; Definitions of system screens
; See readme.txt for details on motifs.
; *2001.11.14 NEW* symbolizes any new functionality added for the 2001.11.14
; 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
;----------------------------
[Info]
name = "Kamek's Screenpack [120 Slots]" ;Name of motif
author = "Kamek" ;Motif author name
versiondate = 09,01,2009 ;Version date of motif (MM-DD-YYYY) (new in MUGEN 2009)
mugenversion = 1.0 ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 2009)
localcoord = 320,240 ;Local coordinate space width and height (new in MUGEN 2009)
;----------------------------
;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 = ksystem.sff ;Filename of sprite data
snd = ksystem.snd ;Filename of sound data
logo.storyboard = ;loading.def ;Logo storyboard definition (optional)
intro.storyboard = ;intro.def ;Intro storyboard definition (optional)
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/jg.fnt ;System fonts
font4 = nes-8.fnt
font5 = font/name1.fnt
font6 = nes-24.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 will continue to play between screens if the files names
;are the same, and both BGMs are specified to loop.
;Music to play at title screen.
title.bgm = sound\ssbmenu.ogg
title.bgm.volume = 100 ;volume scaling factor in percent. 100 is default
title.bgm.loop = 1 ;Set to 0 to prevent looping
title.bgm.loopstart =
title.bgm.loopend =
;Music to play at char select screen.
select.bgm = sound\ssbselect.ogg
select.bgm.volume = 100
select.bgm.loop = 1
select.bgm.loopstart =
select.bgm.loopend =
;Music to play at versus screen.
vs.bgm = sound\ssbvs.ogg
vs.bgm.volume = 100
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend =
;Music to play at victory screen.
victory.bgm = sound\ssbvs.ogg
victory.bgm.volume = 100
victory.bgm.loop = 0
victory.bgm.loopstart =
victory.bgm.loopend =
;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 163,158
menu.item.font = 4,1,0
menu.item.active.font = 4,0,0
menu.item.spacing = 0, 12
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos). *2001.11.14 NEW*
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VERSUS"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VERSUS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL 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 = 12, 8
menu.window.visibleitems = 5
menu.boxcursor.visible = 1 ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -62,-11,54,1
; 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 Stars]
type = normal
spriteno = 0,0
start = 0,0
tile = 1,1
velocity = 1,-1
[TitleBG Main]
type = normal
spriteno = 10,0
start = 0, 90
mask = 1
;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 6
columns = 20
wrapping = 1 ;1 to let cursor wrap around
pos = 11,7 ;Position to draw to
showEmptyBoxes = 0
moveOverEmptyBoxes = 0
cell.size = 12,12 ;x,y size of each cell (in pixels)
cell.spacing = 3,3 ;space between each cell
cell.bg.spr = ;Note: Don't use animation for cells
cell.random.spr = 102,1 ;Icon for random select (don't use animation)
cell.random.switchtime = 4 ;Time to wait before changing to another random portrait
cell.random.scale = 1, 1
p1.cursor.startcell = 0,0
p1.cursor.active.spr =
p1.cursor.active.scale = 1, 1
p1.cursor.active.anim = 182
p1.cursor.done.spr = -1, 0
p1.cursor.done.scale = 1, 1
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,19
p2.cursor.active.spr =
p2.cursor.active.scale = 1, 1
p2.cursor.active.anim = 183
p2.cursor.done.spr = -1, 0
p2.cursor.done.scale = 1, 1
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
random.move.snd.cancel = 0 ;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.offset = 0, 0
portrait.scale = .48,.48
title.offset = ;Position of title (Arcade Mode, etc)
title.font = -1 ;Font of title (-1 for none)
;Big portraits
p1.face.offset = 0,100 ;Position to put big portrait
p1.face.scale = 1, 1
p1.face.facing = 1
p2.face.offset = 320,100
p2.face.scale = 1, 1
p2.face.facing = -1
p2.face.layerno = 1
;Name
p1.name.offset = 60,116 ;Position to put name
p1.name.font = 4,3,0 ;Set to -1 for no display
p2.name.offset = 260,116
p2.name.font = 4,4,0
;Stage select
stage.pos = 160,230
stage.active.font = 3,0,0
stage.active2.font = 3,2 ;Second font color for blinking
stage.done.font = 3,0
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 12, 120
p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 1,0, 1
p1.teammenu.selftitle.text = TEAM MODE
p1.teammenu.enemytitle.font = 1,0, 1
p1.teammenu.enemytitle.text = TEAM MODE
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,12
p1.teammenu.item.spacing = 0,12
p1.teammenu.item.font = 1,0, 1
p1.teammenu.item.active.font = 1,0, 1
p1.teammenu.item.active2.font = 1,3, 1 ;Second font color for blinking
;p1.teammenu.item.cursor.offset = -10, 0
;p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 22, -8
p1.teammenu.value.icon.spr = 184,1
p1.teammenu.value.empty.icon.offset = 22, -8
p1.teammenu.value.empty.icon.spr = 184,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 308, 120
p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 1,0, -1
p2.teammenu.selftitle.text = TEAM MODE
p2.teammenu.enemytitle.font = 1,0, -1
p2.teammenu.enemytitle.text = TEAM MODE
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,12
p2.teammenu.item.spacing = 0,12
p2.teammenu.item.font = 1,0, -1
p2.teammenu.item.active.font = 1,0, -1
p2.teammenu.item.active2.font = 1,3, -1 ;Second font color for blinking
;p2.teammenu.item.cursor.offset = -10, 0
;p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -28, -8
p2.teammenu.value.icon.spr = 184, 1
p2.teammenu.value.empty.icon.offset = -28, -8
p2.teammenu.value.empty.icon.spr = 184, 0
p2.teammenu.value.spacing = -6,0
;Sounds
[Begin Action 182]
182,0, 0,0, 15
182,1, 0,0, 15
[Begin Action 183]
183,0, 0,0, 15
183,1, 0,0, 15
;-----------------------
;Character select screen background
[SelectBGdef]
[SelectBG Stars]
type = normal
spriteno = 0,6
start = 0,0
tile = 1,1
velocity = 1,-1
layerno = 0
[SelectBG Grid]
type = normal
spriteno = 100,1
start = -160,0
mask = 1
layerno = 0
[SelectBG 1PFaceBox]
type = normal
spriteno = 101,0
start = -160,0
mask = 1
layerno = 0
[SelectBG 2PFaceBox]
type = normal
spriteno = 101,1
start = -160,0
mask = 1
layerno = 0
;-------------------------------------------------------------------
[VS Screen]
time = 150 ;Time to show screen
fadein.time = 15
fadeout.time = 15
;Big portraits
p1.pos = 0, 5
p1.facing = 1
p1.scale = 1, 1
p2.pos = 315, 95
p2.facing = -1
p2.scale = 1, 1
;Names
p1.name.pos = 66, 160
p1.name.font = 4,3,0
p2.name.pos = 262, 90
p2.name.font = 4,3,0
;-----------------------
;VS Match up screen background
[VersusBGdef]
[VersusBG Stars]
type = normal
spriteno = 0,5
start = 0,0
tile = 1,1
velocity = 1,1
[VersusBG Versus]
type = normal
spriteno = 200,0
start = -160,0
layerno = 1
mask = 1
;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1 ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0 ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 1 ;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 = 1 ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0 ;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
[Continue Screen]
enabled = 1 ;Set to 1 to show continue screen, 0 to disable
;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 0 ;Set to 1 to show game over screen, 0 to disable
storyboard = ;Game over storyboard filename
;-------------------------------------------------------------------
;Victory screen definition
;This is the screen that is shown when you win a match in arcade mode.
;It will not be displayed on the last match of arcade mode.
[Victory Screen]
enabled = 1
time = 300 ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 400,-40
p1.spr = 9000,2
p1.facing = 1
p1.scale = 1,1
p1.window = 0,0, 1279,500
p1.name.offset = 40,570
p1.name.font = 4,3,1
;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 40,615
winquote.font = 6,0,1
winquote.window = 38,521, 1241,708
winquote.textwrap = w ;Word wrap
;----------------------------
;Title background definition
[VictoryBGdef]
bgclearcolor = 0,0,0
[TitleBG Stars]
type = normal
spriteno = 0,0
start = 0,0
tile = 1,1
velocity = 1,-1
[TitleBG Main]
type = normal
spriteno = 10,0
start = 0, 90
mask = 1
;-------------------------------------------------------------------
;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
wintext.text = Congradulations!
wintext.font = 6,0,0
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.
[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
[End Credits]
enabled = 0 ;Set to 1 to show credits, 0 to disable
storyboard = ;Credits storyboard filename
;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = %i rounds survived! ;Use %i for win counter
winstext.font = 4,3,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 8 ;Number of rounds to get win pose (lose pose otherwise)
;-------------------------------------------------------------------
;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 = 0,7
start = 0,0
tile = 1,1
velocity = 1, -1