;Hyper DragonBall Z - King Kai Stage
;by Alpha Proto & XGargoyle

[info]
name = "King Kai planet"
displayname = "King Kai planet"
versiondate = 10,20,2019 
mugenversion = 1.0
author = "Alpha Proto & XGargoyle"

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

[Camera]
startx = 0
starty = 0
boundleft = -560 
boundright = 560 
boundhigh = -200 
boundlow = 0
verticalfollow = .75 ;0.2 
floortension = 90 ;0
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 ;15    ;Dist from left of screen that player can move to
screenright = 30 ;15   ;Right edge


;--------------------------------------------------------
[StageInfo]
zoffset = 220
autoturn = 1
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 = 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/SSJ_Goku.mp3
bgvolume = 100

;looping points for SSJ_Goku.mp3
bgmloopstart = 428981
bgmloopend = 5078601

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

;----------


[bg sky]
type = normal
spriteno = 0,0
start = 0, 220
delta = 0.6,0.6 
mask = 1
tile = 1,0

[bg clouds]
type = normal
spriteno = 1,0
start = 0, 300 
delta = 0.7,0.7 
mask = 1
tile = 0,0

[bg bushes]
type = normal
spriteno = 2,0
start = 0, 220
delta = 0.9,0.9 
mask = 1
tile = 0,0

[bg trees]
type = normal
spriteno = 4,0
start = -20, 220
delta = 0.9,0.9 
mask = 1
tile = 0,0

[bg grass]
type = normal
spriteno = 3,0
start = 0, 220
delta = 0.95,0.95 
mask = 1
tile = 0,0

[BG kaioh]
type = anim
actionno = 10
start = -720, -240
delta = 0.95,0.95 
id = 10
tile = 0,0

[BG gregory]
type = anim
actionno = 20
start = -720, -253
delta = 0.95,0.95
id = 20
tile = 0,0

[BG bubbles]
type = anim
actionno = 32 ;30
start = -720, -235
;start = 800, -235
delta = 0.95,0.95 
id = 30
tile = 0,0

[bg house]
type = normal
spriteno = 5,0
start = 0, 220
delta = 0.95,0.95
mask = 1
tile = 0,0

[BG smoke]
type = anim
actionno = 9
start = -720, -233
delta = 0.95,0.95
tile = 0,0

[bg well]
type = normal
spriteno = 6,0
start = 0, 220
delta = 0.95,0.95
mask = 1
tile = 0,0

[bg road]
type = normal
spriteno = 7,0
start = 0, 220
delta = 1,1
mask = 1
tile = 0,0

[bg car]
type = normal
spriteno = 8,0
start = 0, 220
delta = 1,1
mask = 1
tile = 0,0

[bg road_front]
type = normal
spriteno = 7,1
start = 0, 220
delta = 1,1
mask = 1
tile = 0,0
layerno = 1

[Begin Action 9]
9,0,0,0,8, ,AS128D128
9,1,0,0,8, ,AS128D128
9,2,0,0,8, ,AS128D128
9,3,0,0,8, ,AS128D128
9,4,0,0,6, ,AS128D128
9,5,0,0,6, ,AS128D128
9,6,0,0,6, ,AS128D128
9,7,0,0,4, ,AS128D128
9,8,0,0,4, ,AS128D128
9,9,0,0,4, ,AS128D128
9,10,0,0,4, ,AS128D128
9,11,0,0,4, ,AS128D128
9,12,0,0,4, ,AS128D128
9,13,0,0,4, ,AS128D128

;Kaioh
[Begin Action 10] ;idle
10,6,0,0,40,
10,10,0,0,8,
;Kaioh
[Begin Action 11] ;talk
10,7,0,0,8,
10,6,0,0,8,
10,8,0,0,8,
10,9,0,0,8,
10,7,0,0,8,
10,6,0,0,8,
10,8,0,0,8,
10,7,0,0,8,
10,6,0,0,8,
[Begin Action 12] ;laugh
10,10,0,0,8,
10,11,0,0,8,
10,12,0,0,8,
10,13,0,0,8,
[Begin Action 13] ;laugh loop
10,14,0,0,8,
10,15,0,0,8,
[Begin Action 14] ;laugh back
10,13,0,0,8,
10,12,0,0,8,
10,11,0,0,8,
10,10,0,0,8,
[Begin Action 15] ;raise arm
10,5,0,0,8,
10,4,0,0,8,
10,3,0,0,8,
[Begin Action 16] ;arm talk
10,0,0,0,8,
10,1,0,0,8,
10,2,0,0,8,
10,3,0,0,8,
10,2,0,0,8,
10,1,0,0,8,
10,0,0,0,8,
10,3,0,0,8,
10,1,0,0,8,
10,3,0,0,8,
10,1,0,0,8,
[Begin Action 17] ;lower arm
10,3,0,0,8,
10,4,0,0,8,
10,5,0,0,8,

[BGCtrlDef Kaioh]
looptime = 496 
ctrlID = 10
[BGCtrl ON]
type = Enable
value = 1
time = 0
ctrlid = 10
[BGCtrl Idle]
type = Anim
value = 10
time = 0
ctrlid = 10
[BGCtrl talk]
type = Anim
value = 11
time = 88
ctrlid = 10
[BGCtrl Idle]
type = Anim
value = 10
time = 160
ctrlid = 10
[BGCtrl laugh]
type = Anim
value = 12
time = 176
ctrlid = 10
[BGCtrl laugh loop]
type = Anim
value = 13
time = 208
ctrlid = 10
[BGCtrl laugh back]
type = Anim
value = 14
time = 272
ctrlid = 10
[BGCtrl Idle]
type = Anim
value = 10
time = 304
ctrlid = 10
[BGCtrl arm raise]
type = Anim
value = 15
time = 360
ctrlid = 10
[BGCtrl arm talk]
type = Anim
value = 16
time = 384
ctrlid = 10
[BGCtrl arm lower]
type = Anim
value = 17
time = 472
ctrlid = 10
[BGCtrl OFF] 
type = Enable
value = 0
time = 496 
ctrlid = 10


;Gregory
[Begin Action 20] ;idle
20,3,0,0,8,
[Begin Action 21] ;laugh
20,1,0,0,8,
20,2,0,0,8,

[BGCtrlDef Gregory]
looptime = 496
ctrlID = 20
[BGCtrl float]
type = SinX
time = 0
value = 2, 40, 0
ctrlid = 20  
[BGCtrl float]
type = SinY
time = 0
value = 4, 60, 0 
ctrlid = 20 
[BGCtrl Idle]
type = Anim
value = 20
time = 0
ctrlid = 20
[BGCtrl Laugh]
type = Anim
value = 21
time = 208
ctrlid = 20
[BGCtrl float]
type = SinY
time = 208 
value = 2, 40, 0
ctrlid = 20
[BGCtrl Idle]
type = Anim
value = 20
time = 272
ctrlid = 20
[BGCtrl float]
type = SinX
time = 384
value = 8, 88, 0
ctrlid = 20
[BGCtrl float]
type = SinX
time = 472
value = 2, 40, 0
ctrlid = 20  
 

;Bubbles
[Begin Action 30] ;idle
30,3,0,0,10,
30,4,0,0,10,
[Begin Action 31] ;jump
30,5,0,0,6,
30,6,0,0,4,
30,7,0,0,4,
30,8,0,0,6,
30,9,0,0,6,
30,0,0,0,8,
30,1,0,0,8,
30,2,0,0,8,
30,3,0,0,8,
30,4,0,0,8,
[Begin Action 320] ;No anim
30,0,0,0,8,
30,1,0,0,8,
30,2,0,0,8,
30,3,0,0,8,
30,4,0,0,8,
30,5,0,0,6,
30,6,0,0,4,
30,7,0,0,4,
30,8,0,0,6,
30,9,0,0,6,

[Begin Action 32] ;Bubbles
30,0,0,0,8, 
30,1,0,0,8, 
30,2,0,0,8,
30,3,0,0,8,
30,0,0,0,8, 
30,1,0,0,8, 
30,2,0,0,8,
30,3,0,0,8,
30,0,0,0,8, 
30,1,0,0,8, 
30,2,0,0,8,
30,3,0,0,8,
30,0,0,0,8, 
30,1,0,0,8, 
30,2,0,0,8,
30,3,0,0,8,
30,4,0,0,8,
30,5,0,0,6,
30,6,0,0,4,
30,7,0,0,4,
30,8,0,0,6,
30,9,0,0,6,
30,4,0,0,8,
30,5,0,0,6,
30,6,0,0,4,
30,7,0,0,4,
30,8,0,0,6,
30,9,0,0,6,
30,4,0,0,8,
30,5,0,0,6,
30,6,0,0,4,
30,7,0,0,4,
30,8,0,0,6,
30,9,0,0,6,

;[BGCtrlDef Bubbles]
;looptime = 280
;ctrlID = 30
;[BGCtrl Idle]
;type = Anim
;value = 30
;time = 0
;ctrlid = 30
;[BGCtrl jump]
;type = Anim
;value = 31
;time = 214
;ctrlid = 30




