; 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. ; Notes about fonts: ; - up to 10 fonts can be specified in the [Files] section. ; - fonts indexed here do not refer to the ones in fight.def ; - fonts are search in directories in the following order: ; 1. system directory ; 2. mugen program directory (not recommended to keep custom fonts here) ; 3. data/ (not recommended to keep custom fonts here) ; 4. font/ ;---------------------------- [Info] name = "Default" ;Name of motif author = "Elecbyte" ;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 = 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 = f-4x6.def ;System fonts font2 = f-6x9.def ;System fonts font3 = jg.fnt ;System fonts ;---------------------------- [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 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.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 = select.bgm.volume = select.bgm.loop = 1 select.bgm.loopstart = select.bgm.loopend = ;Music to play at versus screen. vs.bgm = vs.bgm.volume = vs.bgm.loop = 0 vs.bgm.loopstart = vs.bgm.loopend = ;Music to play at victory screen. victory.bgm = victory.bgm.volume = victory.bgm.loop = 0 victory.bgm.loopstart = victory.bgm.loopend = ;------------------------------------------------------------------- ;Title screen definition [Title Info] fadein.time = 10 fadeout.time = 10 menu.pos = 159,158 menu.item.font = 3,0,0 menu.item.active.font = 3,5,0 menu.item.spacing = 0, 13 ; 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). 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 = 12, 8 menu.window.visibleitems = 5 menu.boxcursor.visible = 1 ;Set to 0 to disable default cursor display menu.boxcursor.coords = -58,-10,57,2 ; 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 = 5,0 start = 0, 10 tile = 1,2 velocity = -1 mask = 0 [TitleBG 3] type = normal spriteno = 0,0 start = 0, 40 mask = 1 trans = add ;------------------------------------------------------------------- ;Character select definition [Select Info] fadein.time = 10 fadeout.time = 10 ; *** NOTICE *** ; Are you trying to add more rows or columns? ; As of MUGEN 1.0, the default motif is defined in data/mugen1/system.def. ; You can also edit mugen.cfg to select the "big" motif. rows = 2 columns = 5 wrapping = 0 ;1 to let cursor wrap around pos = 90,170 ;Position to draw to showemptyboxes = 0 ;1 to show empty boxes moveoveremptyboxes = 0 ;1 to allow cursor to move over empty boxes cell.size = 27,27 ;x,y size of each cell (in pixels) cell.spacing = 2 ;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.spr = 160,0 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 = 0,4 p2.cursor.active.spr = 170,0 p2.cursor.done.spr = 171,0 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.spr = 9000,0 ;Do not change from 9000,0 portrait.offset = 0,0 portrait.scale = 1,1 title.offset = 159,13 ;Position of title (Arcade Mode, etc) title.font = 3,0,0 ;Font of title (-1 for none) ;Big portraits p1.face.spr = 9000,1 ;Do not change from 9000,1 p1.face.offset = 18,13 ;Position to put big portrait p1.face.scale = 1,1 p1.face.facing = 1 p2.face.spr = 9000,1 p2.face.offset = 301,13 p2.face.scale = 1,1 p2.face.facing = -1 ;Name p1.name.offset = 10,162 ;Position to put name p1.name.font = 3,4,1 ;Set to -1 for no display p2.name.offset = 309,162 p2.name.font = 3,1,-1 ;Stage select stage.pos = 160,237 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 = 20, 30 ;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.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 = 299, 30 ;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.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 180] ;P1 Team mode cursor 180,0, 0,0, 1 180,0, 1,0, 1 180,0, 2,0, 1 180,0, 3,0, 1 180,0, 4,0, 1 180,0, 5,0, 1 180,0, 6,0, 1 180,0, 7,0, 1 [Begin Action 190] ;P2 Team mode cursor 190,0, 0,0, 1 190,0,-1,0, 1 190,0,-2,0, 1 190,0,-3,0, 1 190,0,-4,0, 1 190,0,-5,0, 1 190,0,-6,0, 1 190,0,-7,0, 1 ;----------------------- ;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 1] ;Dark box type = normal spriteno = 100,1 layerno = 0 start = 0, 166 delta = 0,0 tile = 1,0 trans = sub window = 85,0, 235,239 velocity = -1, 0 [SelectBG 2.A] ;Title background type = normal spriteno = 102,0 layerno = 0 start = 0, 2 delta = 0,0 tile = 1,0 trans = sub velocity = -1, 0 [SelectBG 2.B] ;Title background B type = normal spriteno = 102,1 layerno = 0 start = 0, 2 delta = 0,0 tile = 1,0 trans = add velocity = -3, 0 [SelectBG 2.C] ;Title background C type = normal spriteno = 102,2 layerno = 0 start = 0, 2 delta = 0,0 tile = 1,0 trans = add velocity = -6, 0 ;------------------------------------------------------------------- [VS Screen] time = 150 ;Time to show screen fadein.time = 15 fadeout.time = 15 ;Match text in arcade modes match.text = "Match %i" ;%i can be used for the match number match.offset = 159, 12 match.font = 3,0,0 ;Big portraits p1.spr = 9000, 1 p1.offset = 20,31 p1.facing = 1 p1.scale = 1,1 p2.spr = 9000, 1 p2.offset = 299,31 p2.facing = -1 p2.scale = 1,1 ;Names p1.name.offset = 78,190 p1.name.font = 3,0,0 p2.name.offset = 241,190 p2.name.font = 3,0,0 ;----------------------- ;VS Match up screen background [VersusBGdef] [VersusBG 1] type = normal spriteno = 100,0 start = 0,0 tile = 1,1 velocity = 0,1.5 [VersusBG 2] ;VS Screen type = normal spriteno = 100,1 start = 20,13 tile = 1,1 trans = sub window = 19,30, 140,171 velocity = -2, 0 [VersusBG 3] ;VS Screen type = normal spriteno = 100,1 start = 20,13 tile = 1,1 trans = sub window = 179,30, 300,171 velocity = 2, 0 [VersusBG 4] ;VS Logo type = anim actionno = 200 layerno = 1 ; Front start = 0,95 [Begin Action 200] 200,4, 0,0, 1 200,3, 0,0, 2 200,2, 0,0, 3 200,1, 0,0, 4 200,0, 0,0, 8 200,5, 0,0, 3 200,6, 0,0, 3 200,7, 0,0, 3 200,8, 0,0, 3 200,0, 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.stopbgm = 1 ;Set to 1 to stop title BGM (only if playbgm = 0) 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 = 100,20 p1.spr = 9000,2 p1.facing = 1 p1.scale = 1,1 p1.window = 0,0, 319,160 p1.name.offset = 20,180 p1.name.font = 3,0,1 ;Win quote text winquote.text = "Winner!" ;Default win quote text to show winquote.offset = 20,192 winquote.font = 2,0,1 winquote.window = 18,171, 301,228 winquote.textwrap = w ;Word wrap ;----------------------- ;Victory screen background [VictoryBGdef] [VictoryBG 1] type = normal spriteno = 100,0 start = 0,0 tile = 1,1 velocity = 0,1.5 [VictoryBG 2] type = normal spriteno = 100,1 start = 20,13 tile = 1,1 trans = sub window = 0,19, 319,160 velocity = -2, 0 [VictoryBG 3] type = normal spriteno = 100,1 start = 10,170 tile = 1,1 trans = sub window = 15,170, 304,229 velocity = 0, 0 ;------------------------------------------------------------------- ;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 default ending, 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. [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