; Definitions of system screens

; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.

; *2001.04.01 NEW* symbolizes any new parameters added for the 2001.04.01
; version of M.U.G.E.N.
; *2001.04.14 NEW* symbolizes any new parameters added for the 2001.04.14
; version of M.U.G.E.N.

; Notes about fonts:
;   - do not index fonts greater than 9 (crash)
;   - fonts indexed here do not refer to the ones in fight.def

;----------------------------
;Whole group is *2001.04.01 NEW*
[Info]
name = "Brutal Remix"          ;Name of motif
author = "Dr. M"       ;Motif author name

;----------------------------
;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 = bsys.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
;logo.storyboard = title.def        ;Logo storyboard definition (optional) *2001.04.01 NEW*
intro.storyboard =        ;Intro storyboard definition (optional) *2001.04.01 NEW*
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
font1 = font/f-4x6.fnt    ;System fonts
font2 = font/f-6x9.fnt    ;System fonts
font3 = font/bname1.fnt       ;System fonts
font4 = font/bmid.fnt

;----------------------------
[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 CD audio, put
 ;the track number followed by ".da". For example, to play
 ;track 3 from a music CD at the title screen, use:
 ;  title.bgm = 3.da
 ;To play mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
  ;Music to play at title screen.
title.bgm = 
title.bgm.loop = 1        ;Set to 0 to prevent looping *2001.04.01 NEW*
  ;Music to play at char select screen.
select.bgm = sound/select.mp3
select.bgm.loop = 1       ;*2001.04.01 NEW*
  ;Music to play at versus screen.
vs.bgm = sound/vs.mp3
vs.bgm.loop = 0           ;*2001.04.01 NEW*

;-------------------------------------------------------------------
;Title screen definition
;All but last 3 parameters are *2001.04.14 NEW*
[Title Info]
menu.pos = 259,210
menu.item.font = 4,0,0
menu.item.active.font = 4,1,0
menu.item.spacing = 0, 30
; Names for each of the items in the menu. Names must be in quotes.
menu.itemname.arcade = "Story"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 19, 5
menu.window.visibleitems = 1
menu.boxcursor.visible = 1     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -51,-18,50,2
; 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 0]
type  = normal
spriteno = 0, 0
start = -160, 0

[TitleBG 1]
type  = normal
spriteno = 0, 1
start = 0, 30
mask = 1

;-------------------------------------------------------------------
;Character select definition
[Select Info]
rows = 18
columns = 4
wrapping = 1              ;1 to let cursor wrap around
pos = 112,55              ;Position to draw to
showemptyboxes = 0        ;1 to show empty boxes
moveoveremptyboxes = 0    ;1 to allow cursor to move over empty boxes
cell.size = 30,30         ;x,y size of each cell (in pixels)
cell.spacing = 3          ;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 = 0,0
p1.cursor.active.anim = 160
p1.cursor.done.anim = 161
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0;*2001.04.01 NEW*
p2.cursor.startcell = 0,2
p2.cursor.active.anim = 170
p2.cursor.done.anim = 171
p2.cursor.blink = 1       ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0;*2001.04.01 NEW*
random.move.snd.cancel = 0;*2001.04.01 NEW* 1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0    ;*2001.04.01 NEW*
stage.done.snd = 100,1    ;*2001.04.01 NEW*
cancel.snd = 100,2
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = 159,13     ;Position of title (Arcade Mode, etc)
title.font = 3,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.offset = 0,0    ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1        ;*2001.04.01 NEW*
p2.face.offset = 319,0
p2.face.scale = 1,1
p2.face.facing = -1       ;*2001.04.01 NEW*
;Name
p1.name.offset = 10,42   ;Position to put name
p1.name.font = 4,0,1      ;Set to -1 for no display
p2.name.offset = 309,42
p2.name.font = 4,0,-1
;Stage select
stage.pos = 160,237
stage.active.font = 3,0,0
stage.active2.font = 3,2  ;Second font color for blinking
stage.done.font = 3,0
;Team menu                *2001.04.01 NEW* for below
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 30
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 3,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 299, 30
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,0, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 3,0, -1
p2.teammenu.enemytitle.text = Opponent team mode
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Sounds

[Begin Action 160]
160,0, 0,0, -1,,A

[Begin Action 161]
161,0, 0,0, -1,,A

[Begin Action 170]
170,0, 0,0, -1,,A

[Begin Action 171]
171,0, 0,0, -1,,A

;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data
bgclearcolor = 0,0,0

[SelectBG 0] 
type  = normal
spriteno = 1,0
layerno = 0
start = -160,0
mask = 0

[SelectBG 1] ;Cells BG
type  = anim
actionno = 100
layerno = 0
start = -49,54

[SelectBG 2] ;Stats BG1
type  = anim
actionno = 110
layerno = 0
start = -49,193

[SelectBG 0] ;Power
type  = normal
spriteno = 1,3
layerno = 0
start = -49,193
mask = 1

[SelectBG 2] ;Stats BG2
type  = anim
actionno = 110
layerno = 0
start = -49,205

[SelectBG 0] ;Speed
type  = normal
spriteno = 1,4
layerno = 0
start = -49,205
mask = 1

[SelectBG 2] ;Stats BG3
type  = anim
actionno = 110
layerno = 0
start = -49,217

[SelectBG 0] ;Speed
type  = normal
spriteno = 1,5
layerno = 0
start = -49,217
mask = 1

[SelectBG 0] ;Fade In
type  = anim
actionno = 240
layerno = 1
start = -160,0
mask = 0

[SelectBG 0] ;Fade In
type  = anim
actionno = 250
layerno = 1
start = -160,0
mask = 0

[Begin Action 100]
1,1, 0,0, -1,,A

[Begin Action 110]
1,2, 0,0, -1,,A

[Begin Action 240]  ;FADE IN
220, 0, 0,0, 1,,S
220, 1, 0,0, 1,,S
220, 2, 0,0, 1,,S
220, 3, 0,0, 1,,S
220, 4, 0,0, 1,,S
220, 5, 0,0, 1,,S
220, 6, 0,0, 1,,S
220, 7, 0,0, 1,,S
220, 8, 0,0, 1,,S
220, 9, 0,0, 1,,S
220,10, 0,0, 1,,S
220,11, 0,0, 1,,S
220,12, 0,0, 1,,S
220,13, 0,0, 1,,S
220,14, 0,0, 1,,S
220,15, 0,0, 1,,S
220,16, 0,0, 1,,S
220,17, 0,0, 1,,S
220,18, 0,0, 1,,S
220,19, 0,0, 1,,S
220,20, 0,0, 1,,S
 -1, 0, 0,0,-1
 
[Begin Action 250]
240, 0, 0,0, 1,,A
240, 1, 0,0, 1,,A
240, 2, 0,0, 1,,A
240, 3, 0,0, 1,,A
240, 4, 0,0, 1,,A
240, 5, 0,0, 1,,A
240, 6, 0,0, 1,,A
240, 7, 0,0, 1,,A
240, 8, 0,0, 1,,A
240, 9, 0,0, 1,,A
240,10, 0,0, 1,,A
240,11, 0,0, 1,,A
240,12, 0,0, 1,,A
240,13, 0,0, 1,,A
240,14, 0,0, 1,,A
240,15, 0,0, 1,,A
240,16, 0,0, 1,,A
240,17, 0,0, 1,,A
240,18, 0,0, 1,,A
240,19, 0,0, 1,,A
240,20, 0,0, 1,,A
 -1, 0, 0,0,-1

;-------------------------------------------------------------------
[VS Screen]
time = 430                ;Time to show screen
;Big portraits
p1.pos =  0,239
p1.facing = 1             ;*2001.04.01 NEW*
p1.scale = 1,1            ;*2001.04.01 NEW*
p2.pos = 319,239
p2.facing = -1            ;*2001.04.01 NEW*
p2.scale = 1,1            ;*2001.04.01 NEW*
;Names
p1.name.pos  =  78,190
p1.name.font =   3,0,0
p2.name.pos  = 241,190
p2.name.font =   3,0,0

;-----------------------
;VS Match up screen background
[VersusBGdef] 
bgclearcolor = 0,0,0

[VersusBG 1] 
type  = normal
spriteno = 1,0
start = -160,0
mask = 0

[VersusBG 2] ;Fadein
type  = anim
actionno = 220
layerno = 1
start = -160,0
mask = 0

[VersusBG 2] ;Fadein
type  = anim
actionno = 230
layerno = 1
start = -160,0
mask = 0

[VersusBG VS] ;VS Anim
type  = anim
actionno = 200
layerno = 1
start = 0,0

[Begin Action 200]
 -1, 0, 0,0, 15
200,13, 0,0, 2,,A
200,12, 0,0, 2,,A
200,11, 0,0, 2,,A
200,10, 0,0, 2,,A
200,9, 0,0, 2,,A
200,8, 0,0, 2,,A
200,7, 0,0, 2,,A
200,6, 0,0, 3,,A
200,5, 0,0, 3,,A
200,4, 0,0, 3,,A
200,3, 0,0, 4,,A
200,2, 0,0, 4,,A
200,1, 0,0, 5,,A
200,0, 0,0, -1,,A

[Begin Action 220]  ;FADE IN
  1, 0, 0,0,20
220, 0, 0,0, 10,,S
220, 1, 0,0, 1,,S
220, 2, 0,0, 1,,S
220, 3, 0,0, 1,,S
220, 4, 0,0, 1,,S
220, 5, 0,0, 1,,S
220, 6, 0,0, 1,,S
220, 7, 0,0, 1,,S
220, 8, 0,0, 1,,S
220, 9, 0,0, 1,,S
220,10, 0,0, 1,,S
220,11, 0,0, 1,,S
220,12, 0,0, 1,,S
220,13, 0,0, 1,,S
220,14, 0,0, 1,,S
220,15, 0,0, 1,,S
220,16, 0,0, 1,,S
220,17, 0,0, 1,,S
220,18, 0,0, 1,,S
220,19, 0,0, 1,,S
220,20, 0,0, 1,,S
 -1, 0, 0,0,-1
 
[Begin Action 230]
 -1, 0, 0,0,20
230, 0, 0,0, 10,,A
230, 1, 0,0, 1,,A
230, 2, 0,0, 1,,A
230, 3, 0,0, 1,,A
230, 4, 0,0, 1,,A
230, 5, 0,0, 1,,A
230, 6, 0,0, 1,,A
230, 7, 0,0, 1,,A
230, 8, 0,0, 1,,A
230, 9, 0,0, 1,,A
230,10, 0,0, 1,,A
230,11, 0,0, 1,,A
230,12, 0,0, 1,,A
230,13, 0,0, 1,,A
230,14, 0,0, 1,,A
230,15, 0,0, 1,,A
230,16, 0,0, 1,,A
230,17, 0,0, 1,,A
230,18, 0,0, 1,,A
230,19, 0,0, 1,,A
230,20, 0,0, 1,,A
 -1, 0, 0,0,-1

;[Begin Action 210]
;  1, 0, 0,0, 50
;210,19, 0,0, 2
;210,18, 0,0, 2
;210,17, 0,0, 2
;210,16, 0,0, 2
;210,15, 0,0, 2
;210,14, 0,0, 2
;210,13, 0,0, 2
;210,12, 0,0, 2
;210,11, 0,0, 2
;210,10, 0,0, 2
;210,9, 0,0, 2
;210,8, 0,0, 2
;210,7, 0,0, 2
;210,6, 0,0, 2
;210,5, 0,0, 2
;210,4, 0,0, 2
;210,3, 0,0, 2
;210,2, 0,0, 2
;210,1, 0,0, 2
;210,0, 0,0, 2
; -1, 0, 0,0, -1

;-------------------------------------------------------------------
;Demo mode definition
;Whole group is *2001.04.01 NEW*
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 1        ;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.bars.display = 1    ;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
;Whole group is *2001.04.01 NEW*
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
;Whole group is *2001.04.01 NEW*
[Game Over Screen]
enabled = 0               ;Set to 1 to show game over screen, 0 to disable
storyboard =              ;Game over storyboard filename

;-------------------------------------------------------------------
;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 *2001.04.01 NEW*
wintext.text = Congratulations!
wintext.font = 2,0,0
wintext.offset = 159,70
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.
;Whole group is *2001.04.01 NEW*
[Default Ending]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
;Whole group is *2001.04.01 NEW*
[End Credits]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;Credits storyboard filename

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

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

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


