	MODULE "smus"
REM SETBLACK before 1st load/copy
	SETLACE
	SETBLACK
	LOADFAST 1, "G&D_pics/G&D_title"
	LOADANIM 2, "G&D_anims/knight_ride"
	LOADFAST 3, "G&D_anims/knight_ride"
	LOADANIM 4, "G&D_anims/pop_sign"
	LOADFAST 5, "G&D_anims/pop_sign"
	LOADFAST 6, "G&D_pics/G&D_dissolve01"
	LOADFAST 7, "G&D_pics/G&D_dissolve02"
	LOADFAST 8, "G&D_pics/G&D_dissolve03"
	LOADFAST 9, "G&D_pics/G&D_dissolve04"
	LOADFAST 10, "G&D_pics/G&D_dissolve05"
	LOADFAST 11, "G&D_pics/G&D_dissolve06"
	LOADFAST 12, "G&D_pics/G&D_dissolve07"
	LOADFAST 13, "G&D_pics/G&D_dissolve08"
	LOADFAST 14, "G&D_pics/G&D_dissolve09"
	LOADFAST 15, "G&D_pics/G&D_dissolve10"
	LOADFAST 16, "G&D_pics/G&D_dissolve11"
	LOADANIM 17, "G&D_anims/knight_eyepop"
	LOADFAST 18, "G&D_anims/knight_eyepop"
	LOADANIM 19, "G&D_anims/dragon_swoop"
	LOADFAST 20, "G&D_anims/dragon_swoop"
	LOADANIM 21, "G&D_anims/knight_flambe"
	LOADFAST 22, "G&D_anims/knight_flambe"
	LOADANIM 23, "G&D_anims/dragon_talk"
	LOADFAST 24, "G&D_anims/dragon_talk"
	LOADFAST 25, "G&D_pics/G&D_The_End"
	LOADFAST 26, "G&D_pics/G&D_title2"
	LOAD 27, "G&D_pics/G&D_ravage"
	LOADFAST 28, "G&D_pics/G&D_title3"
	SMUS "LOADFAST",1,"G&D_sounds/came_to_pass"
	SMUS "LOADFAST",2,"G&D_sounds/king_sent_forth"
	SMUS "LOAD",3,"G&D_sounds/clip-clop-1"
	SMUS "LOAD",4,"G&D_sounds/clip-clop-2"
	SMUS "LOADFAST",5,"G&D_sounds/crow"
	SMUS "LOAD",6,"G&D_sounds/boink"
	SMUS "LOAD",7,"G&D_sounds/creak"
	SMUS "LOAD",8,"G&D_sounds/dragon_crossing"
	SMUS "LOAD",9,"G&D_sounds/yeah_right"
	SMUS "LOADFAST",10,"G&D_sounds/lion"
	SMUS "LOAD",11,"G&D_sounds/tympani"
	SMUS "LOAD",12,"G&D_sounds/creak-klink"
	SMUS "LOAD",13,"G&D_sounds/flap-1"
	SMUS "LOAD",14,"G&D_sounds/flap-2"
	SMUS "LOADFAST",15,"G&D_sounds/fire"
	SMUS "LOAD",16,"G&D_sounds/poof"
	SMUS "LOAD",17,"G&D_sounds/belch"
	SMUS "LOAD",18,"G&D_sounds/so"
	SMUS "LOAD",19,"G&D_sounds/what_did_you_expect"
	SMUS "LOAD",20,"G&D_sounds/what_the"
	SMUS "LOADSCORE",1,"G&D_music/LdT.1smus"
	SMUS "LOADSCORE",2,"G&D_music/LdT.2smus"
	SMUS "LOADSCORE",3,"G&D_music/LdT.3smus"
	SMUS "LOADINST",1,1,"G&D_music"
	SMUS "LOADINST",1,2,"G&D_music"
	SMUS "LOADINST",2,1,"G&D_music"
	SMUS "LOADINST",2,2,"G&D_music"
	SMUS "LOADINST",3,1,"G&D_music"
	SMUS "LOADINST",3,2,"G&D_music"

REM Set frame rate to 1/15 of a second
	SPEED 4
	PAUSEMODE 1

	COPY 1
	PAUSE 1
	DISPLAY
	COPY
	SMUS "STARTSCORE",1
	SMUS "SCOREVOL",20	
REM turn on colour cycling
	CYCLE 1
	FADE
	PAUSE 70
	FOR i = 1 TO 6
	  COLOR 2,3+i,3,3
	  IF i=2 THEN COLOR 11,4,3,3
	  IF i=4 THEN COLOR 11,5,3,3
	  IF i=6 THEN COLOR 11,6,3,3
	  PAUSE 15
	NEXT
	PAUSE 30
REM titlepage (voices)	
	COPY 26
	PAUSE 1
	DISPLAY
	PAUSE 75
REM titlepage (music)	
	COPY 28
	PAUSE 1
	DISPLAY
	PAUSE 75
	FADE
REM turn off colour cycling
	CYCLE 0
	PAUSE 1
	DISPLAY 27
	FADE
	PAUSE 25
REM "And it came to pass that a great dragon layed ravage to the land"
	SMUS "PLAY",1,1,-1,-1,3
	PAUSE 70
	FADE
	
REM now begin knight_ride anim
	COPY 3	
	PAUSE 1
	DISPLAY
	COPY
	FADE	

	maxloopno = 15
    loop = 1	
	frame = 0
	crow = 0
REM "And the king sent forth his knights to slay the beast"
	SMUS "PLAY",2,1,-1,-1,3
/top1:
    ANIM 2,done
    IF done THEN SKIPANIM 2
    IF done THEN loop = loop +1
	frame = frame +1
	crow = crow +1
REM clip-clop every 6th frame. The % is a modulo operator.
	IF frame%12 = 0 THEN SMUS "PLAY",3,1,20,-1,4
	IF frame%12 = 6 THEN SMUS "PLAY",4,1,20,-1,4
REM crow every 60th frame
    IF crow%60 = 0 THEN SMUS "PLAY",5,1,25,-1,3
    PAUSE 1
    DISPLAY
    IF loop <> maxloopno then GOTO top1

REM this is to create a smooth transition to pop_sign
    FOR count = 1 to 11
      ANIM 2,done
	  frame = frame +1
REM clip-clop every 6th frame
	  IF frame%12 = 0 THEN SMUS "PLAY",3,1,20,-1,4
	  IF frame%12 = 6 THEN SMUS "PLAY",4,1,20,-1,4
	  PAUSE 1
	  DISPLAY
	NEXT      
	

	
REM now play pop_sign
REM first copy and display the 1st frame
	COPY 5
	PAUSE 1
	DISPLAY
REM duplicate 1st frame in hidden buffer	
	COPY
	
REM buffer 6 is a boink and buffer 3 is a clip-clop
	SMUS "PLAY",6,1,-1,-1,3
	SMUS "PLAY",3,1,20,-1,4
	frame = 0
/top2:
	ANIM 4,done
	frame = frame + 1
	PAUSE 1
	DISPLAY
REM "What the?"	
	IF frame = 5 THEN SMUS "PLAY",20,1,-1,-1,4
	IF done = 0 THEN GOTO top2
	PAUSE 8


REM start the second part of the score	
	SMUS "STARTSCORE",2
	SMUS "SCOREVOL",25	

REM now it's a closeup on the sign and a fade to knight_eyepop
	COPY 6
	PAUSE 1
	DISPLAY
	PAUSE 20
REM crow again
	SMUS "PLAY",5,1,5,-1,4
	PAUSE 50
	FOR count = 7 TO 16
	  COPY count
	  PAUSE 1
	  DISPLAY
	NEXT
	PAUSE 24


REM now the knight_eyepop anim
	COPY 18
	PAUSE 1
	DISPLAY
	COPY
	frame = 0
/top3:
	ANIM 17,done
	frame = frame +1
	PAUSE 1
	DISPLAY
REM creak sound
	IF frame = 7 THEN SMUS "PLAY",7,1,-1,-1,4
REM "Dragon crossing?"
	IF frame = 17 THEN SMUS "PLAY",8,1,-1,-1,4
	IF frame = 17 THEN PAUSE 30
REM "Yeah right. So where's he at!"
	IF frame = 17 THEN SMUS "PLAY",9,1,-1,-1,4
	IF frame = 26 THEN PAUSE 15
REM roar
	IF frame = 35 THEN SMUS "PLAY",10,1,40,-1,4
REM creak sound
	IF frame = 42 THEN SMUS "PLAY",7,1,-1,-1,4
	IF frame = 42 THEN PAUSE 5
REM bugeye sound (tymphani)	
	IF frame = 54 THEN SMUS "PLAY",11,1,64,-1,4
REM creak-klink sound	
	IF frame = 60 THEN SMUS "PLAY",12,1,-1,-1,4
	IF done = 0 THEN GOTO top3



REM now the dragon_swoop anim
	COPY 20
	PAUSE 1
	DISPLAY
	PAUSE 1
	COPY

	frame = 0
REM wings flap sound at bottom of each swoop
/top4:
	ANIM 19,done
	frame = frame + 1
	PAUSE 1
	IF frame = 30 THEN SMUS "PLAY",13,1,15,-1,4
	IF frame = 50 THEN SMUS "PLAY",14,1,30,-1,4
	DISPLAY
	IF frame = 80 THEN PAUSE 5
	IF frame = 80 THEN SMUS "PLAY",13,1,50,-1,4
	IF frame = 80 THEN PAUSE 5
	IF done = 0 THEN GOTO top4
	PAUSE 10


	SMUS "STARTSCORE",3
	SMUS "SCOREVOL",20
	
REM now the knight_flambe anim
	COPY 22
	PAUSE 1
	DISPLAY
	PAUSE 10
REM lion roar while knight is waiting
	SMUS "PLAY",10,1,50,-1,4
	PAUSE 20
	COPY

	frame = 0
REM most sounds are wing flaps
/top5:
	ANIM 21,done
	frame = frame + 1
	PAUSE 1
	DISPLAY
	IF frame = 34 THEN SMUS "PLAY",13,1,-1,-1,4
	IF frame = 42 THEN SMUS "PLAY",14,1,-1,-1,4
	IF frame = 50 THEN SMUS "PLAY",13,1,-1,-1,4
REM fire sound	
	IF frame = 55 THEN SMUS "PLAY",15,1,-1,-1,3
	IF frame = 61 THEN SMUS "PLAY",14,1,-1,-1,4
	IF frame = 69 THEN SMUS "PLAY",13,1,-1,-1,4
REM poof sound	
	IF frame = 72 THEN SMUS "PLAY",16,1,-1,-1,3
	IF frame = 76 THEN SMUS "PLAY",14,1,-1,-1,4
	IF frame = 84 THEN SMUS "PLAY",13,1,-1,-1,4
	IF done = 0 THEN GOTO top5
	PAUSE 4	
	FADE



REM now the dragon_talk anim
	COPY 24
	PAUSE 12
	DISPLAY
	COPY
	FADE

	frame = 0
/top6:
	ANIM 23,done
	frame = frame + 1
    PAUSE 1
    DISPLAY
REM burp    
	IF frame = 14 THEN SMUS "PLAY",17,1,-1,-1,4
REM So?	
	IF frame = 45 THEN SMUS "PLAY",18,1,-1,-1,4
	IF frame = 47 THEN PAUSE 3
REM What did you expect?
REM have to speed up the frame rate
	IF frame = 54 THEN SPEED 3
	IF frame = 54 THEN SMUS "PLAY",19,1,-1,-1,4
    IF done = 0 THEN GOTO top6
REM reset frame rate    
    SPEED 4
	PAUSE 30
	FADE
REM may have some end music here in the "dark"
REM buffer 25 is the end picture
	COPY 25
	PAUSE 1
	DISPLAY
REM turm colour cycling on
	CYCLE 1	
	FADE
	PAUSE 80
	FADE
REM turn colour cycling off
	CYCLE 0
