-#define IS_AMOEBALIVE(e) (Properties1[e] & EP_BIT_AMOEBALIVE)
-#define IS_AMOEBOID(e) (Properties1[e] & EP_BIT_AMOEBOID)
-#define IS_SCHLUESSEL(e) (Properties1[e] & EP_BIT_SCHLUESSEL)
-#define IS_PFORTE(e) (Properties1[e] & EP_BIT_PFORTE)
-#define IS_SOLID(e) (Properties1[e] & EP_BIT_SOLID)
-#define IS_MASSIVE(e) (Properties1[e] & EP_BIT_MASSIVE)
-#define IS_SLIPPERY(e) (Properties1[e] & EP_BIT_SLIPPERY)
-#define IS_ENEMY(e) (Properties1[e] & EP_BIT_ENEMY)
-#define IS_MAUER(e) (Properties1[e] & EP_BIT_MAUER)
-#define CAN_FALL(e) (Properties1[e] & EP_BIT_CAN_FALL)
-#define CAN_SMASH(e) (Properties1[e] & EP_BIT_CAN_SMASH)
-#define CAN_CHANGE(e) (Properties1[e] & EP_BIT_CAN_CHANGE)
-#define CAN_MOVE(e) (Properties1[e] & EP_BIT_CAN_MOVE)
-#define COULD_MOVE(e) (Properties1[e] & EP_BIT_COULD_MOVE)
-#define DONT_TOUCH(e) (Properties1[e] & EP_BIT_DONT_TOUCH)
-#define DONT_GO_TO(e) (Properties1[e] & EP_BIT_DONT_GO_TO)
-#define IS_MAMPF2(e) (Properties1[e] & EP_BIT_MAMPF2)
-#define IS_CHAR(e) (Properties1[e] & EP_BIT_CHAR)
-#define IS_BD_ELEMENT(e) (Properties1[e] & EP_BIT_BD_ELEMENT)
-#define IS_SB_ELEMENT(e) (Properties1[e] & EP_BIT_SB_ELEMENT)
-#define IS_GEM(e) (Properties1[e] & EP_BIT_GEM)
-#define IS_INACTIVE(e) (Properties1[e] & EP_BIT_INACTIVE)
-#define IS_EXPLOSIVE(e) (Properties1[e] & EP_BIT_EXPLOSIVE)
-#define IS_MAMPF3(e) (Properties1[e] & EP_BIT_MAMPF3)
-#define IS_PUSHABLE(e) (Properties1[e] & EP_BIT_PUSHABLE)
-#define ELEM_IS_PLAYER(e) (Properties1[e] & EP_BIT_PLAYER)
-#define HAS_CONTENT(e) (Properties1[e] & EP_BIT_HAS_CONTENT)
-#define IS_EATABLE(e) (Properties1[e] & EP_BIT_EATABLE)
-#define IS_SP_ELEMENT(e) (Properties1[e] & EP_BIT_SP_ELEMENT)
-#define IS_QUICK_GATE(e) (Properties1[e] & EP_BIT_QUICK_GATE)
-#define IS_OVER_PLAYER(e) (Properties1[e] & EP_BIT_OVER_PLAYER)
-#define IS_ACTIVE_BOMB(e) (Properties1[e] & EP_BIT_ACTIVE_BOMB)
-
-#define IS_BELT(e) (Properties2[e] & EP_BIT_BELT)
-#define IS_BELT_ACTIVE(e) (Properties2[e] & EP_BIT_BELT_ACTIVE)
-#define IS_BELT_SWITCH(e) (Properties2[e] & EP_BIT_BELT_SWITCH)
-#define IS_TUBE(e) (Properties2[e] & EP_BIT_TUBE)
-#define IS_EM_SLIPPERY_WALL(e) (Properties2[e] & EP_BIT_EM_SLIPPERY_WALL)
+#define PROPERTY_BIT(p) (1 << ((p) % 32))
+#define PROPERTY_VAR(e, p) (Properties[e][(p) / 32])
+#define HAS_PROPERTY(e, p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
+#define SET_PROPERTY(e, p, v) ((v) ? \
+ (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
+ (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
+
+/* macros for base properties */
+#define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
+#define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
+#define CAN_BE_CRUMBLED(e) HAS_PROPERTY(e, EP_CAN_BE_CRUMBLED)
+#define IS_PFORTE(e) HAS_PROPERTY(e, EP_PFORTE)
+#define IS_SOLID(e) HAS_PROPERTY(e, EP_SOLID)
+#define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
+#define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
+#define IS_ENEMY(e) HAS_PROPERTY(e, EP_ENEMY)
+#define IS_MAUER(e) HAS_PROPERTY(e, EP_MAUER)
+#define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
+#define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
+#define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
+#define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
+#define COULD_MOVE(e) HAS_PROPERTY(e, EP_COULD_MOVE)
+#define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
+#define DONT_GO_TO(e) HAS_PROPERTY(e, EP_DONT_GO_TO)
+#define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
+#define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
+#define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
+#define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
+#define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
+#define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
+#define IS_EXPLOSIVE(e) HAS_PROPERTY(e, EP_EXPLOSIVE)
+#define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
+#define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
+#define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
+#define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
+#define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
+#define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
+#define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
+#define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
+#define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
+
+/* macros for runtime properties */
+#define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
+#define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
+#define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
+#define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
+#define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
+#define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
+#define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
+#define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
+#define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
+#define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
+#define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
+#define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
+#define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
+#define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
+#define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)