
[Info]
name = "Symbiote Apocalypse"

[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 = -424
boundright = 424

 ;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 = -350
boundlow = 0

 ;This is how much the camera will move vertically towards the
 ;highest player. Valid values are from 0 to 1. A value of 0 will mean
 ;the camera does not move up at all. A value of 1 will makes the camera
 ;follow the highest player.
 ;Typically .2 for normal-sized backgrounds. You may need to pull this
 ;value up for taller backgrounds.
verticalfollow = 1

 ;Minimum vertical distance the highest player has to be from the floor,
 ;before the camera starts to move up to follow him. For extremely
 ;tall stages, a floor tension of about 20-30 coupled with a
 ;vertical-follow of .8 allows the camera to follow the action.
floortension = 92

 ;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 = 212

 ;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 = 1

;--------------------------------------------------------
[Shadow]
 ;This is the shadow darkening intensity. Valid values range from
 ;0 (lightest) to 256 (darkest). Defaults to 128 if omitted.
intensity = 95

 ;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 = 0.05

 ;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 = 0

;--------------------------------------------------------
[Music]
bgmusic = stages/this_fire.mp3
bgvolume = 255


;-------------------------------------


[BGdef]
spr = stages/Symbiote Apocalypse.sff
debugbg = 0




[BG a]
type  = normal
spriteno = 0, 1
layerno = 0                
start = 0, 0
delta = .5,.5
trans = none
mask  = 1
tile  = 1,1
;tilespacing = 0,0


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

;*******Lightning BACK



[BG 0]
type  = Anim
actionno = 0
start =0,-35
delta = -0.01,0.4
mask = 0
trans = none
layerno = 0
velocity = 0,0
tile = 0

[Begin Action 0]
2,1, 0,0, 5
2,2, 0,0, 5
2,3, 0,0, 5
2,4, 0,0, 5
2,5, 0,0, 5


;******Light END








[BG 2]
type  = normal
spriteno = 4, 4
layerno = 0                
start = 0, 130
delta = .01,0.32
trans = none
mask  = 1
tile  = 1,0
tilespacing = 0,0















[BG mnts]
type  = Anim
actionno = 170
start =0,90
delta = .03, .42
mask = 1
trans = none
layerno = 0
velocity = 0,0
tile = 0,0

[Begin Action 170]
4,3, -1,0, 3
4,3, 0,0, 3
4,3, 1,0, 3
4,3, 0,0, 3




[BG rks]
type  = Anim
actionno = 160
start =0,140
delta = .04, .52
mask = 1
trans = none
layerno = 0
velocity = 0,0
tile = 0,0

[Begin Action 160]
4,5, 1,0, 3
4,5, 0,0, 3
4,5, -1,0, 3
4,5, 0,0, 3



[BG brilht]
type  = Anim
actionno = 234
start =0,-50
delta = .04, .52
mask = 1
trans = add
layerno = 0
velocity = 0,0
tile = 0,0
tilespacing = 0,0


[Begin Action 234]
9,14, 1,0, 1,,a
9,15, 1,0, 1,,a
9,14, 1,0, 1,,a
-1,-1, 0,0, 10,,a
9,14, 100,0, 1,,a
-1,-1, 0,0, 20,,a
9,15, -100,0, 1,,a
9,14, -100,0, 1,,a
-1,-1, 0,0, 10,,a





;******SMOKE

[BG smk]
type  = Anim
actionno = 130
start =0,60
delta = 0, 1
mask = 1
trans = add
layerno = 0
velocity = 0,0
tile = 0

[Begin Action 130]
11,1, 0,0, 3 ,,a
11,2, 0,0, 3 ,,a
11,3, 0,0, 3 ,,a
11,4, 0,0, 3 ,,a
11,5, 0,0, 3 ,,a
11,6, 0,0, 3 ,,a
11,7, 0,0, 3 ,,a
11,8, 0,0, 3 ,,a
11,9, 0,0, 3 ,,a
11,10, 0,0, 3 ,,a
11,11, 0,0, 3 ,,a
11,12, 0,0, 3 ,,a
11,13, 0,0, 3 ,,a
11,14, 0,0, 3 ,,a
11,15, 0,0, 3 ,,a
11,16, 0,0, 3 ,,a
11,17, 0,0, 3 ,,a
11,18, 0,0, 3 ,,a
11,19, 0,0, 3 ,,a
11,20, 0,0, 3 ,,a
11,21, 0,0, 3 ,,a
11,22, 0,0, 3 ,,a
11,23, 0,0, 3 ,,a
11,24, 0,0, 3 ,,a
11,25, 0,0, 3 ,,a
11,26, 0,0, 3 ,,a
11,27, 0,0, 3 ,,a
11,28, 0,0, 3 ,,a
11,29, 0,0, 3 ,,a
11,30, 0,0, 3 ,,a
11,31, 0,0, 3 ,,a
11,32, 0,0, 3 ,,a
11,33, 0,0, 3 ,,a
11,34, 0,0, 3 ,,a
11,35, 0,0, 3 ,,a
11,36, 0,0, 3 ,,a
11,37, 0,0, 3 ,,a
11,38, 0,0, 3 ,,a
11,39, 0,0, 3 ,,a
11,40, 0,0, 3 ,,a
11,41, 0,0, 3 ,,a
11,42, 0,0, 3 ,,a
11,43, 0,0, 3 ,,a
11,44, 0,0, 3 ,,a
11,45, 0,0, 3 ,,a
11,46, 0,0, 3 ,,a
11,47, 0,0, 3 ,,a
11,48, 0,0, 3 ,,a
11,49, 0,0, 3 ,,a
11,50, 0,0, 3 ,,a
11,51, 0,0, 3 ,,a
11,52, 0,0, 3 ,,a
11,53, 0,0, 3 ,,a
11,54, 0,0, 3 ,,a
11,55, 0,0, 3 ,,a
11,56, 0,0, 3 ,,a
11,57, 0,0, 3 ,,a
11,58, 0,0, 3 ,,a
11,59, 0,0, 3 ,,a
11,60, 0,0, 3 ,,a

;******SMOKE END






;///////////////////////////////////////////////////////////Gravity Rock



[BG 2]
type  = Anim
actionno = 2
start =0,160
delta = 1, 1
mask = 1
trans = add
layerno = 0
velocity = 0,-5
tile = 1,1
tilespacing = 100,5






[Begin Action 2]
5,31, 0,0, 5
5,32, 0,0, 5
5,33, 0,0, 5
5,34, 0,0, 5
5,35, 0,0, 5
5,36, 0,0, 5
5,37, 0,0, 5



[BG x]
type  = Anim
actionno = 4
start =30,60
delta = 1, 1
mask = 1
trans = add
layerno = 0
velocity = 0,-1
tile = 1,1
tilespacing = 140,50



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



[BG xxx]
type  = Anim
actionno = 6
start =30,60
delta = 1, 1
mask = 1
trans = add
layerno = 0
velocity = 0,-10
tile = 1,1
tilespacing = 230,-50



[Begin Action 6]
5,1, 0,0, 5
5,2, 0,0, 5
5,3, 0,0, 5
5,4, 0,0, 5
5,5, 0,0, 5
5,6, 0,0, 5
5,7, 0,0, 5
5,8, 0,0, 5
5,9, 0,0, 5
5,10, 0,0, 5
5,11, 0,0, 5
5,12, 0,0, 5
5,13, 0,0, 5
5,14, 0,0, 5
5,15, 0,0, 5


[BG xx]
type  = Anim
actionno = 5
start =30,60
delta = 1, 1
mask = 1
trans = add
layerno = 0
velocity = 0,-3
tile = 1,1
tilespacing = 190,5



[Begin Action 5]
5,16, 0,0, 5
5,17, 0,0, 5
5,18, 0,0, 5
5,19, 0,0, 5
5,20, 0,0, 5
5,21, 0,0, 5
5,22, 0,0, 5
5,23, 0,0, 5
5,24, 0,0, 5
5,25, 0,0, 5
5,26, 0,0, 5
5,27, 0,0, 5
5,28, 0,0, 5
5,29, 0,0, 5
5,30, 0,0, 5

;///////////////////////////////////////////////////////////END ROCK







[BG 5]
type  = Anim
actionno = 99
start =0,130
delta = 0.09, .62
mask = 1
trans = none
layerno = 0
tile = 0,0
tilespacing = 0,0

[Begin Action 99]
3,12, 0,-1, 3
3,12, 0,0, 3
3,12, 0,1, 3


[BG anti]
type  = Anim
actionno = 1000
start =0,10
delta = 0.09, .62
mask = 1
trans = add1
layerno = 0
velocity = 0,0
tile = 0
sin.y = 100, -100

[Begin Action 1000]
10,1, 0,0, 2,,a
10,2, 0,0, 2,,a
10,3, 0,0, 2,,a
10,4, 0,0, 2,,a
10,5, 0,0, 2,,a
10,6, 0,0, 2,,a
10,7, 0,0, 2,,a
10,8, 0,0, 2,,a
10,9, 0,0, 2,,a
10,10, 0,0, 2,,a
10,11, 0,0, 2,,a
10,12, 0,0, 2,,a
10,13, 0,0, 2,,a
10,14, 0,0, 2,,a
10,15, 0,0, 2,,a
10,16, 0,0, 2,,a
10,17, 0,0, 2,,a
10,18, 0,0, 2,,a


[BG pyrs]
type  = Anim
actionno = 1001
start =0,100
delta = 0.07, .62
mask = 1
trans = none
layerno = 0
tile = 0,0
tilespacing = 0,0

[Begin Action 1001]
6,7, 0,-1, 3
6,8, 0,0, 3
6,9, 0,1, 3
6,10, 0,0, 3
6,11, 0,-1, 3
6,12, 0,0, 3
6,13, 0,1, 3
6,14, 0,0, 3



;*******FIRE

[BG 1]
type  = Anim
actionno = 1
start =0,180
delta = 1, .72
mask = 0
trans = none
layerno = 0
velocity = 0,0
tile = 0

[Begin Action 1]
6,1, 0,0, 2
6,2, 0,0, 2
6,3, 0,0, 2
6,4, 0,0, 2
6,5, 0,0, 2
6,6, 0,0, 2




;******FIRE END


[BG blind]
type  =normal
spriteno = 8,3
start =50,100
delta = 1.02, .72
mask = 0
trans = add
layerno = 0
velocity = 10,0
tile = 1,0


[BG 6]
type  = parallax
spriteno = 3, 6
layerno = 0                
start = -80, 170
delta = 1,.82
trans = none
mask  = 1
tile  = 1,0
tilespacing = 0,0
xscale = 1,1

[BG 66]
type  = parallax
spriteno = 1, 6
layerno = 0                
start = -20, 190
delta = 1,.82
trans = none
mask  = 1
tile  = 1,0
tilespacing = 0,0
xscale = 1,1

[BG 666]
type  = parallax
spriteno = 1, 6
layerno = 0                
start = -55, 210
delta = 1,.82
trans = none
mask  = 1
tile  = 1,0
tilespacing = 0,0
xscale = 1,1


[BG 7]
type  = normal
spriteno = 3, 1
layerno = 1                
start = 0, 210
delta = 1.02,.92
trans = none
mask  = 1
tile  = 1,0
tilespacing = 0,0




;*******RAIN

[BG 3]
type  = Anim
actionno = 3
start =0,100
delta = 0, 0
mask = 1
trans = add
layerno = 1
velocity = 0,0
tile = 0

[Begin Action 3]
9,1, 0,0, 2 ,,a
9,2, 0,0, 2 ,,a
9,3, 0,0, 2 ,,a
9,4, 0,0, 2 ,,a
9,5, 0,0, 2 ,,a
9,6, 0,0, 2 ,,a
9,7, 0,0, 2 ,,a
9,8, 0,0, 2 ,,a

;******RAIN END


;*******FIRE

[BG 4]
type  = Anim
actionno = 100
start =0,270
delta = 1.02, .72
mask = 0
trans = none
layerno = 1
velocity = 0,0
tile = 0

[Begin Action 100]
6,1, 0,0, 2
6,2, 0,0, 2
6,3, 0,0, 2
6,4, 0,0, 2
6,5, 0,0, 2
6,6, 0,0, 2


;******FIRE END





[BG blind]
type  =normal
spriteno = 8,3
start =0,200
delta = 1.02, .72
mask = 0
trans = add
layerno = 1
velocity = 10,0
tile = 1,0



