; ================
;  EDITED STAGE :
; ================
;
;  "CFJ + edits / variation on a Warzard stage - Hi-Res"
;  serial : BDI-StR-016-FF-10-091-225-PbR-888
;
;  CFj Sprites by Capcom
;  - website > http://www.capcom.com/cfe/
;
;  CFj Sprites ripped by wuwo
;  - website > http://www.mugenchina.org/phpwind
;
;  Background Sprite from StarGate World by cheyenne Moutain
;  - website > http://www.cheyenneme.com
;
;  Background Music "Call of the ancient" from Soul Calibur 3 by Ryuichi Takada
;  - website > http://www.cheyenneme.com
;  - Oh men, btw, buy SoulCalibur3 : low price for MASTERPIECE content !!
;  - ... but don't buy SC4 DLC, it's shitty and fake.
;
;  Cleaning editing and coding by BDI
;  - website > http://madahine.net/bdi/
;
;  THXS to : Thxs to Capcom for the Warzard/Red Earth Game, and may be a bit for CJF too...
;            Wuwo for sharing so much resources from creators
;            Photoshop for all the graphical work !
;            All ze guys on this page for tons of reasons > http://madahine.net/bdi/about.html
;
;
;-----------------------------------------------------------------
;Let's Rock ;)
;


[Info]
name = "Fiery_sand_ruins-HR"
displayname = "Fiery Sand Ruins"	;Name to display
versiondate = 12,27,2009		;Version date of stage (MM,DD,YYYY or X.XX)
mugenversion = 1.0			;Version of M.U.G.E.N stage works on (X.XX)
author = "Black_Dahlia_Isis"		;Stage author name

[Camera]
startx = 0
starty = 0
boundleft = -392
boundright = 382
boundhigh = -80
boundlow = 0
verticalfollow = .3
floortension = 160
tension = 60

;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
p1startx = -140
p1starty = 0
p1facing = 1

;--- Player 2 ---
p2startx = 140
p2starty = 0
p2facing = -1

;--- Player 3 ---
p3startx = -200
p3starty = 0
p3facing = 1

;--- Player 4 ---
p4startx = 200
p4starty = 0
p4facing = -1

;--- Common ---
leftbound  = -2000
rightbound =  2000
topbound  =  0
botbound  =  0

;--------------------------------------------------------
[Bound]
screenleft = 30
screenright = 30

;--------------------------------------------------------
[StageInfo]
zoffset = 444
autoturn = 1
resetBG = 0
localcoord = 640, 480
xscale = 1
yscale = 1
Hires = 1

;--------------------------------------------------------
[Shadow]
intensity = 34
color = 32,64,64
yscale = .5

;--------------------------------------------------------
[Reflection]
intensity = 0

;--------------------------------------------------------
[Music]
bgmusic = sound/FSRuins.mp3
bgvolume = 355

;--------------------------------------------------------
[BGdef]
spr = fiery_sand_ruins_HR.sff
debugbg = 0

;----------
[BG back0]
type = normal
spriteno = 0,0
start = -512,-32
delta = .6,.7
mask = 1

;----------
[BG back1]
type = normal
spriteno = 0,1
start = -512,96
delta = .6,.7
mask = 1

;----------
[BG back2]
type = normal
spriteno = 0,2
start = -512,128
delta = .6,.7
mask = 1

;----------
[BG back3]
type = normal
spriteno = 0,3
start = -512,160
delta = .6,.7
mask = 1

;----------
[BG back4]
type = normal
spriteno = 0,4
start = -512,192
delta = .6,.7
mask = 1

;----------
[BG back5]
type = normal
spriteno = 0,5
start = -512,224
delta = .6,.7
mask = 1

;----------
[BG back6]
type = normal
spriteno = 0,6
start = -512,256
delta = .6,.7
mask = 1

;----------
[BG back7]
type = normal
spriteno = 0,7
start = -512,320
delta = .6,.7
mask = 1

;----------
[BG back16]
type = normal
spriteno = 0,16
start = -512,-32
delta = 0.64,.75
mask = 1

;----------
[BG back17]
type = normal
spriteno = 0,17
start = -512,320
delta = .83,.83
mask = 1

;----------
[BG Torchlight]
type = anim
actionno = 2
start = -86,239
delta = .83,.83
mask = 1

;----------
[BG prefore1]
type = normal
spriteno = 1,11
start = -512,224
delta = .9,.9
mask = 1

;----------
[BG prefore2]
type = normal
spriteno = 1,12
start = -256,224
delta = .9,.9
mask = 1

;----------
[BG fore0]
type = normal
spriteno = 1,0
start = -512,-32
delta = .9,.9
mask = 1

;----------
[BG fore1]
type = normal
spriteno = 1,1
start = -512,224
delta = 1,1
mask = 1

;----------
[BG fore2]
type = normal
spriteno = 1,2
start = -256,224
delta = 1,1
mask = 1

;----------
[BG fore3]
type = normal
spriteno = 1,3
start = 0,-32
delta = 1,1
mask = 1

;----------
[BG fore4]
type = normal
spriteno = 1,4
start = 0,224
delta = 1,1
mask = 1

;----------
[BG fore5]
type = normal
spriteno = 1,5
start = 256,-32
delta = 1,1
mask = 1

;----------
[BG fore6]
type = normal
spriteno = 1,6
start = 256,224
delta = 1,1
mask = 1

;----------
[BG Halo0]
type = anim
actionno = 30
start = 0,-16
delta = .6,.5
mask = 1
layerno = 1

;----------
[BG Halo1]
type = anim
actionno = 31
start = 0,102
delta = .6,.5
mask = 1
layerno = 1

;----------
[BG Halo2]
type = anim
actionno = 32
start = 0,154
delta = .6,.5
mask = 1
layerno = 1

;----------
[BG Halo3]
type = anim
actionno = 33
start = 0,218
delta = .6,.5
mask = 1
layerno = 1

;----------
[BG Halo4]
type = anim
actionno = 34
start = 0,278
delta = .6,.5
mask = 1
layerno = 1

;----------
[BG Halo5]
type = anim
actionno = 35
start = 0,338
delta = .6,.5
mask = 1
trans = add
layerno = 1


[Begin action 2]
2,0, 0,0, 4,, A
2,1, 0,0, 4,, A
2,2, 0,0, 4,, A
2,3, 0,0, 4,, A
2,4, 0,0, 4,, A
2,5, 0,0, 4,, A
2,6, 0,0, 4,, A
2,7, 0,0, 4,, A
2,8, 0,0, 4,, A
2,9, 0,0, 4,, A
2,10, 0,0, 4,, A
2,11, 0,0, 4,, A
2,12, 0,0, 4,, A
2,13, 0,0, 4,, A
2,0, 0,0, 4,, A
2,1, 0,0, 4,, A
2,2, 0,0, 4,, A
2,3, 0,0, 4,, A
2,4, 0,0, 4,, A
2,5, 0,0, 4,, A
2,6, 0,0, 4,, A
2,7, 0,0, 4,, A
2,8, 0,0, 4,, A
2,9, 0,0, 4,, A
2,10, 0,0, 4,, A
2,11, 0,0, 4,, A
2,12, 0,0, 4,, A
2,13, 0,0, 4,, A
2,0, 167,0, 4,H, A
2,1, 167,0, 4,H, A
2,2, 167,0, 4,H, A
2,3, 167,0, 4,H, A
2,4, 167,0, 4,H, A
2,5, 167,0, 4,H, A
2,6, 167,0, 4,H, A
2,7, 167,0, 4,H, A
2,8, 167,0, 4,H, A
2,9, 167,0, 4,H, A
2,10, 167,0, 4,H, A
2,11, 167,0, 4,H, A
2,12, 167,0, 4,H, A
2,13, 167,0, 4,H, A

[Begin action 30]
3,0, 0,0, 2,, A
3,0, 1,1, 2,, A

[Begin action 31]
3,1, 0,0, 2,, A
3,1, 1,1, 2,, A

[Begin action 32]
3,2, 0,0, 2,, A
3,2, 1,1, 2,, A

[Begin action 33]
3,3, 0,0, 2,, A
3,3, 1,1, 2,, A

[Begin action 34]
3,4, 0,0, 2,, A
3,4, 1,1, 2,, A

[Begin action 35]
3,5, 0,0, 2,, A
3,5, 1,1, 2,, A
