#define SP_STD_LEVEL_SIZE (SP_HEADER_SIZE + SP_STD_PLAYFIELD_SIZE)
#define SP_FRAMES_PER_SECOND 35
+
+// use a much higher value to be able to load ultra-long MPX demo files
+// (like for level collection 78, level 88 ("WAITING FOR GODOT AGAIN"))
+// #define SP_MAX_TAPE_LEN 500000
#define SP_MAX_TAPE_LEN 64010 /* (see "spfix63.doc") */
extern boolean LoadNativeLevel_SP(char *, int, boolean);
extern void SaveNativeLevel_SP(char *);
-extern void BackToFront_SP(void);
+extern int getFieldbufferOffsetX_SP();
+extern int getFieldbufferOffsetY_SP();
+
extern void BlitScreenToBitmap_SP(Bitmap *);
extern void RedrawPlayfield_SP(boolean);
extern void LoadEngineSnapshotValues_SP();
-extern void SaveEngineSnapshotValues_SP();
+extern void SaveEngineSnapshotValues_SP(ListNode **);
extern int map_key_RND_to_SP(int);
extern int map_key_SP_to_RND(int);