; Definitions of system screens

; Motif: MUGEN1
; Optimal resolution: 1280x720
; Supported languages: en, ja

; 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 = "Megaman 8"           ;Name of motif
author = "Producciones Andrómeda"       ;Motif author name
versiondate = 17,11,2012  ;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 = 640,480     ;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 =  logoHD.def       ;Logo storyboard definition (optional)
intro.storyboard =  intr.def      ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
;System fonts
font1 = SelectNames2.fnt
font2 = Sonicheroes.def  
font2.height = 36  
font3 = enter48.def
font4 = sonich_chica_amarilla.fnt
font5 = mssansserif-tt36.def
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)
font6 = Sonicheroes.def   
font7 = Sonicheroes.def   
font7.height = 25   
font8 = Sonicheroes.def   
font8.height = 28   
font9 = heavy.def  
;font9.height = 14 


; Load alternative victory quote font (font5) if language is "ja".
[ja.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
;System fonts
font1 = f-4x6.def
font2 = name14.def
font3 = enter48.def
font4 = arcade.def
font5 = msgothic-tt36.def
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)

;----------------------------
[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 CD audio, put
 ;the track number followed by ".da". For example, to play
 ;track 3 from a music CD at the title screen, use:
 ;  title.bgm = 3.da
 ;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 = data/menu.mp3
title.bgm.loop = 1        ;Set to 0 to prevent looping
title.bgm.loopstart = 1249950
title.bgm.loopend = 2492602




  ;Music to play at char select screen.
select.bgm = data/select.mp3
select.bgm.loop = 1
select.bgm.loopstart = 279674
select.bgm.loopend = 846164



  ;Music to play at versus screen.
vs.bgm = data/VS.mp3
vs.bgm.loop = 0
  ;Music to play at victory screen.
victory.bgm = 
victory.bgm.loop = 0

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 35
menu.pos = 320,355
menu.item.font =  6,0,0, 0,255,132
menu.item.active.font = 8,0,0, 43,228,255
menu.item.spacing = 0, 40
; 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 = "2P VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "2P TEAM VS"
menu.itemname.teamcoop = "ARCADE 2P"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL 2P"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "COM VS COM"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 23, 0
menu.window.visibleitems = 3
menu.boxcursor.visible = 0     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -298,-35,298,6
; 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 Background]
type  = normal
spriteno = 0,0
layerno = 0
start = -320,0
tile  = 1,1
velocity = 0,0
mask = 0

[TitleBG Lineas 1]
type  = normal
spriteno = 5,8
layerno = 0
start = -320,0
mask = 1
trans = add
tile  = 1,1
velocity = -10.5,0

[TitleBG Lineas 1]
type  = normal
spriteno = 5,7
layerno = 0
start = -320,0
mask = 1
trans = add
tile  = 1,1
velocity = -12.5,0

[TitleBG Lineas 2]
type  = normal
spriteno = 5,9
layerno = 0
start = -320,0
mask = 1
trans = add
tile  = 1,1
velocity = -14.5,0

[TitleBG Lineas 1]
type  = normal
spriteno = 5,6
layerno = 0
start = -320,0
mask = 1
trans = add
tile  = 1,1
velocity = -16.5,0

[TitleBG Lineas verdes 1]
type  = normal
spriteno = 1,1
layerno = 0
start = -320,0
mask = 1
trans = add
tile  = 1,1
velocity = -15.0,0

[TitleBG Lineas verdes 2]
type  = normal
spriteno = 1,2
layerno = 0
start = -320,0
mask = 1
trans = add
tile  = 1,1
velocity = -17.0,0

[TitleBG Lineas verdes 3]
type  = normal
spriteno = 1,3
layerno = 0
start = -320,0
mask = 1
trans = add
tile  = 1,1
velocity = -19.0,0

[TitleBG LOGO]
type  = anim
actionno = 123
layerno = 0
start = 0,160
mask = 1

[TitleBG LOGO]
type  = anim
actionno = 122
layerno = 0
start = 0,160
mask = 1

[TitleBG LOGO]
type  = anim
actionno = 124
layerno = 0
start = 0,160
mask = 1

[TitleBG LOGO]
type  = anim
actionno = 121
layerno = 0
start = 0,160
mask = 1
trans = sub

[TitleBG LOGO]
type  = anim
actionno = 120
layerno = 0
start = 0,160
mask = 1

[TitleBG sombra marco]
type  = normal
spriteno = 200,13
layerno = 0
start = 0,370
mask = 1
trans = sub

[TitleBG Marco]
type  = normal
spriteno = 1,39
layerno = 1
start = 0,370
mask = 1

[TitleBG brillo]
type  = anim
actionno = 125
layerno = 1
start = -320,0
mask = 1


[Begin Action 120]; megaman 
5,1, 320,0, 1
5,1, 310,0, 1
5,1, 300,0, 1
5,1, 290,0, 1
5,1, 280,0, 1
5,1, 270,0, 1
5,1, 260,0, 1
5,1, 250,0, 1
5,1, 240,0, 1
5,1, 230,0, 1
5,1, 220,0, 1
5,1, 210,0, 1
5,1, 200,0, 1
5,1, 190,0, 1
5,1, 180,0, 1
5,1, 170,0, 1
5,1, 160,0, 1
5,1, 150,0, 1
5,1, 140,0, 1
5,1, 130,0, 1
5,1, 120,0, 1
5,1, 110,0, 1
5,1, 100,0, 1
5,1, 90,0, 1
5,1, 80,0, 1
5,1, 70,0, 1
5,1, 60,0, 1
5,1, 50,0, 1
5,1, 40,0, 1
5,1, 30,0, 1
5,1, 20,0, 1
5,1, 10,0, 1
Loopstart
5,1, 0,0, 1

[Begin Action 121]; sombra
5,2, 320,0, 1,, S
5,2, 310,0, 1,, S
5,2, 300,0, 1,, S
5,2, 290,0, 1,, S
5,2, 280,0, 1,, S
5,2, 270,0, 1,, S
5,2, 260,0, 1,, S
5,2, 250,0, 1,, S
5,2, 240,0, 1,, S
5,2, 230,0, 1,, S
5,2, 220,0, 1,, S
5,2, 210,0, 1,, S
5,2, 200,0, 1,, S
5,2, 190,0, 1,, S
5,2, 180,0, 1,, S
5,2, 170,0, 1,, S
5,2, 160,0, 1,, S
5,2, 150,0, 1,, S
5,2, 140,0, 1,, S
5,2, 130,0, 1,, S
5,2, 120,0, 1,, S
5,2, 110,0, 1,, S
5,2, 100,0, 1,, S
5,2, 90,0, 1,, S
5,2, 80,0, 1,, S
5,2, 70,0, 1,, S
5,2, 60,0, 1,, S
5,2, 50,0, 1,, S
5,2, 40,0, 1,, S
5,2, 30,0, 1,, S
5,2, 20,0, 1,, S
5,2, 10,0, 1,, S
Loopstart
5,2, 0,0, 1,, S

[Begin Action 122]; 8
5,4, -620,0, 30
5,4, -600,0, 1
5,4, -580,0, 1
5,4, -560,0, 1
5,4, -540,0, 1
5,4, -520,0, 1
5,4, -500,0, 1
5,4, -480,0, 1
5,4, -460,0, 1
5,4, -440,0, 1
5,4, -420,0, 1
5,4, -400,0, 1
5,4, -380,0, 1
5,4, -360,0, 1
5,4, -340,0, 1
5,4, -320,0, 1
5,4, -300,0, 1
5,4, -280,0, 1
5,4, -260,0, 1
5,4, -240,0, 1
5,4, -220,0, 1
5,4, -200,0, 1
5,4, -180,0, 1
5,4, -160,0, 1
5,4, -140,0, 1
5,4, -120,0, 1
5,4, -100,0, 1
5,4, -80,0, 1
5,4, -60,0, 1
5,4, -40,0, 1
5,4, -20,0, 1
5,4, -10,0, 1
Loopstart
5,4, 0,0, 1

[Begin Action 123]; 8 sombra
5,5, -620,0, 30
5,5, -600,0, 1
5,5, -580,0, 1
5,5, -560,0, 1
5,5, -540,0, 1
5,5, -520,0, 1
5,5, -500,0, 1
5,5, -480,0, 1
5,5, -460,0, 1
5,5, -440,0, 1
5,5, -420,0, 1
5,5, -400,0, 1
5,5, -380,0, 1
5,5, -360,0, 1
5,5, -340,0, 1
5,5, -320,0, 1
5,5, -300,0, 1
5,5, -280,0, 1
5,5, -260,0, 1
5,5, -240,0, 1
5,5, -220,0, 1
5,5, -200,0, 1
5,5, -180,0, 1
5,5, -160,0, 1
5,5, -140,0, 1
5,5, -120,0, 1
5,5, -100,0, 1
5,5, -80,0, 1
5,5, -60,0, 1
5,5, -40,0, 1
5,5, -20,0, 1
5,5, -10,0, 1
Loopstart
5,5, 0,0, 1


[Begin Action 124]; barra roja 
5,3, -530,0, 50
5,3, -500,0, 1
5,3, -480,0, 1
5,3, -460,0, 1
5,3, -440,0, 1
5,3, -420,0, 1
5,3, -400,0, 1
5,3, -380,0, 1
5,3, -360,0, 1
5,3, -340,0, 1
5,3, -320,0, 1
5,3, -300,0, 1
5,3, -280,0, 1
5,3, -260,0, 1
5,3, -240,0, 1
5,3, -220,0, 1
5,3, -200,0, 1
5,3, -180,0, 1
5,3, -160,0, 1
5,3, -140,0, 1
5,3, -120,0, 1
5,3, -100,0, 1
5,3, -80,0, 1
5,3, -60,0, 1
5,3, -40,0, 1
5,3, -20,0, 1
5,3, -10,0, 1
Loopstart
5,3, 0,0, 1

[begin action 125]; estallido blanco
420,0, 0,0, 80,, AS0D256
420,0, 0,0, 1,, AS30D256
420,0, 0,0, 1,, AS60D256
420,0, 0,0, 1,, AS90D256
420,0, 0,0, 1,, AS120D256
420,0, 0,0, 1,, AS150D256
420,0, 0,0, 1,, AS180D256
420,0, 0,0, 1,, AS210D256
420,0, 0,0, 1,, AS240D256
420,0, 0,0, 2,, AS256D256
420,0, 0,0, 1,, AS240D256
420,0, 0,0, 1,, AS220D256
420,0, 0,0, 1,, AS200D256
420,0, 0,0, 1,, AS180D256
420,0, 0,0, 1,, AS160D256
420,0, 0,0, 1,, AS140D256
420,0, 0,0, 1,, AS120D256
420,0, 0,0, 1,, AS100D256
420,0, 0,0, 1,, AS80D256
420,0, 0,0, 1,, AS60D256
420,0, 0,0, 1,, AS40D256
420,0, 0,0, 1,, AS20D256
Loopstart
420,0, 0,0, 1,, AS0D256




;------------------------------------------------------------------
[Infobox] 
text.font = 9,0,1

[Infobox Text] ;(new in MUGEN 1.0)
Megaman 8 Screenpack by David Emiliano Palleres (Producciones Andrómeda)
Visita:  www.prodandromeda.com
[ja.Infobox Text] 
M.U.G.E.N 1.0 をご利用いただいてありがとうございます！
_
このメッセージは、data/mugen1/system.defで編集できます。


;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 0
fadeout.time = 40
rows = 4
columns = 15
wrapping = 0              ;1 to let cursor wrap around
pos = 20,60;395           ;Position to draw to
showemptyboxes = 1        ;1 to show empty boxes
moveoveremptyboxes = 1    ;1 to allow cursor to move over empty boxes

cell.size = 25,25       ;x,y size of each cell (in pixels)
cell.spacing = 16,16        ;Space between each cell
cell.bg.spr = 150,0       ;Note: Don't use animation for cells
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

p1.cursor.startcell = 0,0
p1.cursor.active.anim = 160
p1.cursor.done.anim = 161
p1.cursor.move.snd = 100,6
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0

p2.cursor.startcell = 0,14
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 = 100,6
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 = .5,.5

title.offset = 190,65     ;Position of title (Arcade Mode, etc)
title.font = -1        ;Font of title (-1 for none)

;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 40,260      ;Position to put big portrait
p1.face.scale = 0.5,0.5
p1.face.facing = 1
p1.face.window = 40,260, 160,400

p2.face.spr = 9000,1
p2.face.offset = 600,260 
p2.face.scale = 0.5,0.5
p2.face.facing = -1
p2.face.window = 480,260, 600,400



;Name
p1.name.offset = 25,425  ;Position to put name
p1.name.font = 7,0,1      ;Set to -1 for no display
p1.name.spacing = 0,17   ;Space between each name for players on the same team
p1.name.layerno = 1

p2.name.offset = 615,425
p2.name.font = 7,0,-1
p2.name.spacing = 0,17
p2.name.layerno = 1


;Stage select
stage.pos = 320,240
stage.active.font = 7,0,0, 256,256,256
stage.active2.font = 7,0,0, 200,200,200  ;Second font color for blinking
stage.done.font = 8,0,0, 250,250,250


;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 60, 245
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = -1,0,1 ;4,0, 1
p1.teammenu.selftitle.text = "TEAM MODE"
p1.teammenu.enemytitle.font = -1,0, 0
p1.teammenu.enemytitle.text = "TEAM MODE"

p1.teammenu.move.snd = 100,6
p1.teammenu.value.snd = 100,6
p1.teammenu.done.snd = 100,3

p1.teammenu.item.offset = 0,50
p1.teammenu.item.spacing = 0,40

p1.teammenu.item.font = 6,0, 1, 210,210,210 ; segundo color
p1.teammenu.item.active.font = 6,0, 1
p1.teammenu.item.active2.font = 6,0, 1 , 250,250,250 ; segundo color

p1.teammenu.item.cursor.offset = -10, -7
p1.teammenu.item.cursor.anim = 199
p1.teammenu.item.cursor.scale = 1,1

p1.teammenu.value.icon.offset = 130,-7
p1.teammenu.value.icon.anim = 181
p1.teammenu.value.icon.scale = 1,1

p1.teammenu.value.empty.icon.offset = 130,-7
p1.teammenu.value.empty.icon.spr = 501,0
p1.teammenu.value.empty.icon.scale = 1,1

p1.teammenu.value.spacing = 20,0



;p2 team
p2.teammenu.pos = 580, 245
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = -1,0, -1
p2.teammenu.selftitle.text = "TEAM MODE"
p2.teammenu.enemytitle.font = -1,0, -1
p2.teammenu.enemytitle.text = "TEAM MODE"

p2.teammenu.move.snd = 100,6
p2.teammenu.value.snd = 100,6
p2.teammenu.done.snd = 100,3

p2.teammenu.item.offset = 0,50
p2.teammenu.item.spacing = 0,40

p2.teammenu.item.font = 6,0, -1, 210,210,210 ; segundo color
p2.teammenu.item.active.font = 6,0, -1
p2.teammenu.item.active2.font = 6,0, -1, 250,250,250 ;Second font color for blinking

p2.teammenu.item.cursor.offset = 10, -7
p2.teammenu.item.cursor.anim = 199

p2.teammenu.value.icon.offset = -130,-7
p2.teammenu.value.icon.anim = 181
p2.teammenu.value.icon.scale = 1,1

p2.teammenu.value.empty.icon.offset = -130,-7
p2.teammenu.value.empty.icon.spr = 501,0
p2.teammenu.value.empty.icon.scale = 1,1

p2.teammenu.value.spacing = -20,0



; Debug screen element (can be used for testing fonts)
;sysexplod0.text =
;sysexplod0.font =



[begin action 160]; p1 cursor
160,0, 0,0, 2,, AS256D256
160,0, 0,0, 2,, AS200D256
160,0, 0,0, 2,, AS100D256
160,0, 0,0, 2,, AS50D256
160,0, 0,0, 5,, AS0D256
160,0, 0,0, 2,, AS50D256
160,0, 0,0, 2,, AS100D256
160,0, 0,0, 2,, AS200D256


[begin action 161] ; p1 seleccionado
161,0, 0,0, 1,, A

[begin action 170] ; p2 cursor
170,0, 0,0, 5,, AS0D256
170,0, 0,0, 2,, AS50D256
170,0, 0,0, 2,, AS100D256
170,0, 0,0, 2,, AS200D256
170,0, 0,0, 2,, AS256D256
170,0, 0,0, 2,, AS200D256
170,0, 0,0, 2,, AS100D256
170,0, 0,0, 2,, AS50D256

[begin action 171] ; p2 seleccionado
171,0, 0,0, 1,, A

[Begin Action 181]; puntito cuadrado verde
501,0, 0,0, 3
501,1, 0,0, 3
501,2, 0,0, 3
501,3, 0,0, 3

[Begin Action 199]; puntito rosa brilla
180,0, 0,0, 10
190,0, 0,0, 3
192,0, 0,0, 3
181,0, 0,0, 3
191,0, 0,0, 3
182,0, 0,0, 3


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

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

[SelectBG 0] ;Background luminoso
type  = anim
actionno = 300
layerno = 0
start = -320,0
mask = 0

[SelectBG select your character]
type  = normal
spriteno = 500,0
layerno = 1
start = -315,18
mask = 1

[SelectBG box p1]
type  = normal
spriteno = 5,0
layerno = 1
start = -280,260
mask = 1

[SelectBG box p2]
type  = normal
spriteno = 5,50
layerno = 1
start = 280,260
mask = 1

[SelectBG fade in] ;fade in
type  = anim
actionno = 460
layerno = 1
start = -320,0
mask = 1

[Begin Action 300]; fondo luminoso
300,0, 0,0, 4
300,1, 0,0, 4
300,2, 0,0, 4
300,3, 0,0, 4
300,4, 0,0, 4
300,5, 0,0, 4
300,6, 0,0, 4
300,7, 0,0, 4
300,8, 0,0, 4
300,9, 0,0, 4
300,10, 0,0, 4
300,11, 0,0, 4
300,12, 0,0, 4

;fade out
[Begin Action 450]
410,25, 0,0, 2
410,24, 0,0, 2
410,23, 0,0, 2
410,22, 0,0, 2
410,21, 0,0, 2
410,20, 0,0, 2
410,19, 0,0, 2
410,18, 0,0, 2
410,17, 0,0, 2
410,16, 0,0, 2
410,15, 0,0, 2
410,14, 0,0, 2
410,13, 0,0, 2
410,12, 0,0, 2
410,11, 0,0, 2
410,10, 0,0, 2
410,9, 0,0, 2
410,8, 0,0, 2
410,7, 0,0, 2
410,6, 0,0, 2
410,5, 0,0, 2
410,4, 0,0, 2
410,3, 0,0, 2
410,2, 0,0, 2
410,1, 0,0, 2
410,0, 0,0, 2
-1,-1, 0,0, -1

;fade in
[Begin Action 460]
410,0, 0,0, 1
410,1, 0,0, 1
410,2, 0,0, 1
410,3, 0,0, 1
410,4, 0,0, 1
410,5, 0,0, 1
410,6, 0,0, 1
410,7, 0,0, 1
410,8, 0,0, 1
410,9, 0,0, 1
410,10, 0,0, 1
410,11, 0,0, 1
410,12, 0,0, 1
410,13, 0,0, 1
410,14, 0,0, 1
410,15, 0,0, 1
410,16, 0,0, 1
410,17, 0,0, 1
410,18, 0,0, 1
410,19, 0,0, 1
410,20, 0,0, 1
410,21, 0,0, 1
410,22, 0,0, 1
410,23, 0,0, 1
410,24, 0,0, 1
410,25, 0,0, 1
-1,-1, 0,0, -1


;-------------------------------------------------------------------
;-------------------------------------------------------------------
[VS Screen]
time = 580                ;Time to show screen
fadein.time = 50
fadeout.time = 30
;Match text in arcade modes
match.text = "MATCH %i"   ;%i can be used for the match number ; match
match.offset = 320, 40
match.font = 1,0,0, ;256,30,0

;Big portraits
p1.spr = 9000, 1
p1.offset =  0,130
p1.facing = 1
p1.scale = 1,1
p1.window = 0,75, 640,383

p2.spr = 9000, 1
p2.offset = 640,130
p2.facing = -1
p2.scale = 1,1
p2.window = 0,75, 640,383

;Names
p1.name.offset = 320,190  ;Position to put name
p1.name.font = 1,0,0,  ;0,30,100     ;Set to -1 for no display
p1.name.spacing = 0101010,44000000    ;Space between each name for players on the same team
p2.name.offset = 320,320
p2.name.font = 1,0,0,  ;0,30,100  
p2.name.spacing = 0101010,440001010

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

[VersusBG BG] 
type  = normal
spriteno = 1,38
start = -320,0
mask = 0
layerno = 0
tile = 1,1

[VersusBG BG] 
type  = anim
actionno = 244
start = -320,0
mask = 1
layerno = 1

[VersusBG BG] 
type  = normal
spriteno = 501,6
start = 0,245
mask = 1
layerno = 1


[Begin Action 244]
400,0, 0,0, 3
400,1, 0,0, 3
400,2, 0,0, 3
400,3, 0,0, 3




;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 0               ;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 = 0         ;Set to 1 to enable in-fight BGM, 0 to disable
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               ;Set to 1 to show continue screen, 0 to disable
pos = 320,120             ;Position
;***Known issue*** The display elements below use the fight.def resources
;instead of the ones defined in this file.
continue.text = "CONTINUE?"
continue.font = 8,0,0
continue.offset = 0,0
;Inactive and active (selected) YES/NO text
yes.text = "YES"
yes.font = 6,0,0, 128,128,128
yes.offset = -80, 60
yes.active.text = "YES"
yes.active.font = 8,3,0
yes.active.offset = -80, 60
no.text = "NO"
no.font = 6,0,0, 128,128,128
no.offset = 80, 60
no.active.text = "NO"
no.active.font = 8,3,0
no.active.offset = 80, 60

;-------------------------------------------------------------------
;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
time = 300                ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 100,-40
p1.spr = 9000,2
p1.facing = 1
p1.scale = 1,1
p1.window = 0,0, 1279,500
p1.name.offset = 40,570
p1.name.font = 3,3,1
;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 40,615
winquote.font = 5,0,1
winquote.window = 38,521, 1241,708
winquote.textwrap = w     ;Word wrap

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

[VictoryBG 1] 
type  = normal
spriteno = 200,1
start = 0,0
tile  = 1,1

;-------------------------------------------------------------------
;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 = 0               ;Set to 1 to show win screen, 0 to disable
wintext.text = "Congratulations!"
wintext.font = 3,0,0
wintext.offset = 640,240
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;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 = 0               ;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
winstext.text = "Rounds survived: %i"  ;Use %i for win counter
winstext.font = 6,0,0
winstext.offset = 320,100
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]
title.offset = 640,38
title.font = -1
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

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

[OptionBG 1]
type  = normal
spriteno = 0,2
start = -320,0
tile  = 1,1
mask = 0
velocity = -0.75,0

[OptionBG 2]
type  = normal
spriteno = 0,1
start = -320,0
tile  = 1,1
velocity = -1.5,0
mask = 1

[OptionBG 2]
type  = normal
spriteno = 0,3
start = -320,0
tile  = 0,0
velocity = 0,0
mask = 1















