I've been trying to fix this stage for a while, now... I give up, I need some help. It bugs me because I really like it... I know I'm scaling it incorrectly, but, I'm not so sure what it is I'm doing wrong... No matter what change I make, it never seems to help...


Here's how it should look...


0,1 is the sprite characters stand on.
0,2 is the ceiling
0,3 are the 3 walls (both ends of the stage and in the background)
0,4&0,5 the rectangular cube in front of rugal's foot.
mugen 1.0
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[Info]
;Name of the stage.
name =""
displayname ="Training Area"
versiondate =1/12/2013
mugenversion =04,14,2001
author =""
pal.defaults=1,2,3,4,5
;--------------------------------------------------------
[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 = -130
boundright = 130
;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 = .5
;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 = 40
;Horizontal distance player is from edge before camera starts to move
;left or right. Typically 50 or 60.
tension = 50
overdrawhigh = 40
overdrawlow = 40
cuthigh = 0
cutlow = 0
;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
;Player 1 starting coordinates.
p1startx = -280 ;Starting x coordinates
p1starty = 0 ;Starting y coordinates
p1facing = 1 ;Direction player faces: 1=right, -1=left
;--- Player 2 ---
p2startx = 280
p2starty = 0
p2facing = -1
;--- Player 3 ---
p3startx = -400
p3starty = 0
p3facing = 1
;--- Player 4 ---
p4startx = 400
p4starty = 0
p4facing = -1
;--- Common ---
leftbound = -4000 ;Left bound (x-movement)
rightbound = 4000 ;Right bound
;--------------------------------------------------------
[Scaling]
topz = 4
botz = 4
topscale = 4
botscale = 4
[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]
;"Ground" level where players stand at, measured in pixels from the
;top of the screen.
;Adjust this value to move the ground level up/down in the screen.
;***
zoffset = 700
zoffsetlink = 1
;Leave this at 1. It makes the players face each other
autoturn = 1
;Set the following to 1 to have the background reset itself between
;rounds.
resetBG = 0
;Width and height of the local coordinate space of the stage.
localcoord = 1280, 720
;Horizontal and vertical scaling factor for drawing.
xscale = 1.6
yscale = 2
;--------------------------------------------------------
[Shadow]
intensity = 20
color = 0,0,0
yscale = .3
fade.range = 0,0
;--------------------------------------------------------
[Reflection]
;Intensity of reflection (from 0 to 256). Set to 0 to have no
;reflection. Defaults to 0.
intensity = 180
[BGdef]
;Filename of sprite data
spr = entrenamiento-v1_2.sff
debugbg = 0
;----------
; 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]
;The background type goes here: for now, only NORMAL and PARALLAX
;If this line is omitted, the type will be assumed to be normal.
type = Normal
;The sprite number to use for the background (from the SFF specified above)
;It's the group-number, followed by a comma, then the sprite-number
;*** Do not omit this line.
spriteno = 0, 1
;This is the layer number, which determines where the sprite is drawn to.
;Valid values are 0 and 1.
;0 for background (behind characters), 1 for foreground (in front)
;If this line is omitted, the default value of 0 will be assumed.
layerno = 0
;
;This is the starting location of the background in the format
;x, y
;If this line is omitted, the default value of 0,0 will be assumed.
start = 0, 0
;
;These are the number of pixels the background moves for every single unit
;of camera movement, in the format
;x, y
;For the main background (eg. the floor the players stand on) you'll want
;to use a delta of 1,1. Things farther away should have a smaller delta,
;like 0.5 for example. Things near the camera should have a larget delta.
;If this line is omitted, the default value of 1,1 will be assumed.
delta = .75, .75
;
;Here is the transparency setting of the background.
;Valid values are:
;"none" for normal drawing
;"add" for colour addition (like a spotlight effect)
;"add1" for colour addition with background dimmed to 50% brightness
;"addalpha" for colour addition with control over alpha values (you need
; an "alpha" parameter if you use this)
;"sub" for colour subtraction (like a shadow effect)
;If this line is omitted, it's assumed that there will be no transparency.
trans = none
;
;Use this parameter only if "trans = addalpha". First value is the alpha
;of the source (sprite), and the second is the alpha of the destination
;(background). The values range from 0 to 256.
;Uncomment the line below to use it:
alpha = 256,0
;
;Mask means whether or not to draw colour zero of a sprite.
;If you turn masking off, the background will take less CPU power to draw,
;so remember to turn it off on sprites that don't use it.
;If this line is omitted, it's assumed that there will be no masking.
mask = 0
;
;The format for tiling is x,y. For each of them, the value is:
;0 to use no tiling, 1 to tile, n where (n>1) to tile n times.
;If this line is omitted, it's assumed that there will be no tiling.
;tile = 0, 0
;
;This is the x and y space between each tile, for tiled backgrounds
;If omitted, default value is 0,0
tilespacing = 0,0
;
;This defines the drawing space, or "window" of the background. It's
;given in the form
;x1,y1, x2,y2
;where (x1,y1)-(x2,y2) define a rectangular box.
;Make the window smaller if you only want to draw part of the background.
;You normally do not have to change this setting. Value values range from
;0-319 for x, and 0-239 for y. The values are 0,0, 319,239 by default (full
;screen).
;Uncomment the line below to use it:
;window = 0,0, 1279, 719
;
;Similar to the delta parameter, this one affects the movement of
;the window. Defaults to 0,0
;Uncomment the line below to use it:
;windowdelta = 0,0
;
;
;----------
[BG 0]
type = parallax
spriteno = 0, 1
start = 0, 0
delta = 1, 1
xscale = 2, 6
yscalestart = 0
yscaledelta = 0
mask = 0
; Individual layers
[BG 0]
type = parallax
spriteno = 0,2
start = 0,0
delta = 2,2
xscale = 2.05, 2
yscalestart = 100
yscaledelta = 0
mask = 1
; Individual layers
[BG 0]
type = normal
spriteno = 0, 3
start = 0, 0
delta = 1, 1
xscale = 2, 6
yscalestart = 0
yscaledelta = 0
mask = 1
; Individual layers
[BG 0]
type = normal
spriteno = 0, 6
delta = 2,2
mask = 1
layerno = 1
; Individual layers
[BG 0]
type = normal
spriteno = 0, 7
delta = 2,2
mask = 1
layerno = 1
trans = addalpha
alpha = 52,90
delta = 1,1
mask = 1
layerno = 1
[Files]
sprite=
sound=
anim=
cmd=
cns=
st=
stcommon=
[Arcade]
intro.storyboard=
ending.storyboard=
Working WinMugen code.
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;--------------------------------------------------------
[Info]
name = "entrenamiento-v1.2"
authorname = "_kronos_"
;--------------------------------------------------------
[Camera]
startx = 0
starty = 0
boundleft = -160
boundright = 100
boundhigh = -160
boundlow = 0
verticalfollow = .9
floortension = 40
tension = 50
;--------------------------------------------------------
[PlayerInfo]
p1startx = -70
p1starty = 0
p1startz = 0
p1facing = 1
;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1
;--- Common ---
leftbound = -1000 ;Left bound (x-movement)
rightbound = 1000 ;Right bound
topbound = 0 ;Top bound (z-movement)
botbound = 0 ;Bottom bound
;--------------------------------------------------------
[Scaling]
topz = 0
botz = 50
topscale = 1
botscale = 1.2
;--------------------------------------------------------
[Bound]
screenleft = 12
screenright = 12
;--------------------------------------------------------
[StageInfo]
zoffset = 198
zoffsetlink = 1
autoturn = 1
resetBG = 0
;--------------------------------------------------------
[Shadow]
intensity = 128
color = 0,128,0
yscale = -.3555
;--------------------------------------------------------
[Reflection]
intensity = 128
;--------------------------------------------------------
[Music]
bgmusic = sound/06_-_vr_training.mp3
bgvolume = 255
;========================================================
;-------------------------------------
; Main background definition
[BGdef]
spr = stages/entrenamiento-v1_2.sff
; Individual layers
[BG 0]
type = parallax
spriteno = 0,1
start = 0, 0
delta = 2,2
xscale = 4, 3
yscalestart = 100
yscaledelta = 0
mask = 1
; Individual layers
[BG 0]
type = parallax
spriteno = 0,2
start = 0,0
delta = 2,2
xscale = 2.05, 2
yscalestart = 100
yscaledelta = 0
mask = 1
; Individual layers
[BG 0]
type = normal
spriteno = 0, 3
delta = 2,2
mask = 1
; Individual layers
[BG 0]
type = normal
spriteno = 0, 6
delta = 2,2
mask = 1
layerno = 1
; Individual layers
[BG 0]
type = normal
spriteno = 0, 7
delta = 2,2
mask = 1
layerno = 1
trans = addalpha
alpha = 52,90
delta = 1,1
mask = 1
layerno = 1