;Hyper DragonBall Z - Korin Tower Stage alternate
;by HQ & XGargoyle


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

name = "Neko Majin Gathering"
displayname = "Neko Majin Gathering" 
versiondate = 02,21,2017 
mugenversion = 1.0
author = "HQ & XGargoyle"

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

[Camera]
startx = 0
starty = 0
boundleft = -310 
boundright = 310  
boundhigh = -300 ;-130  
boundlow = 0
verticalfollow = 0.75;0.2 
floortension = 90;0
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
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          ;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    ;Dist from left of screen that player can move to
screenright = 30   ;Right edge


;--------------------------------------------------------
[StageInfo]
zoffset = 213
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/Gohan.mp3
bgmvolume = 100

;looping points for Gohan.mp3
bgmloopstart = 3844564
bgmloopend = 7498513

[BGdef]
spr = hdbz_korin2.sff
debugbg = 0

[BG sky]
type = anim
actionno = 9
start = 0,220
delta = 0.3,0.3
layerno = 0



[BG clouds]
type  = normal
spriteno = 0,3
start = 0, 220
delta = 0.4,0.4
mask = 1
layerno = 0
sin.x = 4, 820
velocity = -0.2, 0
tile = 1, 0
trans = addalpha
alpha = 200,255


[BG clouds]
type  = normal
spriteno = 0,4
start = 0, 220
delta = 0.5,0.5
mask = 1
layerno = 0
sin.x = 4, 820
velocity = -0.1, 0
tile = 1, 0
trans = addalpha
alpha = 200,255

[BG clouds]
type  = normal
spriteno = 0,4
start = 0, 200
delta = 0.6,0.6
mask = 1
layerno = 0
sin.x = 4, 820
velocity = -0.05, 0
tile = 1, 0
trans = addalpha
alpha = 200,255



[BG floor]
type  = normal
spriteno = 1,0
start = 0, 220
mask = 1

[BG roof_fence]
type  = normal
spriteno = 2,0
start = 0, 220
mask = 1

[BG new roof]
type  = normal
spriteno = 2,1
start = 0, 220
mask = 1

[BG pillars]
type  = normal
spriteno = 3,0
start = 0, 220
mask = 1

[BG barrels shadow]
type  = normal
spriteno = 4,1
start = 0, 220
trans = add1
mask = 1

[BG Neko jar]
type = anim
actionno = 10
start = 0,220
layerno = 0

[BG barrels]
type  = normal
spriteno = 4,0
start = 0, 220
mask = 1


[BG statue shadow]
type  = normal
spriteno = 5,1
start = 0, 220
trans = add1
mask = 1

[BG statue]
type  = normal
spriteno = 5,0
start = 0, 220
mask = 1


[BG korin]
type = anim
actionno = 1
start = 0,220
layerno = 0

[BG Neko tall]
type = anim
actionno = 2
start = 0,220
layerno = 0

[BG Neko tiguer]
type = anim
actionno = 4
start = 0,220
layerno = 0

[BG Neko Mike]
type = anim
actionno = 5
start = 0,220
layerno = 0

[BG Neko Dae]
type = anim
actionno = 3
start = 0,220
layerno = 0

[BG Neko Mix]
type = anim
actionno = 6
start = 0,220
layerno = 0

[BG Neko hammock]
type = anim
actionno = 8
start = 0,220
layerno = 0

[BG Neko popcorn]
type = anim
actionno = 11
start = 10,349
layerno = 0

[BG Neko V]
type = anim
actionno = 12
start = -50,220
delta = 0.9,1
layerno = 0
sin.y = 10, 990
sin.x = 5, 850

[BG Neko Z]
type = anim
actionno = 7
start = 0,220
delta = 0.8,1
layerno = 0
sin.y = 20, 990
sin.x = 15, 850





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

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

; Korin
[Begin Action 1]

10,0, 0,0, 40, ,
10,1, 0,0, 30, ,
10,2, 0,0, 20, ,
10,1, 0,0, 15, ,
10,0, 0,0, 40, ,
10,1, 0,0, 30, ,
10,2, 0,0, 20, ,
10,1, 0,0, 15, ,
10,0, 0,0, 40, ,
10,1, 0,0, 30, ,
10,2, 0,0, 20, ,
10,1, 0,0, 15, ,
10,0, 0,0, 40, ,
10,1, 0,0, 30, ,
10,2, 0,0, 20, ,
10,1, 0,0, 15, ,
10,0, 0,0, 40, ,
10,1, 0,0, 30, ,
10,2, 0,0, 20, ,
10,1, 0,0, 15, ,



10,3, 0,0, 5, ,
10,0, 0,0, 5, ,
10,3, 0,0, 5, ,

; Neko tall
[Begin Action 2]

6,0, 0,0, 15, ,
6,1, 0,0, 15, ,
6,2, 0,0, 15, ,
6,3, 0,0, 15, ,
6,4, 0,0, 15, ,



; Neko Dae
[Begin Action 3]

7,1, 0,0, 15, ,
7,2, 0,0, 15, ,
7,3, 0,0, 15, ,
7,4, 0,0, 15, ,
7,5, 0,0, 15, ,

; Neko tiguer
[Begin Action 4]

8,0, 0,0, 15, ,
8,1, 0,0, 15, ,
8,2, 0,0, 15, ,
8,3, 0,0, 15, ,

; Neko Mike
[Begin Action 5]

9,0, 0,0, 400, ,

; Neko Mix
[Begin Action 6]

11,0, 0,0, 400, ,

; Neko Z
[Begin Action 7]

12,0, 0,0, 10, ,
12,1, 0,0, 10, ,
12,2, 0,0, 10, ,
12,3, 0,0, 10, ,
12,4, 0,0, 10, ,
12,5, 0,0, 10, ,
12,6, 0,0, 10, ,

; Neko hammock
[Begin Action 8]

13,0, 0,0, 40, ,
13,1, 0,0, 40, ,
13,0, 0,0, 40, ,
13,2, 0,0, 40, ,

; Sky
[Begin Action 9]

0,1, 0,0, 3, ,
0,5, 0,0, 2, ,

; Neko Jar
[Begin Action 10]

14,1, 0,0, 1000, ,

14,1, 0,-1, 1, ,
14,1, 0,-2, 1, ,
14,1, 0,-3, 1, ,
14,1, 0,-4, 1, ,
14,1, 0,-5, 1, ,
14,1, 0,-6, 1, ,
14,1, 0,-7, 1, ,
14,1, 0,-8, 1, ,
14,1, 0,-9, 1, ,
14,1, 0,-10, 1, ,
14,1, 0,-11, 1, ,
14,1, 0,-12, 1, ,
14,1, 0,-13, 1, ,
14,1, 0,-14, 2, ,
14,1, 0,-15, 2, ,
14,1, 0,-16, 2, ,
14,1, 0,-17, 2, ,
14,1, 0,-18, 2, ,
14,1, 0,-19, 2, ,

14,1, 0,-19, 40, ,
14,2, 0,-19, 10, ,
14,3, 0,-19, 60, ,
14,2, 0,-19, 10, ,
14,1, 0,-19, 10, ,
14,4, 0,-19, 10, ,
14,5, 0,-19, 60, ,
14,4, 0,-19, 10, ,
14,1, 0,-19, 40, ,

14,1, 0,-19, 1, ,
14,1, 0,-18, 1, ,
14,1, 0,-17, 1, ,
14,1, 0,-16, 1, ,
14,1, 0,-15, 1, ,
14,1, 0,-14, 1, ,
14,1, 0,-13, 1, ,
14,1, 0,-12, 1, ,
14,1, 0,-11, 1, ,
14,1, 0,-10, 1, ,
14,1, 0,-9, 1, ,
14,1, 0,-8, 1, ,
14,1, 0,-7, 1, ,
14,1, 0,-6, 2, ,
14,1, 0,-5, 2, ,
14,1, 0,-4, 2, ,
14,1, 0,-3, 2, ,
14,1, 0,-2, 2, ,
14,1, 0,-1, 2, ,

; Neko Popcorn
[Begin Action 11]

15,0, 0,0, 50, ,

15,1, 0,0, 15, ,
15,2, 0,0, 15, ,
15,3, 0,0, 15, ,

15,4, 0,0, 10, ,
15,5, 0,0, 10 ,
15,4, 0,0, 10, ,
15,5, 0,0, 10, ,
15,4, 0,0, 10, ,
15,5, 0,0, 10, ,
15,4, 0,0, 10, ,
15,5, 0,0, 10, ,

15,6, 0,0, 8, ,


; Neko V
[Begin Action 12]

16,0, 0,0, 15, ,
16,1, 0,-1, 15, ,
16,0, 0,-1, 15, ,
16,2, 0,0, 15, ,
16,2, 0,1, 15, ,











