; °¨¿µ½ÃÀÛ
; http://ks100.ivyro.net
;-----------------------
[Info]
localcoord = 640,480
[SceneDef]
spr = TMNTend.sff
;startscene =4;Starting scene number (for debugging)
font1 = ending-bg.def
font2 = ending-sm.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 = 3
layer1.text = "No probs man! What can I say, when \nI kick butt, I kick it hard!                                           \nAnd uh...                      \nFeel free to keep in touch ya know?"
layer1.font = 1,,1,225,142,0
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=BG0
layerall.pos = 0,0   ;Default position for all layers
layer0.anim =  10     ;Anim action number
layer0.offset = 140,300   ;Position offset
layer0.starttime = 0 
layer1.anim =  11       ;Anim action number
layer1.offset = 320,300   ;Position offset
layer1.starttime = 0   ;Time to start display
layer2.anim = 12
layer2.offset = 460,300
layer2.starttime = 0
layer3.anim = 13
layer3.offset = 580,300
layer3.starttime = 0
layer4.anim = 14
layer4.offset =190,300
layer4.starttime = 0
layer5.anim = 15
layer5.offset =380,300
layer5.starttime = 0
layer6.textdelay = 3
layer6.text = "Know that we will never forget about\nyou as well. It looks like the hole \nis shrinking so we have to go! Good \nluck and farewell!"
layer6.font = 1,,1,255,255,255
layer6.endtime = 1250
layer6.starttime=0
layer6.offset =12,370
; layer1.anim =  1
; layer1.offset = 0,176
; Music
; bgm.loop = 0
; Total time
end.time = 600
;===================================================
;------------------------------------
;Black LATER
[Scene 3]
; Screen color
clearcolor = 0,0,0
end.time = 150
bg.name=BG2
bgm=TE\Mi\MikeEnd.ogg
bgm.loop=0
;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 = "Hey dude! Glad you made it! I've been\nworking on something you've got to \ncheck out!"
layer0.font = 1,,1,225,142,0
layer0.offset = 12,300
layer0.endtime=280
layer1.anim = 5
layer1.starttime =280
layer1.textdelay = 2
layer1.text = "Now, I wan't you to be honest. Yes, \nit will be the most amazing movie you've \never seen but I want you to really be \namazed! "
layer1.font = 1,,1,225,142,0
layer1.offset = 12,300
layer1.endtime=600
layer2.anim = 5
layer2.starttime =600
layer2.textdelay = 2
layer2.text = "It's about how we fought off that \ncreep darkseid! So that way the world \nwon't forget. Especially who the hero \nthat saved everyone was!                                 \nWhat's with that look?"
layer2.font =  1,,1,225,142,0
layer2.offset = 12,300
layer2.endtime=1100
layer3.anim = 5
layer3.starttime =1100
layer3.textdelay = 2
layer3.text = "Yes it'll be accurate!                               \nAfter all, it is based on a true story! \nI'll walk you through it and you'll \nsee that I didn't miss any \ndetails!                   \nBy the way I'm calling the movie...."
layer3.font = 1,,1,225,142,0
layer3.offset = 12,300
layer3.endtime=1660
end.time = 1660
;; Music
;
;; bgm.loop = 0
;; Total time
;end.time = 3645
;
;;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 = 650
layer0.textdelay = 2
layer0.text = "So the first scene is like, the set up.\nYou know me and my bros were training \nlike usual. The Art of Fighting has never \nlooked so cool!                                         \nBut then..."
layer0.font = 1,,1,225,142,0
layer0.offset = 12,300
layer0.endtime=1080
sound0.value=8999,0 
sound0.starttime=650
sound1.value=8999,4
sound1.starttime=0
sound2.value=8999,1
sound2.starttime=330
sound3.value=8999,2
sound3.starttime=420
sound4.value=8999,3
sound4.starttime=510
sound5.value=8999,5 
sound5.starttime=850
; Music
; bgm.loop = 0
; Total time
end.time = 1080
;----------------------------------------------------------
;enter dorkseid
[Scene 6]
; 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=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.starttime = 150
layer0.textdelay = 2
layer0.text = "The sky got real weird lookin'! We\ndidn't know what was going on but \nlittle did we know, it was that dweeb \ncoming to mess up everything! I'll never \nforget this stupid face for as long \nas I live!                            \nwell..."
layer0.font = 1,,1,225,142,0
layer0.offset = 12,300
layer0.endtime=650
sound0.value=8999,0 
sound0.starttime=0
; Music
; bgm.loop = 0
; Total time
end.time = 650
bgm=TE\Mi\s2.ogg
;----------------------------------------------------------
; dorkseid be bad
[Scene 7]
; 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=BG6
; 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 = 150
layer0.textdelay = 2
layer0.text = "Next thing you know, everything \nwas exploding and people were going crazy. \nit was insane! Raph was freakin' out more \nthan usual and the city was like new \nyears times a hundred!                                  \nSo..."
layer0.font = 1,,1,225,142,0
layer0.offset = 12,300
layer0.endtime=720
sound0.value=8999,0 
sound0.starttime=0
; Music
; bgm.loop = 0
; Total time
end.time = 720
bgm=TE\Mi\s3.ogg
;----------------------------------------------------------
; shredder gotta pay
[Scene 8]
; 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=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 = 150
layer0.textdelay = 2
layer0.text = "I sprang into action, after all, I \nam the most fearless turtle! But before I \ncould even show off my mondo cool \nmoves, my brothers totally got kidnapped \nby the foot. those jerks tried to take \nover while all that crazy stuff was \nhappening! Since shredder bit the big one \nit was all too easy to get em' back!                                \nBut then..."
layer0.font = 1,,1,225,142,0
layer0.offset = 12,300
layer1.anim = 5    ;Anim action number
layer1.starttime = 520
layer1.textdelay = 0
layer1.text = "Release my boot you crazy fool!"
layer1.font = 2,,1,255,255,255
layer1.offset = 90,140
layer1.endtime=1000
layer0.endtime=1000
sound0.value=8999,0 
sound0.starttime=0
; Music
; bgm.loop = 0
; Total time
end.time = 1000
bgm=TE\Mi\s4.ogg
;----------------------------------------------------------
; shredder gotta pay
[Scene 9]
; 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=BG8
; 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 = 150
layer0.textdelay = 2
layer0.text = "I saw the most radical gal. She looked \nexactly like the comic, and that's \nwhen it hit me. Maybe it was someone \ndressed up like her, right? Nope, it was \nthe real deal in the flesh! So obviously \nI introduced myself to her with my \nslammin' dance moves! She really digged \nit! Why else would she be lookin' at me \nlike that?!                        \nSuddenly..."
layer0.font = 1,,1,225,142,0
layer0.offset = 12,300
layer0.endtime=1000
layer1.anim = 5    ;Anim action number
layer1.starttime = 700
layer1.textdelay = 2
layer1.text = "wow, Such Fatal Fury in your \ndancing..."
layer1.font = 2,,1,245,235,0
layer1.offset = 270,240
layer1.endtime=1000
sound0.value=8999,0 
sound0.starttime=0
; Music
; bgm.loop = 0
; Total time
end.time = 1000
bgm=TE\Mi\s5.ogg
;----------------------------------------------------------
; the foot strikes
[Scene 10]
; 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=BG9
; 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 = 150
layer0.textdelay = 2
layer0.text = "The foot came back! But, we took em'\ndown no problem! I was s-well, you \nwere there so I know you how that went! \nWonder woman, or as I know her, Diana, was \nsuper impressed! I swear she kept saying \nI gotta wake up. Something about feeling \nlike I was knocked out. But, that can't \nbe right I didn't get hit at all!                     \nThen..."
layer0.font = 1,,1,225,142,0
layer0.offset = 12,300
layer0.endtime=1000
layer1.anim = 5    ;Anim action number
layer1.starttime = 870
layer1.textdelay = 2
layer1.text = "Hehehe... You really are the \nKing of Fighters!\nBut you must wa"
layer1.font = 2,,1,245,235,0
layer1.offset = 180,80
sound0.value=8999,0 
sound0.starttime=0
; Music
; bgm.loop = 0
; Total time
end.time = 1000
bgm=TE\Mi\s6.ogg
;----------------------------------------------------------
; fight darkseid
[Scene 11]
; 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=BG10
; 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 = 150
layer0.textdelay = 2
layer0.text = "We tracked down that jerk. I whooped him\nso bad that his own mama wouldn't \nrecognize him! After what he did to \neveryone, I gave him my famous butt-kick \na la mode, straight out the oven of \njustice! After I sent him packin' my new \nfriends had to go so We said our \ngoodbyes and had a real happy ending!"
layer0.font = 1,,1,225,142,0
layer0.offset = 12,300
sound0.value=8999,0 
sound0.starttime=0
layer0.endtime=1000
layer1.anim = 5    ;Anim action number
layer1.starttime = 310
layer1.textdelay = 0
layer1.text = "Take this!"
layer1.font =  2,,1,225,142,0
layer1.offset =  100,80
layer2.anim = 5    ;Anim action number
layer2.starttime = 310
layer2.textdelay = 0
layer2.text = "And That!"
layer2.font =  2,,1,225,142,0
layer2.offset = 270,140
layer3.anim = 5    ;Anim action number
layer3.starttime = 310
layer3.textdelay = 0
layer3.text = "Had enough?!"
layer3.font =  2,,1,225,142,0
layer3.offset = 400,90
layer4.anim = 5    ;Anim action number
layer4.starttime = 310
layer4.textdelay = 0
layer4.text = "Ouch!"
layer4.font =  2,,1,255,255,255
layer4.offset =  220,120
layer5.anim = 5    ;Anim action number
layer5.starttime = 310
layer5.textdelay = 0
layer5.text = "Have mercy!"
layer5.font =  2,,1,255,255,255
layer5.offset =  220,200
layer6.anim = 5    ;Anim action number
layer6.starttime = 310
layer6.textdelay = 0
layer6.text = "I surrender!"
layer6.font =  2,,1,255,255,255
layer6.offset = 480,110
; Music
; bgm.loop = 0
; Total time
end.time = 1000
bgm=TE\Mi\s7.ogg
;----------------------------------------------------------
; shredder gotta pay
[Scene 12]
 ;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=BG11
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime = 0
layer0.textdelay = 2
layer0.text = "So what did you think? Super cool right?                   \nHuh?                   \nYou didn't pay attention cause I was \ntalkin'?                  \nWell Why didn't you just tell me to\nstop? Now we gotta watch it all over \nagain! I gotta make sure its perfect \nbefore I pitch it to hollywood ya know. \nAlright so let's take it from the top one \nmore time...."
layer0.font = 1,,1,225,142,0
layer0.offset = 12,300
layer0.endtime=1000
; Music
; bgm.loop = 0
; Total time
end.time = 950
bgm=TE\Mi\s8.ogg
;==========================================
;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]
101,3, 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]
204,45, 0,0, 280
204,48, 0,0, 320
204,46, 0,0, 500
204,47, 0,0, -1

[Begin Action 2101]
204,31, 0,0, 12
204,32, 0,0, 12
204,33, 0,0, 12

;=========================
;LEO
;===========================
;tile 2
[BG3Def]
[BG3 stage]
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          = 05


[Begin Action 2102]
201,1, 0,0, 2, , AS256D40
201,1, 0,0, 2, , AS256D80
201,1, 0,0, 2, , AS220D256
201,1, 0,0, 2, , AS180D256
201,1, 0,0, 2, , AS140D256
201,1, 0,0, 2, , AS100D256
201,1, 0,0, 2, , AS60D256
201,1, 0,0, 2, , AS20D256
-1,0, 0,0, -1

[Begin Action 2103]
204,22, 0,0, 180
204,23, 0,0, 150
204,24, 0,0, -1
[Begin Action 2104]
204,49, 0,6, 1
204,49, 0,0, 1
204,49, 0,6, 1
204,49, 0,0, 1
204,49, 0,6, 1
204,49, 0,0, 1
204,49, 0,6, 1
204,49, 0,0, 1
204,49, 0,6, 1
204,49, 0,0, -1

;[BG3 02]
;type        = anim       
;layerNo     = 0         
;start       = -320,0      
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 2101         
;velocity    = 0,0  
;ID          = 201

;---------------------
;tile 2
[BG4Def]
[BG4CtrlDef Credits]
CtrlID = 200
looptime = -1

[BG4Ctrl Start]
type = enable
value=0
time=650

[BG4CtrlDef Credits]
CtrlID = 201
looptime = -1

[BG4Ctrl Start]
type = enable
value=0
time=0
[BG4Ctrl Start]
type = enable
value=1
time=330
[BG4Ctrl Start]
type = enable
value=0
time=650
;
[BG4CtrlDef Credits]
CtrlID = 202
looptime = -1
[BG4Ctrl Start]
type = enable
value=0
time=0
[BG4Ctrl Start]
type = enable
value=1
time=420
[BG4Ctrl Start]
type = enable
value=0
time=650
;
[BG4CtrlDef Credits]
CtrlID = 203
looptime = -1
[BG4Ctrl Start]
type = enable
value=0
time=0
[BG4Ctrl Start]
type = enable
value=1
time=510
[BG4Ctrl Start]
type = enable
value=0
time=650

[BG4 03]
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          = 200
[BG4 03]
type        = anim       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2104        
velocity    = 0,0  
ID          = 201
[BG4 04]
type        = anim       
layerNo     = 0         
start       = -320,0    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2105       
velocity    = 0,0  
ID          = 202
[BG4 05]
type        = anim       
layerNo     = 0         
start       = -320,0    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2106       
velocity    = 0,0  
ID          = 203

[BG4CtrlDef Credits]
CtrlID = 204
looptime = -1
[BG4Ctrl Start]
type = enable
value=0
time=0
;face fade
[BG4Ctrl Start]
type = enable
value=1
time=650
[BG4Ctrl Start]
type = enable
value=0
time=850

;[BG4 02]
;type        = anim       
;layerNo     = 0         
;start       = -320,120     
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 2102        
;velocity    = 0,0  
;ID          = 204
;

[BG4 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,25      
velocity    = 0,0  
ID          = 204
[BG4CtrlDef Credits]
CtrlID = 205
looptime = -1
[BG4Ctrl Start]
type = enable
value=0
time=0
;face fade
[BG4Ctrl Start]
type = enable
value=1
time=850
[BG4Ctrl Start]
type = enable
value=0
time=1050
[BG4 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,26     
velocity    = 0,0  
ID          = 205
;---------------------
;tile3
[BG5Def]
[BG5CtrlDef Credits]
CtrlID = 210
looptime = -1

[BG5Ctrl Start]
type = enable
value=0
time=150
[BG5 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,27     
velocity    = 0,0  
ID          = 210

;sky
[BG5CtrlDef Credits]
CtrlID = 211
looptime = -1
[BG5Ctrl Start]
type = enable
value=0
time=0
;face fade
[BG5Ctrl Start]
type = enable
value=1
time=150

[BG5 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 1,0       
tilespacing = 0,0       
spriteno    = 204,28   
velocity    = .5,0  
ID          = 211
;;dorkseid
[BG5CtrlDef Credits]
CtrlID = 212
looptime = -1
[BG5Ctrl Start]
type = enable
value=0
time=0
;face fade
[BG5Ctrl Start]
type = enable
value=1
time=150

[BG5Ctrl Start]
type = sinY
value = 24,50,0
time=150
[BG5Ctrl Start]
type =posadd
x=-1.35
time=150,690
;[BG5Ctrl Start]
;type = veladd
;x= -.75
;y=-.75
;time=210,250
[BG5 08]
type        = normal       
layerNo     = 0         
start       = 90,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,29   
velocity    = 0,0  
ID          = 212
;---------------------
;tile4
[BG6Def]
[BG6CtrlDef Credits]
CtrlID = 220
looptime = -1

[BG6Ctrl Start]
type = enable
value=0
time=150
[BG6 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,30    
velocity    = 0,0  
ID          = 220

;dorkthings
[BG6CtrlDef Credits]
CtrlID = 221
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=0

[BG6Ctrl Start]
type = enable
value=1
time=150

[BG6 02]
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          = 221

;---------------------
;tile5
[BG7Def]
[BG7CtrlDef Credits]
CtrlID = 230
looptime = -1

[BG7Ctrl Start]
type = enable
value=0
time=150
[BG7 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,34 
velocity    = 0,0  
ID          = 230

;epic bg
[BG7CtrlDef Credits]
CtrlID = 231
looptime = -1
[BG7Ctrl Start]
type = enable
value=0
time=0

[BG7Ctrl Start]
type = enable
value=1
time=150
[BG7Ctrl Start]
type = enable
value=0
time=520
[BG7 02]
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          = 231
;
 [BG7 02]
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          = 231

 [BG7 02]
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          = 231


[BG7 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,19   
velocity    = 0,0  
ID          = 231

;shredder
[BG7CtrlDef Credits]
CtrlID = 232
looptime = -1
[BG7Ctrl Start]
type = enable
value=0
time=0

[BG7Ctrl Start]
type = enable
value=1
time=520
[BG7 09]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,35 
velocity    = 0,0  
ID          = 232
;---------------------
;tile6
[BG8Def]
[BG8CtrlDef Credits]
CtrlID = 240
looptime = -1

[BG8Ctrl Start]
type = enable
value=0
time=150
[BG8 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,36 
velocity    = 0,0  
ID          = 240

;letsdance
[BG8CtrlDef Credits]
CtrlID = 241
looptime = -1
[BG8Ctrl Start]
type = enable
value=0
time=0

[BG8Ctrl Start]
type = enable
value=1
time=150

[BG8 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,37
velocity    = 0,0  
ID          = 241


;wonderwo
 [BG8 02]
type        = anim       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2113      
velocity    = 0,0  
ID          = 241

;letsdance
[BG8CtrlDef Credits]
CtrlID = 242
looptime = -1
[BG8Ctrl Start]
type = enable
value=0
time=0

[BG8Ctrl Start]
type = enable
value=1
time=150

[BG8Ctrl Start]
type = sinX
value = 36,200,0
time=150


;dancinman
[BG8 02]
type        = anim       
layerNo     = 0         
start       = -146,229  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2112       
velocity    = 0,0  
ID          = 242

[BG8CtrlDef Credits]
CtrlID = 243
looptime = -1
[BG8Ctrl Start]
type = enable
value=0
time=0

[BG8Ctrl Start]
type = enable
value=1
time=150

[BG8Ctrl Start]
type = sinX
value = 8,24,0
time=150

[BG8 08]
type        = anim       
layerNo     = 0         
start       = 92,150  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2114       
velocity    = 0,0  
ID          = 243
[BG8CtrlDef Credits]
CtrlID = 244
looptime = -1
[BG8Ctrl Start]
type = enable
value=0
time=0

[BG8Ctrl Start]
type = enable
value=1
time=153

[BG8Ctrl Start]
type = sinX
value = 8,24,0
time=153

[BG8 09]
type        = anim       
layerNo     = 0         
start       = 86,147   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2114       
velocity    = 0,0    
ID          = 244
[BG8CtrlDef Credits]
CtrlID = 245
looptime = -1
[BG8Ctrl Start]
type = enable
value=0
time=0

[BG8Ctrl Start]
type = enable
value=1
time=158

[BG8Ctrl Start]
type = sinX
value = 8,24,0
time=158
[BG8 09]
type        = anim       
layerNo     = 0         
start       = 97,143   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2114       
velocity    = 0,0  
ID          = 245
;---------------------
;tile7
[BG9Def]
[BG9CtrlDef Credits]
CtrlID = 250
looptime = -1

[BG9Ctrl Start]
type = enable
value=0
time=150
[BG9 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,39
velocity    = 0,0  
ID          = 250

;epic bg
[BG9CtrlDef Credits]
CtrlID = 251
looptime = -1
[BG9Ctrl Start]
type = enable
value=0
time=0

[BG9Ctrl Start]
type = enable
value=1
time=150
[BG9Ctrl Start]
type = enable
value=0
time=320
[BG9 02]
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          = 251
;
 [BG9 02]
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          = 251
 [BG9 02]
type        = anim       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2107        
velocity    = 0,0  
ID          = 251



;[BG9 08]
;type        = normal       
;layerNo     = 0         
;start       = -320,0  
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;spriteno    = 204,19   
;velocity    = 0,0  
;ID          = 231

;pileofshit
[BG9CtrlDef Credits]
CtrlID = 252
looptime = -1
[BG9Ctrl Start]
type = enable
value=0
time=0

[BG9Ctrl Start]
type = enable
value=1
time=320
[BG9 09]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,40
velocity    = 0,0  
ID          = 252


;---------------------
;tile8
[BG10Def]
[BG10CtrlDef Credits]
CtrlID = 260
looptime = -1

[BG10Ctrl Start]
type = enable
value=0
time=150
[BG10 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,34 
velocity    = 0,0  
ID          = 260

;epic bg
[BG10CtrlDef Credits]
CtrlID = 261
looptime = -1
[BG10Ctrl Start]
type = enable
value=0
time=0

[BG10Ctrl Start]
type = enable
value=1
time=150
[BG10Ctrl Start]
type = enable
value=0
time=320
[BG10 02]
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          = 261
;
 [BG10 02]
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          = 261
 [BG10 02]
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          = 261



[BG10 08]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,19   
velocity    = 0,0  
ID          = 261

;dorksbeating
[BG10CtrlDef Credits]
CtrlID = 262
looptime = -1
[BG10Ctrl Start]
type = enable
value=0
time=0

[BG10Ctrl Start]
type = enable
value=1
time=320


[BG10 09]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,42
velocity    = 0,0  
ID          = 262
[BG10 09]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,43
velocity    = 0,0  
ID          = 262
[BG10 09]
type        = normal       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 204,44
velocity    = 0,0  
ID          = 262
;===========================
;tile 9
[BG11Def]
[BG11 09]
type        = anim       
layerNo     = 0         
start       = -320,0    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2115       
velocity    = 0,0  
;
[BG11CtrlDef Credits]
CtrlID = 271
looptime = -1
[BG11Ctrl Start]
type = enable
value=0
time=0


[BG11Ctrl Start]
type = enable
value=1
time=800
[BG11 03]
type        = normal       
layerNo     =1        
start       =-320,165
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 999,0       
velocity    = 0,0  
ID          = 271

[Begin Action 2105]
204,50, 0,6, 1
204,50, 0,0, 1
204,50, 0,6, 1
204,50, 0,0, 1
204,50, 0,6, 1
204,50, 0,0, 1
204,50, 0,6, 1
204,50, 0,0, 1
204,50, 0,6, 1
204,50, 0,0, -1

[Begin Action 2106]
204,51, 0,6, 1
204,51, 0,0, 1
204,51, 0,6, 1
204,51, 0,0, 1
204,51, 0,6, 1
204,51, 0,0, 1
204,51, 0,6, 1
204,51, 0,0, 1
204,51, 0,6, 1
204,51, 0,0, -1

[Begin Action 2107]
204,0, 0,0, 4
204,1, 0,0, 4
204,2, 0,0, 4
204,3, 0,0, 4
204,4, 0,0, 4
204,5, 0,0, 25
204,4, 0,0, 4
204,3, 0,0, 4
204,2, 0,0, 4
204,1, 0,0, 4

[Begin Action 2108]
204,6, 0,0, 5
204,7, 0,0, 5
204,8, 0,0, 5
204,9, 0,0, 5
204,10, 0,0, 25
204,9, 0,0, 5
204,8, 0,0, 5
204,7, 0,0, 5

[Begin Action 2109]
204,11, 70,0, 2
204,12, 70,0, 2
204,15, 70,0, 2
204,16, 70,0, 2
204,13, 70,0, 2
204,14, 70,0, 2
204,15, 70,0, 2
204,16, 70,0, 2

[Begin Action 2110]
204,15, 70,0, 3
204,16, 70,0, 3


[Begin Action 2111]
204,20, 0,0, 5
204,21, 0,0, 5


[Begin Action 2112]
204,52, 0,0, 6
204,53, 0,0, 3 ;1
204,54, 0,0, 3 ;2
204,55, 0,0, 3 ;3
204,54, 0,0, 3 ;2
204,53, 0,0, 3 ;1
204,54, 0,0, 3 ;2
204,55, 0,0, 3 ;3
204,54, 0,0, 3 ;2
204,53, 0,0, 3 ;1
204,52, 0,0, 6, H
204,53, 0,0, 3, H
204,54, 0,0, 3, H
204,55, 0,0, 3, H
204,54, 0,0, 3, H
204,53, 0,0, 3, H
204,54, 0,0, 3, H
204,55, 0,0, 3, H
204,54, 0,0, 3, H
204,53, 0,0, 3, H

[Begin Action 2113]
103,5, 414,231, 1, H

[Begin Action 2114]
204,38, 0,0, 2
204,38, 0,-3, 2
204,38, 0,-6, 2
204,38, 0,-9, 2
204,38, 0,-12, 2
204,38, 0,-15, 2
204,38, 0,-18, 2
204,38, 0,-21, 2
204,38, 0,-24, 2
204,38, 0,-27, 2
204,38, 0,-30, 2
204,38, 0,-34, 2


[Begin Action 2115]
204,45, 0,0, 120
204,48, 0,0, 45
204,47, 0,0, 140
204,46, 0,0, -1

