote text
winquote.text = "Winner" ;Default win quote text to show
winquote.offset = 90,400
winquote.font = 5,0,1  
winquote.window = 38,360, 640,460
winquote.textwrap = w     ;Word wrap

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

[VictoryBG 1]
type  = normal
spriteno = 100,1
start = -320,0
tile  = 1,1
window = 0,0, 1279,500
;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 *2001.04.01 NEW*
wintext.text = "Thanks for the playing"
wintext.font = 2,0,0
wintext.offset = 159,70
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

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

;-------------------
;Options screen background
[OptionBGdef]
bgclearcolor = 0,0,0


[OptionBG 0] ;Flames BG - test
type  = normal
layerno = 0
spriteno = 111,17
start = -160,-220
tile = 1,1
velocity = 0,-2.75

[OptionBG 0] ;Fire - test
type  = normal
layerno = 0
spriteno = 111,13
start = -160,-80
tile  = 1,1
trans = add
velocity = 0.25,-1.25

[OptionBG 0] ;Fire - test - Smaller Flames
type  = normal
layerno = 0
spriteno = 111,13
start = -160,0
tile  = 1,1
velocity = -0.42,-2.10
trans = add

[OptionBG flames] ; extra Flames
type  = normal
spriteno = 111,13
trans = add
start = -160,-160
tile = 1,1
velocity = 0,-2.45


[OptionBG flames] ; rising cinders 1
type  = normal
spriteno = 111,15
trans = add
start = -180,0
tile = 0,1
velocity = 0,-2.0

[OptionBG flames] ; rising cinders 2
type  = normal
spriteno = 111,15
trans = add
start = 110,0
tile = 0,1
velocity = 0,-2.0

[OptionBG 0] ;Flames BG - Burst into Flames
type  = normal
layerno = 0
spriteno = 111,18
start = -160, 0
;tile = 1,0
mask = 1
velocity = 0,-5.0


;------- channel mask-------------------

[OptionBG 0] ;Subtract Channels 
type  = normal
layerno = 0
spriteno = 111,1
start = -160,0
trans = sub
;------- end channel mask-------------------


;------- End Background Fire Effect ----------


;------- Logos and grid ----------------

[OptionBG 0] ;ww2k small logos - test
type  = normal
layerno = 0
spriteno = 111,8
start = -160,0
tile  = 1,0
velocity = -0.75,0
trans = add
mask = 1

[OptionBG 0] ;ww2k - top grid
type  = normal
layerno = 0
spriteno = 111,11
start = -164,12
tile  = 1,0
;velocity = -0.3,0
trans = add
mask = 1

[OptionBG 0] ;ww2k - bottom grid
type  = normal
layerno = 0
spriteno = 111,9
start = -164,424
tile  = 1,0
;velocity = -0.3,0
trans = add
mask = 1

;-------End Logos and grid ----------------

;------- channel mask - old position -------------------
;--------------- end channel mask-------------------


;============== Screen Transitions ================


[OptionBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-20
trans = sub
tile = 1,0
