;-----------------------------------------------------------
; Ver 0.98+
; This file contains list of all available screenpack parameters and the default
; values used by screenpack definition file.
;
; This file is not loaded by engine and should not be used as-is. It's meant to
; be a reference for adding parameters to your own screenpack system.def file.
;
; Features that didn't exist in Mugen are labelled accordingly. Non
; self-explanatory new parameters have additional comments (often only first
; occurrence of new parameter in this file is commented)
;
; Some default offset and window values are recalculated internally.
; These are commented out in the file.

;-----------------------------------------------------------
; Notes:
;   - fonts can be specified in the [Files] section (no limit to how many)
;   - fonts indexed for system.def do not refer to the ones in fight.def
;   - fonts are search in directories in the following order:
;     1. system directory (where system.def is located)
;     2. top ikemen directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/
;   - font parameters consists of following arguments:
;       fnt, bank, align, r, g, b, height
;     where fnt can be either index matching font number declared under [Files]
;     or font filename (path to file). height argument is used only by Truetype
;     fonts (if not equal -1 it overrides both font<num>.height parameter and
;     size of the ttf font declared in its DEF file)
;   - -1 value used as fnt index, anim, spr/snd group, disables them
;   - text enclosed in angle brackets in parameter names should be replaced
;     (including bracket) with appropriate data, e.g. <pn> can be either 1 or 2.
;   - .col suffixed params takes r, g, b values (default: 255,255,255)
;   - .alpha suffixed params set source and destination alpha (default: 255,255)
;   - .key suffixed params use the same syntax as character CMD files. & symbol
;     can be used to assign more than 1 button for associated action.
;   - .state suffixed params controls StateNo that particular player is forced
;     into during post-match screen. First existing state will be chosen, if
;     more than 1 state number is specified (separated by commas), empty value
;     means no state change, -1 disables player from screen.
;   - animated portraits replace sprite portraits, if specified. Value refers
;     to actionno in character's AIR file. Animation respects constant [Size]
;     xscale, yscale values (horizontal/vertical scaling factor)
;   - default menus that weren't customizable or present in mugen (option
;     screen, pause/training, replay menus) are rendered using 240p localcoord
;     by default. Set menu.uselocalcoord to 1 to enable screenpack localcoord.
;-----------------------------------------------------------

[Info]
	name = "Default"
	author = "Elecbyte"
	versiondate = 09,01,2009
	mugenversion = "1.0"
	localcoord = 320, 240

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

	; Ikemen features
	; --------------------------------------------------------------------------
	; Glyph art used by Movelists feature
	; https://github.com/ikemen-engine/Ikemen-GO/wiki/Miscellaneous-info
	glyphs = "data/glyphs.sff"

	; Path to external module associated with this screenpack
	; https://github.com/ikemen-engine/Ikemen-GO/wiki/Miscellaneous-info#external-modules
	module = ""

;[ja.Files]
	; Not used in Ikemen

[Music]
	title.bgm = ""
	title.bgm.volume = 100
	title.bgm.loop = 1
	title.bgm.loopstart = 0
	title.bgm.loopend = 0
	select.bgm = ""
	select.bgm.volume = 100
	select.bgm.loop = 1
	select.bgm.loopstart = 0
	select.bgm.loopend = 0
	vs.bgm = ""
	vs.bgm.volume = 100
	vs.bgm.loop = 1
	vs.bgm.loopstart = 0
	vs.bgm.loopend = 0
	victory.bgm = ""
	victory.bgm.volume = 100
	victory.bgm.loop = 1
	victory.bgm.loopstart = 0
	victory.bgm.loopend = 0

	; Ikemen features
	; --------------------------------------------------------------------------
	option.bgm = ""
	option.bgm.volume = 100
	option.bgm.loop = 1
	option.bgm.loopstart = 0
	option.bgm.loopend = 0
	replay.bgm = ""
	replay.bgm.volume = 100
	replay.bgm.loop = 1
	replay.bgm.loopstart = 0
	replay.bgm.loopend = 0
	continue.bgm = ""
	continue.bgm.volume = 100
	continue.bgm.loop = 1
	continue.bgm.loopstart = 0
	continue.bgm.loopend = 0
	continue.end.bgm = ""
	continue.end.bgm.volume = 100
	continue.end.bgm.loop = 0
	continue.end.bgm.loopstart = 0
	continue.end.bgm.loopend = 0
	results.bgm = ""
	results.bgm.volume = 100
	results.bgm.loop = 1
	results.bgm.loopstart = 0
	results.bgm.loopend = 0
	results.lose.bgm = ""
	results.lose.bgm.volume = 100
	results.lose.bgm.loop = 1
	results.lose.bgm.loopstart = 0
	results.lose.bgm.loopend = 0
	hiscore.bgm = ""
	hiscore.bgm.volume = 100
	hiscore.bgm.loop = 1
	hiscore.bgm.loopstart = 0
	hiscore.bgm.loopend = 0

[Title Info]
	fadein.time = 10
	fadeout.time = 10

	menu.pos = 159, 158
	menu.item.font = -1, 0, 0, 191, 191, 191, -1
	menu.item.active.font = -1, 0, 0, 255, 255, 255, -1
	menu.item.spacing = 0, 13
	menu.window.margins.y = 12, 8
	menu.window.visibleitems = 5
	menu.boxcursor.visible = 1
	menu.boxcursor.coords = -40, -10, 39, 2

	cursor.move.snd = 100, 0
	cursor.done.snd = 100, 1
	cancel.snd = 100, 2

	; If custom menu is not declared, following menu is loaded by default:
	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"

	; Ikemen features
	; --------------------------------------------------------------------------

	; .col param change colour that the screen will fade into or fade out from
	; .anim param sets fading animation that should play instead of standard
	; fading (ignoring fadein.time and/or fadeout.time)
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	menu.item.scale = 1.0, 1.0
	menu.item.active.scale = 1.0, 1.0

	; Title text rendered in main menu
	title.offset = 159, 19
	title.font = -1, 0, 0, 255, 255, 255, -1
	title.scale = 1.0, 1.0
	title.text = "MAIN MENU"

	; Loading text rendered during initial loading (black screen)
	;loading.offset = (localcoordX - 1 - (10 * localcoordX / 320)), (localcoordY - 8)
	loading.font = "default-3x5.def", 0, -1, 191, 191, 191, -1
	loading.scale = 1.0, 1.0
	loading.text = "LOADING..."

	; Footer parameters control rendering of engine version info. Separated into
	; 3 elements to allow left/centre/right text align at the same time.
	;footer1.offset = (2 * localcoordX / 320), localcoordY
	footer1.font = "default-3x5.def", 0, 1, 191, 191, 191, -1
	footer1.scale = 1.0, 1.0
	footer1.text = "I.K.E.M.E.N. GO"
	;footer2.offset = (localcoordX / 2), localcoordY
	footer2.font = "default-3x5.def", 0, 0, 191, 191, 191, -1
	footer2.scale = 1.0, 1.0
	footer2.text = "Press F1 for info"
	;footer3.offset = (localcoordX - 1 - (2 * localcoordX / 320)), localcoordY
	footer3.font = "default-3x5.def", 0, -1, 191, 191, 191, -1
	footer3.scale = 1.0, 1.0
	footer3.text = "verBeta"
	;footer.overlay.window = 0, (localcoordY - 7), (localcoordX - 1), (localcoordY - 1)
	footer.overlay.col = 0, 0, 64
	footer.overlay.alpha = 255, 100

	; Controls screen rendered during establishing connection with other player
	;connecting.offset = (10 * localcoordX / 320), 40
	connecting.font = "f-6x9.def", 0, 1, 255, 255, 255, -1
	connecting.scale = 1.0, 1.0
	connecting.host.text = "Waiting for player 2... (%s)"
	connecting.join.text = "Now connecting to %s... (%s)"
	;connecting.overlay.window = 0, 0, localcoordX, localcoordY
	connecting.overlay.col = 0, 0, 0
	connecting.overlay.alpha = 0, 128

	; Controls screen rendered during adding new serverjoin IP address
	textinput.offset = 25, 32
	textinput.font = "default-3x5.def", 0, 1, 191, 191, 191, -1
	textinput.scale = 1.0, 1.0
	textinput.name.text = "Enter Host display name, e.g. John.\nExisting entries can be removed with DELETE button."
	textinput.address.text = "Enter Host IP address, e.g. 127.0.0.1\nCopied text can be pasted with INSERT button."
	;textinput.overlay.window = 0, 0, localcoordX, localcoordY
	textinput.overlay.col = 0, 0, 0
	textinput.overlay.alpha = 0, 128

	; Keys responsible for menu movement
	menu.next.key = "$D&$F"
	menu.previous.key = "$U&$B"
	; Key for selecting menu item
	menu.accept.key = "a&b&c&x&y&z&s"
	; Key for displaying highlighted mode hiscore data (if available)
	menu.hiscore.key = "s"

	; menu.bg elements are layered below text rendered with menu.itemname params
	; and are affected by menu.window.visibleitems. Standard element is replaced
	; with active variant when itemname is highlighted. These parameters can be
	; also used as an alternative for a mugen font trick for displaying image
	; instead of text based menus (also supporting animations)
	;menu.bg.<itemname>.anim = -1
	;menu.bg.<itemname>.spr = 
	;menu.bg.<itemname>.offset = 0, 0
	;menu.bg.<itemname>.facing = 1
	;menu.bg.<itemname>.scale = 1.0, 1.0
	;menu.bg.active.<itemname>.anim = -1
	;menu.bg.active.<itemname>.spr = 
	;menu.bg.active.<itemname>.offset = 0, 0
	;menu.bg.active.<itemname>.facing = 1
	;menu.bg.active.<itemname>.scale = 1.0, 1.0

	menu.item.offset = 0, 0
	menu.item.active.offset = 0, 0

	; Additional adjustments for boxcursor colour and source/destination alpha
	; changes (srcMin, srcMax, srcStep, dstMin, dstMax, dstStep)
	menu.boxcursor.col = 255, 255, 255
	menu.boxcursor.alpharange = 10, 40, 2, 255, 255, 0

	; boxbg is an automatically generated overlay around itemnames, based on
	; values assigned to menu.pos and menu.boxcursor.coords parameters.
	menu.boxbg.visible = 0
	menu.boxbg.col = 0, 0, 0
	menu.boxbg.alpha = 0, 128

	; This art is rendered only if there are more menu itemanames to display
	; than allowed by menu.window.visibleitems. Meant to be used as a visual
	; feedback that moving cursor up or down can reveal more items.
	menu.arrow.up.anim = -1
	menu.arrow.up.spr = 
	menu.arrow.up.offset = 0, 0
	menu.arrow.up.facing = 1
	menu.arrow.up.scale = 1.0, 1.0
	menu.arrow.down.anim = -1
	menu.arrow.down.spr = 
	menu.arrow.down.offset = 0, 0
	menu.arrow.down.facing = 1
	menu.arrow.down.scale = 1.0, 1.0

	; Uppercases all menu itemnames (including those read from bonus games DEF
	; files and serverjoin menu names associated with IP addresses)
	menu.title.uppercase = 1

	; Sound played upon itemname selection
	;cursor.<itemname>.snd = -1, 0

	; Menu item unlocking. Text assigned to this parameter is read as a pure Lua
	; code and works in similar fashion to character and stages unlocking (item
	; will be visible only if the parameter is missing or if it returns true).
	; Menu items unlocking is runtime permanent (once unlocked, the condition
	; won't be checked again, until the game is restarted).
	;menu.unlock.<itemname> = "true"

	; https://github.com/ikemen-engine/Ikemen-GO/wiki/Screenpack-features#submenus
	; Unassigned menu items:
	;menu.itemname.versuscoop = "VERSUS CO-OP"
	;menu.itemname.freebattle = "QUICK MATCH"
	;menu.itemname.storymode = "STORY MODE"
	;menu.itemname.serverhost = "HOST GAME"
	;menu.itemname.serverjoin = "JOIN GAME"
	;menu.itemname.joinadd = "NEW ADDRESS"
	;menu.itemname.netplayversus = "VERSUS 2P"
	;menu.itemname.netplayteamcoop = "ARCADE CO-OP"
	;menu.itemname.netplaysurvivalcoop = "SURVIVAL CO-OP"
	;menu.itemname.trials = "TRIALS" ; Not implemented yet.
	;menu.itemname.timeattack = "TIME ATTACK"
	;menu.itemname.bonusgames = "BONUS GAMES"
	;menu.itemname.randomtest = "RANDOMTEST"
	;menu.itemname.replay = "REPLAY"
	;menu.itemname.back = "BACK"

[TitleBgDef]
	spr = ""
	bgclearcolor = 0, 0, 0

[InfoBox]
	text.font = "default-3x5.def", 0, 1, 191, 191, 191, -1

	; Ikemen features
	; --------------------------------------------------------------------------
	title.offset = 159, 19
	title.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	title.scale = 1.0, 1.0
	title.text = ""

	text.offset = 25, 32
	text.font = "default-3x5.def", 0, 1, 191, 191, 191, -1
	text.scale = 1.0, 1.0

	;overlay.window = 0, 0, localcoordX, localcoordY
	overlay.col = 0, 0, 0
	overlay.alpha = 0, 128

[Infobox Text]
"Welcome to SUEHIRO's I.K.E.M.E.N GO engine!

* This is a public development release, for testing purposes.
* This build may contain bugs and incomplete features.
* Your help and cooperation are appreciated!
* Original repo source code: https://osdn.net/users/supersuehiro/
* Bug reports: https://github.com/ikemen-engine/Ikemen-GO/issues
* Features wiki: https://github.com/ikemen-engine/Ikemen-GO/wiki"

;[ja.Infobox Text]
	; Not used in Ikemen

[Select Info]
	fadein.time = 10
	fadeout.time = 10

	rows = 2
	columns = 5
	wrapping = 0
	pos = 90, 170
	showemptyboxes = 0
	moveoveremptyboxes = 0

	cell.size = 27, 27
	; In Mugen spacing accepts only x value which is used for both coordinates
	cell.spacing = 2, 2

	cell.bg.anim = -1
	cell.bg.spr = 
	cell.bg.offset = 0, 0
	cell.bg.facing = 1
	cell.bg.scale = 1.0, 1.0

	cell.random.anim = -1
	cell.random.spr = 
	cell.random.offset = 0, 0
	cell.random.facing = 1
	cell.random.scale = 1.0, 1.0
	cell.random.switchtime = 4

	p1.cursor.startcell = 0, 0
	p1.cursor.active.anim = -1
	p1.cursor.active.spr = 
	p1.cursor.active.offset = 0, 0
	p1.cursor.active.facing = 1
	p1.cursor.active.scale = 1.0, 1.0
	p1.cursor.done.anim = -1
	p1.cursor.done.spr = 
	p1.cursor.done.offset = 0, 0
	p1.cursor.done.facing = 1
	p1.cursor.done.scale = 1.0, 1.0
	p1.cursor.move.snd = 100, 0
	p1.cursor.done.snd = 100, 1
	p1.random.move.snd = 100, 0

	p2.cursor.startcell = 0, 4
	p2.cursor.active.anim = -1
	p2.cursor.active.spr = 
	p2.cursor.active.offset = 0, 0
	p2.cursor.active.facing = 1
	p2.cursor.active.scale = 1.0, 1.0
	p2.cursor.done.anim = -1
	p2.cursor.done.spr = 
	p2.cursor.done.offset = 0, 0
	p2.cursor.done.facing = 1
	p2.cursor.done.scale = 1.0, 1.0
	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 = 0
	stage.move.snd = 100, 0
	stage.done.snd = 100, 1
	cancel.snd = 100, 2

	portrait.spr = 9000, 0
	portrait.offset = 0, 0
	portrait.facing = 1
	portrait.scale = 1.0, 1.0

	title.offset = 0, 0
	title.font = -1, 0, 0, 255, 255, 255, -1

	p1.face.pos = 0, 0
	p1.face.spr = 9000, 1
	p1.face.offset = 0, 0
	p1.face.facing = 1
	p1.face.scale = 1.0, 1.0
	p1.face.window = 

	p2.face.pos = 0, 0
	p2.face.spr = 9000, 1
	p2.face.offset = 0, 0
	p2.face.facing = -1
	p2.face.scale = 1.0, 1.0
	p2.face.window = 

	p1.name.offset = 0, 0
	p1.name.font = -1, 4, 1, 255, 255, 255, -1
	p1.name.spacing = 0, 14

	p2.name.offset = 0, 0
	p2.name.font = -1, 1, -1, 255, 255, 255, -1
	p2.name.spacing = 0, 14

	stage.pos = 0, 0
	stage.active.font = -1, 0, 0, 255, 255, 255, -1
	stage.active2.font = -1, 0, 0, 255, 255, 255, -1
	stage.done.font = -1, 0, 0, 255, 255, 255, -1

	teammenu.move.wrapping = 1

	p1.teammenu.pos = 0, 0
	p1.teammenu.bg.anim = -1
	p1.teammenu.bg.spr = 
	p1.teammenu.bg.offset = 0, 0
	p1.teammenu.bg.facing = 1
	p1.teammenu.bg.scale = 1.0, 1.0

	p1.teammenu.selftitle.anim = -1
	p1.teammenu.selftitle.spr = 
	p1.teammenu.selftitle.offset = 0, 0
	p1.teammenu.selftitle.facing = 1
	p1.teammenu.selftitle.font = -1, 0, 1, 255, 255, 255, -1
	p1.teammenu.selftitle.scale = 1.0, 1.0
	p1.teammenu.selftitle.text = ""

	p1.teammenu.enemytitle.anim = -1
	p1.teammenu.enemytitle.spr = 
	p1.teammenu.enemytitle.offset = 0, 0
	p1.teammenu.enemytitle.facing = 1
	p1.teammenu.enemytitle.font = -1, 0, 1, 255, 255, 255, -1
	p1.teammenu.enemytitle.scale = 1.0, 1.0
	p1.teammenu.enemytitle.text = ""

	p1.teammenu.move.snd = 100, 0
	p1.teammenu.value.snd = 100, 0
	p1.teammenu.done.snd = 100, 1

	p1.teammenu.item.offset = 0, 0
	p1.teammenu.item.spacing = 0, 15
	p1.teammenu.item.font = -1, 0, 1, 255, 255, 255, -1
	p1.teammenu.item.active.font = -1, 3, 1, 255, 255, 255, -1
	p1.teammenu.item.active2.font = -1, 0, 1, 255, 255, 255, -1
	p1.teammenu.item.cursor.anim = -1
	p1.teammenu.item.cursor.spr = 
	p1.teammenu.item.cursor.offset = 0, 0
	p1.teammenu.item.cursor.facing = 1
	p1.teammenu.item.cursor.scale = 1.0, 1.0

	p1.teammenu.value.icon.anim = -1
	p1.teammenu.value.icon.spr = 
	p1.teammenu.value.icon.offset = 0, 0
	p1.teammenu.value.icon.facing = 1
	p1.teammenu.value.icon.scale = 1.0, 1.0
	p1.teammenu.value.empty.icon.anim = -1
	p1.teammenu.value.empty.icon.spr = 
	p1.teammenu.value.empty.icon.offset = 0, 0
	p1.teammenu.value.empty.icon.facing = 1
	p1.teammenu.value.empty.icon.scale = 1.0, 1.0
	p1.teammenu.value.spacing = 6, 0

	p2.teammenu.pos = 0, 0
	p2.teammenu.bg.anim = -1
	p2.teammenu.bg.spr = 
	p2.teammenu.bg.offset = 0, 0
	p2.teammenu.bg.facing = 1
	p2.teammenu.bg.scale = 1.0, 1.0

	p2.teammenu.selftitle.anim = -1
	p2.teammenu.selftitle.spr = 
	p2.teammenu.selftitle.offset = 0, 0
	p2.teammenu.selftitle.facing = 1
	p2.teammenu.selftitle.font = -1, 0, -1, 255, 255, 255, -1
	p2.teammenu.selftitle.scale = 1.0, 1.0
	p2.teammenu.selftitle.text = ""

	p2.teammenu.enemytitle.anim = -1
	p2.teammenu.enemytitle.spr = 
	p2.teammenu.enemytitle.offset = 0, 0
	p2.teammenu.enemytitle.facing = 1
	p2.teammenu.enemytitle.font = -1, 0, -1, 255, 255, 255, -1
	p2.teammenu.enemytitle.scale = 1.0, 1.0
	p2.teammenu.enemytitle.text = ""

	p2.teammenu.move.snd = 100, 0
	p2.teammenu.value.snd = 100, 0
	p2.teammenu.done.snd = 100, 1

	p2.teammenu.item.offset = 0, 0
	p2.teammenu.item.spacing = 0, 15
	p2.teammenu.item.font = -1, 0, -1, 255, 255, 255, -1
	p2.teammenu.item.active.font = -1, 1, -1, 255, 255, 255, -1
	p2.teammenu.item.active2.font = -1, 0, -1, 255, 255, 255, -1
	p2.teammenu.item.cursor.anim = -1
	p2.teammenu.item.cursor.spr = 
	p2.teammenu.item.cursor.offset = 0, 0
	p2.teammenu.item.cursor.facing = 1
	p2.teammenu.item.cursor.scale = 1.0, 1.0

	p2.teammenu.value.icon.anim = -1
	p2.teammenu.value.icon.spr = 
	p2.teammenu.value.icon.offset = 0, 0
	p2.teammenu.value.icon.facing = 1
	p2.teammenu.value.icon.scale = 1.0, 1.0
	p2.teammenu.value.empty.icon.anim = -1
	p2.teammenu.value.empty.icon.spr = 
	p2.teammenu.value.empty.icon.offset = 0, 0
	p2.teammenu.value.empty.icon.facing = 1
	p2.teammenu.value.empty.icon.scale = 1.0, 1.0
	p2.teammenu.value.spacing = -6, 0

	; Ikemen features
	; --------------------------------------------------------------------------
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	; 1 to allow cursor to skip over empty boxes (lookup for first valid slot)
	searchemptyboxesup = 0
	searchemptyboxesdown = 0

	; Adjustments on per cell basis, <col> and <row> should be replaced with
	; cell x, y coordinates, starting from index 0.
	;cell.<col>.<row>.offset = 0, 0
	;cell.<col>.<row>.facing = 1
	; Set to 1 to mark slot as dummy cell, without bloating select.def
	;cell.<col>.<row>.skip = 1

	; ticks between blinks when p2.cursor.blink = 1
	p2.cursor.switchtime = 3

	; cursor parameters defaults to p1 and p2 values, if not specified
	;p<pn>.cursor.startcell = 0, 0
	;p<pn>.cursor.active.anim = -1
	;p<pn>.cursor.active.spr = 
	;p<pn>.cursor.active.offset = 0, 0
	;p<pn>.cursor.active.facing = 1
	;p<pn>.cursor.active.scale = 1.0, 1.0
	;p<pn>.cursor.done.anim = -1
	;p<pn>.cursor.done.spr = 
	;p<pn>.cursor.done.offset = 0, 0
	;p<pn>.cursor.done.facing = 1
	;p<pn>.cursor.done.scale = 1.0, 1.0

	; <col>.<row> cursor variants replace standard ones on per cell basis.
	; Undefined params defaults to p<pn>.cursor.active/p<pn>.cursor.done values
	;p<pn>.cursor.active.<col>.<row>.anim = -1
	;p<pn>.cursor.active.<col>.<row>.spr = 
	;p<pn>.cursor.active.<col>.<row>.offset = 0, 0
	;p<pn>.cursor.active.<col>.<row>.facing = 1
	;p<pn>.cursor.active.<col>.<row>.scale = 1.0, 1.0
	;p<pn>.cursor.done.<col>.<row>.anim = -1
	;p<pn>.cursor.done.<col>.<row>.spr = 
	;p<pn>.cursor.done.<col>.<row>.offset = 0, 0
	;p<pn>.cursor.done.<col>.<row>.facing = 1
	;p<pn>.cursor.done.<col>.<row>.scale = 1.0, 1.0

	;p<pn>.cursor.move.snd = 100, 0
	;p<pn>.cursor.done.snd = 100, 1
	;p<pn>.random.move.snd = 100, 0

	portrait.anim = -1

	title.scale = 1.0, 1.0

	; Text rendered using title element (hardcoded in Mugen)
	title.arcade.text = "Arcade"
	title.teamarcade.text = "Team Arcade"
	title.teamcoop.text = "Team Cooperative"
	title.versus.text = "Versus Mode"
	title.teamversus.text = "Team Versus"
	title.versuscoop.text = "Versus Cooperative"
	title.freebattle.text = "Quick Match"
	title.storymode.text = "Story Mode"
	title.netplayversus.text = "Online Versus"
	title.netplayteamcoop.text = "Online Cooperative"
	title.netplaysurvivalcoop.text = "Online Survival"
	title.training.text = "Training Mode"
	title.timeattack.text = "Time Attack"
	title.survival.text = "Survival"
	title.survivalcoop.text = "Survival Cooperative"
	title.bonus.text = "Bonus"
	title.watch.text = "Watch Mode"
	;title.replay.text = "Replay"

	; num param controls max number of portraits to render. If set to 1, last
	; active member's portrait has priority
	p1.face.num = 1
	p1.face.anim = -1
	; Done variants replace spr/anim once character is selected
	p1.face.done.anim = -1
	p1.face.done.spr = 9000, 1
	; Spacing between portraits.
	p1.face.spacing = 0, 0
	; Set to 1 to enable automatic spacing adjustment based on team size
	; (starting position adjusted by values assigned to face.num, face.spacing,
	; and actual team count in a given match)
	p1.face.padding = 0

	p2.face.num = 1
	p2.face.anim = -1
	p2.face.done.anim = -1
	p2.face.done.spr = 9000, 1
	p2.face.spacing = 0, 0
	p2.face.padding = 0

	; Parameters for customizing portraits on per team member basis (values take
	; priority over standard ones, if defined)
	;p<pn>.member<num>.face.anim = -1
	;p<pn>.member<num>.face.spr = 9000, 1
	;p<pn>.member<num>.face.done.anim = -1
	;p<pn>.member<num>.face.done.spr = 9000, 1
	;p<pn>.member<num>.face.offset = 0, 0
	;p<pn>.member<num>.face.scale = 1.0, 1.0

	; Optional portrait sliding is handled by 2 parameters:
	; speed decides how many pixels the portrait movement covers on each frame
	;p<pn>.member<num>.face.slide.speed = 0, 0
	; dist is a total amount of pixels from offset that portrait should move
	;p<pn>.member<num>.face.slide.dist = 0, 0

	; Additional portrait layered under standard ones. Limited to 1 portrait per
	; team side. Last selected character takes priority.
	p1.face2.anim = -1
	p1.face2.spr = 
	p1.face2.offset = 0, 0
	p1.face2.facing = 1
	p1.face2.scale = 1.0, 1.0
	p1.face2.window = 

	p2.face2.anim = -1
	p2.face2.spr = 
	p2.face2.offset = 0, 0
	p2.face2.facing = -1
	p2.face2.scale = 1.0, 1.0
	p2.face2.window = 

	; num param controls max number of names to render. If set to 1, last active
	; member's name has priority. Not used in co-op.
	p1.name.num = 4
	p1.name.scale = 1.0, 1.0
	p1.name.random.text = "Random"

	p2.name.num = 4
	p2.name.scale = 1.0, 1.0
	p2.name.random.text = "Random"

	stage.active.offset = 0, 0
	stage.active.scale = 1.0, 1.0
	stage.active.switchtime = 2
	stage.active2.offset = 0, 0
	stage.active2.scale = 1.0, 1.0
	stage.done.offset = 0, 0
	stage.done.scale = 1.0, 1.0
	stage.text = "Stage %i: %s"
	stage.random.text = "Stage: Random"

	; Stage portrait use sprites and anim data from stage's SFF and DEF files.
	; portrait.bg and portrait.random use screenpack data. portrait element is
	; layered below stage.active / stage.active2 elements but above portrait.bg.
	stage.portrait.anim = -1
	stage.portrait.spr = 
	stage.portrait.offset = 0, 0
	stage.portrait.scale = 1.0, 1.0
	stage.portrait.bg.anim = -1
	stage.portrait.bg.spr = 
	stage.portrait.bg.offset = 0, 0
	stage.portrait.bg.scale = 1.0, 1.0
	stage.portrait.random.anim = -1
	stage.portrait.random.spr = 
	stage.portrait.random.offset = 0, 0
	stage.portrait.random.scale = 1.0, 1.0
	stage.portrait.window = 

	; These parameters allows renaming or disabling team modes from selection
	; (via blank assignment) in all modes that supports them.
	teammenu.itemname.single = "Single"
	teammenu.itemname.simul = "Simul"
	teammenu.itemname.turns = "Turns"
	teammenu.itemname.tag = "" ; Tag
	teammenu.itemname.ratio = "" ; Ratio

	; This parameter allows renaming or disabling team mode from selection (via
	; blank assignment) on per game mode basis. Refer to wiki for a <gamemode>
	; list, <teammode> should be replaced with single/simul/turns/tag/ratio
	;teammenu.itemname.<gamemode>.<teammode> = ""

	; teammenu.bg elements are layered below teammenu.itemname text. Standard
	; element is replaced with active variant when itemname is highlighted.
	;p<pn>.teammenu.bg.<itemname>.anim = -1
	;p<pn>.teammenu.bg.<itemname>.spr = 
	;p<pn>.teammenu.bg.<itemname>.offset = 0, 0
	;p<pn>.teammenu.bg.<itemname>.facing = 1
	;p<pn>.teammenu.bg.<itemname>.scale = 1.0, 1.0
	;p<pn>.teammenu.bg.active.<itemname>.anim = -1
	;p<pn>.teammenu.bg.active.<itemname>.spr = 
	;p<pn>.teammenu.bg.active.<itemname>.offset = 0, 0
	;p<pn>.teammenu.bg.active.<itemname>.facing = 1
	;p<pn>.teammenu.bg.active.<itemname>.scale = 1.0, 1.0

	p1.teammenu.item.scale = 1.0, 1.0
	p1.teammenu.item.active.scale = 1.0, 1.0
	p1.teammenu.item.active2.scale = 1.0, 1.0
	p1.teammenu.item.active.switchtime = 2
	p2.teammenu.item.scale = 1.0, 1.0
	p2.teammenu.item.active.scale = 1.0, 1.0
	p2.teammenu.item.active2.scale = 1.0, 1.0
	p2.teammenu.item.active.switchtime = 2

	p1.teammenu.next.key = "$D"
	p1.teammenu.previous.key = "$U"
	p1.teammenu.add.key = "$F"
	p1.teammenu.subtract.key = "$B"
	p1.teammenu.accept.key = "a&b&c&x&y&z&s"
	p2.teammenu.next.key = "$D"
	p2.teammenu.previous.key = "$U"
	p2.teammenu.add.key = "$B"
	p2.teammenu.subtract.key = "$F"
	p2.teammenu.accept.key = "a&b&c&x&y&z&s"

	; Positive count enables timer, limiting time (count * framespercount) for
	; selecting team modes and characters. Each selection resets timer.
	timer.offset = 0, 0
	timer.font = -1, 0, 0, 255, 255, 255, -1
	timer.scale = 1.0, 1.0
	timer.text = "%i"
	timer.count = -1
	timer.framespercount = 60
	timer.displaytime = 10

	; Displaying game mode record directly in select screen (currently unused by
	; default but some external modules relies on this element)
	record.offset = 0, 0
	record.font = -1, 0, 0, 255, 255, 255, -1
	record.scale = 1.0, 1.0
	;record.<gamemode>.text = ""

	; Sound triggered when swapping slots (see slot feature in select.def)
	p1.swap.snd = -1, 0
	p2.swap.snd = -1, 0

	; Sound triggered when particular character is selected (data read from
	; character's SND file)
	p1.select.snd = -1, 0
	p2.select.snd = -1, 0

	; Ratio icons offset from ratio item position, which is affected by
	; teammenu.item.spacing (same way as value.icon/value.empty.icon elements)
	; Ratio variants: 1: 2-1-1, 2: 1-2-1, 3: 1-1-2, 4: 2-2, 5: 3-1, 6: 1-3, 7: 4
	p1.teammenu.ratio1.icon.anim = -1
	p1.teammenu.ratio1.icon.spr = 
	p1.teammenu.ratio1.icon.offset = 0, 0
	p1.teammenu.ratio1.icon.facing = 1
	p1.teammenu.ratio1.icon.scale = 1.0, 1.0
	p1.teammenu.ratio2.icon.anim = -1
	p1.teammenu.ratio2.icon.spr = 
	p1.teammenu.ratio2.icon.offset = 0, 0
	p1.teammenu.ratio2.icon.facing = 1
	p1.teammenu.ratio2.icon.scale = 1.0, 1.0
	p1.teammenu.ratio3.icon.anim = -1
	p1.teammenu.ratio3.icon.spr = 
	p1.teammenu.ratio3.icon.offset = 0, 0
	p1.teammenu.ratio3.icon.facing = 1
	p1.teammenu.ratio3.icon.scale = 1.0, 1.0
	p1.teammenu.ratio4.icon.anim = -1
	p1.teammenu.ratio4.icon.spr = 
	p1.teammenu.ratio4.icon.offset = 0, 0
	p1.teammenu.ratio4.icon.facing = 1
	p1.teammenu.ratio4.icon.scale = 1.0, 1.0
	p1.teammenu.ratio5.icon.anim = -1
	p1.teammenu.ratio5.icon.spr = 
	p1.teammenu.ratio5.icon.offset = 0, 0
	p1.teammenu.ratio5.icon.facing = 1
	p1.teammenu.ratio5.icon.scale = 1.0, 1.0
	p1.teammenu.ratio6.icon.anim = -1
	p1.teammenu.ratio6.icon.spr = 
	p1.teammenu.ratio6.icon.offset = 0, 0
	p1.teammenu.ratio6.icon.facing = 1
	p1.teammenu.ratio6.icon.scale = 1.0, 1.0
	p1.teammenu.ratio7.icon.anim = -1
	p1.teammenu.ratio7.icon.spr = 
	p1.teammenu.ratio7.icon.offset = 0, 0
	p1.teammenu.ratio7.icon.facing = 1
	p1.teammenu.ratio7.icon.scale = 1.0, 1.0

	p2.teammenu.ratio1.icon.anim = -1
	p2.teammenu.ratio1.icon.spr = 
	p2.teammenu.ratio1.icon.offset = 0, 0
	p2.teammenu.ratio1.icon.facing = 1
	p2.teammenu.ratio1.icon.scale = 1.0, 1.0
	p2.teammenu.ratio2.icon.anim = -1
	p2.teammenu.ratio2.icon.spr = 
	p2.teammenu.ratio2.icon.offset = 0, 0
	p2.teammenu.ratio2.icon.facing = 1
	p2.teammenu.ratio2.icon.scale = 1.0, 1.0
	p2.teammenu.ratio3.icon.anim = -1
	p2.teammenu.ratio3.icon.spr = 
	p2.teammenu.ratio3.icon.offset = 0, 0
	p2.teammenu.ratio3.icon.facing = 1
	p2.teammenu.ratio3.icon.scale = 1.0, 1.0
	p2.teammenu.ratio4.icon.anim = -1
	p2.teammenu.ratio4.icon.spr = 
	p2.teammenu.ratio4.icon.offset = 0, 0
	p2.teammenu.ratio4.icon.facing = 1
	p2.teammenu.ratio4.icon.scale = 1.0, 1.0
	p2.teammenu.ratio5.icon.anim = -1
	p2.teammenu.ratio5.icon.spr = 
	p2.teammenu.ratio5.icon.offset = 0, 0
	p2.teammenu.ratio5.icon.facing = 1
	p2.teammenu.ratio5.icon.scale = 1.0, 1.0
	p2.teammenu.ratio6.icon.anim = -1
	p2.teammenu.ratio6.icon.spr = 
	p2.teammenu.ratio6.icon.offset = 0, 0
	p2.teammenu.ratio6.icon.facing = 1
	p2.teammenu.ratio6.icon.scale = 1.0, 1.0
	p2.teammenu.ratio7.icon.anim = -1
	p2.teammenu.ratio7.icon.spr = 
	p2.teammenu.ratio7.icon.offset = 0, 0
	p2.teammenu.ratio7.icon.facing = 1
	p2.teammenu.ratio7.icon.scale = 1.0, 1.0

[SelectBgDef] ;Ikemen feature
	spr = ""
	bgclearcolor = 0, 0, 0

[VS Screen]
	fadein.time = 15
	fadeout.time = 15
	time = 150

	match.text = "Match %i"
	match.offset = 159, 12
	match.font = -1, 0, 0, 255, 255, 255, -1
	match.scale = 1.0, 1.0

	p1.pos = 0, 0
	p1.spr = 9000, 1
	p1.offset = 0, 0
	p1.facing = 1
	p1.scale = 1.0, 1.0
	p1.window = 

	p2.pos = 0, 0
	p2.spr = 9000, 1
	p2.offset = 0, 0
	p2.facing = -1
	p2.scale = 1.0, 1.0
	p2.window = 

	p1.name.pos = 0, 0
	p1.name.offset = 0, 0
	p1.name.font = -1, 0, 0, 255, 255, 255, -1
	p1.name.spacing = 0, 14

	p2.name.pos = 0, 0
	p2.name.offset = 0, 0
	p2.name.font = -1, 0, 0, 255, 255, 255, -1
	p2.name.spacing = 0, 14

	; Ikemen features
	; --------------------------------------------------------------------------
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	; Refer to [Select Info] face parameters for extra comments about portraits.

	p1.num = 1
	p1.anim = -1
	p1.spacing = 0, 0
	p1.padding = 0

	p2.num = 1
	p2.anim = -1
	p2.spacing = 0, 0
	p2.padding = 0

	;p<pn>.member<num>.anim = -1
	;p<pn>.member<num>.spr = 9000, 1
	;p<pn>.member<num>.done.anim = -1
	;p<pn>.member<num>.done.spr = 9000, 1
	;p<pn>.member<num>.offset = 0, 0
	;p<pn>.member<num>.scale = 1.0, 1.0
	;p<pn>.member<num>.slide.speed = 0, 0
	;p<pn>.member<num>.slide.dist = 0, 0

	; Additional portrait layered under standard ones. Limited to 1 portrait per
	; team side. Character that will fight first takes priority (portrait may
	; change depending on order selection)
	p1.face2.anim = -1
	p1.face2.spr = 
	p1.face2.offset = 0, 0
	p1.face2.facing = 1
	p1.face2.scale = 1.0, 1.0
	p1.face2.window = 

	p2.face2.anim = -1
	p2.face2.spr = 
	p2.face2.offset = 0, 0
	p2.face2.facing = -1
	p2.face2.scale = 1.0, 1.0
	p2.face2.window = 

	; Set to 1 to enable order selection
	; https://github.com/ikemen-engine/Ikemen-GO/wiki/Miscellaneous-Info#orderselect
	orderselect.enabled = 0

	; By default all action buttons confirm currently selected order.
	; Assign keys to 'p<pn>.member<num>.key' parameters to enable order
	; selection on per team member basis.
	;p<pn>.member<num>.key = ""
	p1.accept.key = "a&b&c&x&y&z&s"
	p1.skip.key = "s"
	p2.accept.key = "a&b&c&x&y&z&s"
	p2.skip.key = "s"

	; Icon elements are rendered on top of portraits, with positioning affected
	; by portrait num, offset, spacing, and padding. Done variants replace
	; spr/anim once order selection is completed.
	;p<pn>.member<num>.icon.anim = -1
	;p<pn>.member<num>.icon.done.anim = -1
	;p<pn>.member<num>.icon.spr = 
	;p<pn>.member<num>.icon.done.spr = 
	;p<pn>.member<num>.icon.offset = 0, 0
	;p<pn>.member<num>.icon.facing = 1
	;p<pn>.member<num>.icon.scale = 1.0, 1.0

	; Value icons are rendered on top of portraits, with positioning starting at
	; 0, 0. empty.icon elements are replaced with icon upon order selection.
	; If present, value.icon.member<num> parameters replace default value.icon
	; on per team member basis.
	p1.value.icon.anim = -1
	p1.value.icon.spr = 
	;p1.value.icon.member<num>.anim = 
	;p1.value.icon.member<num>.spr = 
	p1.value.icon.offset = 0, 0
	p1.value.icon.facing = 1
	p1.value.icon.scale = 1.0, 1.0
	p1.value.empty.icon.anim = -1
	p1.value.empty.icon.spr = 
	;p1.value.empty.icon.member<num>.anim = 
	;p1.value.empty.icon.member<num>.spr = 
	p1.value.empty.icon.offset = 0, 0
	p1.value.empty.icon.facing = 1
	p1.value.empty.icon.scale = 1.0, 1.0
	p1.value.icon.spacing = 0, 0
	p1.value.snd = -1, 0
	p2.value.icon.anim = -1
	p2.value.icon.spr = 
	;p2.value.icon.member<num>.anim = 
	;p2.value.icon.member<num>.spr = 
	p2.value.icon.offset = 0, 0
	p2.value.icon.facing = 1
	p2.value.icon.scale = 1.0, 1.0
	p2.value.empty.icon.anim = -1
	p2.value.empty.icon.spr = 
	;p2.value.empty.icon.member<num>.anim = 
	;p2.value.empty.icon.member<num>.spr = 
	p2.value.empty.icon.offset = 0, 0
	p2.value.empty.icon.facing = 1
	p2.value.empty.icon.scale = 1.0, 1.0
	p2.value.icon.spacing = 0, 0
	p2.value.snd = -1, 0

	; Positive count enables timer, limiting time (count * framespercount) for
	; selecting orders.
	timer.offset = 0, 0
	timer.font = -1, 0, 0, 255, 255, 255, -1
	timer.scale = 1.0, 1.0
	timer.text = "%i"
	timer.count = -1
	timer.framespercount = 6
	timer.displaytime = 0

	; Time to maintain versus screen after both sides confirm their order
	; (in which order parameters are rendered using optional done variants)
	done.time = 60

	; num param controls max number of names to render. If set to 1, team's
	; leader name has priority. Not used in co-op.
	p1.name.num = 4
	p1.name.scale = 1.0, 1.0
	p2.name.num = 4
	p2.name.scale = 1.0, 1.0

	; Sound triggered when particular stage is selected (data read from
	; attachedchar SND file associated with stage)
	stage.snd = -1, 0

[VersusBgDef] ;Ikemen feature
	spr = ""
	bgclearcolor = 0, 0, 0

[Demo Mode]
	enabled = 1

	title.waittime = 600
	fight.endtime = 1500
	fight.playbgm = 0
	fight.stopbgm = 0
	fight.bars.display = 0
	intro.waitcycles = 1
	debuginfo = 0

	; Ikemen features
	; --------------------------------------------------------------------------
	fadein.time = 50
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.time = 50
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	; Not used in Ikemen
	; --------------------------------------------------------------------------
	;select.enabled = 0
	;vsscreen.enabled = 0

[Continue Screen]
	enabled = 1
	pos = 160, 40

	continue.text = "Continue?"
	continue.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	continue.scale = 1.0, 1.0
	continue.offset = 0, 0

	yes.text = "Yes"
	yes.font = "f-6x9.def", 0, 0, 191, 191, 191, -1
	yes.scale = 1.0, 1.0
	yes.offset = -17, 20
	yes.active.text = "Yes"
	yes.active.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	yes.active.scale = 1.0, 1.0
	yes.active.offset = -17, 20

	no.text = "No"
	no.font = "f-6x9.def", 0, 0, 191, 191, 191, -1
	no.scale = 1.0, 1.0
	no.offset = 15, 20
	no.active.text = "No"
	no.active.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	no.active.scale = 1.0, 1.0
	no.active.offset = 15, 20

	; Ikemen features
	; --------------------------------------------------------------------------
	; Enables character sounds during continue screen.
	sounds.enabled = 1
	; Enables legacy (Mugen) bare bones continue screen functionality.
	legacymode.enabled = 1
	; Enables [Game Over Screen] storyboard after not continuing.
	gameover.enabled = 1

	fadein.time = 8
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.time = 120
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	move.snd = 100, 0
	done.snd = 100, 1
	cancel.snd = 100, 2

	;overlay.window = 0, 0, localcoordX, localcoordY
	overlay.col = 0, 0, 0
	overlay.alpha = 0, 128

	p1.state = 5500, 5300
	p1.yes.state = 5510, 180
	p1.no.state = 5520, 170

	p2.state = 
	p2.yes.state = 
	p2.no.state = 

	p1.teammate.state = 
	p1.teammate.yes.state = 
	p1.teammate.no.state = 

	p2.teammate.state = 
	p2.teammate.yes.state = 
	p2.teammate.no.state = 

	; This element refers to credits set in options screen and won't be rendered
	; if limited continuing is disabled.
	credits.text = "Credits: %i"
	credits.offset = 0, 0
	credits.font = "jg.fnt", 0, 1, 255, 255, 255, -1
	credits.scale = 1.0, 1.0

	; Extended continue screen (legacymode.enabled = 0) renders interactive
	; counter animation, defined as a single 'counter' element. This animation
	; is running between starttime tick up to the endtime tick. skipstart is a
	; delay from starttime before player's button presses are detected.
	; counter.<num>.skiptime points to animation tick that the engine should
	; skip into when action button is pressed (skipping counter numbers).
	; counter.<num>.snd points to animation tick at which corresponding sound
	; should trigger. <num> portion of these parameter names should be replaced
	; with corresponding counter number (there is no limit for amount of these
	; parameters, assigned values are checked in <num> descending order).
	; Optional 'end' variant of these 2 parameters refers to final portion of
	; animation, when it's no longer possible to confirm continue (can be used
	; for example to display game over screen integrated with the same anim).
	; Refer to default screenpack for a working example how to use this feature.
	counter.endtime = 0
	counter.starttime = 0
	counter.anim = -1
	counter.spr = 
	counter.offset = 0, 0
	counter.facing = 1
	counter.scale = 1.0, 1.0
	counter.default.snd = -1, 0
	counter.skipstart = 0
	;counter.<num>.skiptime = 0
	;counter.<num>.snd = -1, 0
	counter.end.skiptime = 0
	counter.end.snd = -1, 0

[ContinueBgDef] ;Ikemen feature
	spr = ""

[Game Over Screen]
	enabled = 1
	storyboard = ""

[Victory Screen]
	enabled = 0

	fadein.time = 0
	fadeout.time = 15
	time = 300

	p1.pos = 0, 0
	p1.spr = 9000, 2
	p1.offset = 100, 20
	p1.facing = 1
	p1.scale = 1.0, 1.0
	p1.window = 
	p1.name.offset = 0, 0
	p1.name.font = -1, 0, 1, 255, 255, 255, -1

	winquote.text = "Winner!"
	winquote.offset = 20, 192
	winquote.font = -1, 0, 1, 255, 255, 255, -1
	winquote.scale = 1.0, 1.0
	winquote.textwrap = "w"
	winquote.window = 

	; Ikemen features
	; --------------------------------------------------------------------------
	; Enables character sounds during victory screen.
	sounds.enabled = 0
	; Enables victory screen for CPU-controlled team side.
	cpu.enabled = 1
	; Enables victory screen in versus mode.
	vs.enabled = 1
	; Enables including defeated team members portraits of the winner team.
	winner.teamko.enabled = 0

	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	; Refer to [Select Info] face parameters for extra comments about portraits.

	p1.num = 1
	p1.anim = -1
	p1.spacing = 0, 0
	p1.padding = 0

	p2.pos = 0, 0
	p2.num = 0
	p2.anim = -1
	p2.spr = 9000, 2
	p2.offset = 100, 20
	p2.facing = 1
	p2.scale = 1.0, 1.0
	p2.window = 
	p2.spacing = 0, 0
	p2.padding = 0

	;p<pn>.member<num>.anim = -1
	;p<pn>.member<num>.spr = 9000, 2
	;p<pn>.member<num>.offset = 0, 0
	;p<pn>.member<num>.scale = 1.0, 1.0
	;p<pn>.member<num>.slide.speed = 0, 0
	;p<pn>.member<num>.slide.dist = 0, 0

	; Additional portrait layered under standard ones. Limited to 1 portrait per
	; team side. On p1 side winner team last hitter takes priority. On p2 side
	; first team member from the loser team.
	p1.face2.anim = -1
	p1.face2.spr = 
	p1.face2.offset = 0, 0
	p1.face2.facing = 1
	p1.face2.scale = 1.0, 1.0
	p1.face2.window = 

	p2.face2.anim = -1
	p2.face2.spr = 
	p2.face2.offset = 0, 0
	p2.face2.facing = -1
	p2.face2.scale = 1.0, 1.0
	p2.face2.window = 

	p1.name.scale = 1.0, 1.0

	p2.name.offset = 0, 0
	p2.name.font = -1, 0, 1, 255, 255, 255, -1
	p2.name.scale = 1.0, 1.0

	winquote.spacing = 0, 0
	winquote.delay = 2
	winquote.displaytime = 0

	;overlay.window = 0, 0, localcoordX, localcoordY
	overlay.col = 0, 0, 0
	overlay.alpha = 0, 128

	p1.state = 
	p2.state = 
	p1.teammate.state = 
	p2.teammate.state = 

[VictoryBgDef] ;Ikemen feature
	spr = ""

[Win Screen]
	enabled = 1

	fadein.time = 0
	fadeout.time = 64
	pose.time = 300

	wintext.text = "Congratulations!"
	wintext.offset = 159, 70
	wintext.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	wintext.scale = 1.0, 1.0
	wintext.displaytime = 0
	wintext.layerno = 2

	; Ikemen features
	; --------------------------------------------------------------------------
	sounds.enabled = 1

	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	;overlay.window = 0, 0, localcoordX, localcoordY
	overlay.col = 0, 0, 0
	overlay.alpha = 0, 128

	p1.state = 180
	p2.state = 
	p1.teammate.state = 
	p2.teammate.state = 

; results screens variants defaults to WinBgDef, if dedicated BgDef section is missing
[WinBgDef] ;Ikemen feature
	spr = ""

[Default Ending]
	enabled = 0
	storyboard = ""

[End Credits]
	enabled = 0
	storyboard = ""

[Survival Results Screen]
	enabled = 1
	roundstowin = 5

	fadein.time = 0
	fadeout.time = 64
	show.time = 300

	winstext.text = "Rounds survived: %i"
	winstext.offset = 159, 70
	winstext.font = "jg.fnt", 0, 0, 255, 255, 255, -1
	winstext.scale = 1.0, 1.0
	winstext.displaytime = 0
	winstext.layerno = 2

	; Ikemen features
	; --------------------------------------------------------------------------
	sounds.enabled = 1

	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	;overlay.window = 0, 0, localcoordX, localcoordY
	overlay.col = 0, 0, 0
	overlay.alpha = 0, 128

	p1.state = 175, 170
	p1.win.state = 180
	p2.state = 
	p2.win.state = 
	p1.teammate.state = 
	p1.teammate.win.state = 
	p2.teammate.state = 
	p2.teammate.win.state = 

[SurvivalResultsBgDef] ;Ikemen feature
	spr = ""

[Time Attack Results Screen] ;Ikemen feature
	enabled = 1
	sounds.enabled = 1

	fadein.time = 0
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.time = 64
	fadeout.col = 0, 0, 0
	fadeout.anim = -1
	show.time = 300

	winstext.text = "Clear Time: %m:%s.%x"
	winstext.offset = 159, 70
	winstext.font = "jg.fnt", 0, 0, 255, 255, 255, -1
	winstext.scale = 1.0, 1.0
	winstext.displaytime = 0
	winstext.layerno = 2

	;overlay.window = 0, 0, localcoordX, localcoordY
	overlay.col = 0, 0, 0
	overlay.alpha = 0, 128

	p1.state = 175, 170
	p1.win.state = 180
	p2.state = 
	p2.win.state = 
	p1.teammate.state = 
	p1.teammate.win.state = 
	p2.teammate.state = 
	p2.teammate.win.state = 

[TimeAttackResultsBgDef] ;Ikemen feature
	spr = ""

[Option Info] ;Ikemen feature
	fadein.time = 10
	fadeout.time = 10

	title.offset = 159, 19
	title.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	title.scale = 1.0, 1.0

	cursor.move.snd = 100, 0
	cursor.done.snd = 100, 1
	cancel.snd = 100, 2

	; Ikemen features
	; --------------------------------------------------------------------------
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	title.text = "OPTIONS"

	; Refer to Notes at the beginning of this file.
	menu.uselocalcoord = 0

	; Refer to [Title Info] menu parameters for extra comments explaining how to
	; define menus (unlike Mugen, where option screen look is hardcoded, Ikemen
	; follows vanilla Mugen convention from Title Screen for building menus)

	menu.pos = 85, 33

	;menu.bg.<itemname>.anim = -1
	;menu.bg.<itemname>.spr = 
	;menu.bg.<itemname>.offset = 0, 0
	;menu.bg.<itemname>.facing = 1
	;menu.bg.<itemname>.scale = 1.0, 1.0
	;menu.bg.active.<itemname>.anim = -1
	;menu.bg.active.<itemname>.spr = 
	;menu.bg.active.<itemname>.offset = 0, 0
	;menu.bg.active.<itemname>.facing = 1
	;menu.bg.active.<itemname>.scale = 1.0, 1.0

	menu.item.offset = 0, 0
	menu.item.font = "f-6x9.def", 0, 1, 191, 191, 191, -1
	menu.item.scale = 1.0, 1.0

	menu.item.active.offset = 0, 0
	menu.item.active.font = "f-6x9.def", 0, 1, 255, 255, 255, -1
	menu.item.active.scale = 1.0, 1.0

	menu.item.selected.offset = 0, 0
	menu.item.selected.font = "f-6x9.def", 0, 1, 0, 247, 247, -1
	menu.item.selected.scale = 1.0, 1.0
	menu.item.selected.active.offset = 0, 0
	menu.item.selected.active.font = "f-6x9.def", 0, 1, 0, 247, 247, -1
	menu.item.selected.active.scale = 1.0, 1.0

	menu.item.value.offset = 150, 0
	menu.item.value.font = "f-6x9.def", 0, -1, 191, 191, 191, -1
	menu.item.value.scale = 1.0, 1.0

	menu.item.value.active.offset = 150, 0
	menu.item.value.active.font = "f-6x9.def", 0, -1, 255, 255, 255, -1
	menu.item.value.active.scale = 1.0, 1.0

	menu.item.value.conflict.offset = 150, 0
	menu.item.value.conflict.font = "f-6x9.def", 0, -1, 247, 0, 0, -1
	menu.item.value.conflict.scale = 1.0, 1.0

	menu.item.info.offset = 150, 0
	menu.item.info.font = "f-6x9.def", 0, -1, 247, 247, 0, -1
	menu.item.info.scale = 1.0, 1.0
	menu.item.info.active.offset = 150, 0
	menu.item.info.active.font = "f-6x9.def", 0, -1, 247, 247, 0, -1
	menu.item.info.active.scale = 1.0, 1.0

	menu.item.spacing = 0, 14
	menu.window.margins.y = 0, 0
	menu.window.visibleitems = 13

	menu.boxcursor.visible = 1
	menu.boxcursor.coords = -5, -10, 154, 3
	menu.boxcursor.col = 255, 255, 255
	menu.boxcursor.alpharange = 10, 40, 2, 255, 255, 0
	menu.boxbg.visible = 1
	menu.boxbg.col = 0, 0, 0
	menu.boxbg.alpha = 0, 128

	menu.arrow.up.anim = -1
	menu.arrow.up.spr = 
	menu.arrow.up.offset = 0, 0
	menu.arrow.up.facing = 1
	menu.arrow.up.scale = 1.0, 1.0
	menu.arrow.down.anim = -1
	menu.arrow.down.spr = 
	menu.arrow.down.offset = 0, 0
	menu.arrow.down.facing = 1
	menu.arrow.down.scale = 1.0, 1.0

	menu.title.uppercase = 1
	menu.valuename.none = "None"
	menu.valuename.random = "Random"
	menu.valuename.default = "Default"
	menu.valuename.f = "(F%i)"
	menu.valuename.esc = "(Esc)"
	menu.valuename.page = "(Tab)"
	menu.valuename.nokey = "Not used"
	menu.valuename.yes = "Yes"
	menu.valuename.no = "No"
	menu.valuename.enabled = "Enabled"
	menu.valuename.disabled = "Disabled"

	keymenu.p1.pos = 39, 33
	keymenu.p2.pos = 178, 33

	;keymenu.bg.<itemname>.anim = -1
	;keymenu.bg.<itemname>.spr = 
	;keymenu.bg.<itemname>.offset = 0, 0
	;keymenu.bg.<itemname>.facing = 1
	;keymenu.bg.<itemname>.scale = 1.0, 1.0
	;keymenu.bg.active.<itemname>.anim = -1
	;keymenu.bg.active.<itemname>.spr = 
	;keymenu.bg.active.<itemname>.offset = 0, 0
	;keymenu.bg.active.<itemname>.facing = 1
	;keymenu.bg.active.<itemname>.scale = 1.0, 1.0

	keymenu.item.p1.offset = 52, 0
	keymenu.item.p1.font = "f-6x9.def", 0, 0, 0, 247, 247, -1
	keymenu.item.p1.scale = 1.0, 1.0
	keymenu.item.p2.offset = 52, 0
	keymenu.item.p2.font = "f-6x9.def", 0, 0, 247, 0, 0, -1
	keymenu.item.p2.scale = 1.0, 1.0

	; Unassigned keymenu.item parameters use corresponding menu.item values.
	keymenu.item.spacing = 0, 12
	keymenu.item.value.offset = 101, 0
	keymenu.item.value.active.offset = 101, 0
	keymenu.item.value.conflict.offset = 101, 0
	keymenu.item.info.offset = 101, 0
	keymenu.item.info.active.offset = 101, 0
	keymenu.boxcursor.coords = -5, -9, 106, 2
	keymenu.itemname.playerno = "PLAYER %i"
	keymenu.itemname.configall = "Config all"
	keymenu.itemname.up = "Up"
	keymenu.itemname.down = "Down"
	keymenu.itemname.left = "Left"
	keymenu.itemname.right = "Right"
	keymenu.itemname.a = "A"
	keymenu.itemname.b = "B"
	keymenu.itemname.c = "C"
	keymenu.itemname.x = "X"
	keymenu.itemname.y = "Y"
	keymenu.itemname.z = "Z"
	keymenu.itemname.start = "Start"
	keymenu.itemname.d = "D"
	keymenu.itemname.w = "W"
	keymenu.itemname.menu = "Menu"
	keymenu.itemname.back = "Back"
	keymenu.itemname.page = "Page"

	textinput.offset = 25, 32
	textinput.font = "default-3x5.def", 0, 1, 191, 191, 191, -1
	textinput.scale = 1.0, 1.0
	textinput.port.text = "Type in Host Port, e.g. 7500.\nPress ENTER to accept.\nPress ESC to cancel."
	textinput.reswidth.text = "Type in screen width.\nPress ENTER to accept.\nPress ESC to cancel."
	textinput.resheight.text = "Type in screen height.\nPress ENTER to accept.\nPress ESC to cancel."
	;textinput.overlay.window = 0, 0, localcoordX, localcoordY
	textinput.overlay.col = 0, 0, 0
	textinput.overlay.alpha = 0, 128

	; https://github.com/ikemen-engine/Ikemen-GO/wiki/Screenpack-features#submenus
	; If custom menu is not declared, following menu is loaded by default:
	menu.itemname.menugame = "Game Settings"
	menu.itemname.menugame.difficulty = "Difficulty Level"
	menu.itemname.menugame.roundtime = "Time Limit"
	menu.itemname.menugame.lifemul = "Life"
	menu.itemname.menugame.singlevsteamlife = "Single VS Team Life"
	menu.itemname.menugame.gamespeed = "Game Speed"
	menu.itemname.menugame.roundsnumsingle = "Rounds to Win (Single)"
	menu.itemname.menugame.maxdrawgames = "Max Draw Games"
	menu.itemname.menugame.credits = "Credits"
	menu.itemname.menugame.aipalette = "Arcade Palette"
	menu.itemname.menugame.aisurvivalpalette = "Survival Palette"
	menu.itemname.menugame.airamping = "AI Ramping"
	menu.itemname.menugame.quickcontinue = "Quick Continue"
	menu.itemname.menugame.autoguard = "Auto-Guard"
	menu.itemname.menugame.stunbar = "Dizzy"
	menu.itemname.menugame.guardbar = "Guard Break"
	menu.itemname.menugame.redlifebar = "Red Life"
	menu.itemname.menugame.teamduplicates = "Team Duplicates"
	menu.itemname.menugame.teamlifeshare = "Team Life Share"
	menu.itemname.menugame.teampowershare = "Team Power Share"
	menu.itemname.menugame.empty = ""
	menu.itemname.menugame.menutag = "Tag Settings"
	menu.itemname.menugame.menutag.roundsnumtag = "Rounds to Win (Tag)"
	menu.itemname.menugame.menutag.losekotag = "Partner KOed Lose"
	menu.itemname.menugame.menutag.empty = ""
	menu.itemname.menugame.menutag.mintag = "Min Tag Chars"
	menu.itemname.menugame.menutag.maxtag = "Max Tag Chars"
	menu.itemname.menugame.menutag.empty = ""
	menu.itemname.menugame.menutag.back = "Back"
	menu.itemname.menugame.menusimul = "Simul Settings"
	menu.itemname.menugame.menusimul.roundsnumsimul = "Rounds to Win (Simul)"
	menu.itemname.menugame.menusimul.losekosimul = "Player KOed Lose"
	menu.itemname.menugame.menusimul.empty = ""
	menu.itemname.menugame.menusimul.minsimul = "Min Simul Chars"
	menu.itemname.menugame.menusimul.maxsimul = "Max Simul Chars"
	menu.itemname.menugame.menusimul.empty = ""
	menu.itemname.menugame.menusimul.back = "Back"
	menu.itemname.menugame.menuturns = "Turns Settings"
	menu.itemname.menugame.menuturns.turnsrecoverybase = "Turns Recovery Base"
	menu.itemname.menugame.menuturns.turnsrecoverybonus = "Turns Recovery Bonus"
	menu.itemname.menugame.menuturns.empty = ""
	menu.itemname.menugame.menuturns.minturns = "Min Turns Chars"
	menu.itemname.menugame.menuturns.maxturns = "Max Turns Chars"
	menu.itemname.menugame.menuturns.empty = ""
	menu.itemname.menugame.menuturns.back = "Back"
	menu.itemname.menugame.menuratio = "Ratio Settings"
	menu.itemname.menugame.menuratio.ratiorecoverybase = "Ratio Recovery Base"
	menu.itemname.menugame.menuratio.ratiorecoverybonus = "Ratio Recovery Bonus"
	menu.itemname.menugame.menuratio.empty = ""
	menu.itemname.menugame.menuratio.ratio1life = "Ratio 1 Life"
	menu.itemname.menugame.menuratio.ratio1attack = "Ratio 1 Damage"
	menu.itemname.menugame.menuratio.ratio2life = "Ratio 2 Life"
	menu.itemname.menugame.menuratio.ratio2attack = "Ratio 2 Damage"
	menu.itemname.menugame.menuratio.ratio3life = "Ratio 3 Life"
	menu.itemname.menugame.menuratio.ratio3attack = "Ratio 3 Damage"
	menu.itemname.menugame.menuratio.ratio4life = "Ratio 4 Life"
	menu.itemname.menugame.menuratio.ratio4attack = "Ratio 4 Damage"
	menu.itemname.menugame.menuratio.empty = ""
	menu.itemname.menugame.menuratio.back = "Back"
	menu.itemname.menugame.back = "Back"

	menu.itemname.menuvideo = "Video Settings"
	menu.itemname.menuvideo.resolution = "Resolution" ;reserved submenu
	; Resolution is assigned based on values used in itemname suffix (e.g. 320x240)
	menu.itemname.menuvideo.resolution.320x240 = "320x240    (4:3 QVGA)"
	menu.itemname.menuvideo.resolution.640x480 = "640x480    (4:3 VGA)"
	menu.itemname.menuvideo.resolution.960x720 = "960x720    (4:3 HD)"
	menu.itemname.menuvideo.resolution.1280x720 = "1280x720   (16:9 HD)"
	menu.itemname.menuvideo.resolution.1600x900 = "1600x900   (16:9 HD+)"
	menu.itemname.menuvideo.resolution.1920x1080 = "1920x1080  (16:9 FHD)"
	menu.itemname.menuvideo.resolution.empty = ""
	menu.itemname.menuvideo.resolution.customres = "Custom"
	menu.itemname.menuvideo.resolution.back = "Back"
	menu.itemname.menuvideo.fullscreen = "Fullscreen"
	menu.itemname.menuvideo.vretrace = "VSync"
	menu.itemname.menuvideo.msaa = "MSAA"
	menu.itemname.menuvideo.shaders = "Shaders" ;reserved submenu
	; This list is populated with shaders existing in 'external/shaders' directory
	menu.itemname.menuvideo.shaders.empty = ""
	menu.itemname.menuvideo.shaders.noshader = "Disable"
	menu.itemname.menuvideo.shaders.back = "Back"
	menu.itemname.menuvideo.empty = ""
	menu.itemname.menuvideo.back = "Back"

	menu.itemname.menuaudio = "Audio Settings"
	menu.itemname.menuaudio.mastervolume = "Master Volume"
	menu.itemname.menuaudio.bgmvolume = "BGM Volume"
	menu.itemname.menuaudio.sfxvolume = "SFX Volume"
	menu.itemname.menuaudio.audioducking = "Audio Ducking"
	menu.itemname.menuaudio.stereoeffects = "Stereo Effects"
	menu.itemname.menuaudio.panningrange = "Panning Range"
	menu.itemname.menuaudio.empty = ""
	menu.itemname.menuaudio.back = "Back"

	menu.itemname.menuinput = "Input Settings"
	menu.itemname.menuinput.keyboard = "Key Config"
	menu.itemname.menuinput.gamepad = "Joystick Config"

	menu.itemname.menuinput.empty = ""
	menu.itemname.menuinput.inputdefault = "Default"
	menu.itemname.menuinput.back = "Back"

	menu.itemname.menuengine = "Engine Settings"
	menu.itemname.menuengine.players = "Players"
	menu.itemname.menuengine.debugkeys = "Debug Keys"
	menu.itemname.menuengine.debugmode = "Debug Mode"
	menu.itemname.menuengine.empty = ""
	menu.itemname.menuengine.helpermax = "HelperMax"
	menu.itemname.menuengine.projectilemax = "PlayerProjectileMax"
	menu.itemname.menuengine.explodmax = "ExplodMax"
	menu.itemname.menuengine.afterimagemax = "AfterImageMax"
	menu.itemname.menuengine.empty = ""
	menu.itemname.menuengine.back = "Back"

	menu.itemname.empty = ""
	menu.itemname.portchange = "Port Change"
	menu.itemname.default = "Default Values"
	menu.itemname.empty = ""
	menu.itemname.savereturn = "Save and Return"
	menu.itemname.return = "Return Without Saving"

[OptionBgDef] ;Ikemen feature
	spr = ""
	bgclearcolor = 0, 0, 0

[Replay Info]  ;Ikemen feature
	fadein.time = 10
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.time = 10
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	title.offset = 159, 19
	title.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	title.scale = 1.0, 1.0
	title.text = "REPLAY SELECT"

	; Refer to Notes at the beginning of this file.
	menu.uselocalcoord = 0

	; Refer to [Title Info] menu parameters for extra comments explaining how to
	; define menus.

	menu.pos = 85, 33
	;menu.bg.<itemname>.anim = -1
	;menu.bg.<itemname>.spr = 
	;menu.bg.<itemname>.offset = 0, 0
	;menu.bg.<itemname>.facing = 1
	;menu.bg.<itemname>.scale = 1.0, 1.0
	;menu.bg.active.<itemname>.anim = -1
	;menu.bg.active.<itemname>.spr = 
	;menu.bg.active.<itemname>.offset = 0, 0
	;menu.bg.active.<itemname>.facing = 1
	;menu.bg.active.<itemname>.scale = 1.0, 1.0
	menu.item.offset = 0, 0
	menu.item.font = "f-6x9.def", 0, 1, 191, 191, 191, -1
	menu.item.scale = 1.0, 1.0
	menu.item.active.offset = 0, 0
	menu.item.active.font = "f-6x9.def", 0, 1, 255, 255, 255, -1
	menu.item.active.scale = 1.0, 1.0
	menu.item.spacing = 0, 14
	menu.window.margins.y = 0, 0
	menu.window.visibleitems = 13
	menu.boxcursor.visible = 1
	menu.boxcursor.coords = -5, -10, 154, 3
	menu.boxcursor.col = 255, 255, 255
	menu.boxcursor.alpharange = 10, 40, 2, 255, 255, 0
	menu.boxbg.visible = 1
	menu.boxbg.col = 0, 0, 0
	menu.boxbg.alpha = 0, 128
	menu.arrow.up.anim = -1
	menu.arrow.up.spr = 
	menu.arrow.up.offset = 0, 0
	menu.arrow.up.facing = 1
	menu.arrow.up.scale = 1.0, 1.0
	menu.arrow.down.anim = -1
	menu.arrow.down.spr = 
	menu.arrow.down.offset = 0, 0
	menu.arrow.down.facing = 1
	menu.arrow.down.scale = 1.0, 1.0
	menu.title.uppercase = 1
	menu.itemname.back = "Back"

	cursor.move.snd = 100, 0
	cursor.done.snd = 100, 1
	cancel.snd = 100, 2

[ReplayBgDef] ;Ikemen feature
	spr = ""
	bgclearcolor = 0, 0, 0

[Menu Info] ;Ikemen feature
	fadein.time = 0
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.time = 0
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	title.offset = 159, 19
	title.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	title.scale = 1.0, 1.0
	title.text = "PAUSE"

	; Refer to Notes at the beginning of this file.
	menu.uselocalcoord = 0

	; Refer to [Title Info] menu parameters for extra comments explaining how to
	; define menus.

	menu.pos = 85, 33
	;menu.bg.<itemname>.anim = -1
	;menu.bg.<itemname>.spr = 
	;menu.bg.<itemname>.offset = 0, 0
	;menu.bg.<itemname>.facing = 1
	;menu.bg.<itemname>.scale = 1.0, 1.0
	;menu.bg.active.<itemname>.anim = -1
	;menu.bg.active.<itemname>.spr = 
	;menu.bg.active.<itemname>.offset = 0, 0
	;menu.bg.active.<itemname>.facing = 1
	;menu.bg.active.<itemname>.scale = 1.0, 1.0
	menu.item.offset = 0, 0
	menu.item.font = "f-6x9.def", 0, 1, 191, 191, 191, -1
	menu.item.scale = 1.0, 1.0
	menu.item.active.offset = 0, 0
	menu.item.active.font = "f-6x9.def", 0, 1, 255, 255, 255, -1
	menu.item.active.scale = 1.0, 1.0
	menu.item.selected.offset = 0, 0
	menu.item.selected.font = "f-6x9.def", 0, 1, 0, 247, 247, -1
	menu.item.selected.scale = 1.0, 1.0
	menu.item.selected.active.offset = 0, 0
	menu.item.selected.active.font = "f-6x9.def", 0, 1, 0, 247, 247, -1
	menu.item.selected.active.scale = 1.0, 1.0
	menu.item.value.offset = 150, 0
	menu.item.value.font = "f-6x9.def", 0, -1, 191, 191, 191, -1
	menu.item.value.scale = 1.0, 1.0
	menu.item.value.active.offset = 150, 0
	menu.item.value.active.font = "f-6x9.def", 0, -1, 255, 255, 255, -1
	menu.item.value.active.scale = 1.0, 1.0
	menu.item.spacing = 0, 14
	menu.window.margins.y = 0, 0
	menu.window.visibleitems = 13
	menu.boxcursor.visible = 1
	menu.boxcursor.coords = -5, -10, 154, 3
	menu.boxcursor.col = 255, 255, 255
	menu.boxcursor.alpharange = 10, 40, 2, 255, 255, 0
	menu.boxbg.visible = 1
	menu.boxbg.col = 0, 0, 0
	menu.boxbg.alpha = 0, 128
	menu.arrow.up.anim = -1
	menu.arrow.up.spr = 
	menu.arrow.up.offset = 0, 0
	menu.arrow.up.facing = 1
	menu.arrow.up.scale = 1.0, 1.0
	menu.arrow.down.anim = -1
	menu.arrow.down.spr = 
	menu.arrow.down.offset = 0, 0
	menu.arrow.down.facing = 1
	menu.arrow.down.scale = 1.0, 1.0
	menu.title.uppercase = 1

	;overlay.window = 0, 0, localcoordX, localcoordY
	overlay.col = 0, 0, 0
	overlay.alpha = 0, 128

	cursor.move.snd = 100, 0
	cursor.done.snd = 100, 1
	cancel.snd = 100, 2
	enter.snd = -1, 0

	movelist.pos = 10, 20
	movelist.title.offset = 150, 0
	movelist.title.font = "Open.Sans.def", 0, 0, 255, 255, 255, -1
	movelist.title.scale = 0.4, 0.4
	movelist.title.text = "%s"
	movelist.title.uppercase = 0
	movelist.text.offset = 0, 12
	movelist.text.font = "Open.Sans.def", 0, 1, 255, 255, 255, -1
	movelist.text.scale = 0.4, 0.4
	movelist.text.spacing = 1, 1
	movelist.text.text = "Command List not found."
	movelist.glyphs.offset = 0, 2
	movelist.glyphs.scale = 1.0, 1.0
	movelist.glyphs.spacing = 2, 0
	movelist.window.width = 300
	movelist.window.margins.y = 20, 1
	movelist.window.visibleitems = 18
	;movelist.overlay.window = 0, 0, localcoordX, localcoordY
	movelist.overlay.col = 0, 0, 0
	movelist.overlay.alpha = 0, 128
	movelist.arrow.up.anim = -1
	movelist.arrow.up.spr = 
	movelist.arrow.up.offset = 0, 0
	movelist.arrow.up.facing = 1
	movelist.arrow.up.scale = 1.0, 1.0
	movelist.arrow.down.anim = -1
	movelist.arrow.down.spr = 
	movelist.arrow.down.offset = 0, 0
	movelist.arrow.down.facing = 1
	movelist.arrow.down.scale = 1.0, 1.0

	; https://github.com/ikemen-engine/Ikemen-GO/wiki/Screenpack-features#submenus
	; If custom menu is not declared, following menu is loaded by default:
	menu.itemname.back = "Continue"
	menu.itemname.menuinput = "Button Config"
	menu.itemname.menuinput.keyboard = "Key Config"
	menu.itemname.menuinput.gamepad = "Joystick Config"
	menu.itemname.menuinput.empty = ""
	menu.itemname.menuinput.inputdefault = "Default"
	menu.itemname.menuinput.back = "Back"
	menu.itemname.commandlist = "Command List"
	menu.itemname.characterchange = "Character Change"
	menu.itemname.exit = "Exit"

	; Unassigned menu items:
	;menu.itemname.reset = "Round Reset"
	;menu.itemname.reload = "Rematch"	

[MenuBgDef] ;Ikemen feature
	spr = ""
	bgclearcolor = 0, 0, 0

[Training Info] ;Ikemen feature
	; If not overridden, values used for [Menu Info] are shared with this group.
	; Training specific parameters:
	menu.valuename.dummycontrol.cooperative = "Cooperative"
	menu.valuename.dummycontrol.ai = "AI"
	menu.valuename.dummycontrol.manual = "Manual"
	menu.valuename.ailevel.1 = "1"
	menu.valuename.ailevel.2 = "2"
	menu.valuename.ailevel.3 = "3"
	menu.valuename.ailevel.4 = "4"
	menu.valuename.ailevel.5 = "5"
	menu.valuename.ailevel.6 = "6"
	menu.valuename.ailevel.7 = "7"
	menu.valuename.ailevel.8 = "8"
	menu.valuename.guardmode.none = "None"
	menu.valuename.guardmode.auto = "Auto"
	menu.valuename.dummymode.stand = "Stand"
	menu.valuename.dummymode.crouch = "Crouch"
	menu.valuename.dummymode.jump = "Jump"
	menu.valuename.dummymode.wjump = "W Jump"
	menu.valuename.distance.any = "Any"
	menu.valuename.distance.close = "Close"
	menu.valuename.distance.medium = "Medium"
	menu.valuename.distance.far = "Far"
	menu.valuename.buttonjam.none = "None"
	menu.valuename.buttonjam.a = "A"
	menu.valuename.buttonjam.b = "B"
	menu.valuename.buttonjam.c = "C"
	menu.valuename.buttonjam.x = "X"
	menu.valuename.buttonjam.y = "Y"
	menu.valuename.buttonjam.z = "Z"
	menu.valuename.buttonjam.s = "Start"
	menu.valuename.buttonjam.d = "D"
	menu.valuename.buttonjam.w = "W"

	; https://github.com/ikemen-engine/Ikemen-GO/wiki/Screenpack-features#submenus
	; If custom menu is not declared, following menu is loaded by default:
	menu.itemname.back = "Continue"
	menu.itemname.menutraining = "Training Menu"
	menu.itemname.menutraining.dummycontrol = "Dummy Control"
	menu.itemname.menutraining.ailevel = "AI Level"
	menu.itemname.menutraining.guardmode = "Guard Mode"
	menu.itemname.menutraining.dummymode = "Dummy Mode"
	menu.itemname.menutraining.distance = "Distance"
	menu.itemname.menutraining.buttonjam = "Button Jam"
	menu.itemname.menutraining.back = "Back"
	menu.itemname.menuinput = "Button Config"
	menu.itemname.menuinput.keyboard = "Key Config"
	menu.itemname.menuinput.gamepad = "Joystick Config"
	menu.itemname.menuinput.empty = ""
	menu.itemname.menuinput.inputdefault = "Default"
	menu.itemname.menuinput.back = "Back"
	menu.itemname.commandlist = "Command List"
	menu.itemname.characterchange = "Character Change"
	menu.itemname.exit = "Exit"

	; Unassigned menu items:
	;menu.itemname.reset = "Round Reset"
	;menu.itemname.reload = "Rematch"	

[TrainingBgDef] ;Ikemen feature
	spr = ""
	bgclearcolor = 0, 0, 0

[Attract Mode] ;Ikemen feature
	; https://github.com/ikemen-engine/Ikemen-GO/wiki/Miscellaneous-Info/#attract
	enabled = 0
	fadein.time = 10
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.time = 10
	fadeout.col = 0, 0, 0
	fadeout.anim = -1

	; Defaults to storyboards declared under [Files], if not defined 
	logo.storyboard = ""
	intro.storyboard = ""
	start.storyboard = ""

	; Attract Mode start screen
	start.time = 600
	start.insert.text = "Insert coin"
	start.insert.offset = 159, 185
	start.insert.font = "jg.fnt", 0, 0, 255, 255, 255, -1
	start.insert.scale = 1.0, 1.0
	start.insert.blinktime = 30
	start.press.text = "Press Start"
	start.press.offset = 159, 185
	start.press.font = "jg.fnt", 0, 0, 255, 255, 255, -1
	start.press.scale = 1.0, 1.0
	start.press.blinktime = 30

	; Positive count enables timer, limiting time (count * framespercount) that
	; start screen remains on screen if not skipped with button.
	start.timer.offset = 310, 234
	start.timer.font = "f-4x6.fnt", 0, -1, 255, 255, 255, -1
	start.timer.scale = 1.0, 1.0
	start.timer.text = "%i"
	start.timer.count = 60
	start.timer.framespercount = 60
	start.timer.displaytime = 10

	credits.text = "CREDITS: %2i"
	credits.offset = 159, 234
	credits.font = "f-4x6.fnt", 0, 0, 255, 255, 255, -1
	credits.scale = 1.0, 1.0

	title.offset = 159, 19
	title.font = -1, 0, 0, 255, 255, 255, -1
	title.scale = 1.0, 1.0
	title.text = "MAIN MENU"

	credits.key = ""
	options.key = "F11"
	menu.next.key = "$D&$F"
	menu.previous.key = "$U&$B"
	menu.accept.key = "a&b&c&x&y&z&s"

	; Refer to [Title Info] menu parameters for extra comments explaining how to
	; define menus.

	menu.pos = 159, 158
	;menu.bg.<itemname>.anim = -1
	;menu.bg.<itemname>.spr = 
	;menu.bg.<itemname>.offset = 0, 0
	;menu.bg.<itemname>.facing = 1
	;menu.bg.<itemname>.scale = 1.0, 1.0
	;menu.bg.active.<itemname>.anim = -1
	;menu.bg.active.<itemname>.spr = 
	;menu.bg.active.<itemname>.offset = 0, 0
	;menu.bg.active.<itemname>.facing = 1
	;menu.bg.active.<itemname>.scale = 1.0, 1.0
	menu.item.offset = 0, 0
	menu.item.font = "f-6x9.def", 0, 0, 191, 191, 191, -1
	menu.item.scale = 1.0, 1.0
	menu.item.active.offset = 0, 0
	menu.item.active.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	menu.item.active.scale = 1.0, 1.0
	menu.item.spacing = 0, 13
	menu.window.margins.y = 12, 8
	menu.window.visibleitems = 5
	menu.boxcursor.visible = 1
	menu.boxcursor.coords = -40, -10, 39, 2
	menu.boxcursor.col = 255, 255, 255
	menu.boxcursor.alpharange = 10, 40, 2, 255, 255, 0
	menu.boxbg.visible = 0
	menu.boxbg.col = 0, 0, 0
	menu.boxbg.alpha = 0, 128
	menu.arrow.up.anim = -1
	menu.arrow.up.spr = 
	menu.arrow.up.offset = 0, 0
	menu.arrow.up.facing = 1
	menu.arrow.up.scale = 1.0, 1.0
	menu.arrow.down.anim = -1
	menu.arrow.down.spr = 
	menu.arrow.down.offset = 0, 0
	menu.arrow.down.facing = 1
	menu.arrow.down.scale = 1.0, 1.0
	menu.title.uppercase = 1

	credits.snd = -1, 0
	start.done.snd = 100, 1
	cursor.move.snd = 100, 0
	cursor.done.snd = 100, 1
	cancel.snd = 100, 2

[AttractBgDef] ;Ikemen feature
	spr = ""
	bgclearcolor = 0, 0, 0

[Challenger Info] ;Ikemen Feature
	enabled = 0
	fadein.time = 0
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.time = 64
	fadeout.col = 0, 0, 0
	fadeout.anim = -1
	time = 0
	pause.time = 0
	snd.time = 0
	snd = -1, 0
	bg.anim = -1
	bg.spr = 
	bg.offset = 0, 0
	bg.facing = 1
	bg.scale = 1.0, 1.0
	bg.displaytime = 0
	text = ""
	text.offset = 0, 0
	text.font = -1, 0, 1, 255, 255, 255, -1
	text.scale = 1.0, 1.0
	text.displaytime = 0
	text.layerno = 2
	;overlay.window = 0, 0, localcoordX, localcoordY
	overlay.col = 0, 0, 0
	overlay.alpha = 0, 0

[ChallengerBgDef] ;Ikemen feature
	spr = ""

[Dialogue Info] ;WARNING: Will be moved to "fight.def"
	; https://github.com/ikemen-engine/Ikemen-GO/wiki/State-controllers/#new_dialogue
	enabled = 0
	endtime = 0
	switchtime = 0
	skiptime = 0
	skip.key = "a"
	cancel.key = "b&c&x&y&z&s"
	p1.bg.anim = -1
	p1.bg.spr = 
	p1.bg.offset = 0, 0
	p1.bg.facing = 1
	p1.bg.scale = 1.0, 1.0
	p2.bg.anim = -1
	p2.bg.spr = 
	p2.bg.offset = 0, 0
	p2.bg.facing = 1
	p2.bg.scale = 1.0, 1.0
	p1.face.spr = 9000, 0
	p1.face.offset = 0, 0
	p1.face.facing = 1
	p1.face.scale = 1.0, 1.0
	p1.face.window = 
	p2.face.spr = 9000, 0
	p2.face.offset = 0, 0
	p2.face.facing = -1
	p2.face.scale = 1.0, 1.0
	p2.face.window = 
	p1.name.offset = 0, 0
	p1.name.font = -1, 0, 1, 255, 255, 255, -1
	p1.name.scale = 1.0, 1.0
	p2.name.offset = 0, 0
	p2.name.font = -1, 0, 1, 255, 255, 255, -1
	p2.name.scale = 1.0, 1.0
	p1.text.offset = 20, 192
	p1.text.spacing = 0, 0
	p1.text.font = "f-6x9.def", 0, 1, 255, 255, 255, -1
	p1.text.scale = 1.0, 1.0
	p1.text.delay = 2
	p1.text.textwrap = "w"
	p1.text.window = 
	p2.text.offset = 20, 192
	p2.text.spacing = 0, 0
	p2.text.font = "f-6x9.def", 0, 1, 255, 255, 255, -1
	p2.text.scale = 1.0, 1.0
	p2.text.delay = 2
	p2.text.textwrap = "w"
	p2.text.window = 

	; active element is rendered on top, only when pX side is executing text.
	; Can be used e.g. to display button press prompt on active side and/or dim
	; opposite player text box. Animation is reset whenever active side changes.
	p1.active.anim = -1
	p1.active.spr = 
	p1.active.offset = 0, 0
	p1.active.facing = 1
	p1.active.scale = 1.0, 1.0
	p2.active.anim = -1
	p2.active.spr = 
	p2.active.offset = 0, 0
	p2.active.facing = 1
	p2.active.scale = 1.0, 1.0

[Hiscore Info] ;Ikemen feature
	enabled = 0
	fadein.time = 50
	fadein.col = 0, 0, 0
	fadein.anim = -1
	fadeout.time = 50
	fadeout.col = 0, 0, 0
	fadeout.anim = -1
	time = 360
	pos = 0, 0
	title.offset = 0, 0
	title.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	title.scale = 1.0, 1.0
	title.text = "Ranking %s"
	title.uppercase = 0
	title.rank.offset = 0, 0
	title.rank.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	title.rank.scale = 1.0, 1.0
	title.rank.text = "Rank"
	title.data.offset = 0, 0
	title.data.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	title.data.scale = 1.0, 1.0
	title.data.text = "Result"
	title.name.offset = 0, 0
	title.name.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	title.name.scale = 1.0, 1.0
	title.name.text = "Name"
	title.face.offset = 0, 0
	title.face.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	title.face.scale = 1.0, 1.0
	title.face.text = "Character"
	item.offset = 0, 0
	item.spacing = 0, 0
	item.rank.offset = 0, 0
	item.rank.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	item.rank.scale = 1.0, 1.0
	item.rank.spacing = 0, 0
	item.rank.text = "%s"
	;item.rank.<num>.text = "%s"
	item.rank.active.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	item.rank.active.scale = 1.0, 1.0
	item.rank.active.switchtime = 3
	item.rank.active2.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	item.rank.active2.scale = 1.0, 1.0
	item.data.offset = 0, 0
	item.data.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	item.data.scale = 1.0, 1.0
	item.data.spacing = 0, 0
	item.data.text = "%s"
	item.data.score.text = "%8s"
	item.data.time.text = "%m %s %x"
	item.data.win.text = "Round %s"
	item.data.active.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	item.data.active.scale = 1.0, 1.0
	item.data.active.switchtime = 3
	item.data.active2.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	item.data.active2.scale = 1.0, 1.0
	item.name.offset = 0, 0
	item.name.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	item.name.scale = 1.0, 1.0
	item.name.spacing = 0, 0
	item.name.text = "%3s"
	item.name.active.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	item.name.active.scale = 1.0, 1.0
	item.name.active.switchtime = 3
	item.name.active2.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	item.name.active2.scale = 1.0, 1.0
	item.name.uppercase = 1
	item.face.anim = -1
	item.face.spr = 9000, 0
	item.face.offset = 0, 0
	item.face.facing = 1
	item.face.scale = 1.0, 1.0
	item.face.window = 
	item.face.num = 1
	item.face.spacing = 0, 0
	item.face.bg.anim = -1
	item.face.bg.spr = 
	item.face.bg.offset = 0, 0
	item.face.bg.facing = 1
	item.face.bg.scale = 1.0, 1.0
	item.face.unknown.anim = -1
	item.face.unknown.spr = 
	item.face.unknown.offset = 0, 0
	item.face.unknown.facing = 1
	item.face.unknown.scale = 1.0, 1.0

	; Positive count enables timer, limiting time (count * framespercount) for
	; selecting hiscore name.
	timer.offset = 0, 0
	timer.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	timer.scale = 1.0, 1.0
	timer.text = "%s"
	timer.count = 99
	timer.framespercount = 60
	timer.displaytime = 10

	window.width = 300
	window.margins.y = 20, 1
	window.visibleitems = 10
	;overlay.window = 0, 0, localcoordX, localcoordY
	overlay.col = 0, 0, 0
	overlay.alpha = 0, 128
	move.snd = 100, 0
	done.snd = 100, 1
	cancel.snd = 100, 2
	glyphs = "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "!", "?", ".", "<", ">"

[HiscoreBgDef] ;Ikemen feature
	spr = ""
	bgclearcolor = 0, 0, 0

[Warning Info] ;Ikemen feature
	title.offset = 159, 19
	title.font = "f-6x9.def", 0, 0, 255, 255, 255, -1
	title.scale = 1.0, 1.0
	title.text = "WARNING"
	text.offset = 25, 33
	text.font = "f-6x9.def", 0, 1, 255, 255, 255, -1
	text.scale = 1.0, 1.0
	text.ratio.text = "Incorrect 'arcade.ratiomatches' settings detected.\nRefer to tutorial available in default select.def."
	text.reload.text = "Some selected options require Ikemen to be restarted.\nPress any key to exit the program."
	text.noreload.text = "Some selected options require Ikemen to be restarted.\nPress any key to continue."
	text.keys.text = "Conflict between button keys detected.\nAll keys should have unique assignment.\n\nPress any key to continue.\nPress ESC to reset."
	text.pad.text = "Controller not detected.\nCheck if your controller is plugged in."
	text.shaders.text = "No external OpenGL shaders detected.\nIkemen GO supports files with .vert and .frag extensions.\nShaders are loaded from \'./external/shaders' directory."
	;overlay.window = 0, 0, localcoordX, localcoordY
	overlay.col = 0, 0, 0
	overlay.alpha = 0, 128
	done.snd = 100, 0
	cancel.snd = 100, 2
