;--------------------------------------------------------
[Info]
name = "Mamiya Village"
authorname = "Kung Fu Man"

;--------------------------------------------------------
[Camera]
startx = 0
starty = 0
boundleft = -160
boundright = 160
boundhigh = -272
boundlow = 0
verticalfollow = .5
floortension = 40
tension = 50


;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically -70 and p2startx is 70.
 ;p1starty and p1startz should be 0.
p1startx = -80          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1startz = 0            ;Starting z coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 80
p2starty = 0
p2startz = 0
p2facing = -1

;--- Common ---
leftbound  = -1000 ;Left bound (x-movement)
rightbound =  1000 ;Right bound
topbound  =  0     ;Top bound (z-movement)
botbound  =  0     ;Bottom bound

;--------------------------------------------------------
[Scaling]
topz     = 0       ;Top z-coordinate for scaling
botz     = 50      ;Bottom z-coordinate for scaling
topscale = 1       ;Scale to use at top
botscale = 1.2     ;Scale to use at bottom

;--------------------------------------------------------
[Bound]
screenleft = 12    ;Dist from left of screen that player can move to
screenright = 12   ;Right edge

;--------------------------------------------------------
[StageInfo]
zoffset = 216
zoffsetlink = 1
autoturn = 1
resetBG = 0
hires = 1

;--------------------------------------------------------
[Shadow]
intensity = 192
;color = 0,0,0
yscale = 0.5
fade.range = -75,-25

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

;--------------------------------------------------------
[Music]
bgmusic = sound/Mamiya.mp3
bgvolume = 700

;========================================================
;-------------------------------------
; Main background definition
[BGdef]
spr = stages/hnk-fountain-hi.sff    ;Filename of sprite data

; Individual layers
[BG 0]
type  = normal             ;Normal background layer
spriteno = 0, 0            ;Sprite group and number
delta = 2, 2               ;Change per unit

[BG 0]
type  = anim             ;Normal background layer
actionno = 4            ;Sprite group and number
delta = 2, 2                ;Change per unit

[BG 0]
type  = anim             ;Normal background layer
actionno = 3            ;Sprite group and number
delta = 2, 2                ;Change per unit

[BG 0]
type  = anim             ;Normal background layer
actionno = 4            ;Sprite group and number
delta = 2, 2                ;Change per unit
start = 0, 128

[BG 0]
type  = anim             ;Normal background layer
actionno = 4            ;Sprite group and number
delta = 2, 2                ;Change per unit
start = 0, 256

[BG 0]
type  = anim             ;Normal background layer
actionno = 5            ;Sprite group and number
delta = 2, 2                ;Change per unit

[BG 0]
type  = normal             ;Normal background layer
spriteno = 1, 0            ;Sprite group and number
delta = 2, 2                ;Change per unit
mask = 1

[BG 0]
type  = normal             ;Normal background layer
spriteno = 1, 1            ;Sprite group and number
delta = 2, 2                ;Change per unit
mask = 1

[BG 0]
type  = anim             ;Normal background layer
actionno = 2            ;Sprite group and number
delta = 2, 2                ;Change per unit

[BG 0]
type  = anim             ;Normal background layer
actionno = 6            ;Sprite group and number
delta = 2, 2                ;Change per unit

[BG 0]
type  = anim             ;Normal background layer
actionno = 7            ;Sprite group and number
delta = 2, 2                ;Change per unit

[BG 0]
type  = normal             ;Normal background layer
spriteno = 9, 0            ;Sprite group and number
delta = 2, 2                ;Change per unit
mask = 1
layerno = 1

[Begin Action 2]
1,10, 0,0, 8,,AS64D255;AS32D255
1,11, 0,0, 8,,AS64D255;AS32D255
1,12, 0,0, 8,,AS64D255;AS32D255
1,13, 0,0, 8,,AS64D255;AS32D255

[Begin Action 7]
1,30, 0,0, 10,,AS80D255;AS48D255
1,31, 0,0, 10,,AS80D255;AS48D255
1,32, 0,0, 10,,AS80D255;AS48D255
1,33, 0,0, 10,,AS80D255;AS48D255

[Begin Action 3]
0,20, 0,0, 8
0,21, 0,0, 8
0,22, 0,0, 8

[Begin Action 4]
0,10, 0,0, 6,,AS224D32
0,11, 0,0, 6,,AS224D32
0,12, 0,0, 6,,AS224D32
0,13, 0,0, 6,,AS224D32
0,14, 0,0, 6,,AS224D32

[Begin Action 5]
0,30, 0,0, 8,,AS128D192;AS128D128
0,31, 0,0, 8,,AS128D192;AS128D128
0,32, 0,0, 8,,AS128D192;AS128D128
0,33, 0,0, 8,,AS128D192;AS128D128

[Begin Action 6]
1,20, 0,0, 8,,AS104D192;AS32D255
1,21, 0,0, 8,,AS104D192;AS32D255
1,22, 0,0, 8,,AS104D192;AS32D255
1,23, 0,0, 8,,AS104D192;AS32D255
1,24, 0,0, 8,,AS104D192;AS32D255