; veszteseg stage made by dawsaw
; winmugen only

;--------------------------------------------------------
[Info]
name = "?"
author = "Witherower"
;update date = october 5th, 2023

[camera]
startx=0
starty=0
boundleft=-65535
boundright=65535
boundhigh=-2147483647
boundlow=0
verticalfollow=.6
floortension=0
tension=150
[playerinfo]
p1startx=-70
p1starty=0
p1startz=0
p1facing=1
p2startx=70
p2starty=0
p2startz=0
p2facing=-1
leftbound=-2147483647
rightbound=2147483647
topbound=0
botbound=0
[scaling]
topz=0
botz=50
topscale=1
botscale=1.2
[bound]
screenleft=1
screenright=1
[stageinfo]
zoffset=190
autoturn=1
resetbg=0
hires=1

;--------------------------------------------------------
[Shadow]
 ;This is the shadow darkening intensity. Valid values range from
 ;0 (lightest) to 256 (darkest). Defaults to 128 if omitted.
intensity = 96

 ;This is the shadow color given in r,g,b. Valid values for each
 ;range from 0 (lightest) to 255 (darkest).
 ;Defaults to 0,0,0 if omitted.
 ;intensity and color's effects add up to give the final shadow
 ;result.
color = 0,0,0

 ;This is the scale factor of the shadow. Use a big scale factor
 ;to make the shadow longer. You can use a NEGATIVE scale factor
 ;to make the shadow fall INTO the screen.
 ;Defaults to 0.4 if omitted.
yscale = .3

 ;This parameter lets you set the range over which the shadow is
 ;visible. The first value is the high level, and the second is
 ;the middle level. Both represent y-coordinates of the player.
 ;A shadow is invisible if the player is above the high level,
 ;and fully visible if below the middle level. The shadow is
 ;faded in between the two levels. This gives an effect of the
 ;shadow fading away as the player gets farther away from the
 ;ground. If omitted, defaults to no level effects (shadow is
 ;always fully visible).
fade.range = 0,0

;--------------------------------------------------------
[Reflection]
 ;Intensity of reflection (from 0 to 256). Set to 0 to have no
 ;reflection. Defaults to 0.
intensity = 0

;--------------------------------------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you don't want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". Using a track number of
 ;0 will play a random audio track. For example, to play
 ;track 3 from a music CD, use:
 ;  bgmusic = 3.da
bgmusic = sound/veszteseg.mp3

 ;Adjust the volume. 0 is normal, negative for softer, and
 ;positive for louder (only for mp3, mods and CDA)
bgvolume = 100

;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ?       "Normal"/"Parallax"  (def: "normal")
; spriteno = ?, ? Sprite group and number: groupno, imgno  (req'd)
; start = ?, ?   Starting location (integer)  (def: 0, 0)
; delta = ?, ?   Change in location per camera unit moved (float)  (def: 1,1)
; trans = ?      Transparency settings: "none"/"add"/"add1"/"sub"" (def: "none")
; mask = ?       Masking (int): 0 - off, 1 - on  (def: 0)
; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0)
; tile = ?, ?    Tiling: xtile, ytile (int): 0 - off, 1 - infinite,
;                        >1 - tile that number of times  (def: 0, 0) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
;  Parallax-only:
; xscale = ?, ?    Top xscale, bottom xscale (float)
; width = ?, ?     Top width, bottom width (int)  (use either this or above, but not both)
; yscalestart = ?  Starting y-scale (float, in percent)  (def: 100)
; yscaledelta = ?  Change in y-scale per unit (float, in percent)  (def: 0)
;-------------------------------------

;-------------------------------------
; Main background definition
[BGdef]
 ;Filename of sprite data
spr = veszteseg.sff

 ;Set to 1 if you want to clear the screen to magenta before
 ;drawing layer 0 (the default background). Good for spotting "holes"
 ;in your background.
 ;Remember to turn this off when you are done debugging the background,
 ;because it slows down performance.
debugbg = 0


;----------
; Start each background element with the following:
; Make sure it's "[BG n]", where n is anything you like (it's only used to
; report errors.) For example, you could use:  [BG TheFloor]
; Specify as many as you like. This is an example of a normal background:
[BG 0]

 ;The background type goes here: for now, only NORMAL and PARALLAX
 ;If this line is omitted, the type will be assumed to be normal.
type  = normal

 ;The sprite number to use for the background (from the SFF specified above)
 ;It's the group-number, followed by a comma, then the sprite-number
 ;*** Do not omit this line.
spriteno = 1, 0

 ;This is the layer number, which determines where the sprite is drawn to.
 ;Valid values are 0 and 1.
 ;0 for background (behind characters), 1 for foreground (in front)
 ;If this line is omitted, the default value of 0 will be assumed.
layerno = 0                

 ;This is the starting location of the background in the format
 ;x, y
 ;If this line is omitted, the default value of 0,0 will be assumed.
start = 0, 0

 ;These are the number of pixels the background moves for every single unit
 ;of camera movement, in the format
 ;x, y
 ;For the main background (eg. the floor the players stand on) you'll want
 ;to use a delta of 1,1. Things farther away should have a smaller delta,
 ;like 0.5 for example. Things near the camera should have a larget delta.
 ;If this line is omitted, the default value of 1,1 will be assumed.
delta = 2, 2

 ;Here is the transparency setting of the background.
 ;Valid values are:
 ;"none" for normal drawing
 ;"add" for colour addition (like a spotlight effect)
 ;"add1" for colour addition with background dimmed to 50% brightness
 ;"sub" for colour subtraction (like a shadow effect)
 ;If this line is omitted, it's assumed that there will be no transparency.
trans = none

 ;Mask means whether or not to draw colour zero of a sprite.
 ;If you turn masking off, the background will take less CPU power to draw,
 ;so remember to turn it off on sprites that don't use it.
 ;If this line is omitted, it's assumed that there will be no masking.
mask  = 0

 ;The format for tiling is x,y. For each of them, the value is:
 ;0 to use no tiling, 1 to tile, n where (n>1) to tile n times.
 ;If this line is omitted, it's assumed that there will be no tiling.
tile  = 1, 1

 ;This is the x and y space between each tile, for tiled backgrounds
 ;If omitted, default value is 0,0
tilespacing = 0,0

 ;This defines the drawing space, or "window" of the background. It's
 ;given in the form
 ;x1,y1, x2,y2
 ;where (x1,y1)-(x2,y2) define a rectangular box.
 ;Make the window smaller if you only want to draw part of the background.
 ;You normally do not have to change this setting. Value values range from
 ;0-319 for x, and 0-239 for y. The values are 0,0, 319,239 by default (full
 ;screen).
window = 0,0, 639, 479


;----------
[BG grass]
type  = parallax
spriteno = 1, 1
start = 0, 370
delta = 2, 2
mask = 0
velocity = 0, 0
tile = 1, 0
xscale = 1, 1.75

;----------
[BG wall]
type  = parallax
spriteno = 1, 2
start = 0, 370
delta = 2, 2
mask = 0
velocity = 0, 0
tile = 1, 0
xscale = 1.75, 1.75

[BG fog]
type  = anim
actionno = 1
start = -640, 0
delta = 0,0
mask = 0
velocity = 0, 0
tile = 0, 0
layerno=1
trans=add

[Begin Action 1]
5,0, 0,0, 1, , A
5,1, 0,0, 1, , A
5,2, 0,0, 1, , A
5,3, 0,0, 1, , A
5,4, 0,0, 1, , A
5,5, 0,0, 1, , A
5,6, 0,0, 1, , A
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5,45, 0,0, 1, , A
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5,133, 0,0, 1, , A
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5,135, 0,0, 1, , A
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5,140, 0,0, 1, , A
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5,144, 0,0, 1, , A
5,145, 0,0, 1, , A
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5,162, 0,0, 1, , A
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5,165, 0,0, 1, , A
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5,168, 0,0, 1, , A
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5,172, 0,0, 1, , A
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5,174, 0,0, 1, , A
5,175, 0,0, 1, , A
5,176, 0,0, 1, , A
5,177, 0,0, 1, , A
5,178, 0,0, 1, , A
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5,180, 0,0, 1, , A
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5,182, 0,0, 1, , A
5,183, 0,0, 1, , A
5,184, 0,0, 1, , A
5,185, 0,0, 1, , A
5,186, 0,0, 1, , A
5,187, 0,0, 1, , A
5,188, 0,0, 1, , A
5,189, 0,0, 1, , A
5,190, 0,0, 1, , A
5,191, 0,0, 1, , A
5,192, 0,0, 1, , A
5,193, 0,0, 1, , A
5,194, 0,0, 1, , A
5,195, 0,0, 1, , A
5,196, 0,0, 1, , A
5,197, 0,0, 1, , A
5,198, 0,0, 1, , A
5,199, 0,0, 1, , A
5,200, 0,0, 1, , A
5,201, 0,0, 1, , A
5,202, 0,0, 1, , A
5,203, 0,0, 1, , A
5,204, 0,0, 1, , A
5,205, 0,0, 1, , A
5,206, 0,0, 1, , A
5,207, 0,0, 1, , A
5,208, 0,0, 1, , A
5,209, 0,0, 1, , A
5,210, 0,0, 1, , A
5,211, 0,0, 1, , A
5,212, 0,0, 1, , A
5,213, 0,0, 1, , A
5,214, 0,0, 1, , A
5,215, 0,0, 1, , A
5,216, 0,0, 1, , A
5,217, 0,0, 1, , A
5,218, 0,0, 1, , A
5,219, 0,0, 1, , A
5,220, 0,0, 1, , A
5,221, 0,0, 1, , A
5,222, 0,0, 1, , A
5,223, 0,0, 1, , A
5,224, 0,0, 1, , A
5,225, 0,0, 1, , A
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5,227, 0,0, 1, , A
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5,230, 0,0, 1, , A
5,231, 0,0, 1, , A
5,232, 0,0, 1, , A
5,233, 0,0, 1, , A
5,234, 0,0, 1, , A
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5,236, 0,0, 1, , A
5,237, 0,0, 1, , A
5,238, 0,0, 1, , A
5,239, 0,0, 1, , A