reemplaza esto por def completo
; Definition of stage 0 (training stage)
; *** denotes values you should change/check for each stage.
; The term "background" is used to mean both backgrounds and foregrounds.
;--------------------------------------------------------
[Info]
;This is the stage for Namor by Sic-1 and Zvitor. It was done for DC vs Marvel Mugen edition game by Scruffy Dragons Team.
;Do not use it in other game projects.
;Please honour the will of the creators.
;Authors: Sprite edits - Wucash
; Coding - Wucash
;Credits:
;Capcom and SNK for making their stages and objects.
;DC for inventing their universe.
;Enscripture - sprite resource
;PS: Place MP3 file in sound folder
name = "SHIELD Atlantis Outpost"
;--------------------------------------------------------
[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 = -639
boundright = 300
;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 = -186
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 = .65
;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 = 50
;--------------------------------------------------------
[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]
;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
;--------------------------------------------------------
[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
;--------------------------------------------------------
[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 = 220
;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]
;This is the shadow darkening intensity. Valid values range from
;0 (lightest) to 256 (darkest). Defaults to 128 if omitted.
intensity = 96
;This is the shadow color given in r,g,b. Valid values for each
;range from 0 (lightest) to 255 (darkest).
;Defaults to 0,0,0 if omitted.
;intensity and color's effects add up to give the final shadow
;result.
color = 0,0,0
;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 = .3
;This parameter lets you set the range over which the shadow is
;visible. The first value is the high level, and the second is
;the middle level. Both represent y-coordinates of the player.
;A shadow is invisible if the player is above the high level,
;and fully visible if below the middle level. The shadow is
;faded in between the two levels. This gives an effect of the
;shadow fading away as the player gets farther away from the
;ground. If omitted, defaults to no level effects (shadow is
;always fully visible).
fade.range = 0,0
;--------------------------------------------------------
[Reflection]
;Intensity of reflection (from 0 to 256). Set to 0 to have no
;reflection. Defaults to 0.
intensity = 50
;--------------------------------------------------------
[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/SHIELDAtlantisOutpost.mp3
;Adjust the volume. 0 is normal, negative for softer, and
;positive for louder (only for mp3, mods and CDA)
bgvolume = 255
;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ? "Normal"/"Parallax" (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"/"add1"/"sub"" (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) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
; Parallax-only:
; xscale = ?, ? Top xscale, bottom xscale (float)
; width = ?, ? Top width, bottom width (int) (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)
;-------------------------------------
;-------------------------------------
; Main background definition
[BGdef]
;Filename of sprite data
spr = SHIELDAtlantisOutpost.sff
;Set to 1 if you want to clear the screen to magenta before
;drawing layer 0 (the default background). Good for spotting "holes"
;in your background.
;Remember to turn this off when you are done debugging the background,
;because it slows down performance.
debugbg = 0
;----------
; Start each background element with the following:
; Make sure it's "[BG n]", where n is anything you like (it's only used to
; report errors.) For example, you could use: [BG TheFloor]
; Specify as many as you like. This is an example of a normal background:
;----------
[BG 0]
type = normal
spriteno = 0,0
start = -607, -1450
delta = 0.7, 0.7
mask = 0
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG boat]
type = normal
spriteno = 11, 0
start = -809, -8
delta = 0.85, 0.85
mask = 1
velocity = 0,0
tile = 0, 0
tilespacing = 0, 0
ID=1
;----------
[BG boatlights]
type = anim
actionno = 2
start = -809, -8
delta = 0.85, 0.85
mask = 1
velocity = 0,0
tile = 0, 0
tilespacing = 0, 0
ID=1
;----------
[BG fishes]
type = anim
actionno = 3
start = 189, -78
delta = 0.85, 0.85
mask = 1
velocity = 0,0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG 1]
type = normal
spriteno = 0, 1
start = -809, -8
delta = 0.85, 0.85
mask = 1
velocity = 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG ship]
type = normal
spriteno = 2, 0
start = 1399, -86
delta = 0.92,0.92
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID=2
;----------
[BG engine]
type = anim
actionno = 1
start = 1339, -136
delta = 0.92,0.92
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID=2
trans=add
ID = 5
;----------
[BG ship2]
type = normal
spriteno = 2, 1
start = 1399, -86
delta = 0.92,0.92
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID=2
ID = 5
;----------
[BG 4]
type = normal
spriteno = 0, 4
start = -299, -186
delta = 0.92,0.92
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG 5]
type = normal
spriteno = 0, 5
start = -799, -186
delta = 0.92,0.92
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG bubbles1]
type = anim
actionno = 0
start = -799, -206
delta = 0.92,0.92
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG bubbles2]
type = anim
actionno = 0
start = -299, -206
delta = 0.92,0.92
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG Monitors room]
type = normal
spriteno = 0, 70
start = -799, -200
delta = 0.4,0.5
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG Monitors room floor]
type = normal
spriteno = 0, 71
start = -799, -205
delta = 0.8,0.8
mask = 1
velocity = 0, 0
tile = 1, 0
tilespacing = 0, 0
ID = 5
layerno = 0;1
;----------
[BG Monitors2]
type = normal
spriteno = 0, 41
start = -799, -205
delta = 0.8,0.8
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG Agent1]
type = anim
actionno = 6
start = -939, -205
delta = 0.8,0.8
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG Agent2]
type = anim
actionno = 7
start = -799, -205
delta = 0.8,0.8
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG 2]
type = normal
spriteno = 0, 2
start = -799, -186
delta = 1,1
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG elevdoor]
type = normal
spriteno = 0, 40
start = -799, -186
delta = 1,1
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG Monitors]
type = normal
spriteno = 0, 30
start = -799, -186
delta = 1,1
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG oscyloscope]
type = anim
actionno = 5
start = -799, -186
delta = 1,1
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
ID = 5
;----------
[BG 3]
type = anim
actionno = 4
start = -799, -186
delta = 1,1
mask = 1
velocity = 0, 0
tile = 0, 0
tilespacing = 0, 0
[Begin action 0]
loopstart
1,0, 0,0, 5
1,1, 0,0, 5
1,2, 0,0, 5
1,3, 0,0, 5
1,4, 0,0, 5
1,5, 0,0, 5
1,6, 0,0, 5
1,7, 0,0, 5
[Begin action 1]
loopstart
3,0, 0,0, 3,,AS160D192
3,1, 0,0, 3,,AS160D192
3,2, 0,0, 3,,AS160D192
3,3, 0,0, 3,,AS160D192
3,4, 0,0, 3,,AS160D192
3,5, 0,0, 3,,AS160D192
3,6, 0,0, 3,,AS160D192
3,7, 0,0, 3,,AS160D192
3,8, 0,0, 3,,AS160D192
3,9, 0,0, 3,,AS160D192
3,10, 0,0, 3,,AS160D192
3,11, 0,0, 3,,AS160D192
[Begin action 2]
loopstart
11,1, 0,0, 500,,A
11,3, 0,0, 5,,A
11,2, 0,0, 500,,A
11,3, 0,0, 5,,A
11,1, 0,0, 250,,A
11,3, 0,0, 5,,A
11,2, 0,0, 250,,A
11,3, 0,0, 5,,A
[Begin action 3]
loopstart
12,0, 0,0, 5
12,1, 0,0, 5
12,2, 0,0, 5
12,3, 0,0, 5
12,4, 0,0, 5
12,5, 0,0, 5
12,6, 0,0, 5
12,7, 0,0, 5
[Begin action 4]
loopstart
0,20, 0,0, 3043
0,20, 0,0, 10,,A
0,-1, 0,0, 10,,A
0,20, 0,0, 10,,A
0,-1, 0,0, 10,,A
0,20, 0,0, 10,,A
0,-1, 0,0, 10,,A
0,20, 0,0, 10,,A
0,-1, 0,0, -1
[Begin action 5]
loopstart
0,31, 0,0, 5
0,32, 0,0, 5
0,33, 0,0, 5
0,34, 0,0, 5
0,35, 0,0, 5
[Begin action 6]
loopstart
0,50, 0,0, 5
0,51, 0,0, 5
0,52, 0,0, 5
[Begin action 7]
loopstart
0,60, 0,0, 200
0,61, 0,0, 5
0,62, 0,0, 5
0,63, 0,0, 5
0,64, 0,0, 200
0,63, 0,0, 5
0,62, 0,0, 5
0,61, 0,0, 5
;-------------------------------------------------------------
[BgCtrlDef 2]
CtrlID = 2
looptime = 4000
[BgCtrl]
type = VelSet
time = 2000
x = -5
y = 0
[BgCtrl]
type = VelSet
time = 3000
x = 0
y = 0
[BgCtrl]
type = posSet
time = 3999
x = 1399
y = 0
;-------------------------------------------------------------
[BgCtrlDef 1]
CtrlID = 1
looptime = 10000
[BgCtrl]
type = VelSet
time = 1000
x = 0.2
y = -0.1
[BgCtrl]
type = VelSet
time = 8000
x = 0
y = 0
[BgCtrl]
type = posSet
time = 9999
x = -809
y = -8
;--------------------------elevator movement---------------------
[BgCtrlDef]
CtrlID = 5
[BgCtrl]
type = VelSet
time = 2990
x = 1
y = 1
[BgCtrl]
type = VelSet
time = 2994
x = -1
y = -1
[BgCtrl]
type = VelSet
time = 2998
x = 0
y = 0
[BgCtrl]
type = VelSet
time = 3000
x = 0
y = -10
[BgCtrl]
type = VelSet
time = 3037
x = 0.8
y = 0.8
[BgCtrl]
type = VelSet
time = 3041
x = -0.8
y = -0.8
[BgCtrl]
type = VelSet
time = 3045
x = 0
y = 0
;--------------------------------------
y listo a jugar saludos espero que te sirva