[Info]
name = "Destroyed Stadium"
[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 = -215
boundright = 215

 ;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 = -25
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 = .1

 ;Distance player is from edge before camera starts to move. Typically 50
tension = 250


;--------------------------------------------------------
[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 = 20     ;Dist from left of screen that player can move to
screenright = 20    ;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   = 220    ;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 = 128,128,128

 ;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 = .3


;--------------------------------------------------------
[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/TRASHHEAD.mp3
bgvolume = 255

;========================================================
;--------------------------------------------------------
; 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/deststadium.sff

;----------

[BG 0]
type  = anim
actionno = 0
start = 0, 0
delta = 0, 0

[BG 1]
type  = anim
actionno = 1
start = -171, 10
delta = .35, 0

[BG 2]
type = anim
actionno = 2
start = 127, 10
delta = .35, 0

[BG 3]
type = anim
actionno = 3
start = -41, 66
delta = .35, 0

[BG 4]
type = anim
actionno = 8
start = -100, 40
delta = 1, .8
velocity = 4, -0.5
tile = 1, 1
tilespacing = 600, 280

[BG 5]
type = anim
actionno = 7
start = -200, 60
delta = 1, .8
velocity = 4, 0
tile = 1, 1
tilespacing = 900, 280

[BG 6]
type = anim
actionno = 9
start = -400, 100
delta = 1, .8
velocity = 4.5, 1
tile = 1, 1
tilespacing = 600, 280

[BG 7]
type = anim
actionno = 14
start = -300, 150
delta = 1, .8
velocity = 4.6, 0
tile = 1, 1
tilespacing = 500, 280

[BG 8]
type = anim
actionno = 10
start = -500, 80
delta = 1, .8
velocity = 4.6, -1
tile = 1, 1
tilespacing = 700, 280

[BG 9]
type = anim
actionno = 13
start = -100, 85
delta = .75, .8
velocity = 4.6, -0.7
tile = 1, 1
tilespacing = 800, 280

[BG 10]
type = normal
spriteno = 4, 0
start = 0, 109
delta = 1, .8
mask = 1
velocity = 0

[BG 11]
type = anim
actionno = 5
start = -600, 185
delta = 1, .8
velocity = 5, 0
tile = 1, 1
tilespacing = 500, 280

[BG 12]
type = anim
actionno = 6
start = -700, 205
delta = 1, .8
velocity = 5.1, 0
tile = 1, 1
tilespacing = 1000, 280

[BG 13]
type  = normal
spriteno = 5, 0
start = -366, 195
layerno = 1
delta = 1.2, .8
mask = 1
;velocity = 0, 0

[BG 14]
type  = normal
spriteno = 6, 0
start = 371, 195
layerno = 1
delta = 1.2, .8
mask = 1
velocity = 0, 0

[BG 15]
type = anim
layerno = 1
actionno = 4
start = 0, 180
delta = 1.2, .8

[BG 16]
type = anim
actionno = 11
start = -100, 115
delta = 1, .8
velocity = 5.5, 0.8
layerno = 1
tile = 1, 1
tilespacing = 950, 280

[BG 17]
type = anim
actionno = 12
start = -100, 215
delta = 1, .8
velocity = 5.5, -0.5
layerno = 1
tile = 1, 1
tilespacing = 750, 280

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

[Begin Action 1]
1,0, 0,0, 6
1,1, 0,0, 6
1,2, 0,0, 6
1,3, 0,0, 6
1,4, 0,0, 6

[Begin Action 2]
2,0, 0,0, 6
2,1, 0,0, 6
2,2, 0,0, 6
2,3, 0,0, 6

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

[Begin Action 4]
7,0, 0,0, 10
7,1, 0,0, 10

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

[Begin Action 6]
9,0, 0,0, 4
9,1, 0,0, 4
9,2, 0,0, 4
9,3, 0,0, 4
9,4, 0,0, 4
9,5, 0,0, 4
9,6, 0,0, 4
9,7, 0,0, 4

[Begin Action 7]
10,0, 0,0, 8
10,1, 0,0, 8
10,2, 0,0, 8
10,3, 0,0, 8
10,4, 0,0, 8
10,5, 0,0, 8

[Begin Action 8]
11,0, 0,0, 9
11,1, 0,0, 9
11,2, 0,0, 9
11,3, 0,0, 9
11,4, 0,0, 9
11,5, 0,0, 9
11,6, 0,0, 9
11,7, 0,0, 9

[Begin Action 9]
12,0, 0,0, 8
12,1, 0,0, 8
12,2, 0,0, 8
12,3, 0,0, 8
12,4, 0,0, 8
12,5, 0,0, 8
12,6, 0,0, 8
12,7, 0,0, 8
12,8, 0,0, 8

[Begin Action 10]
13,0, 0,0, 7
13,1, 0,0, 7
13,2, 0,0, 7
13,3, 0,0, 7
13,4, 0,0, 7
13,5, 0,0, 7
13,6, 0,0, 7
13,7, 0,0, 7

[Begin Action 11]
14,0, 0,0, 5
14,1, 0,0, 5
14,2, 0,0, 5

[Begin Action 12]
15,0, 0,0, 9
15,1, 0,0, 9
15,2, 0,0, 9

[Begin Action 13]
16,0, 0,0, 7
16,1, 0,0, 7
16,2, 0,0, 7
16,3, 0,0, 7
16,4, 0,0, 7
16,5, 0,0, 7
16,6, 0,0, 7
16,7, 0,0, 7

[Begin Action 14]
17,0, 0,0, 7
17,1, 0,0, 7
17,2, 0,0, 7
17,3, 0,0, 7
17,4, 0,0, 7
17,5, 0,0, 7
17,6, 0,0, 7
17,7, 0,0, 7
