;Hyper DragonBall Z - Tenkaichi Budokai Stage
;by HQ & XGargoyle


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

name = "Tenkaichi Budokai - Night"
displayname = "Tenkaichi Budokai - Night" 
versiondate = 03,05,2017 
mugenversion = 1.0
author = "HQ & XGargoyle"

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

[Camera]
startx = 0
starty = 0
boundleft = -224 
boundright = 224 
boundhigh = -150 
boundlow = 0
verticalfollow = 0.75;0.2 
floortension = 90;0
tension = 50;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          ;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    ;Dist from left of screen that player can move to
screenright = 30   ;Right edge


;--------------------------------------------------------
[StageInfo]
zoffset = 215
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/stages/hdbz_tenka2.mp3
bgmvolume = 100

;looping points for hdbz_tenka2.mp3
bgmloopstart = 5871
bgmloopend = 5137487
;--------------------------------------------------------

[BGdef]
spr = hdbz_tenka2.sff
debugbg = 0

[BG sky]
type  = normal
spriteno = 0,0
start = 0, 244
delta = 0, 0
sin.x = 38,2048,0 

[BG clouds 1]
type  = normal
spriteno = 1,0
start = 0, 255
mask = 1
delta = 0.2, 0.6; 0.2
sin.x = 38,2048,0 

;[BG clouds 2]
;type  = normal
;spriteno = 1,1
;start = 0, 270 ;244
;mask = 1
;delta = 0.3, 0.3

[BG clouds 2]
type  = normal
spriteno = 1,2
start = 0, 280
mask = 1
delta = 0.4, 0.4
sin.x = 12,2048,0 

[BG mountain]
type  = normal
spriteno = 2,0
start = 0, 244
mask = 1
delta = 0.6, 0.6 


[BG FW0]
type = Anim
actionno = 40 
start = -50, 50
mask = 1
delta = 0.65, 0.65 

[BG FW1]
type = Anim
actionno = 41 
start = -260, 70
mask = 1
delta = 0.65, 0.65 

[BG FW2]
type = Anim
actionno = 42 
start = 210, 60
mask = 1
delta = 0.65, 0.65 

[BG FW3]
type = Anim
actionno = 43 
start = 40, 50
mask = 1
delta = 0.65, 0.65 

[BG FW4]
type = Anim
actionno = 44
start = 110, -60
mask = 1
delta = 0.65, 0.65 

[BG FW5]
type = Anim
actionno = 45
start = -210, -50
mask = 1
delta = 0.65, 0.65 

[BG city]
type  = normal
spriteno = 3,0
start = 0, 260 ;244
mask = 1
delta = 0.66, 0.66 

[BG buildings back]
type  = normal
spriteno = 4,0
start = 0, 244
mask = 1
delta = 0.68, 0.68 

[BG palms]
type  = normal
spriteno = 5,0
start = 0, 244
mask = 1
delta = 0.7, 0.7 

[BG Light VL]
type = Anim
actionno = 20 
start = -20, 150
mask = 1
delta = 0.74, 0.74 

[BG Light VR]
type = Anim
actionno = 21 
start = 20, 150
mask = 1
delta = 0.74, 0.74 

[BG Light HL]
type = Anim
actionno = 30 
start = -20, 150
mask = 1
delta = 0.74, 0.74 

[BG Light HR]
type = Anim
actionno = 31 
start = 20, 150
mask = 1
delta = 0.74, 0.74 

[BG Flag BL]
type = Anim
actionno = 71 
start = 0, 244
mask = 1
delta = 0.76, 0.76 

[BG Flag BR]
type = Anim
actionno = 74 
start = 0, 244
mask = 1
delta = 0.76, 0.76 

[BG Flag YL]
type = Anim
actionno = 77 
start = 0, 244
mask = 1
delta = 0.76, 0.76 

[BG Flag YR]
type = Anim
actionno = 79 
start = 0, 244
mask = 1
delta = 0.76, 0.76 

[BG big building]
type  = normal
spriteno = 7,0
start = 0, 244
mask = 1
delta = 0.76, 0.76 

[BG Z2 sign]
type  = normal
spriteno = 9,0
start = 0, 244
mask = 1
delta = 0.78, 0.78

[BG grass]
type  = normal
spriteno = 8,0
start = 0, 244
mask = 1
delta = 0.8, 0.8

[BG wall]
type  = normal
spriteno = 10,0
start = 0, 244
mask = 1
delta = 0.83, 0.83

[BG floor]
type = parallax
spriteno = 11,0
start = 0, 244
mask = 1
delta = 0.83, 0.83
xscale = 1, 1.298
yscalestart = 100
yscaledelta = 0 

;Flags BL
[Begin Action 71]
7,1, 0,0, 10
7,2, 0,0, 10
7,3, 0,0, 10

;Flags BR
[Begin Action 74]
7,5, 0,0, 10
7,6, 0,0, 10
7,4, 0,0, 10

;Flags YL
[Begin Action 77]
7,7, 0,0, 8
7,8, 0,0, 8
7,9, 0,0, 8

;Flags YR
[Begin Action 79]
7,12, 0,0, 8
7,10, 0,0, 8
7,11, 0,0, 8 



;Lights VL
[Begin Action 20]
20,0, 0,0, 20, ,AS50D256
20,1, 0,0, 10, ,AS50D256
20,2, 0,0, 10, ,AS50D256
20,3, 0,0, 10, ,AS50D256
20,4, 0,0, 10, ,AS50D256
20,5, 0,0, 10, ,AS50D256
20,6, 0,0, 10, ,AS50D256
20,7, 0,0, 10, ,AS50D256
20,8, 0,0, 10, ,AS50D256
20,9, 0,0, 10, ,AS50D256
20,10, 0,0, 10, ,AS50D256
20,11, 0,0, 10, ,AS50D256
20,12, 0,0, 20, ,AS50D256
20,11, 0,0, 10, ,AS50D256
20,10, 0,0, 10, ,AS50D256
20,9, 0,0, 10, ,AS50D256
20,8, 0,0, 10, ,AS50D256
20,7, 0,0, 10, ,AS50D256
20,6, 0,0, 10, ,AS50D256
20,5, 0,0, 10, ,AS50D256
20,4, 0,0, 10, ,AS50D256
20,3, 0,0, 10, ,AS50D256
20,2, 0,0, 10, ,AS50D256
20,1, 0,0, 10, ,AS50D256

;Lights VR
[Begin Action 21]
21,0, 0,0, 20, ,AS50D256
21,1, 0,0, 10, ,AS50D256
21,2, 0,0, 10, ,AS50D256
21,3, 0,0, 10, ,AS50D256
21,4, 0,0, 10, ,AS50D256
21,5, 0,0, 10, ,AS50D256
21,6, 0,0, 10, ,AS50D256
21,7, 0,0, 10, ,AS50D256
21,8, 0,0, 10, ,AS50D256
21,9, 0,0, 10, ,AS50D256
21,10, 0,0, 10, ,AS50D256
21,11, 0,0, 10, ,AS50D256
21,12, 0,0, 20, ,AS50D256
21,11, 0,0, 10, ,AS50D256
21,10, 0,0, 10, ,AS50D256
21,9, 0,0, 10, ,AS50D256
21,8, 0,0, 10, ,AS50D256
21,7, 0,0, 10, ,AS50D256
21,6, 0,0, 10, ,AS50D256
21,5, 0,0, 10, ,AS50D256
21,4, 0,0, 10, ,AS50D256
21,3, 0,0, 10, ,AS50D256
21,2, 0,0, 10, ,AS50D256
21,1, 0,0, 10, ,AS50D256

;Lights HL
[Begin Action 30]

30,4, 0,0, 10, ,AS50D256
30,5, 0,0, 10, ,AS50D256
30,6, 0,0, 10, ,AS50D256
30,7, 0,0, 10, ,AS50D256
30,8, 0,0, 10, ,AS50D256
30,9, 0,0, 10, ,AS50D256
30,10, 0,0, 10, ,AS50D256
30,11, 0,0, 10, ,AS50D256
30,12, 0,0, 20, ,AS50D256
30,11, 0,0, 10, ,AS50D256
30,10, 0,0, 10, ,AS50D256
30,9, 0,0, 10, ,AS50D256
30,8, 0,0, 10, ,AS50D256
30,7, 0,0, 10, ,AS50D256
30,6, 0,0, 10, ,AS50D256
30,5, 0,0, 10, ,AS50D256
30,4, 0,0, 10, ,AS50D256
30,3, 0,0, 10, ,AS50D256
30,2, 0,0, 10, ,AS50D256
30,1, 0,0, 10, ,AS50D256
30,0, 0,0, 20, ,AS50D256
30,1, 0,0, 10, ,AS50D256
30,2, 0,0, 10, ,AS50D256
30,3, 0,0, 10, ,AS50D256

;Lights HR
[Begin Action 31]

31,4, 0,0, 10, ,AS50D256
31,5, 0,0, 10, ,AS50D256
31,6, 0,0, 10, ,AS50D256
31,7, 0,0, 10, ,AS50D256
31,8, 0,0, 10, ,AS50D256
31,9, 0,0, 10, ,AS50D256
31,10, 0,0, 10, ,AS50D256
31,11, 0,0, 10, ,AS50D256
31,12, 0,0, 20, ,AS50D256
31,11, 0,0, 10, ,AS50D256
31,10, 0,0, 10, ,AS50D256
31,9, 0,0, 10, ,AS50D256
31,8, 0,0, 10, ,AS50D256
31,7, 0,0, 10, ,AS50D256
31,6, 0,0, 10, ,AS50D256
31,5, 0,0, 10, ,AS50D256
31,4, 0,0, 10, ,AS50D256
31,3, 0,0, 10, ,AS50D256
31,2, 0,0, 10, ,AS50D256
31,1, 0,0, 10, ,AS50D256
31,0, 0,0, 20, ,AS50D256
31,1, 0,0, 10, ,AS50D256
31,2, 0,0, 10, ,AS50D256
31,3, 0,0, 10, ,AS50D256




;Fireworks
[Begin Action 40]
40,0, 0,0, 20, ,AS200D256
40,1, 0,0, 3, ,AS200D256
40,2, 0,0, 3, ,AS200D256
40,3, 0,0, 3, ,AS200D256
40,4, 0,0, 3, ,AS200D256
40,5, 0,0, 3, ,AS200D256
40,6, 0,0, 3, ,AS200D256
40,7, 0,0, 3, ,AS200D256
40,8, 0,0, 3, ,AS200D256
40,9, 0,0, 3, ,AS200D256
40,10, 0,0, 3, ,AS200D256
40,11, 0,0, 3, ,AS200D256
40,12, 0,0, 3, ,AS200D256
40,13, 0,0, 3, ,AS200D256
40,14, 0,0, 3, ,AS200D256
40,15, 0,0, 3, ,AS200D256
40,16, 0,0, 3, ,AS200D256
40,17, 0,0, 5, ,AS200D256
40,18, 0,0, 5, ,AS200D256
40,19, 0,0, 5, ,AS200D256
40,20, 0,0, 5, ,AS200D256
40,21, 0,0, 5, ,AS200D256
40,0, 0,0, 1006, ,AS200D256

;Fireworks
[Begin Action 41]
40,0, 0,0, 220, ,AS200D256
40,1, 0,0, 3, ,AS200D256
40,2, 0,0, 3, ,AS200D256
40,3, 0,0, 3, ,AS200D256
40,4, 0,0, 3, ,AS200D256
40,5, 0,0, 3, ,AS200D256
40,6, 0,0, 3, ,AS200D256
40,7, 0,0, 3, ,AS200D256
40,8, 0,0, 3, ,AS200D256
40,9, 0,0, 3, ,AS200D256
40,10, 0,0, 3, ,AS200D256
40,11, 0,0, 3, ,AS200D256
40,12, 0,0, 3, ,AS200D256
40,13, 0,0, 3, ,AS200D256
40,14, 0,0, 3, ,AS200D256
40,15, 0,0, 3, ,AS200D256
40,16, 0,0, 3, ,AS200D256
40,17, 0,0, 5, ,AS200D256
40,18, 0,0, 5, ,AS200D256
40,19, 0,0, 5, ,AS200D256
40,20, 0,0, 5, ,AS200D256
40,21, 0,0, 5, ,AS200D256
40,0, 0,0, 806, ,AS200D256

;Fireworks
[Begin Action 42]
40,0, 0,0, 420, ,AS200D256
40,1, 0,0, 3, ,AS200D256
40,2, 0,0, 3, ,AS200D256
40,3, 0,0, 3, ,AS200D256
40,4, 0,0, 3, ,AS200D256
40,5, 0,0, 3, ,AS200D256
40,6, 0,0, 3, ,AS200D256
40,7, 0,0, 3, ,AS200D256
40,8, 0,0, 3, ,AS200D256
40,9, 0,0, 3, ,AS200D256
40,10, 0,0, 3, ,AS200D256
40,11, 0,0, 3, ,AS200D256
40,12, 0,0, 3, ,AS200D256
40,13, 0,0, 3, ,AS200D256
40,14, 0,0, 3, ,AS200D256
40,15, 0,0, 3, ,AS200D256
40,16, 0,0, 3, ,AS200D256
40,17, 0,0, 5, ,AS200D256
40,18, 0,0, 5, ,AS200D256
40,19, 0,0, 5, ,AS200D256
40,20, 0,0, 5, ,AS200D256
40,21, 0,0, 5, ,AS200D256
40,0, 0,0, 606, ,AS200D256

;Fireworks
[Begin Action 43]
40,0, 0,0, 620, ,AS200D256
40,1, 0,0, 3, ,AS200D256
40,2, 0,0, 3, ,AS200D256
40,3, 0,0, 3, ,AS200D256
40,4, 0,0, 3, ,AS200D256
40,5, 0,0, 3, ,AS200D256
40,6, 0,0, 3, ,AS200D256
40,7, 0,0, 3, ,AS200D256
40,8, 0,0, 3, ,AS200D256
40,9, 0,0, 3, ,AS200D256
40,10, 0,0, 3, ,AS200D256
40,11, 0,0, 3, ,AS200D256
40,12, 0,0, 3, ,AS200D256
40,13, 0,0, 3, ,AS200D256
40,14, 0,0, 3, ,AS200D256
40,15, 0,0, 3, ,AS200D256
40,16, 0,0, 3, ,AS200D256
40,17, 0,0, 5, ,AS200D256
40,18, 0,0, 5, ,AS200D256
40,19, 0,0, 5, ,AS200D256
40,20, 0,0, 5, ,AS200D256
40,21, 0,0, 5, ,AS200D256
40,0, 0,0, 406, ,AS200D256

;Fireworks
[Begin Action 44]
40,0, 0,0, 820, ,AS200D256
40,1, 0,0, 3, ,AS200D256
40,2, 0,0, 3, ,AS200D256
40,3, 0,0, 3, ,AS200D256
40,4, 0,0, 3, ,AS200D256
40,5, 0,0, 3, ,AS200D256
40,6, 0,0, 3, ,AS200D256
40,7, 0,0, 3, ,AS200D256
40,8, 0,0, 3, ,AS200D256
40,9, 0,0, 3, ,AS200D256
40,10, 0,0, 3, ,AS200D256
40,11, 0,0, 3, ,AS200D256
40,12, 0,0, 3, ,AS200D256
40,13, 0,0, 3, ,AS200D256
40,14, 0,0, 3, ,AS200D256
40,15, 0,0, 3, ,AS200D256
40,16, 0,0, 3, ,AS200D256
40,17, 0,0, 5, ,AS200D256
40,18, 0,0, 5, ,AS200D256
40,19, 0,0, 5, ,AS200D256
40,20, 0,0, 5, ,AS200D256
40,21, 0,0, 5, ,AS200D256
40,0, 0,0, 206, ,AS200D256

;Fireworks
[Begin Action 45]
40,0, 0,0, 1020, ,AS200D256
40,1, 0,0, 3, ,AS200D256
40,2, 0,0, 3, ,AS200D256
40,3, 0,0, 3, ,AS200D256
40,4, 0,0, 3, ,AS200D256
40,5, 0,0, 3, ,AS200D256
40,6, 0,0, 3, ,AS200D256
40,7, 0,0, 3, ,AS200D256
40,8, 0,0, 3, ,AS200D256
40,9, 0,0, 3, ,AS200D256
40,10, 0,0, 3, ,AS200D256
40,11, 0,0, 3, ,AS200D256
40,12, 0,0, 3, ,AS200D256
40,13, 0,0, 3, ,AS200D256
40,14, 0,0, 3, ,AS200D256
40,15, 0,0, 3, ,AS200D256
40,16, 0,0, 3, ,AS200D256
40,17, 0,0, 5, ,AS200D256
40,18, 0,0, 5, ,AS200D256
40,19, 0,0, 5, ,AS200D256
40,20, 0,0, 5, ,AS200D256
40,21, 0,0, 5, ,AS200D256
40,0, 0,0, 6, ,AS200D256