; °¨¿µ½ÃÀÛ
; http://ks100.ivyro.net
;-----------------------
[Info]
localcoord = 640,480
[SceneDef]
spr = TMNTend.sff
startscene =0;Starting scene number (for debugging)
font1 = ending-bg.def
font2 = chrend.def
font3 = chrend2.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     ;Anim action number
;layer0.offset = 140,300   ;Position offset
;layer0.starttime = 0 
;layer1.anim =  11       ;Anim action number
;layer1.offset = 320,300   ;Position offset
;layer1.starttime = 0   ;Time to start display
;layer2.anim = 12
;layer2.offset = 460,300
;layer2.starttime = 0
;layer3.anim = 13
;layer3.offset = 580,300
;layer3.starttime = 0
;layer4.anim = 14
;layer4.offset =190,300
;layer4.starttime = 0
;layer5.anim = 15
;layer5.offset =380,300
;layer5.starttime = 0
;layer6.textdelay = 3
;layer6.text = "Looks like we owe you guys a big\nthanks for helping. I don't think we \ncould have won without you!"
;layer6.font = 1,,1,255,255,255
;layer6.endtime = 1250
;layer6.starttime=90
;layer6.offset = 12,370
; bgm = TMTF.mp3        ;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 = 600
;
;
;
;;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 = 100,300   ;Position offset
;layer0.starttime = 0 
;layer1.textdelay = 3
;layer1.text = "Please, it was an honor to fight with\nyou all. I will never forget this! \nHopefully, we can meet in a less \ndimensional crisis-like time!"
;layer1.font = 1,,1,0,255,122
;layer1.starttime=0
;layer1.offset = 12,370
;; layer1.anim =  1
;; layer1.offset = 0,176
;; Music
;; bgm.loop = 0
;; Total time
;end.time = 700
;
;;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 = 40
;fadeout.col = 256,256,256
;;layerall.starttime =1000
;bg.name=BG1
;layerall.pos = 0,0   ;Default position for all layers
;layer0.anim =  10     ;Anim action number
;layer0.offset = 140,300   ;Position offset
;layer0.starttime = 0 
;layer1.anim =  11       ;Anim action number
;layer1.offset = 320,300   ;Position offset
;layer1.starttime = 0   ;Time to start display
;layer2.anim = 12
;layer2.offset = 460,300
;layer2.starttime = 0
;layer3.anim = 13
;layer3.offset = 580,300
;layer3.starttime = 0
;layer4.anim = 14
;layer4.offset =190,300
;layer4.starttime = 0
;layer5.anim = 15
;layer5.offset =380,300
;layer5.starttime = 0
;layer6.textdelay = 3
;layer6.text = "Know that we will never forget about\nyou as well. It looks like the hole \nis shrinking so we have to go! Good \nluck and farewell!"
;layer6.font = 1,,1,255,255,255
;layer6.endtime = 1250
;layer6.starttime=0
;layer6.offset =12,370
;; layer1.anim =  1
;; layer1.offset = 0,176
;; Music
;; bgm.loop = 0
;; Total time
;end.time = 600


;singular bad 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     ;Anim action number
layer0.offset = 140,300   ;Position offset
layer0.starttime = 0 
layer1.anim =  11       ;Anim action number
layer1.offset = 320,300   ;Position offset
layer1.starttime = 0   ;Time to start display
layer2.anim = 12
layer2.offset = 460,300
layer2.starttime = 0
layer3.anim = 13
layer3.offset = 580,300
layer3.starttime = 0
layer4.anim = 14
layer4.offset =190,300
layer4.starttime = 0
layer5.anim = 15
layer5.offset =380,300
layer5.starttime = 0
layer6.textdelay = 3
layer6.text = "Looks like we owe you guys a big\nthanks for helping. I don't think we \ncould have won without you!"
layer6.font = 1,,1,255,255,255
layer6.endtime = 1250
layer6.starttime=90
layer6.offset = 12,370
 bgm = TE\ending.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 = 600



;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 =  20     ;Anim action number
layer0.offset = 390,300   ;Position offset
layer0.starttime = 0 
layer1.anim =  21    ;Anim action number
layer1.offset = 90,300   ;Position offset
layer1.starttime = 0 
layer2.anim =  22     ;Anim action number
layer2.offset = 180,300   ;Position offset
layer2.starttime = 0 
layer3.anim = 23     ;Anim action number
layer3.offset = 300,300   ;Position offset
layer3.starttime = 0 
layer4.anim =  24     ;Anim action number
layer4.offset = 240,300   ;Position offset
layer4.starttime = 0 
layer6.textdelay = 3
layer6.text = "He was like this when we found him\nactually. We have no idea who is \nresponsible!"
layer6.font = 1,,1,0,255,122
layer6.starttime=0
layer6.offset = 12,370
; layer1.anim =  1
; layer1.offset = 0,176
; Music
; bgm.loop = 0
; Total time
end.time = 600

;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 = 40
fadeout.col = 256,256,256
;layerall.starttime =1000
bg.name=BG1
layerall.pos = 0,0   ;Default position for all layers
layer0.anim =  10     ;Anim action number
layer0.offset = 140,300   ;Position offset
layer0.starttime = 0 
layer1.anim =  11       ;Anim action number
layer1.offset = 320,300   ;Position offset
layer1.starttime = 0   ;Time to start display
layer2.anim = 12
layer2.offset = 460,300
layer2.starttime = 0
layer3.anim = 13
layer3.offset = 580,300
layer3.starttime = 0
layer4.anim = 14
layer4.offset =190,300
layer4.starttime = 0
layer5.anim = 15
layer5.offset =380,300
layer5.starttime = 0
layer6.textdelay = 3
layer6.text = "However he was defeated is a breath \nof fresh air for us. We'll take it from \nhere. May we meet again heroes!"
layer6.font = 1,,1,255,255,255
layer6.endtime = 1250
layer6.starttime=0
layer6.offset =12,370
; layer1.anim =  1
; layer1.offset = 0,176
; Music
; bgm.loop = 0
; Total time
end.time = 800
;===================================================
;------------------------------------
;Black LATER
[Scene 3]
; Screen color
clearcolor = 0,0,0
end.time = 150
bg.name=BG2
bgm=TE\Cr\chrend.mp3

;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 =0
layer0.text = "Destroying that inferior creature \nalmost convinced that this was an \nutter waste of time. However, I have \ndetected a power source that can give the \nedge needed to assume complete \nauthority of the foot clan and then \nthe world!"
layer0.font = 1,,1,144,96,54
layer0.offset = 12,300
layer0.endtime=600

end.time =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 = 0
fadeout.col = 0,0,0
clearcolor=0,0,0
;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 = 0
layer0.text = "So it is confirmed, there is much work\nto be done. At last humanity's reign is\nreaching its end!"
layer0.font =1,,1,144,96,54
layer0.offset = 12,300
layer0.endtime=440
; Music
; bgm.loop = 0
; Total time
end.time = 440
;------------------------------------
;Black LATER
[Scene 6]
; Screen color
clearcolor = 0,0,0
end.time = 150
bg.name=BG11

;leo specific intro
[Scene 7]
; Fade
fadein.time =0      ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 0
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 = 0
layer0.text = "Once I have assimilated this with my own \ndesign. I will become the perfect being."
layer0.font =1,,1,144,96,54
layer0.offset = 12,300
layer0.endtime=2640
layer1.starttime =30 
layer1.textdelay = 1
layer1.text = "Booting ShredOS 1.0............................\nCopyright @1995\nFoot Clan Inc.\nAll Will Kneel\nL1 cache    :1984KB\nL2 cache    :2019KB\nRAM Size    :32768KB"
layer1.font =3,,1,0,255,0
layer1.offset = 125,90
layer1.endtime=280
layer2.starttime =280
layer2.textdelay = 1
layer2.text = "Login     :Chr0mD0m3\nPassword  :XCBWinters\n..................................\nB:\\>C:\\ \nC:\\>cd D:\\ \nD:\\>SCEEPROM -a\nSCEEPROM> Attempting to read data..."
layer2.font =3,,1,0,255,0
layer2.offset = 125,90
layer2.endtime=620
layer3.starttime =620
layer3.textdelay = 1
layer3.text = "Reading 'Apokolips.dir'\nReading 'Omega.Brnc'"
layer3.font =3,,1,0,255,0
layer3.offset = 125,90
layer3.endtime=820
layer4.starttime =820
layer4.textdelay = 1
layer4.text = "You dare?!   YOU DARE ?!!\n\nYou will never defeat me.\n\nI control the technology.\n\nI have the power to control your mind"
layer4.font =3,,1,255,0,0
layer4.offset = 125,100
layer4.endtime=1160
layer5.starttime =690
layer5.textdelay = 1
layer5.text = "ERROR:  "Access Denied'"
layer5.font =3,,1,255,0,0
layer5.offset = 125,130
layer5.endtime=820
layer6.starttime =1160
layer6.textdelay = 1
layer6.text = "D:\\>SCEEPROM -s -o\nOmega.Brnc overwritten.                  \nD:\\>Omega.Brnc -u Chr_D.dat, F_Sdr.dat \n-n Neo Chrome Dome, Neo Foot Soldier\n\nomEgA Overload v6.4\nTargets: Chrome Dome, Foot Soldier\n\nPerforming operations."
layer6.font =3,,1,0,255,0
layer6.offset = 125,90
layer6.endtime=1640
layer7.starttime =1640
layer7.textdelay = 1
layer7.text = "Subject: Foot Soldier \n\nInjecting...                \n setKillPermission(true)         \n setCombatAggression(Agression.MAX)        \n _r = rd(Universefightingstyles.ddf)             \n addCombatRoutine(_r)            \nInjection Complete."
layer7.font =3,,1,0,255,0
layer7.offset = 125,90
layer7.endtime=2140
layer8.starttime =2140
layer8.textdelay = 1
layer8.text = "Subject: Chrome Dome \n\nInjecting...                \n setWill(Will.Free)         \n removeLeader([Ldr.Krang,Ldr.Baxter,Ldr.Oroku])       \n _r = rd(OmegaCtrl.sys)             \n Exec(_r.toByteArray())            \n\nInjection Complete."
layer8.font =3,,1,0,255,0
layer8.offset = 120,90
layer8.endtime=2740
layer9.starttime =2740
layer9.textdelay = 1
layer9.text = "D:\\>cd B:\\ \nB:\\> shutdown -r"
layer9.font =3,,1,0,255,0
layer9.offset = 125,90
layer9.endtime=3040
; Music
; bgm.loop = 0
; Total time
end.time = 3040

;leo specific intro
[Scene 8]
; 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=BG6
; 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 = 0
layer0.text = "The power flowing through my circuits. it \nis beyond my estimates!"
layer0.font =1,,1,144,96,54
layer0.offset = 12,300
layer0.endtime=550
layer1.starttime =10 
layer1.textdelay = 0
layer1.text = "Neo Chrome Dome Specs\nHead:\nBroad Range Eye Camera,\npowered by "Omega Effect'\n\nUltra-sensitive Voice\nRecognition System\n\nDeveloped by\nWalrusLui inc."
layer1.font =2,,1,255,255,255
layer1.offset = 15,80
layer1.endtime=280
layer2.starttime =280
layer2.textdelay = 0
layer2.text = "Neo Chrome Dome Specs\n\nWeapons:\n\n* Omega Tech Laser Whip\n\n* Omega Tech Laser Sword"
layer2.font =2,,1,255,255,255
layer2.offset =15,80
layer2.endtime=520
layer3.starttime =550
layer3.textdelay = 0
layer3.text = "Neo Foot Soldier Specs\n\nBody:\n\n* Titanium Armor\n* Bulletproof\n* Elemental Resistance\n* .0003ms Reaction Time\n* Compact Jetpack"
layer3.font =2,,1,255,255,255
layer3.offset = 15,80
layer3.endtime=820
layer4.starttime =820
layer4.textdelay = 0
layer4.text = "Neo Foot Soldier Specs\n\nPhysical Power:\n\n* 100KG Striking Power\n* Extendable Limbs\n* 100MPH Running Speed"
layer4.font =2,,1,255,255,255
layer4.offset = 15,80
layer4.endtime=1110
layer5.starttime =1110
layer5.textdelay = 0
layer5.text = "Neo Foot Soldier Specs\n\nHead:\n\n* Mind Control Waves\n* Apokolyptian Lasers\n* Mastery of All Combat"
layer5.font =2,,1,255,255,255
layer5.offset = 15,80
layer5.endtime=1410
layer6.starttime =550 
layer6.textdelay = 0
layer6.text = "My army is logically unstoppable. It is\ntime for mass production. There will be\nno mercy. Only the total extinction of \nthe human race."
layer6.font =1,,1,144,96,54
layer6.offset = 12,300
layer6.endtime=1410

; Music
; bgm.loop = 0
; Total time
end.time = 1410

;leo specific intro
[Scene 9]
; 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 = 0,0,0
clearcolor=0,0,0
;layerall.starttime =600
bg.name=BG7
; 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 = "We are ready and operating at 100%\nefficiency. Congratulations, you have \ndoomed the human race."
layer0.font =1,,1,144,96,54
layer0.offset = 12,300
layer0.endtime=540
layer1.starttime = 540 
layer1.textdelay = 2
layer1.text = "For your efforts, you will be rewarded.               \nIn any other circumstance you would be\nterminated.          \nHowever, I am allowing you to transfer\nyour consciousness to our data bank and \njoin us as foot soldier No. 29938.        \nIt is not negotiable.                     \nPrepare for assimilation!"
layer1.font =1,,1,144,96,54
layer1.offset = 12,300
layer1.endtime=1580
; Music
; bgm.loop = 0
; Total time
end.time = 1580
;==========================================
;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, , AS140D256
2,4, 0,0, 2, , AS140D256
2,4, 0,0, 2, ,AS140D256
2,4, 0,0, 2, ,AS140D256
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, , AS60D256
2,5, 0,0, 2, , AS60D256
2,6, 0,0, 2, , AS60D256
2,6, 0,0, 2, , AS60D256
2,6, 0,0, 2, , AS20D256
2,6, 0,0, 2, , AS20D256
2,6, 0,0, 2, , AS20D256
2,6, 0,0, 2, , AS20D256
2,-1, 0,0, -1, , AS20D256
[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, ,AS140D256
3,0, 0,0, 2, ,AS140D256
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, , AS60D256
3,2, 0,0, 2, , AS60D256
3,0, 0,0, 2, , AS60D256
3,0, 0,0, 2, , AS60D256
3,0, 0,0, 2, , AS20D256
3,1, 0,0, 2, , AS20D256
3,1, 0,0, 2, , AS20D256
3,1, 0,0, 2, , AS20D256
2,-1, 0,0, -1, , AS20D256

[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]
-1,0, 0,0, 1

[Begin Action 10]
100,0, 0,0, 1, H
[Begin Action 11]
100,1, 0,0, 1, H
[Begin Action 12]
100,2, 0,0, 1, H
[Begin Action 13]
100,3, 0,0, 1, H
[Begin Action 14]
100,4, 0,0, 1, H

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

[Begin Action 20]
102,0, 0,0, 1
[Begin Action 21]
102,1, 0,0, 1
[Begin Action 22]
102,2, 0,0, 1
[Begin Action 23]
102,3, 0,0, 1
[Begin Action 24]
102,4, 0,0, 1
[Begin Action 100]
101,0, 0,0, 1
;;====================================================================
;stage
;;====================================================================
;

;tile 2
[BG0Def]
[BG0 01]
type        = anim       
layerNo     = 0         
start       = -200,-140      
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,-140      
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 = 1000,1       
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]
208,-1, 0,0, 45, , AS20D10
208,0, 0,0, 8, , AS20D256
208,0, 0,0, 8, , AS40D256
208,0, 0,0, 8, , AS75D256
208,0, 0,0, 8, , AS125D256
208,0, 0,0, 8, , AS175D256
208,0, 0,0, 8, , AS215D256
208,0, 0,0, 8, , AS235D256
208,0, 0,0, 8, , AS256D256
208,0, 0,0, 45, , AS235D256
208,0, 0,0, 8, , AS215D256
208,0, 0,0, 8, , AS175D256
208,0, 0,0, 8, , AS125D256
208,0, 0,0, 8, , AS75D256
208,0, 0,0, 8, , AS40D256

[Begin Action 2101]
208,48, 0,0, 1

;=========================
;ARM
;===========================
;tile 2
[BG3Def]
[BG3CtrlDef Credits]
CtrlID = 1
looptime = -1
[BG3Ctrl Start]
type = Posadd
x=-1.85
time=200,520

[BG3 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 208,1      
velocity    = 0,0  
ID          = 1
xscale=.5
yscalestart=.5

[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          =1


;[BG3Ctrl Start]
;type = Posset
;x=0
;y=120
;time=0
;
;[BG3Ctrl Start]
;type = PosAdd
;x=-16
;time=227,240

;[BG3Ctrl Start]
;type = enable
;value=0
;time=240
[Begin Action 2102]
208,2, 0,0, 1, , AS256D40

[Begin Action 2103]
208,2, 0,0,1

[Begin Action 2104]
208,3, 0,0, 1



[BG3 02]
type        = anim       
layerNo     = 0         
start       = -320,240     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101        
velocity    = 0,0  
ID          = 2
window = 0,25, 640,250


[BG3CtrlDef Credits]
CtrlID = 2
looptime = -1
[BG3Ctrl Start]
type = Posadd
x=1.45
time=0,600


[BG3Ctrl Start]
type = anim
value=2102
time=105

[BG3Ctrl Start]
type = anim
value=2103
time=125

[BG3Ctrl Start]
type = anim
value=2104
time=135

[BG3Ctrl Start]
type = anim
value=2105
time=142


[BG3 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 208,6      
velocity    = 0,0  
ID          = 1
xscale=.5
yscalestart=.5
;---------------------
;tile 2
[BG4Def]



;
[BG4 03]
type        = anim       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2106      
velocity    = 0,0  
id=2
[BG4CtrlDef Credits]
CtrlID = 2
looptime = -1


[BG4Ctrl Start]
type = anim
value=2107
time=130




[BG4CtrlDef Credits]
CtrlID = 204
looptime = -1
[BG4Ctrl Start]
type = anim
value=2101
time=0
[BG4Ctrl Start]
type = anim
value=2116
time=102
[BG4Ctrl Start]
type = Posadd
x=2.8
time=0,102
[BG4CtrlDef Credits]
CtrlID = 206
looptime = -1
[BG4Ctrl Start]
type = enable
value=0
time=0
[BG4Ctrl Start]
type = enable
value=1
time=110
[BG4Ctrl Start]
type = Posadd
x=-4.8
time=141,300
[BG4 02]
type        = anim       
layerNo     = 0         
start       = -34.4,235 
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2117     
velocity    = 0,0  
ID          = 206

[BG4 02]
type        = anim       
layerNo     = 0         
start       = -320,-20    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2114       
velocity    = 0,0  
ID          = 205
[BG4 02]
type        = anim       
layerNo     = 0         
start       = -320,-20     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2115     
velocity    = 0,0  
ID          = 205



[BG4 02]
type        = anim       
layerNo     = 0         
start       = -320,235 
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101       
velocity    = 0,0  
ID          = 204



[BG4 01]
type        = anim       
layerNo     = 0         
start       =  -320,-20    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2119       
velocity    = 0,0  
ID          = 6
[BG4CtrlDef Credits]
CtrlID = 6
looptime = -1
[BG4Ctrl Start]
type = anim
value=2119
time=0
[BG4Ctrl Start]
type = anim
value=2118
time=130
[BG4CtrlDef Credits]
CtrlID = 205
looptime = -1

[BG4Ctrl Start]
type = Posadd
x=-4
y =8
time=130
[BG4Ctrl Start]
type = Posadd
x=-8
y =30
time=135
[BG4Ctrl Start]
type = Posadd
x=-25
y =18
time=141
[BG4Ctrl Start]
type = Posadd
x=-4.8
time=141,300

[BG4CtrlDef Credits]
CtrlID = 204
looptime = -1


[BG4 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 208,7      
velocity    = 0,0  
;ID          = 201
xscale=.5
yscalestart=.5


;===========================
;tile 2
[BG5Def]


[BG5 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 208,13      
velocity    = 0,0  
ID          = 1

[BG5 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 208,15      
velocity    = 0,0  
ID          = 1
[BG5 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = addalpha
alpha=40,256     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 208,14      
velocity    = 0,0  
ID          = 1


;===========================
;tile 2 -UPGRADE
[BG6Def]
[BG6CtrlDef Credits]
CtrlID = 1
looptime = -1


[BG6 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 208,18     
velocity    = 0,0  
ID          = 1



[BG6 01]
type        = anim       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2108         
velocity    = 0,0  
;ID          =1

[BG6 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = addalpha
alpha=208,256      
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 208,24    
velocity    = 0,0  
ID          = 1
[BG6 01]
type        = anim       
layerNo     = 0         
start       = -320,0 
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2121      
velocity    = 0,0 
ID          = 201
[BG6CtrlDef Credits]
CtrlID = 201
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=280
;soldier
[BG6 01]
type        = anim       
layerNo     = 0         
start       = -420,0 
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2122    
velocity    = 0,0 
ID          = 207
[BG6CtrlDef Credits]
CtrlID = 207
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=0
[BG6Ctrl Start]
type = enable
value=1
time=520
[BG6Ctrl Start]
type = Posadd
x=3.333333333333333
y=0
time=520,550

[BG6CtrlDef Credits]
CtrlID = 202
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=0
[BG6Ctrl Start]
type = enable
value=1
time=280
[BG6Ctrl Start]
type = enable
value=0
time=520



[BG6 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 208,26     
velocity    = 0,0  
ID          = 202
[BG6 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 208,25    
velocity    = 0,0  
ID          = 202

[BG6 02]
type        = anim       
layerNo     = 0         
start       = -160,70   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2112       
velocity    = 0,0  
ID          = 200
window = 0,25,640,250


[BG6CtrlDef Credits]
CtrlID = 200
looptime = -1
[BG6Ctrl Start]
type = Posset
x=280
y=110
time=0
[BG6Ctrl Start]
type = Posadd
x=3.5
y=0
time=0,15
[BG6Ctrl Start]
type = Posadd
x=-1.5
y=2.5
time=45,58

[BG6Ctrl Start]
type = Posadd
x=2.5
y=1
time=85,96

[BG6Ctrl Start]
type = Posadd
x=5.5
y=-4
time=120,135
[BG6Ctrl Start]
type = enable
value=0
time=165
[BG6Ctrl Start]
type = enable
value=1
time=280
[BG6Ctrl Start]
type = Posset
x=280
y=30
time=280

[BG6Ctrl Start]
type = Posadd
x=-1.8
y=8
time=280,290

[BG6Ctrl Start]
type = Posset
x=325
y=30
time=315

[BG6Ctrl Start]
type = Posadd
x=5.8
y=5.5
time=315,332

[BG6Ctrl Start]
type = enable
value=0
time=355

[BG6Ctrl Start]
type = enable
value=1
time=550

[BG6Ctrl Start]
type = Posset
x=280
y=110
time=550
[BG6Ctrl Start]
type = Posadd
x=3.5
y=0
time=550,565
[BG6Ctrl Start]
type = Posadd
x=-1.5
y=2.5
time=595,608

[BG6Ctrl Start]
type = Posadd
x=2.5
y=1
time=635,646

[BG6Ctrl Start]
type = Posadd
x=1.5
y=-4
time=670,685
[BG6Ctrl Start]
type = enable
value=0
time=715
;==================================
[BG7Def]
[BG7 02]
type        = anim       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2113       
velocity    = 0,0  
ID          = 200
window = 0,25,640,250
[BG7CtrlDef Credits]
CtrlID = 201
looptime = -1
[BG7Ctrl Start]
type = enable
value=0
time=0

[BG7Ctrl Start]
type = enable
value=1
time=1100

[BG7 02]
type        = anim       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2123       
velocity    = 0,0  
ID          = 201
window = 0,25,640,250
[BG7CtrlDef Credits]
CtrlID = 211
looptime = -1
[BG7Ctrl Start]
type = enable
value=0
time=0


[BG7Ctrl Start]
type = enable
value=1
time=1350
[BG7 03]
type        = normal       
layerNo     =1        
start       =-320,180
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 999,0       
velocity    = 0,0  
ID          = 211   
;=================transition
[BG11Def]



[BG11 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

[BG11CtrlDef Credits]
CtrlID = 1
looptime = -1
[BG11Ctrl Start]
type = Posset
x=-640
time=0
[BG11Ctrl Start]
type = PosAdd
x=90
time=0,6
[BG11Ctrl Start]
type = PosAdd
x=90
time=55,61
[BG11Ctrl Start]
type = PosAdd
x=1
time=6,55

[Begin Action 2105]
208,4, 0,0, 12
208,5, 0,0, 12

[Begin Action 2106]
208,9, 0,0, 1

[Begin Action 2107]
208,9, 0,0, 10
208,10, 0,0, 2
208,8, 0,0, 2
208,11, 0,0, 2
208,8, 0,0, 1
208,10, 0,0, 2
208,8, 0,0, 2
208,11, 0,0, 2
208,8, 0,0, 1
208,10, 0,0, 2
208,8, 0,0, -1

[Begin Action 2108]
208,17, 0,0, 30, , AS0D256
208,17, 0,0, 4, , AS20D256
208,17, 0,0, 4, , AS40D256
208,17, 0,0, 4, , AS80D256
208,17, 0,0, 4, , AS120D256
208,17, 0,0, 4, , AS160D256
208,17, 0,0, 4, , AS200D256
208,17, 0,0, 4, , AS240D256
208,17, 0,0, 4, , AS200D256
208,17, 0,0, 4, , AS160D256
208,17, 0,0, 4, , AS120D256
208,17, 0,0, 4, , AS80D256
208,17, 0,0, 4, , AS40D256
208,17, 0,0, 4, , AS20D256

[Begin Action 2109]
208,19, 0,0, 2
208,20, 0,0, 2

[Begin Action 2110]
208,21, 0,0, 2
208,22, 0,0, 2

[Begin Action 2111]
208,23, 0,0, 1

[Begin Action 2112]
208,30, 0,0, 1
208,-1, 0,0, 1
208,31, 0,0, 1
208,-1, 0,0, 1
208,32, 0,0, 1
208,-1, 0,0, 1

[Begin Action 2113]
208,33, 0,0, 120
208,34, 0,0, 15
208,35, 0,0, 4
208,34, 0,0, 4
208,35, 0,0, 4
208,34, 0,0, 4
208,35, 0,0, 4
208,34, 0,0, 4
208,35, 0,0, 80
208,36, 0,0, 3
208,35, 0,0, 3
208,36, 0,0, 3
208,35, 0,0, 3
208,36, 0,0, 286
208,37, 0,0, -1

[Begin Action 2114]
208,41, 0,0, 2
208,40, 0,0, 2

[Begin Action 2115]
208,39, 0,0, 35, , A
208,39, 0,0, 3, , AS235D256
208,39, 0,0, 3, , AS215D256
208,39, 0,0, 3, , AS195D256
208,39, 0,0, 3, , AS170D256
208,39, 0,0, 3, , AS145D256
208,39, 0,0, 3, , AS110D256
208,39, 0,0, 3, , AS85D256
208,39, 0,0, 3, , AS47D256
208,39, 0,0, 3, , AS27D256
208,39, 0,0, 3, , AS47D256
208,39, 0,0, 3, , AS85D256
208,39, 0,0, 3, , AS110D256
208,39, 0,0, 3, , AS145D256
208,39, 0,0, 3, , AS170D256
208,39, 0,0, 3, , AS195D256
208,39, 0,0, 3, , AS215D256
208,39, 0,0, 3, , AS235D256

[Begin Action 2116]
208,42, 0,0, 8
208,46, 0,0, 5
208,44, 0,0, 15
208,46, 0,0, 5
208,43, 0,0, 6
208,-1, 0,0, -1

[Begin Action 2117]
208,47, 0,0, 5
208,45, 0,0, 15
208,47, 0,0, 5
208,-1, 0,0, 6
208,48, 0,0, -1, H

[Begin Action 2118]
208,12, 0,0, 4, , AS40D226
208,12, 0,0, 2, , AS30D226
208,12, 0,0, 2, , AS20D226
208,12, 0,0, 2, , AS10D226
208,-1, 0,0, -1

[Begin Action 2119]
208,12, 0,0, 4, , AS40D226
208,12, 0,0, 2, , AS20D256

[Begin Action 2120]
208,29, 0,0, 4
-1,0, 0,0, 4

[Begin Action 2121]
208,19, 0,0, 12
208,20, 0,0, 12

[Begin Action 2122]
208,23, 0,0, 30
LoopStart
208,22, 0,0, 12
208,21, 0,0, 12

[Begin Action 2123]
208,38, 0,0, 4, , AS25D256
208,38, 0,0, 4, , AS50D256
208,38, 0,0, 4, , AS75D256
208,38, 0,0, 4, , AS100D256
208,38, 0,0, 4, , AS125D256
208,38, 0,0, 4, , AS150D256
208,38, 0,0, 4, , AS170D256
208,38, 0,0, 4, , AS195D256
208,38, 0,0, 4, , AS220D256
208,38, 0,0, -1

[Begin Action 2600]
206,0, 0,0, 400
206,1, 0,0, 400
206,2, 0,0, 360
206,3, 0,0, 600
206,4, 0,0, 700
206,5, 0,0, 640
206,6, 0,0, 740
206,7, 0,0, -1

[Begin Action 2601]
206,13, 0,0, 180
206,14, 0,0, 180
206,15, 0,0, 300
206,16, 0,0, 300
206,17, 0,0, 700
206,18, 0,0, 640
206,19, 0,0, -1

[Begin Action 2602]
206,10, 0,0, 340
206,11, 0,0, 720
206,12, 0,0, -1


[Begin Action 2603]
206,22, 0,0, 4, , AS256D240
206,22, 0,0, 4, , AS256D220
206,22, 0,0, 4, , AS256D210
206,22, 0,0, 4, , AS256D195
206,22, 0,0, 4, , AS256D180
206,22, 0,0, 4, , AS256D165
206,22, 0,0, 4, , AS256D150
206,22, 0,0, 4, , AS256D135
206,22, 0,0, 4, , AS256D120
206,22, 0,0, 4, , AS256D105
206,22, 0,0, 4, , AS256D90
206,22, 0,0, 4, , AS256D75
206,22, 0,0, 4, , AS256D60
206,22, 0,0, 4, , AS256D45
206,22, 0,0, 4, , AS256D30
206,22, 0,0, 4, , AS256D15
206,22, 0,0, -1, , AS256D0

