BYTE		EQU	1
WORD		EQU	2
LONG		EQU	4

BOB_MAXIMUM	EQU	32
BOB_LOOP_MAX	EQU	24

BACK_MAXIMUM	EQU	10
BACK_LOOP_MAX	EQU	10

BOB_LOW_PRIO	=	-8
BOB_MID_PRIO	=	0
BOB_HI_PRIO	=	+8

BACK_ANIM	=	$80



*-------------------------------------------------------------------------------------
*--------------	BOB STRUCTURE
*-------------------------------------------------------------------------------------
		rsreset
Bob_Number		rs.w	1	;Nummer des Bobs
Bob_Used		rs.b	1	;Eitrag benutzt/unbenutzt
Bob_BlitStatus		rs.b	1	;Bob im sichtbaren Bereich
Bob_Race		rs.w	1	;Art des Bobs (Normal/Planes/Object)
Bob_Back_Anim		rs.w	1	;ist der Bob eine Hintergrund animation ?
Bob_Entry_Adress	rs.l	1	;Pointer auf Entry Area
Bob_X_Position		rs.w	1	;X-Position
Bob_Y_Position		rs.w	1	;Y-Position
Bob_X_Offset		rs.w	1	;X-Offset
Bob_Y_Offset		rs.w	1	;Y-Offset
Bob_X_Out		rs.w	1	;Betrag der Pixels, die das Bob in X-Dir draussen ist
Bob_Y_Out		rs.w	1	;Betrag der Pixels, die das Bob in Y-Dir draussen ist
Bob_Koords_Save1	rs.l	1	;fr Block ClearSpecial Mode Koords Speichern
Bob_Koords_Save2	rs.l	1	;fr Block ClearSpecial Mode Koords Speichern
Bob_Width		rs.w	1	;Breite des Bobs
Bob_Height		rs.w	1	;Hhe in Pixels
Bob_Status		rs.w	1	;Status (laufen, rennen, etc.)
Bob_Power		rs.w	1	;Hitpoints
Bob_Routine		rs.l	1	;Routine, die Bob verwaltet
Bob_SigelInfo		rs.l	1	;Zeiger auf Sigel-Info
Bob_FlipStatus		rs.w	1	;FlipStatus
Bob_Next_Anim		rs.l	1	;Zeiger auf nchste Animation
Bob_Anim_Delay		rs.w	1	;Anim Delay
Bob_Anim_Delay_Init	rs.w	1	;Delay Init Wert
Bob_Plane_Order		rs.l	1	;Zeiger auf Tabelle mit Zeigern, die angeben welche Planes im Playfield mit welchen Planes des Bobs oder der Maske beschrieben werden sollen.
Bob_Hit			rs.w	1	;Treffer
Bob_Out_X_Val		rs.w	1	;Wert ab dem das Bob ausgetragen wirt
Bob_Out_Y_Val		rs.w	1	;Wert ab dem das Bob ausgetragen wirt
Bob_Special_1		rs.w	1	;Zur freien Verfgung
Bob_Special_2		rs.w	1	;Zur freien Verfgung
Bob_Special_3		rs.w	1	;Zur freien Verfgung
Bob_Special_4		rs.w	1	;Zur freien Verfgung
BOB_ENTRY_LENGTH	rs.w	0


*-------------------------------------------------------------------------------------
*--------------	Slot Structure
*-------------------------------------------------------------------------------------

MAX_SLOTS	EQU	25

	rsreset

Slot_RomAdress	rs.l	1
Slot_Counter	rs.b	1
Slot_Pad	rs.b	1
SLOT_LENGTH	rs.w	0

*-------------------------------------------------------------------------------------
*--------------	Bob AnimTable
*-------------------------------------------------------------------------------------

ENTRY_END	EQU	$ff00
END_OUT		EQU	$ff01
END_OUT_DAMAGE	EQU	$ff02

			rsreset
Bob_A_Table_End		rs.w	0
Bob_A_Table_Flip	rs.w	1
Bob_A_Table_Cont	rs.l	0
Bob_A_Table_Sigel	rs.l	1
Bob_A_Table_X_Off	rs.w	1
Bob_A_Table_Y_Off	rs.w	1
BOB_A_ENTRY_SIZE	rs.w	0

*-------------------------------------------------------------------------------------
*--------------	Bob Infotable
*-------------------------------------------------------------------------------------

			rsreset
Bob_I_Routine		rs.l	1
Bob_I_Height		rs.w	1
Bob_I_Width		rs.w	1
Bob_I_Next_Anim		rs.l	1
Bob_I_Anim_Delay	rs.w	1
Bob_I_Anim_Del_Init	rs.w	1
Bob_I_Flags		rs.b	1
Bob_I_Priority		rs.b	1

BOB_I_BACKANIM		EQU	7

*-------------------------------------------------------------------------------------
*--------------	EXTRA STRUCTURE
*-------------------------------------------------------------------------------------
			rsreset
Extra_X_Position	rs.w	1	;X Pos des ExtraSpucks (-1 =
Extra_Y_Position	rs.w	1	;Y Pos des ExtraSpucks  not used)
Extra_1_Number		rs.w	1	;Nummer des 1.Extras
Extra_2_Number		rs.w	1	;Nummer des 2.Extras
Extra_3_Number		rs.w	1	;Nummer des 3.Extras
Extra_4_Number		rs.w	1	;Nummer des 4.Extras
Extra_5_Number		rs.w	1	;Nummer des 5.Extras
Extra_Anz_Extras	rs.w	1	;Wieviele Extras
EXTRA_LENGTH		rs.w	0
EXTRA_ANZ		=20
*-------------------------------------------------------------------------------------
*--------------	ENEMIE FILE STRUCTURE
*-------------------------------------------------------------------------------------
			rsreset
L_LE_X_POS		rs.w	1
L_LE_Y_POS		rs.w	1
L_LE_WIDTH		rs.w	1
L_LE_HIGHT		rs.w	1
L_Scr_Level_Width	rs.w	1
L_Scr_X_Max		rs.w	1
L_Scr_Y_Max		rs.w	1
L_Scr_BA_Anz_Area_X	rs.w	1
L_Scr_BA_Anz_Area_Y	rs.w	1
L_Scr_X_Level_Pos	rs.w	1
L_Scr_Y_Level_Pos	rs.w	1
L_WaterBase		rs.w	1
L_LAVABase		rs.w	1
L_PARABase		rs.w	1
L_TEMET_START_X		rs.w	1
L_TEMET_START_Y		rs.w	1
L_EXTRA_Tab		rs.b	EXTRA_ANZ*EXTRA_LENGTH
L_Area_Vector		rs.w	0
L_Sky_Anz		=L_Scr_Level_Width
*-------------------------------------------------------------------------------------

*-------------------------------------------------------------------------------------
*--------------	Fade-Struktur
*-------------------------------------------------------------------------------------

			rsreset
Fade_Amount		rs.w	1
Fade_Offset		rs.w	1
Fade_Speed		rs.w	1
Fade_Speed_Reset	rs.w	1
Fade_Routine		rs.l	1
Fade_Source_Colour	rs.l	1
Fade_Dest_Colour	rs.l	1
Fade_Palette		rs.w	0
FADE_SIZEOF		rs.w	0
