;================================================================

[info]
name 		= "Tournament of Power"
displayname	= "Tournament of Power"
author		= "Pansh"

[camera]
startx 		= 0
starty 		= 0
boundleft 	= -328
boundright 	= 328
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 = 90
color = 20,20,20
fade.range = 0,-50
yscale = 0.3


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

bgmusic = sound/stages/hdbz-top.mp3
bgvolume = 100

;loop-points for hdbz-top.mp3
bgmloopstart = 527919
bgmloopend = 3683266

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

;----------

;----------
[BG Sky]
type = Anim
actionno = 0
start = 0, 102
delta = .05,.05

[Begin Action 0]
0,0, 0,0, 4
0,1, 0,0, 4
0,2, 0,0, 4
0,3, 0,0, 4
0,4, 0,0, 4
0,5, 0,0, 4
0,6, 0,0, 4
0,7, 0,0, 4
0,8, 0,0, 4
0,9, 0,0, 4
0,10, 0,0, 4
0,11, 0,0, 4
0,12, 0,0, 4
0,13, 0,0, 4
0,14, 0,0, 4
0,15, 0,0, 4
0,16, 0,0, 4
0,17, 0,0, 4
0,18, 0,0, 4
0,19, 0,0, 4
0,20, 0,0, 4
0,21, 0,0, 4
0,22, 0,0, 4
0,23, 0,0, 4
0,24, 0,0, 4
0,25, 0,0, 4
0,26, 0,0, 4
0,27, 0,0, 4
0,28, 0,0, 4
0,29, 0,0, 4
0,30, 0,0, 4
0,31, 0,0, 4
0,32, 0,0, 4
0,33, 0,0, 4
0,34, 0,0, 4
0,35, 0,0, 4
0,36, 0,0, 4
0,37, 0,0, 4
0,38, 0,0, 4
0,39, 0,0, 4
0,40, 0,0, 4
0,41, 0,0, 4
0,42, 0,0, 4
0,43, 0,0, 4
0,44, 0,0, 4
0,45, 0,0, 4
0,46, 0,0, 4
0,47, 0,0, 4
0,48, 0,0, 4
0,49, 0,0, 4
0,50, 0,0, 4
0,51, 0,0, 4
0,52, 0,0, 4
0,53, 0,0, 4
0,54, 0,0, 4
0,55, 0,0, 4
0,56, 0,0, 4
0,57, 0,0, 4
;----------

[bg sun]
type  = normal
spriteno = 7,0
start = 0, 102
delta = .3,.3
sin.x = 3, 1200
sin.y = 2, 800
mask = 1
id = 5

[bg skybox]
type  = normal
spriteno = 6,0
start = 0, 102
delta = .37,.37
sin.x = -4, 850
sin.y = -3, 600
mask = 1
id = 5

[bg grand priest]
type  = normal
spriteno = 6,5
start = 0, 102
delta = .38,.38
sin.x = -4.2, 850
sin.y = -3, 600
mask = 1
id = 5

[bg bench]
type  = normal
spriteno = 5,0
start = 0, 102
delta = .4,.4
mask = 1
id = 5

;----------
[BG Shockwaves 0]
type = Anim
actionno = 30
start = 0, 82
delta = .5,.5
id = 10

[Begin Action 30]
-1,0, 0,0, 80
LoopStart
-1,0, 0,0, 20
30,0, 10,0, 3, ,AS156D156
30,1, 10,0, 3, ,AS146D176
30,2, 10,0, 3, ,AS136D196
-1,0, 0,0, 10
30,0, -47,-40, 3, ,AS156D156
30,1, -47,-40, 3, ,AS146D176
30,2, -47,-40, 3, ,AS136D196
-1,0, 0,0, 20
30,0, 120,20, 3, ,AS156D156
30,1, 120,20, 3, ,AS146D176
30,2, 120,20, 3, ,AS136D196
-1,0, 0,0, 50
30,0, 40,-90, 3, ,AS156D156
30,1, 40,-90, 3, ,AS146D176
30,2, 40,-90, 3, ,AS136D196
-1,0, 0,0, 10
30,0, -70,-60, 3, ,AS156D156
30,1, -70,-60, 3, ,AS146D176
30,2, -70,-60, 3, ,AS136D196
-1,0, 0,0, 20
30,0, -10,30, 3, ,AS156D156
30,1, -10,30, 3, ,AS146D176
30,2, -10,30, 3, ,AS136D196
-1,0, 0,0, 10
30,0, -47,-50, 3, ,AS156D156
30,1, -47,-50, 3, ,AS146D176
30,2, -47,-50, 3, ,AS136D196
-1,0, 0,0, 30
30,0, 130,0, 3, ,AS156D156
30,1, 130,0, 3, ,AS146D176
30,2, 130,0, 3, ,AS136D196
-1,0, 0,0, 10
30,0, 50,-10, 3, ,AS156D156
30,1, 50,-10, 3, ,AS146D176
30,2, 50,-10, 3, ,AS136D196
-1,0, 0,0, 10
30,0, -75,20, 3, ,AS156D156
30,1, -75,20, 3, ,AS146D176
30,2, -75,20, 3, ,AS136D196

[bg ground 2]
type  = normal
spriteno = 4,0
start = 0, 102
delta = .65,.65
mask = 1
id = 10

;----------
[BG heart]
type = Anim
actionno = 1000
start = 16, 88
delta = .65,.65
id = 100

[Begin Action 1000]
-1,0, 0,0, 9200
100,0, 0,0, 3
100,1, 0,0, 3
100,2, 0,0, 3
100,3, 0,0, 3
100,4, 0,0, 3
100,5, 0,0, 3
100,6, 0,0, 3
100,7, 0,0, 3
101,0, 0,0, -1

[Begin Action 1001]
101,1, 0,0, 3
101,2, 0,0, 3

[Begin Action 1002]
101,3, 0,0, 3
101,4, 0,0, 3

[Begin Action 1003]
101,5, 0,0, 3
101,6, 0,0, 3

[Begin Action 1004]
101,7, 0,0, 3
101,8, 0,0, 3

[Begin Action 1005]
102,0, 0,0, 3
102,1, 0,0, 3
102,2, 0,0, 3
101,8, 0,0, 3

;----------
[BG beam blue 1]
type = Anim
actionno = 401
start = 60, 170
delta = .65,.65
id = 10

[Begin Action 401]
-1,0, 0,0, 450
40,0, 0,0, 2
40,1, 0,0, 2
40,2, 0,0, 2
40,3, 0,0, 2
40,4, 0,0, 2
40,5, 0,0, 3
40,6, 0,0, 3
-1,0, 0,0, 350
41,0, 0,0, 2
41,1, 0,0, 2
41,2, 0,0, 2
41,3, 0,0, 2
41,4, 0,0, 2
41,5, 0,0, 3
41,6, 0,0, 3

;----------
[BG beam blue 2]
type = Anim
actionno = 402
start = 110, 165
delta = .65,.65
id = 10

[Begin Action 402]
-1,0, 0,0, 250
43,0, 0,0, 2
43,1, 0,0, 2
43,2, 0,0, 2
43,3, 0,0, 2
43,4, 0,0, 2
43,5, 0,0, 3
43,6, 0,0, 3
-1,0, 0,0, 250
40,0, 0,0, 2, H
40,1, 0,0, 2, H
40,2, 0,0, 2, H
40,3, 0,0, 2, H
40,4, 0,0, 2, H
40,5, 0,0, 3, H
40,6, 0,0, 3, H
-1,0, 0,0, 270

;----------
[BG beam blue 3]
type = Anim
actionno = 403
start = -80, 170
delta = .65,.65
id = 10

[Begin Action 403]
-1,0, 0,0, 605
42,0, 0,0, 2, H
42,1, 0,0, 2, H
42,2, 0,0, 2, H
42,3, 0,0, 2, H
42,4, 0,0, 2, H
42,5, 0,0, 3, H
42,6, 0,0, 3, H
-1,0, 0,0, 700
43,0, 0,0, 2, H
43,1, 0,0, 2, H
43,2, 0,0, 2, H
43,3, 0,0, 2, H
43,4, 0,0, 2, H
43,5, 0,0, 3, H
43,6, 0,0, 3, H

;----------
[BG beam yellow 1]
type = Anim
actionno = 501
start = -65, 174
delta = .65,.65
id = 10

[Begin Action 501]
-1,0, 0,0, 350
52,0, 0,0, 2, H
52,1, 0,0, 2, H
52,2, 0,0, 2, H
52,3, 0,0, 2, H
52,4, 0,0, 2, H
52,5, 0,0, 3, H
52,6, 0,0, 3, H
-1,0, 0,0, 600
50,0, 0,0, 2, H
50,1, 0,0, 2, H
50,2, 0,0, 2, H
50,3, 0,0, 2, H
50,4, 0,0, 2, H
50,5, 0,0, 3, H
50,6, 0,0, 3, H
-1,0, 0,0, 250

;----------
[BG beam yellow 2]
type = Anim
actionno = 502
start = -125, 155
delta = .65,.65
id = 10

[Begin Action 502]
-1,0, 0,0, 650
53,0, 0,0, 2, H
53,1, 0,0, 2, H
53,2, 0,0, 2, H
53,3, 0,0, 2, H
53,4, 0,0, 2, H
53,5, 0,0, 3, H
53,6, 0,0, 3, H
-1,0, 0,0, 400
51,0, 0,0, 2
51,1, 0,0, 2
51,2, 0,0, 2
51,3, 0,0, 2
51,4, 0,0, 2
51,5, 0,0, 3
51,6, 0,0, 3

;----------
[BG beam yellow 3]
type = Anim
actionno = 503
start = 115, 160
delta = .65,.65
id = 10

[Begin Action 503]
-1,0, 0,0, 460
52,0, 0,0, 2
52,1, 0,0, 2
52,2, 0,0, 2
52,3, 0,0, 2
52,4, 0,0, 2
52,5, 0,0, 3
52,6, 0,0, 3
-1,0, 0,0, 350
51,0, 0,0, 2
51,1, 0,0, 2
51,2, 0,0, 2
51,3, 0,0, 2
51,4, 0,0, 2
51,5, 0,0, 3
51,6, 0,0, 3
-1,0, 0,0, 50

;----------
[BG heart 1]
type  = normal
spriteno = 103,0
start = 16, 87
delta = .66,.66
mask = 1
id = 1001

[BG heart 2]
type  = normal
spriteno = 103,1
start = 17, 85
delta = .68,.68
mask = 1
id = 1002


;----------
[BG Shockwaves 1]
type = Anim
actionno = 31
start = 0, 82
delta = .7,.7
id = 10

;----------
[BG Shockwaves 1]
type = Anim
actionno = 31
start = 0, 82
delta = .7,.7
id = 10



[Begin Action 31]
-1,0, 0,0, 80
LoopStart
-1,0, 0,0, 30
31,0, -50,-50, 3, ,AS156D156
31,1, -50,-50, 3, ,AS146D176
31,2, -50,-50, 3, ,AS136D196
-1,0, 0,0, 50
31,0, -80,-60, 3, ,AS156D156
31,1, -80,-60, 3, ,AS146D176
31,2, -80,-60, 3, ,AS136D196
-1,0, 0,0, 20
31,0, 70,-20, 3, ,AS156D156
31,1, 70,-20, 3, ,AS146D176
31,2, 70,-20, 3, ,AS136D196
-1,0, 0,0, 40
31,0, 160,-50, 3, ,AS156D156
31,1, 160,-50, 3, ,AS146D176
31,2, 160,-50, 3, ,AS136D196
-1,0, 0,0, 50
31,0, -90,-40, 3, ,AS156D156
31,1, -90,-40, 3, ,AS146D176
31,2, -90,-40, 3, ,AS136D196
-1,0, 0,0, 20
;----------



[BG Explosion b0]
type = Anim
actionno = 200
start = 40, 142
delta = .7,.7
id = 10

[Begin Action 200]
-1,0, 0,0, 450
20,0, 0,0, 4
20,1, 0,0, 4
20,2, 0,0, 4
20,3, 0,0, 4
20,4, 0,0, 4
20,5, 0,0, 4
20,6, 0,0, 4
20,7, 0,0, 4
20,8, 0,0, 4
20,9, 0,0, 4
-1,0, 0,0, 350

;----------
[BG Explosion b1]
type = Anim
actionno = 210
start = -30, 122
delta = .7,.7
id = 10

[Begin Action 210]
-1,0, 0,0, 550
21,0, 0,0, 4
21,1, 0,0, 4
21,2, 0,0, 4
21,3, 0,0, 4
21,4, 0,0, 4
21,5, 0,0, 4
21,6, 0,0, 4
21,7, 0,0, 4
21,8, 0,0, 4
21,9, 0,0, 4
-1,0, 0,0, 250

;----------
[BG Explosion b2]
type = Anim
actionno = 220
start = -100, 132
delta = .7,.7
id = 10

[Begin Action 220]
-1,0, 0,0, 450
22,0, 0,0, 4
22,1, 0,0, 4
22,2, 0,0, 4
22,3, 0,0, 4
22,4, 0,0, 4
22,5, 0,0, 4
22,6, 0,0, 4
22,7, 0,0, 4
22,8, 0,0, 4
22,9, 0,0, 4
-1,0, 0,0, 350

;----------
[BG heart 3]
type  = normal
spriteno = 103,2
start = 18, 83
delta = .73,.73
mask = 1
id = 1003


;----------
[BG Agnilasa]
type = Anim
actionno = 80
start = 153, 145
delta = .75,.75
id = 10

[Begin Action 80]
-1,0, 0,0, 4000
80,0, 0,0, 6
80,1, 0,0, 6
81,0, 0,0, 6
81,1, 0,0, 6
81,2, 0,0, 6
81,3, 0,0, 6
81,4, 0,0, 6
81,5, 0,0, 6
81,6, 0,0, 6
81,7, 0,0, 6
81,8, 0,0, 6
81,9, 0,0, 6
82,0, 0,0, 6
82,1, 0,0, 6
82,2, 0,0, 6
82,3, 0,0, 6
81,0, 0,0, 6, H
81,1, 0,0, 6, H
81,2, 0,0, 6, H
81,3, 0,0, 6, H
81,4, 0,0, 6, H
81,5, 0,0, 6, H
81,6, 0,0, 6, H
81,7, 0,0, 6, H
81,8, 0,0, 6, H
81,9, 0,0, 6, H
82,0, 0,0, 6, H
82,1, 0,0, 6, H
82,2, 0,0, 6, H
82,3, 0,0, 6, H
81,0, 0,0, 6
81,1, 0,0, 6
81,2, 0,0, 6
81,3, 0,0, 6
81,4, 0,0, 6
81,5, 0,0, 6
81,6, 0,0, 6
81,7, 0,0, 6
81,8, 0,0, 6
81,9, 0,0, 6
81,10, 0,0, 6
81,0, 0,0, 6
81,1, 0,0, 6
81,2, 0,0, 6
81,3, 0,0, 6
81,4, 0,0, 6
83,0, 0,0, 6
83,1, 0,0, 3
83,2, 0,0, 3
83,3, 0,0, 3
83,2, 0,0, 3
83,3, 0,0, 3
83,2, 0,0, 3
83,3, 0,0, 3
83,2, 0,0, 3
83,4, 0,0, 6
83,5, 0,0, 6
83,6, 0,0, 6
83,7, 0,0, 3
83,8, 0,0, 3
83,9, 0,0, 3
83,10, 0,0, 3


;----------
[BG heart 4]
type  = normal
spriteno = 103,3
start = 19, 80
delta = .77,.77
mask = 1
id = 1004

[BG heart 5]
type  = normal
spriteno = 103,4
start = 20, 77
delta = .81,.81
mask = 1
id = 1005

[BG heart 6]
type  = normal
spriteno = 103,5
start = 21, 75
delta = .85,.85
mask = 1
id = 1006


;----------
[BG Explosion b3]
type = Anim
actionno = 230
start = 150, 152
delta = .85,.85
id = 10

[Begin Action 230]
-1,0, 0,0, 150
23,0, 0,0, 4
23,1, 0,0, 4
23,2, 0,0, 4
23,3, 0,0, 4
23,4, 0,0, 4
23,5, 0,0, 4
23,6, 0,0, 4
23,7, 0,0, 4
23,8, 0,0, 4
23,9, 0,0, 4
-1,0, 0,0, 350

;----------

[bg ground 1]
type  = normal
spriteno = 3,0
start = 0, 102
delta = .8,.8
mask = 1
id = 10

;----------
[BG Maji-kaio vs Ribrianne]
type = Anim
actionno = 110
start = -47, 80
delta = .8,.8
id = 10

[Begin Action 110]
-1,0, 0,0, 6050
110,0, 0,0, 3;, , AS128D256
110,1, 0,0, 3;, , AS128D256
110,2, 0,0, 30
110,3, 0,0, 4
110,4, 0,0, 4
110,5, 0,0, 4
110,6, 0,0, 4
110,7, 0,0, 4
110,8, 0,0, 60
110,9, 0,0, 8
110,10, 0,0, 8
110,11, 0,0, 3
110,12, 0,0, 3
110,13, 0,0, 3
110,14, 0,0, 3
110,15, 0,0, 30
110,14, 0,0, 4
110,15, 0,0, 12
110,14, 0,0, 4
110,15, 0,0, 30
110,16, 0,0, 4
110,17, 0,0, 4
110,18, 0,0, 3
110,19, 0,0, 3
110,20, 0,0, 3
110,21, 0,0, 3
110,22, 0,0, 4
110,23, 0,0, 4
110,24, 0,0, 4
110,25, 0,0, 4
110,26, 0,0, 4
110,27, 0,0, 4
110,28, 0,0, 4
110,29, 0,0, 30
110,30, 0,0, 4
110,31, 0,0, 4
110,32, 0,0, 4
110,33, 0,0, 4
110,34, 0,0, 60
110,1, 0,0, 3;, , AS128D256
110,0, 0,0, 3;, , AS128D256
-1,0, 0,0, -1

;----------
[BG Explosion]
type = Anim
actionno = 20
start = -10, 142
delta = .85,.85
id = 10

[Begin Action 20]
-1,0, 0,0, 200
20,0, 0,0, 4
20,1, 0,0, 4
20,2, 0,0, 4
20,3, 0,0, 4
20,4, 0,0, 4
20,5, 0,0, 4
20,6, 0,0, 4
20,7, 0,0, 4
20,8, 0,0, 4
20,9, 0,0, 4
-1,0, 0,0, 300

;----------
[BG Explosion 1]
type = Anim
actionno = 21
start = -70, 122
delta = .85,.85
id = 10

[Begin Action 21]
-1,0, 0,0, 300
21,0, 0,0, 4
21,1, 0,0, 4
21,2, 0,0, 4
21,3, 0,0, 4
21,4, 0,0, 4
21,5, 0,0, 4
21,6, 0,0, 4
21,7, 0,0, 4
21,8, 0,0, 4
21,9, 0,0, 4
-1,0, 0,0, 200

;----------
[BG Explosion 2]
type = Anim
actionno = 22
start = 100, 132
delta = .85,.85
id = 10

[Begin Action 22]
-1,0, 0,0, 400
22,0, 0,0, 4
22,1, 0,0, 4
22,2, 0,0, 4
22,3, 0,0, 4
22,4, 0,0, 4
22,5, 0,0, 4
22,6, 0,0, 4
22,7, 0,0, 4
22,8, 0,0, 4
22,9, 0,0, 4
-1,0, 0,0, 100

;----------
[BG Explosion 3]
type = Anim
actionno = 23
start = 150, 152
delta = .85,.85
id = 10

[Begin Action 23]
-1,0, 0,0, 100
23,0, 0,0, 4
23,1, 0,0, 4
23,2, 0,0, 4
23,3, 0,0, 4
23,4, 0,0, 4
23,5, 0,0, 4
23,6, 0,0, 4
23,7, 0,0, 4
23,8, 0,0, 4
23,9, 0,0, 4
-1,0, 0,0, 300

;----------
[BG Explosion 4]
type = Anim
actionno = 24
start = 80, 142
delta = .85,.85
id = 10

[Begin Action 24]
-1,0, 0,0, 300
24,0, 0,0, 4
24,1, 0,0, 4
24,2, 0,0, 4
24,3, 0,0, 4
24,4, 0,0, 4
24,5, 0,0, 4
24,6, 0,0, 4
24,7, 0,0, 4
24,8, 0,0, 4
24,9, 0,0, 4
-1,0, 0,0, 400

;----------
[BG heart 7]
type  = normal
spriteno = 103,6
start = 22, 73
delta = .88,.88
mask = 1
id = 1007


;----------
[BG Shockwaves 3]
type = dummy					;Anim
actionno = 33
start = 0, 82
delta = .9,.9
id = 10

[Begin Action 33]
-1,0, 0,0, 80
LoopStart
-1,0, 0,0, 90
33,0, 180,-70, 3, ,AS156D156
33,1, 180,-70, 3, ,AS146D176
33,2, 180,-70, 3, ,AS136D196
-1,0, 0,0, 120
33,0, -30,30, 3, ,AS156D156
33,1, -30,30, 3, ,AS146D176
33,2, -30,30, 3, ,AS136D196
-1,0, 0,0, 50
33,0, 120,-60, 3, ,AS156D156
33,1, 120,-60, 3, ,AS146D176
33,2, 120,-60, 3, ,AS136D196

;----------
[BG Sorrel vs Napapa]
type = Anim
actionno = 120
start = 10, 188
delta = .905,.905
id = 10

[Begin Action 120]
-1,0, 0,0, 4500
120,0, 0,0, 3
120,1, 0,0, 3
120,2, 0,0, 5
120,3, 0,0, 5
120,4, 0,0, 5
120,5, 0,0, 5
120,6, 0,0, 5
120,7, 0,0, 5
120,8, 0,0, 5
120,9, 0,0, 5
120,10, 0,0, 5
120,11, 0,0, 5
120,12, 0,0, 5
120,13, 0,0, 5
120,14, 0,0, 5
120,15, 0,0, 5
120,16, 0,0, 5
120,17, 0,0, 5
120,18, 0,0, 5
120,19, 0,0, 5
120,20, 0,0, 5
120,21, 0,0, 5
120,2, 0,0, 5
120,3, 0,0, 5
120,4, 0,0, 5
120,5, 0,0, 5
120,6, 0,0, 5
120,7, 0,0, 5
120,8, 0,0, 5
120,9, 0,0, 5
120,10, 0,0, 5
120,11, 0,0, 5
120,12, 0,0, 5
120,13, 0,0, 5
120,14, 0,0, 5
120,15, 0,0, 5
120,16, 0,0, 5
120,17, 0,0, 5
120,18, 0,0, 5
120,19, 0,0, 5
120,20, 0,0, 5
120,21, 0,0, 5
120,2, 0,0, 5
120,3, 0,0, 5
120,4, 0,0, 5
120,5, 0,0, 5
120,6, 0,0, 5
120,7, 0,0, 5
120,8, 0,0, 5
120,9, 0,0, 5
120,10, 0,0, 5
120,11, 0,0, 5
120,12, 0,0, 5
120,13, 0,0, 5
120,14, 0,0, 5
120,15, 0,0, 5
120,16, 0,0, 5
120,17, 0,0, 5
120,18, 0,0, 5
120,19, 0,0, 5
120,20, 0,0, 5
120,21, 0,0, 5
120,1, 0,0, 3
120,0, 0,0, 3
-1,0, 0,0, 6500
loopstart
120,0, 0,0, 3
120,1, 0,0, 3
120,2, 0,0, 5
120,3, 0,0, 5
120,4, 0,0, 5
120,5, 0,0, 5
120,6, 0,0, 5
120,7, 0,0, 5
120,8, 0,0, 5
120,9, 0,0, 5
120,10, 0,0, 5
120,11, 0,0, 5
120,12, 0,0, 5
120,13, 0,0, 5
120,14, 0,0, 5
120,15, 0,0, 5
120,16, 0,0, 5
120,17, 0,0, 5
120,18, 0,0, 5
120,19, 0,0, 5
120,20, 0,0, 5
120,21, 0,0, 5
120,2, 0,0, 5
120,3, 0,0, 5
120,4, 0,0, 5
120,5, 0,0, 5
120,6, 0,0, 5
120,7, 0,0, 5
120,8, 0,0, 5
120,9, 0,0, 5
120,10, 0,0, 5
120,11, 0,0, 5
120,12, 0,0, 5
120,13, 0,0, 5
120,14, 0,0, 5
120,15, 0,0, 5
120,16, 0,0, 5
120,17, 0,0, 5
120,18, 0,0, 5
120,19, 0,0, 5
120,20, 0,0, 5
120,21, 0,0, 5
120,2, 0,0, 5
120,3, 0,0, 5
120,4, 0,0, 5
120,5, 0,0, 5
120,6, 0,0, 5
120,7, 0,0, 5
120,8, 0,0, 5
120,9, 0,0, 5
120,10, 0,0, 5
120,11, 0,0, 5
120,12, 0,0, 5
120,13, 0,0, 5
120,14, 0,0, 5
120,15, 0,0, 5
120,16, 0,0, 5
120,17, 0,0, 5
120,18, 0,0, 5
120,19, 0,0, 5
120,20, 0,0, 5
120,21, 0,0, 5
120,1, 0,0, 3
120,0, 0,0, 3
-1,0, 0,0, 2500

;----------
[BG heart 8]
type  = normal
spriteno = 103,7
start = 23, 72
delta = .9,.9
mask = 1
id = 1008

[BG heart 9]
type = Anim
actionno = 1009
start = 24, 71
delta = .92,.92
id = 1009

[Begin Action 1009]
103,8, 0,0, 10

[Begin Action 104]
104,2, 0,0, 3
104,0, 0,0, 2
104,0, 0,10, 2
104,0, 0,30, 2
104,0, 0,50, 2
104,0, 0,90, 2
104,1, 0,130, 3
104,2, 0,130, 3
103,8, 0,130, -1

[Begin Action 107]
104,2, 0,90, 3
104,0, 0,110, 3
107,0, 0,90, 4
107,1, 0,90, 4
107,2, 0,90, 4
107,3, 0,90, 4
107,4, 0,90, 4
107,5, 0,90, 4
107,6, 0,90, 4
107,7, 0,90, 4
107,8, 0,90, 4
107,9, 0,90, 4
-1,0, 0,0, -1

;----------
[BG heart charge]
type = Anim
actionno = 1051
start = 24, 201
delta = .92,.92
id = 105

[Begin Action 1051]
-1,0, 0,0, 10440
105,2, 0,0, 3
-1,0, 0,0, 3
105,2, 0,0, 3
-1,0, 0,0, 3
105,2, 0,0, 3
-1,0, 0,0, 3
105,2, 0,0, 3
-1,0, 0,0, -1

;----------
[BG Speedlines]
type = Anim
actionno = 105
start = 24, 201
delta = .92,.92
id = 105

[Begin Action 105]
105,0, 0,0, 2
105,1, 0,0, 2

;----------
[bg crater]
type  = normal
spriteno = 106,0
start = 10, 200
delta = .925,.925
mask = 1
id = 106

;----------
[BG Roasie]
type = Anim
actionno = 115
start = 120, 175
delta = .925,.925
id = 10

[Begin Action 115]
-1,0, 0,0, 8000
loopstart
115,0, 0,0, 3
115,1, 0,0, 3
115,2, 0,0, 4
115,3, 0,0, 4
115,4, 0,0, 4
115,5, 0,0, 4
115,6, 0,0, 4
115,5, 0,0, 4
115,6, 0,0, 4
115,5, 0,0, 4
115,6, 0,0, 4
115,5, 0,0, 4
115,6, 0,0, 4
115,5, 0,0, 4
115,6, 0,0, 4
115,5, 0,0, 4
115,6, 0,0, 4
115,5, 0,0, 4
115,6, 0,0, 4
115,5, 0,0, 4
115,6, 0,0, 4
115,5, 0,0, 4
115,6, 0,0, 4
115,7, 0,0, 4
115,8, 0,0, 4
115,9, 0,0, 4
115,10, 0,0, 4
115,11, 0,0, 4
115,12, 0,0, 4
115,13, 0,0, 4
115,14, 0,0, 120
115,15, 0,0, 3
115,16, 0,0, 3
115,17, 0,0, 12
115,18, 0,0, 3
115,19, 0,0, 3
-1,0, 0,0, 4500


;----------
[BG Pillar]
type = Anim
actionno = 2
start = -20, 132  ;-10, 102
delta = .94,.94  ;.95,.95
id = 10

[Begin Action 2]
2,0, 0,0, 1800
2,1, 0,0, 6
2,2, 0,0, 6
2,3, 0,0, 6
2,4, 0,0, 6
2,5, 0,0, 6
2,6, 0,0, 6
2,7, 0,0, 1600
2,8, 0,0, 6
2,9, 0,0, 6
2,10, 0,0, 6
2,11, 0,0, 6
2,12, 0,0, 6
2,13, 0,0, 6
2,14, 0,0, 1600
2,15, 0,0, 6
2,16, 0,0, 6
2,17, 0,0, 6
2,18, 0,0, 6
2,19, 0,0, 6
2,20, 0,0, 6
2,20, 0,0, -1
;----------


[bg ground static]
type  = dummy ;normal
spriteno = 1,0
start = 0, 102
delta = 1,1
mask = 1
id = 10

;----------
[bg ground]
type = Anim
actionno = 1
start = 0, 102
delta = 1,1
mask = 1
id = 10

[Begin Action 1]
1,0, 0,0, 1800
1,1, 0,0, 3272
1,2, 0,0, -1
;----------


[BG Kato 3]
type = Anim
actionno = 611
start = 264, 170
delta = 1,1
id = 10

[Begin Action 611]
-1,0, 0,0, 2000
61,0, 0,0, 3, , AS128D256
61,1, 0,0, 3, , AS128D256
61,2, 0,0, 6
61,3, 0,0, 6
61,4, 0,0, 6
61,5, 0,0, 6
61,2, 0,0, 6
61,3, 0,0, 6
61,4, 0,0, 6
61,5, 0,0, 6
61,2, 0,0, 4
61,3, 0,0, 4
61,4, 0,0, 4
61,5, 0,0, 4
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,1, 0,0, 3, , AS128D256
61,0, 0,0, 3, , AS128D256
-1,0, 0,0, -1
;----------


[BG Kato 5]
type = Anim
actionno = 63
start = 259, 167
delta = 1,1
id = 10

[Begin Action 63]
-1,0, 0,0, 6600
63,0, 0,0, 3, , AS128D256
63,1, 0,0, 3, , AS128D256
63,2, 0,0, 4
63,3, 0,0, 100
63,4, 0,0, 4
63,5, 0,0, 4
63,6, 0,0, 4
63,7, 0,0, 3
63,6, 0,0, 120
63,8, 0,0, 3
63,9, 0,0, 3
63,10, 0,0, 3
63,11, 0,0, 3
63,12, 0,0, 3
63,13, 0,0, 500
63,14, 0,0, 4, , AS128D256
63,15, 0,0, 4, , AS128D256
-1,9, 0,0, -1
;----------


[bg ground rock]
type  = normal
spriteno = 1,10
start = 0, 102
delta = 1,1
mask = 1
id = 10


[BG Dercori]
type = Anim
actionno = 70
start = 0, 102
delta = 1,1
id = 10

[Begin Action 70]
-1,0, 0,0, 1900 ;900
70,0, 0,0, 8
70,1, 0,0, 8
70,2, 0,0, 8
70,3, 0,0, 8
70,4, 0,0, 8
70,5, 0,0, 6
70,4, 0,0, 60
70,4, 0,0, 6 , ,AS224D32
70,4, 0,0, 6 , ,AS192D64
70,4, 0,0, 6 , ,AS160D96
70,4, 0,0, 6 , ,AS128D128
70,4, 0,0, 6 , ,AS96D160
70,4, 0,0, 6 , ,AS64D192
70,4, 0,0, 6 , ,AS32D224
-1,0, 0,0, 2000
;loopstart
70,0, 0,0, 8
70,1, 0,0, 8
70,2, 0,0, 8
70,3, 0,0, 8
70,4, 0,0, 8
70,5, 0,0, 6
70,4, 0,0, 100
70,6, 0,0, 8
70,7, 0,0, 8
70,8, 0,0, 20
70,7, 0,0, 8
70,6, 0,0, 8
70,4, 0,0, 12
70,6, 0,0, 8
70,7, 0,0, 8
70,8, 0,0, 70
70,8, 0,0, 6 , ,AS224D32
70,8, 0,0, 6 , ,AS192D64
70,8, 0,0, 6 , ,AS160D96
70,8, 0,0, 6 , ,AS128D128
70,8, 0,0, 6 , ,AS96D160
70,8, 0,0, 6 , ,AS64D192
70,8, 0,0, 6 , ,AS32D224
-1,0, 0,0, 300


;----------

[bg gamisalas]
type = Anim
actionno = 90
start = -400, 195
delta = 1,1
mask = 1
id = 10

[Begin Action 90]
90,0, -30,-90, 10, , AS14D242
90,0, -30,-90, 10, , AS16D240
90,0, -30,-90, 10, , AS22D234

90,0, -30,-90, 200, , AS30D226			;80 pulse effect

92,0, -30,-90, 10, , AS30D226
92,1, -21,-85, 4, , AS30D226
92,1, -14,-75, 4, , AS30D226
92,1, -8,-60, 4, , AS30D226
92,1, -4,-40, 4, , AS30D226			;256 dust effect
92,2, -2,-15, 4, , AS30D226

93,0, 0,0, 15, , AS30D226
93,1, 0,0, 10, , AS30D226
93,2, 0,0, 10, , AS30D226
93,3, 0,0, 10, , AS30D226
93,0, 0,0, 10, , AS30D226
93,1, 0,0, 10, , AS30D226
93,2, 0,0, 10, , AS30D226
93,3, 0,0, 10, , AS30D226
93,0, 0,0, 10, , AS30D226
93,1, 0,0, 10, , AS30D226
93,2, 0,0, 10, , AS30D226
93,3, 0,0, 10, , AS30D226
93,0, 0,0, 10, , AS30D226
93,1, 0,0, 10, , AS30D226
93,2, 0,0, 10, , AS30D226
93,3, 0,0, 10, , AS30D226

93,0, 0,0, 10, , AS22D234
93,1, 0,0, 10, , AS22D234
93,2, 0,0, 10, , AS22D234
93,3, 0,0, 10, , AS22D234
93,0, 0,0, 10, , AS16D240
93,1, 0,0, 10, , AS16D240
93,2, 0,0, 10, , AS16D240
93,3, 0,0, 10, , AS16D240
93,0, 0,0, 10, , AS14D242
93,1, 0,0, 10, , AS14D242
93,2, 0,0, 10, , AS14D242
93,3, 0,0, 10, , AS14D242			;545 end

-1,0, 0,0, 2500

;----------

[bg gamisalas pulse]
type = Anim
actionno = 91
start = -400, 195
delta = 1,1
mask = 1
id = 10

[Begin Action 91]
-1,1, -30,-90, 80

90,1, -30,-90, 3, , AS20D246
90,2, -30,-90, 3, , AS20D246
90,3, -30,-90, 3, , AS20D246
90,4, -30,-90, 3, , AS20D246
90,5, -30,-90, 3, , AS20D246
90,6, -30,-90, 3, , AS20D246
90,7, -30,-90, 3, , AS20D246
90,8, -30,-90, 3, , AS20D246

-1,1, -30,-90, 441

-1,0, 0,0, 2500

;----------

[bg gamisalas dust]
type = Anim
actionno = 94
start = -399, 195
delta = 1,1
mask = 1
id = 10

[Begin Action 94]
-1,1, -30,-90, 256

94,0, 0,0, 5
94,1, 0,0, 5
94,2, 0,0, 5
94,3, 0,0, 5
94,4, 0,0, 5

-1,1, -30,-90, 264

-1,0, 0,0, 2500

;----------


[BG Kato 1]
type = Anim
actionno = 60
start = 0, 102
delta = 1,1
id = 10

[Begin Action 60]
-1,0, 0,0, 500
60,0, 0,0, 3, , AS128D256
60,1, 0,0, 3, , AS128D256
60,2, 0,0, 4
60,3, 0,0, 240
60,4, 0,0, 2
60,5, 0,0, 2
60,6, 0,0, 2
60,7, 0,0, 2
60,8, 0,0, 2
60,9, 0,0, 2
60,10, 0,0, 180
60,11, 0,0, 3, , AS128D256
60,12, 0,0, 3, , AS128D256
-1,0, 0,0, -1
;----------


[BG Kato 2]
type = Anim
actionno = 61
start = -144, 190
delta = 1,1
id = 10

[Begin Action 61]
-1,0, 0,0, 1200
61,0, 0,0, 3, , AS128D256
61,1, 0,0, 3, , AS128D256
61,2, 0,0, 6
61,3, 0,0, 6
61,4, 0,0, 6
61,5, 0,0, 6
61,2, 0,0, 6
61,3, 0,0, 6
61,4, 0,0, 6
61,5, 0,0, 6
61,2, 0,0, 4
61,3, 0,0, 4
61,4, 0,0, 4
61,5, 0,0, 4
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,2, 0,0, 2
61,3, 0,0, 2
61,4, 0,0, 2
61,5, 0,0, 2
61,1, 0,0, 3, , AS128D256
61,0, 0,0, 3, , AS128D256
-1,0, 0,0, -1
;----------


[BG Kato 4]
type = Anim
actionno = 62
start = 142, 185
delta = 1,1
id = 10

[Begin Action 62]
-1,0, 0,0, 3326
62,0, 0,0, 3, , AS128D256
62,1, 0,0, 3, , AS128D256
62,2, 0,0, 4
62,3, 0,0, 100
62,4, 0,-1, 2
62,4, 0,0, 2
62,4, 1,-1, 2
62,4, 1,0, 2
62,4, 2,0, 2
62,4, 3,1, 2
62,5, 3,1, 4
62,6, 3,1, 4
62,7, 3,1, 4
62,8, 3,1, 4
62,7, 3,1, 200
62,9, 3,1, 8
62,10, 3,1, 100
62,11, 3,1, 50
62,12, 3,1, 60
62,11, 3,1, 70
62,12, 3,1, 100
62,11, 3,1, 120
62,10, 3,1, 60
62,9, 3,1, 8
62,13, 0,0, 3, , AS128D256
62,14, 0,0, 3, , AS128D256
-1,0, 0,0, -1
;----------


[BG Kato 5 energy]
type = Anim
actionno = 631
start = 257, 115
delta = 1,1
id = 10

[Begin Action 631]
-1,0, 0,0, 6600
-1,0, 0,0, 3
-1,1, 0,0, 3
-1,2, 0,0, 4
-1,3, 0,0, 100
-1,4, 0,0, 4
-1,5, 0,0, 4
-1,6, 0,0, 4
-1,7, 0,0, 3
-1,6, 0,0, 80
-1,0, 0,0, 2, , AS128D256
33,0, 0,0, 2, , AS128D256
32,0, 0,0, 2, , AS128D256
31,0, 0,0, 2, , AS128D256
30,0, 0,0, 2, , AS128D256
-1,0, 0,0, 2, , AS128D256
33,0, 0,0, 2, , AS128D256
32,0, 0,0, 2, , AS128D256
31,0, 0,0, 2, , AS128D256
30,0, 0,0, 2, , AS128D256
-1,0, 0,0, 2, , AS128D256
33,0, 0,0, 2, , AS128D256
32,0, 0,0, 2, , AS128D256
31,0, 0,0, 2, , AS128D256
30,0, 0,0, 2, , AS128D256
-1,0, 0,0, 10
31,1, 0,0, 3, H, AS128D256 ;AS156D156
31,2, 0,0, 3, VH, AS128D256 ;AS156D156
32,2, 0,0, 3, VH, AS128D256 ;AS156D156
33,2, 0,0, 3, , AS128D256 ;AS156D156
34,1, 0,0, 3, , AS128D256 ;AS156D156
34,2, 0,0, 3, , AS128D256 ;AS156D156
-1,13, 0,0, 497
-1,14, 0,0, 4
-1,15, 0,0, -1
;----------


[bg rocks]
type  = normal
spriteno = 8,0
start = 5, 102
delta = 1.04,1.04
mask = 1
layerno = 1
id = 10





;----------
[bg position]
type  = dummy
spriteno = -1,0
start = 0, 0
delta = 1,1
mask = 1
id = 10

[BG Dummy] ;Dummy object for player's zoffset to be bound to
type  = dummy
id = 2
start = 0,0
positionlink = 1

;-----
[BGCtrlDef bg shaking]
looptime =  470
ctrlID = 5

[BGCtrl s1]
type = SinY
time = 180
value = .3, 6, 0 

[BGCtrl s2]
type = SinY
time = 186
value = 0, 5, 0

[BGCtrl 10.2]
type = SinY
time = 335
value = .3, 6, 0

[BGCtrl 10.2]
type = SinY
time = 341
value = 0, 5, 0

[BGCtrl 10.3]
type = SinY
time = 450
value = .3, 6, 0

[BGCtrl 10.2]
type = SinY
time = 456
value = 0, 5, 0

;-----
[BGCtrlDef shaking]
looptime =  470
ctrlID = 10, 100, 1009, 105, 106

[BGCtrl s1]
type = SinY
time = 180
value = .5, 6, 0 

[BGCtrl s2]
type = SinY
time = 192
value = 0, 5, 0

[BGCtrl 10.2]
type = SinY
time = 335
value = .5, 6, 0

[BGCtrl 10.2]
type = SinY
time = 347
value = 0, 5, 0

[BGCtrl 10.3]
type = SinY
time = 450
value = .5, 6, 0

[BGCtrl 10.2]
type = SinY
time = 462
value = 0, 5, 0

;-----
[BGCtrlDef pillar shaking]
;looptime =  470
ctrlID = 10, 100, 1009, 105, 106

[BGCtrl p1]
type = SinY
time = 1800
value = 2, 5, 0 

[BGCtrl p2]
type = SinY
time = 1836
value = 1, 5, 0 

[BGCtrl p2b]
type = SinY
time = 1856
value = 0, 5, 0 

[BGCtrl p3]
type = SinY
time = 3436
value = 2, 5, 0 

[BGCtrl p4]
type = SinY
time = 3472
value = 1, 5, 0 

[BGCtrl p4]
type = SinY
time = 3492
value = 0, 5, 0 

[BGCtrl p5]
type = SinY
time = 5072
value = 2, 5, 0 

[BGCtrl p6]
type = SinY
time = 5108
value = 1, 5, 0 

[BGCtrl p6]
type = SinY
time = 5128
value = 0, 5, 0 


;-----
[BGCtrlDef pillar bg shaking]
;looptime =  470
ctrlID = 5

[BGCtrl p1]
type = SinY
time = 1800
value = 1, 5, 0 

[BGCtrl p2]
type = SinY
time = 1836
value = .5, 5, 0 

[BGCtrl p2b]
type = SinY
time = 1856
value = 0, 5, 0 

[BGCtrl p3]
type = SinY
time = 3436
value = 1, 5, 0 

[BGCtrl p4]
type = SinY
time = 3472
value = .5, 5, 0 

[BGCtrl p4]
type = SinY
time = 3492
value = 0, 5, 0 

[BGCtrl p5]
type = SinY
time = 5072
value = 1, 5, 0 

[BGCtrl p6]
type = SinY
time = 5108
value = .5, 5, 0 

[BGCtrl p6]
type = SinY
time = 5128
value = 0, 5, 0 




;-----
[BGCtrlDef Agnilasa shaking]
looptime =  4336
ctrlID = 5, 10, 100, 1009, 105, 106

[BGCtrl start]
type = SinY
time = 0
value = 0, 5, 0 

[BGCtrl punch 1a]
type = SinY
time = 4048
value = 3, 5, 0 

[BGCtrl punch 1b]
type = SinY
time = 4054
value = 2, 5, 0 

[BGCtrl punch 1c]
type = SinY
time = 4060
value = 0, 5, 0 

[BGCtrl punch 2a]
type = SinY
time = 4096
value = 3, 5, 0 

[BGCtrl punch 2b]
type = SinY
time = 4102
value = 2, 5, 0 

[BGCtrl punch 2c]
type = SinY
time = 4108
value = 0, 5, 0 

[BGCtrl punch 3a]
type = SinY
time = 4132
value = 3, 5, 0 

[BGCtrl punch 3b]
type = SinY
time = 4138
value = 2, 5, 0 

[BGCtrl punch 3c]
type = SinY
time = 4144
value = 0, 5, 0 

[BGCtrl punch 4a]
type = SinY
time = 4180
value = 3, 5, 0 

[BGCtrl punch 4b]
type = SinY
time = 4186
value = 2, 5, 0 

[BGCtrl punch 4c]
type = SinY
time = 4192
value = 0, 5, 0 

[BGCtrl punch 5a]
type = SinY
time = 4216
value = 3, 5, 0 

[BGCtrl punch 5b]
type = SinY
time = 4222
value = 2, 5, 0 

[BGCtrl punch 5c]
type = SinY
time = 4228
value = 0, 5, 0 

[BGCtrl punch 6a]
type = SinY
time = 4246
value = 3, 5, 0 

[BGCtrl punch 6b]
type = SinY
time = 4252
value = 2, 5, 0 

[BGCtrl punch 6c]
type = SinY
time = 4258
value = 0, 5, 0 

[BGCtrl fall 1a]
type = SinY
time = 4321
value = 3, 5, 0 

[BGCtrl fall 1b]
type = SinY
time = 4327
value = 2, 5, 0 

[BGCtrl fall 1c]
type = SinY
time = 4333
value = 0, 5, 0 


;-----
[BGCtrlDef Pretty Black Hole Movement]
looptime =  -1
ctrlID = 1001, 1002, 1003, 1004, 1005, 1006, 1007, 1008, 1009

[BGCtrl start]
type = Visible
time = 0
value = 0

;-----
[BGCtrlDef Pretty Black Hole Movement 1]
looptime =  -1
ctrlID = 1001

[BGCtrl start]
type = Visible
time = 9836
value = 1

[BGCtrl end]
type = Visible
time = 9839
value = 0

;-----
[BGCtrlDef Pretty Black Hole Movement 2]
looptime =  -1
ctrlID = 1002

[BGCtrl start]
type = Visible
time = 9839
value = 1

[BGCtrl end]
type = Visible
time = 9842
value = 0

;-----
[BGCtrlDef Pretty Black Hole Movement 3]
looptime =  -1
ctrlID = 1003

[BGCtrl start]
type = Visible
time = 9842
value = 1

[BGCtrl end]
type = Visible
time = 9845
value = 0

;-----
[BGCtrlDef Pretty Black Hole Movement 4]
looptime =  -1
ctrlID = 1004

[BGCtrl start]
type = Visible
time = 9845
value = 1

[BGCtrl end]
type = Visible
time = 9848
value = 0

;-----
[BGCtrlDef Pretty Black Hole Movement 5]
looptime =  -1
ctrlID = 1005

[BGCtrl start]
type = Visible
time = 9848
value = 1

[BGCtrl end]
type = Visible
time = 9851
value = 0

;-----
[BGCtrlDef Pretty Black Hole Movement 6]
looptime =  -1
ctrlID = 1006

[BGCtrl start]
type = Visible
time = 9851
value = 1

[BGCtrl end]
type = Visible
time = 9854
value = 0

;-----
[BGCtrlDef Pretty Black Hole Movement 7]
looptime =  -1
ctrlID = 1007

[BGCtrl start]
type = Visible
time = 9854
value = 1

[BGCtrl end]
type = Visible
time = 9857
value = 0

;-----
[BGCtrlDef Pretty Black Hole Movement 8]
looptime =  -1
ctrlID = 1008

[BGCtrl start]
type = Visible
time = 9857
value = 1

[BGCtrl end]
type = Visible
time = 9860
value = 0

;-----
[BGCtrlDef Pretty Black Hole Back Animation]
looptime =  -1
ctrlID = 100

[BGCtrl grow 1]
type = Anim
time = 9300
value = 1001

[BGCtrl grow 2]
type = Anim
time = 9400
value = 1002

[BGCtrl grow 3]
type = Anim
time = 9500
value = 1003

[BGCtrl grow 4]
type = Anim
time = 9600
value = 1004

[BGCtrl electro]
type = Anim
time = 9800
value = 1005

[BGCtrl vanish]
type = Visible
time = 9836
value = 0

;-----
[BGCtrlDef Pretty Black Hole Movement 9] ; also front animation
looptime =  -1
ctrlID = 1009

[BGCtrl start]
type = Visible
time = 9860
value = 1

[BGCtrl fall]
type = Anim
time = 9880
value = 104

[BGCtrl deeper]
type = PosAdd
time = 9980
y = 10

[BGCtrl deeper 1]
type = PosAdd
time = 10060
y = 10

[BGCtrl explode]
type = Anim
time = 10458
value = 107

;-----
[BGCtrlDef Pretty Black Hole Speedlines]
looptime =  -1
ctrlID = 105

[BGCtrl initialize]
type = Visible
time = 0
value = 0

[BGCtrl start]
type = Visible
time = 9899
value = 1

[BGCtrl deeper]
type = PosAdd
time = 9980
y = 10

[BGCtrl deeper 1]
type = PosAdd
time = 10060
y = 10

[BGCtrl end]
type = Visible
time = 10458
value = 0

;-----
[BGCtrlDef Pretty Black Hole Crater]
looptime =  -1
ctrlID = 106

[BGCtrl initialize]
type = Visible
time = 0
value = 0

[BGCtrl start]
type = Visible
time = 9893
value = 1

[BGCtrl deeper]
type = PosAdd
time = 9980
y = -5

[BGCtrl deeper 1]
type = PosAdd
time = 10060
y = -5

[BGCtrl end]
type = Velset
time = 10464
y = 4

[BGCtrl end 1]
type = Visible
time = 10564
value = 0


;-----
[BGCtrlDef Pretty Black Hole shaking]
looptime =  -1
ctrlID = 5, 10, 100, 1009, 105, 106

[BGCtrl start]
type = SinY
time = 0
value = 0, 5, 0 

[BGCtrl smash 1]
type = SinY
time = 9893
value = 5, 5, 0 

[BGCtrl smash 1b]
type = SinY
time = 9903
value = 2, 5, 0 

[BGCtrl rumble]
type = SinY
time = 9913
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 9923
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 9933
value = 1, 5, 0

[BGCtrl smash 2]
type = SinY
time = 9980
value = 5, 5, 0 

[BGCtrl smash 2b]
type = SinY
time = 9990
value = 2, 5, 0 

[BGCtrl rumble]
type = SinY
time = 10000
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 10010
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 10020
value = 1, 5, 0

[BGCtrl smash 3]
type = SinY
time = 10060
value = 5, 5, 0 

[BGCtrl smash 3]
type = SinY
time = 10065
value = 5, 5, 0 

[BGCtrl smash 3b]
type = SinY
time = 10070
value = 2, 5, 0 

[BGCtrl rumble]
type = SinY
time = 10080
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 10090
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 10100
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 10150
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 10200
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 10250
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 10300
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 10350
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 10400
value = 1, 5, 0

[BGCtrl rumble]
type = SinY
time = 10450
value = 1, 5, 0

[BGCtrl explode]
type = SinY
time = 10464
value = 10, 5, 0 

[BGCtrl explode 1]
type = SinY
time = 10474
value = 6, 5, 0 

[BGCtrl explode 2]
type = SinY
time = 10484
value = 4, 5, 0

[BGCtrl end]
type = SinY
time = 10494
value = 1, 5, 0

[BGCtrl end]
type = SinY
time = 10504
value = 0, 5, 0
