interrupt GameOverLoop();
begin
	startirq(@usekernal);
	setRegularColormode();
	poke(VIC_DATA_LOC, 0, @charmapText);
	val:=val+1;
	moveto(15,10, @screen1hi);
	printstring("GAME OVER", 0, 20);
	moveto(15,13, @screen1hi);
	printstring("SCORE", 0, 20);
	moveto(21,13, @screen1hi);
	printnumber(player_score);
	moveto(0,10, $D8);
	j:=fade[val&15];
	k:=fade[(val+2)&15];
	for i:=0 to 39 do begin
		screenmemory[i] := j;
		screenmemory[i+120] := k;
	end;
	
	call(SIDFILE_1_PLAY);
	Joystick(2);
	
	if joystickbutton=1 then begin
		InitMainScreen();
		RasterIRQ(MainScreen(), 0, @usekernal);
	end;
	
	
	waitForRaster(200);
	closeirq();
end;



procedure InitGameWon();
begin
	InitSid(SIDFILE_1_INIT);
	
	Setbank(VIC_BANK1);
	ClearScreen($20, ^$4400);
	ClearScreen($02, SCREEN_COL_LOC);

	poke(VIC_DATA_LOC, 0, @charmapText);
	poke(SCREEN_BG_COL, 0, BLACK);
	
	poke(SPRITE_BITMASK, 0, %00001111);
	spritey:=180;
	spritex:=160;
	spritepos(spritex, spritey, 0);

	setspriteloc(1,entity_sprites[18],1);
	setspriteloc(2,entity_sprites[19],1);
	setspriteloc(3,entity_sprites[20],1);

	SPRITE_COLOR[1]:=RED;
	SPRITE_COLOR[2]:=RED;
	SPRITE_COLOR[3]:=RED;
	zeropage4:=EndingTextWriter;

	SPRITE_STRETCH_X:=%00001110;
	SPRITE_STRETCH_Y:=%00001110;

	moveto(15,24, @screen1hi);
	printstring("SCORE", 0, 20);
	moveto(21,24, @screen1hi);
	printnumber(player_score);



	spritepos(tmp, 40, 1);
	spritepos(tmp, 40+21+21, 2);
	tmp:=tmp+24+24;
	spritepos(tmp, 40+21+21, 3);

	zeropage1:=EndingText;
	clearscreen(DARK_GREY, ^$D800);
	


end;

interrupt GameWonScreenScroller();

interrupt RasterGameWon();
begin
	startirq(@usekernal);
	spritepos(spritex, spritey, 0);

	if (spritey>80) then 
		dec(spritey)
	else 
	begin
		SPRITE_STRETCH_X:=$FF;
		SPRITE_STRETCH_Y:=$FF;
		spritex:=140;
		call(SIDFILE_1_PLAY);
		inc(val2);
		if val2>10 then 
			SPRITE_COLOR := WHITE
		else
			SPRITE_COLOR:=RED;
		if val2>20 then
			val2:=0; 
		RasterIRQ(GameWonScreenScroller(), 142,@usekernal);

		
	end;
	
	Joystick(2);

	if (joystickbutton=1) then 	begin
		InitMainScreen();
		RasterIRQ(MainScreen(), 140,@usekernal);
	end;




	closeirq();
end;

procedure UpdateCredits();

interrupt GameWonScrollerEnds();
begin
	startirq(@usekernal);
	asm(" 
		ldx #4
		dex
		bne *-1
	");
	SCREEN_FG_COL:=BLUE;
	scrollx(0);
	waitnoraster(1);
	asm(" 
		ldx #9
		dex
		bne *-1
	");
	SCREEN_FG_COL:=BLACK;
	poke(VIC_DATA_LOC, 0, @charmapText);
	setbank(VIC_BANK1);
	RasterIRQ(RasterGameWon(),204, @usekernal);
	if (ms_scroll=1) then begin
		memcpy(^$8400 + ^40*^12, 1, ^$8400 + ^40*^12, 39);
		memcpy(^$8400 + ^40*^13, 1, ^$8400 + ^40*^13, 39);
	end;

	UpdateCredits();

	closeirq();
	
end;


interrupt GameWonScreenScroller();
begin
	startirq(@usekernal);
	asm(" 
		ldx #4
		dex
		bne *-1
	");
	SCREEN_FG_COL:=BLUE;
	poke(VIC_DATA_LOC, 0, @highCharMemoryPos);
	setbank(VIC_BANK2);
	waitnoraster(1);
	asm(" 
		ldx #13
		dex
		bne *-1
	");
	SCREEN_FG_COL:=BLACK;
	
	dec(ms_scroll);
	dec(ms_scroll);
	scrollx(ms_scroll);
	MULTICOLOR_CHAR_COL[1]:=YELLOW;
	MULTICOLOR_CHAR_COL[2]:=DARK_GREY;
	
	RenderScrollerText(12);
	if (zeropage1[0]=0) then zeropage1:=EndingText;

	
	RasterIRQ(GameWonScrollerEnds(),164, @usekernal);

	closeirq();
end;






// Funky sprite flashing and noises on game over
procedure InitGameOver();
begin
	for i:=0 to 100 do begin
		poke(SPRITE_COLOR, 0, i);
		poke(SPRITE_COLOR, 1, i);
		waitForRaster(1);
		val:=120-i;
		PlaySound(SID_CHANNEL3,
		15,  // Volume
		val,  // Hi byte frequency
		0*16+0,  // Attack voice 1
		5*16 + 6,   // Sustain = 16*15 + release=6
		1 +SID_NOISE,  // Waveform
		SID_SAW);  // waveform
		
		waitForRaster(255);
	end;
	rasterIRQ(GameOverLoop(), 0,@usekernal);
	
	InitSid(SIDFILE_1_INIT);
	
	Setbank(VIC_BANK1);
	poke(SPRITE_BITMASK, 0, 0);
	ClearScreen($20, ^$4400);
	ClearScreen($02, SCREEN_COL_LOC);
	poke(VIC_DATA_LOC, 0, @charmapText);
	poke(SCREEN_BG_COL, 0, BLACK);
	
	
	
end;

