; [Credits]
; Scorcher for Spriterips
; 

;--------------------------------------------------------
[Info]
 ;Name of the stage.
name = "j";"Raised Ring of Fire"
author = "Cenobite 53"

;--------------------------------------------------------
[Camera]
 ;Camera starting position: Usually 0 for both
startx = 0
starty = 0

 ;Left and right bound of camera
 ;You may want to fiddle a bit with these values to make sure the
 ;background doesn't move too far or too little
 ;***
boundleft = -96
boundright = 96

 ;High and low bound of camera
 ;High is a negative number. Make is more negative if you want to
 ;camera to be able to move higher.
 ;Low should usually be 0.
 ;If omitted, defaults to -25 and 0 respectively
 ;***
boundhigh = 0
boundlow = 0

 ;This is how much the camera will move vertically towards the
 ;highest player. Valid values are from 0 to 1. A value of 0 will mean
 ;the camera does not move up at all. A value of 1 will makes the camera
 ;follow the highest player.
 ;Typically .2 for normal-sized backgrounds. You may need to pull this
 ;value up for taller backgrounds.
verticalfollow = 0

 ;Minimum vertical distance the highest player has to be from the floor,
 ;before the camera starts to move up to follow him. For extremely
 ;tall stages, a floor tension of about 20-30 coupled with a
 ;vertical-follow of .8 allows the camera to follow the action.
floortension = 0

 ;Horizontal distance player is from edge before camera starts to move
 ;left or right. Typically 50 or 60.
tension = 60


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

;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1

;--- Common ---
 ;Don't change these values.
leftbound  = -1000 ;Left bound (x-movement)
rightbound =  1000 ;Right bound
topbound  =  0     ;Top bound (z-movement)
botbound  =  0     ;Bottom bound

;--------------------------------------------------------
[Scaling]
 ;No need to change these values
topz     = 0       ;Top z-coordinate for scaling
botz     = 50      ;Bottom z-coordinate for scaling
topscale = 1       ;Scale to use at top
botscale = 1.2     ;Scale to use at bottom

;--------------------------------------------------------
[Bound]
 ;Distance from left/right edge of screen that player can move to
 ;Typically 15
screenleft = 15    ;Dist from left of screen that player can move to
screenright = 15   ;Right edge

;--------------------------------------------------------
[StageInfo]
 ;Z offset for drawing
 ;Adjust this value to move the ground level up/down in the screen.
 ;It's the position where the players stand at.
 ;Up - smaller, Down - larger
 ;***
zoffset = 222

 ;Leave this at 1. It makes the players face each other
autoturn = 1

 ;Set the following to 1 to have the background be reset between
 ;rounds.
resetBG = 0

;--------------------------------------------------------
[Shadow]
 ;This is the shadow color given in r,g,b. Valid values for each
 ;range from 0 (lightest) to 255 (darkest).
 ;Defaults to 92,92,92 if omitted.
color = 45,45,10

 ;This is the scale factor of the shadow. Use a big scale factor
 ;to make the shadow longer. You can use a NEGATIVE scale factor
 ;to make the shadow fall INTO the screen.
 ;Defaults to 0.4 if omitted.
yscale = 0.1

 ;Set to 1 to draw "reflection" shadows. Defaults to 0.
reflect = 0

;--------------------------------------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you don't want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". Using a track number of
 ;0 will play a random audio track. For example, to play
 ;track 3 from a music CD, use:
 ;  bgmusic = 3.da
bgmusic = sound/dar.ogg
bgmloopstart=512160
bgmloopend=  -1
 ;Adjust the volume. 0 is normal, negative for softer, and
 ;positive for louder (only for mp3, mods and CDA)
bgvolume = 255

;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ?       "Normal"/"Parallax"  (def: "normal")
; spriteno = ?, ? Sprite group and number: groupno, imgno  (req'd)
; start = ?, ?   Starting location (integer)  (def: 0, 0)
; delta = ?, ?   Change in location per camera unit moved (float)  (def: 1,1)
; trans = ?      Transparency settings: "none"/"add"/"add1"/"sub"/"addalpha" (def: "none")
; alpha = ?, ?   (only for trans=addalpha) Source,dest alpha (def: 256,0)
; mask = ?       Masking (int): 0 - off, 1 - on  (def: 0)
; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0)
; tile = ?, ?    Tiling: xtile, ytile (int): 0 - off, 1 - infinite,
;                        >1 - tile that number of times  (def: 0, 0) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
;  Parallax-only:
; xscale = ?, ?    Top xscale, bottom xscale (float)
; width = ?, ?     Top width, bottom width (int)  (use either this or above, but not both)
; yscalestart = ?  Starting y-scale (float, in percent)  (def: 100)
; yscaledelta = ?  Change in y-scale per unit (float, in percent)  (def: 0)
;-------------------------------------

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

 ;Set to 1 if you want to clear the screen to magenta before
 ;drawing layer 0 (the default background). Good for spotting "holes"
 ;in your background.
 ;Remember to turn this off when you are done debugging the background,
 ;because it slows down performance.
debugbg = 0




[BG FireA]
type = anim
actionno = 1
mask = 1
start = 0, 240
delta = .5,1

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

[BG FireB]
type = anim
actionno = 2
mask = 1
start = 0, 240
delta = .5,1

[Begin Action 2]
3,0,0,0,12
3,1,0,0,12
3,2,0,0,12


[BG Floor]
type  = normal
spriteno = 1, 0
layerno = 0
start = 0, 240
delta = 1,1
mask = 1


[BG ScreenL]
type = anim
actionno = 3
mask = 1
start = 0, 240
delta = 1,1

[Begin Action 3]
4,0,0,0,6
4,1,0,0,6
4,2,0,0,6
4,3,0,0,6
4,4,0,0,6
4,5,0,0,6
4,6,0,0,6
4,7,0,0,6
4,8,0,0,6

[BG ScreenR]
type = anim
actionno = 4
mask = 1
start = 0, 240
delta = 1,1

[Begin Action 4]
4,0,0,0,6, H
4,1,0,0,6, H
4,2,0,0,6, H
4,3,0,0,6, H
4,4,0,0,6, H
4,5,0,0,6, H
4,6,0,0,6, H
4,7,0,0,6, H
4,8,0,0,6, H

[BG PillarA]
type  = normal
spriteno = 5, 0
layerno = 0
start = 0, 240
delta = 1,1
mask = 1

[BG PillarB]
type  = normal
spriteno = 5, 1
layerno = 0
start = 0, 240
delta = 1,1
mask = 1

[BG LightsL]
type = anim
actionno = 5
mask = 1
start = 0, 240
delta = 1,1

[Begin Action 5]
6,0,0,0,14
6,1,0,0,14
6,2,0,0,14

[BG LightsR]
type = anim
actionno = 6
mask = 1
start = 0, 240
delta = 1,1

[Begin Action 6]
6,0,0,0,14, H
6,1,0,0,14, H
6,2,0,0,14, H



