MainCfg
GameData = emeraldgame.dat
NumDemos = 0
UseBlackRock = false
SPStage_Start = E0
CreditsCutscene = 1
CustomVersion = Emerald Quest v1.9

Clear All

# Automatically Unlocked Thingies

Unlockable 1
Name = Record Attack
Objective = Do something cool
Type = RecordAttack
NoCecho = true
ConditionSet = -1
NoChecklist = false
Height = 10

Unlockable 2
Type = None
Name = Fang
ConditionSet = -1

Unlockable 3
Type = None
Name = Metal Sonic
ConditionSet = -1

Unlockable 4
Type = None
Name = Amy
ConditionSet = -1

# Time, Ring, and Score Emblems

Emblem
Type = Time
Var = 40*TICRATE
Sprite = T
MapNum = E1
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 150
Sprite = R
MapNum = E1
Color = SKINCOLOR_GOLD

Emblem
Type = Time
Var = 45*TICRATE
Sprite = T
MapNum = E2
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
Sprite = S
MapNum = E2
Color = SKINCOLOR_RUST

Emblem
Type = Time
Var = 70*TICRATE
Sprite = T
MapNum = E3
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 350
Sprite = R
MapNum = E3
Color = SKINCOLOR_GOLD

Emblem
Type = Time
Var = 50*TICRATE
Sprite = T
MapNum = E4
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
Sprite = S
MapNum = E4
Color = SKINCOLOR_RUST

Emblem
Type = Time
Var = 75*TICRATE
Sprite = T
MapNum = E5
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 350
Sprite = R
MapNum = E5
Color = SKINCOLOR_GOLD

Emblem
Type = Time
Var = 60*TICRATE
Sprite = T
MapNum = E6
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
Sprite = S
MapNum = E6
Color = SKINCOLOR_RUST

Emblem
Type = Time
Var = 135*TICRATE
Sprite = T
MapNum = E7
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 450
Sprite = R
MapNum = E7
Color = SKINCOLOR_GOLD

Emblem
Type = Time
Var = 45*TICRATE
Sprite = T
MapNum = E8
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
Sprite = S
MapNum = E8
Color = SKINCOLOR_RUST

Emblem
Type = Time
Var = 135*TICRATE
Sprite = T
MapNum = E9
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 450
Sprite = R
MapNum = E9
Color = SKINCOLOR_GOLD

Emblem
Type = Time
Var = 120*TICRATE
Sprite = T
MapNum = EA
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
Sprite = S
MapNum = EA
Color = SKINCOLOR_RUST

Emblem
Type = Rings
Var = 300
Sprite = R
MapNum = EB
Color = SKINCOLOR_GOLD

Emblem
Type = Time
Var = 150*TICRATE
Sprite = T
MapNum = EB
Color = SKINCOLOR_GREY

Emblem
Type = Time
Var = 135*TICRATE
Sprite = T
MapNum = EC
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
Sprite = S
MapNum = EC
Color = SKINCOLOR_RUST

Emblem
Type = Time
Var = 165*TICRATE
Sprite = T
MapNum = ED
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 450
Sprite = R
MapNum = ED
Color = SKINCOLOR_GOLD

Emblem
Type = Time
Var = 70*TICRATE
Sprite = T
MapNum = EE
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
Sprite = S
MapNum = EE
Color = SKINCOLOR_RUST

Emblem
Type = Time
Var = 180*TICRATE
Sprite = T
MapNum = EG
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 140
Sprite = R
MapNum = EG
Color = SKINCOLOR_GOLD

Emblem
Type = Time
Var = 80*TICRATE
Sprite = T
MapNum = EI
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 160
Sprite = R
MapNum = EI
Color = SKINCOLOR_GOLD

Emblem
Type = Time
Var = 120*TICRATE
Sprite = T
MapNum = EJ
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 265
Sprite = R
MapNum = EJ
Color = SKINCOLOR_GOLD

Emblem
Type = Time
Var = 30*TICRATE
Sprite = T
MapNum = EK
Color = SKINCOLOR_GREY

Emblem
Type = Score
Var = 10000
Sprite = S
MapNum = EK
Color = SKINCOLOR_RUST

Emblem
Type = Time
Var = 55*TICRATE
Sprite = T
MapNum = EL
Color = SKINCOLOR_GREY

Emblem
Type = Rings
Var = 190
Sprite = R
MapNum = EL
Color = SKINCOLOR_GOLD

ExtraEmblem 1
Name = Complete the Game
Objective = Complete the Game
ConditionSet = 1
Sprite = H
Color = SKINCOLOR_JET

ExtraEmblem 2
Name = Triple C
Objective = Complete Crawla Castle
ConditionSet = 5
Sprite = K
Color = SKINCOLOR_BLUE

# Hub/Cobalt Core 2 Emblems

Emblem
Type = Global
Tag = 0
MapNum = E0
Sprite = A
Color = SKINCOLOR_BLUE

Emblem
Type = Global
Tag = 1
MapNum = E0
Sprite = B
Color = SKINCOLOR_LAVENDER

Emblem
Type = Global
Tag = 2
MapNum = E0
Sprite = C
Color = SKINCOLOR_RED

Emblem
Type = Global
Tag = 3
MapNum = E0
Sprite = D
Color = SKINCOLOR_ORANGE

Emblem
Type = Global
Tag = 4
MapNum = E0
Sprite = E
Color = SKINCOLOR_GREEN

Emblem
Type = Global
Tag = 5
MapNum = E0
Sprite = L
Color = SKINCOLOR_GOLD

Emblem
Type = Global
Tag = 6
MapNum = E0
Sprite = M
Color = SKINCOLOR_PURPLE

Emblem
Type = Global
Tag = 7
MapNum = E0
Sprite = P
Color = SKINCOLOR_BLACK

Emblem
Type = Global
Tag = 0
MapNum = EH
Sprite = A
Color = SKINCOLOR_BLUE

Emblem
Type = Global
Tag = 1
MapNum = EH
Sprite = B
Color = SKINCOLOR_LAVENDER

# Condition Sets

ConditionSet 1
Condition1 = GameClear 1

ConditionSet 2
Condition1 = TotalEmblems 25

ConditionSet 3
Condition1 = MapBeaten EI

ConditionSet 4
Condition1 = MapBeaten EJ

ConditionSet 5
Condition1 = MapBeaten EK

ConditionSet 6
Condition1 = TotalEmblems 40

ConditionSet 7
Condition1 = TotalEmblems 50

ConditionSet 8
Condition1 = MapBeaten EM

# Unlockables (for real this time :3)

Unlockable 5
Name = Secret Levels
Objective = Unlock a Secret Level
Type = LevelSelect
Var = 2
Height = 20
ConditionSet = 2

Unlockable 6
Name = Crawla Castle 1
Objective = Collect 25 Emblems
Type = Warp
Var = EI
ConditionSet = 2

Unlockable 7
Name = Crawla Castle 2
Objective = Clear Crawla Castle 1
Type = Warp
Var = EJ
ConditionSet = 3

Unlockable 8
Name = Crawla Castle 3
Objective = Clear Crawla Castle 2
Type = Warp
Var = EK
ConditionSet = 4

Unlockable 9
Name = Snowy Hill Zone
Objective = Collect 40 Emblems
Type = Warp
Var = EL
ConditionSet = 6

Unlockable 10
Name = Flooded City 2
Objective = Collect 50 Emblems
Type = Warp
Var = EM
ConditionSet = 7

Unlockable 11
Name = Pandora's Box
Objective = Beat Flooded City 2
Type = Pandora
ConditionSet = 8