;================================================================
;MADE BY:  Oscar M.          specially fot the z2 chars!
;================================================================

[info]
name 		= "Tenshin-Heights"
displayname	= "Tenshin-Heights"
author		= "Oscar M."

[camera]
startx 		= 0 ;-16
starty 		= 0
boundleft 	= -208
boundright 	= 208
boundhigh 	= -300 ;-400
boundlow 	= 0
tension 	= 50
verticalfollow 	= .75
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
zoffsetlink = 2
autoturn = 1
resetbg = 0

;--------------------------------------------------------
[shadow]
intensity = 40 ;90
color = 20,20,20
fade.range = 0,-30
yscale = 0.1 ;0.3


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

bgmusic = sound/chars/Tien.mp3
bgvolume = 100

;looping points for Tien.mp3
bgmloopstart = 268660
bgmloopend = 4555901

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

;----------

[bg sky]
type = normal
spriteno = 0,0
start = 0, 110
delta = .2,.2
layerno = 0

[BG fog]
type  = normal
spriteno = 11,0
start = 170, -197
delta = 0.25, 0.25
mask = 1
layerno = 0
sin.x = 4, 820
velocity = -0.06, 0
tile = 1, 0
trans = addalpha
alpha = 40,256
id = 10

[bg hills back]
type  = normal
spriteno = 1,0
start = 10, 102
delta = .3,.3
mask = 1

[bg hills]
type  = normal
spriteno = 2,0
start = 5, 102
delta = .35,.35
mask = 1

[BG fog]
type  = normal
spriteno = 11,0
start = 290, -195
delta = 0.4, 0.4
mask = 1
layerno = 0
sin.x = 4, 820
velocity = -0.1, 0
tile = 1, 0
trans = addalpha
alpha = 40,256
id = 10

[bg school]
type  = normal
spriteno = 3,0
start = 90, 102
delta = .45,.45
mask = 1

[BG fog]
type  = normal
spriteno = 11,0
start = 190, -193
delta = 0.6, 0.6
mask = 1
layerno = 0
sin.x = 4, 820
velocity = -0.12, 0
tile = 1, 0
trans = addalpha
alpha = 40,256
id = 10

[bg hills close]
type  = normal
spriteno = 4,0
start = 10, 102
delta = .8,.8
mask = 1

[BG fog]
type  = normal
spriteno = 11,0
start = 200, -190
delta = 0.9, 0.9
mask = 1
layerno = 0
sin.x = 4, 820
velocity = -0.18, 0
tile = 1, 0
trans = addalpha
alpha = 40,256
id = 10

[bg ground]
type  = normal
spriteno = 5,0
start = 10, 103
delta = 1,1
mask = 1

[BG fog]
type  = normal
spriteno = 11,0
start = 300, -185
delta = 1.05, 1.05
mask = 1
layerno = 1
sin.x = 4, 820
velocity = -0.2, 0
tile = 1, 0
trans = addalpha
alpha = 30,256
id = 10

[BG fog]
type  = normal
spriteno = 11,0
start = 400, -175
delta = 1.1, 1.1
mask = 1
layerno = 1
sin.x = 6, 920
velocity = -0.1, 0
tile = 1, 0
trans = addalpha
alpha = 30,256
id = 10

[BG fog]
type  = normal
spriteno = 11,0
start = 200, -155
delta = 1.4, 1.4
mask = 1
layerno = 1
sin.x = 6, 920
velocity = -0.15, 0
tile = 1, 0
trans = addalpha
alpha = 30,256
id = 10
