; Definitions of system screens
; *** DO NOT MODIFY OR OVERWRITE THIS FILE *** ; To customize, make a copy of this file in a subdirectory of your ; motif's name. 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 = "Default Plus" ;Name of motif author = "" ;Motif author name
;---------------------------- ;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 = system.sff ;Filename of sprite data snd = system.snd ;Filename of sound data logo.storyboard = ;Logo storyboard definition (optional) intro.storyboard = ;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 = font/f_name2.fnt ;System fonts font5 = font/KOF99_NORMAL_16D_FoNT.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 = title.bgm.loop = 1 ;Set to 0 to prevent looping ;Music to play at char select screen. select.bgm = select.bgm.loop = 0 ;Music to play at versus screen. vs.bgm = vs.bgm.loop = 1
;------------------------------------------------------------------- ;Title screen definition [Title Info] fadein.time = 10 fadeout.time = 10 menu.pos = 159,158 menu.item.font = 5,0,0 menu.item.active.font = 5,1,0 menu.item.spacing = 0, 25 ; 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 = "VS MODE" menu.itemname.teamarcade = "TEAM ARCADE" menu.itemname.teamversus = "TEAM VS" 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 = 15, 8 menu.window.visibleitems = 3 menu.boxcursor.visible = 1 ;Set to 0 to disable default cursor display menu.boxcursor.coords = -30,0,35,2 ; 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 0] type = parallax spriteno = 5, 1 start = 0, 145 width = 400, 1200 yscalestart = 100 yscaledelta = 1 tile = 1,1 velocity = -1
[TitleBG 1] type = normal spriteno = 5, 2 start = -160, 145 trans = sub
[TitleBG 2] type = normal spriteno = 999,0 start = 0, 40 layer = 1 mask = 0
[TitleBG 3] type = normal spriteno = 100,0 start = 0, 40 mask = 1 layer = 0 velocity = 0,-1 tile = 0,1
;------------------------------------------------------------------- ;Character select definition [Select Info] fadein.time = 10 fadeout.time = 10 rows = 50 columns = 50 wrapping = 1 ;1 to let cursor wrap around pos = 40,185 ;Position to draw to showEmptyBoxes = 0 moveOverEmptyBoxes = 0 cell.size = 10,10 ;x,y size of each cell (in pixels) cell.spacing = 5,0 ;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 = 0,7 p1.cursor.active.anim = 160 p1.cursor.done.anim = 161 p1.cursor.move.snd = 100,0 p1.cursor.done.snd = 100,1 p1.random.move.snd = 100,1 p2.cursor.startcell = 0,21 p2.cursor.active.anim = 170 p2.cursor.done.anim = 171 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 = 0,0 stage.done.snd = 100,1 cancel.snd = 100,2 portrait.offset = 999,999 portrait.scale = .8,.8 title.offset = 319,13 ;Position of title (Arcade Mode, etc) title.font = 3,0,0 ;Font of title (-1 for none) ;Big portraits p1.face.offset = 1,10 ;Position to put big portrait p1.face.scale = .5,.5 p1.face.facing = 1 p2.face.offset = 639,340 p2.face.scale = .5,.5 p2.face.facing = 1 ;Name p1.name.offset = 10,10 ;Position to put name p1.name.font = 4,0,0 ;Set to -1 for no display p2.name.offset = 380,360 p2.name.font = 4,4,1 ;Stage select stage.pos = 320,450 stage.active.font = 3,0,0 stage.active2.font = 3,2,0 ;Second font color for blinking stage.done.font = 3,0 ;Team menu teammenu.move.wrapping = 1 p1.teammenu.pos = 20, 360 ;p1.teammenu.bg.spr = p1.teammenu.selftitle.font = 3,0, 1 p1.teammenu.selftitle.text = Select team mode p1.teammenu.enemytitle.font = 3,0, 1 p1.teammenu.enemytitle.text = Opponent team mode p1.teammenu.move.snd = 100,0 p1.teammenu.value.snd = 100,0 p1.teammenu.done.snd = 100,1 p1.teammenu.item.offset = 0,20 p1.teammenu.item.spacing = 0,15 p1.teammenu.item.font = 3,0, 1 p1.teammenu.item.active.font = 3,3, 1 p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinking p1.teammenu.item.cursor.offset = -10, 0 ;p1.teammenu.item.cursor.anim = 180; ? p1.teammenu.item.cursor.spr = 180,0 p1.teammenu.value.icon.offset = 60,1 p1.teammenu.value.icon.spr = 181,0 p1.teammenu.value.empty.icon.offset = 60,1 p1.teammenu.value.empty.icon.spr = 182,0 p1.teammenu.value.spacing = 6,0 ;p2 team p2.teammenu.pos = 619, 360 ;p2.teammenu.bg.spr = p2.teammenu.selftitle.font = 3,0, -1 p2.teammenu.selftitle.text = Select team mode p2.teammenu.enemytitle.font = 3,0, -1 p2.teammenu.enemytitle.text = Opponent team mode p2.teammenu.move.snd = 100,0 p2.teammenu.value.snd = 100,0 p2.teammenu.done.snd = 100,1 p2.teammenu.item.offset = 0,20 p2.teammenu.item.spacing = 0,15 p2.teammenu.item.font = 3,0, -1 p2.teammenu.item.active.font = 3,1, -1 p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinking p2.teammenu.item.cursor.offset = 10, 0 ;p2.teammenu.item.cursor.anim = 190; ? p2.teammenu.item.cursor.spr = 190,0 p2.teammenu.value.icon.offset = -60,1 p2.teammenu.value.icon.spr = 191,0 p2.teammenu.value.empty.icon.offset = -60,1 p2.teammenu.value.empty.icon.spr = 192,0 p2.teammenu.value.spacing = -6,0 ;Sounds
[Begin Action 160] 160,0, 0,0, 4,,AS192D64 160,0, 0,0, 4,,AS160D96 160,0, 0,0, 4,,AS128D128 160,0, 0,0, 4,,AS96D160 160,0, 0,0, 4,,AS128D128 160,0, 0,0, 4,,AS160D96
[Begin Action 161] 161,0, 0,0, 1,,AS128D128
[Begin Action 170] 170,0, 0,0, 4,,AS192D64 170,0, 0,0, 4,,AS160D96 170,0, 0,0, 4,,AS128D128 170,0, 0,0, 4,,AS96D160 170,0, 0,0, 4,,AS128D128 170,0, 0,0, 4,,AS160D96
[Begin Action 171] 171,0, 0,0, 1,,AS160D96
;----------------------- ;Character select screen background [SelectBGdef] ;spr = graphics/selectbg.sff ;Filename of sprite data
[SelectBG 0] ;Scrolling background type = normal spriteno = 400,0 layerno = 0 start = 0,299 mask = 1
[SelectBG 1] ;Scrolling background type = normal spriteno = 400,1 layerno = 0 start = 0,299 mask = 1
[SelectBG 2] ;Scrolling background type = normal spriteno = 400,2 layerno = 0 start = 0,299 mask = 1
[SelectBG 3] ;Scrolling background type = normal spriteno = 400,3 layerno = 0 start = 0,299 mask = 1
[SelectBG 4] ;Scrolling background type = normal spriteno = 300,4 layerno = 0 start = 0,299 mask = 1
[SelectBG 5] ;Scrolling background type = normal spriteno = 400,5 layerno = 0 start = 0,299 mask = 1
[SelectBG 6] ;Scrolling background type = normal spriteno = 400,6 layerno = 0 start = 0,299 mask = 1
[SelectBG 7] ;Scrolling background type = normal spriteno = 400,7 layerno = 0 start = 0,299 mask = 1
[SelectBG 8] ;Scrolling background type = normal spriteno = 400,8 layerno = 0 start = 0,299 mask = 1
[SelectBG 9] ;Scrolling background type = normal spriteno = 400,9 layerno = 0 start = 0,299 mask = 1
[SelectBG 10] ;Scrolling background type = normal spriteno = 400,10 layerno = 0 start = 0,299 mask = 1
[SelectBG 11] ;Scrolling background type = normal spriteno = 400,11 layerno = 0 start = 0,299 mask = 1
[SelectBG 12] ;Scrolling background type = normal spriteno = 400,12 layerno = 0 start = 0,299 mask = 1
[SelectBG 13] ;Scrolling background type = normal spriteno = 400,13 layerno = 0 start = 0,299 mask = 1
[SelectBG 14] ;Scrolling background type = normal spriteno = 400,14 layerno = 0 start = 0,299 mask = 1
[SelectBG 15] ;Scrolling background type = normal spriteno = 400,15 layerno = 0 start = 0,299 mask = 1
[SelectBG 16] ;Scrolling background type = normal spriteno = 400,16 layerno = 0 start = 0,299 mask = 1
[SelectBG 17] ;Scrolling background type = normal spriteno = 400,17 layerno = 0 start = 0,299 mask = 1
[SelectBG 18] ;Scrolling background type = normal spriteno = 400,18 layerno = 0 start = 0,299 mask = 1
[SelectBG 19] ;Scrolling background type = normal spriteno = 400,19 layerno = 0 start = 0,299 mask = 1
[SelectBG 20] ;Scrolling background type = normal spriteno = 400,20 layerno = 0 start = 0,299 mask = 1
[SelectBG 21] ;Scrolling background type = normal spriteno = 400,21 layerno = 0 start = 0,299 mask = 1
[SelectBG 22] ;Scrolling background type = normal spriteno = 400,22 layerno = 0 start = 0,299 mask = 1
[SelectBG 23] ;Scrolling background type = normal spriteno = 400,23 layerno = 0 start = 0,299 mask = 1
[SelectBG 24] ;Scrolling background type = normal spriteno = 400,24 layerno = 0 start = 0,299 mask = 1
;------------------------------------------------------------------- [VS Screen] time = 150 ;Time to show screen fadein.time = 15 fadeout.time = 15 ;Big portraits p1.pos = 6,7 p1.facing = 1 p1.scale = 1,1 p2.pos = 120,139 p2.facing = 1 p2.scale = 1,1 ;Names p1.name.pos = 78,190 p1.name.font = 3,0,0 p2.name.pos = 241,190 p2.name.font = 3,0,0
;----------------------- ;VS Match up screen background [VersusBGdef]
[VersusBG 1] type = normal spriteno = 999,1 start = 0,40 ;tile = 1,1 ;velocity = 0,1.5
[VersusBG 2] ;VS Logo type = anim actionno = 200 layerno = 1 ; Front start = 0,0
[Begin Action 200] 200,8, 0,0, 1 200,7, 0,0, 2 200,6, 0,0, 3 200,5, 0,0, 4 200,4, 0,0, 8 200,3, 0,0, 3 200,2, 0,0, 3 200,1, 0,0, 3 ;200,8, 0,0, 3 200,1, 0,0, -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 = 0 ;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 = 0 ;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
;------------------------------------------------------------------- ;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 = Congratulations! wintext.font = 2,0,0 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 = Rounds survived: %i ;Use %i for win counter winstext.font = 3,0,0 winstext.offset = 159,70 winstext.displaytime = -1 winstext.layerno = 2 fadein.time = 32 show.time = 300 fadeout.time = 64 roundstowin = 5 ;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 = 100,0 start = 0,0 tile = 1,1 velocity = -1, -1
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