Counts

endoom0
graphics2
lumps2748
maps2
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "id": "01586eec-5e50-414a-be42-8438c2fbb6bf",
    "sha1": "77aab2736d95a2e3ef179fa63794abb580a3a419",
    "sha256": "5efc5e9001b8963cd9de88106d1148e177dd84b396b1b68fe839b4b2dbcf04ae",
    "filenames": [
      "highwayacceleroidbooster-v1.pk3"
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      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "TESTMAP": "TESTMAP.png",
        "TITLEMAP": "TITLEMAP.png"
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      "categories": null
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    "file": {
      "type": "PK3",
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      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/77aab2736d95a2e3ef179fa63794abb580a3a419/77aab2736d95a2e3ef179fa63794abb580a3a419.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "TESTMAP",
        "TITLEMAP"
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      "counts": {
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        "lumps": 2748,
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    "text_files": [
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "actor Counter : Inventory\n{\n    Inventory.MaxAmount 0x7FFFFFFF\n    +UNTOSSABLE\n    -INVBAR\n}\n\nactor Boolean : Inventory\n{\n    Inventory.MaxAmount 1\n    +UNTOSSABLE\n    -INVBAR\n}\n\nactor CheatWeapon : Shotgun\n{\n    Weapon.SlotNumber 9\n}\n\nactor CheatAmmo : Ammo\n{\n    Inventory.Amount 100\n    Inventory.MaxAmount 100\n}\n\nDamageType RocketJumpPunch\n{\n   Factor 0.0\n}\n\n// Status\nactor HideTheHud : Boolean {} // Completely unneeded, this is only used for the titlescreen. But, just in case...\n\nactor ImAlive : Boolean {}\nactor TheHackiestHack : Boolean {}\nactor OnTheGround : Boolean {}\nactor TurboReady : Boolean {}\nactor DashReady : Boolean {}\nactor FuckImDeadAgh : Boolean {}\nactor FuckExplode : Boolean {}\nactor Sliding : Boolean {}\nactor WallClingLatched : Boolean {}\nactor BoosterPunching : Boolean {}\nactor Mantling : Boolean {}\nactor FlareSplitterHandSwap : Boolean {}\nactor TeleportingInProgress : Boolean {}\nactor SpeedBoosterHitSomething : Boolean {}\nactor SpeedBoosterBusterWolf : Boolean {}\nactor ImACheaterWhoLikesToCheatWithNoSkill : Boolean {}\nactor OkayOopsImNotActuallyACheaterSorry : Boolean {}\n//actor ImAttacking : Boolean {}\n\nactor ImAttacking : Powerup\n{\n    Powerup.Duration 3\n}\n\n// Weapons\nactor WeaponRaised : Boolean {}\nactor GauntletOpen : Boolean {}\nactor CopyVisionFlag : Boolean {}\nactor CopyVisionRedirect : Boolean {}\nactor FiredGrenades : Boolean {}\nactor HowShocking : Boolean {}\nactor SwordSlash1 : Boolean {}\nactor SwordSlash2 : Boolean {}\nactor PunchHit1 : Boolean {}\nactor PunchHit2 : Boolean {}\nactor HeavyCylinderGrossHack : Boolean {}\nactor ClutchBusterFiring : Boolean {}\nactor BoosterTimeFreezerOn : Boolean {}\nactor FistCharged : Boolean {}\nactor HellWheelRev : Boolean {}\nactor HellWheelStop : Boolean {}\nactor FireFrame1 : Boolean {}\nactor FireFrame2 : Boolean {}\nactor FireFrame3 : Boolean {}\nactor SidePassengerClicked : Boolean {}\n\n// Items\nactor HeadlightsOn : Boolean {}\nactor HonkingHorn : Boolean {}\nactor AbandonShit : Boolean {}\nactor Shinesparking : Boolean {}\nactor ShinesparkHit : Boolean {}\nactor SlowBooster : Boolean {}\nactor SpeedBoosterActive : Boolean {}\nactor GotMuffler : Boolean {}\nactor GotHighBeams : Boolean {}\n\n// Equipment\nactor GotChainsaw : Boolean {}\nactor GotShotgun : Boolean {}\nactor GotSuperShotgun : Boolean {}\nactor GotChaingun : Boolean {}\nactor GotRocketLauncher : Boolean {}\nactor GotPlasmaRifle : Boolean {}\nactor GotBFG9000 : Boolean {}\nactor GotBonus : Boolean {}\n\n// Using equipment\nactor UsingBuster : Boolean {}\nactor UsingChainsaw : Boolean {}\nactor UsingShotgun : Boolean {}\nactor UsingShield : Boolean {}\nactor UsingChaingun : Boolean {}\nactor UsingRocketLauncher : Boolean {}\nactor UsingPlasmaRifle : Boolean {}\nactor UsingBFG9000 : Boolean {}\nactor UsingPassenger : Boolean {}\n\nactor CopyVisionSet : Counter { Inventory.MaxAmount 3 }\nactor DoubleJumpCooldownHack : Counter { Inventory.MaxAmount 5 }\nactor DoubleJumped : Counter { Inventory.MaxAmount 5 }\nactor GhostStepDone : Counter { Inventory.MaxAmount 5 }\nactor WallClinged : Counter { Inventory.MaxAmount 5 }\nactor HellWheelUp : Counter { Inventory.MaxAmount 8 }\nactor ShieldJustFrameCounter : Counter { Inventory.MaxAmount 15 }\nactor GhostStepCooldown : Counter { Inventory.MaxAmount 35 }\nactor ShinesparkGrossHackFreezeCooldown : Counter { Inventory.MaxAmount 35 }\nactor SwordChargeLevel : Counter { Inventory.MaxAmount 35 } // One second.\nactor SpectreSliding : Counter { Inventory.MaxAmount 40 }\nactor HighBeamLightLevel : Counter { Inventory.MaxAmount 40 }\nactor SpeedBoostCounter : Counter { Inventory.MaxAmount 50 }\nactor EmergencyConfirm : Counter { Inventory.MaxAmount 70 }\nactor AbandonConfirm : Counter { Inventory.MaxAmount 105 } // Three seconds.\nactor RideArmorHoverFuel : Counter { Inventory.MaxAmount 105 }\nactor ShinesparkCharged : Counter { Inventory.MaxAmount 350 } // Ten seconds.\nactor FistChargeLevel : Counter { Inventory.MaxAmount 175 } // Five seconds.\nactor RideArmorInvulnDuration : Counter { Inventory.MaxAmount 1050 } // 30 seconds\nactor BoosterSpeedCounter : Counter {}\nactor GrossRecoilHack : Counter {}\n\nactor DashCooldown : Counter { Inventory.MaxAmount 700 }\nactor BoostCooldown : Counter { Inventory.MaxAmount 8400 }\nactor JumpCooldown : Counter {}\n\n#include \"actors/props.dec\"\n#include \"actors/powerups.dec\"\n\n// placeholder shit"
      },
      {
        "source": "pk3",
        "name": "zscript.txt",
        "contents": "version \"3.2.4\"\n\nclass TeleFog21XX : Actor replaces TeleportFog\n{\n    Default\n    {\n        +NOBLOCKMAP\n        +NOTELEPORT\n        +NOGRAVITY\n        RenderStyle \"Add\";\n    }\n\n    States\n    {\n    Spawn:\n        TNT1 A 0;\n        TNT1 A 0\n        {\n            if (target != null)\n            {\n                if (target.species != \"VoodooChild\") { A_GiveToTarget(\"TelefogScreenFlash\",1); }\n                A_PlaySound(\"teleport/fog\",5);\n            }\n        }\n        TPRT ABCDEFGFGFGFGFGFGIJK 1 Bright; //A_SetScale(scale.x + 0.0025,scale.y + 0.0025);\n        Stop;\n    }\n}\n\nclass TelefogScreenFlash : CustomInventory\n{\n    Default\n    {\n        -INVENTORY.INVBAR\n        +INVENTORY.QUIET\n    }\n\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_SetBlend(\"Green\",0.5,35);\n        stop;\n    }\n}\n\n#include \"zactors/player.zsc\"\n#include \"zactors/powerups.zsc\"\n#include \"zactors/weppickups.zsc\"\n#include \"zactors/events.zsc\"\n\n#include \"zactors/weapons/wep1-clutchbuster.zsc\"\n#include \"zactors/weapons/wep0-sword.zsc\"\n#include \"zactors/weapons/wep2-shotgun.zsc\"\n#include \"zactors/weapons/wep3-shield.zsc\"\n#include \"zactors/weapons/wep4-flamethrower.zsc\"\n#include \"zactors/weapons/wep5-rocket.zsc\"\n#include \"zactors/weapons/wep6-homer.zsc\"\n#include \"zactors/weapons/wep7-brake.zsc\"\n#include \"zactors/weapons/wep8-passenger.zsc\"\n#include \"zactors/weapons/wep9-bigsteppy.zsc\"\n\n#include \"zactors/items/items.zsc\"\n#include \"zactors/items/soulsphere.zsc\"\n#include \"zactors/items/megasphere.zsc\"\n#include \"zactors/items/armor.zsc\"\n#include \"zactors/items/ammo.zsc\"\n#include \"zactors/items/speedbooster.zsc\"\n#include \"zactors/items/muffler.zsc\"\n#include \"zactors/items/highbeams.zsc\"\n#include \"zactors/items/coolant.zsc\"\n\n//#include \"zactors/statusbar.zsc\""
      },
      {
        "source": "pk3",
        "name": "language.txt",
        "contents": "[enu default]\n\nPD_BLUEO = \"\\cjYou need a \\chblue key\\cj.\";\nPD_REDO = \"\\cjYou need a \\cgred key\\cj.\";\nPD_YELLOWO = \"\\cjYou need a \\cfyellow key\\cj.\";\nPD_BLUEK = \"\\cjYou need a \\chblue key\\cj.\";\nPD_REDK = \"\\cjYou need a \\cgred key\\cj.\";\nPD_YELLOWK = \"\\cjYou need a \\cfyellow key\\cj.\";\nPD_BLUECO = \"\\cjYou need a \\chblue key\\cj.\";\nPD_REDCO = \"\\cjYou need a \\cgred key\\cj.\";\nPD_YELLOWCO = \"\\cjYou need a \\cfyellow key\\cj.\";\nPD_BLUESO = \"\\cjYou need a \\chblue remote key\\cj.\";\nPD_REDSO = \"\\cjYou need a \\cgred remote key\\cj.\";\nPD_YELLOWSO = \"\\cjYou need a \\cfyellow remote key\\cj.\";\n\nGOTBLUECARD = \"Picked up a blue key.\";\nGOTYELWCARD = \"Picked up a yellow key.\";\nGOTREDCARD = \"Picked up a red key.\";\nGOTBLUESKUL = \"Picked up a blue remote key.\";\nGOTYELWSKUL = \"Picked up a yellow remote key.\";\nGOTREDSKUL = \"Picked up a red remote key.\";"
      },
      {
        "source": "pk3",
        "name": "animdefs.txt",
        "contents": "cameratexture MIRROR2 280 80\ncameratexture MIRROR4 160 80\ncameratexture MIRROR5 160 80\n\nwarp texture TELESCRN\nwarp texture RIDEINVL\nwarp2 texture LAVAVISR\n\ntexture HMETRHF2\npic HMETRHFU tics 2\npic HMETRHF2 tics 2\n\ntexture FSHELTF2\npic FSHELTFL tics 2\npic FSHELTF2 tics 2\n\ntexture MENCURS1\npic MENCURS1 tics 3\npic MENCURS2 tics 3\npic MENCURS3 tics 3\npic MENCURS4 tics 3\npic MENCURS3 tics 3\npic MENCURS2 tics 3\n\ntexture VROOM0\npic VROOM41 tics 1\npic VROOM40 tics 1\npic VROOM39 tics 1\npic VROOM38 tics 1\npic VROOM37 tics 1\npic VROOM36 tics 1\npic VROOM35 tics 1\npic VROOM34 tics 1\npic VROOM33 tics 1\npic VROOM32 tics 1\npic VROOM31 tics 1\npic VROOM30 tics 1\npic VROOM29 tics 1\npic VROOM28 tics 1\npic VROOM27 tics 1\npic VROOM26 tics 1\npic VROOM25 tics 1\npic VROOM24 tics 1\npic VROOM23 tics 1\npic VROOM22 tics 1\npic VROOM21 tics 1\npic VROOM20 tics 1\npic VROOM19 tics 1\npic VROOM18 tics 1\npic VROOM17 tics 1\npic VROOM16 tics 1\npic VROOM15 tics 1\npic VROOM14 tics 1\npic VROOM13 tics 1\npic VROOM12 tics 1\npic VROOM11 tics 1\npic VROOM10 tics 1\npic VROOM9 tics 1\npic VROOM8 tics 1\npic VROOM7 tics 1\npic VROOM6 tics 1\npic VROOM5 tics 1\npic VROOM4 tics 1\npic VROOM3 tics 1\npic VROOM2 tics 1\npic VROOM1 tics 1\npic VROOM0 tics 1\n\ntexture FUZDSHK1\npic FUZDSHK1 tics 2\npic FUZDSHK2 tics 2\npic FUZDSHK3 tics 2\npic FUZDSHK4 tics 2\npic FUZDSHK5 tics 2\npic FUZDSHK6 tics 2\npic FUZDSHK7 tics 2\npic FUZDSHK8 tics 2\npic FUZDSHK9 tics 2\npic FUZDIDLE tics 2\n\nwarp2 texture BLNKWATR\nwarp2 texture BLNKSLIM\nwarp2 texture BLNKBLUD\n\ntexture FIRBLNK1\npic FIRBLNK1 tics 4\npic FIRBLNK2 tics 4"
      },
      {
        "source": "pk3",
        "name": "credits.txt",
        "contents": "VIDYA GRAPHICS:\n- RBOM sprites taken from RoboArmy\n- Hud speedometers taken from Test Drive 2: The Duel\n- Rear view mirror from Top Gear 3000\n- Exhaust sprites from Mega Man & Bass\n- DSPK, EPLT, ECPS, CBOM, BSPT, and EXPB sprites from Mega Man X\n- RWEN edited from Mega Man X\n- EBIG sprites edited from Mega Man 7\n- HLFR, HLF2, HLF3 sprites from Mega Man X2\n- LBLT/SHKH sprites from Mega Man X3\n- RBSP taken from Mega Man X4\n- BPHT, LHIT, MHIT, and BLKN from Street Fighter Alpha\n- NHT* from Darkstalkers 3\n- PBOM sprites from Ganbare Goemon 3\n- GCAN sprites from Front Mission: Gun Hazard\n- FLML sprites from Final Fight\n- CFLR sprites from Ghouls n' Ghosts\n- RFL1 sprites from The Ninja Warriors\n- RFL2 sprites from CastleVania Chronicles\n- GFL1 and JTP* sprites from Tales of Destiny\n- FLRP and FLRS sprites from CastleVania: Harmony of Dissonance (GBA is basically a portable SNES, I'll take it)\n- FLT1, FLT2, FLT3, FLT4, and FLT5 sprites from CastleVania: Aria of Sorrow\n- BSBS sprites from Kirby Super Star\n- TRST sprite from Top Gear 3000\n- CRM2 sprites from Top Gear 2\n- CGLS, CSCP, and CTIR sprites from Street Fighter II\n- X3TG from Megaman X3\n- CBOM from Neo Geo Battle Coliseum\n- CHSL from King of Fighters 11\n- RCPR sprites taken from Necrodome\n- TPRT, EPRT, and EWRP taken from Tales of Destiny\n- ARMPA and ARMPB edited from Tales of Eternia\n- ARMPC edited from Namco X Capcom\n- WCB0/WCB2/WCB3/WCB4/WCB5/WCB6/WCB7 edited from Mega Man X3\n- CSFB from Mega Man X5\n- NFLR from Maui Mallard in Cold Shadow\n- AMMSB0/AMMHB0/AMMFB0/AMMDB0 edited from Duke Nukem 3D (with a top for AMMSB0 by Pillowblaster)\n- AMMCB0 edited from Shadow Warrior\n- AMMBA0-F0 taken from Xenon 2: Megablast\n- AMMSA0 edited from Strike Gunner\n- SPFL taken from Aero Fighters\n- SHFF taken from CastleVania: Symphony of the Night\n- SHKN taken from Mega Man Zero\n- MENCURS* taken from Mega Man X1\n- REXP taken from Super Star Soldier\n- RAXP taken from Pretty Soldier Sailor Moon\n- RFXP/RFX2 taken from Dragon Ball Z: Supersonic Warriors\n- TL_CB from Fighters Megamix.\n- BRRM* taken from Strife.\n\nORIGINAL GRAPHICS:\n- Sportsman's Guide for AMMFA0\n- TFrancooo for the CTH* graphics\n- Pordontae for the rocket sprites taken from Metal Slug Doom\n- Xaser for the bullet puffs taken from Psychic\n- MD-2a03 and Dimpsy for the Megaman X and Ashe skins, edited for the 8-bit skin base.\n- DrPyspy for the non-8-bit skin. Like, damn.\n- 123rf.com, for \"Vector - Car keys isolated on white photo-realistic vector illustration\", where the RKEY/BKEY/YKEY were edited from\n- Chaofanatic for VROOM*\n- HyperUltra64 for the RBC* sprites\n- kensuyjin33 for the \"Armor Capsule (X-X4-X8) Sprites design in 16-bits\", edited into WCBS/WCTS/WCBZ/WCTZ edited\n- Captain J for the ABNC* and ABEX*\n- Fraan and Skelegant for the MFLR* sprites\n- INTERPIC/TITLEPIC by Roselii49\n- TL_H*, TL_A*, TL_B*, TL_F*, TL_P* by Fraan\n- TL_CA0 by Fraan and Omnilunary\n- SCNH, SCNR, SCNC, SCNL, and SCNA sprites done by TsukiZer0, replicating the Mega Man X1 intro scanner\n- CONBACK by Sgt. Shivers\n- AMMJ* by Revae\n\nORIGINAL HUD GRAPHICS:\n- Mor'ladim for redoing the HUD like bloody hell it looks amazing\n- Sgt. Shivers and Combine_Kegan for the beam saber\n- TFrancooo for gauntlet muzzleflashes and overheated punch effects\n- BatteryBlack/ProjectHazoid for the base gauntlet graphics\n- CGIN*, CTH1*, CTH2*, FCH0*, FCH1*, and FCH2* sprites done by using ProjectHazoid/BatteryBlack's base hands, putting props by Sgt. Shivers on top, and polishing by Fraan\n- FIDL*, FTHR*, and FSHT* sprites done by using ProjectHazoid/BatteryBlack's base hands, adding MarlboroMike props on top, and polishing by Fraan\n- CPFR* sprites done by using ProjectHazoid/BatteryBlack's base hands, adding Sgt. Shivers props on top, and polishing by Fraan\n- All Brake weapon sprites done by using ProjectHazoid/BatteryBlack's base hands, with Sgt. Shivers editing on top. It's good. It's really good.\n- NoozeArts and slipcase1 for the HUD of the Ride Armor\n- slipcase1 for the joysticks of the Ride Armor\n- Fraan and Sgt. Shivers for the RFST*/LFST* sprites\n- RCGN* by Captain J\n- SDFD*, SDPY*, and SDPR* by Sgt. Shivers\n\nETC:\n- DavidPH55 for being such a wonderful, cool, and fun friend that I like being with!!!\n- Megaman X, 20XX, Bullet-Eye, GMOTA, Cyberrunner and Megaman 8-Bit Deathmatch for inspiration\n- Mor'ladim and Combine_Kegan for SNES sound ripping assistance\n- My stream audience for constantly tossing suggestions, ideas, and other inspiration at me, and encouraging me to go through this in the first place. Thanks, guys!\n\nCODE:\n- Jayjay the Jetplane for the basis for the wall-clinging\n- Dodopod for the ledge-climbing system\n- Gutawer for the Underwater shader, repurposed for the time slow's view-warping\n- Messatsu and LegoCS/RusselCS for the Copy Vision from Mega Man 8-Bit Deathmatch, repurposed for the Side Passenger\n- LegoCS/RusselCS for some debugging and code tweaks.\n- Caligari87 for the DarkDoomZ ZScript flashlight, used under the zlib License. The license has been reprinted below, as requested.\n\nMUSIC:\n- D_DM2TTL: Initial D: Special Stage - Defeat 3\n- D_READ_M: Initial D: Special Stage - Monologue 1\n- D_DM2INT: Big Brother - Wild Reputation (Instrumental)\n\n================================================================================\n\nzlib License\n\n(C) 2018 Sterling Parker (aka \"Caligari87\")\n\nThis software is provided 'as-is', without any express or implied\nwarranty.  In no event will the authors be held liable for any damages\narising from the use of this software.\n\nPermission is granted to anyone to use this software for any purpose,\nincluding commercial applications, and to alter it and redistribute it\nfreely, subject to the following restrictions:\n\n1. The origin of this software must not be misrepresented; you must not\n   claim that you wrote the original software. If you use this software\n   in a product, an acknowledgment in the product documentation would be\n   appreciated but is not required.\n2. Altered source versions must be plainly marked as such, and must not be\n   misrepresented as being the original software.\n3. This notice may not be removed or altered from any source distribution."
      },
      {
        "source": "pk3",
        "name": "sndinfo.txt",
        "contents": "// Default $rolloff is 200 1200\n\n$musicalias D_DM2TTL M_TITLE\n$musicalias D_INTRO M_TITLE\n$musicalias D_INTER D_DM2INT\n$musicalias D_VICTOR D_READ_M\n\nsilence                 QUIET\nmisc/k_pkup             KEYTRY   // Mixed from realsoundFX and Mario Paint\nojou/laugh              OJOLAUGH // Taken from Sailor Moon\nnightmare/danger        ITDANGER // Taken from San Francisco Rush: Extreme Racing\ncheater/sound           CHEATERS // Mixed from Final Fantasy 6 and csnmedia\nteleport/fog            TPORTFOG // Taken from Sonic the Hedgehog\nintro/ready             INTREADY // Taken from Mega Man X5\n$limit teleport/fog 0\n\nmenu/activate           MENUUP   // Taken from Mega Man X6\nmenu/clear              MENUDOWN // Taken from Mega Man X6\nmenu/choose             MENUYES  // Taken from Mega Man X6\nmenu/backup             MENUNO   // Taken from Mega Man X6\nmenu/cursor             MENUSCRL // Taken from Mega Man X4\nmenu/change             MENUCHNG // Taken from Mega Man X5\nmenu/prompt             MENUQUIT // Taken from Mega Man X5\nmenu/dismiss            MENUDSMS // Taken from Mega Man X4\nmenu/invalid            MENUFAIL // Taken from Mega Man X5\n\ntitle/ping              TITLPING // Taken from Mega Man X4\ntitle/cpustart          CPUSTART // Taken from Mega Man X1\ntitle/cputype           CPUTYPER // Taken from Mega Man X1\ntitle/diagnosis         CPUDIAGN // Taken from Mega Man X1\ntitle/cursfade          CPUDFADE // Taken from Mega Man X1\ntitle/race              TITLRACE // Taken from Super Mario Kart\n$limit title/cputype 0\n\n// PLAYER\n// ========================================================================\n\n$playersound    Booster    male    *death      BOOSTDED // From Mega Man X\n$playersounddup Booster    male    *xdeath     *death\n$playersounddup Booster    male    *gibbed     *death\n$playersound    Booster    male    *pain100    BOOSTHRT // From Mega Man X\n$playersounddup Booster    male    *pain75     *pain100\n$playersounddup Booster    male    *pain50     *pain100\n$playersounddup Booster    male    *pain25     *pain100\n$playersound    Booster    male    *grunt      QUIET\n$playersound    Booster    male    *land       BOOSTLND // From Final Fantasy 6\n$playersound    Booster    male    *jump       BOOSTJMP // From Mega Man X\n$playersound    Booster    male    *fist       QUIET\n$playersound    Booster    male    *usefail    BOOSTNOP // From The Smurfs (SNES)\n$playeralias    Booster    male    *taunt      player/taunt\n\n$random player/taunt { carhonk1 carhonk2 carhonk3 } // From the General Series 6000\ncarhonk1                BOOSHNK1\ncarhonk2                BOOSHNK2\ncarhonk3                BOOSHNK3\n\nbooster/hornloop        HORNLOOP // Taken from Urban Chaos\nbooster/hornend         HORNEND  // Taken from Urban Chaos\n$limit booster/hornloop 0\n$limit booster/hornend 0\n\nbackup/siren            BACKUPBP // Taken from Top Gear 3000\n$volume backup/siren 0.8\nengine/start            CARSTART // Taken from the General Series 6000\nbooster/wallcling       WALLCLNG // Taken from Mega Man X2\nbooster/wallletgo       WALLLETG // Taken from Mega Man X2\nbooster/climb           BOOSTMNT // Mixed from Mega Man X and X2\nbooster/headlightson    HEADLIT1 // Taken from Chrono Trigger\nbooster/headlightsoff   HEADLIT2 // Taken from Chrono Trigger\nbooster/headlightssuper HDLTSUPR // Taken from CastleVania: Symphony of the Night\n\nshock/hit1              BFELDHT1 // Mixed from Star Wars Trilogy Arcade\nshock/hit2              BFELDHT2 // Mixed from Star Wars Trilogy Arcade\nshock/hit3              BFELDHT3 // Mixed from Star Wars Trilogy Arcade\n\nghost/jump              DJUMP    // Taken from Mega Man X6\nghost/step              DODGE    // Taken from Mega Man X6\nbooster/slide           SLIDSKID // Taken from Super Mario Kart\n\nteleport/start          TELEPREP // Taken from Chrono Trigger\nteleport/prot           TELEPROT // Taken from Chrono Trigger\n\nturbo/alarm1            TALARM1  // Taken from Hang-On\nturbo/alarm2            TALARM2  // Taken from Hang-On\nboost/alarm             DALARM1  // Taken from San Francisco Rush 2049\n\nbooster/cantdo          CYBRNOPE // Taken from Mega Man X2\nbooster/dash            CYBRDASH // Taken from San Francisco Rush 2049\nbooster/boost           CYBRBOST // Mixed from Final Fantasy 6 and San Francisco Rush 2049\nbooster/boostidle       BOSTIDLE // Taken from Stunt Race FX\nbooster/boostidle2      BOSTIDL2\n\n$random booster/lowhealth { blowhealth1 blowhealth2 blowhealth3 blowhealth4 blowhealth5 } // Taken from Bubsy 2, of all places\nblowhealth1             LOWHELF1\nblowhealth2             LOWHELF2\nblowhealth3             LOWHELF3\nblowhealth4             LOWHELF4\nblowhealth5             LOWHELF5\n\n// WEAPONS\n// ========================================================================\n\nsnes/weaponup           SNESGNUP // Taken from Mega Man X\nsnes/weaponup2          SNESGNU2 // Taken from Mega Man X\nbooster/swap            BMERGUNS // Mixed from Mortal Kombat 3 and Mega Man X\nbooster/fire            BMERFIRE // Taken from San Francisco Rush 2049\nbooster/casingbounce    CASNGBNC // Taken from Mega Man X2\nbooster/lightswing      HITSWNGL // Taken from Super Smash Bros. 4\nbooster/mediumswing     HITSWNGM // Taken from Super Smash Bros. 4\nbooster/heavyswing      HITSWNGH // Taken from Super Smash Bros. 4\nbooster/lighthit        HITPNCHL // Taken from Super Smash Bros. 4\nbooster/mediumhit       HITPNCHM // Taken from Super Smash Bros. 4\nbooster/heavyhit        HITPNCHH // Taken from Super Smash Bros. 4\nbooster/nitrohit        HITPNCHN // Mixed from Megaman 7, Super R-Type, Kirby Superstar, and SNK vs Capcom: SvC Chaos\nbooster/nitrohit2       HITPNCHT // Mixed from Megaman 7, Super R-Type, Kirby Superstar, and SNK vs Capcom: SvC Chaos\nbooster/hitwall         HITMISSW // Taken from Street Fighter II\nbooster/hitwalln        HITMISSN // Mixed from Megaman 7, Super R-Type, and Kirby Superstar\nbooster/fistexplode     PNCHCHEX // Taken from Super R-Type\n$limit booster/fire 0\n$limit booster/casingbounce 0\n$volume booster/casingbounce 0.4\n$rolloff booster/casingbounce 100 800\n$rolloff booster/fistexplode 400 1600\n$limit booster/nitrohit 0\n$limit booster/nitrohit2 0\n$limit booster/hitwalln 0\n\nbooster/beamcharge      SABRCHRG // Mixed from Mega Man X and Star Wars Trilogy Arcade\nbooster/beamuncharge    SABRUCHG // Taken from Star Wars Trilogy Arcade\nbooster/beamswing1      SABRSWN1 // Mixed from Mega Man X4 and Marvel VS Capcom 2\nbooster/beamswing2      SABRSWN2 // Mixed from Mega Man X4, Marvel VS Capcom 2, and Star Wars Trilogy Arcade\nbooster/beamswing3      SABRSWN3 // Mixed from Mega Man X4 and Marvel VS Capcom 2\nbooster/beamhit1        SABRHIT1 // Mixed from Mega Man X4, Kirby Super Star, and SNK VS Capcom: SvC Chaos\nbooster/beamhit2        SABRHIT2 // Mixed from Mega Man X4, Kirby Super Star, Chrono Trigger, and SNK VS Capcom: SvC Chaos\nbooster/beamhit3        SABRHIT3 // Mixed from Mega Man X4 and Kirby Super Star\nbooster/beamhitwall     SABRHITW // Mixed from Breath of Fire II and Star Wars Trilogy Arcade\nbooster/beamhitwall2    SABRHITX // Mixed from Breath of Fire II and Star Wars Trilogy Arcade\nbooster/beamhitwall3    SABRHITZ // Mixed from Breath of Fire II and Star Wars Trilogy Arcade\nbooster/tasehit         TASESTRT // Taken from Bubsy 2\nbooster/taseloop        TASELOOP // Taken from Street Fighter II\n$random booster/tasespark { tasespark1 tasespark2 tasespark3 } // Mixed from Street Fighter II and Star Wars Trilogy Arcade\ntasespark1              TASESPK1\ntasespark2              TASESPK2\ntasespark3              TASESPK3\n$limit booster/tasespark 0\n$limit booster/beamhit1 0\n$limit booster/beamhit2 0\n$limit booster/beamhit3 0\n$limit booster/beamhitwall 0\n$limit booster/beamhitwall2 0\n$limit booster/beamhitwall3 0\n\nbooster/bounceball      BOUNCBAL // Taken from Super Mario World\nbooster/flarefire       FLARFIRE // Mixed from Wario's Woods, Mortal Kombat 3, and Super Metroid\nbooster/flaresplit      FLARSPLT // Mixed from Joe & Mac: Cavemen Ninja and Super Metroid\nbooster/flarehit1       FLARHIT1 // Mixed from Super Metroid, Legend of Zelda: Link to the Past, and Garou: Mark of the Wolves\nbooster/flarehit2       FLARHIT2 // Mixed from Super Metroid, Legend of Zelda: Link to the Past, and Garou: Mark of the Wolves\nbooster/flarecharging   FLARCHGN // Taken from Mega Man 7\nbooster/flarecharged    FLARCHGD // Taken from Mega Man 7\nbooster/flarechidle     JETCHIDL // Taken from Final Fantasy 6\nbooster/flareclick      JETDKLIK // Taken from Aliens: Infestation\nbooster/flarechfire     FLARCFIR // Mixed from Wario's Woods, Mortal Kombat 3, Super Metroid, and SNK vs Capcom: SVC Chaos\nbooster/flarechhit      FLARCHIT // Mixed from Super Metroid and SNK vs Capcom: SVC Chaos\nbooster/flarecock       FLARCOCK // Taken from Aliens; Isolation\nbooster/flaregas        JETDGAS  // Taken from Sony Media 1001 Sound Effects\n$rolloff booster/flaresplit 400 1600\n$rolloff booster/flarechhit 400 1600\n//$limit booster/flarehit2 0\n\nbooster/rocket          ROCKFIRE // Mixed from Super Metroid, Cadillacs & Dinosaurs, and Metal Slug\nbooster/rockhit         ROCKHIT  // Mixed from Super R-Type and Aliens: Infestation\nbooster/grenade         GRENFIRE // Mixed from Super Ghouls n' Ghosts, Super Metroid, and Super R-Type\nbooster/grenbeep        GRENBEEP // Taken from Star Fox\nbooster/grenbounce      GRENBONC // Taken from Mickey Mania - The Timeless Adventures of Mickey Mouse\n$rolloff booster/rockhit 400 1600\n$limit booster/rocket 0\n$limit booster/rockhit 0\n$limit booster/grenbounce 0\n$rolloff booster/grenbounce 100 800\n\nbooster/whelcast        WHELCAST // Taken from Earthbound\nbooster/whelfire        WHELFIRE // Mixed from Final Fantasy 6 and Kirby Superstar\nbooster/wheelidle       WHELIDLE // Taken from Stunt Race FX\nbooster/wheelsnap       FNGRSNAP // Taken from Fatal Fake\nbooster/wheelsplode     WHELSPLD // Mixed from Kirby Super Star, Super R-Type, and Legend of Zelda: Link to the Past\nbooster/revstart        REVUP    // Taken from Earthbound\nbooster/revidle         REVIDLE  // Taken from Earthbound\nbooster/revstop         REVSTOP  // Taken from Earthbound\n\nbooster/blitzfire1      BLTZFIR1 // Mixed from Kirby Super Star, Blackthorne, and Mortal Kombat 2\nbooster/blitzfire2      BLTZFIR2 // Mixed from Kirby Super Star, Blackthorne, and Mortal Kombat 2\nbooster/blitzfinish     BLTZFINS // Mixed from Kirby Super Star and Heretic\nbooster/blitzhit1       BLTZHIT1 // Mixed from Garou: Mark of the Wolves\nbooster/blitzhit2       BLTZHIT2 // Mixed from Garou: Mark of the Wolves\n$limit booster/blitzfire2 0\n$limit booster/blitzhit1 0\n$limit booster/blitzhit2 0\n$rolloff booster/blitzhit2 200 800\n\nbooster/bthrower        FLMTSTRT // Mixed from Legend of Zelda: Link to the Past and Earthbound\nbooster/bthrowerloop    FLMTLOOP // Taken from Sonic 2\nbooster/bthrowerend     FLMTSTOP // Taken from Sonic 2\n\nbooster/timeslow        TIMESLOW // Mixed from Chrono Trigger\nbooster/timeresume      TIMERESM // Mixed from Chrono Trigger and Super Mario Kart\nbooster/timealarm1      TIMEALM1 // Taken from Super Mario Kart\nbooster/timealarm2      TIMEALM2 // Taken from Super Mario Kart\nbooster/pinballding     PINBDING // Taken from mapleleaf on FreeSound.org\nbooster/abrakerev       ABRKRVUP // Taken from Breath of Fire II and San Francisco Rush Extreme Racing\nbooster/abrakefire      ABRKFIRE // Taken from San Francisco Rush: Extreme Racing and Kamen Rider Super Climax Heroes\nbooster/abrakeburst     ABRKBRST // Mixed from Kirby Super Star\nbooster/abrakeburst2    ABRKBRS2 // Mixed from Kirby Super Star\nbooster/abrakebomb      ABRKBRS3 // Mixed from Kirby Super Star\nbooster/abrakeshing     ABRKSHNG // Taken from Kirby Super Star\nbooster/brakeidle       ABRKIDLE // Taken from San Francisco Rush 2049\nbooster/brakeup         ABRKLIFT // Taken from San Francisco Rush 2049\nbooster/allbrakebounce  POUND2\n$limit booster/abrakefire 0\n$limit booster/abrakeburst 0\n$limit booster/abrakeburst2 0\n$limit booster/abrakebomb 0\n$limit booster/pinballding 0\n$limit booster/abrakeshing 0\n$rolloff booster/pinballding 400 1600\n$rolloff booster/abrakeburst 400 1600\n$rolloff booster/abrakebomb 400 1800\n\ndraw/target             TRGTCRSR // Taken from Megaman X2\nbooster/homingfire      CRUSHFIR // Mixed from Cadillacs & Dinosaurs and San Francisco Rush 2049\nbooster/multihfire      CRUSHFI2 // Mixed from Cadillacs & Dinosaurs, San Francisco Rush 2049, and Hyperzone\nbooster/hominghit       CRUSHHIT // Mixed from Hyperzone, Vectorman, Legend of Zelda: A Link to the Past, and SvC Chaos: SNK VS Capcom\n$limit booster/hominghit 0\n\nbooster/lockonstart     CPALTRED // Taken from Sutte Hakkun\nbooster/lockoncancel    CPALTNOP // Taken from Star Fox\nbooster/lockoncomplete  CPALTLOK // Taken from Star Fox\n\nbooster/sideselect      SIDESLCT // Taken from Chester Cheetah: Wild Wild Quest\nbooster/sideswap        SIDESWAP // Mixed from Mickey Mania: The Timeless Adventures of Mickey Mouse and Chrono Trigger\nbooster/sidenope        SIDENOPE // Taken from Mickey Mania: The Timeless Adventures of Mickey Mouse\nbooster/sideappear      SPAPPEAR // Taken from Mega Man 7\nbooster/sidedisappear   SPDISAPP // Taken from Mega Man 7\nbooster/sideappear2     SPAPPEA2 // Taken from Mega Man 7\nbooster/sidedisappear2  SPDISAP2 // Taken from Mega Man 7\n\nbooster/noammo          NOAMMO   // Taken from Mega Man X\n\n$random effects/impact { effects/impact1 effects/impact2 effects/impact3 } // Taken from Aliens: Infestation\neffects/impact1         SHPING1\neffects/impact2         SHPING2\neffects/impact3         SHPING3\n$volume effects/impact 0.5\n$rolloff effects/impact 100 800\n\n// ITEMS\n// ========================================================================\n\nwepget/basic            PKUPWEAP // Mixed from Final Fantasy Mystic Quest, Mickey Mania: The Timeless Adventures of Mickey Mouse, and Mega Man X2\nwepget/saber            PKUPSABR // Mixed from Mega Man X4, Final Fantasy Mystic Quest, Legend of Zelda: A Link to the Past, and Chrono Trigger\nwepget/ammosaber        PKUPAMJK // Mixed from Mega Man X4, Final Fantasy Mystic Quest, and Legend of Zelda: A Link to the Past\nwepget/splitter         PKUPFLAR // Mixed from Final Fantasy 6, Chrono Trigger, Wario's Woods, and Aliens: Infestation\nwepget/ammosplitter     PKUPAMFS // Mixed from Mega Man X, Final Fantasy 6, Wario's Woods, and Aliens: Infestation\nwepget/shield           PKUPNITR // Mixed from Final Fantasy 6 and Chrono Trigger\nwepget/ammoshield       PKUPAMNS // Mixed from Mega Man X and Final Fantasy 6\nwepget/blitzer          PKUPDRIV // Mixed from Final Fantasy 6, Chrono Trigger, and Kirby Superstar\nwepget/ammoblitzer      PKUPAMDB // Mixed from Mega Man X and Kirby Super Star\nwepget/cylinder         PKUPCYLN // Mixed from Final Fantasy 6, Chrono Trigger, San Francisco Rush 2049, and Aliens: Infestation\nwepget/ammocylinder     PKUPAMHC // Mixed from Mega Man X, Final Fantasy 6, San Francisco Rush 2049, and Aliens: Infestation\nwepget/piston           PKUPPIST // Mixed from Final Fantasy 6, Chrono Trigger, Super Ghouls n' Ghosts, and Mega Man X\nwepget/ammopiston       PKUPAMCP // Mixed from Mega Man X and Super Ghouls n' Ghosts\nwepget/brake            PKUPALLB // Mixed from Final Fantasy 6, Chrono Trigger, Super Mario Kart, CastleVania: Bloodlines, and Ghostbusters\nwepget/ammobrake        PKUPAMAB // Mixed from Mega Man X and Chrono Trigger\nwepget/passenger        PKUPSIDE // Mixed from Final Fantasy 6, Chrono Trigger, and Mega Man X3\nwepget/ammopassenger    PKUPAMSP // Mixed from Mega Man X3 and Chrono Trigger\n\nwepcap/teleport         WEPCAPTL // Taken from Mega Man X2\nwepget/bounce           PKUPBONC // Taken from Legend of Zelda; A Link to the Pasta\n\nnitro/pickup            NITROGET // Mixed from San Francisco Rush 2049, Chester Cheetah's Wild Wild Quest, and Chrono Trigger\nhealth/tiny             HELFGET0 // Taken from Hyperzone\nhealth/small            HELFGET1 // Mixed from Hyperzone and Chester Cheetah's Wild Wild Quest\nhealth/med              HELFGET2 // Mixed from Hyperzone and Chester Cheetah's Wild Wild Quest\n1up/pickup              BOOST1UP // Taken from Mega Man X\nfullrestore/pickup      FULLRGET // Mixed from Mega Man X and Mega Man X5\nfullrestore/explode     FULLRBOM // Mixed from Mega Man X\n$limit fullrestore/explode 0\n\n$random fullrestore/spark { corpsespark1 corpsespark2 } // Taken from Kirby Super Star\ncorpsespark1            CRPSSPK1\ncorpsespark2            CRPSSPK2\n$volume fullrestore/spark 0.5\n$limit fullrestore/spark 0\n\nammo/small              AMMO1GET // Taken from Knights of the Round\nammo/big                AMMO2GET // Taken from Knights of the Round\n\narmor/bonus             ARMR1GET // Mixed from Chrono Trigger\narmor/green             ARMR2GET // Mixed from Chrono Trigger\narmor/blue              ARMR3GET // Mixed from Final Fantasy 6 and Chrono Trigger\n\nspeed/start             SPBSSTRT // Taken from Kirby Superstar\nspeed/fire              SPBSGOGO // Mixed from Kirby Superstar\nspeed/loop              SPBSLOOP // Taken from San Francisco Rush 2049\nspeed/stop              SPBSSTOP // Mixed from San Francisco Rush 2049 and Kirby Super Star\nspeed/stop2             SPBSSTP2 // Taken from Top Gear 3000\n\nshine/charged           SHSPCHRG // Taken from Final Fantasy 6\nshine/chargeloop        SHSPLOOP // Taken from Super Metroid\nshine/burnloop          SHSPBURN // Taken from Final Fantasy 6\nshine/launch            SHSPFIRE // Taken from Mega Man 7\nshine/jump              SHSPJUMP // Taken from Mega Man 7\nspeed/crusher           BSTRWOLF // Taken from Star Wars Trilogy Arcade and Mega Man 7\n$rolloff speed/crusher 800 2000\n\nslow/start              SLBSSTRT // Taken from San Francisco Rush 2049\nslow/loop               SLBSLOOP // Taken from San Francisco Rush 2049\nslow/stop               SLBSSTOP // Taken from San Francisco Rush 2049\n\n$random part/bounce { partbounce1 partbounce2 partbounce3 partbounce4 partbounce5 partbounce6 partbounce7 partbounce8 }\npartbounce1             CARBONC1\npartbounce2             CARBONC2\npartbounce3             CARBONC3\npartbounce4             CARBONC4\npartbounce5             CARBONC5\npartbounce6             CARBONC6\npartbounce7             CARBONC7\npartbounce8             CARBONC8\n$limit part/bounce 0\n\nbooster/mufflerfire     MUFLFIRE // Taken from Blackthorne & San Francisco Rush 2049\nbooster/muffleron       INVISON  // Mixed from CastleVania: Bloodlines\nbooster/muffleroff      INVISOFF // Mixed from CastleVania: Bloodlines\nbooster/mufflerget      INVISGET // Mixed from CastleVania: Bloodlines\nbooster/mufflerout      INVISOUT // Mixed from CastleVania: Bloodlines\nbooster/knifeswing      KNIFSWNG // Mixed from Marvel VS Capcom 2 and Knights of the Round\nbooster/knifeswing2     KNIFSWN2 // Mixed from Marvel VS Capcom 2 and Knights of the Round\nbooster/knifestab       KNIFSTBF // Mixed from SNK VS Capcom: SVC Chaos\nbooster/knifestab2      KNIFSTBB // Taken from SNK VS Capcom: SVC Chaos\n\nhighbeams/pickup        LITEPKUP // Mixed from Chrono Trigger, AvP 2010, and Sony Pictures Sound Effects Series. The least SNES-sounding sound!\ncoolant/pickup          SHCOOLNT // Mixed from abolla &_limetoe's sounds from Freesound and Chronicles of Riddick\n\n// RIDE ARMOR\n// ========================================================================\n\n$playersound    RArmor    male    *death      BOOSTDED // From Mega Man X\n$playersounddup RArmor    male    *xdeath     *death\n$playersounddup RArmor    male    *gibbed     *death\n$playersound    RArmor    male    *pain100    BOOSTHRT // From Mega Man X\n$playersounddup RArmor    male    *pain75     *pain100\n$playersounddup RArmor    male    *pain50     *pain100\n$playersounddup RArmor    male    *pain25     *pain100\n$playersound    RArmor    male    *grunt      QUIET\n$playersound    RArmor    male    *land       QUIET\n$playersound    RArmor    male    *jump       RIDEJUMP // From Mega Man X\n$playersound    RArmor    male    *fist       QUIET\n$playersound    RArmor    male    *usefail    RIDENOPE // From Mega Man X\n$playeralias    RArmor    male    *taunt      player/taunt\n\n//ridearmor/stomp         RIDESTMP // Mixed from Mega Man X\n$random ridearmor/stomp { ridestep1 ridestep2 } // Taken from Mega Man X\nridestep1               RIDESTP1\nridestep2               RIDESTP2\nridearmor/land          RIDELAND // Taken from Mega Man X\n$rolloff ridearmor/land 800 1600\n$limit ridearmor/land 0\n\nride/punchswing         RIDEPNCH // Taken from Mega Man X3\nride/punchcock          RIDEPCCK // Taken from Aliens: Infestation\nride/punchthrust        RIDEPTHR // Taken from Mega Man X3\nride/punchmiss          RIDEPMIS // Taken from Garou: Mark of the Wolves and Street Fighter II\nride/punchhit           RIDEPHIT // Taken from Garou: Mark of the Wolves, SNK VS Capcom: SvC Chaos, and Street Fighter II\nride/rocketclick        RRKTCLIK // Taken from Aliens: Infestation\nride/rocketfire         RRKTFIRE // Mixed from Cadillacs & Dinosaurs, Kirby Super Star, and Hyper Zone\nride/rocketload         RRKTRELD // Taken from Aliens: Infestation\nride/rockethit          RRKTBOOM // Mixed from Super R-Type, Aliens: Infestation, and Mega Man 7\n$rolloff ride/rockethit 800 2000\n\nride/gatlingunlock      RIDEGRST // Taken from Chrono Trigger\nride/gatlinglock        RIDEGREN // Taken from Chrono Trigger\nride/gatlingstart       RIDEGRVU // Taken from Hyperzone\nride/gatlingstop        RIDEGRVD // Taken from Hyperzone\nride/gatlingspin        RIDEGRVS // Taken from Hyperzone\nride/gatlingfire        RIDEGFIR // Mixed from Blackthorne, Super Metroid, and Cadillacs & Dinosaurs\nride/gatlinghit         RIDEGHIT // Taken from Cadillacs & Dinosaurs\n$limit ride/gatlingfire 0\n$limit ride/gatlinghit 0\n$rolloff ride/gatlinghit 100 1000\n\nshock/outage            BFELDOUT // Mixed from Super Ghouls n' Ghosts and Bubsy 2\nshock/rupture           BFELDRUP // Mixed from Chrono Trigger and Super Ghouls n' Ghosts\nshock/turnon            BFELDFON // Mixed from Chrono Trigger and Star Wars Trilogy Arcade\nshock/turnoff           BFELDOFF // Mixed from Chrono Trigger and Star Wars Trilogy Arcade\nshock/idle              BFELDIDL // Taken from Aliens: Infestation\nshock/warning           BFELDWRN // Taken from Mega Man X3\n\nride/sdoffer            RIDEBOM1 // Taken from Mega Man X3\nride/sdaccept           RIDEBOM2 // Taken from Mega Man X3\nride/explode1           RIDEEXP1 // Taken from Sparkster\nride/explode2           RIDEEXP2 // Taken from Sparkster\n$limit ride/explode1 0\n$rolloff ride/explode1 800 1600\n$rolloff ride/explode2 800 1600\n\nride/jetstart           RIDEJETS // Mixed from Sparkster\n$limit ride/jetstart 0\n\nride/supercharge        RARMSCHG // Mixed from Star Wars: The Arcade, Mega Man X, and Super Metroid\n\nride/minimissilefire    MMSLFIRE // Taken from Cadillacs & Dinosaurs\nride/minimissilehit     MMSLBOOM // Mixed from Contra 3 and Super R-Type\n$limit ride/minimissilehit 0\n$rolloff ride/minimissilehit 400 1600\n\n// PLACEHOLDER\n// ========================================================================\n\nweapons/overdrivegun/unblock DSOVERUB\nweapons/overdrivegun/windup  DSOVERU\nweapons/overdrivegun/fire\nweapons/overdrivegun/winddown DSOVERD\nweapons/overdrivegun/spin     DSOVERS\n\n$limit weapons/overdrivegun/fire 0"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "booster"
      },
      {
        "source": "pk3",
        "name": "keyconf.txt",
        "contents": "addkeysection \"Booster\" cyberkeys\naddmenukey \"Movement: Afterburner\" +reload\naddmenukey \"Movement: Blueshift\" +zoom\nAddMenuKey \"System: Headlights\" +user1\nAddMenuKey \"System: Honk\" +user2\nalias zdoomtaunt \"use ZDoomTauntButton\""
      },
      {
        "source": "pk3",
        "name": "sbarinfo.txt",
        "contents": "height 0;\nresolution 320, 200;\n\nstatusbar normal, fullscreenoffsets, forcescaled\n{\n  InInventory not HideTheHud\n  {\n    IfCVarInt not boost_mirror, 3, equal\n    {\n        IfCVarInt boost_mirror, 0, equal\n        {\n            DrawImage \"MIRROR1\", -79 + center, 0;\n            DrawImage \"MIRROR2\", -70 + center, 2;\n        }\n        IfCVarInt boost_mirror, 1, equal\n        {\n            DrawImage \"MIRROR3\", 0, 0;\n            DrawImage \"MIRROR3B\", -92, 0;\n            DrawImage \"MIRROR4\", 10, 2;\n            DrawImage \"MIRROR5\", -90, 2;\n        }\n        IfCVarInt boost_mirror, 2, equal\n        {\n            DrawImage \"MIRROR3\", 0, 0;\n            DrawImage \"MIRROR3B\", -92, 0;\n            DrawImage \"MIRROR4\", 10, 2;\n            DrawImage \"MIRROR5\", -90, 2;\n            DrawImage \"MIRROR1\", -79 + center, 0;\n            DrawImage \"MIRROR2\", -70 + center, 2;\n        }\n    }\n\n    DrawImage \"HMETRBAK\", 0, -109;\n    IsSelected not \"RideArmorWeapon\" { DrawImage \"AMETRBAK\", -1, -109; }\n    else\n    {\n        DrawImage \"AMETRBK3\", -1, -109;\n        InInventory \"RocketFistAmmo\", 1 { DrawImage \"RDRMRMS1\", -36, -38; }\n        InInventory \"RocketFistAmmo\", 2 { DrawImage \"RDRMRMS1\", -29, -38; }\n        InInventory \"RocketFistAmmo\", 3 { DrawImage \"RDRMRMS1\", -22, -38; }\n        InInventory \"RocketFistAmmo\", 4 { DrawImage \"RDRMRMS1\", -15, -38; }\n\n        InInventory \"MiniMissileAmmo\", 1 { DrawImage \"RDRMRMS2\", -36, -18; }\n        InInventory \"MiniMissileAmmo\", 2 { DrawImage \"RDRMRMS2\", -33, -18; }\n        InInventory \"MiniMissileAmmo\", 3 { DrawImage \"RDRMRMS2\", -30, -18; }\n        InInventory \"MiniMissileAmmo\", 4 { DrawImage \"RDRMRMS2\", -27, -18; }\n        InInventory \"MiniMissileAmmo\", 5 { DrawImage \"RDRMRMS2\", -24, -18; }\n        InInventory \"MiniMissileAmmo\", 6 { DrawImage \"RDRMRMS2\", -21, -18; }\n        InInventory \"MiniMissileAmmo\", 7 { DrawImage \"RDRMRMS2\", -18, -18; }\n        InInventory \"MiniMissileAmmo\", 8 { DrawImage \"RDRMRMS2\", -15, -18; }\n        InInventory \"MiniMissileAmmo\", 9 { DrawImage \"RDRMRMS2\", -12, -18; }\n\n        InInventory \"MiniMissileAmmo\", 10 { DrawImage \"RDRMRMS2\", -36, -16; }\n        InInventory \"MiniMissileAmmo\", 11 { DrawImage \"RDRMRMS2\", -33, -16; }\n        InInventory \"MiniMissileAmmo\", 12 { DrawImage \"RDRMRMS2\", -30, -16; }\n        InInventory \"MiniMissileAmmo\", 13 { DrawImage \"RDRMRMS2\", -27, -16; }\n        InInventory \"MiniMissileAmmo\", 14 { DrawImage \"RDRMRMS2\", -24, -16; }\n        InInventory \"MiniMissileAmmo\", 15 { DrawImage \"RDRMRMS2\", -21, -16; }\n        InInventory \"MiniMissileAmmo\", 16 { DrawImage \"RDRMRMS2\", -18, -16; }\n        InInventory \"MiniMissileAmmo\", 17 { DrawImage \"RDRMRMS2\", -15, -16; }\n        InInventory \"MiniMissileAmmo\", 18 { DrawImage \"RDRMRMS2\", -12, -16; }\n\n        InInventory \"MiniMissileAmmo\", 19 { DrawImage \"RDRMRMS2\", -36, -14; }\n        InInventory \"MiniMissileAmmo\", 20 { DrawImage \"RDRMRMS2\", -33, -14; }\n        InInventory \"MiniMissileAmmo\", 21 { DrawImage \"RDRMRMS2\", -30, -14; }\n        InInventory \"MiniMissileAmmo\", 22 { DrawImage \"RDRMRMS2\", -27, -14; }\n        InInventory \"MiniMissileAmmo\", 23 { DrawImage \"RDRMRMS2\", -24, -14; }\n        InInventory \"MiniMissileAmmo\", 24 { DrawImage \"RDRMRMS2\", -21, -14; }\n        InInventory \"MiniMissileAmmo\", 25 { DrawImage \"RDRMRMS2\", -18, -14; }\n        InInventory \"MiniMissileAmmo\", 26 { DrawImage \"RDRMRMS2\", -15, -14; }\n        InInventory \"MiniMissileAmmo\", 27 { DrawImage \"RDRMRMS2\", -12, -14; }\n\n        InInventory \"MiniMissileAmmo\", 28 { DrawImage \"RDRMRMS2\", -33, -12; }\n        InInventory \"MiniMissileAmmo\", 29 { DrawImage \"RDRMRMS2\", -30, -12; }\n        InInventory \"MiniMissileAmmo\", 30 { DrawImage \"RDRMRMS2\", -27, -12; }\n        InInventory \"MiniMissileAmmo\", 31 { DrawImage \"RDRMRMS2\", -24, -12; }\n        InInventory \"MiniMissileAmmo\", 32 { DrawImage \"RDRMRMS2\", -21, -12; }\n        InInventory \"MiniMissileAmmo\", 33 { DrawImage \"RDRMRMS2\", -18, -12; }\n        InInventory \"MiniMissileAmmo\", 34 { DrawImage \"RDRMRMS2\", -15, -12; }\n\n        InInventory \"MiniMissileAmmo\", 35 { DrawImage \"RDRMRMS2\", -30, -10; }\n        InInventory \"MiniMissileAmmo\", 36 { DrawImage \"RDRMRMS2\", -27, -10; }\n        InInventory \"MiniMissileAmmo\", 37 { DrawImage \"RDRMRMS2\", -24, -10; }\n        InInventory \"MiniMissileAmmo\", 38 { DrawImage \"RDRMRMS2\", -21, -10; }\n        InInventory \"MiniMissileAmmo\", 39 { DrawImage \"RDRMRMS2\", -18, -10; }\n    }\n    IfHealth 26 { DrawBar \"HMETRHFU\", \"HMETRHEM\", Health, Horizontal, interpolate(100), 46, -31; }\n    else { DrawBar \"HMETRHF2\", \"HMETRHEM\", Health, Horizontal, interpolate(100), 46, -31; }\n    DrawBar \"HMETROFU\", \"HMETROEM\", Health (200), Horizontal, interpolate(100), 46, -31;\n    DrawBar \"HMETRAFU\", \"HMETRAEM\", Armor (300), Horizontal, interpolate(100), 58, -37;\n\n    InInventory BlueCard { DrawImage \"HUDKEYB1\", -136, -21; }\n    InInventory RedCard { DrawImage \"HUDKEYR1\", -126, -22; }\n    InInventory YellowCard { DrawImage \"HUDKEYY1\", -116, -23; }\n    InInventory BlueSkull { DrawImage \"HUDKEYB2\", -106, -24; }\n    InInventory RedSkull { DrawImage \"HUDKEYR2\", -96, -25; }\n    InInventory YellowSkull { DrawImage \"HUDKEYY2\", -86, -26; }\n\n    // FUCK\n\n    DrawImage \"SPMETRX\", 44, -22;\n    InInventory \"DashReady\" { DrawImage \"SPMETR00\", 44, -22; }\n    InInventory \"DashCooldown\" { DrawImage \"SPMETR01\", 44, -22; }\n    InInventory \"DashCooldown\", 11 { DrawImage \"SPMETR02\", 44, -22; }\n    InInventory \"DashCooldown\", 22 { DrawImage \"SPMETR03\", 44, -22; }\n    InInventory \"DashCooldown\", 33 { DrawImage \"SPMETR04\", 44, -22; }\n    InInventory \"DashCooldown\", 44 { DrawImage \"SPMETR05\", 44, -22; }\n    InInventory \"DashCooldown\", 55 { DrawImage \"SPMETR06\", 44, -22; }\n    InInventory \"DashCooldown\", 66 { DrawImage \"SPMETR07\", 44, -22; }\n    InInventory \"DashCooldown\", 77 { DrawImage \"SPMETR08\", 44, -22; }\n    InInventory \"DashCooldown\", 88 { DrawImage \"SPMETR09\", 44, -22; }\n    InInventory \"DashCooldown\", 99 { DrawImage \"SPMETR10\", 44, -22; }\n    InInventory \"DashCooldown\", 110 { DrawImage \"SPMETR11\", 44, -22; }\n    InInventory \"DashCooldown\", 121 { DrawImage \"SPMETR12\", 44, -22; }\n    InInventory \"DashCooldown\", 132 { DrawImage \"SPMETR13\", 44, -22; }\n    InInventory \"DashCooldown\", 143 { DrawImage \"SPMETR14\", 44, -22; }\n    InInventory \"DashCooldown\", 154 { DrawImage \"SPMETR15\", 44, -22; }\n\n    DrawImage \"ODMETRX\", 4, -47;\n    InInventory \"TurboReady\" { DrawImage \"ODMETR00\", 4, -47; }\n    InInventory \"BoostCooldown\" { DrawImage \"ODMETR01\", 4, -47; }\n    InInventory \"BoostCooldown\", 35 { DrawImage \"ODMETR02\", 4, -47; }\n    InInventory \"BoostCooldown\", 70 { DrawImage \"ODMETR03\", 4, -47; }\n    InInventory \"BoostCooldown\", 105 { DrawImage \"ODMETR04\", 4, -47; }\n    InInventory \"BoostCooldown\", 140 { DrawImage \"ODMETR05\", 4, -47; }\n    InInventory \"BoostCooldown\", 175 { DrawImage \"ODMETR06\", 4, -47; }\n    InInventory \"BoostCooldown\", 210 { DrawImage \"ODMETR07\", 4, -47; }\n    InInventory \"BoostCooldown\", 245 { DrawImage \"ODMETR08\", 4, -47; }\n    InInventory \"BoostCooldown\", 280 { DrawImage \"ODMETR09\", 4, -47; }\n    InInventory \"BoostCooldown\", 315 { DrawImage \"ODMETR10\", 4, -47; }\n    InInventory \"BoostCooldown\", 350 { DrawImage \"ODMETR11\", 4, -47; }\n    InInventory \"BoostCooldown\", 385 { DrawImage \"ODMETR12\", 4, -47; }\n    InInventory \"BoostCooldown\", 420 { DrawImage \"ODMETR13\", 4, -47; }\n    InInventory \"BoostCooldown\", 455 { DrawImage \"ODMETR14\", 4, -47; }\n    InInventory \"BoostCooldown\", 490 { DrawImage \"ODMETR15\", 4, -47; }\n    InInventory \"BoostCooldown\", 525 { DrawImage \"ODMETR16\", 4, -47; }\n    InInventory \"BoostCooldown\", 560 { DrawImage \"ODMETR17\", 4, -47; }\n    InInventory \"BoostCooldown\", 595 { DrawImage \"ODMETR18\", 4, -47; }\n    InInventory \"BoostCooldown\", 630 { DrawImage \"ODMETR19\", 4, -47; }\n    InInventory \"BoostCooldown\", 665 { DrawImage \"ODMETR20\", 4, -47; }\n    InInventory \"BoostCooldown\", 700 { DrawImage \"ODMETR21\", 4, -47; }\n    InInventory \"BoostCooldown\", 735 { DrawImage \"ODMETR22\", 4, -47; }\n    InInventory \"BoostCooldown\", 770 { DrawImage \"ODMETR23\", 4, -47; }\n    InInventory \"BoostCooldown\", 805 { DrawImage \"ODMETR24\", 4, -47; }\n    InInventory \"BoostCooldown\", 840 { DrawImage \"ODMETR25\", 4, -47; }\n    InInventory \"BoostCooldown\", 875 { DrawImage \"ODMETR26\", 4, -47; }\n    InInventory \"BoostCooldown\", 910 { DrawImage \"ODMETR27\", 4, -47; }\n    InInventory \"BoostCooldown\", 945 { DrawImage \"ODMETR28\", 4, -47; }\n    InInventory \"BoostCooldown\", 980 { DrawImage \"ODMETR29\", 4, -47; }\n    InInventory \"BoostCooldown\", 1015 { DrawImage \"ODMETR30\", 4, -47; }\n    InInventory \"BoostCooldown\", 1050 { DrawImage \"ODMETR31\", 4, -47; }\n    InInventory \"BoostCooldown\", 1085 { DrawImage \"ODMETR32\", 4, -47; }\n    InInventory \"BoostCooldown\", 1120 { DrawImage \"ODMETR33\", 4, -47; }\n    InInventory \"BoostCooldown\", 1155 { DrawImage \"ODMETR34\", 4, -47; }\n    InInventory \"BoostCooldown\", 1190 { DrawImage \"ODMETR35\", 4, -47; }\n    InInventory \"BoostCooldown\", 1225 { DrawImage \"ODMETR36\", 4, -47; }\n    InInventory \"BoostCooldown\", 1260 { DrawImage \"ODMETR37\", 4, -47; }\n    InInventory \"BoostCooldown\", 1295 { DrawImage \"ODMETR38\", 4, -47; }\n    InInventory \"BoostCooldown\", 1330 { DrawImage \"ODMETR39\", 4, -47; }\n    InInventory \"BoostCooldown\", 1365 { DrawImage \"ODMETR40\", 4, -47; }\n    InInventory \"BoostCooldown\", 1400 { DrawImage \"ODMETR41\", 4, -47; }\n    InInventory \"BoostCooldown\", 1435 { DrawImage \"ODMETR42\", 4, -47; }\n    InInventory \"BoostCooldown\", 1470 { DrawImage \"ODMETR43\", 4, -47; }\n    InInventory \"BoostCooldown\", 1505 { DrawImage \"ODMETR44\", 4, -47; }\n    InInventory \"BoostCooldown\", 1540 { DrawImage \"ODMETR45\", 4, -47; }\n    InInventory \"BoostCooldown\", 1575 { DrawImage \"ODMETR46\", 4, -47; }\n    InInventory \"BoostCooldown\", 1610 { DrawImage \"ODMETR47\", 4, -47; }\n    InInventory \"BoostCooldown\", 1645 { DrawImage \"ODMETR48\", 4, -47; }\n    InInventory \"BoostCooldown\", 1680 { DrawImage \"ODMETR49\", 4, -47; }\n    InInventory \"BoostCooldown\", 1715 { DrawImage \"ODMETR50\", 4, -47; }\n    InInventory \"BoostCooldown\", 1750 { DrawImage \"ODMETR51\", 4, -47; }\n    InInventory \"BoostCooldown\", 1785 { DrawImage \"ODMETR52\", 4, -47; }\n    InInventory \"BoostCooldown\", 1820 { DrawImage \"ODMETR53\", 4, -47; }\n\n    //DrawImage \"GRSHIFT1\", -43, -47;\n    //DrawImage \"IDUNOLOL\", -61, -22;\n\n    IsSelected not \"RideArmorWeapon\"\n    {\n        InInventory \"BoosterSword\" { DrawImage \"GRWEAP10\", -36, -37; }\n        InInventory \"BoosterShotgun\" { DrawImage \"GRWEAP20\", -29, -37; }\n        InInventory \"BoosterShield\" { DrawImage \"GRWEAP30\", -22, -37; }\n        InInventory \"BoosterChaingun\" { DrawImage \"GRWEAP40\", -15, -37; }\n        InInventory \"BoosterRocket\" { DrawImage \"GRWEAP50\", -36, -17; }\n        InInventory \"BoosterHoming\" { DrawImage \"GRWEAP60\", -29, -17; }\n        InInventory \"BoosterTimeStop\" { DrawImage \"GRWEAP70\", -22, -17; }\n        InInventory \"BoosterClone\" { DrawImage \"GRWEAP80\", -15, -17; }\n\n        IsSelected \"BoosterGun\" { DrawImage \"GRSHIFT2\", -26, -27; }\n        IsSelected \"BoosterSword\" { DrawImage \"GRSHIFT2\", -37, -31; DrawImage \"GRWEAP11\", -36, -37; }\n        IsSelected \"BoosterShotgun\" { DrawImage \"GRSHIFT2\", -30, -31; DrawImage \"GRWEAP21\", -29, -37; }\n        IsSelected \"BoosterShield\" { DrawImage \"GRSHIFT2\", -22, -31; DrawImage \"GRWEAP31\", -22, -37; }\n        IsSelected \"BoosterChaingun\" { DrawImage \"GRSHIFT2\", -15, -31; DrawImage \"GRWEAP41\", -15, -37; }\n        IsSelected \"BoosterRocket\" { DrawImage \"GRSHIFT2\", -37, -23; DrawImage \"GRWEAP51\", -36, -17; }\n        IsSelected \"BoosterHoming\" { DrawImage \"GRSHIFT2\", -30, -23; DrawImage \"GRWEAP61\", -29, -17; }\n        IsSelected \"BoosterTimeStop\" { DrawImage \"GRSHIFT2\", -22, -23; DrawImage \"GRWEAP71\", -22, -17; }\n        IsSelected \"BoosterClone\" { DrawImage \"GRSHIFT2\", -15, -23; DrawImage \"GRWEAP81\", -15, -17; }\n    }\n\n    IsSelected not \"BoosterTimeStop\"\n    { InInventory \"BoosterTimeFreezerOn\"\n      { DrawImage \"AMETRBK2\", -70, -51;\n        DrawBar \"ABRKAMFL\", \"ABRKAMEM\", BrakeAmmo, Horizontal, interpolate(100), reverse, -148, -50; }}\n\n    IsSelected not \"BoosterTimeStop\"\n         { DrawBar \"AMETRAFU\", \"AMETRAEM\", Ammo1, Horizontal, interpolate(100), reverse, -46, -31; }\n    else { DrawBar \"AMETRUFU\", \"AMETRAEM\", Ammo1, Horizontal, interpolate(100), reverse, -46, -31; }\n\n    IsSelected \"BoosterGun\"\n    {\n      InInventory MufflerAmmo, 1\n      {\n        DrawBar \"CMETRAFU\", \"CMETRAEM\", MufflerAmmo, Horizontal, interpolate(100), reverse, -46, -31;\n        DrawNumber 3, TINYFONT, Untranslated, MufflerAmmo, fillzeros, -47, -15;\n      }\n      else { DrawNumber 3, TINYFONT, Untranslated, Ammo1, fillzeros, -47, -15; }\n    }\n\n    IsSelected not \"BoosterGun\"\n    {\n       IsSelected \"RideArmorWeapon\" { DrawNumber 4, TINYFONT, Untranslated, Ammo1, fillzeros, -47, -15; }\n       else { DrawNumber 3, TINYFONT, Untranslated, Ammo1, fillzeros, -47, -15; }\n    }\n\n  }\n}\n\nstatusbar fullscreen, fullscreenoffsets, forcescaled\n{\n  InInventory not HideTheHud\n  {\n    IfCVarInt not boost_mirror, 3, equal\n    {\n        IfCVarInt boost_mirror, 0, equal\n        {\n            DrawImage \"MIRROR1\", -79 + center, 0;\n            DrawImage \"MIRROR2\", -70 + center, 2;\n        }\n        IfCVarInt boost_mirror, 1, equal\n        {\n            DrawImage \"MIRROR3\", 0, 0;\n            DrawImage \"MIRROR3B\", -92, 0;\n            DrawImage \"MIRROR4\", 10, 2;\n            DrawImage \"MIRROR5\", -90, 2;\n        }\n        IfCVarInt boost_mirror, 2, equal\n        {\n            DrawImage \"MIRROR3\", 0, 0;\n            DrawImage \"MIRROR3B\", -92, 0;\n            DrawImage \"MIRROR4\", 10, 2;\n            DrawImage \"MIRROR5\", -90, 2;\n            DrawImage \"MIRROR1\", -79 + center, 0;\n            DrawImage \"MIRROR2\", -70 + center, 2;\n        }\n    }\n\n    InInventory BlueCard { DrawImage \"FSCKYBLU\", -72, -35; }\n    InInventory RedCard { DrawImage \"FSCKYRED\", -63, -35; }\n    InInventory YellowCard { DrawImage \"FSCKYYEL\", -54, -35; }\n    InInventory BlueSkull { DrawImage \"FSSKYBLU\", -45, -35; }\n    InInventory RedSkull { DrawImage \"FSSKYRED\", -36, -35; }\n    InInventory YellowSkull { DrawImage \"FSSKYYEL\", -27, -35; }\n\n    DrawImage \"FSHELTBG\", 25, -20;\n    DrawImage \"FSARMRBG\", 25, -28;\n    IfHealth 26 { DrawBar \"FSHELTFL\", \"FSHELTEM\", Health, Horizontal, interpolate(100), 29, -16; }\n    else { DrawBar \"FSHELTF2\", \"FSHELTEM\", Health, Horizontal, interpolate(100), 29, -16; }\n    DrawBar \"FSOHLTFL\", \"FSOHLTEM\", Health (200), Horizontal, interpolate(100), 29, -16;\n    DrawBar \"FSARMRFL\", \"FSARMREM\", Armor (300), Horizontal, interpolate(100), 29, -26;\n\n    IsSelected not \"RideArmorWeapon\" { DrawImage \"FSAMMOBG\", -15, -20; }\n    else\n    {\n        DrawImage \"FSAMMOB2\", -15, -20;\n\n        DrawImage \"FSRIDRF2\", -75, -26;\n        DrawImage \"FSRIDRF2\", -60, -26;\n        DrawImage \"FSRIDRF2\", -45, -26;\n        DrawImage \"FSRIDRF2\", -30, -26;\n\n        InInventory \"RocketFistAmmo\", 1 { DrawImage \"FSRIDRF1\", -75, -26; }\n        InInventory \"RocketFistAmmo\", 2 { DrawImage \"FSRIDRF1\", -60, -26; }\n        InInventory \"RocketFistAmmo\", 3 { DrawImage \"FSRIDRF1\", -45, -26; }\n        InInventory \"RocketFistAmmo\", 4 { DrawImage \"FSRIDRF1\", -30, -26; }\n\n        DrawImage \"FSRIDMM2\", -110, -5;\n        DrawImage \"FSRIDMM2\", -105, -5;\n        DrawImage \"FSRIDMM2\", -100, -5;\n        DrawImage \"FSRIDMM2\", -95, -5;\n        DrawImage \"FSRIDMM2\", -90, -5;\n        DrawImage \"FSRIDMM2\", -85, -5;\n        DrawImage \"FSRIDMM2\", -80, -5;\n        DrawImage \"FSRIDMM2\", -75, -5;\n        DrawImage \"FSRIDMM2\", -70, -5;\n        DrawImage \"FSRIDMM2\", -65, -5;\n        DrawImage \"FSRIDMM2\", -60, -5;\n        DrawImage \"FSRIDMM2\", -55, -5;\n        DrawImage \"FSRIDMM2\", -50, -5;\n        DrawImage \"FSRIDMM2\", -45, -5;\n        DrawImage \"FSRIDMM2\", -40, -5;\n        DrawImage \"FSRIDMM2\", -35, -5;\n        DrawImage \"FSRIDMM2\", -30, -5;\n        DrawImage \"FSRIDMM2\", -25, -5;\n        DrawImage \"FSRIDMM2\", -20, -5;\n        DrawImage \"FSRIDMM2\", -15, -5;\n\n        DrawImage \"FSRIDMM2\", -107, -4;\n        DrawImage \"FSRIDMM2\", -102, -4;\n        DrawImage \"FSRIDMM2\", -97, -4;\n        DrawImage \"FSRIDMM2\", -92, -4;\n        DrawImage \"FSRIDMM2\", -87, -4;\n        DrawImage \"FSRIDMM2\", -82, -4;\n        DrawImage \"FSRIDMM2\", -77, -4;\n        DrawImage \"FSRIDMM2\", -72, -4;\n        DrawImage \"FSRIDMM2\", -67, -4;\n        DrawImage \"FSRIDMM2\", -62, -4;\n        DrawImage \"FSRIDMM2\", -57, -4;\n        DrawImage \"FSRIDMM2\", -52, -4;\n        DrawImage \"FSRIDMM2\", -47, -4;\n        DrawImage \"FSRIDMM2\", -42, -4;\n        DrawImage \"FSRIDMM2\", -37, -4;\n        DrawImage \"FSRIDMM2\", -32, -4;\n        DrawImage \"FSRIDMM2\", -27, -4;\n        DrawImage \"FSRIDMM2\", -22, -4;\n        DrawImage \"FSRIDMM2\", -17, -4;\n\n        InInventory \"MiniMissileAmmo\", 1 { DrawImage \"FSRIDMM1\", -110, -5; }\n        InInventory \"MiniMissileAmmo\", 2 { DrawImage \"FSRIDMM1\", -105, -5; }\n        InInventory \"MiniMissileAmmo\", 3 { DrawImage \"FSRIDMM1\", -100, -5; }\n        InInventory \"MiniMissileAmmo\", 4 { DrawImage \"FSRIDMM1\", -95, -5; }\n        InInventory \"MiniMissileAmmo\", 5 { DrawImage \"FSRIDMM1\", -90, -5; }\n        InInventory \"MiniMissileAmmo\", 6 { DrawImage \"FSRIDMM1\", -85, -5; }\n        InInventory \"MiniMissileAmmo\", 7 { DrawImage \"FSRIDMM1\", -80, -5; }\n        InInventory \"MiniMissileAmmo\", 8 { DrawImage \"FSRIDMM1\", -75, -5; }\n        InInventory \"MiniMissileAmmo\", 9 { DrawImage \"FSRIDMM1\", -70, -5; }\n        InInventory \"MiniMissileAmmo\", 10 { DrawImage \"FSRIDMM1\", -65, -5; }\n        InInventory \"MiniMissileAmmo\", 11 { DrawImage \"FSRIDMM1\", -60, -5; }\n        InInventory \"MiniMissileAmmo\", 12 { DrawImage \"FSRIDMM1\", -55, -5; }\n        InInventory \"MiniMissileAmmo\", 13 { DrawImage \"FSRIDMM1\", -50, -5; }\n        InInventory \"MiniMissileAmmo\", 14 { DrawImage \"FSRIDMM1\", -45, -5; }\n        InInventory \"MiniMissileAmmo\", 15 { DrawImage \"FSRIDMM1\", -40, -5; }\n        InInventory \"MiniMissileAmmo\", 16 { DrawImage \"FSRIDMM1\", -35, -5; }\n        InInventory \"MiniMissileAmmo\", 17 { DrawImage \"FSRIDMM1\", -30, -5; }\n        InInventory \"MiniMissileAmmo\", 18 { DrawImage \"FSRIDMM1\", -25, -5; }\n        InInventory \"MiniMissileAmmo\", 19 { DrawImage \"FSRIDMM1\", -20, -5; }\n        InInventory \"MiniMissileAmmo\", 20 { DrawImage \"FSRIDMM1\", -15, -5; }\n\n        InInventory \"MiniMissileAmmo\", 21 { DrawImage \"FSRIDMM1\", -107, -4; }\n        InInventory \"MiniMissileAmmo\", 22 { DrawImage \"FSRIDMM1\", -102, -4; }\n        InInventory \"MiniMissileAmmo\", 23 { DrawImage \"FSRIDMM1\", -97, -4; }\n        InInventory \"MiniMissileAmmo\", 24 { DrawImage \"FSRIDMM1\", -92, -4; }\n        InInventory \"MiniMissileAmmo\", 25 { DrawImage \"FSRIDMM1\", -87, -4; }\n        InInventory \"MiniMissileAmmo\", 26 { DrawImage \"FSRIDMM1\", -82, -4; }\n        InInventory \"MiniMissileAmmo\", 27 { DrawImage \"FSRIDMM1\", -77, -4; }\n        InInventory \"MiniMissileAmmo\", 28 { DrawImage \"FSRIDMM1\", -72, -4; }\n        InInventory \"MiniMissileAmmo\", 29 { DrawImage \"FSRIDMM1\", -67, -4; }\n        InInventory \"MiniMissileAmmo\", 30 { DrawImage \"FSRIDMM1\", -62, -4; }\n        InInventory \"MiniMissileAmmo\", 31 { DrawImage \"FSRIDMM1\", -57, -4; }\n        InInventory \"MiniMissileAmmo\", 32 { DrawImage \"FSRIDMM1\", -52, -4; }\n        InInventory \"MiniMissileAmmo\", 33 { DrawImage \"FSRIDMM1\", -47, -4; }\n        InInventory \"MiniMissileAmmo\", 34 { DrawImage \"FSRIDMM1\", -42, -4; }\n        InInventory \"MiniMissileAmmo\", 35 { DrawImage \"FSRIDMM1\", -37, -4; }\n        InInventory \"MiniMissileAmmo\", 36 { DrawImage \"FSRIDMM1\", -32, -4; }\n        InInventory \"MiniMissileAmmo\", 37 { DrawImage \"FSRIDMM1\", -27, -4; }\n        InInventory \"MiniMissileAmmo\", 38 { DrawImage \"FSRIDMM1\", -22, -4; }\n        InInventory \"MiniMissileAmmo\", 39 { DrawImage \"FSRIDMM1\", -17, -4; }\n    }\n\n    //DrawImage \"FSWTVRBG\", -5, -28;\n    IsSelected not \"BoosterTimeStop\"\n         { DrawBar \"FSAMMOFL\", \"FSAMMOEM\", Ammo1, Horizontal, interpolate(100), reverse, -19, -16; }\n    else { DrawBar \"FSAMMOF2\", \"FSAMMOEM\", Ammo1, Horizontal, interpolate(100), reverse, -19, -16; }\n    //DrawBar \"FSWTVRFL\", \"FSWTVREM\", BrakeAmmo, Horizontal, interpolate(100), reverse, -9, -26;\n\n    IsSelected \"BoosterGun\" { InInventory MufflerAmmo, 1\n    {\n        DrawBar \"FSCHAMFL\", \"FSCHAMEM\", MufflerAmmo, Horizontal, interpolate(100), reverse, -19, -16;\n        DrawNumber 3, TINYFONT, Untranslated, MufflerAmmo, fillzeros, -76, -16;\n    }\n    else { DrawNumber 3, TINYFONT, Untranslated, Ammo1, fillzeros, -76, -16; }}\n\n    IsSelected not \"BoosterGun\"\n    {\n        IsSelected not \"RideArmorWeapon\" { DrawNumber 3, TINYFONT, Untranslated, Ammo1, fillzeros, -76, -16; }\n        else { DrawNumber 4, TINYFONT, Untranslated, Ammo1, fillzeros, -76, -16; }\n    }\n\n    DrawImage \"FULMT2BG\", 14, -42;\n    DrawBar \"FULMT2EM\", \"FULMT2FL\", DashCooldown, Vertical, interpolate(100), reverse, 14, -34;\n\n    DrawImage \"FULMETBG\", 4, -62;\n    DrawBar \"FULMETEM\", \"FULMETFL\", BoostCooldown, Vertical, interpolate(100), reverse, 4, -54;\n\n    IsSelected not \"RideArmorWeapon\"\n    {\n        DrawImage \"FSWEPBLK\", -71, -25;\n        InInventory \"BoosterSword\" { DrawImage \"FSWEPBLK\", -65, -25; }\n        InInventory \"BoosterShotgun\" { DrawImage \"FSWEPBLK\", -59, -25; }\n        InInventory \"BoosterShield\" { DrawImage \"FSWEPBLK\", -53, -25; }\n        InInventory \"BoosterChaingun\" { DrawImage \"FSWEPBLK\", -47, -25; }\n        InInventory \"BoosterRocket\" { DrawImage \"FSWEPBLK\", -41, -25; }\n        InInventory \"BoosterHoming\" { DrawImage \"FSWEPBLK\", -35, -25; }\n        InInventory \"BoosterTimeStop\" { DrawImage \"FSWEPBLK\", -29, -25; }\n        InInventory \"BoosterClone\" { DrawImage \"FSWEPBLK\", -23, -25; }\n\n        IsSelected \"BoosterGun\" { DrawImage \"FSWEPDOT\", -71, -25; }\n        IsSelected \"BoosterSword\" { DrawImage \"FSWEPDOT\", -65, -25; }\n        IsSelected \"BoosterShotgun\" { DrawImage \"FSWEPDOT\", -59, -25; }\n        IsSelected \"BoosterShield\" { DrawImage \"FSWEPDOT\", -53, -25; }\n        IsSelected \"BoosterChaingun\" { DrawImage \"FSWEPDOT\", -47, -25; }\n        IsSelected \"BoosterRocket\" { DrawImage \"FSWEPDOT\", -41, -25; }\n        IsSelected \"BoosterHoming\" { DrawImage \"FSWEPDOT\", -35, -25; }\n        IsSelected \"BoosterTimeStop\" { DrawImage \"FSWEPDOT\", -29, -25; }\n        IsSelected \"BoosterClone\" { DrawImage \"FSWEPDOT\", -23, -25; }\n    }\n\n    IsSelected not \"BoosterTimeStop\"\n    { InInventory \"BoosterTimeFreezerOn\"\n      { DrawImage \"FULMT2BG\", -12, -42;\n        DrawBar \"FULBK2FL\", \"FULBK2EM\", BrakeAmmo, Vertical, interpolate(100), -12, -34; }}\n  }\n}\n\nstatusbar automap, forcescaled\n{\n    DrawImage \"STARTAN2\", 0, -128; // Heh.\n}"
      },
      {
        "source": "pk3",
        "name": "cvarinfo.txt",
        "contents": "server int boost_damage         = 0;\nserver int boost_defense        = 0;\nserver int boost_runmod         = 100;\nserver int boost_jumpmod        = 100;\nserver int boost_mirror         = 1;\nserver int boost_mirrorpitch    = 0;\nserver int boost_invuln         = 0;\nserver int boost_backupbeep     = 1;\nserver int boost_infammo        = 0;\nserver int boost_infbrake       = 0;\nserver int boost_megamanammo    = 0;\nserver int boost_hcdamage       = 1;\nserver int boost_fuzzydice      = 0;\nserver int boost_ready          = 2;\n\nserver int boost_wallcling      = 1;\nserver int boost_doubjump       = 1;\nserver int boost_dodging        = 1;\nserver int boost_manteling      = 1;\n\nserver int boost_sawstart       = 0;\nserver int boost_shotstart      = 0;\nserver int boost_shieldstart    = 0;\nserver int boost_chaingunstart  = 0;\nserver int boost_rocketstart    = 0;\nserver int boost_homingstart    = 0;\nserver int boost_brakestart     = 0;\nserver int boost_passengerstart = 0;\nserver int boost_booststart     = 0;\nserver int boost_beamstart      = 0;\nserver int boost_armorstart     = 0;\n\nserver int boost_shitposting    = 0;"
      },
      {
        "source": "pk3",
        "name": "mapinfo.txt",
        "contents": "gameinfo\n{\n    PlayerClasses = \"BoosterPlayer\"\n    NoRandomPlayerClass = true\n\tAddEventHandlers = \"TimeSlowViewHandler\"//, \"SecretSpawner\"\n\tdimcolor = \"00 00 00\"\n\tdimamount = 0.75\n    cursorpic = \"BOSTCURS\"//\"MENCURS1\"\n\tstatscreen_single = \"RandomPicture\"\n}\n\nmap TESTMAP \"We're the Robots\"\n{\n   music = \"M_TEST\"\n   sky1 = \"TESTSKY1\"\n}\n\nmap TITLEMAP \"super cool titlescreen\"\n{\n   music = \"M_NONE\"\n   sky1 = \"TESTSKY1\" // this doesn't matter but GZDB is giving me an error soooooooooo\n}\n\nclearskills\n\nskill baby\n{\n\tAutoUseHealth\n\tAmmoFactor = 2\n\tDamageFactor = 0.5\n\tACSReturn = 0\n\tEasyBossBrain\n\tSpawnFilter = Baby\n    PicName = \"M_DIFF1\"\n}\n\nskill easy\n{\n\tACSReturn = 1\n\tEasyBossBrain\n\tSpawnFilter = Easy\n    PicName = \"M_DIFF2\"\n}\n\nskill normal\n{\n\tACSReturn = 2\n\tSpawnFilter = Normal\n    PicName = \"M_DIFF3\"\n    DefaultSkill\n}\n\nskill hard\n{\n\tACSReturn = 3\n\tSpawnFilter = Hard\n    PicName = \"M_DIFF4\"\n}\n\nskill nightmare\n{\n\tACSReturn = 4\n\tFastMonsters\n\tSpawnFilter = Nightmare\n    PicName = \"M_DIFF5\"\n\tMustConfirm = \"Enemies are faster, more aggressive, and never enter their pain state.\"\n\n    NoPain\n\tAggressiveness = 1.0\n}"
      },
      {
        "source": "pk3",
        "name": "menudef.txt",
        "contents": "LISTMENU \"MainMenu\"\n{\n    //StaticPatch 19, 0, \"M_DOOM\"\n    StaticPatch 0, 0, \"BG4MENU\"\n\n    //centermenu\n    Font \"BIGFONT\", \"white\", \"gold\"\n    Position 135, 35\n    TextItem \"New Game\", \"n\", \"PlayerclassMenu\"\n    Position 138, 55\n    TextItem \"Options\",       \"o\", \"OptionsMenu\"\n    Position 125, 75\n    TextItem \"Mod Options\",   \"d\", \"CvarMenu\"\n    Position 133, 95\n    TextItem \"Load Game\",     \"l\", \"LoadGameMenu\"\n    Position 133, 115\n    TextItem \"Save Game\",     \"s\", \"SaveGameMenu\"\n    Position 133, 135\n    TextItem \"Read This\",     \"r\", \"ReadThisMenu\"\n    Position 133, 155\n    TextItem \"Quit Game\", \"q\", \"QuitMenu\"\n}\n\n//==============================================================================\n\nListMenu \"SkillMenu\"\n{\n\n    IfGame(Doom, Strife, Chex)\n    {\n        StaticText 88, 4, \"Select your difficulty:\", untranslated\n        //StaticPatch 40, 4, \"M_SKILL\"\n        Position 12, 22\n\t\tLinespacing 34\n        CenterMenu\n    }\n    IfGame (Heretic)\n    {\n        Position 38, 30\n    }\n    IfGame (Hexen)\n    {\n        StaticText 74, 16, \"$MNU_CHOOSESKILL\"\n        Position 160, 44\n        centermenu\n    }\n}\n\n//==============================================================================\n\nOptionMenu \"CvarMenu\"\n{\n    Title \"BOOSTER OPTIONS\"\n    StaticText \" \"\n    StaticText \"SLIDERS\", 2\n    Slider \"Damage\", \"boost_damage\", -10, 40, 1, 0\n    Slider \"Defense\", \"boost_defense\", -10, 40, 1, 0\n    Slider \"Run Mod\", \"boost_runmod\", 0, 1000, 10, 0\n    Slider \"Jump Mod\", \"boost_jumpmod\", 0, 500, 10, 0\n    StaticText \" \"\n    StaticText \"GAME CHANGERS\", 2\n    Option \"Wall-grab count\", \"boost_wallcling\", \"WallClingOptions\"\n    Option \"Double-jump count\", \"boost_doubjump\", \"DoubleJumpOptions\"\n    Option \"Dodge count\", \"boost_dodging\", \"DodgingOptions\"\n    Option \"Mantling\", \"boost_manteling\", \"MantelOptions\"\n    Option \"Ammo system\", \"boost_megamanammo\", \"AmmoOptions\"\n    Option \"H. Cylinder self-damage\", \"boost_hcdamage\", \"OnOff\"\n    StaticText \" \"\n    StaticText \"PERSONAL FLAVOR\", 2\n    Option \"Mirror\", \"boost_mirror\", \"MirrorOptions\"\n    Option \"Mirror copies pitch\", \"boost_mirrorpitch\", \"OnOff\"\n    Option \"Backup beeping\", \"boost_backupbeep\", \"OnOff\"\n    Option \"Fuzzy dice\", \"boost_fuzzydice\", \"OnOff\"\n    Option \"Ready text\", \"boost_ready\", \"ReadyOptions\"\n    StaticText \" \"\n    StaticText \"START WITH...\", 2\n    Option \"Fuse Volter\", \"boost_sawstart\", \"OnOff\"\n    Option \"Jet Divider\", \"boost_shotstart\", \"OnOff\"\n    Option \"Nitro Wheel\", \"boost_shieldstart\", \"OnOff\"\n    Option \"Blaze Driver\", \"boost_chaingunstart\", \"OnOff\"\n    Option \"Heavy Cylinder\", \"boost_rocketstart\", \"OnOff\"\n    Option \"Crush Piston\", \"boost_homingstart\", \"OnOff\"\n    Option \"All Brake\", \"boost_brakestart\", \"OnOff\"\n    Option \"Side Passenger\", \"boost_passengerstart\", \"OnOff\"\n    Option \"Speed Booster\", \"boost_booststart\", \"OnOff\"\n    Option \"High Beams\", \"boost_beamstart\", \"OnOff\"\n    Option \"Armor\", \"boost_armorstart\", \"ArmorStartOptions\"\n    StaticText \" \"\n    StaticText \"CHEATS (FOR RJ MAPS)\", 2\n    StaticText \"Do you really think someone would do that?\"\n    StaticText \"Cheat in a gameplay mod for a 25-year-old game?\"\n    Option \"Invulnerability\", \"boost_invuln\", \"OnOff\"\n    Option \"Infinite Ammo\", \"sv_infiniteammo\", \"OnOff\" // boost_infammo\n    Option \"Infinite All Brake\", \"boost_infbrake\", \"OnOff\"\n    /*StaticText \"OPTIMIZATION\", 1\n    Option \"Vision effects\", \"el_effectsvision\", \"OnOff\"\n    Option \"Particles\", \"el_effectssparks\", \"OnOff\"\n    Option \"Casings\", \"el_effectscasings\", \"OnOff\"\n    Option \"Smoke\", \"el_effectssmoke\", \"OnOff\"*/\n}\n\nOptionValue MirrorOptions\n{\n    0, \"Rear view\"\n    1, \"Side view\"\n    2, \"Both\"\n    3, \"Off\"\n}\n\nOptionValue MantelOptions\n{\n    0, \"Disabled\"\n    1, \"Enabled\"\n    2, \"Enabled, no animation\"\n}\n\nOptionValue ReadyOptions\n{\n    0, \"None\"\n    1, \"SNES\"\n    2, \"Fancy\"\n}\n\nOptionValue WallClingOptions\n{\n    0, \"None\"\n    1, \"1\"\n    2, \"2\"\n    3, \"3\"\n    4, \"4\"\n    5, \"5\"\n    6, \"Infinite\"\n}\n\nOptionValue DodgingOptions\n{\n    0, \"None\"\n    1, \"1\"\n    2, \"2\"\n    3, \"3\"\n    4, \"4\"\n    5, \"5\"\n    6, \"Infinite\"\n}\n\nOptionValue DoubleJumpOptions\n{\n    0, \"None\"\n    1, \"1\"\n    2, \"2\"\n    3, \"3\"\n    4, \"4\"\n    5, \"5\"\n    6, \"Infinite\"\n}\n\nOptionValue ArmorStartOptions\n{\n    0, \"Off\"\n    1, \"33%\"\n    2, \"50%\"\n    3, \"66%\"\n    4, \"100%\"\n}\n\nOptionValue AmmoOptions\n{\n    0, \"Monitor the player\"\n    1, \"Randomized\"\n    //2, \"Universal\"\n}"
      },
      {
        "source": "pk3",
        "name": "gldefs.txt",
        "contents": "HardwareShader PostProcess scene\n{\n\tName \"timeshader\"\n\tShader \"shaders/time.frag\" 330\n\tUniform float timeFactor\n\tUniform float timer // placeholder?\n}\n\nHardwareShader PostProcess scene\n{\n\tName \"timezoomshader\"\n\tShader \"shaders/timeZoom.frag\" 330\n\tUniform float zoomFactor\n}"
      },
      {
        "source": "pk3",
        "name": "fontdefs.txt",
        "contents": "SMALLFONT\n{\n    0 SMLFNT00\n    1 SMLFNT01\n    2 SMLFNT02\n    3 SMLFNT03\n    4 SMLFNT04\n    5 SMLFNT05\n    6 SMLFNT06\n    7 SMLFNT07\n    8 SMLFNT08\n    9 SMLFNT09\n    A SMLFNTA1\n    B SMLFNTB1\n    C SMLFNTC1\n    D SMLFNTD1\n    E SMLFNTE1\n    F SMLFNTF1\n    G SMLFNTG1\n    H SMLFNTH1\n    I SMLFNTI1\n    J SMLFNTJ1\n    K SMLFNTK1\n    L SMLFNTL1\n    M SMLFNTM1\n    N SMLFNTN1\n    O SMLFNTO1\n    P SMLFNTP1\n    Q SMLFNTQ1\n    R SMLFNTR1\n    S SMLFNTS1\n    T SMLFNTT1\n    U SMLFNTU1\n    V SMLFNTV1\n    W SMLFNTW1\n    X SMLFNTX1\n    Y SMLFNTY1\n    Z SMLFNTZ1\n    /*a SMLFNTA2\n    b SMLFNTB2\n    c SMLFNTC2\n    d SMLFNTD2\n    e SMLFNTE2\n    f SMLFNTF2\n    g SMLFNTG2\n    h SMLFNTH2\n    i SMLFNTI2\n    j SMLFNTJ2\n    k SMLFNTK2\n    l SMLFNTL2\n    m SMLFNTM2\n    n SMLFNTN2\n    o SMLFNTO2\n    p SMLFNTP2\n    q SMLFNTQ2\n    r SMLFNTR2\n    s SMLFNTS2\n    t SMLFNTT2\n    u SMLFNTU2\n    v SMLFNTV2\n    w SMLFNTW2\n    x SMLFNTX2\n    y SMLFNTY2\n    z SMLFNTZ2*/\n    ) SMLFNTPR\n    ( SMLFNTPL\n    + SMLFNTPS\n    , SMLFNTCM\n    - SMLFNTDS\n    ' SMLFNTAP\n    ! SMLFNTEX\n    _ SMLFNTUS\n    ^ SMLFNTCR\n    > SMLFNTAR\n    < SMLFNTAL\n    ] SMLFNTBR\n    [ SMLFNTBL\n    \\ SMLFNTSL\n    / SMLFNTSR\n    ? SMLFNTQS\n    //$ SMLFNTDL\n    @ SMLFNTAT\n    . SMLFNTDT\n    = SMLFNTEQ\n    \";\" SMLFNTSM\n    : SMLFNTCL\n    //| SMLFNTLN\n    % SMLFNTPC\n    //& SMLFNTAN\n    * SMLFNTAS\n    # SMLFNTHS\n    ` SMLFNTAC\n}\n\nTITLEFONT\n{\n    0 SMLFNT00\n    1 SMLFNT01\n    2 SMLFNT02\n    3 SMLFNT03\n    4 SMLFNT04\n    5 SMLFNT05\n    6 SMLFNT06\n    7 SMLFNT07\n    8 SMLFNT08\n    9 SMLFNT09\n    A SMLFNTA1\n    B SMLFNTB1\n    C SMLFNTC1\n    D SMLFNTD1\n    E SMLFNTE1\n    F SMLFNTF1\n    G SMLFNTG1\n    H SMLFNTH1\n    I SMLFNTI1\n    J SMLFNTJ1\n    K SMLFNTK1\n    L SMLFNTL1\n    M SMLFNTM1\n    N SMLFNTN1\n    O SMLFNTO1\n    P SMLFNTP1\n    Q SMLFNTQ1\n    R SMLFNTR1\n    S SMLFNTS1\n    T SMLFNTT1\n    U SMLFNTU1\n    V SMLFNTV1\n    W SMLFNTW1\n    X SMLFNTX1\n    Y SMLFNTY1\n    Z SMLFNTZ1\n    a SMLFNTA2\n    b SMLFNTB2\n    c SMLFNTC2\n    d SMLFNTD2\n    e SMLFNTE2\n    f SMLFNTF2\n    g SMLFNTG2\n    h SMLFNTH2\n    i SMLFNTI2\n    j SMLFNTJ2\n    k SMLFNTK2\n    l SMLFNTL2\n    m SMLFNTM2\n    n SMLFNTN2\n    o SMLFNTO2\n    p SMLFNTP2\n    q SMLFNTQ2\n    r SMLFNTR2\n    s SMLFNTS2\n    t SMLFNTT2\n    u SMLFNTU2\n    v SMLFNTV2\n    w SMLFNTW2\n    x SMLFNTX2\n    y SMLFNTY2\n    z SMLFNTZ2\n    ) SMLFNTPR\n    ( SMLFNTPL\n    + SMLFNTPS\n    , SMLFNTCM\n    - SMLFNTDS\n    ' SMLFNTAP\n    ! SMLFNTEX\n    _ SMLFNTUS\n    ^ SMLFNTCR\n    > SMLFNTAR\n    < SMLFNTAL\n    ] SMLFNTBR\n    [ SMLFNTBL\n    \\ SMLFNTSL\n    / SMLFNTSR\n    ? SMLFNTQS\n    //$ SMLFNTDL\n    @ SMLFNTAT\n    . SMLFNTDT\n    = SMLFNTEQ\n    \";\" SMLFNTSM\n    : SMLFNTCL\n    //| SMLFNTLN\n    % SMLFNTPC\n    //& SMLFNTAN\n    * SMLFNTAS\n    # SMLFNTHS\n    ` SMLFNTAC\n}\n\nBIGFONT\n{\n    0 BIGFNT00\n    1 BIGFNT01\n    2 BIGFNT02\n    3 BIGFNT03\n    4 BIGFNT04\n    5 BIGFNT05\n    6 BIGFNT06\n    7 BIGFNT07\n    8 BIGFNT08\n    9 BIGFNT09\n    A BIGFNTA1\n    B BIGFNTB1\n    C BIGFNTC1\n    D BIGFNTD1\n    E BIGFNTE1\n    F BIGFNTF1\n    G BIGFNTG1\n    H BIGFNTH1\n    I BIGFNTI1\n    J BIGFNTJ1\n    K BIGFNTK1\n    L BIGFNTL1\n    M BIGFNTM1\n    N BIGFNTN1\n    O BIGFNTO1\n    P BIGFNTP1\n    Q BIGFNTQ1\n    R BIGFNTR1\n    S BIGFNTS1\n    T BIGFNTT1\n    U BIGFNTU1\n    V BIGFNTV1\n    W BIGFNTW1\n    X BIGFNTX1\n    Y BIGFNTY1\n    Z BIGFNTZ1\n    ) BIGFNTPR\n    ( BIGFNTPL\n    + BIGFNTPS\n    , BIGFNTCM\n    - BIGFNTDS\n    ' BIGFNTAP\n    ! BIGFNTEX\n    _ BIGFNTUS\n    //^ BIGFNTCR\n    //> BIGFNTAR\n    //< BIGFNTAL\n    ] BIGFNTBR\n    [ BIGFNTBL\n    \\ BIGFNTSL\n    / BIGFNTSR\n    ? BIGFNTQS\n    //$ BIGFNTDL\n    //@ BIGFNTAT\n    . BIGFNTDT\n    = BIGFNTEQ\n    \";\" BIGFNTSC\n    : BIGFNTCL\n    | BIGFNTLN\n    % BIGFNTPC\n    //& BIGFNTAN\n    //* BIGFNTAS\n    //# BIGFNTHS\n    //` BIGFNTAC\n}\n\nTINYFONT\n{\n    0 TNYFONT0\n    1 TNYFONT1\n    2 TNYFONT2\n    3 TNYFONT3\n    4 TNYFONT4\n    5 TNYFONT5\n    6 TNYFONT6\n    7 TNYFONT7\n    8 TNYFONT8\n    9 TNYFONT9\n}"
      }
    ]
  },
  "maps": []
}

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