- Sub SpeedToPos
	move.l	obX(a0),d2
	move.l	obY(a0),d3
	move.w	obVelX(a0),d1	; load horizontal speed
	ext.l	d0
	jsr	(SpeedToPos).l
                asl.l	#8,d0		; multiply speed by $100
	add.l	d0,d2		; add to x-axis	position
	move.w	obVelY(a0),d0	; load vertical	speed
	ext.l	d0
	asl.l	#8,d0		; multiply by $100
	add.l	d0,d3		; add to y-axis	position
	move.l	d2,obX(a0)	; update x-axis	position
	move.l	d3,obY(a0)	; update y-axis	position
	rts

- Sonic Jump
*add.w  d1,obVelX(a0)  ; make sSonic jump

- Sonic JumpDirection
*cmpi.w  #$80,(v_lookshift).w ; is the screen in its default position?

- 4B Giant Ring
*cmpi.w	#0,(v_rings).w	; do you have at least 0 rings?

- Sonic_Move Obj01_ResetScr2 Screen
*cmpi.w	#$90,(v_lookshift).w ; is screen in its default position?

-36 Spike.asm:

Spik_Hurt:                                                                   ;XREF: Spik_SideWays; Spik_Upright
		tst.b	(v_invinc).w	; is Sonic invincible?
		bne.s       Spik_Display	; if yes, branch
		tst.w       (v_player+$30).w      ; +++ is Sonic invunerable?
		bne.s       Spik_Display              ; +++ if yes, branch
                                  move.l      a0,-(sp)

Sonic JumpDirection:
loc_132A4:
		cmpi.w	#-$600,obVelY(a0) ; is Sonic moving faster than -$400 upwards?
		bcs.s	locret_132D2	; if yes, branch
		move.w	obVelX(a2),d0
		move.w	d1,d2
		asr.w	#8,d1
		beq.s	locret_132D2
		bmi.s	loc_132C6
		sub.w	d1,d0
		bcc.s	loc_132C0
		move.w	#0,d0



Sonic:
-Displaying PSB

move.w	#$F,d1	; ($40 / 4) - 1

