#!SST

sprite loading {
bitmap  = sprites/loading.tga
type    = solid
layout  = 1x3
}

sprite big {
bitmap  = sprites/big.tga
type    = solid
layout  = 1x1
}

sprite black_filter {
bitmap  = sprites/black_filter.tga
type    = solid
layout  = 1x1
}

sprite kamihito_filter {
bitmap  = sprites/kamihito_filter.tga
type    = solid
layout  = 1x1
}

sprite recreate_black_filter {
bitmap  = sprites/recreate_black_filter.tga
type    = solid
layout  = 1x1
}

sprite white_filter {
bitmap  = sprites/white_filter.tga
type    = solid
layout  = 1x1
}

sprite step_clear_filter {
bitmap  = sprites/step_clear_filter.tga
type    = solid
layout  = 1x1
}

sprite yuki_radar_detector {
bitmap  = sprites/yuki_radar_detector.tga
type    = solid
layout  = 1x1
}

sprite yuki_enemy_radar_detector {
bitmap  = sprites/yuki_enemy_radar_detector.tga
type    = solid
layout  = 1x1
}

sprite pink_sphere_detector {
bitmap  = sprites/pink_sphere_detector.tga
type    = solid
layout  = 1x1
hotspot = center
}

sprite enemy_ragnarok_detector {
bitmap  = sprites/enemy_ragnarok_detector.tga
type    = solid
layout  = 1x1
hotspot = center
}

sprite diabolic_emission_detector {
bitmap  = sprites/diabolic_emission_detector.tga
type    = solid
layout  = 1x1
hotspot = center
}

sprite cutin_black_filter {
bitmap  = sprites/cutin_black_filter.tga
type    = solid
layout  = 1x1
}

sprite stageclear_black_filter {
bitmap  = sprites/stageclear_black_filter.tga
type    = blend
layout  = 1x1
}

sprite full_white_filter {
bitmap  = sprites/full_white_filter.tga
type    = solid
layout  = 1x1
}

sprite red_filter {
bitmap  = sprites/red_filter.tga
type    = solid
layout  = 1x1
}

sprite chara_select_mask {
bitmap  = sprites/chara_select_mask.tga
type    = solid
layout  = 1x1
}

sprite vsmode {
bitmap  = sprites/vsmode.tga
type    = blend
layout  = 1x1
}

sprite vsmode2 {
bitmap  = sprites/vsmode2.tga
type    = blend
layout  = 1x1
}

sprite player_select_border {
bitmap  = sprites/player_select_border.tga
type    = blend
layout  = 1x1
}

sprite chara_select_false {
bitmap  = sprites/chara_select_false.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite chara_select_falsemenu {
bitmap  = sprites/chara_select_falsemenu.tga
type    = blend
layout  = 1x1
}

sprite enemy_select_false {
bitmap  = sprites/enemy_select_false.tga
type    = blend
layout  = 1x1
}

sprite exchange_border {
bitmap  = sprites/exchange_border.tga
type    = blend
layout  = 1x1
}

sprite chara_select_notice {
bitmap  = sprites/chara_select_notice.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite enemy_select_border {
bitmap  = sprites/enemy_select_border.tga
type    = blend
layout  = 1x1
}

sprite enemy_tips {
bitmap  = sprites/enemy_tips.tga
type    = blend
layout  = 3x3
}

sprite chara_select {
bitmap  = sprites/chara_select.tga
type    = blend
layout  = 1x1
}

sprite enemy_select {
bitmap  = sprites/enemy_select.tga
type    = blend
layout  = 1x1
}

sprite chara_select_haruhi {
bitmap  = sprites/chara_select_haruhi.tga
type    = blend
layout  = 1x1
}

sprite chara_select_mikuru {
bitmap  = sprites/chara_select_mikuru.tga
type    = blend
layout  = 1x1
}

sprite chara_select_yuki {
bitmap  = sprites/chara_select_yuki.tga
type    = blend
layout  = 1x1
}

sprite chara_select_nanoha {
bitmap  = sprites/chara_select_nanoha.tga
type    = blend
layout  = 1x1
}

sprite chara_select_fate {
bitmap  = sprites/chara_select_fate.tga
type    = blend
layout  = 1x1
}

sprite chara_select_hayate {
bitmap  = sprites/chara_select_hayate.tga
type    = blend
layout  = 1x1
}

sprite enemy_select_fate {
bitmap  = sprites/enemy_select_fate.tga
type    = blend
layout  = 1x1
}

sprite enemy_select_feena {
bitmap  = sprites/enemy_select_feena.tga
type    = blend
layout  = 1x1
}

sprite enemy_select_tsuruya {
bitmap  = sprites/enemy_select_tsuruya.tga
type    = blend
layout  = 1x1
}

sprite p_tsuruya_cut {
bitmap  = sprites/p_tsuruya_cut.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite p_haruhi_cut {
bitmap  = sprites/p_haruhi_cut.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite haruhi_sp_cutin {
bitmap  = sprites/haruhi_sp_cutin.tga
type    = blend
layout  = 1x1
}

sprite world_remake {
bitmap  = sprites/world_remake.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite p_mikuru_cut {
bitmap  = sprites/p_mikuru_cut.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite p_yuki_cut {
bitmap  = sprites/p_yuki_cut.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite p_nanoha_cut {
bitmap  = sprites/p_nanoha_cut.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite p_fate_cut {
bitmap  = sprites/p_fate_cut.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite p_hayate_cut {
bitmap  = sprites/p_hayate_cut.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite p_mikuru_cut2 {
bitmap  = sprites/p_mikuru_cut2.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite sos {
bitmap  = sprites/sos.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite sos_leader {
bitmap  = sprites/sos_leader.tga
type    = blend
hotspot = center
layout  = 2x1
}

sprite sos_reinforce {
bitmap  = sprites/sos_reinforce.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite combo {
bitmap  = sprites/combo.tga
type    = blend
layout  = 1x1
}

sprite status_reinforce {
bitmap  = sprites/status_reinforce.tga
type    = blend
layout  = 1x1
}

sprite status_recover {
bitmap  = sprites/status_recover.tga
type    = blend
layout  = 1x1
}

sprite status_dropup {
bitmap  = sprites/status_dropup.tga
type    = blend
layout  = 1x1
}

sprite status_guidance {
bitmap  = sprites/status_guidance.tga
type    = blend
layout  = 1x1
}

sprite exchange_status {
bitmap  = sprites/exchange_status.tga
type    = blend
layout  = 4x1
}

sprite exchange_open {
bitmap  = sprites/exchange_open.tga
type    = blend
layout  = 1x6
}

sprite reinforce_preview {
bitmap  = sprites/reinforce_preview.tga
type    = solid
layout  = 1x1
}

sprite recover_preview {
bitmap  = sprites/recover_preview.tga
type    = solid
layout  = 1x1
}

sprite dropup_preview {
bitmap  = sprites/dropup_preview.tga
type    = solid
layout  = 1x1
}

sprite guidance_preview {
bitmap  = sprites/guidance_preview.tga
type    = solid
layout  = 1x1
}

sprite player_haruhi_preview {
bitmap  = sprites/player_haruhi_preview.tga
type    = solid
layout  = 1x1
}

sprite player_hayate_preview {
bitmap  = sprites/player_hayate_preview.tga
type    = solid
layout  = 1x1
}

sprite enemy_haruhi_preview {
bitmap  = sprites/enemy_haruhi_preview.tga
type    = solid
layout  = 1x1
}

sprite enemy_tsuruya_preview {
bitmap  = sprites/enemy_tsuruya_preview.tga
type    = solid
layout  = 1x1
}

sprite enemy_nanoha_preview {
bitmap  = sprites/enemy_nanoha_preview.tga
type    = solid
layout  = 1x1
}

sprite enemy_hayate_preview {
bitmap  = sprites/enemy_hayate_preview.tga
type    = solid
layout  = 1x1
}

sprite p_haruhi_spname {
bitmap  = sprites/p_haruhi_spname.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite p_nanoha_spname {
bitmap  = sprites/p_nanoha_spname.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite p_mikuru_spname {
bitmap  = sprites/p_mikuru_spname.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite p_yuki_spname01 {
bitmap  = sprites/p_yuki_spname01.tga
type    = solid
hotspot = center
layout  = 1x1
}

sprite p_yuki_spname02 {
bitmap  = sprites/p_yuki_spname02.tga
type    = solid
hotspot = center
layout  = 1x1
}

sprite p_hayate_spname {
bitmap  = sprites/p_hayate_spname.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite p_fate_spname {
bitmap  = sprites/p_fate_spname.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite yuki_bomb {
bitmap  = sprites/yuki_bomb.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite yuki_sp {
bitmap  = sprites/yuki_sp.tga
type    = blend
layout  = 3x2
collide = bitmask
hotspot = center
}

sprite yuki_enemy_sp {
bitmap  = sprites/yuki_enemy_sp.tga
type    = blend
layout  = 3x2
collide = bitmask
hotspot = center
}

sprite yuki_enemy_sp_detect {
bitmap  = sprites/yuki_enemy_sp_detect.tga
type    = solid
layout  = 1x1
hotspot = center
}

sprite yuki_enemy_word01 {
bitmap  = sprites/yuki_enemy_word01.tga
type    = solid
hotspot = center
layout  = 1x1
}

sprite yuki_enemy_word02 {
bitmap  = sprites/yuki_enemy_word02.tga
type    = solid
hotspot = center
layout  = 1x1
}

sprite deleting {
bitmap  = sprites/deleting.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite deleted {
bitmap  = sprites/deleted.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite nextstage {
bitmap  = sprites/nextstage.tga
type    = blend
layout  = 1x1
}

sprite gameover {
bitmap  = sprites/gameover.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite get_ready_bar {
bitmap  = sprites/get_ready_bar.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite get_ready_text {
bitmap  = sprites/get_ready_text.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite start_bar {
bitmap  = sprites/start_bar.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite start_text {
bitmap  = sprites/start_text.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite mistilteinn_magic {
bitmap  = sprites/mistilteinn_magic.tga
type    = blend
hotspot = center
}

sprite beruka_magic {
bitmap  = sprites/beruka_magic.tga
type    = blend
hotspot = center
}

sprite reinforce_hayate_magic {
bitmap  = sprites/reinforce_hayate_magic.tga
type    = blend
hotspot = center
}

sprite enemy_ragnarok_magic {
bitmap  = sprites/enemy_ragnarok_magic.tga
type    = blend
hotspot = center
}

sprite beruka_magic_black {
bitmap  = sprites/beruka_magic_black.tga
type    = blend
hotspot = center
}

sprite enemy_nanoha_magic {
bitmap  = sprites/enemy_nanoha_magic.tga
type    = blend
hotspot = center
layout  = 4x6
}

sprite reinforce_nanoha_magic {
bitmap  = sprites/reinforce_nanoha_magic.tga
type    = blend
hotspot = center
layout  = 4x6
}

sprite starlight_breaker_main_magic {
bitmap  = sprites/starlight_breaker_main_magic.tga
type    = blend
hotspot = center
layout  = 4x6
}

sprite magic {
bitmap  = sprites/magic.tga
type    = blend
hotspot = center
layout  = 4x6
}

sprite p_fate_magic {
bitmap  = sprites/p_fate_magic.tga
type    = blend
hotspot = center
layout  = 4x6
}

sprite reinforce_fate_magic {
bitmap  = sprites/reinforce_fate_magic.tga
type    = blend
hotspot = center
layout  = 4x6
}

sprite p_hayate_magic {
bitmap  = sprites/p_hayate_magic.tga
type    = blend
hotspot = center
layout  = 4x6
}

sprite p_nanoha_magic {
bitmap  = sprites/p_nanoha_magic.tga
type    = blend
hotspot = center
layout  = 4x6
}

sprite jet_zamber_main_magic {
bitmap  = sprites/jet_zamber_main_magic.tga
type    = blend
hotspot = center
layout  = 4x6
}

sprite magic_blur {
bitmap  = sprites/magic_blur.tga
type    = blend
hotspot = center
}

sprite enemy_nanoha_magic_blur {
bitmap  = sprites/enemy_nanoha_magic_blur.tga
type    = blend
hotspot = center
}

sprite starlight_breaker_magic_blur {
bitmap  = sprites/starlight_breaker_magic_blur.tga
type    = blend
hotspot = center
}

sprite p_fate_magic_blur {
bitmap  = sprites/p_fate_magic_blur.tga
type    = blend
hotspot = center
}

sprite p_hayate_magic_blur {
bitmap  = sprites/p_hayate_magic_blur.tga
type    = blend
hotspot = center
}

sprite p_nanoha_magic_blur {
bitmap  = sprites/p_nanoha_magic_blur.tga
type    = blend
hotspot = center
}

sprite jet_zamber_magic_blur {
bitmap  = sprites/jet_zamber_magic_blur.tga
type    = blend
hotspot = center
}

sprite p_haruhi_shield {
bitmap  = sprites/p_haruhi_shield.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_yuki_shield {
bitmap  = sprites/enemy_yuki_shield.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_hayate_shield {
bitmap  = sprites/enemy_hayate_shield.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_shield {
bitmap  = sprites/enemy_shield.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite dos {
bitmap  = sprites/dos.tga
type    = solid
layout  = 1x1
hotspot = center
}

sprite kamihito {
bitmap  = sprites/kamihito.tga
type    = blend
layout  = 3x4
collide = bitmask
hotspot = center
additive = yes
}

sprite enemy_kamihito {
bitmap  = sprites/enemy_kamihito.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
additive = yes
}

sprite secret_detail {
bitmap  = sprites/secret_detail.tga
type    = blend
layout  = 2x1
hotspot = center
}

sprite secret_detail_countdown {
bitmap  = sprites/secret_detail_countdown.tga
type    = blend
layout  = 4x1
hotspot = center
}

sprite focus {
bitmap  = sprites/focus.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite green_bar {
bitmap  = sprites/green_bar.tga
type    = solid
layout  = 1x1
}

sprite blue_bar {
bitmap  = sprites/blue_bar.tga
type    = solid
layout  = 1x1
}

sprite red_bar {
bitmap  = sprites/red_bar.tga
type    = solid
layout  = 1x1
}

sprite boss_hpbar {
bitmap  = sprites/boss_hpbar.tga
type    = solid
layout  = 1x1
}

sprite kyon_hpbar {
bitmap  = sprites/kyon_hpbar.tga
type    = solid
layout  = 1x1
}

sprite kyon_photo {
bitmap  = sprites/kyon_photo.tga
type    = solid
layout  = 1x1
}

sprite main_ui {
bitmap  = sprites/main_ui.tga
type    = blend
layout  = 1x1
}

sprite type_select {
bitmap  = sprites/type_select.tga
type    = blend
layout  = 2x1
}

sprite mpmax {
bitmap  = sprites/mpmax.tga
type    = blend
layout  = 1x1
}

sprite p_tsuruya_q {
bitmap  = sprites/p_tsuruya_q.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite p_hayate_q {
bitmap  = sprites/p_hayate_q.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite p_nanoha_q {
bitmap  = sprites/p_nanoha_q.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite p_haruhi_q {
bitmap  = sprites/p_haruhi_q.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite p_mikuru_q {
bitmap  = sprites/p_mikuru_q.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite p_yuki_q {
bitmap  = sprites/p_yuki_q.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite p_fate_q {
bitmap  = sprites/p_fate_q.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite enemy_boss_tsuruya {
bitmap  = sprites/enemy_boss_tsuruya.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_boss_nanoha {
bitmap  = sprites/enemy_boss_nanoha.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_boss_mizuho {
bitmap  = sprites/enemy_boss_mizuho.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_boss_ichigo {
bitmap  = sprites/enemy_boss_ichigo.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_churuya {
bitmap  = sprites/enemy_churuya.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite p_reinforce_f {
bitmap  = sprites/p_reinforce_f.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_boss_yuki {
bitmap  = sprites/enemy_boss_yuki.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_boss_haruhi {
bitmap  = sprites/enemy_boss_haruhi.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_boss_kyon {
bitmap  = sprites/enemy_boss_kyon.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_boss_mikuru {
bitmap  = sprites/enemy_boss_mikuru.tga
type    = blend
layout  = 3x1
collide = bitmask
hotspot = center
}

sprite enemy_boss_fate {
bitmap  = sprites/enemy_boss_fate.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_boss_feena {
bitmap  = sprites/enemy_boss_feena.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite core {
bitmap  = sprites/core.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite player_hitted {
bitmap  = sprites/player_hitted.tga
type    = blend
hotspot = center
layout  = 1x1
}

sprite quake {
bitmap  = sprites/quake.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = 100,100
}

sprite RadarQuake {
bitmap  = sprites/RadarQuake.tga
type    = blend
layout  = 1x1
collide = rect
hotspot = center
}

sprite metal_ball {
bitmap  = sprites/metal_ball.tga
type    = blend
collide = bitmask
hotspot = center
}

sprite enemy_neko_space {
bitmap  = sprites/enemy_neko_space.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite enemy02 {
bitmap  = sprites/enemy02.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = 50,50
}

sprite enemy_neko_side {
bitmap  = sprites/enemy_neko_side.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite enemy_neko_ghost {
bitmap  = sprites/enemy_neko_ghost.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite enemy_neko_rooter {
bitmap  = sprites/enemy_neko_rooter.tga
type    = blend
layout  = 4x1
collide = bitmask
hotspot = center
}

sprite enemy_neko_sailor {
bitmap  = sprites/enemy_neko_sailor.tga
type    = blend
layout  = 4x1
collide = bitmask
hotspot = center
}

sprite enemy_neko_smoker {
bitmap  = sprites/enemy_neko_smoker.tga
type    = blend
layout  = 4x1
collide = bitmask
hotspot = center
}

sprite enemy_neko_suit {
bitmap  = sprites/enemy_neko_suit.tga
type    = blend
layout  = 4x1
collide = bitmask
hotspot = center
}

sprite enemy_neko_maid {
bitmap  = sprites/enemy_neko_maid.tga
type    = blend
layout  = 6x1
collide = bitmask
hotspot = center
}

sprite enemy_neko_swim {
bitmap  = sprites/enemy_neko_swim.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite enemy_neko_surfing {
bitmap  = sprites/enemy_neko_surfing.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite enemy_neko_singer {
bitmap  = sprites/enemy_neko_singer.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_homing {
bitmap  = sprites/enemy_homing.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_2chsun_1 {
bitmap  = sprites/enemy_2chsun_1.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite enemy_2chsun_2 {
bitmap  = sprites/enemy_2chsun_2.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite enemy_2chsun_3 {
bitmap  = sprites/enemy_2chsun_3.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite enemy_2ch {
bitmap  = sprites/enemy_2ch.tga
type    = blend
layout  = 3x1
collide = bitmask
hotspot = center
}

sprite enemy_2ch_big {
bitmap  = sprites/enemy_2ch_big.tga
type    = blend
layout  = 3x1
collide = bitmask
hotspot = center
}

sprite enemy_2ch2 {
bitmap  = sprites/enemy_2ch2.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite enemy_tani {
bitmap  = sprites/enemy_tani.tga
type    = blend
layout  = 5x2
collide = bitmask
hotspot = center
}

sprite enemy_tani2 {
bitmap  = sprites/enemy_tani2.tga
type    = blend
layout  = 3x3
collide = bitmask
hotspot = center
}

sprite boss01 {
bitmap  = sprites/boss01.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = 75,75
}

sprite enemy_boss_hayate {
bitmap  = sprites/enemy_boss_hayate.tga
type    = blend
layout  = 2x1
collide = bitmask
hotspot = center
}

sprite enemy_craft {
bitmap  = sprites/enemy_craft.tga
type    = blend
layout  = 1x1
collide = bitmask
hotspot = center
}

sprite mode_select_arrow {
bitmap  = sprites/mode_select_arrow.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite p_haruhi_ui {
bitmap  = sprites/p_haruhi_ui.tga
type    = blend
layout  = 1x1
}

sprite p_mikuru_ui {
bitmap  = sprites/p_mikuru_ui.tga
type    = blend
layout  = 1x1
}

sprite p_yuki_ui {
bitmap  = sprites/p_yuki_ui.tga
type    = blend
layout  = 1x1
}

sprite p_nanoha_ui {
bitmap  = sprites/p_nanoha_ui.tga
type    = blend
layout  = 1x1
}

sprite p_fate_ui {
bitmap  = sprites/p_fate_ui.tga
type    = blend
layout  = 1x1
}

sprite p_hayate_ui {
bitmap  = sprites/p_hayate_ui.tga
type    = blend
layout  = 1x1
}

sprite p_tsuruya_ui {
bitmap  = sprites/p_tsuruya_ui.tga
type    = blend
layout  = 1x1
}

sprite p_com_ui {
bitmap  = sprites/p_com_ui.tga
type    = blend
layout  = 1x1
}

sprite boss_tsuruya_ui {
bitmap  = sprites/boss_tsuruya_ui.tga
type    = blend
layout  = 1x1
}

sprite boss_fate_ui {
bitmap  = sprites/boss_fate_ui.tga
type    = blend
layout  = 1x1
}

sprite boss_feena_ui {
bitmap  = sprites/boss_feena_ui.tga
type    = blend
layout  = 1x1
}

sprite boss_haruhi_ui {
bitmap  = sprites/boss_haruhi_ui.tga
type    = blend
layout  = 1x1
}

sprite boss_mikuru_ui {
bitmap  = sprites/boss_mikuru_ui.tga
type    = blend
layout  = 1x1
}

sprite boss_yuki_ui {
bitmap  = sprites/boss_yuki_ui.tga
type    = blend
layout  = 1x1
}

sprite boss_mizuho_ui {
bitmap  = sprites/boss_mizuho_ui.tga
type    = blend
layout  = 1x1
}

sprite boss_nanoha_ui {
bitmap  = sprites/boss_nanoha_ui.tga
type    = blend
layout  = 1x1
}

sprite boss_hayate_ui {
bitmap  = sprites/boss_hayate_ui.tga
type    = blend
layout  = 1x1
}

sprite stageclear_chara_haruhi {
bitmap  = sprites/stageclear_chara_haruhi.tga
type    = blend
layout  = 1x1
}

sprite stageclear_chara_mikuru {
bitmap  = sprites/stageclear_chara_mikuru.tga
type    = blend
layout  = 1x1
}

sprite stageclear_chara_yuki {
bitmap  = sprites/stageclear_chara_yuki.tga
type    = blend
layout  = 1x1
}

sprite blue_sphere {
bitmap  = sprites/blue_sphere.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
additive = yes
}

sprite enemy_2chsun_ammo {
bitmap  = sprites/enemy_2chsun_ammo.tga
type    = blend
layout  = 3x1
hotspot = center
collide = bitmask
}

sprite bloody_dagger {
bitmap  = sprites/bloody_dagger.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite pink_ammo {
bitmap  = sprites/pink_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite fire_ammo {
bitmap  = sprites/fire_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite rect_ammo {
bitmap  = sprites/rect_ammo.tga
type    = blend
layout  = 2x1
hotspot = center
collide = bitmask
}

sprite cross_circle_ammo {
bitmap  = sprites/cross_circle_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite cross_arrow_ammo {
bitmap  = sprites/cross_arrow_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite beam_extend_ammo {
bitmap  = sprites/beam_extend_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite ammo2 {
bitmap  = sprites/ammo2.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite ball_ammo {
bitmap  = sprites/ball_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite note_ammo {
bitmap  = sprites/note_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite smoke_cheese {
bitmap  = sprites/smoke_cheese.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite feena_slash {
bitmap  = sprites/feena_slash.tga
type    = blend
layout  = 1x1
hotspot = center
#collide = bitmask
}

sprite kyabetsu {
bitmap  = sprites/kyabetsu.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite kyabetsu_anime {
bitmap  = sprites/kyabetsu_anime.tga
type    = blend
layout  = 4x3
hotspot = center
collide = bitmask
}

sprite book_ammo {
bitmap  = sprites/book_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite arc_ammo {
bitmap  = sprites/arc_ammo.tga
type    = blend
layout  = 2x1
hotspot = center
collide = bitmask
}

sprite round_ammo {
bitmap  = sprites/round_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite arrow_ammo {
bitmap  = sprites/arrow_ammo.tga
type    = blend
layout  = 4x1
hotspot = center
collide = bitmask
}

sprite arrow_ammo2 {
bitmap  = sprites/arrow_ammo2.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite green_arrow_ammo {
bitmap  = sprites/green_arrow_ammo.tga
type    = blend
layout  = 3x1
hotspot = center
collide = bitmask
}

sprite sexual_ammo {
bitmap  = sprites/sexual_ammo.tga
type    = blend
layout  = 2x1
hotspot = center
collide = bitmask
}

sprite plasma_ammo {
bitmap  = sprites/plasma_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite divine_shooter {
bitmap  = sprites/divine_shooter.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite scythe_ammo {
bitmap  = sprites/scythe_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite jet_zamber {
bitmap  = sprites/jet_zamber.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite jet_zamber_final {
bitmap  = sprites/jet_zamber_final.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite jet_zamber_blur {
bitmap  = sprites/jet_zamber_blur.tga
type    = blend
layout  = 1x1
hotspot = 60,40
collide = bitmask
additive = yes
}

sprite p_fate_psb {
bitmap  = sprites/p_fate_psb.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite p_fate_psb_blur {
bitmap  = sprites/p_fate_psb_blur.tga
type    = blend
layout  = 1x1
hotspot = 60,25
collide = bitmask
additive = yes
}

sprite ragnarok_spname {
bitmap  = sprites/ragnarok_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite mistilteinn_spname {
bitmap  = sprites/mistilteinn_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite feena_kyabetsu_spname {
bitmap  = sprites/feena_kyabetsu_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite haruhi_kamihito_spname {
bitmap  = sprites/haruhi_kamihito_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite diabolic_emission_spname {
bitmap  = sprites/diabolic_emission_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite feena_beam_spname {
bitmap  = sprites/feena_beam_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite divine_shooter_spname {
bitmap  = sprites/divine_shooter_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite excellion_buster_spname {
bitmap  = sprites/excellion_buster_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite starlight_breaker_spname {
bitmap  = sprites/starlight_breaker_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite thunder_blade_spname {
bitmap  = sprites/thunder_blade_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite plasma_lancer_spname {
bitmap  = sprites/plasma_lancer_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite jet_zamber_spname {
bitmap  = sprites/jet_zamber_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite mikuru_beam_spname {
bitmap  = sprites/mikuru_beam_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite secret_detail_spname {
bitmap  = sprites/secret_detail_spname.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite thunder_blade {
bitmap  = sprites/thunder_blade.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite heart_ammo {
bitmap  = sprites/heart_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite enemy_tani_shot {
bitmap  = sprites/enemy_tani_shot.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite d_ammo {
bitmap  = sprites/d_ammo.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite excellion_buster_init {
bitmap  = sprites/excellion_buster_init.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite diabolic_emission_main {
bitmap  = sprites/diabolic_emission_main.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite diabolic_emission_ring {
bitmap  = sprites/diabolic_emission_ring.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite pink_sphere {
bitmap  = sprites/pink_sphere.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite excellion_buster_main {
bitmap  = sprites/excellion_buster_main.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite starlight_breaker_main {
bitmap  = sprites/starlight_breaker_main.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite starlight_breaker_collide {
bitmap  = sprites/starlight_breaker_collide.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite starlight_breaker_main2 {
bitmap  = sprites/starlight_breaker_main2.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite plasma_lancer_init {
bitmap  = sprites/plasma_lancer_init.tga
type    = blend
layout  = 1x1
hotspot = center
collide = bitmask
}

sprite plasma_lancer_main {
bitmap  = sprites/plasma_lancer_main.tga
type    = blend
layout  = 1x1
hotspot = center
#collide = bitmask
}

sprite jewel1 {
bitmap  = sprites/jewel1.tga
type    = blend
layout  = 4x2
hotspot = center
}

sprite jewel10 {
bitmap  = sprites/jewel10.tga
type    = blend
layout  = 4x2
hotspot = center
}

sprite jewel100 {
bitmap  = sprites/jewel100.tga
type    = blend
layout  = 4x2
hotspot = center
}
sprite money {
bitmap  = sprites/money.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite mikuru_beam {
bitmap  = sprites/mikuru_beam.tga
type    = blend
layout  = 2x1
hotspot = center
}


sprite title_image {
bitmap	= sprites/title.bmp
type	= solid
layout	= 1x1
}

sprite modeselect {
bitmap	= sprites/modeselect.bmp
type	= solid
layout	= 1x1
}

sprite ammo {
bitmap  = sprites/ammo.tga
type    = blend
hotspot = center
collide = bitmask
layout  = 3x1
}

sprite enemy_hayate_shot {
bitmap  = sprites/enemy_hayate_shot.tga
type    = blend
hotspot = center
collide = bitmask
layout  = 2x1
}

sprite coin {
bitmap  = sprites/coin.tga
type    = blend
hotspot = center
collide = bitmask
#additive = yes
}

sprite p_tsuruya_shot {
bitmap  = sprites/p_tsuruya_shot.tga
type    = blend
hotspot = center
collide = bitmask
#additive = yes
}

sprite starlight_breaker {
bitmap  = sprites/starlight_breaker.tga
type    = blend
hotspot = center
collide = bitmask
}

sprite ragnarok_init {
bitmap  = sprites/ragnarok_init.tga
type    = blend
hotspot = center
collide = bitmask
}

sprite ragnarok_main {
bitmap  = sprites/ragnarok_main.tga
type    = blend
hotspot = center
#additive = yes
}

sprite enemy_ragnarok_init {
bitmap  = sprites/enemy_ragnarok_init.tga
type    = blend
hotspot = center
collide = bitmask
}

sprite enemy_ragnarok_main {
bitmap  = sprites/enemy_ragnarok_main.tga
type    = blend
hotspot = center
#additive = yes
}

sprite p_haruhi_shot {
bitmap  = sprites/p_haruhi_shot.tga
type    = blend
hotspot = center
collide = bitmask
#additive = yes
}

sprite p_mikuru_shot {
bitmap  = sprites/p_mikuru_shot.tga
type    = blend
hotspot = center
collide = bitmask
#additive = yes
}

sprite p_yuki_shot {
bitmap  = sprites/p_yuki_shot.tga
type    = blend
hotspot = center
collide = bitmask
#additive = yes
}

sprite p_nanoha_shot {
bitmap  = sprites/p_nanoha_shot.tga
type    = blend
hotspot = center
collide = bitmask
#additive = yes
}

sprite p_fate_shot {
bitmap  = sprites/p_fate_shot.tga
type    = blend
hotspot = center
collide = bitmask
#additive = yes
}

sprite p_hayate_shot {
bitmap  = sprites/p_hayate_shot.tga
type    = blend
hotspot = center
collide = bitmask
#additive = yes
}

sprite p_fate_shot03 {
bitmap  = sprites/p_fate_shot03.tga
type    = solid
hotspot = center
}

sprite line_beam {
bitmap  = sprites/line_beam.tga
type    = blend
layout  = 1x1
hotspot = center
#additive = true
}

sprite yuki_line_beam {
bitmap  = sprites/yuki_line_beam.tga
type    = blend
layout  = 1x1
hotspot = center
}

sprite pink_line_beam {
bitmap  = sprites/pink_line_beam.tga
type    = blend
layout  = 1x1
hotspot = center
#additive = true
}

sprite line_beam_blue {
bitmap  = sprites/line_beam_blue.tga
type    = blend
layout  = 1x1
hotspot = center
#additive = true
}

sprite 2ch_line_beam {
bitmap  = sprites/2ch_line_beam.tga
type    = blend
layout  = 1x1
hotspot = center
#additive = true
}

sprite beam01 {
bitmap  = sprites/beam01.tga
type    = blend
layout  = 1x1
hotspot = center
additive = true
}

sprite beam02 {
bitmap  = sprites/beam02.tga
type    = blend
layout  = 1x1
hotspot = center
additive = true
}

sprite beam01_blue {
bitmap  = sprites/beam01_blue.tga
type    = blend
layout  = 1x1
hotspot = center
additive = true
}

sprite beam02_blue {
bitmap  = sprites/beam02_blue.tga
type    = blend
layout  = 1x1
hotspot = center
additive = true
}

sprite beam01_red {
bitmap  = sprites/beam01_red.tga
type    = blend
layout  = 1x1
hotspot = center
additive = true
}

sprite beam02_red {
bitmap  = sprites/beam02_red.tga
type    = blend
layout  = 1x1
hotspot = center
additive = true
}

sprite bg_record {
bitmap  = sprites/bg_record.bmp
type    = solid
layeout = 1x1
}

sprite bg_exchange {
bitmap  = sprites/bg_exchange.bmp
type    = solid
layeout = 1x1
}

sprite bg_staff {
bitmap  = sprites/bg_staff.bmp
type    = solid
layeout = 1x1
}

sprite bg_space {
bitmap  = sprites/bg_space.bmp
type    = solid
layeout = 1x1
}

sprite bg_ocean {
bitmap  = sprites/bg_ocean.bmp
type    = solid
layeout = 1x1
}

sprite bg_sky {
bitmap  = sprites/bg_sky.bmp
type    = solid
layeout = 1x1
}

sprite bg_sand {
bitmap  = sprites/bg_sand.bmp
type    = solid
layeout = 1x1
}

sprite space_star {
bitmap  = sprites/space_star.tga
type    = blend
additive= yes
layeout = 1x1
}

sprite space_star2 {
bitmap  = sprites/space_star2.tga
type    = blend
additive= yes
layeout = 1x1
}

sprite space_star3 {
bitmap  = sprites/space_star3.tga
type    = blend
additive= yes
layeout = 1x1
}

sprite stars0 {
bitmap  = sprites/stars0.tga
type    = blend
additive= yes
layeout = 1x1
}

sprite stars1 {
bitmap  = sprites/stars1.tga
type    = blend
additive= yes
}

sprite stars2 {
bitmap  = sprites/stars2.tga
type    = blend
additive= yes
}

sprite cloud0 {
bitmap  = sprites/cloud0.tga
type    = blend
additive= yes
}

sprite explode {
bitmap  = sprites/explode.tga
type    = blend
additive= yes
}

sprite part {
bitmap  = sprites/part.tga
type    = blend
additive= yes
}

sprite flash {
bitmap  = sprites/flash.tga
type    = blend
additive= yes
}

sprite starlight_breaker_part {
bitmap  = sprites/starlight_breaker_part.tga
type    = blend
additive= yes
}

sprite enemy_ragnarok_part {
bitmap  = sprites/enemy_ragnarok_part.tga
type    = blend
additive= yes
}

sprite ragnarok_part {
bitmap  = sprites/ragnarok_part.tga
type    = blend
additive= yes
}

sprite diabolic_emission_part {
bitmap  = sprites/diabolic_emission_part.tga
type    = blend
additive= yes
}

sprite sphere {
bitmap  = sprites/sphere.tga
type    = blend
hotspot = center
additive= yes
}

sprite item_flash {
bitmap  = sprites/item_flash.tga
type    = blend
additive= yes
}

sprite plasma_fxs {
bitmap  = sprites/plasma_fxs.tga
type    = blend
hotspot = center
additive= yes
}

sprite plasma_fxs3 {
bitmap  = sprites/plasma_fxs3.tga
type    = blend
hotspot = center
}

sprite ragnarok_fxs {
bitmap  = sprites/ragnarok_fxs.tga
type    = blend
hotspot = center
}

sprite psb_fxs {
bitmap  = sprites/psb_fxs.tga
type    = blend
hotspot = center
}

sprite plasma_fxs2 {
bitmap  = sprites/plasma_fxs2.tga
type    = blend
hotspot = center
}

sprite flare {
bitmap  = sprites/flare.tga
type    = blend
additive= yes
}

sprite blur_flash {
bitmap  = sprites/blur_flash.tga
type    = blend
additive= yes
}

sprite sb_blur_flash {
bitmap  = sprites/sb_blur_flash.tga
type    = blend
additive= yes
}

sprite round {
bitmap  = sprites/round.tga
type    = blend
additive= yes
}

sprite plasma_lancer_fxs {
bitmap  = sprites/plasma_lancer_fxs.tga
type    = blend
#additive= yes
}

sprite excellion_buster_fxs {
bitmap  = sprites/excellion_buster_fxs.tga
type    = blend
#additive= yes
}

sprite diabolic_emission_fxs {
bitmap  = sprites/diabolic_emission_fxs.tga
type    = blend
#additive= yes
hotspot = center
}

sprite starlight_breaker_fxs {
bitmap  = sprites/starlight_breaker_fxs.tga
type    = blend
#additive= yes
hotspot = center
}

sprite plasma_lancer_trifxs {
bitmap  = sprites/plasma_lancer_trifxs.tga
type    = blend
#additive= yes
}

sprite ragnarok_trifxs {
bitmap  = sprites/ragnarok_trifxs.tga
type    = blend
#additive= yes
}

sprite combo_round {
bitmap  = sprites/combo_round.tga
type    = blend
}

sprite shield_round {
bitmap  = sprites/shield_round.tga
type    = blend
additive= yes
}

sprite kamihito_crash {
bitmap  = sprites/kamihito_crash.tga
type    = blend
hotspot = center
additive= yes
}

sprite ring {
bitmap  = sprites/ring.tga
type    = blend
additive= yes
}

sprite ring2 {
bitmap  = sprites/ring2.tga
type    = blend
additive= yes
hotspot = center
}

sprite close {
bitmap  = sprites/close.tga
type    = blend
additive= yes
}

sprite time {
bitmap  = sprites/time.tga
type    = blend
hotspot = center
}

tilemap tmap_stars0 {
tiles = STARS0,STARS1,STARS2
rows = 3
cols = 3
size = 128
xcycled = yes
ycycled = yes
0=210
1=202 
2=010
}

tilemap tmap_stars1 {
tiles = STARS0,STARS1,STARS2
rows = 3
cols = 3
size = 128
xcycled = yes
ycycled = yes
0=210 
1=102 
2=021
}

tilemap clouds {
tiles = CLOUD0,STARS1,STARS2
rows = 3
cols = 3
size = 128
xcycled = yes
ycycled = yes
0=210 
1=102 
2=021
}

tilemap tilemap_stars {
tiles = SPACE_STAR,SPACE_STAR2,SPACE_STAR3
rows = 3
cols = 3
size = 128
xcycled = yes
ycycled = yes
0=210 
1=102 
2=021
}

sound player_fire_sound {
sample = sounds/shot_sound.wav
type = static
}

sound bgm_select {
sample = sounds/bgm_select.ogg
type = static
}

sound bgm_haruhi {
sample = sounds/bgm_haruhi.ogg
type = static
}

sound bgm_mikuru {
sample = sounds/bgm_mikuru.ogg
type = static
}

sound bgm_yuki {
sample = sounds/bgm_yuki.ogg
type = static
}

sound bgm_tsuruya {
sample = sounds/bgm_tsuruya.ogg
type = static
}

sound bgm_feena {
sample = sounds/bgm_feena.ogg
type = static
}

sound bgm_mizuho {
sample = sounds/bgm_mizuho.ogg
type = static
}

sound bgm_nanoha {
sample = sounds/bgm_nanoha.ogg
type = static
}

sound bgm_fate {
sample = sounds/bgm_fate.ogg
type = static
}

sound bgm_hayate {
sample = sounds/bgm_hayate.ogg
type = static
}

sound explode_sound {
sample = sounds/explode_sound.ogg
type = static
}

sound switch_sound {
sample = sounds/switch_sound.ogg
type = static
}

sound click_sound {
sample = sounds/click_sound.wav
type = static
}

sound buy_sound {
sample = sounds/buy_sound.wav
type = static
}

sound cancel_sound {
sample = sounds/cancel_sound.wav
type = static
}

sound score_sound {
sample = sounds/score_sound.ogg
type = static
}

sound shield_sound {
sample = sounds/shield_sound.wav
type = static
}

sound move_sound {
sample = sounds/move_sound.wav
type = static
}

font time_number {
bitmap=sprites/time_number.tga
symbols=1234567890
type    = blend
}

font new_number {
bitmap=sprites/new_number.tga
symbols=0123456789
type    = blend
}

font point_number {
bitmap=sprites/point_number.tga
symbols=0123456789
type    = blend
}

font record_number {
bitmap=sprites/record_number.tga
symbols=0123456789
type    = blend
}

font score_number {
bitmap=sprites/score_number.tga
symbols=0123456789
type    = blend
}

font combo_number {
bitmap=sprites/combo_number.tga
symbols=0123456789
type    = blend
}