;================================================================
;MADE BY:  Alpha Proto          specially for the z2 chars!
;================================================================

[info]
name 		= "Hell"
displayname	= "Hell"
author		= "Alpha Proto & Toni"

[camera]
startx 		= 0 ;-16
starty 		= 0
boundleft 	= -180 ;-208
boundright 	= 180 ;208
boundhigh 	= -300 ;-400
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    ;dist from left of screen that player can move to
screenright = 30   ;right edge

;--------------------------------------------------------
[stageinfo]
 
zoffset = 220
zoffsetlink = 2
autoturn = 1
resetbg = 0

;--------------------------------------------------------
[shadow]
intensity = 90
color = 20,20,20
fade.range = 0,-50
yscale = 0.3


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

;bgmusic = sound/chars/GoldenFreezaZ2.mp3
bgmusic = sound/stages/hdbz_hell.mp3
bgvolume = 100

;Looping points for hdbz_hell.mp3
bgmloopstart = 5275349
bgmloopend = 10567350


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



;----------
[BG Clouds]
type = Anim
actionno = 9      ;This number here...
start = 0, 150
delta = .1,.2 ;.05, .025

[Begin Action 9]  ;should be the same as this number here
9,0, 0,0, 6
9,1, 0,0, 6
9,2, 0,0, 6
9,3, 0,0, 6
9,4, 0,0, 6
9,5, 0,0, 6
9,6, 0,0, 6
9,7, 0,0, 6
9,8, 0,0, 6
9,9, 0,0, 6
9,10, 0,0, 6
9,11, 0,0, 6
9,12, 0,0, 6
9,13, 0,0, 6
9,14, 0,0, 6
9,15, 0,0, 6

[bg roots back]
type  = normal
spriteno = 12,0
start = -10, 214
delta = .2,.5
mask = 1

[bg root back]
type  = normal
spriteno = 13,0
start = -10, 214
delta = .2,.5
mask = 1

[bg hills back]
type  = normal
spriteno = 8,0
start = 0, 204
delta = .3,.65
mask = 1

[bg root]
type  = normal
spriteno = 11,1
start = 0, 204
delta = .35,.675
mask = 1

[bg hills]
type  = normal
spriteno = 7,0
start = 0, 204
delta = .5,.75
mask = 1

[bg flowers tree]
type  = normal
spriteno = 6,0
start = -50, 204
delta = .7,.85
mask = 1

[bg tree]
type  = normal
spriteno = 5,1
start = -50, 204
delta = .7,.85
mask = 1

[bg tree2]
type  = normal
spriteno = 5,2
start = -50, 204
delta = .73,.865
mask = 1

;----------
[BG orb]
type = Anim
actionno = 20
start = 40, 80
delta = .82, .91
sin.x = -4, 200
sin.y = -8, 600

[BG orb]
type = Anim
actionno = 21
start = 60, 120
delta = .82, .91
sin.x = -6, 400
sin.y = -12, 800

[BG orb]
type = Anim
actionno = 20
start = 150, 40
delta = .82, .91
sin.x = 4, 200
sin.y = -8, 600

[BG orb]
type = Anim
actionno = 22
start = 113, 55
delta = .82, .91
sin.x = -4, 200
sin.y = 8, 600

[BG orb]
type = Anim
actionno = 20
start = 92, 85
delta = .82, .91
sin.x = -5, 300
sin.y = -10, 600

[BG orb]
type = Anim
actionno = 21
start = 250, 80
delta = .82, .91
sin.x = -4, 500
sin.y = 9, 700

[BG orb]
type = Anim
actionno = 22
start = 3, 40
delta = .82, .91
sin.x = 4, 200
sin.y = -8, 600

[Begin Action 20]
20,0, 0,0, 4, ,AS158D128
20,1, 0,0, 4, ,AS158D128

[Begin Action 21]
20,2, 0,0, 4, ,AS158D128
20,3, 0,0, 4, ,AS158D128

[Begin Action 22]
20,4, 0,0, 4, ,AS158D128
20,5, 0,0, 4, ,AS158D128

[bg flowers front 1]
type  = normal
spriteno = 4,0
start = 0, 204
delta = .8,.9
mask = 1

[bg flowers front 1]
type  = normal
spriteno = 3,0
start = 0, 214
delta = .95,.975
mask = 1

[bg flowers front 1]
type  = normal
spriteno = 3,0
start = 0, 204
delta = .95,.975
mask = 1

;---------- foreground
[bg flowers front 1]
type  = normal
spriteno = 2,0
start = 0, 212
delta = 1.05,1.025
mask = 1
layerno = 1

[bg flowers front 2]
type  = normal
spriteno = 1,0
start = 0, 212
delta = 1.1,1.05
mask = 1
layerno = 1

;----------
[BG Sunrays]
type = dummy ;Anim
actionno = 10 
start = 10, 180
delta = .3, .2
layerno = 1

[Begin Action 10]
10,0, 0,0, 6, ,AS150D256
10,1, 0,0, 6, ,AS150D256
10,2, 0,0, 6, ,AS150D256
10,3, 0,0, 6, ,AS150D256
10,4, 0,0, 6, ,AS150D256
10,5, 0,0, 6, ,AS150D256
10,6, 0,0, 6, ,AS150D256
10,7, 0,0, 6, ,AS150D256
10,8, 0,0, 6, ,AS150D256
10,9, 0,0, 6, ,AS150D256
10,10, 0,0, 6, ,AS150D256
10,11, 0,0, 6, ,AS150D256
10,12, 0,0, 6, ,AS150D256
10,13, 0,0, 6, ,AS150D256
10,14, 0,0, 6, ,AS150D256
10,15, 0,0, 6, ,AS150D256

;----------
[BG Sunrays]
type = Anim
actionno = 25
start = 50, 180
delta = .3, .2
sin.x = 4, 1200
layerno = 1

[Begin Action 25]
25,0, 0,0, 6, ,AS150D256

;----------
[BG Sunrays]
type = Anim
actionno = 26
start = 60, 180
delta = .32, .21
sin.x = 5, 1200, 36
layerno = 1

[Begin Action 26]
25,1, 0,0, 6, ,AS150D256