; Definitions of system screens

; Motif: MUGEN1
; Optimal resolution: 1280x720
; Supported languages: en, ja

; Notes about fonts:
;   - up to 10 fonts can be specified in the [Files] section.
;   - 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. mugen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/

;----------------------------
[Info]
name = "Strife Project"           ;Name of motif
author = "Wiiuski"       ;Motif author name
versiondate = 06,12,2021  ;Version date of motif (MM-DD-YYYY) (new in MUGEN 1.0)
mugenversion = 1.0        ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 1.0)
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 MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
;    is in ~/mugen/data/mymotif/, then Mugen will first look
;    for ~/mugen/data/mymotif/system.sff. If it does not find
;    it there, it looks for ~/mugen/data/system.sff (the default).
;    Finally, if that is not found, it will look for
;    ~/mugen/system.sff. 

[Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =         ;Logo storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
;System fonts
font1 = f-4x6.def
font2 = name14.def
font3 = enter48Select.def
font4 = arcade.def
font5 = mssansserif-tt36.def
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)
font6 = infofont.def

; Load alternative victory quote font (font5) if language is "ja".
[ja.Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =         ;Logo storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
;System fonts
font1 = f-4x6.def
font2 = name14.def
font3 = enter48.def
font4 = arcade.def
font5 = msgothic-tt36.def
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)
font6 = msgothic-tt36.def
font6.height = 13

;----------------------------
[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/Menu.wav
title.bgm.volume = 75    ;volume scaling factor in percent. 100 is default
title.bgm.loop = 1        ;Set to 0 to prevent looping
title.bgm.loopstart = 238565
title.bgm.loopend = 
  ;Music to play at char select screen.
select.bgm = sound/Character_Select.wav
select.bgm.volume = 75
select.bgm.loop = 1
select.bgm.loopstart = 
select.bgm.loopend = 
  ;Music to play at versus screen.
vs.bgm = 
vs.bgm.volume = 100
vs.bgm.loop = 1
vs.bgm.loopstart = 
vs.bgm.loopend = 
  ;Music to play at victory screen.
victory.bgm = 
victory.bgm.volume = 100
victory.bgm.loop = 1
victory.bgm.loopstart = 
victory.bgm.loopend = 

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 960,285
menu.item.font = 3,0,0
menu.item.active.font = 3,1,0, 224,240,240
menu.item.spacing = 0, 54

;Ikemen feature: Flexible submenu grouping.
;Full documentation of this feature is available on Ikemen GO features wiki

;; Submenu: Arcade
;menu.itemname.menuarcade = "ARCADE"                          ;Ikemen feature
;;menu.itemname.menuarcade.arcade = "ARCADE"
;menu.itemname.menuarcade.teamarcade = "TEAM ARCADE"
;menu.itemname.menuarcade.teamcoop = "TEAM CO-OP"
;menu.itemname.menuarcade.back = "BACK"                       ;Ikemen feature

; Versus
menu.itemname.freebattle = "QUICK MATCH"        ;Ikemen feature
menu.itemname.teamversus = "LOCAL VERSUS"

; Submenu: Story Mode
;menu.itemname.storymode = "STORY MODE"                      ;Ikemen feature (not implemented yet)
; names of story arcs show up before storymode.back item
;menu.itemname.storymode.back = "BACK"                       ;Ikemen feature

; Submenu: Network
menu.itemname.menunetwork = "NETPLAY"                        ;Ikemen feature
menu.itemname.menunetwork.serverhost = "HOST GAME"           ;Ikemen feature
menu.itemname.menunetwork.serverjoin = "JOIN GAME"           ;Ikemen feature
menu.itemname.menunetwork.back = "BACK"                      ;Ikemen feature

; known IP addresses show up before serverjoin.back item
menu.itemname.menunetwork.serverjoin.joinadd = "NEW ADDRESS" ;Ikemen feature
menu.itemname.menunetwork.serverjoin.back = "BACK"           ;Ikemen feature

; 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"                ;Ikemen feature
;menu.itemname.server.netplayteamcoop = "ARCADE CO-OP"        ;Ikemen feature (disabled due to problems with P2 controls)
;menu.itemname.server.netplaysurvivalcoop = "SURVIVAL CO-OP"  ;Ikemen feature (disabled due to problems with P2 controls)
menu.itemname.server.back = "EXIT"                           ;Ikemen feature

; Submenu: Tournament
;menu.itemname.menutournament = "TOURNAMENT"                  ;Ikemen feature
;menu.itemname.menutournament.tournament32 = "ROUND OF 32"    ;Ikemen feature (not implemented yet)
;menu.itemname.menutournament.tournament16 = "ROUND OF 16"    ;Ikemen feature (not implemented yet)
;menu.itemname.menutournament.tournament8 = "QUARTERFINALS"   ;Ikemen feature (not implemented yet)
;menu.itemname.menutournament.back = "BACK"                   ;Ikemen feature

; Submenu: Practice
menu.itemname.training = "TRAINING BETA"             ;Ikemen feature

menu.itemname.watch = "AI MATCH"

;menu.itemname.menupractice.trials = "TRIALS"                 ;Ikemen feature (not implemented yet)
;menu.itemname.menupractice.back = "BACK"                     ;Ikemen feature

; Submenu: Mission
;menu.itemname.menumission = "MISSION"                        ;Ikemen feature
;menu.itemname.menumission.timeattack = "TIME ATTACK"         ;Ikemen feature
;menu.itemname.menumission.survival = "SURVIVAL"
;menu.itemname.menumission.survivalcoop = "SURVIVAL CO-OP"
;menu.itemname.menumission.bossrush = "BOSS RUSH"             ;Ikemen feature
;menu.itemname.menumission.vs100kumite = "VS 100 KUMITE"      ;Ikemen feature
;menu.itemname.menumission.timechallenge = "TIME CHALLENGE"   ;Ikemen feature
;menu.itemname.menumission.scorechallenge = "SCORE CHALLENGE" ;Ikemen feature
;menu.itemname.menumission.bonusgames = "BONUS GAMES"         ;Ikemen feature
;menu.itemname.menumission.back = "BACK"                      ;Ikemen feature

; names of bonus characters show up before bonusgames.back item
;menu.itemname.menumission.bonusgames.back = "BACK"           ;Ikemen feature

; Submenu: Watch Mode
;menu.itemname.menuwatch = "WATCH MODE"                       ;Ikemen feature
;menu.itemname.menuwatch.watch = "AI MATCH"
;menu.itemname.menuwatch.randomtest = "RANDOMTEST"            ;Ikemen feature
;menu.itemname.menuwatch.replay = "REPLAY"                    ;Ikemen feature
;menu.itemname.menuwatch.back = "BACK"                        ;Ikemen feature

; Submenu: Profile
;menu.itemname.menuprofile = "PROFILE"                        ;Ikemen feature
;menu.itemname.menuprofile.records = "RECORDS"                ;Ikemen feature (not implemented yet)
;menu.itemname.menuprofile.ranking = "RANKING"                ;Ikemen feature (not implemented yet)
;menu.itemname.menuprofile.back = "BACK"                      ;Ikemen feature

; Options
menu.itemname.options = "OPTIONS"

; Exit Game
menu.itemname.exit = "EXIT"

; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 40, 34
menu.window.visibleitems = 7
menu.boxcursor.visible = 1     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -320,-35,320,6
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0

[TitleBG Background Top]
type  = normal
spriteno = -800,0
layerno = 0
start = 0,0
tile  = 0,0
velocity = 0, 0


[TitleBG Title Logo]
type  = normal
spriteno = 0,0
layerno = 0
start = -550,75
mask = 1

;----------------------------
[Infobox] ;(new in MUGEN 1.0)
text.font = 6,0,1

;----------------------------
[Infobox Text] ;(new in MUGEN 1.0)
wee
_
*
_
* 
_
* 
_
* 
_
* 

;----------------------------
[ja.Infobox Text] ;(new in MUGEN 1.0)
M.U.G.E.N 1.1ベータ版をご利用いただいてありがとうございます！
_
このメッセージは、data/mugen1/system.defで編集できます。

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 8
columns = 8
wrapping = 0              ;1 to let cursor wrap around
pos = 473,89             ;Position to draw to
showemptyboxes = 1        ;1 to show empty boxes
moveoveremptyboxes = 1    ;1 to allow cursor to move over empty boxes
cell.size = 34,34       ;x,y size of each cell (in pixels)
cell.spacing = 8         ;Space between each cell
cell.bg.spr = 150,0       ;Note: Don't use animation for cells
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
p1.cursor.startcell = 3,3
p1.cursor.active.anim = 160
p1.cursor.done.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,3
p1.random.move.snd = 100,0
p2.cursor.startcell = 3,4
p2.cursor.active.anim = 170
p2.cursor.done.spr = 171,0
p2.cursor.blink = 0       ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,3
p2.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     ;Do not change from 9000,0
p1.select.snd = 9000, 0
p2.select.snd = 9000, 0
portrait.offset = 2,02
portrait.scale = 0.25,0.25
title.offset = 640,38     ;Position of title (Arcade Mode, etc)
title.font = -1,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 0,0      ;Position to put big portrait
p1.face.scale = 0.25,0.25
p1.face.facing = 1
p1.face.window = 0,0, 739,959
p2.face.spr = 9000,1
p2.face.offset = 1279,0
p2.face.scale = 0.25,0.25
p2.face.facing = -1
p2.face.window = 540,0, 1279,959
;Name
p1.name.offset = 50,600   ;Position to put name
p1.name.font = 3,10,1      ;Set to -1 for no display
p1.name.spacing = 25,55   ;Space between each name for players on the same team
p2.name.offset = 1230,600
p2.name.font = 3,10,-1
p2.name.spacing = -25,55
;Stage select
stage.pos = 640,700
stage.active.font = 3,0,0
stage.active2.font = 3,1  ;Second font color for blinking
stage.done.font = 3,0
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 115, 170
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,3, 1
p1.teammenu.selftitle.text = ""
p1.teammenu.enemytitle.font = 3,3, 1
p1.teammenu.enemytitle.text = ""
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,3
p1.teammenu.item.offset = 0,110
p1.teammenu.item.spacing = 0,60
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,2, 1
p1.teammenu.item.active2.font = 3,3, 1, 224,224,240 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -30, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 210,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 210,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 18,0

p1.teammenu.ratio1.icon.spr = 300, 0       ;Ikemen feature
p1.teammenu.ratio1.icon.offset = 38, 205   ;Ikemen feature
p1.teammenu.ratio1.icon.facing = 1         ;Ikemen feature
p1.teammenu.ratio1.icon.scale = 1.0, 1.0   ;Ikemen feature
p1.teammenu.ratio2.icon.spr = 300, 1       ;Ikemen feature
p1.teammenu.ratio2.icon.offset = 38, 205   ;Ikemen feature
p1.teammenu.ratio2.icon.facing = 1         ;Ikemen feature
p1.teammenu.ratio2.icon.scale = 1.0, 1.0   ;Ikemen feature
p1.teammenu.ratio3.icon.spr = 300, 2       ;Ikemen feature
p1.teammenu.ratio3.icon.offset = 38, 205   ;Ikemen feature
p1.teammenu.ratio3.icon.facing = 1         ;Ikemen feature
p1.teammenu.ratio3.icon.scale = 1.0, 1.0   ;Ikemen feature
p1.teammenu.ratio4.icon.spr = 300, 3       ;Ikemen feature
p1.teammenu.ratio4.icon.offset = 38, 205   ;Ikemen feature
p1.teammenu.ratio4.icon.facing = 1         ;Ikemen feature
p1.teammenu.ratio4.icon.scale = 1.0, 1.0   ;Ikemen feature
p1.teammenu.ratio5.icon.spr = 300, 4       ;Ikemen feature
p1.teammenu.ratio5.icon.offset = 38, 205   ;Ikemen feature
p1.teammenu.ratio5.icon.facing = 1         ;Ikemen feature
p1.teammenu.ratio5.icon.scale = 1.0, 1.0   ;Ikemen feature
p1.teammenu.ratio6.icon.spr = 300, 5       ;Ikemen feature
p1.teammenu.ratio6.icon.offset = 38, 205   ;Ikemen feature
p1.teammenu.ratio6.icon.facing = 1         ;Ikemen feature
p1.teammenu.ratio6.icon.scale = 1.0, 1.0   ;Ikemen feature
p1.teammenu.ratio7.icon.spr = 300, 6       ;Ikemen feature
p1.teammenu.ratio7.icon.offset = 38, 205   ;Ikemen feature
p1.teammenu.ratio7.icon.facing = 1         ;Ikemen feature
p1.teammenu.ratio7.icon.scale = 1.0, 1.0   ;Ikemen feature

;p2 team
p2.teammenu.pos = 1165, 170
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,1, -1
p2.teammenu.selftitle.text = ""
p2.teammenu.enemytitle.font = 3,1, -1
p2.teammenu.enemytitle.text = ""
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,3
p2.teammenu.item.offset = 0,110
p2.teammenu.item.spacing = 0,60
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,2, -1
p2.teammenu.item.active2.font = 3,3, -1, 224,224,240 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 30, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -210,1
p2.teammenu.value.icon.spr = 181,0
p2.teammenu.value.empty.icon.offset = -210,1
p2.teammenu.value.empty.icon.spr = 182,0
p2.teammenu.value.spacing = -18,0

p2.teammenu.ratio1.icon.spr = 301, 0       ;Ikemen feature
p2.teammenu.ratio1.icon.offset = -354, 205 ;Ikemen feature
p2.teammenu.ratio1.icon.facing = 1         ;Ikemen feature
p2.teammenu.ratio1.icon.scale = 1.0, 1.0   ;Ikemen feature
p2.teammenu.ratio2.icon.spr = 301, 1       ;Ikemen feature
p2.teammenu.ratio2.icon.offset = -354, 205 ;Ikemen feature
p2.teammenu.ratio2.icon.facing = 1         ;Ikemen feature
p2.teammenu.ratio2.icon.scale = 1.0, 1.0   ;Ikemen feature
p2.teammenu.ratio3.icon.spr = 301, 2       ;Ikemen feature
p2.teammenu.ratio3.icon.offset = -354, 205 ;Ikemen feature
p2.teammenu.ratio3.icon.facing = 1         ;Ikemen feature
p2.teammenu.ratio3.icon.scale = 1.0, 1.0   ;Ikemen feature
p2.teammenu.ratio4.icon.spr = 301, 3       ;Ikemen feature
p2.teammenu.ratio4.icon.offset = -354, 205 ;Ikemen feature
p2.teammenu.ratio4.icon.facing = 1         ;Ikemen feature
p2.teammenu.ratio4.icon.scale = 1.0, 1.0   ;Ikemen feature
p2.teammenu.ratio5.icon.spr = 301, 4       ;Ikemen feature
p2.teammenu.ratio5.icon.offset = -354, 205 ;Ikemen feature
p2.teammenu.ratio5.icon.facing = 1         ;Ikemen feature
p2.teammenu.ratio5.icon.scale = 1.0, 1.0   ;Ikemen feature
p2.teammenu.ratio6.icon.spr = 301, 5       ;Ikemen feature
p2.teammenu.ratio6.icon.offset = -354, 205 ;Ikemen feature
p2.teammenu.ratio6.icon.facing = 1         ;Ikemen feature
p2.teammenu.ratio6.icon.scale = 1.0, 1.0   ;Ikemen feature
p2.teammenu.ratio7.icon.spr = 301, 6       ;Ikemen feature
p2.teammenu.ratio7.icon.offset = -354, 205 ;Ikemen feature
p2.teammenu.ratio7.icon.facing = 1         ;Ikemen feature
p2.teammenu.ratio7.icon.scale = 1.0, 1.0   ;Ikemen feature

teammenu.itemname.single = Single ;Ikemen feature
teammenu.itemname.tag = Tag       ;Ikemen feature
teammenu.itemname.simul = ""   ;Ikemen feature
teammenu.itemname.turns = ""   ;Ikemen feature
teammenu.itemname.ratio = ""   ;Ikemen feature

timer.enabled = 0                 ;Ikemen feature
timer.offset = 640, 78            ;Ikemen feature
timer.font = 2, 0, 0              ;Ikemen feature
timer.font.scale = 1.0, 1.0       ;Ikemen feature
timer.count = 99                  ;Ikemen feature
timer.framespercount = 60         ;Ikemen feature
timer.displaytime = 10            ;Ikemen feature

record.offset = 640, 78      ;Ikemen feature
record.font = 2, 0, 0        ;Ikemen feature
record.font.scale = 1.0, 1.0 ;Ikemen feature
; format: %m = minutes, %s = seconds, %x = milliseconds, %p = score, %c = char name, %n = player name, \n = newline
record.text.scorechallenge = "- BEST RECORD -\n%c %p PTS: %n" ;Ikemen feature
record.text.timechallenge = "- BEST RECORD -\n%c %m:%s.%x: %n" ;Ikemen feature

[Begin Action 160] ;P1 active cursor
160,0, 0,0, 3, , AS30D255
160,0, 0,0, 3, , AS50D256
160,0, 0,0, 3, , AS75D256
160,0, 0,0, 3, , AS100D256
160,0, 0,0, 3, , AS125D256
160,0, 0,0, 3, , AS150D256
160,0, 0,0, 3, , AS125D256
160,0, 0,0, 3, , AS100D256
160,0, 0,0, 3, , AS75D256
160,0, 0,0, 3, , AS50D256
160,0, 0,0, 3, , AS30D255
160,0, 0,0, 3, , AS10D256

[Begin Action 170] ;P1 active cursor
160,1, 0,0, 3, , AS30D255
160,1, 0,0, 3, , AS50D256
160,1, 0,0, 3, , AS75D256
160,1, 0,0, 3, , AS100D256
160,1, 0,0, 3, , AS125D256
160,1, 0,0, 3, , AS150D256
160,1, 0,0, 3, , AS125D256
160,1, 0,0, 3, , AS100D256
160,1, 0,0, 3, , AS75D256
160,1, 0,0, 3, , AS50D256
160,1, 0,0, 3, , AS30D255
160,1, 0,0, 3, , AS10D256

[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 1
180,0, 3,0, 1
180,0, 6,0, 1
180,0, 9,0, 1
180,0,12,0, 1
180,0,15,0, 1
180,0,18,0, 1
180,0,21,0, 1

[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 1
190,0,-3,0, 1
190,0,-6,0, 1
190,0,-8,0, 1
190,0,-12,0, 1
190,0,-15,0, 1
190,0,-18,0, 1
190,0,-21,0, 1

[Begin Action 600]
600,1, 0,0, 3
600,2, 0,0, 3

[Begin Action 601]
600,3, 0,0, 3
600,4, 0,0, 3

[Begin Action 602]
600,0, 0,0, 5
600,0, 0,-3, 5

[Begin Action 603]
600,0, 372,0, 5, H
600,0, 372,-3, 5, H
;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data

[SelectBG 0] ;background
type  = normal
spriteno = 502,0
layerno = 0
start = 0,0
tile  = 0,0
delta = 0,0
velocity = 0, 0

[SelectBG 1] ;Davlehoof
type  = anim
actionno = 602
layerno = 0
start = -2000,375
tilespacing = 6000,0
tile  = 1,0
delta = 0,0
mask = 1
velocity = 5, 0

[SelectBG 1] ;Davlehoof
type  = anim
actionno = 603
layerno = 0
start = -2000,425
tilespacing = 6000,0
tile  = 1,0
delta = 0,0
mask = 1
velocity = -5, 0

[SelectBG 1] ;monitor
type  = normal
spriteno = 503,0
layerno = 0
start = 0,-100
tile  = 0,0
delta = 0,0
mask = 1
velocity = 0, 0

[SelectBG 1] ;slots
type  = normal
spriteno = 504,0
layerno = 0
start = 0,-100
tile  = 0,0
delta = 0,0
mask = 1
velocity = 0, 0

[SelectBG 1] ;slotborders
type  = normal
spriteno = 505,0
layerno = 0
start = 0,-100
tile  = 0,0
delta = 0,0
mask = 1
velocity = 0, 0

[SelectBG 1] ;lever
type  = normal
spriteno = 506,0
layerno = 0
start = 0,-100
tile  = 0,0
delta = 0,0
mask = 1
velocity = 0, 0

[SelectBG 1] ;babyjohn
type  = anim
actionno = 600
layerno = 0
start = 70,612
tile  = 0,0
delta = 0,0
mask = 1
velocity = 0, 0

[SelectBG 1] ;screen
type  = normal
spriteno = 507,0
layerno = 0
start = -640,190
tile  = 0,0
delta = 0,0
mask = 1
velocity = 0, 0

[SelectBG 1] ;screen
type  = normal
spriteno = 508,0
layerno = 0
start = 640,190
tile  = 0,0
delta = 0,0
mask = 1
velocity = 0, 0

[SelectBG 1] ;ectobiolobabysitter
type  = anim
actionno = 601
layerno = 0
start = -120,700
tile  = 0,0
delta = 0,0
mask = 1
velocity = 0, 0


;-------------------------------------------------------------------
[VS Screen]
time = 0                ;Time to show screen
fadein.time = 0
fadeout.time = 0
;Match text in arcade modes
match.text = "Match %i"   ;%i can be used for the match number
match.offset = 20, 709
match.font = 2,0,1
;Big portraits
p1.spr = 9000, 1
p1.offset =  60,30
p1.facing = 1
p1.scale = 1,1
p1.window = 60,30, 539,589
p2.spr = 9000, 1
p2.offset = 1220,30
p2.facing = -1
p2.scale = 1,1
p2.window = 741,30, 1220,589
;Names
p1.name.offset = 110,650  ;Position to put name
p1.name.font = 3,3,1      ;Set to -1 for no display
p1.name.spacing = 0,44    ;Space between each name for players on the same team
p2.name.offset = 1170,650
p2.name.font = 3,1,-1
p2.name.spacing = 0,44

;-----------------------
;VS Match up screen background
[VersusBGdef] 

[VersusBG BG] 
type  = normal
spriteno = 204,0
start = 0,0
mask = 0

[VersusBG BG for 4:3] 
type  = normal
spriteno = 100,0
start = 0,0
tile  = 1,1
velocity = 0,0
window = 0,720, 1279,959

[VersusBG P1 Box 1]
type = anim
actionno = 203
layerno = 1 ; Front
start = -110,30
velocity = .1,0

[VersusBG P1 Box 2]
type = anim
actionno = 204
layerno = 1 ; Front
start = -110,30
velocity = .1,0

[VersusBG P1 Box 3]
type = anim
actionno = 205
layerno = 1 ; Front
start = -590,590
velocity = .1,0

[VersusBG P1 Box 4]
type = anim
actionno = 206
layerno = 1 ; Front
start = -590,590
velocity = .1,0

[VersusBG P2 Box 1]
type = anim
actionno = 207
layerno = 1 ; Front
start = 95,30
velocity = .1,0

[VersusBG P2 Box 2]
type = anim
actionno = 208
layerno = 1 ; Front
start = 95,30
velocity = .1,0

[VersusBG P2 Box 3]
type = anim
actionno = 209
layerno = 1 ; Front
start = 575,590
velocity = .1,0

[VersusBG P2 Box 4]
type = anim
actionno = 210
layerno = 1 ; Front
start = 575,590
velocity = .1,0

[VersusBG 4] ;VS Logo Shadow
type  = anim
actionno = 201
layerno = 1 ; Front
start = -18,300
velocity = .25,0

[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 = -.25,0

[Begin Action 200]
200,0, 0,0, -1

[Begin Action 201]
201,0,-70,0, 1, , S
201,0,-60,0, 1, , S
201,0,-50,0, 1, , S
201,0,-40,0, 1, , S
201,0,-30,0, 1, , S
201,0,-20,0, 1, , S
201,0,-13,0, 1, , S
201,0, -8,0, 1, , S
201,0, -5,0, 1, , S
201,0, -2,0, 1, , S
201,0, -1,0, 1, , S
201,0, 0,0, -1, , S

[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

[Begin Action 203]
203,0, 0,0, -1, H, S

[Begin Action 204]
203,1, 0,0, -1, H, S

[Begin Action 205]
203,0, 0,0, -1, V, A

[Begin Action 206]
203,1, 0,0, -1, V, A

[Begin Action 207]
203,0, 0,0, -1, , S

[Begin Action 208]
203,1, 0,0, -1, , S

[Begin Action 209]
203,0, 0,0, -1, HV, A

[Begin Action 210]
203,1, 0,0, -1, HV, A

;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 0               ;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
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               ;Set to 1 to show continue screen, 0 to disable
pos = 640,240             ;Position
;***Known issue*** The display elements below use the fight.def resources
;instead of the ones defined in this file.
continue.text = "CONTINUE?"
continue.font = 3,0,0
continue.offset = 0,0
;Inactive and active (selected) YES/NO text
yes.text = "YES"
yes.font = 3,0,0, 128,128,128
yes.offset = -80, 60
yes.active.text = "YES"
yes.active.font = 3,3,0
yes.active.offset = -80, 60
no.text = "NO"
no.font = 3,0,0, 128,128,128
no.offset = 80, 60
no.active.text = "NO"
no.active.font = 3,3,0
no.active.offset = 80, 60

;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 0               ;Set to 1 to show game over screen, 0 to disable
storyboard =              ;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
time = 300                ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 400,-40
p1.spr = 9000,2
p1.facing = 1
p1.scale = 1,1
p1.window = 0,0, 1279,500
p1.name.offset = 40,570
p1.name.font = 3,3,1
;Win quote text
winquote.text = "WIN" ;Default win quote text to show
winquote.offset = 40,615
winquote.font = 5,0,1
winquote.window = 38,521, 1241,708
winquote.textwrap = w     ;Word wrap

;-----------------------
;Victory screen background
[VictoryBGdef] 

[VictoryBG 1] 
type  = normal
spriteno = 100,0
start = 0,0
tile  = 1,1
velocity = 0,1.5
window = 0,501, 1279,959

[VictoryBG 2]
type  = normal
spriteno = 100,1
start = 0,0
tile  = 1,1
window = 0,0, 1279,500
velocity = 0,1.5

[VictoryBG 3]
type  = normal
spriteno = 100,1
start = 0,0
tile  = 1,1
window = 25,520, 1254,709
velocity = 0,1.5

;-------------------------------------------------------------------
;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
wintext.text = "THANKS FOR PLAYING"
wintext.font = 3,0,0
wintext.offset = 640,240
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;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 = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;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
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
fadein.time = 0
show.time = 300
fadeout.time = 64
roundstowin = 5 ;Number of rounds to get win pose (lose pose otherwise)

; Ikemen feature
[VS100 Kumite Results Screen]
enabled = 1
winstext.text = "Wins: %i\nLoses: %i"
winstext.font = 3,0,0
winstext.offset = 640,240
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 0
show.time = 300
fadeout.time = 64
roundstowin = 51

; Ikemen feature
[Time Attack Results Screen]
enabled = 1
winstext.text = "Clear Time: %m:%s.%x"
winstext.font = 3,0,0
winstext.offset = 640,240
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 0
show.time = 300
fadeout.time = 64

; Ikemen feature
[Time Challenge Results Screen]
enabled = 1
winstext.text = "Clear Time: %m:%s.%x"
winstext.font = 3,0,0
winstext.offset = 640,240
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 0
show.time = 300
fadeout.time = 64

; Ikemen feature
[Score Challenge Results Screen]
enabled = 1
winstext.text = "Score: %i"
winstext.font = 3,0,0
winstext.offset = 640,240
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 0
show.time = 300
fadeout.time = 64

; Ikemen feature
[Boss Rush Results Screen]
enabled = 1
winstext.text = "Congratulations!"
winstext.font = 3,0,0
winstext.offset = 640,240
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 0
show.time = 300
fadeout.time = 64

; Ikemen feature
[ResultsBGdef]


;-------------------------------------------------------------------
;Options screen definition
[Option Info]
fadein.time = 10
fadeout.time = 10
title.offset = 640,38
title.font = 4,0,0
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;Ikemen feature
menu.itemname.menuarcade = "Arcade Settings"
menu.itemname.menuarcade.roundtime = "Time Limit"
menu.itemname.menuarcade.roundsnumsingle = "Rounds to Win Single"
menu.itemname.menuarcade.roundsnumteam = "Rounds to Win Simul/Tag"
menu.itemname.menuarcade.maxdrawgames = "Max Draw Games"
menu.itemname.menuarcade.difficulty = "Difficulty Level"
menu.itemname.menuarcade.credits = "Credits"
menu.itemname.menuarcade.quickcontinue = "Quick Continue"
menu.itemname.menuarcade.airamping = "AI Ramping"
menu.itemname.menuarcade.aipalette = "AI Palette"
menu.itemname.menuarcade.empty = ""
menu.itemname.menuarcade.back = "Back"

menu.itemname.menuvideo = "Video Settings"
menu.itemname.menuvideo.resolution = "Resolution" ;reserved submenu
; Resolution is assigned based on values used in itemname suffix (e.g. 320x240)
menu.itemname.menuvideo.resolution.320x240 = "320x240    (4:3 QVGA)"
menu.itemname.menuvideo.resolution.640x480 = "640x480    (4:3 VGA)"
menu.itemname.menuvideo.resolution.960x720 = "960x720    (4:3 HD)"
menu.itemname.menuvideo.resolution.1280x720 = "1280x720   (16:9 HD)"
menu.itemname.menuvideo.resolution.1600x900 = "1600x900   (16:9 HD+)"
menu.itemname.menuvideo.resolution.1920x1080 = "1920x1080  (16:9 FHD)"
menu.itemname.menuvideo.resolution.empty = ""
menu.itemname.menuvideo.resolution.customres = "Custom"
menu.itemname.menuvideo.resolution.back = "Back"
menu.itemname.menuvideo.fullscreen = "Fullscreen"
menu.itemname.menuvideo.vretrace = "VSync"
menu.itemname.menuvideo.msaa = "MSAA"
menu.itemname.menuvideo.shaders = "Shaders" ;reserved submenu
; This list is populated with shaders existing in 'external/shaders' directory
menu.itemname.menuvideo.shaders.empty = ""
menu.itemname.menuvideo.shaders.noshader = "Disable"
menu.itemname.menuvideo.shaders.back = "Back"
menu.itemname.menuvideo.empty = ""
menu.itemname.menuvideo.back = "Back"

menu.itemname.menuaudio = "Audio Settings"
menu.itemname.menuaudio.mastervolume = "Master Volume"
menu.itemname.menuaudio.bgmvolume = "BGM Volume"
menu.itemname.menuaudio.sfxvolume = "SFX Volume"
menu.itemname.menuaudio.audioducking = "Audio Ducking"
menu.itemname.menuaudio.empty = ""
menu.itemname.menuaudio.back = "Back"

menu.itemname.menuinput = "Input Settings"
menu.itemname.menuinput.keyboard = "Key Config"
menu.itemname.menuinput.gamepad = "Joystick Config"
menu.itemname.menuinput.empty = ""
menu.itemname.menuinput.inputdefault = "Default"
menu.itemname.menuinput.back = "Back"

menu.itemname.menugameplay = "Gameplay Settings"
menu.itemname.menugameplay.lifemul = "Life"
menu.itemname.menugameplay.gamespeed = "Game Speed"
menu.itemname.menugameplay.autoguard = "Auto-Guard"
menu.itemname.menugameplay.guardbar = "Guard Break"
menu.itemname.menugameplay.stunbar = "Dizzy"
menu.itemname.menugameplay.redlifebar = "Red Life"
menu.itemname.menugameplay.empty = ""
;menu.itemname.menugameplay.menuteam = "Team Settings"
;menu.itemname.menugameplay.menuteam.singlevsteamlife = "Single VS Team Life"
;menu.itemname.menugameplay.menuteam.teamlifeadjustment = "Team Life Adjustment"
;menu.itemname.menugameplay.menuteam.teampowershare = "Team Power Share"
;menu.itemname.menugameplay.menuteam.simulloseko = "Simul Player KOed Lose"
;menu.itemname.menugameplay.menuteam.tagloseko = "Tag Partner KOed Lose"
;menu.itemname.menugameplay.menuteam.turnsrecoverybase = "Turns Recovery Base"
;menu.itemname.menugameplay.menuteam.turnsrecoverybonus = "Turns Recovery Bonus"
;menu.itemname.menugameplay.menuteam.empty = ""
;menu.itemname.menugameplay.menuteam.minturns = "Min Turns Chars"
;menu.itemname.menugameplay.menuteam.maxturns = "Max Turns Chars"
;menu.itemname.menugameplay.menuteam.minsimul = "Min Simul Chars"
;menu.itemname.menugameplay.menuteam.maxsimul = "Max Simul Chars"
;menu.itemname.menugameplay.menuteam.mintag = "Min Tag Chars"
;menu.itemname.menugameplay.menuteam.maxtag = "Max Tag Chars"
;menu.itemname.menugameplay.menuteam.empty = ""
;menu.itemname.menugameplay.menuteam.back = "Back"
;menu.itemname.menugameplay.menuratio = "Ratio Settings"
;menu.itemname.menugameplay.menuratio.ratio1life = "Ratio 1 Life"
;menu.itemname.menugameplay.menuratio.ratio1attack = "Ratio 1 Damage"
;menu.itemname.menugameplay.menuratio.ratio2life = "Ratio 2 Life"
;menu.itemname.menugameplay.menuratio.ratio2attack = "Ratio 2 Damage"
;menu.itemname.menugameplay.menuratio.ratio3life = "Ratio 3 Life"
;menu.itemname.menugameplay.menuratio.ratio3attack = "Ratio 3 Damage"
;menu.itemname.menugameplay.menuratio.ratio4life = "Ratio 4 Life"
;menu.itemname.menugameplay.menuratio.ratio4attack = "Ratio 4 Damage"
;menu.itemname.menugameplay.menuratio.empty = ""
;menu.itemname.menugameplay.menuratio.back = "Back"
menu.itemname.menugameplay.back = "Back"

menu.itemname.menuengine = "Engine Settings"
menu.itemname.menuengine.debugkeys = "Debug Keys"
menu.itemname.menuengine.empty = ""
menu.itemname.menuengine.helpermax = "HelperMax"
menu.itemname.menuengine.projectilemax = "PlayerProjectileMax"
menu.itemname.menuengine.explodmax = "ExplodMax"
menu.itemname.menuengine.afterimagemax = "AfterImageMax"
menu.itemname.menuengine.empty = ""
menu.itemname.menuengine.menupreloading = "Pre-loading"
menu.itemname.menuengine.menupreloading.preloadingsmall = "Small portraits"
menu.itemname.menuengine.menupreloading.preloadingbig = "Select portraits"
menu.itemname.menuengine.menupreloading.preloadingversus = "Versus portraits"
menu.itemname.menuengine.menupreloading.preloadingstage = "Stage portraits"
menu.itemname.menuengine.back = "Back"

menu.itemname.empty = ""
menu.itemname.portchange = "Port Change"
menu.itemname.default = "Default Values"
menu.itemname.empty = ""
menu.itemname.savereturn = "Save and Return"
menu.itemname.return = "Return Without Saving"

;-------------------
;Options screen background
[OptionBGdef] 

;[OptionBG 1]
;type  = normal
;spriteno = 100,0
;start = 0,0
;tile  = 1,1
;velocity = -1, -1
