;===========================================
; OBJECT SETTINGS
;===========================================

; Types :

O_BITMAP	equ 0
O_SCALED	equ 1
O_GPU		equ 2
O_BRANCH	equ 3
O_STOP		equ 4

; Ypos is next - just multiply by 8

; Next comes height - multiply by 2^14

; Then link address - but only part of in this long word
; then the data address to the end of the phrase

; Next phrase starts with Xpos (no adjusting)

; Then the depth ie pixel size

O_PIXEL1	equ $0000	; scaled up to 12th bit
O_PIXEL2	equ $1000
O_PIXEL4	equ $2000
O_PIXEL8	equ $3000
O_PIXEL16	equ $4000
O_PIXEL24	equ $5000

; Then the pitch which should be put in but I'll define the 3 commonest

O_PITCH0	equ $00000
O_PITCH1	equ $08000
O_PITCH2	equ $10000

; Then the data width - the image information width

O_DW320		equ $500000	; note that this may be wrong for Z-buffered info - I don't know
O_DW256		equ $400000

; And the image width - actual width on screen
