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path: root/Game/Code/Screens/UScreenCredits.pas
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unit UScreenCredits;

interface

uses
  UMenu, SDL, UDisplay, UTexture, OpenGL12, UMusic, UFiles, SysUtils, UThemes, ULCD, ULight, UGraphicClasses;

type
  TCreditsStages=(InitialDelay,Intro,MainPart,Outro);

  TScreenCredits = class(TMenu)
    public

      Credits_X: Real;
      Credits_Time: Cardinal;
      Credits_Alpha: Cardinal;
      CTime: Cardinal;
      CTime_hold: Cardinal;
      ESC_Alpha: Integer;

      credits_entry_tex: TTexture;
      credits_entry_dx_tex: TTexture;
      credits_bg_tex: TTexture;
      credits_bg_ovl: TTexture;
//      credits_bg_logo: TTexture;
      credits_bg_scrollbox_left: TTexture;
      credits_blindguard: TTexture;
      credits_blindy: TTexture;
      credits_canni: TTexture;
      credits_commandio: TTexture;
      credits_lazyjoker: TTexture;
      credits_mog: TTexture;
      credits_mota: TTexture;
      credits_skillmaster: TTexture;
      credits_whiteshark: TTexture;
      intro_layer01: TTexture;
      intro_layer02: TTexture;
      intro_layer03: TTexture;
      intro_layer04: TTexture;
      intro_layer05: TTexture;
      intro_layer06: TTexture;
      intro_layer07: TTexture;
      intro_layer08: TTexture;
      intro_layer09: TTexture;
      outro_bg:      TTexture;
      outro_esc:     TTexture;
      outro_exd:     TTexture;

      deluxe_slidein: cardinal;

      CurrentScrollText: String;
      NextScrollUpdate:  Real;
      EndofLastScrollingPart: Cardinal;
      CurrentScrollStart, CurrentScrollEnd: Integer;

      CRDTS_Stage: TCreditsStages;

      Fadeout:      boolean;
      constructor Create; override;
      function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
      function Draw: boolean; override;
      procedure onShow; override;
      procedure onHide; override;
      procedure DrawCredits;
      procedure Draw_FunkyText;
   end;

const
  Funky_Text: AnsiString =
    'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you�re hearing, '+
    'all the people who put massive effort and work in new songs (don�t forget UltraStar w/o songs would be nothing), ppl from '+
    'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Thank for the translations to Jakob0 and Spearedge (Swedish), Pino (Dutch) and Canni (French). Greetings to DennisTheMenace for betatesting,  '+
    'Demoscene.tv, KakiArts, Sourceforge,..';


  Timings: array[0..21] of Cardinal=(
     20,   //  0 Delay vor Start

    149,   //  1 Ende erster Intro Zoom
    155,   //  2 Start 2. Action im Intro
    170,   //  3 Ende Separation im Intro
    271,   //  4 Anfang Zoomout im Intro
      0,   //  5 unused
    261,   //  6 Start fade-to-white im Intro

    271,   //  7 Start Main Part
    280,   //  8 Start On-Beat-Sternchen Main Part

    396,   //  9 Start BlindGuard
    666,   // 10 Start blindy
    936,   // 11 Start Canni
   1206,   // 12 Start Commandio
   1476,   // 13 Start LazyJoker
   1746,   // 14 Start Mog
   2016,   // 15 Start Mota
   2286,   // 16 Start SkillMaster
   2556,   // 17 Start WhiteShark
   2826,   // 18 Ende Whiteshark
   3096,   // 19 Start FadeOut Mainscreen
   3366,   // 20 Ende Credits Tune
     60);  // 21 start flare im intro

implementation

uses Dialogs,Windows, UGraphic, UMain, UIni, USongs, Textgl, opengl, ULanguage, Math;

function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
begin
  Result := true;
  If (PressedDown) Then
  begin // Key Down
    case PressedKey of
      SDLK_ESCAPE :
        begin
          FadeTo(@ScreenMain);
          Music.PlayBack;
        end;
{       SDLK_SPACE:
         begin
           setlength(CTime_hold,length(CTime_hold)+1);
           CTime_hold[high(CTime_hold)]:=CTime;
         end;
}
     end;//esac
    end; //fi
end;

constructor TScreenCredits.Create;
begin
  inherited Create;
  credits_bg_tex            := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0);
  credits_bg_ovl          := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0);

  credits_blindguard  := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0);
  credits_blindy      := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0);
  credits_canni       := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0);
  credits_commandio   := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0);
  credits_lazyjoker   := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0);
  credits_mog         := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0);
  credits_mota        := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0);
  credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0);
  credits_whiteshark  := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0);

  intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0);
  intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0);
  intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0);
  intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0);
  intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0);
  intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0);
  intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0);
  intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0);
  intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0);

  outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0);
  outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0);
  outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Plain', 0);

  CRDTS_Stage:=InitialDelay;
end;

function TScreenCredits.Draw: boolean;
begin
  DrawCredits;
end;

procedure TScreenCredits.onShow;
begin
  CRDTS_Stage:=InitialDelay;
  Credits_X := 580;
  deluxe_slidein := 0;
  Credits_Alpha := 0;
  Music.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeet�����!!
  Music.SetVolume(100);  //Whiteshark, you hear me now? :P
  CTime:=0;
//  setlength(CTime_hold,0);
end;

procedure TScreenCredits.onHide;
begin
  Music.Stop;
end;

Procedure TScreenCredits.Draw_FunkyText;
var
  S,I, Len: Integer;
  X,Y,A: Real;
  visibleText: PChar;
begin
  SetFontSize(10);
  //Init ScrollingText
  if (CTime = Timings[7]) then
  begin
    //Set Position of Text
    Credits_X := 600;
    CurrentScrollStart:=1;
    CurrentScrollEnd:=1;
  end;

  if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then
  begin
    X:=0;
    visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
    for S := 0 to length(visibleText)-1 do begin
      Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi));
      SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000);
      if (Credits_X+X < 15) then A:=0;
      if (Credits_X+X >=15) then A:=Credits_X+X-15;
      if Credits_X+X > 32 then A:=17;
      glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17);
      glPrintLetter(visibleText[S]);
      X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
    end;
    if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin
      Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
      inc(CurrentScrollStart);
    end;
    visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
    if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin
      inc(CurrentScrollEnd);
    end;
  end;
{  // timing hack
    X:=5;
    SetFontStyle (2);
     SetFontItalic(False);
     SetFontSize(9);
     glColor4f(1, 1, 1, 1);
     for S:=0 to high(CTime_hold) do begin
     visibleText:=pchar(inttostr(CTime_hold[S]));
     SetFontPos (500, X);
     glPrint (Addr(visibleText[0]));
     X:=X+20;
     end;}
end;

procedure Start3D;
begin
      glMatrixMode(GL_PROJECTION);
      glPushMatrix;
      glLoadIdentity;
      glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000);
      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity;
end;
procedure End3D;
begin
      glMatrixMode(GL_PROJECTION);
      glPopMatrix;
      glMatrixMode(GL_MODELVIEW);
end;

procedure TScreenCredits.DrawCredits;
var
  T,I: Cardinal;
  X: Real;
  Ver: PChar;
  RuntimeStr: AnsiString;
  Data: TFFTData;
  j,k,l:cardinal;
  f,g,h: Real;
  STime:cardinal;
  Delay:cardinal;

  myPixel: longword;
  myColor: Cardinal;
  myScale: Real;
  myAngle: Real;
const  myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24),
                                       (154,31),(156,58),(168,32),(203,36),
                                       (258,34),(251,50),(274,93),(294,84),
                                       (232,54),(278,62),(319,34),(336,92),
                                       (347,23),(374,32),(377,58),(361,83),
                                       (385,91),(405,91),(429,35),(423,51),
                                       (450,32),(485,34),(444,91),(486,93));

begin
//dis does teh muiwk y0r
Data := Music.GetFFTData;



  T := GetTickCount div 33;
  if T <> Credits_Time then
  begin
    Credits_Time := T;
    inc(CTime);
	inc(CTime_hold);
    Credits_X := Credits_X-2;
    if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then
    begin
//      CTime:=Timings[20];
//      CRDTS_Stage:=Outro;

      CRDTS_Stage:=Intro;
      CTime:=0;
      Music.Play;

    end;
    if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then
    begin
      CRDTS_Stage:=MainPart;
    end;
    if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then
    begin
      CRDTS_Stage:=Outro;
    end;
  end;

  //draw background
  if CRDTS_Stage=InitialDelay then
      begin
        glClearColor(0,0,0,0);
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
      end
  else
  if CRDTS_Stage=Intro then
      begin
        Start3D;
        glPushMatrix;

        glClearColor(0,0,0,0);
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);

        glEnable(GL_TEXTURE_2D);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable(GL_BLEND);

        if CTime < Timings[1] then begin
          myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together
          myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera
        end else begin // this is the part when the logo stands still
          myScale:=0.5;
          myAngle:=0;
        end;
        if CTime > Timings[2] then begin
          myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers
          myAngle:=0;
        end;
//        if CTime > Timings[3] then myScale:=1; // keep the space between layers
        glTranslatef(0,0,-5+0.5*myScale);
        if CTime > Timings[3] then myScale:=1; // keep the space between layers
        if CTime > Timings[3] then begin // make logo rotate left and grow
//          myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]);
          glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1);
          glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1);
        end;
        if CTime < Timings[2] then
          glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0);
//        glScalef(0.5,0.5,0.5);
        glScalef(4/3,-1,1);
        glColor4f(1, 1, 1, 1);

        glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex3f(-1,   -1, -0.4 * myScale);
          glTexCoord2f(0,1);glVertex3f(-1,   1, -0.4 * myScale);
          glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale);
          glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale);
        glEnd;
        glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex3f(-1,   -1, -0.3 * myScale);
          glTexCoord2f(0,1);glVertex3f(-1,   1, -0.3 * myScale);
          glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale);
          glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale);
        glEnd;
        glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex3f(-1,   -1, -0.2 * myScale);
          glTexCoord2f(0,1);glVertex3f(-1,   1, -0.2 * myScale);
          glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale);
          glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale);
        glEnd;
        glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex3f(-1,   -1, -0.1 * myScale);
          glTexCoord2f(0,1);glVertex3f(-1,   1, -0.1 * myScale);
          glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale);
          glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale);
        glEnd;
        glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex3f(-1,   -1, 0 * myScale);
          glTexCoord2f(0,1);glVertex3f(-1,   1, 0 * myScale);
          glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale);
          glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale);
        glEnd;
        glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex3f(-1,   -1, 0.1 * myScale);
          glTexCoord2f(0,1);glVertex3f(-1,   1, 0.1 * myScale);
          glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale);
          glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale);
        glEnd;
        glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex3f(-1,   -1, 0.2 * myScale);
          glTexCoord2f(0,1);glVertex3f(-1,   1, 0.2 * myScale);
          glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale);
          glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale);
        glEnd;
        glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex3f(-1,   -1, 0.3 * myScale);
          glTexCoord2f(0,1);glVertex3f(-1,   1, 0.3 * myScale);
          glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale);
          glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale);
        glEnd;
        glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex3f(-1,   -1, 0.22 * myScale);
          glTexCoord2f(0,1);glVertex3f(-1,   1, 0.22 * myScale);
          glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale);
          glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale);
        glEnd;
        gldisable(gl_texture_2d);
        glDisable(GL_BLEND);

        glPopMatrix;
        End3D;

        // do some sparkling effects
        if (CTime < Timings[1]) and (CTime > Timings[21]) then
        begin
          for k:=1 to 3 do begin
             l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5);
             j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301);
             GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0);
          end;
        end;

        // fade to white at end
        if Ctime > Timings[6] then
        begin
          glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6]));
          glEnable(GL_BLEND);
          glBegin(GL_QUADS);
            glVertex2f(0,0);
            glVertex2f(0,600);
            glVertex2f(800,600);
            glVertex2f(800,0);
          glEnd;
          glDisable(GL_BLEND);
        end;

      end;
    if (CRDTS_Stage=MainPart) then
      // main credits screen background, scroller, logo and girl
      begin

        glEnable(GL_TEXTURE_2D);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable(GL_BLEND);

        glColor4f(1, 1, 1, 1);
        glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex2f(0,   0);
          glTexCoord2f(0,600/1024);glVertex2f(0,   600);
          glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
          glTexCoord2f(800/1024,0);glVertex2f(800, 0);
        glEnd;
        glDisable(GL_TEXTURE_2D);
        glDisable(GL_BLEND);

        // draw scroller
        Draw_FunkyText;

//#########################################################################
// draw credits names

// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen)
    STime:=Timings[9]-10;
    Delay:=Timings[10]-Timings[9];
    if CTime > STime then
    begin
      k:=0;
      ESC_Alpha:=20;
      for j:=0 to 40 do
        if Data[j]>=Data[k] then k:=j;
      if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
      if ESC_Alpha >20 then ESC_Alpha:=20;
      if ((CTime-STime)<20) then ESC_Alpha:=20;
      k:=CTime-STime;
      if CTime <=STime+10 then j:=CTime-STime else j:=10;
      if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
      glColor4f(1, 1, 1, ESC_Alpha/20*j/10);

      if (CTime >= STime+10) and (CTime<=STime+12) then begin
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
      end;

      glPushMatrix;
      gltranslatef(0,329,0);
      if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end;
      gltranslatef(223,0,0);
      if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
        gltranslatef(223,0,0);
        glrotatef((CTime-(STime+Delay-10))*-9,0,0,1);
        gltranslatef(-223,0,0);
      end;
      glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glEnable(GL_BLEND);
      glEnable(GL_TEXTURE_2D);
      glbegin(gl_quads);
        glTexCoord2f(0,0);glVertex2f(-163,   -129);
        glTexCoord2f(0,1);glVertex2f(-163,   129);
        glTexCoord2f(1,1); glVertex2f(163, 129);
        glTexCoord2f(1,0);glVertex2f(163, -129);
      glEnd;
      gldisable(gl_texture_2d);
      gldisable(GL_BLEND);
      glPopMatrix;
    end;

// Blindy  (zoom von 0 auf volle gr�sse und drehung, zoom auf doppelte gr�sse und nach rechts oben schieben)
    STime:=Timings[10]-10;
    Delay:=Timings[11]-Timings[10]+5;
    if CTime > STime then
    begin
      k:=0;
      ESC_Alpha:=20;
      for j:=0 to 40 do
        if Data[j]>=Data[k] then k:=j;
      if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
      if ESC_Alpha >20 then ESC_Alpha:=20;
      if ((CTime-STime)<20) then ESC_Alpha:=20;
      k:=CTime-STime;
      if CTime <=STime+10 then j:=CTime-STime else j:=10;
      if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
      glColor4f(1, 1, 1, ESC_Alpha/20*j/10);

      if (CTime >= STime+20) and (CTime<=STime+22) then begin
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
      end;

      glPushMatrix;
      gltranslatef(223,329,0);
      if CTime <= STime+20 then begin
        j:=CTime-Stime;
        glscalef(j*j/400,j*j/400,j*j/400);
        glrotatef(j*18.0,0,0,1);
      end;
      if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
        j:=CTime-(STime+Delay-10);
        f:=j*10.0;
        gltranslatef(f*3,-f,0);
        glscalef(1+j/10,1+j/10,1+j/10);
        glrotatef(j*9.0,0,0,1);
      end;
      glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glEnable(GL_BLEND);
      glEnable(GL_TEXTURE_2D);
      glbegin(gl_quads);
        glTexCoord2f(0,0);glVertex2f(-163,   -129);
        glTexCoord2f(0,1);glVertex2f(-163,   129);
        glTexCoord2f(1,1); glVertex2f(163, 129);
        glTexCoord2f(1,0);glVertex2f(163, -129);
      glEnd;
      gldisable(gl_texture_2d);
      gldisable(GL_BLEND);
      glPopMatrix;
    end;

// Canni  (von links reinschieben, nach rechts oben rausschieben)
    STime:=Timings[11]-10;
    Delay:=Timings[12]-Timings[11]+5;
    if CTime > STime then
    begin
      k:=0;
      ESC_Alpha:=20;
      for j:=0 to 40 do
        if Data[j]>=Data[k] then k:=j;
      if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
      if ESC_Alpha >20 then ESC_Alpha:=20;
      if ((CTime-STime)<20) then ESC_Alpha:=20;
      k:=CTime-STime;
      if CTime <=STime+10 then j:=CTime-STime else j:=10;
      if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
      glColor4f(1, 1, 1, ESC_Alpha/20*j/10);

      if (CTime >= STime+10) and (CTime<=STime+12) then begin
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
      end;

      glPushMatrix;
      gltranslatef(223,329,0);
      if CTime <= STime+10 then begin
        gltranslatef(((CTime-STime)*21.0)-210,0,0);
      end;
      if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
        j:=(CTime-(STime+Delay-10))*21;
        gltranslatef(j,-j/2,0);
      end;
      glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glEnable(GL_BLEND);
      glEnable(GL_TEXTURE_2D);
      glbegin(gl_quads);
        glTexCoord2f(0,0);glVertex2f(-163,   -129);
        glTexCoord2f(0,1);glVertex2f(-163,   129);
        glTexCoord2f(1,1); glVertex2f(163, 129);
        glTexCoord2f(1,0);glVertex2f(163, -129);
      glEnd;
      gldisable(gl_texture_2d);
      gldisable(GL_BLEND);
      glPopMatrix;
    end;

// Commandio  (von unten reinklappen, nach rechts oben rausklappen)
    STime:=Timings[12]-10;
    Delay:=Timings[13]-Timings[12];
    if CTime > STime then
    begin
      k:=0;
      ESC_Alpha:=20;
      for j:=0 to 40 do
        if Data[j]>=Data[k] then k:=j;
      if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
      if ESC_Alpha >20 then ESC_Alpha:=20;
      if ((CTime-STime)<20) then ESC_Alpha:=20;
      k:=CTime-STime;
      if CTime <=STime+10 then j:=CTime-STime else j:=10;
      if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
      glColor4f(1, 1, 1, ESC_Alpha/20*j/10);

      if (CTime >= STime+10) and (CTime<=STime+12) then begin
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
      end;

      glPushMatrix;
      gltranslatef(223,329,0);
      if CTime <= STime+10 then
        f:=258.0-25.8*(CTime-STime)
      else
        f:=0;

      if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
        j:=CTime-(STime+Delay-10);
        g:=32.6*j;
      end else
        g:=0;
      glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glEnable(GL_BLEND);
      glEnable(GL_TEXTURE_2D);
      glbegin(gl_quads);
        glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5,   -129+f*1.5-g/2);
        glTexCoord2f(0,1);glVertex2f(-163+g*1.5,   129-(g*1.5*258/326));
        glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4);
        glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4);
      glEnd;
      gldisable(gl_texture_2d);
      gldisable(GL_BLEND);
      glPopMatrix;
    end;

// lazy joker  (just scrolls from left to right, no twinkling stars, no on-beat flashing)
    STime:=Timings[13]-35;
    Delay:=Timings[14]-Timings[13]+5;
    if CTime > STime then
    begin
      k:=0;
      for j:=0 to 40 do
        if Data[j]>=Data[k] then k:=j;
      if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
      if ESC_Alpha >20 then ESC_Alpha:=20;
      if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20;
      ESC_Alpha:=10;
      f:=CTime-STime;
      if CTime <=STime+40 then j:=CTime-STime else j:=40;
      if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
      glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600);

      glPushMatrix;
      gltranslatef(180+(f-70),329,0);
      glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glEnable(GL_BLEND);
      glEnable(GL_TEXTURE_2D);
      glbegin(gl_quads);
        glTexCoord2f(0,0);glVertex2f(-163,   -129);
        glTexCoord2f(0,1);glVertex2f(-163,   129);
        glTexCoord2f(1,1); glVertex2f(163, 129);
        glTexCoord2f(1,0);glVertex2f(163, -129);
      glEnd;
      gldisable(gl_texture_2d);
      gldisable(GL_BLEND);
      glPopMatrix;
    end;

// Mog (von links reinklappen, nach rechts unten rausklappen)
    STime:=Timings[14]-10;
    Delay:=Timings[15]-Timings[14]+5;
    if CTime > STime then
    begin
      k:=0;
      ESC_Alpha:=20;
      for j:=0 to 40 do
        if Data[j]>=Data[k] then k:=j;
      if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
      if ESC_Alpha >20 then ESC_Alpha:=20;
      if ((CTime-STime)<20) then ESC_Alpha:=20;
      k:=CTime-STime;
      if CTime <=STime+10 then j:=CTime-STime else j:=10;
      if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
      glColor4f(1, 1, 1, ESC_Alpha/20*j/10);

      if (CTime >= STime+10) and (CTime<=STime+12) then begin
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
      end;

      glPushMatrix;
      gltranslatef(223,329,0);
      if CTime <= STime+10 then
        f:=326.0-32.6*(CTime-STime)
      else
        f:=0;

      if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
        j:=CTime-(STime+Delay-10);
        g:=32.6*j;
      end else
        g:=0;
      glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glEnable(GL_BLEND);
      glEnable(GL_TEXTURE_2D);
      glbegin(gl_quads);
        glTexCoord2f(0,0);glVertex2f(-163+g*1.5,   -129+g*1.5);
        glTexCoord2f(0,1);glVertex2f(-163+g*1.2,   129+g);
        glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4);
        glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5);
      glEnd;
      gldisable(gl_texture_2d);
      gldisable(GL_BLEND);
      glPopMatrix;
    end;

// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen)
    STime:=Timings[15]-10;
    Delay:=Timings[16]-Timings[15]+5;
    if CTime > STime then
    begin
      k:=0;
      ESC_Alpha:=20;
      for j:=0 to 40 do
        if Data[j]>=Data[k] then k:=j;
      if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
      if ESC_Alpha >20 then ESC_Alpha:=20;
      if ((CTime-STime)<20) then ESC_Alpha:=20;
      k:=CTime-STime;
      if CTime <=STime+10 then j:=CTime-STime else j:=10;
      if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
      glColor4f(1, 1, 1, ESC_Alpha/20*j/10);

      if (CTime >= STime+10) and (CTime<=STime+12) then begin
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
      end;

      glPushMatrix;
      gltranslatef(223,329,0);
      if CTime <= STime+10 then begin
        gltranslatef(223,0,0);
        glrotatef((10-(CTime-STime))*9,0,0,1);
        gltranslatef(-223,0,0);
      end;
      if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
        j:=CTime-(STime+Delay-10);
        f:=j*10.0;
        gltranslatef(-f*2,-f,0);
        glscalef(1-j/10,1-j/10,1-j/10);
        glrotatef(-j*9.0,0,0,1);
      end;
      glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glEnable(GL_BLEND);
      glEnable(GL_TEXTURE_2D);
      glbegin(gl_quads);
        glTexCoord2f(0,0);glVertex2f(-163,   -129);
        glTexCoord2f(0,1);glVertex2f(-163,   129);
        glTexCoord2f(1,1); glVertex2f(163, 129);
        glTexCoord2f(1,0);glVertex2f(163, -129);
      glEnd;
      gldisable(gl_texture_2d);
      gldisable(GL_BLEND);
      glPopMatrix;
    end;

// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen)
    STime:=Timings[16]-10;
    Delay:=Timings[17]-Timings[16]+5;
    if CTime > STime then
    begin
      k:=0;
      ESC_Alpha:=20;
      for j:=0 to 40 do
        if Data[j]>=Data[k] then k:=j;
      if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
      if ESC_Alpha >20 then ESC_Alpha:=20;
      if ((CTime-STime)<20) then ESC_Alpha:=20;
      k:=CTime-STime;
      if CTime <=STime+10 then j:=CTime-STime else j:=10;
      if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
      glColor4f(1, 1, 1, ESC_Alpha/20*j/10);

      if (CTime >= STime+10) and (CTime<=STime+12) then begin
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
      end;

      glPushMatrix;
      gltranslatef(223,329,0);
      if CTime <= STime+10 then begin
        j:=STime+10-CTime;
        f:=j*10.0;
        gltranslatef(+f*2,+f/2,0);
      end;
      if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
        j:=CTime-(STime+Delay-10);
        f:=j*10.0;
        gltranslatef(0,-223,0);
        glrotatef(j*-9,0,0,1);
        gltranslatef(0,223,0);
        glrotatef(j*9,0,0,1);
      end;
      glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glEnable(GL_BLEND);
      glEnable(GL_TEXTURE_2D);
      glbegin(gl_quads);
        glTexCoord2f(0,0);glVertex2f(-163,   -129);
        glTexCoord2f(0,1);glVertex2f(-163,   129);
        glTexCoord2f(1,1); glVertex2f(163, 129);
        glTexCoord2f(1,0);glVertex2f(163, -129);
      glEnd;
      gldisable(gl_texture_2d);
      gldisable(GL_BLEND);
      glPopMatrix;
    end;

// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen)
    STime:=Timings[17]-10;
    Delay:=Timings[18]-Timings[17];
    if CTime > STime then
    begin
      k:=0;
      ESC_Alpha:=20;
      for j:=0 to 40 do
        if Data[j]>=Data[k] then k:=j;
      if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
      if ESC_Alpha >20 then ESC_Alpha:=20;
      if ((CTime-STime)<20) then ESC_Alpha:=20;
      k:=CTime-STime;
      if CTime <=STime+10 then j:=CTime-STime else j:=10;
      if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
      glColor4f(1, 1, 1, ESC_Alpha/20*j/10);

      if (CTime >= STime+10) and (CTime<=STime+12) then begin
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
        GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
      end;

      glPushMatrix;
      gltranslatef(223,329,0);
      if CTime <= STime+10 then
        f:=326.0-32.6*(CTime-STime)
      else
        f:=0;

      if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
        j:=CTime-(STime+Delay-10);
        g:=32.6*j;
      end else
        g:=0;
      glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glEnable(GL_BLEND);
      glEnable(GL_TEXTURE_2D);
      glbegin(gl_quads);
        glTexCoord2f(0,0);glVertex2f(-163-f+g,   -129+f/4-g/2);
        glTexCoord2f(0,1);glVertex2f(-163-f/4+g,   129+g/2+f/4);
        glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4);
        glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4);
      glEnd;
      gldisable(gl_texture_2d);
      gldisable(GL_BLEND);
      glPopMatrix;
    end;


// ####################################################################
// do some twinkle stuff (kinda on beat)
    if (CTime>Timings[8]) and (CTime < Timings[19]) then begin
      k:=0;
      for j:=0 to 40 do
        if Data[j]>=Data[k] then k:=j;
      if Data[k]>0.2 then begin
         l:=RandomRange(6,16);
         j:=RandomRange(0,27);
         GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0);
      end;
    end;

//#################################################
// draw the rest of the main screen (girl and logo
        glEnable(GL_TEXTURE_2D);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable(GL_BLEND);
        glColor4f(1, 1, 1, 1);
        glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex2f(800-393,   0);
          glTexCoord2f(0,600/1024);glVertex2f(800-393,   600);
          glTexCoord2f(393/512,600/1024); glVertex2f(800, 600);
          glTexCoord2f(393/512,0);glVertex2f(800, 0);
        glEnd;
{        glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex2f(0,   0);
          glTexCoord2f(0,112/128);glVertex2f(0,   112);
          glTexCoord2f(497/512,112/128); glVertex2f(497, 112);
          glTexCoord2f(497/512,0);glVertex2f(497, 0);
        glEnd;
}
        gldisable(gl_texture_2d);
        glDisable(GL_BLEND);

        // fade out at end of main part
        if Ctime > Timings[19] then
        begin
          glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19]));
          glEnable(GL_BLEND);
          glBegin(GL_QUADS);
            glVertex2f(0,0);
            glVertex2f(0,600);
            glVertex2f(800,600);
            glVertex2f(800,0);
          glEnd;
          glDisable(GL_BLEND);
        end;
      end
    else
    if (CRDTS_Stage=Outro) then
    begin
      if CTime=Timings[20] then begin
        CTime_hold:=0;
        Music.Stop;
        Music.Open(soundpath + 'credits-outro-tune.mp3');
        Music.Play;
        Music.SetVolume(20);
        Music.SetLoop(True);
      end;
      if CTime_hold > 231 then begin
        Music.Play;
        Ctime_hold:=0;
      end;
      glClearColor(0,0,0,0);
      glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);

      // do something useful
        // outro background
        glEnable(GL_TEXTURE_2D);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable(GL_BLEND);

        glColor4f(1, 1, 1, 1);
        glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex2f(0,   0);
          glTexCoord2f(0,600/1024);glVertex2f(0,   600);
          glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
          glTexCoord2f(800/1024,0);glVertex2f(800, 0);
        glEnd;

        //outro overlays
        glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3);
        glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex2f(0,   0);
          glTexCoord2f(0,223/256);glVertex2f(0,   223);
          glTexCoord2f(487/512,223/256); glVertex2f(487, 223);
          glTexCoord2f(487/512,0);glVertex2f(487, 0);
        glEnd;

        ESC_Alpha:=20;
        if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then
          ESC_Alpha:=0
        else inc(ESC_Alpha);
        if ESC_Alpha > 20 then ESC_Alpha:=20;
        glColor4f(1, 1, 1, ESC_Alpha/20);
        glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum);
        glbegin(gl_quads);
          glTexCoord2f(0,0);glVertex2f(800-310,   600-247);
          glTexCoord2f(0,247/256);glVertex2f(800-310,   600);
          glTexCoord2f(310/512,247/256); glVertex2f(800, 600);
          glTexCoord2f(310/512,0);glVertex2f(800, 600-247);
        glEnd;
        glDisable(GL_TEXTURE_2D);
        glDisable(GL_BLEND);

        // outro scrollers?
        // ...
    end;

{  // draw credits runtime counter
   SetFontStyle (2);
    SetFontItalic(False);
    SetFontSize(9);
    SetFontPos (5, 5);
    glColor4f(1, 1, 1, 1);
//    RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10);
    RuntimeStr:='CTime: '+inttostr(CTime);
    glPrint (Addr(RuntimeStr[1]));
}
  // make the stars shine
  GoldenRec.Draw;

  //timing hack
//    Draw_FunkyText;
end;

end.