**** Name, Graphics Pointer, Width in words, Height, Frames **** \1 \2 \3 \4 \5 DEFINE_GRAPHICS MACRO \1,\2,\3,\4,\5 \1 EQU (*-Alien_Species)/Graphics_Size dc.l \2 dc.l \2+\3*2*\4*\5*4 dc.w BYTES_PER_ROW-(\3+1)*2 dc.w \3 dc.w \4 dc.l \4*(\3*2) dc.l \4*(\3*2)*\5 dc.w \4<<6+\3+1 ENDM rsreset Character_Standard rs.l 1 ; pointer to standard Anim Character_Hit rs.l 1 ; pointer to hit Anim Character_Dead rs.l 1 ; pointer to death Anim Character_Flags rs.w 1 ; what it does where Character_Coll_Box_X rs.w 1 ; based on standard anim as this- Character_Coll_Box_Y rs.w 1 ; is the only one (as yet)- Character_Coll_Box_DX rs.w 1 ; where collision applies Character_Coll_Box_DY rs.w 1 alien_test_height rs.w 1 alien_test_width rs.w 1 x_in rs.w 1 y_in rs.w 1 character_height rs.w 1 character_width rs.w 1 Character_Control_Size rs.w 1 Character_Control_Block Ernie_Character EQU 0 dc.l Ernie_Anim dc.l Ernie_Hit dc.l Null_Anim dc.w (1<