;Dragon Ball Z M.U.G.E.N. Edition 2 ; BackGround - Floresta 2 - Tay Pai Stage - Dragon Ball ; by EmuBoarding ; E-Mail: snowlennon@zipmail.com.br ; Mugen Eleven - http://www.mugen11.com ; MugeNow - http://MugeNow.cjb.net ; Riped: Dragon ball Z - PC-Engenie ; Edição de Graficos: EmuBoarding ;-------------------------------------------------------- [Info] ;Name of the stage. name = "Beach" [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 = -280 boundright = 295 ;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 = -25 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 = .2 ;Distance player is from edge before camera starts to move. Typically 50 tension = 50 ;-------------------------------------------------------- [PlayerInfo] ;--- Player 1 --- ;Player 1 starting coordinates. ;p1startx is typically -70 and p2startx is 70. ;p1starty and p1startz should be 0. p1startx = -56 ;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 = 210 ;Z offset for drawing ;Leave this at 1. It makes the players face each other autoturn = 1 ;Turn to face closest target ;-------------------------------------------------------- [Shadow] ;This is the shadow color given in r,g,b. Valid values for each ;range from 0 (lightest) to 255 (darkest). ;Defaults to 92,92,92 if omitted. color = 128,128,128 ;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 ;-------------------------------------------------------- [Music] ;Put a filename for an MP3 or MIDI here, or just comment ;it out if you don't want music. If an invalid filename ;is given, then no music will play. bgmusic = sound/dbz-me-2-Sidebad.mid ;======================================================== ;-------------------------------------------------------- ; Background definition ; *** ;------------------------------------- ; [BG x] ; type = ? "Normal"/"Parallax"/"Height" (def: "normal") ; spriteno = ?, ? Sprite group and number: groupno, imgno (req'd) ; start = ?, ? Starting location (integer) (def: 0, 0) ; delta = ?, ? Change in location per camera unit moved (float) (def: 1,1) ; trans = ? Transparency settings: "none"/"add"/"sub"/"avg" (def: "none") ; mask = ? Masking (int): 0 - off, 1 - on (def: 0) ; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0) ; tile = ?, ? Tiling: xtile, ytile (int): 0 - off, 1 - infinite, ; >1 - tile that number of times (def: 0, 0) ; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0) ; Parallax-only: ; xscale = ?, ? Top xscale, bottom xscale (float) (if used, then no tiling) ; width = ?, ? Top width, bottom width (int) (if used, then tiles; ; use either this or above, but not both) ; yscalestart = ? Starting y-scale (float, in percent) (def: 100) ; yscaledelta = ? Change in y-scale per unit (float, in percent) (def: 0) ;------------------------------------- ;------------------------------------- ; Main background definition [BGdef] ;Filename of sprite data spr = stages/praia.sff ;---------- ; 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, 2 layerno = 0 start = 500, -4 delta = 1, 1 trans = none mask = 0 tile = 1, 0 window = 0,0, 319, 239 velocity = 0.3, 0 [BG 1] type = normal spriteno = 0, 1 start = 497, 210 ;0,185 delta = 1, 1 mask = 0 velocity = 0, 0 tile = 1, 0 tilespacing = 0, 0 [BG 2] type = normal spriteno = 0, 0 layerno = 0 start = 500, -4 delta = 1, 1 trans = none mask = 1 tile = 1, 0 window = 0,0, 319, 239