; ============================================================
; DARK DUNGEON ARENA — MUGEN Stage Definition
; ============================================================
; Author: [Your Name]
; Description: A torch-lit underground fighting pit carved
;              from ancient stone. Crumbling pillars frame
;              the arena, chains hang from the ceiling, and
;              lava cracks glow in the distant back wall.
;
; Compatible with: MUGEN 1.0 and 1.1
; Resolution: Designed for 640x480 (MUGEN 1.1)
;
; FILES NEEDED:
;   dungeon.sff — all background sprites packed
;   dungeon.def — this file
;
; SPRITE GROUPS IN YOUR .SFF:
;   Group 0, Image 0 — Deep cavern wall (lava glow)
;   Group 1, Image 0 — Mid-ground stone pillars
;   Group 2, Image 0 — Torch brackets on walls
;   Group 3, Image 0 — Arena floor (cracked stone)
;   Group 4, Image 0 — Foreground (dust/iron bars) [optional]
;   Group 10, Images 0-2 — Torch flame animation frames
;
; HOW TO INSTALL:
;   1. Place this file + dungeon.sff in MUGEN/stages/dungeon/
;   2. Open MUGEN/data/select.def
;   3. Under [ExtraStages], add: stages/dungeon/dungeon.def
;   4. Launch MUGEN and select the stage in VS mode
; ============================================================

; ------------------------------
; STAGE INFO
; ------------------------------
[Info]
name = "Dark Dungeon Arena"
displayname = "Dark Dungeon Arena"
versiondate = 01,01,2026
mugenversion = 1,0
author = "Your Name"

; ------------------------------
; CAMERA & BOUNDS
; ------------------------------
[Camera]
startx = 0
starty = 0
boundleft = -150
boundright = 150
boundhigh = -25
boundlow = 0
verticalfollow = 0.2
tension = 50
floortension = 0

; ------------------------------
; PLAYER START POSITIONS
; ------------------------------
[PlayerInfo]
p1startx = -70
p1starty = 0
p1facing = 1
p2startx = 70
p2starty = 0
p2facing = -1
leftbound = -1000
rightbound = 1000
topbound = -25
botbound = 0

; ------------------------------
; SCALING (none for 2D)
; ------------------------------
[Scaling]
topz = 0
botz = 0
topscale = 1
botscale = 1

; ------------------------------
; MUSIC (optional — uncomment and set your file)
; ------------------------------
[Music]
; bgmusic = stages/dungeon/dungeon.mp3
; bgmvolume = 80

; ------------------------------
; BACKGROUND DEFINITION
; ------------------------------
[BGdef]
spr = dungeon.sff
debugbg = 0

; ============================================================
; LAYER 1: DEEP CAVERN WALL (lava glow cracks)
; ============================================================
; This is the farthest background layer.
; Delta = 0.1 means it barely moves — creates a sense
; of vast distance behind everything else.
; Art tip: Dark rock texture with faint orange/red lines
;          to suggest lava seeping through cracks.

[BG CavernWall]
type = normal
spriteno = 0, 0
start = 0, 0
delta = 0.1, 0.1
mask = 0
layerno = 0

; ============================================================
; LAYER 2: MID-GROUND STONE PILLARS
; ============================================================
; Crumbling pillars and hanging chains at mid-depth.
; Delta = 0.4 gives a noticeable but slow parallax.
; Art tip: Draw thick stone columns with cracks and moss.
;          Use transparency (alpha) between pillars so
;          Layer 1 shows through.

[BG Pillars]
type = normal
spriteno = 1, 0
start = 0, 0
delta = 0.4, 0.4
mask = 1
layerno = 0

; ============================================================
; LAYER 3: TORCH BRACKETS (static version)
; ============================================================
; Wall-mounted torch brackets casting warm light.
; Delta = 0.7 puts them closer than the pillars.
; Art tip: Simple iron brackets with an orange glow halo.

[BG TorchBrackets]
type = normal
spriteno = 2, 0
start = 0, 20
delta = 0.7, 0.7
mask = 1
layerno = 0

; ============================================================
; ANIMATED TORCH FLAMES (optional)
; ============================================================
; If you drew 3 frames of flickering flame (Group 10,
; Images 0-2), uncomment this section to add animation.
;
; [Begin Action 10]
; 10,0, 0,0, 6
; 10,1, 0,0, 4
; 10,2, 0,0, 6
; 10,1, 0,0, 3
;
; [BG TorchFlameLeft]
; type = anim
; actionno = 10
; start = -80, 50
; delta = 0.7, 0.7
; mask = 1
; layerno = 0
;
; [BG TorchFlameRight]
; type = anim
; actionno = 10
; start = 80, 50
; delta = 0.7, 0.7
; mask = 1
; layerno = 0

; ============================================================
; LAYER 4: ARENA FLOOR
; ============================================================
; The cracked stone floor where fighters actually stand.
; Delta = 1,1 means it scrolls 1:1 with the camera —
; this is always the setting for the ground plane.
; start Y = 180 positions the floor image so the ground
; line aligns with where the characters' feet are.
; ADJUST this value until fighters stand correctly.

[BG Floor]
type = normal
spriteno = 3, 0
start = 0, 180
delta = 1, 1
mask = 1
layerno = 0

; ============================================================
; LAYER 5: FOREGROUND OVERLAY (optional)
; ============================================================
; Subtle foreground elements in front of the fighters.
; Delta > 1 makes these scroll faster than the camera,
; creating a "close to the viewer" effect.
; Art tip: Thin iron bars, floating dust particles, or
;          a slight vignette/shadow at the edges.
; layerno = 1 puts this IN FRONT of the characters.

; [BG Foreground]
; type = normal
; spriteno = 4, 0
; start = 0, 0
; delta = 1.3, 1
; mask = 1
; layerno = 1

; ============================================================
; NOTES FOR BEGINNERS
; ============================================================
; 
; WHAT TO TWEAK:
;   - boundleft / boundright: how far the camera scrolls
;   - start Y on Floor layer: where the ground appears
;   - delta values: speed of parallax per layer
;   - p1startx / p2startx: where fighters spawn
;
; COMMON MISTAKES:
;   - Forgetting mask = 1 on layers with transparency
;   - Art not wide enough for the camera bounds
;   - Floor start Y wrong = fighters float or sink
;   - Using delta = 0,0 on all layers = no parallax
;
; TO ADD MUSIC:
;   - Uncomment the [Music] section above
;   - Place an MP3/OGG file in your stage folder
;   - Set bgmusic = stages/dungeon/yourfile.mp3
; ============================================================
