; °¨¿µ½ÃÀÛ
; http://ks100.ivyro.net
;-----------------------
[Info]
localcoord = 640,480
[SceneDef]
spr = TMNTend.sff
startscene =0;Starting scene number (for debugging)
font1 = ending-bg.def
snd = end.snd
;------------------------------------

; Music
;==================================
 ;singular good tmnt char 
[Scene 0]
; Fade
fadein.time = 25       ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 1
fadeout.col = 0,0,0
bg.name=BG0
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim =  10     ;Anim action number
layer0.offset = 140,300   ;Position offset
layer0.starttime = 0 
layer1.anim =  11       ;Anim action number
layer1.offset = 320,300   ;Position offset
layer1.starttime = 0   ;Time to start display
layer2.anim = 12
layer2.offset = 460,300
layer2.starttime = 0
layer3.anim = 13
layer3.offset = 580,300
layer3.starttime = 0
layer4.anim = 14
layer4.offset =190,300
layer4.starttime = 0
layer5.anim = 15
layer5.offset =380,300
layer5.starttime = 0
layer6.textdelay = 3
layer6.text = "This was not quite the plan, but your\nhelp was appreciated nonetheless! We're\nglad you were able to put your \ndifferences aside to save the multiverse!"
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 = 720



;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 = 160,300   ;Position offset
layer0.starttime = 0 
layer1.textdelay = 2
layer1.text = "Grr... I'm not done yet! This was a\npetty squable at best and I need some \nreal action!"
layer1.font = 1,,1,225,45,200
layer1.starttime=0
layer1.offset = 12,370
; layer1.anim =  1
; layer1.offset = 0,176
; Music
; bgm.loop = 0
; Total time
end.time = 475
bgm = TE\Wa\warend.ogg
;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=BG11
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 = "Take heed that yo-"
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 = 250

;===================================================
;------------------------------------
;Black LATER
[Scene 3]
; Screen color
clearcolor = 0,0,0
end.time = 145
fadeout.time = 20
fadeout.col = 256,256,256
bg.name=BG2
layer0.starttime = 0 
layer0.textdelay = 3
layer0.text = "GURAAAAAAAAAGH!"
layer0.font = 1,,1,225,45,200
layer0.offset = 12,300
layer0.endtime=145
sound0.value=3000,0 
sound0.starttime=0
sound1.value=7,0 
sound1.starttime=12
sound2.value=7,0 
sound2.starttime=21
sound3.value=7,0 
sound3.starttime=31
sound4.value=7,0 
sound4.starttime=37
sound5.value=7,0 
sound5.starttime=42
sound6.value=7,0 
sound6.starttime=51
sound7.value=7,0 
sound7.starttime=60
sound8.value=7,0 
sound8.starttime=65
sound9.value=7,0 
sound9.starttime=70
sound10.value=7,0 
sound10.starttime=79
sound11.value=7,0 
sound11.starttime=88
sound12.value=7,0 
sound12.starttime=93
sound13.value=7,0 
sound13.starttime=98
sound14.value=7,0 
sound14.starttime=107
sound15.value=7,0 
sound15.starttime=116
sound16.value=7,0 
sound16.starttime=125
sound17.value=7,0 
sound17.starttime=134
sound18.value=7,0 
sound18.starttime=139


;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 = "Something is callin' me!             \nI comin' baby!         \nI need all that to really tear it up!"
layer0.font = 1,,1,225,45,200
layer0.offset = 12,300
layer0.endtime=370

; Music

; bgm.loop = 0
; Total time
end.time = 370

;leo specific intro
[Scene 5]
; Fade
fadein.time =0      ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 0
fadeout.col = 0,0,0
clearcolor=0,0,0
;layerall.starttime =600
bg.name=BG4
; Screen color
;clearcolor = 255,255,255
; Overlay Anims (from 0 to 9)
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime = 0 
layer0.textdelay = 2
layer0.text = "Honey I'm home! Now where are\nyou? We got quite the d-UUAAAAAAAAAAGH!"
layer0.font = 1,,1,225,45,200
layer0.offset = 12,300
layer0.endtime=750
; Music
; bgm.loop = 0
; Total time
end.time = 320
;------------------------------------
;petal
[Scene 6]
; Screen color
fadeout.time = 15
fadeout.col = -255,-255,-255
clearcolor = 0,0,0
bg.name=BG5
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime = 0
layer0.textdelay = 2
layer0.text = "I'm really feelin' it now!         \nI'm burnin' up and it ain't the lava\nbaby!"
layer0.font = 1,,1,225,45,200
layer0.offset = 8,300
layer0.endtime=530
end.time = 370
;------------------------------------
;petal
[Scene 7]
; Screen color
fadeout.time = 1
fadeout.col = 0,0,0
clearcolor = 0,0,0
bg.name=BG6
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime = 0
layer0.textdelay = 2
layer0.text = "YEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAAAA!"
layer0.font = 1,,1,225,45,200
layer0.offset = 8,300
layer0.endtime=150
layer1.starttime = 150
layer1.textdelay = 2
layer1.text = "There's enough juice in this place to\nkeep me rockin' forever!           \nThis is planet war now!"
layer1.font = 1,,1,225,45,200
layer1.offset = 8,300
layer1.endtime=450
end.time = 450

;------------------------------------
;upclose
[Scene 8]
; Screen color
fadeout.time = 1
fadeout.col = 0,0,0
clearcolor = 0,0,0
bg.name=BG7
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime = 0
layer0.textdelay = 2
layer0.text = "Man this is lookin' real nice!              \nMakes my old home look like a hole in\nthe ground!"
layer0.font = 1,,1,225,45,200
layer0.offset = 8,300
layer0.endtime=360

end.time = 320
;------------------------------------
;upclose
[Scene 9]
; Screen color
fadeout.time = 15
fadeout.col = 0,0,0
clearcolor = 0,0,0
bg.name=BG8
layerall.pos = 0,0   ;Default position for all layers
layer0.anim = 5    ;Anim action number
layer0.starttime = 0
layer0.textdelay = 2
layer0.text = "You feelin' what I am?              \nYou really wanna cut loose and cause\nsome chaos?          \nI can feel it that you're just as hungry\nas I am for it!        \nWe gotta get all the people in the\ncosmos goin' at it!"
layer0.font = 1,,1,225,45,200
layer0.offset = 8,300
layer0.endtime=660
layer1.starttime = 660
layer1.textdelay = 2
layer1.text = "I mean I get it if you're not willin' to\nhang.          \nPerfectly fine even! But I do have to\ntell you...              \nI will absolutely tear you limb\nfrom limb for funsies if you think you \ncan stop war in any capacity!"
layer1.font = 1,,1,225,45,200
layer1.offset = 8,300
layer1.endtime=1480
end.time = 1480
;==========================================
;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]
101,6, 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        = anim       
layerNo     = 0         
start       = -200,0  
delta       = .98,  0;05        
trans       = None     
mask        = 0       
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 9         
velocity    = 0,0  
ID          = 05

[BG2 01]
type        = normal        
layerNo     = 0  
spriteno = 209,0       
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
[BG2 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          = 1
[BG2 01]
type        = normal        
layerNo     = 0  
spriteno = 209,4       
start       =-320,0      
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1

[BG2 stage]
type        = anim       
layerNo     = 0         
start       = -400,-0
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2110        
velocity    = 0,0  
ID          = 211
window = 0,50,640,250
[BG2CtrlDef Credits]
CtrlID = 211
looptime = -1
[BG2Ctrl Start]
type = PosAdd
x=16
y=16
time=0,12

[BG2Ctrl Start]
type = PosAdd
x=16
y=-16
time=13,21
[BG2Ctrl Start]
type = PosAdd
x=16
y=16
time=21,31
[BG2Ctrl Start]
type = PosAdd
x=16
y=-16
time=31,36
[BG2Ctrl Start]
type = PosAdd
x=-16
y=-16
time=37,41
[BG2Ctrl Start]
type = PosAdd
x=-16
y=16
time=42,50
[BG2Ctrl Start]
type = PosAdd
x=-16
y=-16
time=51,59
[BG2Ctrl Start]
type = PosAdd
x=-16
y=16
time=60,64

[BG2Ctrl Start]
type = PosAdd
x=16
y=16
time=65,69


[BG2Ctrl Start]
type = PosAdd
x=16
y=-16
time=70,78
[BG2Ctrl Start]
type = PosAdd
x=16
y=16
time=79,87
[BG2Ctrl Start]
type = PosAdd
x=16
y=-16
time=88,92
[BG2Ctrl Start]
type = PosAdd
x=-16
y=-16
time=93,97
[BG2Ctrl Start]
type = PosAdd
x=-16
y=16
time=98,106
[BG2Ctrl Start]
type = PosAdd
x=-16
y=-16
time=107,115
[BG2Ctrl Start]
type = PosAdd
x=-16
y=16
time=116,120

[BG2Ctrl Start]
type = PosAdd
x=16
y=16
time=121,125

[BG2Ctrl Start]
type = PosAdd
x=16
y=-16
time=126,134

[BG2Ctrl Start]
type = PosAdd
x=16
y=16
time=135,143

[BG2Ctrl Start]
type = PosAdd
x=16
y=-16
time=144,152






;debris
[BG2 01]
type        = normal        
layerNo     = 0  
spriteno = 209,14       
start       =-320,50      
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 12,4
ID          = 2
window = 0,50,640,250
[BG2 01]
type        = normal        
layerNo     = 0  
spriteno = 209,13       
start       =-320,57     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 12,3  
ID          = 3
window = 0,50,640,250
[BG2 01]
type        = normal        
layerNo     = 0  
spriteno = 209,12      
start       =-320,61     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    =12,2 
ID          = 4
window = 0,50,640,250
[BG2 01]
type        = normal        
layerNo     = 0  
spriteno = 209,11       
start       =-320,63    
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 12,7
ID          = 5
window = 0,50,640,250
[BG2 01]
type        = normal        
layerNo     = 0  
spriteno = 209,10      
start       =-320,57      
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 12,10  
ID          = 5
window = 0,50,640,250
[BG2 01]
type        = normal        
layerNo     = 0  
spriteno = 209,9       
start       =-320,55      
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 12,8 
ID          = 6
window = 0,50,640,250


[BG2CtrlDef Credits]
CtrlID = 2,3,4,5,6
looptime = 2
[BG2Ctrl Start]
type = enable
value=0
time=0
[BG2Ctrl Start]
type = enable
value=1
time=1

;front wall
[BG2 01]
type        = normal        
layerNo     = 0  
spriteno = 209,5       
start       =-320,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1      
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]
209,1, 0,0, 8
209,2, 0,0, 8
209,3, 0,0, 8

[Begin Action 2101]
209,16, 0,0, 95
LoopStart
209,16, 0,0, 1
209,17, 0,0, 1

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


[BG3 bg]
type        = normal       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 209,6       
velocity    = 0,-5 
window = 0,50, 640,250
ID          = 0
[BG3 war]
type        = anim       
layerNo     = 0         
start       = 0,100
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2110       
velocity    = 0,0  
ID          = 0
window = 0,50,640,250

;debris
[BG3 01]
type        = normal        
layerNo     = 0 
spriteno = 209,14       
start       =-10,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0
ID          = 2
window = 0,50,640,250

[BG3CtrlDef Credits]
CtrlID = 2
looptime = 20
[BG3Ctrl Start]
type = posset
x = -10
y = 128
time=0
[BG3Ctrl Start]
type = posadd
x = -1
y = -4
time=1,20




[BG3 01]
type        = normal        
layerNo     = 0  
spriteno = 209,13       
start       =0,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    =0,0
ID          = 3
window = 0,50,640,250


[BG3CtrlDef Credits]
CtrlID = 3
looptime = 20
[BG3Ctrl Start]
type = posset
x = -20
y = 128
time=0

[BG3Ctrl Start]
type = posadd
x = -1.5
y = -6
time=1,20


[BG3 01]
type        = normal        
layerNo     = 0  
spriteno = 209,12      
start       =0,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    =0,0
ID          = 4
window = 0,50,640,250


[BG3CtrlDef Credits]
CtrlID = 4
looptime = 20
[BG3Ctrl Start]
type = posset
x = -8
y = 128
time=0
[BG3Ctrl Start]
type = posadd
x = -.5
y = -7
time=1,20



[BG3 01]
type        = normal        
layerNo     = 0  
spriteno = 209,11       
start       =0,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0
ID          = 5
window = 0,50,640,250

[BG3CtrlDef Credits]
CtrlID = 5
looptime = 20
[BG3Ctrl Start]
type = posadd
x = .5
y = -7
time=1,20
[BG3Ctrl Start]
type = posset
x = -3
y = 128
time=0


[BG3 01]
type        = normal        
layerNo     = 0  
spriteno = 209,10      
start       =0,0    
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0
ID          = 6
window = 0,50,640,250

[BG3CtrlDef Credits]
CtrlID = 6
looptime = 20
[BG3Ctrl Start]
type = posadd
x = 1.5
y = -6
time=1,20
[BG3Ctrl Start]
type = posset
x = 5
y = 128
time=0


[BG3 01]
type        = normal        
layerNo     = 0  
spriteno = 209,9       
start       =0,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0
ID          = 7
window = 0,50,640,250

[BG3CtrlDef Credits]
CtrlID = 7
looptime = 20
[BG3Ctrl Start]
type = posadd
x = 3
y = -5
time=1,20
[BG3Ctrl Start]
type = posset
x = 12.5
y = 128
time=0




[BG3 fg]
type        = normal       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 209,7     
velocity    = 0,-5 
window = 0,25, 640,250
ID          = 0
[BG3 fg]
type        = normal       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = addalpha
alpha = 128,256     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 209,8    
velocity    = 0,-5 
window = 0,25, 640,250
ID          = 0

[BG3CtrlDef Credits]
CtrlID = 0,1,2,3,4,5,6,7
looptime = 32
[BG3Ctrl Start]
type = sinY
value= 21,3,0
time=0,3
[BG3Ctrl Start]
type = sinY
value= 0,3,0
time=4
[Begin Action 2102]
209,18, 0,0, 2, , AS50D256
209,18, 0,0, 2, , AS75D256
209,18, 0,0, 2, , AS100D256
209,19, 0,0, 2, , AS125D256
209,19, 0,0, 2, , AS150D256
209,19, 0,0, 2, , AS175D256
209,20, 0,0, 2, , AS200D206
209,20, 0,0, 2, , AS220D176
209,20, 0,0, 2, , AS230D166
209,21, 0,0, 2, , AS240D156
209,21, 0,0, 2, , AS256D130
209,21, 0,0, 2

LoopStart
209,18, 0,0, 6
209,19, 0,0, 6
209,20, 0,0, 6
209,21, 0,0, 6

[Begin Action 2103]
209,26, 0,0, 5, , AS20D170
209,26, 0,0, 5, , AS40D170
209,26, 0,0, 5, , AS60D170
209,26, 0,0, 5, , AS80D170
209,26, 0,0, 5, , AS100D170
209,26, 0,0, 5, , AS120D170
209,26, 0,0, 5, , AS140D170
209,26, 0,0, 5, , AS160D170
209,26, 0,0, 5, , AS180D170
209,26, 0,0, 5, , AS200D170
209,26, 0,0, 5, , AS220D150
209,26, 0,0, 5, , AS240D140
209,26, 0,0, 35, , A
209,26, 0,0, 5, , AS240D140
209,26, 0,0, 5, , AS220D150
209,26, 0,0, 5, , AS200D170
209,26, 0,0, 5, , AS180D170
209,26, 0,0, 5, , AS160D170
209,26, 0,0, 5, , AS140D170
209,26, 0,0, 5, , AS120D170
209,26, 0,0, 5, , AS100D170
209,26, 0,0, 5, , AS80D170
209,26, 0,0, 5, , AS60D170
209,26, 0,0, 5, , AS40D170

[Begin Action 2104]
209,27, 0,0, 9, , AS245D225
209,27, 0,0, 9, , AS215D225
209,27, 0,0, 9, , AS185D225
209,27, 0,0, 9, , AS155D225
209,27, 0,0, 9, , AS155D225
209,27, 0,0, 9, , AS145D225
209,27, 0,0, 9, , AS125D225
209,27, 0,0, 9, , AS115D225
209,27, 0,0, 9, , AS105D225
209,27, 0,0, 9, , AS95D225
209,27, 0,0, 9, , AS85D225
209,27, 0,0, 9, , AS75D225
209,27, 0,0, 9, , AS65D225
209,27, 0,0, 9, , AS55D225
209,27, 0,0, 9, , AS45D225
209,27, 0,0, 9, , AS35D225
209,27, 0,0, 9, , AS25D225
209,-1, 0,0, -1, , AS25D225

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

;[BG4CtrlDef Credits]
;CtrlID = 200
;looptime = -1
;[BG4Ctrl Start]
;type = enable
;value=0
;time=380

[BG4 01]
type        = normal       
layerNo     = 0         
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 209,15      
velocity    = 0,0  
ID          = 200
window = 0,50, 640,250
[BG4 03]
type        = anim       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2101       
velocity    = 0,0   
ID          = 200
window = 0,50, 640,250

[BG4 03]
type        = anim       
layerNo     = 0         
start       = -320,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2102       
velocity    = 0,0   
ID          = 204
window = 0,50, 640,250
[BG4CtrlDef Credits]
CtrlID = 204
looptime = -1
[BG4Ctrl Start]
type = enable
value=0
time=0
[BG4Ctrl Start]
type = enable
value=1
time=85

[BG4 war]
type        = anim       
layerNo     = 0         
start       = -0,-200   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2110      
velocity    = 0,0   
ID          = 202
window = 0,50, 640,250

[BG4CtrlDef Credits]
CtrlID = 202
looptime = -1
[BG4Ctrl Start]
type = posadd
y=20
time=0,18

[BG4Ctrl Start]
type = anim
value=2109
time=19

[BG4Ctrl Start]
type = anim
value=2112
time=230
[BG4Ctrl Start]
type = posadd
y=-20
time=255,274

[BG4 war]
type        = anim       
layerNo     = 0         
start       = -0,230 
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2107      
velocity    = 0,0   
ID          = 201
window = 0,50, 640,250
;
[BG4CtrlDef Credits]
CtrlID = 201
looptime = -1
[BG4Ctrl Start]
type = enable
value=0
time=0
[BG4Ctrl Start]
type = enable
value=1
time=19
[BG4Ctrl Start]
type = anim
value=2111
time=230


[BG4CtrlDef Credits]
CtrlID = 200,201,202,204
looptime = -1
[BG4Ctrl Start]
type = sinY
value= -6,3,0
time=65,120
[BG4Ctrl Start]
type = sinY
value= 0,0,0
time=240
;---------------------
;tile3
[BG5Def]



[BG5 bg]
type        = normal       
layerNo     = 0         
start       = -320,-1800     
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 209,6       
velocity    = 0,5 
window = 0,50, 640,250
ID          = 0
[BG5 war]
type        = anim       
layerNo     = 0         
start       = 0,150
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2110       
velocity    = 0,0  
ID          = 0
window = 0,50,640,250

;debris
[BG5 01]
type        = normal        
layerNo     = 0 
spriteno = 209,14       
start       =-10,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0
ID          = 2
window = 0,50,640,250

[BG5CtrlDef Credits]
CtrlID = 2
looptime = 20
[BG5Ctrl Start]
type = posset
x = -10
y = 60
time=0
[BG5Ctrl Start]
type = posadd
x = -1
y = 4
time=1,20




[BG5 01]
type        = normal        
layerNo     = 0  
spriteno = 209,13       
start       =0,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    =0,0
ID          = 3
window = 0,50,640,250


[BG5CtrlDef Credits]
CtrlID = 3
looptime = 20
[BG5Ctrl Start]
type = posset
x = -20
y =  60
time=0

[BG5Ctrl Start]
type = posadd
x = -1.5
y = 6
time=1,20


[BG5 01]
type        = normal        
layerNo     = 0  
spriteno = 209,12      
start       =0,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    =0,0
ID          = 4
window = 0,50,640,250


[BG5CtrlDef Credits]
CtrlID = 4
looptime = 20
[BG5Ctrl Start]
type = posset
x = -8
y =  60
time=0
[BG5Ctrl Start]
type = posadd
x = -.5
y = 7
time=1,20



[BG5 01]
type        = normal        
layerNo     = 0  
spriteno = 209,11       
start       =0,0   
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0
ID          = 5
window = 0,50,640,250

[BG5CtrlDef Credits]
CtrlID = 5
looptime = 20
[BG5Ctrl Start]
type = posadd
x = .5
y = 7
time=1,20
[BG5Ctrl Start]
type = posset
x = -3
y =  60
time=0


[BG5 01]
type        = normal        
layerNo     = 0  
spriteno = 209,10      
start       =0,0    
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0
ID          = 6
window = 0,50,640,250

[BG5CtrlDef Credits]
CtrlID = 6
looptime = 20
[BG5Ctrl Start]
type = posadd
x = 1.5
y = 6
time=1,20
[BG5Ctrl Start]
type = posset
x = 5
y =  60
time=0


[BG5 01]
type        = normal        
layerNo     = 0  
spriteno = 209,9       
start       =0,0      
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0
ID          = 7
window = 0,50,640,250

[BG5CtrlDef Credits]
CtrlID = 7
looptime = 20
[BG5Ctrl Start]
type = posadd
x = 3
y = 5
time=1,20
[BG5Ctrl Start]
type = posset
x = 12.5
y =  60
time=0

[BG5 lava]
type        = normal       
layerNo     = 0         
start       = -320,200  
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 209,39      
velocity    = 0,-.5 
window = 0,50, 640,250
ID          = 0



[BG5 fg]
type        = normal       
layerNo     = 0         
start       = -320,-1800   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
spriteno = 209,7     
velocity    = 0,5 
window = 0,50, 640,250
ID          = 0


;[BG5 fg]
;type        = normal       
;layerNo     = 0         
;start       = -320,-1800  
;delta       = .98,  0;05        
;trans       = addalpha
;alpha = 128,256     
;mask        = 1         
;tile        = 0,0       
;tilespacing = 0,0       
;spriteno = 209,8    
;velocity    = 0,5 
;window = 0,25, 640,250
;ID          = 0

[BG5CtrlDef Credits]
CtrlID = 0,1,2,3,4,5,6,7
looptime = 32
[BG5Ctrl Start]
type = sinY
value= 10,3,0
time=0,3

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

[BG6 01]
type        = anim       
layerNo     = 0         
start       = -200,0  
delta       = .98,  0;05        
trans       = None     
mask        = 0       
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 9         
velocity    = 0,0  
ID          = 05

[BG6 01]
type        = normal        
layerNo     = 0  
spriteno = 209,22      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
[BG6 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          = 1
[BG6 war]
type        = anim       
layerNo     = 0         
start       = 140,415
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2110        
velocity    = 0,-24 
ID          = 211
window = 0,50,640,250
[BG6 01]
type        = normal        
layerNo     = 0  
spriteno = 209,23       
start       =-320,0      
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1



[BG6CtrlDef Credits]
CtrlID = 211,1,2,3,4,5,6,7
looptime =-1

[BG6Ctrl Start]
type = sinY
value= 20,3,0
time=0,8

[BG6Ctrl Start]
type = sinY
value= 0,0,0
time=20
[BG6Ctrl Start]
type = enable
value= 0
time=150
;debris
[BG6 01]
type        = normal        
layerNo     = 0  
spriteno = 209,14       
start       =50,270     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 4,-12
ID          = 2
window = 0,50,640,250
[BG6 01]
type        = normal        
layerNo     = 0  
spriteno = 209,13       
start       =50,270      
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 3,-12  
ID          = 3
window = 0,50,640,250
[BG6 01]
type        = normal        
layerNo     = 0  
spriteno = 209,12      
start       =50,270     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    =2,-12 
ID          = 4
window = 0,50,640,250
[BG6 01]
type        = normal        
layerNo     = 0  
spriteno = 209,11       
start       =50,270  
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 7,-12
ID          = 5
window = 0,50,640,250
[BG6 01]
type        = normal        
layerNo     = 0  
spriteno = 209,10      
start       =50,270      
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 10,-12  
ID          = 5
window = 0,50,640,250
[BG6 01]
type        = normal        
layerNo     = 0  
spriteno = 209,9       
start       =50,270       
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 8,-12 
ID          = 6
window = 0,50,640,250


[BG6CtrlDef Credits]
CtrlID = 2,3,4,5,6
looptime = 2
[BG6Ctrl Start]
type = enable
value=0
time=0
[BG6Ctrl Start]
type = enable
value=1
time=1



[BG6 fg]
type        = normal        
layerNo     = 0  
spriteno = 209,24      
start       =-320,0      
delta       = .98,  0;05        
trans       = None     
mask        =1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1

[BG6 sky]
type        = normal        
layerNo     = 0  
spriteno = 209,45      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 20
[BG6 mountain]
type        = normal        
layerNo     = 0  
spriteno = 209,44      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 20

[BG6 war]
type        = anim       
layerNo     = 0         
start       = 0,220
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2113        
velocity    = 0,0
ID          = 21
window = 0,50,640,250
[BG6 lava]
type        = normal        
layerNo     = 0  
spriteno = 209,43      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 20

[BG6 head]
type        = normal        
layerNo     = 0  
spriteno = 209,41      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 20

[BG6CtrlDef Credits]
CtrlID =20,21
looptime = -1
[BG6Ctrl Start]
type = enable
value=0
time=0
[BG6Ctrl Start]
type = enable
value=1
time=150
[BG6CtrlDef Credits]
CtrlID =21
looptime = -1
[BG6Ctrl Start]
type = posadd
y=-.45
time=150,450
;---------------------
;tile3
[BG7Def]


[BG7 01]
type        = normal        
layerNo     = 0  
spriteno = 209,25      
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
[BG7 01]
type        = anim       
layerNo     = 0         
start       = -320,0  
delta       = .98,  0;05        
trans       = None     
mask        = 0       
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2103        
velocity    = 0,0  
ID          = 05

[BG7 ball]
type        = anim       
layerNo     = 0         
start       = 0,350 
delta       = .98,  0;05        
trans       = None     
mask        = 0       
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2115    
velocity    = 0,0  
ID          = 200
window = 0,50,640,250

[BG7CtrlDef Credits]
CtrlID = 200
looptime = -1
[BG7Ctrl Start]
type = posadd
y=-10
time=0,20
[BG7Ctrl Start]
type = anim
value=2116
time=40

[BG7 war]
type        = anim       
layerNo     = 0         
start       = 0,250 
delta       = .98,  0;05        
trans       = None     
mask        = 0       
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2106  
velocity    = 0,0  
ID          = 201

[BG7 lava]
type        = normal        
layerNo     = 0  
spriteno = 209,40     
start       = 0,350    
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 200
window = 0,50,640,250
[BG7CtrlDef Credits]
CtrlID = 201
looptime = -1
[BG7Ctrl Start]
type = enable
value=0
time=0
[BG7Ctrl Start]
type = enable
value=1
time=40
;---------------------
;tile3
[BG8Def]


[BG8 01]
type        = normal        
layerNo     = 0  
spriteno = 209,15     
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 0

[BG8 01]
type        = normal        
layerNo     = 0  
spriteno = 209,27     
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 1
window = 0,50,640,250



[BG8CtrlDef Credits]
CtrlID = 1
looptime = -1
[BG8Ctrl Start]
type = enable
value=0
time=660

[BG8 01]
type        = normal        
layerNo     = 0  
spriteno = 209,28     
start       = -320,0     
delta       = .98,  0;05        
trans       = None     
mask        = 1       
tile        = 0,0       
tilespacing = 0,0                
velocity    = 0,0  
ID          = 201
window = 0,50,640,250

[BG8 war]
type        = anim       
layerNo     = 0         
start       =  -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 0       
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2104  
velocity    = 0,0  
ID          = 201
window = 0,50,640,250
[BG8 war]
type        = anim       
layerNo     = 0         
start       = -320,0
delta       = .98,  0;05        
trans       = None     
mask        = 0       
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2105  
velocity    = 0,0  
ID          = 201
window = 0,50,640,250
[BG8CtrlDef Credits]
CtrlID = 201
looptime = -1
[BG8Ctrl Start]
type = enable
value=0
time=0
[BG8Ctrl Start]
type = enable
value=1
time=660

[BG8CtrlDef Credits]
CtrlID = 1,201
looptime =-1

[BG8Ctrl Start]
type = sinY
value= 20,3,0
time=0,8

[BG8Ctrl Start]
type = sinY
value= 0,0,0
time=20

[BG8Ctrl Start]
type = sinY
value= 10,3,0
time=660,669

[BG8CtrlDef Credits]
CtrlID = 211
looptime = -1
[BG8Ctrl Start]
type = enable
value=0
time=0


[BG8Ctrl Start]
type = enable
value=1
time=1280
[BG8 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
;=================scene that keeps playing - war
[BG11Def]
[BG11 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
[BG11 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
[BG11 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

;

[BG11 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

[BG11 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

[BG11 stage]
type        = anim       
layerNo     = 0         
start       = -500,50   
delta       = .98,  0;05        
trans       = None     
mask        = 1         
tile        = 0,0       
tilespacing = 0,0       
ActionNo    = 2108        
velocity    = 0,0  
ID          = 211
;window = 0,25,640,250
[BG11CtrlDef Credits]
CtrlID = 211
looptime = -1
[BG11Ctrl Start]
type = enable
value=0
time=0
[BG11Ctrl Start]
type = posadd
x=26
time=50,150

[BG11Ctrl Start]
type = enable
value=1
time=50
[Begin Action 2105]
209,29, 0,0, 2
209,-1, 0,0, 1
209,31, 0,0, 2
209,-1, 0,0, 1
209,29, 0,0, 2
209,-1, 0,0, 1
209,31, 0,0, 2
209,-1, 0,0, 1
209,30, 0,0, 2
209,-1, 0,0, 1
209,32, 0,0, 2
209,-1, 0,0, 1
209,30, 0,0, 2
209,-1, 0,0, 1
209,32, 0,0, 2
209,-1, 0,0, 1

[Begin Action 2106]
209,34, 0,0, 1, , AS20D256
209,34, 0,0, 3, , AS50D256
209,34, 0,0, 3, , AS80D256
209,34, 0,0, 3, , AS110D256
209,34, 0,0, 3, , AS140D246
209,34, 0,0, 3, , AS170D226
209,34, 0,0, 3, , AS200D206
209,34, 0,0, 3, , AS220D176
209,34, 0,0, 3, , AS256D100
209,34, 0,0, 16
209,35, 0,-23, 10
-1,0, 0,0, -1

[Begin Action 2108]
209,33, 0,0, 1
201,-1, 0,0, 1

[Begin Action 2109]
209,36, 0,0, 1
209,36, 0,0, 3, , AS235D256
209,36, 0,0, 3, , AS215D256
209,36, 0,0, 3, , AS185D256
209,36, 0,0, 3, , AS155D256
209,36, 0,0, 3, , AS125D256
209,36, 0,0, 3, , AS95D256
209,36, 0,0, 3, , AS65D256
209,36, 0,0, 3, , AS35D256
209,-1, 0,0, -1

[Begin Action 2107]
209,38, 0,0, 1, H, AS20D256
209,38, 0,0, 3, H, AS50D256
209,38, 0,0, 3, H, AS80D256
209,38, 0,0, 3, H, AS110D256
209,38, 0,0, 3, H, AS140D246
209,38, 0,0, 3, H, AS170D226
209,38, 0,0, 3, H, AS200D206
209,38, 0,0, 3, H, AS220D176
209,38, 0,0, 3, H, AS256D100
209,38, 0,0, 70, H
209,37, 0,0, -1

[Begin Action 2110]
209,36, 0,0, 1, , A
201,-1, 0,0, 1, , AS10D256

[Begin Action 2111]
209,37, 0,0, 3, , AS256D100
209,37, 0,0, 3, , AS220D176
209,37, 0,0, 3, , AS200D206
209,37, 0,0, 3, , AS170D226
209,37, 0,0, 3, , AS140D246
209,37, 0,0, 3, , AS110D256
209,37, 0,0, 3, , AS80D256
209,37, 0,0, 3, , AS50D256
209,37, 0,0, 1, , AS20D256
209,-1, 0,0, -1


[Begin Action 2112]
209,36, 0,0, 3, , AS35D256
209,36, 0,0, 3, , AS65D256
209,36, 0,0, 3, , AS95D256
209,36, 0,0, 3, , AS125D256
209,36, 0,0, 3, , AS155D256
209,36, 0,0, 3, , AS185D256
209,36, 0,0, 3, , AS215D256
209,36, 0,0, 3, , AS235D256
LoopStart
209,36, 0,0, 1
209,-1, 0,0, 1


[Begin Action 2113]
209,42, 0,0, 1
-1,0, 0,0, 1

[Begin Action 2114]
209,34, 0,0, 1, , AS20D256
209,34, 0,0, 3, , AS50D256
209,34, 0,0, 3, , AS80D256
209,34, 0,0, 3, , AS110D256
209,34, 0,0, 3, , AS140D246
209,34, 0,0, 3, , AS170D226
209,34, 0,0, 3, , AS200D206
209,34, 0,0, 3, , AS220D176
209,34, 0,0, 3, , AS256D100
209,34, 0,0, 200
209,35, 0,0, 12
-1,0, 0,0, -1


[Begin Action 2115]
209,33, 0,0, 1, , A
201,-1, 0,0, 1, , AS10D256


[Begin Action 2116]
209,33, 0,0, 1
209,33, 0,0, 3, , AS235D256
209,33, 0,0, 3, , AS215D256
209,33, 0,0, 3, , AS185D256
209,33, 0,0, 3, , AS155D256
209,33, 0,0, 3, , AS125D256
209,33, 0,0, 3, , AS95D256
209,33, 0,0, 3, , AS65D256
209,33, 0,0, 3, , AS35D256
209,-1, 0,0, -1

