;Hyper DragonBall Z - The Seer's Alcove Stage
;by HQ & XGargoyle


;--------------------------------------------------------
[Info]

name = "The Seer's Alcove"
displayname = "The Seer's Alcove" 
versiondate = 03,12,2017 
mugenversion = 1.0
author = "HQ & XGargoyle"

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

[Camera]
startx = 0
starty = 0
boundleft = -287 
boundright = 287  
boundhigh = -300 ;-198 
boundlow = 0
verticalfollow = 0.75;0.2 
floortension = 90
tension = 50

 ;Number of pixels beyond the top and bottom of the screen that may
 ;be drawn.  Overdraw specifies the how much can be seen during an
 ;EnvShake.  Overdraw pixels will also be used when the screen aspect
 ;is taller than the stage aspect.
overdrawhigh = 0
overdrawlow = 0

 ;Number of pixels into the top and bottom of the screen that may be
 ;cut from drawing when the screen aspect is shorter than the stage
 ;aspect.  These parameters suggest a guideline, and the actual
 ;number of pixels cut depends on the difference in aspect.
cuthigh = 35
cutlow = 25

;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
p1startx = -70 ;-80          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left
;--- Player 2 ---
p2startx = 70 ;80
p2starty = 0
p2facing = -1
;--- Common ---
 ;Don't change these values.
leftbound  = -1000 ;Left bound (x-movement)
rightbound =  1000 ;Right bound

;--------------------------------------------------------
[Bound]
 ;Distance from left/right edge of screen that player can move to
 ;Typically 15
screenleft = 30    ;Dist from left of screen that player can move to
screenright = 30   ;Right edge


;--------------------------------------------------------
[StageInfo]
zoffset = 213
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]
 ;This controls the darkness of the shadow. Valid values range
 ;from 0 (lightest) to 256 (darkest). Defaults to 128 if omitted.
intensity = 40

 ;This is the shadow color given in r,g,b. Valid values for each
 ;range from 0 (lightest) to 255 (darkest).
 ;Defaults to 0,0,0 if omitted.
 ;intensity and color's effects add up to give the final shadow
 ;result.
color = 20,10,10

 ;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 = .4

 ;This parameter lets you set the range over which the shadow is
 ;visible. The first value is the high level, and the second is
 ;the middle level. Both represent y-coordinates of the player.
 ;A shadow is invisible if the player is above the high level,
 ;and fully visible if below the middle level. The shadow is
 ;faded in between the two levels. This gives an effect of the
 ;shadow fading away as the player gets farther away from the
 ;ground. If omitted, defaults to no level effects (shadow is
 ;always fully visible).
;fade.range = -400,-100
fade.range = 0,-50

;--------------------------------------------------------
[Reflection]
 ;Intensity of reflection (from 0 to 256). Set to 0 to have no
 ;reflection. Defaults to 0.
intensity = 0

;--------------------------------------------------------
[Music]
bgmusic = sound/chars/Babidi.mp3
bgmvolume = 100

;looping points for Babidi.mp3
bgmloopstart = 1186534
bgmloopend = 3850143

;--------------------------------------------------------
[BGdef]
spr = hdbz_ball.sff
debugbg = 0

[BG Floor 00]
type  = normal
spriteno = 1,0
start = 0, 222
mask = 1
[BG Floor 01]
type  = normal
spriteno = 1,1
start = 0, 222
mask = 1
[BG Floor 02]
type  = normal
spriteno = 1,2
start = 0, 222
mask = 1
[BG Floor 03]
type  = normal
spriteno = 1,3
start = 0, 222
mask = 1
[BG Floor 04]
type  = normal
spriteno = 1,4
start = 0, 222
mask = 1
[BG Floor 05]
type  = normal
spriteno = 1,5
start = 0, 222
mask = 1
[BG Floor 06]
type  = normal
spriteno = 1,6
start = 0, 222
mask = 1
[BG Floor 07]
type  = normal
spriteno = 1,7
start = 0, 222
mask = 1
[BG Floor 08]
type  = normal
spriteno = 1,8
start = 0, 222
mask = 1
[BG Floor 09]
type  = normal
spriteno = 1,9
start = 0, 222
mask = 1
[BG Floor 10]
type  = normal
spriteno = 1,10
start = 0, 222
mask = 1
[BG Floor 11]
type  = normal
spriteno = 1,11
start = 0, 222
mask = 1
[BG Floor 12]
type  = normal
spriteno = 1,12
start = 0, 222
mask = 1
[BG Floor 13]
type  = normal
spriteno = 1,13
start = 0, 222
mask = 1
[BG Floor 14]
type  = normal
spriteno = 1,14
start = 0, 222
mask = 1
[BG Floor 15]
type  = normal
spriteno = 1,15
start = 0, 222
mask = 1
[BG Floor 16]
type  = normal
spriteno = 1,16
start = 0, 222
mask = 1
[BG Floor 17]
type  = normal
spriteno = 1,17
start = 0, 222
mask = 1
[BG Floor 18]
type  = normal
spriteno = 1,18
start = 0, 222
mask = 1
[BG Floor 19]
type  = normal
spriteno = 1,19
start = 0, 222
mask = 1

[BG Sky]
type  = normal
spriteno = 2,0
start = 0, 250
mask = 1
velocity = 0.25,0
tile = 1,0
delta = 0.95,0.95

[BG Door]
type  = normal
spriteno = 3,0
start = 0, 222
mask = 1

[BG Light L] ;
type = anim
actionno = 4
start = 0, 222
[Begin Action 4]
-1,0,0,0,12,
4,1,0,0,12, ,AS3D256
4,2,0,0,12, ,AS6D256

[BG Light R] ;
type = anim
actionno = 5
start = 0, 222
[Begin Action 5]
5,0,0,0,12, ,AS6D256
5,1,0,0,12, ,AS3D256
-1,0,0,0,12,

[BG Skeleton L Shadow] ;
type = anim
actionno = 6
start = 0, 222
[Begin Action 6]
6,1,0,0,12, ,AS87D128
6,2,0,0,12, ,AS82D128
6,3,0,0,12, ,AS77D128
[BG Skeleton L]
type  = normal
spriteno = 6,0
start = 0, 222
mask = 1 

[BG Skeleton R Shadow] ;
type = anim
actionno = 7
start = 0, 222
[Begin Action 7]
7,1,0,0,12, ,AS77D128
7,2,0,0,12, ,AS87D128
7,3,0,0,12, ,AS82D128
[BG Skeleton R]
type  = normal
spriteno = 7,0
start = 0, 222
mask = 1 


[BG FLL] ;
type = anim
actionno = 9
start = 0, 222
[Begin Action 9]
9,0,0,0,12, ,AS36D128
9,1,0,0,12, ,AS69D128
9,2,0,0,12, ,AS66D128
[BG FLR] ;
type = anim
actionno = 10
start = 0, 222
[Begin Action 10]
10,0,0,0,12, ,AS66D128
10,1,0,0,12, ,AS36D128
10,2,0,0,12, ,AS69D128
[BG FRL] ;
type = anim
actionno = 11
start = 0, 222
[Begin Action 11]
11,0,0,0,12, ,AS36D128
11,1,0,0,12, ,AS69D128
11,2,0,0,12, ,AS66D128
[BG FRR] ;
type = anim
actionno = 12
start = 0, 222
[Begin Action 12]
12,0,0,0,12, ,AS69D128
12,1,0,0,12, ,AS96D128
12,2,0,0,12, ,AS36D128


[BG Flames] ;
type = anim
actionno = 8
start = 0, 222
[Begin Action 8]
8,0,0,0,12,
8,1,0,0,12,
8,2,0,0,12,

[BG Baba Back]
type  = anim
actionno = 100
id = 100
start = 0, 222
mask = 1
[Begin Action 100] ;Baba Back
0,0,0,0,-1,

[BG Ball Shadow] ;
type = anim
actionno = 13
start = 0, 222
[Begin Action 13]
13,0,0,0,12, ,AS5D128
13,1,0,0,12, ,AS10D128
13,2,0,0,12, ,AS0D128


[BG Ball Glow 2] ;
type = anim
actionno = 14
start = 0, 222
[Begin Action 14]
14,0,0,0,6, ,AS57D128
14,0,0,0,6, ,AS77D128
[BG Ball Glow 1] ;
type = anim
actionno = 15
start = 0, 222
[Begin Action 15]
15,0,0,0,6, ,AS108D128
15,0,0,0,6, ,AS128D128

;--------------------------------------
[BG Ball cutout]
type = anim
actionno = 20
id = 20
start = 0, 222
[Begin Action 20] ;Stage 1
20,0,0,0,-1,
[Begin Action 21] ;Stage 2
21,0,0,0,8,
21,1,0,0,8,
21,2,0,0,8,
21,3,0,0,8,
21,4,0,0,8,
21,5,0,0,8,
21,6,0,0,8,
21,7,0,0,8,
21,8,0,0,8,
[Begin Action 22] ;Stage 3
22,0,0,0,4,
22,1,0,0,4,
22,2,0,0,4,
22,3,0,0,4,
22,4,0,0,4,
22,5,0,0,4,
22,6,0,0,4,
22,7,0,0,4,
22,8,0,0,4,
22,9,0,0,4,
22,10,0,0,4,
22,11,0,0,4,
[Begin Action 23] ;Stage 4
23,0,0,0,3,
23,1,0,0,3,
[Begin Action 24] ;Stage 5
24,0,0,0,220,
24,1,0,0,1,
24,2,0,0,1,
24,3,0,0,1,
24,4,0,0,1,
24,5,0,0,1,
24,6,0,0,1,
24,7,0,0,1,
24,8,0,0,1,
24,9,0,0,1,
24,10,0,0,1,
24,11,0,0,1,
24,12,0,0,1,
24,13,0,0,1,
24,14,0,0,1,
24,15,0,0,1,
24,16,0,0,1,
24,17,0,0,1,
24,18,0,0,1,
24,19,0,0,1,
24,20,0,0,1,
24,21,0,0,1,
24,22,0,0,1,
24,23,0,0,1,
24,24,0,0,1,
24,25,0,0,1,
24,26,0,0,1,
24,27,0,0,1,
24,28,0,0,1,
24,29,0,0,1,
24,30,0,0,1,
24,31,0,0,1,
24,32,0,0,1,
24,33,0,0,1,
24,34,0,0,1,
24,35,0,0,1,
24,36,0,0,1,
24,37,0,0,1,
24,38,0,0,1,
24,39,0,0,1,
24,40,0,0,1,
24,41,0,0,1,
24,42,0,0,1,
24,43,0,0,1,
24,44,0,0,1,
24,45,0,0,1,
24,46,0,0,1,
24,47,0,0,1,
24,48,0,0,1,
24,49,0,0,1,
24,50,0,0,1,
24,51,0,0,1,
24,52,0,0,1,
24,53,0,0,16,
24,54,0,0,1,
24,55,0,0,1,
24,56,0,0,1,
24,57,0,0,1,
24,58,0,0,1,
24,59,0,0,1,
24,60,0,0,1,
24,61,0,0,1,
24,62,0,0,1,
24,63,0,0,1,
24,64,0,0,1,
24,65,0,0,1,
24,66,0,0,1,
24,67,0,0,1,
24,68,0,0,1,
24,69,0,0,1,
24,70,0,0,1,
24,71,0,0,1,
24,72,0,0,1,
24,73,0,0,1,
24,74,0,0,1,
24,75,0,0,1,
24,76,0,0,1,
24,77,0,0,1,
24,78,0,0,1,
24,79,0,0,1,
24,80,0,0,1,
24,81,0,0,1,
24,82,0,0,1,
24,83,0,0,1,
24,84,0,0,1,
24,85,0,0,1,
24,86,0,0,1,
24,87,0,0,1,
24,88,0,0,1,
24,89,0,0,1,
24,90,0,0,1,
24,91,0,0,1,
24,92,0,0,1,
24,93,0,0,1,
24,94,0,0,1,
24,95,0,0,1,
24,96,0,0,1,
24,97,0,0,1,
24,98,0,0,1,
24,99,0,0,1,
24,100,0,0,1,
24,101,0,0,1,
24,102,0,0,1,
24,103,0,0,1,
24,104,0,0,20,
[Begin Action 25] ;Stage 6
25,0,0,0,3,
25,1,0,0,3,
[Begin Action 26] ;Stage 7
26,0,0,0,8,
26,1,0,0,8,
26,2,0,0,8,
26,3,0,0,8,
26,4,0,0,8,
26,5,0,0,8,
26,6,0,0,8,
26,7,0,0,8,
26,8,0,0,8,
26,9,0,0,8,
26,10,0,0,8,
26,11,0,0,8,
26,12,0,0,8,
26,13,0,0,8,
26,14,0,0,8,
26,15,0,0,8,
26,16,0,0,8,
26,17,0,0,8,
26,18,0,0,8,
26,19,0,0,8,
26,20,0,0,8,
26,21,0,0,8,
26,22,0,0,8,
26,23,0,0,8,
26,22,0,0,8,
26,21,0,0,8,
26,20,0,0,8,
26,19,0,0,8,
26,18,0,0,8,
26,17,0,0,8,
26,16,0,0,8,
26,15,0,0,8,
26,14,0,0,8,
26,13,0,0,8,
26,12,0,0,8,
26,11,0,0,8,
26,10,0,0,8,
26,9,0,0,8,
26,8,0,0,8,
26,7,0,0,8,
26,6,0,0,8,
26,5,0,0,8,
26,4,0,0,8,
26,3,0,0,8,
26,2,0,0,8,
26,1,0,0,8,
[Begin Action 27] ;Stage 8
27,0,0,0,-1,
[Begin Action 28] ;Stage 9
28,0,0,0,10,
28,1,0,0,10,
28,2,0,0,10,
28,3,0,0,10,
28,4,0,0,10,
28,5,0,0,10,
28,6,0,0,10,
28,7,0,0,10,
28,8,0,0,10,
28,9,0,0,10,
28,10,0,0,10,
28,11,0,0,10,
[Begin Action 29] ;Stage 10
29,0,0,0,45,
29,1,0,0,21,
29,2,0,0,45,
29,1,0,0,21,
[Begin Action 30] ;Stage 11
30,0,0,0,10,
30,1,0,0,15,
30,2,0,0,10,
30,1,0,0,15,


;--------------------------------------
[BG Ball Warp] ;
type = anim
actionno = 18
id = 18
start = 0, 222
[Begin Action 18]
18,0,0,0,8,
18,1,0,0,8,
18,2,0,0,8,
18,3,0,0,8,
18,4,0,0,8,
18,5,0,0,8,


[BG Ball teleport] ;
type = anim
actionno = 19
id = 19
start = 0, 222
[Begin Action 19]
19,0,0,0,8,
19,1,0,0,8,
19,2,0,0,8,
19,3,0,0,8,
[Begin Action 191]
19,0,0,0,8, ,AS226D32
19,1,0,0,8, ,AS192D62
19,2,0,0,8, ,AS160D96
19,3,0,0,8, ,AS128D128
[Begin Action 192]
19,0,0,0,8, ,AS96D160
19,1,0,0,8, ,AS64D192
19,2,0,0,8, ,AS32D226
19,3,0,0,8, ,AS16D242

[BG Cradle]
type  = normal
spriteno = 16,0
start = 0, 222
mask = 1

[BG Ball Gleam] ;
type = anim
actionno = 17
start = 0, 222
[Begin Action 17]
17,0,0,0,-1, ,AS77D256

[BG Baba Front]
type  = anim
actionno = 100
id = 101
start = 0, 222
mask = 1
[Begin Action 101] ;Baba Front
0,0,0,0,-1,

[BGCtrlDef Baba] ;Baba sprpriority
looptime = 1000
ctrlID = 100,101
[BGCtrl Back ON]
type = Enable
value = 1
time = 0
ctrlid = 100
[BGCtrl Front ON]
type = Enable
value = 1
time = 0
ctrlid = 101
[BGCtrl Float Y]
type = SinY
time = 0 
ctrlid = 100,101
value = 5, 200, 0
[BGCtrl Float X]
type = SinX
time = 0 
ctrlid = 100,101
value = -2.5, 200, 0 
[BGCtrl Back ON]
type = Visible
value = 1
time = 0,500
ctrlid = 100
[BGCtrl Front OFF]
type = Visible
value = 0
time = 0,500
ctrlid = 101
[BGCtrl Move Right]
type = PosAdd
x = 1
time = 200,400
ctrlid = 100,101
[BGCtrl Back OFF]
type = Visible
value = 0
time = 500,1000
ctrlid = 100
[BGCtrl Front ON]
type = Visible
value = 1
time = 500,1000
ctrlid = 101
[BGCtrl Move Left]
type = PosAdd
x = -1
time = 600,800
ctrlid = 100,101


[BGCtrlDef Ball] ;Ball warps/teleports
looptime = 504
ctrlID = 18,19

[BGCtrl WARP OFF]
type = Enable
value = 0
time = 0
ctrlid = 18
[BGCtrl TP ON]
type = Enable
value = 1
time = 0
ctrlid = 19
[BGCtrl TP 1]
type = Anim
value = 19
time = 0
ctrlid = 19
[BGCtrl TP 2]
type = Anim
value = 191
time = 32
ctrlid = 19
[BGCtrl TP 3]
type = Anim
value = 192
time = 64
ctrlid = 19
[BGCtrl TP OFF]
type = Enable
value = 0
time = 96
ctrlid = 19
;360 ticks for cutout stage
[BGCtrl WARP ON]
type = Enable
value = 1
time = 456
ctrlid = 18

;CUTOUTS
[BGCtrlDef Ball] ;Stage cutouts
looptime =  5544 ;4536 ;(504 full loop)
ctrlID = 20
[BGCtrl STAGE ON]
type = Enable
value = 1
time = 0
ctrlid = 20
[BGCtrl STAGE 1]
type = Anim
value = 20
time = 0
ctrlid = 20
[BGCtrl STAGE 2]
type = Anim
value = 21
time = 504
ctrlid = 20
[BGCtrl STAGE 3]
type = Anim
value = 22
time = 1008
ctrlid = 20
[BGCtrl STAGE 4]
type = Anim
value = 23
time = 1512
ctrlid = 20
[BGCtrl STAGE 5]
type = Anim
value = 24
time = 2016
ctrlid = 20
[BGCtrl STAGE 6]
type = Anim
value = 25
time = 2520
ctrlid = 20
[BGCtrl STAGE 7]
type = Anim
value = 26
time = 3024
ctrlid = 20
[BGCtrl STAGE 8]
type = Anim
value = 27
time = 3528
ctrlid = 20
[BGCtrl STAGE 9]
type = Anim
value = 28
time = 4032
ctrlid = 20
[BGCtrl STAGE 10]
type = Anim
value = 29
time = 4536
ctrlid = 20
[BGCtrl STAGE 11]
type = Anim
value = 30
time = 5040
ctrlid = 20
[BGCtrl STAGE OFF] ;TEMP
type = Enable
value = 0
time = 5544
ctrlid = 20

