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This document defines the screens, fonts, and other elements for a MUGEN motif called MUGEN1. It specifies details like the optimal screen resolution, supported languages, font files, sprite and sound files, music settings, and definitions for the title screen, character select screen, and their various elements like backgrounds, portraits, and cursors. It also includes actions that define animations for cursor sprites.

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sebastian leal
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0% found this document useful (0 votes)
61 views13 pages

SE

This document defines the screens, fonts, and other elements for a MUGEN motif called MUGEN1. It specifies details like the optimal screen resolution, supported languages, font files, sprite and sound files, music settings, and definitions for the title screen, character select screen, and their various elements like backgrounds, portraits, and cursors. It also includes actions that define animations for cursor sprites.

Uploaded by

sebastian leal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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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 = "MUGEN1" ;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 = 1280,720 ;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
;System fonts
font1 = f-4x6.def
font2 = name14.def
font3 = enter48.def
font4 = arcade.def
font5 = mssansserif-tt36.def
;font5.height = 36 ;Uncomment to override the size of the font (Truetype
fonts only)

; 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
;font5.height = 36 ;Uncomment to override the size of the font (Truetype
fonts only)

;----------------------------
[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 = 640,380
menu.item.font = 4,0,0
menu.item.active.font = 4,5,0, 224,240,240
menu.item.spacing = 0, 54
; 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 = 40, 34
menu.window.visibleitems = 5
menu.boxcursor.visible = 1 ;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 = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,0, 1279,334

[TitleBG Background Middle]


type = normal
spriteno = 100,1
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,335, 1279,631

[TitleBG Background Bottom]


type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,632, 1279,959

[TitleBG 1]
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,332, 1279,334
trans = add1

[TitleBG 2]
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
window = 0,632, 1279,634
trans = add1

[TitleBG Title Logo]


type = normal
spriteno = 0,0
layerno = 0
start = 0,140
mask = 1

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 5

columns = 3
wrapping = 0 ;1 to let cursor wrap around
pos = 480,128 ;Position to draw to
showemptyboxes = 1 ;1 to show empty boxes
moveoveremptyboxes = 1 ;1 to allow cursor to move over empty boxes
cell.size = 100,100 ;x,y size of each cell (in pixels)
cell.spacing = 10 ;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.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,0
p2.cursor.active.anim = 170
p2.cursor.done.spr = 171,0
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.spr = 9000,0 ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = 640,38 ;Position of title (Arcade Mode, etc)
title.font = 4,0,0 ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1 ;Do not change from 9000,1
p1.face.offset = 0,0 ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p1.face.window = 0,0, 739,959
p2.face.spr = 9000,1
p2.face.offset = 1279,0
p2.face.scale = 1,1
p2.face.facing = -1
p2.face.window = 540,0, 1279,959
;Name
p1.name.offset = 50,620 ;Position to put name
p1.name.font = 3,3,1 ;Set to -1 for no display
p1.name.spacing = 15,25 ;Space between each name for players on the same team
p2.name.offset = 1230,620
p2.name.font = 3,1,-1
p2.name.spacing = -15,25
;Stage select
stage.pos = 640,700
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, 130
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,3, 1
p1.teammenu.selftitle.text = "TEAM MODE"
p1.teammenu.enemytitle.font = 3,3, 1
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 = 0,110
p1.teammenu.item.spacing = 0,60
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,3, 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 = 1200, 130
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,1, -1
p2.teammenu.selftitle.text = "TEAM MODE"
p2.teammenu.enemytitle.font = 3,1, -1
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 = 0,110
p2.teammenu.item.spacing = 0,60
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,1, -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 =

[Begin Action 160] ;P1 active cursor


160,6, 0,0, 1
160,5, 0,0, 1
160,4, 0,0, 1
160,3, 0,0, 1
160,2, 0,0, 1
160,1, 0,0, 1
160,0, 0,0, 1

[Begin Action 170] ;P2 active cursor


170,3, 0,0, 1
170,2, 0,0, 1
170,1, 0,0, 1
170,0, 0,0, 1
170,6, 0,0, 1
170,5, 0,0, 1
170,4, 0,0, 1

[Begin Action 180] ;P1 Team mode cursor


180,0, 0,0, 1
180,0, 3,0, 1
180,0, 6,0, 1
180,0, 9,0, 1
180,0,12,0, 1
180,0,15,0, 1
180,0,18,0, 1
180,0,21,0, 1

[Begin Action 190] ;P2 Team mode cursor


190,0, 0,0, 1
190,0,-3,0, 1
190,0,-6,0, 1
190,0,-8,0, 1
190,0,-12,0, 1
190,0,-15,0, 1
190,0,-18,0, 1
190,0,-21,0, 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 2.A] ;Title background


type = normal
spriteno = 102,0
layerno = 0
start = 0, 4
delta = 0,0
tile = 1,3
trans = sub
velocity = -1, 0

[SelectBG 2.B] ;Title background B


type = normal
spriteno = 102,1
layerno = 0
start = 0, 4
delta = 0,0
tile = 1,3
trans = add
velocity = -3, 0

[SelectBG 2.C] ;Title background C


type = normal
spriteno = 102,2
layerno = 0
start = 0, 4
delta = 0,0
tile = 1,3
trans = add
velocity = -9, 0

;-------------------------------------------------------------------
[VS Screen]
time = 150 ;Time to show screen
fadein.time = 20
fadeout.time = 25
;Match text in arcade modes
match.text = "Match %i" ;%i can be used for the match number
match.offset = 20, 709
match.font = 2,0,1
;Big portraits
p1.spr = 9000, 1
p1.offset = 60,30
p1.facing = 1
p1.scale = 1,1
p1.window = 60,30, 539,589
p2.spr = 9000, 1
p2.offset = 1220,30
p2.facing = -1
p2.scale = 1,1
p2.window = 741,30, 1220,589
;Names
p1.name.offset = 110,650 ;Position to put name
p1.name.font = 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 = 1170,650
p2.name.font = 3,1,-1
p2.name.spacing = 0,44

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

[VersusBG BG]
type = normal
spriteno = 204,0
start = 0,0
mask = 0

[VersusBG BG for 4:3]


type = normal
spriteno = 100,0
start = 0,0
tile = 1,1
velocity = 0,0
window = 0,720, 1279,959

[VersusBG P1 Box 1]
type = anim
actionno = 203
layerno = 1 ; Front
start = -110,30
velocity = .1,0

[VersusBG P1 Box 2]
type = anim
actionno = 204
layerno = 1 ; Front
start = -110,30
velocity = .1,0

[VersusBG P1 Box 3]
type = anim
actionno = 205
layerno = 1 ; Front
start = -590,590
velocity = .1,0

[VersusBG P1 Box 4]
type = anim
actionno = 206
layerno = 1 ; Front
start = -590,590
velocity = .1,0

[VersusBG P2 Box 1]
type = anim
actionno = 207
layerno = 1 ; Front
start = 95,30
velocity = .1,0
[VersusBG P2 Box 2]
type = anim
actionno = 208
layerno = 1 ; Front
start = 95,30
velocity = .1,0

[VersusBG P2 Box 3]
type = anim
actionno = 209
layerno = 1 ; Front
start = 575,590
velocity = .1,0

[VersusBG P2 Box 4]
type = anim
actionno = 210
layerno = 1 ; Front
start = 575,590
velocity = .1,0

[VersusBG 4] ;VS Logo Shadow


type = anim
actionno = 201
layerno = 1 ; Front
start = -18,300
velocity = .25,0

[VersusBG 5] ;VS Logo


type = anim
actionno = 200
layerno = 1 ; Front
start = 0,300

[VersusBG 6] ;Next Match


type = anim
actionno = 202
layerno = 1 ; Front
start = 18,38
velocity = -.25,0

[Begin Action 200]


200,0, 0,0, -1

[Begin Action 201]


201,0,-70,0, 1, , S
201,0,-60,0, 1, , S
201,0,-50,0, 1, , S
201,0,-40,0, 1, , S
201,0,-30,0, 1, , S
201,0,-20,0, 1, , S
201,0,-13,0, 1, , S
201,0, -8,0, 1, , S
201,0, -5,0, 1, , S
201,0, -2,0, 1, , S
201,0, -1,0, 1, , S
201,0, 0,0, -1, , S
[Begin Action 202]
202,0,70,0, 1
202,0,60,0, 1
202,0,50,0, 1
202,0,40,0, 1
202,0,30,0, 1
202,0,20,0, 1
202,0,13,0, 1
202,0, 8,0, 1
202,0, 5,0, 1
202,0, 2,0, 1
202,0, 1,0, 1
202,0, 0,0,-1

[Begin Action 203]


203,0, 0,0, -1, H, S

[Begin Action 204]


203,1, 0,0, -1, H, S

[Begin Action 205]


203,0, 0,0, -1, V, A

[Begin Action 206]


203,1, 0,0, -1, V, A

[Begin Action 207]


203,0, 0,0, -1, , S

[Begin Action 208]


203,1, 0,0, -1, , S

[Begin Action 209]


203,0, 0,0, -1, HV, A

[Begin Action 210]


203,1, 0,0, -1, HV, A

;-------------------------------------------------------------------
;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
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 = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 400,-40
p1.spr = 9000,2
p1.facing = 1
p1.scale = 1,1
p1.window = 0,0, 1279,500
p1.name.offset = 40,570
p1.name.font = 3,3,1
;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 40,615
winquote.font = 5,0,1
winquote.window = 38,521, 1241,708
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
window = 0,501, 1279,959
[VictoryBG 2]
type = normal
spriteno = 100,1
start = 0,0
tile = 1,1
window = 0,0, 1279,500
velocity = 0,1.5

[VictoryBG 3]
type = normal
spriteno = 100,1
start = 0,0
tile = 1,1
window = 25,520, 1254,709
velocity = 0,1.5

;-------------------------------------------------------------------
;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 = 100,0
start = 0,0
tile = 1,1
velocity = -1, -1

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