[Info]
name = "MTT"              ;Name of motif
author = "Renzoku"       ;Motif author name

 [Files]
spr = system.sff
snd = system.snd
logo.storyboard = logo.def
intro.storyboard = intro.def
select = select.def
fight = fight.def
font1 = font/f-4x6.fnt
font2 = font/f-6x9.fnt
font3 = font/jg.fnt

[Music]
title.bgm = 
title.bgm.loop = 1
select.bgm = 
select.bgm.loop = 0
vs.bgm = 
vs.bgm.loop = 1

[Title Info]
menu.pos = 159,193
menu.item.font = 3,0,0
menu.item.active.font = 3,5,0
menu.item.spacing = 0, 22
; Names for each of the items in the menu. Names must be in quotes.
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TAG ARCADE"
menu.itemname.teamversus = "TAG VS"
menu.itemname.teamcoop = "TAG CO-OP"
menu.itemname.training = "PRACTICE"
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 = 1
menu.boxcursor.visible = 0     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -48,-10,47,2
; 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 = 0,0,0
spr = mtt.sff

[TitleBG Title]
type = normal
spriteno = 0,0
start = 0,80

[TitleBG Mascara]
type = anim
actionno = 0
start = 0,190
trans = sub
anim = 0
layerno = 0

[Begin Action 0]
0,2,0,0,1,,A

;-------------------------------------------------------------------
;Character select definition
[Select Info]
rows = 4
columns = 12
wrapping = 1              ;1 to let cursor wrap around
pos = 10,126              ;Position to draw to
showemptyboxes = 1        ;1 to show empty boxes
moveoveremptyboxes = 1    ;1 to allow cursor to move over empty boxes
cell.size = 25,25         ;x,y size of each cell (in pixels)
cell.spacing = 0          ;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;*2001.04.01 NEW*
p2.cursor.startcell = 11,0
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;*2001.04.01 NEW*
random.move.snd.cancel = 0;*2001.04.01 NEW* 1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0    ;*2001.04.01 NEW*
stage.done.snd = 100,1    ;*2001.04.01 NEW*
cancel.snd = 100,2
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.offset = 40,15    ;Position to put big portrait
p1.face.scale = 0.5,0.5
p1.face.facing = 1        ;*2001.04.01 NEW*
p2.face.offset = 280,15
p2.face.scale = 0.5,0.5
p2.face.facing = -1       ;*2001.04.01 NEW*
;Name
p1.name.offset = 40,90   ;Position to put name
p1.name.font = 3,4,1      ;Set to -1 for no display
p2.name.offset = 280,90
p2.name.font = 3,1,-1
;Stage select
stage.pos = 160,50
stage.active.font = 3,0,0
stage.active2.font = 3,2  ;Second font color for blinking
stage.done.font = 3,0
;Team menu                *2001.04.01 NEW* for below
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

;-----------------------
;Character select screen background
[SelectBGdef]
spr = select.sff
bgclearcolor = 0,0,0

[SelectBG 0]
type = normal
layerno = 0
spriteno = 0,0
tile = 0,0
start = 0,81
mask = 1




;-------------------------------------------------------------------
[VS Screen]
time = 150                ;Time to show screen
;Big portraits
p1.pos =  20,31
p1.facing = 1             ;*2001.04.01 NEW*
p1.scale = 1,1            ;*2001.04.01 NEW*
p2.pos = 299,31
p2.facing = -1            ;*2001.04.01 NEW*
p2.scale = 1,1            ;*2001.04.01 NEW*
;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
;Whole group is *2001.04.01 NEW*
[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
;Whole group is *2001.04.01 NEW*
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
;Whole group is *2001.04.01 NEW*
[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 *2001.04.01 NEW*
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.
;Whole group is *2001.04.01 NEW*
[Default Ending]
enabled = 0;1               ;Set to 1 to show credits, 0 to disable
storyboard = ending.def   ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
;Whole group is *2001.04.01 NEW*
[End Credits]
enabled = 1               ;Set to 1 to show credits, 0 to disable
storyboard = credits.def  ;Credits storyboard filename

;********
;OPCIONES
;********
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
;PANTALLA DE OPCIONES
;Logotipo en color azul de Tekken
[OptionBGdef] 
spr = mtt.sff
bgclearcolor = 0,0,215

[OptionBG 1]
type  = normal
spriteno = 0,3
start = 0,80


