;=======================================================================
;MADE BY:  Bob Lee    inspired by the Z2 chars from Hyper Dragon Ball Z!
;=======================================================================
;I come to thank the help of people from the M.U.G.E.N. global community
;who make us improve our performance.
;Thanks you guys with codes, edits and sprites AVPBoy, HB, Rurouni,XGargoyle and DeCeballos.
;BGM by WizzyWhipit +++ https://www.youtube.com/@WizzyWhipitWonderful +++
;I hope you have fun!!
;beta version 25/12/2022
;In memory of my beautiful sunflower - ✿ Ana Julia da Cruz ✿


[info]
name ="Sea Coast Day"
displayname = "Sea Coast" 
author="Bob Lee"


[camera]
startx = 0
starty = 0
boundleft = -240
boundright = 240
boundhigh = -300
boundlow = 0
verticalfollow = 0.75
tension = 50
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
autoturn = 1
resetbg = 0


;--------------------------------------------------------
[shadow]
intensity = 90
color = 40,20,20
fade.range = 0,-50
yscale = 0.4

;intensity = 40
;color = 20,10,10
;fade.range = 0,-50
;yscale = 0.4


;--------------------------------------------------------
[music]

bgmusic = sound/stages/hdbz_seacoast.mp3
bgvolume = 100

;Looping points for hdbz_seacoast.mp3
bgmloopstart = 3108
bgmloopend = 5842559

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

;----------



 [bg sky]
type = normal
spriteno = 1,0
start = 0, 0
delta = 0.2,0.2
mask = 1
layerno = 0
sin.x = 3, 920
velocity = 0.1, 0
tile = 1,0



 [bg niebla]
type = normal
spriteno = 2,0
start = 0, -142;0, -160
delta = 0.2,0.2
mask = 1
layerno = 0
tile = 1,0
trans = addalpha
alpha = 90,256



[BG ocean]
type  = parallax
spriteno = 1,1
start = 0, -142
delta = 0.2, 0.2
xscale = 0.2, 0.5
yscalestart = 100
yscaledelta = 0

[BG flor]
type  = anim
actionno = 100
start = 30,149
layerno = 0
MASK=1
delta= 0.2,0.2;.3,.45

[BG flor]
type  = anim
actionno = 101
start = 30,149
layerno = 0
MASK=1
delta= 0.2,0.2;.3,.45


[BG flor]
type  = anim
actionno = 100
start = -230,149
layerno = 0
MASK=1
delta=0.2,0.2;.3,.4

[BG flor]
type  = anim
actionno = 101
start = -230,149
layerno = 0
MASK=1
delta=0.2,0.2;.3,.4


 [bg agua]
type = normal
spriteno = 2,2
start = 0, -142
delta = 0.2,0.2
mask = 1
layerno = 0
sin.x = 4, 534
velocity = -0.3, 0
tile = 1, 0
trans = addalpha
alpha = 30,250

 [bg agua]
type = normal
spriteno = 2,3
start = 0, -142
delta = 0.2,0.2
mask = 1
layerno = 0
sin.x = 3, 534
velocity = -0.2, 0
tile = 1, 0
trans = addalpha
alpha = 25,250

 [bg agua]
type = normal
spriteno = 2,4
start = 0, -142
delta = 0.2,0.2
mask = 1
layerno = 0
sin.x = 2, 534
velocity = -0.1, 0
tile = 1, 0
trans = addalpha
alpha = 22,250

 [bg agua]
type = normal
spriteno = 2,5
start = 0, -142
delta = 0.2,0.2
mask = 1
layerno = 0
sin.x = 1, 534
velocity = -0.05, 0
tile = 1, 0
trans = addalpha
alpha = 20,250

 [bg agua]
type = normal
spriteno = 2,5
start = 100, -150
delta = 0.2,0.2
mask = 1
layerno = 0
sin.x = 1, 534
velocity = -0.025, 0
tile = 1, 0
trans = addalpha
alpha = 20,250



 [bg Montanha]
type = normal
spriteno = 1,7
start = 0, -142
delta = 0.2,0.2
mask = 1
layerno = 0
tile = 0,0



 [bg Montanha Reflexo]
type  = normal
spriteno = 1,10
start = 0, -142
delta = 0.2,0.2
mask = 1
layerno = 0
tile = 0,0
trans = addalpha
alpha = 10,235

 [bg islaaa]
type = normal
spriteno = 3,2
start = 0, -200
delta = 0.2,0.2
mask = 1
layerno = 0
tile = 0,0


;------------------ Water and Plane
[BG Water moves 1]
type  = anim
actionno = 220
start = -800,170
layerno = 0
MASK=1
tile=1,0
velocity=.7,0
delta=.3,.3
tilespacing=4700

[BG Water moves 2]
type  = anim
actionno = 221
start = -800,170
layerno = 0
MASK=1
tile=1,0
velocity=.7,0
delta=.3,.3
tilespacing=4700


[BG flor nave] ;Mr. Boo
type  = anim
actionno = 225
start = -718,158;-300,180
layerno = 0
MASK=1
tile=1,0
velocity=.7,0
sin.y = 3, 300
delta= .3,.3;.35,.5
tilespacing=4700

[Begin Action 225]
6,10, 0,0, 3 ,,
6,11, 0,0, 3 ,,



[BG flor shadow]
type  = anim
actionno = 226
start = -718,185;-732,176
layerno = 0
MASK=1
tile=1,0
velocity=.7,0
sin.y = 3, 300
delta= .3,.3;.35,.5
tilespacing=4700
trans = addalpha
alpha = 10,235

[Begin Action 226]
23,0, 0,0, 1, ,S
;------------------ Water and Plane

;------------------ Water and Plane REVERSE
[BG Water moves 1]
type  = anim
actionno = 222
start = 1800,170;-800,170
layerno = 0
MASK=1
tile=1,0
velocity=-.7,0
delta=.3,.3
tilespacing=4700

[BG Water moves 2]
type  = anim
actionno = 223
start = 1800,170
layerno = 0
MASK=1
tile=1,0
velocity=-.7,0
delta=.3,.3
tilespacing=4700


[BG flor nave] ;yajirobe mr. boo
type  = anim
actionno = 325
start = 1840,156;-300,180
layerno = 0
MASK=1
tile=1,0
velocity=-.7,0
sin.y = 3, 300
delta= .3,.3
tilespacing=4700

[Begin Action 325]
6,12, 0,0, 3 ,,
6,13, 0,0, 3 ,,



[BG flor shadow]
type  = anim
actionno = 326
start = 1810,165
layerno = 0
MASK=1
tile=1,0
velocity=-.7,0
sin.y = 3, 300
delta= .3,.3
tilespacing=4700
trans = addalpha
alpha = 10,235

[Begin Action 326]
23,1, 0,0, 1, ,S
;------------------ Water and Plane

 [bg pared]
type = normal
spriteno = 1,2
start = 0, -120
delta = 0.6,0.6
mask = 1
layerno = 0
tile = 0,0

[bg home 01 shadow]
type = normal
spriteno = 4,3
start = 0, -120
delta = 0.6,0.6
mask = 1
layerno = 0
tile = 0,0
trans = addalpha
alpha = 150,180;150,120

[bg woodfire 01]
type = normal
spriteno = 4,6
start = 0, -122
delta = 0.6,0.6
mask = 1
layerno = 0
tile = 0,0

[bg home 01]
type = normal
spriteno = 4,2
start = 0, -120
delta = 0.6,0.6
mask = 1
layerno = 0
tile = 0,0

[bg woodfire 02]
type = normal
spriteno = 4,5
start = 0, -120
delta = 0.6,0.6
mask = 1
layerno = 0
tile = 0,0


[bg pared2]
type = normal
spriteno = 1,60
start = 45, -139 ;-142
delta = 0.65,0.65
mask = 1
layerno = 0
tile = 0,0

[bg home 02]
type = normal
spriteno = 4,1
start = 44, -139 ;-142
delta = 0.65,0.65
mask = 1
layerno = 0
tile = 0,0

[bg pared3]
type = normal
spriteno = 1,6
start = 40, -142
delta = 0.7,0.7
mask = 1
layerno = 0
tile = 0,0

[bg home 03 shadow]
type = normal
spriteno = 4,4
start = 50,-141;0, -120
delta = 0.7,0.7
mask = 1
layerno = 0
tile = 0,0
trans = addalpha
alpha = 150,180;150,120

[bg home 03]
type = normal
spriteno = 4,0
start = 50, -141;0,0;0, -120
delta = 0.7,0.7
mask = 1
layerno = 0
tile = 0,0

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



;------------------------GRASS

[bg grass front]
;id=30
type = anim
actionno = 50
start=510,-137;-135
mask=1
layerno=1
tile=1,0
tilespacing=0,0
delta=    1.2,1
zoomdelta=1.5

[bg grass front]
;id=30
type = anim
actionno = 50
start=240,-137;-135
mask=1
layerno=1
tile=1,0
tilespacing=0,0
delta=    1.2,1
zoomdelta=1.5

[bg 0]
;id=30
type = anim
actionno = 50
start=-90,-137
mask=1
layerno=1
tile=1,0
tilespacing=0,0
delta= 1.2,1
zoomdelta=1.5


; grass
[Begin Action 50]
0,2, 0,0, 10, ,
0,3, 0,0, 4, ,
0,2, 0,0, 4, ,
0,3, 0,0, 4, ,
0,2, 0,0, 4, ,
0,3, 0,0, 4, ,
0,2, 0,0, 4, ,
0,3, 0,0, 6, ,
0,2, 0,0, 6, ,
0,3, 0,0, 6, ,
0,2, 0,0, 6, ,
0,3, 0,0, 9, ,
0,2, 0,0, 9, ,
0,3, 0,0, 10, ,

0,2, 0,0, 250, ,

0,3, 0,0, 4, ,
0,2, 0,0, 4, ,
0,3, 0,0, 6, ,
0,2, 0,0, 6, ,
0,3, 0,0, 6, ,
0,2, 0,0, 6, ,
0,3, 0,0, 9, ,
0,2, 0,0, 9, ,
0,3, 0,0, 10, ,

0,2, 0,0, 332, ,

0,3, 0,0, 4, ,
0,2, 0,0, 4, ,
0,3, 0,0, 4, ,
0,2, 0,0, 4, ,
0,3, 0,0, 4, ,
0,2, 0,0, 4, ,
0,3, 0,0, 4, ,
0,2, 0,0, 4, ,
0,3, 0,0, 4, ,
0,2, 0,0, 4, ,
0,3, 0,0, 6, ,
0,2, 0,0, 6, ,
0,3, 0,0, 6, ,
0,2, 0,0, 6, ,
0,3, 0,0, 9, ,
0,2, 0,0, 9, ,
0,3, 0,0, 10, ,

0,2, 0,0, 400, ,
;------------------------GRASS

[BG FOREGROUND]
type=normal
spriteno=0,1
layerno=1
start=-95,-135
delta=1.3,1.3
mask=1




[BG Sun light]
type  = normal
spriteno = 40,0
start = 0,-300
delta = 0.5,0.6
mask  = 1
trans = add
==================================================


[Begin Action 4]


6,1, 0,0, 3, ,
6,2, 0,0, 3, ,


; hierbajo
[Begin Action 13]

8,0, 0,0, 10, ,
8,1, 0,0, 4, ,
8,0, 0,0, 4, ,
8,1, 0,0, 4, ,
8,0, 0,0, 4, ,
8,1, 0,0, 4, ,
8,0, 0,0, 4, ,
8,1, 0,0, 6, ,
8,0, 0,0, 6, ,
8,1, 0,0, 6, ,
8,0, 0,0, 6, ,
8,1, 0,0, 9, ,
8,0, 0,0, 9, ,
8,1, 0,0, 10, ,

8,0, 0,0, 250, ,

8,1, 0,0, 4, ,
8,0, 0,0, 4, ,
8,1, 0,0, 6, ,
8,0, 0,0, 6, ,
8,1, 0,0, 6, ,
8,0, 0,0, 6, ,
8,1, 0,0, 9, ,
8,0, 0,0, 9, ,
8,1, 0,0, 10, ,

8,0, 0,0, 332, ,

8,1, 0,0, 4, ,
8,0, 0,0, 4, ,
8,1, 0,0, 4, ,
8,0, 0,0, 4, ,
8,1, 0,0, 4, ,
8,0, 0,0, 4, ,
8,1, 0,0, 4, ,
8,0, 0,0, 4, ,
8,1, 0,0, 4, ,
8,0, 0,0, 4, ,
8,1, 0,0, 6, ,
8,0, 0,0, 6, ,
8,1, 0,0, 6, ,
8,0, 0,0, 6, ,
8,1, 0,0, 9, ,
8,0, 0,0, 9, ,
8,1, 0,0, 10, ,

8,0, 0,0, 400, ,

[Begin Action 220]
30,0, 0,0, 1,, A
30,1, 0,0, 1,, A
30,2, 0,0, 1,, A
30,3, 0,0, 1,, A
30,4, 0,0, 1,, A
30,5, 0,0, 1,, A
30,6, 0,0, 1,, A
30,7, 0,0, 1,, A
30,8, 0,0, 1,, A
30,9, 0,0, 1,, A
30,10, 0,0, 1,, A
30,11, 0,0, 1,, A
30,12, 0,0, 1,, A
30,13, 0,0, 1,, A
30,14, 0,0, 1,, A
30,15, 0,0, 1,, A
30,16, 0,0, 1,, A
30,17, 0,0, 1,, A
30,18, 0,0, 1,, A
30,19, 0,0, 1,, A
30,20, 0,0, 1,, A
30,21, 0,0, 1,, A
30,22, 0,0, 1,, A
30,23, 0,0, 1,, A
30,24, 0,0, 1,, A

[Begin Action 221]
31,0, 0,0, 1,, A
31,1, 0,0, 1,, A
31,2, 0,0, 1,, A
31,3, 0,0, 1,, A
31,4, 0,0, 1,, A
31,5, 0,0, 1,, A
31,6, 0,0, 1,, A
31,7, 0,0, 1,, A
31,8, 0,0, 1,, A
31,9, 0,0, 1,, A
31,10, 0,0, 1,, A
31,11, 0,0, 1,, A
31,12, 0,0, 1,, A
31,13, 0,0, 1,, A
31,14, 0,0, 1,, A
31,15, 0,0, 1,, A
31,16, 0,0, 1,, A
31,17, 0,0, 1,, A
31,18, 0,0, 1,, A
31,19, 0,0, 1,, A
31,20, 0,0, 1,, A
31,21, 0,0, 1,, A
31,22, 0,0, 1,, A
31,23, 0,0, 1,, A
31,24, 0,0, 1,, A

;water rever
[Begin Action 222]
32,0, 0,0, 1,, A
32,1, 0,0, 1,, A
32,2, 0,0, 1,, A
32,3, 0,0, 1,, A
32,4, 0,0, 1,, A
32,5, 0,0, 1,, A
32,6, 0,0, 1,, A
32,7, 0,0, 1,, A
32,8, 0,0, 1,, A
32,9, 0,0, 1,, A
32,10, 0,0, 1,, A
32,11, 0,0, 1,, A
32,12, 0,0, 1,, A
32,13, 0,0, 1,, A
32,14, 0,0, 1,, A
32,15, 0,0, 1,, A
32,16, 0,0, 1,, A
32,17, 0,0, 1,, A
32,18, 0,0, 1,, A
32,19, 0,0, 1,, A
32,20, 0,0, 1,, A
32,21, 0,0, 1,, A
32,22, 0,0, 1,, A
32,23, 0,0, 1,, A
32,24, 0,0, 1,, A

[Begin Action 223]
33,0, 0,0, 1,, A
33,1, 0,0, 1,, A
33,2, 0,0, 1,, A
33,3, 0,0, 1,, A
33,4, 0,0, 1,, A
33,5, 0,0, 1,, A
33,6, 0,0, 1,, A
33,7, 0,0, 1,, A
33,8, 0,0, 1,, A
33,9, 0,0, 1,, A
33,10, 0,0, 1,, A
33,11, 0,0, 1,, A
33,12, 0,0, 1,, A
33,13, 0,0, 1,, A
33,14, 0,0, 1,, A
33,15, 0,0, 1,, A
33,16, 0,0, 1,, A
33,17, 0,0, 1,, A
33,18, 0,0, 1,, A
33,19, 0,0, 1,, A
33,20, 0,0, 1,, A
33,21, 0,0, 1,, A
33,22, 0,0, 1,, A
33,23, 0,0, 1,, A
33,24, 0,0, 1,, A


[Begin Action 101]
20,0, 0,0, 500,, A
20,1, 0,0, 4,, A
20,2, 0,0, 4,, A
20,3, 0,0, 4,, A
20,4, 0,0, 4,, A
20,5, 0,0, 4,, A
20,6, 0,0, 4,, A
20,7, 0,0, 4,, A
20,8, 0,0, 4,, A
20,9, 0,0, 4,, A
20,10, 0,0, 4,, A
20,11, 0,0, 4,, A
20,12, 0,0, 4,, A
20,13, 0,0, 4,, A
20,14, 0,0, 4,, A
20,15, 0,0, 4,, A
20,16, 0,0, 4,, A
20,17, 0,0, 4,, A
20,18, 0,0, 4,, A
20,19, 0,0, 4,, A
20,20, 0,0, 4,, A
20,21, 0,0, 4,, A
20,22, 0,0, 4,, A
20,23, 0,0, 4,, A
20,24, 0,0, 4,, A
20,25, 0,0, 4,, A
20,26, 0,0, 4,, A
20,27, 0,0, 4,, A
20,28, 0,0, 4,, A
20,29, 0,0, 4,, A
20,30, 0,0, 4,, A
20,31, 0,0, 4,, A
20,32, 0,0, 4,, A
20,33, 0,0, 4,, A
20,34, 0,0, 4,, A
20,35, 0,0, 4,, A
20,36, 0,0, 4,, A
20,37, 0,0, 4,, A
20,38, 0,0, 4,, A
20,39, 0,0, 4,, A
20,40, 0,0, 4,, A
20,41, 0,0, 4,, A
20,42, 0,0, 4,, A
20,43, 0,0, 4,, A
20,44, 0,0, 4,, A
20,45, 0,0, 4,, A
20,46, 0,0, 4,, A
20,47, 0,0, 4,, A
20,48, 0,0, 4,, A
20,49, 0,0, 4,, A
20,50, 0,0, 4,, A
20,51, 0,0, 4,, A
20,52, 0,0, 4,, A
20,53, 0,0, 4,, A
20,54, 0,0, 4,, A
20,55, 0,0, 4,, A
20,56, 0,0, 4,, A
20,57, 0,0, 4,, A
20,58, 0,0, 4,, A
20,59, 0,0, 4,, A
20,60, 0,0, 4,, A
20,61, 0,0, 4,, A
20,62, 0,0, 4,, A
20,63, 0,0, 4,, A
20,64, 0,0, 4,, A
20,65, 0,0, 4,, A
20,66, 0,0, 4,, A
20,67, 0,0, 4,, A
20,68, 0,0, 4,, A
20,69, 0,0, 4,, A
20,70, 0,0, 4,, A
20,71, 0,0, 4,, A
20,72, 0,0, 4,, A
20,73, 0,0, 4,, A
20,74, 0,0, 4,, A
20,75, 0,0, 4,, A
20,76, 0,0, 4,, A
20,77, 0,0, 4,, A
20,78, 0,0, 4,, A
20,79, 0,0, 4,, A
20,80, 0,0, 4,, A
20,81, 0,0, 4,, A
20,82, 0,0, 4,, A
20,83, 0,0, 4,, A
20,84, 0,0, 4,, A
20,85, 0,0, 4,, A
20,86, 0,0, 4,, A
20,87, 0,0, 4,, A
20,88, 0,0, 4,, A
20,89, 0,0, 4,, A
20,90, 0,0, 4,, A
20,91, 0,0, 4,, A
20,92, 0,0, 4,, A
20,93, 0,0, 4,, A
20,94, 0,0, 4,, A
20,95, 0,0, 4,, A
20,96, 0,0, 4,, A
20,97, 0,0, 4,, A
20,98, 0,0, 4,, A
20,99, 0,0, 4,, A
20,100, 0,0, 4,, A
20,101, 0,0, 4,, A
20,102, 0,0, 4,, A
20,103, 0,0, 4,, A
20,104, 0,0, 4,, A
20,105, 0,0, 4,, A
20,106, 0,0, 4,, A
20,107, 0,0, 4,, A
20,108, 0,0, 4,, A
20,109, 0,0, 4,, A
20,110, 0,0, 4,, A
20,111, 0,0, 4,, A
20,112, 0,0, 4,, A
20,113, 0,0, 4,, A
20,114, 0,0, 4,, A
20,115, 0,0, 4,, A
20,116, 0,0, 4,, A
20,117, 0,0, 4,, A
20,118, 0,0, 4,, A
20,119, 0,0, 4,, A
20,120, 0,0, 4,, A
20,121, 0,0, 4,, A
20,122, 0,0, 4,, A
20,123, 0,0, 4,, A
20,124, 0,0, 4,, A
20,125, 0,0, 4,, A
20,126, 0,0, 4,, A
20,127, 0,0, 4,, A
20,128, 0,0, 4,, A
20,129, 0,0, 4,, A
20,130, 0,0, 4,, A
20,131, 0,0, 4,, A
20,132, 0,0, 4,, A
20,133, 0,0, 4,, A
20,134, 0,0, 4,, A
20,135, 0,0, 4,, A
20,136, 0,0, 4,, A
20,137, 0,0, 4,, A
20,138, 0,0, 4,, A
20,139, 0,0, 4,, A
20,140, 0,0, 4,, A
20,141, 0,0, 4,, A
20,142, 0,0, 4,, A
20,143, 0,0, 4,, A
20,144, 0,0, 4,, A
20,145, 0,0, 4,, A
20,146, 0,0, 4,, A
20,147, 0,0, 4,, A
20,148, 0,0, 4,, A
20,149, 0,0, 4,, A
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[Begin Action 100]
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