;Hyper DragonBall Z - Baba's Palace at Night
;by EthanTheHuman


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

name = "Baba's Palace - Night"
displayname = "Baba's Palace - Night" 
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/chars/Golden_Freeza.mp3
bgmvolume = 100

;looping points for Golden_Freeza.mp3
bgmloopstart = 964264
bgmloopend = 4812953

[BGdef]
spr = hdbz_palace2.sff
debugbg = 0

[BG Sky 00]
type  = normal
spriteno = 0,1000
start = 0, 0
mask = 0
delta = 0, 0

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

;-----------------------------------------------------
[BG AssassinsBig1]
type = normal
spriteno = 4,11
start = 0,0
mask = 1
delta = 0.7, 0.7
sin.y = 5,200,0
sin.x = 5,500,0

[BG AssassinsBig2]
type = normal
spriteno = 4,12
start = 0,0
mask = 1
delta = 0.7, 0.7
sin.y = 7,500,0
sin.x = 7,600,0

[BG AssassinsBig3]
type = normal
spriteno = 4,13
start = 0,0
mask = 1
delta = 0.7, 0.7
sin.y = 2,100,0
sin.x = 4,450,0

[BG AssassinsBig4]
type = normal
spriteno = 4,14
start = 0,0
mask = 1
delta = 0.7, 0.7
sin.y = 5,250,0
sin.x = 10,700,0

[BG AssassinsBig4]
type = normal
spriteno = 4,24
start = 0,0
mask = 1
delta = 0.7, 0.7
sin.y = 5,410,0
sin.x = 10,650,0

;-----------------------------------------------------
[BG AssassinsMed1]
type = normal
spriteno = 4,15
start = 0,0
mask = 1
delta = 0.65, 0.65
sin.y = 3,200,0
sin.x = 3,500,0

[BG AssassinsMed2]
type = normal
spriteno = 4,16
start = 0,0
mask = 1
delta = 0.65, 0.65
sin.y = 4,350,0
sin.x = 2,400,0

[BG AssassinsMed3]
type = normal
spriteno = 4,17
start = 0,0
mask = 1
delta = 0.65, 0.65
sin.y = 2,150,0
sin.x = 4,600,0

[BG AssassinsMed4]
type = normal
spriteno = 4,18
start = 0,0
mask = 1
delta = 0.65, 0.65
sin.y = 5,600,0
sin.x = 6,800,0

[BG AssassinsMed5]
type = normal
spriteno = 4,23
start = 0,0
mask = 1
delta = 0.65, 0.65
sin.y = 5,320,0
sin.x = 6,710,0


;-----------------------------------------------------
[BG AssassinsSml1]
type = normal
spriteno = 4,19
start = 0,0
mask = 1
delta = 0.6, 0.6
sin.y = 2,200,0
sin.x = 2,500,0

[BG AssassinsSml2]
type = normal
spriteno = 4,20
start = 0,0
mask = 1
delta = 0.6, 0.6
sin.y = 2,350,0
sin.x = 2,400,0

[BG AssassinsSml3]
type = normal
spriteno = 4,21
start = 0,0
mask = 1
delta = 0.6, 0.6
sin.y = 2,150,0
sin.x = 2,600,0

[BG AssassinsSml4]
type = normal
spriteno = 4,22
start = 0,0
mask = 1
delta = 0.6, 0.6
sin.y = 2,300,0
sin.x = 2,700,0

;-----------------------------------------------------
;[BG Assassin9]
;type = normal
;spriteno = -1,0;4,1
;start = 40,50
;mask = 1
;tile = 1,0
;delta = 0.5, 0.5
;tilespacing = 177,0
;sin.y = 3,280,0
;
;[BG Assassin10]
;type = normal
;spriteno = -1,0;4,2
;start = 110,50
;mask = 1
;tile = 1,0
;delta = 0.5, 0.5
;tilespacing = 177,0
;sin.y = 3,290,0
;
;[BG Assassin11]
;type = normal
;spriteno = -1,0;4,10
;start = 180,50
;mask = 1
;tile = 1,0
;delta = 0.5, 0.5
;tilespacing = 179,0
;sin.y = 3,300,0

;-----------------------------------------------------
;[BG Assassin4]
;type = normal
;spriteno = -1,0;4,5
;start = 20,90
;mask = 1
;tile = 1,0
;delta = 0.65, 0.65
;tilespacing = 308,0
;sin.y = 4,230,0
;
;[BG Assassin5]
;type = normal
;spriteno = -1,6
;start = 90,90
;mask = 1
;tile = 1,0
;delta = 0.65, 0.65
;tilespacing = 310,0
;sin.y = 4,240,0
;
;[BG Assassin6]
;type = normal
;spriteno = -1,0;4,7
;start = 160,90
;mask = 1
;tile = 1,0
;delta = 0.65, 0.65
;tilespacing = 303,0
;sin.y = 4,250,0
;
;[BG Assassin7]
;type = normal
;spriteno = -1,0;4,8
;start = 230,90
;mask = 1
;tile = 1,0
;delta = 0.65, 0.65
;tilespacing = 311,0
;sin.y = 4,260,0
;
;[BG Assassin8]
;type = normal
;spriteno = -1,0;4,9
;start = 300,90
;mask = 1
;tile = 1,0
;delta = 0.65, 0.65
;tilespacing = 309,0
;sin.y = 4,270,0

;-----------------------------------------------------
;[BG Assassin1]
;type = normal
;spriteno = -1,0;4,3
;start = 0,130
;mask = 1
;tile = 1,0
;delta = 0.8, 0.8
;tilespacing = 167,0
;sin.y = 5,200,0
;
;[BG Assassin2]
;type = normal
;spriteno = -1,0;4,4
;start = 70,130
;mask = 1
;tile = 1,0
;delta = 0.8, 0.8
;tilespacing = 163,0
;sin.y = 5,210,0
;
;[BG Assassin3]
;type = normal
;spriteno = -1,0;4,0
;start = 140,130
;mask = 1
;tile = 1,0
;delta = 0.8, 0.8
;tilespacing = 163,0
;sin.y = 5,220,0



