; °¨¿µ½ÃÀÛ
; http://ks100.ivyro.net
;-----------------------
[Info]
localcoord = 640,480
[SceneDef]
spr = opening.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 = 40       ;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.textdelay = 3
layer0.text = "Game's over darkseid!             \nStand down and surrender!"
layer0.font = 1,,1,50,25,235
layer0.endtime = 400
layer0.starttime=40
layer0.offset = 12,280
layer1.textdelay = 2
layer1.text = "You are a fool,   \nI am exactly where I need to be!         \nI have tracked down what I've been\nseeking and there's nothing you can do\nto stop me!"
layer1.font = 1,,1,50,50,128
layer1.endtime = 860
layer1.starttime=400
layer1.offset = 12,280
layer2.textdelay = 2
layer2.text = "That's enough!"
layer2.font = 1,,1,50,25,235
layer2.endtime = 930
layer2.starttime=860
layer2.offset = 12,280

bgm = snd\op1.ogg      ;Name of music file to play
sound0.value=100,1
sound0.starttime=930
;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 = 930



;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 = 60
fadeout.col = 255,0,0
;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 = 5    ;Anim action number
layer0.offset = 190,300   ;Position offset
layer0.starttime = 0 
layer1.textdelay = 2
layer1.text = "How pathe-"
layer1.font = 1,,1,50,50,128
layer1.starttime=0
layer1.offset = 12,280
sound0.value=3000,0
sound0.starttime=22
sound1.value=3000,0
sound1.starttime=37
sound2.value=3000,0
sound2.starttime=53
sound3.value=3000,0
sound3.starttime=72
sound4.value=3000,0
sound4.starttime=90
sound5.value=3000,0
sound5.starttime=112
;; layer1.anim =  1
;; layer1.offset = 0,176
;; Music
;; bgm.loop = 0
;; Total time
end.time = 120
;;
;
;;
;;
;;;===================================================
;------------------------------------
;Black LATER
[Scene 2]
; Screen color
clearcolor = 0,0,0
end.time = 300
bg.name=BG2
sound0.value=0,1
sound0.starttime=0
sound1.value=0,0
sound1.starttime=22
;bgm = TE\De\desend.ogg 
;;
;leo specific intro
[Scene 3]
; Fade
fadein.time =15     ;Time to take for fading in
fadein.col = 255,0,0     ;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 = "Uh supes, what's going on!"
layer0.font = 1,,1,255,155,100
layer0.offset = 12,280
layer0.endtime=1600
layer1.starttime = 120 
layer1.textdelay = 2
layer1.text = "This is definitely not good."
layer1.font = 1,,1,190,190,255
layer1.offset = 12,296
layer1.endtime=1600
layer2.starttime = 240 
layer2.textdelay = 2
layer2.text = "I'd say the pooch has royally been\nscrewed here!"
layer2.font = 1,,1,160,255,160 
layer2.offset = 12,312
layer2.endtime=1600
layer3.starttime = 360 
layer3.textdelay = 2
layer3.text = "Hang on tight everyone!         \nIt looks like whatever darkseid has is\ngoing haywire!"
layer3.font = 1,,1,160,130,0
layer3.offset = 12,351
layer3.endtime=1600
layer4.starttime = 540 
layer4.textdelay = 2
layer4.text = "Whatever happens next, we'll figure \na way out of it!         \nNo matter what!"
layer4.font = 1,,1,50,25,235
layer4.offset = 12,408
layer4.endtime=1600
layer5.starttime = 760 
layer5.textdelay = 2
layer5.text = "We will survive this...."
layer5.font = 1,,1,175,255,255
layer5.offset = 12,466
layer5.endtime=1600
; Music
; bgm.loop = 0
; Total time
end.time = 1220


;------------------------------------
;Black LATER
;leo specific intro
[Scene 4]
; Fade
fadein.time =1     ;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=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 = "Once again, you have played right into\nmy hands.       \nAll I needed was kryptonian energy to\nopen the gate to my desires!"
layer0.font = 1,,1,50,50,128
layer0.offset = 12,280
layer0.endtime=1600
layer1.starttime = 400 
layer1.textdelay = 2
layer1.text = "Soon the riches of all worlds will be\nmine for the taking!"
layer1.font = 1,,1,255,125,60
layer1.offset = 12,364
layer1.endtime=1600
; Music
; bgm.loop = 0
; Total time
end.time =700

;;
;;
;;;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 = 15
fadeout.col = 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.offset = 190,300   ;Position offset
layer0.starttime = 0 
layer1.textdelay = 2
layer1.text = "I've tracked them down, and all in one\nconvenient location as well!"
layer1.font = 1,,1,175,0,105
layer1.starttime=0
layer1.offset = 12,300
layer1.endtime=320
layer2.textdelay = 2
layer2.text = "I will crush them once and for all and I\nwon't let anyone stop me!                \nToday is the day the justice league\nfalls!"
layer2.font = 1,,1,175,0,105
layer2.starttime=320
layer2.endtime=750
layer2.offset = 12,300
layer3.textdelay = 2
layer3.text = "No-what was that!"
layer3.font = 1,,1,175,0,105
layer3.starttime=750
layer3.offset = 12,300
end.time = 840
sound0.value=0,1
sound0.starttime=752

;------------------------------------
;Black LATER
[Scene 6]
; Screen color
clearcolor = 0,0,0
end.time = 300
bg.name=BG6
fadeout.time = 60
fadeout.col = 255,0,0
sound0.value=0,2
sound0.starttime=12
sound1.value=0,2
sound1.starttime=52
sound2.value=0,2
sound2.starttime=87
sound3.value=8999,7
sound3.starttime=280
;;;leo specific intro
[Scene 7]
; Fade
fadein.time =30      ;Time to take for fading in
fadein.col = 255,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 20
fadeout.col = 0,0,0
clearcolor=0,0,0
;layerall.starttime =600
bg.name=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 =30
layer0.textdelay = 2
layer0.text = "This is it, it is somewhere in this\ndimension!       \nAs for you pathetic mortals, You've\noutlived your usefulness!       \nWhatever you do is not my concern.      \nAllow me to show you what else my\ntechnology is capable of!"
layer0.font = 1,,1,50,50,128
layer0.offset = 12,300
layer0.endtime=690
layer1.starttime =690
layer1.textdelay = 2
layer1.text = "Whatever near by rock can serve as your\ngrave as far as I am concerned.            \nNothing can stop me now!"
layer1.font = 1,,1,50,50,128
layer1.offset = 12,300
layer1.endtime=1600

end.time = 1000
bgm = snd\op2.ogg 
sound0.value=0,3 
sound0.starttime=400
;; Music
;; bgm.loop = 0
;; Total time
;end.time = 840
;
;;leo specific intro
[Scene 8]
; Screen color
clearcolor = 0,0,0
end.time = 280
bg.name=BG8
fadeout.time = 60
fadeout.col = 255,0,0
sound0.value=0,3 
sound0.starttime=0
;sound0.value=5,0 
;sound0.starttime=0
;sound1.value=5,1 
;sound1.starttime=50
;sound2.value=5,2 
;sound2.starttime=100
;sound3.value=5,3 
;sound3.starttime=150
;sound4.value=5,1 
;sound4.starttime=200
;
;; Music
;; bgm.loop = 0
;; Total time
;end.time = 2290
;;bgm=donend2.ogg
;==========================================
;Background image
[Begin Action 0]
2,0, 0,0, 3
2,1, 0,0, 3
2,2, 0,0, 3
2,3, 0,0, 3
2,4, 0,0, 3

[Begin Action 9]
1,1, 0,0, -1

[Begin Action 1]
2,0, 0,0, 25
LoopStart
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
2,0, 0,0, 12

[Begin Action 2]
3,0, 0,0, 25
LoopStart
3,1, 0,0, 6
3,2, 0,0, 6
3,0, 0,0, 6

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


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

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


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

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

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

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

[Begin Action 100]
103,13, 0,0, 1
;;====================================================================
;stage
;;====================================================================
;

;tile 2
[BG0Def]
[BG0 01]
type        = normal        
layerNo     = 0  
spriteno = 10,0       
start       = -320,-0    
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0 
;ID          = 05
[BG0 supbg]
type        = normal        
layerNo     = 0  
spriteno = 1,6       
start       = -350,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250 


[BG0 supbg]
type        = anim       
layerNo     = 0         
start       =-350,-0        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2105       
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250

[BG0 supbg]
type        = normal        
layerNo     = 0  
spriteno = 1,5       
start       = -350,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250 


[BG0 supbg]
type        = anim       
layerNo     = 0         
start       =-350,-0        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2105       
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250

[BG0 sup]
type        = normal        
layerNo     = 0  
spriteno = 1,1      
start       = -320,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250


[BG0 darbg]
type        = normal        
layerNo     = 0  
spriteno = 1,3       
start       = -350,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 2
window = 0,50, 640,250 


[BG0 darbg]
type        = anim       
layerNo     = 0         
start       =-350,-0        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2106       
velocity    = 0,0  
ID          = 2
window = 0,50, 640,250


[BG0 dark]
type        = normal        
layerNo     = 0  
spriteno = 1,0    
start       = -320,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 2
window = 0,50, 640,250

[BG0CtrlDef Credits]
CtrlID = 1
looptime = -1
[BG0Ctrl Start]
type = enable
value=0
time=400
[BG0Ctrl Start]
type = enable
value=1
time=860


[BG0CtrlDef Credits]
CtrlID = 2
looptime = -1
[BG0Ctrl Start]
type = enable
value=0
time=0
[BG0Ctrl Start]
type = enable
value=1
time=400
[BG0Ctrl Start]
type = enable
value=0
time=860

[BG0 bream]
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          = 5
[BG0CtrlDef Credits]
CtrlID = 5
looptime = -1
[BG0Ctrl Start]
type = enable
value=0
time=0
[BG0Ctrl Start]
type = enable
value=1
time=860

;=================scene that keeps playing
[BG1Def]
[BG1 01]
type        = normal        
layerNo     = 0  
spriteno = 10,0       
start       = -320,-0    
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0 
;ID          = 05
[BG1 darbg]
type        = normal        
layerNo     = 0  
spriteno = 1,3       
start       = -350,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 2
window = 0,50, 640,250 


[BG1 darbg]
type        = anim       
layerNo     = 0         
start       =-350,-0        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2106       
velocity    = 0,0  
ID          = 2
window = 0,50, 640,250

[BG1 explo]
type        = anim       
layerNo     = 0         
start       =0,100        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101       
velocity    = 0,0  
ID          = 22
window = 0,50, 640,250

[BG1CtrlDef Credits]
CtrlID = 22
looptime = -1
[BG1Ctrl Start]
type = enable
value = 0
time=0
[BG1Ctrl Start]
type = enable
value = 1
time=22


;==explosion block
[BG1 explo]
type        = anim       
layerNo     = 0         
start       =-30,80        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101       
velocity    = 0,0  
ID          = 23
window = 0,50, 640,250

[BG1CtrlDef Credits]
CtrlID = 23
looptime = -1

[BG1Ctrl Start]
type = enable
value = 0
time=0
[BG1Ctrl Start]
type = enable
value = 1
time=37



[BG1 explo]
type        = anim       
layerNo     = 0         
start       =180,130        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101       
velocity    = 0,0  
ID          = 24
window = 0,50, 640,250

[BG1CtrlDef Credits]
CtrlID = 24
looptime = -1

[BG1Ctrl Start]
type = enable
value = 0
time=0
[BG1Ctrl Start]
type = enable
value = 1
time=53



[BG1 explo]
type        = anim       
layerNo     = 0         
start       =-130,60       
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101       
velocity    = 0,0  
ID          = 25
window = 0,50, 640,250

[BG1CtrlDef Credits]
CtrlID = 25
looptime = -1

[BG1Ctrl Start]
type = enable
value = 0
time=0
[BG1Ctrl Start]
type = enable
value = 1
time=72


[BG1 explo]
type        = anim       
layerNo     = 0         
start       =-50,90       
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101       
velocity    = 0,0  
ID          = 26
window = 0,50, 640,250

[BG1CtrlDef Credits]
CtrlID = 26
looptime = -1

[BG1Ctrl Start]
type = enable
value = 0
time=0
[BG1Ctrl Start]
type = enable
value = 1
time=90

[BG1 explo]
type        = anim       
layerNo     = 0         
start       =50,145      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101       
velocity    = 0,0  
ID          = 27
window = 0,50, 640,250

[BG1CtrlDef Credits]
CtrlID = 27
looptime = -1

[BG1Ctrl Start]
type = enable
value = 0
time=0
[BG1Ctrl Start]
type = enable
value = 1
time=112
;---

[BG1 dark]
type        = normal        
layerNo     = 0  
spriteno = 1,0    
start       = -320,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 21
window = 0,50, 640,250
[BG1CtrlDef Credits]
CtrlID = 21
looptime = -1

[BG1Ctrl Start]
type = posadd
x=22
time=0,8

[BG1 beam]
type        = anim       
layerNo     = 0         
start       =-0,100        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2108       
velocity    = 0,0  
ID          = 2
window = 0,50, 640,250

[BG1CtrlDef Credits]
CtrlID = 2,21,22,23,24,25,26,27
looptime = -1
[BG1Ctrl Start]
type = sinY
value= 21,5,0
time=90,96

[BG1Ctrl Start]
type = sinY
value= 0,3,0
time=97

[BG1Ctrl Start]
type = sinY
value= 21,5,0
time=112,118

[BG1Ctrl Start]
type = sinY
value= 0,3,0
time=119



[BG1Ctrl Start]
type = sinY
value= 21,5,0
time=72,78

[BG1Ctrl Start]
type = sinY
value= 0,3,0
time=78


[BG1Ctrl Start]
type = sinY
value= 21,5,0
time=53,59

[BG1Ctrl Start]
type = sinY
value= 0,3,0
time=60

[BG1Ctrl Start]
type = sinY
value= 21,5,0
time=37,43

[BG1Ctrl Start]
type = sinY
value= 0,3,0
time=44

[BG1Ctrl Start]
type = sinY
value= 21,5,0
time=22,28

[BG1Ctrl Start]
type = sinY
value= 0,3,0
time=29


;=================transition
[BG2Def]

[BG2 bg]
type        = normal        
layerNo     = 0  
spriteno = 6,1     
start       = -320,0        
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250
[BG2 fx]
type        = anim       
layerNo     = 0         
start       = -160,150     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2109        
velocity    = 0,0  
ID          = 6
window = 0,50, 640,250
[BG2 apok]
type        = normal        
layerNo     = 0  
spriteno = 5,2    
start       = -320,0        
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 3
window = 0,50, 640,250
[BG2 apok]
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          = 2
window = 0,50, 640,250
[BG2CtrlDef Credits]
CtrlID =3
looptime = -1

[BG2Ctrl Start]
type = enable
value=0
time=30

[BG2CtrlDef Credits]
CtrlID =2
looptime = -1

[BG2Ctrl Start]
type = anim
value=2102
time=30


[BG2CtrlDef Credits]
CtrlID =6
looptime = -1

[BG2Ctrl Start]
type = PosAdd
x=7.5
time=0,20



[Begin Action 2100]
2,0, 0,0, 3
2,1, 0,0, 3
2,2, 0,0, 3
2,3, 0,0, 3
2,4, 0,0, -1

[Begin Action 2101]
3,0, 0,0, 4
3,1, 0,0, 4
3,2, 0,0, 4
3,3, 0,0, 4
3,4, 0,0, -1

;=========================
;LEO
;===========================
;tile 2
[BG3Def]
[BG3 01]
type        = normal        
layerNo     = 0  
spriteno = 10,0       
start       = -320,-0    
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0 
;ID          = 05
[BG3 supbg]
type        = normal        
layerNo     = 0  
spriteno = 1,6       
start       = -350,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250 


[BG3 supbg]
type        = anim       
layerNo     = 0         
start       =-350,-0        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2105       
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250

[BG3 supbg]
type        = normal        
layerNo     = 0  
spriteno = 1,5       
start       = -350,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250 


[BG3 supbg]
type        = anim       
layerNo     = 0         
start       =-350,-0        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2105       
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250

[BG3 sup]
type        = normal        
layerNo     = 0  
spriteno = 1,1      
start       = -320,15  
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250

[BG3 fla]
type        = normal        
layerNo     = 0  
spriteno = 0,5      
start       = -270,65 
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 11
window = 0,50, 640,250
[BG3 fla]
type        = normal        
layerNo     = 0  
spriteno = 0,1      
start       = -270,65   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 11
window = 0,50, 640,250


[BG3 bat]
type        = normal        
layerNo     = 0  
spriteno = 0,4     
start       = -270,155
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 12
window = 0,50, 640,250
[BG3CtrlDef Credits]
CtrlID = 12
looptime = -1
[BG3Ctrl Start]
type = enable
value= 0
time=0

[BG3Ctrl Start]
type = enable
value= 1
time=120


[BG3 GA]
type        = normal        
layerNo     = 0  
spriteno = 0,0     
start       = 70,155
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 13
window = 0,50, 640,250
[BG3CtrlDef Credits]
CtrlID = 13
looptime = -1
[BG3Ctrl Start]
type = enable
value= 0
time=0

[BG3Ctrl Start]
type = enable
value= 1
time=240


[BG3 WW]
type        = normal        
layerNo     = 0  
spriteno = 0,2     
start       = 70,65
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 14
window = 0,50, 640,250
[BG3CtrlDef Credits]
CtrlID = 14
looptime = -1
[BG3Ctrl Start]
type = enable
value= 0
time=0

[BG3Ctrl Start]
type = enable
value= 1
time=360


[BG3 AM]
type        = normal        
layerNo     = 0  
spriteno = 0,3    
start       = 114,110
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 15
window = 0,50, 640,250
[BG3CtrlDef Credits]
CtrlID = 15
looptime = -1
[BG3Ctrl Start]
type = enable
value= 0
time=0

[BG3Ctrl Start]
type = enable
value= 1
time=760

[BG3CtrlDef Credits]
CtrlID = 1,11,12,13,14,15,16,17
looptime = -1
[BG3Ctrl Start]
type = sinY
value= 15,5,0
time=0,96

;===========================
;tile 2
[BG4Def]

[BG4 darbg]
type        = normal        
layerNo     = 0  
spriteno = 1,3       
start       = -350,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 2
window = 0,50, 640,250 


[BG4 darbg]
type        = anim       
layerNo     = 0         
start       =-350,-0        
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2106       
velocity    = 0,0  
ID          = 2
window = 0,50, 640,250


[BG4 dark]
type        = normal        
layerNo     = 0  
spriteno = 1,0    
start       = -320,12  
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 2
window = 0,50, 640,250


[BG4 che]
type        = normal        
layerNo     = 0  
spriteno = 0,7      
start       = -270,65   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 21
window = 0,50, 640,250

[BG4CtrlDef Credits]
CtrlID = 21
looptime = -1
[BG4Ctrl Start]
type = enable
value=1
time=400
[BG4Ctrl Start]
type = enable
value=0
time=0
[BG4CtrlDef Credits]
CtrlID = 2,21,12,13,14,15,16,17
looptime = -1

[BG4Ctrl Start]
type = sinY
value= 8,3,0
time=0


;===========================
;tile 2
[BG5Def]
[BG5 space]
type        = normal        
layerNo     = 0  
spriteno = 6,1      
start       = -480,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 1,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 2
window = 0,50, 640,250 
[BG5CtrlDef Credits]
CtrlID = 2
looptime = -1

[BG5Ctrl Start]
type = posadd
x= 20
time=0,900

[BG5 ship]
type        = normal        
layerNo     = 0  
spriteno = 6,0       
start       = -320,-0   
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 31
window = 0,50, 640,250 
[BG5CtrlDef Credits]
CtrlID = 31
looptime = -1


[BG5Ctrl Start]
type = sinY
value= 16,200,0
time=0


[BG5 ship]
type        = normal        
layerNo     = 0  
spriteno = 0,6      
start       = 160,90  
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
;ID          = 5
window = 0,50, 640,250 

[BG5 planet]
type        = normal        
layerNo     = 0  
spriteno = 8,5     
start       =720,100 
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 5
window = 0,50, 640,250 

[BG5CtrlDef Credits]
CtrlID = 5
looptime = -1


[BG5Ctrl Start]
type = posadd
x=-90
time=750,850
;=================transition
[BG6Def]

[BG6 bg]
type        = normal        
layerNo     = 0  
spriteno = 6,1     
start       = -320,0        
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
window = 0,50, 640,250

[BG6 fx]
type        = anim       
layerNo     = 0         
start       = 80,150      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2114       
velocity    = 0,0  
ID          = 2
window = 0,50, 640,250

[BG6 apok]
type        = anim       
layerNo     = 0         
start       = -320,-0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2102       
velocity    = 0,0  
ID          = 21
window = 0,50, 640,250

[BG6CtrlDef Credits]
CtrlID =21
looptime = -1

[BG6Ctrl Start]
type = PosAdd
x=.015
time=0,300



[BG6 plan1]
type        = anim       
layerNo     = 0         
start       = 70,507  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2110       
velocity    = 0,0  
ID          = 3
window = 0,50, 640,250

[BG6CtrlDef Credits]
CtrlID =3
looptime = -1

[BG6Ctrl Start]
type = PosAdd
y=-27.5
time=0,12


[BG6 plan2]
type        = anim       
layerNo     = 0         
start       =500,140
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2111       
velocity    = 0,0  
ID          = 4
window = 0,50, 640,250

[BG6CtrlDef Credits]
CtrlID =4
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=0
[BG6Ctrl Start]
type = enable
value=1
time=40
[BG6Ctrl Start]
type = PosAdd
x=-27.5
time=40,52



[BG6 plan3]
type        = anim       
layerNo     = 0         
start       =70,-260
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2112       
velocity    = 0,0  
ID          = 5
window = 0,50, 640,250

[BG6CtrlDef Credits]
CtrlID =5
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=0
[BG6Ctrl Start]
type = enable
value=1
time=75
[BG6Ctrl Start]
type = PosAdd
y=27.5
time=75,87

;[BG6CtrlDef Credits]
;CtrlID =2
;looptime = -1
;
;[BG6Ctrl Start]
;type = anim
;value=2102
;time=30
;
;
;[BG6CtrlDef Credits]
;CtrlID =6
;looptime = -1
;
;[BG6Ctrl Start]
;type = PosAdd
;x=7.5
;time=0,20
;=================transition
[BG7Def]

[BG7 bg]
type        = normal        
layerNo     = 0  
spriteno = 7,0     
start       = -320,0        
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 0
window = 0,50, 640,275


[BG7 apok]
type        = normal        
layerNo     = 0  
spriteno = 5,2     
start       = -320,0        
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
window = 0,50, 640,275

[BG7 apok]
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          =1
window = 0,50, 640,275


[BG7 beam]
type        = anim       
layerNo     = 0         
start       = -120,170     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2104       
velocity    = 0,0  
ID          = 2
window = 0,50, 640,275

[BG7CtrlDef Credits]
CtrlID =2
looptime = -1
[BG7Ctrl Start]
type = enable
value=0
time=0

[BG7Ctrl Start]
type = enable
value=1
time=400

[BG7Ctrl Start]
type = posadd
y=10
time=412,450
;=================transition
[BG8Def]

[BG8 bg]
type        = normal        
layerNo     = 0  
spriteno = 7,0     
start       = -320,0        
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 0
window = 0,50, 640,480


[BG8CtrlDef Credits]
CtrlID =0
looptime = -1

[BG8Ctrl Start]
type = posadd
y=-.88
time=100,249


[BG8 beam]
type        = anim       
layerNo     = 0         
start       = -0,0    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2104       
velocity    = 0,0  
ID          = 2
window = 0,50, 640,480

[BG8CtrlDef Credits]
CtrlID =2
looptime = -1

[BG8Ctrl Start]
type = posadd
y=50
time=12,50


[BG8 world]
type        = normal        
layerNo     = 0  
spriteno = 4,0     
start       = -320,280      
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 3
window = 0,50, 640,480


[BG8CtrlDef Credits]
CtrlID =3
looptime = -1

[BG8Ctrl Start]
type = posadd
y=-1.345
time=100,249


[Begin Action 2102]
5,0, 0,0, 3
5,1, 0,0, 3

[Begin Action 2103]
5,3, 0,0, 5, , AS150D256
5,3, 0,0, 5, , AS140D256
5,3, 0,0, 5, , AS130D256
5,3, 0,0, 5, , AS120D256
5,3, 0,0, 5, , AS110D256
5,3, 0,0, 5, , AS100D256
5,3, 0,0, 5, , AS90D256
5,3, 0,0, 5, , AS80D256
5,3, 0,0, 5, , AS70D256
5,3, 0,0, 5, , AS60D256
5,3, 0,0, 5, , AS50D256
5,3, 0,0, 5, , AS40D256
5,3, 0,0, 5, , AS30D256
5,3, 0,0, 5, , AS20D256
5,3, 0,0, 5, , AS10D256
5,3, 0,0, 45, , AS0D256
5,3, 0,0, 5, , AS10D256
5,3, 0,0, 5, , AS20D256
5,3, 0,0, 5, , AS30D256
5,3, 0,0, 5, , AS40D256
5,3, 0,0, 5, , AS50D256
5,3, 0,0, 5, , AS60D256
5,3, 0,0, 5, , AS70D256
5,3, 0,0, 5, , AS80D256
5,3, 0,0, 5, , AS90D256
5,3, 0,0, 5, , AS100D256
5,3, 0,0, 5, , AS110D256
5,3, 0,0, 5, , AS120D256
5,3, 0,0, 5, , AS130D256
5,3, 0,0, 5, , AS140D256

[Begin Action 2104]
5,4, 0,0, 3
5,5, 0,0, 4
5,6, 0,0, -1

;
;[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 = 200,2000
;looptime = -1
;
;[BG4Ctrl Start]
;type = posadd
;x=1.333333333
;time=0,120
;
;
;
;[BG4 03]
;type        = anim       
;layerNo     = 0         
;start       = -480,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 2104     
;velocity    = 0,0  
;ID          = 200
;window = 0,50, 640,250
;[BG4 03]
;type        = anim       
;layerNo     = 0         
;start       = -480,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 2105     
;velocity    = 0,0  
;ID          = 200
;window = 0,50, 640,250
;[BG4 lron]
;type        = anim       
;layerNo     = 0         
;start       = -480,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 2106     
;velocity    = 0,0  
;ID          = 2000
;window = 0,50, 640,250
;[BG4CtrlDef Credits]
;CtrlID =2000
;looptime = -1
;[BG4Ctrl Start]
;type = sinY
;value= 6,180,0
;time=0
;---------------------
;tile 2
;[BG5Def]
;[BG5CtrlDef Credits]
;CtrlID = 200,2000
;looptime = -1
;
;[BG5Ctrl Start]
;type = posadd
;x=-.6667
;time=0,239
;[BG5Ctrl Start]
;type = enable
;value=0
;time=600
;
;
;
;
;[BG5 03]
;type        = normal       
;layerNo     = 0         
;start       = -320,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;spriteno = 219,56   
;velocity    = 0,0    
;ID          = 200
;window = 0,50, 640,250
;[BG5 03]
;type        = anim       
;layerNo     = 0         
;start       = -320,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 2110     
;velocity    = 0,0  
;ID          = 200
;window = 0,50, 640,250
;[BG5 lron]
;type        = anim       
;layerNo     = 0         
;start       = -320,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 2111     
;velocity    = 0,0  
;ID          = 2000
;window = 0,50, 640,250
;[BG5CtrlDef Credits]
;CtrlID =2000
;looptime = -1
;[BG5Ctrl Start]
;type = sinY
;value= 6,180,0
;time=0
;
;
;[BG5CtrlDef Credits]
;CtrlID = 300,301
;looptime = -1
;[BG5Ctrl Start]
;type = enable
;value=0
;time=0
;[BG5Ctrl Start]
;type = posadd
;x=-.6667
;time=600,719
;[BG5Ctrl Start]
;type = enable
;value=1
;time=600
;
;
;
;[BG5 03]
;type        = normal       
;layerNo     = 0         
;start       = -320,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;spriteno = 219,25   
;velocity    = 0,0    
;ID          = 300
;window = 0,50, 640,250
;[BG5 collo]
;type        = normal       
;layerNo     = 0         
;start       = -320,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;spriteno = 219,26   
;velocity    = 0,0    
;ID          = 300
;window = 0,50, 640,250
;
;[BG5 demo1]
;type        = normal       
;layerNo     = 0         
;start       = -320,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;spriteno = 219,28   
;velocity    = 0,0    
;ID          = 300
;window = 0,50, 640,250
;[BG5 demo2]
;type        = normal       
;layerNo     = 0         
;start       = -320,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;spriteno = 219,27   
;velocity    = 0,0    
;ID          = 300
;window = 0,50, 640,250
;
;[BG5 03]
;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          = 300
;window = 0,50, 640,250
;
;
;[BG5 03]
;type        = anim       
;layerNo     = 0         
;start       = -320,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 2112   
;velocity    = 0,0  
;ID          = 301
;window = 0,50, 640,250
;[BG5CtrlDef Credits]
;CtrlID =301
;looptime = -1
;[BG5Ctrl Start]
;type = sinY
;value= 6,180,0
;time=0
;
;
;
;[BG5 demo3]
;type        = normal       
;layerNo     = 0         
;start       = -320,0     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;spriteno = 219,29   
;velocity    = 0,0    
;ID          = 300
;window = 0,50, 640,250
;
;
;;
;[BG5CtrlDef Credits]
;CtrlID = 211
;looptime = -1
;[BG5Ctrl Start]
;type = enable
;value=0
;time=0
;
;
;[BG5Ctrl Start]
;type = enable
;value=1
;time=1850
;[BG5 03]
;type        = normal       
;layerNo     =1        
;start       =-320,160  
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;spriteno    = 999,0       
;velocity    = 0,0  
;ID          = 211
;window = 0,50, 640,250
[Begin Action 2105]
1,4, 0,0, 5, , AS150D256
1,4, 0,0, 5, , AS140D256
1,4, 0,0, 5, , AS130D256
1,4, 0,0, 5, , AS120D256
1,4, 0,0, 5, , AS110D256
1,4, 0,0, 5, , AS100D256
1,4, 0,0, 5, , AS90D256
1,4, 0,0, 5, , AS80D256
1,4, 0,0, 5, , AS70D256
1,4, 0,0, 5, , AS60D256
1,4, 0,0, 5, , AS50D256
1,4, 0,0, 5, , AS40D256
1,4, 0,0, 5, , AS30D256
1,4, 0,0, 5, , AS20D256
1,4, 0,0, 5, , AS10D256
1,4, 0,0, 45, , AS0D256
1,4, 0,0, 5, , AS10D256
1,4, 0,0, 5, , AS20D256
1,4, 0,0, 5, , AS30D256
1,4, 0,0, 5, , AS40D256
1,4, 0,0, 5, , AS50D256
1,4, 0,0, 5, , AS60D256
1,4, 0,0, 5, , AS70D256
1,4, 0,0, 5, , AS80D256
1,4, 0,0, 5, , AS90D256
1,4, 0,0, 5, , AS100D256
1,4, 0,0, 5, , AS110D256
1,4, 0,0, 5, , AS120D256
1,4, 0,0, 5, , AS130D256
1,4, 0,0, 5, , AS140D256

[Begin Action 2106]
1,2, 0,0, 5, , AS150D256
1,2, 0,0, 5, , AS140D256
1,2, 0,0, 5, , AS130D256
1,2, 0,0, 5, , AS120D256
1,2, 0,0, 5, , AS110D256
1,2, 0,0, 5, , AS100D256
1,2, 0,0, 5, , AS90D256
1,2, 0,0, 5, , AS80D256
1,2, 0,0, 5, , AS70D256
1,2, 0,0, 5, , AS60D256
1,2, 0,0, 5, , AS50D256
1,2, 0,0, 5, , AS40D256
1,2, 0,0, 5, , AS30D256
1,2, 0,0, 5, , AS20D256
1,2, 0,0, 5, , AS10D256
1,2, 0,0, 45, , AS0D256
1,2, 0,0, 5, , AS10D256
1,2, 0,0, 5, , AS20D256
1,2, 0,0, 5, , AS30D256
1,2, 0,0, 5, , AS40D256
1,2, 0,0, 5, , AS50D256
1,2, 0,0, 5, , AS60D256
1,2, 0,0, 5, , AS70D256
1,2, 0,0, 5, , AS80D256
1,2, 0,0, 5, , AS90D256
1,2, 0,0, 5, , AS100D256
1,2, 0,0, 5, , AS110D256
1,2, 0,0, 5, , AS120D256
1,2, 0,0, 5, , AS130D256
1,2, 0,0, 5, , AS140D256

[Begin Action 2107]
1,7, 0,0, 5, , AS150D256
1,7, 0,0, 5, , AS140D256
1,7, 0,0, 5, , AS130D256
1,7, 0,0, 5, , AS120D256
1,7, 0,0, 5, , AS110D256
1,7, 0,0, 5, , AS100D256
1,7, 0,0, 5, , AS90D256
1,7, 0,0, 5, , AS80D256
1,7, 0,0, 5, , AS70D256
1,7, 0,0, 5, , AS60D256
1,7, 0,0, 5, , AS50D256
1,7, 0,0, 5, , AS40D256
1,7, 0,0, 5, , AS30D256
1,7, 0,0, 5, , AS20D256
1,7, 0,0, 5, , AS10D256
1,7, 0,0, 45, , AS0D256
1,7, 0,0, 5, , AS10D256
1,7, 0,0, 5, , AS20D256
1,7, 0,0, 5, , AS30D256
1,7, 0,0, 5, , AS40D256
1,7, 0,0, 5, , AS50D256
1,7, 0,0, 5, , AS60D256
1,7, 0,0, 5, , AS70D256
1,7, 0,0, 5, , AS80D256
1,7, 0,0, 5, , AS90D256
1,7, 0,0, 5, , AS100D256
1,7, 0,0, 5, , AS110D256
1,7, 0,0, 5, , AS120D256
1,7, 0,0, 5, , AS130D256
1,7, 0,0, 5, , AS140D256

[Begin Action 2108]
2,5, 0,0, 5
2,6, 0,0, 4
2,7, 0,0, 3
2,8, 0,0, 2
-1,0, 0,0, -1

[Begin Action 2109]
11,2, 0,0, 1
11,-1, 0,0, 1
11,2, 0,0, 1
11,-1, 0,0, 1
11,2, 0,0, 1
11,-1, 0,0, 1
11,2, 0,0, 1
11,-1, 0,0, 1
11,2, 0,0, 1
11,-1, 0,0, 1
11,2, 0,0, 1
11,-1, 0,0, 1
11,2, 0,0, 1
11,-1, 0,0, 1
11,2, 0,0, 1
11,-1, 0,0, 1
11,2, 0,0, 1
11,-1, 0,0, 1
11,2, 0,0, 1
11,-1, 0,0, 1
11,0, 0,0, 2
11,1, 0,0, 2
LoopStart
4,1, 0,0, 2
4,2, 0,0, 3

[Begin Action 2110]
8,0, 0,0, 12
8,0, 0,0, 2, , AS200D125
8,0, 0,0, 2, , AS100D175
8,0, 0,0, 2, , AS50D256
-1,0, 0,0, -1

[Begin Action 2111]
8,1, 0,0, 12
8,1, 0,0, 2, , AS200D125
8,1, 0,0, 2, , AS100D175
8,1, 0,0, 2, , AS50D256
-1,0, 0,0, -1

[Begin Action 2112]
8,2, 0,0, 12
8,2, 0,0, 2, , AS200D125
8,2, 0,0, 2, , AS100D175
8,2, 0,0, 2, , AS50D256
-1,0, 0,0, -1


[Begin Action 2113]
8,3, 0,0, 12
8,3, 0,0, 2, , AS200D125
8,3, 0,0, 2, , AS100D175
8,3, 0,0, 2, , AS50D256
-1,0, 0,0, -1


[Begin Action 2114]
4,1, 0,0, 2
4,2, 0,0, 3

