-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathCredits.bb
754 lines (719 loc) · 26.6 KB
/
Credits.bb
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
;//////////////////////////////////////////////////////////////////////////////
;------------------------------ HARD TIME: CREDITS ----------------------------
;//////////////////////////////////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
;--------------------------------- INTRO --------------------------------------
;//////////////////////////////////////////////////////////////////////////////
Function Intro()
;initial media
font(0)=LoadFont("Arial Cyr",13,0,0,0)
font(1)=LoadFont("Arial Cyr",16,0,0,0)
font(2)=LoadFont("Arial Cyr",20,0,0,0)
font(3)=LoadFont("Arial Cyr",24,0,0,0)
font(4)=LoadFont("Arial Cyr",36,0,0,0)
font(5)=LoadFont("Arial Cyr",42,0,0,0)
font(6)=LoadFont("Arial Cyr",48,0,0,0)
gTile=LoadImage("Graphics/Tile.png")
MaskImage gTile,255,0,255
For count=1 To 3
gLogo(count)=LoadImage("Graphics/Logo0"+count+".png")
MaskImage gLogo(count),255,0,255
Next
gMDickie=LoadImage("Graphics/MDickie.png")
MaskImage gMDickie,255,0,255
For count=1 To 4
gMenu(count)=LoadImage("Graphics/Menu0"+count+".png")
MaskImage gMenu(count),255,0,255
Next
;frame rating
timer=CreateTimer(30)
;MAIN LOOP
logoX1#=-100 : logoX2#=900
go=0 : gotim=0 : keytim=20
While go=0
Cls
frames=WaitTimer(timer)
For framer=1 To frames
;PROCESS
gotim=gotim+1
logoX1#=logoX1#+40
If logoX1#>400 Then logoX1#=400
logoX2#=logoX2#-40
If logoX2#<400 Then logoX2#=400
If logoX1#=400 And logoX2#=400 And go=0 Then PlaySound sMenuGo : go=1
UpdateWorld
Next
RenderWorld 1
;DISPLAY
TileImage gTile
DrawImage gLogo(1),rX#(logoX1#),rY#(300)
DrawImage gLogo(2),rX#(logoX2#),rY#(300)
Flip
;screenshot (F12)
If KeyHit(88) Then Screenshot()
Wend
;leave
Loader(translate("Please Wait"),translate("Loading Game"))
sTheme=LoadSound("Sound/Theme.wav")
LoopSound sTheme
chTheme=PlaySound(sTheme)
musicVol#=1.0
ChannelVolume chTheme,musicVol#
FreeTimer timer
End Function
;//////////////////////////////////////////////////////////////////////////////
;------------------------------- 6. CREDITS -----------------------------------
;//////////////////////////////////////////////////////////////////////////////
Function Credits()
;camera for fading
cam=CreateCamera()
CameraViewport cam,0,0,GraphicsWidth(),GraphicsHeight()
CameraClsMode cam,0,1
;sprite For fading
fader=CreateSprite()
ScaleSprite fader,30,30
SpriteViewMode fader,1
PositionEntity fader,0,20,-5
PointEntity cam,fader
If gamEnded=1 Then fadeAlpha#=1.0 Else fadeAlpha#=0
EntityAlpha fader,fadeAlpha#
EntityColor fader,0,0,0
;frame rating
timer=CreateTimer(30)
;MAIN LOOP
scroll#=0 : gamma=0
go=0 : gotim=0 : keytim=20
While go=0
Cls
frames=WaitTimer(timer)
For framer=1 To frames
;timers
keytim=keytim-1
If keytim<1 Then keytim=0
;PORTAL
If gamEnded=0 Or fadeAlpha#<0.5 Then gotim=gotim+1
If gotim>20 And keytim=0
If KeyDown(1) Or KeyDown(28) Or ButtonPressed() Then go=1
EndIf
;scroller
If gotim>20
scroll#=scroll#-1
If KeyDown(200) Or JoyY()=-1 Then scroll#=scroll#-5
If KeyDown(208) Or JoyY()=1 Then scroll#=scroll#+6
If scroll#<-1300 Then scroll#=400
If scroll#>400 Then scroll#=-1300
EndIf
;fade in
If gamEnded=1
fadeAlpha#=fadeAlpha#-0.01
If fadeAlpha#=<0 Then fadeAlpha#=0 : gamEnded=0
EntityAlpha fader,fadeAlpha#
EndIf
UpdateWorld
Next
;DISPLAY
TileImage gTile
DrawMainLogo(rX#(400),rY#(300+scroll#))
;opening comment
SetFont font(3)
y=410
Outline(translate("Credit is to be given - not"),rX#(400),rY#(y+scroll#),0,0,0,255,255,255) : y=y+25
Outline(translate("taken. This game was made single-"),rX#(400),rY#(y+scroll#),0,0,0,255,255,255) : y=y+25
Outline(translate("handedly in 3 months. Figure out"),rX#(400),rY#(y+scroll#),0,0,0,255,255,255) : y=y+25
Outline(translate("how you feel about that..."),rX#(400),rY#(y+scroll#),0,0,0,255,255,255) : y=y+25
;roles
y=550
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("Translate"),"13Hz") : y=y+60
DrawOption(-1,rX#(400),rY#(y+scroll#),"Telegram","@async13hhz") : y=y+110
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("Concept"),"MDickie 2006") : y=y+60
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("Game Design"),"Mat Dickie") : y=y+60
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("Programming"),"Mat Dickie") : y=y+60
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("2D Graphics"),"Mat Dickie") : y=y+60
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("3D Modeling"),"Mat Dickie") : y=y+60
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("Texturing"),"Mat Dickie") : y=y+60
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("Animation"),"Mat Dickie") : y=y+60
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("Sound FX"),"Mat Dickie") : y=y+60
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("Music"),"Mat Dickie") : y=y+60
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("Scripts"),"Mat Dickie") : y=y+60
DrawOption(-1,rX#(400),rY#(y+scroll#),translate("Publishing"),"MDickie.com") : y=y+110
;final logo
DrawImage gMDickie,rX#(400),rY#(y+scroll#)
RenderWorld 1
Flip
;screenshot (F12)
If KeyHit(88) Then Screenshot()
Wend
;leave
If go=1 Then PlaySound sMenuGo Else PlaySound sMenuBack
FreeTimer timer
FreeEntity cam
FreeEntity fader
screen=1
End Function
;//////////////////////////////////////////////////////////////////////////////
;-------------------------------- 7. OUTRO ------------------------------------
;//////////////////////////////////////////////////////////////////////////////
Function Outro()
;frame rating
timer=CreateTimer(30)
;MAIN LOOP
colour=0
logoX1#=400 : logoX2#=400
go=0 : gotim=0 : keytim=20
While go=0
Cls
frames=WaitTimer(timer)
For framer=1 To frames
;PROCESS
gotim=gotim+1
If gotim>50
If KeyDown(1) Or KeyDown(28) Or ButtonPressed() Or gotim>400 Then go=1
EndIf
;logo slide
logoX1#=logoX1#-40
logoX2#=logoX2#+40
;text fade
colour=colour+20
If colour>255 Then colour=255
;music fade
musicVol#=musicVol#-0.0025
If musicVol#<0 Then musicVol#=0
ChannelVolume chTheme,musicVol#
UpdateWorld
Next
RenderWorld 1
;DISPLAY
TileImage gTile
;SetFont font(4)
;Outline("'Turning nothing into",rX#(400),rY#(300)-20,0,0,0,colour,colour,colour)
;Outline("something is God work...'",rX#(400),rY#(300)+20,0,0,0,colour,colour,colour)
;Outline("'Tough times never last,",rX#(400),rY#(300)-20,0,0,0,colour,colour,colour)
;Outline("but tough people do...'",rX#(400),rY#(300)+20,0,0,0,colour,colour,colour)
SetFont font(3)
Outline(translate("'When a member of society falls down, he falls for those"),rX#(400),rY#(300)-48,0,0,0,colour,colour,colour)
Outline(translate("behind him - as a caution against the stumbling stone."),rX#(400),rY#(300)-18,0,0,0,colour,colour,colour)
Outline(translate("And he falls for those ahead of him - who, though"),rX#(400),rY#(300)+15,0,0,0,colour,colour,colour)
Outline(translate("faster and surer of foot, failed to remove the stone...'"),rX#(400),rY#(300)+45,0,0,0,colour,colour,colour)
SetFont font(2)
Outline("- Kahlil Gibran",rX#(400),rY#(300)+75,0,0,0,colour,colour,colour)
DrawImage gLogo(1),rX#(logoX1#),rY#(300)
DrawImage gLogo(2),rX#(logoX2#),rY#(300)
DrawImage gMDickie,rX#(400),rY#(515)
Flip
;screenshot (F12)
If KeyHit(88) Then Screenshot()
Wend
;leave
FreeTimer timer
StopChannel chTheme
SaveOptions()
screen=0
End Function
;---------------------------------------------------------------
;/////////////////////// 53. ENDING ////////////////////////////
;---------------------------------------------------------------
Function Ending()
;load setting
Loader(translate("Please Wait"),translate("Leaving Prison"))
world=LoadAnimMesh("World/Yard/Outro.3ds")
EntityTexture FindChild(world,"Sign01"),tSign(9),0,2
EntityTexture FindChild(world,"Net"),tNet
sAtmos=LoadSound("Sound/Ambience/Yard.wav")
;camera
cam=CreateCamera()
CameraViewport cam,0,0,GraphicsWidth(),GraphicsHeight()
camX#=375 : camY#=30 : camZ#=-20
camPivot=CreatePivot()
dummy=CreatePivot()
;fader
fader=CreateSprite()
ScaleSprite fader,20,20
SpriteViewMode fader,1
fadeAlpha#=0 : fadeTarget#=0
EntityAlpha fader,fadeAlpha#
EntityColor fader,0,0,0
;lighting
LoadLighting()
AmbientLight 200,190,170
For count=1 To no_lights
LightColor light(count),200,180,160
Next
If optFog>0
CameraFogMode cam,1
CameraFogRange cam,500,1000
CameraFogColor cam,160,130,100
EndIf
EntityColor FindChild(world,"Sky"),220,200,180
;background noise
LoopSound sAtmos
chAtmos=PlaySound(sAtmos)
ChannelVolume chAtmos,0.1
;load character
cyc=1
pChar(cyc)=gamChar(slot)
p(cyc)=LoadAnimMesh("Characters/Models/Model"+Dig$(charModel(pChar(cyc)),10)+".3ds")
pSeq(cyc,603)=LoadAnimSeq(p(cyc),"Characters/Sequences/Standard03.3ds")
pSeq(cyc,604)=LoadAnimSeq(p(cyc),"Characters/Sequences/Standard04.3ds")
pSeq(cyc,1)=ExtractAnimSeq(p(cyc),770,850,pSeq(cyc,604)) ;standing
pSeq(cyc,2)=ExtractAnimSeq(p(cyc),915,995,pSeq(cyc,603)) ;walking
ApplyCostume(cyc)
EntityTexture pLimb(cyc,1),tEyes(3),0,3
For limb=1 To 40
pScar(cyc,limb)=charScar(pChar(cyc),limb)
If pLimb(cyc,limb)>0 And pScar(cyc,limb)=>5
HideEntity pLimb(cyc,limb)
EndIf
Next
SeverLimbs(cyc)
For v=1 To weapList
HideEntity FindChild(p(cyc),weapFile$(v))
Next
HideEntity FindChild(p(cyc),"Barbell")
HideEntity FindChild(p(cyc),"Phone")
pX#(cyc)=355 : pY#(cyc)=12 : pZ#(cyc)=-30
PositionEntity p(cyc),pX#(cyc),pY#(cyc),pZ#(cyc)
RotateEntity p(cyc),0,0,0
scaler#=charHeight(pChar(cyc))*0.0025
ScaleEntity p(cyc),0.34+scaler#,0.34+scaler#,0.34+scaler#
Animate p(cyc),1,Rnd(0.1,0.3),pSeq(cyc,1),0
pStepTim(cyc)=0 : pState(cyc)=1
;shadows
For limb=1 To 40
pShadow(cyc,limb)=0
If limb=30 Or (optShadows=2 And (limb=1 Or (limb=>4 And limb=<6) Or (limb=>17 And limb=<19) Or limb=32 Or limb=33 Or limb=35 Or limb=36))
pShadow(cyc,limb)=LoadSprite("World/Sprites/Shadow.png",2)
ScaleSprite pShadow(cyc,limb),13,13
If limb<>30 Then ScaleSprite pShadow(cyc,limb),10,10
If limb=6 Or limb=19 Or limb=33 Or limb=36 Then ScaleSprite pShadow(cyc,limb),8,8
RotateEntity pShadow(cyc,limb),90,0,0
SpriteViewMode pShadow(cyc,limb),2
EntityAlpha pShadow(cyc,limb),0.1
If optShadows=2 And (limb=30 Or limb=6 Or limb=19) Then EntityAlpha pShadow(cyc,limb),0.2
If optShadows=1 Then EntityAlpha pShadow(cyc,limb),0.5
If optShadows=0 Then EntityAlpha pShadow(cyc,limb),0
EntityColor pShadow(cyc,limb),10,10,10
EndIf
Next
;generate stories
For count=1 To 9
its=0
Repeat
conflict=0 : its=its+1
endChar(count)=Rnd(1,no_chars)
If charSnapped(endChar(count))=0 And its<200 Then conflict=1
If endChar(count)=gamChar(slot) Or charRole(endChar(count))>0 Or charHealth(endChar(count))=<0 Then conflict=1
For v=1 To count
If v<>count And endChar(count)=endChar(v) Then conflict=1
Next
Until conflict=0
endFate(count)=Rnd(1,70)
Next
endChar(10)=gamChar(slot)
endFate(10)=0
;frame ratings
timer=CreateTimer(30)
SeedRnd(MilliSecs())
;MAIN LOOP
promoTim=0 : page=1
go=0 : gotim=-20 : keytim=0
While go=0
Cls
frames=WaitTimer(timer)
For framer=1 To frames
;counters
keytim=keytim-1
If keytim<1 Then keytim=0
;PORTAL
gotim=gotim+1
If gotim>100 Then promoTim=promoTim+1
If gotim>50 And keytim=0
If KeyDown(1) Or fadeAlpha#=>0.99 Then go=1
EndIf
;MOVEMENT
cyc=1
If gotim>200 And pState(cyc)<>2 Then Animate p(cyc),1,1.5,pSeq(cyc,2),10 : pState(cyc)=2
If pState(cyc)=2 Then pZ#(cyc)=pZ#(cyc)+0.3 : pStepTim(cyc)=pStepTim(cyc)+1
If pZ#(cyc)>225 Then fadeTarget#=1.0
PositionEntity p(cyc),pX#(cyc),pY#(cyc),pZ#(cyc)
;shadows
For limb=1 To 40
If pShadow(cyc,limb)>0
RotateEntity pShadow(cyc,limb),90,EntityYaw(pLimb(cyc,limb),1),0
PositionEntity pShadow(cyc,limb),EntityX(pLimb(cyc,limb),1),pY#(cyc)+0.4,EntityZ(pLimb(cyc,limb),1)
EndIf
Next
;footsteps
If pStepTim(cyc)>20/1.5
ProduceSound(0,sStep(Rnd(3,4)),22050,0)
pStepTim(cyc)=0
EndIf
;CAMERA
;camera tracking
If gotim>0
camTX#=450 : camTY#=30 : camTZ#=100
GetSmoothSpeeds(camX#,camTX#,camY#,camTY#,camZ#,camTZ#,240)
If camX#<camTX# Then camX#=camX#+speedX#
If camX#>camTX# Then camX#=camX#-speedX#
If camY#<camTY# Then camY#=camY#+(speedY#/2)
If camY#>camTY# Then camY#=camY#-(speedY#/2)
If camZ#<camTZ# Then camZ#=camZ#+speedZ#
If camZ#>camTZ# Then camZ#=camZ#-speedZ#
EndIf
PositionEntity cam,camX#,camY#,camZ#
PositionEntity camPivot,pX#(cyc),pY#(cyc)+25,pZ#(cyc)
PointEntity cam,camPivot
;fader
If fadeAlpha#<fadeTarget# Then fadeAlpha#=fadeAlpha#+0.001
If fadeAlpha#>fadeTarget# Then fadeAlpha#=fadeAlpha#-0.001
If fadeAlpha#<0 Then fadeAlpha#=0
If fadeAlpha#>1.0 Then fadeAlpha#=1.0
PositionEntity dummy,camX#,camY#,camZ#
RotateEntity dummy,EntityPitch(cam),EntityYaw(cam),EntityRoll(cam)
MoveEntity dummy,0,0,3
PositionEntity fader,EntityX(dummy),EntityY(dummy),EntityZ(dummy)
EntityAlpha fader,fadeAlpha#
UpdateWorld
Next
RenderWorld 1
;DISPLAY
;introduce widescreen
If promoTim>0
If promoTim=<100 Then y#=PercentOf#(60,promoTim) Else y#=60
Color 0,0,0 : Rect rX#(0),rY#(0),rX#(800),rY#(y#),1
If promoTim=<100 Then y#=600-PercentOf#(120,promoTim) Else y#=480
Color 0,0,0 : Rect rX#(0),rY#(y#),rX#(800),rY#(600),1
EndIf
;display allumni
If promoTim=>125 And promoTim=<275 And page=>1 And page=<10
x=82 : y=539
If charSnapped(endChar(page))>0 And charPhoto(endChar(page))>0
DrawImage charPhoto(endChar(page)),rX#(x),rY#(y)
Else
DrawImage gPhoto,rX#(x),rY#(y)
EndIf
Color 50,50,50 : Rect rX#(x)-75,rY#(y)-50,150,100,0
;scriptA$=translate("Steve Austin never left the prison system.180")
If endFate(page)=0
scriptA$=charName$(endChar(page))+translate(" was never heard from again, but")
scriptB$=translate("tales of his life are still told to this day...")
EndIf
If endFate(page)=1
scriptA$=charName$(endChar(page))+translate(" was brutally murdered by")
scriptB$=translate("another inmate and never saw his release...")
EndIf
If endFate(page)=2
scriptA$=translate("Prison became too much for ")+charName$(endChar(page))+translate(".")
scriptB$=translate("He hung himself from the bars of his cell...")
EndIf
If endFate(page)=3
scriptA$=translate("Prison became too much for ")+charName$(endChar(page))+translate(".")
scriptB$=translate("He slit his wrists in the bathroom...")
EndIf
If endFate(page)=4
scriptA$=charName$(endChar(page))+translate(" never left the prison system.")
scriptB$=translate("He remained behind bars until the day he died...")
EndIf
If endFate(page)=5
scriptA$=charName$(endChar(page))+translate(" kept disobeying the wardens")
scriptB$=translate("and was never considered for release...")
EndIf
If endFate(page)=6
scriptA$=charName$(endChar(page))+translate(" became embroiled in gang")
scriptB$=translate("culture and never left a life of crime...")
EndIf
If endFate(page)=7
scriptA$=charName$(endChar(page))+translate(" was released and went on")
scriptB$=translate("to marry his long-time girlfriend...")
EndIf
If endFate(page)=8
scriptA$=charName$(endChar(page))+translate(" was released and went on")
scriptB$=translate("to raise a family with his wife...")
EndIf
If endFate(page)=9
scriptA$=charName$(endChar(page))+translate(" returned to his wife and")
scriptB$=translate("children but never regained their trust...")
EndIf
If endFate(page)=10
scriptA$=charName$(endChar(page))+translate(" returned to his wife and")
scriptB$=translate("kids and became a committed family man...")
EndIf
If endFate(page)=11
scriptA$=charName$(endChar(page))+translate(" got used to being surrounded")
scriptB$=translate("by men and became a rampant homosexual...")
EndIf
If endFate(page)=12
scriptA$=charName$(endChar(page))+translate(" was left by his wife, but")
scriptB$=translate("went on to find love with another...")
EndIf
If endFate(page)=13
scriptA$=charName$(endChar(page))+translate(" was moved to a mental hospital")
scriptB$=translate("after being driven mad by prison life...")
EndIf
If endFate(page)=14
scriptA$=charName$(endChar(page))+translate(" became a sexual predator and")
scriptB$=translate("was soon back behind bars for rape...")
EndIf
If endFate(page)=15
scriptA$=charName$(endChar(page))+translate(" went on a killing spree upon")
scriptB$=translate("returning to find his wife having an affair...")
EndIf
If endFate(page)=16
scriptA$=charName$(endChar(page))+translate(" was accused of sexually abusing")
scriptB$=translate("his daughter and swiftly returned to prison...")
EndIf
If endFate(page)=17
scriptA$=charName$(endChar(page))+translate(" was killed by a speeding car")
scriptB$=translate("upon setting foot outside the prison gates...")
EndIf
If endFate(page)=18
scriptA$=charName$(endChar(page))+translate(" became involved in organized")
scriptB$=translate("crime and died during a drive-by shooting...")
EndIf
If endFate(page)=19
scriptA$=charName$(endChar(page))+translate(" developed a drug problem")
scriptB$=translate("and never made anything of his life...")
EndIf
If endFate(page)=20
scriptA$=charName$(endChar(page))+translate(" developed a drug problem")
scriptB$=translate("and eventually died of an overdose...")
EndIf
If endFate(page)=21
scriptA$=charName$(endChar(page))+translate(" continued to study and went on")
scriptB$=translate("to become a productive member of society...")
EndIf
If endFate(page)=22
scriptA$=charName$(endChar(page))+translate(" went on to hold down a decent")
scriptB$=translate("job and never committed another crime...")
EndIf
If endFate(page)=23
scriptA$=charName$(endChar(page))+translate(" managed to find work, but was")
scriptB$=translate("soon arrested for killing his boss...")
EndIf
If endFate(page)=24
scriptA$=charName$(endChar(page))+translate(" was transferred to a more")
scriptB$=translate("conservative jail and was soon executed...")
EndIf
If endFate(page)=25
scriptA$=charName$(endChar(page))+translate(" went on to write a best-selling")
scriptB$=translate("book about his experiences in prison...")
EndIf
If endFate(page)=26
scriptA$=charName$(endChar(page))+translate(" became a public speaker and")
scriptB$=translate("encouraged kids to avoid a life of crime...")
EndIf
If endFate(page)=27
scriptA$=charName$(endChar(page))+translate(" became a teacher, but was")
scriptB$=translate("later arrested for abusing his students...")
EndIf
If endFate(page)=28
scriptA$=charName$(endChar(page))+translate(" was recruited by a terrorist")
scriptB$=translate("cell and took part in a fatal bombing...")
EndIf
If endFate(page)=29
scriptA$=charName$(endChar(page))+translate(" was transferred to Guantanamo")
scriptB$=translate("Bay after getting involved in terrorism...")
EndIf
If endFate(page)=30
scriptA$=charName$(endChar(page))+translate(" went on to make a movie about")
scriptB$=translate("his experiences and became a millionaire...")
EndIf
If endFate(page)=31
scriptA$=charName$(endChar(page))+translate(" took part in a documentary")
scriptB$=translate("about the prison and became a TV star...")
EndIf
If endFate(page)=32
scriptA$=charName$(endChar(page))+translate(" got to grips with computers")
scriptB$=translate("and went on to become a game designer...")
EndIf
If endFate(page)=33
scriptA$=charName$(endChar(page))+translate(" got to grips with computers")
scriptB$=translate("and went on to create a popular website...")
EndIf
If endFate(page)=34
scriptA$=charName$(endChar(page))+translate(" got to grips with computers")
scriptB$=translate("and went on to find a cushy job in IT...")
EndIf
If endFate(page)=35
scriptA$=charName$(endChar(page))+translate(" was given his own radio show")
scriptB$=translate("and used it to share his experiences...")
EndIf
If endFate(page)=36
scriptA$=charName$(endChar(page))+translate(" used his experience to serve")
scriptB$=translate("as a warden after completing his sentence...")
EndIf
If endFate(page)=37
scriptA$=charName$(endChar(page))+translate(" succumbed to a terminal illness")
scriptB$=translate("that he was hiding from his fellow inmates...")
EndIf
If endFate(page)=38
scriptA$=charName$(endChar(page))+translate(" continued a life of discipline")
scriptB$=translate("and became a decorated soldier in the army...")
EndIf
If endFate(page)=39
scriptA$=charName$(endChar(page))+translate(" continued a life of discipline")
scriptB$=translate("in the army, but was killed in battle...")
EndIf
If endFate(page)=40
scriptA$=charName$(endChar(page))+translate(" went on to study medicine")
scriptB$=translate("and saved countless lives as a doctor...")
EndIf
If endFate(page)=41
scriptA$=charName$(endChar(page))+translate(" went on to lead an uneventful")
scriptB$=translate("life and died in the comfort of his home...")
EndIf
If endFate(page)=42
scriptA$=charName$(endChar(page))+translate(" trained as a chef and vowed")
scriptB$=translate("to improve the standard of prison food...")
EndIf
If endFate(page)=43
scriptA$=charName$(endChar(page))+translate(" continued to stay in shape")
scriptB$=translate("and went on to become a personal trainer...")
EndIf
If endFate(page)=44
scriptA$=charName$(endChar(page))+translate(" lost faith in human beings")
scriptB$=translate("and dedicated his life to animal welfare...")
EndIf
If endFate(page)=45
scriptA$=charName$(endChar(page))+translate(" went on to work with animals,")
scriptB$=translate("but was mauled by an ungrateful lion...")
EndIf
If endFate(page)=46
scriptA$=charName$(endChar(page))+translate("'s vision continued to")
scriptB$=translate("deteriorate in prison and left him blind...")
EndIf
If endFate(page)=47
scriptA$=charName$(endChar(page))+translate(" became wheelchair bound after")
scriptB$=translate("breaking his back in a car accident...")
EndIf
If endFate(page)=48
scriptA$=charName$(endChar(page))+translate(" broke his neck in an accident")
scriptB$=translate("and never regained the use of his body...")
EndIf
If endFate(page)=49
scriptA$=charName$(endChar(page))+translate(" slipped into a coma after an")
scriptB$=translate("accident and never regained consciousness...")
EndIf
If endFate(page)=50
scriptA$=charName$(endChar(page))+translate(" tried to climb Mount Everest")
scriptB$=translate("with no equipment and fell to his death...")
EndIf
If endFate(page)=51
scriptA$=charName$(endChar(page))+translate(" embarked on an expedition to")
scriptB$=translate("the North Pole, but died on the first day...")
EndIf
If endFate(page)=52
scriptA$=charName$(endChar(page))+translate(" became a movie stuntman, but")
scriptB$=translate("tragically died during a failed stunt...")
EndIf
If endFate(page)=53
scriptA$=charName$(endChar(page))+translate(" started acting in porn films")
scriptB$=translate("and contracted every STD known to man...")
EndIf
If endFate(page)=54
scriptA$=charName$(endChar(page))+translate(" claimed to be the Messiah and")
scriptB$=translate("tried to bring peace to The Middle East...")
EndIf
If endFate(page)=55
scriptA$=charName$(endChar(page))+translate(" had an epiphany and embarked")
scriptB$=translate("on missionary work in the third world...")
EndIf
If endFate(page)=56
scriptA$=charName$(endChar(page))+translate(" became a millionaire and used")
scriptB$=translate("his wealth to adopt impoverished children...")
EndIf
If endFate(page)=57
scriptA$=charName$(endChar(page))+translate(" moved to another country where")
scriptB$=translate("nobody knew of his criminal background...")
EndIf
If endFate(page)=58
scriptA$=translate("Upon release, ")+charName$(endChar(page))+translate(" forgot where he")
scriptB$=translate("lived and was left roaming the streets...")
EndIf
If endFate(page)=59
scriptA$=charName$(endChar(page))+translate(" failed to adjust to modern")
scriptB$=translate("life and became one of the homeless...")
EndIf
If endFate(page)=60
scriptA$=charName$(endChar(page))+translate(" failed to adjust to life on")
scriptB$=translate("the outside and soon committed suicide...")
EndIf
If endFate(page)=61
scriptA$=translate("After being released, ")+charName$(endChar(page))+translate(" was")
scriptB$=translate("hunted down and killed by old enemies...")
EndIf
If endFate(page)=62
scriptA$=charName$(endChar(page))+translate(" went on to become a political")
scriptB$=translate("activist and lobbied to improve prisons...")
EndIf
If endFate(page)=63
scriptA$=charName$(endChar(page))+translate(" developed an affinity with")
scriptB$=translate("nature and ran away to live in the wild...")
EndIf
If endFate(page)=64
scriptA$=charName$(endChar(page))+translate(" successfully escaped from")
scriptB$=translate("prison and still hasn't been found...")
EndIf
If endFate(page)=65
scriptA$=charName$(endChar(page))+translate(" tried to escape from the")
scriptB$=translate("exercise yard, but was shot dead...")
EndIf
If endFate(page)=66
scriptA$=charName$(endChar(page))+translate(" returned to the wrong house")
scriptB$=translate("and brought up someone else's family...")
EndIf
If endFate(page)=67
scriptA$=charName$(endChar(page))+translate(" went back to live with his")
scriptB$=translate("parents and remains grounded to this day...")
EndIf
If endFate(page)=68
scriptA$=charName$(endChar(page))+translate(" went back to school, but")
scriptB$=translate("failed to complete the 1st grade...")
EndIf
If endFate(page)=69
scriptA$=charName$(endChar(page))+translate(" dedicated his life to sport")
scriptB$=translate("and played in a Superbowl final...")
EndIf
If endFate(page)=70
scriptA$=charName$(endChar(page))+translate(" united all the prison")
scriptB$=translate("gangs and now rules like a king...")
EndIf
SetFont font(4)
If GraphicsWidth()<800 Then SetFont font(3)
If GraphicsWidth()>800 Then SetFont font(5)
If GraphicsWidth()>1024 Then SetFont font(6)
OutlineStraight(scriptA$,rX#(x)+90,rY#(520),30,30,30,250,250,250)
OutlineStraight(scriptB$,rX#(x)+90,rY#(560),30,30,30,250,250,250)
EndIf
If promoTim>300 Then page=page+1 : promoTim=125
;mask shaky start
If gotim=<0 Then Loader(translate("Please Wait"),translate("Leaving Prison"))
Flip
;screenshot (F12)
If KeyHit(88) Then Screenshot()
Wend
;restore sound
If ChannelPlaying(chAtmos)>0 Then StopChannel chAtmos
;free entities
FreeTimer timer
FreeEntity fader
FreeEntity world
FreeEntity cam
FreeEntity camPivot
FreeEntity dummy
For cyc=1 To no_lights
FreeEntity light(cyc)
Next
FreeEntity p(1)
For limb=1 To 40
If pShadow(1,limb)>0
FreeEntity pShadow(1,limb)
EndIf
Next
;leave
If gamEnded=1
gamName$(slot)=""
screen=6
Else
screen=5
EndIf
End Function