; Definitions of system screens
; "KFM" motif - for use with M.U.G.E.N 2001.11.14

; This is a copy of system.def from the data/ directory.
; 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

;----------------------------
;*** This group is changed for KFM ***
[Info]
name =STREET FIGHTER IV SCREENPACK BETA;Name of motif
author =ZION;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. 

;*** This group is changed for KFM ***
[Files]
spr =system.sff;Filename of sprite data
snd =system.snd;Filename of sound data
logo.storyboard =kfm\KOF12.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
font1 =font\XI_Name.fnt;System fonts
font2 =font\f-6x8f.fnt;System fonts
font3 =font/jg.fnt;System fonts
font4=font\brushsmall.fnt
font5=font\title.fnt
font6=font\title2.fnt
font7=font\svp_name.fnt
font8=font\brushbig.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 =sound/ThemeofStreetFighter.mp3 
title.bgm.loop =1;Set to 0 to prevent looping
  ;Music to play at char select screen.
select.bgm =sound/SelectCharactor.mp3 
select.bgm.loop =0
  ;Music to play at versus screen.
vs.bgm =sound/Versus.mp3 
vs.bgm.loop =1

;-------------------------------------------------------------------
;Title screen definition
;*** This group is changed for KFM ***
[Title Info]
fadein.time =100
fadeout.time =10
menu.pos =159,164
menu.item.font =6,0,0
menu.item.active.font =5,0,0
menu.item.spacing =0, 10
; 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 ="VERSUS"
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 =9,20
menu.window.visibleitems =2
menu.boxcursor.visible =0;Set to 0 to disable default cursor display
menu.boxcursor.coords =-58,-15,57,2
; These are the sounds for cursor movement
cursor.move.snd =100,0
cursor.done.snd =100,1
cancel.snd =100,2

;----------------------------
;Title background definition
;*** This group is changed for KFM ***
[TitleBGdef]
bgclearcolor = 204,197,153
spr = kfmtitle.sff       ;Use kfmtitle.sff for title background graphics

[TitleBG Title]
type = normal
spriteno = 0,0
start = -160,0

[TitleBG Title]
type = normal
spriteno = 0,1
start = -160,0
mask = 1

;[TitleBG Menu BG]
;type = normal
;spriteno = 10,0
;start = 0,144

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time =10
fadeout.time =10
rows =6
columns =4
wrapping =1;1 to let cursor wrap around
pos =235,92;Position to draw to
showEmptyBoxes =1
moveOverEmptyBoxes =1
cell.size =38,45;x,y size of each cell (in pixels)
cell.spacing =6;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.anim = 161
p1.cursor.move.snd =100,0
p1.cursor.done.snd =100,1
p1.random.move.snd =100,0
p2.cursor.startcell =0,3
p2.cursor.active.anim = 170
p2.cursor.done.anim = 171
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.offset =0,0
portrait.scale =1,1
title.offset =319,45;Position of title (Arcade Mode, etc)
title.font =1,0,0;Font of title (-1 for none)
;Big portraits
p1.face.offset =0,0;Position to put big portrait
p1.face.scale =1,1
p1.face.facing =1
p2.face.offset =639,0
p2.face.scale =1,1
p2.face.facing =-1
;Name
p1.name.offset =32,390;Position to put name
p1.name.font =8,0,1;Set to -1 for no display
p2.name.offset =605,390
p2.name.font =8,0,-1
;Stage select
stage.pos =320,455
stage.active.font =1,0,0
stage.active2.font =1,0,0;Second font color for blinking
stage.done.font =1,0
;Team menu
teammenu.move.wrapping =1
p1.teammenu.pos =60, 355
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font =1,0, 1
p1.teammenu.selftitle.text =Select mode
p1.teammenu.enemytitle.font =1,0, 1
p1.teammenu.enemytitle.text =Opponent 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 =0,15
p1.teammenu.item.font =1,0, 1
p1.teammenu.item.active.font =1,0, 1
p1.teammenu.item.active2.font =1,0, 1;Second font color for blinking
p1.teammenu.item.cursor.offset =-10, -2
;p1.teammenu.item.cursor.anim = 180; ?
p1.teammenu.item.cursor.spr = 180,0
p1.teammenu.value.icon.offset =65,-2
p1.teammenu.value.icon.spr =181,0
p1.teammenu.value.empty.icon.offset =65,-2
p1.teammenu.value.empty.icon.spr =182,0
p1.teammenu.value.spacing =6,0
;p2 team
p2.teammenu.pos =577, 355
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font =1,0, -1
p2.teammenu.selftitle.text =Select mode
p2.teammenu.enemytitle.font =1,0, -1
p2.teammenu.enemytitle.text =Opponent 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 =0,15
p2.teammenu.item.font =1,0, -1
p2.teammenu.item.active.font =1,0, -1
p2.teammenu.item.active2.font =1,0, -1;Second font color for blinking
p2.teammenu.item.cursor.offset =10, -2
;p2.teammenu.item.cursor.anim = 190; ?
p2.teammenu.item.cursor.spr = 190,0
p2.teammenu.value.icon.offset =-65,-2
p2.teammenu.value.icon.spr =191,0
p2.teammenu.value.empty.icon.offset =-65,-2
p2.teammenu.value.empty.icon.spr =192,0
p2.teammenu.value.spacing =-6,0
p1.cursor.active.anim = 160
p1.cursor.done.spr=161,0
p2.cursor.active.anim = 170
p2.cursor.done.spr=171,0
p1.teammenu.bg.spr=
p1.teammenu.item.cursor.anim=
p2.teammenu.bg.spr=
p2.teammenu.item.cursor.anim=
p1.cursor.active.spr=
p2.cursor.active.spr=
;Sounds

[Begin Action 160]
160,0, 0,0, 4
160,1, 0,0, 4
160,2, 0,0, 4
160,3, 0,0, 4
160,4, 0,0, 4
160,5, 0,0, 4
160,4, 0,0, 4
160,3, 0,0, 4
160,2, 0,0, 4
160,1, 0,0, 4
160,0, 0,0, 4

[Begin Action 170]
170,0, 0,0, 4
170,1, 0,0, 4
170,2, 0,0, 4
170,3, 0,0, 4
170,4, 0,0, 4
170,3, 0,0, 4
170,2, 0,0, 4
170,1, 0,0, 4
170,0, 0,0, 4
;-----------------------
;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 = -320,0
tile  = 1,1

[SelectBG 1] ;blue
type  = normal
spriteno = 100,1
layerno = 1
mask = 1
start = -320,0




;-------------------------------------------------------------------
[VS Screen]
time =500;Time to show screen
fadein.time =10
fadeout.time =10
;Big portraits
p1.pos =-640,0
p1.facing =1
p1.scale =1,1
p2.pos =959,0
p2.facing =-1
p2.scale =1,1
;Names
p1.name.pos  =60,203
p1.name.font =4,0,0
p2.name.pos  =259,203
p2.name.font =4,0,0

;-----------------------
;VS Match up screen background
[VersusBGdef] 

[VersusBG 1] 
type  = normal
spriteno = 210,0
start = -160,0
tile  = 1,1
;velocity = 0,1.5

[VersusBG 2] ;VS Screen
type  = normal
spriteno = 210,1
start = -160,0
mask = 1
layerno = 1
;trans = sub
;window = 19,30, 140,171
;velocity = -2, 0



;-------------------------------------------------------------------
;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
;*** This group is changed for KFM ***
[Game Over Screen]
enabled =1;Set to 1 to show game over screen, 0 to disable
storyboard =gameover.def;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 default ending, 0 to disable
storyboard =;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
;*** This group is changed for KFM ***
[End Credits]
enabled =1;Set to 1 to show credits, 0 to disable
storyboard =credits.def;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)
wintext.text=Rounds survived: %i;Use %i for win counter
wintext.font=3,0,0
wintext.offset=159,70
wintext.displaytime=-1
wintext.layerno=2

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd =100,0
cursor.done.snd =100,1
cancel.snd =100,2

;-------------------
;Options screen background
[OptionBGdef] 
spr = kfmtitle.sff

[OptionBG 1]
type  = normal
spriteno = 10,0
start = -160,0
;tile  = 1,1
;velocity = -1, -1

