; °¨¿µ½ÃÀÛ
; http://ks100.ivyro.net
;-----------------------
[Info]
localcoord = 640,480
[SceneDef]
spr = TMNTend.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 = 15      ;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 = "This was not quite the plan, but your\nhelp was appreciated nonetheless! We're\nglad you were able to put your \ndifferences aside to save the multiverse!"
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 = 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 = 2
fadeout.col = 0,0,0
;layerall.starttime =600
bg.name=BG11
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim =  6     ;Anim action number
layer0.offset = 0,0  ;Position offset
layer0.starttime = 0 
layer1.anim =  100    ;Anim action number
layer1.offset = 0,0   ;Position offset
layer1.starttime = 0
layer2.endtime = 699
layer2.textdelay = 2
layer2.text = "I told you all I was strong! That fool\ncouldn't hope to match the might of \nWingnut!"
layer2.font = 1,,1,212,112,64
layer2.starttime=0
layer2.offset = 12,310
layer3.endtime = 699
layer3.textdelay = 2
layer3.text = "He's a fightin' rockin' machine! Set em'\nup and he'll knock em' down!"
layer3.font = 1,,1,212,255,64
layer3.starttime=245
layer3.offset = 12,370
layer4.endtime = 699
layer4.textdelay = 2
layer4.text = "Actually, I'm done fighting. It's\nboring! Now that this is over I can \nfocus on my true passion!"
layer4.font = 1,,1,212,112,64
layer4.starttime=450
layer4.offset = 12,430
layer5.anim =  5    ;Anim action number
layer5.offset = 0,0
layer5.starttime=699
; 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 = "As long as that passion is on the right\nside of the law we wish you the best! \nGive our regards to the other heroes.              \nGoodbye hopefully forever!"
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
;===================================================
;------------------------------------
;Black LATER
[Scene 3]
; Screen color
clearcolor = 0,0,0
end.time = 150
bg.name=BG2
bgm=TE\Wi\winend1.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 = 256,256,256
;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 = "This ain't some ordinary documentary\nsee!               \nThis is the story of the greatest\nmusician alive and that will ever live!           \nWingnut set the world on fire and\ncontinues to be a trailblazer with his\ncrazy good skills!"
layer0.font = 1,,1,212,255,64
layer0.offset = 12,300
layer0.endtime=600
layer1.anim = 5
layer1.starttime =600
layer1.textdelay = 2
layer1.text = "Seein' him live is probably on most of\nhumanity's bucket list!              \nAnd believe me, they don't live long!             \nWhen he gets on stage, its like the\nwhole world lights up!"
layer1.font = 1,,1,212,255,64
layer1.offset = 12,300
layer1.endtime=1100
;sound2.value=8999,7 
;sound2.starttime=4000
; Music

; bgm.loop = 0
; Total time
end.time = 1100

;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 = 1
fadeout.col = 256,256,256
;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 = "The big shots would come out loads just\nfor a private gig at their little \nget-togethers. He didn't really care about \nthe money it was always about the music."
layer0.font = 1,,1,212,255,64
layer0.offset = 12,300
layer0.endtime=900
layer1.starttime =430
layer1.textdelay = 2
layer1.text = "Nothing else.                          \nThat's what real passion looks like."
layer1.font = 1,,1,212,255,64
layer1.offset = 12,400
layer1.endtime=900
layer2.starttime =360
layer2.textdelay = 2
layer2.text = "Thank you all for your money!"
layer2.font = 1,,1,212,112,64
layer2.offset = 12,380
layer2.endtime=900
layer3.anim = 5
layer3.starttime =650
layer3.textdelay = 2
layer3.text = "My passion is profit!"
layer3.font = 1,,1,212,112,64
layer3.offset = 12,450
layer3.endtime=900
; bgm.loop = 0
; Total time
end.time = 900

;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 = 1
fadeout.col = 256,256,256
;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 = "His ascension was like superman himself\ntaking off to the skies.                   \nElegant, magnificient, awe inspiring.                       \nWe should be so lucky to live in the\nsame time as the great Wingnut!"
layer0.font = 1,,1,212,255,64
layer0.offset = 12,300
layer0.endtime=720
layer1.anim = 5
layer1.starttime =720
layer1.textdelay = 2
layer1.text = "Screwloose!        \nWho are you talking to?              \nHave you been recording me this whole\ntime?!"
layer1.font = 1,,1,212,112,64
layer1.offset = 12,300
layer1.endtime=1020
;sound2.value=8999,7 
;sound2.starttime=4000
; Music
; bgm.loop = 0
; Total time
end.time = 1020

;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=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 = 2
layer0.text = "Uh, no one! Why would I record you?!"
layer0.font = 1,,1,212,255,64
layer0.offset = 12,300
layer0.endtime=580
layer1.starttime =180 
layer1.textdelay = 2
layer1.text = "Good, we gotta get ready for my first\nshow!                  \nNow that I have 3 songs done, I'm surely\nready for the big stage!"
layer1.font = 1,,1,212,112,64
layer1.offset = 12,332
layer1.endtime=580
layer2.starttime =580
layer2.textdelay = 2
layer2.text = "I know you'll crush it! I see big things\nfor us afterall..."
layer2.font = 1,,1,212,255,64
layer2.offset = 12,300
layer2.endtime=1280
layer3.starttime =780
layer3.textdelay = 2
layer3.text = "So uh.... Have you seen my guitar?                        \nI haven't touched it in weeks!"
layer3.font = 1,,1,212,112,64
layer3.offset = 12,348
layer3.endtime=1280
; Music
; bgm.loop = 0
; Total time
end.time = 1280
bgm=TE\Wi\winend2.ogg
;==========================================
;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]
1,1, 0,0, 1

[Begin Action 6]
207,0, 0,0, 18
207,1, 0,0, 18

[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 100]
207,2, 0,0, 450
207,3, 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 = 1000,0       
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 101]
207,4, 0,0, 1

[Begin Action 2100]
207,7, 0,0, 160
207,5, 0,0, 340

[Begin Action 2101]
207,18, 0,0, 3
207,20, 0,0, 2
207,18, 0,0, 3
207,20, 0,0, 2
207,18, 0,0, 3
207,20, 0,0, 2
207,19, 0,0, 2
207,21, 0,0,3
207,19, 0,0, 2
207,21, 0,0,3
207,19, 0,0, 2
207,21, 0,0,3

;=========================
;LEO
;===========================
;tile 2
[BG3Def]

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

[BG3Ctrl Start]
type = enable
value=0
time=0
[BG3Ctrl Start]
type = enable
value=1
time=600
[BG3 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,27       
start       = -320,0
delta       = .98,  0;05        
trans       = addalpha
alpha = 128,256      
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
window = 0,25, 640,250
ID          = 201
[BG3 01]
type        = anim       
layerNo     = 0         
start       = -22,236    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101         
velocity    = 0,0 
ID          = 202
[BG3 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,28     
start       = -320,0
delta       = .98,  0;05        
trans       = addalpha
alpha = 128,256     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
window = 0,25, 640,250
ID          = 201
[BG3 01]
type        = anim       
layerNo     = 0         
start       = -320,30     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2104         
velocity    = 0,0 
ID          = 201
window = 0,25, 640,250
[BG3CtrlDef 201]
CtrlID = 201
looptime = -1
[BG3Ctrl Start]
type = enable
value=0
time=0
[BG3Ctrl Start]
type = enable
value=1
time=760

[Begin Action 2102]
207,22, 0,0, 2, H
207,23, 0,0, 2, H
207,24, 0,0, 3, H
207,25, 0,0, 3, H

[Begin Action 2103]
207,26, 0,0, -1

[Begin Action 2104]
207,6, 0,0, 18
207,6, 640,6, 16, H

;
[BG3CtrlDef 202]
CtrlID = 202
looptime = -1
[BG3Ctrl Start]
type = enable
value=0
time=0
[BG3Ctrl Start]
type = enable
value=1
time=760
[BG3Ctrl Start]
type = anim
value=2102
time=785
[BG3Ctrl Start]
type = anim
value=2101
time=843
[BG3Ctrl Start]
type = anim
value=2102
time=903
[BG3Ctrl Start]
type = anim
value=2101
time=960
[BG3Ctrl Start]
type = anim
value=2103
time=1020
[BG3Ctrl Start]
type = sinY
value= 16,64,0
time=0


;[BG3Ctrl Start]
;type = enable
;value=0
;time=1860

;[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]

[BG4CtrlDef Credits]
CtrlID = 200
looptime = -1

[BG4Ctrl Start]
type = anim
value=2102
time=28
[BG4Ctrl Start]
type = anim
value=2101
time=49
[BG4Ctrl Start]
type = anim
value=2102
time=77
[BG4Ctrl Start]
type = anim
value=2101
time=99
[BG4Ctrl Start]
type = anim
value=2102
time=119
[BG4Ctrl Start]
type = anim
value=2101
time=141
[BG4Ctrl Start]
type = anim
value=2102
time=182
[BG4Ctrl Start]
type = anim
value=2101
time=224
[BG4Ctrl Start]
type = anim
value=2102
time=255
[BG4Ctrl Start]
type = anim
value=2101
time=299

[BG4Ctrl Start]
type = anim
value=2102
time=336
[BG4Ctrl Start]
type = anim
value=2101
time=472
[BG4Ctrl Start]
type = anim
value=2102
time=532
[BG4Ctrl Start]
type = anim
value=2101
time=585
[BG4Ctrl Start]
type = anim
value=2102
time=633
[BG4Ctrl Start]
type = anim
value=2101
time=680
[BG4Ctrl Start]
type = anim
value=2102
time=738
[BG4Ctrl Start]
type = anim
value=2103
time=790
[BG4Ctrl Start]
type = sinY
value= 16,64,0
time=0

[BG4Ctrl Start]
type = sinX
value= 24,106,0
time=0


[BG4 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 207,8     
velocity    = 0,0  
;ID          = 203
xscale=.5
yscalestart=.5



[BG4 01]
type        = anim       
layerNo     = 0         
start       = 0,166    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101         
velocity    = 0,0 
ID          = 200
[BG4 01]
type        = anim       
layerNo     = 0         
start       = 20,50   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2109         
velocity    = 0,0 
ID          = 202
window = 0,25, 640,205
[BG4CtrlDef Credits]
CtrlID = 202
looptime = -1
[BG4Ctrl Start]
type = sinX
value= 175,128,0
time=0
[BG4 01]
type        = anim       
layerNo     = 0         
start       = 20,50   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2109         
velocity    = 0,0 
ID          = 205
window = 0,25, 640,205
[BG4CtrlDef Credits]
CtrlID = 205
looptime = -1
[BG4Ctrl Start]
type = sinX
value= -175,128,0
time=0
[BG4 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 207,9      
velocity    = 0,0  
;ID          = 203
xscale=.5
yscalestart=.5
;===============================================
[BG5Def]


[BG5 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,10       
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
window = 0,25, 640,250
[BG5 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,11       
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0 
id=2
window = 0,25, 640,250
[BG5 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,13      
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0 
id=2
window = 0,25, 640,250
[BG5 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,12       
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0 
id=2
window = 0,25, 640,250
[BG5CtrlDef Credits]
CtrlID = 2
looptime =-1
[BG5Ctrl Start]
type = posadd
y = 1.125
time=0,195
[BG5 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,14       
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0 
id=1
[BG5 stage]
type        = anim       
layerNo     = 1         
start       = -320,0 
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2105        
velocity    = 0,0 
ID          = 4
[BG5 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,17      
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0 
id=1
[BG5 stage]
type        = anim       
layerNo     = 1        
start       = -320,0 
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2106        
velocity    = 0,0 
ID          = 4
[BG5 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,36    
start       = -0,230
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0 
id=3
window = 0,45, 640,250
[BG5CtrlDef Credits]
CtrlID = 3
looptime =-1
[BG5Ctrl Start]
type = posadd
y = -2.425
time=195,290


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

[BG5CtrlDef Credits]
CtrlID = 4
looptime =-1
[BG5Ctrl Start]
type = enable
value= 0
time=0
[BG5Ctrl Start]
type = enable
value= 1
time=295
;=================screwloose
[BG6Def]
[BG6 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,3       
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 0
[BG6 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,2    
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 2

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

[BG6CtrlDef Credits]
CtrlID = 1
looptime =50
[BG6Ctrl Start]
type = sinY
value= 12,50,0
time=0

[BG6CtrlDef Credits]
CtrlID = 2
looptime =-1
[BG6Ctrl Start]
type = enable
value= 0
time=0
[BG6Ctrl Start]
type = enable
value= 1
time=180

[BG6CtrlDef Credits]
CtrlID = 211
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=0


[BG6Ctrl Start]
type = enable
value=1
time=1080
[BG6 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
;=================screwloose
[BG11Def]


[BG11 stage]
type        = normal        
layerNo     = 1  
spriteno = 207,4       
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1

[BG11CtrlDef Credits]
CtrlID = 1
looptime =50
[BG11Ctrl Start]
type = sinY
value= 12,50,0
time=0

[Begin Action 2105]
207,15, 0,0, 8, , AS10D256
207,15, 0,0, 8, , AS25D256
207,15, 0,0, 8, , AS50D256
207,15, 0,0, 8, , AS65D256
207,15, 0,0, 8, , AS75D256
207,15, 0,0, 8, , AS85D256
207,15, 0,0, 8, , AS110D256
207,15, 0,0, 8, , AS120D256
207,15, 0,0, -1, , AS128D256

[Begin Action 2106]
207,16, 0,0, 8, , AS10D256
207,16, 0,0, 8, , AS25D256
207,16, 0,0, 8, , AS50D256
207,16, 0,0, 8, , AS65D256
207,16, 0,0, 8, , AS75D256
207,16, 0,0, 8, , AS85D256
207,16, 0,0, 8, , AS110D256
207,16, 0,0, 8, , AS120D256
207,16, 0,0, -1, , AS128D256

[Begin Action 2108]
207,4, 412,-5, -1, H

[Begin Action 2109]
207,29, 0,0, 6, , AS102D256
207,30, 0,0, 6, , AS102D256
207,31, 0,0, 6, , AS102D256
207,32, 0,0, 6, , AS102D256
207,33, 0,0, 6, , AS102D256
207,34, 0,0, 6, , AS102D256
207,35, 0,0, 6, , AS102D256

[Begin Action 2107]
201,14, 0,0, 1, , AS20D256
201,14, 0,0, 1, , AS40D256
201,14, 0,0, 1, , AS80D256
201,14, 0,0, 1, , AS120D256
201,14, 0,0, 1, , AS160D256
201,14, 0,0, 1, , AS200D256
201,14, 0,0, 1, , AS240D256
201,14, 0,0, 60
201,15, 0,0, -1

[Begin Action 2110]
201,-1, 0,0, 37, , A
201,21, 0,0, 2, , AS10D256
201,21, 0,0, 2, , AS40D256
201,21, 0,0, 2, , AS60D256
201,21, 0,0, 2, , AS90D256
201,21, 0,0, 2, , AS120D256
201,21, 0,0, 2, , AS160D256
201,21, 0,0, 2, , AS200D256
201,21, 0,0, 2, , AS220D256
201,21, 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

