; Definition of KFM's stage
; *** 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 = "Enma's Desk"
displayname = "Enma's Desk" ;Name to display
versiondate = 01,14,2018    ;Version date of stage (MM,DD,YYYY or X.XX)
mugenversion = 1.0          ;Version of M.U.G.E.N stage works on (X.XX)
author = "AlexSin"         ;Stage author name
;spriter = Gate

;--------------------------------------------------------
[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 = -220
boundright = 220

 ;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 = -300 ;-100
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 = .75 ;.75

 ;Minimum vertical distance the highest player has to be from the floor,
 ;before the camera starts to move up to follow him. For extremely
 ;tall stages, a floor tension of about 20-30 coupled with a
 ;vertical-follow of .8 allows the camera to follow the action.
floortension = 90 ;90

 ;Horizontal distance player is from edge before camera starts to move
 ;left or right. Typically 50 or 60.
tension = 50 ;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 ;10
overdrawlow = 0 ;10

 ;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 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically -70 and p2startx is 70.
 ;p1starty should be 0.
p1startx = -70          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 70
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 ;15 ;Dist from left of screen that player can move to
screenright = 30 ;15   ;Right edge

;--------------------------------------------------------
[StageInfo]
 ;"Ground" level where players stand at, measured in pixels from the
 ;top of the screen.
 ;Adjust this value to move the ground level up/down in the screen.
 ;***
zoffset = 225
zoffsetlink = 20

 ;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

 ;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 = 64

 ;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 = 0,0,0; 17,34,29; 40,40,100

 ;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 ;-.12

 ;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 ;-250,- 175;-50

;--------------------------------------------------------
[Reflection]
 ;Intensity of reflection (from 0 to 256). Set to 0 to have no
 ;reflection. Defaults to 0.
intensity = 0;128

;--------------------------------------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you don't want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". Using a track number of
 ;0 will play a random audio track. For example, to play
 ;track 3 from a music CD, use:
 ;  bgmusic = 3.da
bgmusic = sound/chars/Piccolo.mp3

;looping points for Piccolo.mp3
bgmloopstart = 2940885
bgmloopend = 7880095

 ;Adjust the volume. 100 is for 100%.
bgmvolume = 100

;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ?       "Normal"/"Parallax"  (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"/"add1"/"sub"/"addalpha" (def: "none")
; alpha = ?, ?   (only for trans=addalpha) Source,dest alpha (def: 256,0)
; 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) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
;  Parallax-only:
; xscale = ?, ?    Top xscale, bottom xscale (float)
; width = ?, ?     Top width, bottom width (int)  (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 = hdbz_enma.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.
 ;Remember to turn this off when you are done debugging the background,
 ;because it slows down performance.
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, 0

 ;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 = 0, 176 ;300

 ;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 = .25,.25

 ;Here is the transparency setting of the background.
 ;Valid values are:
 ;"none" for normal drawing
 ;"add" for colour addition (like a spotlight effect)
 ;"add1" for colour addition with background dimmed to 50% brightness
 ;"addalpha" for colour addition with control over alpha values (you need
 ;    an "alpha" parameter if you use this)
 ;"sub" for colour subtraction (like a shadow effect)
 ;If this line is omitted, it's assumed that there will be no transparency.
trans = none

 ;Use this parameter only if "trans = addalpha". First value is the alpha
 ;of the source (sprite), and the second is the alpha of the destination
 ;(background). The values range from 0 to 256.
 ;Uncomment the line below to use it:
;alpha = 256,0

 ;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  = 1, 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 use 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).
 ;Uncomment the line below to use it:
;window = 0,0, 319, 239

 ;Similar to the delta parameter, this one affects the movement of
 ;the window. Defaults to 0,0
 ;Uncomment the line below to use it:
;windowdelta = 0,0
;----------

;----------
[BG 1 Wall - Windows]
type  = Normal		;Normal, Anim, Parallax; omitted to normal.
spriteno = 1, 0		;sprite number (group, index); change to actionno = n, where n is the number of the animation.
layerno = 0		;0= background; 1=foreground; omitted to background.
start = 0,95;85		 ;100;x,y starting position; omitted to 0,0
delta = .5,.5		;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1
trans = none		;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
tile  = 0, 0		;x, y; 0=no tiling; n= number of tiling; omitted to no tiling.
tilespacing = 0,0	;space between each tiling (x and y); omitted to no space.

;----------
[BG Desk Floor]
type  = parallax
spriteno = 4,0
start = 0, 174
delta = .78, .75
xscale = 1, 1.4
yscalestart = 105
yscaledelta = 0.5
mask  = 1
id = 10

;----------
[BG 9 Mug Shadow]
type  = Normal	;Normal, Anim, Parallax; omitted to normal.
spriteno = 9,1	;sprite number (group, index); change to actionno = n, where n is the number of the animation.
layerno = 0	;0= background; 1=foreground; omitted to background.
start = 160, 220 ;-100, 220
delta = .93, .93 ;.78, .75	;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1
trans = none	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
id = 10

;----------
[BG 3 Enma - Shadow]
type  = Anim	;Normal, Anim, Parallax; omitted to normal.
actionno = 3	;sprite number (group, index); change to actionno = n, where n is the number of the animation.
layerno = 0	;0= background; 1=foreground; omitted to background.
start = 0, 174	;x,y starting position; omitted to 0,0
delta = .78, .75	;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1
trans = none	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
alpha = 
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
id = 10

[BG 4 Enma - Character]
type  = Anim	;Normal, Anim, Parallax; omitted to normal.
actionno = 2	;sprite number (group, index); change to actionno = n, where n is the number of the animation.
layerno = 0	;0= background; 1=foreground; omitted to background.
start = 0, 174	;x,y starting position; omitted to 0,0
delta = .78, .75	;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1
trans = none	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
id = 10

;Enma - Character
[Begin Action 2]
2,0, 0,0, 30
2,1, 0,0, 8
2,2, 0,0, 7
2,1, 0,0, 6
2,0, 0,0, 35
2,1, 0,0, 7
2,2, 0,0, 4
2,1, 0,0, 6
2,0, 0,0, 25
2,3, 0,0, 4
2,4, 0,0, 4
2,5, 0,0, 4
2,6, 0,0, 5
2,7, 0,0, 5
2,8, 0,0, 5
2,9, 0,0, 5
2,10, 0,0, 5
2,11, 0,0, 5
2,12, 0,0, 40
2,7, 0,0, 5
2,8, 0,0, 5
2,9, 0,0, 5
2,10, 0,0, 5
2,11, 0,0, 5
2,12, 0,0, 40
2,7, 0,0, 5
2,8, 0,0, 5
2,9, 0,0, 5
2,10, 0,0, 5
2,11, 0,0, 5
2,12, 0,0, 40
2,7, 0,0, 5
2,8, 0,0, 5
2,9, 0,0, 5
2,10, 0,0, 5
2,11, 0,0, 5
2,12, 0,0, 40
2,14, 0,0, 50
2,3, 0,0, 75
2,5, 0,0, 50
2,3, 0,0, 6
2,0, 0,0, 6
2,1, 0,0, 6
2,2, 0,0, 6
2,1, 0,0, 6
2,0, 0,0, 30
2,1, 0,0, 8
2,2, 0,0, 7
2,1, 0,0, 6
2,0, 0,0, 30
2,1, 0,0, 6
2,2, 0,0, 8
2,3, 0,0, 4
2,4, 0,0, 5
2,5, 0,0, 5
2,6, 0,0, 5
2,7, 0,0, 4
2,8, 0,0, 4
2,9, 0,0, 4
2,10, 0,0, 4
2,11, 0,0, 4
2,12, 0,0, 25
2,13, 0,0, 50
2,14, 0,0, 6
2,15, 0,0, 6
2,16, 0,0, 5
2,17, 0,0, 3
2,18, 0,0, 2
2,19, 0,0, 4
2,20, 0,0, 4
2,21, 0,0, 40
2,22, 0,0, 4
2,23, 0,0, 4
2,24, 0,0, 35
2,25, 0,0, 40
2,26, 0,0, 4

2,0, 0,0, 30
2,1, 0,0, 8
2,2, 0,0, 7
2,1, 0,0, 6
2,0, 0,0, 35
2,3, 0,0, 5
2,4, 0,0, 4
2,5, 0,0, 4
2,6, 0,0, 5
2,7, 0,0, 5
2,8, 0,0, 5
2,9, 0,0, 5
2,10, 0,0, 5
2,11, 0,0, 5
2,12, 0,0, 4
2,6, 0,0, 40
2,4, 0,0, 40
2,13, 0,0, 25
2,14, 0,0, 6
2,15, 0,0, 6
2,16, 0,0, 5
2,17, 0,0, 3
2,18, 0,0, 2
2,19, 0,0, 4
2,18, 0,0, 4
2,17, 0,0, 5
2,20, 0,0, 4
2,21, 0,0, 40
2,22, 0,0, 4
2,23, 0,0, 4
2,24, 0,0, 35
2,25, 0,0, 40
2,26, 0,0, 4
2,13, 0,0, 10
2,7, 0,0, 5
2,8, 0,0, 5
2,9, 0,0, 5
2,10, 0,0, 5
2,11, 0,0, 5
2,12, 0,0, 5
2,7, 0,0, 5
2,8, 0,0, 5
2,9, 0,0, 5
2,10, 0,0, 5
2,11, 0,0, 5
2,12, 0,0, 5
2,3, 0,0, 75

; Enma - Shadow
[Begin Action 3]
3,0, 0,0, 30
3,1, 0,0, 8
3,2, 0,0, 7
3,1, 0,0, 6
3,0, 0,0, 35
3,1, 0,0, 7
3,2, 0,0, 4
3,1, 0,0, 6
3,0, 0,0, 25
3,3, 0,0, 4
3,4, 0,0, 4
3,5, 0,0, 4
3,6, 0,0, 5
3,7, 0,0, 5
3,8, 0,0, 5
3,9, 0,0, 5
3,10, 0,0, 5
3,11, 0,0, 5
3,12, 0,0, 40
3,7, 0,0, 5
3,8, 0,0, 5
3,9, 0,0, 5
3,10, 0,0, 5
3,11, 0,0, 5
3,12, 0,0, 40
3,7, 0,0, 5
3,8, 0,0, 5
3,9, 0,0, 5
3,10, 0,0, 5
3,11, 0,0, 5
3,12, 0,0, 40
3,7, 0,0, 5
3,8, 0,0, 5
3,9, 0,0, 5
3,10, 0,0, 5
3,11, 0,0, 5
3,12, 0,0, 40
3,14, 0,0, 50
3,3, 0,0, 75
3,5, 0,0, 50
3,3, 0,0, 6
3,0, 0,0, 6
3,1, 0,0, 6
3,2, 0,0, 6
3,1, 0,0, 6
3,0, 0,0, 30
3,1, 0,0, 8
3,2, 0,0, 7
3,1, 0,0, 6
3,0, 0,0, 30
3,1, 0,0, 6
3,2, 0,0, 8
3,3, 0,0, 4
3,4, 0,0, 5
3,5, 0,0, 5
3,6, 0,0, 5
3,7, 0,0, 4
3,8, 0,0, 4
3,9, 0,0, 4
3,10, 0,0, 4
3,11, 0,0, 4
3,12, 0,0, 25
3,13, 0,0, 50
3,14, 0,0, 6
3,15, 0,0, 6
3,16, 0,0, 5
3,17, 0,0, 3
3,18, 0,0, 2
3,19, 0,0, 4
3,20, 0,0, 4
3,21, 0,0, 40
3,22, 0,0, 4
3,23, 0,0, 4
3,24, 0,0, 35
3,25, 0,0, 40
3,26, 0,0, 4

3,0, 0,0, 30
3,1, 0,0, 8
3,2, 0,0, 7
3,1, 0,0, 6
3,0, 0,0, 35
3,3, 0,0, 5
3,4, 0,0, 4
3,5, 0,0, 4
3,6, 0,0, 5
3,7, 0,0, 5
3,8, 0,0, 5
3,9, 0,0, 5
3,10, 0,0, 5
3,11, 0,0, 5
3,12, 0,0, 4
3,6, 0,0, 40
3,4, 0,0, 40
3,13, 0,0, 25
3,14, 0,0, 6
3,15, 0,0, 6
3,16, 0,0, 5
3,17, 0,0, 3
3,18, 0,0, 2
3,19, 0,0, 4
3,18, 0,0, 4
3,17, 0,0, 5
3,20, 0,0, 4
3,21, 0,0, 40
3,22, 0,0, 4
3,23, 0,0, 4
3,24, 0,0, 35
3,25, 0,0, 40
3,26, 0,0, 4
3,13, 0,0, 10
3,7, 0,0, 5
3,8, 0,0, 5
3,9, 0,0, 5
3,10, 0,0, 5
3,11, 0,0, 5
3,12, 0,0, 5
3,7, 0,0, 5
3,8, 0,0, 5
3,9, 0,0, 5
3,10, 0,0, 5
3,11, 0,0, 5
3,12, 0,0, 5
3,3, 0,0, 75

;-------------------------------------------------------------------
[BG 15 bustin]
type = anim
actionno = 15
;tile = 1,0
;tilespacing = 7600,0 
layerno = 0	;0= background; 1=foreground; omitted to background.
start = 0,0	;x,y starting position; omitted to 0,0
;start = -14, 194	;x,y starting position; omitted to 0,0
delta = .96, .96 ;.78, .75	;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
id = 13
;velocity = -4, 0

;-------------------------------------------------------------------
[BG 13 bustin]
type = anim
actionno = 13
tile = 1,0
tilespacing = 80,0 
layerno = 0	;0= background; 1=foreground; omitted to background.
start = 24, 153	;x,y starting position; omitted to 0,0
delta = .96, .96 ;.78, .75	;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
;id = 13
sin.y = -15,240,0
velocity = 0.666, 0
;-----------------------------------------------------------------------
[BG 14 bustin]
type = anim
actionno = 13
tile = 1,0
tilespacing = 80,0 
layerno = 0	;0= background; 1=foreground; omitted to background.
start = 64, 153	;x,y starting position; omitted to 0,0
delta = .96, .96 ;.78, .75	;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
;id = 14
velocity = 0.666, 0
sin.y = 15,240,0

;----------
[BG 5 Telephone]
type  = Normal	;Normal, Anim, Parallax; omitted to normal.
spriteno = 5,0	;sprite number (group, index); change to actionno = n, where n is the number of the animation.
layerno = 0	;0= background; 1=foreground; omitted to background.
start = -14, 164 ;-36, 172
delta = .94, .94 ;.95, .95 ;.78, .75	;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1
trans = none	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
id = 10
;--------------------------------------------------------------------
[BG 6 Plants]
type  = Anim	;Normal, Anim, Parallax; omitted to normal.
actionno = 6	;sprite number (group, index); change to actionno = n, where n is the number of the animation.
layerno = 0	;0= background; 1=foreground; omitted to background.
start = 24, 174	;x,y starting position; omitted to 0,0
delta = .96, .96 ;.78, .75	;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1
trans = none	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
id = 10
;------------------------------------------------------------------------

[BG 7 Name Tag]
type  = Normal	;Normal, Anim, Parallax; omitted to normal.
spriteno = 7,1	;sprite number (group, index); change to actionno = n, where n is the number of the animation.
layerno = 0	;0= background; 1=foreground; omitted to background.
start = -270, 174 ;0, 174
delta = .94, .94 ;.78, .75	;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1
trans = none	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
id = 10
;---------------------------------------------------------------------

[BG 9 Mug]
type  = Normal	;Normal, Anim, Parallax; omitted to normal.
spriteno = 9,2	;sprite number (group, index); change to actionno = n, where n is the number of the animation.
layerno = 0	;0= background; 1=foreground; omitted to background.
start = 160, 220 ;-100, 220
delta = .93, .93 ;.78, .75	;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1
trans = none	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
id = 10

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


[BG 30 Oni]
type  = Anim	;Normal, Anim, Parallax; omitted to normal.
actionno = 30	;sprite number (group, index); change to actionno = n, where n is the number of the animation.
layerno = 0	;0= background; 1=foreground; omitted to background.
start = 160, 220
delta = .93, .93
trans = none	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
id = 30

[Begin Action 30]
30, 0, 0, 0, 300
30, 1, 0, 0, 4
30, 0, 0, 0, 350
30, 1, 0, 0, 4
30, 0, 0, 0, 300
30, 1, 0, 0, 4

[Begin Action 31]
30, 2, 0, 0, 30


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

[BG 9 Mug front]
type  = Normal	;Normal, Anim, Parallax; omitted to normal.
spriteno = 9,3	;sprite number (group, index); change to actionno = n, where n is the number of the animation.
layerno = 0	;0= background; 1=foreground; omitted to background.
start = 160, 220 ;-100, 220
delta = .93, .93 ;.78, .75	;x,y; amount of pixel movement of the object for every unit of camera movement; default to 1,1
trans = none	;none, add, add1, addalpha*, sub; omitted to none.	*you need alpha
mask  = 1		;0= colour 0 enabled; 1= colour 0 disabled. Omitted to no masking.
id = 10
;----------------------------------------------------------------------------------
; Plants - Animation
[Begin Action 6]
6,1, 0,0, 837
6,2, 0,0, 3
6,4, 0,0, 3
6,1, 0,0, 391
6,2, 0,0, 3
6,3, 0,0, 3
6,2, 0,0, 3
6,4, 0,0, 3
6,1, 0,0, 3
6,4, 0,0, 3
6,1, 0,0, 273


[BG Position]
type  = Normal
spriteno = 30,0
start = 1000, 0
delta = 1, 1
id = 10

[BG Dummy] ;Dummy object for player's zoffset to be bound to
type  = dummy
id = 20
start = 0,0
positionlink = 1



;-----
[BGCtrlDef floor]
looptime =  1525
ctrlID = 10

[BGCtrl 10.1]
type = SinY
time = 837
value = 1, 5, 0 

[BGCtrl 10.2]
type = SinY
time = 843
value = 0, 5, 0

[BGCtrl 10.3]
type = SinY
time = 1234
value = 1, 5, 0

[BGCtrl 10.4]
type = SinY
time = 1240
value = 0, 5, 0


;-----
[BGCtrlDef soul flee right]
looptime =  1525
ctrlID = 5

[BGCtrl 5.0]
type = VelSet
time = 0
x = 0

[BGCtrl 5.0 a]
type = SinY
time = 0
value = 0, 5, 0 

[BGCtrl 5.1]
type = VelSet
time = 832
x = 4 

[BGCtrl 5.1 a]
type = SinY
time = 832
value = 2, 5, 0 

[BGCtrl 5.2 a]
type = SinY
time = 842
value = 0, 5, 0 

[BGCtrl 5.2]
type = VelSet
time = 852
x = 0

[BGCtrl 5.3]
type = VelSet
time = 1005
x = -0.5

[BGCtrl 5.4]
type = VelSet
time = 1165
x = 0


[BGCtrl 5.5]
type = VelSet
time = 1229
x = 4

[BGCtrl 5.5 a]
type = SinY
time = 1229
value = 2, 5, 0

[BGCtrl 5.6 a]
type = SinY
time = 1243
value = 0, 5, 0

[BGCtrl 5.6]
type = VelSet
time = 1251
x = 0

[BGCtrl 5.7]
type = VelSet
time = 1349
x = -0.5

[BGCtrl 5.8]
type = VelSet
time = 1525
x = 0

;-----
[BGCtrlDef Ogre Running back and forth]
looptime =  4000
ctrlID = 13

[BGCtrl UpLeft]
type = VelSet
time = 0
x = -4
;y = 0.1

[BGCtrl ResetPos1]
type = PosSet
time = 0
x = 500
y = 194
[BGCtrl ResetAnim1]
type = Anim
time = 0
value = 15

[BGCtrl DownRight]
type = VelSet
time = 2000
x = 4
;y = -0.1

[BGCtrl ResetPos2]
type = PosSet
time = 2000
x = -500
y = 194
[BGCtrl ResetAnim2]
type = Anim
time = 2000
value = 16

;-----
[BGCtrlDef soul flee left]
looptime =  1525
ctrlID = 7

[BGCtrl 7.0]
type = VelSet
time = 0
x = 0

[BGCtrl 7.0 a]
type = SinY
time = 0
value = 0, 5, 0 

[BGCtrl 7.1]
type = VelSet
time = 832
x = -4 

[BGCtrl 7.1 a]
type = SinY
time = 832
value = 2, 5, 0 

[BGCtrl 7.2 a]
type = SinY
time = 842
value = 0, 5, 0 

[BGCtrl 7.2]
type = VelSet
time = 852
x = 0

[BGCtrl 7.3]
type = VelSet
time = 1005
x = 0.5

[BGCtrl 7.4]
type = VelSet
time = 1165
x = 0


[BGCtrl 7.5]
type = VelSet
time = 1229
x = -4

[BGCtrl 7.5 a]
type = SinY
time = 1229
value = 2, 5, 0 

[BGCtrl 7.6 a]
type = SinY
time = 1243
value = 0, 5, 0 

[BGCtrl 7.6]
type = VelSet
time = 1251
x = 0

[BGCtrl 7.7]
type = VelSet
time = 1349
x = 0.5

[BGCtrl 7.8]
type = VelSet
time = 1525
x = 0

; whiff
[Begin Action 13]
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,


[Begin Action 15]
15,0, 0,0, 4
15,1, 0,0, 4
15,2, 0,0, 4
15,3, 0,0, 4
15,4, 0,0, 4
15,5, 0,1, 4
15,6, 0,0, 4

; Reverse Ogre
[Begin Action 16]
15,0, 0,0, 4, H
15,1, 0,0, 4, H
15,2, 0,0, 4, H
15,3, 0,0, 4, H
15,4, 0,0, 4, H
15,5, 0,1, 4, H
15,6, 0,0, 4, H


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


[BGCtrlDef Oni Animation]
looptime =  1525
ctrlID = 30

[BGCtrl STAGE ON]
type = Enable
value = 1
time = 0
ctrlid = 20
[BGCtrl Oni 1]
type = Anim
value = 30
time = 0
ctrlid = 30
[BGCtrl Oni 2]
type = Anim
value = 31
time = 838
ctrlid = 30
[BGCtrl Oni 3]
type = Anim
value = 30
time = 888
ctrlid = 30
[BGCtrl Oni 4]
type = Anim
value = 31
time = 1235
ctrlid = 30
[BGCtrl Oni 5]
type = Anim
value = 30
time = 1285
ctrlid = 30


[BGCtrlDef Oni Movement]
looptime =  1525
ctrlID = 30

[BGCtrl Oni 01]
type = VelSet
time = 0
y = 0
[BGCtrl Oni 02]
type = VelSet
time = 300
y = -.5
[BGCtrl Oni 03]
type = VelSet
time = 380
y = 0
[BGCtrl Oni Shake]
type = SinY
time = 838
value = 2, 5, 0 
[BGCtrl Oni Stop Shake]
type = SinY
time = 848
value = 0, 5, 0 
[BGCtrl Oni 04]
type = VelSet
time = 858
y = 4
[BGCtrl Oni 05]
type = VelSet
time = 868
y = 0
[BGCtrl Oni 06]
type = VelSet
time = 1000
y = -.25
[BGCtrl Oni 07]
type = VelSet
time = 1080
y = 0
[BGCtrl Oni Shake 1]
type = SinY
time = 1235
value = 2, 5, 0 
[BGCtrl Oni Stop Shake 1]
type = SinY
time = 1245
value = 0, 5, 0
[BGCtrl Oni 08]
type = VelSet
time = 1250
y = 4
[BGCtrl Oni 09]
type = VelSet
time = 1255
y = 0