; ===========================
; Flat Zone Stage Definition File
; Contents (c) 2001 by Kamek the Magikoopa
; Authorized only for use in Elecbyte's M.U.G.E.N
; Do not steal my work! Ask before using something.
; ===========================
; Description: .DEF file for Flat Zone stage
; ===========================

;===================
;INFORMATION SECTION
;===================
[Info]
name = "Superflat World: Flat Zone"

;==============
;CAMERA SECTION
;==============
[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 = -241
boundright = 241

 ;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 = -317
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 = 1

 ;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 = 0

 ;Horizontal distance player is from edge before camera starts to move
 ;left or right. Typically 50 or 60.
tension = 120
;tension = 60

;==========================
;PLAYER INFORMATION SECTION
;==========================
[PlayerInfo]
;--- Player 1 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically -70 and p2startx is 70.
 ;p1starty and p1startz should be 0.
p1startx = -70          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1startz = 0            ;Starting z coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1

;--- Common ---
 ;Don't change these values.
leftbound  = -1000 ;Left bound (x-movement)
rightbound =  1000 ;Right bound
topbound  =  0     ;Top bound (z-movement)
botbound  =  0     ;Bottom bound

;===================
;SCALING INFORMATION
;===================
[Scaling]
 ;No need to change these values
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

;====================
;BOUNDARY INFORMATION
;====================
[Bound]
 ;Distance from left/right edge of screen that player can move to
 ;Typically 15
screenleft = 15    ;Dist from left of screen that player can move to
screenright = 15   ;Right edge

;=================
;STAGE INFORMATION
;=================
[StageInfo]
 ;Z offset for drawing
 ;Adjust this value to move the ground level up/down in the screen.
 ;It's the position where the players stand at.
 ;Up - smaller, Down - larger
 ;***
zoffset = 170

 ;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

;==================
;SHADOW INFORMATION
;==================
[Shadow]
 ;This is the shadow color given in r,g,b. Valid values for each
 ;range from 0 (lightest) to 255 (darkest).
 ;Defaults to 92,92,92 if omitted.
color = 255, 255, 255

 ;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 = -0.7

 ;Set to 1 to draw "reflection" shadows. Defaults to 0.
reflect = 0

;=================
;MUSIC INFORMATION
;=================
[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/SSBM26-FlatZone.mp3

 ;Adjust the volume. 0 is normal, negative for softer, and
 ;positive for louder (only for mp3, mods and CDA)
bgvolume = 0

;=============================
;BACKGROUND DEFINITION SECTION
;=============================

;-------------------------------------
; [BG x]
; type = ?       "Normal"/"Parallax"/"Height"  (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"/"sub"/"avg" (def: "none")
; 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)
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
;  Parallax-only:
; xscale = ?, ?    Top xscale, bottom xscale (float) (if used, then no tiling)
; width = ?, ?     Top width, bottom width (int)  (if used, then tiles;
;                             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)
;-------------------------------------

[BGDef]
spr = stages/FlatZone.sff
debugbg = 1

[BG G&W Unit]
type = normal
spriteno = 0,0
start = -401,-318
mask = 1
layerno = 1

[BG MainStage]
type = normal
spriteno = 1,0
start = -342, -208

[BG MonsterDude]
type = anim
actionno = 1
start = 131, 36
; 473,244

[Begin Action 1]
-1,-1, 0,0, 10800
2,0, 0,0, 240
-1,-1, 0,0, 240
2,0, 0,0, 240
-1,-1, 0,0, 240
2,0, 0,0, 240
-1,-1, 0,0, 240
2,0, 0,0, 240
-1,-1, 0,0, 240
2,0, 0,0, 240
-1,-1, 0,0, 240
2,0, 0,0, 240
-1,-1, 0,0, 240
2,0, 0,0, 240
-1,-1, 0,0, 240
