;Hyper DragonBall Z - Mountain Road Stage
;by Daeron & XGargoyle

[info]
name = "Mountain Road"
displayname = "Mountain Road" 
versiondate = 06,13,2018 
mugenversion = 1.0
author = "Daeron & XGargoyle"

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

[Camera]
startx = 0
starty = 0
boundleft = -224
boundright = 224 
boundhigh = -300 ;-150 
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 = 215 ;0;215
zoffsetlink = 200 ;10
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/Android_18.mp3
bgvolume = 100

;looping points for Android_18.mp3
bgmloopstart = 606785
bgmloopend = 4235535

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

;----------


[bg sky]
type = normal
spriteno = 0,0
start = 0, 220
delta = 0.1,0.4
mask = 1
velocity = -0.4, 0
tile = 1,0

[bg mountain]
type = normal
spriteno = 1,0
start = 0, 220
delta = 0.3,0.5
mask = 1
velocity = -0.6, 0
tile = 1,0
sin.y = 3,2048,0

[bg bushes]
type = normal
spriteno = 5,0
start = 0, 220
delta = 0.4,0.6
mask = 1
tile = 1,0
sin.y = 5,1024,0
id = 5

[bg hill]
type = normal
spriteno = 2,0
start = 1500, 230
delta = 0.5,0.7
mask = 1
;velocity = 0.3,0
id = 2

[bg billboard Soda]
type = normal
spriteno = 3,0
start = 0, 220
delta = 0.7,0.7
mask = 1
id = 3
[bg billboard HDBZ]
type = normal
spriteno = 4,0
start = 1000, 220
delta = 0.7,0.7
mask = 1
id = 4

[bg road]
type = normal
spriteno = 7,0
start = 0, 220
delta = 0.9,0.9
mask = 1
tile = 1,0
id = 7

[bg leaves]
type = normal
spriteno = 9,0
start = 333, 220
delta = 0.9,0.9
mask = 1
id = 9

[bg signpost]
type = normal
spriteno = 8,0
start = 0, 220
delta = 0.9,0.9
mask = 1
id = 8

[bg fence]
type = normal
spriteno = 11,0
start = 0, 220
delta = 0.9,0.9
mask = 1
id = 11

[bg tunnel BG]
type = normal
spriteno = 12,0
start = 2000, 222
delta = 0.9,0.9
mask = 1
id = 12

[bg vehicle]
type = normal
spriteno = 20,0
start = 0, 210
delta = 0.9,0.9
mask = 1
id = 20

[bg truck back]
type = normal
spriteno = 14,0
start = 0, 224 ;220
delta = 1,1
mask = 1
id = 10

[bg floor]
type = normal
spriteno = 10,0
start = 0, 224 ;220
delta = 1,1
mask = 1
id = 10

[bg tunnel FG]
type  = anim
actionno = 13
start = 2000, 222
delta = 0.9,0.9
mask = 1
layerno = 1
id = 12

[Begin action 13]
13,0, 0,0, -1, ,AS256D256

;----------
[bg position]
type  = dummy
spriteno = -1,0
start = 0, 0
delta = 1,1
mask = 1
id = 10

[BG Dummy] ;Dummy object for player's zoffset to be bound to
type  = dummy
id = 200 ;10
start = 0,0
positionlink = 1

[BGCtrlDef hill]
looptime =  1800
ctrlID = 2
[BGCtrl 3.1];billboard
type = Enable
time = 0 
value = 1
[BGCtrl Pos];billboard Soda
type = PosSet
time = 0 
x = 500
[BGCtrl 7.1]
type = VelSet
time = 1
x = -3.2 ;-4.5
[BGCtrl 7.1]
type = VelAdd
time = 500,599
x = -0.035 ;-0.045
[BGCtrl 7.1]
type = VelSet
time = 600
x = -6.7 ;-9
[BGCtrl 7.1]
type = VelAdd
time = 1100,1199
x = -0.05 ;-0.07
[BGCtrl 7.1]
type = VelSet
time = 1200
x = -12.14 ;-16
[BGCtrl 7.1]
type = VelAdd
time = 1700,1799
x = 0.089 ;0.115


[BGCtrlDef billboard]
looptime =  1800
ctrlID = 3,4
[BGCtrl 3.1];billboard
type = Enable
time = 0 
value = 1
[BGCtrl Pos];billboard Soda
type = PosSet
time = 0 
x = 500
[BGCtrl 7.1]
type = VelSet
time = 1
x = -3.5 ;-4.5
[BGCtrl 7.1]
type = VelAdd
time = 500,599
x = -0.035 ;-0.045
[BGCtrl 7.1]
type = VelSet
time = 600
x = -7 ;-9
[BGCtrl 7.1]
type = VelAdd
time = 1100,1199
x = -0.05 ;-0.07
[BGCtrl 7.1]
type = VelSet
time = 1200
x = -12.44 ;-16
[BGCtrl 7.1]
type = VelAdd
time = 1700,1799
x = 0.089 ;0.115


[BGCtrlDef bushes]
looptime =  1800
ctrlID = 5
[BGCtrl 7.1]
type = VelSet
time = 1
x = -2 ;-4.5
[BGCtrl 7.1]
type = VelAdd
time = 500,599
x = -0.020 ;-0.045
[BGCtrl 7.1]
type = VelSet
time = 600
x = -4 ;-9
[BGCtrl 7.1]
type = VelAdd
time = 1100,1199
x = -0.03 ;-0.07
[BGCtrl 7.1]
type = VelSet
time = 1200
x = -7.1 ;-16
[BGCtrl 7.1]
type = VelAdd
time = 1700,1799
x = 0.05 ;0.115


[BGCtrlDef road]
looptime =  1800
ctrlID = 7
[BGCtrl 7.1]
type = VelSet
time = 1
x = -4.5
[BGCtrl 7.1]
type = VelAdd
time = 500,599
x = -0.045
[BGCtrl 7.1]
type = VelSet
time = 600
x = -9
[BGCtrl 7.1]
type = VelAdd
time = 1100,1199
x = -0.07
[BGCtrl 7.1]
type = VelSet
time = 1200
x = -16
[BGCtrl 7.1]
type = VelAdd
time = 1700,1799
x = 0.115

[BGCtrlDef signpost]
looptime =  1800
ctrlID = 8,9
[BGCtrl 3.1]
type = Enable
time = 0 
value = 1
[BGCtrl Pos];signpost
type = PosSet
time = 0 
x = 300
[BGCtrl 7.1]
type = VelSet
time = 1
x = -4.5
[BGCtrl 7.1]
type = VelAdd
time = 500,599
x = -0.045
[BGCtrl 7.1]
type = VelSet
time = 600
x = -9
[BGCtrl Pos];signpost
type = PosSet
time = 700 
x = 300
[BGCtrl 7.1]
type = VelAdd
time = 1100,1199
x = -0.07
[BGCtrl 7.1]
type = VelSet
time = 1200
x = -16
[BGCtrl Pos];signpost
type = PosSet
time = 1700 
x = 300
[BGCtrl 7.1]
type = VelAdd
time = 1700,1799
x = 0.115


[BGCtrlDef floor]
looptime =  1800
ctrlID = 10

[BGCtrl 10.1]
type = SinY
time = 1
value = 1, 20, 0 

[BGCtrl 10.1]
type = SinY
time = 600
value = 3, 20, 0

[BGCtrl 10.1]
type = SinY
time = 1200
value = 4, 40, 0

[BGCtrlDef fence]
looptime =  3600
ctrlID = 11
[BGCtrl 3.1]
type = Enable
time = 0 
value = 1
[BGCtrl Pos];fence
type = PosSet
time = 0 
x = 1300
[BGCtrl 7.1]
type = VelSet
time = 1
x = -4.5
[BGCtrl 7.1]
type = VelAdd
time = 500,599
x = -0.045
[BGCtrl 7.1]
type = VelSet
time = 600
x = -9
[BGCtrl 7.1]
type = VelAdd
time = 1100,1199
x = -0.07
[BGCtrl 7.1]
type = VelSet
time = 1200
x = -16
[BGCtrl 7.1]
type = VelAdd
time = 1700,1799
x = 0.115

[BGCtrlDef Tunnel]
looptime =  7200
ctrlID = 12
[BGCtrl 3.1]
type = Enable
time = 0
value = 0
[BGCtrl 3.1]
type = Enable
time = 4800 
value = 1
[BGCtrl 7.1]
type = VelSet
time = 4800
x = -16

[BGCtrlDef vehicle]
looptime =  3600
ctrlID = 20

[BGCtrl 3.1]
type = Enable
time = 0 
value = 1
[BGCtrl Pos]
type = PosSet
time = 0 
x = 1000
[BGCtrl 10.1]
type = SinX
time = 0
value = 10, 120, 0
[BGCtrl 10.1]
type = SinY
time = 0
value = 5, 60, 0 
[BGCtrl 7.1]
type = VelSet
time = 0
x = -3
[BGCtrl Pos]
type = PosSet
time = 1200 
x = -1000
[BGCtrl 7.1]
type = VelSet
time = 1200
x = 4
[BGCtrl 3.1]
type = Enable
time = 2400 
value = 0
