If that ship is a separate image, you can animate with the follow code
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[BG Example]
type = anim
actionno = 0 ;---Can be any number. This example the animation is the number 0.
delta = 1,1
start = 0,0
;----- The next block is the content of the animation
[Begin Action 0] ;--- This is the animation number 0.
1,1,0,-80,12 ;-- first pair indicates the group and image of the sprite from the .sff file. In this example the sprite Group 1 and Image 1. The same sprite can be used mutiple times on the same animation.
1,2,0,0,12 ;--- second pair indicates the starting x,y coords of this sprite. 0,0 takes the position just like in the .sff file.
1,3,0,0,12 ;--- 5th number is length of time to display the element before moving onto the next,, measured in game-ticks. There are 60 game-ticks in one second at normal game speed.
1,4,0,0,12
1,3,0,0,12
;---- lets read again the example. This example has 5 frames.
[Begin Action 0] ;--- "for the animation 0, do the follow".
1,1,0,0,12;-----First Frame. Show the sprite ( Group 1 , image 1) on the position (0.0) for 12 ticks
1,2,0,0,12;-----Second Frame. Show the sprite ( Group 1 , image 2) on the position (0.0) for 12 ticks
1,3,0,0,12;-----Third Frame. Show the sprite ( Group 1 , image 3) on the position (0.0) for 12 ticks
1,4,0,0,12;-----Forth Frame. Show the sprite ( Group 1 , image 4) on the position (0.0) for 12 ticks
1,3,0,0,12;----- Fifth Frame. Show the sprite ( Group 1 , image 3) on the position (0.0) for 12 ticks.
; ---- once the animation reach the last frame, loops itself to the first frame.
You can made a simple boobing animation with only one sprite
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[BG Ship]
type = anim
actionno = 1
delta = 1,1
start = 0,0
[Begin Action 1]
; --- First the ship moves up
220,4,0,0,60 ;---- Show the ship sprite ( Group 220, Image 4) on the position (0.0) for 60 ticks ( 1 second)
220,4,0,3,58 ; --- The ship sprite moves 3 pixel up. This frame is show for 58 ticks
220,4,0,7,50 ;--- The ship sprite moves 6 pixel up ( 4 pixel relative to the second frame) This frame is show for 50 ticks
220,4,0,12,40 ;--- The ship sprite moves 12 pixel up ( 5 pixel relative to the third frame) This frame is show for 40 ticks
;---- Now the ship moves down. In the same animation number 1
220,4,0,11,39 ; --- The ship sprite moves 1 pixel down. (relative to the fourth frame) This frame is show for 39 ticks
220,4,0,7,35 ;--- The ship sprite moves 4 pixel down ( relative to the fifth frame) This frame is show for 35 ticks
220,4,0,1,29 ;--- The ship sprite moves 6 pixel down ( relative to the sixth frame) This frame is show for 29 ticks
;---- Once the animation finisth, it returns to the first frame. In this case the position at 0,0.
;--- You can change the x,y values to move the sprite to distinct positions. Remember the x,y coords are the Sprite position at the .sff file
220,4,0,0,60 ;---- start position 0,0
220,4,0,10,60 ; --- moves the sprite 10 pixels up
220,4,0,-10,60 ; --- moves the sprite 10 pixels down
220,4,20,0,60 ; --- moves the sprite 20 pixels right
220,4,-20,0,60 ; --- moves the sprite 20 pixels left
;---- Play with the position and time values until you find the effect you want.
Read the mugen docs for more details on stage ceation:
http://www.elecbyte.com/mugendocs/bgs.html