; °¨¿µ½ÃÀÛ
; http://ks100.ivyro.net
;-----------------------
[Info]
localcoord = 640,480
[SceneDef]
spr = TMNTend.sff
;startscene =5;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     ;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
layer5.textdelay = 3
layer5.text = "Looks like we got here just in time!\nNow, where's darkseid? He couldn't have\ngone far!"
layer5.font = 1,,1,255,255,255
layer5.endtime = 1250
layer5.starttime=90
layer5.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 = "There's definitely signs of a fight here,\nbut whoever it was took Darkseid with\nthem!"
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
layer5.textdelay = 3
layer5.text = "This is most strange. However, we're\nrunning out of time so maybe they \nwent back through the rift! Hopefully we \nwon't have to let you know otherwise! \nFarewell!"
layer5.font = 1,,1,255,255,255
layer5.endtime = 1250
layer5.starttime=0
layer5.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\Ar\armend.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 = "Well, well, well, if it isn't my old pal.\nDidn't think you'd be interested in a\nbusiness like this.\n\n\nDon't worry It's ''legit''! Lemme' explain."
layer0.font = 1,,1,75,180,255
layer0.offset = 12,300
layer0.endtime=400
layer1.anim = 5
layer1.starttime =400
layer1.textdelay = 2
layer1.text = "As it turns out, ole cinderblock was\nworthless so I did the natural thing a \nshark like myself would do to deal with \nthat. Let's just say he tastes worse \nthat he looked!"
layer1.font =1,,1,75,180,255
layer1.offset = 12,300
layer1.endtime=800
layer2.anim = 5
layer2.starttime =800
layer2.textdelay = 2
layer2.text = "However, our pal pinky had quite the\nnumber attached to that ugly mug of \nhis So I paid him a little visit to \n''talk''."
layer2.font = 1,,1,75,180,255
layer2.offset = 12,300
layer2.endtime=1160
layer3.anim = 5
layer3.starttime =1160
layer3.textdelay = 2
layer3.text = "After our ''discussion'' he agreed to\ncome with me to go over some numbers if\nyou catch my drift. He had plenty to \nsay about it but I'm a little hard of \nhearing these days unless moolah is \ninvolved ya dig?"
layer3.font = 1,,1,75,180,255
layer3.offset = 12,300
layer3.endtime=1760
layer4.anim = 5
layer4.starttime =1760
layer4.textdelay = 2
layer4.text = "After I dropped him off at day care, it\nwas time for the big pay out. And boy, \nit was one of the biggest pay outs I've \nhad since I've been doin' gigs like this. \nI was king money bags and nobody \ncould tell me anything!"
layer4.font = 1,,1,75,180,255
layer4.offset = 12,300
layer4.endtime=2460
layer5.anim = 5
layer5.starttime =2460
layer5.textdelay =2
layer5.text = "But wealth don't come to those who spend\ncash on pointless garbage yeah? So I \nasked myself, how do I make this into \nsomething bigger? To get out of the game \nfor good? Then it hit me..."
layer5.font = 1,,1,75,180,255
layer5.offset = 12,300
layer5.endtime=3100
layer6.anim = 5
layer6.starttime =3100
layer6.textdelay =2
layer6.text = "Those jerks in suits make all the money\nby ''giving'' people money! It was \nperfect for someone of my abilities as \nyou could imagine. But then i learned of \nall that crap you have to do to be \ntaken seriously, and I had another \nidea..."
layer6.font =1,,1,75,180,255
layer6.offset = 12,300
layer6.endtime=3840
layer7.anim = 5
layer7.starttime =3840
layer7.textdelay = 2
layer7.text = "And that, my bossom buddy, is how I got \nhere. So now that we've exchanged \npleasantries, lets get down to business."
layer7.font = 1,,1,75,180,255
layer7.offset = 12,300
layer7.endtime=4340
end.time = 4340

;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 = 2
layer0.text = "So what'll it be? 10 grand? 100 grand?\nMoney is no object to me!"
layer0.font =1,,1,75,180,255
layer0.offset = 12,300
layer0.endtime=340
layer1.anim = 5
layer1.starttime =340
layer1.textdelay = 2
layer1.text = "Actually, where's my manners? I \nforgot to tell you the terms of this \nlending agreement. You see the nature \nof a handout like this is that I'll need \nthis a little quicker than most ''banks''. \nYou understand right? This is a business \nafterall! I can't cut corners, not even \nfor you."
layer1.font =1,,1,75,180,255
layer1.offset = 12,300
layer1.endtime=1060
layer2.anim = 5
layer2.starttime =1060
layer2.textdelay = 2
layer2.text = "So it's a deal then? I'm glad you're \non board!                                                  \nOh, and one last thing...              \nYou don't want to miss that deadline \non the contract.                                               \nI'd hate to have to come looking for you                           \nmy way..."
layer2.font = 1,,1,75,180,255
layer2.offset = 12,300
; Music
; bgm.loop = 0
; Total time
end.time = 2040

;==========================================
;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 = 1000,0       
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]
201,0, 0,0, 8

[Begin Action 2101]
201,1, 0,0, 1

;=========================
;ARM
;===========================
;tile 2
[BG3Def]

[BG3 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 206,20      
velocity    = 0,0  
;ID          = 201
xscale=.5
yscalestart=.5

[BG3 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 206,21      
velocity    = 0,0  
ID          = 200
xscale=.5
yscalestart=.5



[BG3CtrlDef Credits]
CtrlID = 200
looptime = -1
[BG3Ctrl Start]
type = Posadd
x=4
y=0
time=780,790


[BG3Ctrl Start]
type = Posadd
x=-4
y=0
time=3830,3840
;[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]
201,1, 0,0, 2, , AS256D40
201,1, 0,0, 2, , AS256D80
201,1, 0,0, 2, , AS220D256
201,1, 0,0, 2, , AS180D256
201,1, 0,0, 2, , AS140D256
201,1, 0,0, 2, , AS100D256
201,1, 0,0, 2, , AS60D256
201,1, 0,0, 2, , AS20D256
-1,0, 0,0, -1

[Begin Action 2103]
201,2, 0,0, 240
201,3, 0,0, 280
201,4, 0,0, 280
201,5, 0,0, 300
201,6, 0,0, 360
201,7, 0,0, 580
201,8, 0,0, 580
201,9, 0,0, -1
[Begin Action 2104]
201,10, 0,0, 580
201,11, 0,0, 580
-1,0, 0,0, -1



[BG3 02]
type        = anim       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2600         
velocity    = 0,0  
ID          = 200

[BG3 02]
type        = anim       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2601         
velocity    = 0,0  
ID          = 201

[BG3CtrlDef Credits]
CtrlID = 201
looptime = -1
[BG3Ctrl Start]
type = enable
value=0
time=0
[BG3Ctrl Start]
type = enable
value=1
time=800
[BG3Ctrl Start]
type = enable
value=0
time=3840

;---------------------
;tile 2
[BG4Def]

[BG4 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 206,20      
velocity    = 0,0  
;ID          = 201
xscale=.5
yscalestart=.5

[BG4 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 206,21      
velocity    = 0,0  
ID          = 200
xscale=.5
yscalestart=.5


;
[BG4 03]
type        = anim       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2602        
velocity    = 0,0  

[BG4CtrlDef Credits]
CtrlID = 204
looptime = -1
[BG4Ctrl Start]
type = enable
value=0
time=0
;face fade
[BG4Ctrl Start]
type = enable
value=1
time=1500

[BG4 02]
type        = anim       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2603        
velocity    = 0,0  
ID          = 204


[BG4CtrlDef Credits]
CtrlID = 211
looptime = -1
[BG4Ctrl Start]
type = enable
value=0
time=0


[BG4Ctrl Start]
type = enable
value=1
time=1800
[BG4 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

[Begin Action 2105]
201,13, 0,0, 4
201,12, 0,0, 4

[Begin Action 2106]
201,18, 0,0, 1, V

[Begin Action 2108]
201,-1, 0,0, 30
201,22, 0,0, 1, , AS20D256
201,22, 0,0, 1, , AS40D256
201,22, 0,0, 1, , AS80D256
201,22, 0,0, 1, , AS120D256
201,22, 0,0, 1, , AS160D256
201,22, 0,0, 1, , AS200D256
201,22, 0,0, 1, , AS240D256
201,22, 0,0, -1

[Begin Action 2109]
201,-1, 0,0, 30
201,20, 0,0, 1, , AS20D256
201,20, 0,0, 1, , AS40D256
201,20, 0,0, 1, , AS80D256
201,20, 0,0, 1, , AS120D256
201,20, 0,0, 1, , AS160D256
201,20, 0,0, 1, , AS200D256
201,20, 0,0, 1, , AS240D256
201,20, 0,0, -1

[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


[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

