########################
##                    ##
## MAIN CONFIGURATION ##
##                    ##
########################

MainCfg
GameData = OLDC2021-R1.dat
SPStage_Start = S0
SPMarathon_Start = S1
CustomVersion = OLDC 2021 Round 1
UseBlackRock = 0

Clear Emblems
Clear ExtraEmblems
Clear ConditionSets
Clear Unlockables

Unlockable 1
Name = Record Attack 
Type = RecordAttack
ConditionSet = -1

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

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

Unlockable 4
Name = Emblem Hints
Objective = Collect 1 emblem!
Height = 10
ConditionSet = 1
Type = EmblemHints

Unlockable 7
Name = Emblem Radar
Objective = Collect 4 emblems!
Type = ItemFinder
Height = 20
ConditionSet = 2

Unlockable 23
Type = None
Name = Amy
ConditionSet = -1

ConditionSet 1
Condition1 = TotalEmblems 1

ConditionSet 2
Condition1 = TotalEmblems 4

###################
##               ##
## LEVEL HEADERS ##
##               ##
###################

Level S0
LevelName = Hub
SubTitle = OLDC 2021 Round 1
Music = HUB
SkyNum = 22
NoZone = true
NoTitleCard = true
TypeOfLevel = SinglePlayer,Co-op
SelectHeading = OLDC 2021 Round 1
SaveGame = True
NoTitleCard = true

Level S1
LevelName = Drenched Dam
TypeOfLevel = Singleplayer,Coop,Competition,Race
LevelSelect = 1
RecordAttack = true
Act = 0
SubTitle = *Race Metal Sonic to the Goal!*
Music = SURV
SkyNum = 6
Weather = 3
FlickyList = None
NextLevel = S0
MarathonNext = S2
SelectHeading = OLDC 2021 Round 1
Countdown = 82
Lua.AuthorName = Voidy2246

Level S2
Levelname = Koopa Kastle
Act = 0
subtitle = Mario Robo Blast
Music = MARION
MusicInter = CASEND
NextLevel = S0
TypeOfLevel = Singleplayer,Co-op,Mario
SkyNum = 10
SelectHeading = OLDC 2021 Round 1
MarathonNext = S3
Lua.AuthorName = Glaber

Level S3
Levelname = Emerald Glade
Act = 1
Music = MP_MED
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = S0
SkyNum = 1
RecordAttack = true
LevelSelect = 1
SkyboxScale = 64
FlickyList = Bluebird,Chipmunk
SelectHeading = OLDC 2021 Round 1
MarathonNext = S4
Lua.AuthorName = DoodlesYT

Level S4
LevelName = Abyss Caverns
SubTitle = by \82yyeellooww7
Act = 0
SkyNum = 1
Music = ABYSSC
FlickyList = Spider,Bat
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = S0
RecordAttack = true
LevelSelect = 1
SelectHeading = OLDC 2021 Round 1
MarathonNext = S5
Lua.AuthorName = yyeellooww7

Level S5
LevelName = Falcon Emissary
Music = FBZ1
SkyNum = 502
TypeOfLevel = SP,Coop
SkyboxScale = 64
Lua.FakeUDMF = 20
NextLevel = S0
SelectHeading = OLDC 2021 Round 1
MarathonNext = S6
Lua.AuthorName = InferNOr

Level S6
TypeOfLevel = Singleplayer,Co-op,Competition,Race
Levelname = Bombastic Beach
Subtitle = Opengl recommended
Music = BBZ
SkyNum = 100
NextLevel = S0
RecordAttack = true
LevelSelect = 1
Palette = 1
SelectHeading = OLDC 2021 Round 1
MarathonNext = S7
Lua.AuthorName = NeonSRB2

Level S7
LevelName = Music Mash
RecordAttack = true
Act = 0
Music = MMASH
TypeOfLevel = Singleplayer,Co-op,Competition,Race
LevelSelect = 1
SubTitle = *FLASHING LIGHTS WARNING!*
SkyNum = 1025
SkyboxScale = 64
NextLevel = S0
SelectHeading = OLDC 2021 Round 1
MarathonNext = S8
Lua.AuthorName = WasifBoomz

Level S8
Levelname = Zaxel's Thunder Yard
Act = 0
Music = KOL1
TypeOfLevel = Singleplayer,Co-op,Competition,Race,Match
NextLevel = S0
SkyNum = 12
RecordAttack = true
LevelSelect = 1
Weather = PRECIP_STORM_NORAIN
SubTitle = The power of prince of lightning!
NoZone = true
SelectHeading = OLDC 2021 Round 1
MarathonNext = S9
Lua.AuthorName = Zaxel

Level S9
LevelName = Teal Tundra
Act = 0
TypeOfLevel = Singleplayer,Co-op,Competition,Race
SkyNum = 8
Music = TTZSC
NextLevel = S0
RecordAttack = true
LevelSelect = 1
FlickyList = Seal,Canary
SelectHeading = OLDC 2021 Round 1
MarathonNext = SA
Lua.AuthorName = SunCyclone

Level SA
Levelname = Lava Temple
Act = 0
Music = LVTMPL
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = S0
SkyNum = 215
RecordAttack = true
LevelSelect = 1
SkyboxScale = 64
FlickyList = Bluebird,Chipmunk
NoZone = true
NoSSMusic = true
SelectHeading = OLDC 2021 Round 1
MarathonNext = SB
Lua.AuthorName = Vixuzen

Level SB
LevelName = Ante-Station
Keywords = THEZONETHATDOESALLTHEFLIPPYSHIT
Subtitle = ~*defy euclidean space*~
Music = ANTE
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = S0
SkyNum = 1010
RecordAttack = True
LevelSelect = 1
PreCutsceneNum = 1
SelectHeading = OLDC 2021 Round 1
MarathonNext = SC
Lua.AuthorName = Twins'R'Okay

Level SC
Levelname = Blizzard Bastion
Music = BLZBST
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = S0
SkyNum = 20
Weather = 2
RecordAttack = true
LevelSelect = 1
SkyboxScale = 64
FlickyList = Penguin,Ram
SelectHeading = OLDC 2021 Round 1
MarathonNext = SD
Lua.AuthorName = PhilJFou

Level SD
Levelname = Mercury Mine
Act = 0
Music = MMZ
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = S0
SkyNum = 27
RecordAttack = true
LevelSelect = 1
SkyboxScale = 128
FlickyList = Canary,Bat
SelectHeading = OLDC 2021 Round 1
MarathonNext = SE
Lua.AuthorName = Rexeljet

Level SE
levelname = Fort Sunset
music = CTYFNK
typeoflevel = singleplayer,coop
levelselect = 1
skynum = 88
bonustype = boss
NextLevel = S0
SelectHeading = OLDC 2021 Round 1
MarathonNext = SF
Lua.AuthorName = DylanDude

Level SF
LevelName = Ridge Rapids
Act = 0
Skynum = 29
Music = DHZ
RecordAttack = true
FlickyList = Ram,Chipmunk
TypeOfLevel = SP,Coop,Race,Competition
NextLevel = S0
SelectHeading = OLDC 2021 Round 1
MarathonNext = SG
Lua.AuthorName = particle

Level SG
Levelname = Hollow Hill
Subtitle = OpenGL Unsupported
Act = 1
Music = HOLHLM
SkyNum = 9
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = S0
RecordAttack = true
LevelSelect = 1
Palette = 21
Lua.myballs = true
TitleCardZigZag = HHZGZG
TitleCardActDiamond = HHDMND
TitleCardZigZagText = HHTEXT
SkyboxScale = 16
CutsceneNum = 69
SelectHeading = OLDC 2021 Round 1
MarathonNext = EVALUATION
Lua.AuthorName = Othius, Inazuma & Spectorious


#############
##         ##
## EMBLEMS ##
##         ##
#############

###################
# Falcon Emissary #
###################

Emblem
Hint = \8AINSTRUCTIONS:\8B | ... 
Type = Global
MapNum = S5
Tag = 1
Sprite = O
Color = SKINCOLOR_CYAN

Emblem
Hint = \8AINSTRUCTIONS:\8B | Locate one of the Emissary's propellors
Type = Global
MapNum = S5
Tag = 2
Sprite = M
Color = SKINCOLOR_AZURE

Emblem
Hint = \8AINSTRUCTIONS:\8B | Sealed behind bars | Disable the hazards to claim it
Type = Global
MapNum = S5
Tag = 3
Sprite = R
Color = SKINCOLOR_PASTEL

Emblem
Hint = \8AINSTRUCTIONS:\8B | Exit the Emissary | Locate the archer's balcony
Type = Global
MapNum = S5
Tag = 4
Sprite = I
Color = SKINCOLOR_AZURE

Emblem
Hint = \8AINSTRUCTIONS:\8B | A hidden room | Hidden behind doors
Type = Global
MapNum = S5
Tag = 5
Sprite = M
Color = SKINCOLOR_CYAN

Emblem
Hint = \8AINSTRUCTIONS:\8B | Find an entrance to the lower parts of the Emissary
Type = Global
MapNum = S5
Tag = 6
Sprite = O
Color = SKINCOLOR_PASTEL

###############
# Teal Tundra #
###############

Emblem
Hint = Ice helps you cross ponds.\\But you'll have to dip inside\\To find this one's room.
Type = Global
Tag = 45
MapNum = S9
Sprite = A
Color = SKINCOLOR_BLUE

Emblem
Hint = Cave behind the falls,\\A big hammer can unlock\\the secret within.
Type = Global
Tag = 46
MapNum = S9
Sprite = B
Color = SKINCOLOR_LAVENDER

Emblem
Hint = Don't charge out headfirst!\\The saying goes, it's over\\when the fat man spins.
Type = Global
Tag = 47
MapNum = S9
Sprite = C
Color = SKINCOLOR_RED

Emblem
Hint = A dead end, it seems.\\But there might be more to find\\For those who have reach.
Type = Global
Tag = 48
MapNum = S9
Sprite = D
Color = SKINCOLOR_ORANGE

Emblem
Hint = Near the giant falls,\\but only Robotnik's best\\can reach this emblem.
Type = Global
Tag = 49
MapNum = S9
Sprite = E
Color = SKINCOLOR_GREEN

Emblem
Type = Time
MapNum = S9
Sprite = T
Color = SKINCOLOR_SILVER
Var = 3150

Emblem
Type = Rings
MapNum = S9
Sprite = R
Color = SKINCOLOR_GOLD
Var = 250

###############
# Lava Temple #
###############

Emblem
Hint = A high shelf in the bone cave.
Type = Global
Tag = 0
MapNum = SA
Sprite = I
Color = SKINCOLOR_YOGURT
Var = 0

Emblem
Hint = A staircase leading deeper into the darkness.
Type = Global
Tag = 1
MapNum = SA
Sprite = A
Color = SKINCOLOR_CARBON
Var = 0

Emblem
Hint = There's a hole in the wall...//Maybe a rock will help.
Type = Global
Tag = 2
MapNum = SA
Sprite = G
Color = SKINCOLOR_FLAME
Var = 0

Emblem
Hint = A tiny cave inside a cave.
Type = Global
Tag = 3
MapNum = SA
Sprite = J
Color = SKINCOLOR_COPPER
Var = 0

Emblem
Hint = 7 Plates and a bone block.
Type = Global
Tag = 4
MapNum = SA
Sprite = K
Color = SKINCOLOR_BONE
Var = 0

Emblem
Type = Score
MapNum = SA
Sprite = S
Color = SKINCOLOR_COBALT
Var = 80000

Emblem
Type = Time
MapNum = SA
Sprite = T
Color = SKINCOLOR_SILVER
Var = 135*TICRATE

Emblem
Type = Rings
MapNum = SA
Sprite = R
Color = SKINCOLOR_GOLD
Var = 400

################
# Ante-Station #
################

Emblem
Hint = Nah, I don't feel like\\playing the level today.\\Maybe later...
Type = Global
Tag = 201
MapNum = SB
Sprite = I
Color = SKINCOLOR_NEON

Emblem
Hint = You see it earlier in the stage\\But you can't get it until later\\Hmmmmmmmmm..........
Type = Global
Tag = 202
MapNum = SB
Sprite = K
Color = SKINCOLOR_NEON

Emblem
Hint = I WANNA FLY HIGHHHHHH!!!\\SO I CHEAT THE\\SYSTEM TO GET-THAT EMB~LEM!!!!!
Type = Global
Tag = 203
MapNum = SB
Sprite = V
Color = SKINCOLOR_NEON

Emblem
Hint = Head into the dark,\\Regain the 3rd dimension,\\Find the rings.
Type = Global
Tag = 204
MapNum = SB
Sprite = M
Color = SKINCOLOR_NEON

Emblem
Hint = Falling down a narrow shaft,\\Try stopping yourself at the last minute!\\Fly-ers or Climbers recommended.
Type = Global
Tag = 205
MapNum = SB
Sprite = E
Color = SKINCOLOR_NEON

####################
# Blizzard Bastion #
####################

Emblem
Hint = Back and forth, back and forth, but you need to look under the ceiling.
Type = Global
Tag = 2
MapNum = SC
Sprite = A
Color = SKINCOLOR_BLUE

Emblem
Hint = This emblem is waiting for you outside! But how do you get it?
Type = Global
Tag = 4
MapNum = SC
Sprite = B
Color = SKINCOLOR_LAVENDER	

Emblem
Hint = On Fang's path there is a wall he can't break. You know what to do, hammer girl!
Type = Global
Tag = 6
MapNum = SC
Sprite = C
Color = SKINCOLOR_RED

Emblem
Hint = While slidng on ice you may not notice, that one pillar is different.
Type = Global
Tag = 8
MapNum = SC
Sprite = D
Color = SKINCOLOR_ORANGE

Emblem
Hint = In the ice maze there are four buttons. Press them all and reveal the secret room.
Type = Global
Tag = 10
MapNum = SC
Sprite = E
Color = SKINCOLOR_GREEN

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

Emblem
Type = Rings
MapNum = SC
Sprite = R
Color = SKINCOLOR_GOLD
Var = 400

################
# Mercury Mine #
################

Emblem
Hint = Taken the upper path? Try going off the beaten track
Type = Global
Tag = 1
MapNum = SD
Sprite = C
Color = SKINCOLOR_BLUE
Var = 0

Emblem
Hint = Jump into this small secluded mercury pool (do not try at home)
Type = Global
Tag = 2
MapNum = SD
Sprite = A
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = You may need some extra height on one of the lower paths
Type = Global
Tag = 3
MapNum = SD
Sprite = B
Color = SKINCOLOR_GREEN
Var = 0

Emblem
Hint = May involve flying high
Type = Skin
Tag = 4
MapNum = SD
Sprite = V
Color = SKINCOLOR_ORANGE
Var = 1

Emblem
Hint = Can you guess which character you need for this one?
Type = Skin
Tag = 5
MapNum = SD
Sprite = Z
Color = SKINCOLOR_ROSY
Var = 3

###############
# Hollow Hill #
###############

Emblem
Type = Rings
Var = 330
MapNum = SG
Sprite = R
Color = SKINCOLOR_WAVE

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

Emblem
Hint = Hiding in plain sight,\\Behind some rocks and a tree,\\It's easy to miss!
Type = Global
Tag = 1
MapNum = SG
Sprite = A
Color = SKINCOLOR_RUBY

Emblem
Hint = Under the water,\\only floor-busters may dive,\\...But you have to spin!
Type = Global
Tag = 2
MapNum = SG
Sprite = B
Color = SKINCOLOR_GOLD

Emblem
Hint = In the grand palace,\\A fountain flows through it's core.\\Climb it to the top.
Type = Global
Tag = 3
MapNum = SG
Sprite = C
Color = SKINCOLOR_EMERALD

Emblem
Hint = Four hidden buttons,\\open a door near the start.\\Only Echidnas.
Type = Global
Tag = 4
MapNum = SG
Sprite = C
Color = SKINCOLOR_COBALT

Emblem
Hint = A big, shallow pool.\\A pillar you can spin through.\\Get Crushed by her Thighs
Type = Global
Tag = 5
MapNum = SG
Sprite = C
Color = SKINCOLOR_VAPOR

#################
# Emerald Glade #
#################

Emblem
Hint = Well, theres something to compensate for the missing ear.
Type = Skin
Tag = 1
MapNum = S3
Sprite = U
Color = SKINCOLOR_RED
Var = 0

Emblem
Hint = It's right in plain sight, how could you have not noticed that?
Type = Skin
Tag = 2
MapNum = S3
Sprite = A
Color = SKINCOLOR_BLUE
Var = 0

########################
# Zaxel's Thunder Yard #
########################

Emblem
Type = Score
MapNum = S8
Sprite = S
Color = SKINCOLOR_BRONZE
Var = 300000

Emblem
Type = Time
MapNum = S8
Sprite = T
Color = SKINCOLOR_SILVER
Var = 175*TICRATE

Emblem
Type = Rings
MapNum = S8
Sprite = R
Color = SKINCOLOR_GOLD
Var = 2000

###############
##           ##
## CUTSCENES ##
##           ##
###############

################
# Ante-Station #
################
  
Cutscene 1
NumScenes 4
Scene 1
NumberOfPics = 1
Pic1Name = BLCKSCRN
Pic1Hires = False
Pic1Duration = 1950
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 20
Music = MP_WTR
MusicLoop = True
SceneText = \A9
Ey. Twins here.
Before we begin, this map has a few
disclaimers you should probably pay
attention to.

/A5
Press [SPIN] to continue.....
Hold [SPIN] to fastforward.....
#
 
Scene 2
NumberOfPics = 1
Pic1Name = BLCKSCRN
Pic1Hires = false
Pic1Duration = 1950
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 20
Music = MP_WTR
MusicLoop = true
SceneText = \A9
This stage uses visual portals for
various effects. Said visual portals
are only available in SOFTWARE mode.

Visual portals are also very buggy.
maxportals 3-4 is recommended.
maxportals 5+ *will* crash your game
and take up memory.
There are also other ways this stage can
crash, but only in software mode.
For your safety: DON'T THOKSPAM AT
THE BEGINNING OF THE STAGE;
That is the most consistent crash in this
stage.
#
 
Scene 3
NumberOfPics = 1
Pic1Name = BLCKSCRN
Pic1Hires = false
Pic1Duration = 1950
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 20
Music = MP_WTR
MusicLoop = true
SceneText = \A9
Other things to note:
Simple Mode is unsupported;
Don't blame me if you thok backwards.
Dashmode does not work.
AI does not work, but you can get
around this with BuddyEX.
Custom characters may break horrifically.
Some other jank things may happen also.
If you're scared of crashes, then switch to
OpenGL.#
 
Scene 4
NumberOfPics = 1
Pic1Name = BLCKSCRN
Pic1Hires = false
Pic1Duration = 1950
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 20
Music = MP_WTR
MusicLoop = true
SceneText = \A9
Thanks for choosing this stage.
I hope you enjoy it~
If you find any bugs or issues,
or just wanna leave some feedback on
the stage itself, DM or ping me.

Discord: Twins'R'Okay5238
SRB2MB:  Twins'R'Okay

- Twins'R'Okay(Also known as Twins'R'Epic)
\A5
Press [SPIN] to proceed.....
# 

###############
# Hollow Hill #
###############
  
Cutscene 69
NumScenes 8
Scene 1
NumberOfPics = 1
Pic1Name = HHCRED1
Pic1Duration = 105
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = _CREDS
MusicLoop = true
SceneText = 
    #
Scene 2
NumberOfPics = 1
Pic1Name = HHCRED2
Pic1Duration = 15
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = _CREDS
MusicLoop = true
SceneText = 
    #
Scene 3
NumberOfPics = 1
Pic1Name = HHCRED3
Pic1Duration = 140
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = _CREDS
MusicLoop = true
SceneText = 
    #
Scene 4
NumberOfPics = 1
Pic1Name = HHCRED4
Pic1Duration = 15
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = _CREDS
MusicLoop = true
SceneText = 
    #
Scene 5
NumberOfPics = 1
Pic1Name = HHCRED5
Pic1Duration = 140
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = _CREDS
MusicLoop = true
SceneText = 
	#
Scene 6
NumberOfPics = 1
Pic1Name = HHCRED6
Pic1Duration = 105
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = _CREDS
MusicLoop = true
SceneText = 
	#
Scene 7
NumberOfPics = 1
Pic1Name = HHCRED7
Pic1Duration = 105
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = _CREDS
MusicLoop = true
SceneText = 
	#
Scene 8
NumberOfPics = 1
Pic1Name = HHCRED8
Pic1Duration = 256
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 8
Music = _CREDS
MusicLoop = true
SceneText = 

#