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Hentai Mania 3
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HentaiMania CD 03.iso
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STREET GIRL
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fulgorebg.def
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2000-02-24
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; Definition of stage 0 (training mode)
; *** denotes values you should change/check for each stage.
; The term "background" is used to mean both backgrounds and foregrounds.
;--------------------------------------------------------
[Info]
;Name of the stage.
name = The Robot Factory
;--------------------------------------------------------
[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 = -67
boundright = 60
;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 = 0
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 = .2
;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 = 193
;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 = 1
;--------------------------------------------------------
[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/fulgore.mp3
;Adjust the volume. 0 is normal, negative for softer, and
;positive for louder (only for mp3 and mods)
bgvolume = -200
;========================================================
;--------------------------------------------------------
; 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\fulgorebg.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, 2
;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 = -193, 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 = .5,.5
;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 = none
;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 = 0, 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 1]
type = normal
spriteno = 0, 1
start = -230,223
delta = .8,.8
mask = 0
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
;----------
;----------
[BG 1]
type = normal
spriteno = 0, 0
start = -230,159
delta = .8,.8
mask = 0
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
;----------
[BG 3]
type = normal
spriteno = 0, 3
start = -328,159
delta = .7,.7
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
;----------
[BG 4]
type = normal
spriteno = 0, 4
start = -328,209
delta = 1.8,1.8
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
;----------
[BG 4]
type = normal
spriteno = 0, 5
start = -193,0
delta = 1.2,1.2
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
;----------
[BG 5]
type = normal
spriteno = 0, 6
start = -50,0
delta = 1.5,1.5
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
layerno = 1
;----------
[BG 6]
type = anim
spriteno = 0, 7
start = -50,46
delta = 1.5,1.5
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
layerno = 1
actionno = 7
[begin action 7]
0,7, 0,0, 5,,A