This is a stage from the game Family guy vs American Dad. Sprites are property of it's owner. I hope you enjoy the stage.! ===============||Mugen History||============== Beta Released: September 10, 2006 Public Release: June 30, 2007 Author: Ruben E-mail: Trunks_1000000pw@MugenHistory.com Http://www.MugenHistory.com ===============||Mugen History||============== [Info] ;Name of the stage. name = "Living Room" Author= Ruben ;===============what's left to do============================= ;future update?. Very unlikely... :\ ;-------------------------------------------------------- [Camera] ;Camera starting position: Usually 0 for both startx = 120 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 = -40 boundright = 257 ;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 = -22 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 = 0 ;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 = 60 ;-------------------------------------------------------- [PlayerInfo] ;--- Player 1 --- ;Player 1 starting coordinates. ;p1startx is typically -70 and p2startx is 70. ;p1starty and p1startz should be 0. p1startx = 50 ;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 = 190 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 = 225 ;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 controls the darkness of the shadow. Valid values range ;from 0 (lightest) to 256 (darkest). Defaults to 128 if omitted. intensity = 64 ;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 = .1 ;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 = -400,-100 ;-------------------------------------------------------- [Reflection] ;Intensity of reflection (from 0 to 256). Set to 0 to have no ;reflection. Defaults to 0. intensity = 0 ;-------------------------------------------------------- [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 = ;Adjust the volume. 0 is normal, negative for softer, and ;positive for louder (only for mp3, mods and CDA) bgvolume = 0 ;------------------------------------ ; Main background definition [BGdef] ;Filename of sprite data spr = Family Guy.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 ;---------- [BG back] type = normal spriteno = 0,0 delta = 1, 1 mask = 0 ;---------- [BG tv] type = normal spriteno = 1,0 delta = 1.2, 1 layerno=1 mask = 1