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system.def
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system.def
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; Definitions of system screens
; Motif: MUGEN1
; Optimal resolution: 1280x720
; Supported languages: en, ja
; 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 = "MUGEN Death Battle" ;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 = 1920,1080 ;Local coordinate space width and height (new in MUGEN 2009)
;----------------------------
[Files]
spr = data/db/system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard= ;intro/intro.def ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = fight.def ;Fight definition filename
;System fonts
font1 = quote.fnt
font2 = numero.fnt
font3 = selectchar.fnt
font4 = principal.fnt
font5 = mssansserif-tt36.def
font6 = charmenu.fnt
font7 = principal.fNT
; Load alternative victory quote font (font5) if language is "ja".
[ja.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
;System fonts
font1 = f-4x6.def
font2 = name14.def
font3 = enter48.def
font4 = arcade.def
font5 = msgothic-tt36.def
;----------------------------
[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 = sound/Mega.mp3
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 = 0
title.bgm.loopend =
;Music to play at char select screen.
select.bgm = sound/Mega.mp3
select.bgm.volume = 100
select.bgm.loop = 1
select.bgm.loopstart = 0
select.bgm.loopend =
;Music to play at versus screen.
vs.bgm = sound/Dream.mp3
vs.bgm.volume = 100
vs.bgm.loop = 1
vs.bgm.loopstart = 0
vs.bgm.loopend =
;Music to play at victory screen.
victory.bgm = sound/Know Your Role - OST.mp3
victory.bgm.volume = 100
victory.bgm.loop = 1
victory.bgm.loopstart = 0
victory.bgm.loopend =
;=============================[INFO BOX]==============================;
[Infobox]
text.font = 5,0,1
[Infobox Text]
_
PERSONA, FOR MUGEN 1.0
_
CREATED BY GERTAR
_
THIS MUGEN WAS CREATED BY HIS SERVER GERTAR
_
WEBSITE: https://mugenarchive.com/forums/member.php?82312-Gertar
;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 960,520 ; 959,320
menu.item.font = 4,0,0
menu.item.active.font = 4,5,0, 0,0,240
menu.item.spacing = 0, 40
; 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.watch = "WATCH"
menu.itemname.arcade = "";"ARCADE"
menu.itemname.versus = "";"VS MODE"
menu.itemname.teamarcade = "";"TEAM ARCADE"
menu.itemname.teamversus = "";"TEAM VS"
menu.itemname.teamcoop = "";"TEAM COOP"
menu.itemname.survival = "";"SURVIVAL"
menu.itemname.survivalcoop = "";"SURVIVAL COOP"
menu.itemname.training = "";"TRAINING"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 40, 34
menu.window.visibleitems = 11
menu.boxcursor.visible = 0 ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -298,-35,298,6
; 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 Background Top]
type = normal
spriteno = 0,0
layerno = 0
start = 0,0
tile = 1,1
velocity = 0, 0
mask = 1
[TitleBG Logo Mov]
type = normal
spriteno = 0,1
layerno = 0
start = 0,0
tile = 0,1
mask = 1
velocity = 0, 2
[TitleBG Logo]
type = normal
spriteno = 1,0
layerno = 0
start = 0,0
tile = 0,0
mask = 1
[TitleBG Emblemas]
type = anim
actionno = 1
start = 0,0
mask = 1
layerno = 1
[Begin Action 1]
2,0,0,0,3,, ASD256
2,1,0,0,3,, ASD256
2,2,0,0,3,, ASD256
2,3,0,0,3,, ASD256
2,4,0,0,3,, ASD256
2,,0,0,280,, AS0D256
[TitleBG Emble]
type = anim
actionno = 2
start = 0,0
mask = 1
layerno = 1
[Begin Action 2]
1,1,0,0,300,, ASD256
1,2,0,0,300,, ASD256
1,3,0,0,300,, ASD256
1,4,0,0,295,, ASD256
1,5,0,0,290,, ASD256
1,6,0,0,290,, ASD256
;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 39 ; 37
columns = 66 ; 67
wrapping = 1 ;1 to let cursor wrap around
pos = 1,90 ;1,60 ;Position to draw to 38,25
showemptyboxes = 0 ;1 to show empty boxes
moveoveremptyboxes = 1 ;1 to allow cursor to move over empty boxes
cell.size = 28,28 ;x,y size of each cell (in pixels)
cell.spacing = 1 ;Space between each cell
cell.bg.spr = 3,7 ;Note: Don't use animation for cells
cell.random.spr = 3,6 ;Icon for random select (don't use animation)
cell.random.switchtime = 10;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.anim = 160
p1.cursor.done.spr = 3,2
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,1
p2.cursor.active.anim = 170
p2.cursor.done.spr = 3,5
p2.cursor.blink = 1
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0
random.move.snd.cancel = 1;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 = .2,.2
title.offset = 960,25 ;Position of title (Arcade Mode, etc) 880,25
title.font = 1,0,0 ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1 ;Do not change from 9000,1
p1.face.offset = 562, 2 ; 882,440 ;Position to put big portrait
p1.face.scale = .136,.136 ;.105,.105
p1.face.facing = 1
p2.face.spr = 9000,1
p2.face.offset = 1354, 2;1033,440
p2.face.scale = .136,.136 ;.105,.105
p2.face.facing = -1
;Name
p1.name.offset = 200,20 ;Position to put name
p1.name.font = 3,3,1 ;Set to -1 for no display
p1.name.spacing = 0,32 ;Space between each name for players on the same team
p2.name.offset = 1720,20
p2.name.font = 3,1,-1
p2.name.spacing = 0,32
;Stage select
stage.pos = 960,1070 ;840, 1060
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, 230 ; 80, 230
p1.teammenu.bg.spr = 7,0
p1.teammenu.selftitle.font = 3,1, 1,0,0,0
p1.teammenu.selftitle.text = "TEAM MODE"
p1.teammenu.enemytitle.font = 3,3, 1,0,0,0
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 = 0,15
p1.teammenu.item.spacing = 0,30
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 30,30, 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 = 1840, 230
p2.teammenu.bg.spr = 7,1
p2.teammenu.selftitle.font = 3,1, -1,0,0,0
p2.teammenu.selftitle.text = "TEAM MODE"
p2.teammenu.enemytitle.font = 3,1, -1,0,0,0
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 = 0,15
p2.teammenu.item.spacing = 0,30
p2.teammenu.item.font = 3,0,-1
p2.teammenu.item.active.font = 3,3,-1
p2.teammenu.item.active2.font = 30,30, 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 =
;ID1,ID2, X,Y, Time, facing, vfacing, layerno, scale
[Begin Action 160] ;P1 active cursor
3,0, 0,0, 3
3,1, 0,0, 3
3,2, 0,0, 3
[Begin Action 170] ;P2 active cursor
3,3, 0,0, 1
3,4, 0,0, 1
3,5, 0,0, 1
[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 1
[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 1
;-----------------------
;Character select screen background
[SelectBGdef]
[SelectBG select]
type = normal
spriteno = 4,2
layerno = 0
start = 0,0
mask = 1
[SelectBG Move]
type = normal
spriteno = 4,3
layerno = 0
start = 0,0
mask = 1
velocity = 0, -1
tile = 0,1
[SelectBG background]
type = normal
spriteno = 1,0
layerno = 0
start = 0,250
mask = 1
velocity = 0, 0
[SelectBG P1]
type = normal
spriteno = 7,2
layerno = 0
start = -400, 0;-350,194
mask = 1
[SelectBG P2]
type = normal
spriteno = 7,3
layerno = 0
start = 396, 0 ;350,194
mask = 1
[SelectBG MaMe1]
type = normal
spriteno = 8,0;4,7
layerno = 0
start = 0,0
mask = 1
[SelectBG MaMe2]
type = normal
spriteno = 8,0;4,7
layerno = 0
start = 0,495
mask = 1
;-------------------------------------------------------------------
[VS Screen]
time = 240 ;Time to show screen
fadein.time = 50
fadeout.time = 25
;Match text in arcade modes
match.text = "";"Death Battle %i" ;%i can be used for the match number
match.offset = 480, 600
match.font = 1,0,1
;Big portraits
p1.spr = 9000,1
p2.spr = 9000,1
p1.facing = 1
p2.facing = -1
p1.scale = .6155,.6155
p2.scale = .6155,.6155
p1.offset = 220, 210 ;372,98
p2.offset = 1697, 210 ;1552,98
;Names
p1.name.offset = 600, 780 ;310,650 ;Position to put name
p1.name.font = 3,3,-1 ;3,3,1 ;Set to -1 for no display
p1.name.spacing = 0,44 ;Space between each name for players on the same team
p2.name.offset = 1320, 780 ; 1370,650
p2.name.font = 3,1,1 ;3,1,-1
p2.name.spacing = 0,44
;-----------------------
;VS Match up screen background
[VersusBGdef]
[VersusBG BG]
type = normal
spriteno = 9,1
layerno = 0
start = 0,0
tile = 1,1
mask = 1
velocity = 0, 2
[VersusBG BeGe]
type = normal
spriteno = 9,0
start = 0,0
mask = 1
layerno = 1
[VersusBG BeGe]
type = normal
spriteno = 9,4 ; 5,2
start = -750, 200 ; 0,0
mask = 1
layerno = 0
[VersusBG BeGe]
type = normal
spriteno = 9,5 ; 5,2
start = 750,200 ;750,0
mask = 1
layerno = 0
;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 0 ;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 = 1 ;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
pos = 640,240 ;Position
;***Known issue*** The display elements below use the fight.def resources
;instead of the ones defined in this file.
continue.text = "CONTINUE?"
continue.font = 1,0,0
continue.offset = 0,0
;Inactive and active (selected) YES/NO text
yes.text = "yes"
yes.font = 1,0,0, 128,128,128
yes.offset = -80, 60
yes.active.text = "YES"
yes.active.font = 1,3,0
yes.active.offset = -80, 60
no.text = "no"
no.font = 1,0,0, 128,128,128
no.offset = 80, 60
no.active.text = "NO"
no.active.font = 1,3,0
no.active.offset = 80, 60
;-------------------------------------------------------------------
;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 = 20
fadeout.time = 30
;Winner's portrait and name
p1.offset = 720, 80 ;710,44
p1.spr = 9000,2;2
p1.facing = 1
p1.scale = .5,.5;.35,.35
p1.name.offset = 400,570 ;40,570
p1.name.font = 1,3,1
;Win quote text
winquote.text = "You need to try a lot harder to crush my Wappu spirit!" ;Default win quote text to show
winquote.offset = 400, 630 ;40,570
winquote.font = 5,0,1
winquote.textwrap = 1 ;Word wrap
;-----------------------
;Victory screen background
[VictoryBGdef]
[VictoryBG 1]
type = normal
spriteno = 9,1
start = 0,0
tile = 1,1
velocity = 0,1.5
[VictoryBG 2]
type = normal
spriteno = 4,1
start = 0,0
tile = 0,0
velocity = 0,0
mask = 1
layerno = 1
[VictoryBG 3]
type = normal
spriteno = 4,6
start = 0,0
tile = 0,0
velocity = 0,0
mask = 1
;-------------------------------------------------------------------
;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 = 3,0,0
wintext.offset = 640,240
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 = 640,240
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]
title.offset = 640,38
title.font = 4,0,0
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
;-------------------
;Options screen background
[OptionBGdef]
[OptionBG 1]
type = normal
spriteno = 4,0
start = 0,0
tile = 1,1
velocity = 1,0