;Hyper DragonBall Z - The Seer's Alcove Stage
;by HQ & XGargoyle


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

name = "Baba's Palace"
displayname = "Baba's Palace" 
versiondate = 03,12,2017 
mugenversion = 1.0
author = "EthanTheHuman"

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

[Camera]
startx = 0
starty = 0
boundleft = -220 
boundright = 220  
boundhigh = -300 ;-198 
boundlow = 0
verticalfollow = .75 ;0.2 
floortension = 90
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 = 213
autoturn = 1
resetBG = 0
 ;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/stages/hdbz_palace.mp3
bgmvolume = 100

;looping points for hdbz_palace.mp3
bgmloopstart = 753891
bgmloopend = 4192734

;--------------------------------------------------------
[BGdef]
spr = hdbz_palace.sff
debugbg = 0

[BG Sky 00]
type  = normal
spriteno = 0,1
start = 0, 0
mask = 1
delta = 0, 0

;;
;;[BG Sun 00]
;;type  = normal
;;spriteno = 0,2
;;start = 0, 0
;;mask = 1
;;delta = 0.05, 0.05
;;

[BG Sky 00]
type  = normal
spriteno = 3,2
start = 0, 0
mask = 1
delta = 0.1, 0.1

[BG Sky 00]
type  = normal
spriteno = 3,1
start = 0, 0
mask = 1
delta = 0.25, 0.25

[BG Sky 00]
type  = normal
spriteno = 2,3
start = 0, 0
delta = 0.3, 0.3
mask = 1

[BG Sky 00]
type  = normal
spriteno = 2,2
start = 0, 0
mask = 1
delta = 0.4, 0.4

[BG Sky 00]
type  = normal
spriteno = 2,1
start = 0, 0
mask = 1
delta = 0.5, 0.5

[BG Bridge]
type = parallax
spriteno = 1, 2
start = 0, 116
mask = 1
delta = 0.5, 0.5
xscale = 1, 1.4
yscaledelta = 0.4

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

[BG Spike]
type = anim
actionno = 10
start = 0,120
delta = 0.52, 0.52
id = 1

[BGCtrlDef Devilman]
looptime = 1700
ctrlID = 1

[BGCtrl Stand_Anim]
type = Anim
value = 10
time = 0, 0, 1700
ctrlID = 1

[BGCtrl Stand_Vel]
type = Velset
x = 0
y = 0
time = 0, 0, 1700
ctrlID = 1

[BGCtrl Stand_Pos]
type = Posset
x = 0
y = 0
time = 0, 0, 1700
ctrlID = 1

[BGCtrl Stand_Sin]
type = SinY
value = 0,0,0
time = 0, 0, 1700
ctrlID = 1

[BGCtrl Float_Anim]
type = Anim
value = 11
time = 1000, 1000, 1700
ctrlID = 1

[BGCtrl Float_Vel]
type = Velset
x = -1
y = -1
time = 1000, 1000, 1700
ctrlID = 1

[BGCtrl Float_Sin]
type = SinY
value = 10,100,0
time = 1000, 1000, 1700
ctrlID = 1

[BGCtrl Fly_Anim]
type = Anim
value = 12
time = 1100, 1100, 1700
ctrlID = 1

[BGCtrl Fly_Vel]
type = Velset
x = 4
y = 0
time = 1100, 1100, 1700
ctrlID = 1

[BGCtrl Fly_Sin]
type = SinY
value = 20,300,0
time = 1100, 1100, 1700
ctrlID = 1

[BGCtrl Flyback_Anim]
type = Anim
value = 13
time = 1300, 1300, 1700
ctrlID = 1

[BGCtrl Flyback_Vel]
type = Velset
x = -5
y = 0
time = 1300, 1300, 1700
ctrlID = 1

[BGCtrl Flyback_Vel2]
type = Velset
x = -3
y = 0
time = 1400, 1400, 1700
ctrlID = 1

[BGCtrl FloatBack_Anim]
type = Anim
value = 11
time = 1500, 1500, 1700
ctrlID = 1

[BGCtrl Floatback_Vel]
type = Velset
x = 0.5
y = 0.5
time = 1500, 1500, 1700
ctrlID = 1

[BGCtrl Floatback_Sin]
type = SinY
value = -10,200,0
time = 1500, 1500, 1700
ctrlID = 1

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

[BG Fangs]
type = anim
actionno = 2
start = -150,210
delta = 0.72, 0.72
id = 2

[BGCtrlDef Fangs]
looptime = 1700
ctrlID = 2

[BGCtrl FangsStand_Anim]
type = Anim
value = 2
time = 0, 0, 1700
ctrlID = 2


[BGCtrl FangsStand_Sin]
type = SinY
value = 0,0,0
time = 0, 0, 1700
ctrlID = 2

[BGCtrl FangsFloat_Anim]
type = Anim
value = 14
time = 1000, 1000, 1700
ctrlID = 2

[BGCtrl FangsFloat_Sin]
type = SinY
value = 6,64,0
time = 1000, 1000, 1700
ctrlID = 2

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


[BG FangsSmoke]
type = anim
actionno = 16
start = -150,210
delta = 0.72, 0.72
id = 3

[BGCtrlDef FangsSmoke]
looptime = 1700
ctrlID = 3

[BGCtrl FangsSmoke_Disable]
type = Anim
value = 16
time = 200, 200, 1700
ctrlID = 3

[BGCtrl FangsSmoke_Transform]
type = Anim
value = 15
time = 995, 995, 1700
ctrlID = 3

[BGCtrl FangsSmoke_Disable]
type = Anim
value = 16
time = 1200, 1200, 1700
ctrlID = 3

[BGCtrl FangsSmoke_Detransform]
type = Anim
value = 15
time = 1695, 1695, 1700
ctrlID = 3

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

[BG Spirit1]
type = anim
actionno = 4
start = -190,180
sin.y = 2,200,0
sin.x = 1,300,0
delta = 0.71, 0.71

[BG GhostUsher]
type = anim
actionno = 1
start = -225,187
sin.y = 5,250,0
delta = 0.7, 0.7

[BG Spirit2]
type = anim
actionno = 3
start = -260,190
sin.y = 4,230,0
sin.x = 2,330,0
delta = 0.71, 0.71

[BG BandagesBG]
type = anim
actionno = 5
start = 150,170
delta = 0.71, 0.71

[BG Spirit3]
type = anim
actionno = 9
start = 240,180
sin.y = 4,230,0
sin.x = 2,330,0
delta = 0.71, 0.71

[BG Floor]
type  = parallax
spriteno = 1,1
start = 0, 166
mask = 1
delta = .75, .65
xscale = 1, 1.5
yscaledelta = 0.5

[BG BandagesShadow]
type = anim
actionno = 7
start = 150,170
delta = 0.71, 0.71

[BG BandagesLeftShadow]
type = anim
actionno = 17
start = 150,170
delta = 0.71, 0.71

[BG BandagesFG]
type = anim
actionno = 6
start = 150,170
delta = 0.71, 0.71


; Baba Ghost
[Begin Action 1] ;Ghost Usher
5,0,0,0,200
5,1,0,0,5
5,3,0,0,5
5,2,0,0,100
5,3,0,0,5
5,2,0,0,5
5,3,0,0,5
5,2,0,0,5
5,3,0,0,5
5,2,0,0,5
5,3,0,0,5
5,2,0,0,50
5,1,0,0,5

; Fangs Boxing
[Begin Action 2] ;Fangs
6,0,0,0,8
6,1,0,0,5
6,2,0,0,8
6,3,0,0,5

; Ghost 1
[Begin Action 3] ;Large Spirit
7,0,0,0,10
7,1,0,0,5
7,2,0,0,8

; Ghost 1 Left
[Begin Action 8]
7,0, 0,0, 10, H
7,1, 0,0, 5, H
7,2, 0,0, 8, H

; Ghost 2
[Begin Action 4] ;Medium Spirit
8,0,0,0,6
8,1,0,0,6
8,2,0,0,6

; Ghost 2 left
[Begin Action 9]
8,0, 0,0, 6, H
8,1, 0,0, 6, H
8,2, 0,0, 6, H

; Bandages BG
[Begin Action 5]
9,1, 0,0, 6
9,3, 0,0, 6
9,5, 0,0, 6
9,7, 0,0, 6

; Bandages FG
[Begin Action 6]
9,0, 0,0, 6
9,2, 0,0, 6
9,4, 0,0, 6
9,6, 0,0, 6

; Bandages Shadow
[Begin Action 7]
9,8, 0,0, 6, , AS0D150
9,9, 0,0, 6, , AS10D200
9,10, 0,0, 6, , AS10D230
9,11, 0,0, 6, , AS10D200

; Bandages Left Shadow
[Begin Action 17]
LoopStart
9,12, 0,0, 1, , AS256D150

; Spike Standing
[Begin Action 10]
10,0, 0,0, 15
10,1, 0,0, 15

; Spike Floating
[Begin Action 11]
10,2, 0,0, 8
10,3, 0,0, 3
10,4, 0,0, 4
10,5, 0,0, 5
10,6, 0,0, 7
10,5, 0,0, 5
10,4, 0,0, 4
10,3, 0,0, 3

; Spike Flying
[Begin Action 12]
10,7, 0,0, 6
10,8, 0,0, 6
; Spike Flying Back
[Begin Action 13]
10,7, 0,0, 4, H
10,8, 0,0, 4, H
; Spike (Bat Form)
[Begin Action 14]
6,4, 0,0, 16
6,5, 0,0, 8
6,6, 0,0, 8
6,7, 0,0, 8
6,8, 0,0, 16
6,9, 0,0, 8
; Smoke Puft for Spike
[Begin Action 15]
6,10, 0,0, 5
6,11, 0,0, 5
6,12, 0,0, 5
6,13, 0,0, 5
6,14, 0,0, 5
6,15, 0,0, 5
6,16, 0,0, 5
6,17, 0,0, 5
LoopStart
-1,0, 0,0, 10
; EMPTY
[Begin Action 16]
-1,0, 0,0, 1
