;Dragon Ball Z M.U.G.E.N. Edition 2

; BackGround - Budokai Day - (HD)
; by EmuBoarding
; E-Mail: snowlennon@zipmail.com.br
; Mugen Eleven - http://www.mugen11.com
; MugeNow - http://MugeNow.cjb.net
; Riped: Dragon ball Z HYPER DIMENSION - SNES
; Edição de Graficos: EmuBoarding

;--------------------------------------------------------
[Info]
 ;Name of the stage.
name = "Tenka Ichi Budoukai HD - Day"

[Camera]
 ;Camera starting position: Usually 0 for both
 ;***
startx = 0
starty = 0

 ;Left and right bound of camera
 ;You may want to fiddle a bit with these values to make sure the
 ;background doesn't move too far or too little
 ;***
boundleft = -96
boundright = 96

 ;High and low bound of camera
 ;High is a negative number. Make is more negative if you want to
 ;camera to be able to move higher.
 ;Low should usually be 0.
 ;If omitted, defaults to -25 and 0 respectively
 ;***
boundhigh = 0
boundlow = 0

 ;This is how much the camera will move vertically towards the
 ;highest player. Valid values are from 0 to 1. A value of 0 will mean
 ;the camera does not move up at all. A value of 1 will makes the camera
 ;follow the highest player.
 ;Typically .2 for normal-sized backgrounds. You may need to pull this
 ;value up for taller backgrounds.
verticalfollow = .2

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


;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically -70 and p2startx is 70.
 ;p1starty and p1startz should be 0.
p1startx = -70          ;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 = 70
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 - larger
 ;***
zoffset   = 191    ;Z offset for drawing

 ;Leave this at 1. It makes the players face each other
autoturn  = 1      ;Turn to face closest target

;--------------------------------------------------------
[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 = 53,53,53

 ;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 = 0.4


;--------------------------------------------------------
[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/dbz-me-2-DB-Angel.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)
; 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)
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
;  Parallax-only:
; xscale = ?, ?    Top xscale, bottom xscale (float) (if used, then no tiling)
; width = ?, ?     Top width, bottom width (int)  (if used, then tiles;
;                             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 = stages\budoukai-hd.sff

;----------
; 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:

;nuvens
[BG 0]
type  = normal
spriteno = 0, 2
layerno = 0                
start = 500, -4
delta = 1, 1
trans = none
mask  = 0
tile  = 1, 1
window = 0,0, 319, 239
velocity = 0.2, 0

;muro
;----------
[BG 1]
type  = normal
spriteno = 0, 1
start = 0, 205
delta = 1.5, 1
layerno = 1
mask = 1
velocity = 0, 0
tile = 1, 0
tilespacing = 0, 0

;principal
[BG 2]
type  = normal
spriteno = 0, 0
layerno = 0                
start = 500, -4
delta = 1, 1
trans = none
mask  = 1
tile  = 1, 0
window = 0,0, 319, 239

;chuva
;[BG 3]
;type  = normal
;spriteno = 0, 3
;layerno = 1                
;start = 500, -4
;delta = 1.6, 1
;trans = add
;mask  = 1
;tile  = 1, 1
;velocity = 4, 4




