p1startx = -75
p2startx = 90
It's not really a good idea to change the start points of the characters.
Since character interaction in intros is sometimes based on the default -70,70 values, using something else can make them look messed up.
Evil Ryu and Evil Ken in particular have many intros. While the change you made doesn't make them look bad really, you can still see that they aren't the way they are supposed to be.
In this example, Evil Ken is moved quite a bit farther to the right than he normally would be.
---
[BG last]
type = normal
start = -320,-240
spriteno = 0,0
mask = 1
This the your furthest back item in your stage. There isn't any reason to mask it.
---
;[BG 3]
;type = normal
;start = -320,-240
;spriteno = 0,3
;mask = 1
You have this whole stage item commented out. I'm guessing it's from an earlier part of development since you used the sprite elsewhere. You should just take it out.
---
[BG Disc]
type = anim
actionno = 3
start = -320,-240
mask = 1
delta = 1,1
This is the first instance of you making a stage item "animated" when it doesn't need to be. All of your "animations" only have one sprite with some alpha transparency added.
The "A" type of alpha transparency from animation code can be added to normal stage items, like so:
[BG Disc]
type = normal
spriteno = 0,6
start = -320,-240
trans = add
delta = 1,1
"Trans = add" here is the same as putting "A" at the end of your animation code. Doing it this way will keep you from having to add all those actions at the end of your .def file.
There is also another advantage to doing it this way...
---
In [Reu's Spirit] and [Music notes], the 2nd and 3rd items have the same velocities. While the tilespacing difference makes it not noticeable later on in the stage, at the beginning a couple of the Spirit/note sprites move exactly the same. Making all the speeds even slightly different would be good.
Also, for these two sections, because they are all animated and tiled you run into this problem:
See how the note is almost halfway off the screen here?
This shot is one frame later (used pause then scroll lock to advance the frame):
See how it is gone from the screen already?
There are a couple of ways to fix this but the easiest way for you, since they are just single frame animations is to make it not be an animation. This is the other advantage I spoke of.
So you'd change Spirit from this: Spoiler, click to toggle visibilty
;------------------------------[Reu's Spirit]
[BG s2]
type = anim
actionno = 4
start = -20,-190
mask = 1
velocity = 2,4
tile = 1,1
tilespacing = 270,290
[BG s2]
type = anim
actionno = 4
start = -20,-190
mask = 1
velocity = .9,4
tile = 1,1
tilespacing = 270,300
[BG s1]
type = anim
actionno = 4
start = -20,-190
mask = 1
velocity = .4,2
tile = 1,1
tilespacing = 300,300
;------------------------------[/Reu's Spirit]
To this (with whatever velocity changes you may make): Spoiler, click to toggle visibilty
;------------------------------[Reu's Spirit]
[BG s2]
type = normal
spriteno = 0,7
start = -20,-190
trans = add
velocity = 2,4
tile = 1,1
tilespacing = 270,290
[BG s2]
type = normal
spriteno = 0,7
start = -20,-190
trans = add
velocity = .9,4
tile = 1,1
tilespacing = 270,300
[BG s1]
type = normal
spriteno = 0,7
start = -20,-190
trans = add
velocity = .4,2
tile = 1,1
tilespacing = 300,300
;------------------------------[/Reu's Spirit]
And you'd change the music notes from this:
Spoiler, click to toggle visibilty
;------------------------------[Music notes]
[BG s2]
type = anim
actionno = 5
start = -20,-190
mask = 1
velocity = 2,6
tile = 1,1
tilespacing = 247,273
layerno = 1
[BG s2]
type = anim
actionno = 5
start = -20,-190
mask = 1
velocity = .9,4
tile = 1,1
tilespacing = 500,283
layerno = 1
[BG s1]
type = anim
actionno = 5
start = -20,-190
mask = 1
velocity = .4,2
tile = 1,1
tilespacing = 400,273
layerno = 1
;------------------------------[/Music notes]
To this (again with whatever velocity changes you decide):
Spoiler, click to toggle visibilty
;------------------------------[Music notes]
[BG s2]
type = normal
spriteno = 0,8
start = -20,-190
trans = add
velocity = 2,6
tile = 1,1
tilespacing = 247,273
layerno = 1
[BG s2]
type = normal
spriteno = 0,8
start = -20,-190
trans = add
velocity = .9,4
tile = 1,1
tilespacing = 500,283
layerno = 1
[BG s1]
type = normal
spriteno = 0,8
start = -20,-190
trans = add
velocity = .4,2
tile = 1,1
tilespacing = 400,273
layerno = 1
;------------------------------[/Music notes]
---
For Evil Ken, Dragon Claw, and Evil Ryu, you'd use a slightly different method to change them from animations to normal type stage items than I showed earlier.
To have more control over your alpha transparency values on normal type stage items, you use
trans = addalpha
The you'd specify the values. The first value is what you put after "AS" in the animation code, then the number after the comma is what you have after "D" in your animation code.
alpha = 128,128
For the alpha transparencies you'd change this:
Spoiler, click to toggle visibilty
;------------------------------[KDY]
[BG Ken]
type = anim
start = -620,-240
actionno = 6
mask = 1
delta = 1.08,1.1
[BG ryu]
type = anim
start = -320,-240
actionno = 7
mask = 1
delta = 1.08,1.1
[BG DragonClaw]
type = anim
start = -450,-300
actionno = 8
mask = 1
delta = 1.1,1.1
;------------------------------[/KDY]
To this:
Spoiler, click to toggle visibilty
;------------------------------[KDY]
[BG Ken]
type = normal
start = -620,-240
spriteno = 0,3
trans = addalpha
alpha = 128,128
delta = 1.08,1.1
[BG ryu]
type = normal
start = -320,-240
spriteno = 0,4
trans = addalpha
alpha = 128,128
delta = 1.08,1.1
[BG DragonClaw]
type = normal
start = -450,-300
spriteno = 0,5
trans = addalpha
alpha = 128,128
delta = 1.1,1.1
;------------------------------[/KDY]
---
Also, on EK, ER, and DC, their deltas aren't so good. A delta over 1 in low res stages is really only for stuff in front of the fighters. It's odd to see something that's supposed to be behind the fighters move faster than the fighters.
Still, the part that only really bugs me is the y delta being different from the floor. It looks odd to me when fighters jump.