; Definitions of system screens

; Motif: IKEMEN1 with 24 Slots
; Optimal resolution: 1280x720
; Supported languages: en, ja

; Notes about fonts:
;   - fonts can be specified in the [Files] section (no limit to how many),
;     alternatively, you can point directly to the file path in the parameter:
;     i.e: menu.item.font = font/menu1.def, 0, -1
;   - fonts indexed here do not refer to the ones in fight.def
;   - fonts are search in directories in the following order:
;     1. system directory
;     2. ikemen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/

;----------------------------
[Info]
name = IKEMEN1              ;Name of motif
author = Ohmga Shironeko    ;Motif author name
versiondate = 03,06,2026    ;Version date of motif (MM-DD-YYYY) (new in MUGEN 1.0)
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 (new in MUGEN 1.0)

;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your Ikemen 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]
spr = system.sff            ;Filename of sprite data
snd = system.snd            ;Filename of sound data
logo.storyboard = logo.def  ;Logo storyboard definition (optional)
;intro.storyboard =         ;Intro storyboard definition (optional)
select = select.def         ;Character and stage selection list
fight = fight.def           ;Fight definition filename
font1 = f-4x6.def
font2 = ikemen1/fonts/Pixel.def
font3 = ikemen1/fonts/Menu2.def
font4 = ikemen1/fonts/Menu1.def
font5 = Open_Sans.def
;font5.height = 36          ;Uncomment to override the size of the font (Truetype fonts only)
font6 = infofont.def
font7 = Open_Sans.def
font8 = ikemen1/fonts/Timer.def
font9 = ikemen1/fonts/PixelFlat.def
module =                    ;External Lua code

;----------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you do not want music. If an invalid filename is
 ;given, then no music will play.
 ;To play mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
 ;Music will continue to play between screens if the files names
 ;are the same, and both BGMs are specified to loop.
  ;Music to play at title screen.
title.bgm = sound/Title.mp3
title.bgm.volume = 100    ;volume scaling factor in percent. 100 is default
title.bgm.loop = 1        ;Set to 0 to prevent looping
title.bgm.loopstart = 
title.bgm.loopend = 
  ;Music to play at char select screen.
select.bgm = sound/Select.mp3
select.bgm.volume = 100
select.bgm.loop = 1
select.bgm.loopstart = 
select.bgm.loopend = 
  ;Music to play at versus screen.
vs.bgm = sound/Versus.mp3
vs.bgm.volume = 100
vs.bgm.loop = 0
vs.bgm.loopstart = 
vs.bgm.loopend = 
  ;Music to play at victory screen.
victory.bgm = sound/Winner.mp3
victory.bgm.volume = 100
victory.bgm.loop = 0
victory.bgm.loopstart = 
victory.bgm.loopend = 
  ;Music to play at option screen.
option.bgm = 
option.bgm.volume = 100
option.bgm.loop = 1
option.bgm.loopstart = 
option.bgm.loopend = 
  ;Music to play at replay screen.
replay.bgm = 
replay.bgm.volume = 100
replay.bgm.loop = 1
replay.bgm.loopstart = 
replay.bgm.loopend = 
  ;Music to play at continue screen.
continue.bgm = sound/Continue.mp3
continue.bgm.volume = 100
continue.bgm.loop = 0
continue.bgm.loopstart = 
continue.bgm.loopend = 
  ;Music to play at results screen.
results.bgm = 
results.bgm.volume = 100
results.bgm.loop = 1
results.bgm.loopstart = 
results.bgm.loopend = 
  ;Music to play at hiscore screen.
hiscore.bgm = 
hiscore.bgm.volume = 100
hiscore.bgm.loop = 1
hiscore.bgm.loopstart = 
hiscore.bgm.loopend = 

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 1240,330
menu.tween.factor = 0.5
menu.item.font = 4,0,-1
menu.item.active.font = 4,0,-1, 123,206,255
menu.item.spacing = 0, 54
menu.item.layerno = 2
menu.item.active.layerno = 2

loading.font = 9, 0, -1, 191, 191, 191, 255, -1
loading.offset = 1200, 680
loading.scale = 1.5, 1.5
loading.xshear = 0.25
loading.text = NOW LOADING...
	
footer.title.font = default-3x5.def, 0, 1, 191, 191, 191, 255, -1
footer.title.offset = 5, 721
footer.title.scale = 3,3

footer.info.font = default-3x5.def, 0, 0, 191, 191, 191, 255, -1
footer.info.offset = 640, 721
footer.info.scale = 3,3

footer.version.font = default-3x5.def, 0, -1, 191, 191, 191, 255, -1
footer.version.offset = 1275, 721
footer.version.scale = 3,3

footer.overlay.col = 0, 0, 64
footer.overlay.alpha = 255, 100
footer.overlay.window = 0, 700, 1280, 720

;Network menu
connecting.offset = 640, 393
connecting.font = 7,0,0
connecting.scale = 1.0, 1.0
connecting.text = Waiting for player 2... (%s)
connecting.join.text = Now connecting to %s... (%s)
;connecting.overlay.window = 0, 0, 1280, 720
connecting.overlay.col = 0, 0, 0
connecting.overlay.alpha = 0, 128
textinput.offset = 189, 393
textinput.font = 7,0,1
textinput.scale = 1.0, 1.0
textinput.name.text = Enter Host display name, e.g. John.\nExisting entries can be removed with DELETE button.
textinput.address.text = Enter Host IP address, e.g. 127.0.0.1\nCopied text can be pasted with INSERT button.
;textinput.overlay.window = 0, 0, 1280, 720
textinput.overlay.col = 0, 0, 0
textinput.overlay.alpha = 0, 128

; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 40, 30
menu.window.visibleitems = 6
menu.boxcursor.visible = 0         ;Set to 1 to enable default cursor display
menu.boxcursor.tween.snap = 1      ;Set to 0 to disable cursor snap on menu section change
menu.boxcursor.tween.factor = 0.5
menu.boxcursor.coords = -646,-45,45,6
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

; Flexible submenu grouping.
;Full documentation of this feature is available on Ikemen GO features wiki

; Submenu: Arcade
menu.itemname.menuarcade = ARCADE
menu.itemname.menuarcade.arcade = SINGLE MODE
menu.itemname.menuarcade.teamarcade = TEAM ARCADE
menu.itemname.menuarcade.teamcoop = TEAM CO-OP
menu.itemname.menuarcade.back = BACK

; Submenu: Versus
menu.itemname.menuversus = VS MODE
menu.itemname.menuversus.versus = 1P VS 2P
menu.itemname.menuversus.teamversus = TEAM VERSUS
menu.itemname.menuversus.versuscoop = VERSUS CO-OP
menu.itemname.menuversus.freebattle = QUICK MATCH
menu.itemname.menuversus.back = BACK

; Submenu: Story Mode
menu.itemname.storymode = STORY MODE
; story arcs menu items are automatically added before storymode.back
menu.itemname.storymode.back = BACK

; Submenu: Network
menu.itemname.menunetwork = NETWORK
menu.itemname.menunetwork.serverhost = HOST GAME
menu.itemname.menunetwork.serverjoin = JOIN GAME
menu.itemname.menunetwork.back = BACK

; known IP addresses show up before serverjoin.back item
menu.itemname.menunetwork.serverjoin.joinadd = NEW ADDRESS
menu.itemname.menunetwork.serverjoin.back = BACK

; This group is hidden and should not be moved to other menus.
; It's opened automatically, after synchronization with online player.
menu.itemname.server.netplayversus = VERSUS 2P
menu.itemname.server.netplayteamcoop = ARCADE CO-OP
menu.itemname.server.netplaysurvivalcoop = SURVIVAL CO-OP
menu.itemname.server.back = EXIT

; Submenu: Practice
menu.itemname.menupractice = PRACTICE
menu.itemname.menupractice.training = TRAINING
menu.itemname.menupractice.back = BACK

; Submenu: Mission
menu.itemname.menumission = MISSION
menu.itemname.menumission.survival = SURVIVAL
menu.itemname.menumission.survivalcoop = SURVIVAL CO-OP
menu.itemname.menumission.timeattack = TIME ATTACK
menu.itemname.menumission.bonusgames = BONUS GAMES
menu.itemname.menumission.back = BACK

; Submenu: Mission => Bonus Games
; bonus characters menu items are automatically added before bonusgames.back
menu.itemname.menumission.bonusgames.back = BACK

; Submenu: Watch Mode
menu.itemname.menuwatch = WATCH MODE
menu.itemname.menuwatch.watch = CPU MATCH
menu.itemname.menuwatch.randomtest = RANDOMTEST
menu.itemname.menuwatch.replay = REPLAY
menu.itemname.menuwatch.back = BACK

; Options
menu.itemname.options = OPTIONS

; Exit Game
menu.itemname.exit = EXIT

;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 255,255,255

[TitleBG Background Sky]
type = normal
spriteno = 100,0
layerno = 0
start = -640,0

[TitleBG Background Clouds Top]
type = normal
spriteno = 100,2
layerno = 0
start = -640, -50
tile = 1,0
velocity = -0.1, 0
window = 0,0, 1279,959
mask = 1

[TitleBG Background Clouds Bottom]
type = normal
spriteno = 100,3
layerno = 0
start = -640, 0
tile = 1,0
velocity = -0.7, 0
window = 0,0, 1279,959
mask = 1


[TitleBG Background Black Bars]
type = normal
spriteno = 100,1
layerno = 0
start = -640,0
trans = add1
mask = 1


[TitleBG Background Black Menu Bars]
type = normal
spriteno = 98,0
layerno = 0
start = 640,282
trans = add1
mask = 1

[TitleBG Title LogoShadow]
type = normal
spriteno = 0, 2
layerno = 1
start = -250,155
mask = 1
alpha = 256,96
trans = add
sin.y = 15, 264, 2

[TitleBG Title LogoShadow]
type = normal
spriteno = 0, 3
layerno = 1
start = -250,155
mask = 1
alpha = 256,96
trans = add
sin.y = 15, 264, 32

[TitleBG Title Logo]
type = normal
spriteno = 0, 0
layerno = 1
start = -250,155
mask = 1
sin.y = 15, 264, 2

[TitleBG Title Logo 2]
type = normal
spriteno = 0, 1
layerno = 1
start = -250,155
mask = 1
sin.y = 15, 264, 32

;----------------------------
[Infobox] ;(new in MUGEN 1.0)
title.offset = 640,38
title.font = 4,0,0
title.scale = 1.0, 1.0
title.text = 
text.offset = 189, 393
text.font = 7,0,1
text.scale = 1.0, 1.0
;overlay.window = 0, 0, 1280, 720
overlay.col = 0, 0, 0
overlay.alpha = 0, 128

;----------------------------
[Infobox Text]
Welcome to I.K.E.M.E.N GO engine! (%s - %s)

* This is a public development release, for testing purposes.
* This build may contain bugs and incomplete features.
* Your help and cooperation are appreciated!
* Source code: https://github.com/ikemen-engine/Ikemen-GO
* Bug reports: https://github.com/ikemen-engine/Ikemen-GO/issues
* Docs: https://github.com/ikemen-engine/Ikemen-GO/wiki

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 10
columns = 8
wrapping = 0                       ;1 to let cursor wrap around
pos = 525,195                      ;Position to draw to
showemptyboxes = 1                 ;1 to show empty boxes
moveoveremptyboxes = 1             ;1 to allow cursor to move over empty boxes
cell.size = 24,24                  ;x,y size of each cell (in pixels)
cell.spacing = 4                   ;Space between each cell
cell.bg.spr = 150,0                ;Note: Don't use animation for cells
cell.bg.scale = .25,.25
cell.random.spr = 151,0            ;Icon for random select (don't use animation)
cell.random.switchtime = 4         ;Time to wait before changing to another random portrait
cell.random.scale = .25,.25
p1.cursor.tween.factor = 0.5, 0.5
p1.cursor.startcell = 0,0
p1.cursor.active.anim = 160
p1.cursor.active.scale = .25,.25
p1.cursor.done.spr = 161,0
p1.cursor.done.scale = .25,.25
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.tween.factor = 0.25, 0.25
p2.cursor.startcell = 0,0
p2.cursor.active.anim = 170
p2.cursor.active.scale = .25,.25
p2.cursor.done.spr = 171,0
p2.cursor.done.scale = .25,.25
p2.cursor.blink = 0                ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0
p3.cursor.startcell = 3,0
p3.cursor.active.anim = 172
p3.cursor.active.scale = .25,.25
p3.cursor.done.spr = 173,0
p3.cursor.done.scale = .25,.25
p3.cursor.move.snd = 100,0
p3.cursor.done.snd = 100,1
p3.random.move.snd = 100,0
p4.cursor.startcell = 3,2
p4.cursor.active.anim = 174
p4.cursor.active.scale = .25,.25
p4.cursor.done.spr = 175,0
p4.cursor.done.scale = .25,.25
p4.cursor.move.snd = 100,0
p4.cursor.done.snd = 100,1
p4.random.move.snd = 100,0
random.move.snd.cancel = 0         ;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.spr = 9000,0
portrait.offset = 0,0
portrait.scale = .25,.25
title.offset = 640,48              ;Position of title (Arcade Mode, etc)
title.font = 4,0,0                 ;Font of title (-1 for none)
title.layerno = 2

; Text rendered using title element (hardcoded in Mugen)
;title.<gamemode>.text = 
title.arcade.text = ARCADE
title.teamarcade.text = TEAM ARCADE
title.teamcoop.text = TEAM CO-OP
title.versus.text = VERSUS
title.teamversus.text = TEAM VERSUS
title.versuscoop.text = VERSUS CO-OP
title.freebattle.text = QUICK MATCH
title.storymode.text = STORY MODE
title.netplayversus.text = ONLINE VERSUS
title.netplayteamcoop.text = ONLINE CO-OP
title.netplaysurvivalcoop.text = ONLINE SURVIVAL
title.training.text = TRAINING
title.timeattack.text = TIME ATTACK
title.survival.text = SURVIVAL
title.survivalcoop.text = SURVIVAL CO-OP
title.bonus.text = BONUS
title.watch.text = WATCH MODE
title.replay.text = REPLAY

; Cell Projection

cell.*-0.xangle = 10
cell.*-0.projection = perspective
cell.*-0.focallength = 50
cell.*-0.spacing = 7.5, 0
cell.*-0.scale = 0.3,0.3
cell.*-0.offset = -11, -46

cell.*-1.xangle = 10
cell.*-1.projection = perspective
cell.*-1.focallength = 50
cell.*-1.spacing = 8.75, -46
cell.*-1.scale = 0.315,0.315
cell.*-1.offset = -16, 0

cell.*-2.xangle = 10
cell.*-2.projection = perspective
cell.*-2.focallength = 50
cell.*-2.spacing = 10, -22
cell.*-2.scale = 0.325,0.325
cell.*-2.offset = -21, 0

cell.*-3.xangle = 10
cell.*-3.projection = perspective
cell.*-3.focallength = 50
cell.*-3.spacing = 11.5, -13.5
cell.*-3.scale = 0.34,0.34
cell.*-3.offset = -27, 0

cell.*-4.xangle = 10
cell.*-4.projection = perspective
cell.*-4.focallength = 50
cell.*-4.spacing = 13, -8.5
cell.*-4.scale = 0.355,0.355
cell.*-4.offset = -33, 0

cell.*-5.xangle = 10
cell.*-5.projection = perspective
cell.*-5.focallength = 50
cell.*-5.spacing = 14.5, -5.2
cell.*-5.scale = 0.37,0.37
cell.*-5.offset = -39, 0

cell.*-6.xangle = 10
cell.*-6.projection = perspective
cell.*-6.focallength = 50
cell.*-6.spacing = 16.25, -2.3
cell.*-6.scale = 0.39,0.39
cell.*-6.offset = -46, 0

cell.*-7.xangle = 10
cell.*-7.projection = perspective
cell.*-7.focallength = 50
cell.*-7.spacing = 18.375, 0.3
cell.*-7.scale = 0.405,0.405
cell.*-7.offset = -54, 0

cell.*-8.xangle = 10
cell.*-8.projection = perspective
cell.*-8.focallength = 50
cell.*-8.spacing = 20.7, 2.7
cell.*-8.scale = 0.422,0.422
cell.*-8.offset = -63, 0

cell.*-9.xangle = 10
cell.*-9.projection = perspective
cell.*-9.focallength = 50
cell.*-9.spacing = 23, 5
cell.*-9.scale = 0.46,0.46
cell.*-9.offset = -73, 0

;Main big portraits
p1.face.anim = 0                   ;Animated portraits
p1.face.offset = 280, 560          ;Position to place the portrait
p1.face.scale = 0.75,0.75
p1.face.facing = 1
p1.face.window = 0,46, 476,629
p1.face.applypal = 1               ;Display portrait with selected palette (requires shared palette)
p1.face.layerno = 2

p1.face.random.anim = 151
p1.face.random.offset = 300, 360
p1.face.random.facing = 1
p1.face.random.scale = 2, 2
p1.face.random.layerno = 2
	
p2.face.anim = 0
p2.face.offset = 1000, 560
p2.face.scale = 0.75,0.75
p2.face.facing = 1
p2.face.window = 802,46, 1280,629
p2.face.applypal = 1
p2.face.layerno = 2

p2.face.random.anim = 151
p2.face.random.offset = 960, 360
p2.face.random.facing = 1
p2.face.random.scale = 2, 2
p2.face.random.layerno = 2

p1.face.done.anim = 181            ;Portrait to use when selection is confirmed
p2.face.done.anim = 181

;Secondary big portraits
p1.face2.spr = 9000,1              ;Secondary portrait
p1.face2.projection = perspective
p1.face2.yangle = 70
p1.face2.layerno = 2
p1.face2.focallength = 400
p1.face2.offset = 0, 94
p1.face2.scale = 1, 1
p1.face2.facing = 1
p1.face2.window = 0,46, 476,629
p1.face2.applypal = 1

p2.face2.spr = 9000,1
p2.face2.projection = perspective
p2.face2.yangle = -70
p2.face2.layerno = 2
p2.face2.focallength = 400
p2.face2.offset = 1279, 94
p2.face2.scale = 1, 1
p2.face2.facing = -1
p2.face2.window = 802,46, 1280,629
p2.face2.applypal = 1

p1.face2.random.spr = 151,0
p1.face2.random.offset = 0, 94
p1.face2.random.facing = 1
p1.face2.random.scale = 5, 5
p1.face2.random.layerno = 2
p1.face2.random.projection = perspective
p1.face2.random.yangle = 70
p1.face2.random.layerno = 2
p1.face2.random.focallength = 400
p1.face2.random.window = 0,46, 476,629

p2.face2.random.spr = 151, 1
p2.face2.random.offset = 1280, 94
p2.face2.random.facing = -1
p2.face2.random.scale = 5, 5
p2.face2.random.layerno = 2
p2.face2.random.window = 802,46, 1280,629
p2.face2.random.projection = perspective
p2.face2.random.yangle = -70
p2.face2.random.focallength = 400

;Name
p1.name.offset = 50,620                   ;Position to put name
p1.name.font = 3,0,1, 210,210,255         ;Set to -1 for no display
p1.name.spacing = 15,25                   ;Space between each name for players on the same team
p1.name.layerno = 2
p2.name.offset = 1230,620
p2.name.font = 3,0,-1, 255,210,239
p2.name.spacing = -15,25
p2.name.layerno = 2

;Stage select
stage.pos = 640,707
stage.font = 3,0,0
stage.active.font = 3,0,0
stage.active2.font = 3,0,0, 200,256,200  ;Second font color for blinking
stage.done.font = 3,0
stage.layerno = 2

;Stage portraits
;stage.portrait.anim = 
stage.portrait.spr = 9000,1
stage.portrait.offset = -121, -141
stage.portrait.scale = 0.25, 0.25
stage.portrait.bg.anim = 110
;stage.portrait.bg.spr = 
stage.portrait.bg.offset = -163, -144
stage.portrait.bg.scale = 1.0, 1.0
stage.portrait.bg.layerno = 2
;stage.portrait.random.anim = 
stage.portrait.random.spr = 111,0
stage.portrait.random.offset = -163, -144
stage.portrait.random.scale = 1.0, 1.0
stage.portrait.random.layerno = 2
stage.portrait.window = 521, 567, 759, 665
stage.portrait.layerno = 2

;Record
record.font = 3,0,0
record.offset = 640, 672
record.scale = 0.6, 0.6
record.layerno = 2
;record.<gamemode>.text = 
record.window = 

;P1 Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 80, 160
;p1.teammenu.bg.spr = 
p1.teammenu.selftitle.font = 3,0,0, 210,210,255
p1.teammenu.selftitle.text = TEAM MODE              ;\n can create a line break here.
p1.teammenu.selftitle.scale = 0.75,0.75
p1.teammenu.selftitle.offset = 130, 15
p1.teammenu.selftitle.layerno = 2
p1.teammenu.selftitle.projection = perspective
p1.teammenu.selftitle.yangle = 52.5
p1.teammenu.selftitle.focallength = 600
p1.teammenu.enemytitle.font = 3,0,0, 210,210,255
p1.teammenu.enemytitle.text = TEAM MODE
p1.teammenu.enemytitle.layerno = 2
p1.teammenu.enemytitle.scale = 0.75,0.75
p1.teammenu.enemytitle.offset = 130, 15
p1.teammenu.enemytitle.projection = perspective
p1.teammenu.enemytitle.yangle = 52.5
p1.teammenu.enemytitle.focallength = 600
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,90
p1.teammenu.item.spacing = 0,60
p1.teammenu.item.font = 3,0,1
p1.teammenu.item.layerno = 2
p1.teammenu.item.active.font = 3,0,1, 210,210,255
p1.teammenu.item.active2.font = 3,0,1, 175,175,255  ;Second font color for blinking
p1.teammenu.item.active.layerno = 2
p1.teammenu.item.cursor.offset = -30, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.item.cursor.layerno = 2
p1.teammenu.value.icon.offset = 210,0
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.icon.layerno = 2
p1.teammenu.value.empty.icon.offset = 210,0
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.empty.icon.layerno = 2
p1.teammenu.value.spacing = 30,0

;P2 Team menu
p2.teammenu.pos = 1197, 160
;p2.teammenu.bg.spr = 
p2.teammenu.selftitle.font = 3,1,0, 255,210,239
p2.teammenu.selftitle.text = TEAM MODE
p2.teammenu.selftitle.scale = 0.75,0.75
p2.teammenu.selftitle.layerno = 2
p2.teammenu.selftitle.offset = -130, 15
p2.teammenu.selftitle.projection = perspective
p2.teammenu.selftitle.yangle = -52.5
p2.teammenu.selftitle.focallength = 600
p2.teammenu.enemytitle.font = 3,1,0, 255,210,239
p2.teammenu.enemytitle.text = TEAM MODE
p2.teammenu.enemytitle.scale = 0.75,0.75
p2.teammenu.enemytitle.layerno = 2
p2.teammenu.enemytitle.offset = -130, 15
p2.teammenu.enemytitle.projection = perspective
p2.teammenu.enemytitle.yangle = -52.5
p2.teammenu.enemytitle.focallength = 600
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,90
p2.teammenu.item.spacing = 0,60
p2.teammenu.item.font = 3,0,-1
p2.teammenu.item.layerno = 2
p2.teammenu.item.active.font = 3,1,-1, 255,210,239
p2.teammenu.item.active2.font = 3,1,-1, 255,175,207  ;Second font color for blinking
p2.teammenu.item.active.layerno = 2
p2.teammenu.item.cursor.offset = 30, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.item.cursor.layerno = 2
p2.teammenu.value.icon.offset = -211,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.icon.layerno = 2
p2.teammenu.value.empty.icon.offset = -211,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.empty.icon.layerno = 2
p2.teammenu.value.spacing = -30,0


teammenu.itemname.single = Single
teammenu.itemname.simul = Simul
teammenu.itemname.tag = Tag
teammenu.itemname.turns = Turns

paletteselect = 3
; Enables or disables palette selection menu in select screen. Accepted values:
; 0 - Palette menu disabled. Palette corresponds to key pressed when selecting character
; 1 - Palette menu enabled. Initial selected palette is 1
; 2 - Palette menu enabled. Initial selected palette corresponds to key pressed (a = 1, b = 2, etc)
; 3 - Palette menu enabled. Initial selected palette corresponds to key pressed + keymap (a = 4, x = 1, etc for Kung Fu Man)

p1.palmenu.pos = 220, 140
p2.palmenu.pos = 1060, 140

p1.palmenu.bg.anim = 180
p1.palmenu.bg.facing = 1
p1.palmenu.bg.offset = 100, 50
p1.palmenu.bg.layerno = 2
p2.palmenu.bg.anim = 190
p2.palmenu.bg.facing = 1
p2.palmenu.bg.offset = -100, 50
p2.palmenu.bg.layerno = 2

p1.palmenu.text.text = Color
p1.palmenu.text.offset = 100, 0
p1.palmenu.text.font = 3, 0, 1, 210,210,255
p1.palmenu.text.scale = 1,1
p1.palmenu.text.layerno = 2
p2.palmenu.text.text = Color
p2.palmenu.text.offset = -100, 0
p2.palmenu.text.font = 3, 0, -1, 255,210,239
p2.palmenu.text.scale = 1,1
p2.palmenu.text.layerno = 2

p1.palmenu.number.offset = 170, 50
p1.palmenu.number.font = 3, 0, 0, 210,210,255
p1.palmenu.number.scale = 1,1
p1.palmenu.number.layerno = 2
p2.palmenu.number.offset = -170, 50
p2.palmenu.number.font = 3, 0, 0, 255,210,239
p2.palmenu.number.scale = 1,1
p2.palmenu.number.layerno = 2

p1.palmenu.next.key = U, R
p1.palmenu.previous.key = D, L
p1.palmenu.done.key = a, b, c, x, y, z
p1.palmenu.cancel.key = m
p1.palmenu.random.key = s
p1.palmenu.random.text = ?
p2.palmenu.next.key = U, R
p2.palmenu.previous.key = D, L
p2.palmenu.done.key = a, b, c, x, y, z
p2.palmenu.cancel.key = m
p2.palmenu.random.key = s
p2.palmenu.random.text = ?

p1.palmenu.value.snd = 100, 0
p1.palmenu.done.snd = 100, 1
p1.palmenu.cancel.snd = 100, 2
p2.palmenu.value.snd = 100, 0
p2.palmenu.done.snd = 100, 1
p2.palmenu.cancel.snd = 100, 2

[Begin Action 110]
110,0, 0,0, 8
110,1, 0,0, 8
110,2, 0,0, 8

[Begin Action 151]
LoopStart
151,2, 0,0, 20
Interpolate Scale
151,2, 0,0, 20, , , 0.75
Interpolate Scale
151,2, 0,0, 1, , , 0.001
151,3, 0,0, 20, , , 0.001
Interpolate Scale
151,3, 0,0, 20, , , 0.75
Interpolate Scale
151,3, 0,0, 3
151,3, 0,0, 20
Interpolate Scale
151,3, 0,0, 20, , , 0.75
Interpolate Scale
151,3, 0,0, 1, , , 0.001
151,2, 0,0, 20, , , 0.001
Interpolate Scale
151,2, 0,0, 20, , , 0.75
Interpolate Scale
151,2, 0,0, 3

[Begin Action 160] ;P1 active cursor
160,0, 0,0, 3
160,1, 0,0, 3
160,2, 0,0, 3
160,3, 0,0, 3
160,4, 0,0, 3
160,5, 0,0, 3
160,6, 0,0, 3
160,7, 0,0, 3

[Begin Action 170] ;P2 active cursor
170,4, 0,0, 3
170,5, 0,0, 3
170,6, 0,0, 3
170,7, 0,0, 3
170,0, 0,0, 3
170,1, 0,0, 3
170,2, 0,0, 3
170,3, 0,0, 3

[Begin Action 172] ;P3 active cursor
172,2, 0,0, 3
172,3, 0,0, 3
172,4, 0,0, 3
172,5, 0,0, 3
172,6, 0,0, 3
172,7, 0,0, 3
172,0, 0,0, 3
172,1, 0,0, 3

[Begin Action 174] ;P4 active cursor
174,6, 0,0, 3
174,7, 0,0, 3
174,0, 0,0, 3
174,1, 0,0, 3
174,2, 0,0, 3
174,3, 0,0, 3
174,4, 0,0, 3
174,5, 0,0, 3

[Begin Action 180] ;P1 Team mode cursor
180,0, 21,0, 3
180,1, 21,0, 3
180,2, 21,0, 3
180,1, 21,0, 3

[Begin Action 190] ;P2 Team mode cursor
190,0, -21,0, 3
190,1, -21,0, 3
190,2, -21,0, 3
190,1, -21,0, 3

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

[SelectBG Background Sky]
type = normal
spriteno = 101,0
layerno = 0
start = -640,0

[SelectBG Background Black Bars]
type = normal
spriteno = 100,1
layerno = 1
start = -640,0
trans = add1
mask = 1

[SelectBG Background PortraitGradient]
type = normal
spriteno = 102,0
layerno = 1
start = -640,94
trans = add1
mask = 1

[SelectBG Background PortraitGradient 2]
type = normal
spriteno = 102,1
layerno = 1
start = 116,94
trans = add1
mask = 1

[SelectBG Background Clouds Top]
type = normal
spriteno = 101,2
layerno = 0
start = -640, -50
tile = 1,0
velocity = -0.1, 0
window = 0,0, 1279,959
mask = 1

[SelectBG Background Clouds Bottom]
type = normal
spriteno = 101,3
layerno = 0
start = -640, 0
tile = 1,0
velocity = -0.7, 0
window = 0,0, 1279,959
mask = 1


;-------------------------------------------------------------------
[VS Screen]
time = 390                   ;Time to show screen
fadein.time = 20
fadeout.time = 25

;Match text in arcade modes
match.text = Match %i        ;%i can be used for the match number
match.offset = 640, 85
match.font = 2,0,0
match.scale = 1.5,1.5

;Big portraits
;9000,1 axis is top-left (unlike anim 0, whose axis is at the feet), so the offset is the
;portrait's top-left corner (p2 top-right: facing=-1 mirrors around the axis). A well-formed
;big portrait draws 480x560 here, filling the side window (padding=0: offset is used as-is).
p1.num = 4
;p1.anim = 0
p1.spr = 9000, 1
p1.offset = 30, 30
p1.facing = 1
p1.scale = 1,1
p1.window = 0,30, 539,589
p1.spacing = -100,0
p1.padding = 0
p1.applypal = 1

p2.num = 4
;p2.anim = 0
p2.spr = 9000, 1
p2.offset = 1250, 30
p2.facing = -1
p2.scale = 1,1
p2.window = 741,30, 1280,589
p2.spacing = 100,0
p2.padding = 0
p2.applypal = 1

p1.done.anim = 181
p2.done.anim = 181

;Names
p1.name.num = 1              ;Not used for co-op
p1.name.offset = 20,615      ;Position to put name
p1.name.font = 3,0,1         ;Set to -1 for no display
p1.name.spacing = 15,25      ;Space between each name for players on the same team
p2.name.num = 1              ;Not used for co-op
p2.name.offset = 1260,615
p2.name.font = 3,0,-1
p2.name.spacing = -15,25

orderselect.enabled = 1

;Keys
; By default all action buttons confirm currently selected order.
; Assign keys to 'p<pn>.member<num>.key' parameters to enable order
; selection on per team member basis.
p1.key = a
p2.key = a
p3.key = b
p4.key = b
p5.key = x
p6.key = x
p7.key = y
p8.key = y
done.key = a, b, c, x, y, z, s
skip.key = s

;Order icons
; Icon elements are rendered on top of portraits, with positioning affected
; by portrait num, offset, spacing, and padding. Done variants replace
; spr/anim once order selection is completed.
;p1.icon.anim = -1
p1.icon.spr = 800, 0
p1.icon.offset = 0, 0
p1.icon.facing = 1
p1.icon.scale = 1.0, 1.0
;p1.icon.done.anim = -1
;p1.icon.done.spr = 
p1.icon.done.offset = 0, 0
p1.icon.done.facing = 1
p1.icon.done.scale = 1.0, 1.0

;p2.icon.anim = -1
p2.icon.spr = 800, 0
p2.icon.offset = 0, 0
p2.icon.facing = 1
p2.icon.scale = 1.0, 1.0
;p2.icon.done.anim = -1
;p2.icon.done.spr = 
p2.icon.done.offset = 0, 0
p2.icon.done.facing = 1
p2.icon.done.scale = 1.0, 1.0

;p3.icon.anim = -1
p3.icon.spr = 800, 1
p3.icon.offset = 0, 0
p3.icon.facing = 1
p3.icon.scale = 1.0, 1.0
;p3.icon.done.anim = -1
;p3.icon.done.spr = 
p3.icon.done.offset = 0, 0
p3.icon.done.facing = 1
p3.icon.done.scale = 1.0, 1.0

;p4.icon.anim = -1
p4.icon.spr = 800, 1
p4.icon.offset = 0, 0
p4.icon.facing = 1
p4.icon.scale = 1.0, 1.0
;p4.icon.done.anim = -1
;p4.icon.done.spr = 
p4.icon.done.offset = 0, 0
p4.icon.done.facing = 1
p4.icon.done.scale = 1.0, 1.0

;p5.icon.anim = -1
p5.icon.spr = 800, 2
p5.icon.offset = 0, 0
p5.icon.facing = 1
p5.icon.scale = 1.0, 1.0
;p5.icon.done.anim = -1
;p5.icon.done.spr = 
p5.icon.done.offset = 0, 0
p5.icon.done.facing = 1 
p5.icon.done.scale = 1.0, 1.0

;p6.icon.anim = -1
p6.icon.spr = 800, 2
p6.icon.offset = 0, 0
p6.icon.facing = 1
p6.icon.scale = 1.0, 1.0
;p6.icon.done.anim = -1
;p6.icon.done.spr = 
p6.icon.done.offset = 0, 0
p6.icon.done.facing = 1
p6.icon.done.scale = 1.0, 1.0

;p7.icon.anim = -1
p7.icon.spr = 800, 3
p7.icon.offset = 0, 0
p7.icon.facing = 1
p7.icon.scale = 1.0, 1.0
;p7.icon.done.anim = -1
;p7.icon.done.spr = 
p7.icon.done.offset = 0, 0
p7.icon.done.facing = 1
p7.icon.done.scale = 1.0, 1.0

;p8.icon.anim = -1
p8.icon.spr = 800, 3
p8.icon.offset = 0, 0
p8.icon.facing = 1
p8.icon.scale = 1.0, 1.0
;p8.icon.done.anim = -1
;p8.icon.done.spr = 
p8.icon.done.offset = 0, 0
p8.icon.done.facing = 1
p8.icon.done.scale = 1.0, 1.0

;Order value icons
; Value icons are rendered on top of portraits, with positioning starting at
; 0, 0. empty.icon elements are replaced with icon upon order selection.
; If present, p<n>.value. parameters replace defaults inherited by p1/p2.value.
; on per team member basis (team 1: p1-p3-p5-p7, team 2: p2-p4-p6-p8).

;Player 1
;p1.value.icon.anim = -1
p1.value.icon.spr = 810, 0
p1.value.icon.offset = 377, 635
p1.value.icon.facing = 1
p1.value.icon.scale = 1.0, 0.8
;p1.value.empty.icon.anim = -1
p1.value.empty.icon.spr = 810, 1
p1.value.empty.icon.offset = 377, 635
p1.value.empty.icon.facing = 1
p1.value.empty.icon.scale = 1.0, 0.8
p1.value.icon.spacing = -125, 0
p1.value.snd = 100, 1

;Player 2
;p2.value.icon.anim = -1
p2.value.icon.spr = 810, 5
p2.value.icon.offset = 763, 635
p2.value.icon.facing = 1
p2.value.icon.scale = 1.0, 0.8
;p2.value.empty.icon.anim = -1
p2.value.empty.icon.spr = 810, 6
p2.value.empty.icon.offset = 763, 635
p2.value.empty.icon.facing = 1
p2.value.empty.icon.scale = 1.0, 0.8
p2.value.icon.spacing = 125, 0
p2.value.snd = 100, 1

;Player 3
p3.value.icon.spr = 810, 0
p3.value.empty.icon.spr = 810, 2

;Player 4
p4.value.icon.spr = 810, 5
p4.value.empty.icon.spr = 810, 7

;Player 5
p5.value.icon.spr = 810, 0
p5.value.empty.icon.spr = 810, 3

;Player 6
p6.value.icon.spr = 810, 5
p6.value.empty.icon.spr = 810, 8

;Player 7
p7.value.icon.spr = 810, 0
p7.value.empty.icon.spr = 810, 4

;Player 8
p8.value.icon.spr = 810, 5
p8.value.empty.icon.spr = 810, 9

;Stage preview
stage.pos = 640,707
stage.text = Next Stage: %s
stage.offset = 0, -10
stage.font = 3,0,0
stage.scale = 0.6, 0.6
;stage.portrait.anim = 
stage.portrait.spr = 9000,1
stage.portrait.offset = -121, -141
stage.portrait.scale = 0.25, 0.25
stage.portrait.bg.spr = 112,0
;stage.portrait.bg.spr = 
stage.portrait.bg.offset = -163, -144
stage.portrait.bg.scale = 1.0, 1.0
stage.portrait.window = 521, 567, 759, 665

;Order timer
; Change timer.count to positive number to enable order selection timer
timer.offset = 639,550
timer.font = 8,0, 0, 255,255,242
timer.scale = 1.0, 1.0
timer.text = %i
timer.count = 40
timer.framespercount = 6
timer.displaytime = 0

; Time to maintain versus screen after both sides confirm their order
; (in which order parameters are rendered using optional done variants)
done.time = 180

; Anim/text rendered during background loading
loading.anim = 600
loading.offset = 1222, 674
loading.scale = 1.0, 1.0

; Anim/text rendered after background loading finishes
loading.done.anim = 610
loading.done.offset = 1222, 674
loading.done.scale = 1.0, 1.0

; Anim/text rendered during background loading when vs screen is disabled
loading.wait.anim = 600
loading.wait.offset = 1222, 674
loading.wait.scale = 1.0, 1.0

; Optional storyboard used when vs screen is disabled instead of loading.wait
loading.storyboard = 

; Loading
[Begin Action 600]
600,0, 0,0, 3
600,1, 0,0, 3
600,2, 0,0, 3
600,3, 0,0, 3
600,4, 0,0, 3
600,5, 0,0, 3
600,6, 0,0, 3
600,7, 0,0, 3
600,8, 0,0, 3
600,9, 0,0, 3
600,10, 0,0, 3
600,11, 0,0, 3
600,12, 0,0, 3
600,13, 0,0, 3
600,14, 0,0, 3
600,15, 0,0, 3

; LoadingDone
[Begin Action 610]
610,0, 0,0, 3
610,1, 0,0, 3
610,2, 0,0, 3
610,1, 0,0, 3
610,0, 0,0, 3
610,1, 0,0, 3
610,2, 0,0, 3
610,1, 0,0, 3
610,0, 0,0, 3
610,1, 0,0, 3
610,2, 0,0, 3
610,1, 0,0, 3
610,0, 0,0, -1

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

[VersusBG Background Sky]
type = normal
spriteno = 204,0
layerno = 0
start = -640,0

[VersusBG Background Clouds Top]
type = normal
spriteno = 102,2
layerno = 0
start = -640, -50
tile = 1,0
velocity = -0.05, 0
trans = add1
window = 0,0, 1279,959
mask = 1

[VersusBG Background Clouds Bottom]
type = normal
spriteno = 102,3
layerno = 0
start = -640, 0
tile = 1,0
velocity = -0.7, 0
window = 0,0, 1279,959
mask = 1

[VersusBG Background Black Bars]
type = normal
spriteno = 100,1
layerno = 0
start = -640,0
trans = add1
mask = 1

[VersusBG 5]   ;VS Logo
type = anim
actionno = 200
layerno = 1    ;Front
start = 0,300

[VersusBG 6]   ;Next Match
type = anim
actionno = 202
layerno = 1    ;Front
start = 18,38
velocity = -.125,0

[Begin Action 200]
Interpolate Scale
Interpolate Scale
200,0, 0,30, 10, , , 2,0.1
Interpolate Scale
200,0, 0,30, 50
200,0, 0,30, 10
200,1, 0,30, 1
200,2, 0,30, 1
200,3, 0,30, 1
200,4, 0,30, 1
200,5, 0,30, 1
200,6, 0,30, 1
200,7, 0,30, 1
200,8, 0,30, 1
200,0, 0,30, -1

[Begin Action 202]
202,0,70,0, 1
202,0,60,0, 1
202,0,50,0, 1
202,0,40,0, 1
202,0,30,0, 1
202,0,20,0, 1
202,0,13,0, 1
202,0, 8,0, 1
202,0, 5,0, 1
202,0, 2,0, 1
202,0, 1,0, 1
202,0, 0,0,-1

;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0        ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0      ;Set to 1 to display versus screen, 0 to disable
fadein.time = 50          ;Duration of the fade-in effect
fadein.col = 0, 0, 0      ;Color of the fade-in
fadeout.time = 50         ;Duration of the fade-out effect
fadeout.col = 0, 0, 0     ;Color of the fade-out
title.waittime = 600      ;Time to wait at title before starting demo mode
fight.endtime = 1500      ;Time to display the fight before returning to title
fight.playbgm = 0         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.stopbgm = 1         ;Set to 1 to stop title BGM (only if playbgm = 0)
fight.bars.display = 0    ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1      ;Cycles to wait before intro cutscene is played again
debuginfo = 0             ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
[Continue Screen]
enabled = 1
legacymode.enabled = 0
gameover.enabled = 0

;legacy continue screen (legacymode.enabled = 1)
pos = 640,240
continue.text = CONTINUE?
continue.font = 3,0,0
continue.scale = 1.0, 1.0
yes.text = YES
yes.font = 3,0,0, 128,128,128
yes.scale = 1.0, 1.0
yes.offset = -80, 60
yes.active.text = YES
yes.active.font = 3,3,0
yes.active.scale = 1.0, 1.0
yes.active.offset = -80, 60
no.text = NO
no.font = 3,0,0, 128,128,128
no.scale = 1.0, 1.0
no.offset = 80, 60
no.active.text = NO
no.active.font = 3,3,0
no.active.scale = 1.0, 1.0
no.active.offset = 80, 60
move.snd = 100, 0
done.snd = 100, 1
cancel.snd = 100, 2

;parameters used by both legacy and extended continue
fadein.time = 8
fadein.col = 0, 0, 0
fadeout.time = 120
fadeout.col = 0, 0, 0
;overlay.window = 0, 0, 1280, 720
overlay.col = 0, 0, 0
overlay.alpha = 0, 128
p1.state = 5500, 5300
p1.yes.state = 5510, 180
p1.no.state = 5520, 170
p2.state = 
p2.yes.state = 
p2.no.state = 
credits.text = CREDITS: %d
credits.offset = 40, 40
credits.font = 2,0,1
credits.scale = 1.0, 1.0

;extended continue screen (legacymode.enabled = 0)
counter.endtime = 2000
counter.starttime = 0
counter.anim = 900
counter.offset = 640, 360
counter.scale = 1,1
counter.default.snd = -1, 0
counter.skipstart = 71
counter.9.skiptime = 124
counter.9.snd = 900, 9
counter.8.skiptime = 291
counter.8.snd = 900, 8
counter.7.skiptime = 458
counter.7.snd = 900, 7
counter.6.skiptime = 625
counter.6.snd = 900, 6
counter.5.skiptime = 792
counter.5.snd = 900, 5
counter.4.skiptime = 959
counter.4.snd = 900, 4
counter.3.skiptime = 1126
counter.3.snd = 900, 3
counter.2.skiptime = 1293
counter.2.snd = 900, 2
counter.1.skiptime = 1460
counter.1.snd = 900, 1
counter.0.skiptime = 1627
counter.0.snd = 900, 0
counter.end.skiptime = 1733
counter.end.snd = 900, 10

; Countdown
[Begin Action 900]
-1, -1, 0,60, 60 ;initial lag
;9
922, 9, 0,60, 20, , , 1, 0.1
Interpolate Scale
922, 9, 0,60, 10, , , 1, 0.825
Interpolate Scale
922,9, 0,60, 30
922,38, 0,60, 4
922,37, 0,60, 4
922,38, 0,60, 4
922,39, 0,60, 4
922, 9, 0,60, 60, , , 1, 1
922, 9, 0,60, 10, , , 1, 1
Interpolate Scale
922, 9, 0,60, 20, , , 1, 0.825
Interpolate Scale
922, 9, 0,60, 1, , , 1, 0.1
;8
922, 8, 0,60, 20, , , 1, 0.1
Interpolate Scale
922, 8, 0,60, 10, , , 1, 0.825
Interpolate Scale
922,8, 0,60, 30
922,35, 0,60, 4
922,34, 0,60, 4
922,35, 0,60, 4
922,36, 0,60, 4
922, 8, 0,60, 60, , , 1, 1
922, 8, 0,60, 10, , , 1, 1
Interpolate Scale
922, 8, 0,60, 20, , , 1, 0.825
Interpolate Scale
922, 8, 0,60, 1, , , 1, 0.1
;7
922, 7, 0,60, 20, , , 1, 0.1
Interpolate Scale
922, 7, 0,60, 10, , , 1, 0.825
Interpolate Scale
922,7, 0,60, 30
922,32, 0,60, 4
922,31, 0,60, 4
922,32, 0,60, 4
922,33, 0,60, 4
922, 7, 0,60, 60, , , 1, 1
922,7, 0,60, 10, , , 1, 1
Interpolate Scale
922, 7, 0,60, 20, , , 1, 0.825
Interpolate Scale
922, 7, 0,60, 1, , , 1, 0.1
;6
922, 6, 0,60, 20, , , 1, 0.1
Interpolate Scale
922, 6, 0,60, 10, , , 1, 0.825
Interpolate Scale
922,6, 0,60, 30
922,29, 0,60, 4
922,28, 0,60, 4
922,29, 0,60, 4
922,30, 0,60, 4
922, 6, 0,60, 60, , , 1, 1
922, 6, 0,60, 10, , , 1, 1
Interpolate Scale
922, 6, 0,60, 20, , , 1, 0.825
Interpolate Scale
922, 6, 0,60, 1, , , 1, 0.1
;5
922, 5, 0,60, 20, , , 1, 0.1
Interpolate Scale
922, 5, 0,60, 10, , , 1, 0.825
Interpolate Scale
922,5, 0,60, 30
922,26, 0,60, 4
922,25, 0,60, 4
922,26, 0,60, 4
922,27, 0,60, 4
922, 5, 0,60, 60, , , 1, 1
922, 5, 0,60, 10, , , 1, 1
Interpolate Scale
922, 5, 0,60, 20, , , 1, 0.825
Interpolate Scale
922, 5, 0,60, 1, , , 1, 0.1
;4
922, 4, 0,60, 20, , , 1, 0.1
Interpolate Scale
922, 4, 0,60, 10, , , 1, 0.825
Interpolate Scale
922,4, 0,60, 30
922,23, 0,60, 4
922,22, 0,60, 4
922,23, 0,60, 4
922,24, 0,60, 4
922, 4, 0,60, 60, , , 1, 1
922, 4, 0,60, 10, , , 1, 1
Interpolate Scale
922, 4, 0,60, 20, , , 1, 0.825
Interpolate Scale
922, 4, 0,60, 1, , , 1, 0.1
;3
922, 3, 0,60, 20, , , 1, 0.1
Interpolate Scale
922, 3, 0,60, 10, , , 1, 0.825
Interpolate Scale
922,3, 0,60, 30
922,20, 0,60, 4
922,19, 0,60, 4
922,20, 0,60, 4
922,21, 0,60, 4
922, 3, 0,60, 60, , , 1, 1
922, 3, 0,60, 10, , , 1, 1
Interpolate Scale
922, 3, 0,60, 20, , , 1, 0.825
Interpolate Scale
922, 3, 0,60, 1, , , 1, 0.1
;2
922, 2, 0,60, 20, , , 1, 0.1
Interpolate Scale
922, 2, 0,60, 10, , , 1, 0.825
Interpolate Scale
922,2, 0,60, 30
922,17, 0,60, 4
922,16, 0,60, 4
922,17, 0,60, 4
922,18, 0,60, 4
922, 2, 0,60, 60, , , 1, 1
922, 2, 0,60, 10, , , 1, 1
Interpolate Scale
922, 2, 0,60, 20, , , 1, 0.825
Interpolate Scale
922, 2, 0,60, 1, , , 1, 0.1
;1
922, 1, 0,60, 20, , , 1, 0.1
Interpolate Scale
922, 1, 0,60, 10, , , 1, 0.825
Interpolate Scale
922,1, 0,60, 30
922,14, 0,60, 4
922,13, 0,60, 4
922,14, 0,60, 4
922,15, 0,60, 4
922, 1, 0,60, 60, , , 1, 1
922, 1, 0,60, 10, , , 1, 1
Interpolate Scale
922, 1, 0,60, 20, , , 1, 0.825
Interpolate Scale
922, 1, 0,60, 1, , , 1, 0.1
;0
922, 0, 0,60, 20, , , 1, 0.1
Interpolate Scale
922, 0, 0,60, 10, , , 1, 0.825
Interpolate Scale
922,0, 0,60, 30
922,11, 0,60, 4
922,10, 0,60, 4
922,11, 0,60, 4
922,12, 0,60, 4
922, 0, 0,60, 60, , , 1, 1
922, 0, 0,60, 10, , , 1, 1
Interpolate Scale
922, 0, 0,60, 20, , , 1, 0.825
Interpolate Scale
922, 0, 0,60, 1, , , 1, 0
;Game Over
-1,0, 0,0, 1
923,1, 0,0, 2
923,2, 0,0, 2
923,3, 0,0, 2
923,4, 0,0, 2
923,5, 0,0, 2
923,6, 0,0, 5
923,7, 0,0, 5
923,8, 0,0, 5
923,9, 0,0, 5
923,10, 0,0, 5
923,11, 0,0, 5
923,12, 0,0, 5
923,13, 0,0, 2
923,14, 0,0, 2
923,15, 0,0, 2
923,16, 0,0, 2
923,17, 0,0, 2
923,18, 0,0, 2
923,19, 0,0, 2
923,20, 0,0, 2
923,22, 0,0, 2
923,20, 0,0, 2
923,22, 0,0, 2
923,20, 0,0, 2
923,22, 0,0, 2
923,21, 0,0, 46
923,23, 0,0, 2
923,24, 0,0, 2
923,25, 0,0, 2
923,26, 0,0, 2
923,27, 0,0, 2
923,28, 0,0, 2
923,29, 0,0, 2
923,30, 0,0, 2
923,31, 0,0, 2
923,32, 0,0, 2
923,33, 0,0, 2
923,34, 0,0, 2
923,35, 0,0, 2
923,36, 0,0, 2
923,37, 0,0, 2
923,38, 0,0, 2
923,39, 0,0, 2
923,40, 0,0, 2
923,41, 0,0, 2
923,42, 0,0, 2
923,43, 0,0, 2
923,44, 0,0, 2
923,45, 0,0, 2
923,46, 0,0, 2
923,47, 0,0, 2
923,48, 0,0, 2
923,49, 0,0, 2
923,50, 0,0, 2
923,51, 0,0, 2
923,52, 0,0, 2
923,53, 0,0, 2
923,54, 0,0, 2
923,55, 0,0, 2
923,56, 0,0, 2
923,57, 0,0, 2
923,58, 0,0, 2
923,59, 0,0, 2
923,60, 0,0, 2
923,61, 0,0, 2
923,62, 0,0, 2
923,63, 0,0, 2
923,64, 0,0, 2
923,65, 0,0, 2
923,66, 0,0, 2
923,67, 0,0, 2
923,68, 0,0, 2
923,69, 0,0, 2
923,70, 0,0, 2
923,71, 0,0, 2
923,72, 0,0, 2
923,73, 0,0, 2
923,74, 0,0, 2
923,75, 0,0, 2
923,76, 0,0, 2
923,77, 0,0, 2
923,78, 0,0, 2
923,79, 0,0, 2
923,80, 0,0, -1

;-----------------------
;Continue screen background
[Continuebgdef]

[ContinueBG Text]
type  = anim
actionno = 901
start = 0, 150
mask = 1

[Begin Action 901]
921,0, 0,-30, 60, , AS0D256
Interpolate Blend
921,0, 0,-30, 1660, , AS256D0
921,0, 0,-30, -1, , AS256D0

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

;-------------------------------------------------------------------
;Victory screen definition
;This is the screen that is shown when you win a match in arcade mode.
;It will not be displayed on the last match of arcade mode.
[Victory Screen]
enabled = 1
sounds.enabled = 0        ;Set to 0 to disable char sounds during Victory Screen
time = 360                ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 150, 80
p1.spr = 9000,1
p1.layerno = 2
p1.facing = 1
p1.scale = 0.8,0.8
p1.window = 0,94, 1279,500
p1.name.offset = 40,570
p1.name.font = 3,3,1
p1.name.layerno = 2
p1.applypal = 1
;Loser's Portrait
p2.offset = 1130, 80
p2.spr = 9000,1
p2.layerno = 1
p2.facing = -1
p2.scale = 0.8,0.8
p2.window = 0,94, 1279,500
p2.applypal = 1
p2.lose.brightness = 75
;Win quote text
winquote.text = Winner! ;Default win quote text to show
winquote.layerno = 2
winquote.offset = 40,615
winquote.textspacing = 0
winquote.font = 5,0,1
winquote.window = 38,521, 1241,708
winquote.textwrap = w   ;Word wrap
winquote.textdelay = 2

;-----------------------
;Victory screen background
[VictoryBGdef]

[VictoryBG Background Sky]
type = normal
spriteno = 204,0
layerno = 0
start = -640,0

[VictoryBG Background Clouds Top]
type = normal
spriteno = 102,2
layerno = 0
start = -640, -50
tile = 1,0
velocity = -0.05, 0
trans = add1
window = 0,0, 1279,959
mask = 1

[VictoryBG Background Clouds Bottom]
type = normal
spriteno = 102,3
layerno = 0
start = -640, 0
tile = 1,0
velocity = -0.7, 0
window = 0,0, 1279,959
mask = 1

[VictoryBG Background Black Bars]
type = normal
spriteno = 100,10
layerno = 0
start = -640,0
trans = add1
mask = 1

[VictoryBG Background RedGradient]
type = normal
spriteno = 100,11
layerno = 1
start = -640,0
trans = add1
mask = 1

[VictoryBG Text] ;Victory
type = anim
actionno = 203
layerno = 1      ;Front
start = -330,56
velocity = -.125,0

[Begin Action 203]
202,1, 70,0, 1
202,1, 60,0, 1
202,1, 50,0, 1
202,1, 40,0, 1
202,1, 30,0, 1
202,1, 20,0, 1
202,1, 13,0, 1
202,1, 8,0, 1
202,1, 5,0, 1
202,1, 2,0, 1
202,1, 1,0, 1
202,1, 0,0, -1

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1               ;Set to 1 to show win screen, 0 to disable
fadein.time = 32
fadeout.time = 64
pose.time = 300
wintext.text = Congratulations!
wintext.font = 3,0,0
wintext.offset = 640,240
wintext.displaytime = -1
wintext.layerno = 2

;-----------------------
;Win screen background
[WinBGdef]
; results screens variants reuse WinBgDef if dedicated ResultsBgDef is not set

;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
[Default Ending]
enabled = 0               ;Set to 1 to show default ending, 0 to disable
storyboard =              ;Default ending storyboard filename

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

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
[Survival Results Screen]
enabled = 1
fadein.time = 32
fadeout.time = 64
show.time = 300
winstext.text = Rounds survived: %i  ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 640,240
winstext.displaytime = -1
winstext.layerno = 2
roundstowin = 5 ;Number of rounds to get win pose (lose pose otherwise)

;-----------------------
;Survival mode results screen background
[SurvivalResultsBGdef]


;-------------------------------------------------------------------
[Time Attack Results Screen]
enabled = 1
fadein.time = 0
fadeout.time = 64
show.time = 300
winstext.text = Clear Time: %m:%s.%x
winstext.font = 3,0,0
winstext.offset = 640,240
winstext.displaytime = -1
winstext.layerno = 2

;-----------------------
;Time Attack results screen background
[TimeAttackResultsBGdef]


;-------------------------------------------------------------------
;Options screen definition
[Option Info]
fadein.time = 10
fadein.col = 0, 0, 0
;fadein.anim = 
fadeout.time = 10
fadeout.col = 0, 0, 0
;fadeout.anim = 
title.offset = 640,48
title.font = 4,0,0
title.scale = 1.0, 1.0
title.text = OPTIONS
menu.pos = 414, 99
menu.item.offset = 0, 0
menu.item.font = 7,0,1, 191,191,191
menu.item.scale = 1.0, 1.0
menu.item.active.offset = 0, 0
menu.item.active.font = 7,0,1
menu.item.active.scale = 1.0, 1.0
menu.item.selected.offset = 0, 0
menu.item.selected.font = 7,0,1, 0,247,247
menu.item.selected.scale = 1.0, 1.0                
menu.item.selected.active.offset = 0, 0            
menu.item.selected.active.font = 7,0,1, 0,247,247  
menu.item.selected.active.scale = 1.0, 1.0
menu.item.value.offset = 450, 0
menu.item.value.font = 7,0,-1, 191,191,191
menu.item.value.scale = 1.0, 1.0
menu.item.value.active.offset = 450, 0
menu.item.value.active.font = 7,0,-1
menu.item.value.active.scale = 1.0, 1.0
menu.item.value.conflict.offset = 450, 0
menu.item.value.conflict.font = 7,0,-1, 247,0,0
menu.item.value.conflict.scale = 1.0, 1.0
menu.item.info.offset = 450, 0
menu.item.info.font = 7,0,-1, 247,247,0
menu.item.info.scale = 1.0, 1.0
menu.item.info.active.offset = 450, 0
menu.item.info.active.font = 7,0,-1, 247,247,0
menu.item.info.active.scale = 1.0, 1.0
menu.item.spacing = 0, 42
menu.window.margins.y = 21, 2
menu.window.visibleitems = 13
menu.boxcursor.visible = 1
menu.boxcursor.coords = -15, -30, 462, 11
menu.boxcursor.col = 255, 255, 255
menu.boxcursor.pulse = 30, 20, 30
menu.boxbg.visible = 1
menu.boxbg.col = 0, 0, 0
menu.boxbg.alpha = 0, 128
;menu.arrow.up.anim = 
menu.arrow.up.spr = 400, 0
menu.arrow.up.offset = 428, -51
menu.arrow.up.facing = 1
menu.arrow.up.scale = 1.0, 1.0
;menu.arrow.down.anim = 
menu.arrow.down.spr = 401, 0
menu.arrow.down.offset = 428, 525
menu.arrow.down.facing = 1
menu.arrow.down.scale = 1.0, 1.0
menu.title.uppercase = 1
menu.valuename.none = None
menu.valuename.random = Random
menu.valuename.default = Default
menu.valuename.f = (F%i)
menu.valuename.esc = (Esc)
menu.valuename.page = (Tab)
menu.valuename.nokey = Not used
menu.valuename.yes = Yes
menu.valuename.no = No
menu.valuename.enabled = Enabled
menu.valuename.disabled = Disabled

cursor.move.snd = 100, 0
cursor.done.snd = 100, 1
cancel.snd = 100, 2

textinput.font = 7,0,1
textinput.offset = 75, 96
textinput.scale = 1.0, 1.0
textinput.port.text = Type in Host Port, e.g. 7500.\nPress ENTER to accept.\nPress ESC to cancel.
textinput.reswidth.text = Type in screen width.\nPress ENTER to accept.\nPress ESC to cancel.
textinput.resheight.text = Type in screen height.\nPress ENTER to accept.\nPress ESC to cancel.
textinput.aspectwidth.text = Type in aspect width.\nPress ENTER to accept.\nPress ESC to cancel.
textinput.aspectheight.text = Type in aspect height.\nPress ENTER to accept.\nPress ESC to cancel.
;textinput.overlay.window = 0, 0, 1280, 720
textinput.overlay.col = 0, 0, 0
textinput.overlay.alpha = 0, 128

;P1 Key menu
keymenu.p1.menuoffset = 276, 99
keymenu.p1.playerno.offset = 156, 0
keymenu.p1.playerno.font = 7,0,0, 0,247,247
keymenu.p1.playerno.scale = 1.0, 1.0
;P2 Key menu
keymenu.p2.menuoffset = 693, 99
keymenu.p2.playerno.offset = 156, 0
keymenu.p2.playerno.font = 7,0,0, 247,0,0
keymenu.p2.playerno.scale = 1.0, 1.0

; unassigned 'keymenu' parameters use corresponding 'menu' values

keymenu.pos = 0, 0

keymenu.item.spacing = 0, 36
keymenu.item.value.offset = 303, 0
keymenu.item.value.active.offset = 303, 0
keymenu.item.value.conflict.offset = 303, 0
keymenu.item.info.offset = 303, 0
keymenu.item.info.active.offset = 303, 0

keymenu.window.margins.y = 0, 0
keymenu.window.visibleitems = 0

keymenu.boxcursor.coords = -15, -27, 318, 8

keymenu.itemname.configall = Config all
keymenu.itemname.up = Up
keymenu.itemname.down = Down
keymenu.itemname.left = Left
keymenu.itemname.right = Right
keymenu.itemname.a = A
keymenu.itemname.b = B
keymenu.itemname.c = C
keymenu.itemname.x = X
keymenu.itemname.y = Y
keymenu.itemname.z = Z
keymenu.itemname.start = Start
keymenu.itemname.d = D
keymenu.itemname.w = W
keymenu.itemname.menu = Menu
keymenu.itemname.back = Back
keymenu.itemname.page = Page

; If custom menus are not declared, default option screen layout is loaded.
; Refer to system.base.def for an example how to modify option screen menus.

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

[OptionBG Background Sky]
type = normal
spriteno = 100,0
layerno = 0
start = -640,0

[OptionBG Background Clouds Top]
type = normal
spriteno = 100,2
layerno = 0
start = -640, -50
tile = 1,0
velocity = -0.1, 0
window = 0,0, 1279,959
mask = 1

[OptionBG Background Clouds Bottom]
type = normal
spriteno = 100,3
layerno = 0
start = -640, 0
tile = 1,0
velocity = -0.7, 0
window = 0,0, 1279,959
mask = 1

;-------------------------------------------------------------------
;Replay select screen definition
[Replay Info]
fadein.time = 10
fadein.col = 0, 0, 0
fadeout.time = 10
fadeout.col = 0, 0, 0
title.offset = 640,48
title.font = 4,0,0
title.scale = 1.0, 1.0
title.text = REPLAY SELECT
menu.pos = 414, 99
menu.item.offset = 0, 0
menu.item.font = 7,0,1, 191,191,191
menu.item.scale = 1.0, 1.0
menu.item.active.offset = 0, 0
menu.item.active.font = 7,0,1
menu.item.active.scale = 1.0, 1.0
menu.item.spacing = 0, 42
menu.window.margins.y = 21, 2
menu.window.visibleitems = 13
menu.boxcursor.visible = 1
menu.boxcursor.coords = -15, -30, 462, 11
menu.boxcursor.col = 255, 255, 255
menu.boxcursor.pulse = 30, 20, 30
menu.boxbg.visible = 1
menu.boxbg.col = 0, 0, 0
menu.boxbg.alpha = 0, 128
;menu.arrow.up.anim = 
menu.arrow.up.spr = 400, 0
menu.arrow.up.offset = 428, -51
menu.arrow.up.facing = 1
menu.arrow.up.scale = 1.0, 1.0
;menu.arrow.down.anim = 
menu.arrow.down.spr = 401, 0
menu.arrow.down.offset = 428, 525
menu.arrow.down.facing = 1
menu.arrow.down.scale = 1.0, 1.0
menu.title.uppercase = 1
cursor.move.snd = 100, 0
cursor.done.snd = 100, 1
cancel.snd = 100, 2
menu.itemname.back = Back

;-------------------
;Replay select screen background
[ReplayBGdef]

[ReplayBG Background Sky]
type = normal
spriteno = 204,0
layerno = 0
start = -640,0

[ReplayBG Background Clouds Top]
type = normal
spriteno = 102,2
layerno = 0
start = -640, -50
tile = 1,0
velocity = -0.05, 0
trans = add1
window = 0,0, 1279,959
mask = 1

[ReplayBG Background Clouds Bottom]
type = normal
spriteno = 102,3
layerno = 0
start = -640, 0
tile = 1,0
velocity = -0.7, 0
window = 0,0, 1279,959
mask = 1
---------------------------------------------
;Pause menu screen definition
[Pause Menu]
fadein.time = 0
fadein.col = 0, 0, 0
fadeout.time = 0
fadeout.col = 0, 0, 0
title.offset = 640,48
title.font = 4,0,0
title.scale = 1.0, 1.0
title.text = PAUSE
menu.pos = 414, 99
menu.item.offset = 0, 0
menu.item.font = 7,0,1, 191,191,191
menu.item.scale = 1.0, 1.0
menu.item.active.offset = 0, 0
menu.item.active.font = 7,0,1
menu.item.active.scale = 1.0, 1.0
menu.item.selected.offset = 0, 0
menu.item.selected.font = 7,0,1, 0,247,247
menu.item.selected.scale = 1.0, 1.0
menu.item.selected.active.offset = 0, 0
menu.item.selected.active.font = 7,0,1, 0,247,247
menu.item.selected.active.scale = 1.0, 1.0
menu.item.value.offset = 450, 0
menu.item.value.font = 7,0,-1, 191,191,191
menu.item.value.scale = 1.0, 1.0
menu.item.value.active.offset = 450, 0
menu.item.value.active.font = 7,0,-1
menu.item.value.active.scale = 1.0, 1.0
menu.item.spacing = 0, 42
;menu.window.margins.y = 0, 0
menu.window.visibleitems = 13
menu.boxcursor.visible = 1
menu.boxcursor.coords = -15, -30, 462, 11
menu.boxcursor.col = 255, 255, 255
menu.boxcursor.pulse = 30, 20, 30
menu.boxbg.visible = 1
menu.boxbg.col = 0, 0, 0
menu.boxbg.alpha = 0, 128
;menu.arrow.up.anim = 
menu.arrow.up.spr = 400, 0
menu.arrow.up.offset = 428, -51
menu.arrow.up.facing = 1
menu.arrow.up.scale = 1.0, 1.0
;menu.arrow.down.anim = 
menu.arrow.down.spr = 401, 0
menu.arrow.down.offset = 428, 525
menu.arrow.down.facing = 1
menu.arrow.down.scale = 1.0, 1.0
menu.title.uppercase = 1
hidebars = 1                                       ;Set to 0 to show lifebars during the pause menu
;overlay.window = 0, 0, 1280, 720
overlay.col = 0, 0, 0
overlay.alpha = 0, 128
cursor.move.snd = 100, 0
cursor.done.snd = 100, 1
cancel.snd = 100, 2
enter.snd = 100, 1
exit.snd = 100, 2
movelist.pos = 189, 60
movelist.title.offset = 451, -12
movelist.title.font = 4,0,0
movelist.title.scale = 1.0, 1.0
movelist.title.text = %s
movelist.title.uppercase = 1
movelist.text.offset = 0, 36
movelist.text.font = 7,0,1
movelist.text.scale = 1.0, 1.0
movelist.text.spacing = 3, 3
movelist.text.text = Command List not found.
movelist.glyphs.offset = 0, 6
movelist.glyphs.scale = 1.0, 1.0
movelist.glyphs.spacing = 6
movelist.window.width = 900
movelist.window.margins.y = 60, 3
movelist.window.visibleitems = 20
;movelist.overlay.window = 0, 0, 1280, 720
movelist.overlay.col = 0, 0, 0
movelist.overlay.alpha = 0, 128
;movelist.arrow.up.anim = 
;movelist.arrow.up.spr = 
movelist.arrow.up.offset = 0, 0
movelist.arrow.up.facing = 1
movelist.arrow.up.scale = 1.0, 1.0
;movelist.arrow.down.anim = 
;movelist.arrow.down.spr = 
movelist.arrow.down.offset = 0, 0
movelist.arrow.down.facing = 1
movelist.arrow.down.scale = 1.0, 1.0

; If custom menus are not declared, default menu screen layout is loaded.
; Refer to system.base.def for an example how to modify pause screen menus.

;-------------------
;Pause menu screen background
[PauseBGdef]

;-------------------------------------------------------------------
;Training menu screen definition
[Training Pause Menu]

; If not overridden, values used for [Menu Info] are shared with this group.
; Refer to system.base.def for an example how to modify pause screen menus.

;-------------------
;Training menu screen background
;[TrainingPauseBGdef]

; If commented out defaults to [PauseBGdef]

;-------------------------------------------------------------------
;Attract mode definition
[Attract Mode]
enabled = 0
fadein.time = 10
fadein.col = 0, 0, 0
fadeout.time = 10
fadeout.col = 0, 0, 0
credits.snd = 400, 0
logo.storyboard = logo.def
intro.storyboard = intro.def
start.storyboard = 
start.time = 600
start.insert.text = Insert coin
start.insert.offset = 640, 501
start.insert.font = 3,0,0
start.insert.scale = 1.0, 1.0
start.insert.blinktime = 30
start.press.text = Press Start
start.press.offset = 640, 501
start.press.font = 3,0,0
start.press.scale = 1.0, 1.0
start.press.blinktime = 30
start.timer.offset = 1089, 696
start.timer.font = 2,0,-1
start.timer.scale = 1.0, 1.0
start.timer.text = %i
start.timer.count = 60
start.timer.framespercount = 60
start.timer.displaytime = 10
start.done.snd = 100, 1
credits.text = CREDITS: %02d
credits.offset = 640, 696
credits.font = 2,0,0
credits.scale = 1.0, 1.0

; Flexible submenu grouping.
;Full documentation of this feature is available on Ikemen GO features wiki

menu.itemname.arcade = ARCADE

;-------------------
;Attract mode screen background
[AttractBGdef]
bgclearcolor = 0,0,0

[AttractBG Background Top]
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,0, 1279,334

[AttractBG Background Middle]
type = normal
spriteno = 100,1
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,335, 1279,631

[AttractBG Background Bottom]
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,632, 1279,959

[AttractBG 1]
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,332, 1279,334
trans = add1

[AttractBG 2]
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,632, 1279,634
trans = add1

[AttractBG Title Logo]
type = normal
spriteno = 0,0
layerno = 0
start = 0,140
mask = 1

;-------------------------------------------------------------------
;Challenger definition
[Challenger Info]
enabled = 1
fadein.time = 0
fadein.col = 0, 0, 0
;fadein.anim = 
fadeout.time = 15
fadeout.col = 0, 0, 0
;fadeout.anim = 
time = 85
pause.time = 0  ;Time to wait before pausing characters and background
snd.time = 0
snd = 500,0
bg.anim = 500
;bg.spr = 
bg.offset = 234, 298
bg.facing = 1
bg.scale = 1.0, 1.0
bg.displaytime = 0
;text.text = Here Comes A New Challenger!!
text.offset = 213, 120
text.font = 2,5,0
text.scale = 3.0, 3.0
text.displaytime = 0
text.layerno = 2
;overlay.window = 0, 0, 1280, 720
overlay.col = 0, 0, 0
overlay.alpha = 0, 128

;"Here Comes A New Challenger!!" Animation
[Begin Action 500]
500,0, 0,0, 4
500,1, 0,0, 4
500,2, 0,0, 4
500,3, 0,0, 4
500,4, 0,0, 4
500,5, 0,0, 4
500,6, 0,0, 4
500,7, 0,0, 4
500,8, 0,0, 4
500,9, 0,0, 4
500,9, 0,0, 1,, AS240D16
500,9, 0,0, 1,, AS224D32
500,9, 0,0, 1,, AS208D48
500,9, 0,0, 1,, AS192D64
500,9, 0,0, 1,, AS176D80
500,9, 0,0, 1,, AS160D96
500,9, 0,0, 1,, AS144D112
500,9, 0,0, 1,, AS128D128
500,9, 0,0, 1,, AS112D144
500,9, 0,0, 1,, AS96D160
500,9, 0,0, 1,, AS80D176
500,9, 0,0, 1,, AS64D192
500,9, 0,0, 1,, AS48D208
500,9, 0,0, 1,, AS32D224
500,9, 0,0, 1,, AS16D240
-1,0, 0,0, -1

;-------------------
;Challenger background
[ChallengerBGdef]


;-------------------------------------------------------------------
;Dialogue definition
[Dialogue Info]
enabled = 1
starttime = 30
endtime = 60
switchtime = 30
skiptime = 30
skip.key = a
cancel.key = b, c, x, y, z, s
p1.bg.anim = 700
p1.bg.offset = 0, 96
p1.bg.facing = 1
p1.bg.scale = 3.0, 3.0
p2.bg.anim = 701
p2.bg.offset = 0, 432
p2.bg.facing = 1
p2.bg.scale = 3.0, 3.0
p1.face.spr = 9000,3
p1.face.offset = 2, 1
p1.face.facing = 1
p1.face.scale = 0.51, 0.51
;p1.face.window = 0, 0, 1280, 720
p2.face.spr = 9000,3
p2.face.offset = 1280, 337
p2.face.facing = -1
p2.face.scale = 0.51, 0.51
;p2.face.window = 0, 0, 1280, 720
p1.name.offset = 270, 135
p1.name.font = 7,0,1
p1.name.scale = 1.0, 1.0
p2.name.offset = 30, 471
p2.name.font = 7,0,1
p2.name.scale = 1.0, 1.0
p1.text.offset = 270, 177
p1.text.font = 7,0,1
p1.text.scale = 1.0, 1.0
p1.text.textspacing = 0
p1.text.textdelay = 3
p1.text.textwrap = w
p1.text.window = 270,96, 1200,288
p2.text.offset = 30, 513
p2.text.font = 7,0,1
p2.text.scale = 1.0, 1.0
p2.text.textspacing = 0
p2.text.textdelay = 3
p2.text.textwrap = w
p2.text.window = 30,432, 930,624

[Begin Action 700]
700,0, -425,0, 1, ,AS192D64
700,0, -400,0, 1, ,AS192D64
700,0, -375,0, 1, ,AS192D64
700,0, -350,0, 1, ,AS192D64
700,0, -325,0, 1, ,AS192D64
700,0, -300,0, 1, ,AS192D64
700,0, -275,0, 1, ,AS192D64
700,0, -250,0, 1, ,AS192D64
700,0, -225,0, 1, ,AS192D64
700,0, -200,0, 1, ,AS192D64
700,0, -175,0, 1, ,AS192D64
700,0, -150,0, 1, ,AS192D64
700,0, -125,0, 1, ,AS192D64
700,0, -100,0, 1, ,AS192D64
700,0, -75,0, 1, ,AS192D64
700,0, -50,0, 1, ,AS192D64
700,0, -25,0, 1, ,AS192D64
700,0, 0,0, -1, ,AS192D64

[Begin Action 701]
700,0, 425,0, 1, ,AS192D64
700,0, 400,0, 1, ,AS192D64
700,0, 375,0, 1, ,AS192D64
700,0, 350,0, 1, ,AS192D64
700,0, 325,0, 1, ,AS192D64
700,0, 300,0, 1, ,AS192D64
700,0, 275,0, 1, ,AS192D64
700,0, 250,0, 1, ,AS192D64
700,0, 225,0, 1, ,AS192D64
700,0, 200,0, 1, ,AS192D64
700,0, 175,0, 1, ,AS192D64
700,0, 150,0, 1, ,AS192D64
700,0, 125,0, 1, ,AS192D64
700,0, 100,0, 1, ,AS192D64
700,0, 75,0, 1, ,AS192D64
700,0, 50,0, 1, ,AS192D64
700,0, 25,0, 1, ,AS192D64
700,0, 0,0, -1, ,AS192D64

;-------------------------------------------------------------------
;Hiscore definition
[Hiscore Info]
enabled = 1
fadein.time = 50
fadein.col = 0, 0, 0
;fadein.anim = 
fadeout.time = 50
fadeout.col = 0, 0, 0
;fadeout.anim = 
time = 360
pos = 159, 0
title.offset = 480, 74
title.font = 4,0,0
title.scale = 1.0, 1.0
title.arcade.text = Ranking Arcade
title.teamarcade.text = Ranking Team Arcade
title.teamcoop.text = Ranking Team Cooperative
title.timeattack.text = Ranking Time Attack
title.survival.text = Ranking Survival
title.survivalcoop.text = Ranking Survival Cooperative
title.uppercase = 1
title.rank.offset = 105, 140
title.rank.font = 3,0,0
title.rank.scale = 0.66,0.66
title.rank.text = Rank
title.result.offset = 336, 140
title.result.font = 3,0,0
title.result.scale = 0.66,0.66
title.result.text = Result
title.name.offset = 558, 140
title.name.font = 3,0,0
title.name.scale = 0.66,0.66
title.name.text = Name
title.face.offset = 774, 140
title.face.font = 3,0,0
title.face.scale = 0.66,0.66
title.face.text = Character
item.offset = 0, 0
item.spacing = 0, 0
item.rank.offset = 126, 190
item.rank.font = 2,0,-1
item.rank.scale = 1.0, 1.0
item.rank.spacing = 0, 26
item.rank.text = %dth
item.rank.1.text = %dst
item.rank.2.text = %dnd
item.rank.3.text = %drd
item.rank.active.font = 2,0,-1, 191,191,191
item.rank.active.switchtime = 4
item.rank.active2.font = 2,0,-1
item.result.offset = 399, 190
item.result.font = 2,0,-1
item.result.scale = 1.0, 1.0
item.result.spacing = 0, 26
item.result.score.text = %08d
item.result.time.text = %m'%s''%x
item.result.win.text = Stage %d
item.result.active.font = 2,0,-1, 191,191,191
item.result.active.switchtime = 4
item.result.active2.font = 2,0,-1
item.name.offset = 531, 190
item.name.font = 2,0,1
item.name.scale = 1.0, 1.0
item.name.spacing = 0, 26
item.name.text = %s
item.name.active.font = 2,0,1, 191,191,191
item.name.active.switchtime = 4
item.name.active2.font = 2,0,1
item.name.uppercase = 1
;item.face.anim = 
item.face.spr = 9000, 0
item.face.offset = 700, 164
item.face.facing = 1
item.face.scale = 0.36, 0.36
;item.face.window = 0, 0, 1280, 720
item.face.num = 4
item.face.spacing = 38, 48
;item.face.bg.anim = 
item.face.bg.spr = 150,0
item.face.bg.offset = 0, 0
item.face.bg.facing = 1
item.face.bg.scale = 0.36, 0.36
;item.face.unknown.anim = 
item.face.unknown.spr = 151,0
item.face.unknown.offset = 0, 0
item.face.unknown.facing = 1
item.face.unknown.scale = 0.33, 0.33
timer.offset = 480, 676
timer.font = 2,0,0
timer.scale = 2, 2
timer.text = %i
timer.count = 30
timer.framespercount = 60
timer.displaytime = 10
window.width = 900
window.margins.y = 60, 3
window.visibleitems = 10
;overlay.window = 0, 0, 1280, 720
overlay.col = 0, 0, 0
overlay.alpha = 0, 128
move.snd = 100, 0
done.snd = 100, 1
cancel.snd = 100, 2
glyphs = A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, !, ?, ., <, >

;-------------------
;Hiscore screen background
[HiscoreBGdef]

[HiscoreBG Background Sky]
type = normal
spriteno = 100,0
layerno = 0
start = -640,0

[HiscoreBG Background Clouds Top]
type = normal
spriteno = 100,2
layerno = 0
start = -640, -50
tile = 1,0
velocity = -0.1, 0
window = 0,0, 1279,959
mask = 1

[HiscoreBG Background Clouds Bottom]
type = normal
spriteno = 100,3
layerno = 0
start = -640, 0
tile = 1,0
velocity = -0.7, 0
window = 0,0, 1279,959
mask = 1

;-------------------------------------------------------------------
;Warning screen definition
[Warning Info]
title.offset = 640, 48
title.font = 4,0,0
title.scale = 1.0, 1.0
text.offset = 189, 393
text.font = 7,0,1
text.scale = 1.0, 1.0
;overlay.window = 0, 0, 1280, 720
overlay.col = 0, 0, 0
overlay.alpha = 0, 128
done.snd = 100, 0
cancel.snd = 100, 2
