; Definitions of system screens ; Motif: IKEMEN1 with 24 Slots ; Optimal resolution: 1280x720 ; Supported languages: en, ja ; Notes about fonts: ; - fonts can be specified in the [Files] section (no limit to how many), ; alternatively, you can point directly to the file path in the parameter: ; i.e: menu.item.font = font/menu1.def, 0, -1 ; - fonts indexed here do not refer to the ones in fight.def ; - fonts are search in directories in the following order: ; 1. system directory ; 2. ikemen program directory (not recommended to keep custom fonts here) ; 3. data/ (not recommended to keep custom fonts here) ; 4. font/ ;---------------------------- [Info] name = IKEMEN1 ;Name of motif author = Ohmga Shironeko ;Motif author name versiondate = 03,06,2026 ;Version date of motif (MM-DD-YYYY) (new in MUGEN 1.0) ikemenversion = 1.0 ;Version of I.K.E.M.E.N motif is compatible with (Ikemen nightly) localcoord = 1280,720 ;Local coordinate space width and height (new in MUGEN 1.0) ;---------------------------- ;Directories are checked in this order: ;1. current directory system.def is in ;2. data/ ;3. your Ikemen directory ;eg. If you write "spr = system.sff", and this system.def file ; is in ~/ikemen/data/mymotif/, then Ikemen will first look ; for ~/ikemen/data/mymotif/system.sff. If it does not find ; it there, it looks for ~/ikemen/data/system.sff (the default). ; Finally, if that is not found, it will look for ; ~/ikemen/system.sff. [Files] spr = system.sff ;Filename of sprite data snd = system.snd ;Filename of sound data logo.storyboard = logo.def ;Logo storyboard definition (optional) ;intro.storyboard = ;Intro storyboard definition (optional) select = select.def ;Character and stage selection list fight = fight.def ;Fight definition filename font1 = f-4x6.def font2 = ikemen1/fonts/Pixel.def font3 = ikemen1/fonts/Menu2.def font4 = ikemen1/fonts/Menu1.def font5 = Open_Sans.def ;font5.height = 36 ;Uncomment to override the size of the font (Truetype fonts only) font6 = infofont.def font7 = Open_Sans.def font8 = ikemen1/fonts/Timer.def font9 = ikemen1/fonts/PixelFlat.def module = ;External Lua code ;---------------------------- [Music] ;Put a filename for a MOD, MP3 or MIDI here, or just leave it ;blank if you do not want music. If an invalid filename is ;given, then no music will play. ;To play mymusic.mp3 from the sound/ directory, put: ; title.bgm = sound/mymusic.mp3 ;Music will continue to play between screens if the files names ;are the same, and both BGMs are specified to loop. ;Music to play at title screen. title.bgm = sound/Title.mp3 title.bgm.volume = 100 ;volume scaling factor in percent. 100 is default title.bgm.loop = 1 ;Set to 0 to prevent looping title.bgm.loopstart = title.bgm.loopend = ;Music to play at char select screen. select.bgm = sound/Select.mp3 select.bgm.volume = 100 select.bgm.loop = 1 select.bgm.loopstart = select.bgm.loopend = ;Music to play at versus screen. vs.bgm = sound/Versus.mp3 vs.bgm.volume = 100 vs.bgm.loop = 0 vs.bgm.loopstart = vs.bgm.loopend = ;Music to play at victory screen. victory.bgm = sound/Winner.mp3 victory.bgm.volume = 100 victory.bgm.loop = 0 victory.bgm.loopstart = victory.bgm.loopend = ;Music to play at option screen. option.bgm = option.bgm.volume = 100 option.bgm.loop = 1 option.bgm.loopstart = option.bgm.loopend = ;Music to play at replay screen. replay.bgm = replay.bgm.volume = 100 replay.bgm.loop = 1 replay.bgm.loopstart = replay.bgm.loopend = ;Music to play at continue screen. continue.bgm = sound/Continue.mp3 continue.bgm.volume = 100 continue.bgm.loop = 0 continue.bgm.loopstart = continue.bgm.loopend = ;Music to play at results screen. results.bgm = results.bgm.volume = 100 results.bgm.loop = 1 results.bgm.loopstart = results.bgm.loopend = ;Music to play at hiscore screen. hiscore.bgm = hiscore.bgm.volume = 100 hiscore.bgm.loop = 1 hiscore.bgm.loopstart = hiscore.bgm.loopend = ;------------------------------------------------------------------- ;Title screen definition [Title Info] fadein.time = 10 fadeout.time = 10 menu.pos = 1240,330 menu.tween.factor = 0.5 menu.item.font = 4,0,-1 menu.item.active.font = 4,0,-1, 123,206,255 menu.item.spacing = 0, 54 menu.item.layerno = 2 menu.item.active.layerno = 2 loading.font = 9, 0, -1, 191, 191, 191, 255, -1 loading.offset = 1200, 680 loading.scale = 1.5, 1.5 loading.xshear = 0.25 loading.text = NOW LOADING... footer.title.font = default-3x5.def, 0, 1, 191, 191, 191, 255, -1 footer.title.offset = 5, 721 footer.title.scale = 3,3 footer.info.font = default-3x5.def, 0, 0, 191, 191, 191, 255, -1 footer.info.offset = 640, 721 footer.info.scale = 3,3 footer.version.font = default-3x5.def, 0, -1, 191, 191, 191, 255, -1 footer.version.offset = 1275, 721 footer.version.scale = 3,3 footer.overlay.col = 0, 0, 64 footer.overlay.alpha = 255, 100 footer.overlay.window = 0, 700, 1280, 720 ;Network menu connecting.offset = 640, 393 connecting.font = 7,0,0 connecting.scale = 1.0, 1.0 connecting.text = Waiting for player 2... (%s) connecting.join.text = Now connecting to %s... (%s) ;connecting.overlay.window = 0, 0, 1280, 720 connecting.overlay.col = 0, 0, 0 connecting.overlay.alpha = 0, 128 textinput.offset = 189, 393 textinput.font = 7,0,1 textinput.scale = 1.0, 1.0 textinput.name.text = Enter Host display name, e.g. John.\nExisting entries can be removed with DELETE button. textinput.address.text = Enter Host IP address, e.g. 127.0.0.1\nCopied text can be pasted with INSERT button. ;textinput.overlay.window = 0, 0, 1280, 720 textinput.overlay.col = 0, 0, 0 textinput.overlay.alpha = 0, 128 ; These parameters define the window in which the items are visible ; in. menu.window.margins.y = 40, 30 menu.window.visibleitems = 6 menu.boxcursor.visible = 0 ;Set to 1 to enable default cursor display menu.boxcursor.tween.snap = 1 ;Set to 0 to disable cursor snap on menu section change menu.boxcursor.tween.factor = 0.5 menu.boxcursor.coords = -646,-45,45,6 ; These are the sounds for cursor movement cursor.move.snd = 100,0 cursor.done.snd = 100,1 cancel.snd = 100,2 ; Flexible submenu grouping. ;Full documentation of this feature is available on Ikemen GO features wiki ; Submenu: Arcade menu.itemname.menuarcade = ARCADE menu.itemname.menuarcade.arcade = SINGLE MODE menu.itemname.menuarcade.teamarcade = TEAM ARCADE menu.itemname.menuarcade.teamcoop = TEAM CO-OP menu.itemname.menuarcade.back = BACK ; Submenu: Versus menu.itemname.menuversus = VS MODE menu.itemname.menuversus.versus = 1P VS 2P menu.itemname.menuversus.teamversus = TEAM VERSUS menu.itemname.menuversus.versuscoop = VERSUS CO-OP menu.itemname.menuversus.freebattle = QUICK MATCH menu.itemname.menuversus.back = BACK ; Submenu: Story Mode menu.itemname.storymode = STORY MODE ; story arcs menu items are automatically added before storymode.back menu.itemname.storymode.back = BACK ; Submenu: Network menu.itemname.menunetwork = NETWORK menu.itemname.menunetwork.serverhost = HOST GAME menu.itemname.menunetwork.serverjoin = JOIN GAME menu.itemname.menunetwork.back = BACK ; known IP addresses show up before serverjoin.back item menu.itemname.menunetwork.serverjoin.joinadd = NEW ADDRESS menu.itemname.menunetwork.serverjoin.back = BACK ; This group is hidden and should not be moved to other menus. ; It's opened automatically, after synchronization with online player. menu.itemname.server.netplayversus = VERSUS 2P menu.itemname.server.netplayteamcoop = ARCADE CO-OP menu.itemname.server.netplaysurvivalcoop = SURVIVAL CO-OP menu.itemname.server.back = EXIT ; Submenu: Practice menu.itemname.menupractice = PRACTICE menu.itemname.menupractice.training = TRAINING menu.itemname.menupractice.back = BACK ; Submenu: Mission menu.itemname.menumission = MISSION menu.itemname.menumission.survival = SURVIVAL menu.itemname.menumission.survivalcoop = SURVIVAL CO-OP menu.itemname.menumission.timeattack = TIME ATTACK menu.itemname.menumission.bonusgames = BONUS GAMES menu.itemname.menumission.back = BACK ; Submenu: Mission => Bonus Games ; bonus characters menu items are automatically added before bonusgames.back menu.itemname.menumission.bonusgames.back = BACK ; Submenu: Watch Mode menu.itemname.menuwatch = WATCH MODE menu.itemname.menuwatch.watch = CPU MATCH menu.itemname.menuwatch.randomtest = RANDOMTEST menu.itemname.menuwatch.replay = REPLAY menu.itemname.menuwatch.back = BACK ; Options menu.itemname.options = OPTIONS ; Exit Game menu.itemname.exit = EXIT ;---------------------------- ;Title background definition [TitleBGdef] bgclearcolor = 255,255,255 [TitleBG Background Sky] type = normal spriteno = 100,0 layerno = 0 start = -640,0 [TitleBG Background Clouds Top] type = normal spriteno = 100,2 layerno = 0 start = -640, -50 tile = 1,0 velocity = -0.1, 0 window = 0,0, 1279,959 mask = 1 [TitleBG Background Clouds Bottom] type = normal spriteno = 100,3 layerno = 0 start = -640, 0 tile = 1,0 velocity = -0.7, 0 window = 0,0, 1279,959 mask = 1 [TitleBG Background Black Bars] type = normal spriteno = 100,1 layerno = 0 start = -640,0 trans = add1 mask = 1 [TitleBG Background Black Menu Bars] type = normal spriteno = 98,0 layerno = 0 start = 640,282 trans = add1 mask = 1 [TitleBG Title LogoShadow] type = normal spriteno = 0, 2 layerno = 1 start = -250,155 mask = 1 alpha = 256,96 trans = add sin.y = 15, 264, 2 [TitleBG Title LogoShadow] type = normal spriteno = 0, 3 layerno = 1 start = -250,155 mask = 1 alpha = 256,96 trans = add sin.y = 15, 264, 32 [TitleBG Title Logo] type = normal spriteno = 0, 0 layerno = 1 start = -250,155 mask = 1 sin.y = 15, 264, 2 [TitleBG Title Logo 2] type = normal spriteno = 0, 1 layerno = 1 start = -250,155 mask = 1 sin.y = 15, 264, 32 ;---------------------------- [Infobox] ;(new in MUGEN 1.0) title.offset = 640,38 title.font = 4,0,0 title.scale = 1.0, 1.0 title.text = text.offset = 189, 393 text.font = 7,0,1 text.scale = 1.0, 1.0 ;overlay.window = 0, 0, 1280, 720 overlay.col = 0, 0, 0 overlay.alpha = 0, 128 ;---------------------------- [Infobox Text] Welcome to I.K.E.M.E.N GO engine! (%s - %s) * This is a public development release, for testing purposes. * This build may contain bugs and incomplete features. * Your help and cooperation are appreciated! * Source code: https://github.com/ikemen-engine/Ikemen-GO * Bug reports: https://github.com/ikemen-engine/Ikemen-GO/issues * Docs: https://github.com/ikemen-engine/Ikemen-GO/wiki ;------------------------------------------------------------------- ;Character select definition [Select Info] fadein.time = 10 fadeout.time = 10 rows = 10 columns = 8 wrapping = 1 ;1 to let cursor wrap around pos = 525,195 ;Position to draw to showemptyboxes = 1 ;1 to show empty boxes moveoveremptyboxes = 1 ;1 to allow cursor to move over empty boxes coopqueue = 1 ;1 to allow character selection queuing in coop modes cell.size = 24,24 ;x,y size of each cell (in pixels) cell.spacing = 4 ;Space between each cell cell.bg.spr = 150,0 ;Note: Don't use animation for cells cell.bg.scale = .25,.25 cell.random.spr = 151,0 ;Icon for random select (don't use animation) cell.random.switchtime = 4 ;Time to wait before changing to another random portrait cell.random.scale = .25,.25 p1.cursor.tween.factor = 0.5, 0.5 p1.cursor.startcell = 0,0 p1.cursor.active.anim = 160 p1.cursor.active.scale = .25,.25 p1.cursor.done.spr = 161,0 p1.cursor.done.scale = .25,.25 p1.cursor.move.snd = 100,0 p1.cursor.done.snd = 100,1 p1.random.move.snd = 100,0 p2.cursor.tween.factor = 0.25, 0.25 p2.cursor.startcell = 0,0 p2.cursor.active.anim = 170 p2.cursor.active.scale = .25,.25 p2.cursor.done.spr = 171,0 p2.cursor.done.scale = .25,.25 p2.cursor.blink = 0 ;1 to blink p2's cursor if overlapping p1's p2.cursor.move.snd = 100,0 p2.cursor.done.snd = 100,1 p2.random.move.snd = 100,0 p3.cursor.startcell = 3,0 p3.cursor.active.anim = 172 p3.cursor.active.scale = .25,.25 p3.cursor.done.spr = 173,0 p3.cursor.done.scale = .25,.25 p3.cursor.move.snd = 100,0 p3.cursor.done.snd = 100,1 p3.random.move.snd = 100,0 p4.cursor.startcell = 3,2 p4.cursor.active.anim = 174 p4.cursor.active.scale = .25,.25 p4.cursor.done.spr = 175,0 p4.cursor.done.scale = .25,.25 p4.cursor.move.snd = 100,0 p4.cursor.done.snd = 100,1 p4.random.move.snd = 100,0 random.move.snd.cancel = 0 ;1 to have random move sound cancel itself when played repeatedly stage.move.snd = 100,0 stage.done.snd = 100,1 cancel.snd = 100,2 portrait.spr = 9000,0 portrait.offset = 0,0 portrait.scale = .25,.25 portrait.loading.spr = 1000,0 portrait.loading.offset = 0,0 portrait.loading.scale = .25,.25 title.offset = 640,48 ;Position of title (Arcade Mode, etc) title.font = 4,0,0 ;Font of title (-1 for none) title.layerno = 2 ; Text rendered using title element (hardcoded in Mugen) ;title..text = title.arcade.text = ARCADE title.teamarcade.text = TEAM ARCADE title.teamcoop.text = TEAM CO-OP title.versus.text = VERSUS title.teamversus.text = TEAM VERSUS title.versuscoop.text = VERSUS CO-OP title.freebattle.text = QUICK MATCH title.storymode.text = STORY MODE title.netplayversus.text = ONLINE VERSUS title.netplayteamcoop.text = ONLINE CO-OP title.netplaysurvivalcoop.text = ONLINE SURVIVAL title.training.text = TRAINING title.timeattack.text = TIME ATTACK title.survival.text = SURVIVAL title.survivalcoop.text = SURVIVAL CO-OP title.bonus.text = BONUS title.watch.text = WATCH MODE title.replay.text = REPLAY ; Cell Projection cell.*-0.xangle = 10 cell.*-0.projection = perspective cell.*-0.focallength = 50 cell.*-0.spacing = 7.5, 0 cell.*-0.scale = 0.3,0.3 cell.*-0.offset = -11, -46 cell.*-1.xangle = 10 cell.*-1.projection = perspective cell.*-1.focallength = 50 cell.*-1.spacing = 8.75, -46 cell.*-1.scale = 0.315,0.315 cell.*-1.offset = -16, 0 cell.*-2.xangle = 10 cell.*-2.projection = perspective cell.*-2.focallength = 50 cell.*-2.spacing = 10, -22 cell.*-2.scale = 0.325,0.325 cell.*-2.offset = -21, 0 cell.*-3.xangle = 10 cell.*-3.projection = perspective cell.*-3.focallength = 50 cell.*-3.spacing = 11.5, -13.5 cell.*-3.scale = 0.34,0.34 cell.*-3.offset = -27, 0 cell.*-4.xangle = 10 cell.*-4.projection = perspective cell.*-4.focallength = 50 cell.*-4.spacing = 13, -8.5 cell.*-4.scale = 0.355,0.355 cell.*-4.offset = -33, 0 cell.*-5.xangle = 10 cell.*-5.projection = perspective cell.*-5.focallength = 50 cell.*-5.spacing = 14.5, -5 cell.*-5.scale = 0.37,0.37 cell.*-5.offset = -39, 0 cell.*-6.xangle = 10 cell.*-6.projection = perspective cell.*-6.focallength = 50 cell.*-6.spacing = 16.25, -2.2 cell.*-6.scale = 0.39,0.39 cell.*-6.offset = -46, 0 cell.*-7.xangle = 10 cell.*-7.projection = perspective cell.*-7.focallength = 50 cell.*-7.spacing = 18.375, 0.3 cell.*-7.scale = 0.405,0.405 cell.*-7.offset = -54, 0 cell.*-8.xangle = 10 cell.*-8.projection = perspective cell.*-8.focallength = 50 cell.*-8.spacing = 20.7, 2.7 cell.*-8.scale = 0.422,0.422 cell.*-8.offset = -63, 0 cell.*-9.xangle = 10 cell.*-9.projection = perspective cell.*-9.focallength = 50 cell.*-9.spacing = 23, 5 cell.*-9.scale = 0.46,0.46 cell.*-9.offset = -73, 0 ; If defined draws a sprite or anim from the screenpack on cells using the slot parameter in select.def. cell.slot.anim = 158 ;cell.slot.spr = -1, 0 cell.slot.offset = 0, 0 cell.slot.facing = 1 cell.slot.scale = .25,.25 cell.slot.layerno = 2 ;Main big portraits p1.face.anim = 0 ;Animated portraits p1.face.offset = 280, 560 ;Position to place the portrait p1.face.scale = 0.75,0.75 p1.face.facing = 1 p1.face.window = 0,46, 476,629 p1.face.applypal = 1 ;Display portrait with selected palette (requires shared palette) p1.face.layerno = 2 p1.face.random.anim = 151 p1.face.random.offset = 300, 360 p1.face.random.facing = 1 p1.face.random.scale = 2, 2 p1.face.random.layerno = 2 p1.face.loading.anim = 151 p1.face.loading.offset = 300, 360 p1.face.loading.facing = 1 p1.face.loading.scale = 2, 2 p1.face.loading.layerno = 2 p1.face.slot.anim = 156 ;p1.face.slot.spr = 155, 0 p1.face.slot.offset = 320, 300 p1.face.slot.facing = 1 p1.face.slot.angle = 0 p1.face.slot.scale = 0.2,0.2 p1.face.slot.layerno = 2 p2.face.anim = 0 p2.face.offset = 1000, 560 p2.face.scale = 0.75,0.75 p2.face.facing = -1 p2.face.window = 802,46, 1280,629 p2.face.applypal = 1 p2.face.layerno = 2 p2.face.random.anim = 151 p2.face.random.offset = 960, 360 p2.face.random.facing = 1 p2.face.random.scale = 2, 2 p2.face.random.layerno = 2 p2.face.loading.anim = 151 p2.face.loading.offset = 960, 360 p2.face.loading.facing = 1 p2.face.loading.scale = 1, 1 p2.face.loading.layerno = 2 p2.face.slot.anim = 156 ;p2.face.slot.spr = 155, 0 p2.face.slot.offset = 960, 300 p2.face.slot.facing = -1 p2.face.slot.angle = 0 p2.face.slot.scale = 0.2,0.2 p2.face.slot.layerno = 2 p1.face.done.anim = 181 ;Portrait to use when selection is confirmed p2.face.done.anim = 181 ;Secondary big portraits p1.face2.spr = 9000,1 ;Secondary portrait p1.face2.projection = perspective p1.face2.yangle = 70 p1.face2.layerno = 2 p1.face2.focallength = 400 p1.face2.offset = 0, 94 p1.face2.scale = 1, 1 p1.face2.facing = 1 p1.face2.window = 0,46, 476,629 p1.face2.applypal = 1 p2.face2.spr = 9000,1 p2.face2.projection = perspective p2.face2.yangle = -70 p2.face2.layerno = 2 p2.face2.focallength = 400 p2.face2.offset = 1279, 94 p2.face2.scale = 1, 1 p2.face2.facing = -1 p2.face2.window = 802,46, 1280,629 p2.face2.applypal = 1 p1.face2.random.spr = 151,0 p1.face2.random.offset = 0, 94 p1.face2.random.facing = 1 p1.face2.random.scale = 5, 5 p1.face2.random.layerno = 2 p1.face2.random.projection = perspective p1.face2.random.yangle = 70 p1.face2.random.layerno = 2 p1.face2.random.focallength = 400 p1.face2.random.window = 0,46, 476,629 p2.face2.random.spr = 151, 1 p2.face2.random.offset = 1280, 94 p2.face2.random.facing = -1 p2.face2.random.scale = 5, 5 p2.face2.random.layerno = 2 p2.face2.random.window = 802,46, 1280,629 p2.face2.random.projection = perspective p2.face2.random.yangle = -70 p2.face2.random.focallength = 400 p1.face2.loading.spr = 1000, 1 p1.face2.loading.offset = 0, 94 p1.face2.loading.facing = 1 p1.face2.loading.scale = 1, 1 p1.face2.loading.layerno = 2 p1.face2.loading.projection = perspective p1.face2.loading.yangle = 70 p1.face2.loading.layerno = 2 p1.face2.loading.focallength = 400 p1.face2.loading.window = 0,46, 476,629 p2.face2.loading.spr = 1000, 1 p2.face2.loading.offset = 1280, 94 p2.face2.loading.facing = -1 p2.face2.loading.scale = 1, 1 p2.face2.loading.layerno = 2 p2.face2.loading.window = 802,46, 1280,629 p2.face2.loading.projection = perspective p2.face2.loading.yangle = -70 p2.face2.loading.focallength = 400 ;Name p1.name.offset = 50,620 ;Position to put name p1.name.font = 3,0,1, 210,210,255 ;Set to -1 for no display p1.name.spacing = 15,25 ;Space between each name for players on the same team p1.name.layerno = 2 p2.name.offset = 1230,620 p2.name.font = 3,0,-1, 255,210,239 p2.name.spacing = -15,25 p2.name.layerno = 2 ;Stage select stage.pos = 640,707 stage.font = 3,0,0 stage.active.font = 3,0,0 stage.active2.font = 3,0,0, 200,256,200 ;Second font color for blinking stage.done.font = 3,0 stage.layerno = 2 ;Stage portraits ;stage.portrait.anim = stage.portrait.spr = 9000,1 stage.portrait.offset = -121, -141 stage.portrait.scale = 0.25, 0.25 stage.portrait.bg.anim = 110 ;stage.portrait.bg.spr = stage.portrait.bg.offset = -163, -144 stage.portrait.bg.scale = 1.0, 1.0 stage.portrait.bg.layerno = 2 ;stage.portrait.random.anim = 113 stage.portrait.random.spr = 111,0 stage.portrait.random.offset = -163, -144 stage.portrait.random.scale = 1.0, 1.0 stage.portrait.random.layerno = 2 ; stage.portrait.loading.spr = stage.portrait.loading.anim = 113 stage.portrait.loading.offset = -163, -144 stage.portrait.loading.scale = 1.0, 1.0 stage.portrait.loading.layerno = 2 stage.portrait.window = 521, 567, 759, 665 stage.portrait.layerno = 2 ;Record record.font = 3,0,0 record.offset = 640, 672 record.scale = 0.6, 0.6 record.layerno = 2 ;record..text = record.window = ;P1 Team menu teammenu.move.wrapping = 1 p1.teammenu.pos = 80, 160 ;p1.teammenu.bg.spr = p1.teammenu.selftitle.font = 3,0,0, 210,210,255 p1.teammenu.selftitle.text = TEAM MODE ;\n can create a line break here. p1.teammenu.selftitle.scale = 0.75,0.75 p1.teammenu.selftitle.offset = 130, 15 p1.teammenu.selftitle.layerno = 2 p1.teammenu.selftitle.projection = perspective p1.teammenu.selftitle.yangle = 52.5 p1.teammenu.selftitle.focallength = 200 p1.teammenu.enemytitle.font = 3,0,0, 210,210,255 p1.teammenu.enemytitle.text = TEAM MODE p1.teammenu.enemytitle.layerno = 2 p1.teammenu.enemytitle.scale = 0.75,0.75 p1.teammenu.enemytitle.offset = 130, 15 p1.teammenu.enemytitle.projection = perspective p1.teammenu.enemytitle.yangle = 52.5 p1.teammenu.enemytitle.focallength = 200 p1.teammenu.move.snd = 100,0 p1.teammenu.value.snd = 100,0 p1.teammenu.done.snd = 100,1 p1.teammenu.item.offset = 0,90 p1.teammenu.item.spacing = 0,60 p1.teammenu.item.font = 3,0,1 p1.teammenu.item.layerno = 2 p1.teammenu.item.active.font = 3,0,1, 210,210,255 p1.teammenu.item.active2.font = 3,0,1, 175,175,255 ;Second font color for blinking p1.teammenu.item.active.layerno = 2 p1.teammenu.item.cursor.offset = -30, 0 p1.teammenu.item.cursor.anim = 180 p1.teammenu.item.cursor.layerno = 2 p1.teammenu.value.icon.offset = 210,0 p1.teammenu.value.icon.spr = 181,0 p1.teammenu.value.icon.layerno = 2 p1.teammenu.value.empty.icon.offset = 210,0 p1.teammenu.value.empty.icon.spr = 182,0 p1.teammenu.value.empty.icon.layerno = 2 p1.teammenu.value.spacing = 30,0 ;P2 Team menu p2.teammenu.pos = 1197, 160 ;p2.teammenu.bg.spr = p2.teammenu.selftitle.font = 3,1,0, 255,210,239 p2.teammenu.selftitle.text = TEAM MODE p2.teammenu.selftitle.scale = 0.75,0.75 p2.teammenu.selftitle.layerno = 2 p2.teammenu.selftitle.offset = -130, 15 p2.teammenu.selftitle.projection = perspective p2.teammenu.selftitle.yangle = -52.5 p2.teammenu.selftitle.focallength = 200 p2.teammenu.enemytitle.font = 3,1,0, 255,210,239 p2.teammenu.enemytitle.text = TEAM MODE p2.teammenu.enemytitle.scale = 0.75,0.75 p2.teammenu.enemytitle.layerno = 2 p2.teammenu.enemytitle.offset = -130, 15 p2.teammenu.enemytitle.projection = perspective p2.teammenu.enemytitle.yangle = -52.5 p2.teammenu.enemytitle.focallength = 200 p2.teammenu.move.snd = 100,0 p2.teammenu.value.snd = 100,0 p2.teammenu.done.snd = 100,1 p2.teammenu.item.offset = 0,90 p2.teammenu.item.spacing = 0,60 p2.teammenu.item.font = 3,0,-1 p2.teammenu.item.layerno = 2 p2.teammenu.item.active.font = 3,1,-1, 255,210,239 p2.teammenu.item.active2.font = 3,1,-1, 255,175,207 ;Second font color for blinking p2.teammenu.item.active.layerno = 2 p2.teammenu.item.cursor.offset = 30, 0 p2.teammenu.item.cursor.anim = 190 p2.teammenu.item.cursor.layerno = 2 p2.teammenu.value.icon.offset = -211,1 p2.teammenu.value.icon.spr = 191,0 p2.teammenu.value.icon.layerno = 2 p2.teammenu.value.empty.icon.offset = -211,1 p2.teammenu.value.empty.icon.spr = 192,0 p2.teammenu.value.empty.icon.layerno = 2 p2.teammenu.value.spacing = -30,0 teammenu.itemname.single = Single teammenu.itemname.simul = Simul teammenu.itemname.tag = Tag teammenu.itemname.turns = Turns paletteselect = 3 ; Enables or disables palette selection menu in select screen. Accepted values: ; 0 - Palette menu disabled. Palette corresponds to key pressed when selecting character ; 1 - Palette menu enabled. Initial selected palette is 1 ; 2 - Palette menu enabled. Initial selected palette corresponds to key pressed (a = 1, b = 2, etc) ; 3 - Palette menu enabled. Initial selected palette corresponds to key pressed + keymap (a = 4, x = 1, etc for Kung Fu Man) p1.palmenu.pos = 220, 140 p2.palmenu.pos = 1060, 140 p1.palmenu.bg.anim = 180 p1.palmenu.bg.facing = 1 p1.palmenu.bg.offset = 100, 50 p1.palmenu.bg.layerno = 2 p2.palmenu.bg.anim = 190 p2.palmenu.bg.facing = 1 p2.palmenu.bg.offset = -100, 50 p2.palmenu.bg.layerno = 2 p1.palmenu.text.text = Color p1.palmenu.text.offset = 100, 0 p1.palmenu.text.font = 3, 0, 1, 210,210,255 p1.palmenu.text.scale = 1,1 p1.palmenu.text.layerno = 2 p2.palmenu.text.text = Color p2.palmenu.text.offset = -100, 0 p2.palmenu.text.font = 3, 0, -1, 255,210,239 p2.palmenu.text.scale = 1,1 p2.palmenu.text.layerno = 2 p1.palmenu.number.offset = 170, 50 p1.palmenu.number.font = 3, 0, 0, 210,210,255 p1.palmenu.number.scale = 1,1 p1.palmenu.number.layerno = 2 p2.palmenu.number.offset = -170, 50 p2.palmenu.number.font = 3, 0, 0, 255,210,239 p2.palmenu.number.scale = 1,1 p2.palmenu.number.layerno = 2 p1.palmenu.next.key = U, R p1.palmenu.previous.key = D, L p1.palmenu.done.key = a, b, c, x, y, z p1.palmenu.cancel.key = m p1.palmenu.random.key = s p1.palmenu.random.text = ? p2.palmenu.next.key = U, R p2.palmenu.previous.key = D, L p2.palmenu.done.key = a, b, c, x, y, z p2.palmenu.cancel.key = m p2.palmenu.random.key = s p2.palmenu.random.text = ? p1.palmenu.value.snd = 100, 0 p1.palmenu.done.snd = 100, 1 p1.palmenu.cancel.snd = 100, 2 p2.palmenu.value.snd = 100, 0 p2.palmenu.done.snd = 100, 1 p2.palmenu.cancel.snd = 100, 2 [Begin Action 110] 110,0, 0,0, 8 110,1, 0,0, 8 110,2, 0,0, 8 [Begin Action 113] 113,0, 0,0, 4 113,1, 0,0, 4 113,2, 0,0, 4 113,3, 0,0, 4 113,4, 0,0, 4 113,5, 0,0, 4 113,6, 0,0, 4 113,7, 0,0, 4 [Begin Action 151] LoopStart 151,2, 0,0, 20 Interpolate Scale 151,2, 0,0, 20, , , 0.75 Interpolate Scale 151,2, 0,0, 1, , , 0.001 151,3, 0,0, 20, , , 0.001 Interpolate Scale 151,3, 0,0, 20, , , 0.75 Interpolate Scale 151,3, 0,0, 3 151,3, 0,0, 20 Interpolate Scale 151,3, 0,0, 20, , , 0.75 Interpolate Scale 151,3, 0,0, 1, , , 0.001 151,2, 0,0, 20, , , 0.001 Interpolate Scale 151,2, 0,0, 20, , , 0.75 Interpolate Scale 151,2, 0,0, 3 [Begin Action 155] 155,0, 0,0, 8 155,1, 0,0, 8 155,2, 0,0, 8 [Begin Action 156] 156,0, 0,0, 3, , S 156,1, 0,0, 3, , S 156,2, 0,0, 3, , S 156,3, 0,0, 3, , S 156,4, 0,0, 3, , S 156,5, 0,0, 3, , S 156,6, 0,0, 3, , S 156,7, 0,0, 3, , S 156,8, 0,0, 3, , S 156,9, 0,0, 3, , S 156,10, 0,0, 3, , S 156,11, 0,0, 3, , S 156,12, 0,0, 3, , S 156,13, 0,0, 3, , S 156,14, 0,0, 3, , S 156,15, 0,0, 3, , S [Begin Action 158] 158,0, 0,0, 4, , AS255D0 158,0, 0,1, 3, , AS157D56 158,0, 0,2, 3, , AS73D255 158,0, 0,3, 120, , AS0D255 158,0, 0,2, 8, , AS73D255 158,0, 0,1, 6, , AS157D56 158,0, 0,0, 34, , AS256D0 [Begin Action 159] 159,0, 0,0, 3 159,1, 0,0, 3 159,2, 0,0, 3 159,3, 0,0, 3 159,4, 0,0, 3 159,5, 0,0, 3 159,6, 0,0, 3 159,7, 0,0, 3 [Begin Action 160] ;P1 active cursor 160,0, 0,0, 3 160,1, 0,0, 3 160,2, 0,0, 3 160,3, 0,0, 3 160,4, 0,0, 3 160,5, 0,0, 3 160,6, 0,0, 3 160,7, 0,0, 3 [Begin Action 170] ;P2 active cursor 170,4, 0,0, 3 170,5, 0,0, 3 170,6, 0,0, 3 170,7, 0,0, 3 170,0, 0,0, 3 170,1, 0,0, 3 170,2, 0,0, 3 170,3, 0,0, 3 [Begin Action 172] ;P3 active cursor 172,2, 0,0, 3 172,3, 0,0, 3 172,4, 0,0, 3 172,5, 0,0, 3 172,6, 0,0, 3 172,7, 0,0, 3 172,0, 0,0, 3 172,1, 0,0, 3 [Begin Action 174] ;P4 active cursor 174,6, 0,0, 3 174,7, 0,0, 3 174,0, 0,0, 3 174,1, 0,0, 3 174,2, 0,0, 3 174,3, 0,0, 3 174,4, 0,0, 3 174,5, 0,0, 3 [Begin Action 180] ;P1 Team mode cursor 180,0, 21,0, 3 180,1, 21,0, 3 180,2, 21,0, 3 180,1, 21,0, 3 [Begin Action 190] ;P2 Team mode cursor 190,0, -21,0, 3 190,1, -21,0, 3 190,2, -21,0, 3 190,1, -21,0, 3 ;----------------------- ;Character select screen background [SelectBGdef] ;spr = graphics/selectbg.sff ;Filename of sprite data [SelectBG Background Sky] type = normal spriteno = 101,0 layerno = 0 start = -640,0 [SelectBG Background Black Bars] type = normal spriteno = 100,1 layerno = 1 start = -640,0 trans = add1 mask = 1 [SelectBG Background PortraitGradient] type = normal spriteno = 102,0 layerno = 1 start = -640,94 trans = add1 mask = 1 [SelectBG Background PortraitGradient 2] type = normal spriteno = 102,1 layerno = 1 start = 116,94 trans = add1 mask = 1 [SelectBG Background Clouds Top] type = normal spriteno = 101,2 layerno = 0 start = -640, -50 tile = 1,0 velocity = -0.1, 0 window = 0,0, 1279,959 mask = 1 [SelectBG Background Clouds Bottom] type = normal spriteno = 101,3 layerno = 0 start = -640, 0 tile = 1,0 velocity = -0.7, 0 window = 0,0, 1279,959 mask = 1 ;------------------------------------------------------------------- [VS Screen] time = 390 ;Time to show screen fadein.time = 20 fadeout.time = 25 ;Match text in arcade modes match.text = Match %i ;%i can be used for the match number match.offset = 640, 85 match.font = 2,0,0 match.scale = 1.5,1.5 ;Big portraits p1.num = 4 p1.anim = 0 ;p1.spr = 9000, 1 p1.offset = 444, 540 p1.facing = 1 p1.scale = 0.75,0.75 p1.window = 0,30, 539,589 p1.spacing = -100,0 p1.padding = 1 p1.applypal = 1 p2.num = 4 p2.anim = 0 ;p2.spr = 9000, 1 p2.offset = 836, 540 p2.facing = -1 p2.scale = 0.75,0.75 p2.window = 741,30, 1280,589 p2.spacing = 100,0 p2.padding = 1 p2.applypal = 1 p1.done.anim = 181 p2.done.anim = 181 ;Names p1.name.num = 1 ;Not used for co-op p1.name.offset = 20,615 ;Position to put name p1.name.font = 3,0,1 ;Set to -1 for no display p1.name.spacing = 15,25 ;Space between each name for players on the same team p2.name.num = 1 ;Not used for co-op p2.name.offset = 1260,615 p2.name.font = 3,0,-1 p2.name.spacing = -15,25 orderselect.enabled = 1 ;Keys ; By default all action buttons confirm currently selected order. ; Assign keys to 'p.member.key' parameters to enable order ; selection on per team member basis. p1.key = a p2.key = a p3.key = b p4.key = b p5.key = x p6.key = x p7.key = y p8.key = y done.key = a, b, c, x, y, z, s skip.key = s ;Order icons ; Icon elements are rendered on top of portraits, with positioning affected ; by portrait num, offset, spacing, and padding. Done variants replace ; spr/anim once order selection is completed. ;p1.icon.anim = -1 p1.icon.spr = 800, 0 p1.icon.offset = 0, 0 p1.icon.facing = 1 p1.icon.scale = 1.0, 1.0 ;p1.icon.done.anim = -1 ;p1.icon.done.spr = p1.icon.done.offset = 0, 0 p1.icon.done.facing = 1 p1.icon.done.scale = 1.0, 1.0 ;p2.icon.anim = -1 p2.icon.spr = 800, 0 p2.icon.offset = 0, 0 p2.icon.facing = 1 p2.icon.scale = 1.0, 1.0 ;p2.icon.done.anim = -1 ;p2.icon.done.spr = p2.icon.done.offset = 0, 0 p2.icon.done.facing = 1 p2.icon.done.scale = 1.0, 1.0 ;p3.icon.anim = -1 p3.icon.spr = 800, 1 p3.icon.offset = 0, 0 p3.icon.facing = 1 p3.icon.scale = 1.0, 1.0 ;p3.icon.done.anim = -1 ;p3.icon.done.spr = p3.icon.done.offset = 0, 0 p3.icon.done.facing = 1 p3.icon.done.scale = 1.0, 1.0 ;p4.icon.anim = -1 p4.icon.spr = 800, 1 p4.icon.offset = 0, 0 p4.icon.facing = 1 p4.icon.scale = 1.0, 1.0 ;p4.icon.done.anim = -1 ;p4.icon.done.spr = p4.icon.done.offset = 0, 0 p4.icon.done.facing = 1 p4.icon.done.scale = 1.0, 1.0 ;p5.icon.anim = -1 p5.icon.spr = 800, 2 p5.icon.offset = 0, 0 p5.icon.facing = 1 p5.icon.scale = 1.0, 1.0 ;p5.icon.done.anim = -1 ;p5.icon.done.spr = p5.icon.done.offset = 0, 0 p5.icon.done.facing = 1 p5.icon.done.scale = 1.0, 1.0 ;p6.icon.anim = -1 p6.icon.spr = 800, 2 p6.icon.offset = 0, 0 p6.icon.facing = 1 p6.icon.scale = 1.0, 1.0 ;p6.icon.done.anim = -1 ;p6.icon.done.spr = p6.icon.done.offset = 0, 0 p6.icon.done.facing = 1 p6.icon.done.scale = 1.0, 1.0 ;p7.icon.anim = -1 p7.icon.spr = 800, 3 p7.icon.offset = 0, 0 p7.icon.facing = 1 p7.icon.scale = 1.0, 1.0 ;p7.icon.done.anim = -1 ;p7.icon.done.spr = p7.icon.done.offset = 0, 0 p7.icon.done.facing = 1 p7.icon.done.scale = 1.0, 1.0 ;p8.icon.anim = -1 p8.icon.spr = 800, 3 p8.icon.offset = 0, 0 p8.icon.facing = 1 p8.icon.scale = 1.0, 1.0 ;p8.icon.done.anim = -1 ;p8.icon.done.spr = p8.icon.done.offset = 0, 0 p8.icon.done.facing = 1 p8.icon.done.scale = 1.0, 1.0 ;Order value icons ; Value icons are rendered on top of portraits, with positioning starting at ; 0, 0. empty.icon elements are replaced with icon upon order selection. ; If present, p.value. parameters replace defaults inherited by p1/p2.value. ; on per team member basis (team 1: p1-p3-p5-p7, team 2: p2-p4-p6-p8). ;Player 1 ;p1.value.icon.anim = -1 p1.value.icon.spr = 810, 0 p1.value.icon.offset = 377, 635 p1.value.icon.facing = 1 p1.value.icon.scale = 1.0, 0.8 ;p1.value.empty.icon.anim = -1 p1.value.empty.icon.spr = 810, 1 p1.value.empty.icon.offset = 377, 635 p1.value.empty.icon.facing = 1 p1.value.empty.icon.scale = 1.0, 0.8 p1.value.icon.spacing = -125, 0 p1.value.snd = 100, 1 ;Player 2 ;p2.value.icon.anim = -1 p2.value.icon.spr = 810, 5 p2.value.icon.offset = 763, 635 p2.value.icon.facing = 1 p2.value.icon.scale = 1.0, 0.8 ;p2.value.empty.icon.anim = -1 p2.value.empty.icon.spr = 810, 6 p2.value.empty.icon.offset = 763, 635 p2.value.empty.icon.facing = 1 p2.value.empty.icon.scale = 1.0, 0.8 p2.value.icon.spacing = 125, 0 p2.value.snd = 100, 1 ;Player 3 p3.value.icon.spr = 810, 0 p3.value.empty.icon.spr = 810, 2 ;Player 4 p4.value.icon.spr = 810, 5 p4.value.empty.icon.spr = 810, 7 ;Player 5 p5.value.icon.spr = 810, 0 p5.value.empty.icon.spr = 810, 3 ;Player 6 p6.value.icon.spr = 810, 5 p6.value.empty.icon.spr = 810, 8 ;Player 7 p7.value.icon.spr = 810, 0 p7.value.empty.icon.spr = 810, 4 ;Player 8 p8.value.icon.spr = 810, 5 p8.value.empty.icon.spr = 810, 9 ;Stage preview stage.pos = 640,707 stage.text = Next Stage: %s stage.offset = 0, -10 stage.font = 3,0,0 stage.scale = 0.6, 0.6 ;stage.portrait.anim = stage.portrait.spr = 9000,1 stage.portrait.offset = -121, -141 stage.portrait.scale = 0.25, 0.25 stage.portrait.bg.spr = 112,0 ;stage.portrait.bg.spr = stage.portrait.bg.offset = -163, -144 stage.portrait.bg.scale = 1.0, 1.0 stage.portrait.window = 521, 567, 759, 665 ;Order timer ; Change timer.count to positive number to enable order selection timer timer.offset = 639,550 timer.font = 8,0, 0, 255,255,242 timer.scale = 1.0, 1.0 timer.text = %i timer.count = 40 timer.framespercount = 6 timer.displaytime = 0 ; Time to maintain versus screen after both sides confirm their order ; (in which order parameters are rendered using optional done variants) done.time = 180 ; Anim/text rendered during background loading loading.anim = 600 loading.offset = 1222, 46 loading.scale = 1.0, 1.0 ; Anim/text rendered after background loading finishes loading.done.anim = 610 loading.done.offset = 1222, 46 loading.done.scale = 1.0, 1.0 ; Anim/text rendered during background loading when vs screen is disabled loading.wait.anim = 600 loading.wait.offset = 1222, 674 loading.wait.scale = 1.0, 1.0 ; Optional storyboard used when vs screen is disabled instead of loading.wait loading.storyboard = ; Loading [Begin Action 600] 600,0, 0,0, 3 600,1, 0,0, 3 600,2, 0,0, 3 600,3, 0,0, 3 600,4, 0,0, 3 600,5, 0,0, 3 600,6, 0,0, 3 600,7, 0,0, 3 600,8, 0,0, 3 600,9, 0,0, 3 600,10, 0,0, 3 600,11, 0,0, 3 600,12, 0,0, 3 600,13, 0,0, 3 600,14, 0,0, 3 600,15, 0,0, 3 ; LoadingDone [Begin Action 610] 610,0, 0,0, 3 610,1, 0,0, 3 610,2, 0,0, 3 610,1, 0,0, 3 610,0, 0,0, 3 610,1, 0,0, 3 610,2, 0,0, 3 610,1, 0,0, 3 610,0, 0,0, 3 610,1, 0,0, 3 610,2, 0,0, 3 610,1, 0,0, 3 610,0, 0,0, -1 ;----------------------- ;VS Match up screen background [VersusBGdef] [VersusBG Background Sky] type = normal spriteno = 204,0 layerno = 0 start = -640,0 [VersusBG Background Clouds Top] type = normal spriteno = 102,2 layerno = 0 start = -640, -50 tile = 1,0 velocity = -0.05, 0 trans = add1 window = 0,0, 1279,959 mask = 1 [VersusBG Background Clouds Bottom] type = normal spriteno = 102,3 layerno = 0 start = -640, 0 tile = 1,0 velocity = -0.7, 0 window = 0,0, 1279,959 mask = 1 [VersusBG Background Black Bars] type = normal spriteno = 100,1 layerno = 0 start = -640,0 trans = add1 mask = 1 [VersusBG 5] ;VS Logo type = anim actionno = 200 layerno = 1 ;Front start = 0,300 [VersusBG 6] ;Next Match type = anim actionno = 202 layerno = 1 ;Front start = 18,38 velocity = -.125,0 [Begin Action 200] Interpolate Scale Interpolate Scale 200,0, 0,30, 10, , , 2,0.1 Interpolate Scale 200,0, 0,30, 50 200,0, 0,30, 10 200,1, 0,30, 1 200,2, 0,30, 1 200,3, 0,30, 1 200,4, 0,30, 1 200,5, 0,30, 1 200,6, 0,30, 1 200,7, 0,30, 1 200,8, 0,30, 1 200,0, 0,30, -1 [Begin Action 202] 202,0,70,0, 1 202,0,60,0, 1 202,0,50,0, 1 202,0,40,0, 1 202,0,30,0, 1 202,0,20,0, 1 202,0,13,0, 1 202,0, 8,0, 1 202,0, 5,0, 1 202,0, 2,0, 1 202,0, 1,0, 1 202,0, 0,0,-1 ;------------------------------------------------------------------- ;Demo mode definition [Demo Mode] enabled = 1 ;Set to 1 to enable demo mode, 0 to disable select.enabled = 0 ;Set to 1 to display select screen, 0 to disable vsscreen.enabled = 0 ;Set to 1 to display versus screen, 0 to disable fadein.time = 50 ;Duration of the fade-in effect fadein.col = 0, 0, 0 ;Color of the fade-in fadeout.time = 50 ;Duration of the fade-out effect fadeout.col = 0, 0, 0 ;Color of the fade-out title.waittime = 600 ;Time to wait at title before starting demo mode fight.endtime = 1500 ;Time to display the fight before returning to title fight.playbgm = 0 ;Set to 1 to enable in-fight BGM, 0 to disable fight.stopbgm = 1 ;Set to 1 to stop title BGM (only if playbgm = 0) fight.bars.display = 0 ;Set to 1 to display lifebar, 0 to disable intro.waitcycles = 1 ;Cycles to wait before intro cutscene is played again debuginfo = 0 ;Set to 0 to hide debugging info (debug mode only) ;------------------------------------------------------------------- ;Continue screen definition [Continue Screen] enabled = 1 legacymode.enabled = 0 gameover.enabled = 0 ;legacy continue screen (legacymode.enabled = 1) pos = 640,240 continue.text = CONTINUE? continue.font = 3,0,0 continue.scale = 1.0, 1.0 yes.text = YES yes.font = 3,0,0, 128,128,128 yes.scale = 1.0, 1.0 yes.offset = -80, 60 yes.active.text = YES yes.active.font = 3,3,0 yes.active.scale = 1.0, 1.0 yes.active.offset = -80, 60 no.text = NO no.font = 3,0,0, 128,128,128 no.scale = 1.0, 1.0 no.offset = 80, 60 no.active.text = NO no.active.font = 3,3,0 no.active.scale = 1.0, 1.0 no.active.offset = 80, 60 move.snd = 100, 0 done.snd = 100, 1 cancel.snd = 100, 2 ;parameters used by both legacy and extended continue fadein.time = 8 fadein.col = 0, 0, 0 fadeout.time = 120 fadeout.col = 0, 0, 0 ;overlay.window = 0, 0, 1280, 720 overlay.col = 0, 0, 0 overlay.alpha = 0, 128 p1.state = 5500, 5300 p1.yes.state = 5510, 180 p1.no.state = 5520, 170 p2.state = p2.yes.state = p2.no.state = credits.text = CREDITS: %d credits.offset = 40, 40 credits.font = 2,0,1 credits.scale = 1.0, 1.0 ;extended continue screen (legacymode.enabled = 0) counter.endtime = 2000 counter.starttime = 0 counter.anim = 900 counter.offset = 640, 360 counter.scale = 1,1 counter.default.snd = -1, 0 counter.skipstart = 71 counter.9.skiptime = 124 counter.9.snd = 900, 9 counter.8.skiptime = 291 counter.8.snd = 900, 8 counter.7.skiptime = 458 counter.7.snd = 900, 7 counter.6.skiptime = 625 counter.6.snd = 900, 6 counter.5.skiptime = 792 counter.5.snd = 900, 5 counter.4.skiptime = 959 counter.4.snd = 900, 4 counter.3.skiptime = 1126 counter.3.snd = 900, 3 counter.2.skiptime = 1293 counter.2.snd = 900, 2 counter.1.skiptime = 1460 counter.1.snd = 900, 1 counter.0.skiptime = 1627 counter.0.snd = 900, 0 counter.end.skiptime = 1733 counter.end.snd = 900, 10 ; Countdown [Begin Action 900] -1, -1, 0,60, 60 ;initial lag ;9 922, 9, 0,60, 20, , , 1, 0.1 Interpolate Scale 922, 9, 0,60, 10, , , 1, 0.825 Interpolate Scale 922,9, 0,60, 30 922,38, 0,60, 4 922,37, 0,60, 4 922,38, 0,60, 4 922,39, 0,60, 4 922, 9, 0,60, 60, , , 1, 1 922, 9, 0,60, 10, , , 1, 1 Interpolate Scale 922, 9, 0,60, 20, , , 1, 0.825 Interpolate Scale 922, 9, 0,60, 1, , , 1, 0.1 ;8 922, 8, 0,60, 20, , , 1, 0.1 Interpolate Scale 922, 8, 0,60, 10, , , 1, 0.825 Interpolate Scale 922,8, 0,60, 30 922,35, 0,60, 4 922,34, 0,60, 4 922,35, 0,60, 4 922,36, 0,60, 4 922, 8, 0,60, 60, , , 1, 1 922, 8, 0,60, 10, , , 1, 1 Interpolate Scale 922, 8, 0,60, 20, , , 1, 0.825 Interpolate Scale 922, 8, 0,60, 1, , , 1, 0.1 ;7 922, 7, 0,60, 20, , , 1, 0.1 Interpolate Scale 922, 7, 0,60, 10, , , 1, 0.825 Interpolate Scale 922,7, 0,60, 30 922,32, 0,60, 4 922,31, 0,60, 4 922,32, 0,60, 4 922,33, 0,60, 4 922, 7, 0,60, 60, , , 1, 1 922,7, 0,60, 10, , , 1, 1 Interpolate Scale 922, 7, 0,60, 20, , , 1, 0.825 Interpolate Scale 922, 7, 0,60, 1, , , 1, 0.1 ;6 922, 6, 0,60, 20, , , 1, 0.1 Interpolate Scale 922, 6, 0,60, 10, , , 1, 0.825 Interpolate Scale 922,6, 0,60, 30 922,29, 0,60, 4 922,28, 0,60, 4 922,29, 0,60, 4 922,30, 0,60, 4 922, 6, 0,60, 60, , , 1, 1 922, 6, 0,60, 10, , , 1, 1 Interpolate Scale 922, 6, 0,60, 20, , , 1, 0.825 Interpolate Scale 922, 6, 0,60, 1, , , 1, 0.1 ;5 922, 5, 0,60, 20, , , 1, 0.1 Interpolate Scale 922, 5, 0,60, 10, , , 1, 0.825 Interpolate Scale 922,5, 0,60, 30 922,26, 0,60, 4 922,25, 0,60, 4 922,26, 0,60, 4 922,27, 0,60, 4 922, 5, 0,60, 60, , , 1, 1 922, 5, 0,60, 10, , , 1, 1 Interpolate Scale 922, 5, 0,60, 20, , , 1, 0.825 Interpolate Scale 922, 5, 0,60, 1, , , 1, 0.1 ;4 922, 4, 0,60, 20, , , 1, 0.1 Interpolate Scale 922, 4, 0,60, 10, , , 1, 0.825 Interpolate Scale 922,4, 0,60, 30 922,23, 0,60, 4 922,22, 0,60, 4 922,23, 0,60, 4 922,24, 0,60, 4 922, 4, 0,60, 60, , , 1, 1 922, 4, 0,60, 10, , , 1, 1 Interpolate Scale 922, 4, 0,60, 20, , , 1, 0.825 Interpolate Scale 922, 4, 0,60, 1, , , 1, 0.1 ;3 922, 3, 0,60, 20, , , 1, 0.1 Interpolate Scale 922, 3, 0,60, 10, , , 1, 0.825 Interpolate Scale 922,3, 0,60, 30 922,20, 0,60, 4 922,19, 0,60, 4 922,20, 0,60, 4 922,21, 0,60, 4 922, 3, 0,60, 60, , , 1, 1 922, 3, 0,60, 10, , , 1, 1 Interpolate Scale 922, 3, 0,60, 20, , , 1, 0.825 Interpolate Scale 922, 3, 0,60, 1, , , 1, 0.1 ;2 922, 2, 0,60, 20, , , 1, 0.1 Interpolate Scale 922, 2, 0,60, 10, , , 1, 0.825 Interpolate Scale 922,2, 0,60, 30 922,17, 0,60, 4 922,16, 0,60, 4 922,17, 0,60, 4 922,18, 0,60, 4 922, 2, 0,60, 60, , , 1, 1 922, 2, 0,60, 10, , , 1, 1 Interpolate Scale 922, 2, 0,60, 20, , , 1, 0.825 Interpolate Scale 922, 2, 0,60, 1, , , 1, 0.1 ;1 922, 1, 0,60, 20, , , 1, 0.1 Interpolate Scale 922, 1, 0,60, 10, , , 1, 0.825 Interpolate Scale 922,1, 0,60, 30 922,14, 0,60, 4 922,13, 0,60, 4 922,14, 0,60, 4 922,15, 0,60, 4 922, 1, 0,60, 60, , , 1, 1 922, 1, 0,60, 10, , , 1, 1 Interpolate Scale 922, 1, 0,60, 20, , , 1, 0.825 Interpolate Scale 922, 1, 0,60, 1, , , 1, 0.1 ;0 922, 0, 0,60, 20, , , 1, 0.1 Interpolate Scale 922, 0, 0,60, 10, , , 1, 0.825 Interpolate Scale 922,0, 0,60, 30 922,11, 0,60, 4 922,10, 0,60, 4 922,11, 0,60, 4 922,12, 0,60, 4 922, 0, 0,60, 60, , , 1, 1 922, 0, 0,60, 10, , , 1, 1 Interpolate Scale 922, 0, 0,60, 20, , , 1, 0.825 Interpolate Scale 922, 0, 0,60, 1, , , 1, 0 ;Game Over -1,0, 0,0, 1 923,1, 0,0, 2 923,2, 0,0, 2 923,3, 0,0, 2 923,4, 0,0, 2 923,5, 0,0, 2 923,6, 0,0, 5 923,7, 0,0, 5 923,8, 0,0, 5 923,9, 0,0, 5 923,10, 0,0, 5 923,11, 0,0, 5 923,12, 0,0, 5 923,13, 0,0, 2 923,14, 0,0, 2 923,15, 0,0, 2 923,16, 0,0, 2 923,17, 0,0, 2 923,18, 0,0, 2 923,19, 0,0, 2 923,20, 0,0, 2 923,22, 0,0, 2 923,20, 0,0, 2 923,22, 0,0, 2 923,20, 0,0, 2 923,22, 0,0, 2 923,21, 0,0, 46 923,23, 0,0, 2 923,24, 0,0, 2 923,25, 0,0, 2 923,26, 0,0, 2 923,27, 0,0, 2 923,28, 0,0, 2 923,29, 0,0, 2 923,30, 0,0, 2 923,31, 0,0, 2 923,32, 0,0, 2 923,33, 0,0, 2 923,34, 0,0, 2 923,35, 0,0, 2 923,36, 0,0, 2 923,37, 0,0, 2 923,38, 0,0, 2 923,39, 0,0, 2 923,40, 0,0, 2 923,41, 0,0, 2 923,42, 0,0, 2 923,43, 0,0, 2 923,44, 0,0, 2 923,45, 0,0, 2 923,46, 0,0, 2 923,47, 0,0, 2 923,48, 0,0, 2 923,49, 0,0, 2 923,50, 0,0, 2 923,51, 0,0, 2 923,52, 0,0, 2 923,53, 0,0, 2 923,54, 0,0, 2 923,55, 0,0, 2 923,56, 0,0, 2 923,57, 0,0, 2 923,58, 0,0, 2 923,59, 0,0, 2 923,60, 0,0, 2 923,61, 0,0, 2 923,62, 0,0, 2 923,63, 0,0, 2 923,64, 0,0, 2 923,65, 0,0, 2 923,66, 0,0, 2 923,67, 0,0, 2 923,68, 0,0, 2 923,69, 0,0, 2 923,70, 0,0, 2 923,71, 0,0, 2 923,72, 0,0, 2 923,73, 0,0, 2 923,74, 0,0, 2 923,75, 0,0, 2 923,76, 0,0, 2 923,77, 0,0, 2 923,78, 0,0, 2 923,79, 0,0, 2 923,80, 0,0, -1 ;----------------------- ;Continue screen background [Continuebgdef] [ContinueBG Text] type = anim actionno = 901 start = 0, 150 mask = 1 [Begin Action 901] 921,0, 0,-30, 60, , AS0D256 Interpolate Blend 921,0, 0,-30, 1660, , AS256D0 921,0, 0,-30, -1, , AS256D0 ;------------------------------------------------------------------- ;Game over screen definition [Game Over Screen] enabled = 1 ;Set to 1 to show game over screen, 0 to disable storyboard = gameover.def ;Game over storyboard filename ;------------------------------------------------------------------- ;Victory screen definition ;This is the screen that is shown when you win a match in arcade mode. ;It will not be displayed on the last match of arcade mode. [Victory Screen] enabled = 1 sounds.enabled = 0 ;Set to 0 to disable char sounds during Victory Screen time = 360 ;Time to show screen fadein.time = 8 fadeout.time = 15 ;Winner's portrait and name p1.offset = 150, 80 p1.spr = 9000,2 p1.layerno = 2 p1.facing = 1 p1.scale = 0.8,0.8 p1.window = 0,94, 1279,500 p1.name.offset = 40,570 p1.name.font = 3,3,1 p1.name.layerno = 2 p1.applypal = 1 ;Loser's Portrait p2.offset = 1130, 80 p2.spr = 9000,2 p2.layerno = 1 p2.facing = -1 p2.scale = 0.8,0.8 p2.window = 0,94, 1279,500 p2.applypal = 1 p2.lose.brightness = 75 ;Win quote text winquote.text = Winner! ;Default win quote text to show winquote.layerno = 2 winquote.offset = 40,615 winquote.textspacing = 0 winquote.font = 5,0,1 winquote.window = 38,521, 1241,708 winquote.textwrap = w ;Word wrap winquote.textdelay = 2 ;----------------------- ;Victory screen background [VictoryBGdef] [VictoryBG Background Sky] type = normal spriteno = 204,0 layerno = 0 start = -640,0 [VictoryBG Background Clouds Top] type = normal spriteno = 102,2 layerno = 0 start = -640, -50 tile = 1,0 velocity = -0.05, 0 trans = add1 window = 0,0, 1279,959 mask = 1 [VictoryBG Background Clouds Bottom] type = normal spriteno = 102,3 layerno = 0 start = -640, 0 tile = 1,0 velocity = -0.7, 0 window = 0,0, 1279,959 mask = 1 [VictoryBG Background Black Bars] type = normal spriteno = 100,10 layerno = 0 start = -640,0 trans = add1 mask = 1 [VictoryBG Background RedGradient] type = normal spriteno = 100,11 layerno = 1 start = -640,0 trans = add1 mask = 1 [VictoryBG Text] ;Victory type = anim actionno = 203 layerno = 1 ;Front start = -330,56 velocity = -.125,0 [Begin Action 203] 202,1, 70,0, 1 202,1, 60,0, 1 202,1, 50,0, 1 202,1, 40,0, 1 202,1, 30,0, 1 202,1, 20,0, 1 202,1, 13,0, 1 202,1, 8,0, 1 202,1, 5,0, 1 202,1, 2,0, 1 202,1, 1,0, 1 202,1, 0,0, -1 ;------------------------------------------------------------------- ;Win screen definition ;This is the screen that is shown when you win in arcade mode. ;It will not be displayed if the winning character has an ending. [Win Screen] enabled = 1 ;Set to 1 to show win screen, 0 to disable fadein.time = 32 fadeout.time = 64 pose.time = 300 wintext.text = Congratulations! wintext.font = 3,0,0 wintext.offset = 640,240 wintext.displaytime = -1 wintext.layerno = 2 ;----------------------- ;Win screen background [WinBGdef] ; results screens variants reuse WinBgDef if dedicated ResultsBgDef is not set ;------------------------------------------------------------------- ;Game ending screen definition ;This screen shows up after the Win Screen. ;It will not be displayed if the winning character has an ending. [Default Ending] enabled = 0 ;Set to 1 to show default ending, 0 to disable storyboard = ;Default ending storyboard filename ;------------------------------------------------------------------- ;Ending credits screen definition ;This screen shows up after the Win Screen and Ending [End Credits] enabled = 1 ;Set to 1 to show credits, 0 to disable storyboard = credits.def ;Credits storyboard filename ;------------------------------------------------------------------- ;Survival mode results screen definition ;This is the screen that is shown when you win in survival mode. ;It will not be displayed if the winning character has an ending. [Survival Results Screen] enabled = 1 fadein.time = 32 fadeout.time = 64 show.time = 300 winstext.text = Rounds survived: %i ;Use %i for win counter winstext.font = 3,0,0 winstext.offset = 640,240 winstext.displaytime = -1 winstext.layerno = 2 roundstowin = 5 ;Number of rounds to get win pose (lose pose otherwise) ;----------------------- ;Survival mode results screen background [SurvivalResultsBGdef] ;------------------------------------------------------------------- [Time Attack Results Screen] enabled = 1 fadein.time = 0 fadeout.time = 64 show.time = 300 winstext.text = Clear Time: %m:%s.%x winstext.font = 3,0,0 winstext.offset = 640,240 winstext.displaytime = -1 winstext.layerno = 2 ;----------------------- ;Time Attack results screen background [TimeAttackResultsBGdef] ;------------------------------------------------------------------- ;Options screen definition [Option Info] fadein.time = 10 fadein.col = 0, 0, 0 ;fadein.anim = fadeout.time = 10 fadeout.col = 0, 0, 0 ;fadeout.anim = title.offset = 640,48 title.font = 4,0,0 title.scale = 1.0, 1.0 title.text = OPTIONS menu.pos = 414, 99 menu.item.offset = 0, 0 menu.item.font = 7,0,1, 191,191,191 menu.item.scale = 1.0, 1.0 menu.item.active.offset = 0, 0 menu.item.active.font = 7,0,1 menu.item.active.scale = 1.0, 1.0 menu.item.selected.offset = 0, 0 menu.item.selected.font = 7,0,1, 0,247,247 menu.item.selected.scale = 1.0, 1.0 menu.item.selected.active.offset = 0, 0 menu.item.selected.active.font = 7,0,1, 0,247,247 menu.item.selected.active.scale = 1.0, 1.0 menu.item.value.offset = 450, 0 menu.item.value.font = 7,0,-1, 191,191,191 menu.item.value.scale = 1.0, 1.0 menu.item.value.active.offset = 450, 0 menu.item.value.active.font = 7,0,-1 menu.item.value.active.scale = 1.0, 1.0 menu.item.value.conflict.offset = 450, 0 menu.item.value.conflict.font = 7,0,-1, 247,0,0 menu.item.value.conflict.scale = 1.0, 1.0 menu.item.info.offset = 450, 0 menu.item.info.font = 7,0,-1, 247,247,0 menu.item.info.scale = 1.0, 1.0 menu.item.info.active.offset = 450, 0 menu.item.info.active.font = 7,0,-1, 247,247,0 menu.item.info.active.scale = 1.0, 1.0 menu.item.spacing = 0, 42 menu.window.margins.y = 21, 2 menu.window.visibleitems = 13 menu.boxcursor.visible = 1 menu.boxcursor.coords = -15, -30, 462, 11 menu.boxcursor.col = 255, 255, 255 menu.boxcursor.pulse = 30, 20, 30 menu.boxbg.visible = 1 menu.boxbg.col = 0, 0, 0 menu.boxbg.alpha = 0, 128 ;menu.arrow.up.anim = menu.arrow.up.spr = 400, 0 menu.arrow.up.offset = 428, -51 menu.arrow.up.facing = 1 menu.arrow.up.scale = 1.0, 1.0 ;menu.arrow.down.anim = menu.arrow.down.spr = 401, 0 menu.arrow.down.offset = 428, 525 menu.arrow.down.facing = 1 menu.arrow.down.scale = 1.0, 1.0 menu.title.uppercase = 1 menu.valuename.none = None menu.valuename.random = Random menu.valuename.default = Default menu.valuename.f = (F%i) menu.valuename.esc = (Esc) menu.valuename.page = (Tab) menu.valuename.nokey = Not used menu.valuename.yes = Yes menu.valuename.no = No menu.valuename.enabled = Enabled menu.valuename.disabled = Disabled cursor.move.snd = 100, 0 cursor.done.snd = 100, 1 cancel.snd = 100, 2 textinput.font = 7,0,1 textinput.offset = 75, 96 textinput.scale = 1.0, 1.0 textinput.port.text = Type in Host Port, e.g. 7500.\nPress ENTER to accept.\nPress ESC to cancel. textinput.reswidth.text = Type in screen width.\nPress ENTER to accept.\nPress ESC to cancel. textinput.resheight.text = Type in screen height.\nPress ENTER to accept.\nPress ESC to cancel. textinput.aspectwidth.text = Type in aspect width.\nPress ENTER to accept.\nPress ESC to cancel. textinput.aspectheight.text = Type in aspect height.\nPress ENTER to accept.\nPress ESC to cancel. ;textinput.overlay.window = 0, 0, 1280, 720 textinput.overlay.col = 0, 0, 0 textinput.overlay.alpha = 0, 128 ;P1 Key menu keymenu.p1.menuoffset = 276, 99 keymenu.p1.playerno.offset = 156, 0 keymenu.p1.playerno.font = 7,0,0, 0,247,247 keymenu.p1.playerno.scale = 1.0, 1.0 ;P2 Key menu keymenu.p2.menuoffset = 693, 99 keymenu.p2.playerno.offset = 156, 0 keymenu.p2.playerno.font = 7,0,0, 247,0,0 keymenu.p2.playerno.scale = 1.0, 1.0 ; unassigned 'keymenu' parameters use corresponding 'menu' values keymenu.pos = 0, 0 keymenu.item.spacing = 0, 36 keymenu.item.value.offset = 303, 0 keymenu.item.value.active.offset = 303, 0 keymenu.item.value.conflict.offset = 303, 0 keymenu.item.info.offset = 303, 0 keymenu.item.info.active.offset = 303, 0 keymenu.window.margins.y = 0, 0 keymenu.window.visibleitems = 0 keymenu.boxcursor.coords = -15, -27, 318, 8 keymenu.itemname.configall = Config all keymenu.itemname.up = Up keymenu.itemname.down = Down keymenu.itemname.left = Left keymenu.itemname.right = Right keymenu.itemname.a = A keymenu.itemname.b = B keymenu.itemname.c = C keymenu.itemname.x = X keymenu.itemname.y = Y keymenu.itemname.z = Z keymenu.itemname.start = Start keymenu.itemname.d = D keymenu.itemname.w = W keymenu.itemname.menu = Menu keymenu.itemname.back = Back keymenu.itemname.page = Page ; If custom menus are not declared, default option screen layout is loaded. ; Refer to system.base.def for an example how to modify option screen menus. ;------------------- ;Options screen background [OptionBGdef] [OptionBG Background Sky] type = normal spriteno = 100,0 layerno = 0 start = -640,0 [OptionBG Background Clouds Top] type = normal spriteno = 100,2 layerno = 0 start = -640, -50 tile = 1,0 velocity = -0.1, 0 window = 0,0, 1279,959 mask = 1 [OptionBG Background Clouds Bottom] type = normal spriteno = 100,3 layerno = 0 start = -640, 0 tile = 1,0 velocity = -0.7, 0 window = 0,0, 1279,959 mask = 1 ;------------------------------------------------------------------- ;Replay select screen definition [Replay Info] fadein.time = 10 fadein.col = 0, 0, 0 fadeout.time = 10 fadeout.col = 0, 0, 0 title.offset = 640,48 title.font = 4,0,0 title.scale = 1.0, 1.0 title.text = REPLAY SELECT menu.pos = 414, 99 menu.item.offset = 0, 0 menu.item.font = 7,0,1, 191,191,191 menu.item.scale = 1.0, 1.0 menu.item.active.offset = 0, 0 menu.item.active.font = 7,0,1 menu.item.active.scale = 1.0, 1.0 menu.item.spacing = 0, 42 menu.window.margins.y = 21, 2 menu.window.visibleitems = 13 menu.boxcursor.visible = 1 menu.boxcursor.coords = -15, -30, 462, 11 menu.boxcursor.col = 255, 255, 255 menu.boxcursor.pulse = 30, 20, 30 menu.boxbg.visible = 1 menu.boxbg.col = 0, 0, 0 menu.boxbg.alpha = 0, 128 ;menu.arrow.up.anim = menu.arrow.up.spr = 400, 0 menu.arrow.up.offset = 428, -51 menu.arrow.up.facing = 1 menu.arrow.up.scale = 1.0, 1.0 ;menu.arrow.down.anim = menu.arrow.down.spr = 401, 0 menu.arrow.down.offset = 428, 525 menu.arrow.down.facing = 1 menu.arrow.down.scale = 1.0, 1.0 menu.title.uppercase = 1 cursor.move.snd = 100, 0 cursor.done.snd = 100, 1 cancel.snd = 100, 2 menu.itemname.back = Back ;------------------- ;Replay select screen background [ReplayBGdef] [ReplayBG Background Sky] type = normal spriteno = 204,0 layerno = 0 start = -640,0 [ReplayBG Background Clouds Top] type = normal spriteno = 102,2 layerno = 0 start = -640, -50 tile = 1,0 velocity = -0.05, 0 trans = add1 window = 0,0, 1279,959 mask = 1 [ReplayBG Background Clouds Bottom] type = normal spriteno = 102,3 layerno = 0 start = -640, 0 tile = 1,0 velocity = -0.7, 0 window = 0,0, 1279,959 mask = 1 --------------------------------------------- ;Pause menu screen definition [Pause Menu] fadein.time = 0 fadein.col = 0, 0, 0 fadeout.time = 0 fadeout.col = 0, 0, 0 title.offset = 640,48 title.font = 4,0,0 title.scale = 1.0, 1.0 title.text = PAUSE menu.pos = 414, 99 menu.item.offset = 0, 0 menu.item.font = 7,0,1, 191,191,191 menu.item.scale = 1.0, 1.0 menu.item.active.offset = 0, 0 menu.item.active.font = 7,0,1 menu.item.active.scale = 1.0, 1.0 menu.item.selected.offset = 0, 0 menu.item.selected.font = 7,0,1, 0,247,247 menu.item.selected.scale = 1.0, 1.0 menu.item.selected.active.offset = 0, 0 menu.item.selected.active.font = 7,0,1, 0,247,247 menu.item.selected.active.scale = 1.0, 1.0 menu.item.value.offset = 450, 0 menu.item.value.font = 7,0,-1, 191,191,191 menu.item.value.scale = 1.0, 1.0 menu.item.value.active.offset = 450, 0 menu.item.value.active.font = 7,0,-1 menu.item.value.active.scale = 1.0, 1.0 menu.item.spacing = 0, 42 ;menu.window.margins.y = 0, 0 menu.window.visibleitems = 13 menu.boxcursor.visible = 1 menu.boxcursor.coords = -15, -30, 462, 11 menu.boxcursor.col = 255, 255, 255 menu.boxcursor.pulse = 30, 20, 30 menu.boxbg.visible = 1 menu.boxbg.col = 0, 0, 0 menu.boxbg.alpha = 0, 128 ;menu.arrow.up.anim = menu.arrow.up.spr = 400, 0 menu.arrow.up.offset = 428, -51 menu.arrow.up.facing = 1 menu.arrow.up.scale = 1.0, 1.0 ;menu.arrow.down.anim = menu.arrow.down.spr = 401, 0 menu.arrow.down.offset = 428, 525 menu.arrow.down.facing = 1 menu.arrow.down.scale = 1.0, 1.0 menu.title.uppercase = 1 hidebars = 1 ;Set to 0 to show lifebars during the pause menu ;overlay.window = 0, 0, 1280, 720 overlay.col = 0, 0, 0 overlay.alpha = 0, 128 cursor.move.snd = 100, 0 cursor.done.snd = 100, 1 cancel.snd = 100, 2 enter.snd = 100, 1 exit.snd = 100, 2 movelist.pos = 189, 60 movelist.title.offset = 451, -12 movelist.title.font = 4,0,0 movelist.title.scale = 1.0, 1.0 movelist.title.text = %s movelist.title.uppercase = 1 movelist.text.offset = 0, 36 movelist.text.font = 7,0,1 movelist.text.scale = 1.0, 1.0 movelist.text.spacing = 3, 3 movelist.text.text = Command List not found. movelist.glyphs.offset = 0, 6 movelist.glyphs.scale = 1.0, 1.0 movelist.glyphs.spacing = 6 movelist.window.width = 900 movelist.window.margins.y = 60, 3 movelist.window.visibleitems = 20 ;movelist.overlay.window = 0, 0, 1280, 720 movelist.overlay.col = 0, 0, 0 movelist.overlay.alpha = 0, 128 ;movelist.arrow.up.anim = ;movelist.arrow.up.spr = movelist.arrow.up.offset = 0, 0 movelist.arrow.up.facing = 1 movelist.arrow.up.scale = 1.0, 1.0 ;movelist.arrow.down.anim = ;movelist.arrow.down.spr = movelist.arrow.down.offset = 0, 0 movelist.arrow.down.facing = 1 movelist.arrow.down.scale = 1.0, 1.0 ; If custom menus are not declared, default menu screen layout is loaded. ; Refer to system.base.def for an example how to modify pause screen menus. ;------------------- ;Pause menu screen background [PauseBGdef] ;------------------------------------------------------------------- ;Training menu screen definition [Training Pause Menu] ; If not overridden, values used for [Menu Info] are shared with this group. ; Refer to system.base.def for an example how to modify pause screen menus. ;------------------- ;Training menu screen background ;[TrainingPauseBGdef] ; If commented out defaults to [PauseBGdef] ;------------------------------------------------------------------- ;Attract mode definition [Attract Mode] enabled = 0 fadein.time = 10 fadein.col = 0, 0, 0 fadeout.time = 10 fadeout.col = 0, 0, 0 credits.snd = 400, 0 logo.storyboard = logo.def intro.storyboard = intro.def start.storyboard = start.time = 600 start.insert.text = Insert Coin start.insert.offset = 640, 551 start.insert.font = 3,0,0 start.insert.scale = 1.0, 1.0 start.insert.blinktime = 30 start.press.text = Press Start start.press.offset = 640, 551 start.press.font = 3,0,0 start.press.scale = 1.0, 1.0 start.press.blinktime = 30 start.timer.offset = 1080, 680 start.timer.font = 2,0,-1 start.timer.scale = 1.0, 1.0 start.timer.text = %i start.timer.count = 60 start.timer.framespercount = 60 start.timer.displaytime = 10 start.done.snd = 100, 1 credits.text = CREDITS: %02d credits.offset = 200, 680 credits.font = 2,0,1 credits.scale = 1.0, 1.0 ; Flexible submenu grouping. ;Full documentation of this feature is available on Ikemen GO features wiki menu.itemname.arcade = ARCADE ;------------------- ;Attract mode screen background [AttractBGdef] bgclearcolor = 255,255,255 [AttractBG Background Sky] type = normal spriteno = 100,0 layerno = 0 start = -640,0 [AttractBG Background Clouds Top] type = normal spriteno = 100,2 layerno = 0 start = -640, -50 tile = 1,0 velocity = -0.1, 0 window = 0,0, 1279,959 mask = 1 [AttractBG Background Clouds Bottom] type = normal spriteno = 100,3 layerno = 0 start = -640, 0 tile = 1,0 velocity = -0.7, 0 window = 0,0, 1279,959 mask = 1 [AttractBG Background Black Bars] type = normal spriteno = 100,1 layerno = 0 start = -640,0 trans = add1 mask = 1 [AttractBG Title LogoShadow] type = normal spriteno = 0, 2 layerno = 1 start = 0,255 scalestart = 1.5,1.5 mask = 1 alpha = 256,96 trans = add sin.y = 15, 264, 2 [AttractBG Title LogoShadow] type = normal spriteno = 0, 3 layerno = 1 start = 0,255 scalestart = 1.5,1.5 mask = 1 alpha = 256,96 trans = add sin.y = 15, 264, 32 [AttractBG Title Logo] type = normal spriteno = 0, 0 layerno = 1 start = 0,255 scalestart = 1.5,1.5 mask = 1 sin.y = 15, 264, 2 [AttractBG Title Logo 2] type = normal spriteno = 0, 1 layerno = 1 start = 0,255 scalestart = 1.5,1.5 mask = 1 sin.y = 15, 264, 32 ;------------------------------------------------------------------- ;Challenger definition [Challenger Info] enabled = 1 fadein.time = 0 fadein.col = 0, 0, 0 ;fadein.anim = fadeout.time = 15 fadeout.col = 0, 0, 0 ;fadeout.anim = time = 85 pause.time = 0 ;Time to wait before pausing characters and background snd.time = 0 snd = 500,0 bg.anim = 500 ;bg.spr = bg.offset = 234, 298 bg.facing = 1 bg.scale = 1.0, 1.0 bg.displaytime = 0 ;text.text = Here Comes A New Challenger!! text.offset = 213, 120 text.font = 2,5,0 text.scale = 3.0, 3.0 text.displaytime = 0 text.layerno = 2 ;overlay.window = 0, 0, 1280, 720 overlay.col = 0, 0, 0 overlay.alpha = 0, 128 ;"Here Comes A New Challenger!!" Animation [Begin Action 500] 500,0, 0,0, 4 500,1, 0,0, 4 500,2, 0,0, 4 500,3, 0,0, 4 500,4, 0,0, 4 500,5, 0,0, 4 500,6, 0,0, 4 500,7, 0,0, 4 500,8, 0,0, 4 500,9, 0,0, 4 500,9, 0,0, 1,, AS240D16 500,9, 0,0, 1,, AS224D32 500,9, 0,0, 1,, AS208D48 500,9, 0,0, 1,, AS192D64 500,9, 0,0, 1,, AS176D80 500,9, 0,0, 1,, AS160D96 500,9, 0,0, 1,, AS144D112 500,9, 0,0, 1,, AS128D128 500,9, 0,0, 1,, AS112D144 500,9, 0,0, 1,, AS96D160 500,9, 0,0, 1,, AS80D176 500,9, 0,0, 1,, AS64D192 500,9, 0,0, 1,, AS48D208 500,9, 0,0, 1,, AS32D224 500,9, 0,0, 1,, AS16D240 -1,0, 0,0, -1 ;------------------- ;Challenger background [ChallengerBGdef] ;------------------------------------------------------------------- ;Dialogue definition [Dialogue Info] enabled = 1 starttime = 30 endtime = 60 switchtime = 30 skiptime = 30 skip.key = a cancel.key = b, c, x, y, z, s p1.bg.anim = 700 p1.bg.offset = 0, 96 p1.bg.facing = 1 p1.bg.scale = 3.0, 3.0 p2.bg.anim = 701 p2.bg.offset = 0, 432 p2.bg.facing = 1 p2.bg.scale = 3.0, 3.0 p1.face.spr = 9000,3 p1.face.offset = 2, 1 p1.face.facing = 1 p1.face.scale = 0.51, 0.51 ;p1.face.window = 0, 0, 1280, 720 p2.face.spr = 9000,3 p2.face.offset = 1280, 337 p2.face.facing = -1 p2.face.scale = 0.51, 0.51 ;p2.face.window = 0, 0, 1280, 720 p1.name.offset = 270, 85 p1.name.font = 3,0,1, 210,210,255 p1.name.scale = 1.0, 1.0 p2.name.offset = 30, 421 p2.name.font = 3,0,1, 255,210,239 p2.name.scale = 1.0, 1.0 p1.text.offset = 270, 147 p1.text.font = 7,0,1 p1.text.scale = 1.0, 1.0 p1.text.textspacing = 0 p1.text.textdelay = 3 p1.text.textwrap = w p1.text.window = 270,96, 1200,288 p2.text.offset = 30, 483 p2.text.font = 7,0,1 p2.text.scale = 1.0, 1.0 p2.text.textspacing = 0 p2.text.textdelay = 3 p2.text.textwrap = w p2.text.window = 30,432, 930,624 [Begin Action 700] 700,0, -425,0, 1, ,AS192D64 700,0, -400,0, 1, ,AS192D64 700,0, -375,0, 1, ,AS192D64 700,0, -350,0, 1, ,AS192D64 700,0, -325,0, 1, ,AS192D64 700,0, -300,0, 1, ,AS192D64 700,0, -275,0, 1, ,AS192D64 700,0, -250,0, 1, ,AS192D64 700,0, -225,0, 1, ,AS192D64 700,0, -200,0, 1, ,AS192D64 700,0, -175,0, 1, ,AS192D64 700,0, -150,0, 1, ,AS192D64 700,0, -125,0, 1, ,AS192D64 700,0, -100,0, 1, ,AS192D64 700,0, -75,0, 1, ,AS192D64 700,0, -50,0, 1, ,AS192D64 700,0, -25,0, 1, ,AS192D64 700,0, 0,0, -1, ,AS192D64 [Begin Action 701] 700,0, 425,0, 1, ,AS192D64 700,0, 400,0, 1, ,AS192D64 700,0, 375,0, 1, ,AS192D64 700,0, 350,0, 1, ,AS192D64 700,0, 325,0, 1, ,AS192D64 700,0, 300,0, 1, ,AS192D64 700,0, 275,0, 1, ,AS192D64 700,0, 250,0, 1, ,AS192D64 700,0, 225,0, 1, ,AS192D64 700,0, 200,0, 1, ,AS192D64 700,0, 175,0, 1, ,AS192D64 700,0, 150,0, 1, ,AS192D64 700,0, 125,0, 1, ,AS192D64 700,0, 100,0, 1, ,AS192D64 700,0, 75,0, 1, ,AS192D64 700,0, 50,0, 1, ,AS192D64 700,0, 25,0, 1, ,AS192D64 700,0, 0,0, -1, ,AS192D64 ;------------------------------------------------------------------- ;Hiscore definition [Hiscore Info] enabled = 1 fadein.time = 50 fadein.col = 0, 0, 0 ;fadein.anim = fadeout.time = 50 fadeout.col = 0, 0, 0 ;fadeout.anim = time = 360 pos = 159, 0 title.offset = 480, 74 title.font = 4,0,0 title.scale = 1.0, 1.0 title.arcade.text = Ranking Arcade title.teamarcade.text = Ranking Team Arcade title.teamcoop.text = Ranking Team Cooperative title.timeattack.text = Ranking Time Attack title.survival.text = Ranking Survival title.survivalcoop.text = Ranking Survival Cooperative title.uppercase = 1 title.rank.offset = 105, 140 title.rank.font = 3,0,0 title.rank.scale = 0.66,0.66 title.rank.text = Rank title.result.offset = 336, 140 title.result.font = 3,0,0 title.result.scale = 0.66,0.66 title.result.text = Result title.name.offset = 558, 140 title.name.font = 3,0,0 title.name.scale = 0.66,0.66 title.name.text = Name title.face.offset = 774, 140 title.face.font = 3,0,0 title.face.scale = 0.66,0.66 title.face.text = Character item.offset = 0, 0 item.spacing = 0, 0 item.rank.offset = 126, 190 item.rank.font = 2,0,-1 item.rank.scale = 1.0, 1.0 item.rank.spacing = 0, 26 item.rank.text = %dth item.rank.1.text = %dst item.rank.2.text = %dnd item.rank.3.text = %drd item.rank.active.font = 2,0,-1, 191,191,191 item.rank.active.switchtime = 4 item.rank.active2.font = 2,0,-1 item.result.offset = 399, 190 item.result.font = 2,0,-1 item.result.scale = 1.0, 1.0 item.result.spacing = 0, 26 item.result.score.text = %08d item.result.time.text = %m'%s''%x item.result.win.text = Stage %d item.result.active.font = 2,0,-1, 191,191,191 item.result.active.switchtime = 4 item.result.active2.font = 2,0,-1 item.name.offset = 531, 190 item.name.font = 2,0,1 item.name.scale = 1.0, 1.0 item.name.spacing = 0, 26 item.name.text = %s item.name.active.font = 2,0,1, 191,191,191 item.name.active.switchtime = 4 item.name.active2.font = 2,0,1 item.name.uppercase = 1 ;item.face.anim = item.face.spr = 9000, 0 item.face.offset = 700, 164 item.face.facing = 1 item.face.scale = 0.36, 0.36 ;item.face.window = 0, 0, 1280, 720 item.face.num = 4 item.face.spacing = 38, 48 ;item.face.bg.anim = item.face.bg.spr = 150,0 item.face.bg.offset = 0, 0 item.face.bg.facing = 1 item.face.bg.scale = 0.36, 0.36 ;item.face.unknown.anim = item.face.unknown.spr = 151,0 item.face.unknown.offset = 0, 0 item.face.unknown.facing = 1 item.face.unknown.scale = 0.33, 0.33 timer.offset = 480, 676 timer.font = 2,0,0 timer.scale = 2, 2 timer.text = %i timer.count = 30 timer.framespercount = 60 timer.displaytime = 10 window.width = 900 window.margins.y = 60, 3 window.visibleitems = 10 ;overlay.window = 0, 0, 1280, 720 overlay.col = 0, 0, 0 overlay.alpha = 0, 128 move.snd = 100, 0 done.snd = 100, 1 cancel.snd = 100, 2 glyphs = A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, !, ?, ., <, > ;------------------- ;Hiscore screen background [HiscoreBGdef] [HiscoreBG Background Sky] type = normal spriteno = 100,0 layerno = 0 start = -640,0 [HiscoreBG Background Clouds Top] type = normal spriteno = 100,2 layerno = 0 start = -640, -50 tile = 1,0 velocity = -0.1, 0 window = 0,0, 1279,959 mask = 1 [HiscoreBG Background Clouds Bottom] type = normal spriteno = 100,3 layerno = 0 start = -640, 0 tile = 1,0 velocity = -0.7, 0 window = 0,0, 1279,959 mask = 1 ;------------------------------------------------------------------- ;Warning screen definition [Warning Info] title.offset = 640, 48 title.font = 4,0,0 title.scale = 1.0, 1.0 text.offset = 189, 393 text.font = 7,0,1 text.scale = 1.0, 1.0 ;overlay.window = 0, 0, 1280, 720 overlay.col = 0, 0, 0 overlay.alpha = 0, 128 done.snd = 100, 0 cancel.snd = 100, 2