; °¨¿µ½ÃÀÛ
; http://ks100.ivyro.net
;-----------------------
[Info]
localcoord = 640,480
[SceneDef]
spr = JLend.sff
startscene =0;Starting scene number (for debugging)
font1 = ending-bg.def
snd = end.snd
;------------------------------------

; Music
;==================================
 ;singular good tmnt char 
[Scene 0]
; Fade
fadein.time = 25       ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 1
fadeout.col = 0,0,0
bg.name=BG0
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim =  10     ;Leo
layer0.offset = 240,300   ;Position offset
layer0.starttime = 0 
layer1.anim =  11       ;raph
layer1.offset = 320,300   ;Position offset
layer1.starttime = 0   ;Time to start display
layer2.anim = 12  ;don
layer2.offset = 435,300
layer2.starttime = 0
layer3.anim = 13;mic
layer3.offset = 540,300
layer3.starttime = 0
layer4.anim = 14;april
layer4.offset =380,300
layer4.starttime = 0
layer5.textdelay = 3
layer5.text = "You really do have an arrow for\neverything huh?"
layer5.font = 1,,1,0,120,255
layer5.endtime = 820
layer5.starttime=90
layer5.offset = 12,370
layer6.textdelay = 3
layer6.text = "I'm gonna need a copy of every arrow you\nhave for research purposes!"
layer6.font = 1,,1,200,0,255
layer6.endtime = 820
layer6.starttime=320
layer6.offset = 12,430
 bgm = TE\tmntend.ogg      ;Name of music file to play
;layer6.textdelay = 3
;layer6.text = "It is not known where all of the warriors came from, but one fact is certain:\nthey inadvertently repaired the flow of time and saved the world. Though\nthey may never remember the events, they have become heroes."
;layer6.font = 1,,1,255,255,255
;layer6.starttime = 1251
; layer1.anim =  1
; layer1.offset = 0,176
; Music
      ;Name of music file to play
; bgm.loop = 0
; Total time
end.time = 720



;winning char response
[Scene 1]
; Fade
fadein.time =0      ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 1
fadeout.col = 0,0,0
;layerall.starttime =600
bg.name=BG1
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim =  100     ;Anim action number
layer0.offset = 190,280  ;Position offset
layer0.starttime = 0 
layer1.textdelay = 3
layer1.text = "Ahahahahah!         \nAh.                                \nNot a chance.                    \nWe'll take care of ole red eyes here.         \nYou guys can catch the next ship to\nwherever-you're-from city and live it up."
layer1.font = 1,,1,160,255,160 
layer1.starttime=0
layer1.offset = 12,370
layer2.anim = 15
layer2.offset =380,300
layer2.starttime = 0
; layer1.anim =  1
; layer1.offset = 0,176
; Music
; bgm.loop = 0
; Total time
end.time = 720

;other chars response
[Scene 2]
; Fade
fadein.time =0      ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 30
fadeout.col = 255,255,255
;layerall.starttime =1000
bg.name=BG1
layerall.pos = 0,0   ;Default position for all layers
layer0.anim =  10     ;Leo
layer0.offset = 240,300   ;Position offset
layer0.starttime = 0 
layer1.anim =  11       ;raph
layer1.offset = 320,300   ;Position offset
layer1.starttime = 0   ;Time to start display
layer2.anim = 12  ;don
layer2.offset = 435,300
layer2.starttime = 0
layer3.anim = 13;mic
layer3.offset = 540,300
layer3.starttime = 0
layer4.anim = 14;april
layer4.offset =380,300
layer4.starttime = 0
layer5.textdelay = 3
layer5.text = "My pleasure.           \nthere ain't enough room for 3 jerks and\nI can barely put up with casey so I'm \nout."
layer5.font = 1,,1,255,45,0
layer5.endtime = 1250
layer5.starttime=0
layer5.offset =12,370
layer6.textdelay = 3
layer6.text = "For once, he has a point and that's just\nwrong. See ya dude!"
layer6.font = 1,,1,225,142,0
layer6.endtime = 820
layer6.starttime=415
layer6.offset = 12,452

; layer1.anim =  1
; layer1.offset = 0,176
; Music
; bgm.loop = 0
; Total time
end.time = 700


;===================================================
;------------------------------------
;Black LATER
[Scene 3]
; Screen color
clearcolor = 0,0,0
end.time = 150
bg.name=BG2
bgm = TE\Gr\greend.ogg 

;leo specific intro
[Scene 4]
; Fade
fadein.time =0      ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 1
fadeout.col = 0,0,0
;layerall.starttime =600
bg.name=BG3
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime = 0 
layer0.textdelay = 2 
layer0.text = "I won't lie, venison chili is just the\nbest.            \nBut I like it as fresh as possible so I\nhave to take the direct route.                  \nAlright don't make any sounds...                                                                       \nThere it is!"
layer0.font = 1,,1,160,255,160 
layer0.offset = 12,300
layer0.endtime=600
layer1.starttime = 600 
layer1.textdelay = 2
layer1.text = "Don't worry,  \nI never miss.          \nEver."
layer1.font = 1,,1,160,255,160 
layer1.offset = 12,300
layer1.endtime=760
; Music
; bgm.loop = 0
; Total time
end.time = 760
sound0.value=100,0
sound0.starttime=600

;leo specific intro
[Scene 5]
; Fade
fadein.time =0      ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 60
fadeout.col = 225,0,0
;layerall.starttime =600
bg.name=BG4
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime = 0 
layer0.textdelay = 2
layer0.text = "This is gonna be sweet!                                   \nBullseye!"
layer0.font = 1,,1,160,255,160 
layer0.offset = 12,300
layer0.endtime=750
end.time = 180
sound0.value=5,1
sound0.starttime=160
;; Music
;
;; bgm.loop = 0
;; Total time
;end.time = 620

;leo specific intro
[Scene 6]
; Fade
fadein.time =0      ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 20
fadeout.col = 0,0,0
clearcolor=0,0,0
;layerall.starttime =600
bg.name=BG5
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime =0
layer0.textdelay = 2
layer0.text = "Oh man, you're gonna love this.         \nYou know they say my chili is the best\nin the universe?                                \nWell, it's a best in a way that is.             \nHere, I find that this goes best with\nsuch a dish!"
layer0.font = 1,,1,160,255,160 
layer0.offset = 12,300
layer0.endtime=600
layer1.starttime =600
layer1.textdelay = 2
layer1.text = "Do I know how you can get back?        \nWell I'm not a astrophysicist so you got\nme.         \nFor now, I'd say just enjoy your\n''forced'' vacation eh?                     \nNow you'll want to blow on that,     \nit's quite hot! "
layer1.font = 1,,1,160,255,160 
layer1.offset = 12,300
layer1.endtime=1300
;sound0.value=3000,0 
;sound0.starttime=0
; Music
; bgm.loop = 0
; Total time
end.time = 1300

;==========================================
;Background image
[Begin Action 0]
1,0, 0,0, -1
[Begin Action 9]
1,1, 0,0, -1

[Begin Action 1]
2,0, 0,0, 25
2,1, 0,0, 12
2,2, 0,0, 12
2,3, 0,0, 12
2,4, 0,0, 12
2,5, 0,0, 12
2,6, 0,0, 12
2,1, 0,0, 12
2,2, 0,0, 12
2,3, 0,0, 2, , AS250D256
2,3, 0,0, 2, , AS220D256
2,3, 0,0, 2, , AS200D256
2,3, 0,0, 2, , AS170D256
2,3, 0,0, 2, , AS170D256
2,3, 0,0, 2, , AS170D256
2,4, 0,0, 2, , AS170D256
2,4, 0,0, 2, , AS170D256
2,4, 0,0, 2, , AS120D256
2,4, 0,0, 2, , AS120D256
2,4, 0,0, 2, ,AS120D256
2,4, 0,0, 2, ,AS120D256
2,5, 0,0, 2, , AS100D256
2,5, 0,0, 2, ,AS100D256
2,5, 0,0, 2, , AS100D256
2,5, 0,0, 2, ,AS100D256
2,5, 0,0, 2, , AS30D256
2,5, 0,0, 2, , AS30D256
2,6, 0,0, 2, , AS30D256
2,6, 0,0, 2, , AS30D256
2,6, 0,0, 2, , AS10D256
2,6, 0,0, 2, , AS10D256
2,6, 0,0, 2, , AS10D256
2,6, 0,0, 2, , AS10D256
2,-1, 0,0, -1, , AS10D256

[Begin Action 2]
3,0, 0,0, 25
3,1, 0,0, 6
3,2, 0,0, 6
3,0, 0,0, 6
3,1, 0,0, 6
3,2, 0,0, 6
3,0, 0,0, 6
3,1, 0,0, 6
3,2, 0,0, 6
3,0, 0,0, 6
3,1, 0,0, 6
3,2, 0,0, 6
3,0, 0,0, 6
3,0, 0,0, 2, , AS250D256
3,0, 0,0, 2, , AS220D256
3,0, 0,0, 2, , AS200D256
3,1, 0,0, 2, , AS170D256
3,1, 0,0, 2, , AS170D256
3,1, 0,0, 2, , AS170D256
3,2, 0,0, 2, , AS170D256
3,2, 0,0, 2, , AS170D256
3,2, 0,0, 2, , AS140D256
3,0, 0,0, 2, , AS140D256
3,0, 0,0, 2, ,AS120D256
3,0, 0,0, 2, ,AS120D256
3,1, 0,0, 2, , AS100D256
3,1, 0,0, 2, ,AS100D256
3,1, 0,0, 2, , AS100D256
3,2, 0,0, 2, ,AS100D256
3,2, 0,0, 2, , AS30D256
3,2, 0,0, 2, , AS30D256
3,0, 0,0, 2, , AS30D256
3,0, 0,0, 2, , AS30D256
3,0, 0,0, 2, , AS10D256
3,1, 0,0, 2, , AS10D256
3,1, 0,0, 2, , AS10D256
3,1, 0,0, 2, , AS10D256
2,-1, 0,0, -1, , AS10D256

[Begin Action 3]
12,0, 0,0, 2, , AS20D256
12,0, 0,0, 2, , AS20D256
12,0, 0,0, 2, , AS20D256
12,0, 0,0, 2, , AS20D256
12,0, 0,0, 2, , AS60D256
12,0, 0,0, 2, , AS60D256
12,1, 0,0, 2, , AS60D256
12,1, 0,0, 2, , AS60D256
12,1, 0,0, 2, , AS60D256
12,1, 0,0, 2, , AS60D256
12,1, 0,0, 2, ,AS100D256
12,1, 0,0, 2, , AS100D256
12,1, 0,0, 2, ,AS100D256
12,1, 0,0, 2, , AS100D256
12,2, 0,0, 2, ,AS140D256
12,2, 0,0, 2, ,AS140D256
12,2, 0,0, 2, , AS140D256
12,2, 0,0, 2, , AS140D256
12,2, 0,0, 2, , AS170D256
12,2, 0,0, 2, , AS170D256
12,3, 0,0, 2, , AS170D256
12,3, 0,0, 2, , AS170D256
12,3, 0,0, 2, , AS170D256
12,3, 0,0, 2, , AS200D256
12,3, 0,0, 2, , AS220D256
12,3, 0,0, 2, , AS250D256
LoopStart
12,4, 0,0, 12
12,5, 0,0, 12
12,6, 0,0, 12
12,0, 0,0, 12
12,1, 0,0, 12
12,2, 0,0, 12
12,3, 0,0, 12


[Begin Action 31]
12,4, 0,0, 12
12,5, 0,0, 12
12,6, 0,0, 12
12,0, 0,0, 12
12,1, 0,0, 12
12,2, 0,0, 12
12,3, 0,0, 12

[Begin Action 4]
13,1, 0,0, 2, , AS20D256
13,1, 0,0, 2, , AS20D256
13,1, 0,0, 2, , AS20D256
13,0, 0,0, 2, , AS20D256
13,0, 0,0, 2, , AS60D256
13,0, 0,0, 2, , AS60D256
13,2, 0,0, 2, , AS60D256
13,2, 0,0, 2, , AS60D256
13,2, 0,0, 2, ,AS100D256
13,1, 0,0, 2, , AS100D256
13,1, 0,0, 2, ,AS100D256
13,1, 0,0, 2, , AS100D256
13,0, 0,0, 2, ,AS140D256
13,0, 0,0, 2, ,AS140D256
13,0, 0,0, 2, , AS140D256
13,2, 0,0, 2, , AS140D256
13,2, 0,0, 2, , AS170D256
13,2, 0,0, 2, , AS170D256
13,1, 0,0, 2, , AS170D256
13,1, 0,0, 2, , AS170D256
13,1, 0,0, 2, , AS170D256
13,0, 0,0, 2, , AS200D256
13,0, 0,0, 2, , AS220D256
13,0, 0,0, 2, , AS250D256
13,2, 0,0, 2, , AS256D256
13,2, 0,0, 2
LoopStart
13,1, 0,0, 6
13,2, 0,0, 6
13,0, 0,0, 6


[Begin Action 41]
LoopStart
13,1, 0,0, 6
13,2, 0,0, 6
13,0, 0,0, 6

[Begin Action 5]
-1,1, 0,0, 1

[Begin Action 10]
101,0, 0,0, 1, H
[Begin Action 11]
101,1, 0,0, 1, H
[Begin Action 12]
101,2, 0,0, 1, H
[Begin Action 13]
101,3, 0,0, 1, H
[Begin Action 14]
101,4, 0,6, 1, H

[Begin Action 15]
100,5, 0,0, 1

[Begin Action 100]
103,16, 0,0, 1
;;====================================================================
;stage
;;====================================================================
;

;tile 2
[BG0Def]
[BG0 01]
type        = anim       
layerNo     = 0         
start       = -200,-0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 9         
velocity    = 0,0  
ID          = 05

[BG0 01]
type        = anim       
layerNo     = 0       
start       = -200,-140       
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 1         
velocity    = 0,0  
ID          = 05

[BG0 01]
type        = anim       
layerNo     = 0         
start       =-200,-140        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2         
velocity    = 0,0  
ID          = 05

;

[BG0 stage]
type        = anim       
layerNo     = 0         
start       =-200,-140      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 0         
velocity    = 0,0  
ID          = 05

[BG0CtrlDef Credits]
CtrlID = 2
looptime = -1
[BG0Ctrl Start scrolling]
type = enable
value=0
time=0
[BG0Ctrl Start scrolling]
type = enable
value=1
time=36

;[bgctrl 00]
;type = visible
;value=1
;time=36
;[bgctrl 00]
;type = enable
;value=1
;time=36
;[bgctrl 00]
;type = posadd
;x = 4.845833333333333
;y=0
;time=0,768
;[bgctrl 00]
;type = posset
;x =0
;time=0
[BG0 2]
type        = anim       
layerNo     = 0         
start       =-200,-140      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 3        
velocity    = 0,0  
ID          = 2
[BG0 2]
type        = anim       
layerNo     = 0         
start       = -200,-140      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 4        
velocity    = 0,0  
ID          = 2


;=================scene that keeps playing
[BG1Def]
[BG1 01]
type        = anim       
layerNo     = 0         
start       = -200,-0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 9         
velocity    = 0,0  
ID          = 05
[BG1 01]
type        = anim       
layerNo     = 0       
start       = -200,-140      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 1         
velocity    = 0,0  
ID          = 05
[BG1 01]
type        = anim       
layerNo     = 0         
start       = -200,-140       
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 31        
velocity    = 0,0  
ID          = 05

;

[BG1 stage]
type        = anim       
layerNo     = 0         
start       = -200,-140      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 41         
velocity    = 0,0  
ID          = 05

[BG1 stage]
type        = anim       
layerNo     = 0         
start       = -200,-140       
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 0         
velocity    = 0,0  
ID          = 05


;=================transition
[BG2Def]
[BG2 01]
type        = normal        
layerNo     = 0  
spriteno = 1000,0       
start       = 0,0     
delta       = .98,  0;05        
trans       = None     
mask        = 0       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1

[BG2CtrlDef Credits]
CtrlID = 1
looptime = -1
[BG2Ctrl Start]
type = Posset
x=-640
time=0
[BG2Ctrl Start]
type = PosAdd
x=90
time=0,6
[BG2Ctrl Start]
type = PosAdd
x=90
time=55,61
[BG2Ctrl Start]
type = PosAdd
x=1
time=6,55



[Begin Action 2100]
216,5, 0,0, 3
216,6, 0,0, 3
216,7, 0,0, 3
216,8, 0,0, 3

[Begin Action 2101]
216,9, 0,0, 60
216,10, 0,0, 4
216,11, 0,0, 4
216,12, 0,0, 4
216,13, 0,0, 4
216,14, 0,0, 4
216,15, 40,0, 4
216,16, 60,0, -1

;=========================
;LEO
;===========================
;tile 2
[BG3Def]
;[BG3 01]
;type        = anim       
;layerNo     = 0         
;start       = -200,-0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 9         
;velocity    = 0,0  
;ID          = 05
;[BG3 01]
;type        = anim       
;layerNo     = 0         
;start       = -320,0      
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 2100         
;velocity    = 0,0  
;ID          = 200
[BG3 01]
type        = normal       
layerNo     = 0         
start       = -480,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 216,2  
velocity    = 0,0  
ID          = 201

[BG3 01]
type        = normal       
layerNo     = 0         
start       = -480,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 216,1  
velocity    = 0,0  
ID          = 200
[BG3CtrlDef Credits]
CtrlID = 200
looptime = -1

[BG3Ctrl Start]
type = enable
value=0
time=180



[BG3CtrlDef Credits]
CtrlID = 200,201
looptime = -1

[BG3Ctrl Start]
type = posadd
x=1.33
time=0,120

[BG3Ctrl Start]
type = enable
value=0
time=600

[BG3 01]
type        = normal       
layerNo     = 0         
start       = -320,-80    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 216,3  
velocity    = 0,0  
ID          = 202
window = 0,50, 640,250
[BG3 01]
type        = normal       
layerNo     = 0         
start       = -320,-80    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 216,4  
velocity    = 0,0  
ID          = 202
window = 0,50, 640,250
[BG3CtrlDef Credits]
CtrlID = 202
looptime = -1
[BG3Ctrl Start]
type = enable
value=0
time=0
[BG3Ctrl Start]
type = posadd
x=-14.86
time=600,629

[BG3Ctrl Start]
type = enable
value=1
time=600

[BG3 arrow]
type        = anim       
layerNo     = 0         
start       = -770,45     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2100         
velocity    = 0,0  
ID          = 2010
[BG3CtrlDef Credits]
CtrlID = 2010
looptime = -1
[BG3Ctrl Start]
type = enable
value=0
time=0
[BG3Ctrl Start]
type = posadd
x=20
time=600,615
[BG3Ctrl Start]
type = posadd
x=20
time=630,690
[BG3Ctrl Start]
type = enable
value=1
time=600




[Begin Action 2102]
216,17, 0,0, 3
216,18, 0,0, 3
216,19, 0,0, 3
216,20, 0,0, 3

[Begin Action 2103]
216,21, 0,0, 3
216,22, 0,0, 3
216,23, 0,0, 3
216,24, 0,0, 3

[Begin Action 2104]
216,31, 0,0, 20
216,32, 0,0, 20
216,33, 0,0, 20
216,32, 0,0, 20

;
;[BG3CtrlDef 201]
;CtrlID = 202
;looptime = -1
;
;[BG3Ctrl Start]
;type = enable
;value=0
;time=0
;[BG3Ctrl Start]
;type = enable
;value=1
;time=400
;[BG3Ctrl Start]
;type = Posset
;x=0
;y=120
;time=0
;[BG3 02]
;type        = anim       
;layerNo     = 0         
;start       = -320,0      
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 2103         
;velocity    = 0,0  
;ID          = 202
;---------------------
;tile 2
[BG4Def]





[BG4 sky]
type        = normal       
layerNo     = 0         
start       = -535,-83
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno =1,1
velocity    = 0,0  
window = 0,50, 640,250

[BG4 deer]
type        = anim       
layerNo     = 0         
start       = -300,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101         
velocity    = 0,0  
ID          = 300

[BG4CtrlDef Credits]
CtrlID = 300
looptime = -1
[BG4Ctrl Start]
type = enable
value=0
time=0
[BG4Ctrl Start]
type = enable
value=1
time=20

[BG4 bglefttree]
type        = normal       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 216,27  
velocity    = 0,0  
ID          = 100
window = 0,50, 640,250

[BG4CtrlDef Credits]
CtrlID = 100
looptime = -1
[BG4Ctrl Start]
type = posadd
x=-1.5
time=40,65
[BG4Ctrl Start]
type = posadd
x=-15
time=65,80
[BG4Ctrl Start]
type = posadd
x=-3.5
time=80,100


[BG4 bgrighttree]
type        = normal       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 216,28 
velocity    = 0,0  
ID          = 200
window = 0,50, 640,250


[BG4CtrlDef Credits]
CtrlID = 200
looptime = -1
[BG4Ctrl Start]
type = posadd
x=1.5
time=40,65
[BG4Ctrl Start]
type = posadd
x=15
time=65,80
[BG4Ctrl Start]
type = posadd
x=3.5
time=80,100

[BG4 fglefttree]
type        = normal       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 216,25 
velocity    = 0,0  
ID          = 101
window = 0,50, 640,250
[BG4CtrlDef Credits]
CtrlID = 101
looptime = -1

[BG4Ctrl Start]
type = posadd
x=-35
time=15,20
[BG4Ctrl Start]
type = posadd
x=-3.5
time=20,90



[BG4 fgrighttree]
type        = normal       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 216,26
velocity    = 0,0  
ID          = 201
window = 0,50, 640,250
[BG4CtrlDef Credits]
CtrlID = 201
looptime = -1

[BG4Ctrl Start]
type = posadd
x=35
time=15,20
[BG4Ctrl Start]
type = posadd
x=3.5
time=20,90


[BG4 arrowbg]
type        = anim       
layerNo     = 0         
start       = -300,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2102         
velocity    = 0,0  
ID          = 400
window = 0,50, 640,250
[BG4 arrow]
type        = anim       
layerNo     = 0         
start       = -300,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2103         
velocity    = 0,0  
ID          = 400
window = 0,50, 640,250
;---------------------
;tile 2
[BG5Def]

[BG5 bgmoon]
type        = normal       
layerNo     = 0         
start       = -708,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 216,29    
velocity    = 0,0  
ID          = 201
xscale=.5
yscalestart=.5
window = 0,50, 640,250
[BG5CtrlDef Credits]
CtrlID = 201
looptime = -1


[BG5Ctrl Start]
type = posadd
x=.793
time=0,299

[BG5 bg]
type        = normal       
layerNo     = 0         
start       = -552,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 216,30    
velocity    = 0,0  
ID          = 202
xscale=.5
yscalestart=.5
window = 0,50, 640,250
[BG5CtrlDef Credits]
CtrlID = 202
looptime = -1


[BG5Ctrl Start]
type = posadd
x=.793
time=0,299

[BG5CtrlDef Credits]
CtrlID = 201,202
looptime = -1

[BG5Ctrl Start]
type = enable
value =0
time=275

[BG5 moon2]
type        = anim       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2104    
velocity    = 0,0  
ID          = 300
[BG5 moon2]
type        = anim       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2105    
velocity    = 0,0  
ID          = 300

[BG5CtrlDef Credits]
CtrlID = 300
looptime = -1
[BG5Ctrl Start]
type = enable
value =0
time=0
[BG5Ctrl Start]
type = enable
value =1
time=275

;
[BG5CtrlDef Credits]
CtrlID = 211
looptime = -1
[BG5Ctrl Start]
type = enable
value=0
time=0


[BG5Ctrl Start]
type = enable
value=1
time=1100
[BG5 03]
type        = normal       
layerNo     =1        
start       =-320,160  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 999,0       
velocity    = 0,0  
ID          = 211
window = 0,50, 640,250
[Begin Action 2105]
216,34, 0,0, 20
216,35, 0,0, 20
216,36, 0,0, 20
216,35, 0,0, 20

[Begin Action 2106]
213,30, 0,0, 16
213,31, 0,0, 16

[Begin Action 2107]
213,32, 0,0, 16, H
213,33, 0,0, 16, H

[Begin Action 2108]
213,34, 0,0, 16
213,35, 0,0, 16

[Begin Action 2107]
213,36, 0,0, 16
213,37, 0,0, 16

[Begin Action 2110]
213,3, 0,0, 500
213,4, 0,0, 2
213,3, 0,0, 2
213,4, 0,0, 2
213,3, 0,0, 2
213,4, 0,0, -1

[Begin Action 2111]
201,-1, 0,0, 37, , A
201,16, 0,0, 2, , AS10D256
201,16, 0,0, 2, , AS40D256
201,16, 0,0, 2, , AS60D256
201,16, 0,0, 2, , AS90D256
201,16, 0,0, 2, , AS120D256
201,16, 0,0, 2, , AS160D256
201,16, 0,0, 2, , AS200D256
201,16, 0,0, 2, , AS220D256
201,16, 0,0, -1

