; Definition of KFM's stage
; *** denotes values you should change/check for each stage.
; The term "background" is used to mean both backgrounds and foregrounds.

;--------------------------------------------------------
[Info]
 ;Name of the stage.
name = "Snake Way"
displayname = "Snake Way" ;Name to display
versiondate = 01,14,2018    ;Version date of stage (MM,DD,YYYY or X.XX)
mugenversion = 1.0          ;Version of M.U.G.E.N stage works on (X.XX)
author = "Toni"         ;Stage author name

;--------------------------------------------------------
[Camera]
 ;Camera starting position: Usually 0 for both
startx = 0
starty = 0

 ;Left and right bound of camera
 ;You may want to fiddle a bit with these values to make sure the
 ;background doesn't move too far or too little
 ;***
boundleft = -340;-224
boundright = 340;224

 ;High and low bound of camera
 ;High is a negative number. Make is more negative if you want to
 ;camera to be able to move higher.
 ;Low should usually be 0.
 ;If omitted, defaults to -25 and 0 respectively
 ;***
boundhigh = -300 ;-230
boundlow = 0

 ;This is how much the camera will move vertically towards the
 ;highest player. Valid values are from 0 to 1. A value of 0 will mean
 ;the camera does not move up at all. A value of 1 will makes the camera
 ;follow the highest player.
 ;Typically .2 for normal-sized backgrounds. You may need to pull this
 ;value up for taller backgrounds.
verticalfollow = .75

 ;Minimum vertical distance the highest player has to be from the floor,
 ;before the camera starts to move up to follow him. For extremely
 ;tall stages, a floor tension of about 20-30 coupled with a
 ;vertical-follow of .8 allows the camera to follow the action.
floortension = 90

 ;Horizontal distance player is from edge before camera starts to move
 ;left or right. Typically 50 or 60.
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 = 10
overdrawlow = 10

 ;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 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically -70 and p2startx is 70.
 ;p1starty should be 0.
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 ;15    ;Dist from left of screen that player can move to
screenright = 30 ;15   ;Right edge

;--------------------------------------------------------
[StageInfo]
 ;"Ground" level where players stand at, measured in pixels from the
 ;top of the screen.
 ;Adjust this value to move the ground level up/down in the screen.
 ;***
zoffset = 220

 ;Leave this at 1. It makes the players face each other
autoturn = 1

 ;Set the following to 1 to have the background be reset between
 ;rounds.
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 = 34

 ;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 = 17,34,29; 40,40,100

 ;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 = -.12

 ;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 = -250,- 175;-50

;--------------------------------------------------------
[Reflection]
 ;Intensity of reflection (from 0 to 256). Set to 0 to have no
 ;reflection. Defaults to 0.
intensity = 0;128

;--------------------------------------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you don't want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". Using a track number of
 ;0 will play a random audio track. For example, to play
 ;track 3 from a music CD, use:
 ;  bgmusic = 3.da
bgmusic = sound/chars/Goku.mp3

;looping points for Goku.mp3
bgmloopstart = 417871
bgmloopend = 4723213

 ;Adjust the volume. 100 is for 100%.
bgmvolume = 100

;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ?       "Normal"/"Parallax"  (def: "normal")
; spriteno = ?, ? Sprite group and number: groupno, imgno  (req'd)
; start = ?, ?   Starting location (integer)  (def: 0, 0)
; delta = ?, ?   Change in location per camera unit moved (float)  (def: 1,1)
; trans = ?      Transparency settings: "none"/"add"/"add1"/"sub"/"addalpha" (def: "none")
; alpha = ?, ?   (only for trans=addalpha) Source,dest alpha (def: 256,0)
; mask = ?       Masking (int): 0 - off, 1 - on  (def: 0)
; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0)
; tile = ?, ?    Tiling: xtile, ytile (int): 0 - off, 1 - infinite,
;                        >1 - tile that number of times  (def: 0, 0) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
;  Parallax-only:
; xscale = ?, ?    Top xscale, bottom xscale (float)
; width = ?, ?     Top width, bottom width (int)  (use either this or above, but not both)
; yscalestart = ?  Starting y-scale (float, in percent)  (def: 100)
; yscaledelta = ?  Change in y-scale per unit (float, in percent)  (def: 0)
;-------------------------------------

;-------------------------------------
; Main background definition
[BGdef]
 ;Filename of sprite data
spr = hdbz_snake.sff

 ;Set to 1 if you want to clear the screen to magenta before
 ;drawing layer 0 (the default background). Good for spotting "holes"
 ;in your background.
 ;Remember to turn this off when you are done debugging the background,
 ;because it slows down performance.
debugbg = 0

;----------
; Start each background element with the following:
; Make sure it's "[BG n]", where n is anything you like (it's only used to
; report errors.) For example, you could use:  [BG TheFloor]
; Specify as many as you like. This is an example of a normal background:
[BG 0]

 ;The background type goes here: for now, only NORMAL and PARALLAX
 ;If this line is omitted, the type will be assumed to be normal.
type  = normal

 ;The sprite number to use for the background (from the SFF specified above)
 ;It's the group-number, followed by a comma, then the sprite-number
 ;*** Do not omit this line.
spriteno = 0, 0

 ;This is the layer number, which determines where the sprite is drawn to.
 ;Valid values are 0 and 1.
 ;0 for background (behind characters), 1 for foreground (in front)
 ;If this line is omitted, the default value of 0 will be assumed.
layerno = 0

 ;This is the starting location of the background in the format
 ;x, y
 ;If this line is omitted, the default value of 0,0 will be assumed.
start = 0, 305; 0, 300

 ;These are the number of pixels the background moves for every single unit
 ;of camera movement, in the format
 ;x, y
 ;For the main background (eg. the floor the players stand on) you'll want
 ;to use a delta of 1,1. Things farther away should have a smaller delta,
 ;like 0.5 for example. Things near the camera should have a larget delta.
 ;If this line is omitted, the default value of 1,1 will be assumed.
delta = .01,.05

 ;Here is the transparency setting of the background.
 ;Valid values are:
 ;"none" for normal drawing
 ;"add" for colour addition (like a spotlight effect)
 ;"add1" for colour addition with background dimmed to 50% brightness
 ;"addalpha" for colour addition with control over alpha values (you need
 ;    an "alpha" parameter if you use this)
 ;"sub" for colour subtraction (like a shadow effect)
 ;If this line is omitted, it's assumed that there will be no transparency.
trans = none

 ;Use this parameter only if "trans = addalpha". First value is the alpha
 ;of the source (sprite), and the second is the alpha of the destination
 ;(background). The values range from 0 to 256.
 ;Uncomment the line below to use it:
;alpha = 256,0

 ;Mask means whether or not to draw colour zero of a sprite.
 ;If you turn masking off, the background will take less CPU power to draw,
 ;so remember to turn it off on sprites that don't use it.
 ;If this line is omitted, it's assumed that there will be no masking.
mask  = 0

 ;The format for tiling is x,y. For each of them, the value is:
 ;0 to use no tiling, 1 to tile, n where (n>1) to tile n times.
 ;If this line is omitted, it's assumed that there will be no tiling.
tile  = 0, 0

 ;This is the x and y space between each tile, for tiled backgrounds
 ;If omitted, default value is 0,0
tilespacing = 0,0

 ;This defines the drawing space, or "window" of the background. It's
 ;given in the form
 ;x1,y1, x2,y2
 ;where (x1,y1)-(x2,y2) define a rectangular box.
 ;Make the window smaller if you only want to draw part of the background.
 ;You normally do not have to use this setting. Value values range from
 ;0-319 for x, and 0-239 for y. The values are 0,0, 319,239 by default (full
 ;screen).
 ;Uncomment the line below to use it:
;window = 0,0, 319, 239

 ;Similar to the delta parameter, this one affects the movement of
 ;the window. Defaults to 0,0
 ;Uncomment the line below to use it:
;windowdelta = 0,0

;----------
[BG clouds]
type  = normal
spriteno = 1, 0
start = 0, 125
delta = .012, .2
mask = 1

[BG clouds]
type  = normal
spriteno = 1, 1
start = 20, 135
delta = .019, .25
mask = 1

[BG clouds]
type  = normal
spriteno = 1, 2
start = -131, 165
delta = .03, .3
mask = 1

[BG clouds]
type  = normal
spriteno = 1, 3
start = 1, 195
delta = .042, .35
mask = 1

[BG clouds]
type  = normal
spriteno = 1, 4
start = -20, 225
delta = .06, .41
mask = 1

[BG clouds]
type  = normal
spriteno = 0, 6
start = 100, 240
delta = .09, .47
mask = 1



;----------
[BG Planet]
type  = normal
spriteno = 40, 0
start = -130, 25
delta = .07, .47
mask = 1
sin.y = -4, 800

;----------
;[BG Floor very back]
;type  = parallax
;spriteno = 0,11
;start = 0, 109
;delta = .02, .5
;xscale = .12, 1
;yscalestart = 120
;yscaledelta = 0.21
;mask = 1

;----------
[BG floor very back]
type  = normal
spriteno = 30, 8
start = 155, 119
delta = .042, .520
mask = 1

[BG floor very back]
type  = normal
spriteno = 30, 7
start = 155, 119
delta = .043, .521
mask = 1

[BG floor very back]
type  = normal
spriteno = 30, 6
start = 155, 119
delta = .045, .523
mask = 1

[BG floor very back]
type  = normal
spriteno = 30, 5
start = 155, 119
delta = .046, .524
mask = 1

[BG floor very back]
type  = normal
spriteno = 30, 4
start = 155, 119
delta = .047, .525
mask = 1

[BG floor very back]
type  = normal
spriteno = 30, 3
start = 155, 119
delta = .049, .527
mask = 1

[BG floor very back]
type  = normal
spriteno = 30, 2
start = 155, 119
delta = .051, .529
mask = 1

[BG floor very back]
type  = normal
spriteno = 30, 1
start = 155, 119
delta = .053, .531
mask = 1

;----------
[BG snake very back]
type  = normal
spriteno = 25, 7
start = 149, 123
delta = .055, .533
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 6
start = 147, 124
delta = .057, .536
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 6
start = 145, 124
delta = .059, .539
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 6
start = 142, 125
delta = .061, .541
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 5
start = 139, 126
delta = .0635, .543
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 4
start = 135, 127
delta = .066, .545
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 6
start = 132, 126
delta = .068, .547
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 4
start = 129, 128
delta = .07, .548
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 125, 128
delta = .0715, .549
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 121, 129
delta = .073, .55
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 116, 130
delta = .0745, .551
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 111, 130
delta = .076, .552
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 106, 130
delta = .077, .5525
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 101, 131
delta = .078, .5533
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 96, 131
delta = .0785, .5538
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 91, 131
delta = .079, .5543
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 86, 132
delta = .08, .5548
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 81, 132
delta = .0815, .5553
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 75, 132
delta = .082, .5558
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 69, 133
delta = .083, .5563
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 63, 133
delta = .0835, .5568
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 57, 133
delta = .084, .5573
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 51, 133
delta = .0845, .5578
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 45, 133
delta = .085, .5583
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 39, 134
delta = .0871, .5588
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 33, 134
delta = .0872, .5593
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 27, 134
delta = .0873, .5598
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 3
start = 21, 134
delta = .0874, .5603
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = 14, 134
delta = .0875, .5608
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = 7, 135
delta = .0876, .5612
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = 0, 135
delta = .0877, .5616
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = -7, 136
delta = .0878, .562
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = -14, 136
delta = .0879, .5625
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = -21, 136
delta = .088, .563
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = -28, 137
delta = .0885, .564
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = -35, 137
delta = .089, .565
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = -41, 138
delta = .091, .566
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = -47, 139
delta = .094, .567
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = -53, 140
delta = .099, .568
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = -58, 141
delta = .104, .569
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 2
start = -62, 142
delta = .109, .57
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 1
start = -65, 143
delta = .111, .572
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 1
start = -67, 144
delta = .114, .576
mask = 1

[BG snake very back]
type  = normal
spriteno = 25, 0
start = -68, 146
delta = .117, .58
mask = 1

;----------
[BG Floor back]
type  = parallax
spriteno = 0,10
start = 0, 109
delta = .02, .5
xscale = .12, 1
yscalestart = 120
yscaledelta = 0.21
mask = 1

----------
;[BG snake back]
;type  = normal
;spriteno = 22, 0
;start = 10, 110
;delta = .113, .58
;mask = 1

[BG snake back]
type  = normal
spriteno = 22, 1
start = -8, 110
delta = .055, .52
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 2
start = -7, 110
delta = .058, .524
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 3
start = -7, 110
delta = .063, .526
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 4
start = -7, 110
delta = .069, .5285
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 5
start = -7, 110
delta = .075, .535
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 6
start = -6, 110
delta = .078, .54
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 7
start = -5, 110
delta = .082, .545
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 8
start = -3, 110
delta = .086, .55
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 9
start = 1, 110
delta = .093, .555
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 10
start = 4, 110
delta = .098, .557
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 11
start = 6, 110
delta = .103, .561
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 12
start = 10, 110
delta = .108, .57
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 13
start = 12, 110
delta = .112, .575
mask = 1

[BG snake back]
type  = normal
spriteno = 22, 14
start = 12, 108
delta = .114, .58
mask = 1

;----------
[BG Floor medium back]
type  = parallax
spriteno = 0,8
start = 0, 109
delta = .02, .5
xscale = .12, 1
yscalestart = 120
yscaledelta = 0.21
mask = 1

;----------
[BG snake back scales back]
type  = normal
spriteno = 21, 5
start = 208, 153
delta = .116, .592
mask = 1

[BG snake back scales back]
type  = normal
spriteno = 21, 4
start = 207, 153
delta = .119, .594
mask = 1

[BG snake back scales back]
type  = normal
spriteno = 21, 3
start = 207, 153
delta = .122, .596
mask = 1

[BG snake back scales back]
type  = normal
spriteno = 21, 2
start = 207, 153
delta = .125, .598
mask = 1

[BG snake back scales back]
type  = normal
spriteno = 21, 1
start = 207, 153
delta = .127, .599
mask = 1

[BG snake back scales back]
type  = normal
spriteno = 21, 0
start = 207, 152
delta = .13, .60
mask = 1


;----------
[BG car]
type  = normal
spriteno = 45, 0
start = 162, 170
delta = .135, .615
mask = 1

;----------
[BG ogre]
type  = anim
actionno = 46
start = 164, 170
delta = .135, .615
mask = 1

[Begin Action 46]
;46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,3, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,3, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10

46,4, 0,0, 8
46,5, 0,0, 15
46,6, 0,0, 50
46,5, 0,0, 15
46,6, 0,0, 15
46,5, 0,0, 15
46,6, 0,0, 15
46,5, 0,0, 15
46,6, 0,0, 15
46,5, 0,0, 15
46,6, 0,0, 15
46,5, 0,0, 15
46,6, 0,0, 80
46,5, 0,0, 8
46,7, 0,0, 8
46,4, 0,0, 8

;46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,3, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,3, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10
46,0, 0,0, 15
46,1, 0,0, 10
46,2, 0,0, 15
46,1, 0,0, 10

46,4, 0,0, 8
46,5, 0,0, 15
46,6, 0,0, 50
46,5, 0,0, 15
46,6, 0,0, 15
46,5, 0,0, 15
46,6, 0,0, 15
46,5, 0,0, 15
46,6, 0,0, 15
46,5, 0,0, 15
46,6, 0,0, 15
46,5, 0,0, 15
46,6, 0,0, 80
46,5, 0,0, 8
46,7, 0,0, 8
46,4, 0,0, 8

;----------
[BG snake back]
type  = normal
spriteno = 20, 8
start = 152, 170
delta = .119, .582
mask = 1

[BG snake back]
type  = normal
spriteno = 20, 7
start = 152, 170
delta = .125, .595
mask = 1

[BG snake back]
type  = normal
spriteno = 20, 6
start = 152, 170
delta = .13, .602
mask = 1

[BG snake back]
type  = normal
spriteno = 20, 5
start = 152, 170
delta = .134, .61
mask = 1

[BG snake back]
type  = normal
spriteno = 20, 4
start = 152, 170
delta = .137, .615
mask = 1

[BG snake back]
type  = normal
spriteno = 20, 3
start = 152, 170
delta = .139, .619
mask = 1

[BG snake back]
type  = normal
spriteno = 20, 2
start = 152, 170
delta = .142, .6195
mask = 1

[BG snake back]
type  = normal
spriteno = 20, 1
start = 152, 170
delta = .142, .62
mask = 1


;----------
[BG clouds]
type  = normal
spriteno = 0, 7
start = 100, 205
delta = .2, .72
tile = 1, 0
mask = 1

;----------
[BG background low]
type  = normal
spriteno = 0, 3
start = 0, 245
delta = 1, 1
tile = 1, 0
mask = 0

;----------
[BG scales back5]
type  = normal
spriteno = 15, 6
start = 0, 181
delta = .58, 1.039
mask = 1

[BG scales back4]
type  = normal
spriteno = 15, 5
start = 0, 181
delta = .59, 1.042
mask = 1

[BG scales back3]
type  = normal
spriteno = 15, 4
start = 0, 181
delta = .6, 1.046
mask = 1

[BG scales back]
type  = normal
spriteno = 15, 1
start = 0, 181
delta = .6, 1.05
mask = 1

[BG scales back1]
type  = normal
spriteno = 15, 2
start = 0, 181
delta = .601, 1.055
mask = 1

[BG scales back2]
type  = normal
spriteno = 15, 3
start = 0, 181
delta = .602, 1.06
mask = 1

[BG scales back6]
type  = normal
spriteno = 15, 7
start = 0, 181
delta = .603, 1.063
mask = 1

[BG scales back7]
type  = normal
spriteno = 15, 8
start = 0, 181
delta = .6045, 1.067
mask = 1

[BG scales back8]
type  = normal
spriteno = 15, 9
start = 0, 181
delta = .61, 1.071
mask = 1

[BG scales back9]
type  = normal
spriteno = 15, 10
start = 0, 181
delta = .625, 1.075
mask = 1

[BG scales back10]
type  = normal
spriteno = 15, 11
start = 0, 181
delta = .65, 1.08
mask = 1

[BG scales back11]
type  = normal
spriteno = 15, 12
start = 0, 181
delta = .7, 1.086
mask = 1

[BG scales back12]
type  = normal
spriteno = 15, 13
start = 0, 181
delta = .83, 1.094
mask = 1

;----------
[BG Floor front]
type  = parallax
spriteno = 0,2
start = 0, 181
delta = .2, 1
xscale = .12, 1
yscalestart = 120
yscaledelta = 0.5
mask = 1

;----------
[BG snake]
type  = normal
spriteno = 10, 0
start = -2, 167
delta = 1.059, 1.1
mask = 1

[BG snake]
type  = normal
spriteno = 10, 0
start = -2, 167
delta = 1.059, 1.1
layerno = 1
mask = 1

;----------
[BG scales front 1-5]
type  = normal
spriteno = 6, 5
start = -2, 167
delta = 1.043, 1.02
mask = 1

[BG scales front 1-4]
type  = normal
spriteno = 6, 4
start = -2, 167
delta = 1.046, 1.04
mask = 1

[BG scales front 1-3]
type  = normal
spriteno = 6, 3
start = -1, 167
delta = 1.049, 1.055
mask = 1

[BG scales front 1-2]
type  = normal
spriteno = 6, 2
start = -1, 167
delta = 1.052, 1.07
mask = 1

[BG scales front 1-1]
type  = normal
spriteno = 6, 1
start = 0, 167
delta = 1.057, 1.08
mask = 1

[BG scales front 1-0]
type  = normal
spriteno = 6, 0
start = 0, 167
delta = 1.058, 1.09
mask = 1

[BG scales front]
type  = normal
spriteno = 5, 0
start = 0, 167
delta = 1.06, 1.1
mask = 1

[BG scales front 1]
type  = normal
spriteno = 5, 1
start = 0, 167
delta = 1.062, 1.11
mask = 1

[BG scales front 2]
type  = normal
spriteno = 5, 2
start = 0, 167
delta = 1.064, 1.12
mask = 1

[BG scales front 3]
type  = normal
spriteno = 5, 3
start = 0, 167
delta = 1.067, 1.13
mask = 1

[BG scales front 4]
type  = normal
spriteno = 5, 4
start = 0, 167
delta = 1.071, 1.14
mask = 1

[BG scales front 5]
type  = normal
spriteno = 5, 5
start = 0, 167
delta = 1.062, 1.11
mask = 1

[BG scales front 6]
type  = normal
spriteno = 5, 6
start = 0, 167
delta = 1.062, 1.11
mask = 1

[BG scales front 7]
type  = normal
spriteno = 5, 7
start = 0, 167
delta = 1.062, 1.11
mask = 1

;----------
[BG scales front 1-5]
type  = normal
spriteno = 6, 5
start = -2, 167
delta = 1.043, 1.02
layerno = 1
mask = 1

[BG scales front 1-4]
type  = normal
spriteno = 6, 4
start = -2, 167
delta = 1.046, 1.04
layerno = 1
mask = 1

[BG scales front 1-3]
type  = normal
spriteno = 6, 3
start = -1, 167
delta = 1.049, 1.055
layerno = 1
mask = 1

[BG scales front 1-2]
type  = normal
spriteno = 6, 2
start = -1, 167
delta = 1.052, 1.07
layerno = 1
mask = 1

[BG scales front 1-1]
type  = normal
spriteno = 6, 1
start = 0, 167
delta = 1.057, 1.08
layerno = 1
mask = 1

[BG scales front 1-0]
type  = normal
spriteno = 6, 0
start = 0, 167
delta = 1.058, 1.09
layerno = 1
mask = 1

[BG scales front]
type  = normal
spriteno = 5, 0
start = 0, 167
delta = 1.06, 1.1
layerno = 1
mask = 1

[BG scales front 1]
type  = normal
spriteno = 5, 1
start = 0, 167
delta = 1.062, 1.11
layerno = 1
mask = 1

[BG scales front 2]
type  = normal
spriteno = 5, 2
start = 0, 167
delta = 1.064, 1.12
layerno = 1
mask = 1

[BG scales front 3]
type  = normal
spriteno = 5, 3
start = 0, 167
delta = 1.067, 1.13
layerno = 1
mask = 1

[BG scales front 4]
type  = normal
spriteno = 5, 4
start = 0, 167
delta = 1.071, 1.14
layerno = 1
mask = 1

[BG scales front 5]
type  = normal
spriteno = 5, 5
start = 0, 167
delta = 1.062, 1.11
layerno = 1
mask = 1

[BG scales front 6]
type  = normal
spriteno = 5, 6
start = 0, 167
delta = 1.062, 1.11
layerno = 1
mask = 1

[BG scales front 7]
type  = normal
spriteno = 5, 7
start = 0, 167
delta = 1.062, 1.11
layerno = 1
mask = 1

