-extern GC tile_clip_gc;
-extern Bitmap *pix[];
-extern Pixmap tile_clipmask[];
-extern DrawBuffer *fieldbuffer;
-extern DrawBuffer *drawto_field;
-
-extern int game_status;
-extern boolean level_editor_test_game;
-extern boolean network_playing;
-
-extern int key_joystick_mapping;
-
-extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
-extern int redraw_x1, redraw_y1;
-
-extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short Frame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short AmoebaCnt[MAX_NUM_AMOEBA], AmoebaCnt2[MAX_NUM_AMOEBA];
-extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern unsigned long Elementeigenschaften1[MAX_ELEMENTS];
-extern unsigned long Elementeigenschaften2[MAX_ELEMENTS];
-
-extern int lev_fieldx,lev_fieldy, scroll_x,scroll_y;
-
-extern int FX,FY, ScrollStepSize;
-extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
-extern int BorderElement;
-extern int GameFrameDelay;
-extern int FfwdFrameDelay;
-extern int BX1,BY1, BX2,BY2;
-extern int SBX_Left, SBX_Right;
-extern int SBY_Upper, SBY_Lower;
-extern int ZX,ZY, ExitX,ExitY;
-extern int AllPlayersGone;
-
-extern int TimeFrames, TimePlayed, TimeLeft;
-extern boolean SiebAktiv;
-extern int SiebCount;
-
-extern boolean network_player_action_received;
-
-extern struct LevelInfo level;
-extern struct PlayerInfo stored_player[], *local_player;
-extern struct HiScore highscore[];
-extern struct TapeInfo tape;
-extern struct GameInfo game;
-extern struct GlobalInfo global;
-
-extern struct SoundEffectInfo sound_effects[];
-
-extern char *sound_name[];
-extern char *element_info[];
-extern int num_element_info;
-
-/* often used screen positions */
-#define SX 8
-#define SY 8
-#define REAL_SX (SX - 2)
-#define REAL_SY (SY - 2)
-#define DX 566
-#define DY 60
-#define VX DX
-#define VY 400
-#define EX DX
-#define EY (VY - 44)
-#define TILEX 32
-#define TILEY 32
-#define MINI_TILEX (TILEX / 2)
-#define MINI_TILEY (TILEY / 2)
-#define MICRO_TILEX (TILEX / 8)
-#define MICRO_TILEY (TILEY / 8)
-#define MIDPOSX (SCR_FIELDX / 2)
-#define MIDPOSY (SCR_FIELDY / 2)
-#define SXSIZE (SCR_FIELDX * TILEX)
-#define SYSIZE (SCR_FIELDY * TILEY)
-#define FXSIZE ((SCR_FIELDX + 2) * TILEX)
-#define FYSIZE ((SCR_FIELDY + 2) * TILEY)
-#define DXSIZE 100
-#define DYSIZE 280
-#define VXSIZE DXSIZE
-#define VYSIZE 100
-#define EXSIZE DXSIZE
-#define EYSIZE (VXSIZE + 44)
-#define FULL_SXSIZE (2 + SXSIZE + 2)
-#define FULL_SYSIZE (2 + SYSIZE + 2)
-#define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
-#define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
-#define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
-#define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
-#define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
-
-#define GFX_STARTX SX
-#define GFX_STARTY SY
-#define MINI_GFX_STARTX SX
-#define MINI_GFX_STARTY 424
-#define MICRO_GFX_STARTX SX
-#define MICRO_GFX_STARTY 536
-#define GFX_PER_LINE 16
-#define MINI_GFX_PER_LINE 32
-#define MICRO_GFX_PER_LINE 128
-
-#define HEROES_PER_LINE 16
-
-#define MINI_SP_STARTX 0
-#define MINI_SP_STARTY 352
-#define MICRO_SP_STARTX 0
-#define MICRO_SP_STARTY 448
-#define SP_PER_LINE 16
-#define MINI_SP_PER_LINE 16
-#define MICRO_SP_PER_LINE 64
-
-#define MINI_DC_STARTX 256
-#define MINI_DC_STARTY 256
-#define MICRO_DC_STARTX 384
-#define MICRO_DC_STARTY 384
-#define DC_PER_LINE 16
-#define MINI_DC_PER_LINE 16
-#define MICRO_DC_PER_LINE 16
-
-#define MINI_MORE_STARTX 256
-#define MINI_MORE_STARTY 256
-#define MICRO_MORE_STARTX 384
-#define MICRO_MORE_STARTY 384
-#define MORE_PER_LINE 16
-#define MINI_MORE_PER_LINE 16
-#define MICRO_MORE_PER_LINE 16
-
-/* game elements:
-** 0 - 499: real elements, stored in level file
-** 500 - 699: flag elements, only used at runtime
-*/
-/* "real" level elements */
-#define EL_LEERRAUM 0
-#define EL_ERDREICH 1
-#define EL_MAUERWERK 2
-#define EL_FELSBODEN 3
-#define EL_FELSBROCKEN 4
-#define EL_SCHLUESSEL 5
-#define EL_EDELSTEIN 6
-#define EL_AUSGANG_ZU 7
-#define EL_SPIELFIGUR 8
-#define EL_KAEFER 9
-#define EL_FLIEGER 10
-#define EL_MAMPFER 11
-#define EL_ROBOT 12
-#define EL_BETON 13
-#define EL_DIAMANT 14
-#define EL_AMOEBE_TOT 15
-#define EL_MORAST_LEER 16
-#define EL_MORAST_VOLL 17
-#define EL_TROPFEN 18
-#define EL_BOMBE 19
-#define EL_MAGIC_WALL_OFF 20
-#define EL_SPEED_PILL 21
-#define EL_SALZSAEURE 22
-#define EL_AMOEBE_NASS 23
-#define EL_AMOEBE_NORM 24
-#define EL_KOKOSNUSS 25
-#define EL_LIFE 26
-#define EL_LIFE_ASYNC 27
-#define EL_DYNAMITE_ACTIVE 28
-#define EL_BADEWANNE 29
-#define EL_ABLENK_AUS 30
-#define EL_ABLENK_EIN 31
-#define EL_SCHLUESSEL1 32
-#define EL_SCHLUESSEL2 33
-#define EL_SCHLUESSEL3 34
-#define EL_SCHLUESSEL4 35
-#define EL_PFORTE1 36
-#define EL_PFORTE2 37
-#define EL_PFORTE3 38
-#define EL_PFORTE4 39
-#define EL_PFORTE1X 40
-#define EL_PFORTE2X 41
-#define EL_PFORTE3X 42
-#define EL_PFORTE4X 43
-#define EL_DYNAMITE_INACTIVE 44
-#define EL_PACMAN 45
-#define EL_UNSICHTBAR 46
-#define EL_BIRNE_AUS 47
-#define EL_BIRNE_EIN 48
-#define EL_ERZ_EDEL 49
-#define EL_ERZ_DIAM 50
-#define EL_AMOEBE_VOLL 51
-#define EL_AMOEBE_BD 52
-#define EL_ZEIT_VOLL 53
-#define EL_ZEIT_LEER 54
-#define EL_MAUER_LEBT 55
-#define EL_EDELSTEIN_BD 56
-#define EL_EDELSTEIN_GELB 57
-#define EL_ERZ_EDEL_BD 58
-#define EL_ERZ_EDEL_GELB 59
-#define EL_MAMPFER2 60
-#define EL_MAGIC_WALL_BD_OFF 61
-#define EL_INVISIBLE_STEEL 62
-
-#define EL_UNUSED_63 63
-
-#define EL_DYNABOMB_NR 64
-#define EL_DYNABOMB_SZ 65
-#define EL_DYNABOMB_XL 66
-#define EL_SOKOBAN_OBJEKT 67
-#define EL_SOKOBAN_FELD_LEER 68
-#define EL_SOKOBAN_FELD_VOLL 69
-#define EL_BUTTERFLY_RIGHT 70
-#define EL_BUTTERFLY_UP 71
-#define EL_BUTTERFLY_LEFT 72
-#define EL_BUTTERFLY_DOWN 73
-#define EL_FIREFLY_RIGHT 74
-#define EL_FIREFLY_UP 75
-#define EL_FIREFLY_LEFT 76
-#define EL_FIREFLY_DOWN 77
-#define EL_BUTTERFLY_1 EL_BUTTERFLY_DOWN
-#define EL_BUTTERFLY_2 EL_BUTTERFLY_LEFT
-#define EL_BUTTERFLY_3 EL_BUTTERFLY_UP
-#define EL_BUTTERFLY_4 EL_BUTTERFLY_RIGHT
-#define EL_FIREFLY_1 EL_FIREFLY_LEFT
-#define EL_FIREFLY_2 EL_FIREFLY_DOWN
-#define EL_FIREFLY_3 EL_FIREFLY_RIGHT
-#define EL_FIREFLY_4 EL_FIREFLY_UP
-#define EL_BUTTERFLY 78
-#define EL_FIREFLY 79
-#define EL_SPIELER1 80
-#define EL_SPIELER2 81
-#define EL_SPIELER3 82
-#define EL_SPIELER4 83
-#define EL_KAEFER_RIGHT 84
-#define EL_KAEFER_UP 85
-#define EL_KAEFER_LEFT 86
-#define EL_KAEFER_DOWN 87
-#define EL_FLIEGER_RIGHT 88
-#define EL_FLIEGER_UP 89
-#define EL_FLIEGER_LEFT 90
-#define EL_FLIEGER_DOWN 91
-#define EL_PACMAN_RIGHT 92
-#define EL_PACMAN_UP 93
-#define EL_PACMAN_LEFT 94
-#define EL_PACMAN_DOWN 95
-#define EL_EDELSTEIN_ROT 96
-#define EL_EDELSTEIN_LILA 97
-#define EL_ERZ_EDEL_ROT 98
-#define EL_ERZ_EDEL_LILA 99
-#define EL_BADEWANNE1 100
-#define EL_BADEWANNE2 101
-#define EL_BADEWANNE3 102
-#define EL_BADEWANNE4 103
-#define EL_BADEWANNE5 104
-#define EL_BD_WALL 105
-#define EL_BD_ROCK 106
-#define EL_AUSGANG_AUF 107
-#define EL_BLACK_ORB 108
-#define EL_AMOEBA2DIAM 109
-#define EL_MOLE 110
-#define EL_PINGUIN 111
-#define EL_SONDE 112
-#define EL_PFEIL_LEFT 113
-#define EL_PFEIL_RIGHT 114
-#define EL_PFEIL_UP 115
-#define EL_PFEIL_DOWN 116
-#define EL_SCHWEIN 117
-#define EL_DRACHE 118
-
-#define EL_EM_KEY_1_FILE 119
-
-#define EL_CHAR_START 120
-#define EL_CHAR_ASCII0 (EL_CHAR_START-32)
-#define EL_CHAR_AUSRUF (EL_CHAR_ASCII0+33)
-#define EL_CHAR_ZOLL (EL_CHAR_ASCII0+34)
-#define EL_CHAR_RAUTE (EL_CHAR_ASCII0+35)
-#define EL_CHAR_DOLLAR (EL_CHAR_ASCII0+36)
-#define EL_CHAR_PROZ (EL_CHAR_ASCII0+37)
-#define EL_CHAR_AMPERSAND (EL_CHAR_ASCII0+38)
-#define EL_CHAR_APOSTR (EL_CHAR_ASCII0+39)
-#define EL_CHAR_KLAMM1 (EL_CHAR_ASCII0+40)
-#define EL_CHAR_KLAMM2 (EL_CHAR_ASCII0+41)
-#define EL_CHAR_MULT (EL_CHAR_ASCII0+42)
-#define EL_CHAR_PLUS (EL_CHAR_ASCII0+43)
-#define EL_CHAR_KOMMA (EL_CHAR_ASCII0+44)
-#define EL_CHAR_MINUS (EL_CHAR_ASCII0+45)
-#define EL_CHAR_PUNKT (EL_CHAR_ASCII0+46)
-#define EL_CHAR_SLASH (EL_CHAR_ASCII0+47)
-#define EL_CHAR_0 (EL_CHAR_ASCII0+48)
-#define EL_CHAR_9 (EL_CHAR_ASCII0+57)
-#define EL_CHAR_DOPPEL (EL_CHAR_ASCII0+58)
-#define EL_CHAR_SEMIKL (EL_CHAR_ASCII0+59)
-#define EL_CHAR_LT (EL_CHAR_ASCII0+60)
-#define EL_CHAR_GLEICH (EL_CHAR_ASCII0+61)
-#define EL_CHAR_GT (EL_CHAR_ASCII0+62)
-#define EL_CHAR_FRAGE (EL_CHAR_ASCII0+63)
-#define EL_CHAR_AT (EL_CHAR_ASCII0+64)
-#define EL_CHAR_A (EL_CHAR_ASCII0+65)
-#define EL_CHAR_Z (EL_CHAR_ASCII0+90)
-#define EL_CHAR_AE (EL_CHAR_ASCII0+91)
-#define EL_CHAR_OE (EL_CHAR_ASCII0+92)
-#define EL_CHAR_UE (EL_CHAR_ASCII0+93)
-#define EL_CHAR_COPY (EL_CHAR_ASCII0+94)
-#define EL_CHAR_END (EL_CHAR_START+79)
-
-#define EL_CHAR(x) ((x) == 'Ä' ? EL_CHAR_AE : \
- (x) == 'Ö' ? EL_CHAR_OE : \
- (x) == 'Ü' ? EL_CHAR_UE : \
- EL_CHAR_A + (x) - 'A')
-
-#define EL_MAUER_X 200
-#define EL_MAUER_Y 201
-#define EL_MAUER_XY 202
-
-#define EL_EM_GATE_1 203
-#define EL_EM_GATE_2 204
-#define EL_EM_GATE_3 205
-#define EL_EM_GATE_4 206
-
-#define EL_EM_KEY_2_FILE 207
-#define EL_EM_KEY_3_FILE 208
-#define EL_EM_KEY_4_FILE 209
-
-#define EL_SP_START 210
-#define EL_SP_EMPTY (EL_SP_START + 0)
-#define EL_SP_ZONK (EL_SP_START + 1)
-#define EL_SP_BASE (EL_SP_START + 2)
-#define EL_SP_MURPHY (EL_SP_START + 3)
-#define EL_SP_INFOTRON (EL_SP_START + 4)
-#define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
-#define EL_SP_HARD_GRAY (EL_SP_START + 6)
-#define EL_SP_EXIT (EL_SP_START + 7)
-#define EL_SP_DISK_ORANGE (EL_SP_START + 8)
-#define EL_SP_PORT1_RIGHT (EL_SP_START + 9)
-#define EL_SP_PORT1_DOWN (EL_SP_START + 10)
-#define EL_SP_PORT1_LEFT (EL_SP_START + 11)
-#define EL_SP_PORT1_UP (EL_SP_START + 12)
-#define EL_SP_PORT2_RIGHT (EL_SP_START + 13)
-#define EL_SP_PORT2_DOWN (EL_SP_START + 14)
-#define EL_SP_PORT2_LEFT (EL_SP_START + 15)
-#define EL_SP_PORT2_UP (EL_SP_START + 16)
-#define EL_SP_SNIKSNAK (EL_SP_START + 17)
-#define EL_SP_DISK_YELLOW (EL_SP_START + 18)
-#define EL_SP_TERMINAL (EL_SP_START + 19)
-#define EL_SP_DISK_RED (EL_SP_START + 20)
-#define EL_SP_PORT_Y (EL_SP_START + 21)
-#define EL_SP_PORT_X (EL_SP_START + 22)
-#define EL_SP_PORT_XY (EL_SP_START + 23)
-#define EL_SP_ELECTRON (EL_SP_START + 24)
-#define EL_SP_BUG (EL_SP_START + 25)
-#define EL_SP_CHIP_LEFT (EL_SP_START + 26)
-#define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
-#define EL_SP_HARD_BASE1 (EL_SP_START + 28)
-#define EL_SP_HARD_GREEN (EL_SP_START + 29)
-#define EL_SP_HARD_BLUE (EL_SP_START + 30)
-#define EL_SP_HARD_RED (EL_SP_START + 31)
-#define EL_SP_HARD_YELLOW (EL_SP_START + 32)
-#define EL_SP_HARD_BASE2 (EL_SP_START + 33)
-#define EL_SP_HARD_BASE3 (EL_SP_START + 34)
-#define EL_SP_HARD_BASE4 (EL_SP_START + 35)
-#define EL_SP_HARD_BASE5 (EL_SP_START + 36)
-#define EL_SP_HARD_BASE6 (EL_SP_START + 37)
-#define EL_SP_CHIP_UPPER (EL_SP_START + 38)
-#define EL_SP_CHIP_LOWER (EL_SP_START + 39)
-#define EL_SP_END (EL_SP_START + 39)
-
-#define EL_EM_GATE_1X 250
-#define EL_EM_GATE_2X 251
-#define EL_EM_GATE_3X 252
-#define EL_EM_GATE_4X 253
-
-#define EL_UNUSED_254 254
-#define EL_UNUSED_255 255
-
-#define EL_PEARL 256
-#define EL_CRYSTAL 257
-#define EL_WALL_PEARL 258
-#define EL_WALL_CRYSTAL 259
-#define EL_DOOR_WHITE 260
-#define EL_DOOR_WHITE_GRAY 261
-#define EL_KEY_WHITE 262
-#define EL_SHIELD_PASSIVE 263
-#define EL_EXTRA_TIME 264
-#define EL_SWITCHGATE_OPEN 265
-#define EL_SWITCHGATE_CLOSED 266
-#define EL_SWITCHGATE_SWITCH_1 267
-#define EL_SWITCHGATE_SWITCH_2 268
-
-#define EL_UNUSED_269 269
-#define EL_UNUSED_270 270
-
-#define EL_BELT1_LEFT 271
-#define EL_BELT1_MIDDLE 272
-#define EL_BELT1_RIGHT 273
-#define EL_BELT1_SWITCH_LEFT 274
-#define EL_BELT1_SWITCH_MIDDLE 275
-#define EL_BELT1_SWITCH_RIGHT 276
-#define EL_BELT2_LEFT 277
-#define EL_BELT2_MIDDLE 278
-#define EL_BELT2_RIGHT 279
-#define EL_BELT2_SWITCH_LEFT 280
-#define EL_BELT2_SWITCH_MIDDLE 281
-#define EL_BELT2_SWITCH_RIGHT 282
-#define EL_BELT3_LEFT 283
-#define EL_BELT3_MIDDLE 284
-#define EL_BELT3_RIGHT 285
-#define EL_BELT3_SWITCH_LEFT 286
-#define EL_BELT3_SWITCH_MIDDLE 287
-#define EL_BELT3_SWITCH_RIGHT 288
-#define EL_BELT4_LEFT 289
-#define EL_BELT4_MIDDLE 290
-#define EL_BELT4_RIGHT 291
-#define EL_BELT4_SWITCH_LEFT 292
-#define EL_BELT4_SWITCH_MIDDLE 293
-#define EL_BELT4_SWITCH_RIGHT 294
-#define EL_LANDMINE 295
-#define EL_ENVELOPE 296
-#define EL_LIGHT_SWITCH_OFF 297
-#define EL_LIGHT_SWITCH_ON 298
-#define EL_SIGN_EXCLAMATION 299
-#define EL_SIGN_RADIOACTIVITY 300
-#define EL_SIGN_STOP 301
-#define EL_SIGN_WHEELCHAIR 302
-#define EL_SIGN_PARKING 303
-#define EL_SIGN_ONEWAY 304
-#define EL_SIGN_HEART 305
-#define EL_SIGN_TRIANGLE 306
-#define EL_SIGN_ROUND 307
-#define EL_SIGN_EXIT 308
-#define EL_SIGN_YINYANG 309
-#define EL_SIGN_OTHER 310
-#define EL_MOLE_LEFT 311
-#define EL_MOLE_RIGHT 312
-#define EL_MOLE_UP 313
-#define EL_MOLE_DOWN 314
-#define EL_STEEL_SLANTED 315
-#define EL_SAND_INVISIBLE 316
-#define EL_DX_UNKNOWN_15 317
-#define EL_DX_UNKNOWN_42 318
-
-#define EL_UNUSED_319 319
-#define EL_UNUSED_320 320
-
-#define EL_SHIELD_ACTIVE 321
-#define EL_TIMEGATE_OPEN 322
-#define EL_TIMEGATE_CLOSED 323
-#define EL_TIMEGATE_SWITCH_ON 324
-#define EL_TIMEGATE_SWITCH_OFF 325
-
-#define EL_BALLOON 326
-#define EL_BALLOON_SEND_LEFT 327
-#define EL_BALLOON_SEND_RIGHT 328
-#define EL_BALLOON_SEND_UP 329
-#define EL_BALLOON_SEND_DOWN 330
-#define EL_BALLOON_SEND_ANY 331
-
-#define EL_EMC_STEEL_WALL_1 332
-#define EL_EMC_STEEL_WALL_2 333
-#define EL_EMC_STEEL_WALL_3 334
-#define EL_EMC_STEEL_WALL_4 335
-#define EL_EMC_WALL_1 336
-#define EL_EMC_WALL_2 337
-#define EL_EMC_WALL_3 338
-#define EL_EMC_WALL_4 339
-#define EL_EMC_WALL_5 340
-#define EL_EMC_WALL_6 341
-#define EL_EMC_WALL_7 342
-#define EL_EMC_WALL_8 343
-
-#define EL_TUBE_CROSS 344
-#define EL_TUBE_VERTICAL 345
-#define EL_TUBE_HORIZONTAL 346
-#define EL_TUBE_VERT_LEFT 347
-#define EL_TUBE_VERT_RIGHT 348
-#define EL_TUBE_HORIZ_UP 349
-#define EL_TUBE_HORIZ_DOWN 350
-#define EL_TUBE_LEFT_UP 351
-#define EL_TUBE_LEFT_DOWN 352
-#define EL_TUBE_RIGHT_UP 353
-#define EL_TUBE_RIGHT_DOWN 354
-#define EL_SPRING 355
-#define EL_TRAP_INACTIVE 356
-#define EL_DX_SUPABOMB 357
-
-/* "real" (and therefore drawable) runtime elements */
-#define EL_FIRST_RUNTIME_EL 500
-
-#define EL_MAGIC_WALL_EMPTY 500
-#define EL_MAGIC_WALL_BD_EMPTY 501
-#define EL_MAGIC_WALL_FULL 502
-#define EL_MAGIC_WALL_BD_FULL 503
-#define EL_MAGIC_WALL_DEAD 504
-#define EL_MAGIC_WALL_BD_DEAD 505
-#define EL_AUSGANG_ACT 506
-#define EL_SP_TERMINAL_ACTIVE 507
-#define EL_SP_BUG_ACTIVE 508
-#define EL_EM_KEY_1 509
-#define EL_EM_KEY_2 510
-#define EL_EM_KEY_3 511
-#define EL_EM_KEY_4 512
-#define EL_DYNABOMB_ACTIVE_1 513
-#define EL_DYNABOMB_ACTIVE_2 514
-#define EL_DYNABOMB_ACTIVE_3 515
-#define EL_DYNABOMB_ACTIVE_4 516
-#define EL_SWITCHGATE_OPENING 517
-#define EL_SWITCHGATE_CLOSING 518
-#define EL_TIMEGATE_OPENING 519
-#define EL_TIMEGATE_CLOSING 520
-#define EL_PEARL_BREAKING 521
-#define EL_TRAP_ACTIVE 522
-#define EL_SPRING_MOVING 523
-#define EL_SP_MURPHY_CLONE 524
-#define EL_QUICKSAND_EMPTYING 525
-#define EL_MAGIC_WALL_EMPTYING 526
-#define EL_MAGIC_WALL_BD_EMPTYING 527
-#define EL_AMOEBA_DRIPPING 528
-
-/* "unreal" (and therefore not drawable) runtime elements */
-#define EL_BLOCKED 600
-#define EL_EXPLODING 601
-#define EL_CRACKINGNUT 602
-#define EL_BLURB_LEFT 603
-#define EL_BLURB_RIGHT 604
-#define EL_AMOEBING 605
-#define EL_DEAMOEBING 606
-#define EL_MAUERND 607
-#define EL_BURNING 608
-#define EL_PLAYER_IS_LEAVING 609
-#define EL_QUICKSAND_FILLING 610
-#define EL_MAGIC_WALL_FILLING 611
-#define EL_MAGIC_WALL_BD_FILLING 612
-
-/* game graphics:
-** 0 - 255: graphics from "RocksScreen"
-** 256 - 511: graphics from "RocksFont"
-** 512 - 767: graphics from "RocksHeroes"
-** 768 - 1023: graphics from "RocksSP"
-** 1024 - 1279: graphics from "RocksDC"
-** 1280 - 1535: graphics from "RocksMore"
-*/
-
-#define GFX_START_ROCKSSCREEN 0
-#define GFX_END_ROCKSSCREEN 255
-#define GFX_START_ROCKSFONT 256
-#define GFX_END_ROCKSFONT 511
-#define GFX_START_ROCKSHEROES 512
-#define GFX_END_ROCKSHEROES 767
-#define GFX_START_ROCKSSP 768
-#define GFX_END_ROCKSSP 1023
-#define GFX_START_ROCKSDC 1024
-#define GFX_END_ROCKSDC 1279
-#define GFX_START_ROCKSMORE 1280
-#define GFX_END_ROCKSMORE 1535
-
-#define NUM_TILES 1536
-
-/* graphics from "RocksScreen" */
-/* Zeile 0 (0) */
-#define GFX_LEERRAUM (-1)
-#define GFX_ERDREICH 0
-#define GFX_ERDENRAND 1
-#define GFX_MORAST_LEER 2
-#define GFX_MORAST_VOLL 3
-#define GFX_BETON 4
-#define GFX_MAUERWERK 5
-#define GFX_FELSBODEN 6
-#define GFX_EDELSTEIN 8
-#define GFX_DIAMANT 10
-#define GFX_FELSBROCKEN 12
-/* Zeile 1 (16) */
-#define GFX_BADEWANNE1 16
-#define GFX_SALZSAEURE 17
-#define GFX_BADEWANNE2 18
-
-/*
-#define GFX_UNSICHTBAR 19
-*/
-
-#define GFX_SCHLUESSEL1 20
-#define GFX_SCHLUESSEL2 21
-#define GFX_SCHLUESSEL3 22
-#define GFX_SCHLUESSEL4 23
-#define GFX_LIFE 24
-#define GFX_LIFE_ASYNC 25
-#define GFX_BADEWANNE 26
-#define GFX_BOMBE 27
-#define GFX_KOKOSNUSS 28
-#define GFX_CRACKINGNUT 29
-/* Zeile 2 (32) */
-#define GFX_BADEWANNE3 32
-#define GFX_BADEWANNE4 33
-#define GFX_BADEWANNE5 34
-#define GFX_SMILEY 35
-#define GFX_PFORTE1 36
-#define GFX_PFORTE2 37
-#define GFX_PFORTE3 38
-#define GFX_PFORTE4 39
-#define GFX_PFORTE1X 40
-#define GFX_PFORTE2X 41
-#define GFX_PFORTE3X 42
-#define GFX_PFORTE4X 43
-/* Zeile 3 (48) */
-#define GFX_DYNAMIT_AUS 48
-#define GFX_DYNAMIT 49
-#define GFX_FLIEGER 56
-#define GFX_FLIEGER_RIGHT 56
-#define GFX_FLIEGER_UP 57
-#define GFX_FLIEGER_LEFT 58
-#define GFX_FLIEGER_DOWN 59
-/* Zeile 4 (64) */
-#define GFX_EXPLOSION 64
-#define GFX_KAEFER 72
-#define GFX_KAEFER_RIGHT 72
-#define GFX_KAEFER_UP 73
-#define GFX_KAEFER_LEFT 74
-#define GFX_KAEFER_DOWN 75
-/* Zeile 5 (80) */
-#define GFX_MAMPFER 80
-#define GFX_ROBOT 84
-#define GFX_PACMAN 88
-#define GFX_PACMAN_RIGHT 88
-#define GFX_PACMAN_UP 89
-#define GFX_PACMAN_LEFT 90
-#define GFX_PACMAN_DOWN 91
-/* Zeile 6 (96) */
-#define GFX_ABLENK 96
-#define GFX_ABLENK_EIN GFX_ABLENK
-#define GFX_ABLENK_AUS GFX_ABLENK
-#define GFX_AMOEBE_NASS 100
-#define GFX_TROPFEN 101
-#define GFX_AMOEBING GFX_TROPFEN
-#define GFX_AMOEBE_LEBT 104
-#define GFX_AMOEBE_NORM GFX_AMOEBE_LEBT
-#define GFX_AMOEBE_TOT 108
-#define GFX_AMOEBA2DIAM GFX_AMOEBE_TOT
-/* Zeile 7 (112) */
-#define GFX_BIRNE_AUS 112
-#define GFX_BIRNE_EIN 113
-#define GFX_ZEIT_VOLL 114
-#define GFX_ZEIT_LEER 115
-#define GFX_SPIELER1 116
-#define GFX_SPIELER2 117
-#define GFX_SPIELER3 118
-#define GFX_SPIELER4 119
-#define GFX_AMOEBE_VOLL 120
-#define GFX_AMOEBE_BD GFX_AMOEBE_VOLL
-#define GFX_SOKOBAN_OBJEKT 121
-#define GFX_SOKOBAN_FELD_LEER 122
-#define GFX_SOKOBAN_FELD_VOLL 123
-#define GFX_GEBLUBBER 124
-/* Zeile 8 (128) */
-#define GFX_MAGIC_WALL_OFF 128
-#define GFX_MAGIC_WALL_EMPTY GFX_MAGIC_WALL_OFF
-#define GFX_MAGIC_WALL_FULL GFX_MAGIC_WALL_OFF
-#define GFX_MAGIC_WALL_DEAD GFX_MAGIC_WALL_OFF
-#define GFX_ERZ_EDEL 132
-#define GFX_ERZ_DIAM 133
-#define GFX_ERZ_EDEL_ROT 134
-#define GFX_ERZ_EDEL_LILA 135
-#define GFX_ERZ_EDEL_GELB 136
-#define GFX_ERZ_EDEL_BD 137
-#define GFX_EDELSTEIN_GELB 138
-#define GFX_KUGEL_ROT 140
-#define GFX_KUGEL_BLAU 141
-#define GFX_KUGEL_GELB 142
-#define GFX_KUGEL_GRAU 143
-/* Zeile 9 (144) */
-#define GFX_PINGUIN 144
-#define GFX_MOLE 145
-#define GFX_SCHWEIN 146
-#define GFX_DRACHE 147
-#define GFX_MAUER_XY 148
-#define GFX_MAUER_X 149
-#define GFX_MAUER_Y 150
-#define GFX_EDELSTEIN_ROT 152
-#define GFX_EDELSTEIN_LILA 154
-#define GFX_DYNABOMB_XL 156
-#define GFX_BLACK_ORB 157
-#define GFX_SPEED_PILL 158
-#define GFX_SONDE 159
-/* Zeile 10 (160) */
-#define GFX_EDELSTEIN_BD 163
-#define GFX_MAUER_RIGHT 165
-#define GFX_MAUER_R1 GFX_MAUER_RIGHT
-#define GFX_MAUER_R 167
-#define GFX_MAUER_LEFT 168
-#define GFX_MAUER_L1 GFX_MAUER_LEFT
-#define GFX_MAUER_L 170
-#define GFX_MAUER_LEBT 171
-#define GFX_MAGIC_WALL_BD_OFF 172
-#define GFX_MAGIC_WALL_BD_EMPTY GFX_MAGIC_WALL_BD_OFF
-#define GFX_MAGIC_WALL_BD_FULL GFX_MAGIC_WALL_BD_OFF
-#define GFX_MAGIC_WALL_BD_DEAD GFX_MAGIC_WALL_BD_OFF
-/* Zeile 11 (176) */
-#define GFX_AUSGANG_ZU 176
-#define GFX_AUSGANG_ACT 177
-#define GFX_AUSGANG_AUF 180
-#define GFX_MAMPFER2 184
-#define GFX_DYNABOMB 188
-#define GFX_DYNABOMB_NR 188
-#define GFX_DYNABOMB_SZ 191
-/* Zeile 12 (192) */
-#define GFX_PFEIL_LEFT 192
-#define GFX_PFEIL_RIGHT 193
-#define GFX_PFEIL_UP 194
-#define GFX_PFEIL_DOWN 195
-#define GFX_BUTTERFLY 196
-#define GFX_FIREFLY 198
-#define GFX_BUTTERFLY_RIGHT 200
-#define GFX_BUTTERFLY_UP 201
-#define GFX_BUTTERFLY_LEFT 202
-#define GFX_BUTTERFLY_DOWN 203
-#define GFX_FIREFLY_RIGHT 204
-#define GFX_FIREFLY_UP 205
-#define GFX_FIREFLY_LEFT 206
-#define GFX_FIREFLY_DOWN 207
-
-/* only available as size MINI_TILE */
-#define GFX_VSTEEL_UPPER_LEFT 208
-#define GFX_VSTEEL_UPPER_RIGHT 209
-#define GFX_VSTEEL_LOWER_LEFT 210
-#define GFX_VSTEEL_LOWER_RIGHT 211
-#define GFX_VSTEEL_HORIZONTAL 212
-#define GFX_VSTEEL_VERTICAL 213
-#define GFX_ISTEEL_UPPER_LEFT 214
-#define GFX_ISTEEL_UPPER_RIGHT 215
-#define GFX_ISTEEL_LOWER_LEFT 216
-#define GFX_ISTEEL_LOWER_RIGHT 217
-#define GFX_ISTEEL_HORIZONTAL 218
-#define GFX_ISTEEL_VERTICAL 219
-
-/* elements with graphics borrowed from other elements */
-#define GFX_SCHLUESSEL GFX_SCHLUESSEL1
-#define GFX_SPIELFIGUR GFX_SPIELER1
-
-/* graphics from "RocksHeroes" */
-#define GFX_SPIELER1_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 4)
-#define GFX_SPIELER1_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 4)
-#define GFX_SPIELER1_PUSH_RIGHT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_PUSH_LEFT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_DOWN (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_UP (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_LEFT (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_RIGHT (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_PUSH_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_PUSH_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_DOWN (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_UP (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_LEFT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_RIGHT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_PUSH_RIGHT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_PUSH_LEFT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_DOWN (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_UP (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_LEFT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_RIGHT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_PUSH_RIGHT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_PUSH_LEFT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 4)
-#define GFX_MAUER_DOWN (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 0)
-#define GFX_MAUER_UP (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 3)
-#define GFX2_SHIELD_PASSIVE (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 1)
-#define GFX2_SHIELD_ACTIVE (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 5)
-
-#define GFX_SONDE_START (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE +12)
-#define GFX_SCHWEIN_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE +12)
-#define GFX_DRACHE_DOWN (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 8)
-#define GFX_DRACHE_UP (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE +12)
-#define GFX_DRACHE_LEFT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 8)
-#define GFX_DRACHE_RIGHT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE +12)
-/*
-#define GFX_MOLE_DOWN (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 8)
-#define GFX_MOLE_UP (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE +12)
-#define GFX_MOLE_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 8)
-#define GFX_MOLE_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE +12)
-*/
-#define GFX_PINGUIN_DOWN (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 8)
-#define GFX_PINGUIN_UP (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE +12)
-#define GFX_PINGUIN_LEFT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 8)
-#define GFX_PINGUIN_RIGHT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE +12)
-#define GFX_BLURB_LEFT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 8)
-#define GFX_BLURB_RIGHT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE +12)
-#define GFX_FUNKELN_BLAU (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 9)
-#define GFX_FUNKELN_WEISS (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE +13)
-#define GFX_FLAMMEN_LEFT (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_RIGHT (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_UP (GFX_START_ROCKSHEROES +14*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_DOWN (GFX_START_ROCKSHEROES +15*HEROES_PER_LINE + 8)
-
-/* graphics from "RocksSP" */
-#define GFX_SP_EMPTY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 0)
-/*
-#define GFX_SP_ZONK (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 1)
-*/
-#define GFX_SP_BASE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 2)
-#define GFX_SP_MURPHY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 3)
-#define GFX_SP_INFOTRON (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 4)
-#define GFX_SP_CHIP_SINGLE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 5)
-#define GFX_SP_HARD_GRAY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 6)
-#define GFX_SP_EXIT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 7)
-#define GFX_SP_DISK_ORANGE (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 0)
-#define GFX_SP_PORT1_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 1)
-#define GFX_SP_PORT1_DOWN (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 2)
-#define GFX_SP_PORT1_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 3)
-#define GFX_SP_PORT1_UP (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 4)
-#define GFX_SP_PORT2_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 5)
-#define GFX_SP_PORT2_DOWN (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 6)
-#define GFX_SP_PORT2_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 7)
-#define GFX_SP_PORT2_UP (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 0)
-#define GFX_SP_SNIKSNAK (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 1)
-#define GFX_SP_DISK_YELLOW (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 2)
-#define GFX_SP_TERMINAL (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 3)
-#define GFX_SP_DISK_RED (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 4)
-#define GFX_SP_PORT_Y (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 5)
-#define GFX_SP_PORT_X (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 6)
-#define GFX_SP_PORT_XY (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 7)
-#define GFX_SP_ELECTRON (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 0)
-#define GFX_SP_BUG (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 1)
-#define GFX_SP_CHIP_LEFT (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 2)
-#define GFX_SP_CHIP_RIGHT (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 3)
-#define GFX_SP_HARD_BASE1 (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 4)
-#define GFX_SP_HARD_GREEN (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 5)
-#define GFX_SP_HARD_BLUE (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 6)
-#define GFX_SP_HARD_RED (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 7)
-#define GFX_SP_HARD_YELLOW (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 0)
-#define GFX_SP_HARD_BASE2 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 1)
-#define GFX_SP_HARD_BASE3 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 2)
-#define GFX_SP_HARD_BASE4 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 3)
-#define GFX_SP_HARD_BASE5 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 4)
-#define GFX_SP_HARD_BASE6 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 5)
-#define GFX_SP_CHIP_UPPER (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 6)
-#define GFX_SP_CHIP_LOWER (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 7)
-
-#define GFX_INVISIBLE_STEEL_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 1)
-#define GFX_SAND_INVISIBLE_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 2)
-#define GFX_INVISIBLE_STEEL (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 3)
-#define GFX_UNSICHTBAR_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 5)
-#define GFX_SAND_INVISIBLE (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 6)
-#define GFX_UNSICHTBAR (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 7)
-
-#define GFX_SP_ZONK (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 0)
-
-#define GFX_EM_KEY_1 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 4)
-#define GFX_EM_KEY_2 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 5)
-#define GFX_EM_KEY_3 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 6)
-#define GFX_EM_KEY_4 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 7)
-#define GFX_EM_GATE_1 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 0)
-#define GFX_EM_GATE_2 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 1)
-#define GFX_EM_GATE_3 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 2)
-#define GFX_EM_GATE_4 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 3)
-#define GFX_EM_GATE_1X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 4)
-#define GFX_EM_GATE_2X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 5)
-#define GFX_EM_GATE_3X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 6)
-#define GFX_EM_GATE_4X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 7)
-
-#define GFX_MURPHY_GO_LEFT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 8)
-#define GFX_MURPHY_ANY_LEFT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 9)
-#define GFX_MURPHY_GO_RIGHT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 11)
-#define GFX_MURPHY_ANY_RIGHT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 12)
-#define GFX_MURPHY_SNAP_UP (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 14)
-#define GFX_MURPHY_SNAP_DOWN (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 15)
-#define GFX_MURPHY_SNAP_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 8)
-#define GFX_MURPHY_SNAP_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 9)
-#define GFX_MURPHY_PUSH_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 10)
-#define GFX_MURPHY_PUSH_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 11)
-
-#define GFX_SP_BUG_WARNING (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 15)
-#define GFX_SP_EXPLODE_EMPTY (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 8)
-#define GFX_SP_EXPLODE_INFOTRON (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 8)
-#define GFX_SP_BUG_ACTIVE (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 8)
-#define GFX_SP_SNIKSNAK_LEFT (GFX_START_ROCKSSP + 8 * SP_PER_LINE + 8)
-#define GFX_SP_SNIKSNAK_RIGHT (GFX_START_ROCKSSP + 8 * SP_PER_LINE + 12)
-#define GFX_SP_SNIKSNAK_UP (GFX_START_ROCKSSP + 9 * SP_PER_LINE + 8)
-#define GFX_SP_SNIKSNAK_DOWN (GFX_START_ROCKSSP + 9 * SP_PER_LINE + 12)
-
-#define GFX2_SP_ELECTRON (GFX_START_ROCKSSP + 10 * SP_PER_LINE + 8)
-#define GFX2_SP_TERMINAL (GFX_START_ROCKSSP + 11 * SP_PER_LINE + 8)
-#define GFX2_SP_TERMINAL_ACTIVE (GFX_START_ROCKSSP + 12 * SP_PER_LINE + 8)
-
-#define GFX_SP_MURPHY_CLONE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 3)
-
-/* graphics from "RocksDC" */
-#define GFX_BELT1_MIDDLE (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 0)
-#define GFX_BELT1_LEFT (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 0)
-#define GFX_BELT1_RIGHT (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 0)
-#define GFX_BELT2_MIDDLE (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 0)
-#define GFX_BELT2_LEFT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 0)
-#define GFX_BELT2_RIGHT (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 0)
-#define GFX_BELT3_MIDDLE (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 0)
-#define GFX_BELT3_LEFT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 0)
-#define GFX_BELT3_RIGHT (GFX_START_ROCKSDC + 8 * DC_PER_LINE + 0)
-#define GFX_BELT4_MIDDLE (GFX_START_ROCKSDC + 9 * DC_PER_LINE + 0)
-#define GFX_BELT4_LEFT (GFX_START_ROCKSDC + 10 * DC_PER_LINE + 0)
-#define GFX_BELT4_RIGHT (GFX_START_ROCKSDC + 11 * DC_PER_LINE + 0)
-#define GFX_BELT1_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 0)
-#define GFX_BELT2_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 1)
-#define GFX_BELT3_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 2)
-#define GFX_BELT4_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 3)
-#define GFX_BELT1_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 0)
-#define GFX_BELT2_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 1)
-#define GFX_BELT3_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 2)
-#define GFX_BELT4_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 3)
-#define GFX_BELT1_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 0)
-#define GFX_BELT2_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 1)
-#define GFX_BELT3_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 2)
-#define GFX_BELT4_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 3)
-
-#define GFX_SWITCHGATE_SWITCH_1 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 4)
-#define GFX_SWITCHGATE_SWITCH_2 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 5)
-#define GFX_LIGHT_SWITCH_OFF (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 6)
-#define GFX_LIGHT_SWITCH_ON (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 7)
-#define GFX_TIMEGATE_SWITCH (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 0)
-
-#define GFX_ENVELOPE (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 4)
-#define GFX_SIGN_EXCLAMATION (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 5)
-#define GFX_SIGN_STOP (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 6)
-#define GFX_LANDMINE (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 7)
-#define GFX_STEEL_SLANTED (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 5)
-
-#define GFX_EXTRA_TIME (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 8)
-#define GFX_SHIELD_ACTIVE (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 8)
-#define GFX_SHIELD_PASSIVE (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 8)
-#define GFX_MOLE_DOWN (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 8)
-#define GFX_MOLE_UP (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 12)
-#define GFX_MOLE_LEFT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 8)
-#define GFX_MOLE_RIGHT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 12)
-#define GFX_SWITCHGATE_CLOSED (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 8)
-#define GFX_SWITCHGATE_OPEN (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 12)
-#define GFX_TIMEGATE_CLOSED (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 8)
-#define GFX_TIMEGATE_OPEN (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 12)
-#define GFX_BALLOON_SEND_LEFT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 8)
-#define GFX_BALLOON_SEND_RIGHT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 9)
-#define GFX_BALLOON_SEND_UP (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 10)
-#define GFX_BALLOON_SEND_DOWN (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 11)
-#define GFX_BALLOON (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 12)
-#define GFX_BALLOON_SEND_ANY (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 15)
-
-#define GFX_EMC_STEEL_WALL_1 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_2 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_3 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_4 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_1 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 13)
-#define GFX_EMC_WALL_2 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_3 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_4 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_5 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_6 (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_7 (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_8 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 14)
-
-/* graphics from "RocksMore" */
-#define GFX_ARROW_BLUE_LEFT (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 0)
-#define GFX_ARROW_BLUE_RIGHT (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 1)
-#define GFX_ARROW_BLUE_UP (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 2)
-#define GFX_ARROW_BLUE_DOWN (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 3)
-#define GFX_ARROW_RED_LEFT (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 0)
-#define GFX_ARROW_RED_RIGHT (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 1)
-#define GFX_ARROW_RED_UP (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 2)
-#define GFX_ARROW_RED_DOWN (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 3)
-#define GFX_SCROLLBAR_BLUE (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 0)
-#define GFX_SCROLLBAR_RED (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 1)
-#define GFX_PEARL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 0)
-#define GFX_CRYSTAL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 1)
-#define GFX_WALL_PEARL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 2)
-#define GFX_WALL_CRYSTAL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 3)
-#define GFX_PEARL_BREAKING (GFX_START_ROCKSMORE + 4 * MORE_PER_LINE + 0)
-#define GFX_SPRING (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 0)
-#define GFX_TUBE_RIGHT_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 1)
-#define GFX_TUBE_HORIZ_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 2)
-#define GFX_TUBE_LEFT_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 3)
-#define GFX_TUBE_HORIZONTAL (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 0)
-#define GFX_TUBE_VERT_RIGHT (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 1)
-#define GFX_TUBE_CROSS (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 2)
-#define GFX_TUBE_VERT_LEFT (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 3)
-#define GFX_TUBE_VERTICAL (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 0)
-#define GFX_TUBE_RIGHT_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 1)
-#define GFX_TUBE_HORIZ_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 2)
-#define GFX_TUBE_LEFT_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 3)
-
-#define GFX_TRAP_INACTIVE (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 4)
-#define GFX_TRAP_ACTIVE (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 7)
-#define GFX_BD_WALL (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 4)
-#define GFX_BD_ROCK (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 4)
-#define GFX_DX_SUPABOMB (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 7)
-
-/* graphics from "RocksFont" */
-#define GFX_CHAR_START (GFX_START_ROCKSFONT)
-#define GFX_CHAR_ASCII0 (GFX_CHAR_START - 32)
-#define GFX_CHAR_AUSRUF (GFX_CHAR_ASCII0 + 33)
-#define GFX_CHAR_ZOLL (GFX_CHAR_ASCII0 + 34)
-#define GFX_CHAR_DOLLAR (GFX_CHAR_ASCII0 + 36)
-#define GFX_CHAR_PROZ (GFX_CHAR_ASCII0 + 37)
-#define GFX_CHAR_APOSTR (GFX_CHAR_ASCII0 + 39)
-#define GFX_CHAR_KLAMM1 (GFX_CHAR_ASCII0 + 40)
-#define GFX_CHAR_KLAMM2 (GFX_CHAR_ASCII0 + 41)
-#define GFX_CHAR_PLUS (GFX_CHAR_ASCII0 + 43)
-#define GFX_CHAR_KOMMA (GFX_CHAR_ASCII0 + 44)
-#define GFX_CHAR_MINUS (GFX_CHAR_ASCII0 + 45)
-#define GFX_CHAR_PUNKT (GFX_CHAR_ASCII0 + 46)
-#define GFX_CHAR_SLASH (GFX_CHAR_ASCII0 + 47)
-#define GFX_CHAR_0 (GFX_CHAR_ASCII0 + 48)
-#define GFX_CHAR_9 (GFX_CHAR_ASCII0 + 57)
-#define GFX_CHAR_DOPPEL (GFX_CHAR_ASCII0 + 58)
-#define GFX_CHAR_SEMIKL (GFX_CHAR_ASCII0 + 59)
-#define GFX_CHAR_LT (GFX_CHAR_ASCII0 + 60)
-#define GFX_CHAR_GLEICH (GFX_CHAR_ASCII0 + 61)
-#define GFX_CHAR_GT (GFX_CHAR_ASCII0 + 62)
-#define GFX_CHAR_FRAGE (GFX_CHAR_ASCII0 + 63)
-#define GFX_CHAR_AT (GFX_CHAR_ASCII0 + 64)
-#define GFX_CHAR_A (GFX_CHAR_ASCII0 + 65)
-#define GFX_CHAR_Z (GFX_CHAR_ASCII0 + 90)
-#define GFX_CHAR_AE (GFX_CHAR_ASCII0 + 91)
-#define GFX_CHAR_OE (GFX_CHAR_ASCII0 + 92)
-#define GFX_CHAR_UE (GFX_CHAR_ASCII0 + 93)
-#define GFX_CHAR_COPY (GFX_CHAR_ASCII0 + 94)
-#define GFX_CHAR_END (GFX_CHAR_START + 79)
-
-/* new elements which still have no graphic */
-#define GFX_DOOR_WHITE GFX_CHAR_FRAGE
-#define GFX_DOOR_WHITE_GRAY GFX_CHAR_FRAGE
-#define GFX_KEY_WHITE GFX_CHAR_FRAGE
-#define GFX_SIGN_RADIOACTIVITY GFX_CHAR_FRAGE
-#define GFX_SIGN_WHEELCHAIR GFX_CHAR_FRAGE
-#define GFX_SIGN_PARKING GFX_CHAR_FRAGE
-#define GFX_SIGN_ONEWAY GFX_CHAR_FRAGE
-#define GFX_SIGN_HEART GFX_CHAR_FRAGE
-#define GFX_SIGN_TRIANGLE GFX_CHAR_FRAGE
-#define GFX_SIGN_ROUND GFX_CHAR_FRAGE
-#define GFX_SIGN_EXIT GFX_CHAR_FRAGE
-#define GFX_SIGN_YINYANG GFX_CHAR_FRAGE
-#define GFX_SIGN_OTHER GFX_CHAR_FRAGE
-#define GFX_DX_UNKNOWN_15 GFX_CHAR_FRAGE
-#define GFX_DX_UNKNOWN_42 GFX_CHAR_FRAGE
-
-
-/* the names of the sounds */
-#define SND_AMOEBE 0
-#define SND_ANTIGRAV 1
-#define SND_AUTSCH 2
-#define SND_BLURB 3
-#define SND_BONG 4
-#define SND_BUING 5
-#define SND_DENG 6
-#define SND_FUEL 7
-#define SND_GONG 8
-#define SND_HALLOFFAME 9
-#define SND_HOLZ 10
-#define SND_HUI 11
-#define SND_KABUMM 12
-#define SND_KINK 13
-#define SND_KLAPPER 14
-#define SND_KLING 15
-#define SND_KLOPF 16
-#define SND_KLUMPF 17
-#define SND_KNACK 18
-#define SND_KNURK 19
-#define SND_KRACH 20
-#define SND_LACHEN 21
-#define SND_LASER 22
-#define SND_MIEP 23
-#define SND_NJAM 24
-#define SND_OEFFNEN 25
-#define SND_PLING 26
-#define SND_PONG 27
-#define SND_PUSCH 28
-#define SND_QUIEK 29
-#define SND_QUIRK 30
-#define SND_RHYTHMLOOP 31
-#define SND_ROAAAR 32
-#define SND_ROEHR 33
-#define SND_RUMMS 34
-#define SND_SCHLOPP 35
-#define SND_SCHLURF 36
-#define SND_SCHRFF 37
-#define SND_SCHWIRR 38
-#define SND_SIRR 39
-#define SND_SLURP 40
-#define SND_SPROING 41
-#define SND_WARNTON 42
-#define SND_WHOOSH 43
-#define SND_ZISCH 44
-#define SND_SP_BASE 45
-#define SND_SP_INFOTRON 46
-#define SND_SP_ZONKDOWN 47
-#define SND_SP_ZONKPUSH 48
-#define SND_SP_BUG 49
-#define SND_SP_BOOM 50
-#define SND_SP_BOOOM 51
-#define SND_SP_EXIT 52
-#define SND_EMPTY 53
-#define SND_GATE 54
-
-#define NUM_SOUNDS 55
-
-
-/* values for sound effects */
-#define SND_BD_EMPTY_SPACE_DIGGING 0
-#define SND_BD_SAND_DIGGING 1
-#define SND_BD_DIAMOND_COLLECTING 2
-#define SND_BD_DIAMOND_IMPACT 3
-#define SND_BD_ROCK_PUSHING 4
-#define SND_BD_ROCK_IMPACT 5
-#define SND_BD_MAGIC_WALL_ACTIVATING 6
-#define SND_BD_MAGIC_WALL_CHANGING 7
-#define SND_BD_MAGIC_WALL_RUNNING 8
-#define SND_BD_AMOEBA_GROWING 9
-#define SND_BD_AMOEBA_TURNING_TO_GEM 10
-#define SND_BD_AMOEBA_TURNING_TO_ROCK 11
-#define SND_BD_BUTTERFLY_MOVING 12
-#define SND_BD_FIREFLY_MOVING 13
-#define SND_BD_EXIT_ENTERING 14
-#define SND_SP_EMPTY_SPACE_DIGGING 15
-#define SND_SP_BASE_DIGGING 16
-#define SND_SP_BUGGY_BASE_DIGGING 17
-#define SND_SP_BUGGY_BASE_ACTIVATING 18
-#define SND_SP_INFOTRON_COLLECTING 19
-#define SND_SP_INFOTRON_IMPACT 20
-#define SND_SP_ZONK_PUSHING 21
-#define SND_SP_ZONK_IMPACT 22
-#define SND_SP_DISK_RED_COLLECTING 23
-#define SND_SP_DISK_ORANGE_PUSHING 24
-#define SND_SP_DISK_YELLOW_PUSHING 25
-#define SND_SP_PORT_PASSING 26
-#define SND_SP_EXIT_ENTERING 27
-#define SND_SP_ELEMENT_EXPLODING 28
-#define SND_SP_SNIKSNAK_MOVING 29
-#define SND_SP_ELECTRON_MOVING 30
-#define SND_SP_TERMINAL_ACTIVATING 31
-#define SND_SOKOBAN_OBJECT_PUSHING 32
-#define SND_SOKOBAN_FIELD_FILLING 33
-#define SND_SOKOBAN_FIELD_CLEARING 34
-#define SND_SOKOBAN_GAME_SOLVING 35
-#define SND_EMPTY_SPACE_DIGGING 36
-#define SND_SAND_DIGGING 37
-#define SND_EMERALD_COLLECTING 38
-#define SND_EMERALD_IMPACT 39
-#define SND_DIAMOND_COLLECTING 40
-#define SND_DIAMOND_IMPACT 41
-#define SND_DIAMOND_BREAKING 42
-#define SND_ROCK_PUSHING 43
-#define SND_ROCK_IMPACT 44
-#define SND_BOMB_PUSHING 45
-#define SND_NUT_PUSHING 46
-#define SND_NUT_CRACKING 47
-#define SND_NUT_IMPACT 48
-#define SND_DYNAMITE_COLLECTING 49
-#define SND_DYNAMITE_PLACING 50
-#define SND_DYNAMITE_BURNING 51
-#define SND_KEY_COLLECTING 52
-#define SND_GATE_PASSING 53
-#define SND_BUG_MOVING 54
-#define SND_SPACESHIP_MOVING 55
-#define SND_YAMYAM_MOVING 56
-#define SND_YAMYAM_WAITING 57
-#define SND_YAMYAM_EATING_DIAMOND 58
-#define SND_ROBOT_MOVING 59
-#define SND_ROBOT_WHEEL_ACTIVATING 60
-#define SND_ROBOT_WHEEL_RUNNING 61
-#define SND_MAGIC_WALL_ACTIVATING 62
-#define SND_MAGIC_WALL_CHANGING 63
-#define SND_MAGIC_WALL_RUNNING 64
-#define SND_AMOEBA_GROWING 65
-#define SND_AMOEBA_DROPPING 66
-#define SND_ACID_SPLASHING 67
-#define SND_QUICKSAND_FILLING 68
-#define SND_QUICKSAND_SLIPPING_THROUGH 69
-#define SND_QUICKSAND_EMPTYING 70
-#define SND_EXIT_OPENING 71
-#define SND_EXIT_ENTERING 72
-#define SND_BALLOON_MOVING 73
-#define SND_BALLOON_PUSHING 74
-#define SND_SPRING_MOVING 75
-#define SND_SPRING_PUSHING 76
-#define SND_SPRING_IMPACT 77
-#define SND_WALL_GROWING 78
-#define SND_PEARL_COLLECTING 79
-#define SND_PEARL_BREAKING 80
-#define SND_PEARL_IMPACT 81
-#define SND_CRYSTAL_COLLECTING 82
-#define SND_CRYSTAL_IMPACT 83
-#define SND_ENVELOPE_COLLECTING 84
-#define SND_SAND_INVISIBLE_DIGGING 85
-#define SND_SHIELD_PASSIVE_COLLECTING 86
-#define SND_SHIELD_PASSIVE_ACTIVATED 87
-#define SND_SHIELD_ACTIVE_COLLECTING 88
-#define SND_SHIELD_ACTIVE_ACTIVATED 89
-#define SND_EXTRA_TIME_COLLECTING 90
-#define SND_MOLE_MOVING 91
-#define SND_MOLE_EATING_AMOEBA 92
-#define SND_SWITCHGATE_SWITCH_ACTIVATING 93
-#define SND_SWITCHGATE_OPENING 94
-#define SND_SWITCHGATE_CLOSING 95
-#define SND_SWITCHGATE_PASSING 96
-#define SND_TIMEGATE_WHEEL_ACTIVATING 97
-#define SND_TIMEGATE_WHEEL_RUNNING 98
-#define SND_TIMEGATE_OPENING 99
-#define SND_TIMEGATE_CLOSING 100
-#define SND_TIMEGATE_PASSING 101
-#define SND_CONVEYOR_BELT_SWITCH_ACTIVATING 102
-#define SND_CONVEYOR_BELT_RUNNING 103
-#define SND_LIGHT_SWITCH_ACTIVATING 104
-#define SND_LIGHT_SWITCH_DEACTIVATING 105
-#define SND_DX_BOMB_PUSHING 106
-#define SND_TRAP_INACTIVE_DIGGING 107
-#define SND_TRAP_ACTIVATING 108
-#define SND_AMOEBA_TURNING_TO_GEM 109
-#define SND_AMOEBA_TURNING_TO_ROCK 110
-#define SND_SPEED_PILL_COLLECTING 111
-#define SND_DYNABOMB_NR_COLLECTING 112
-#define SND_DYNABOMB_SZ_COLLECTING 113
-#define SND_DYNABOMB_XL_COLLECTING 114
-#define SND_DYNABOMB_PLACING 115
-#define SND_DYNABOMB_BURNING 116
-#define SND_SATELLITE_MOVING 117
-#define SND_SATELLITE_PUSHING 118
-#define SND_LAMP_ACTIVATING 119
-#define SND_LAMP_DEACTIVATING 120
-#define SND_TIME_ORB_FULL_COLLECTING 121
-#define SND_TIME_ORB_FULL_IMPACT 122
-#define SND_TIME_ORB_EMPTY_PUSHING 123
-#define SND_TIME_ORB_EMPTY_IMPACT 124
-#define SND_GAMEOFLIFE_GROWING 125
-#define SND_BIOMAZE_GROWING 126
-#define SND_PACMAN_MOVING 127
-#define SND_PACMAN_EATING_AMOEBA 128
-#define SND_DARK_YAMYAM_MOVING 129
-#define SND_DARK_YAMYAM_WAITING 130
-#define SND_DARK_YAMYAM_EATING_ANY 131
-#define SND_PENGUIN_MOVING 132
-#define SND_PENGUIN_ENTERING_EXIT 133
-#define SND_PIG_MOVING 134
-#define SND_PIG_EATING_GEM 135
-#define SND_DRAGON_MOVING 136
-#define SND_DRAGON_BREATHING_FIRE 137
-#define SND_PLAYER_DYING 138
-#define SND_ELEMENT_EXPLODING 139
-#define SND_GAME_STARTING 140
-#define SND_GAME_RUNNING_OUT_OF_TIME 141
-#define SND_GAME_LEVELTIME_BONUS 142
-#define SND_GAME_LOSING 143
-#define SND_GAME_WINNING 144
-#define SND_MENU_DOOR_OPENING 145
-#define SND_MENU_DOOR_CLOSING 146
-#define SND_MENU_HALL_OF_FAME 147
-#define SND_MENU_INFO_SCREEN 148
-
-#define NUM_SOUND_EFFECTS 149