; Definition of fight screen

; Motif: IKEMEN1
; Optimal resolution: 1280x720
; Requires: IKEMEN GO 1.0 (Ikemen nightly)

; Notes about fonts:
;   - fonts can be specified in the [Files] section (no limit to how many),
;   - fonts indexed here do not refer to the ones in system.def
;   - fonts are search in directories in the following order:
;     1. system directory
;     2. mugen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/
;
; See the section "How to Customize" at the end of this file.

;-----------------------------------------------------------
; Ikemen feature
[Info]
name = IKEMEN1              ;Name of motif
author = Ohmga Shironeko    ;Motif author name
versiondate = 03,14,2026    ;Version date of motif (MM-DD-YYYY) 
ikemenversion = 1.0         ;Version of I.K.E.M.E.N motif is compatible with (Ikemen nightly)
localcoord = 1280,720 	;Local coordinate space width and height

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

[Files]
sff = fight.sff
snd = fight.snd
font1 = ikemen1/fonts/Menu2.def
font2 = ikemen1/fonts/Timer.def
font3 = ikemen1/fonts/Menu2Small.def
font4 = ikemen1/fonts/PowerbarNum.def
font5 = ikemen1/fonts/Action.def
font6 = ikemen1/fonts/ComboCounter.def
font7 = ikemen1/fonts/HitNum.def
font8 = ikemen1/fonts/Pixel.def
font9 = ikemen1/fonts/Round.def
fightfx.sff = fightfx.sff ;Legacy Mugen common effects
fightfx.air = fightfx.air ;Legacy Mugen common effects
common.snd = common.snd   ;Legacy Mugen common effects
;fx1 =                    ;Extra common effects .def file

;-----------------------------------------------------------
[FightFx]
scale = 4

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 595,40
p1.bg0.spr = 10,0
p1.bg0.offset = 0,0
p1.bg0.xshear = 3
p1.top.spr = 11,0
p1.top.xshear = 3
p1.mid.spr = 12, 0
p1.mid.offset = 0,0
p1.mid.xshear = 3
p1.mid.palfx.mul = 200, 200, 200
p1.mid.palfx.sinmul = 32, 32, 32, 5
p1.front100.spr = 13,0
p1.front100.offset = 0,0
p1.front100.xshear = 3
p1.front50.spr = 13,1
p1.front50.offset = 0,0
p1.front50.xshear = 3
p1.front25.spr = 13,2
p1.front25.offset = 0,0
p1.front25.xshear = 3
p1.front.spr = 13, 3
p1.front.offset = 0,0
p1.front.palfx.sinmul = 128, 128, 128, 15
p1.front.xshear = 3
;p1.shift.spr = 13,2          
;p1.shift.offset = 0,0       
;p1.shift.xshear = 3
p1.range.x  = 15,-460
p1.scalefill = 1

;Player 2
p2.pos    = 684,40
p2.bg0.spr = 10,0
p2.bg0.offset = 0,0
p2.bg0.xshear = -3
p2.bg0.facing = -1
p2.top.spr = 11,0
p2.top.facing = -1
p2.top.xshear = -3
p2.mid.spr = 12, 0
p2.mid.offset = 0,0
p2.mid.facing = -1
p2.mid.xshear = -3
p2.mid.palfx.mul = 200, 200, 200
p2.mid.palfx.sinmul = 32, 32, 32, 5
p2.front100.spr = 13,0
p2.front100.offset = 0,0
p2.front100.xshear = -3
p2.front100.facing = -1
p2.front50.spr = 13,1
p2.front50.offset = 0,0
p2.front50.xshear = -3
p2.front50.facing = -1
p2.front25.spr = 13,2
p2.front25.offset = 0,0
p2.front25.xshear = -3
p2.front25.facing = -1
p2.front.spr = 13, 3
p2.front.offset = 0,0
p2.front.palfx.sinmul = 128, 128, 128, 15
p2.front.xshear = -3
p2.front.facing = -1
;p2.shift.spr = 13,2          
;p2.shift.offset = 0,0        
;p2.shift.xshear = -3
;p2.shift.facing = -1         
p2.range.x  = -15,460
p2.scalefill = 1

[Simul Lifebar]
;Player 1
p1.pos    = 595,46
p1.bg0.spr = 10,0
p1.bg0.offset = 0,0
p1.bg0.xshear = 3
p1.top.spr = 11,0
p1.top.xshear = 3
p1.mid.spr = 12, 0
p1.mid.offset = 0,0
p1.mid.xshear = 3
p1.mid.palfx.mul = 200, 200, 200
p1.mid.palfx.sinmul = 32, 32, 32, 5
p1.front100.spr = 13,0
p1.front100.offset = 0,0
p1.front100.xshear = 3
p1.front50.spr = 13,1
p1.front50.offset = 0,0
p1.front50.xshear = 3
p1.front25.spr = 13,2
p1.front25.offset = 0,0
p1.front25.xshear = 3
p1.front.spr = 13, 3
p1.front.offset = 0,0
p1.front.palfx.sinmul = 128, 128, 128, 15
p1.front.xshear = 3
;p1.shift.spr = 13,2          
;p1.shift.offset = 0,0       
;p1.shift.xshear = 3
p1.range.x  = 15,-460
p1.scalefill = 1

;Player 2
p2.pos    = 684,46
p2.bg0.spr = 10,0
p2.bg0.offset = 0,0
p2.bg0.xshear = -3
p2.bg0.facing = -1
p2.top.spr = 11,0
p2.top.facing = -1
p2.top.xshear = -3
p2.mid.spr = 12, 0
p2.mid.offset = 0,0
p2.mid.facing = -1
p2.mid.xshear = -3
p2.mid.palfx.mul = 200, 200, 200
p2.mid.palfx.sinmul = 32, 32, 32, 5
p2.front100.spr = 13,0
p2.front100.offset = 0,0
p2.front100.xshear = -3
p2.front100.facing = -1
p2.front50.spr = 13,1
p2.front50.offset = 0,0
p2.front50.xshear = -3
p2.front50.facing = -1
p2.front25.spr = 13,2
p2.front25.offset = 0,0
p2.front25.xshear = -3
p2.front25.facing = -1
p2.front.spr = 13, 3
p2.front.offset = 0,0
p2.front.palfx.sinmul = 128, 128, 128, 15
p2.front.xshear = -3
p2.front.facing = -1
;p2.shift.spr = 13,2          
;p2.shift.offset = 0,0        
;p2.shift.xshear = -3
;p2.shift.facing = -1         
p2.range.x  = -15,460
p2.scalefill = 1

;Player 3
p3.pos    = 607,34
p3.bg0.spr = 20,0
p3.bg0.offset = 0,0
p3.bg0.xshear = 3
p3.top.spr = 21,0
p3.top.xshear = 3
p3.mid.spr = 22, 0
p3.mid.offset = 0,0
p3.mid.xshear = 3
p3.mid.palfx.mul = 200, 200, 200
p3.mid.palfx.sinmul = 32, 32, 32, 5
p3.front100.spr = 23,0
p3.front100.offset = 0,0
p3.front100.xshear = 3
p3.front50.spr = 23,1
p3.front50.offset = 0,0
p3.front50.xshear = 3
p3.front25.spr = 23,2
p3.front25.offset = 0,0
p3.front25.xshear = 3
p3.front.spr = 23, 3
p3.front.offset = 0,0
p3.front.palfx.sinmul = 128, 128, 128, 15
p3.front.xshear = 3
;p3.shift.spr = 23,2          
;p3.shift.offset = 0,0       
;p3.shift.xshear = 3
p3.range.x  = 15,-460
p3.scalefill = 1

;Player 4
p4.pos    = 672,34
p4.bg0.spr = 20,0
p4.bg0.offset = 0,0
p4.bg0.xshear = -3
p4.bg0.facing = -1
p4.top.spr = 21,0
p4.top.facing = -1
p4.top.xshear = -3
p4.mid.spr = 22, 0
p4.mid.offset = 0,0
p4.mid.facing = -1
p4.mid.xshear = -3
p4.mid.palfx.mul = 200, 200, 200
p4.mid.palfx.sinmul = 32, 32, 32, 5
p4.front100.spr = 23,0
p4.front100.offset = 0,0
p4.front100.xshear = -3
p4.front100.facing = -1
p4.front50.spr = 23,1
p4.front50.offset = 0,0
p4.front50.xshear = -3
p4.front50.facing = -1
p4.front25.spr = 23,2
p4.front25.offset = 0,0
p4.front25.xshear = -3
p4.front25.facing = -1
p4.front.spr = 23, 3
p4.front.offset = 0,0
p4.front.palfx.sinmul = 128, 128, 128, 15
p4.front.xshear = -3
p4.front.facing = -1
;p4.shift.spr = 23,2          
;p4.shift.offset = 0,0        
;p4.shift.xshear = -3
;p4.shift.facing = -1         
p4.range.x  = -15,460
p4.scalefill = 1

[Simul_3P Lifebar]
;Player 1
p1.pos    = 595,50
p1.bg0.spr = 10,0
p1.bg0.offset = 0,0
p1.bg0.xshear = 3
p1.top.spr = 11,0
p1.top.xshear = 3
p1.mid.spr = 12, 0
p1.mid.offset = 0,0
p1.mid.xshear = 3
p1.mid.palfx.mul = 200, 200, 200
p1.mid.palfx.sinmul = 32, 32, 32, 5
p1.front100.spr = 13,0
p1.front100.offset = 0,0
p1.front100.xshear = 3
p1.front50.spr = 13,1
p1.front50.offset = 0,0
p1.front50.xshear = 3
p1.front25.spr = 13,2
p1.front25.offset = 0,0
p1.front25.xshear = 3
p1.front.spr = 13, 3
p1.front.offset = 0,0
p1.front.palfx.sinmul = 128, 128, 128, 15
p1.front.xshear = 3
;p1.shift.spr = 13,2          
;p1.shift.offset = 0,0       
;p1.shift.xshear = 3
p1.range.x  = 15,-460
p1.scalefill = 1

;Player 2
p2.pos    = 684,50
p2.bg0.spr = 10,0
p2.bg0.offset = 0,0
p2.bg0.xshear = -3
p2.bg0.facing = -1
p2.top.spr = 11,0
p2.top.facing = -1
p2.top.xshear = -3
p2.mid.spr = 12, 0
p2.mid.offset = 0,0
p2.mid.facing = -1
p2.mid.xshear = -3
p2.mid.palfx.mul = 200, 200, 200
p2.mid.palfx.sinmul = 32, 32, 32, 5
p2.front100.spr = 13,0
p2.front100.offset = 0,0
p2.front100.xshear = -3
p2.front100.facing = -1
p2.front50.spr = 13,1
p2.front50.offset = 0,0
p2.front50.xshear = -3
p2.front50.facing = -1
p2.front25.spr = 13,2
p2.front25.offset = 0,0
p2.front25.xshear = -3
p2.front25.facing = -1
p2.front.spr = 13, 3
p2.front.offset = 0,0
p2.front.palfx.sinmul = 128, 128, 128, 15
p2.front.xshear = -3
p2.front.facing = -1
;p2.shift.spr = 13,2          
;p2.shift.offset = 0,0        
;p2.shift.xshear = -3
;p2.shift.facing = -1         
p2.range.x  = -15,460
p2.scalefill = 1

;Player 3
p3.pos    = 607,38
p3.bg0.spr = 20,0
p3.bg0.offset = 0,0
p3.bg0.xshear = 3
p3.top.spr = 21,0
p3.top.xshear = 3
p3.mid.spr = 22, 0
p3.mid.offset = 0,0
p3.mid.xshear = 3
p3.mid.palfx.mul = 200, 200, 200
p3.mid.palfx.sinmul = 32, 32, 32, 5
p3.front100.spr = 23,0
p3.front100.offset = 0,0
p3.front100.xshear = 3
p3.front50.spr = 23,1
p3.front50.offset = 0,0
p3.front50.xshear = 3
p3.front25.spr = 23,2
p3.front25.offset = 0,0
p3.front25.xshear = 3
p3.front.spr = 23, 3
p3.front.offset = 0,0
p3.front.palfx.sinmul = 128, 128, 128, 15
p3.front.xshear = 3
;p3.shift.spr = 23,2          
;p3.shift.offset = 0,0       
;p3.shift.xshear = 3
p3.range.x  = 15,-460
p3.scalefill = 1

;Player 4
p4.pos    = 672,38
p4.bg0.spr = 20,0
p4.bg0.offset = 0,0
p4.bg0.xshear = -3
p4.bg0.facing = -1
p4.top.spr = 21,0
p4.top.facing = -1
p4.top.xshear = -3
p4.mid.spr = 22, 0
p4.mid.offset = 0,0
p4.mid.facing = -1
p4.mid.xshear = -3
p4.mid.palfx.mul = 200, 200, 200
p4.mid.palfx.sinmul = 32, 32, 32, 5
p4.front100.spr = 23,0
p4.front100.offset = 0,0
p4.front100.xshear = -3
p4.front100.facing = -1
p4.front50.spr = 23,1
p4.front50.offset = 0,0
p4.front50.xshear = -3
p4.front50.facing = -1
p4.front25.spr = 23,2
p4.front25.offset = 0,0
p4.front25.xshear = -3
p4.front25.facing = -1
p4.front.spr = 23, 3
p4.front.offset = 0,0
p4.front.palfx.sinmul = 128, 128, 128, 15
p4.front.xshear = -3
p4.front.facing = -1
;p4.shift.spr = 23,2          
;p4.shift.offset = 0,0        
;p4.shift.xshear = -3
;p4.shift.facing = -1         
p4.range.x  = -15,460
p4.scalefill = 1

;Player 5
p5.pos    = 619,26
p5.bg0.spr = 20,0
p5.bg0.offset = 0,0
p5.bg0.xshear = 3
p5.top.spr = 21,0
p5.top.xshear = 3
p5.mid.spr = 22, 0
p5.mid.offset = 0,0
p5.mid.xshear = 3
p5.mid.palfx.mul = 200, 200, 200
p5.mid.palfx.sinmul = 32, 32, 32, 5
p5.front100.spr = 23,0
p5.front100.offset = 0,0
p5.front100.xshear = 3
p5.front50.spr = 23,1
p5.front50.offset = 0,0
p5.front50.xshear = 3
p5.front25.spr = 23,2
p5.front25.offset = 0,0
p5.front25.xshear = 3
p5.front.spr = 23, 3
p5.front.offset = 0,0
p5.front.palfx.sinmul = 128, 128, 128, 15
p5.front.xshear = 3
;p5.shift.spr = 23,2          
;p5.shift.offset = 0,0       
;p5.shift.xshear = 3
p5.range.x  = 15,-460
p5.scalefill = 1

;Player 6
p6.pos    = 660,26
p6.bg0.spr = 20,0
p6.bg0.offset = 0,0
p6.bg0.xshear = -3
p6.bg0.facing = -1
p6.top.spr = 21,0
p6.top.facing = -1
p6.top.xshear = -3
p6.mid.spr = 22, 0
p6.mid.offset = 0,0
p6.mid.facing = -1
p6.mid.xshear = -3
p6.mid.palfx.mul = 200, 200, 200
p6.mid.palfx.sinmul = 32, 32, 32, 5
p6.front100.spr = 23,0
p6.front100.offset = 0,0
p6.front100.xshear = -3
p6.front100.facing = -1
p6.front50.spr = 23,1
p6.front50.offset = 0,0
p6.front50.xshear = -3
p6.front50.facing = -1
p6.front25.spr = 23,2
p6.front25.offset = 0,0
p6.front25.xshear = -3
p6.front25.facing = -1
p6.front.spr = 23, 3
p6.front.offset = 0,0
p6.front.palfx.sinmul = 128, 128, 128, 15
p6.front.xshear = -3
p6.front.facing = -1
;p6.shift.spr = 23,2          
;p6.shift.offset = 0,0        
;p6.shift.xshear = -3
;p6.shift.facing = -1         
p6.range.x  = -15,460
p6.scalefill = 1

[Simul_4P Lifebar]
;Player 1
p1.pos    = 583,62
p1.bg0.spr = 20,0
p1.bg0.offset = 0,0
p1.bg0.xshear = 3
p1.top.spr = 21,0
p1.top.xshear = 3
p1.mid.spr = 22, 0
p1.mid.offset = 0,0
p1.mid.xshear = 3
p1.mid.palfx.mul = 200, 200, 200
p1.mid.palfx.sinmul = 32, 32, 32, 5
p1.front100.spr = 23,0
p1.front100.offset = 0,0
p1.front100.xshear = 3
p1.front50.spr = 23,1
p1.front50.offset = 0,0
p1.front50.xshear = 3
p1.front25.spr = 23,2
p1.front25.offset = 0,0
p1.front25.xshear = 3
p1.front.spr = 23, 3
p1.front.offset = 0,0
p1.front.palfx.sinmul = 128, 128, 128, 15
p1.front.xshear = 3
;p1.shift.spr = 23,2          
;p1.shift.offset = 0,0       
;p1.shift.xshear = 3
p1.range.x  = 15,-460
p1.scalefill = 1

;Player 2
p2.pos    = 696,62
p2.bg0.spr = 20,0
p2.bg0.offset = 0,0
p2.bg0.xshear = -3
p2.bg0.facing = -1
p2.top.spr = 21,0
p2.top.facing = -1
p2.top.xshear = -3
p2.mid.spr = 22, 0
p2.mid.offset = 0,0
p2.mid.facing = -1
p2.mid.xshear = -3
p2.mid.palfx.mul = 200, 200, 200
p2.mid.palfx.sinmul = 32, 32, 32, 5
p2.front100.spr = 23,0
p2.front100.offset = 0,0
p2.front100.xshear = -3
p2.front100.facing = -1
p2.front50.spr = 23,1
p2.front50.offset = 0,0
p2.front50.xshear = -3
p2.front50.facing = -1
p2.front25.spr = 23,2
p2.front25.offset = 0,0
p2.front25.xshear = -3
p2.front25.facing = -1
p2.front.spr = 23, 3
p2.front.offset = 0,0
p2.front.palfx.sinmul = 128, 128, 128, 15
p2.front.xshear = -3
p2.front.facing = -1
;p2.shift.spr = 23,2          
;p2.shift.offset = 0,0        
;p2.shift.xshear = -3
;p2.shift.facing = -1         
p2.range.x  = -15,460
p2.scalefill = 1

;Player 3
p3.pos    = 595,50
p3.bg0.spr = 20,0
p3.bg0.offset = 0,0
p3.bg0.xshear = 3
p3.top.spr = 21,0
p3.top.xshear = 3
p3.mid.spr = 22, 0
p3.mid.offset = 0,0
p3.mid.xshear = 3
p3.mid.palfx.mul = 200, 200, 200
p3.mid.palfx.sinmul = 32, 32, 32, 5
p3.front100.spr = 23,0
p3.front100.offset = 0,0
p3.front100.xshear = 3
p3.front50.spr = 23,1
p3.front50.offset = 0,0
p3.front50.xshear = 3
p3.front25.spr = 23,2
p3.front25.offset = 0,0
p3.front25.xshear = 3
p3.front.spr = 23, 3
p3.front.offset = 0,0
p3.front.palfx.sinmul = 128, 128, 128, 15
p3.front.xshear = 3
;p3.shift.spr = 23,2          
;p3.shift.offset = 0,0       
;p3.shift.xshear = 3
p3.range.x  = 15,-460
p3.scalefill = 1

;Player 4
p4.pos    = 684,50
p4.bg0.spr = 20,0
p4.bg0.offset = 0,0
p4.bg0.xshear = -3
p4.bg0.facing = -1
p4.top.spr = 21,0
p4.top.facing = -1
p4.top.xshear = -3
p4.mid.spr = 22, 0
p4.mid.offset = 0,0
p4.mid.facing = -1
p4.mid.xshear = -3
p4.mid.palfx.mul = 200, 200, 200
p4.mid.palfx.sinmul = 32, 32, 32, 5
p4.front100.spr = 23,0
p4.front100.offset = 0,0
p4.front100.xshear = -3
p4.front100.facing = -1
p4.front50.spr = 23,1
p4.front50.offset = 0,0
p4.front50.xshear = -3
p4.front50.facing = -1
p4.front25.spr = 23,2
p4.front25.offset = 0,0
p4.front25.xshear = -3
p4.front25.facing = -1
p4.front.spr = 23, 3
p4.front.offset = 0,0
p4.front.palfx.sinmul = 128, 128, 128, 15
p4.front.xshear = -3
p4.front.facing = -1
;p4.shift.spr = 23,2          
;p4.shift.offset = 0,0        
;p4.shift.xshear = -3
;p4.shift.facing = -1         
p4.range.x  = -15,460
p4.scalefill = 1

;Player 5
p5.pos    = 607,38
p5.bg0.spr = 20,0
p5.bg0.offset = 0,0
p5.bg0.xshear = 3
p5.top.spr = 21,0
p5.top.xshear = 3
p5.mid.spr = 22, 0
p5.mid.offset = 0,0
p5.mid.xshear = 3
p5.mid.palfx.mul = 200, 200, 200
p5.mid.palfx.sinmul = 32, 32, 32, 5
p5.front100.spr = 23,0
p5.front100.offset = 0,0
p5.front100.xshear = 3
p5.front50.spr = 23,1
p5.front50.offset = 0,0
p5.front50.xshear = 3
p5.front25.spr = 23,2
p5.front25.offset = 0,0
p5.front25.xshear = 3
p5.front.spr = 23, 3
p5.front.offset = 0,0
p5.front.palfx.sinmul = 128, 128, 128, 15
p5.front.xshear = 3
;p5.shift.spr = 23,2          
;p5.shift.offset = 0,0       
;p5.shift.xshear = 3
p5.range.x  = 15,-460
p5.scalefill = 1

;Player 6
p6.pos    = 672,38
p6.bg0.spr = 20,0
p6.bg0.offset = 0,0
p6.bg0.xshear = -3
p6.bg0.facing = -1
p6.top.spr = 21,0
p6.top.facing = -1
p6.top.xshear = -3
p6.mid.spr = 22, 0
p6.mid.offset = 0,0
p6.mid.facing = -1
p6.mid.xshear = -3
p6.mid.palfx.mul = 200, 200, 200
p6.mid.palfx.sinmul = 32, 32, 32, 5
p6.front100.spr = 23,0
p6.front100.offset = 0,0
p6.front100.xshear = -3
p6.front100.facing = -1
p6.front50.spr = 23,1
p6.front50.offset = 0,0
p6.front50.xshear = -3
p6.front50.facing = -1
p6.front25.spr = 23,2
p6.front25.offset = 0,0
p6.front25.xshear = -3
p6.front25.facing = -1
p6.front.spr = 23, 3
p6.front.offset = 0,0
p6.front.palfx.sinmul = 128, 128, 128, 15
p6.front.xshear = -3
p6.front.facing = -1
;p6.shift.spr = 23,2          
;p6.shift.offset = 0,0        
;p6.shift.xshear = -3
;p6.shift.facing = -1         
p6.range.x  = -15,460
p6.scalefill = 1

;Player 7
p7.pos    = 619,26
p7.bg0.spr = 20,0
p7.bg0.offset = 0,0
p7.bg0.xshear = 3
p7.top.spr = 21,0
p7.top.xshear = 3
p7.mid.spr = 22, 0
p7.mid.offset = 0,0
p7.mid.xshear = 3
p7.mid.palfx.mul = 200, 200, 200
p7.mid.palfx.sinmul = 32, 32, 32, 5
p7.front100.spr = 23,0
p7.front100.offset = 0,0
p7.front100.xshear = 3
p7.front50.spr = 23,1
p7.front50.offset = 0,0
p7.front50.xshear = 3
p7.front25.spr = 23,2
p7.front25.offset = 0,0
p7.front25.xshear = 3
p7.front.spr = 23, 3
p7.front.offset = 0,0
p7.front.palfx.sinmul = 128, 128, 128, 15
p7.front.xshear = 3
;p7.shift.spr = 23,2          
;p7.shift.offset = 0,0       
;p7.shift.xshear = 3
p7.range.x  = 15,-460
p7.scalefill = 1

;Player 8
p8.pos    = 660,26
p8.bg0.spr = 20,0
p8.bg0.offset = 0,0
p8.bg0.xshear = -3
p8.bg0.facing = -1
p8.top.spr = 21,0
p8.top.facing = -1
p8.top.xshear = -3
p8.mid.spr = 22, 0
p8.mid.offset = 0,0
p8.mid.facing = -1
p8.mid.xshear = -3
p8.mid.palfx.mul = 200, 200, 200
p8.mid.palfx.sinmul = 32, 32, 32, 5
p8.front100.spr = 23,0
p8.front100.offset = 0,0
p8.front100.xshear = -3
p8.front100.facing = -1
p8.front50.spr = 23,1
p8.front50.offset = 0,0
p8.front50.xshear = -3
p8.front50.facing = -1
p8.front25.spr = 23,2
p8.front25.offset = 0,0
p8.front25.xshear = -3
p8.front25.facing = -1
p8.front.spr = 23, 3
p8.front.offset = 0,0
p8.front.palfx.sinmul = 128, 128, 128, 15
p8.front.xshear = -3
p8.front.facing = -1
;p8.shift.spr = 23,2          
;p8.shift.offset = 0,0        
;p8.shift.xshear = -3
;p8.shift.facing = -1         
p8.range.x  = -15,460
p8.scalefill = 1


[Tag Lifebar]
mid.shift = 0                ; makes the shift element also affect mid element (default: 0)
mid.freeze = 0               ; controls mid element freezing during gethit/combo (default: 1)
mid.delay = 0                ; frames before mid element starts decreasing (default: 30)
mid.mult = 1.0               ; moving relation between mid value and life (default: 1.0)
mid.steps = 16               ; mid value decreasing steps (default: 8)

;Player 1
p1.pos    = 595,46
p1.bg0.spr = 10,0
p1.bg0.offset = 0,0
p1.bg0.xshear = 3
p1.top.spr = 11,0
p1.top.xshear = 3
p1.mid.spr = 12, 0
p1.mid.offset = 0,0
p1.mid.xshear = 3
p1.mid.palfx.mul = 200, 200, 200
p1.mid.palfx.sinmul = 32, 32, 32, 5
p1.red.spr = 14,0            
p1.red.offset = 0,0         
p1.red.xshear = 3
p1.front100.spr = 13,0
p1.front100.offset = 0,0
p1.front100.xshear = 3
p1.front50.spr = 13,1
p1.front50.offset = 0,0
p1.front50.xshear = 3
p1.front25.spr = 13,2
p1.front25.offset = 0,0
p1.front25.xshear = 3
p1.front.spr = 13, 3
p1.front.offset = 0,0
p1.front.palfx.sinmul = 128, 128, 128, 15
p1.front.xshear = 3
;p1.shift.spr = 13,2          
;p1.shift.offset = 0,0       
;p1.shift.xshear = 3
p1.range.x  = 15,-460
p1.scalefill = 1

;Player 2
p2.pos    = 684,46
p2.bg0.spr = 10,0
p2.bg0.offset = 0,0
p2.bg0.xshear = -3
p2.bg0.facing = -1
p2.top.spr = 11,0
p2.top.facing = -1
p2.top.xshear = -3
p2.mid.spr = 12, 0
p2.mid.offset = 0,0
p2.mid.facing = -1
p2.mid.xshear = -3
p2.mid.palfx.mul = 200, 200, 200
p2.mid.palfx.sinmul = 32, 32, 32, 5
p2.red.spr = 14,0            
p2.red.offset = 0,0         
p2.red.xshear = -3
p2.red.facing = -1
p2.front100.spr = 13,0
p2.front100.offset = 0,0
p2.front100.xshear = -3
p2.front100.facing = -1
p2.front50.spr = 13,1
p2.front50.offset = 0,0
p2.front50.xshear = -3
p2.front50.facing = -1
p2.front25.spr = 13,2
p2.front25.offset = 0,0
p2.front25.xshear = -3
p2.front25.facing = -1
p2.front.spr = 13, 3
p2.front.offset = 0,0
p2.front.palfx.sinmul = 128, 128, 128, 15
p2.front.xshear = -3
p2.front.facing = -1
;p2.shift.spr = 13,2          
;p2.shift.offset = 0,0        
;p2.shift.xshear = -3
;p2.shift.facing = -1         
p2.range.x  = -15,460
p2.scalefill = 1

;Player 3
p3.pos    = 607,34
p3.bg0.spr = 20,0
p3.bg0.offset = 0,0
p3.bg0.xshear = 3
p3.top.spr = 21,0
p3.top.xshear = 3
p3.mid.spr = 22, 0
p3.mid.offset = 0,0
p3.mid.xshear = 3
p3.mid.palfx.mul = 200, 200, 200
p3.mid.palfx.sinmul = 32, 32, 32, 5
p3.red.spr = 24,0            
p3.red.offset = 0,0         
p3.red.xshear = 3
p3.front100.spr = 23,0
p3.front100.offset = 0,0
p3.front100.xshear = 3
p3.front50.spr = 23,1
p3.front50.offset = 0,0
p3.front50.xshear = 3
p3.front25.spr = 23,2
p3.front25.offset = 0,0
p3.front25.xshear = 3
p3.front.spr = 23, 3
p3.front.offset = 0,0
p3.front.palfx.sinmul = 128, 128, 128, 15
p3.front.xshear = 3
;p3.shift.spr = 23,2          
;p3.shift.offset = 0,0       
;p3.shift.xshear = 3
p3.range.x  = 15,-460
p3.scalefill = 1

;Player 4
p4.pos    = 672,34
p4.bg0.spr = 20,0
p4.bg0.offset = 0,0
p4.bg0.xshear = -3
p4.bg0.facing = -1
p4.top.spr = 21,0
p4.top.facing = -1
p4.top.xshear = -3
p4.mid.spr = 22, 0
p4.mid.offset = 0,0
p4.mid.facing = -1
p4.mid.xshear = -3
p4.mid.palfx.mul = 200, 200, 200
p4.mid.palfx.sinmul = 32, 32, 32, 5
p4.red.spr = 24,0            
p4.red.offset = 0,0         
p4.red.xshear = -3
p4.red.facing = -1
p4.front100.spr = 23,0
p4.front100.offset = 0,0
p4.front100.xshear = -3
p4.front100.facing = -1
p4.front50.spr = 23,1
p4.front50.offset = 0,0
p4.front50.xshear = -3
p4.front50.facing = -1
p4.front25.spr = 23,2
p4.front25.offset = 0,0
p4.front25.xshear = -3
p4.front25.facing = -1
p4.front.spr = 23, 3
p4.front.offset = 0,0
p4.front.palfx.sinmul = 128, 128, 128, 15
p4.front.xshear = -3
p4.front.facing = -1
;p4.shift.spr = 23,2          
;p4.shift.offset = 0,0        
;p4.shift.xshear = -3
;p4.shift.facing = -1         
p4.range.x  = -15,460
p4.scalefill = 1

[Tag_3P Lifebar]
mid.shift = 0                ; makes the shift element also affect mid element (default: 0)
mid.freeze = 0               ; controls mid element freezing during gethit/combo (default: 1)
mid.delay = 0                ; frames before mid element starts decreasing (default: 30)
mid.mult = 1.0               ; moving relation between mid value and life (default: 1.0)
mid.steps = 16               ; mid value decreasing steps (default: 8)

;Player 1
p1.pos    = 595,50
p1.bg0.spr = 10,0
p1.bg0.offset = 0,0
p1.bg0.xshear = 3
p1.top.spr = 11,0
p1.top.xshear = 3
p1.mid.spr = 12, 0
p1.mid.offset = 0,0
p1.mid.xshear = 3
p1.mid.palfx.mul = 200, 200, 200
p1.mid.palfx.sinmul = 32, 32, 32, 5
p1.red.spr = 14,0            
p1.red.offset = 0,0         
p1.red.xshear = 3
p1.front100.spr = 13,0
p1.front100.offset = 0,0
p1.front100.xshear = 3
p1.front50.spr = 13,1
p1.front50.offset = 0,0
p1.front50.xshear = 3
p1.front25.spr = 13,2
p1.front25.offset = 0,0
p1.front25.xshear = 3
p1.front.spr = 13, 3
p1.front.offset = 0,0
p1.front.palfx.sinmul = 128, 128, 128, 15
p1.front.xshear = 3
;p1.shift.spr = 13,2          
;p1.shift.offset = 0,0       
;p1.shift.xshear = 3
p1.range.x  = 15,-460
p1.scalefill = 1

;Player 2
p2.pos    = 684,50
p2.bg0.spr = 10,0
p2.bg0.offset = 0,0
p2.bg0.xshear = -3
p2.bg0.facing = -1
p2.top.spr = 11,0
p2.top.facing = -1
p2.top.xshear = -3
p2.mid.spr = 12, 0
p2.mid.offset = 0,0
p2.mid.facing = -1
p2.mid.xshear = -3
p2.mid.palfx.mul = 200, 200, 200
p2.mid.palfx.sinmul = 32, 32, 32, 5
p2.red.spr = 14,0            
p2.red.offset = 0,0         
p2.red.xshear = -3
p2.red.facing = -1
p2.front100.spr = 13,0
p2.front100.offset = 0,0
p2.front100.xshear = -3
p2.front100.facing = -1
p2.front50.spr = 13,1
p2.front50.offset = 0,0
p2.front50.xshear = -3
p2.front50.facing = -1
p2.front25.spr = 13,2
p2.front25.offset = 0,0
p2.front25.xshear = -3
p2.front25.facing = -1
p2.front.spr = 13, 3
p2.front.offset = 0,0
p2.front.palfx.sinmul = 128, 128, 128, 15
p2.front.xshear = -3
p2.front.facing = -1
;p2.shift.spr = 13,2          
;p2.shift.offset = 0,0        
;p2.shift.xshear = -3
;p2.shift.facing = -1         
p2.range.x  = -15,460
p2.scalefill = 1

;Player 3
p3.pos    = 607,38
p3.bg0.spr = 20,0
p3.bg0.offset = 0,0
p3.bg0.xshear = 3
p3.top.spr = 21,0
p3.top.xshear = 3
p3.mid.spr = 22, 0
p3.mid.offset = 0,0
p3.mid.xshear = 3
p3.mid.palfx.mul = 200, 200, 200
p3.mid.palfx.sinmul = 32, 32, 32, 5
p3.red.spr = 24,0            
p3.red.offset = 0,0         
p3.red.xshear = 3
p3.front100.spr = 23,0
p3.front100.offset = 0,0
p3.front100.xshear = 3
p3.front50.spr = 23,1
p3.front50.offset = 0,0
p3.front50.xshear = 3
p3.front25.spr = 23,2
p3.front25.offset = 0,0
p3.front25.xshear = 3
p3.front.spr = 23, 3
p3.front.offset = 0,0
p3.front.palfx.sinmul = 128, 128, 128, 15
p3.front.xshear = 3
;p3.shift.spr = 23,2          
;p3.shift.offset = 0,0       
;p3.shift.xshear = 3
p3.range.x  = 15,-460
p3.scalefill = 1

;Player 4
p4.pos    = 672,38
p4.bg0.spr = 20,0
p4.bg0.offset = 0,0
p4.bg0.xshear = -3
p4.bg0.facing = -1
p4.top.spr = 21,0
p4.top.facing = -1
p4.top.xshear = -3
p4.mid.spr = 22, 0
p4.mid.offset = 0,0
p4.mid.facing = -1
p4.mid.xshear = -3
p4.mid.palfx.mul = 200, 200, 200
p4.mid.palfx.sinmul = 32, 32, 32, 5
p4.red.spr = 24,0            
p4.red.offset = 0,0         
p4.red.xshear = -3
p4.red.facing = -1
p4.front100.spr = 23,0
p4.front100.offset = 0,0
p4.front100.xshear = -3
p4.front100.facing = -1
p4.front50.spr = 23,1
p4.front50.offset = 0,0
p4.front50.xshear = -3
p4.front50.facing = -1
p4.front25.spr = 23,2
p4.front25.offset = 0,0
p4.front25.xshear = -3
p4.front25.facing = -1
p4.front.spr = 23, 3
p4.front.offset = 0,0
p4.front.palfx.sinmul = 128, 128, 128, 15
p4.front.xshear = -3
p4.front.facing = -1
;p4.shift.spr = 23,2          
;p4.shift.offset = 0,0        
;p4.shift.xshear = -3
;p4.shift.facing = -1         
p4.range.x  = -15,460
p4.scalefill = 1

;Player 5
p5.pos    = 619,26
p5.bg0.spr = 20,0
p5.bg0.offset = 0,0
p5.bg0.xshear = 3
p5.top.spr = 21,0
p5.top.xshear = 3
p5.mid.spr = 22, 0
p5.mid.offset = 0,0
p5.mid.xshear = 3
p5.mid.palfx.mul = 200, 200, 200
p5.mid.palfx.sinmul = 32, 32, 32, 5
p5.red.spr = 24,0            
p5.red.offset = 0,0         
p5.red.xshear = 3
p5.front100.spr = 23,0
p5.front100.offset = 0,0
p5.front100.xshear = 3
p5.front50.spr = 23,1
p5.front50.offset = 0,0
p5.front50.xshear = 3
p5.front25.spr = 23,2
p5.front25.offset = 0,0
p5.front25.xshear = 3
p5.front.spr = 23, 3
p5.front.offset = 0,0
p5.front.palfx.sinmul = 128, 128, 128, 15
p5.front.xshear = 3
;p5.shift.spr = 23,2          
;p5.shift.offset = 0,0       
;p5.shift.xshear = 3
p5.range.x  = 15,-460
p5.scalefill = 1

;Player 6
p6.pos    = 660,26
p6.bg0.spr = 20,0
p6.bg0.offset = 0,0
p6.bg0.xshear = -3
p6.bg0.facing = -1
p6.top.spr = 21,0
p6.top.facing = -1
p6.top.xshear = -3
p6.mid.spr = 22, 0
p6.mid.offset = 0,0
p6.mid.facing = -1
p6.mid.xshear = -3
p6.mid.palfx.mul = 200, 200, 200
p6.mid.palfx.sinmul = 32, 32, 32, 5
p6.red.spr = 24,0            
p6.red.offset = 0,0         
p6.red.xshear = -3
p6.red.facing = -1
p6.front100.spr = 23,0
p6.front100.offset = 0,0
p6.front100.xshear = -3
p6.front100.facing = -1
p6.front50.spr = 23,1
p6.front50.offset = 0,0
p6.front50.xshear = -3
p6.front50.facing = -1
p6.front25.spr = 23,2
p6.front25.offset = 0,0
p6.front25.xshear = -3
p6.front25.facing = -1
p6.front.spr = 23, 3
p6.front.offset = 0,0
p6.front.palfx.sinmul = 128, 128, 128, 15
p6.front.xshear = -3
p6.front.facing = -1
;p6.shift.spr = 23,2          
;p6.shift.offset = 0,0        
;p6.shift.xshear = -3
;p6.shift.facing = -1         
p6.range.x  = -15,460
p6.scalefill = 1

[Tag_4P Lifebar]
mid.shift = 0                ; makes the shift element also affect mid element (default: 0)
mid.freeze = 0               ; controls mid element freezing during gethit/combo (default: 1)
mid.delay = 0                ; frames before mid element starts decreasing (default: 30)
mid.mult = 1.0               ; moving relation between mid value and life (default: 1.0)
mid.steps = 16               ; mid value decreasing steps (default: 8)

;Player 1
p1.pos    = 583,62
p1.bg0.spr = 20,0
p1.bg0.offset = 0,0
p1.bg0.xshear = 3
p1.top.spr = 21,0
p1.top.xshear = 3
p1.mid.spr = 22, 0
p1.mid.offset = 0,0
p1.mid.xshear = 3
p1.mid.palfx.mul = 200, 200, 200
p1.mid.palfx.sinmul = 32, 32, 32, 5
p1.red.spr = 24,0            
p1.red.offset = 0,0         
p1.red.xshear = 3
p1.front100.spr = 23,0
p1.front100.offset = 0,0
p1.front100.xshear = 3
p1.front50.spr = 23,1
p1.front50.offset = 0,0
p1.front50.xshear = 3
p1.front25.spr = 23,2
p1.front25.offset = 0,0
p1.front25.xshear = 3
p1.front.spr = 23, 3
p1.front.offset = 0,0
p1.front.palfx.sinmul = 128, 128, 128, 15
p1.front.xshear = 3
;p1.shift.spr = 23,2          
;p1.shift.offset = 0,0       
;p1.shift.xshear = 3
p1.range.x  = 15,-460
p1.scalefill = 1

;Player 2
p2.pos    = 696,62
p2.bg0.spr = 20,0
p2.bg0.offset = 0,0
p2.bg0.xshear = -3
p2.bg0.facing = -1
p2.top.spr = 21,0
p2.top.facing = -1
p2.top.xshear = -3
p2.mid.spr = 22, 0
p2.mid.offset = 0,0
p2.mid.facing = -1
p2.mid.xshear = -3
p2.mid.palfx.mul = 200, 200, 200
p2.mid.palfx.sinmul = 32, 32, 32, 5
p2.red.spr = 24,0            
p2.red.offset = 0,0         
p2.red.xshear = -3
p2.red.facing = -1
p2.front100.spr = 23,0
p2.front100.offset = 0,0
p2.front100.xshear = -3
p2.front100.facing = -1
p2.front50.spr = 23,1
p2.front50.offset = 0,0
p2.front50.xshear = -3
p2.front50.facing = -1
p2.front25.spr = 23,2
p2.front25.offset = 0,0
p2.front25.xshear = -3
p2.front25.facing = -1
p2.front.spr = 23, 3
p2.front.offset = 0,0
p2.front.palfx.sinmul = 128, 128, 128, 15
p2.front.xshear = -3
p2.front.facing = -1
;p2.shift.spr = 23,2          
;p2.shift.offset = 0,0        
;p2.shift.xshear = -3
;p2.shift.facing = -1         
p2.range.x  = -15,460
p2.scalefill = 1

;Player 3
p3.pos    = 595,50
p3.bg0.spr = 20,0
p3.bg0.offset = 0,0
p3.bg0.xshear = 3
p3.top.spr = 21,0
p3.top.xshear = 3
p3.mid.spr = 22, 0
p3.mid.offset = 0,0
p3.mid.xshear = 3
p3.mid.palfx.mul = 200, 200, 200
p3.mid.palfx.sinmul = 32, 32, 32, 5
p3.red.spr = 24,0            
p3.red.offset = 0,0         
p3.red.xshear = 3
p3.front100.spr = 23,0
p3.front100.offset = 0,0
p3.front100.xshear = 3
p3.front50.spr = 23,1
p3.front50.offset = 0,0
p3.front50.xshear = 3
p3.front25.spr = 23,2
p3.front25.offset = 0,0
p3.front25.xshear = 3
p3.front.spr = 23, 3
p3.front.offset = 0,0
p3.front.palfx.sinmul = 128, 128, 128, 15
p3.front.xshear = 3
;p3.shift.spr = 23,2          
;p3.shift.offset = 0,0       
;p3.shift.xshear = 3
p3.range.x  = 15,-460
p3.scalefill = 1

;Player 4
p4.pos    = 684,50
p4.bg0.spr = 20,0
p4.bg0.offset = 0,0
p4.bg0.xshear = -3
p4.bg0.facing = -1
p4.top.spr = 21,0
p4.top.facing = -1
p4.top.xshear = -3
p4.mid.spr = 22, 0
p4.mid.offset = 0,0
p4.mid.facing = -1
p4.mid.xshear = -3
p4.mid.palfx.mul = 200, 200, 200
p4.mid.palfx.sinmul = 32, 32, 32, 5
p4.red.spr = 24,0            
p4.red.offset = 0,0         
p4.red.xshear = -3
p4.red.facing = -1
p4.front100.spr = 23,0
p4.front100.offset = 0,0
p4.front100.xshear = -3
p4.front100.facing = -1
p4.front50.spr = 23,1
p4.front50.offset = 0,0
p4.front50.xshear = -3
p4.front50.facing = -1
p4.front25.spr = 23,2
p4.front25.offset = 0,0
p4.front25.xshear = -3
p4.front25.facing = -1
p4.front.spr = 23, 3
p4.front.offset = 0,0
p4.front.palfx.sinmul = 128, 128, 128, 15
p4.front.xshear = -3
p4.front.facing = -1
;p4.shift.spr = 23,2          
;p4.shift.offset = 0,0        
;p4.shift.xshear = -3
;p4.shift.facing = -1         
p4.range.x  = -15,460
p4.scalefill = 1

;Player 5
p5.pos    = 607,38
p5.bg0.spr = 20,0
p5.bg0.offset = 0,0
p5.bg0.xshear = 3
p5.top.spr = 21,0
p5.top.xshear = 3
p5.mid.spr = 22, 0
p5.mid.offset = 0,0
p5.mid.xshear = 3
p5.mid.palfx.mul = 200, 200, 200
p5.mid.palfx.sinmul = 32, 32, 32, 5
p5.red.spr = 24,0            
p5.red.offset = 0,0         
p5.red.xshear = 3
p5.front100.spr = 23,0
p5.front100.offset = 0,0
p5.front100.xshear = 3
p5.front50.spr = 23,1
p5.front50.offset = 0,0
p5.front50.xshear = 3
p5.front25.spr = 23,2
p5.front25.offset = 0,0
p5.front25.xshear = 3
p5.front.spr = 23, 3
p5.front.offset = 0,0
p5.front.palfx.sinmul = 128, 128, 128, 15
p5.front.xshear = 3
;p5.shift.spr = 23,2          
;p5.shift.offset = 0,0       
;p5.shift.xshear = 3
p5.range.x  = 15,-460
p5.scalefill = 1

;Player 6
p6.pos    = 672,38
p6.bg0.spr = 20,0
p6.bg0.offset = 0,0
p6.bg0.xshear = -3
p6.bg0.facing = -1
p6.top.spr = 21,0
p6.top.facing = -1
p6.top.xshear = -3
p6.mid.spr = 22, 0
p6.mid.offset = 0,0
p6.mid.facing = -1
p6.mid.xshear = -3
p6.mid.palfx.mul = 200, 200, 200
p6.mid.palfx.sinmul = 32, 32, 32, 5
p6.red.spr = 24,0            
p6.red.offset = 0,0         
p6.red.xshear = -3
p6.red.facing = -1
p6.front100.spr = 23,0
p6.front100.offset = 0,0
p6.front100.xshear = -3
p6.front100.facing = -1
p6.front50.spr = 23,1
p6.front50.offset = 0,0
p6.front50.xshear = -3
p6.front50.facing = -1
p6.front25.spr = 23,2
p6.front25.offset = 0,0
p6.front25.xshear = -3
p6.front25.facing = -1
p6.front.spr = 23, 3
p6.front.offset = 0,0
p6.front.palfx.sinmul = 128, 128, 128, 15
p6.front.xshear = -3
p6.front.facing = -1
;p6.shift.spr = 23,2          
;p6.shift.offset = 0,0        
;p6.shift.xshear = -3
;p6.shift.facing = -1         
p6.range.x  = -15,460
p6.scalefill = 1

;Player 7
p7.pos    = 619,26
p7.bg0.spr = 20,0
p7.bg0.offset = 0,0
p7.bg0.xshear = 3
p7.top.spr = 21,0
p7.top.xshear = 3
p7.mid.spr = 22, 0
p7.mid.offset = 0,0
p7.mid.xshear = 3
p7.mid.palfx.mul = 200, 200, 200
p7.mid.palfx.sinmul = 32, 32, 32, 5
p7.red.spr = 24,0            
p7.red.offset = 0,0         
p7.red.xshear = 3
p7.front100.spr = 23,0
p7.front100.offset = 0,0
p7.front100.xshear = 3
p7.front50.spr = 23,1
p7.front50.offset = 0,0
p7.front50.xshear = 3
p7.front25.spr = 23,2
p7.front25.offset = 0,0
p7.front25.xshear = 3
p7.front.spr = 23, 3
p7.front.offset = 0,0
p7.front.palfx.sinmul = 128, 128, 128, 15
p7.front.xshear = 3
;p7.shift.spr = 23,2          
;p7.shift.offset = 0,0       
;p7.shift.xshear = 3
p7.range.x  = 15,-460
p7.scalefill = 1

;Player 8
p8.pos    = 660,26
p8.bg0.spr = 20,0
p8.bg0.offset = 0,0
p8.bg0.xshear = -3
p8.bg0.facing = -1
p8.top.spr = 21,0
p8.top.facing = -1
p8.top.xshear = -3
p8.mid.spr = 22, 0
p8.mid.offset = 0,0
p8.mid.facing = -1
p8.mid.xshear = -3
p8.mid.palfx.mul = 200, 200, 200
p8.mid.palfx.sinmul = 32, 32, 32, 5
p8.red.spr = 24,0            
p8.red.offset = 0,0         
p8.red.xshear = -3
p8.red.facing = -1
p8.front100.spr = 23,0
p8.front100.offset = 0,0
p8.front100.xshear = -3
p8.front100.facing = -1
p8.front50.spr = 23,1
p8.front50.offset = 0,0
p8.front50.xshear = -3
p8.front50.facing = -1
p8.front25.spr = 23,2
p8.front25.offset = 0,0
p8.front25.xshear = -3
p8.front25.facing = -1
p8.front.spr = 23, 3
p8.front.offset = 0,0
p8.front.palfx.sinmul = 128, 128, 128, 15
p8.front.xshear = -3
p8.front.facing = -1
;p8.shift.spr = 23,2          
;p8.shift.offset = 0,0        
;p8.shift.xshear = -3
;p8.shift.facing = -1         
p8.range.x  = -15,460
p8.scalefill = 1

[Turns Lifebar]
;Player 1
p1.pos    = 595,40
p1.bg0.spr = 10,0
p1.bg0.offset = 0,0
p1.bg0.xshear = 3
p1.top.spr = 11,0
p1.top.xshear = 3
p1.mid.spr = 12, 0
p1.mid.offset = 0,0
p1.mid.xshear = 3
p1.mid.palfx.mul = 200, 200, 200
p1.mid.palfx.sinmul = 32, 32, 32, 5
p1.front100.spr = 13,0
p1.front100.offset = 0,0
p1.front100.xshear = 3
p1.front25.spr = 13,1
p1.front25.offset = 0,0
p1.front25.xshear = 3
p1.front.spr = 13, 2
p1.front.offset = 0,0
p1.front.palfx.sinadd = 255, 0, 0, 30
p1.front.xshear = 3
p1.shift.spr = 13,3          
p1.shift.offset = 0,0       
p1.shift.xshear = 3
p1.range.x  = 15,-460
p1.scalefill = 1

;Player 2
p2.pos    = 684,40
p2.bg0.spr = 10,0
p2.bg0.offset = 0,0
p2.bg0.xshear = -3
p2.bg0.facing = -1
p2.top.spr = 11,0
p2.top.facing = -1
p2.top.xshear = -3
p2.mid.spr = 12, 0
p2.mid.offset = 0,0
p2.mid.facing = -1
p2.mid.xshear = -3
p2.mid.palfx.mul = 200, 200, 200
p2.mid.palfx.sinmul = 32, 32, 32, 5
p2.front100.spr = 13,0
p2.front100.offset = 0,0
p2.front100.xshear = -3
p2.front100.facing = -1
p2.front25.spr = 13,1
p2.front25.offset = 0,0
p2.front25.xshear = -3
p2.front25.facing = -1
p2.front.spr = 13, 2
p2.front.offset = 0,0
p2.front.palfx.sinadd = 255, 0, 0, 30
p2.front.xshear = -3
p2.front.facing = -1
p2.shift.spr = 13,3          
p2.shift.offset = 0,0        
p2.shift.xshear = -3
p2.shift.facing = -1         
p2.range.x  = -15,460
p2.scalefill = 1

;-----------------------------------------------------------
[Powerbar]
; Power/level meter intentionally disabled for this motif.

[Guardbar]
;Player 1
p1.pos = 16, 16
p1.top.spr = 91, 0
p1.top.layerno = 0
p1.bg1.spr = 90, 0
p1.bg1.offset =  -3,5
p1.bg1.layerno = 0
p1.front.spr = 92, 0
p1.front.offset = -4,5
p1.front.layerno = 0
p1.range.y = 104, 0
p1.warn.range = 0, 0
p1.warn.spr = 93, 0
p1.warn.palfx.sinadd = 128, 128, 128, 5
p1.warn.palfx.mul = 256, 128, 128
p1.warn.palfx.sinmul = 0, 128, 128, 5
p1.warn.offset = 3,3
p1.warn.scale = 2,2
p1.warn.layerno = 1

;Player 2
p2.pos = 1264, 16
p2.top.spr = 91, 0
p2.top.layerno = 0
p2.top.facing = -1
p2.bg1.spr = 90, 0
p2.bg1.offset =  4,5
p2.bg1.layerno = 0
p2.bg1.facing = -1
p2.front.spr = 92, 0
p2.front.offset =  4,5
p2.front.layerno = 0
p2.front.facing = -1
p2.range.y = 104, 0
p2.warn.range = 0, 0
p2.warn.spr = 93, 0
p2.warn.palfx.sinadd = 128, 128, 128, 5
p2.warn.palfx.mul = 256, 128, 128
p2.warn.palfx.sinmul = 0, 128, 128, 5
p2.warn.offset = 16,3
p2.warn.scale = 2,2
p2.warn.layerno = 1

[Simul Guardbar]
[Simul_3P Guardbar]
[Simul_4P Guardbar]
;Disabled in these modes
[Tag Guardbar]
;Player 1
p1.pos = 16, 16
p1.top.spr = 91, 0
p1.top.layerno = 0
p1.bg1.spr = 90, 0
p1.bg1.offset =  -3,5
p1.bg1.layerno = 0
p1.front.spr = 92, 0
p1.front.offset = -4,5
p1.front.layerno = 0
p1.range.y = 104, 0
p1.warn.range = 0, 0
p1.warn.spr = 93, 0
p1.warn.palfx.sinadd = 128, 128, 128, 5
p1.warn.palfx.mul = 256, 128, 128
p1.warn.palfx.sinmul = 0, 128, 128, 5
p1.warn.offset = 3,3
p1.warn.scale = 2,2
p1.warn.layerno = 1

;Player 2
p2.pos = 1264, 16
p2.top.spr = 91, 0
p2.top.layerno = 0
p2.top.facing = -1
p2.bg1.spr = 90, 0
p2.bg1.offset =  4,5
p2.bg1.layerno = 0
p2.bg1.facing = -1
p2.front.spr = 92, 0
p2.front.offset =  4,5
p2.front.layerno = 0
p2.front.facing = -1
p2.range.y = 104, 0
p2.warn.range = 0, 0
p2.warn.spr = 93, 0
p2.warn.palfx.sinadd = 128, 128, 128, 5
p2.warn.palfx.mul = 256, 128, 128
p2.warn.palfx.sinmul = 0, 128, 128, 5
p2.warn.offset = 16,3
p2.warn.scale = 2,2
p2.warn.layerno = 1

[Tag_3P Guardbar]
;Player 1
p1.pos = 16, 16
p1.top.spr = 91, 0
p1.top.layerno = 0
p1.bg1.spr = 90, 0
p1.bg1.offset =  -3,5
p1.bg1.layerno = 0
p1.front.spr = 92, 0
p1.front.offset = -4,5
p1.front.layerno = 0
p1.range.y = 104, 0
p1.warn.range = 0, 0
p1.warn.spr = 93, 0
p1.warn.palfx.sinadd = 128, 128, 128, 5
p1.warn.palfx.mul = 256, 128, 128
p1.warn.palfx.sinmul = 0, 128, 128, 5
p1.warn.offset = 3,3
p1.warn.scale = 2,2
p1.warn.layerno = 1

;Player 2
p2.pos = 1264, 16
p2.top.spr = 91, 0
p2.top.layerno = 0
p2.top.facing = -1
p2.bg1.spr = 90, 0
p2.bg1.offset =  4,5
p2.bg1.layerno = 0
p2.bg1.facing = -1
p2.front.spr = 92, 0
p2.front.offset =  4,5
p2.front.layerno = 0
p2.front.facing = -1
p2.range.y = 104, 0
p2.warn.range = 0, 0
p2.warn.spr = 93, 0
p2.warn.palfx.sinadd = 128, 128, 128, 5
p2.warn.palfx.mul = 256, 128, 128
p2.warn.palfx.sinmul = 0, 128, 128, 5
p2.warn.offset = 16,3
p2.warn.scale = 2,2
p2.warn.layerno = 1

[Tag_4P Guardbar]
;Player 1
p1.pos = 16, 16
p1.top.spr = 91, 0
p1.top.layerno = 0
p1.bg1.spr = 90, 0
p1.bg1.offset =  -3,5
p1.bg1.layerno = 0
p1.front.spr = 92, 0
p1.front.offset = -4,5
p1.front.layerno = 0
p1.range.y = 104, 0
p1.warn.range = 0, 0
p1.warn.spr = 93, 0
p1.warn.palfx.sinadd = 128, 128, 128, 5
p1.warn.palfx.mul = 256, 128, 128
p1.warn.palfx.sinmul = 0, 128, 128, 5
p1.warn.offset = 3,3
p1.warn.scale = 2,2
p1.warn.layerno = 1

;Player 2
p2.pos = 1264, 16
p2.top.spr = 91, 0
p2.top.layerno = 0
p2.top.facing = -1
p2.bg1.spr = 90, 0
p2.bg1.offset =  4,5
p2.bg1.layerno = 0
p2.bg1.facing = -1
p2.front.spr = 92, 0
p2.front.offset =  4,5
p2.front.layerno = 0
p2.front.facing = -1
p2.range.y = 104, 0
p2.warn.range = 0, 0
p2.warn.spr = 93, 0
p2.warn.palfx.sinadd = 128, 128, 128, 5
p2.warn.palfx.mul = 256, 128, 128
p2.warn.palfx.sinmul = 0, 128, 128, 5
p2.warn.offset = 16,3
p2.warn.scale = 2,2
p2.warn.layerno = 1


;-----------------------------------------------------------
[Stunbar]
;Player 1
p1.pos = 123, 3
p1.top.spr = 96, 0
p1.top.layerno = 0
p1.bg1.spr = 95, 0
p1.bg1.offset = -4, 4
p1.bg1.layerno = 0
p1.front.spr = 97, 0
p1.front.offset = -3, 4
p1.front.layerno = 0
p1.warn.range = 0, 0
p1.warn.spr = 98, 0
p1.warn.palfx.sinadd = 128, 128, 128, 5
p1.warn.palfx.mul = 256, 128, 128
p1.warn.palfx.sinmul = 0, 128, 128, 5
p1.warn.offset = -15, 0
p1.warn.layerno = 1
p1.warn.scale = 2,2
p1.range.x = -106, 0

;Player 2
p2.pos = 1157, 3
p2.top.spr = 96, 0
p2.top.layerno = 0
p2.top.facing = -1
p2.bg1.spr = 95, 0
p2.bg1.offset = 4, 4
p2.bg1.layerno = 0
p2.bg1.facing = -1
p2.front.spr = 97, 0
p2.front.offset = 4, 4
p2.front.layerno = 0
p2.front.facing = -1
p2.warn.range = 0, 0
p2.warn.spr = 98, 0
p2.warn.palfx.sinadd = 128, 128, 128, 5
p2.warn.palfx.mul = 256, 128, 128
p2.warn.palfx.sinmul = 0, 128, 128, 5
p2.warn.offset = 93, 0
p2.warn.layerno = 1
p2.warn.scale = 2,2
p2.range.x = 106, 0

[Simul Stunbar]
[Simul_3P Stunbar]
[Simul_4P Stunbar]
;Disabled in these modes
[Tag Stunbar]
;Player 1
p1.pos = 123, 3
p1.top.spr = 96, 0
p1.top.layerno = 0
p1.bg1.spr = 95, 0
p1.bg1.offset = -4, 4
p1.bg1.layerno = 0
p1.front.spr = 97, 0
p1.front.offset = -3, 4
p1.front.layerno = 0
p1.warn.range = 0, 0
p1.warn.spr = 98, 0
p1.warn.palfx.sinadd = 128, 128, 128, 5
p1.warn.palfx.mul = 256, 128, 128
p1.warn.palfx.sinmul = 0, 128, 128, 5
p1.warn.offset = -15, 0
p1.warn.layerno = 1
p1.warn.scale = 2,2
p1.range.x = -106, 0

;Player 2
p2.pos = 1157, 3
p2.top.spr = 96, 0
p2.top.layerno = 0
p2.top.facing = -1
p2.bg1.spr = 95, 0
p2.bg1.offset = 4, 4
p2.bg1.layerno = 0
p2.bg1.facing = -1
p2.front.spr = 97, 0
p2.front.offset = 4, 4
p2.front.layerno = 0
p2.front.facing = -1
p2.warn.range = 0, 0
p2.warn.spr = 98, 0
p2.warn.palfx.sinadd = 128, 128, 128, 5
p2.warn.palfx.mul = 256, 128, 128
p2.warn.palfx.sinmul = 0, 128, 128, 5
p2.warn.offset = 93, 0
p2.warn.layerno = 1
p2.warn.scale = 2,2
p2.range.x = 106, 0

[Tag_3P Stunbar]
;Player 1
p1.pos = 123, 3
p1.top.spr = 96, 0
p1.top.layerno = 0
p1.bg1.spr = 95, 0
p1.bg1.offset = -4, 4
p1.bg1.layerno = 0
p1.front.spr = 97, 0
p1.front.offset = -3, 4
p1.front.layerno = 0
p1.warn.range = 0, 0
p1.warn.spr = 98, 0
p1.warn.palfx.sinadd = 128, 128, 128, 5
p1.warn.palfx.mul = 256, 128, 128
p1.warn.palfx.sinmul = 0, 128, 128, 5
p1.warn.offset = -15, 0
p1.warn.layerno = 1
p1.warn.scale = 2,2
p1.range.x = -106, 0

;Player 2
p2.pos = 1157, 3
p2.top.spr = 96, 0
p2.top.layerno = 0
p2.top.facing = -1
p2.bg1.spr = 95, 0
p2.bg1.offset = 4, 4
p2.bg1.layerno = 0
p2.bg1.facing = -1
p2.front.spr = 97, 0
p2.front.offset = 4, 4
p2.front.layerno = 0
p2.front.facing = -1
p2.warn.range = 0, 0
p2.warn.spr = 98, 0
p2.warn.palfx.sinadd = 128, 128, 128, 5
p2.warn.palfx.mul = 256, 128, 128
p2.warn.palfx.sinmul = 0, 128, 128, 5
p2.warn.offset = 93, 0
p2.warn.layerno = 1
p2.warn.scale = 2,2
p2.range.x = 106, 0

[Tag_4P Stunbar]
;Player 1
p1.pos = 123, 3
p1.top.spr = 96, 0
p1.top.layerno = 0
p1.bg1.spr = 95, 0
p1.bg1.offset = -4, 4
p1.bg1.layerno = 0
p1.front.spr = 97, 0
p1.front.offset = -3, 4
p1.front.layerno = 0
p1.warn.range = 0, 0
p1.warn.spr = 98, 0
p1.warn.palfx.sinadd = 128, 128, 128, 5
p1.warn.palfx.mul = 256, 128, 128
p1.warn.palfx.sinmul = 0, 128, 128, 5
p1.warn.offset = -15, 0
p1.warn.layerno = 1
p1.warn.scale = 2,2
p1.range.x = -106, 0

;Player 2
p2.pos = 1157, 3
p2.top.spr = 96, 0
p2.top.layerno = 0
p2.top.facing = -1
p2.bg1.spr = 95, 0
p2.bg1.offset = 4, 4
p2.bg1.layerno = 0
p2.bg1.facing = -1
p2.front.spr = 97, 0
p2.front.offset = 4, 4
p2.front.layerno = 0
p2.front.facing = -1
p2.warn.range = 0, 0
p2.warn.spr = 98, 0
p2.warn.palfx.sinadd = 128, 128, 128, 5
p2.warn.palfx.mul = 256, 128, 128
p2.warn.palfx.sinmul = 0, 128, 128, 5
p2.warn.offset = 93, 0
p2.warn.layerno = 1
p2.warn.scale = 2,2
p2.range.x = 106, 0



;-----------------------------------------------------------
[Face]
; Portraits at 2x: the face image and BOTH frame layers (bg0=50, bg1=51) scale 2,2, and
; the square clip window grows 100->200 to match. The box grows down-right from its
; top-left anchor (pos), so p1 now spans x 20..220 and p2 spans 1060..1260.
; To resize: change every "scale = 2,2" here together, and set the window to
; pos.x .. pos.x + 100*scale (e.g. 1.5x -> scale 1.5,1.5 and window ...170).
; pos = 8,8 puts the bg1 frame's outer corner at the screen corner (0,0): the frame's
; axis is 4px in, x2 = 8px. p1 frame fills 0..216; bg0 image fills 8..208.
;Player 1
p1.pos    = 8,8
p1.bg0.spr = 50,0
p1.bg0.scale = 2,2
p1.bg1.spr = 51,0
p1.bg1.scale = 2,2
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,0
p1.face.scale = 2,2
; Clip the portrait to the square 200x200 frame interior (bg0 spans 8..208)
p1.face.window = 8,8,208,208
;Player 2 — mirror: frame outer corner at the top-right (1280,0)
p2.pos    = 1272,8
p2.bg0.spr = 50,0
p2.bg0.scale = 2,2
p2.bg0.facing = -1
p2.bg1.spr = 51,0
p2.bg1.scale = 2,2
p2.bg1.facing = -1
p2.face.spr = 9000,0
p2.face.facing = 1
p2.face.offset = -200,0
p2.face.scale = 2,2
; bg0 faces -1, spans 1072..1272
p2.face.window = 1072,8,1272,208

[Simul Face]
;Player 1
p1.pos    = 20,20
p1.bg0.spr = 50,0
p1.bg1.spr = 51,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,0
;Player 2
p2.pos    = 1260,20
p2.bg0.spr = 50,0
p2.bg0.facing = -1
p2.bg1.spr = 51,0
p2.bg1.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,0
;Player 3
p3.pos    = 144,84
p3.bg0.spr = 70,0
p3.bg1.spr = 71
p3.face.spr = 9000,0
p3.face.scale = 0.35,0.35
p3.face.facing = 1
;Player 4
p4.pos    = 1136,84
p4.bg0.spr = 70,0
p4.bg0.facing = -1
p4.bg1.spr = 71,0
p4.bg1.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.35,0.35
p4.face.facing = -1
;Player 5
p5.pos    = 194,84
p5.bg0.spr = 70,0
p5.bg1.spr = 71,0
p5.face.spr = 9000,0
p5.face.scale = 0.35,0.35
p5.face.facing = 1
;Player 6
p6.pos    = 1086,84
p6.bg0.spr = 70,0
p6.bg0.facing = -1
p6.bg1.spr = 71,0
p6.bg1.facing = -1
p6.face.spr = 9000,0
p6.face.scale = 0.35,0.35
p6.face.facing = -1
;Player 7
p7.pos    = 244,84
p7.bg0.spr = 70,0
p7.bg1.spr = 71,0
p7.face.spr = 9000,0
p7.face.scale = 0.35,0.35
p7.face.facing = 1
;Player 8
p8.pos    = 1036,84
p8.bg0.spr = 70,0
p8.bg0.facing = -1
p8.bg1.spr = 71,0
p8.bg1.facing = -1
p8.face.spr = 9000,0
p8.face.scale = 0.35,0.35
p8.face.facing = -1

[Tag Face]
;Player 1
p1.pos    = 20,20
p1.bg0.spr = 50,0
p1.bg1.spr = 51,0
p1.face.spr = 9000,0
p1.face.facing = 1
;Player 2
p2.pos    = 1260,20
p2.bg0.spr = 50,0
p2.bg0.facing = -1
p2.bg1.spr = 51,0
p2.bg1.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
;Player 3
p3.pos    = 144,84
p3.bg0.spr = 70,0
p3.bg1.spr = 71,0
p3.ko.spr = 72,0
p3.face.spr = 9000,0
p3.face.scale = 0.35,0.35
p3.face.facing = 1
;Player 4
p4.pos    = 1136,84
p4.bg0.spr = 70,0
p4.bg0.facing = -1
p4.bg1.spr = 71,0
p4.bg1.facing = -1
p4.ko.spr = 72,0
p4.ko.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.35,0.35
p4.face.facing = -1
;Player 5
p5.pos    = 194,84
p5.bg0.spr = 70,0
p5.bg1.spr = 71,0
p5.ko.spr = 72,0
p5.face.spr = 9000,0
p5.face.scale = 0.35,0.35
p5.face.facing = 1
;Player 6
p6.pos    = 1086,84
p6.bg0.spr = 70,0
p6.bg0.facing = -1
p6.bg1.spr = 71,0
p6.bg1.facing = -1
p6.ko.spr = 72,0
p6.ko.facing = -1
p6.face.spr = 9000,0
p6.face.scale = 0.35,0.35
p6.face.facing = -1
;Player 7
p7.pos    = 244,84
p7.bg0.spr = 70,0
p7.bg1.spr = 71,0
p7.ko.spr = 72,0
p7.face.spr = 9000,0
p7.face.scale = 0.35,0.35
p7.face.facing = 1
;Player 8
p8.pos    = 1036,84
p8.bg0.spr = 70,0
p8.bg0.facing = -1
p8.bg1.spr = 71,0
p8.bg1.facing = -1
p8.ko.spr = 72,0
p8.ko.facing = -1
p8.face.spr = 9000,0
p8.face.scale = 0.35,0.35
p8.face.facing = -1

[Turns Face]
;Player 1
p1.pos    = 20,20
p1.bg0.spr = 50,0
p1.bg1.spr = 51,0
p1.face.spr = 9000,0
p1.face.facing = 1
;Player 1's teammates
p1.teammate.pos = 144,84
p1.teammate.spacing = 50,0
p1.teammate.bg0.spr = 70,0
p1.teammate.bg1.spr = 71,0
p1.teammate.ko.spr = 72,0
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.35,0.35
p1.teammate.face.facing = 1
;Player 2
p2.pos    = 1260,20
p2.bg0.spr = 50,0
p2.bg0.facing = -1
p2.bg1.spr = 51,0
p2.bg1.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
;Player 2's teammates
p2.teammate.pos = 1136,84
p2.teammate.spacing = -50,0
p2.teammate.bg0.spr = 70,0
p2.teammate.bg0.facing = -1
p2.teammate.bg1.spr = 71,0
p2.teammate.bg1.facing = -1
p2.teammate.ko.spr = 72,0
p2.teammate.ko.facing = -1
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.35,0.35
p2.teammate.face.facing = -1

;-----------------------------------------------------------
[Name]
;Player 1 — centered under the portrait (bg0 spans x 8..208, center 108), below it (y>216)
p1.pos = 108,232
p1.name.scale = 1,1
;p1.bg. =
p1.name.font = 3,0, 0
;Player 2 — centered under the portrait (bg0 spans 1072..1272, center 1172)
p2.name.scale = 1,1
p2.pos = 1172,232
;p2.bg. =
p2.name.font = 3,0, 0

[Simul Name]
;Player 1
p1.pos = 13,145
;p1.bg. =
p1.name.font = 3,0, 1
;Player 2
p2.pos = 1267,145
;p2.bg. =
p2.name.font = 3,0, -1
;Player 3
p3.pos = 23,170
;p3.bg. =
p3.name.font = 3,0, 1
p3.name.scale = 1,1
p3.name.palfx.mul = 178, 178, 178
;Player 4
p4.pos = 1257,170
;p4.bg. =
p4.name.font = 3,0, -1
p4.name.scale = 1,1
p4.name.palfx.mul = 178, 178, 178


[Simul_3P Name]
;Player 1
p1.pos = 13,145
;p1.bg. =
p1.name.font = 3,0, 1
p1.name.layerno = 0
;Player 2
p2.pos = 1267,145
;p2.bg. =
p2.name.font = 3,0, -1
;Player 3
p3.pos = 23,160
;p3.bg. =
p3.name.font = 3,0, 1
p3.name.scale = 0.75,0.75
p3.name.palfx.mul = 178, 178, 178

p3.name.layerno = 0
;Player 4
p4.pos = 1257,160
;p4.bg. =
p4.name.font = 3,0, -1
p4.name.scale = 0.75,0.75
p4.name.palfx.mul = 178, 178, 178

;Player 5
p5.pos = 33,175
;p5.bg. =
p5.name.font = 3,0, 1
p5.name.scale = 0.75,0.75
p5.name.palfx.mul = 178, 178, 178

p5.name.layerno = 0
;Player 6
p6.pos = 1247,175
;p6.bg. =
p6.name.font = 3,0, -1
p6.name.scale = 0.75,0.75
p6.name.palfx.mul = 178, 178, 178



[Simul_4P Name]
;Player 1
p1.pos = 13,145
;p1.bg. =
p1.name.font = 3,0, 1
p1.name.layerno = 0
;Player 2
p2.pos = 1267,145
;p2.bg. =
p2.name.font = 3,0, -1
;Player 3
p3.pos = 23,155
;p3.bg. =
p3.name.font = 3,0, 1
p3.name.scale = 0.5,0.5
p3.name.palfx.mul = 178, 178, 178

p3.name.layerno = 0
;Player 4
p4.pos = 1257,155
;p4.bg. =
p4.name.font = 3,0, -1
p4.name.scale = 0.5,0.5
p4.name.palfx.mul = 178, 178, 178

;Player 5
p5.pos = 33,165
;p5.bg. =
p5.name.font = 3,0, 1
p5.name.scale = 0.5,0.5
p5.name.palfx.mul = 178, 178, 178

p5.name.layerno = 0
;Player 6
p6.pos = 1247,165
;p6.bg. =
p6.name.font = 3,0, -1
p6.name.scale = 0.5,0.5
p6.name.palfx.mul = 178, 178, 178

;Player 7
p7.pos = 43,175
;p7.bg. =
p7.name.font = 3,0, 1
p7.name.scale = 0.5,0.5
p7.name.palfx.mul = 178, 178, 178

p7name.layerno = 0
;Player 8
p8.pos = 1237,175
;p8.bg. =
p8.name.font = 3,0, -1
p8.name.scale = 0.5,0.5
p8.name.palfx.mul = 178, 178, 178



[Tag_2P Name]
;Player 1
p1.pos = 13,145
;p1.bg. =
p1.name.font = 3,0, 1
;Player 2
p2.pos = 1267,145
;p2.bg. =
p2.name.font = 3,0, -1
;Player 3
p3.pos = 23,170
;p3.bg. =
p3.name.font = 3,0, 1
p3.name.scale = 1,1
p3.name.palfx.mul = 178, 178, 178
;Player 4
p4.pos = 1257,170
;p4.bg. =
p4.name.font = 3,0, -1
p4.name.scale = 1,1
p4.name.palfx.mul = 178, 178, 178

[Tag_3P Name]
;Player 1
p1.pos = 13,145
;p1.bg. =
p1.name.font = 3,0, 1
p1.name.layerno = 0
;Player 2
p2.pos = 1267,145
;p2.bg. =
p2.name.font = 3,0, -1
;Player 3
p3.pos = 23,160
;p3.bg. =
p3.name.font = 3,0, 1
p3.name.scale = 0.75,0.75
p3.name.palfx.mul = 178, 178, 178

p3.name.layerno = 0
;Player 4
p4.pos = 1257,160
;p4.bg. =
p4.name.font = 3,0, -1
p4.name.scale = 0.75,0.75
p4.name.palfx.mul = 178, 178, 178

;Player 5
p5.pos = 33,175
;p5.bg. =
p5.name.font = 3,0, 1
p5.name.scale = 0.75,0.75
p5.name.palfx.mul = 178, 178, 178

p5.name.layerno = 0
;Player 6
p6.pos = 1247,175
;p6.bg. =
p6.name.font = 3,0, -1
p6.name.scale = 0.75,0.75
p6.name.palfx.mul = 178, 178, 178


[Tag_4P Name]
;Player 1
p1.pos = 13,145
;p1.bg. =
p1.name.font = 3,0, 1
p1.name.layerno = 0
;Player 2
p2.pos = 1267,145
;p2.bg. =
p2.name.font = 3,0, -1
;Player 3
p3.pos = 23,155
;p3.bg. =
p3.name.font = 3,0, 1
p3.name.scale = 0.5,0.5
p3.name.palfx.mul = 178, 178, 178

p3.name.layerno = 0
;Player 4
p4.pos = 1257,155
;p4.bg. =
p4.name.font = 3,0, -1
p4.name.scale = 0.5,0.5
p4.name.palfx.mul = 178, 178, 178

;Player 5
p5.pos = 33,165
;p5.bg. =
p5.name.font = 3,0, 1
p5.name.scale = 0.5,0.5
p5.name.palfx.mul = 178, 178, 178

p5.name.layerno = 0
;Player 6
p6.pos = 1247,165
;p6.bg. =
p6.name.font = 3,0, -1
p6.name.scale = 0.5,0.5
p6.name.palfx.mul = 178, 178, 178

;Player 7
p7.pos = 43,175
;p7.bg. =
p7.name.font = 3,0, 1
p7.name.scale = 0.5,0.5
p7.name.palfx.mul = 178, 178, 178

p7name.layerno = 0
;Player 8
p8.pos = 1237,175
;p8.bg. =
p8.name.font = 3,0, -1
p8.name.scale = 0.5,0.5
p8.name.palfx.mul = 178, 178, 178


[Turns Name]
;Player 1
p1.pos = 13,145
;p1.bg. =
p1.name.font = 3,3, 1
;Player 2
p2.pos = 1267,145
;p2.bg. =
p2.name.font = 3,1, -1

;-----------------------------------------------------------
[Time]
pos = 640,130
; Uncomment the following line to use a bg component
;bg.spr =
; Time count display
counter.offset = 0,30
counter.font = 2,0, 0
counter.scale = 1, 1
counter.palfx.mul = 256, 256, 256
; Ticks for each count
framespercount = 60

counter1.scale = 1, 1
counter1.offset = 0, 30
counter1.font = 2, 0, 0
counter1.palfx.mul = 256, 128, 128
counter1.palfx.sinmul = 0, 128, 128, 20
counter1.layerno = 0

counter10.font = 2, 0, 0
counter10.offset = 0, 0
counter10.scale = 1, 1
counter10.palfx.mul = 256, 128, 128
counter10.palfx.sinmul = 0, 128, 128, 20
counter10.layerno = 0

counter11.offset = 0, 0
counter11.font = 2, 0, 0, 255, 255, 255
counter11.scale = 1, 1
;counter11.palfx.mul = 256, 128, 128
counter11.layerno = 0
;counter11.palfx.sinmul = 0, 128, 128, 20

;-----------------------------------------------------------
; Onchain-driven tug-of-war fight meter (see docs/MATCH-LOOP-MODDING.md §3.3).
; ONE continuous bar, always completely filled: fighter A's color (amber) from the left
; edge to the divider, fighter B's (purple) from the divider to the right. The divider
; rides the liquidity lead. Reuses the lifebar sprites (bg 10, fill 13, frame 11), which
; are 435px wide with a RIGHT-edge axis, so each layer is drawn at the bar's right edge
; and scaled x2 (435*2 = 870 = range width) to span the whole bar, then clipped per side.
[Meter]
; y=0 puts the bar top flush with the screen top (and the portrait frame tops at y=0).
pos = 640,0
; Span tucks UNDER the portraits (196..1084 vs portrait inner edges 216/1064), so the
; bar is drawn before the faces (engine) and the portraits' inner borders cap it. Width=888.
; If you resize, set range so pos.x+range lands ~20px inside each portrait's inner edge,
; then update the bar layer scales below (fill/bg/divider = width/435, top = width/439).
range.x = -444,444
duration = 720
; Sprite 60 is a neutral white bar (luminance of the lifebar fill) so palfx.mul tints
; it to any hue. Fill/bg/divider are scaled wider than the window so the window clip
; defines their edges; the frame (top) is scaled to EXACTLY the window so its border
; lands on the window edges and overlaps the fill edges (no fill bleed past the frame).
; Empty-bar background (neutral dark track)
bg.spr = 10,0
bg.scale = 2.05,2
bg.palfx.mul = 80,80,90
; Fighter A color (left of divider), brand amber #fbbf24
p1.spr = 60,0
p1.scale = 2.05,2
p1.palfx.mul = 251,191,36
; Fighter B color (right of divider), brand purple #c084fc
p2.spr = 60,0
p2.scale = 2.05,2
p2.palfx.mul = 192,132,252
; Frame overlay (sprite 11 is 439px wide; 888/439 = 2.023 = exact window width)
top.spr = 11,0
top.scale = 2.023,2
; Divider: a thin bright slice at the boundary
divider.spr = 60,0
divider.scale = 2.05,2
divider.palfx.mul = 256,256,256
divider.width = 6
; Tension band: the span between the trailing boundary (the scored position) and the
; spot ratio — liquidity committed but not yet applied to the score, i.e. the ground the
; divider is about to consume. A lighter, static tint of the GAINING side (no flashing).
; band1 shows when A is gaining, band2 when B is. NOTE: sprite 60 is a flat white bar, so
; this is just a solid block — real polish wants a texture (see notes to the user).
band1.spr = 60,0
band1.scale = 2.05,2
band1.palfx.mul = 255,236,170
band2.spr = 60,0
band2.scale = 2.05,2
band2.palfx.mul = 224,200,255
; Per-side liquidity readouts, in a badge BELOW the bar. The app sends "<amount> <unit>"
; (e.g. "12.5000 BNB"); the engine splits it into the gold numeral (value*) and a
; smaller dim unit (unit*), over a dark badge (value*bg, sprite 61, centered axis).
; Fighter A (left, below the bar)
value1bg.spr = 61,0
value1bg.offset = -290,75
value1bg.scale = 1.15,1.15
; numeral centered on the badge (value offset.x == badge offset.x, align 0 = centered)
value1.font = 1,0,0          ; numeral, Menu2 (prominent)
value1.offset = -290,92
value1.scale = 1,1
; value1.palfx.mul = 251,191,36 ; brand gold #fbbf24
unit1.font = 3,0,0           ; unit, Menu2Small (smaller), to the right of the numeral
unit1.offset = -210,110
unit1.scale = 1,1
unit1.palfx.mul = 251,191,36 ; brand gold #fbbf24
; unit1.palfx.mul = 201,162,74 ; dim gold
; Fighter B (right, below the bar)
value2bg.spr = 61,0
value2bg.offset = 290,75
value2bg.scale = 1.15,1.15
; mirror of A: badge + numeral negate; the unit stays numeral+gap (BNB reads to the right)
value2.font = 1,0,0
value2.offset = 290,92
value2.scale = 1,1
; value2.palfx.mul = 251,191,36
unit2.font = 3,0,0
unit2.offset = 370,110
unit2.scale = 1,1
unit2.palfx.mul = 251,191,36 ; brand gold #fbbf24

;-----------------------------------------------------------
[Combo]
team1.pos = 130,260        ;Coords to show
team1.start.x = -240      ;Starting x-coords
team1.counter.layerno = 2
team1.counter.font = 6,0,0
team1.counter10.font = 6,0,0
team1.counter10.palfx.mul = 255, 217, 179
team1.counter20.font = 6,0,0
team1.counter20.palfx.mul = 255, 153, 51
team1.counter30.font = 6,0,0
team1.counter30.palfx.mul = 255, 255, 77
team1.counter40.font = 6,0,0
team1.counter40.palfx.mul = 102, 255, 51
team1.counter50.font = 6,0,0
team1.counter50.palfx.mul = 51, 255, 214
team1.counter60.font = 6,0,0
team1.counter60.palfx.mul = 0, 153, 255
team1.counter70.font = 6,0,0
team1.counter70.palfx.mul = 204, 51, 255
team1.counter80.font = 6,0,0
team1.counter80.palfx.mul = 255, 26, 117
team1.counter90.font = 6,0,0
team1.counter90.palfx.mul = 255, 26, 26
team1.counter100.font = 6,0,0
team1.counter100.palfx.mul = 255, 26, 26
team1.counter100.palfx.sinmul = 90, 90, 90, 15
team1.counter.shake = 1   ;Set to 1 to shake count on hit
team1.counter.time = 7    ; length of the counter shake
team1.counter.mult = 0.05 ; counter shake intensity multiplier
team1.text.layerno = 2
; (text format %i = combo count, %d = combo damage, %p = combo damage percentage)
team1.text.text = "H!\n%p%" ;You can use %i to show count in the text, eg "%i Hit!" ; ( %d d for damage, %p% for hit)
team1.text.font = 7,0,0
team1.text.offset = 6,42  ;Offset of text
team1.text10.text = "H!!\n%p%" ;By inputting a number next to text, You can change certain elements of the combo text when a combo reaches a certain point.
team1.text10.font = 7,0,0
team1.text10.offset = 6,42
team1.text20.text = "H!!!\n%p%"
team1.text20.font = 7,0,0
team1.text20.offset = 6,42
team1.text30.text = "H!!!!\n%p%"
team1.text30.font = 7,0,0
team1.text30.offset = 6,42
team1.text40.text = "H!!!!!\n%p%"
team1.text40.font = 7,0,0
team1.text40.offset = 6,42
team1.text50.text = "H!!!!!!\n%p%"
team1.text50.font = 7,0,0
team1.text50.offset = 6,42
team1.text60.text = "H!!!!!!!\n%p%"
team1.text60.font = 7,0,0
team1.text60.offset = 6,42
team1.text70.text = "H!!!!!!!!\n%p%"
team1.text70.font = 7,0,0
team1.text70.offset = 6,42
team1.text80.text = "H!!!!!!!!!\n%p%"
team1.text80.font = 7,0,0
team1.text80.offset = 6,42
team1.text90.text = "H!!!!!!!!!!\n%p%"
team1.text90.font = 7,0,0
team1.text90.offset = 6,42
team1.text100.text = "H!!!!!!!!!!!\n%p%"
team1.text100.font = 7,0,0
team1.text100.offset = 6,42
team1.text100.palfx.mul = 256, 256, 256
team1.text100.palfx.sinmul = 90, 90, 90, 15
team1.displaytime = 90    ;Time to show text
team1.showspeed = 8       ; text showing up speed (1 = instant)
team1.hidespeed = 4       ; text hiding speed (the larger value, the faster speed)
team1.autoalign = 0

team2.pos = 1150,260      ;Coords to show
team2.start.x = 1520      ;Starting x-coords
team2.counter.layerno = 2
team2.counter.font = 6,0,0
team2.counter10.font = 6,0,0
team2.counter10.palfx.mul = 255, 217, 179
team2.counter20.font = 6,0,0
team2.counter20.palfx.mul = 255, 153, 51
team2.counter30.font = 6,0,0
team2.counter30.palfx.mul = 255, 255, 77
team2.counter40.font = 6,0,0
team2.counter40.palfx.mul = 102, 255, 51
team2.counter50.font = 6,0,0
team2.counter50.palfx.mul = 51, 255, 214
team2.counter60.font = 6,0,0
team2.counter60.palfx.mul = 0, 153, 255
team2.counter70.font = 6,0,0
team2.counter70.palfx.mul = 204, 51, 255
team2.counter80.font = 6,0,0
team2.counter80.palfx.mul = 255, 26, 117
team2.counter90.font = 6,0,0
team2.counter90.palfx.mul = 255, 26, 26
team2.counter100.font = 6,0,0
team2.counter100.palfx.mul = 255, 26, 26
team2.counter100.palfx.sinmul = 90, 90, 90, 15
team2.counter.shake = 1   ;Set to 1 to shake count on hit
team2.counter.time = 7    ; length of the counter shake
team2.counter.mult = 0.05 ; counter shake intensity multiplier
team2.text.layerno = 2
;(text format %i = combo count, %d = combo damage, %p = combo damage percentage)
team2.text.text = "H!\n%p%" ;You can use %i to show count in the text, eg "%i Hit!"
team2.text.font = 7,0,0
team2.text.offset = 6,42  ;Offset of text
team2.text10.text = "H!!\n%p%" ;By inputting a number next to text, You can change certain elements of the combo text when a combo reaches a certain point.
team2.text10.font = 7,0,0
team2.text10.offset = 6,42
team2.text20.text = "H!!!\n%p%"
team2.text20.font = 7,0,0
team2.text20.offset = 6,42
team2.text30.text = "H!!!!\n%p%"
team2.text30.font = 7,0,0
team2.text30.offset = 6,42
team2.text40.text = "H!!!!!\n%p%"
team2.text40.font = 7,0,0
team2.text40.offset = 6,42
team2.text50.text = "H!!!!!!\n%p%"
team2.text50.font = 7,0,0
team2.text50.offset = 6,42
team2.text60.text = "H!!!!!!!\n%p%"
team2.text60.font = 7,0,0
team2.text60.offset = 6,42
team2.text70.text = "H!!!!!!!!\n%p%"
team2.text70.font = 7,0,0
team2.text70.offset = 6,42
team2.text80.text = "H!!!!!!!!!\n%p%"
team2.text80.font = 7,0,0
team2.text80.offset = 6,42
team2.text90.text = "H!!!!!!!!!!\n%p%"
team2.text90.font = 7,0,0
team2.text90.offset = 6,42
team2.text100.text = "H!!!!!!!!!!!\n%p%"
team2.text100.font = 7,0,0
team2.text100.offset = 6,42
team2.text100.palfx.mul = 256, 256, 256
team2.text100.palfx.sinmul = 90, 90, 90, 15
team2.displaytime = 90    ;Time to show text
team2.showspeed = 8       ;text showing up speed (1 = instant)
team2.hidespeed = 4       ;text hiding speed (the larger value, the faster speed)
team2.autoalign = 0

; (format combo damage percentage presentation)
format.decimal.places = 0
format.decimal.separator = .

;-----------------------------------------------------------
[Action]
; Buy popups: a per-side ticker that slides in from the outer edge and stacks UPWARD
; (newest at the anchor, older rising above it). Each buy is three styled segments the
; engine lays out in reading order — amount (prominent), unit (quiet), memo (secondary).
; The block is left-anchored at pos.x for A and right-anchored at pos.x for B, so it never
; runs off the edge no matter how long the text is. layout x comes from pos.x (the inner
; margin); segment offset.x stays 0. offset.y aligns each font's baseline to the amount.
; Buys are anchored near the bottom and stack UPWARD (negative spacing.y); the newest is
; at pos.y, older ones rise above it. They hold for displaytime, then fade out over
; fadetime (alpha by age), and `max` rolls off the oldest if buys outpace the fade.
; Layout per buy: line 1 = amount + "BNB" (engine inline); line 2 = memo, dropped by its
; offset.y. The block left-anchors at pos.x for A and right-anchors at pos.x for B.
team1.pos = 40,640        ; inner-left margin; y = the newest buy's first line (near bottom)
team1.max = 6             ; max simultaneous popups before the oldest is rolled off
team1.spacing = 0,-90     ; negative y => stack upward; magnitude = pitch between buys
team1.start.x = -240      ; slide-in start, off the left edge
team1.displaytime = 120   ; frames held at full opacity before fading (~2s @60fps)
team1.fadetime = 1800     ; frames to fade from full to invisible (30s @60fps)
team1.showspeed = 2       ; slide-in speed (1 = instant)
; Colors are baked into the font line (font = no,bank,align,r,g,b) so they apply to both
; bitmap and TTF fonts. Amount — primary, white. Menu2Small (font3, 20px) is ~half the
; height of Menu2 (font1, 38px), so this is the ~50% size reduction done with a real font
; rather than scaling a bitmap (which would resample the glyphs and look blurry).
team1.amount.font = 3,0,0,255,255,255
team1.amount.offset = 0,0
team1.amount.scale = 1,1
; Unit "BNB" — same line/baseline as the amount (offset.y 0), smallest, gold
team1.unit.font = 3,0,0,251,191,36
team1.unit.offset = 0,0
team1.unit.scale = 0.55,0.55
; Memo — the line right below the numerals; larger than BNB, light
team1.memo.font = 3,0,0,230,230,235
team1.memo.offset = 0,18
team1.memo.scale = 0.9,0.9

team2.pos = 1240,640      ; inner-right margin; the block right-anchors here, grows left
team2.max = 6
team2.spacing = 0,-90
team2.start.x = 1520      ; mirror: localcoord(1280) - 1520 = -240 slide-in from the right
team2.displaytime = 120
team2.fadetime = 1800
team2.showspeed = 2
team2.amount.font = 3,0,0,255,255,255
team2.amount.offset = 0,0
team2.amount.scale = 1,1
team2.unit.font = 3,0,0,251,191,36
team2.unit.offset = 0,0
team2.unit.scale = 0.55,0.55
team2.memo.font = 3,0,0,230,230,235
team2.memo.offset = 0,18
team2.memo.scale = 0.9,0.9

[Begin Action 400]
400,0, 0,0, -1, , AS80D128

;-----------------------------------------------------------
[Round]
match.wins = 2              ;Rounds needed to win a match (Depreciated, this setting can be configured in in-game options)
match.maxdrawgames = 1      ;Max number of drawgames allowed (-1 for infinite)
start.waittime = 30         ;Time to wait before starting intro

; Default position for all components
pos = 0,0

; ROUND X
round.time = 0              ;Time to show round display
;round.default.offset = 680, 380    ;Offset for anim
round.default.offset = 630, 480
; Default component to show for each round. Text can include a %i to
; the round number. Use "round.default.anim" for animation instead of
; text.
round.default.text = "R   %i"
;round.default.anim = 500
round.default.font = 9,0,0
round.default.displaytime = 55
round.default.scale = 1,1
round.default.snd = 0, 11
; Sounds to play for each round (optional, specify up to round 9)
round1.snd = 0,1
round2.snd = 0,2
round3.snd = 0,3
round4.snd = 0,4
round5.snd = 0,5
round6.snd = 0,6
round7.snd = 0,7
round8.snd = 0,8
round9.snd = 0,9
round.sndtime = 0           ;Time to play the sounds
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use
round1.offset = 640, 380
;round1.anim = 501
round2.offset = 640, 380
;round2.anim = 502
round3.offset = 640, 380
;round3.anim = 503
round4.offset = 640, 380
;round4.anim = 504
round5.offset = 640, 380
;round5.anim = 505
round6.offset = 640, 380
;round6.anim = 506
round7.offset = 640, 380
;round7.anim = 507
round8.offset = 640, 380
;round8.anim = 508
round9.offset = 640, 380
;round9.anim = 509


round.single.offset = 640, 480
round.single.font = 9, 0, 0
round.single.text = "G   r"
round.single.displaytime = 55
round.single.scale = 1, 1
round.single.snd = 0, 11

round.final.offset = 640, 480
round.final.font = 9, 0, 0
round.final.text = "F   R"
round.final.text = " "
;round.final.anim = 510
;round.final.bg0.anim = 511
;round.final.bg0.offset = 640, 380
round.final.displaytime = 55
round.final.scale = 1, 1
round.final.snd = 0, 10

; FIGHT
fight.time = 0              ;Time to show FIGHT component
fight.offset = 640, 400     ;Component for FIGHT display
fight.anim = 520
fight.bg1.offset = 640, 400
fight.bg1.anim = 521
fight.bg2.offset = 640, 400 
fight.bg2.anim = 522
fight.bg3.offset = 640, 400
fight.bg3.anim = 523     
fight.snd = 1,0             ;Sound to play
fight.sndtime = 5           ;Time to play sound

callfight.time = 60         ;Time to wait before starting fight
ctrl.time = 50              ;Time players get control after starting fight

; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 540, 400       ;Component for KO display
KO.anim    = 529 		;Dummy Animation to let bg play out
KO.bg0.anim = 533
KO.bg0.offset  = 830, 400
KO.bg1.anim = 532
KO.bg1.offset  = 430, 400
KO.bg2.anim = 531
KO.bg2.offset  = 830, 400      
KO.bg3.anim = 530
KO.bg3.offset  = 430, 400          
KO.snd     = 2,0            ;Sound to play for KO announcement

; Double KO
DKO.offset = 640, 400
DKO.anim    = 534		;Dummy animation to let bg play out
DKO.bg0.anim = 535
DKO.bg0.offset  = 640, 400
DKO.bg1.anim = 536
DKO.bg1.offset  = 640, 400
DKO.displaytime = 120
DKO.snd    = 2,1

; Time Over
TO.offset  = 640, 400
TO.anim = 540
TO.bg1.anim = 541
TO.bg1.offset  = 640, 400
TO.displaytime = 70
TO.snd     = 2,2
KO.sndtime = 0           ;Time to play sound for KO, DKO and TO.

slow.time = 60             ;Total KO slowdown length (in ticks)
slow.fadetime = 45         ;KO slowdown fade length (default: 75% of slow.time)
slow.speed = 0.25          ;KO slowdown game speed adjustment (default: 0.25)

over.hittime = 10          ;Time after KO that players can still damage each other (for double KO)
over.waittime = 45         ;Time to wait after KO before player control is stopped
over.wintime = 45          ;Time to wait before players change to win states
over.forcewintime = 900    ;Time to wait before forcing win states if any player is frozen
over.time = 300            ;Time to wait before round ends

; Win text
win.time = 60              ;Time to wait before showing win/draw message
p1.win.offset = 80, 705 
p1.win.bg1.anim = 580
p1.win.bg1.offset = 540, 610
p1.win.bg0.anim = 586
p1.win.bg0.offset = 640, 690
p1.win.font = 1,0,1
p1.win.text = "%s"
p1.win.displaytime = 180
p1.win.snd     = 2,3

p2.win.offset = 1200, 705 
p2.win.bg1.anim = 581
p2.win.bg1.offset = 740, 610
p2.win.bg0.anim = 586
p2.win.bg0.offset = 640, 690
p2.win.font = 1,0,-1
p2.win.text = "%s"
p2.win.displaytime = 180
p2.win.snd     = 2,3

; 2-player win text
p1.win2.offset = 80, 705 
p1.win2.bg1.anim = 580
p1.win2.bg1.offset = 540, 610
p1.win2.bg0.anim = 586
p1.win2.bg0.offset = 640, 690
p1.win2.font = 1,0,1
p1.win2.text = "%s and %s"
p1.win2.displaytime = 180
p1.win2.snd     = 2,3

p2.win2.offset = 1200, 705 
p2.win2.bg1.anim = 581
p2.win2.bg1.offset = 740, 610
p2.win2.bg0.anim = 586
p2.win2.bg0.offset = 640, 690
p2.win2.font = 1,0,-1
p2.win2.text = "%s and %s"
p2.win2.displaytime = 180
p2.win2.snd     = 2,3

; 3-player win text
p1.win3.offset = 80, 705 
p1.win3.bg1.anim = 580
p1.win3.bg1.offset = 540, 610
p1.win3.bg0.anim = 586
p1.win3.bg0.offset = 640, 690
p1.win3.font = 1,0,1
p1.win3.text = "Team %s"
p1.win3.displaytime = 180
p1.win3.snd     = 2,3

p2.win3.offset = 1200, 705 
p2.win3.bg1.anim = 581
p2.win3.bg1.offset = 740, 610
p2.win3.bg0.anim = 586
p2.win3.bg0.offset = 640, 690
p2.win3.font = 1,0,-1
p2.win3.text = "Team %s"
p2.win3.displaytime = 180
p2.win3.snd     = 2,3

; 4-player win text
p1.win4.offset = 80, 705 
p1.win4.bg1.anim = 580
p1.win4.bg1.offset = 540, 610
p1.win4.bg0.anim = 586
p1.win4.bg0.offset = 640, 690
p1.win4.font = 1,0,1
p1.win4.text = "Team %s"
p1.win4.displaytime = 180
p1.win4.snd     = 2,3

p2.win4.offset = 1200, 705 
p2.win4.bg1.anim = 581
p2.win4.bg1.offset = 740, 610
p2.win4.bg0.anim = 586
p2.win4.bg0.offset = 640, 690
p2.win4.font = 1,0,-1
p2.win4.text = "Team %s"
p2.win4.displaytime = 180
p2.win4.snd     = 2,3

; AI Win
ai.win.displaytime = 170
ai.win.offset = 640, 610
ai.win.font = 4,0
ai.win.scale = 1, 1
ai.win.anim = 583
ai.win.snd     = 2,4

ai.win2.displaytime = 170
ai.win2.offset = 640, 610
ai.win2.font = 4,0
ai.win2.scale = 1, 1
ai.win2.anim = 583
ai.win2.snd     = 2,4

ai.win3.displaytime = 170
ai.win3.offset = 640, 610
ai.win3.font = 4,0
ai.win3.scale = 1, 1
ai.win3.anim = 583
ai.win3.snd     = 2,4

ai.win4.displaytime = 170
ai.win4.offset = 640, 610
ai.win4.font = 4,0
ai.win4.scale = 1, 1
ai.win4.anim = 583
ai.win4.snd     = 2,4

; AI Lose
ai.lose.displaytime = 170
ai.lose.offset = 640, 610
ai.lose.font = 4,0
ai.lose.scale = 1, 1
ai.lose.anim = 582
ai.lose.snd     = 2,3

ai.lose2.displaytime = 170
ai.lose2.offset = 640, 610
ai.lose2.font = 4,0
ai.lose2.scale = 1, 1
ai.lose2.anim = 582
ai.lose2.snd     = 2,3

ai.lose3.displaytime = 170
ai.lose3.offset = 640, 610
ai.lose3.font = 4,0
ai.lose3.scale = 1, 1
ai.lose3.anim = 582
ai.lose3.snd     = 2,3

ai.lose4.displaytime = 170
ai.lose4.offset = 640, 610
ai.lose4.font = 4,0
ai.lose4.scale = 1, 1
ai.lose4.anim = 582
ai.lose4.snd     = 2,3

; Draw text
draw.offset  = 640, 400
draw.anim = 544
draw.bg0.anim = 545
draw.bg0.offset  = 640, 400
draw.bg1.anim = 546
draw.bg1.offset  = 640, 400
draw.displaytime = 80
draw.snd     = 2,5
; Perfect text
p1.perfect.pos = 640, 380
p1.perfect.bg.anim = 550
p1.perfect.bg.layerno = 1
p1.perfect.time = 86
p1.perfect.displaytime = 125
p1.perfect.snd = 2, 6
p1.perfect.sndtime = 125

p2.perfect.pos = 640, 380
p2.perfect.bg.anim = 550
p2.perfect.bg.layerno = 1
p2.perfect.time = 86
p2.perfect.displaytime = 125
p2.perfect.snd = 2, 6
p2.perfect.sndtime = 125

p1.clutch.pos = 640, 380
p1.clutch.bg.anim = 551
p1.clutch.bg.layerno = 1
p1.clutch.time = 125
p1.clutch.displaytime = 110
p1.clutch.snd = 2, 7
p1.clutch.sndtime = 125

p2.clutch.pos = 640, 380
p2.clutch.bg.anim = 551
p2.clutch.bg.layerno = 1
p2.clutch.time = 125
p2.clutch.displaytime = 110
p2.clutch.snd = 2, 7
p2.clutch.sndtime = 125

; Fade
fadein.time = 30           ;round start fade time (default: 30)
fadein.col = 0, 0, 0       ;round start fade color (default: 0,0,0)
fadeout.time = 30          ;round end fade time (default: 30, extends over.time if fadeout.time is longer)
fadeout.col = 0, 0, 0      ;round end fade color (default: 0,0,0)
shutter.time = 15          ;skip intro fade time (default: 15, whole anim is twice as long)
shutter.col = 0, 0, 0      ;skip intro fade color (default: 0,0,0)

; Animations

; ROUND
[Begin Action 500]
Interpolate Offset
500,0, -1200,0, 10
Interpolate Offset
500,0, -200,0, 45
Interpolate Offset
500,0, -150,0, 10
Interpolate Offset
500,0, 1000,0, 1

; 1
[Begin Action 501]
Interpolate Offset
500,1, 1000,0, 10
Interpolate Offset
500,1, 200,0, 45
Interpolate Offset
500,1, 150,0, 10
Interpolate Offset
500,1, -1000,0, 1

; 2
[Begin Action 502]
Interpolate Offset
500,2, 1000,0, 10
Interpolate Offset
500,2, 200,0, 45
Interpolate Offset
500,2, 150,0, 10
Interpolate Offset
500,2, -1000,0, 1

; 3
[Begin Action 503]
Interpolate Offset
500,3, 1000,0, 10
Interpolate Offset
500,3, 200,0, 45
Interpolate Offset
500,3, 150,0, 10
Interpolate Offset
500,3, -1000,0, 1


; 4
[Begin Action 504]
Interpolate Offset
500,4, 1000,0, 10
Interpolate Offset
500,4, 200,0, 45
Interpolate Offset
500,4, 150,0, 10
Interpolate Offset
500,4, -1000,0, 1

; 5
[Begin Action 505]
Interpolate Offset
500,5, 1000,0, 10
Interpolate Offset
500,5, 200,0, 45
Interpolate Offset
500,5, 150,0, 10
Interpolate Offset
500,5, -1000,0, 1

; 6
[Begin Action 506]
Interpolate Offset
500,6, 1000,0, 10
Interpolate Offset
500,6, 200,0, 45
Interpolate Offset
500,6, 150,0, 10
Interpolate Offset
500,6, -1000,0, 1

; 7
[Begin Action 507]
Interpolate Offset
500,7, 1000,0, 10
Interpolate Offset
500,7, 200,0, 45
Interpolate Offset
500,7, 150,0, 10
Interpolate Offset
500,7, -1000,0, 1

; 8
[Begin Action 508]
Interpolate Offset
500,8, 1000,0, 10
Interpolate Offset
500,8, 200,0, 45
Interpolate Offset
500,8, 150,0, 10
Interpolate Offset
500,8, -1000,0, 1

; 9
[Begin Action 509]
Interpolate Offset
500,9, 1000,0, 10
Interpolate Offset
500,9, 200,0, 45
Interpolate Offset
500,9, 150,0, 10
Interpolate Offset
500,9, -1000,0, 1



; FINAL
[Begin Action 510]
Interpolate Offset
500,10, -1200,0, 10
Interpolate Offset
500,10, -250,0, 45
Interpolate Offset
500,10, -200,0, 10
Interpolate Offset
500,10, 1000,0, 1

; ROUND (Final)
[Begin Action 511]
Interpolate Offset
500,0, 1000,0, 10
Interpolate Offset
500,0, 250,0, 45
Interpolate Offset
500,0, 200,0, 10
Interpolate Offset
500,0, -1000,0, 1

; GET
[Begin Action 510]
Interpolate Offset
501,0, -1200,0, 10
Interpolate Offset
501,0, -200,0, 45
Interpolate Offset
501,0, -150,0, 10
Interpolate Offset
501,0, 1000,0, 1
; READY
[Begin Action 513]
Interpolate Offset
501,1, 1000,0, 10
Interpolate Offset
501,1, 250,0, 45
Interpolate Offset
501,1, 200,0, 10
Interpolate Offset
501,1, -1000,0, 1

; FIG )Top)
[Begin Action 520]
511,0, -640,-640, 10
Interpolate Offset
510,0, 0,0, 32
510,0, 0,0, 10
Interpolate Offset
510,0, -640,0, 1

; HT! (Top)
[Begin Action 521]
511,1, 640,-640, 10
Interpolate Offset
510,1, 0,0, 32
510,1, 0,0, 10
Interpolate Offset
510,1, 640,0, 1

; FIG (Bottom)
[Begin Action 522]
511,2, -640,640, 10
Interpolate Offset
510,2, 0,0, 32
510,2, 0,0, 10
Interpolate Offset
510,2, -640,0, 1

; HT! (Bottom)
[Begin Action 523]
511,3, 640,640, 10
Interpolate Offset
510,3, 0,0, 32
510,3, 0,0, 10
Interpolate Offset
510,3, 640,0, 1

; Dummy Anim for KO
[Begin Action 529]
-1,0, 0,0, 141

; K
[Begin Action 530]
-1,0, 0,0, 40
Interpolate Blend
Interpolate Scale
522,0, 0,0, 10, , AS0D256, 1.25,1.25
Interpolate Blend
Interpolate Scale
520,0, 0,0, 20
520,0, 0,0, 10
Interpolate Offset
520,0, -10,-10, 50
Interpolate Offset
520,0, -10,-10, 10
Interpolate Offset
520,0, -640,-10, 1

; O
[Begin Action 531]
-1,0, 0,0, 40
Interpolate Blend
Interpolate Scale
522,1, 0,0, 10, , AS0D256, 1.25,1.25
Interpolate Blend
Interpolate Scale
520,1, 0,0, 20
520,1, 0,0, 10
Interpolate Offset
520,1, -10,-10, 50
Interpolate Offset
520,1, -10,-10, 10
Interpolate Offset
520,1, 640,-10, 1

; K (Shadow)
[Begin Action 532]
-1,0, 0,0, 20
Interpolate Blend
Interpolate Scale
-1,1, 0,0, 30, , AS0D256, 1.25,1.25
Interpolate Blend
Interpolate Scale
521,0, 0,0, 20
521,0, 0,0, 10
Interpolate Offset
521,0, 10,10, 50
Interpolate Offset
521,0, 10,10, 10
Interpolate Offset
521,0, -640,10, 1

; O (Shadow)
[Begin Action 533]
-1,0, 0,0, 20
Interpolate Blend
Interpolate Scale
-1,1, 0,0, 30, , AS0D256, 1.25,1.25
Interpolate Blend
Interpolate Scale
521,1, 0,0, 20
521,1, 0,0, 10
Interpolate Offset
521,1, 10,10, 50
Interpolate Offset
521,1, 10,10, 10
Interpolate Offset
521,1, 640,10, 1
; DOUBLE
[Begin Action 535]
523,0, 0,-640, 40
523,0, 0,-640, 10
Interpolate Offset
523,0, 0,0, 50
Interpolate Offset
523,0, 0,0, 10
Interpolate Offset
523,0, -960,0, 10

; KO (Double)
[Begin Action 536]
523,1, 0,640, 40
Interpolate Offset
523,1, 0,640, 10
Interpolate Offset
523,1, 0,0, 50
523,1, 0,0, 10
Interpolate Offset
523,1, 960,0, 10

; TIME
[Begin Action 540]
Interpolate Offset
525,0, -1200,-60, 10
Interpolate Offset
525,0, -100,-60, 50
Interpolate Offset
525,0, -90,-60, 10
Interpolate Offset
525,0, -90,-660, 10

; UP
[Begin Action 541]
Interpolate Offset
525,1, 1200,60, 10
Interpolate Offset
525,1, 100,60, 50
Interpolate Offset
525,1, 90,60, 10
Interpolate Offset
525,1, 90,660, 10

; Dummy for Draw Game
[Begin Action 544]
-1,0, 0,0, 80

; DRAW
[Begin Action 545]
-1,0, 0,0, 60
526,0, -732,0, 10
Interpolate Offset
526,0, -232,0, 50
Interpolate Blend
526,0, -232,0, 10, , AS256D0
Interpolate Blend
Interpolate Offset
526,0, -232,60, 10, , AS0D256

; GAME
[Begin Action 546]
-1,0, 0,0, 60
526,1, 732,0, 10
Interpolate Offset
526,1, 232,0, 50
526,1, 232,0, 10, , AS256D0
Interpolate Blend
Interpolate Offset
526,1, 232,60, 10, , AS0D256

; PERFECT
[Begin Action 550]
-1,0, 0,0, 10
527,1, 1080,0, 10
Interpolate Offset
527,1, 0,0, 20
Interpolate Blend
527,2, 0,0, 10, , AS0D128
Interpolate Blend
527,2, 0,0, 3, , A
527,0, 0,0, 50
527,0, 0,0, 10, , AS256D0
Interpolate Blend
527,0, 0,0, -1, , AS0D256

; CLOSE ONE
[Begin Action 551]
528,0, 0,-60, 30, , AS0D256
Interpolate Offset
Interpolate Blend
528,0, 0,0, 10
528,0, 0,0, 10
Interpolate Offset
Interpolate Angle
528,0, 0,30, 40, , AS256D0,, , -4
528,0, 0,30, 10, , AS256D0,, , -4
Interpolate Blend
528,0, 0,30, 10, , AS0D256,, , -4


; WINNER P1
[Begin Action 580]
530,0, -1200,0, 60
Interpolate Offset
530,0, -1200,0, 10
Interpolate Offset
530,0, -200,0, 150
Interpolate Offset
530,0, -160,0, 10
Interpolate Offset
530,0, 1200,0, -1

; WINNER P2
[Begin Action 581]
-1,0, 0,0, 60
Interpolate Offset
530,0, 1200,0, 10
Interpolate Offset
530,0, 200,0, 150
Interpolate Offset
530,0, 160,0, 10
Interpolate Offset
530,0, -1200,0, -1

; YOU WIN
[Begin Action 582]
Interpolate Offset
530,1, -1200,0, 10
Interpolate Offset
530,1, -20,0, 150
Interpolate Offset
530,1, 20,0, 10
Interpolate Offset
530,1, 1200,0, -1

; YOU LOSE
[Begin Action 583]
Interpolate Offset
530,2, 1200,0, 10
Interpolate Offset
530,2, 20,0, 150
Interpolate Offset
530,2, -20,0, 10
Interpolate Offset
530,2, -1200,0, -1

; Name Banner
[Begin Action 586]
551,0, 0,0, 60, , AS0D256
551,0, 0,0, 10, , AS0D256
Interpolate Blend
551,0, 0,0, 160, , AS256D0
551,0, 0,0, 10, , AS256D0
Interpolate Blend
551,0, 0,0, -1, , AS0D256

;-----------------------------------------------------------
[WinIcon]
p1.pos = 544,120
p2.pos = 736,120
; Background icon
p1.bg0.spr = 120,0
p2.bg0.spr = 120,0
; Offset for next icon (x,y)
p1.iconoffset = -32,0  
p2.iconoffset = 32,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,5
p1.counter.font = 4,0,0, 230,255,242
p2.counter.offset = 0,5
p2.counter.font = 4,0,0, 255,242,242
; Win by normal
p1.n.spr = 100,0
p2.n.spr = 100,0
; Win by special
p1.s.spr = 101,0
p2.s.spr = 101,0
; Win by hyper (super)
p1.h.spr = 102,0
p2.h.spr = 102,0
; Win by normal throw
p1.throw.spr = 103,0
p2.throw.spr = 103,0
; Win by cheese
p1.c.spr = 104,0
p2.c.spr = 104,0
; Win by time over
p1.t.spr = 105,0
p2.t.spr = 105,0
; Win by suicide
p1.suicide.spr = 106,0
p2.suicide.spr = 106,0
; Opponent beaten by his own teammate
p1.teammate.spr = 107,0
p2.teammate.spr = 107,0
; Win by perfect (overlay icon)
p1.perfect.spr = 110,0
p2.perfect.spr = 110,0
; Win by clutch (overlay icon)
p1.clutch.spr = 111,0
p2.clutch.spr = 111,0
; Use icons up until this number of wins
useiconupto = 4

;-----------------------------------------------------------
[WinCount]
p1.pos = 586,24
;p1.bg.spr = 
p1.text.font = 8,0, -1
p1.text.text = WINS %s

p2.pos = 696,24
;p2.bg.spr = 
p2.text.font = 8,0, 1
p2.text.text = WINS %s

p1.enabled.netplayversus = 1
p1.enabled.versus = 1
p1.enabled.versuscoop = 1

p2.enabled.netplayversus = 1
p2.enabled.versus = 1
p2.enabled.versuscoop = 1

;-----------------------------------------------------------
[Timer]
pos = 586,16
;bg.spr = 
text.font = 8,0, -1
; Time format: %m = minutes, %s = seconds, %x = milliseconds
text.text = TIME: %m:%s.%x

enabled.timeattack = 1
enabled.timechallenge = 1

;-----------------------------------------------------------
[Score]
p1.pos = 586,24
;p1.bg.spr = 
p1.text.font = 8,0, -1
p1.text.text = %s

p2.pos = 696,24
;p2.bg.spr = 
p2.text.font = 8,0, 1
p2.text.text = %s

score.min = 0
score.max = 9999999
format.integer.pad = 1
format.integer.separator = 
format.decimal.places = 0
format.decimal.separator = .

p1.enabled.arcade = 1
p1.enabled.bossrush = 1
p1.enabled.freebattle = 1
p1.enabled.netplayteamcoop = 1
p1.enabled.scorechallenge = 1
p1.enabled.teamcoop = 1
p1.enabled.training = 1

;-----------------------------------------------------------
[Match]
pos = 586,24
;bg.spr = 
text.font = 8,0, -1
text.text = STAGE %s

enabled.netplaysurvivalcoop = 1
enabled.survival = 1
enabled.survivalcoop = 1
enabled.vs100kumite = 1

;-----------------------------------------------------------
[AILevel]
p1.pos = 586,24
;p1.bg.spr = 
p1.text.font = 8,0, -1
; %s = integer value, %p = percentage
p1.text.text = CPU-%s

p2.pos = 696,24
;p2.bg.spr = 
p2.text.font = 8,0, 1
p2.text.text = CPU-%s

format.decimal.places = 0
format.decimal.separator = .

p1.enabled.watch = 1

p2.enabled.arcade = 1
p2.enabled.bossrush = 1
p2.enabled.freebattle = 1
p2.enabled.netplaysurvivalcoop = 1
p2.enabled.netplayteamcoop = 1
p2.enabled.scorechallenge = 1
p2.enabled.survival = 1
p2.enabled.survivalcoop = 1
p2.enabled.teamcoop = 1
p2.enabled.timeattack = 1
p2.enabled.timechallenge = 1
p2.enabled.training = 1
p2.enabled.vs100kumite = 1
p2.enabled.watch = 1

;-----------------------------------------------------------
[Mode]
demo.pos = 1138,35
;demo.bg.spr = 
demo.text.font = 8,0, -1
demo.text.text = Demo Mode

;-----------------------------------------------------------
; How to customize
;-----------------------------------------------------------
; First of all, set filenames under [Files].
; 
; Next, you can customize each component of the fight screen. A component can be
; anything from a piece of the lifebar, to the text that signals a K.O.
;
; Each component starts with its name, followed by a period, and then the names
; of its elements. For example, a component named "bg" with an element of "anim"
; looks like "bg.anim".
;
; There are several main element types:
;   1. anim (animation)
;   2. spr  (sprite)
;   3. font (text)
;   4. snd  (sound)
; 
; 1. anim
;    Format: anim = actionno
;    actionno is the number of the action to use. You must specify a valid
;    action that is defined within this file. The sprites for the animation come
;    from the file given for the "sff" parameter in the [Files] group below. You
;    can define your animation actions anywhere in this file, as long as it does
;    not come in the middle of a group (an example of a group is the block of
;    text starting with [Files], and ending on the next group [Lifebar]).
;    For example, to use action 5 for the p1.bg0 component:
;      p1.bg0.anim = 5
;
; 2. spr
;    Format: spr = spritegrp, spriteno
;    This is the identifier pair for the sprite you to display.
;    For example, to show sprite 103,0 for a component named p1.throw:
;      p1.throw.spr = 103,0
;
; 3. font
;    Format: font = fontno, fontbank, alignmnt, R, G, B
;            text = text
;    This lets you set the font (and optionally the content text).
;    - fontno is the number of the font defined under [Files]. For instance, for
;    the line "font2 = font/num1.fnt", the fontno is 2.
;    - fontbank is the color bank of the font to use. Refer to the font for what
;    color banks it has.
;    - alignmt is a number representing the text alignment. 1 is left, 0 means
;    center, and -1 is for right-alignment.
;    - R, G, B are the color adjustment values for the font. RGB values default
;    to 256,256,256 (no color adjustment).
;    All font values are optional. If fontno is omitted, no text will be drawn.
;
;    The "text" element should accompany the "font" element wherever necessary.
;    The following example will display "FIGHT!" using font 1, bank 1, with
;    center-alignment.
;      fight.font = 1,1, 0
;      fight.text = FIGHT!
;
; 4. snd
;    Format: snd = sndgrp, sndno
;    This is the identifier pair for the sound effect to play. The .snd file
;    that the sound is played from is given in the "snd" parameter in the
;    [Files] group. This plays sound 21,0 for the "level1" component.
;      level1.snd = 21,0
; 
; Take note that the anim, spr and font element types are mutually exclusive;
; you can only use one of them per component.
;
; The types of elements supported vary with the component. Usually the anim, spr
; and font elements are interchangeable for a component. However, in some cases
; only one element type may be used. An example of this is found under [Combo]:
;   counter.font = 2,4  ;Font for combo counter
; You cannot use an animation or a sprite to represent a numeric counter, so it
; only makes sense to define a font for use.
;
; There are other element types that do nothing on their own. They can be used
; with display element types (spr, anim and font) to gain more control. These
; have no meaning when used with the snd element.
;   5.  offset
;   6.  displaytime
;   7.  facing
;   8.  vfacing
;   9.  layerno
;   10. scale
;   11. angle
;   12. window 
;
; 5. offset
;   Format: offset = x, y
;   Displaces the display element horizontally by x pixels, and vertically by y
;   pixels. If this element is omitted, the offset is assumed to be 0,0.
;
; 6. displaytime
;   Format: displaytime = time_in_ticks
;   This element defines the time to display the component. If omitted, the
;   default display time varies with element type. For spr and font elements,
;   the default displaytime is 1. For anim, it is the looptime of the animation.
;   This example displays the text "FIGHT!" for 45 game ticks:
;     fight.font = 1,1, 0
;     fight.text = FIGHT!
;     fight.displaytime = 45
;
; 7. facing
;   Format: facing = dir
;   Sets the horizontal flipping of the display element. 1 means no flipping,
;   and -1 means flip horizontally. Does not affect "font" elements. Defaults to
;   1 if omitted.
;
; 8. vfacing
;   Format: vfacing = dir
;   Sets the vertical flipping of the display element. 1 means no flipping, and
;   -1 means flip vertically. Does not affect "font" elements. Defaults to 1 if
;   omitted.
;
; 9. layerno
;   Format: layerno = no
;   This element lets you set the layer to which the display element will be
;   drawn on. 0 is in front of the background, but behind the players. 1 is in
;   front of the players, but behind the foreground. 2 is in front of the
;   foreground. The default is 0 in most cases.
;   An example of where this might be useful is when you want to have the life
;   or power bars appear on top. In that case, set all the components to have
;   layerno = 2.
;
; 10. scale
;   Format: scale = xscale, yscale
;   Scales the display element by a horizontal scale factor of xscale, and
;   vertically by a factor of yscale. Defaults to 1,1 if omitted.
;
; 11. angle
;   Format: angle = degrees
;   Draws the element rotated by the specified angle.
;   Currently does not affect "font" elements.
;
; 12. window 
;   Format: window = x1, y1, x2, y2
;   Specify window with four coordinates x1, y1, x2, and y2 respectively.
;   Considering the upper left corner of the screen as (0,0), these coordinates
;   are taken to form a rectangular box with (x1,y1) and (x2,y2) at opposite
;   corners. Only the part of the display element type that comes within this
;   box (the "window") will be drawn. If you do not need the windowing effect,
;   omit this line entirely.
;
; Some components have additional elements specific
; to themselves.
