byte *PlayField8;
byte *DisPlayField;
+long ScreenBuffer[SP_SCREEN_BUFFER_XSIZE][SP_SCREEN_BUFFER_YSIZE];
+
// Public DisplayMin%, DisplayMax%, DisplayWidth%, DisplayHeight%
int TimerVar;
LevelNumber = level_nr;
+#if 0
if (!DemoFlag || !DemoAvailable)
subRandomize();
+#endif
LevelLoaded = True;
}