; °¨¿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 = 15      ;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
layer1.textdelay = 3
layer1.text = "You were quite the fool to think you\ncould ever defeat the shredder!"
layer1.font = 1,,1,150,0,128
layer1.endtime = 450
layer1.starttime=0
layer1.offset = 12,280
layer2.textdelay = 3
layer2.text = "I will never admit defeat to you.                         \nHowever, you have me in quite the\nposition.         \nYou'd best not waste this opportunity or\nI will be back to destroy you!"
layer2.font = 1,,1,50,50,128
layer2.endtime = 1120
layer2.starttime=450
layer2.offset = 12,280
layer3.textdelay = 3
layer3.text = "You are correct.           \nHowever I also know why I have this new\nfound strength.              \nYou are no good to me dead, But I will\nmake sure you cannot interfere with my \nplans!"
layer3.font = 1,,1,150,0,128
;layer3.endtime = 1120
layer3.starttime=1120
layer3.offset = 12,280
sound0.value=8997,0 
sound0.starttime=1876
sound1.value=8997,1 
sound1.starttime=1880
 bgm = TE\Sh\shrend1.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 = 1882



;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 = 2
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 =  10 
layer1.endtime = 699
layer1.textdelay = 2
layer1.text = "Do not worry, you will become my most\npowerful asset.           \nI will preserve the only part of you\nthat benefits me!                \nSoon the world will know the power of\nthe true shredder!"
layer1.font = 1,,1,150,0,128
layer1.starttime=100
layer1.offset = 12,280
; Music
; bgm.loop = 0
; Total time
end.time = 600

;===================================================
;------------------------------------
;Black LATER
[Scene 2]
; Screen color
clearcolor = 0,0,0
end.time = 150
bg.name=BG2
;bgm=winend1.ogg

;leo specific intro
[Scene 3]
; 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 = 256,256,256
;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 = "Baxter!        \nDid you manage to get it working?"
layer0.font = 1,,1,150,0,128
layer0.offset = 12,280
layer0.endtime=260
layer1.anim = 5
layer1.starttime =260
layer1.textdelay = 2
layer1.text = "Yes lord shredder!      \nHe should be alive and just conscious\nenough to keep the ''omega effect'' in \nplace while we work on your modified \narmor."
layer1.font = 1,,1,255,255,255
layer1.offset = 12,280
layer1.endtime=760
layer2.starttime = 760 
layer2.textdelay = 2
layer2.text = "Perfect,   \nhis power was wasted on his own foolish\nideals.        \nWith this in place, I will be\nunstoppable and not even the turtles \nwill stand a chance!"
layer2.font = 1,,1,150,0,128
layer2.offset = 12,280
layer2.endtime=1300
layer3.starttime = 1300 
layer3.textdelay = 2
layer3.text = "It is time for my conquest of earth to\nbegin!          \nAnd because I lack humanity, my rule\nwill be eternal!"
layer3.font = 1,,1,150,0,128
layer3.offset = 12,280
layer3.endtime=1680
;sound2.value=8999,7 
;sound2.starttime=4000
; Music

; bgm.loop = 0
; Total time
end.time = 1680
;------------------------------------
;Black LATER
[Scene 4]
; Screen color
clearcolor = 0,0,0
end.time = 150
bg.name=BG11
bgm=TE\Sh\shrend2.ogg

;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 = 32
fadeout.col = 256,256,256
;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 = "Vernon here, I wish I could say good\nevening, but the days have been less so\nfor the last few days.          \nThe city is in utter chaos and major\nparts of the state are in ruin."
layer0.font = 1,,1,175,175,125
layer0.offset = 12,280
layer0.endtime=600
layer1.starttime =660
layer1.textdelay = 2
layer1.text = "Our former news reporter, April O'neil,\nis still missing.             \nWe're trying to hold on to hope but we\nfear the worst.        \nIt is our job however, to press on\nthrough the chaos and keep all those \nwatching up to date."
layer1.font = 1,,1,175,175,125
layer1.offset = 12,280
layer1.endtime=1360
layer2.starttime =1360
layer2.textdelay = 2
layer2.text = "It has been confirmed that the\ndestruction has been caused by our new \nowners, the foot clan, with lord \nshredder at the helm.       \nWe can....          \nI can't do this.         \nPlease, spare my fam-"
layer2.font = 1,,1,175,175,125
layer2.offset = 12,280
sound0.value=3000,0 
sound0.starttime=1779
; bgm.loop = 0
; Total time
end.time = 1832
;
;;leo specific intro
[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 = 20
fadeout.col = 0,0,0
;layerall.starttime =600
bg.name=BG5
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime =0
layer0.textdelay = 2
layer0.text = "I have made an example out of all who\ndare oppose me!           \nLet this be a lesson to the entire\nworld.       \nConsider this the end of life as you\nonce knew. The era of the shredder has \nbegun!"
layer0.font = 1,,1,150,0,128
layer0.offset = 12,300
layer0.endtime=680
layer1.anim = 5
layer1.starttime =680
layer1.textdelay = 2
layer1.text = "However, I truly cannot declare victory\nuntil I find them.        \nThey joined me only to run away after I\ndisposed of that weak invader.      \nNo one leaves the foot clan alive!      \nI will find you and deliver that message\npersonally!"
layer1.font = 1,,1,150,0,128
layer1.offset = 12,300
layer1.endtime=1420
;sound2.value=8999,7 
;sound2.starttime=4000
; Music
; bgm.loop = 0
; Total time
end.time = 1440
;
;;leo specific intro
;[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 =0 
;layer0.textdelay = 2
;layer0.text = "Uh, no one! Why would I record you?!"
;layer0.font = 1,,1,212,255,64
;layer0.offset = 12,300
;layer0.endtime=580
;layer1.starttime =180 
;layer1.textdelay = 2
;layer1.text = "Good, we gotta get ready for my first\nshow!                  \nNow that I have 3 songs done, I'm surely\nready for the big stage!"
;layer1.font = 1,,1,212,112,64
;layer1.offset = 12,332
;layer1.endtime=580
;layer2.starttime =580
;layer2.textdelay = 2
;layer2.text = "I know you'll crush it! I see big things\nfor us afterall..."
;layer2.font = 1,,1,212,255,64
;layer2.offset = 12,300
;layer2.endtime=1280
;layer3.starttime =780
;layer3.textdelay = 2
;layer3.text = "So uh.... Have you seen my guitar?                        \nI haven't touched it in weeks!"
;layer3.font = 1,,1,212,112,64
;layer3.offset = 12,348
;layer3.endtime=1280
;; Music
;; bgm.loop = 0
;; Total time
;end.time = 1280
;bgm=winend2.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]
1,1, 0,0, 1

[Begin Action 6]
207,0, 0,0, 18
207,1, 0,0, 18

[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]
207,2, 0,0, 450
207,3, 0,0, -1
;;====================================================================
;stage
;;====================================================================
;

;tile 2
[BG0Def]
[BG0 01]
type        = anim       
layerNo     = 0         
start       = -200,0    
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 9         
velocity    = 0,0  
ID          = 05
;---shredder bg
[BG0 01]
type        = normal        
layerNo     = 0  
spriteno = 210,0       
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 0       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
[BG0CtrlDef Credits]
CtrlID = 1,10,11
looptime = -1
[BG0Ctrl Start scrolling]
type = enable
value=1
time=0
[BG0Ctrl Start scrolling]
type = enable
value=0
time=450
[BG0Ctrl Start scrolling]
type = enable
value=1
time=1120
[BG0Ctrl Start scrolling]
type = enable
value=0
time=1870
[BG0 01]
type        = normal        
layerNo     = 0  
spriteno = 210,7       
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 10
[BG0 01]
type        = normal        
layerNo     = 0  
spriteno = 210,8      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 11
[BG0CtrlDef Credits]
CtrlID = 10
looptime = -1
[BG0Ctrl Start scrolling]
type = enable
value=0
time=200
[BG0CtrlDef Credits]
CtrlID = 11
looptime = -1
[BG0Ctrl Start scrolling]
type = enable
value=0
time=0
[BG0Ctrl Start scrolling]
type = enable
value=1
time=200
;---darkbackground
[BG0 01]
type        = normal        
layerNo     = 0  
spriteno = 210,4       
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 0       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 24
[BG0CtrlDef Credits]
CtrlID = 24
looptime = -1
[BG0Ctrl Start scrolling]
type = enable
value=1
time=1870
[BG0 01] ;backblade
type        = normal        
layerNo     = 0  
spriteno = 210,5      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 20
[BG0CtrlDef Credits]
CtrlID = 20
looptime = -1
[BG0Ctrl Start scrolling]
type = enable
value=0
time=0
[BG0Ctrl Start scrolling]
type = enable
value=1
time=1870
[BG0Ctrl Start scrolling]
type = posadd
x=-266
time=1870

[BG0Ctrl Start scrolling]
type = posadd
x=33.3
time=1870,1876
[BG0 01];darkeyes open
type        = normal        
layerNo     = 0  
spriteno = 210,1      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 21
[BG0 01] ;darkeyes closed
type        = normal        
layerNo     = 0  
spriteno = 210,2      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 22
[BG0CtrlDef Credits]
CtrlID = 22
looptime = -1
[BG0Ctrl Start scrolling]
type = enable
value=1
time=1870
[BG0Ctrl Start scrolling]
type = enable
value=0
time=0
[BG0Ctrl Start scrolling]
type = posadd
x=-200
time=1870

[BG0 01] ;foreblade
type        = normal        
layerNo     = 0  
spriteno = 210,6      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 20
[BG0CtrlDef Credits]
CtrlID = 2,21,24
looptime = -1
[BG0Ctrl Start scrolling]
type = enable
value=0
time=0
[BG0Ctrl Start scrolling]
type = enable
value=1
time=450
[BG0Ctrl Start scrolling]
type = enable
value=0
time=1120


;[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




;=================scene that keeps playing
[BG1Def]
;---shredder bg
[BG1 01]
type        = normal        
layerNo     = 0  
spriteno = 210,0       
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 0       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1

[BG1 01]
type        = normal        
layerNo     = 0  
spriteno = 210,8      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1

[BG1CtrlDef Credits]
CtrlID = 1
looptime = -1

[BG1Ctrl Start scrolling]
type = enable
value=0
time=0
[BG1Ctrl Start scrolling]
type = enable
value=1
time=100

;=================transition
[BG2Def]
[BG2 01]
type        = normal        
layerNo     = 0  
spriteno = 1000,2      
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 101]
207,4, 0,0, 1

[Begin Action 2100]
210,22, 0,0, 9
210,23, 0,0, 9
210,24, 0,0, 9
210,25, 0,0, 9
210,26, 0,0, 9
210,27, 0,0, 9
210,28, 0,0, 9
210,29, 0,0, 9
210,30, 0,0, 9
210,21, 0,0, 9

[Begin Action 2101]
210,9, 0,0, 9
210,10, 0,0, 9
210,11, 0,0, 9
210,12, 0,0, 9
210,13, 0,0, 9
210,14, 0,0, 9
210,15, 0,0, 9
210,16, 0,0, 9
210,17, 0,0, 9
210,18, 0,0, 9
210,19, 0,0, 9
210,20, 0,0, -1

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

[BG3 01]
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          = 200
[BG3CtrlDef Credits]
CtrlID = 200
looptime = -1

[BG3Ctrl Start]
type = anim
value=2101
time=200
[BG3Ctrl Start]
type = anim
value=2102
time=308
[BG3Ctrl Start]
type = anim
value=2103
time=600

[BG3 stage]
type        = normal        
layerNo     = 1  
spriteno = 210,41       
start       = -320,0
delta       = .98,  0;05        
trans       = none     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
window = 0,25, 640,250
ID          = 201

[BG3CtrlDef 201]
CtrlID = 201
looptime = -1
[BG3Ctrl Start]
type = enable
value=0
time=0
[BG3Ctrl Start]
type = enable
value=1
time=600

[Begin Action 2102]
210,31, 0,0, 9
210,32, 0,0, 9
210,33, 0,0, 9
210,34, 0,0, 9
210,35, 0,0, 9
210,36, 0,0, 9
210,37, 0,0, 9
210,38, 0,0, 9
210,39, 0,0, 9
210,40, 0,0, 9

[Begin Action 2103]
210,42, 0,0, 9
210,43, 0,0, 9
210,44, 0,0, 9
210,45, 0,0, 9
210,46, 0,0, 9
210,47, 0,0, 9
210,48, 0,0, 9
210,49, 0,0, 9
210,50, 0,0, 9
210,51, 0,0, 9

[Begin Action 2104]
210,52, 0,0, 600
210,54, 0,0, 1179
LoopStart
210,55, 0,0, 7
210,56, 0,0, 7

;
[BG3CtrlDef 202]
CtrlID = 202
looptime = -1
[BG3Ctrl Start]
type = enable
value=0
time=0
[BG3Ctrl Start]
type = enable
value=1
time=760
[BG3Ctrl Start]
type = anim
value=2102
time=785
[BG3Ctrl Start]
type = anim
value=2101
time=843
[BG3Ctrl Start]
type = anim
value=2102
time=903
[BG3Ctrl Start]
type = anim
value=2101
time=960
[BG3Ctrl Start]
type = anim
value=2103
time=1020
[BG3Ctrl Start]
type = sinY
value= 16,64,0
time=0


;[BG3Ctrl Start]
;type = enable
;value=0
;time=1860

;[BG3CtrlDef 201]
;CtrlID = 202
;looptime = -1
;
;[BG3Ctrl Start]
;type = enable
;value=0
;time=0
;[BG3Ctrl Start]
;type = enable
;value=1
;time=400
;[BG3Ctrl Start]
;type = Posset
;x=0
;y=120
;time=0
;[BG3 02]
;type        = anim       
;layerNo     = 0         
;start       = -320,0      
;delta       = .98,  0;05        
;trans       = None     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;ActionNo    = 2103         
;velocity    = 0,0  
;ID          = 202
;---------------------
;tile 2
[BG4Def]

[BG4CtrlDef Credits]
CtrlID = 200
looptime = -1
[BG4Ctrl Start]
type = anim
value=2110
time=400
[BG4Ctrl Start]
type = anim
value=2106
time=600

[BG4Ctrl Start]
type = anim
value=2111
time=1150
[BG4Ctrl Start]
type = anim
value=2112
time=1360


[BG4CtrlDef Credits]
CtrlID = 202,200
looptime = -1

[BG4Ctrl Start]
type = enable
value=0
time=1800
[BG4Ctrl Start]
type = sinY
value= -2,3,0
time=1780,1800

[BG4 01]
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          = 202

[BG4 01]
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          = 200
window = 0,50, 640,250

[BG4 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 210,53    
velocity    = 0,0  
;ID          = 203
xscale=.5
yscalestart=.5


;[BG4CtrlDef Credits]
;CtrlID = 202
;looptime = -1
;[BG4Ctrl Start]
;type = sinX
;value= 175,128,0
;time=0
;===the building with the bomb
[BG4 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 210,62      
velocity    = 0,0  
window = 0,50, 640,250
ID          = 205
[BG4 01]
type        = normal       
layerNo     = 0         
start       = -320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 210,63      
velocity    = 0,0  
window = 0,50, 640,250
ID          = 205
[BG4 01]
type        = anim       
layerNo     = 0         
start       = 15,116   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2109         
velocity    = 0,0 
ID          = 205
window = 0,50, 640,250
[BG4CtrlDef Credits]
CtrlID = 205
looptime = -1
[BG4Ctrl Start]
type = enable
value=0
time=0
[BG4Ctrl Start]
type = sinY
value= -2,3,0
time=1800
[BG4Ctrl Start]
type = enable
value=1
time=1800
;===============================================
[BG5Def]


[BG5 stage]
type        = normal        
layerNo     = 1  
spriteno = 210,64      
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        =0       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
[BG5 stage]
type        = normal        
layerNo     = 1  
spriteno = 210,65      
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0 

[BG5 stage]
type        = anim       
layerNo     = 1         
start       = -320,0 
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2107        
velocity    = 0,0 
[BG5 stage]
type        = anim       
layerNo     = 1         
start       = -320,0 
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2108       
velocity    = 0,0 

[BG5CtrlDef Credits]
CtrlID = 211
looptime = -1
[BG5Ctrl Start]
type = enable
value=0
time=0


[BG5Ctrl Start]
type = enable
value=1
time=1200
[BG5 03]
type        = normal       
layerNo     =1        
start       =-320,160  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno    = 999,0       
velocity    = 0,0  
ID          = 211

;=================transition 2
[BG11Def]
[BG11 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

[BG11CtrlDef Credits]
CtrlID = 1
looptime = -1
[BG11Ctrl Start]
type = Posset
x=-640
time=0
[BG11Ctrl Start]
type = PosAdd
x=90
time=0,6
[BG11Ctrl Start]
type = PosAdd
x=90
time=55,61
[BG11Ctrl Start]
type = PosAdd
x=1
time=6,55



[Begin Action 2105]
210,58, 0,0, 8
210,59, 0,0, 8

[Begin Action 2106]
210,60, 0,0, 60
LoopStart
210,61, 0,0, 8
210,60, 0,0, 8

[Begin Action 2107]
210,66, 0,0, 5, , AS150D256
210,66, 0,0, 5, , AS140D256
210,66, 0,0, 5, , AS130D256
210,66, 0,0, 5, , AS120D256
210,66, 0,0, 5, , AS110D256
210,66, 0,0, 5, , AS100D256
210,66, 0,0, 5, , AS90D256
210,66, 0,0, 5, , AS80D256
210,66, 0,0, 5, , AS70D256
210,66, 0,0, 5, , AS60D256
210,66, 0,0, 5, , AS50D256
210,66, 0,0, 5, , AS40D256
210,66, 0,0, 5, , AS30D256
210,66, 0,0, 5, , AS20D256
210,66, 0,0, 5, , AS10D256
210,66, 0,0, 45, , AS0D256
210,66, 0,0, 5, , AS10D256
210,66, 0,0, 5, , AS20D256
210,66, 0,0, 5, , AS30D256
210,66, 0,0, 5, , AS40D256
210,66, 0,0, 5, , AS50D256
210,66, 0,0, 5, , AS60D256
210,66, 0,0, 5, , AS70D256
210,66, 0,0, 5, , AS80D256
210,66, 0,0, 5, , AS90D256
210,66, 0,0, 5, , AS100D256
210,66, 0,0, 5, , AS110D256
210,66, 0,0, 5, , AS120D256
210,66, 0,0, 5, , AS130D256
210,66, 0,0, 5, , AS140D256

[Begin Action 2108]
210,68, 0,0, 12
210,67, 0,0, 12


[Begin Action 2109]
210,69, 0,0, 8
210,70, 0,0, 8
210,71, 0,0, 8
210,72, 0,0, 8
210,73, 0,0, -1

[Begin Action 2110]
210,59, 0,0, 1

[Begin Action 2111]
210,60, 0,0, 1

[Begin Action 2112]
210,61, 0,0, 8
210,60, 0,0, 8

