; Definitions of system screens

; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.

; Notes about fonts:
;   - up to 10 fonts can be specified in the [Files] section.
;   - 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. mugen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/

;----------------------------
[Info]
name = "Default"          ;Name of motif
author = "Elecbyte"       ;Motif author name
versiondate = 09,01,2009  ;Version date of motif (MM-DD-YYYY) (new in MUGEN 2009)
mugenversion = 1.0        ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 2009)
localcoord = 384,224      ;Local coordinate space width and height (new in MUGEN 2009)

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

[Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =         ;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 = namefnt.def         ;System fonts
font2 = f-6x9.def         ;System fonts
font3 = jg.fnt            ;System fonts
font4 = menu.fnt

;----------------------------
[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 = 
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/vs-select.mp3
select.bgm.volume = 100
select.bgm.loop = 1
select.bgm.loopstart = -1
select.bgm.loopend = -1
  ;Music to play at versus screen.
vs.bgm = 
vs.bgm.volume = 
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend = 
  ;Music to play at victory screen.
victory.bgm = 
victory.bgm.volume =
victory.bgm.loop = 0
victory.bgm.loopstart =
victory.bgm.loopend = 

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 0
fadeout.time = 0
menu.pos = 191,192
menu.item.font = -1,0,0
menu.item.active.font = 4,0,0
menu.item.spacing = 0, 0
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos).
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VERSUS"
menu.itemname.teamarcade = ""
menu.itemname.teamversus = ""
menu.itemname.teamcoop = ""
menu.itemname.survival = "TOWER"
menu.itemname.survivalcoop = ""
menu.itemname.training = "TRAINING"
menu.itemname.watch = ""
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 20, 16
menu.window.visibleitems = 1
menu.boxcursor.visible = 0     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -58,-10,57,2
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0

[TitleBG 1]
type  = normal
spriteno = 0, 0

[TitleBG 1]
type  = normal
spriteno = 0, 1
trans = addalpha
alpha = 256,256
mask = 1

[TitleBG 1]
type = normal
spriteno = 0, 2
mask = 1

[TitleBG 1]
type  = anim
actionno = 0
mask = 1

[Begin Action 0]
1,0, 0,0, 27
1,1, 0,0, 3
1,2, 0,0, 3
1,1, 0,0, 3

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 30
;fadeout.time = 15
rows = 8
columns = 12
wrapping = 1              ;1 to let cursor wrap around
pos = 128,13              ;Position to draw to
showemptyboxes = 0        ;1 to show empty boxes
moveoveremptyboxes = 1    ;1 to allow cursor to move over empty boxes
cell.size = 32,32         ;x,y size of each cell (in pixels)
cell.spacing = 0          ;Space between each cell
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,1
p1.cursor.active.anim = 160
p1.cursor.done.anim = 161
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,4
p2.cursor.active.anim = 170
p2.cursor.done.anim = 171
p2.cursor.blink = 1       ;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
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     ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = 1,1
title.font = -1,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 0,0   ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p2.face.spr = 9000,1
p2.face.offset = 382,0
p2.face.facing = -1
;Stage select
stage.pos = 160,200
stage.active.font = 3,0,0
stage.active2.font = 3,2  ;Second font color for blinking
stage.done.font = 3,0
stage.bg.spr = 2,1
stage.bg.layerno = 1
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 30
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 3,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 299, 30
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,0, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 3,0, -1
p2.teammenu.enemytitle.text = Opponent team mode
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Name
p1.name.offset = 60,182   ;Position to put name
p1.name.font = 1,0,0 ;Set to -1 for no display
p2.name.offset = 324,182
p2.name.font = 1,0,0
;Sounds

[Begin Action 160]
160,0, 0,0, 8,,AS224D32
160,0, 0,0, 6,,AS192D64
160,0, 0,0, 4,,AS160D96
160,0, 0,0, 4,,AS128D128
160,0, 0,0, 4,,AS96D160
160,0, 0,0, 4,,AS64D192
160,0, 0,0, 4,,AS32D224
160,0, 0,0, 4,,AS64D192
160,0, 0,0, 4,,AS96D160
160,0, 0,0, 4,,AS128D128
160,0, 0,0, 4,,AS160D96
160,0, 0,0, 6,,AS192D64
160,0, 0,0, 8,,AS224D32
160,0, 0,0, 16

[Begin Action 161]
160,0, 0,0, 1

[Begin Action 170]
170,0, 0,0, 8,,AS224D32
170,0, 0,0, 6,,AS192D64
170,0, 0,0, 4,,AS160D96
170,0, 0,0, 4,,AS128D128
170,0, 0,0, 4,,AS96D160
170,0, 0,0, 4,,AS64D192
170,0, 0,0, 4,,AS32D224
170,0, 0,0, 4,,AS64D192
170,0, 0,0, 4,,AS96D160
170,0, 0,0, 4,,AS128D128
170,0, 0,0, 4,,AS160D96
170,0, 0,0, 6,,AS192D64
170,0, 0,0, 8,,AS224D32
170,0, 0,0, 16

[Begin Action 171]
170,0, 0,0, 1

[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 1
180,0, 1,0, 1
180,0, 2,0, 1
180,0, 3,0, 1
180,0, 4,0, 1
180,0, 5,0, 1
180,0, 6,0, 1
180,0, 7,0, 1

[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 1
190,0,-1,0, 1
190,0,-2,0, 1
190,0,-3,0, 1
190,0,-4,0, 1
190,0,-5,0, 1
190,0,-6,0, 1
190,0,-7,0, 1

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

[SelectBG 0] 
type  = normal
spriteno = 2,0

[SelectBG 0] 
type  = anim
actionno = 9
tile = 0,1
tilespacing = 9999,128
velocity = 0,-1

[SelectBG 0] 
type  = anim
actionno = 8
tile = 0,1
tilespacing = 9999,128
velocity = 0,1

[SelectBG 0] 
type  = normal
spriteno = 3,0
mask = 1
trans = addalpha
alpha = 256,24

[SelectBG 0] 
type  = normal
spriteno = 3,1
mask = 1

[SelectBG 0] 
type  = normal
spriteno = 5,0
trans = addalpha
alpha = 256,32
mask = 1

[Begin Action 8]
3,10, 192,0, 2
3,11, 192,0, 2

[Begin Action 9]
3,10, -192,0, 2
3,11, -192,0, 2

;-------------------------------------------------------------------
[VS Screen]
time = 0               ;Time to show screen
fadein.time = -1
fadeout.time = -1
p1.spr = 65535, 1
p2.spr = 65535, 1

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

[VersusBG 0] 
type  = normal
spriteno = 2,1

;-------------------------------------------------------------------
;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
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 = 1         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.stopbgm = 0		  ;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 = 0               ;Set to 1 to show continue screen, 0 to disable

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

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

[VictoryBG 1] 
type  = normal
spriteno = 0,0

;-------------------------------------------------------------------
;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 = 0

;-------------------------------------------------------------------
;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

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
[End Credits]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;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
winstext.text = "Rounds survived: %i"  ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 5           ;Number of rounds to get win pose (lose pose otherwise)

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

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

[OptionBG 1]
type  = normal
spriteno = 0,0
start = 0,0
tile  = 1,1
velocity = -1, -1