; ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ»
; Ί EXPLOSION #1 LOGIC							   Ί
; ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ
; Ί Explosion control logic ...						   Ί
; ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ
;
;SetupExplode1		bsr	GetFreeOBJECT	 			;get a free object
;			bpl.s	.ohoh					;ohoh no objects free
;			move.l	#Explode1_MAX_Size,d3			;explosions biggest size requirement
;			bsr	SetupObjectFLY_ROM			;setup explosion as a raw ROM flown object
;			bpl.s	.ohoh					;explosion wasn't setup
;			move.w	#Explode1_OB,OB_Type(a0)		;setup explosion specifics for this object
;			move.b	#_ob_hiprior,OB_Flag2(a0)
;			move.w	#-1,OB_Nrg(a0)
;.ohoh			rts
;
;
;Explode1_Logic		btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	Explode1ANM,a1				;nul animation
;			bsr	SetNewAnim
;			
;.1			tst.l	OB_AnSequence(a0)
;			bne.s	.x
;			bra	SwitchObjectOff
;.x			rts



; ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ»
; Ί EXPLOSION #2 LOGIC							   Ί
; ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ
; Ί Explosion control logic ...						   Ί
; ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ
;
;SetupExplode2		bsr	GetFreeOBJECT	 			;get a free object
;			bpl.s	.ohoh					;ohoh no objects free
;			move.l	#Explode2_MAX_Size,d3			;explosions biggest size requirement
;			bsr	SetupObjectFLY_ROM			;setup explosion as a raw ROM flown object
;			bpl.s	.ohoh					;explosion wasn't setup
;			move.w	#Explode2_OB,OB_Type(a0)		;setup explosion specifics for this object
;			move.b	#_ob_hiprior,OB_Flag2(a0)
;			move.w	#-1,OB_Nrg(a0)
;.ohoh			rts
;
;
;Explode2_Logic		btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	Explode2ANM,a1				;nul animation
;			bsr	SetNewAnim
;			
;.1			tst.l	OB_AnSequence(a0)
;			bne.s	.x
;			bra	SwitchObjectOff
;.x			rts


; ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ»
; Ί ARCHER #1 LOGIC							   Ί
; ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ
; Ί Archer control logic ...						   Ί
; ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ
;
;SetupArcher1		bsr	GetFreeOBJECT	 			;get a free object
;			bpl.s	.ohoh					;ohoh no objects free
;			move.l	#Archer1_MAX_Size,d3			;archers biggest size requirement
;			bsr	SetupObjectFLY_ROM			;setup archer as a raw ROM flown object
;			bpl.s	.ohoh					;archer wasn't setup
;			move.w	#Archer1_OB,OB_Type(a0)			;setup archer specifics for this object
;			move.b	#_ob_hiprior,OB_Flag2(a0)
;			move.w	#-1,OB_Nrg(a0)
;.ohoh			rts
;
;
;Archer1_Logic		btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	Archer1ANM,a1				;nul animation
;			bsr	SetNewAnim
;			
;.1			rts



; ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ»
; Ί WEAPONS EXPERT #1 LOGIC						   Ί
; ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ
; Ί Weapons Expert control logic ...					   Ί
; ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ
;  				
;SetupWeapExp1		bsr	GetFreeOBJECT	 			;get a free object
;			bpl.s	.ohoh					;ohoh no objects free
;			move.l	#WeapExp1_MAX_Size,d3			;archers biggest size requirement
;			bsr	SetupObjectFLY_ROM			;setup archer as a raw ROM flown object
;			bpl.s	.ohoh					;archer wasn't setup
;			move.w	#WeapExp1_OB,OB_Type(a0)		;setup archer specifics for this object
;			move.b	#_ob_hiprior,OB_Flag2(a0)
;			move.w	#-1,OB_Nrg(a0)
;.ohoh			rts
;
;
;WeapExp1_Logic		btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	WeapExp1ANM,a1				;nul animation
;			bsr	SetNewAnim
;			
;.1			rts


; ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ»
; Ί CAMPFIRE #1 LOGIC (LEVEL1.1)					   Ί
; ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ
; Ί Campfire #1 Control Logic						   Ί
; ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ
;
;CampFire1_Logic		btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	CampFireANM1,a1				;animate fire burning		
;			tst.b	DoneFire1FLG
;			beq.s	.2
;			lea	CampFireANM3,a1				;animate fire burning		
;.2			bra	SetNewAnim
;				
;.1			tst.b	DoneFire1FLG
;			bne.s	.x
;			btst.b	#start,d_joy1
;			beq.s	.x
;			lea	CampFireANM2,a1				;animate fire destroying	
;			bsr	SetNewAnim
;  			bsr	SetupCampFireDebris			;setup debris
;			clr.b	DetectFire1FLG				;Detect fire flag OFF
;			st.b	DoneFire1FLG				;flag this problem is solved
;			move.b	#$60,BurnTent1FLG			;Burn tent flag ON
;.x			rts


;CampFire2_Logic		btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	CampFireANM1,a1				;animate fire burning		
;			tst.b	DoneFire2FLG
;			beq.s	.2
;			lea	CampFireANM3,a1				;animate fire burning		
;.2			bra	SetNewAnim
;				
;.1			tst.b	DoneFire2FLG
;			bne.s	.x
;			btst.b	#start,d_joy1
;			beq.s	.x
;			lea	CampFireANM2,a1				;animate fire destroying			
;			bsr	SetNewAnim
;  			bsr	SetupCampFireDebris			;setup debris
;			clr.b	DetectFire2FLG				;Detect fire flag OFF
;			st.b	DoneFire2FLG				;flag this problem is solved
;			move.b	#$60,BurnTent2FLG			;Burn tent flag ON
;.x			rts


; ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ»
; Ί CAMPFIRE DEBRIS LOGIC (LEVEL1.1)					   Ί
; ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ
; Ί Campfire Debris Control Logic					   Ί
; ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ
;
;DebrisXYA		dc.w	$0400,$0300,0,$48			;1
;			dc.b	%00001011,0
;			dc.w	$0300,$0400,0,$48			;2
;			dc.b	%00001011,0
;			dc.w	$0200,$0500,0,$48			;3
;			dc.b	%00001011,0
;			dc.w	$0100,$0600,0,$48			;4
;			dc.b	%00001011,0
;			dc.w	$0100,$0600,0,$48			;5
;			dc.b	%00001010,0
;			dc.w	$0200,$0500,0,$48			;6
;			dc.b	%00001010,0
;			dc.w	$0300,$0400,0,$48			;7
;			dc.b	%00001010,0
;			dc.w	$0400,$0300,0,$48			;8
;			dc.b	%00001010,0
;			
;
;SetupCampFireDebris	movem.l	d0/a0,-(sp)
;			
;			move.l	a0,a6					;save spawners object #
;			
;			moveq	#7,d1
;.l1			move.l	d1,-(sp)
;			move.w	#CampFireDebris_MAX_Size,d3
;			move.w	#CampFireDebris_OB,d7
;			bsr	SpawnOBJECT
;			bmi.s	.ok
;			movem.l	(sp)+,d0-d1/a0  			;ran out of objects
;			rts
;.ok			sub.w	#$18,OB_Ypos(a0)
;			move.l	(sp)+,d1
;			move.w	d1,d2					;setup movements
;			mulu	#10,d2
;			lea	DebrisXYA,a1
;			move.w	0(a1,d2.w),OB_Xspd(a0)			
;			move.w	2(a1,d2.w),OB_Yspd(a0)			
;			move.w	4(a1,d2.w),OB_Xacc(a0)			
;			move.w	6(a1,d2.w),OB_Yacc(a0)
;			move.b	8(a1,d2.w),OB_MoveFlags(a0)
;			bset.b	#ob_tidy,OB_Flag5(a0)
;			dbra	d1,.l1
;
;.x			movem.l	(sp)+,d0/a0
;			rts
;
;
;CampFireDebris_Logic	btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	CampFireDebrisANM,a1			;nul animation
;			bsr	SetNewAnim
;			
;.1			tst.w	OB_Yspd(a0)				;yspeed = 0
;			bne.s	.2
;			eor.b	#%00001010,OB_MoveFlags(a0)		;flip direction and acceleration
;		
;.2			bsr	GetXYpos				;pull whats under object
;			bsr	GetUnderAddrs
;			bsr	GetSpecialContour
;			bsr	TestLevelWalls
;			bmi.s	.kill					;wall type 
;			bsr	PosOnContour				;pos it on contour
;			bmi.s	.kill					
;			rts
;.kill			bsr	SwitchObjectOff				;kill this object
;			rts
;			move.w	#Explode2_MAX_Size,d3
;			move.w	#Explode2_OB,d7
;			move.l	a0,a6
;			bsr	SpawnOBJECT				;spawn an explosion
;			add.w	#$10,OB_Ypos(a0)
;			bset.b	#ob_tidy,OB_Flag5(a0)								
;			bset.b	#ob_hiprior,OB_Flag2(a0)
;			rts	    


; ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ»
; Ί TENT FLAP OPEN LOGIC (LEVEL1.1)					   Ί
; ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ
; Ί Tent flap open/close logic.  Generates enemies.			   Ί
; ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ
;
;Tent1Open_Logic		btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			tst.b	DoneFire1FLG				;if the campfire has burnt down the tent
;			beq.s	.2				
;			bra	SwitchObjectOff				;then switch the tent flap off
;.2			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	TentOpenANM,a1				;animate fire burning				
;			bsr	SetNewAnim
;			
;.1			tst.b	KillTent1FLG
;			bne.s	.3
;			tst.b	BurnTent1FLG				;countdown to tent burning
;			beq.s	.x
;			subq.b	#1,BurnTent1FLG				;is tent ready to burn?
;			bne.s	.x
;			st.b	KillTent1FLG
;.x			rts
;
;.3			st.b	RiseAir1FLG				;flag rising hot air ON
;			st.b	DetectTent1FLG				;detect tent debris flag ON
;			bsr	SwitchObjectOff
;			bsr	GetFreeCharAnim				;get a free char animation slot
;			bpl.s	.x
;    			lea	AMAP_GG0802N10_START,a2
;			bra	SetupCharAnim
;
;Tent2Open_Logic		btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			tst.b	DoneRock1FLG				;if the rockfall has crushed the tent
;			beq.s	.2
;			bra	SwitchObjectOff				;then switch the tent flap off
;
;.2			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	TentOpenANM,a1				;animate fire burning				
;			bsr	SetNewAnim
;			
;.1			rts
;
;Tent3Open_Logic		btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			tst.b	DoneFire2FLG				;if the campfire has burnt down the tent
;			beq.s	.2
;			bra	SwitchObjectOff				;then switch the tent flap off
;.2			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	TentOpenANM,a1				
;			bsr	SetNewAnim
;			
;.1			tst.b	KillTent2FLG
;			bne.s	.3
;			tst.b	BurnTent2FLG				;countdown to tent burning
;			beq.s	.x
;			subq.b	#1,BurnTent2FLG				;is tent ready to burn?
;			bne.s	.x
;			st.b	KillTent2FLG
;.x			rts
;
;.3			st.b	RiseAir2FLG				;flag rising hot air ON
;			st.b	DetectTent2FLG				;detect tent debris flag ON
;			bsr	SwitchObjectOff
;			bsr	GetFreeCharAnim				;get a free char animation slot
;			bpl.s	.x
;    			lea	AMAP_GG0802N40_START,a2
;			bra	SetupCharAnim 


; ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ»
; Ί ROLLING, FLAMING ROCK GENERATOR (LEVEL1.1)				   Ί
; ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ
; Ί Rolling, flaming rock generator logic.				   Ί
; ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ
;
;SetupFlameRockGen1	movem.l	d0/a0,-(sp)
;			move.l	a0,a6					;save spawners object #
;			move.w	#FlameRockGen1_OB,d7
;			bsr	SpawnOBJECTnull				;spawn an invisible null object
;			
;			movem.l	(sp)+,d0/a0	  			;ran out of objects
;			rts
;
;
;FlameRockGen1_Logic	btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			bset.b	#ob_setup,OB_Flag2(a0)
;			
;.1			rts



; ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ»
; Ί ROLLING, FLAMING ROCK LOGIC (LEVEL1.1)				   Ί
; ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ
; Ί Rolling, flaming rock logic.					   Ί
; ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ
;
;SetupFlameRock1		movem.l	d0/a0,-(sp)
;			
;			move.l	a0,a6					;save spawners object #
;			
;			move.w	#FlameRock1_MAX_Size,d3
;			move.w	#FlameRock1_OB,d7
;			bsr	SpawnOBJECT
;			bpl.s	.no
;
;			nop
;			;setup initial movement vectors
;
;.no			movem.l	(sp)+,d0/a0
;			rts
;
;
;FlameRock1_Logic	btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	FlameRock1ANM,a1
;			bsr	SetNewAnim
;			
;.1			rts


; ΙΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝ»
; Ί FIRST ROCK PILE LOGIC (LEVEL1.1)				 	   Ί
; ΜΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΉ
; Ί 1st Rock Pile logic.						   Ί
; ΘΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΝΌ
;
;RockPile1_Logic		btst.b	#ob_setup,OB_Flag2(a0)
;			bne.s	.1
;			bset.b	#ob_setup,OB_Flag2(a0)
;			lea	RockPile1ANM,a1
;			bsr	SetNewAnim
;			
;.1			rts

