;--------------------------------------------------------
[Info]
name = "Arieshousenight"
;--------------------------------------------------------
[Camera]
startx = 20
starty = -300
boundleft = -224
boundright = 224
boundhigh = -900   
boundlow = 0
verticalfollow = .4
tension = 100


;--------------------------------------------------------
[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

leftbound  =  -1000 ;Left bound (x-movement)
rightbound =  1000 ;Right bound
topbound  =  0     ;Top bound (z-movement)
botbound  =  0     ;Bottom bound

;--------------------------------------------------------
[Scaling]
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 = 13    ;Dist from left of screen that player can move to
screenright = 13   ;Right edge

;--------------------------------------------------------
[StageInfo]
zoffset = 220  
zoffsetlink = 30
autoturn = 1
resetBG = 0

;--------------------------------------------------------
[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 = 120,120,120

 ;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 = 1



;--------------------------------------------------------
[Music]
bgmusic = sound\pf.mp3
bgvolume = 255

;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
type = Parallax       "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 = add      Transparency settings: "none"/"add"/"sub"/"avg" (def: "none")
; mask = 0       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\Arieshousenight.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.
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 = 0, 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 = 1, 1

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

 ;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, 0

 ;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, 319, 239


;----------
[BG Sky]
type  = normal
spriteno = 0, 2
start = 44, 237
delta = 0.325, 0.32
mask = 0
velocity = 0, 0
tile = 1,1
window = 0,0, 319, 240


[BG grandetempio]
type  = normal
spriteno = 0, 3
start = 44, 237
delta = 0.325, 0.32
mask = 1
velocity = 0, 0
window = 0,0, 319, 240

[BG Columns(in foreground)]
type  = normal
spriteno = 0, 1
start = 1, 232
delta = 0.55, 0.38
mask = 1
velocity = 0, 0
window = 0,0, 319, 240

[BG Clockmeridian]
type  = anim
actionno = 1
start = 8, 209
delta = 0.665, 0.4
mask = 1
velocity = 0, 0
window = 0,0, 319, 240

[BG 1er plan]
type  = normal
spriteno = 0, 0
start = 0, 240
delta = 1, 1
mask = 1
velocity = 0, 0
window = 0,0, 319, 240

[BG ban]
type  = normal
spriteno = 1,2
start = 0, 0
delta = 1, 1
mask = 1

[BG wolf]
type  = normal
spriteno = 1,5
start = 0, 0
delta = 1, 1
mask = 1

[BG aspides]
type  = normal
spriteno = 0,6
start = 0, 0
delta = 1, 1
mask = 1


[BG asher-jabu]
type  = normal
spriteno = 1,3
start = 0, 0
delta = 1, 1
mask = 1

[BG gerki]
type  = normal
spriteno = 1,6
start = 0, 0
delta = 1, 1
mask = 1

[BG Saori&kiki]
type  = anim
actionno = 0
start = 0, 0
delta = 1, 1
mask = 1
;-------------------------------------
;Saori&kiki
[Begin Action 0] 
1,0, 0,0, 16
1,1, 0,0, 16

;fire(clock)
[Begin Action 1] 
0,4, 0,0, 8
0,5, 0,0, 8





