;;======================================================================================*
;;											*
;;              Project		:	NATIVE SPIRIT					*
;;		FILENAME	:	Title1.s					*
;;              Function	:	Credits	& Title					*
;;              Programmer	:	Johannes Graf					*
;;											*
;;		         COPYRIGHT 1996,1997 Duranik Software				*
;;		UNATHORIZED REPRODUCTION, ADAPTATION, DISTRIBUTION,			*
;;		PERFORMANCE OR DISPLAY OF THIS COMPUTER PROGRAM OR			*
;;		THE ASSOCIATED AUDIOVISUAL WORK IS STRICTLY PROHIBITED.			*
;;               	            ALL RIGHTS RESERVED.				*
;;											*
;;		REV.	DATE		AUTHOR		REVISION HISTORY		*
;;		~~~~~	~~~~~~~~~~~~	~~~~~~~~~~~~	~~~~~~~~~~~~~~~~~~~~~		*
;;		000	10-16-97	DURANIK		Titel1.s Original		*
;;		002	12-18-07	Zentanyx	Staff.s 2nd Revision		*
;;		003	05-22-09	Zentanyx	Title1.s 3rd Revision		*
;;											*
;;	Modification and Anomaly Report							*
;;	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~						*
;;	* faster introduction with more English comments								*
;;											*
;;		   NATIVE SPIRIT Adaptation Produced by Jason Keith Data		*
;;	   This revision has been released under an Educational Community License	*
;;				Copyright © 2007 Zentanyx				*
;;											*
;;======================================================================================*

Long	 	Speedy			; WATCH for Greetings
Long		Gonzales		; WATCH for Title Image

greettext:	
.line_a	set	20*2+42			; Top of the Charts
.line_b	set	60*2+42			; Second in Command
.line_c	set	100*2+42		; Azimuth
.line_d	set	140*2+42		; Setting Sun
.line_e	set	180*2+42		; Underground

Speedy		= 255			; WATCH page breaks
Gonzales	= 2424			; WATCH FOR FALLING IMAGES


; Aniversary	a
	dc.l	10				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	50			; Horizontal position
	dc.w	.line_c+10		; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; aNiversary	n
	dc.l	10				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	70			; Horizontal position
	dc.w	.line_c+10		; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
			
; anIversary	i
	dc.l	10				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	90			; Horizontal position
	dc.w	.line_c+10		; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; aniVersary	v
	dc.l	10				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	110			; Horizontal position
	dc.w	.line_c+10		; Verticle position
	dc.l	v			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	v_anim			; Address actual object graphic list
	dc.l	v_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; anivErsary	e
	dc.l	10				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	130			; Horizontal position
	dc.w	.line_c+10		; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; aniveRsary	r
	dc.l	10				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	150			; Horizontal position
	dc.w	.line_c+10		; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; aniverSary	s
	dc.l	10				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	172			; Horizontal position
	dc.w	.line_c+10		; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; aniversAry	a
	dc.l	10				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	190			; Horizontal position
	dc.w	.line_c+10		; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; aniversaRy	r
	dc.l	10				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	210			; Horizontal position
	dc.w	.line_c+10		; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; aniversarY	Y
	dc.l	10				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	230			; Horizontal position
	dc.w	.line_c+10		; Verticle position
	dc.l	y			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	y_anim			; Address actual object graphic list
	dc.l	y_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; Edition   e
	dc.l	15				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	80			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
			
; eDition   D
	dc.l	15				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	100			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	d			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	d_anim			; Address actual object graphic list
	dc.l	d_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; edItion   I
	dc.l	15				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	120			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; ediTion   T
	dc.l	15				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	140			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	t			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	t_anim			; Address actual object graphic list
	dc.l	t_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; editIon i
	dc.l	15			; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	160			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; editiOn   o
	dc.l	15			; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	180			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; editioN   n
	dc.l	15				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	200			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;--------------------

; Coding   c
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	100			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	c			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	c_anim			; Address actual object graphic list
	dc.l	c_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; cOding   o
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	120			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; coDing   d
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	140			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	d			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	d_anim			; Address actual object graphic list
	dc.l	d_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; codIng   i
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	160			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; codiNg   n
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	180			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; codinG   g
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	200			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	g			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	g_anim			; Address actual object graphic list
	dc.l	g_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; Roland graf   R
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	50			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; rOland graf   o
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	70			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; roLand graf   l
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	92			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	l			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	l_anim			; Address actual object graphic list
	dc.l	l_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; rolAnd graf   a
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	108			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; rolaNd graf   n
	dc.l	Speedy+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	128			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; rolanD graf   d
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	148			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	d			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	d_anim			; Address actual object graphic list
	dc.l	d_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; roland Graf   g
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	190			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	g			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	g_anim			; Address actual object graphic list
	dc.l	g_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; roland gRaf   r
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	210			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; roland grAf   a
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	230			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; roland graF   f
	dc.l	Speedy+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	250			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	f			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	f_anim			; Address actual object graphic list
	dc.l	f_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; Graphics   G
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	80			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	g			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	g_anim			; Address actual object graphic list
	dc.l	g_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; gRaphics   r
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	100			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; grAphics   a
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	120			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; graPhics   p
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	140			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	p			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	p_anim			; Address actual object graphic list
	dc.l	p_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; grapHics   h
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	160			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	h			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	h_anim			; Address actual object graphic list
	dc.l	h_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; graphIcs   i
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	180			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; graphiCs   c
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	200			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	c			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	c_anim			; Address actual object graphic list
	dc.l	c_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; graphicS   s
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	220			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; Johannes graf   J
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	33			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	j			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	j_anim			; Address actual object graphic list
	dc.l	j_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; jOhannes graf   o
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	50			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; joHannes graf   h
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	70			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	h			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	h_anim			; Address actual object graphic list
	dc.l	h_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; johAnnes graf   a
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	90			; Horizontal position
	dc.w	.line_e 		; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; johaNnes graf   n
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	110			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; johanNes graf   n
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	130			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; johannEs graf   e
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	150			; Horizontal position
	dc.w	.line_e 		; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; johanneS graf   s
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	170			; Horizontal position
	dc.w	.line_e 		; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; johannes Graf   g
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	210			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	g			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	g_anim			; Address actual object graphic list
	dc.l	g_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; johannes gRaf   r
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	230			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; johannes grAf   a
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	250			; Horizontal position
	dc.w	.line_e 		; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; johannes graF   f
	dc.l	Speedy+155		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	270			; Horizontal position
	dc.w	.line_e 		; Verticle position
	dc.l	f			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	f_anim			; Address actual object graphic list
	dc.l	f_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
;------------


;  Ice decrunch   I
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	45			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  iCe decrunch   c
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	62			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	c			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	c_anim			; Address actual object graphic list
	dc.l	c_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
;  icE decrunch   e
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	80			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
;  ice Decrunch   d
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	120			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	d			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	d_anim			; Address actual object graphic list
	dc.l	d_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
;  ice dEcrunch   e
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	140			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  ice deCrunch   c
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	160			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	c			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	c_anim			; Address actual object graphic list
	dc.l	c_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
;  ice decRunch   r
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	180			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
;  ice decrUnch   u
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	200			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	u			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	u_anim			; Address actual object graphic list
	dc.l	u_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  ice decruNch   n
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	220			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  ice decrunCh   c
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	240			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	c			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	c_anim			; Address actual object graphic list
	dc.l	c_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  ice decruncH   h
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	260			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	h			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	h_anim			; Address actual object graphic list
	dc.l	h_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


;  Gordon gibson   G
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	30			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	g			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	g_anim			; Address actual object graphic list
	dc.l	g_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels	
	
;  gOrdon gibson   o
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	50			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  goRdon gibson   r
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	70			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
;  gorDon gibson   d
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	90			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	d			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	d_anim			; Address actual object graphic list
	dc.l	d_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  gordOn gibson   o
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	110			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  gordoN gibson   n
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	130			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


;  gordon Gibson    G  
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	170			; Horizontal position
	dc.w	.line_b 		; Verticle position
	dc.l	g			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	g_anim			; Address actual object graphic list
	dc.l	g_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  gordon gIbson    i  
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	190			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  gordon giBson    b  
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	210			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	b			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	b_anim			; Address actual object graphic list
	dc.l	b_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  gordon gibSon    s  
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	230			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  gordon gibsOn    o  
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	250			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  gordon gibsoN    n  
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	270			; Horizontal position
	dc.w	.line_b		; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels	

;=======================================
;	Post Production
;=======================================

; Post   p
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	23			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	p			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	p_anim			; Address actual object graphic list
	dc.l	p_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; pOst   o
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	41			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; poSt   s
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	59			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; posT   t
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	77			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	t			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	t_anim			; Address actual object graphic list
	dc.l	t_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; Production   P
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	113			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	p			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	p_anim			; Address actual object graphic list
	dc.l	p_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; pRoduction  r
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	133			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; prOduction  o
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	151			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; proDuction  d
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	169			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	d			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	d_anim			; Address actual object graphic list
	dc.l	d_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels	

; prodUction  u
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	187			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	u			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	u_anim			; Address actual object graphic list
	dc.l	u_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; produCtion  c
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	205			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	c			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	c_anim			; Address actual object graphic list
	dc.l	c_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; producTion  t
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	223			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	t			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	t_anim			; Address actual object graphic list
	dc.l	t_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; productIon  i
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	241			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; productiOn  o
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	259			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; productioN  n
	dc.l	(Speedy*3)+150		; exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	277			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;-----------------------
;
;	Jason Keith Data
;
;-----------------------

; Jason	   J  
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	28			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	j			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	j_anim			; Address actual object graphic list
	dc.l	j_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; jAson    a
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	42			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; jaSon    s
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	58			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels	

; jasOn    o
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	74			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; jasoN    n
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	92			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels	


; Keith    K  
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	122			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	k			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	k_anim			; Address actual object graphic list
	dc.l	k_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; kEith   e
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	138				; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; keIth   i
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	154			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; keiTh   t
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	170			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	t			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	t_anim			; Address actual object graphic list
	dc.l	t_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; keitH   h
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	186			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	h			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	h_anim			; Address actual object graphic list
	dc.l	h_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; Data    D
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	218			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	d			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	d_anim			; Address actual object graphic list
	dc.l	d_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; dAta    a
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	234			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; daTa   t
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	250			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	t			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	t_anim			; Address actual object graphic list
	dc.l	t_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; datA    a
	dc.l	(Speedy*3)+150		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	266			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;========================================
; SPECIAL THANKS
;========================================

;  Special thanks   S
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	10			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  sPecial thanks    p
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	30			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	p_anim			; Address actual object graphic list
	dc.l	p_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; spEcial thanks    e
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	50			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  speCial thanks    c
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	70			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	c			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	c_anim			; Address actual object graphic list
	dc.l	c_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  specIal thanks    i
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	90			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  speciAl thanks    a
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	110			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  speciaL thanks    l
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	130			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	l			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	l_anim			; Address actual object graphic list
	dc.l	l_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels	


;  special Thanks    T
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	170			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	t			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	t_anim			; Address actual object graphic list
	dc.l	t_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  special tHanks    h
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	190			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	h			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	h_anim			; Address actual object graphic list
	dc.l	h_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  special thAnks    a
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	210			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
;  special thaNks    n
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	230			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  special thanKs    k
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	250			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	k			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	k_anim			; Address actual object graphic list
	dc.l	k_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  special thankS    s
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	270			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;========================================
;	TO ALL MY
;========================================

; To all my    T
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	61			; Horizontal position
	dc.w	.line_c			; Verticle position
	dc.l	t			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	t_anim			; Address actual object graphic list
	dc.l	t_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; tO all my    o
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	79			; Horizontal position
	dc.w	.line_c			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; to All my  a
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	123			; Horizontal position
	dc.w	.line_c			; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  to aLl my  l
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	141			; Horizontal position
	dc.w	.line_c			; Verticle position
	dc.l	l			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	l_anim			; Address actual object graphic list
	dc.l	l_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


;  to alL my  l
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	159			; Horizontal position
	dc.w	.line_c			; Verticle position
	dc.l	l			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	l_anim			; Address actual object graphic list
	dc.l	l_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; to all My  M
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	195				; Horizontal position
	dc.w	.line_c			; Verticle position
	dc.l	m			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	m_anim			; Address actual object graphic list
	dc.l	m_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; to all mY	Y
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	215			; Horizontal position
	dc.w	.line_c			; Verticle position
	dc.l	y			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	y_anim			; Address actual object graphic list
	dc.l	y_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;========================================
; EMENIES
;========================================

; Enemies   E
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	80			; Horizontal position
	dc.w	.line_d		; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; eNemies   N
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	100			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; enEmies   e
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	120			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; eneMies   M
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	140			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	m			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	m_anim			; Address actual object graphic list
	dc.l	m_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; enemIes   i
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	160			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; enemiEs   e
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	180			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; enemieS   s
	dc.l	(Speedy*5)+45		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	200			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
;========================================
; for making my friends at sourceforge.net look so good
;========================================
; For making	f
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	60			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	f			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	f_anim			; Address actual object graphic list
	dc.l	f_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
			
; fOr making	o
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	80			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; foR making	r
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	100			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; for Making	m
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	140			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	m			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	m_anim			; Address actual object graphic list
	dc.l	m_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; for mAking	a
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	160			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; for maKing	k
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	180			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	k			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	k_anim			; Address actual object graphic list
	dc.l	k_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; for makIng	i
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	195			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; for makiNg	n
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	210			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; for makinG	g
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	230			; Horizontal position
	dc.w	.line_a			; Verticle position
	dc.l	g			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	g_anim			; Address actual object graphic list
	dc.l	g_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;-----------------------
; My friends	m
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	60			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	m			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	m_anim			; Address actual object graphic list
	dc.l	m_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
			
; mY friends	y
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	80			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	y			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	y_anim			; Address actual object graphic list
	dc.l	y_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; my Friends	f
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	110			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	f			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	f_anim			; Address actual object graphic list
	dc.l	f_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; my fRiends	r
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	130			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; my frIends	i
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	150			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	i			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	i_anim			; Address actual object graphic list
	dc.l	i_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; my friends	e
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	170			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; my frieNds	n
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	190			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; my frienDs	d
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	210			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	d			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	d_anim			; Address actual object graphic list
	dc.l	d_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; my friendS	s
	dc.l	(Speedy*6)+195				; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	230			; Horizontal position
	dc.w	.line_b			; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
;========================================
; AT
; At   		a
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	140			; Horizontal position
	dc.w	.line_c			; Verticle position
	dc.l	a			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	a_anim			; Address actual object graphic list
	dc.l	a_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; aT   t
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	160			; Horizontal position
	dc.w	.line_c			; Verticle position
	dc.l	t			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	t_anim			; Address actual object graphic list
	dc.l	t_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;	SourceForge Net
;
;-----------------------

; Sourceforge net	   s
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	24			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; sOurceforge net    o
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	42			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; soUrceforge net    u
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	60			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	u			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	u_anim			; Address actual object graphic list
	dc.l	u_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; souRceforge net    r
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	78			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; sourCeforge net    c
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	94			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	c			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	c_anim			; Address actual object graphic list
	dc.l	c_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; sourcEforge net    e
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	112			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; sourceForge net    F  
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	130			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	f			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	f_anim			; Address actual object graphic list
	dc.l	f_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; sourcefOrge net   o
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	146				; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; sourcefoRge net   r
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	162			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	r			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	r_anim			; Address actual object graphic list
	dc.l	r_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; sourceforGe net   g
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	178			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	g			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	g_anim			; Address actual object graphic list
	dc.l	g_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; sourceforgE net   e
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	194			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


; sourceforge Net    N
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	230			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	n			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	n_anim			; Address actual object graphic list
	dc.l	n_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; sourceforge nEt    e
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	248			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	e			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	e_anim			; Address actual object graphic list
	dc.l	e_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

; sourceforge neT   t
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	266			; Horizontal position
	dc.w	.line_d			; Verticle position
	dc.l	t			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	t_anim			; Address actual object graphic list
	dc.l	t_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
;--------

;  Look so good   L
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0				; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	40			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	l			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	l_anim			; Address actual object graphic list
	dc.l	l_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  lOok so good   o
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	60			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
;  loOk so good   o
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	80			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
;  looK so good   k
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	100			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	k			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	k_anim			; Address actual object graphic list
	dc.l	k_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
; look So good   s
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	140			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	s			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	s_anim			; Address actual object graphic list
	dc.l	s_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  look sO good   o
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	160			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
;  look so Good g
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	200			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	g			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	g_anim			; Address actual object graphic list
	dc.l	g_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels
	
;  look so gOod	o
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	220			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  look so goOd	o
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	240			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	o			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	o_anim			; Address actual object graphic list
	dc.l	o_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels

;  look so gooD   d
	dc.l	(Speedy*6)+195		; Exposition
	dc.w	0			; Layer offset
	dc.w	TOTAL_ENEMY+TOTAL_EXPLO		; Layer PHRASE alignment
	dc.w	260			; Horizontal position
	dc.w	.line_e			; Verticle position
	dc.l	d			; starting address object graphic data
	dc.w	19			; Height
	dc.w	20/4			; Width
	dc.w	20/4			; Offset
	dc.b	4			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	buchstaben_scale	; Address actual scaling list
	dc.l	buchstaben_scale	; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	d_anim			; Address actual object graphic list
	dc.l	d_anim			; Start address object graphic list
	dc.l	buchstaben_kurve	; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	20			; Width in pixels


;-------------------------------------------------------------------
; Title Build and Greeting - Gonzales + 400 for NativeS Graphic
;-------------------------------------------------------------------

	.QPHRASE
titel_daten:
	dc.l	1			; Exposition
	dc.w	layer1			; Layer offset
	dc.w	TOTAL_BACK		; Layer PHRASE alignment
	dc.w	0			; Horizontal position
	dc.w	74			; Verticle position 
	dc.l	$150000			; starting address object graphic data
	dc.w	216			; Height
	dc.w	384/4			; Width
	dc.w	384/4			; Offset
	dc.b	0			; Flags 4=transparent
	dc.b	0			; Firstpix
	dc.b	1			; Object Type 
	dc.b	4			; Depth
	dc.b	1			; Pitch
	dc.b	0			; Index
	dc.w 	$20			; Remainder
	dc.b	32			; Verticle Scale
	dc.b	32			; Horizontal Scale
	dc.l	titel_scale		; Address actual scaling list
	dc.l	titel_scale		; Start address scaling list
	dc.l	0			; start address shooting list
	dc.l	0			; shooting counter
	dc.l	titel_anim		; Address actual object graphic list
	dc.l	titel_anim		; Start address object graphic list
	dc.l	titel_kurve		; Start address kurve list
	dc.l	0			; Sample
	dc.w	DESTROY			; Destroy object power/power of a shot
	dc.w	0			; Extra
	dc.l	0			; Start address following object
	dc.w	5			; Frames in animation
	dc.w	5			; Frames for restart
	dc.l	384			; Width in pixels

	dc.l	0			; Last object in object list

;-------------------------------------------------------------------------
; Animation List
;-------------------------------------------------------------------------
	.QPHRASE
titel_anim:
	dc.l	$150000		
	dc.l	0		; End Animation List


	.QPHRASE
a_anim:
	rept 20
	dc.l	a+(20*19*2*0)		
	endr
	dc.l	a+(20*19*2*1)	
	dc.l	a+(20*19*2*2)	
	dc.l	a+(20*19*2*3)	
	dc.l	a+(20*19*2*4)	
	dc.l	a+(20*19*2*5)	
	
	rept 30
	dc.l	a+(20*19*2*5)		
	endr
	
	dc.l	a+(20*19*2*4)	
	dc.l	a+(20*19*2*3)	
	dc.l	a+(20*19*2*2)	
	dc.l	a+(20*19*2*1)	
	
	rept 50
	dc.l	a+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
b_anim:
	rept 20
	dc.l	b+(20*19*2*0)		
	endr
	dc.l	b+(20*19*2*1)	
	dc.l	b+(20*19*2*2)	
	dc.l	b+(20*19*2*3)	
	dc.l	b+(20*19*2*4)	
	dc.l	b+(20*19*2*5)	
	
	rept 30
	dc.l	b+(20*19*2*5)		
	endr
	
	dc.l	b+(20*19*2*4)	
	dc.l	b+(20*19*2*3)	
	dc.l	b+(20*19*2*2)	
	dc.l	b+(20*19*2*1)	
	
	rept 50
	dc.l	b+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
c_anim:
	rept 20
	dc.l	c+(20*19*2*0)		
	endr
	dc.l	c+(20*19*2*1)	
	dc.l	c+(20*19*2*2)	
	dc.l	c+(20*19*2*3)	
	dc.l	c+(20*19*2*4)	
	dc.l	c+(20*19*2*5)	
	
	rept 30
	dc.l	c+(20*19*2*5)		
	endr
	
	dc.l	c+(20*19*2*4)	
	dc.l	c+(20*19*2*3)	
	dc.l	c+(20*19*2*2)	
	dc.l	c+(20*19*2*1)	
	
	rept 50
	dc.l	c+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE		
d_anim:
	rept 20
	dc.l	d+(20*19*2*0)		
	endr
	dc.l	d+(20*19*2*1)	
	dc.l	d+(20*19*2*2)	
	dc.l	d+(20*19*2*3)	
	dc.l	d+(20*19*2*4)	
	dc.l	d+(20*19*2*5)	
	
	rept 30
	dc.l	d+(20*19*2*5)		
	endr
	
	dc.l	d+(20*19*2*4)	
	dc.l	d+(20*19*2*3)	
	dc.l	d+(20*19*2*2)	
	dc.l	d+(20*19*2*1)	
	
	rept 50
	dc.l	d+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
e_anim:
	rept 20
	dc.l	e+(20*19*2*0)		
	endr
	dc.l	e+(20*19*2*1)	
	dc.l	e+(20*19*2*2)	
	dc.l	e+(20*19*2*3)	
	dc.l	e+(20*19*2*4)	
	dc.l	e+(20*19*2*5)	
	
	rept 30
	dc.l	e+(20*19*2*5)		
	endr
	
	dc.l	e+(20*19*2*4)	
	dc.l	e+(20*19*2*3)	
	dc.l	e+(20*19*2*2)	
	dc.l	e+(20*19*2*1)	
	
	rept 50
	dc.l	e+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
f_anim:
	rept 20
	dc.l	f+(20*19*2*0)		
	endr
	dc.l	f+(20*19*2*1)	
	dc.l	f+(20*19*2*2)	
	dc.l	f+(20*19*2*3)	
	dc.l	f+(20*19*2*4)	
	dc.l	f+(20*19*2*5)	
	
	rept 30
	dc.l	f+(20*19*2*5)		
	endr
	
	dc.l	f+(20*19*2*4)	
	dc.l	f+(20*19*2*3)	
	dc.l	f+(20*19*2*2)	
	dc.l	f+(20*19*2*1)	
	
	rept 50
	dc.l	f+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
g_anim:
	rept 20
	dc.l	g+(20*19*2*0)		
	endr
	dc.l	g+(20*19*2*1)	
	dc.l	g+(20*19*2*2)	
	dc.l	g+(20*19*2*3)	
	dc.l	g+(20*19*2*4)	
	dc.l	g+(20*19*2*5)	
	
	rept 30
	dc.l	g+(20*19*2*5)		
	endr
	
	dc.l	g+(20*19*2*4)	
	dc.l	g+(20*19*2*3)	
	dc.l	g+(20*19*2*2)	
	dc.l	g+(20*19*2*1)	
	
	rept 50
	dc.l	g+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
h_anim:
	rept 20
	dc.l	h+(20*19*2*0)		
	endr
	dc.l	h+(20*19*2*1)	
	dc.l	h+(20*19*2*2)	
	dc.l	h+(20*19*2*3)	
	dc.l	h+(20*19*2*4)	
	dc.l	h+(20*19*2*5)	
	
	rept 30
	dc.l	h+(20*19*2*5)		
	endr
	
	dc.l	h+(20*19*2*4)	
	dc.l	h+(20*19*2*3)	
	dc.l	h+(20*19*2*2)	
	dc.l	h+(20*19*2*1)	
	
	rept 50
	dc.l	h+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
i_anim:
	rept 20
	dc.l	i+(20*19*2*0)		
	endr
	dc.l	i+(20*19*2*1)	
	dc.l	i+(20*19*2*2)	
	dc.l	i+(20*19*2*3)	
	dc.l	i+(20*19*2*4)	
	dc.l	i+(20*19*2*5)	
	
	rept 30
	dc.l	i+(20*19*2*5)		
	endr
	
	dc.l	i+(20*19*2*4)	
	dc.l	i+(20*19*2*3)	
	dc.l	i+(20*19*2*2)	
	dc.l	i+(20*19*2*1)	
	
	rept 50
	dc.l	i+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
j_anim:
	rept 20
	dc.l	j+(20*19*2*0)		
	endr
	dc.l	j+(20*19*2*1)	
	dc.l	j+(20*19*2*2)	
	dc.l	j+(20*19*2*3)	
	dc.l	j+(20*19*2*4)	
	dc.l	j+(20*19*2*5)	
	
	rept 30
	dc.l	j+(20*19*2*5)		
	endr
	
	dc.l	j+(20*19*2*4)	
	dc.l	j+(20*19*2*3)	
	dc.l	j+(20*19*2*2)	
	dc.l	j+(20*19*2*1)	
	
	rept 50
	dc.l	j+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
k_anim:
	rept 20
	dc.l	k+(20*19*2*0)		
	endr
	dc.l	k+(20*19*2*1)	
	dc.l	k+(20*19*2*2)	
	dc.l	k+(20*19*2*3)	
	dc.l	k+(20*19*2*4)	
	dc.l	k+(20*19*2*5)	
	
	rept 30
	dc.l	k+(20*19*2*5)		
	endr
	
	dc.l	k+(20*19*2*4)	
	dc.l	k+(20*19*2*3)	
	dc.l	k+(20*19*2*2)	
	dc.l	k+(20*19*2*1)	
	
	rept 50
	dc.l	k+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
l_anim:
	rept 20
	dc.l	l+(20*19*2*0)		
	endr
	dc.l	l+(20*19*2*1)	
	dc.l	l+(20*19*2*2)	
	dc.l	l+(20*19*2*3)	
	dc.l	l+(20*19*2*4)	
	dc.l	l+(20*19*2*5)	
	
	rept 30
	dc.l	l+(20*19*2*5)		
	endr	
	dc.l	l+(20*19*2*4)	
	dc.l	l+(20*19*2*3)	
	dc.l	l+(20*19*2*2)	
	dc.l	l+(20*19*2*1)	
	
	rept 50
	dc.l	l+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
m_anim:
	rept 20
	dc.l	m+(20*19*2*0)		
	endr
	dc.l	m+(20*19*2*1)	
	dc.l	m+(20*19*2*2)	
	dc.l	m+(20*19*2*3)	
	dc.l	m+(20*19*2*4)	
	dc.l	m+(20*19*2*5)	
	
	rept 30
	dc.l	m+(20*19*2*5)		
	endr
	
	dc.l	m+(20*19*2*4)	
	dc.l	m+(20*19*2*3)	
	dc.l	m+(20*19*2*2)	
	dc.l	m+(20*19*2*1)	
	
	rept 50
	dc.l	m+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
n_anim:
	rept 20
	dc.l	n+(20*19*2*0)		
	endr
	dc.l	n+(20*19*2*1)	
	dc.l	n+(20*19*2*2)	
	dc.l	n+(20*19*2*3)	
	dc.l	n+(20*19*2*4)	
	dc.l	n+(20*19*2*5)	
	
	rept 30
	dc.l	n+(20*19*2*5)		
	endr
	
	dc.l	n+(20*19*2*4)	
	dc.l	n+(20*19*2*3)	
	dc.l	n+(20*19*2*2)	
	dc.l	n+(20*19*2*1)	
	
	rept 50
	dc.l	n+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
o_anim:
	rept 20
	dc.l	o+(20*19*2*0)		
	endr
	dc.l	o+(20*19*2*1)	
	dc.l	o+(20*19*2*2)	
	dc.l	o+(20*19*2*3)	
	dc.l	o+(20*19*2*4)	
	dc.l	o+(20*19*2*5)	
	
	rept 30
	dc.l	o+(20*19*2*5)		
	endr
	
	dc.l	o+(20*19*2*4)	
	dc.l	o+(20*19*2*3)	
	dc.l	o+(20*19*2*2)	
	dc.l	o+(20*19*2*1)	
	
	rept 50
	dc.l	o+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
p_anim:
	rept 20
	dc.l	p+(20*19*2*0)		
	endr
	dc.l	p+(20*19*2*1)	
	dc.l	p+(20*19*2*2)	
	dc.l	p+(20*19*2*3)	
	dc.l	p+(20*19*2*4)	
	dc.l	p+(20*19*2*5)	
	
	rept 30
	dc.l	p+(20*19*2*5)		
	endr
	
	dc.l	p+(20*19*2*4)	
	dc.l	p+(20*19*2*3)	
	dc.l	p+(20*19*2*2)	
	dc.l	p+(20*19*2*1)	
	
	rept 50
	dc.l	p+(20*19*2*0)
	endr
	dc.l	0		; End Animation List


	.QPHRASE
q_anim:
	rept 20
	dc.l	q+(20*19*2*0)		
	endr
	dc.l	q+(20*19*2*1)	
	dc.l	q+(20*19*2*2)	
	dc.l	q+(20*19*2*3)	
	dc.l	q+(20*19*2*4)	
	dc.l	q+(20*19*2*5)	
	
	rept 30
	dc.l	q+(20*19*2*5)		
	endr
	
	dc.l	q+(20*19*2*4)	
	dc.l	q+(20*19*2*3)	
	dc.l	q+(20*19*2*2)	
	dc.l	q+(20*19*2*1)	
	
	rept 50
	dc.l	q+(20*19*2*0)
	endr	
	dc.l	0		; End Animation List

	
	.QPHRASE
r_anim:
	rept 20
	dc.l	r+(20*19*2*0)		
	endr
	dc.l	r+(20*19*2*1)	
	dc.l	r+(20*19*2*2)	
	dc.l	r+(20*19*2*3)	
	dc.l	r+(20*19*2*4)	
	dc.l	r+(20*19*2*5)	
	rept 30
	dc.l	r+(20*19*2*5)		
	endr
	
	dc.l	r+(20*19*2*4)	
	dc.l	r+(20*19*2*3)	
	dc.l	r+(20*19*2*2)	
	dc.l	r+(20*19*2*1)	
	
	rept 50
	dc.l	r+(20*19*2*0)
	endr	
	dc.l	0		; End Animation List


	.QPHRASE
s_anim:
	rept 20
	dc.l	s+(20*19*2*0)		
	endr
	dc.l	s+(20*19*2*1)	
	dc.l	s+(20*19*2*2)	
	dc.l	s+(20*19*2*3)	
	dc.l	s+(20*19*2*4)	
	dc.l	s+(20*19*2*5)	
	rept 30	
	dc.l	s+(20*19*2*5)		
	endr
	
	dc.l	s+(20*19*2*4)	
	dc.l	s+(20*19*2*3)	
	dc.l	s+(20*19*2*2)	
	dc.l	s+(20*19*2*1)	
	
	rept 50
	dc.l	s+(20*19*2*0)
	endr	
	dc.l	0		; End Animation List


	.QPHRASE
t_anim:
	rept 20
	dc.l	t+(20*19*2*0)		
	endr
	dc.l	t+(20*19*2*1)	
	dc.l	t+(20*19*2*2)	
	dc.l	t+(20*19*2*3)	
	dc.l	t+(20*19*2*4)	
	dc.l	t+(20*19*2*5)	
	rept 30
	dc.l	t+(20*19*2*5)		
	endr	
	dc.l	t+(20*19*2*4)	
	dc.l	t+(20*19*2*3)	
	dc.l	t+(20*19*2*2)	
	dc.l	t+(20*19*2*1)	
	
	rept 50
	dc.l	t+(20*19*2*0)
	endr	
	dc.l	0		; End Animation List


	.QPHRASE
u_anim:
	rept 20
	dc.l	u+(20*19*2*0)		
	endr
	dc.l	u+(20*19*2*1)	
	dc.l	u+(20*19*2*2)	
	dc.l	u+(20*19*2*3)	
	dc.l	u+(20*19*2*4)	
	dc.l	u+(20*19*2*5)	
	
	rept 30
	dc.l	u+(20*19*2*5)		
	endr
	
	dc.l	u+(20*19*2*4)	
	dc.l	u+(20*19*2*3)	
	dc.l	u+(20*19*2*2)	
	dc.l	u+(20*19*2*1)	
	
	rept 50
	dc.l	u+(20*19*2*0)
	endr	
	dc.l	0		; End Animation List


	.QPHRASE			
v_anim:
	rept 20
	dc.l	v+(20*19*2*0)		
	endr	
	dc.l	v+(20*19*2*1)	
	dc.l	v+(20*19*2*2)	
	dc.l	v+(20*19*2*3)	
	dc.l	v+(20*19*2*4)	
	dc.l	v+(20*19*2*5)	
	rept 30
	dc.l	v+(20*19*2*5)		
	endr
	
	dc.l	v+(20*19*2*4)	
	dc.l	v+(20*19*2*3)	
	dc.l	v+(20*19*2*2)	
	dc.l	v+(20*19*2*1)	
	
	rept 50
	dc.l	v+(20*19*2*0)
	endr	
	dc.l	0		; End Animation List
		
			
	.QPHRASE
w_anim:
	rept 20
	dc.l	w+(20*19*2*0)		
	endr
	dc.l	w+(20*19*2*1)	
	dc.l	w+(20*19*2*2)	
	dc.l	w+(20*19*2*3)	
	dc.l	w+(20*19*2*4)	
	dc.l	w+(20*19*2*5)	
	rept 30
	dc.l	w+(20*19*2*5)		
	endr
	
	dc.l	w+(20*19*2*4)	
	dc.l	w+(20*19*2*3)	
	dc.l	w+(20*19*2*2)	
	dc.l	w+(20*19*2*1)	
	
	rept 50
	dc.l	w+(20*19*2*0)
	endr	
	dc.l	0		; End Animation List
			

	.QPHRASE
x_anim:
	rept 20
	dc.l	x_x+(20*19*2*0)		
	endr
	dc.l	x_x+(20*19*2*1)	
	dc.l	x_x+(20*19*2*2)	
	dc.l	x_x+(20*19*2*3)	
	dc.l	x_x+(20*19*2*4)	
	dc.l	x_x+(20*19*2*5)	
	rept 30
	dc.l	x_x+(20*19*2*5)		
	endr
	
	dc.l	x_x+(20*19*2*4)	
	dc.l	x_x+(20*19*2*3)	
	dc.l	x_x+(20*19*2*2)	
	dc.l	x_x+(20*19*2*1)	
	
	rept 50
	dc.l	x_x+(20*19*2*0)
	endr	
	dc.l	0		; End Animation List


	.QPHRASE
y_anim:
	rept 20
	dc.l	y_y+(20*19*2*0)		
	endr
	dc.l	y_y+(20*19*2*1)	
	dc.l	y_y+(20*19*2*2)	
	dc.l	y_y+(20*19*2*3)	
	dc.l	y_y+(20*19*2*4)	
	dc.l	y_y+(20*19*2*5)	
	rept 30
	dc.l	y_y+(20*19*2*5)		
	endr
	
	dc.l	y_y+(20*19*2*4)	
	dc.l	y_y+(20*19*2*3)	
	dc.l	y_y+(20*19*2*2)	
	dc.l	y_y+(20*19*2*1)	
	
	rept 50
	dc.l	y_y+(20*19*2*0)
	endr	
	dc.l	0		; End Animation List


	.QPHRASE
z_anim:
	rept 20
	dc.l	z+(20*19*2*0)		
	endr
	dc.l	z+(20*19*2*1)	
	dc.l	z+(20*19*2*2)	
	dc.l	z+(20*19*2*3)	
	dc.l	z+(20*19*2*4)	
	dc.l	z+(20*19*2*5)	
	rept 30
	dc.l	z+(20*19*2*5)		
	endr
	
	dc.l	z+(20*19*2*4)	
	dc.l	z+(20*19*2*3)	
	dc.l	z+(20*19*2*2)	
	dc.l	z+(20*19*2*1)	
	
	rept 50
	dc.l	z+(20*19*2*0)
	endr	
	dc.l	0		; End Animation List

;	.QPHRASE
;hy_anim:
;	rept 20
;	dc.l	hy+(20*19*2*0)		
;	endr
;	dc.l	hy+(20*19*2*1)	
;	dc.l	hy+(20*19*2*2)	
;	dc.l	hy+(20*19*2*3)	
;	dc.l	hy+(20*19*2*4)	
;	dc.l	hy+(20*19*2*5)	
;	
;	rept 30
;	dc.l	hy+(20*19*2*5)		
;	endr
;	
;	dc.l	hy+(20*19*2*4)	
;	dc.l	hy+(20*19*2*3)	
;	dc.l	hy+(20*19*2*2)	
;	dc.l	hy+(20*19*2*1)	
;	
;	rept 50
;	dc.l	hy+(20*19*2*0)
;	endr
;	dc.l	0		; End AniTEST FOR HYPHEN

;-------------------------------------------------------------------------
; Scaling List
;-------------------------------------------------------------------------
	.QPHRASE
titel_scale:
	dc.w            $20
        dc.b            120
        dc.b            120

	dc.w            $20
        dc.b            119
        dc.b            119

	dc.w            $20
        dc.b            118
        dc.b            118

	dc.w            $20
        dc.b            117
        dc.b            117

	dc.w            $20
        dc.b            116
        dc.b            116

	dc.w            $20
        dc.b            115
        dc.b            115

	dc.w            $20
        dc.b            114
        dc.b            114

	dc.w            $20
        dc.b            113
        dc.b            113

	dc.w            $20
        dc.b            112
        dc.b            112
	
	dc.w            $20
        dc.b            111
        dc.b            111
	
	dc.w            $20
        dc.b            110
        dc.b            110
	
	dc.w            $20
        dc.b            109
        dc.b            109
	
	dc.w            $20
        dc.b            108
        dc.b            108
	
	dc.w            $20
        dc.b            107
        dc.b            107
        	
	dc.w            $20
        dc.b            106
        dc.b            106
	
	dc.w            $20
        dc.b            105
        dc.b            105
	
	dc.w            $20
        dc.b            104
        dc.b            104
	
	dc.w            $20
        dc.b            103
        dc.b            103
	
	dc.w            $20
        dc.b            102
        dc.b            102
	
	dc.w            $20
        dc.b            101
        dc.b            101
	
	dc.w            $20
        dc.b            100
        dc.b            100
	
	dc.w            $20
        dc.b            99
        dc.b            99
	
	dc.w            $20
        dc.b            98
        dc.b            98
	
	dc.w            $20
        dc.b            97
        dc.b            97
	
	dc.w            $20
        dc.b            96
        dc.b            96
	
	dc.w            $20
        dc.b            95
        dc.b            95
	
	dc.w            $20
        dc.b            94
        dc.b            94
	
	dc.w            $20
        dc.b            93
        dc.b            93
	
	dc.w            $20
        dc.b            92
        dc.b            92
        	
	dc.w            $20
        dc.b            91
        dc.b            91
        	
	dc.w            $20
        dc.b            90
        dc.b            90
	
	dc.w            $20
        dc.b            89
        dc.b            89
	
	dc.w            $20
        dc.b            88
        dc.b            88
	
	dc.w            $20
        dc.b            87
        dc.b            87
	
	dc.w            $20
        dc.b            86
        dc.b            86
	
	dc.w            $20
        dc.b            85
        dc.b            85
	
	dc.w            $20
        dc.b            84
        dc.b            84
	
	dc.w            $20
        dc.b            83
        dc.b            83
	
	dc.w            $20
        dc.b            82
        dc.b            82
	
	dc.w            $20
        dc.b            81
        dc.b            81
	
	dc.w            $20
        dc.b            80
        dc.b            80
	
	dc.w            $20
        dc.b            79
        dc.b            79
	
	dc.w            $20
        dc.b            78
        dc.b            78
	
	dc.w            $20
        dc.b            77
        dc.b            77
	
	dc.w            $20
        dc.b            76
        dc.b            76
	
	dc.w            $20
        dc.b            75
        dc.b            75
	
	dc.w            $20
        dc.b            74
        dc.b            74
	
	dc.w            $20
        dc.b            73
        dc.b            73
	
	dc.w            $20
        dc.b            72
        dc.b            72
	
	dc.w            $20
        dc.b            71
        dc.b            71
	
	dc.w            $20
        dc.b            70
        dc.b            70
	
	dc.w            $20
        dc.b            69
        dc.b            69
	
	dc.w            $20
        dc.b            68
        dc.b            68
	
	dc.w            $20
        dc.b            67
        dc.b            67
	
	dc.w            $20
        dc.b            66
        dc.b            66

	dc.w            $20
        dc.b            65
        dc.b            65

        dc.w            $20
        dc.b            64
        dc.b            64
        
        dc.w            $20
        dc.b            63
        dc.b            63
	
	dc.w            $20
        dc.b            62
        dc.b            62
	
	dc.w            $20
        dc.b            61
        dc.b            61
	
	dc.w            $20
        dc.b            60
        dc.b            60
	
	dc.w            $20
        dc.b            59
        dc.b            59
        
        dc.w            $20
        dc.b            58
        dc.b            58
	
	dc.w            $20
        dc.b            57
        dc.b            57
	
	dc.w            $20
        dc.b            56
        dc.b            56
	
	dc.w            $20
        dc.b            55
        dc.b            55
        
        dc.w            $20
        dc.b            54
        dc.b            54
        
        dc.w            $20
        dc.b            53
        dc.b            53
        
        dc.w            $20
        dc.b            52
        dc.b            52
        
        dc.w            $20
        dc.b            51
        dc.b            51
        
        dc.w            $20
        dc.b            50
        dc.b            50
        
        dc.w            $20
        dc.b            49
        dc.b            49
        
        dc.w            $20
        dc.b            48
        dc.b            48
        
        dc.w            $20
        dc.b            47
        dc.b            47
        
        dc.w            $20
        dc.b            46
        dc.b            46
        
        dc.w            $20
        dc.b            45
        dc.b            45
        
        dc.w            $20
        dc.b            44
        dc.b            44
        
        dc.w            $20
        dc.b            43
        dc.b            43
        
        dc.w            $20
        dc.b            42
        dc.b            42
        
        dc.w            $20
        dc.b            41
        dc.b            41
        
        dc.w            $20
        dc.b            40
        dc.b            40
        
        dc.w            $20
        dc.b            39
        dc.b            39
        
        dc.w            $20
        dc.b            38
        dc.b            38
        
        dc.w            $20
        dc.b            37
        dc.b            37
        
        dc.w            $20
        dc.b            36
        dc.b            36
        
        dc.w            $20
        dc.b            35
        dc.b            35
        
        dc.w            $20
        dc.b            34
        dc.b            34
        
        dc.w            $20
        dc.b            33
        dc.b            33

	rept 600
        dc.w            $20
        dc.b            32
        dc.b            32
	endr

	dc.l		0

	.QPHRASE
buchstaben_scale:
	dc.w    $20            ;remainder
        dc.b    1
        dc.b    1

	dc.w    $20            ;remainder
        dc.b    2
        dc.b    2

	dc.w    $20            ;remainder
        dc.b    3
        dc.b    3
        
        dc.w    $20            ;remainder
        dc.b    4
        dc.b    4

	dc.w    $20            ;remainder
        dc.b    5
        dc.b    5	
	
	dc.w    $20            ;remainder
        dc.b    6
        dc.b    6
	
	dc.w    $20            ;remainder
        dc.b    7
        dc.b    7
	
	dc.w    $20            ;remainder
        dc.b    8
        dc.b    8
        
	dc.w    $20            ;remainder
        dc.b    9
        dc.b    9
	
	dc.w    $20            ;remainder
        dc.b    10
        dc.b    10
	
	dc.w    $20            ;remainder
        dc.b    11
        dc.b    11
	
	dc.w    $20            ;remainder
        dc.b    12
        dc.b    12
	
	dc.w    $20            ;remainder
        dc.b    13
        dc.b    13
	
	dc.w    $20            ;remainder
        dc.b    14
        dc.b    14
        
        dc.w    $20            ;remainder
        dc.b    15
        dc.b    15
			
	dc.w    $20            ;remainder
        dc.b    16
        dc.b    16
	
	dc.w    $20            ;remainder
        dc.b    17
        dc.b    17        
        
        dc.w    $20            ;remainder
        dc.b    18
        dc.b    18
	
	dc.w    $20            ;remainder
        dc.b    19
        dc.b    19

	dc.w    $20            ;remainder
        dc.b    20
        dc.b    20
        
        dc.w    $20            ;remainder
        dc.b    21
        dc.b    21
        
        dc.w    $20            ;remainder
        dc.b    22
        dc.b    22

	dc.w    $20            ;remainder
        dc.b    23
        dc.b    23

	dc.w    $20            ;remainder
        dc.b    24
        dc.b    24
        
        dc.w    $20            ;remainder
        dc.b    25
        dc.b    25
	
	dc.w    $20            ;remainder
        dc.b    26
        dc.b    26
	
	dc.w    $20            ;remainder
        dc.b    27
        dc.b    27
        
        dc.w    $20            ;remainder
        dc.b    28
        dc.b    28
        
        dc.w    $20            ;remainder
        dc.b    29
        dc.b    29
        
        dc.w    $20            ;remainder
        dc.b    30
        dc.b    30
        
        dc.w    $20            ;remainder
        dc.b    31
        dc.b    31
     	
     	 
        dc.w    $20            ;remainder
        dc.b    32
        dc.b    32
                     
        rept	270		;75
        dc.w    $20            ;remainder
        dc.b    32
        dc.b    32
	endr
		
	dc.w    $20            ;remainder
        dc.b    31
        dc.b    31
	
	dc.w    $20            ;remainder
        dc.b    29
        dc.b    29
	
	dc.w    $20            ;remainder
        dc.b    27
        dc.b    27
	
	dc.w    $20            ;remainder
        dc.b    25
        dc.b    25
	
	dc.w    $20            ;remainder
        dc.b    23
        dc.b    23
        
        dc.w    $20            ;remainder
        dc.b    21
        dc.b    21
	
	dc.w    $20            ;remainder
        dc.b    19
        dc.b    19
	
	dc.w    $20            ;remainder
        dc.b    17
        dc.b    17
        
        dc.w    $20		; remainder
        dc.b    15
        dc.b    15
        
        dc.w    $20		; remainder
        dc.b    13
        dc.b    13
        
        dc.w    $20		; remainder
        dc.b    11
        dc.b    11
        
        dc.w    $20		; remainder
        dc.b    9
        dc.b    9
        
        dc.w    $20		; remainder
        dc.b    7
        dc.b    7
        
        dc.w    $20		; remainder
        dc.b    5
        dc.b    5
        
        dc.w    $20		; remainder
        dc.b    3
        dc.b    3
        
        dc.w    $20		; remainder
        dc.b    1
        dc.b    1
	dc.l	0		; End Scaling List


;-------------------------------------------------------------------------
; Kurvenlisten
;-------------------------------------------------------------------------
	.QPHRASE
titel_kurve:
        dc.w    -528,  -302		; -605/2
        dc.w       6,    7/2
        dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    6/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    6/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    6/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    6/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    6/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    6/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    6/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    6/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    6/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    6/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       7,    7/2
	dc.w       6,    6/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2
	dc.w       6,    7/2

	rept 500
	dc.w       0,    0
	endr
	dc.w	KURVE_ENDE	; End Kurve List
	
	.QPHRASE
buchstaben_kurve:
	rept 320 
        dc.w    0, 0
	endr
	dc.w	KURVE_ENDE	; End Kurve List
