; Posible Goenitz Stage, King of Fighters '97 made by JuanABL


;--------------------------------------------------------
[Info]
 ;Name of the stage.
name = "The Desolation Wind" 

;--------------------------------------------------------
[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 = -216
boundright = 216

 ;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 = -60
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 = .3

 ;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 = 215

 ;Leave this at 1. It makes the players face each other
autoturn = 1

 ;Set the following to 1 to have the background be reset between
 ;rounds.
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 = 32,32,32

 ;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

 ;Set to 1 to draw "reflection" shadows. Defaults to 0.
reflect = 0

;--------------------------------------------------------
[Music]
 ;You should put Rythmic Hallucination, from the '97 AST if possible.
bgmusic = sound/TrashHead(Goenitz).mp3
bgvolume = 255

; Main background definition
[BGdef]
spr = stages\owind.sff
debugbg = 0


[BG Sky1]
type  = normal             ;Normal background layer
spriteno = 8, 0            ;Sprite group and number
layerno = 0                ;0 for background, 1 for foreground
start = 0, 0             ;Start location
delta = 0, 0             ;Far
trans = none               ;No transparency
mask  = 1              
tile  = 0, 0               ;No tiling

[BG black]
type  = normal
spriteno = 9, 0
layerno = 0
start = 0, 120
delta = 0, .6
trans = none
mask  = 1
tile  = 0, 0


[BG Sky2]
type  = anim             ;Normal background layer
spriteno = 3, 0            ;Sprite group and number
actionno = 3
layerno = 0                ;0 for background, 1 for foreground
start = 0, 0;193;187             ;Start location
delta = 0, 0             ;Far
trans = none               ;No transparency
mask  = 1              
tile  = 0, 0               ;No tiling

;far
[BG Hills]
type  = normal
spriteno = 2, 1
layerno = 0
start = 0, 187
delta = .3, .6
trans = none
mask  = 1
tile  = 1, 0

;near
[BG Hills2]
type  = normal             ;Normal background layer
spriteno = 2, 0            ;Sprite group and number
layerno = 0                ;0 for background, 1 for foreground
start = 0, 187            ;Start location
delta = .6, .7             ;Change per unit
trans = none               ;No transparency
mask  = 1                  ;No masking
tile  = 1, 0               ;No tiling

[BG Floor] ; Animated Background
type  = normal
spriteno = 0, 0
layerno = 0                
start = 0, 187
delta = 1
trans = none
mask  = 1
tile  = 0, 0


[BG Pilar1]
type  = normal
spriteno = 6, 0
layerno = 0
start = 0, 187
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Pilar2]
type  = normal
spriteno = 6, 1
layerno = 0
start = 0, 187
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Pilar3]
type  = normal
spriteno = 6, 2
layerno = 0
start = 0, 187
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Pilar4]
type  = normal
spriteno = 6, 3
layerno = 0
start = 0, 187
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Pilar5]
type  = normal
spriteno = 6, 4
layerno = 0
start = 0, 187
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Pilar6]
type  = normal
spriteno = 6, 5
layerno = 0
start = 0, 187
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Tornado] ; Animated Background
type  = anim
spriteno = 7, 0
actionno = 4
layerno = 0                
start = 0, 192
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Twister 1a] ; Animated Background
type  = anim
spriteno = 5, 0
actionno = 5
layerno = 0                
start = 175, 172
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Twister 2b] ; Animated Background
type  = anim
spriteno = 5, 0
actionno = 6
layerno = 0                
start = 120, 187
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Twister 1b]
type  = anim
spriteno = 5, 0
actionno = 7
layerno = 0                
start = -165, 192
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Twister 2b]
type  = anim
spriteno = 5, 0
actionno = 8
layerno = 0                
start = -120, 177
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Twister 1c]
type  = anim
spriteno = 5, 0
actionno = 9
layerno = 0                
start = -220, 186
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Twister 2c]
type  = anim
spriteno = 5, 0
actionno = 10
layerno = 0                
start = 210, 195
delta = 1
trans = none
mask  = 1
tile  = 0, 0

[BG Dust]
type = anim
spriteno = 1,0
actionno = 1 
trans = add1
layerno = 1 
start = 0, 161
delta = 1.5, 1.5
mask = 1
velocity = -2.8,0
tile = 1, 0
tilespacing = 304, 0


[Begin action 1]
1,0, 0,0, 275,,A1
1,0, 0,  5, 5,,A1
1,0, 0, 10, 5,,A1
1,0, 0, 15, 5,,A1
1,0, 0, 20, 5,,A1
1,0, 0, 25, 5,,A1
1,0, 0, 30, 5,,A1
1,0, 0, 35, 5,,A1
1,0, 0, 40, 5,,A1
1,0, 0, 45, 5,,A1
1,0, 0, 50, 5,,A1
1,0, 0, 55, 5,,A1
1,0, 0, 60, 5,,A1
1,0, 0, 75, 5,,A1
1,0, 0, 80, 5,,A1
1,0, 0, 85, 5,,A1
1,0, 0, 90, 5,,A1
1,0, 0, 95, 5,,A1
1,0, 0,100, 5,,A1
7,0, 0,0,-1


[Begin action 5]

7,0, 0,0, 700
5,1, 0,0, 1
5,2, 0,0, 1
5,3, 0,0, 1
5,4, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 2
7,0, 0,0, 300

[Begin action 6]

7,0, 0,0, 760
5,1, 0,0, 1
5,2, 0,0, 1
5,3, 0,0, 1
5,4, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 2
7,0, 0,0, 240

[Begin action 7]
7,0, 0,0, 820
5,1, 0,0, 1
5,2, 0,0, 1
5,3, 0,0, 1
5,4, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 2
7,0, 0,0, 180

[Begin action 8]
7,0, 0,0, 880
5,1, 0,0, 1
5,2, 0,0, 1
5,3, 0,0, 1
5,4, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 2
7,0, 0,0, 120

[Begin action 9]
7,0, 0,0, 940
5,1, 0,0, 1
5,2, 0,0, 1
5,3, 0,0, 1
5,4, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 2
7,0, 0,0, 60

[Begin action 10]
7,0, 0,0, 1000
5,1, 0,0, 1
5,2, 0,0, 1
5,3, 0,0, 1
5,4, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 1
5,5, 0,0, 1
5,6, 0,0, 1
5,7, 0,0, 1
5,8, 0,0, 2


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

[Begin Action 3]
3,0, 0,0, 5
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5
3,4, 0,0, 5
3,5, 0,0, 5
3,6, 0,0, 5
3,7, 0,0, 5
3,0, 0,0, 5
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5
3,4, 0,0, 5
3,5, 0,0, 5
3,6, 0,0, 5
3,7, 0,0, 5
3,0, 0,0, 5
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5
3,4, 0,0, 5
3,5, 0,0, 5
3,6, 0,0, 5
3,7, 0,0, 5
3,0, 0,0, 5
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5
3,4, 0,0, 5
3,5, 0,0, 5
3,6, 0,0, 5
3,7, 0,0, 5
3,0, 0,0, 5
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5
3,4, 0,0, 5
3,5, 0,0, 5
3,6, 0,0, 5
3,7, 0,0, 5
3,0, 0,0, 5
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5
3,4, 0,0, 5
3,5, 0,0, 5
3,6, 0,0, 5
3,7, 0,0, 5
3,0, 0,0, 5
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5
3,4, 0,0, 5
3,5, 0,0, 5
3,6, 0,0, 5
3,7, 0,0, 5
3,0, 0,0, 5
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5
3,4, 0,0, 5
3,5, 0,0, 5
3,6, 0,0, 5
3,7, 0,0, 5
3,0, 0,0, 5
3,8, 0,0, 1
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5
3,4, 0,0, 5
3,5, 0,0, 5
3,8, 0,0, 1
3,6, 0,0, 5
3,7, 0,0, 5
3,8, 0,0, 1

[Begin Action 4]
7,0,0,0,250
4,1, 0,0, 1
4,2, 0,0, 1
4,3, 0,0, 1
4,4, 0,0, 1
4,5, 0,0, 1
4,6, 0,0, 1
4,7, 0,0, 1
4,8, 0,0, 1
4,9, 0,0, 1
4,10, 0,0, 1
4,11, 0,0, 1
4,12, 0,0, 1
4,13, 0,0, 1
4,14, 0,0, 1
loopstart
4,15, 0,0, 1
4,16, 0,0, 1
4,17, 0,0, 1
4,18, 0,0, 1

