;================================================================
;MADE BY:  DAERON          specially for the z2 chars!
;================================================================

[info]
name 		= "Kame House"
displayname	= "Kame House"
author		= "Daeron"

[camera]
startx 		= 0 ;-16
starty 		= 0
boundleft 	= -208;-240
boundright 	= 208
boundhigh 	= -300 ;-400
boundlow 	= 0
tension 	= 50
verticalfollow 	= .75
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/stages/hdbz_kamehouse.mp3
bgvolume = 100

;looping points for hdbz_kamehouse.mp3
bgmloopstart = 483461
bgmloopend = 2900642

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

;----------

[bg sky]
type = normal
spriteno = 1,0
start = 0, -142
delta = 0.2,0.8
mask = 0
layerno = 0

[bg clouds]
type = normal
spriteno = 0,10
start = 0, -142
delta = 0.3,0.9
mask = 1
layerno = 0
velocity = -0.03, 0
tile = 1,0
tilespacing = 120

[BG water bg]
type  = parallax
spriteno = 1,1
start = 0, -142
delta = 0.3, 0.9
xscale = 0.2, 0.85
mask = 1
yscalestart = 100
yscaledelta = 0
sin.x = 3, 600



[BG water shimering]
type = anim
actionno = 1
start = 0,-142
delta = 0,0.9
mask = 1
layerno = 0
sin.x = -3, 600
tile = 1,0



[bg rockbig]
type = normal
spriteno = 0,14
start = 0, -142
delta = 0.9,0.9
mask = 1
layerno = 0

[BG Pie-Pie mermaid]
type = anim
actionno = 16
start = 0,-142
delta = .98,.98
mask = 1
layerno = 0

[bg sand]
type = normal
spriteno = 0,0
start = 0, -142
delta = 1,1
mask = 1
layerno = 0

[bg rock]
type = normal
spriteno = 0,13
start = 0, -142
delta = 1,1
mask = 1
layerno = 0


[bg Wet sand]
type = normal
spriteno = 0,8
start = 0, -142
delta = 1,1
mask = 1
id = 1
layerno = 0
sin.y = -12, 200
sin.x = 4, 500
tile = 1,0
trans = addalpha
alpha = 130,130

[BGCtrlDef wet sand]
ctrlID = 1


[BGCtrl 1]
type = enable
value = 0
id = 1


[BGCtrl 1]
type = enable
value = 1
time = 25
id = 1








[BG wave]
type = anim
actionno = 2
start = 0,-142
delta = 1,1
mask = 1
layerno = 0
sin.y = -12, 200
sin.x = 4, 500






[bg boat]
type = normal
spriteno = 0,15
start = 0,-142
delta = 1.2,1.2
mask = 1
layerno = 1
sin.y = -3, 500
sin.x = 1, 1000





[bg palmtrees]
type = normal
spriteno = 0,3
start = 0, -142
delta = 0.90,0.95
mask = 1
layerno = 0


[bg bushes]
type = normal
spriteno = 0,2
start = 0, -142
delta = 0.95,1
mask = 1
layerno = 0



[bg houseinterior]
type = normal
spriteno = 0,9
start = 0, -142
delta = 0.95,1
mask = 1
layerno = 0

[BG Tv brightness]
type = anim
actionno = 4
start = 0,-142
delta = 0.95,1
mask = 1
layerno = 0


[BG Tv brightness]
type = anim
actionno = 3
start = 0,-142
delta = 0.95,1
mask = 1
layerno = 0



[bg house]
type = normal
spriteno = 0,1
start = 0, -142
delta = 1,1
mask = 1
layerno = 0

[bg silla]
type = normal
spriteno = 0,12
start = 0, -142
delta = 0.95,0.95
mask = 1
layerno = 0



[bg tumbona]
type = null
spriteno = 0,11
start = 0, -142
delta = 1,1
mask = 1
layerno = 0

[BG Croc Rock]
type = anim
actionno = 11
start = 0,-142
delta = 1,1
mask = 1
layerno = 0

[bg Krillin's Ex]
type = dummy ;normal
spriteno = 12,0
start = 0, -142
delta = 1,1
mask = 1
layerno = 0


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



; Bg water shimering
[Begin Action 1]

1,2, 0,0, 5,,AS0D255
1,2, 0,0, 5,,AS5D255
1,2, 0,0, 5,,AS10D255
1,2, 0,0, 5,,AS15D255
1,2, 0,0, 5,,AS20D255
1,2, 0,0, 5,,AS15D255
1,2, 0,0, 5,,AS10D255
1,2, 0,0, 5,,AS5D255
1,2, 0,0, 5,,AS0D255

1,2, 0,0, 5,H,AS0D255
1,2, 0,0, 5,H,AS5D255
1,2, 0,0, 5,H,AS10D255
1,2, 0,0, 5,H,AS15D255
1,2, 0,0, 5,H,AS20D255
1,2, 0,0, 5,H,AS15D255
1,2, 0,0, 5,H,AS10D255
1,2, 0,0, 5,H,AS5D255
1,2, 0,0, 5,H,AS0D255

; BG wave
[Begin Action 2]

0,4, 0,0, 8,,
0,5, 0,0, 8,,
0,6, 0,0, 8,,
0,7, 0,0, 8,,

; Bg Tv brightness
[Begin Action 3]

2,0, 0,0, 2,,AS50D255
-1,0, 0,0, 2,,

; Bg Tv
[Begin Action 4]

2,1, 0,0, 3,,
2,2, 0,0, 3,,
2,1, 0,0, 3,,
2,2, 0,0, 3,,
2,1, 0,0, 3,,
2,2, 0,0, 3,,
2,1, 0,0, 3,,
2,2, 0,0, 3,,

2,3, 0,0, 200,,
2,4, 0,0, 150,,
2,5, 0,0, 200,,
2,4, 0,0, 80,,
2,1, 0,0, 3,,
2,2, 0,0, 3,,
2,1, 0,0, 3,,
2,2, 0,0, 3,,
2,1, 0,0, 3,,
2,2, 0,0, 3,,
2,1, 0,0, 3,,
2,2, 0,0, 3,,
2,6, 0,0, 200,,
2,7, 0,0, 300,,
2,8, 0,0, 100,,
2,9, 0,0, 200,,
2,7, 0,0, 150,,









;Croc Files
[Begin Action 11]
11,0, 0,0, 45
11,1, 0,0, 21
11,2, 0,0, 45
11,3, 0,0, 21
11,0, 0,0, 45
11,1, 0,0, 21
11,2, 0,0, 45
11,3, 0,0, 21
11,0, 0,0, 45
11,1, 0,0, 21
11,2, 0,0, 45
11,3, 0,0, 21
11,0, 0,0, 45
11,5, 0,0, 21
11,6, 0,0, 45
11,7, 0,0, 15
11,8, 0,0, 15
11,9, 0,0, 3
11,10, 0,0, 3
11,11, 0,0, 21
11,12, 0,0, 6
11,13, 0,0, 6
11,14, 0,0, 6
11,15, 0,0, 6
11,16, 0,0, 6
11,17, 0,0, 21
11,10, 0,0, 3
11,9, 0,0, 3
11,18, 0,0, 21
11,19, 0,0, 21
11,20, 0,0, 21
11,21, 0,0, 21

;Mermaid
[Begin Action 16]
16,0, 0,0, 60
16,3, 0,0, 8
16,4, 0,0, 8
16,5, 0,0, 8
16,6, 0,0, 8
16,7, 0,0, 8
16,8, 0,0, 8
16,9, 0,0, 8
16,10, 0,0, 8
16,11, 0,0, 8
16,12, 0,0, 8
16,13, 0,0, 8
16,14, 0,0, 8
16,15, 0,0, 8
16,1, 0,0, 4
16,2, 0,0, 10
16,1, 0,0, 4
16,0, 0,0, 60