Now I just feel Elecbyte is trolling me 
Updated and added info from everyone
BLOCK 4
;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0
[TitleBG Background Top]
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,0, 1279,334
[TitleBG Background Middle]
type = normal
spriteno = 100,1
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,335, 1279,631
[TitleBG Background Bottom]
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,632, 1279,959
[TitleBG 1]
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,332, 1279,334
trans = add1
[TitleBG 2]
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,632, 1279,634
trans = add1
[TitleBG Title Logo]
type = normal
spriteno = 0,0
layerno = 0
start = 0,140
mask = 1
BLOCK 5
;----------------------------
[Infobox] ;(new in MUGEN 1.0)
text.font = 6,0,1
;----------------------------
[Infobox Text] ;(new in MUGEN 1.0)
Welcome to M.U.G.E.N 1.0!
_
* New to M.U.G.E.N? Read docs/mugen.html to get started.
_
* Meet the M.U.G.E.N community! Visit http://elecbyte.com/forum.
_
* To add a character, extract it into its own directory in chars/ and edit data/select.def.
* To add a stage, extract it into stages/ and edit data/select.def. Put music files inside sound/.
_
* The current motif is "mugen1". To make changes to this motif (including this text), open data/mugen1/system.def with a text editor such as Notepad.
_
* To increase then number of character slots, use the "big" motif. Change the motif line in mugen.cfg to: motif = data/big/system.def
_
* Installation instructions for motifs vary. Some require you to overwrite system files. If you do install a motif that overwrites files, you may need to change the motif line in mugen.cfg to: motif = data/system.def
;----------------------------
[ja.Infobox Text] ;(new in MUGEN 1.0)
M.U.G.E.N 1.0 をご利用いただいてありがとうございます!
_
このメッセージは、data/mugen1/system.defで編集できます。
;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 4
columns = 3
wrapping = 0 ;1 to let cursor wrap around
pos = 480,128 ;Position to draw to
showemptyboxes = 1 ;1 to show empty boxes
moveoveremptyboxes = 1 ;1 to allow cursor to move over empty boxes
cell.size = 100,100 ;x,y size of each cell (in pixels)
cell.spacing = 10 ;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.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,0
p2.cursor.active.anim = 170
p2.cursor.done.spr = 171,0
p2.cursor.blink = 0 ;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.spr = 9000,0 ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = 640,38 ;Position of title (Arcade Mode, etc)
title.font = 4,0,0 ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1 ;Do not change from 9000,1
p1.face.offset = 0,0 ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p1.face.window = 0,0, 739,959
p2.face.spr = 9000,1
p2.face.offset = 1279,0
p2.face.scale = 1,1
p2.face.facing = -1
p2.face.window = 540,0, 1279,959
;Name
p1.name.offset = 50,620 ;Position to put name
p1.name.font = 3,3,1 ;Set to -1 for no display
p1.name.spacing = 15,25 ;Space between each name for players on the same team
p2.name.offset = 1230,620
p2.name.font = 3,1,-1
p2.name.spacing = -15,25
;Stage select
stage.pos = 640,700
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 = 80, 130
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,3, 1
p1.teammenu.selftitle.text = "TEAM MODE"
p1.teammenu.enemytitle.font = 3,3, 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 = 0,110
p1.teammenu.item.spacing = 0,60
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,3, 1, 224,224,240 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -30, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 210,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 210,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 30,0
;p2 team
p2.teammenu.pos = 1200, 130
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,1, -1
p2.teammenu.selftitle.text = "TEAM MODE"
p2.teammenu.enemytitle.font = 3,1, -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 = 0,110
p2.teammenu.item.spacing = 0,60
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,1, -1, 224,224,240 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 30, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -210,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -210,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -30,0
; Debug screen element (can be used for testing fonts)
;sysexplod0.text =
;sysexplod0.font =
[Begin Action 160] ;P1 active cursor
160,6, 0,0, 1
160,5, 0,0, 1
160,4, 0,0, 1
160,3, 0,0, 1
160,2, 0,0, 1
160,1, 0,0, 1
160,0, 0,0, 1
[Begin Action 170] ;P2 active cursor
170,3, 0,0, 1
170,2, 0,0, 1
170,1, 0,0, 1
170,0, 0,0, 1
170,6, 0,0, 1
170,5, 0,0, 1
170,4, 0,0, 1
[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 1
180,0, 3,0, 1
180,0, 6,0, 1
180,0, 9,0, 1
180,0,12,0, 1
180,0,15,0, 1
180,0,18,0, 1
180,0,21,0, 1
[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 1
190,0,-3,0, 1
190,0,-6,0, 1
190,0,-8,0, 1
190,0,-12,0, 1
190,0,-15,0, 1
190,0,-18,0, 1
190,0,-21,0, 1
BLOCK 6
;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff ;Filename of sprite data
[SelectBG 0] ;Scrolling background
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
[SelectBG 2.A] ;Title background
type = normal
spriteno = 102,0
layerno = 0
start = 0, 4
delta = 0,0
tile = 1,3
trans = sub
velocity = -1, 0
[SelectBG 2.B] ;Title background B
type = normal
spriteno = 102,1
layerno = 0
start = 0, 4
delta = 0,0
tile = 1,3
trans = add
velocity = -3, 0
[SelectBG 2.C] ;Title background C
type = normal
spriteno = 102,2
layerno = 0
start = 0, 4
delta = 0,0
tile = 1,3
trans = add
velocity = -9, 0