;----------------------------
[Info]
name = "TmntXJusticeLeague"          ;Name of motif
author = "Kamekaze"       ;Motif author name
versiondate = 11,29,2018  ;Version date of motif (MM-DD-YYYY) (new in MUGEN 2009)
mugenversion = 1.0        ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 2009)
localcoord = 640,480   

;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
;    is in ~/mugen/data/mymotif/, then Mugen will first look
;    for ~/mugen/data/mymotif/system.sff. If it does not find
;    it there, it looks for ~/mugen/data/system.sff (the default).
;    Finally, if that is not found, it will look for
;    ~/mugen/system.sff. 

[Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =logo.def        ;Logo storyboard definition (optional)
intro.storyboard = opening.def       ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
font1 = font/menu-sm.def   ;System fonts
font2 = font/stage.def    ;System fonts
font3 = font/JL-sm.def      ;System fonts
;37.38
;----------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you do not want music. If an invalid filename is
 ;given, then no music will play.
 ;To play mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
 ;Music will continue to play between screens if the files names
 ;are the same, and both BGMs are specified to loop.
  ;Music to play at title screen.
title.bgm = data/Menu.ogg
title.bgm.volume = 100    ;volume scaling factor in percent. 100 is default
title.bgm.loop = 1        ;Set to 0 to prevent looping
title.bgm.loopstart =1648458
title.bgm.loopend =-1 
  ;Music to play at char select screen.
select.bgm = data/VS.ogg
select.bgm.volume =100 
select.bgm.loop = 1
select.bgm.loopstart =39120
select.bgm.loopend = -1
  ;Music to play at versus screen.
vs.bgm = 
vs.bgm.volume = 
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend = 
  ;Music to play at victory screen.
victory.bgm = data/Win.ogg
victory.bgm.volume =100
victory.bgm.loop = 0
victory.bgm.loopstart =
victory.bgm.loopend = 


;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 302,440
menu.item.font = 1,0,0
menu.item.active.font = 1,1,0
menu.item.spacing = 0, 28
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos). *2001.11.14 NEW*
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VERSUS"
menu.itemname.teamarcade = ""
menu.itemname.teamversus = ""
menu.itemname.survival = "CARDQUEST"
menu.itemname.teamcoop = ""
menu.itemname.survivalcoop = ""
menu.itemname.training = "TRAINING"
menu.itemname.watch = "DEMO";
menu.itemname.options = "SETTINGS";
menu.itemname.exit = "EXIT";
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 16, 8
menu.window.visibleitems = 1
menu.boxcursor.visible = 1     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = 0,0,0,0
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;----------------------------
;Title background definition
[TitleBGdef]

[Titlebg Black]
type = normal
spriteno = 0,0
mask = 0
tile = 1,1
layerno = 0

[Titlebg Back]
type = normal
spriteno = 6,2
layerno = 0                
start = -65, 0
delta = 1, 1
trans = none
mask  = 0
velocity = .15, 0
tile  = 1, 0
tilespacing = 0,0
window = 0,0, 640, 480

[Titlebg planet1]
type = normal
spriteno = 6,0
layerno = 0                
start = -70, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480

[Titlebg planet2]
type = normal
spriteno = 6,4
layerno = 0                
start = -55, 0
delta = 1, 1
trans = none
mask  = 1
velocity = 0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480

[Titlebg earth]
type = normal
spriteno = 6,1
layerno = 0                
start = -64, 65
delta = 1, 1
trans = none
mask  = 1
velocity = 0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480

[Titlebg logo]
type = normal
spriteno = 6,5
layerno = 0                
start = -65, 0
delta = 1, 1
trans = none
mask  = 1
velocity = 0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480

[Titlebg logo2]
type = normal
spriteno = 6,3
layerno = 0                
start = -65, 0
delta = 1, 1
trans = none
mask  = 1
velocity = 0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
[Titlebg x]
type = normal
spriteno = 6,6
layerno = 0                
start = -65, 0
delta = 1, 1
trans = addalpha
mask  = 1
velocity = 0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
alpha = 157,200
[Titlebg x]
type = anim
ActionNo    = 012
layerno = 0                
start = -65, 0
delta = 1, 1
mask  = 1
velocity = 0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
alpha = 256,200

;[Titlebg X]
;type = normal
;spriteno = 5,8
;mask = 1
;layerno = 1

[Titlebg Base]
type = normal
spriteno = 5,7
mask = 1
layerno = 0
start = 10, 25
[Titlebg Base]
type = normal
spriteno = 5,4
mask = 1
layerno = 0
start = 10, 25



;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 8
columns = 6
wrapping = 0              ;1 to let cursor wrap around
pos = 30,58       ;Position to draw to
showEmptyBoxes = 0
moveOverEmptyBoxes = 0
cell.size = 100,50         ;x,y size of each cell (in pixels)
cell.spacing = 20,15     ;space between each cell
cell.bg.spr =        ;Note: Don't use animation for cells
cell.random.spr =151,0    ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 1,1
p1.cursor.active.anim = 2
p1.cursor.done.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,2
p1.random.move.snd = 100,0
p2.cursor.startcell = 1,3
p2.cursor.active.anim = 3
p2.cursor.done.spr = 170,0
p2.cursor.blink = 0      ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,2
p2.random.move.snd = 100,0
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,6
cancel.snd = 100,2
portrait.spr = 9000,2
portrait.offset = 0,0
portrait.scale = 1,1.002
title.offset = -318,-26     ;Position of title (Arcade Mode, etc)
title.font = 1,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1
p1.face.offset = 280,142 
p1.face.scale = .5,.5
p1.face.facing = 1
p2.face.offset = 359,352
p2.face.scale = .5,.5
p2.face.facing = -1
p2.face.spr = 9000,1
;Name
p1.name.offset = 320,255 ;Position to put name
p1.name.font = 1,0,0      ;Set to -1 for no display
p2.name.offset = 320,468;
p2.name.font = 1,0,0
;Stage select
stage.pos = -1882,105
stage.active.font =  2,0,1;2,0,1
stage.active2.font = 2,0,1  ;Second font color for blinking
stage.done.font = 2,0,1
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 120, 20
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 1,0, 1
p1.teammenu.selftitle.text =DONT MOVE JUST PRESS A BUTTON
p1.teammenu.enemytitle.font = 1,0, 1
p1.teammenu.enemytitle.text = DONT MOVE JUST PRESS A BUTTON
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,2
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = -1;1,0, 1
p1.teammenu.item.active.font = -1;1,0, 1
p1.teammenu.item.active2.font = -1;1,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = -1;180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr =-1; 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = -1;182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 500, 20
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 1,0, -1
p2.teammenu.selftitle.text =DONT MOVE JUST PRESS A BUTTON
p2.teammenu.enemytitle.font = 1,0, -1
p2.teammenu.enemytitle.text = DONT MOVE JUST PRESS A BUTTON
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,2
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = -1;3,0, -1
p2.teammenu.item.active.font = -1;1,0, 1
p2.teammenu.item.active2.font = -1;1,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = -1;190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = -1;191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr =-1; 192,0
p2.teammenu.value.spacing = -6,0
;Sounds

;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data

[SelectBG Back]
type = normal
spriteno = 7,2
layerno = 0                
start = 0, 0
delta = 1, 1
trans = none
mask  = 0
velocity = .15, 0
tile  = 1, 0
tilespacing = 0,0
window = 0,0, 640, 480


[SelectBG planet6B]
type = normal
spriteno = 8,1
layerno = 0                
start = 0, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=6
[selectBGctrldef 00]
CtrlID = 6
looptime = 3360

[selectBGctrl 00]
type = posset
x = 0
y=0
time=0

[selectBGctrl 00]
type = posadd
x = .71078125
time=0,920

;=============================
[selectBGctrldef 00]
CtrlID = 1
looptime = 5660

[selectBGctrl 00]
type = posset
x = 0
y=0
time=5659

[selectBGctrl 00]
type = posadd
x = .31078125
time=0,1780


[SelectBG planet1B]
type = normal
spriteno = 8,3
layerno = 0                
start = -45, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=1


;=========
[selectBGctrldef 2]
CtrlID = 2
looptime = 3218

[selectBGctrl 2]
type = posset
x = 0
y=0
time=3217

[selectBGctrl 2]
type = posadd
x = .2794
time=0,1359

[SelectBG planet2B]
type = normal
spriteno = 8,2
layerno = 0                
start =0, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
;window = 0,0, 640, 480
id=2

;=========
[selectBGctrldef 2]
CtrlID = 22
looptime = 3218
[selectBGctrl 01]
type = enable
value = 0
time=0
[selectBGctrl 01]
type = enable
value = 1
time=2540

[selectBGctrl 2]
type = posset
x = 0
y=0
time=0

[selectBGctrl 2]
type = posadd
x = .2794
time=2540,3218

[SelectBG planet2F2]
type = normal
spriteno = 8,2
layerno = 0                
start =-190, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
;window = 0,0, 640, 480
id=22



;=========
[SelectBG planet3F]
type = normal
spriteno = 8,4
layerno = 0                
start =-340, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=41
[selectBGctrldef 4]
CtrlID = 41
looptime = 4300

[selectBGctrl 2]
type = posset
x = 0
y=0
time=0
[selectBGctrl 2]
type = velset
x = 0
y=0
time=0
[selectBGctrl 2]
type = posadd
x = .35
time=1950,3600




;=========
[selectBGctrldef 3]
CtrlID = 3
looptime = 3400

[selectBGctrl 2]
type = posset
x = 0
y=0
time=3399

[selectBGctrl 2]
type = posadd
x = .45
time=0,305

[SelectBG planet4B]
type = normal
spriteno = 8,0
layerno = 0                
start = 0, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=3


;=========
[selectBGctrldef 3]
CtrlID = 32
looptime = 3400

[selectBGctrl 2]
type = posset
x = 0
y=0
time=0
[selectBGctrl 01]
type = enable
value = 0
time=0
[selectBGctrl 01]
type = enable
value = 1
time=2495
[selectBGctrl 3]
type = posadd
x = .55
time=2495,3860

[SelectBG planet4B2]
type = normal
spriteno = 8,0
layerno = 0                
start = -500, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=32


;=========
[SelectBG planet5B]
type = normal
spriteno = 8,6
layerno = 0                
start = -450, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=51

[selectBGctrldef 5]
CtrlID = 51
looptime = 4080

[selectBGctrl 2]
type = posset
x = 0
y=0
time=0

[selectBGctrl 2]
type = posadd
x = .47
time=1665,3418




[SelectBG EARF]
type = normal
spriteno = 8,7
layerno = 0                
start = 0, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480

=========
[selectBGctrldef 2]
CtrlID = 21
looptime = 3218
[selectBGctrl 01]
type = enable
value = 0
time=0
[selectBGctrl 01]
type = enable
value = 1
time=1360
[selectBGctrl 01]
type = enable
value = 0
time=2340
[selectBGctrl 2]
type = posset
x = 0
y=0
time=0

[selectBGctrl 2]
type = posadd
x = -.94
time=1360,2340

[SelectBG planet2F]
type = normal
spriteno = 8,2
layerno = 0                
start =374, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
;window = 0,0, 640, 480
id=21

;=====
[selectBGctrldef 00]
CtrlID = 11
looptime = 5660
[selectBGctrl 01]
type = enable
value = 0
time=0

[selectBGctrl 01]
type = enable
value = 1
time=1680

[selectBGctrl 00]
type = posset
x = 0
y=0
time=0

[selectBGctrl 00]
type = posadd
x = -.31078125
time=1880,5660


[SelectBG planet1F]
type = normal
spriteno = 8,3
layerno = 0                
start = 680, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=11


;=========
[SelectBG planet3B]
type = normal
spriteno = 8,4
layerno = 0                
start = 0, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=4
[selectBGctrldef 3]
CtrlID = 4
looptime = 4300

[selectBGctrl 2]
type = posset
x = 0
y=0
time=4299

[selectBGctrl 2]
type = posadd
x = -.35
time=0,1750
;[selectBGctrl 2]
;type = veladd
;y = .0002
;time=0,605


;=========
[SelectBG planet3B2]
type = normal
spriteno = 8,4
layerno = 0                
start =210, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=42
[selectBGctrldef 3]
CtrlID = 42
looptime = 4300

[selectBGctrl 2]
type = posset
x = 0
y=0
time=0

[selectBGctrl 2]
type = posadd
x = -.35
time=3700,4300
;=========
[selectBGctrldef 4]
CtrlID = 31
looptime = 3400

[selectBGctrl 2]
type = posset
x = 0
y=0
time=0

[selectBGctrl 3]
type = posadd
x = -.55
time=395,2395

[SelectBG planet4F]
type = normal
spriteno = 8,0
layerno = 0                
start = 160, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=31

;=========
[SelectBG planet5F]
type = normal
spriteno = 8,6
layerno = 0                
start = 0, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=5

[selectBGctrldef 5]
CtrlID = 5
looptime = 4080

[selectBGctrl 2]
type = posset
x = 0
y=0
time=0

[selectBGctrl 2]
type = posadd
x = -.47
time=0,1465

;=========
[SelectBG planet5F2]
type = normal
spriteno = 8,6
layerno = 0                
start =250, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=52

[selectBGctrldef 5]
CtrlID = 52
looptime = 4080

[selectBGctrl 2]
type = posset
x = 0
y=0
time=0

[selectBGctrl 2]
type = posadd
x = -.47
time=3550,4118

;==================
[SelectBG planet6F]
type = normal
spriteno = 8,1
layerno = 0                
start = 680, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
id=61
[selectBGctrldef 00]
CtrlID = 61
looptime = 3360

[selectBGctrl 00]
type = posset
x = 0
y=0
time=0

[selectBGctrl 00]
type = posadd
x = -.71078125
time=1100,2420

[SelectBG sbg]
type = normal
spriteno = 7,1
layerno = 0               
start = 0, 0
delta = 1, 1
trans = addalpha
alpha=192,50
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480
[SelectBG sfg]
type = normal
spriteno = 7,0
layerno =0                
start = 0, 0
delta = 1, 1
trans = none
mask  = 1
velocity =0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480

;--------------------------------------------------------------------------

[Begin Action 1]
7,1,0,0,3
7,2,0,0,3
7,3,0,0,3
7,4,0,0,3
7,5,0,0,3
7,6,0,0,3
7,7,0,0,3
7,8,0,0,3
7,9,0,0,3
7,10,0,0,3
7,11,0,0,3
7,11,0,0,3
7,12,0,0,3
7,13,0,0,3
7,14,0,0,3
7,15,0,0,3
7,16,0,0,3
7,17,0,0,3
7,18,0,0,3
7,19,0,0,3
7,20,0,0,3
7,21,0,0,3
7,22,0,0,3
7,23,0,0,3
7,24,0,0,3
7,25,0,0,3
7,26,0,0,3
7,27,0,0,3

[Begin Action 2]
160,1,0,0,10
160,2,0,0,10

[Begin Action 3]
160,3,0,0,10
160,4,0,0,10

[Begin Action 4]
8,2,0,0,250
8,3,0,0,3
8,2,0,0,300
8,3,0,0,3
8,2,0,0,150
8,3,0,0,3

;-------------------------------------------------------------------
[VS Screen]
time = 120               ;Time to show screen
fadein.time = 5
fadeout.time = 5
;Big portraits
p1.pos =  -1,-400
p1.facing = 1
p1.scale =  0.65,0.65
p2.pos = 319,-400
p2.facing = -1
p2.scale =  0.65,0.65
;Names
p1.name.pos  = 165,500
p1.name.font =   1,0,0
p2.name.pos  = 157,500
p2.name.font =   1,0,0

;-----------------------
;VS Match up screen background
[VersusBGdef] 

[versusbg Black]
type = normal
start = -320, 0
spriteno = 0,0
mask = 0
layerno = 0

[versusbg Black]
type = normal
start = -320, 0
spriteno = 0,1
mask = 1
layerno = 0
[versusbg Black]
type = normal
start = -320, 0
spriteno = 0,2
mask = 1
layerno = 0
;----------------------------------------------------------

[Begin Action 9]
0,0,0,0,0
15,1,0,0,4
15,2,0,0,4
15,3,0,0,4
15,4,0,0,4
15,5,0,0,4
15,4,0,0,4
15,3,0,0,4
15,2,0,0,4

[Begin Action 10]
0,0,0,0,0
16,1,0,0,4
16,2,0,0,4
16,3,0,0,4
16,4,0,0,4
16,5,0,0,4
16,4,0,0,4
16,3,0,0,4
16,2,0,0,4

[Begin Action 11]
0,0,0,0,0
17,1,0,0,4, ,as206d256
17,2,0,0,4, ,as206d256
17,3,0,0,4, ,as206d256
17,4,0,0,4, ,as206d256
17,5,0,0,4, ,as206d256
17,4,0,0,4, ,as206d256
17,3,0,0,4, ,as206d256
17,2,0,0,4, ,as206d256
;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 1        ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0      ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600      ;Time to wait at title before starting demo mode
fight.endtime = 1500      ;Time to display the fight before returning to title
fight.playbgm = 1        ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0    ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1      ;Cycles to wait before intro cutscene is played again
debuginfo = 0             ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 0               ;Set to 1 to show game over screen, 0 to disable
storyboard =              ;Game over storyboard filename

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1               ;Set to 1 to show win screen, 0 to disable
wintext.text = YOU WIN!
wintext.font = 3,0,0
wintext.offset = 320,80
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64
;-------------------------------------------------------------------
;Victory screen definition
;This is the screen that is shown when you win a match in arcade mode.
;It will not be displayed on the last match of arcade mode.
[Victory Screen]
enabled = 0
time = 300                ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 130,100
p1.spr = 9000,1
p1.facing = 1
p1.scale = 1,1
p1.window = 0,0, 319,239
p1.name.offset = 133,170
p1.name.font = 1,1,1
;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 70,190
winquote.font = 3,3,1
winquote.window = 10,150, 219,221
winquote.textwrap = w     ;Word wrap
;----------------------------------------
[VictoryBGdef] 

[VictoryBG 1] 
type  = anim
actionno= 7
start = 0,0
velocity = 0,0
window = 0,0, 319,239
scale=1.5,1.5

[VictoryBG 2]
type  = normal
spriteno = 500,0
start = -100,170
trans=add

;[VictoryBG 3]
;type  = normal
;spriteno = 7,1
;start = 0,0
;tile  = 1,1
;window = 25,520, 1254,709
;velocity = 0,1.5
;-----------------------------------------------------------
[Begin Action 7]
7,1,0,0,3
7,2,0,0,3
7,3,0,0,3
7,4,0,0,3
7,5,0,0,3
7,6,0,0,3
7,7,0,0,3
7,8,0,0,3
7,9,0,0,3
7,10,0,0,3
7,11,0,0,3
7,11,0,0,3
7,12,0,0,3
7,13,0,0,3
7,14,0,0,3
7,15,0,0,3
7,16,0,0,3
7,17,0,0,3
7,18,0,0,3
7,19,0,0,3
7,20,0,0,3
7,21,0,0,3
7,22,0,0,3
7,23,0,0,3
7,24,0,0,3
7,25,0,0,3
7,26,0,0,3
7,27,0,0,3
;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
[Default Ending]
enabled = 0               ;Set to 1 to show default ending, 0 to disable
storyboard =              ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
[End Credits]
enabled = 1              ;Set to 1 to show credits, 0 to disable
storyboard =  credits.def            ;Credits storyboard filename

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = %i Wins!   ;Use %i for win counter
winstext.font = 3,0,-1
winstext.offset = 360,140
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 5           ;Number of rounds to get win pose (lose pose otherwise)

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef] 


[Optionbg Black]
type = normal
spriteno = 0,0
mask = 0
start = -320, 0
tile = 0,1
layerno = 0

[Optionbg Back]
type = normal
spriteno = 0,1
layerno = 0                
start = -320, 0
delta = 1, 1
trans = none
mask  = 1
velocity = 0, 0
tile  = 0, 0
tilespacing = 0,0
window = 0,0, 640, 480

[Optionbg X]
type = normal
spriteno = 5,4
start = 27, -385
mask = 1
layerno = 0
[Optionbg X]
type = normal
start =  27, -385
spriteno = 5,7
mask = 1
layerno = 0



[Begin Action 12]
6,6, 0,0, 75, , AS25D256
6,6, 0,0, 4, , AS32D256
6,6, 0,0, 4, , AS48D256
6,6, 0,0, 4, , AS57D256
6,6, 0,0, 4, , AS68D256
6,6, 0,0, 4, , AS81D256
6,6, 0,0, 4, , AS96D256
6,6, 0,0, 4, , AS108D256
6,6, 0,0, 4, , AS117D256
6,6, 0,0, 4, , AS132D256
6,6, 0,0, 4, , AS145D256
6,6, 0,0, 4, , AS168D256
6,6, 0,0, 4, , AS182D256
6,6, 0,0, 4, , AS199D256
6,6, 0,0, 4, , AS207D256
6,6, 0,0, 4, , AS218D256
6,6, 0,0, 4, , AS231D256
6,6, 0,0, 4, , AS242D256
6,6, 0,0, 4, , A

6,6, 0,0, 4, , AS242D256
6,6, 0,0, 4, , AS231D256
6,6, 0,0, 4, , AS218D256
6,6, 0,0, 4, , AS207D256
6,6, 0,0, 4, , AS199D256
6,6, 0,0, 4, , AS182D256
6,6, 0,0, 4, , AS168D256
6,6, 0,0, 4, , AS145D256
6,6, 0,0, 4, , AS132D256
6,6, 0,0, 4, , AS117D256
6,6, 0,0, 4, , AS108D256
6,6, 0,0, 4, , AS96D256
6,6, 0,0, 4, , AS81D256
6,6, 0,0, 4, , AS68D256
6,6, 0,0, 4, , AS57D256
6,6, 0,0, 4, , AS48D256
6,6, 0,0, 4, , AS32D256

