; °¨¿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 = 25       ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 1
fadeout.col = 0,0,0
bg.name=BG0
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim =  10     ;Anim action number
layer0.offset = 140,300   ;Position offset
layer0.starttime = 0 
layer1.anim =  11       ;Anim action number
layer1.offset = 320,300   ;Position offset
layer1.starttime = 0   ;Time to start display
layer2.anim = 12
layer2.offset = 460,300
layer2.starttime = 0
layer3.anim = 13
layer3.offset = 580,300
layer3.starttime = 0
layer4.anim = 14
layer4.offset =190,300
layer4.starttime = 0
layer5.anim = 15
layer5.offset =380,300
layer5.starttime = 0
layer6.textdelay = 3
layer6.text = "Looks like we owe you guys a big\nthanks for helping. I don't think we \ncould have won without you!"
layer6.font = 1,,1,255,255,255
layer6.endtime = 1250
layer6.starttime=90
layer6.offset = 12,370
 bgm = TE\ending.ogg      ;Name of music file to play
;layer6.textdelay = 3
;layer6.text = "It is not known where all of the warriors came from, but one fact is certain:\nthey inadvertently repaired the flow of time and saved the world. Though\nthey may never remember the events, they have become heroes."
;layer6.font = 1,,1,255,255,255
;layer6.starttime = 1251
; layer1.anim =  1
; layer1.offset = 0,176
; Music
      ;Name of music file to play
; bgm.loop = 0
; Total time
end.time = 600



;winning char response
[Scene 1]
; Fade
fadein.time =0      ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 1
fadeout.col = 0,0,0
;layerall.starttime =600
bg.name=BG1
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim =  100     ;Anim action number
layer0.offset = 100,300   ;Position offset
layer0.starttime = 0 
layer1.textdelay = 2
layer1.text = "While the almost definite destruction of\nearth was very close to being a \nreality I at least got to kick a lot of \nbutt and be my own hero for once! Things \nare gonna be very different around here \nnow that I have this new power!"
layer1.font = 1,,1,200,225,0
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 = "Yeah, about that. Darkseid's influence\nwill wear off once we're gone so don't \ncount too much on those powers for much \nlonger. Take this time to increase your \nstrength so the effects aren't too \nsevere! Thanks again and good bye!"
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 = 850
;===================================================
;------------------------------------
;Black LATER
[Scene 3]
; Screen color
clearcolor = 0,0,0
end.time = 150
bg.name=BG2
bgm=TE\Ap\aprend.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 = "Oh man, april's gonna be on tonight!"
layer0.font = 1,,1,200,0,255
layer0.offset = 12,300
layer0.endtime=720
layer1.starttime = 130 
layer1.textdelay = 2
layer1.text = "Get any more worked up and you'll turn \nred there donny!"
layer1.font = 1,,1,225,142,0
layer1.offset = 12,322
layer1.endtime=720
layer2.starttime = 255 
layer2.textdelay = 2
layer2.text = "Both of ya clam up!"
layer2.font = 1,,1,255,45,0
layer2.offset = 12,366
layer2.endtime=720
layer3.starttime = 335
layer3.textdelay = 2
layer3.text = "Let 'em have this one Raph. We've \nbeen through a lot."
layer3.font = 1,,1,0,120,255
layer3.offset = 12,388
layer3.endtime=720
layer4.starttime = 450 
layer4.textdelay = 2
layer4.text = "Now now,              \nno need to quarrel. At least wait until \nthis is over."
layer4.font = 1,,1,160,120,0
layer4.offset = 12,426
layer4.endtime=720
; bgm.loop = 0
; Total time
end.time = 720

;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 = "Oh jeez, where is she!                       \nAm I the only one who cares about being\non time in this studio!"
layer0.font = 1,,1,125,125,125
layer0.offset = 12,300
layer0.endtime=750
layer1.starttime =245
layer1.textdelay = 2
layer1.text = "I'm sure she's coming boss!"
layer1.font = 1,,1,175,125,175
layer1.offset = 12,358
layer1.endtime=750
layer2.starttime =335
layer2.textdelay = 2
layer2.text = "Ya know I could do it sir!"
layer2.font = 1,,1,175,175,125
layer2.offset = 12,378
layer2.endtime=750
layer3.starttime =440
layer3.textdelay = 2
layer3.text = "Sorry, sorry!         \nI'm here!            \nI'm ready to go live now!"
layer3.font = 1,,1,200,225,0
layer3.offset = 12,398
layer3.endtime=750
layer4.starttime =610
layer4.textdelay = 2
layer4.text = "Oh thank heavens, we're rolling in 5!"
layer4.font = 1,,1,125,125,125
layer4.offset = 12,458
layer4.endtime=750

; Music
; bgm.loop = 0
; Total time
end.time = 770
;------------------------------------
;petal
[Scene 6]
; Screen color
fadeout.time = 1
fadeout.col = 0,0,0
clearcolor = 0,0,0
bg.name=BG5
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime = 95
layer0.textdelay = 2
layer0.text = "Good evening, my name is april o'neil\nand this is the six o'clock news. We \nhere at the channel six news are very \nhappy to report that a sense of normalcy \nis on the way. With that said, let's dig \nin!"
layer0.font = 1,,1,200,225,0
layer0.offset = 8,300
layer0.endtime=675
layer1.anim = 5
layer1.starttime =675
layer1.textdelay = 2
layer1.text = "The alien known as ''darkseid'' was\nsuccessfully defeated and promptly \nremoved from our planet. While there was \na lot of damage done in his wake, the \nrecovery efforts are finally starting \nacross the world."
layer1.font = 1,,1,200,225,0
layer1.offset = 8,300
layer1.endtime=1265
layer2.anim = 5
layer2.starttime =1265
layer2.textdelay = 2
layer2.text = "The phenomenon labeled the ''omega\neffect'' is starting to subside as \nobserved by hospitals in the area. With \neveryone returning to normal emotionally \nit is wondered if a new sense of unity \nmay finally be achieved as we all learn \nthat our humanity is the common \ndenominator among all of us."
layer2.font = 1,,1,200,225,0
layer2.offset = 8,300
layer2.endtime=2065
layer3.starttime =2065
layer3.textdelay = 2
layer3.text = "And on that note, we must also thank the\nother aliens who assisted with the \neffort to defeat darkseid. Many questions \nhave been asked about where they came \nfrom and why they were here. We've got \nthe scoop on not only their identities \nbut also what their top 10 meals for \nthe winter are! Tune in at 8:30 to find \nout!"
layer3.font = 1,,1,200,225,0
layer3.offset = 8,300
layer3.endtime =2865
layer4.starttime =2865
layer4.textdelay = 2
layer4.text = "With that sa-"
layer4.font = 1,,1,200,225,0
layer4.offset = 8,300
layer4.endtime =3115
layer5.starttime =2892
layer5.textdelay = 2
layer5.text = "We interrupt your broadcast to bring you \nthe revenge of the foot clan!"
layer5.font = 1,,1,225,255,225
layer5.offset = 8,322
layer5.endtime =3115
end.time = 3115
;------------------------------------
;petal
[Scene 7]
; Screen color
fadeout.time = 1
fadeout.col = 0,0,0
clearcolor = 0,0,0
bg.name=BG6
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime = 500
layer0.textdelay = 2
layer0.text = "Eh? What are you gonna do shrimp!                     \nI'll fill you with le-"
layer0.font = 1,,1,225,255,225
layer0.offset = 8,300
layer0.endtime=660
layer1.anim = 5
layer1.starttime =615
layer1.textdelay = 1
layer1.text = "Shut it creep!"
layer1.font = 1,,1,200,225,0
layer1.offset = 8,348
layer1.endtime=660
layer2.starttime = 0
layer2.textdelay = 2
layer2.text = "Are you kidding me, our first day back on \nair and this happens!"
layer2.font = 1,,1,125,125,125
layer2.offset = 8,300
layer2.endtime=500
layer3.starttime = 175
layer3.textdelay = 2
layer3.text = "Is it too late for me to file my two \nweeks notice?"
layer3.font = 1,,1,175,175,125
layer3.offset = 8,348
layer3.endtime=500
layer4.starttime = 660
layer4.textdelay = 2
layer4.text = "We gotta get down there! Rocksteady\nusually ain't alone!"
layer4.font = 1,,1,175,175,215
layer4.offset = 8,300
layer4.endtime=1215
layer5.starttime = 835
layer5.textdelay = 2
layer5.text = "It would appear that she has this \nunder control."
layer5.font = 1,,1,160,120,0
layer5.offset = 8,348
layer5.endtime=1215
layer6.starttime = 1015
layer6.textdelay = 2
layer6.text = "Dude, look at her go..."
layer6.font = 1,,1,200,0,255
layer6.offset = 8,402
layer6.endtime=1215
end.time = 1215

;------------------------------------
;petal
[Scene 8]
; Screen color
fadeout.time = 15
fadeout.col = 0,0,0
clearcolor = 0,0,0
bg.name=BG7
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime = 0
layer0.textdelay = 2
layer0.text = "Well, I managed to stop him before he\ndid too much damage.         \nYou ok?            \nYou didn't have to agree to this\ninterview but thanks for coming.          \nTell ya what, after this dinner's on me \nok? I can see why the turtles are always \nso hungry after fighting!"
layer0.font = 1,,1,200,225,0
layer0.offset = 8,300
layer0.endtime=800
end.time = 800
;==========================================
;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 100]
101,4, 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]
205,0, 0,0, 6
205,1, 0,0, 6

[Begin Action 2101]
205,3, 0,0, 12
205,4, 0,0, 12

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



[BG3 01]
type        = anim       
layerNo     = 0     
actionno=2100   
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
;spriteno = 202,1      
velocity    = 0,0  
ID          = 2



[Begin Action 2102]
205,9, 0,0, 15
205,10, 0,0, 8
205,9, 0,0, 8
LoopStart
205,13, 0,0, 8
205,12, 0,0, 8

[Begin Action 2103]
205,15, 0,0, 8
205,16, 0,0, 8

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





[BG4CtrlDef Credits]
CtrlID = 200
looptime = -1
[BG4Ctrl Start]
type = posadd
x=-32
time=750,770
[BG4 01]
type        = normal       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 205,2      
velocity    = 0,0  
ID          = 200
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 = 205,6    
velocity    = 0,0  
ID          = 200
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 = 205,7    
velocity    = 0,0  
ID          = 200
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 = 205,5    
velocity    = 0,0  
ID          = 200
xscale=.5
yscalestart=.5
;[BG3CtrlDef Credits]
;CtrlID = 200
;looptime = 98
;
;[BG3Ctrl 00]
;type = anim
;value =2101
;time=8
;[BG3Ctrl 00]
;type = anim
;value =2100
;time=0




[BG4 03]
type        = anim       
layerNo     = 0         
start       = -320,0    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101        
velocity    = 0,0   
ID          = 200

;---------------------
;tile3
[BG5Def]

[BG5 01]
type        = normal       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 205,6    
velocity    = 0,0  
ID          = 200
xscale=.5
yscalestart=.5
[BG5 01]
type        = normal       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 205,7    
velocity    = 0,0  
ID          = 200
xscale=.5
yscalestart=.5
[BG5 01]
type        = normal       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 205,5    
velocity    = 0,0  
ID          = 200
xscale=.5
yscalestart=.5




[BG5CtrlDef Credits]
CtrlID = 200
looptime = -1

[BG5Ctrl Start]
type = enable
value=0
time=80
[BG5CtrlDef Credits]
CtrlID = 201
looptime = -1
[BG5Ctrl Start]
type = enable
value=0
time=0
[BG5Ctrl Start]
type = enable
value=1
time=80
[BG5Ctrl Start]
type = posadd
x=-32
time=3215,3235

[BG5 01]
type        = anim       
layerNo     = 1         
start       = -320,0    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2102       
velocity    = 0,0  
ID          = 201
window = 0,25, 640,250

[BG5CtrlDef Credits]
CtrlID = 201
looptime = -1
[BG5Ctrl Start]
type = anim
value=2103
time=675

[BG5Ctrl Start]
type = anim
value=2104
time=1005

[BG5Ctrl Start]
type = anim
value=2105
time=1265

[BG5Ctrl Start]
type = anim
value=2106
time=2065
[BG5Ctrl Start]
type = anim
value=2107
time=2465
[BG5Ctrl Start]
type = anim
value=2108
time=2865
[BG5Ctrl Start]
type = posadd
x=-32
time=3215,3235

[BG5CtrlDef Credits]
CtrlID = 3
looptime = -1
[BG5Ctrl Start]
type = enable
value=0
time=0
[BG5Ctrl Start]
type = enable
value=1
time=2890
[BG5Ctrl Start]
type = posadd
x=-9.333
time=2890,2905

[BG5Ctrl Start]
type = posadd
x=-32
time=3215,3235
[BG5Ctrl Start]
type = anim
value=2111
time=2890
[BG5 01]
type        = anim       
layerNo     = 1         
start       =-160,80   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2111       
velocity    = 0,0  
ID          = 3
window = 0,25, 640,250


;---------------------
;tile3
[BG6Def]

[BG6CtrlDef Credits]
CtrlID = 2
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=500

[BG6 01]
type        = normal       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 205,2    
velocity    = 0,0  
ID          = 2

[BG6 01]
type        = normal       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 205,36    
velocity    = 0,0  
ID          = 2

[BG6CtrlDef Credits]
CtrlID = 3
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=0
[BG6Ctrl Start]
type = enable
value=1
time=500

[BG6Ctrl Start]
type = enable
value=0
time=655
[BG6 01]
type        = normal       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 205,44    
velocity    = 0,0  
ID          = 3

[BG6CtrlDef Credits]
CtrlID = 32
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=0
[BG6Ctrl Start]
type = enable
value=1
time=500

[BG6Ctrl Start]
type = posadd
x=25
time=645,650
[BG6Ctrl Start]
type = enable
value=0
time=655

[BG6 01]
type        = anim       
layerNo     = 0         
start       = -200,270   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2112       
velocity    = 0,0  
ID          = 32
window = 0,25, 640,200


[BG6CtrlDef Credits]
CtrlID = 31
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=0
[BG6Ctrl Start]
type = enable
value=1
time=500
[BG6Ctrl Start]
type = enable
value=0
time=655
[BG6 01]
type        = anim       
layerNo     = 0         
start       = -560,20  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2113       
velocity    = 0,0  
ID          = 31
window = 0,25, 640,200 

[BG6 01]
type        = anim       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2109       
velocity    = 0,0  
ID          = 4
window = 0,25, 640,250 
[BG6CtrlDef Credits]
CtrlID = 4
looptime = -1

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


[BG6Ctrl Start]
type = enable
value=1
time=655
;---------------------
;tile8
[BG7Def]


[BG7 01]
type        = anim       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2114      
velocity    = 0,0  


[BG7 01]
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 
[BG5Ctrl Start]
type = anim
value=2106
time=1325

[BG7CtrlDef Credits]
CtrlID = 211
looptime = -1
[BG7Ctrl Start]
type = enable
value=0
time=0


[BG7Ctrl Start]
type = enable
value=1
time=660
[BG7 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

[Begin Action 2104]
205,17, 0,0, 8
205,18, 0,0, 8

[Begin Action 2105]
205,19, 0,0, 8
205,20, 0,0, 8

[Begin Action 2106]
205,21, 0,0, 8
205,22, 0,0, 8

[Begin Action 2107]
205,24, 0,0, 8
205,25, 0,0, 8

[Begin Action 2108]
205,26, 0,0, 25
205,27, 0,0, 3
205,28, 0,6, 3
205,29, 0,0, 3
205,28, 0,6, 3
205,29, 0,0, 12
205,29, 0,0, -1

[Begin Action 2109]
205,30, 0,0, 16
205,31, 0,0, 16

[Begin Action 2110]
205,34, 0,0, 340
205,35, 0,0, -1


[Begin Action 2111]
205,39, 0,0, 16
LoopStart
205,38, 0,0, 4
205,37, 0,0, 4

[Begin Action 2112]
102,4, 0,0, 140
205,41, 0,0, 5
205,42, 0,0, 3
205,43, 0,0, -1

[Begin Action 2113]
205,39, 0,0, 147
205,40, 0,0, -1


[Begin Action 2114]
205,32, 0,0, 12
205,33, 0,0, 12
