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


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

name = "Tenkaichi Budokai"
displayname = "Tenkaichi Budokai - Announcer" 
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/chars/Satan.mp3
bgmvolume = 100

;looping points for Satan.mp3
bgmloopstart = 611504
bgmloopend = 4343044

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

[BGdef]
spr = hdbz_tenka.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 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 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 

[BG Announcer]
type = Anim
actionno = 12 
start = -10, 244
mask = 1
 ;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 = -12000,0, 24000, 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 = 240,0
delta = 0.866, 0.835 

[BG Announcer left]
type = Anim
actionno = 13 
start = -10, 244
mask = 1
window = -48000,0, -11999, 239
windowdelta = 240,0
delta = 0.866, 0.835 

[BG Announcer right]
type = Anim
actionno = 14 
start = -10, 244
mask = 1
window = 24001,0, 100000, 239
windowdelta = 240,0
delta = 0.866, 0.835 

;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 

;Announcer
[Begin Action 12]
12,0, 0,0, 50
12,1, 0,0, 5
12,0, 0,0, 5
12,1, 0,0, 5
12,0, 0,0, 10
12,1, 0,0, 5
12,2, 0,0, 5
12,3, 0,0, 5
12,1, 0,0, 5
12,2, 0,0, 10
12,3, 0,0, 5
12,2, 0,0, 10
12,3, 0,0, 5
12,2, 0,0, 5
12,3, 0,0, 10
12,2, 0,0, 5
12,0, 0,0, 5
12,1, 0,0, 5
12,2, 0,0, 5
12,3, 0,0, 5
12,4, 0,0, 5
12,5, 0,0, 20
12,6, 0,0, 5
12,2, 0,0, 5
12,3, 0,0, 5
12,2, 0,0, 5
12,3, 0,0, 5
12,1, 0,0, 5
12,2, 0,0, 5
12,3, 0,0, 10
12,1, 0,0, 5
12,2, 0,0, 5
12,3, 0,0, 5
12,2, 0,0, 10
12,3, 0,0, 5
12,2, 0,0, 5
12,3, 0,0, 5
12,2, 0,0, 5
12,0, 0,0, 5
12,1, 0,0, 5
12,2, 0,0, 5
12,3, 0,0, 10
12,4, 0,0, 5
12,5, 0,0, 30
12,6, 0,0, 5
12,2, 0,0, 10
12,3, 0,0, 5
12,2, 0,0, 5
12,3, 0,0, 5
12,1, 0,0, 5

;Announcer left
[Begin Action 13]
13,0, 0,0, 50
13,1, 0,0, 5
13,0, 0,0, 5
13,1, 0,0, 5
13,0, 0,0, 10
13,1, 0,0, 5
13,2, 0,0, 5
13,3, 0,0, 5
13,1, 0,0, 5
13,2, 0,0, 10
13,3, 0,0, 5
13,2, 0,0, 10
13,3, 0,0, 5
13,2, 0,0, 5
13,3, 0,0, 10
13,2, 0,0, 5
13,0, 0,0, 5
13,1, 0,0, 5
13,2, 0,0, 5
13,3, 0,0, 5
13,4, 0,0, 5
13,5, 0,0, 20
13,6, 0,0, 5
13,2, 0,0, 5
13,3, 0,0, 5
13,2, 0,0, 5
13,3, 0,0, 5
13,1, 0,0, 5
13,2, 0,0, 5
13,3, 0,0, 10
13,1, 0,0, 5
13,2, 0,0, 5
13,3, 0,0, 5
13,2, 0,0, 10
13,3, 0,0, 5
13,2, 0,0, 5
13,3, 0,0, 5
13,2, 0,0, 5
13,0, 0,0, 5
13,1, 0,0, 5
13,2, 0,0, 5
13,3, 0,0, 10
13,4, 0,0, 5
13,5, 0,0, 30
13,6, 0,0, 5
13,2, 0,0, 10
13,3, 0,0, 5
13,2, 0,0, 5
13,3, 0,0, 5
13,1, 0,0, 5

;Announcer right
[Begin Action 14]
14,0, 0,0, 50
14,1, 0,0, 5
14,0, 0,0, 5
14,1, 0,0, 5
14,0, 0,0, 10
14,1, 0,0, 5
14,2, 0,0, 5
14,3, 0,0, 5
14,1, 0,0, 5
14,2, 0,0, 10
14,3, 0,0, 5
14,2, 0,0, 10
14,3, 0,0, 5
14,2, 0,0, 5
14,3, 0,0, 10
14,2, 0,0, 5
14,0, 0,0, 5
14,1, 0,0, 5
14,2, 0,0, 5
14,3, 0,0, 5
14,4, 0,0, 5
14,5, 0,0, 20
14,6, 0,0, 5
14,2, 0,0, 5
14,3, 0,0, 5
14,2, 0,0, 5
14,3, 0,0, 5
14,1, 0,0, 5
14,2, 0,0, 5
14,3, 0,0, 10
14,1, 0,0, 5
14,2, 0,0, 5
14,3, 0,0, 5
14,2, 0,0, 10
14,3, 0,0, 5
14,2, 0,0, 5
14,3, 0,0, 5
14,2, 0,0, 5
14,0, 0,0, 5
14,1, 0,0, 5
14,2, 0,0, 5
14,3, 0,0, 10
14,4, 0,0, 5
14,5, 0,0, 30
14,6, 0,0, 5
14,2, 0,0, 10
14,3, 0,0, 5
14,2, 0,0, 5
14,3, 0,0, 5
14,1, 0,0, 5

;12,0, 0,0, 5
;12,1, 0,0, 5
;12,2, 0,0, 5
;12,3, 0,0, 5
;12,4, 0,0, 5
;12,5, 0,0, 5
;12,6, 0,0, 5