; Definition of stage 0 (training mode)
; *** denotes values you should change/check for each stage.
; The term "background" is used to mean both backgrounds and foregrounds.


[Info]
 ;Name of the stage.
name = "Japanese Temple (Ryu's stage)"

;--------------------------------------------------------
[Camera]
 ;Camera starting position: Usually (sprite_width-320)/2
 ;***
startx = 160
starty = 0

 ;Left and right bound of camera (increase boundright to let players move
 ;right more)
 ;boundright is usually (sprite_width-320)
 ;You may want to fiddle a bit with this value to make sure the background
 ;doesn't move too far or too little
 ;***
boundleft = 10
boundright = 320
boundhigh = -25
boundlow = 0

 ;Distance player is from edge before camera starts to move. Typically 50
tension = 50


;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically (sprite_width)
 ;p1starty and p1startz should be 0.
p1startx = 115          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1startz = 0            ;Starting z coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 255
p2starty = 0
p2startz = 0
p2facing = -1

;--- Common ---
 ;Don't change these values.
leftbound  = -1000 ;Left bound (x-movement)
rightbound =  1000 ;Right bound
topbound  =  0     ;Top bound (z-movement)
botbound  =  0     ;Bottom bound

;--------------------------------------------------------
[Scaling]
 ;No need to change these values
topz     = 0       ;Top z-coordinate for scaling
botz     = 50      ;Bottom z-coordinate for scaling
topscale = 1       ;Scale to use at top
botscale = 1.2     ;Scale to use at bottom

;--------------------------------------------------------
[Bound]
 ;Distance from left/right edge of screen that player can move to
 ;Typically 15
screenleft = 15    ;Dist from left of screen that player can move to
screenright = 15   ;Right edge

;--------------------------------------------------------
[StageInfo]
 ;Z offset for drawing
 ;Adjust this value to move the ground level up/down in the screen.
 ;It's the position where the players stand at.
 ;Up = smaller, Down = larget
 ;***
zoffset   = 195    ;Z offset for drawing

 ;Leave this at 1. It makes the players face each other
autoturn  = 1      ;Turn to face closest target
resetBG   = 0      ;Don't reset background between rounds


;--------------------------------------------------------
[Shadow]
 ;This is the shadow color given in r,g,b. Valid values for each
 ;range from 0 (lightest) to 255 (darkest).
 ;Defaults to 92,92,92 if omitted.
color = 128,128,128

 ;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


;--------------------------------------------------------
[Music]
 ;Put a filename for an MP3 or MIDI here, or just comment
 ;it out if you don't want music. If an invalid filename
 ;is given, then no music will play.
bgmusic = sound\ryu.mid

;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ?       "Normal"/"Parallax"/"Height"  (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"/"sub"/"avg" (def: "none")
; mask = ?       Masking (int): 0 - off, 1 - on  (def: 0)
; tile = ?, ?    Tiling: xtile, ytile (int): 0 - off, 1 - on  (def: 0, 0)
;  Parallax-only:
; width = ?, ?     Top width, bottom width (int)  (req'd)
; 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 = stages\ryubg.sff

;----------
[BG 1] ;sky 2
type  = normal
spriteno = 0, 1
start = 746, 0
delta = 0, 0
mask = 0
tile  = 1, 0
velocity = -0.3, 0

[BG 0] ; sky 1
type  = normal
spriteno = 0, 0
start = -160, 0
delta = 0, 0
mask = 0
tile = 0, 0
velocity = -0.3, 0

[BG 2] ; temple
type  = normal
spriteno = 0, 4
start = 5, 43
delta = .3, .8
mask = 1
tile = 0, 0

[BG BAT1] ;BAT1
type  = anim
id = 1
actionno = 1
start = 0,0
delta = .3, .8
mask = 1

[BG BAT2] ;BAT2
type  = anim
id = 2
actionno = 1
start = 0,0
delta = .3, .8
mask = 1

[BG BAT3] ;BAT3
type  = anim
id = 3
actionno = 1
start = 0,0
delta = .3, .8
mask = 1

[BG BAT4] ;BAT4
type  = anim
id = 4
actionno = 1
start = 0,0
delta = .3, .8
mask = 1

[BG 3] ; wall
type  = normal
spriteno = 0, 2
start = -55, -5
delta = .9, .9
mask = 1
tile = 0, 0

[BG 4] ; background
type  = normal
spriteno = 0, 3
start = -150, -29
delta = 1, 1
mask = 1
tile = 0, 0

[BG 4] ; floor
type  = normal
spriteno = 0, 5
start = -210, 184
delta = 1, 1
mask = 0
tile = 0, 0

;-----------------
;BAT1 Controller
[BGCtrlDef 1]
looptime = 6000
CtrlID = 1

[BGCtrl 1.1] ;Start off disabled
type = Enable
time = 0,0, -1
value = 0

[BGCtrl 1.2] ;Start off screen
type = PosSet
time = 300
x = 160
y = -20

[BGCtrl 1.3]
type = VelSet
time = 300
y = .9

[BGCtrl 1.4] ;Bring it on
type = Enable
time = 300
value = 1

[BGCtrl 1.5] ;Stop
type = VelSet
time = 400
x = 0
y = 0

[BGCtrl 1.6] ;Shake
type = SinY
time = 400
value = -8,60

[BGCtrl 1.7] ;Stop sin
type = SinY
time = 640
value = 0

[BGCtrl 1.8] ;Move up left
type = VelAdd
time = 640
y = -1

[BGCtrl 1.9] ;Stop
type = VelSet
time = 740
x = 0
y = 0

[BGCtrl 1.10] ;Disable
type = Enable
time = 740
value = 0

;-----------------
;BAT2 Controller
[BGCtrlDef 2]
looptime = 6000
CtrlID = 2

[BGCtrl 2.1] ;Start off disabled
type = Enable
time = 0,0, -1
value = 0

[BGCtrl 2.2] ;Start off screen
type = PosSet
time = 2300
x = -20
y = -20

[BGCtrl 2.3]
type = VelSet
time = 2300
y = .9

[BGCtrl 2.4] ;Bring it on
type = Enable
time = 2300
value = 1

[BGCtrl 2.5] ;Stop
type = VelSet
time = 2400
x = 0
y = 0

[BGCtrl 2.6] ;Shake
type = SinY
time = 2400
value = -8,60

[BGCtrl 2.7] ;Stop sin
type = SinY
time = 2640
value = 0

[BGCtrl 2.8] ;Move up left
type = VelAdd
time = 2640
y = -1

[BGCtrl 2.9] ;Stop
type = VelSet
time = 2740
x = 0
y = 0

[BGCtrl 2.10] ;Disable
type = Enable
time = 2740
value = 0

;-----------------
;BAT3 Controller
[BGCtrlDef 3]
looptime = 6000
CtrlID = 3

[BGCtrl 3.1] ;Start off disabled
type = Enable
time = 0,0, -1
value = 0

[BGCtrl 3.2] ;Start off screen
type = PosSet
time = 2800
x = 50
y = -20

[BGCtrl 3.3]
type = VelSet
time = 2800
y = .9

[BGCtrl 3.4] ;Bring it on
type = Enable
time = 2800
value = 1

[BGCtrl 3.5] ;Stop
type = VelSet
time = 2900
x = 0
y = 0

[BGCtrl 3.6] ;Shake
type = SinY
time = 2900
value = -8,60

[BGCtrl 3.7] ;Stop sin
type = SinY
time = 3140
value = 0

[BGCtrl 3.8] ;Move up left
type = VelAdd
time = 3140
y = -1

[BGCtrl 3.9] ;Stop
type = VelSet
time = 3240
x = 0
y = 0

[BGCtrl 3.10] ;Disable
type = Enable
time = 3240
value = 0

;-----------------
;BAT4 Controller
[BGCtrlDef 4]
looptime = 6000
CtrlID = 4

[BGCtrl 4.1] ;Start off disabled
type = Enable
time = 0,0, -1
value = 0

[BGCtrl 4.2] ;Start off screen
type = PosSet
time = 4800
x = 0
y = -20

[BGCtrl 4.3]
type = VelSet
time = 4800
y = .9

[BGCtrl 4.4] ;Bring it on
type = Enable
time = 4800
value = 1

[BGCtrl 4.5] ;Stop
type = VelSet
time = 4900
x = 0
y = 0

[BGCtrl 4.6] ;Shake
type = SinY
time = 4900
value = -8,60

[BGCtrl 4.7] ;Stop sin
type = SinY
time = 5140
value = 0

[BGCtrl 4.8] ;Move up left
type = VelAdd
time = 5140
y = -1

[BGCtrl 4.9] ;Stop
type = VelSet
time = 5240
x = 0
y = 0

[BGCtrl 4.10] ;Disable
type = Enable
time = 5240
value = 0

;-----------------
;Bats Animation

[Begin Action 1]
1,0, 0,0, 4
1,1, 0,0, 4
1,0, 0,0, 4
1,2, 0,0, 4
