; 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 = "KFM"              ;Name of motif
author = "Elecbyte"       ;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 = logo.def   ;Logo storyboard definition (optional)
intro.storyboard = intro.def ;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

;----------------------------
[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
;*** This group is changed for KFM ***
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 159,157
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). *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 = 11, 13
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
;*** 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 = 0,24

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

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 11
columns = 22
wrapping = 1              ;1 to let cursor wrap around
pos = 3,23                ;Position to draw to
showEmptyBoxes = 1
moveOverEmptyBoxes = 1
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.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 = 0,21
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 = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.offset = 0,0
portrait.scale = 1,1
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 = 1,340   ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p2.face.offset = 639,340
p2.face.scale = 1,1
p2.face.facing = -1
;Name
p1.name.offset = 263,360  ;Position to put name
p1.name.font = 3,4,-1     ;Set to -1 for no display
p2.name.offset = 380,360
p2.name.font = 3,4,1
;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

;-----------------------
;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
;Big portraits
p1.pos =  20,31
p1.facing = 1
p1.scale = 1,1
p2.pos = 299,31
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 = 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.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)

;-------------------------------------------------------------------
;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

