;================================================================
;MADE BY:  DAERON          specially for the z2 chars!
;Coding fixes and optimization by XGargoyle
;================================================================

[info]
name ="Artic"
displayname="Arctic"
versiondate=04,15,2017
mugenversion = 1.0
author="Daeron"

[camera]
startx = 0 
starty = 0
boundleft = -224
boundright = 224
boundhigh = -300 ;-230
boundlow = 0
verticalfollow = .75
tension = 50
floortension 	= 90


;--------------------------------------------------------
[playerinfo]
p1startx = -70          ;starting x coordinates
p1starty = 0            ;starting y coordinates
p1startz = 0            ;starting z coordinates
p1facing = 1            ;direction player faces: 1=right, -1=left

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]
screenleft = 30 ;15    ;dist from left of screen that player can move to
screenright = 30 ;15   ;right edge

;--------------------------------------------------------
[stageinfo]
 
zoffset = 220 ;360
zoffsetlink = 4
autoturn = 1
resetbg = 0
 ;Width and height of the local coordinate space of the stage.
localcoord = 320, 240
 ;Horizontal and vertical scaling factor for drawing.
xscale = 1
yscale = 1

;--------------------------------------------------------
[shadow]
intensity = 5
color = 40,0,0
fade.range = 0,-50
yscale = 1

[Reflection]
intensity = 60


;--------------------------------------------------------
[music]

bgmusic = sound/stages/hdbz_artic.mp3
bgvolume = 100

;looping points for hdbz_artic.mp3
bgmloopstart = 679958
bgmloopend = 4468249

;========================================================
;-------------------------------------
; main background definition
[bgdef]
spr = stages/hdbz_artic.sff
debugbg = 0

;----------



[bg sky]
type = normal
spriteno = 1,0
start = 0, -142
delta = 0.2,0.6
mask = 1
layerno = 0
velocity = 0.2, 0
tile = 1,0
sin.y = 4, 720




[bg sky2]
type = normal
spriteno = 1,11
start = 0, -142
delta = 0.3,0.6
mask = 1
layerno = 0
velocity = 0.3, 0
tile = 1,0
sin.y = 4, 720



[bg sky3]
type = normal
spriteno = 1,12
start = 0, -142
delta = 0.4,0.6
mask = 1
layerno = 0
velocity = 0.4, 0
tile = 1,0
sin.y = 4, 720




[bg distant fog]
type = normal
spriteno = 2,0
start = 0, -142
delta = 0.2,0.6
mask = 1
layerno = 0
tile = 1,0
trans = addalpha
alpha = 90,256
sin.y = 4, 720


[BG suelofondo]
type  = parallax
spriteno = 1,1
start = 0, -142
delta = 0.2, 0.6
xscale = 0.2, 0.6
yscalestart = 100
yscaledelta = 0
sin.y = 4, 720


[bg islas]
type = normal
spriteno = 1,7
start = 0, -142
delta = 0.3,0.6
mask = 1
layerno = 0
tile = 1,0
velocity = 0.1, 0
sin.y = 4, 720



[bg islas]
type = normal
spriteno = 1,10
start = 0, -142
delta = 0.4,0.7
mask = 1
layerno = 0
tile = 1,0
velocity = 0.2, 0
sin.y = 4, 720



[bg islas]
type = normal
spriteno = 1,13
start = 0, -142
delta = 0.5,0.8
mask = 1
layerno = 0
tile = 1,0
velocity = 0.3, 0
sin.y = 4, 720




[bg Iceberg]
type = normal
spriteno = 1,14
delta = 0.5,0.9
mask = 1
layerno = 0
sin.y = 4, 720
ID = 5


[bg fortress]
type = normal
spriteno = 1,17
delta = 0.5,0.9
mask = 1
layerno = 0
sin.y = 4, 720
ID = 6


[bg submarine]
type = normal
spriteno = 5,0
delta = 0.5,0.9
mask = 1
layerno = 0
sin.y = 4, 720
ID = 7


[BG floor bit]
type = anim
actionno = 2
start = 0,-189
delta = 1,1
layerno = 0
ID = 2

[BG splash]
type = anim
actionno = 1
start = 95,-195
delta = 1,1
layerno = 0
ID = 1

[BG splash]
type = anim
actionno = 1
start = -195,-195
delta = 1,1
layerno = 0
ID = 1


[BG splash]
type = anim
actionno = 1
start = -20,-180
delta = 1,1
layerno = 0
ID = 1

[BG splash2]
type = anim
actionno = 3
start = 200,-195
delta = 1,1
layerno = 0
ID = 3

[BG splash2]
type = anim
actionno = 3
start = 340,-170
delta = 1,1
layerno = 0
ID = 3

[BG splash2]
type = anim
actionno = 3
start = -100,-195
delta = 1,1
layerno = 0
ID = 3

[BG splash]
type = anim
actionno = 1
start = 285,-170
delta = 1,1
layerno = 0
ID = 1


[BG suelo]
type = anim
actionno = 4
start = 16, 420 
delta = 1,1
layerno = 0
ID = 4


[bg suelodetalle2]
type = normal
spriteno = 1,16
start = 16, 420
delta = 1,1
mask = 1
layerno = 1
tile = 0,0
ID = 4


[BG wind]
type  = normal
spriteno = 1, 18
start = 0, -142
delta = 1,1
mask = 1
layerno = 1
sin.y = 8, 520
sin.x = 17, 534
velocity = 2, 0
tile = 1, 1
trans = addalpha
alpha = 25,210




==================================================

; Splash 1
[Begin Action 1]

3,1, 0,0, 2
3,2, 0,0, 2
3,3, 0,0, 2
3,4, 0,0, 2
3,5, 0,0, 2

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

-1,0, 0,0, 100

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


[BGCtrlDef splash 1]
looptime = -1
ctrlID = 1

[BGCtrl 1.1]
type = Enable
time = 0 
id = 1
value = 0 

[BGCtrl 1.2]
type = Enable
time = 1100 
id = 1
value = 1

[BGCtrl 1.3]
type = Visible
time = 1146 
id = 1
value = 0 

[BGCtrl 1.4]
type = Visible
time = 1246 
id = 1
value = 1

[BGCtrl 1.5]
type = Enable
time = 1285 
id = 1
value = 0 


; Floor bit
[Begin Action 2]
4,0, 0,0, -1


[BGCtrlDef floor bit]
looptime = -1
ctrlID = 2

[BGCtrl 2.1]
type = SinX
time = 1100 
id = 2
value = -1, 4, 0 

[BGCtrl 2.1]
type = SinY
time = 1100 
id = 2
value = 0.5, 4, 0 

[BGCtrl 2.2]
type = SinX
time = 1112 
id = 2
value = -1, 16, 0 

[BGCtrl 2.2]
type = SinY
time = 1112 
id = 2
value = 1.5, 16, 0 

[BGCtrl 2.3]
type = SinX
time = 1128 
id = 2
value = -1, 64, 0 

[BGCtrl 2.3]
type = SinY
time = 1128 
id = 2
value = 1.5, 64, 0 


[BGCtrl 2.4]
type = SinX
time = 1172 
id = 2
value = 1, 256, 0 

[BGCtrl 2.4]
type = SinY
time = 1172 
id = 2
value = 2.5, 256, 0

[BGCtrl 2.5]
type = VelSet
time = 1172 
id = 2
x = 0.1
y = 0.05


[BGCtrl 2.6]
type = VelSet
time = 1204 
id = 2
x = 0.02
y = 0.1

[BGCtrl 2.7]
type = VelSet
time = 1241 
id = 2
x = 0.01
y = 0.02

[BGCtrl 2.8]
type = VelSet
time = 1273
id = 2
x = 0.02
y = 0.01

[BGCtrl 2.9]
type = VelSet
time = 1338 
id = 2
x = 1
y = 0

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


[BGCtrlDef splash 3]
looptime = -1
ctrlID = 3

[BGCtrl 3.0]
type = Enable
time = 0 
id = 3
value = 0 

[BGCtrl 3.1]
type = Enable
time = 1140 
id = 3
value = 1

[BGCtrl 3.1]
type = Enable
time = 1176 
id = 3
value = 0 

[BGCtrl 3.2]
type = Enable
time = 1236 
id = 3
value = 1

[BGCtrl 3.3]
type = Enable
time = 1272 
id = 3
value = 0 




; suelo
[Begin Action 4]
0,0, 0,0, -1


[BG Dummy] ;Dummy object for player's zoffset to be bound to
type  = dummy
id = 4
start = 0,0
positionlink = 1

[BGCtrlDef floor]
looptime = -1
ctrlID = 4

[BGCtrl 4.1]
type = PosSet
time = 0
id = 4
y = -420 ;Fix zoffset

[BGCtrl 4.1]
type = SinX
time = 1130 
id = 4
value = -1, 4, 0 

[BGCtrl 4.1]
type = SinY
time = 1130 
id = 4
value = 2.5, 4, 0 

[BGCtrl 4.2]
type = SinX
time = 1142 
id = 4
value = -1, 8, 0 

[BGCtrl 4.2]
type = SinY
time = 1142 
id = 4
value = 2.5, 8, 0 

[BGCtrl 4.3]
type = SinX
time = 1154 
id = 4
value = -1, 16, 0 

[BGCtrl 4.3]
type = SinY
time = 1154 
id = 4
value = 2.5, 16, 0 


[BGCtrl 4.4]
type = SinX
time = 1166 
id = 4
value = -1, 32, 0 

[BGCtrl 4.4]
type = SinY
time = 1166 
id = 4
value = 2.5, 32, 0 

[BGCtrl 4.5]
type = SinX
time = 1178 
id = 4
value = -1, 64, 0 

[BGCtrl 4.5]
type = SinY
time = 1178 
id = 4
value = 2.5, 64, 0 

[BGCtrl 4.6]
type = SinX
time = 1190 
id = 4
value = -1, 128, 0 

[BGCtrl 4.6]
type = SinY
time = 1190 
id = 4
value = 2.5, 128, 0 

[BGCtrl 4.7]
type = SinX
time = 1202 
id = 4
value = -1, 256, 0 

[BGCtrl 4.7]
type = SinY
time = 1202 
id = 4
value = 2.5, 256, 0 


[BGCtrlDef Sub]
looptime = -1
ctrlID = 7


[BGCtrl Pos]
type = PosSet
time = 0 
id = 7
x = -800
y = -142


[BGCtrl Submarine]
type = VelSet
time = 6000
id = 7
x = 0.4
y = 0


[BGCtrlDef Iceberg]
looptime = 9000
ctrlID = 5

[BGCtrl Pos]
type = PosSet
time = 0 
id = 5
x = -800
y = -142

[BGCtrl Iceberg]
type = VelSet
time = 4600
id = 5
x = 0.5
y = 0


[BGCtrlDef Fortress]
looptime = -1
ctrlID = 6


[BGCtrl Pos]
type = PosSet
time = 0 
id = 6
x = -800
y = -142


[BGCtrl Fortress]
type = VelSet
time = 1800
id = 6
x = 0.4
y = 0
