; this file is part of vectrex frogger, written by Malban ; in March-April 1998 ; all stuff contained here is public domain ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; this file contains 'sprite' definition data for logs ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; ; for collision checking: SPRITES MUST HAVE THE LEFTMOST POINT AS STARTVECTOR (*) ; log1 is moving right with a speed of 1 ; log2 is moving left with a speed of -1 log1a_sprite: if USE_LOOP_UNROLING !=1 DB 11 else DW (MAX_LINE_NUM-(11+1))*ONE_LINE_LENGTH endif DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB -4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 3*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 3*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP log1a_object: DB 1 ; speed + direction DW log1a_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log1b_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log1b_sprite: if USE_LOOP_UNROLING !=1 DB 11 else DW (MAX_LINE_NUM-(11+1))*ONE_LINE_LENGTH endif DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB -4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP DB -1*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 1*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 1*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -1*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP log1b_object: DB 1 ; speed + direction DW log1b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log1c_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log1c_sprite: if USE_LOOP_UNROLING !=1 DB 11 else DW (MAX_LINE_NUM-(11+1))*ONE_LINE_LENGTH endif DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB -4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -1*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -1*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP log1c_object: DB 1 ; speed + direction DW log1c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log1d_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log1d_sprite: if USE_LOOP_UNROLING !=1 DB 11 else DW (MAX_LINE_NUM-(11+1))*ONE_LINE_LENGTH endif DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB -4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP DB 1*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -3*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -3*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 1*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP log1d_object: DB 1 ; speed + direction DW log1d_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log1e_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log1e_object: DB 1 ; speed + direction DW log1c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log1f_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log1f_object: DB 1 ; speed + direction DW log1b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log1a_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log2a_object: DB -1 ; speed + direction DW log1a_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log2b_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log2b_object: DB -1 ; speed + direction DW log1b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log2c_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log2c_object: DB -1 ; speed + direction DW log1c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log2d_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log2d_object: DB -1 ; speed + direction DW log1d_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log2e_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log2e_object: DB -1 ; speed + direction DW log1c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log2f_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log2f_object: DB -1 ; speed + direction DW log1b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log2a_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log3a_sprite: if USE_LOOP_UNROLING !=1 DB 10 else DW (MAX_LINE_NUM-(10+1))*ONE_LINE_LENGTH endif DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP log3a_object: DB -1 ; speed + direction DW log3a_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log3b_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log3b_sprite: if USE_LOOP_UNROLING !=1 DB 10 else DW (MAX_LINE_NUM-(10+1))*ONE_LINE_LENGTH endif DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB -1*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -1*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP log3b_object: DB -1 ; speed + direction DW log3b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log3c_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log3c_sprite: if USE_LOOP_UNROLING !=1 DB 10 else DW (MAX_LINE_NUM-(10+1))*ONE_LINE_LENGTH endif DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP log3c_object: DB -1 ; speed + direction DW log3c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log3d_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log3d_sprite: if USE_LOOP_UNROLING !=1 DB 10 else DW (MAX_LINE_NUM-(10+1))*ONE_LINE_LENGTH endif DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB -1*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 1*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP log3d_object: DB -1 ; speed + direction DW log3d_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log3e_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log3e_object: DB -1 ; speed + direction DW log3c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log3f_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log3f_object: DB -1 ; speed + direction DW log3b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log3a_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log4a_sprite: if USE_LOOP_UNROLING !=1 DB 10 else DW (MAX_LINE_NUM-(10+1))*ONE_LINE_LENGTH endif DB -2*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 2*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP log4a_object: DB -1 ; speed + direction DW log4a_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log4b_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log4b_sprite: if USE_LOOP_UNROLING !=1 DB 10 else DW (MAX_LINE_NUM-(10+1))*ONE_LINE_LENGTH endif DB -1*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB -1*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP log4b_object: DB -1 ; speed + direction DW log4b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log4c_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log4c_sprite: if USE_LOOP_UNROLING !=1 DB 10 else DW (MAX_LINE_NUM-(10+1))*ONE_LINE_LENGTH endif DB -2*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 2*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP log4c_object: DB -1 ; speed + direction DW log4c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log4d_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log4d_sprite: if USE_LOOP_UNROLING !=1 DB 10 else DW (MAX_LINE_NUM-(10+1))*ONE_LINE_LENGTH endif DB -1*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB -2*SPRITE_BLOW_UP, 5*SPRITE_BLOW_UP DB 1*SPRITE_BLOW_UP, 3*SPRITE_BLOW_UP DB 4*SPRITE_BLOW_UP, 0*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -5*SPRITE_BLOW_UP DB 0*SPRITE_BLOW_UP, -3*SPRITE_BLOW_UP log4d_object: DB -1 ; speed + direction DW log4d_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log4e_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log4e_object: DB -1 ; speed + direction DW log4c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log4f_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log4f_object: DB -1 ; speed + direction DW log4b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log4a_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag ;log5a_object: ; DB 1 ; speed + direction ; DW log3a_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log5b_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log5b_object: ; DB 1 ; speed + direction ; DW log3b_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log5c_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log5c_object: ; DB 1 ; speed + direction ; DW log3c_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log5d_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log5d_object: ; DB 1 ; speed + direction ; DW log3d_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log5e_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log5e_object: ; DB 1 ; speed + direction ; DW log3c_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log5f_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log5f_object: ; DB 1 ; speed + direction ; DW log3b_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log5a_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log6a_object: ; DB 1 ; speed + direction ; DW log4a_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log6b_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log6b_object: ; DB 1 ; speed + direction ; DW log4b_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log6c_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log6c_object: ; DB 1 ; speed + direction ; DW log4c_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log6d_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log6d_object: ; DB 1 ; speed + direction ; DW log4d_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log6e_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log6e_object: ; DB 1 ; speed + direction ; DW log4c_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log6f_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log6f_object: ; DB 1 ; speed + direction ; DW log4b_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log6a_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag log7a_object: DB 2 ; speed + direction DW log1a_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log7b_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log7b_object: DB 2 ; speed + direction DW log1b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log7c_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log7c_object: DB 2 ; speed + direction DW log1c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log7d_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log7d_object: DB 2 ; speed + direction DW log1d_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log7e_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log7e_object: DB 2 ; speed + direction DW log1c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log7f_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log7f_object: DB 2 ; speed + direction DW log1b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log7a_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log8a_object: DB -2 ; speed + direction DW log1a_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log8b_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log8b_object: DB -2 ; speed + direction DW log1b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log8c_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log8c_object: DB -2 ; speed + direction DW log1c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log8d_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log8d_object: DB -2 ; speed + direction DW log1d_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log8e_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log8e_object: DB -2 ; speed + direction DW log1c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log8f_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log8f_object: DB -2 ; speed + direction DW log1b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 4 ; anim delay value DW log8a_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB -2 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log9a_object: DB -2 ; speed + direction DW log3a_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log9b_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log9b_object: DB -2 ; speed + direction DW log3b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log9c_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log9c_object: DB -2 ; speed + direction DW log3c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log9d_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log9d_object: DB -2 ; speed + direction DW log3d_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log9e_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log9e_object: DB -2 ; speed + direction DW log3c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log9f_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log9f_object: DB -2 ; speed + direction DW log3b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log9a_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log10a_object: DB -2 ; speed + direction DW log4a_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log10b_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log10b_object: DB -2 ; speed + direction DW log4b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log10c_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log10c_object: DB -2 ; speed + direction DW log4c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log10d_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log10d_object: DB -2 ; speed + direction DW log4d_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log10e_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log10e_object: DB -2 ; speed + direction DW log4c_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log10f_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag log10f_object: DB -2 ; speed + direction DW log4b_sprite ; graphic definition DB 32 ; length in SCALE_FACTOR_GAME DB 3 ; anim delay value DW log10a_object ; pointer to next anim object DB 2 ; offsets y in 'SCALE_FACTOR_GAME' DB 0 ; offsets x in 'SCALE_FACTOR_GAME' DB $60 ; brightness DB 0 ; special flag ;log11a_object: ; DB 2 ; speed + direction ; DW log3a_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log11b_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log11b_object: ; DB 2 ; speed + direction ; DW log3b_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log11c_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log11c_object: ; DB 2 ; speed + direction ; DW log3c_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log11d_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log11d_object: ; DB 2 ; speed + direction ; DW log3d_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log11e_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log11e_object: ; DB 2 ; speed + direction ; DW log3c_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log11f_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log11f_object: ; DB 2 ; speed + direction ; DW log3b_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log11a_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log12a_object: ; DB 2 ; speed + direction ; DW log4a_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log12b_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log12b_object: ; DB 2 ; speed + direction ; DW log4b_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log12c_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log12c_object: ; DB 2 ; speed + direction ; DW log4c_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log12d_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log12d_object: ; DB 2 ; speed + direction ; DW log4d_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log12e_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log12e_object: ; DB 2 ; speed + direction ; DW log4c_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log12f_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag ;log12f_object: ; DB 2 ; speed + direction ; DW log4b_sprite ; graphic definition ; DB 32 ; length in SCALE_FACTOR_GAME ; DB 3 ; anim delay value ; DW log12a_object ; pointer to next anim object ; DB 2 ; offsets y in 'SCALE_FACTOR_GAME' ; DB 0 ; offsets x in 'SCALE_FACTOR_GAME' ; DB $60 ; brightness ; DB 0 ; special flag