[Info] name = "Grand Finale" ; From the very fun Neo*Geo game Shock Troopers: 2nd Squad. ; Converted for Mugen version 2001.04.14 by Winane. ; (Also fully compatible with all later Mugen versions as of the date this was written.) ; Site: http://www.mugenguild.net/~winane/ ; ; Feel free to do whatever the heck you want with this stage, ; as long as it doesn't piss off Saurus or SNK too much. ; The Story: ; The General's attempt at world domination has been thwarted. But rather than ; merely concede defeat, he has decided to take the rest of the world with him ; by using his Ultimate weapon. The SWAT team who infiltrated the General's ; headquarters with you is above your position, being kept busy by the General ; and his formidable defensive weaponry. Meanwhile, your mission is to reach ; the controls to abort the launch of the weapon of mass destruction. There's ; only one problem: the General's devoted henchman, [insert_MUGEN_character_name ; _here], stands in your way. If you fail to defeat this opponent before time ; runs out, the SWAT team above will have no choice but to destroy the WMD, ; taking the General, themselves, and you with it. So don't dawdle. You have ; approximately 6 minutes from the start of the match before the ultimate ; sacrifice must be opted for. ; Note that if you defeat your opponent right before time runs out, ; you may not avert the destruction of the WMD, but you'll probably ; miraculously survive the explosion. :) ; There's a few things you can change in this stage, if you so desire: ; *You can set boundhigh (which determines the height of the stage) to any value ; within the range specified below. ; *You can set verticalfollow and floortension to whatever you want. (Setting ; boundhigh to -1000 is generally kinda pointless unless you set vertical ; follow to 1.) ; *If you want to continue playing after time runs out, scroll down to the ; bottom of this file and follow the instruction there. ; *If you want to move or remove the timer display, find [BG Time] below and ; adjust the start parameter as desired. ; *If you think the General screws up the sense of scale, or if you just don't ; want him to appear for whatever reason, then find [BG General] below and ; follow the instruction. ; *You can change the time limit, if you know all about how MUGEN stage code ; works and you have plenty of time and patience. =D ; Known issues: ; -The players stop vibrating before the stage does. Seems to be a bug ; in Mugen, so far as I can tell. ; -Delta values might look kinda screwy, as I was rather limited by the source ; material. ; -The perspective also looks a little weird due to the source material. ; -Some ugliness in the sprites, due to the way Saurus reduced the color depth ; of the tiles to deal with the limitations of the Neo*Geo system. ; -"DANGER" is misspelled as "DENGER". Blame Saurus, or D.I.C. =P ; -Mugen doesn't allow synchronization of sounds with stage events, so there's ; no sound effects and only one BGM. ; -I can't actually end the match when time runs out. I can just make playing ; much more difficult. :) ; -The time limit is pretty long, so you might never run out of time in arcade ; or watch modes unless you set Time Limit to "None" in Mugen's options, or ; unless one of the characters freezes the timer. ; -Each tick of the timer represents 3 seconds, not 1. That's intentional. :p ; Credit and thanks to: ; Saurus, of course, to whom most of the credit for this stage should go. ; SNK, for the floor sprite. ; Elecbyte, of course, for Mugen, Sprmaker, and their documentation. ; ElSemi, for Nebula and Jukebox. ; Mr K aka MHz, for Kawaks. ; Irfan Skiljan for IrfanView, Microsoft for Paint, and Jasc Software for Paint Shop Pro. ; Syntrillium for Cool Edit Pro, and the LAME Project for LAME. ; Valodim and Shin ShadowH, for the web space. ;versiondate = 02,02,2006 ;-------------------------------------------------------- [Camera] startx = 0 starty = 0 boundleft = -127 boundright = 127 boundhigh = -400; -1190; You can set boundhigh to anything from 0 to -1190, if you want. boundlow = 0 verticalfollow = .5 ; Set this to whatever you like. floortension = 30 ; Same with this. tension = 60 ;-------------------------------------------------------- [PlayerInfo] p1startx = -80 p1starty = 0 p1startz = 0 p1facing = 1 p2startx = 79 p2starty = 0 p2startz = 0 p2facing = -1 ;Don't change these values unless you really, really want to. leftbound = -1000 rightbound = 1000 topbound = 0 botbound = 0 ;-------------------------------------------------------- [Scaling] topz = 0 botz = 50 topscale = 1 botscale = 1.2 ;-------------------------------------------------------- [Bound] screenleft = 15 screenright = 15 ;-------------------------------------------------------- [StageInfo] zoffset = 220 zoffsetlink = 18 autoturn = 1 resetBG = 0 ;-------------------------------------------------------- [Shadow] intensity = 0 color = 32,32,32 yscale = .4 reflect = 0 ;-------------------------------------------------------- [Music] bgmusic = sound/shocktr2.mp3 bgvolume = 255 ;======================================================== [BGdef] spr = stages/shocktr2.sff debugbg = 0 ;---------- [BGCtrlDef VerticalMotion] ctrlID = 10,1,2,3,4,7,11,14,15 [BGCtrl GoUpSlow] type = VelSet time = 0 ctrlID = 10 y = -.25 [BGCtrl GoUp] type = VelSet time = 0 ctrlID = 1,2,3,4,7,11 y = -1 [BGCtrl GoUpFast] type = VelSet time = 0 ctrlID = 14,15 y = -1.5 [BGCtrl Stop] type = VelSet time = 1256 y = 0 [BGCtrl GateL Move] type = VelSet time = 360 ctrlID = 14 x = -.25 [BGCtrl GateR Move] type = VelSet time = 360 ctrlID = 15 x = .25 [BGCtrl Gates Stop] type = VelSet time = 620 ctrlID = 14,15 x = 0 [BGCtrl BottomL Disconnect] type = PosAdd time = 2461 ctrlID = 2 x = -8 y = 4 [BGCtrl BottomR Disconnect] type = PosAdd time = 2461 ctrlID = 3 x = 8 y = 4 [BGCtrl BottomL Move] type = VelSet time = 2522 ctrlID = 2 x = -.44 y = .22 [BGCtrl BottomR Move] type = VelSet time = 2522 ctrlID = 3 x = .44 y = .22 [BGCtrl GoDownSlow] type = VelSet time = 3004 ctrlID = 10 y = .0625 [BGCtrl GoDown] type = VelSet time = 3004 ctrlID = 1,4 y = .203125 [BGCtrl GoDownFast] type = VelSet time = 3004 ctrlID = 14,15 y = .333 ;.3046875 proportional to center ;.375 proportional to back ; Original game isn't consistent. :( [BGCtrlDef Vibration] ctrlID = 10,1,2,3,4,7,14,15,17,18 [BGCtrl ShakeIt] type = SinY time = 2400 value = .5,2,.5 ;Note to self: Give Elecbyte a good beatdown. [BGCtrl UnshakeIt] type = SinY time = 2944 value = .5,2;,1 [BGCtrl ShakeItMore] type = PosAdd time = 2461 y = 3 [BGCtrl ButJustOnce] type = PosAdd time = 2462 y = -3 [BG Back] type = anim actionno = 0 start = 8, -986 delta = .125,.125 tile = 0,1 tilespacing = 256,256 id = 10 [Begin Action 0] 0,1,0,0,2882 loopstart 0,2,0,0,3 0,3,0,0,3 0,4,0,0,3 0,5,0,0,3 0,6,0,0,3 0,7,0,0,3 0,8,0,0,3 0,1,0,0,3 [BG LilSmoky1] type = anim actionno = 28 start = 50, 50 delta = .13,.13 tile = 0,1 tilespacing = 360,360 id = 101 [BG LilSmoky2] type = anim actionno = 28 start = -125, 25 delta = .13,.13 tile = 0,1 tilespacing = 360,360 id = 102 [BG LilSmoky3] type = anim actionno = 28 start = 100,125 delta = .13,.13 tile = 0,1 tilespacing = 360,360 id = 103 [BG LilSmoky4] type = anim actionno = 28 start = -50, 100 delta = .13,.13 tile = 0,1 tilespacing = 360,360 id = 104 [BG LilSmoky5] type = anim actionno = 28 start = 120, 0 delta = .13,.13 tile = 0,1 tilespacing = 360,360 id = 105 [BG LilSmoky6] type = anim actionno = 28 start = 0, -99 delta = .13,.13 tile = 0,1 tilespacing = 360,360 id = 106 [BG LilSmoky7] type = anim actionno = 28 start = -85, 200 delta = .13,.13 tile = 0,1 tilespacing = 360,360 id = 107 [BGCtrlDef LilSmokies] ctrlID = 101,102,103,104,105,106,107 [BGCtrl 0] type = Enable time = 0 value = 0 [BGCtrl 1] type = Enable time = 21100 ctrlID = 101 value = 1 [BGCtrl One] type = Enable time = 21200 ctrlID = 102 value = 1 [BGCtrl Shishkebomb] type = Enable time = 21300 ctrlID = 103 value = 1 [BGCtrl Bang] type = Enable time = 21400 ctrlID = 104 value = 1 [BGCtrl Discharge] type = Enable time = 21500 ctrlID = 105 value = 1 [BGCtrl Combust] type = Enable time = 21600 ctrlID = 106 value = 1 [BGCtrl Burst] type = Enable time = 21650 ctrlID = 107 value = 1 [BG Bottom] type = anim actionno = 1 start = 8, 1136 delta = .5,.5 id = 1 [Begin Action 1] 1,1,0,0,2882 loopstart 1,2,0,0,3 1,3,0,0,3 1,4,0,0,6 1,3,0,0,3 1,2,0,0,3 1,1,0,0,6 [BG BottomL] type = normal spriteno = 2,1 start = 0, 1317 delta = .5,.5 mask = 1 id = 2 [BG BottomR] type = anim actionno = 2 start = -1, 1317 delta = .5,.5 id = 3 [Begin Action 2] 2,1,0,0,-1,H [BG CentralB] type = anim actionno = 4 start = 0, 976 delta = .5,.5 id = 4 [Begin Action 4] 4,1,0,0,2882 loopstart 4,2,0,0,3 4,3,0,0,3 4,4,0,0,3 4,5,0,0,3 4,6,0,0,3 4,7,0,0,3 4,8,0,0,3 4,1,0,0,3 [BG CentralM] type = anim actionno = 5 start = 0, -280 positionlink = 1 id = 4 [Begin Action 5] 5,1,0,0,2882 loopstart 5,2,0,0,3 5,3,0,0,3 5,4,0,0,3 5,5,0,0,3 5,6,0,0,3 5,7,0,0,3 5,8,0,0,3 5,1,0,0,3 [BG CentralT] type = anim actionno = 6 start = 0, -706 positionlink = 1 id = 4 [Begin Action 6] 6,1,0,0,2882 loopstart 6,2,0,0,3 6,3,0,0,3 6,4,0,0,3 6,5,0,0,3 6,6,0,0,3 6,7,0,0,3 6,8,0,0,3 6,1,0,0,3 [BG Base] type = anim actionno = 7 start = 0,1254 delta = .5,.5 id = 7 [Begin Action 7] 7,1,0,0,2723 7,2,0,0,10 7,3,0,0,10 7,4,0,0,10 7,5,0,0,10 7,6,0,0,10 7,7,0,0,10 7,8,0,0,10 7,9,0,0,10 7,10,0,0,10 7,11,0,0,10 7,12,0,0,10 7,13,0,0,10 7,14,0,0,11 7,0,0,0,-1 [BG WoMD Top] type = anim actionno = 8 start = 0,400 delta = .5,.5 id = 8 [Begin Action 8] 8,1,0,0,3 8,2,0,0,3 8,3,0,0,3 8,4,0,0,3 8,5,0,0,3 8,6,0,0,3 8,7,0,0,3 8,8,0,0,3 [BG WoMD Bottom] type = anim actionno = 9 start = 0,551 positionlink = 1 id = 8 [Begin Action 9] 9,1,0,0,3 9,2,0,0,3 9,3,0,0,3 9,4,0,0,3 9,5,0,0,3 9,6,0,0,3 9,7,0,0,3 9,8,0,0,3 [BGCtrlDef WoMD] ctrlID = 8 [BGCtrl Launch] type = VelSet time = 8200 y = -.125 [BGCtrl Slow] type = VelAdd time = 20920 y = .0625 [BGCtrl Slower] type = VelSet time = 20952 y = 0 [BGCtrl Drop1] type = PosAdd time = 21000 y = 1 [BGCtrl Drop2] type = PosAdd time = 21020 y = 1 [BGCtrl Drop3] type = PosAdd time = 21032 y = 1 [BGCtrl Drop4] type = PosAdd time = 21042 y = 1 [BGCtrl Drop5] type = PosAdd time = 21050 y = 1 [BGCtrl Drop6] type = PosAdd time = 21058 y = 1 [BGCtrl Drop7] type = PosAdd time = 21064 y = 1 [BGCtrl Drop8] type = PosAdd time = 21070 y = 1 [BGCtrl Drop9] type = PosAdd time = 21076 y = 1 [BGCtrl Drop10] type = PosAdd time = 21082 y = 1 [BGCtrl Drop11] type = PosAdd time = 21087 y = 1 [BGCtrl Drop12] type = PosAdd time = 21092 y = 1 [BGCtrl Drop13] type = PosAdd time = 21096 y = 1 [BGCtrl Drop14] type = PosAdd time = 21100 y = 1 [BGCtrl Drop15] type = PosAdd time = 21103 y = 1 [BGCtrl Drop16] type = PosAdd time = 21106 y = 1 [BGCtrl Fall1] type = VelSet time = 21108 y = .5714285 [BGCtrl Fall2] type = VelSet time = 21129 y = .75 [BGCtrl Fall3] type = VelSet time = 21153 y = 1 [BGCtrl Undrop17] type = PosAdd time = 21159 y = -1 [BGCtrl Fall4] type = VelSet time = 21187 y = 1.2 [BGCtrl Fall5] type = VelSet time = 21207 y = 1.333 [BGCtrl Fall6] type = VelSet time = 21228 y = 1.5 [BGCtrl Fall7] type = VelSet time = 21248 y = 1.667 [BGCtrl Fall8] type = VelSet time = 21269 y = 1.8 [BGCtrl Fall9] type = VelSet time = 21284 y = 2 [BGCtrl Undrop18] type = PosAdd time = 21293 y = -1 [BGCtrl Drop19] type = PosAdd time = 21309 y = 1 [BGCtrl Fall10] type = VelSet time = 21319 y = 2.2 [BGCtrl Fall11] type = VelSet time = 21334 y = 2.333 [BGCtrl Fall12] type = VelSet time = 21355 y = 2.5 [BGCtrl Fall13] type = VelSet time = 21375 y = 2.667 [BGCtrl Fall14] type = VelSet time = 21387 y = 2.8 [BGCtrl Fall15] type = VelSet time = 21417 y = 3 [BGCtrl Fall16] type = VelSet time = 21443 y = 3.2 [BGCtrl Fall17] type = VelSet time = 21463 y = 3.333 [BGCtrl Fall18] type = VelSet time = 21484 y = 3.5 [BGCtrl Fall19] type = VelSet time = 21504 y = 3.667 [BGCtrl Fall20] type = VelSet time = 21525 y = 3.8 [BGCtrl Fall21] type = VelSet time = 21545 y = 4 [BGCtrl Drop20] type = PosAdd time = 21565 y = 1 [BGCtrl Fall22] type = VelSet time = 21573 y = 4.2 [BGCtrl Fall23] type = VelSet time = 21593 y = 4.333 [BGCtrl Fall24] type = VelSet time = 21611 y = 4.5 [BGCtrl Fall25] type = VelSet time = 21631 y = 4.667 [BGCtrl Fall26] type = VelSet time = 21652 y = 4.8 ;[BGCtrl Fall27] ;type = VelSet ;time = 21672 ;y = 5 [BG BracesB] type = normal spriteno = 11,1 start = 0,400 delta = .5,.5 mask = 1 id = 11 [BG BracesT] type = normal spriteno = 11,1 start = 0,272 delta = .5,.5 mask = 1 id = 11 [BG StopGo] type = normal spriteno = 12,1 start = -24,749 delta = .625,.625 mask = 1 id = 12 velocity = 0,-1.25 [BGCtrlDef Girders] ctrlID = 11,12 [BGCtrl Disappear] type = Enable time = 1500 value = 0 [Begin Action 20]; Blam 20,1,0,0,3;4 20,2,0,0,3;4 20,3,0,0,3;4 20,4,0,0,3;4 20,5,0,0,3;4 20,6,0,0,3;4 20,7,0,0,3;4 20,8,0,0,3;4 20,9,0,0,3;4 20,10,0,0,3;4 20,11,0,0,3;4 20,12,0,0,3;4 20,13,0,0,3;4 20,14,0,0,3;4 20,15,0,0,3;4 20,16,0,0,3;4 20,17,0,0,3;4 20,18,0,0,3;4 20,19,0,0,3;4 20,20,0,0,3;4 20,21,0,0,3;4 20,22,0,0,3;4 20,23,0,0,2 0,0,0,0,-1 [Begin Action 21]; Sparky 21,1,0,0,2 21,2,0,0,2 21,3,0,0,2 21,4,0,0,2 21,5,0,0,2 21,6,0,0,2 21,7,0,0,2 21,8,0,0,2 21,9,0,0,3 0,0,0,0,-1 [Begin Action 22]; Pif 22,1,0,0,3;4 22,2,0,0,3;4 22,3,0,0,3;4 22,4,0,0,3;4 22,5,0,0,3;4 22,6,0,0,3;4 22,7,0,0,3;4 22,8,0,0,3;4 22,9,0,0,3;4 22,10,0,0,3;4 22,11,0,0,3;4 22,12,0,0,3;4 22,13,0,0,3;4 22,14,0,0,3;4 22,15,0,0,3;4 22,16,0,0,3;4 22,17,0,0,3;4 22,18,0,0,3;4 22,19,0,0,3;4 22,20,0,0,3;4 22,21,0,0,3;4 22,22,0,0,3;4 22,23,0,0,3;4 22,24,0,0,3;4 0,0,0,0,-1 [Begin Action 23]; Boom 23,1,0,0,1 23,2,0,0,1 23,3,0,0,1 23,4,0,0,1 23,5,0,0,1 23,6,0,0,1 23,7,0,0,1 23,8,0,0,1 23,9,0,0,1 23,10,0,0,1 23,11,0,0,1 23,12,0,0,1 23,13,0,0,1 23,14,0,0,1 23,15,0,0,1 23,16,0,0,1 23,17,0,0,1 23,18,0,0,1 23,19,0,0,1 23,20,0,0,1 23,21,0,0,1 23,22,0,0,1 23,23,0,0,1 23,24,0,0,1 23,25,0,0,1 23,26,0,0,1 23,27,0,0,1 23,28,0,0,1 23,29,0,0,1 23,30,0,0,1 23,31,0,0,1 23,32,0,0,1 23,33,0,0,1 23,34,0,0,1 23,35,0,0,1 23,36,0,0,1 23,37,0,0,2 0,0,0,0,-1 [Begin Action 24]; Explod 24,1,0,0,1 24,2,0,0,1 24,3,0,0,1 24,4,0,0,1 24,5,0,0,1 24,6,0,0,1 24,7,0,0,1 24,8,0,0,1 24,9,0,0,1 24,10,0,0,1 24,11,0,0,1 24,12,0,0,1 24,13,0,0,1 24,14,0,0,1 24,15,0,0,1 24,16,0,0,1 24,17,0,0,1 24,18,0,0,1 24,19,0,0,1 24,20,0,0,1 24,21,0,0,1 24,22,0,0,1 24,23,0,0,1 24,24,0,0,1 24,25,0,0,1 24,26,0,0,1 24,27,0,0,1 24,28,0,0,1 24,29,0,0,1 24,30,0,0,1 24,31,0,0,1 24,32,0,0,1 24,33,0,0,1 24,34,0,0,1 24,35,0,0,1 24,36,0,0,1 24,37,0,0,2 0,0,0,0,-1 [Begin Action 25]; Foom 25,1,0,0,2 25,2,0,0,2 25,3,0,0,2 25,4,0,0,2 25,5,0,0,2 25,6,0,0,2 25,7,0,0,2 25,8,0,0,2 25,9,0,0,2 25,10,0,0,2 25,11,0,0,2 25,12,0,0,2 25,13,0,0,2 25,14,0,0,2 25,15,0,0,2 25,16,0,0,2 25,17,0,0,2 25,18,0,0,2 25,19,0,0,2 25,20,0,0,2 25,21,0,0,3 0,0,0,0,-1 [Begin Action 26]; Poom 26,1,0,0,2 26,2,0,0,2 26,3,0,0,2 26,4,0,0,2 26,5,0,0,2 26,6,0,0,2 26,7,0,0,2 26,8,0,0,2 26,9,0,0,2 26,10,0,0,2 26,11,0,0,2 26,12,0,0,2 26,13,0,0,2 26,14,0,0,2 26,15,0,0,2 26,16,0,0,2 26,17,0,0,2 26,18,0,0,2 26,19,0,0,2 26,20,0,0,2 26,21,0,0,2 26,22,0,0,2 26,23,0,0,2 26,24,0,0,2 26,25,0,0,2 26,26,0,0,3 0,0,0,0,-1 [Begin Action 27]; Flame 27,1,0,0,2 27,2,0,0,2 27,3,0,0,2 27,4,0,0,2 27,5,0,0,2 27,6,0,0,2 27,7,0,0,2 27,8,0,0,2 27,9,0,0,2 27,10,0,0,2 27,11,0,0,2 27,12,0,0,2 27,13,0,0,2 27,14,0,0,2 27,15,0,0,2 27,16,0,0,2 27,17,0,0,2 27,18,0,0,2 27,19,0,0,2 27,20,0,0,2 27,21,0,0,2 27,22,0,0,2 27,23,0,0,2 27,24,0,0,2 27,25,0,0,2 27,26,0,0,2 27,27,0,0,2 27,28,0,0,2 27,29,0,0,2 0,0,0,0,-1 [Begin Action 28]; LilSmoky 28,1,0,0,2 28,2,0,0,2 28,3,0,0,2 28,4,0,0,2 28,5,0,0,2 28,6,0,0,2 28,7,0,0,2 28,8,0,0,2 28,9,0,0,2 28,10,0,0,2 28,11,0,0,2 28,12,0,0,2 28,13,0,0,2 28,14,0,0,2 28,15,0,0,2 28,16,0,0,2 28,17,0,0,2 0,0,0,0,-1 [Begin Action 29]; MedSmoky 29,1,0,0,2 29,2,0,0,2 29,3,0,0,2 29,4,0,0,2 29,5,0,0,2 29,6,0,0,2 29,7,0,0,2 29,8,0,0,2 29,9,0,0,2 29,10,0,0,2 29,11,0,0,2 29,12,0,0,2 29,13,0,0,2 29,14,0,0,2 29,15,0,0,2 29,16,0,0,2 29,17,0,0,2 29,18,0,0,2 0,0,0,0,-1 [Begin Action 30]; BigSmoky 30,1,0,0,2 30,2,0,0,2 30,3,0,0,2 30,4,0,0,2 30,5,0,0,2 30,6,0,0,2 30,7,0,0,2 30,8,0,0,2 30,9,0,0,2 30,10,0,0,2 30,11,0,0,2 30,12,0,0,2 30,13,0,0,2 30,14,0,0,2 30,15,0,0,2 30,16,0,0,2 30,17,0,0,2 30,18,0,0,2 0,0,0,0,-1 [Begin Action 31]; Fireball 31,1,0,0,2 31,2,0,0,2 31,3,0,0,2 31,4,0,0,2 31,5,0,0,2 31,6,0,0,2 31,7,0,0,2 31,8,0,0,2 31,9,0,0,2 31,10,0,0,2 31,11,0,0,2 31,12,0,0,2 31,13,0,0,2 31,14,0,0,2 31,15,0,0,2 31,16,0,0,2 31,17,0,0,2 31,18,0,0,3;4 31,19,0,0,3;4 31,20,0,0,3;4 31,21,0,0,4;6 31,22,0,0,4;6 31,23,0,0,4;6 31,24,0,0,4;6 31,25,0,0,4;6 31,26,0,0,4;6 31,27,0,0,4;6 0,0,0,0,-1 ; Kaw. [BG Explod 22b] type = anim actionno = 24 start = -104, -17 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 22 [BG Explod 20a] type = anim actionno = 24 start = -141, 52 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 20 [BG Poom 20b] type = anim actionno = 26 start = 22, 15 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 20 [BG Blam 21] type = anim actionno = 20 start = 22, 35 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 21 [BG Pif 21x] type = anim actionno = 22 start = -21, 109 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 21 [BG Boom 22a] type = anim actionno = 23 start = -129, 109 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 22 [BG Foom 25a] type = anim actionno = 25 start = -111, -20 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 25 [BG Boom 24a] type = anim actionno = 23 start = -98, -15 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 24 [BG Explod 25b] type = anim actionno = 24 start = -95, -31 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 25 [BG MedSmoky 25x] type = anim actionno = 29 start = 88, 96 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 25 [BG Fireball 24b] type = anim actionno = 31 start = -12, -44 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 24 [BG Flame 23a] type = anim actionno = 27 start = -106, 36 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 23 [BG Boom 23b] type = anim actionno = 23 start = -30, 49 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 23 [BG Boom 26b] type = anim actionno = 23 start = -38, 7 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 26 [BG Boom 29b] type = anim actionno = 23 start = -55, -22 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 29 [BG Poom 28a] type = anim actionno = 26 start = -61, 1 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 28 [BG Fireball 27b] type = anim actionno = 31 start = -30, -18 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 27 [BG Poom 26a] type = anim actionno = 26 start = -111, 37 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 26 [BG Explod 27a] type = anim actionno = 24 start = -124, 136 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 27 [BG Fireball 28b] type = anim actionno = 31 start = 15, 101 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 28 [BG Boom 31b] type = anim actionno = 23 start = -35, 61 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 31 [BG Boom 30b] type = anim actionno = 23 start = -33, 76 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 30 [BG Foom 30a] type = anim actionno = 25 start = -90, 100 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 30 [BG Poom 29a] type = anim actionno = 26 start = -102, 156 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 29 [BG Foom 31a] type = anim actionno = 25 start = -125, 154 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 31 [BG Explod 32a] type = anim actionno = 24 start = -130, -7 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 32 [BG Foom 33b] type = anim actionno = 25 start = 16, 2 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 33 [BG Boom 34b] type = anim actionno = 23 start = -19, 31 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 34 [BG Foom 35b] type = anim actionno = 25 start = -50, 54 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 35 [BG Fireball 38b] type = anim actionno = 31 start = 26, -23 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 38 [BG Foom 38a] type = anim actionno = 25 start = -33, 37 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 38 [BG Fireball 37b] type = anim actionno = 31 start = -76, 1 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 37 [BG Flame 36a] type = anim actionno = 27 start = -119, 62 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 36 [BG Poom 34a] type = anim actionno = 26 start = -65, 97 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 34 [BG Poom 33a] type = anim actionno = 26 start = -18, 109 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 33 [BG Boom 32b] type = anim actionno = 23 start = -44, 144 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 32 [BG Explod 37a] type = anim actionno = 24 start = -144, 88 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 37 [BG MedSmoky 37x] type = anim actionno = 29 start = 48, 86 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 37 [BG Poom 35a] type = anim actionno = 26 start = -86, 148 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 35 [BG Poom 36b] type = anim actionno = 26 start = 12, -20 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 36 [BG Explod 40b] type = anim actionno = 24 start = -49, 2 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 40 [BG Foom 42b] type = anim actionno = 25 start = -5, 34 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 42 [BG Explod 41b] type = anim actionno = 24 start = -58, 43 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 41 [BG Fireball 41a] type = anim actionno = 31 start = -84, -2 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 41 [BG Poom 40a] type = anim actionno = 26 start = -106, 83 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 40 [BG Boom 40x] type = anim actionno = 23 start = 75, 75 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 40 [BG Foom 39a] type = anim actionno = 25 start = -132, 103 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 39 [BG Poom 39b] type = anim actionno = 26 start = -33, 125 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 39 [BG Explod 43b] type = anim actionno = 24 start = -115, 85 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 43 [BG Poom 43a] type = anim actionno = 26 start = -107, 121 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 43 [BG Explod 42a] type = anim actionno = 24 start = -109, 146 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 42 [BG Poom 44a] type = anim actionno = 26 start = -81, -4 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 44 [BG Boom 46b] type = anim actionno = 23 start = -17, 10 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 46 [BG Poom 45b] type = anim actionno = 26 start = -28, 18 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 45 [BG Foom 46a] type = anim actionno = 25 start = -131, 55 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 46 [BG Explod 45a] type = anim actionno = 24 start = -88, 107 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 45 [BG Boom 44b] type = anim actionno = 23 start = -25, 134 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 44 [BG Foom 44x] type = anim actionno = 25 start = 55, 40 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 73;44 [BG Explod 48b] type = anim actionno = 24 start = -116, 41 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 48 [BG Explod 47a] type = anim actionno = 24 start = -126, 44 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 47 [BG Foom 48a] type = anim actionno = 25 start = -101, 65 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 48 [BG Boom 47b] type = anim actionno = 23 start = -37, 96 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 47 [BGCtrlDef 20s] ctrlID = 20,21,22,23,24,25,26,27,28,29 [BGCtrl No] type = Enable time = 0 value = 0 [BGCtrl Yes] type = Enable time = 21050 ctrlID = 20 value = 1 [BGCtrl Yep] type = Enable time = 21068 ctrlID = 21 value = 1 [BGCtrl Yup] type = Enable time = 21075 ctrlID = 22 value = 1 [BGCtrl Okay] type = Enable time = 21100 ctrlID = 23 value = 1 [BGCtrl Sure] type = Enable time = 21120 ctrlID = 24 value = 1 [BGCtrl Aye] type = Enable time = 21150 ctrlID = 25 value = 1 [BGCtrl Yay] type = Enable time = 21175 ctrlID = 26 value = 1 [BGCtrl Yeah] type = Enable time = 21190 ctrlID = 27 value = 1 [BGCtrl Affirmative] type = Enable time = 21220 ctrlID = 28 value = 1 [BGCtrl Right] type = Enable time = 21235 ctrlID = 29 value = 1 [BGCtrlDef 30s] ctrlID = 30,31,32,33,34,35,36,37,38,39 [BGCtrl Off] type = Enable time = 0 value = 0 [BGCtrl On] type = Enable time = 21250 ctrlID = 30 value = 1 [BGCtrl Activation] type = Enable time = 21270 ctrlID = 31 value = 1 [BGCtrl Activate] type = Enable time = 21295 ctrlID = 32 value = 1 [BGCtrl Creation] type = Enable time = 21325 ctrlID = 33 value = 1 [BGCtrl Genesis] type = Enable time = 21345 ctrlID = 34 value = 1 [BGCtrl Valid] type = Enable time = 21360 ctrlID = 35 value = 1 [BGCtrl Detonate] type = Enable time = 21375 ctrlID = 36 value = 1 [BGCtrl Blow Up] type = Enable time = 21405 ctrlID = 37 value = 1 [BGCtrl Flare Up] type = Enable time = 21425 ctrlID = 38 value = 1 [BGCtrl Kaboom] type = Enable time = 21445 ctrlID = 39 value = 1 [BGCtrlDef 40s] ctrlID = 40,41,42,43,44,45,46,47,48 [BGCtrl Lo] type = Enable time = 0 value = 0 [BGCtrl Hi] type = Enable time = 21475 ctrlID = 40 value = 1 [BGCtrl High] type = Enable time = 21505 ctrlID = 41 value = 1 [BGCtrl Blast] type = Enable time = 21525 ctrlID = 42 value = 1 [BGCtrl Hai] type = Enable time = 21540 ctrlID = 43 value = 1 [BGCtrl Ee] type = Enable time = 21570 ctrlID = 44 value = 1 [BGCtrl Desu] type = Enable time = 21600 ctrlID = 45 value = 1 [BGCtrl Arimasu] type = Enable time = 21625 ctrlID = 46 value = 1 [BGCtrl Ari] type = Enable time = 21650 ctrlID = 47 value = 1 [BGCtrl Si] type = Enable time = 21675 ctrlID = 48 value = 1 ; Neb: [BG Foom 19] type = anim actionno = 25 start = -11, -184 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 19 [BG Poom 20c] type = anim actionno = 26 start = -41, -158 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 50 [BG Boom 20d] type = anim actionno = 23 start = -8, -121 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 50 [BG Blam 21y] type = anim actionno = 20 start = 22, -184 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 51 [BG Boom 25d] type = anim actionno = 23 start = -38, -232 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 55 [BG Explod 24c] type = anim actionno = 24 start = -70, -243 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 54 [BG Foom 24d] type = anim actionno = 25 start = -49, -195 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 54 [BG Boom 23d] type = anim actionno = 23 start = -53, -149 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 53 [BG Foom 23c] type = anim actionno = 25 start = -78, -136 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 53 [BG Foom 22c] type = anim actionno = 25 start = -16, -190 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 52 [BG Explod 25c] type = anim actionno = 24 start = -98, -126 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 55 [BG Foom 26c] type = anim actionno = 25 start = -16, -209 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 56 [BG Boom 26d] type = anim actionno = 23 start = 0, -151 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 56 [BG Foom 28c] type = anim actionno = 25 start = -116, -183 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 29 [BG Foom 27c] type = anim actionno = 25 start = -106, -127 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 57 [BG Poom 29c] type = anim actionno = 26 start = -69, -146 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 59 [BG Poom 28d] type = anim actionno = 26 start = -26, -109 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 29 [BG Explod 27d] type = anim actionno = 24 start = -7, -102 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 57 [BG Foom 29d] type = anim actionno = 25 start = 19, -242 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 59 [BG BigSmoky 32c] type = anim actionno = 30 start = 0, -175 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 62 [BG Explod 31d] type = anim actionno = 24 start = 0, -147 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 61 [BG Foom 31c] type = anim actionno = 25 start = -51, -94 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 61 [BG Foom 30c] type = anim actionno = 25 start = -54, -78 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 60 [BG Foom 30d] type = anim actionno = 25 start = 5, -71 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 60 [BG Poom 32d] type = anim actionno = 26 start = 17, -100 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 62 [BG Boom 33c] type = anim actionno = 23 start = -80, -71 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 63 [BG Poom 33d] type = anim actionno = 26 start = 22, -204 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 63 [BG Explod 34c] type = anim actionno = 24 start = -104, -235 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 64 [BG Boom 34d] type = anim actionno = 23 start = -70, -59 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 64 [BG Foom 37c] type = anim actionno = 25 start = -111, -239 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 39 [BG Boom 36c] type = anim actionno = 23 start = -98, -233 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 66 [BG Poom 36d] type = anim actionno = 26 start = -9, -221 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 66 [BG Flame 35c] type = anim actionno = 27 start = -74, -171 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 65 [BG Boom 35d] type = anim actionno = 23 start = -30, -169 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 65 [BG BigSmoky 38d] type = anim actionno = 30 start = 2, -273 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 40 [BG Boom 38c] type = anim actionno = 23 start = -46, -211 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 40 [BG Poom 37d] type = anim actionno = 26 start = -2, -157 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 39 [BG Explod 39c] type = anim actionno = 24 start = -55, -206 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 69 [BG Boom 41c] type = anim actionno = 23 start = -55, -240 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 43 [BG Explod 41d] type = anim actionno = 24 start = -14, -213 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 43 [BG Explod 43d] type = anim actionno = 24 start = -97, -207 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 73 [BG Boom 42d] type = anim actionno = 23 start = -33, -142 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 72 [BG Foom 42c] type = anim actionno = 25 start = -125, -87 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 72 [BG Poom 40c] type = anim actionno = 26 start = -126, -77 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 70 [BG Fireball 40d] type = anim actionno = 31 start = 15, -117 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 70 [BG Foom 39d] type = anim actionno = 25 start = -26, -54 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 69 [BG Foom 43c] type = anim actionno = 25 start = -125, -64 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 73 [BG Foom 44c] type = anim actionno = 25 start = -48, -145 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 74 [BG Explod 46d] type = anim actionno = 24 start = -18, -246 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 71 [BG Explod 45d] type = anim actionno = 24 start = -25, -155 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 67 [BG Poom 46c] type = anim actionno = 26 start = -65, -122 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 71 [BG Poom 45c] type = anim actionno = 26 start = -18, -110 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 67 [BG Boom 44d] type = anim actionno = 23 start = -44, -74 delta = .5,.5 tile = 0,1 tilespacing = 400,400 id = 74 [BGCtrlDef 50s] ctrlID = 19,50,51,52,53,54,55,56,57,59 [BGCtrl False] type = Enable time = 0 value = 0 [BGCtrl True] type = Enable time = 21030 ctrlID = 19 value = 1 [BGCtrl T] type = Enable time = 21062 ctrlID = 50 value = 1 [BGCtrl A] type = Enable time = 21068 ctrlID = 51 value = 1 [BGCtrl Correct] type = Enable time = 21078 ctrlID = 52 value = 1 [BGCtrl Oui] type = Enable time = 21102 ctrlID = 53 value = 1 [BGCtrl Ja] type = Enable time = 21140 ctrlID = 54 value = 1 [BGCtrl Sim] type = Enable time = 21170 ctrlID = 55 value = 1 [BGCtrl !Not] type = Enable time = 21185 ctrlID = 56 value = 1 [BGCtrl Righteo] type = Enable time = 21215 ctrlID = 57 value = 1 [BGCtrl Full] type = Enable time = 21255 ctrlID = 59 value = 1 [BGCtrlDef 60s] ctrlID = 60,61,62,63,64,65,66,69 [BGCtrl Delay] type = Enable time = 0 value = 0 [BGCtrl Ready] type = Enable time = 21275 ctrlID = 60 value = 1 [BGCtrl Begin] type = Enable time = 21300 ctrlID = 61 value = 1 [BGCtrl Showtime] type = Enable time = 21320 ctrlID = 62 value = 1 [BGCtrl Now] type = Enable time = 21340 ctrlID = 63 value = 1 [BGCtrl Proceed] type = Enable time = 21370 ctrlID = 64 value = 1 [BGCtrl Carry On] type = Enable time = 21400 ctrlID = 65 value = 1 [BGCtrl WWIII] type = Enable time = 21420 ctrlID = 66 value = 1 [BGCtrl ATTAK] type = Enable time = 21500 ctrlID = 69 value = 1 [BGCtrlDef 70s] ctrlID = 70,72,73,74,67,71 [BGCtrl NIHIL] type = Enable time = 0 value = 0 [BGCtrl Something] type = Enable time = 21515 ctrlID = 70 value = 1 [BGCtrl Existence] type = Enable time = 21565 ctrlID = 72 value = 1 [BGCtrl Aio] type = Enable time = 21585 ctrlID = 73 value = 1 [BGCtrl Etiam] type = Enable time = 21610 ctrlID = 74 value = 1 [BGCtrl Ita Vero] type = Enable time = 21640 ctrlID = 67 value = 1 [BGCtrl Verum] type = Enable time = 21665 ctrlID = 71 value = 1 [BG General] type = anim actionno = 13 start = 0,-920; If you want to remove the General, then just set this to 999,0. delta = .75,.75 id = 13 [Begin Action 13] 0,0,0,0,21000 13,1,0,0,40 13,2,0,0,40 13,3,0,0,40 13,4,0,0,40 13,5,0,0,40 loopstart 13,6,0,0,40 13,7,0,0,40 [BGCtrlDef General] ctrlID = 13 [BGCtrl Fall 1] type = VelAdd time = 21000 y = 1 [BGCtrl Fall 2] type = VelAdd time = 21020 y = .5 [BGCtrl Fall 3] type = VelAdd time = 21040 y = .5 [BGCtrl Fall 4] type = VelAdd time = 21060 y = .5 [BGCtrl Fall 5] type = VelAdd time = 21080 y = .5 [BGCtrl Fall 6] type = VelAdd time = 21100 y = .5 [BGCtrl Fall 7] type = VelAdd time = 21120 y = .5 [BGCtrl Fall 8] type = VelAdd time = 21140 y = .5 [BGCtrl Fall 9] type = VelAdd time = 21160 y = .5 [BGCtrl Fall 10] type = VelAdd time = 21180 y = .5 [BGCtrl Fall 11] type = VelAdd time = 21200 y = .5 [BGCtrl Fall 12] type = VelAdd time = 21220 y = .5 [BGCtrl Fall 13] type = VelAdd time = 21240 y = .5 [BGCtrl Fall 14] type = VelAdd time = 21260 y = .5 [BGCtrl Fall 15] type = VelAdd time = 21280 y = .5 [BGCtrl Fall 16] type = VelAdd time = 21300 y = .5 [BG GateL1] type = normal spriteno = 14,1 start = -167,38 delta = .75,.75 mask = 1 tile = 0,1 id = 14 [BG GateL2] type = normal spriteno = 14,1 start = -87,38 delta = .75,.75 mask = 1 tile = 0,1 id = 14 [BG GateR1] type = anim actionno = 15 start = 166,38 delta = .75,.75 mask = 1 tile = 0,1 tilespacing = 256,256 id = 15 [BG GateR2] type = anim actionno = 15 start = 86,38 delta = .75,.75 mask = 1 tile = 0,1 tilespacing = 256,256 id = 15 [Begin Action 15] 14,1,0,0,-1,H [BG Pif 18] type = anim actionno = 22 start = -22, -12 delta = .666,.666 tile = 0,1 tilespacing = 400,400 id = 58 [BG Blam 18l] type = anim actionno = 20 start = -234, 46 delta = .75,.75 tile = 0,1 tilespacing = 400,400 id = 16 [BG Blam 18r] type = anim actionno = 20 start = 200, 62 delta = .75,.75 tile = 0,1 tilespacing = 400,400 id = 16 [BG Sparkyl] type = anim actionno = 21 start = -217, -180 delta = .75,.75 tile = 0,1 tilespacing = 400,400 id = 16 [BG Sparkyr] type = anim actionno = 21 start = 192, -160 delta = .75,.75 tile = 0,1 tilespacing = 400,400 id = 16 [BGCtrlDef Wouldn't Ya Know It] ctrlID = 16,58 [BGCtrl Fresh Outta Cards] type = Enable time = 0 value = 0 [BGCtrl BAM!] type = Enable time = 21010 value = 1 [BGCtrl GoDownWithGate] type = VelSet time = 21010 ctrlID = 16 y = .333 [BG Platform] type = normal spriteno = 17,1 start = 0, 143 delta = 1,1 mask = 1 id = 17 [BG Dunce] type = dummy start = 0, 0;-143 ;positionlink = 1 id = 18 [BG FoomLast5] type = anim actionno = 25 start = 0, -64 delta = 0,0 tile = 1,0 tilespacing = 64 layerno = 1 id = 79 [BG FoomLast4] type = anim actionno = 25 start = 0, 0 delta = 0,0 tile = 1,0 tilespacing = 64 layerno = 1 id = 78 [BG FoomLast3] type = anim actionno = 25 start = 0, 64 delta = 0,0 tile = 1,0 tilespacing = 64 layerno = 1 id = 77 [BG FoomLast2] type = anim actionno = 25 start = 0, 128 delta = 0,0 tile = 1,0 tilespacing = 64 layerno = 1 id = 76 [BG FoomLast1] type = anim actionno = 25 start = 0, 192 delta = 0,0 tile = 1,0 tilespacing = 64 layerno = 1 id = 75 [BGCtrlDef FinalFooms] ctrlID = 75,76,77,78,79 [BGCtrl Procrastinate] type = Enable time = 0 value = 0 [BGCtrl Anticrastinate] type = Enable ctrlID = 75 time = 21664 value = 1 [BGCtrl Set Up Us the Bomb] type = Enable ctrlID = 76 time = 21674 value = 1 [BGCtrl Kablooey] type = Enable ctrlID = 77 time = 21684 value = 1 [BGCtrl Pete Kretschman] type = Enable ctrlID = 78 time = 21694 value = 1 [BGCtrl Clap On] type = Enable ctrlID = 79 time = 21704 value = 1 [BGCtrl Clap Off] type = Enable time = 21748 value = 0 [BG Time] type = normal spriteno = 81,1 start = 0, 25 ; Adjust this as necessary to accommodate your screenpack. ; Or, to completely remove the time display, set this to 0, 999. delta = 0,0 mask = 1 ;trans = add1 layerno = 1 [BG Ones] type = anim actionno = 82 start = 4, 8 positionlink = 1 id = 82 layerno = 1 [Begin Action 82] 82,9,0,0,2880;, ,A1 loopstart 82,9,0,0,180;, ,A1 82,8,0,0,180;, ,A1 82,7,0,0,180;, ,A1 82,6,0,0,180;, ,A1 82,5,0,0,180;, ,A1 82,4,0,0,180;, ,A1 82,3,0,0,180;, ,A1 82,2,0,0,180;, ,A1 82,1,0,0,180;, ,A1 82,0,0,0,180;, ,A1 [BGCtrlDef Ones] ctrlID = 82 [BGCtrl Linger] type = Anim time = 20700 value = 86 [BG OnesGrey] type = anim actionno = 83 start = 4, 8 positionlink = 1 id = 83 layerno = 1 [Begin Action 83] 0,0,0,0,19080 83,9,0,0,180;, ,A1 83,8,0,0,180;, ,A1 83,7,0,0,180;, ,A1 83,6,0,0,180;, ,A1 83,5,0,0,180;, ,A1 83,4,0,0,180;, ,A1 83,3,0,0,180;, ,A1 83,2,0,0,180;, ,A1 83,1,0,0,180;, ,A1 83,0,0,0,-1;, ,A1 [BG Tens] type = anim actionno = 84 start = -4, 8 positionlink = 1 id = 82 layerno = 1 [Begin Action 84] 82,9,0,0,4680;, ,A1 82,8,0,0,1800;, ,A1 82,7,0,0,1800;, ,A1 82,6,0,0,1800;, ,A1 82,5,0,0,1800;, ,A1 82,4,0,0,1800;, ,A1 82,3,0,0,1800;, ,A1 82,2,0,0,1800;, ,A1 82,1,0,0,1800;, ,A1 82,0,0,0,-1;, ,A1 [BG TensGrey] type = anim actionno = 85 start = -4, 8 positionlink = 1 id = 83 layerno = 1 [Begin Action 85] 0,0,0,0,19080 83,0,0,0,-1;, ,A1 [Begin Action 86] 82,0,0,0,-1;, ,A1 [BGCtrlDef Flicker] looptime = 4 ctrlID = 83 [BGCtrl Off] type = Visible value = 0 time = 0 [BGCtrl On] type = Visible value = 1 time = 2 [BG Hurry] type = anim actionno = 91 start = 0, 14 delta = 0,0 layerno = 1 [Begin Action 91] 0,0,0,0,19080 91,1,0,0,2 91,2,0,0,2 91,3,0,0,2 91,4,0,0,2 91,5,0,0,2 91,6,0,0,2 91,7,0,0,2 91,8,0,0,2 91,9,0,0,2 91,10,0,0,2 91,11,0,0,2 91,12,0,0,2 91,13,0,0,2 91,14,0,0,2 91,15,0,0,2 91,16,0,0,3 91,17,0,0,2 91,18,0,0,2 91,19,0,0,2 91,20,0,0,2 91,21,0,0,2 91,22,0,0,2 91,23,0,0,2 91,24,0,0,2 0,0,0,0,-1 [BG Time Up] type = anim actionno = 92 start = 0, 62 delta = 0,0 layerno = 1 [Begin Action 92] 0,0,0,0,20880 92,1,0,0,2 92,2,0,0,2 92,3,0,0,2 92,4,0,0,2 92,5,0,0,2 92,6,0,0,2 92,7,0,0,2 92,8,0,0,2 92,9,0,0,2 92,10,0,0,2 92,11,0,0,2 92,12,0,0,2 92,13,0,0,2 92,14,0,0,2 92,15,0,0,2 92,16,0,0,2 92,17,0,0,32 0,0,0,0,10 92,17,0,0,30 0,0,0,0,10 92,17,0,0,30 0,0,0,0,10 92,17,0,0,2 0,0,0,0,-1 [BG Fade] type = anim actionno = 93 start = 0,0 delta = 0,0 layerno = 1 ; Set layerno to 0 if you want to continue playing ; after being obliterated into the void. [Begin Action 93] 0,0,0,0,21714 93,1,0,0,3, ,A 93,2,0,0,3, ,A 93,3,0,0,3, ,A 93,4,0,0,3, ,A 93,5,0,0,3, ,A 93,6,0,0,3, ,A 93,7,0,0,3, ,A 93,8,0,0,3, ,A 93,9,0,0,3, ,A 93,10,0,0,3, ,A 93,11,0,0,2, ,A 93,12,0,0,2, ,A 93,13,0,0,2, ,A 93,14,0,0,2, ,A 93,15,0,0,2, ,A 93,16,0,0,2, ,A 93,17,0,0,2, ,A 93,18,0,0,2, ,A 93,19,0,0,2, ,A 93,20,0,0,2, ,A 93,21,0,0,2, ,A 93,22,0,0,2, ,A 93,23,0,0,2, ,A 93,24,0,0,2, ,A 93,25,0,0,2, ,A 93,26,0,0,2, ,A 93,27,0,0,2, ,A 93,28,0,0,2, ,A 93,29,0,0,2, ,A 93,30,0,0,2, ,A 93,31,0,0,2, ,A 93,32,0,0,-1