[berusky-data] 01/15: Imported Upstream version 1.4

Markus Koschany apo at moszumanska.debian.org
Sun Jun 12 11:13:17 UTC 2016


This is an automated email from the git hooks/post-receive script.

apo pushed a commit to branch master
in repository berusky-data.

commit 753b1d07958e078c7ad5427f0e50b5a98bb6ee4a
Author: Markus Koschany <apo at debian.org>
Date:   Sun Jun 12 12:39:16 2016 +0200

    Imported Upstream version 1.4
---
 COPYING                      |  340 +++++++++++
 GameData/anim.dat            |   33 +
 GameData/credits.dat         |   72 +++
 GameData/end0.dat            |   60 ++
 GameData/end1.dat            |   40 ++
 GameData/end2.dat            |   40 ++
 GameData/end3.dat            |   71 +++
 GameData/end4.dat            |   65 ++
 GameData/file_id.diz         |   20 +
 GameData/hints.dat           | 1363 ++++++++++++++++++++++++++++++++++++++++++
 GameData/items.dat           |  481 +++++++++++++++
 GameData/items_animation.dat |   31 +
 GameData/s0.dat              |   20 +
 GameData/s1.dat              |  100 ++++
 GameData/s2.dat              |   70 +++
 GameData/s3.dat              |   40 ++
 GameData/s4.dat              |   10 +
 Graphics/back1.bmp           |  Bin 0 -> 489654 bytes
 Graphics/back1.spr           |    1 +
 Graphics/back2.bmp           |  Bin 0 -> 533814 bytes
 Graphics/back2.spr           |    1 +
 Graphics/back3.bmp           |  Bin 0 -> 470454 bytes
 Graphics/back3.spr           |    1 +
 Graphics/back4.bmp           |  Bin 0 -> 480054 bytes
 Graphics/back4.spr           |    1 +
 Graphics/background1.bmp     |  Bin 0 -> 269878 bytes
 Graphics/background1.spr     |    1 +
 Graphics/background2.bmp     |  Bin 0 -> 269878 bytes
 Graphics/background2.spr     |    1 +
 Graphics/end1.bmp            |  Bin 0 -> 308278 bytes
 Graphics/end1.spr            |    1 +
 Graphics/end2.bmp            |  Bin 0 -> 308278 bytes
 Graphics/end2.spr            |    1 +
 Graphics/end3.bmp            |  Bin 0 -> 308278 bytes
 Graphics/end3.spr            |    1 +
 Graphics/end4.bmp            |  Bin 0 -> 308278 bytes
 Graphics/end4.spr            |    1 +
 Graphics/end5.bmp            |  Bin 0 -> 308278 bytes
 Graphics/end5.spr            |    1 +
 Graphics/font0.bmp           |  Bin 0 -> 50534 bytes
 Graphics/font0.spr           |   61 ++
 Graphics/font0.tab           |   61 ++
 Graphics/font1.bmp           |  Bin 0 -> 50534 bytes
 Graphics/font1.spr           |   61 ++
 Graphics/font1.tab           |   61 ++
 Graphics/font2.bmp           |  Bin 0 -> 50534 bytes
 Graphics/font2.spr           |   61 ++
 Graphics/font2.tab           |   61 ++
 Graphics/global1.bmp         |  Bin 0 -> 6678 bytes
 Graphics/global1.spr         |    2 +
 Graphics/global2.bmp         |  Bin 0 -> 6678 bytes
 Graphics/global2.spr         |    2 +
 Graphics/global3.bmp         |  Bin 0 -> 6678 bytes
 Graphics/global3.spr         |    2 +
 Graphics/global4.bmp         |  Bin 0 -> 6678 bytes
 Graphics/global4.spr         |    2 +
 Graphics/herni1.bmp          |  Bin 0 -> 64918 bytes
 Graphics/herni1.spr          |   55 ++
 Graphics/herni2.bmp          |  Bin 0 -> 65806 bytes
 Graphics/herni2.spr          |   10 +
 Graphics/hraci1.bmp          |  Bin 0 -> 21078 bytes
 Graphics/hraci1.spr          |    2 +
 Graphics/hraci2.bmp          |  Bin 0 -> 21078 bytes
 Graphics/hraci2.spr          |    2 +
 Graphics/hraci3.bmp          |  Bin 0 -> 21078 bytes
 Graphics/hraci3.spr          |    2 +
 Graphics/hraci4.bmp          |  Bin 0 -> 21078 bytes
 Graphics/hraci4.spr          |    2 +
 Graphics/klasik1.bmp         |  Bin 0 -> 38278 bytes
 Graphics/klasik1.spr         |    2 +
 Graphics/klasik2.bmp         |  Bin 0 -> 38278 bytes
 Graphics/klasik2.spr         |    2 +
 Graphics/klasik3.bmp         |  Bin 0 -> 38278 bytes
 Graphics/klasik3.spr         |    2 +
 Graphics/klasik4.bmp         |  Bin 0 -> 38278 bytes
 Graphics/klasik4.spr         |    2 +
 Graphics/kyber1.bmp          |  Bin 0 -> 40278 bytes
 Graphics/kyber1.spr          |    2 +
 Graphics/kyber2.bmp          |  Bin 0 -> 40278 bytes
 Graphics/kyber2.spr          |    2 +
 Graphics/kyber3.bmp          |  Bin 0 -> 40278 bytes
 Graphics/kyber3.spr          |    2 +
 Graphics/kyber4.bmp          |  Bin 0 -> 40278 bytes
 Graphics/kyber4.spr          |    2 +
 Graphics/logo.bmp            |  Bin 0 -> 308278 bytes
 Graphics/logo.spr            |    1 +
 Graphics/mask1.bmp           |  Bin 0 -> 1254 bytes
 Graphics/mask1.spr           |    1 +
 Graphics/mask2.bmp           |  Bin 0 -> 1254 bytes
 Graphics/mask2.spr           |    1 +
 Graphics/mask3.bmp           |  Bin 0 -> 1254 bytes
 Graphics/mask3.spr           |    1 +
 Graphics/menu1.bmp           |  Bin 0 -> 308278 bytes
 Graphics/menu1.spr           |    1 +
 Graphics/menu2.bmp           |  Bin 0 -> 107718 bytes
 Graphics/menu2.spr           |    1 +
 Graphics/menu3.bmp           |  Bin 0 -> 308278 bytes
 Graphics/menu3.spr           |    1 +
 Graphics/menu4.bmp           |  Bin 0 -> 6990 bytes
 Graphics/menu4.spr           |    2 +
 Graphics/menu5.bmp           |  Bin 0 -> 59318 bytes
 Graphics/menu5.spr           |    3 +
 Levels/j01.lv3               |  Bin 0 -> 28361 bytes
 Levels/j02.lv3               |  Bin 0 -> 28361 bytes
 Levels/j03.lv3               |  Bin 0 -> 28361 bytes
 Levels/j04.lv3               |  Bin 0 -> 28361 bytes
 Levels/j05.lv3               |  Bin 0 -> 28361 bytes
 Levels/j06.lv3               |  Bin 0 -> 28361 bytes
 Levels/j07.lv3               |  Bin 0 -> 28361 bytes
 Levels/j08.lv3               |  Bin 0 -> 28361 bytes
 Levels/j09.lv3               |  Bin 0 -> 28361 bytes
 Levels/j10.lv3               |  Bin 0 -> 28361 bytes
 Levels/j11.lv3               |  Bin 0 -> 28361 bytes
 Levels/j12.lv3               |  Bin 0 -> 28361 bytes
 Levels/j13.lv3               |  Bin 0 -> 28361 bytes
 Levels/j14.lv3               |  Bin 0 -> 28361 bytes
 Levels/j15.lv3               |  Bin 0 -> 28361 bytes
 Levels/j16.lv3               |  Bin 0 -> 28361 bytes
 Levels/j17.lv3               |  Bin 0 -> 28361 bytes
 Levels/j18.lv3               |  Bin 0 -> 28361 bytes
 Levels/j19.lv3               |  Bin 0 -> 28361 bytes
 Levels/j20.lv3               |  Bin 0 -> 28361 bytes
 Levels/j21.lv3               |  Bin 0 -> 28361 bytes
 Levels/j22.lv3               |  Bin 0 -> 28361 bytes
 Levels/j23.lv3               |  Bin 0 -> 28361 bytes
 Levels/j24.lv3               |  Bin 0 -> 28361 bytes
 Levels/j25.lv3               |  Bin 0 -> 28361 bytes
 Levels/j26.lv3               |  Bin 0 -> 28361 bytes
 Levels/j27.lv3               |  Bin 0 -> 28361 bytes
 Levels/j28.lv3               |  Bin 0 -> 28361 bytes
 Levels/j29.lv3               |  Bin 0 -> 28361 bytes
 Levels/j30.lv3               |  Bin 0 -> 28361 bytes
 Levels/j31.lv3               |  Bin 0 -> 28361 bytes
 Levels/j32.lv3               |  Bin 0 -> 28361 bytes
 Levels/j33.lv3               |  Bin 0 -> 28361 bytes
 Levels/j34.lv3               |  Bin 0 -> 28361 bytes
 Levels/j35.lv3               |  Bin 0 -> 28361 bytes
 Levels/j36.lv3               |  Bin 0 -> 28361 bytes
 Levels/j37.lv3               |  Bin 0 -> 28361 bytes
 Levels/j38.lv3               |  Bin 0 -> 28361 bytes
 Levels/j39.lv3               |  Bin 0 -> 28361 bytes
 Levels/j40.lv3               |  Bin 0 -> 28361 bytes
 Levels/j41.lv3               |  Bin 0 -> 28361 bytes
 Levels/j42.lv3               |  Bin 0 -> 28361 bytes
 Levels/j43.lv3               |  Bin 0 -> 28361 bytes
 Levels/j44.lv3               |  Bin 0 -> 28361 bytes
 Levels/j45.lv3               |  Bin 0 -> 28361 bytes
 Levels/j46.lv3               |  Bin 0 -> 28361 bytes
 Levels/j47.lv3               |  Bin 0 -> 28361 bytes
 Levels/j48.lv3               |  Bin 0 -> 28361 bytes
 Levels/j49.lv3               |  Bin 0 -> 28361 bytes
 Levels/j50.lv3               |  Bin 0 -> 28361 bytes
 Levels/n01.lv3               |  Bin 0 -> 28361 bytes
 Levels/n02.lv3               |  Bin 0 -> 28361 bytes
 Levels/n03.lv3               |  Bin 0 -> 28361 bytes
 Levels/n04.lv3               |  Bin 0 -> 28361 bytes
 Levels/n05.lv3               |  Bin 0 -> 28361 bytes
 Levels/r01.lv3               |  Bin 0 -> 28361 bytes
 Levels/r02.lv3               |  Bin 0 -> 28361 bytes
 Levels/r03.lv3               |  Bin 0 -> 28361 bytes
 Levels/r04.lv3               |  Bin 0 -> 28361 bytes
 Levels/r05.lv3               |  Bin 0 -> 28361 bytes
 Levels/r06.lv3               |  Bin 0 -> 28361 bytes
 Levels/r07.lv3               |  Bin 0 -> 28361 bytes
 Levels/r08.lv3               |  Bin 0 -> 28361 bytes
 Levels/r09.lv3               |  Bin 0 -> 28361 bytes
 Levels/r10.lv3               |  Bin 0 -> 28361 bytes
 Levels/s01.lv3               |  Bin 0 -> 28361 bytes
 Levels/s02.lv3               |  Bin 0 -> 28361 bytes
 Levels/s03.lv3               |  Bin 0 -> 28361 bytes
 Levels/s04.lv3               |  Bin 0 -> 28361 bytes
 Levels/s05.lv3               |  Bin 0 -> 28361 bytes
 Levels/s06.lv3               |  Bin 0 -> 28361 bytes
 Levels/s07.lv3               |  Bin 0 -> 28361 bytes
 Levels/s08.lv3               |  Bin 0 -> 28361 bytes
 Levels/s09.lv3               |  Bin 0 -> 28361 bytes
 Levels/s10.lv3               |  Bin 0 -> 28361 bytes
 Levels/s11.lv3               |  Bin 0 -> 28361 bytes
 Levels/s12.lv3               |  Bin 0 -> 28361 bytes
 Levels/s13.lv3               |  Bin 0 -> 28361 bytes
 Levels/s14.lv3               |  Bin 0 -> 28361 bytes
 Levels/s15.lv3               |  Bin 0 -> 28361 bytes
 Levels/s16.lv3               |  Bin 0 -> 28361 bytes
 Levels/s17.lv3               |  Bin 0 -> 28361 bytes
 Levels/s18.lv3               |  Bin 0 -> 28361 bytes
 Levels/s19.lv3               |  Bin 0 -> 28361 bytes
 Levels/s20.lv3               |  Bin 0 -> 28361 bytes
 Levels/s21.lv3               |  Bin 0 -> 28361 bytes
 Levels/s22.lv3               |  Bin 0 -> 28361 bytes
 Levels/s23.lv3               |  Bin 0 -> 28361 bytes
 Levels/s24.lv3               |  Bin 0 -> 28361 bytes
 Levels/s25.lv3               |  Bin 0 -> 28361 bytes
 Levels/s26.lv3               |  Bin 0 -> 28361 bytes
 Levels/s27.lv3               |  Bin 0 -> 28361 bytes
 Levels/s28.lv3               |  Bin 0 -> 28361 bytes
 Levels/s29.lv3               |  Bin 0 -> 28361 bytes
 Levels/s30.lv3               |  Bin 0 -> 28361 bytes
 Levels/s31.lv3               |  Bin 0 -> 28361 bytes
 Levels/s32.lv3               |  Bin 0 -> 28361 bytes
 Levels/s33.lv3               |  Bin 0 -> 28361 bytes
 Levels/s34.lv3               |  Bin 0 -> 28361 bytes
 Levels/s35.lv3               |  Bin 0 -> 28361 bytes
 Levels/t01.lv3               |  Bin 0 -> 28361 bytes
 Levels/t02.lv3               |  Bin 0 -> 28361 bytes
 Levels/t03.lv3               |  Bin 0 -> 28361 bytes
 Levels/t04.lv3               |  Bin 0 -> 28361 bytes
 Levels/t05.lv3               |  Bin 0 -> 28361 bytes
 Levels/t06.lv3               |  Bin 0 -> 28361 bytes
 Levels/t07.lv3               |  Bin 0 -> 28361 bytes
 Levels/t08.lv3               |  Bin 0 -> 28361 bytes
 Levels/t09.lv3               |  Bin 0 -> 28361 bytes
 Levels/t10.lv3               |  Bin 0 -> 28361 bytes
 Levels/t11.lv3               |  Bin 0 -> 28361 bytes
 Levels/t12.lv3               |  Bin 0 -> 28361 bytes
 Levels/t13.lv3               |  Bin 0 -> 28361 bytes
 Levels/t14.lv3               |  Bin 0 -> 28361 bytes
 Levels/t15.lv3               |  Bin 0 -> 28361 bytes
 Levels/t16.lv3               |  Bin 0 -> 28361 bytes
 Levels/t17.lv3               |  Bin 0 -> 28361 bytes
 Levels/t18.lv3               |  Bin 0 -> 28361 bytes
 Levels/t19.lv3               |  Bin 0 -> 28361 bytes
 Levels/t20.lv3               |  Bin 0 -> 28361 bytes
 README                       |    8 +
 berusky.ini                  |   24 +
 debugfiles.list              |    0
 debuglinks.list              |    0
 debugsources.list            |    0
 install                      |   12 +
 228 files changed, 3386 insertions(+)

diff --git a/COPYING b/COPYING
new file mode 100644
index 0000000..d60c31a
--- /dev/null
+++ b/COPYING
@@ -0,0 +1,340 @@
+		    GNU GENERAL PUBLIC LICENSE
+		       Version 2, June 1991
+
+ Copyright (C) 1989, 1991 Free Software Foundation, Inc.
+     59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+			    Preamble
+
+  The licenses for most software are designed to take away your
+freedom to share and change it.  By contrast, the GNU General Public
+License is intended to guarantee your freedom to share and change free
+software--to make sure the software is free for all its users.  This
+General Public License applies to most of the Free Software
+Foundation's software and to any other program whose authors commit to
+using it.  (Some other Free Software Foundation software is covered by
+the GNU Library General Public License instead.)  You can apply it to
+your programs, too.
+
+  When we speak of free software, we are referring to freedom, not
+price.  Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+this service if you wish), that you receive source code or can get it
+if you want it, that you can change the software or use pieces of it
+in new free programs; and that you know you can do these things.
+
+  To protect your rights, we need to make restrictions that forbid
+anyone to deny you these rights or to ask you to surrender the rights.
+These restrictions translate to certain responsibilities for you if you
+distribute copies of the software, or if you modify it.
+
+  For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must give the recipients all the rights that
+you have.  You must make sure that they, too, receive or can get the
+source code.  And you must show them these terms so they know their
+rights.
+
+  We protect your rights with two steps: (1) copyright the software, and
+(2) offer you this license which gives you legal permission to copy,
+distribute and/or modify the software.
+
+  Also, for each author's protection and ours, we want to make certain
+that everyone understands that there is no warranty for this free
+software.  If the software is modified by someone else and passed on, we
+want its recipients to know that what they have is not the original, so
+that any problems introduced by others will not reflect on the original
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+
+  Finally, any free program is threatened constantly by software
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+patent must be licensed for everyone's free use or not licensed at all.
+
+  The precise terms and conditions for copying, distribution and
+modification follow.
+

+		    GNU GENERAL PUBLIC LICENSE
+   TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
+
+  0. This License applies to any program or other work which contains
+a notice placed by the copyright holder saying it may be distributed
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+language.  (Hereinafter, translation is included without limitation in
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+Activities other than copying, distribution and modification are not
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+  1. You may copy and distribute verbatim copies of the Program's
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+			    NO WARRANTY
+
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+FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW.  EXCEPT WHEN
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+

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+
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+
+    <one line to give the program's name and a brief idea of what it does.>
+    Copyright (C) <year>  <name of author>
+
+    This program is free software; you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation; either version 2 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program; if not, write to the Free Software
+    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+
+
+Also add information on how to contact you by electronic and paper mail.
+
+If the program is interactive, make it output a short notice like this
+when it starts in an interactive mode:
+
+    Gnomovision version 69, Copyright (C) year  name of author
+    Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, the commands you use may
+be called something other than `show w' and `show c'; they could even be
+mouse-clicks or menu items--whatever suits your program.
+
+You should also get your employer (if you work as a programmer) or your
+school, if any, to sign a "copyright disclaimer" for the program, if
+necessary.  Here is a sample; alter the names:
+
+  Yoyodyne, Inc., hereby disclaims all copyright interest in the program
+  `Gnomovision' (which makes passes at compilers) written by James Hacker.
+
+  <signature of Ty Coon>, 1 April 1989
+  Ty Coon, President of Vice
+
+This General Public License does not permit incorporating your program into
+proprietary programs.  If your program is a subroutine library, you may
+consider it more useful to permit linking proprietary applications with the
+library.  If this is what you want to do, use the GNU Library General
+Public License instead of this License.
diff --git a/GameData/anim.dat b/GameData/anim.dat
new file mode 100644
index 0000000..eb9a29f
--- /dev/null
+++ b/GameData/anim.dat
@@ -0,0 +1,33 @@
+#
+# Global game animations
+#
+# position	flag			frame_num		dx	dy	sprite_first		sprite_num		sprite_step	frame_correction
+
+ANIM_PLAYER_1	ANIM_SPRITE		ANIM_PLAYER_FRAMES	0	0	FIRST_PLAYER + 0	ANIM_PLAYER_FRAMES	1		0
+ANIM_PLAYER_2	ANIM_SPRITE		ANIM_PLAYER_FRAMES	0	0	FIRST_PLAYER +10	ANIM_PLAYER_FRAMES	1		0
+ANIM_PLAYER_3	ANIM_SPRITE		ANIM_PLAYER_FRAMES	0	0	FIRST_PLAYER +20	ANIM_PLAYER_FRAMES	1		0
+ANIM_PLAYER_4	ANIM_SPRITE		ANIM_PLAYER_FRAMES	0	0	FIRST_PLAYER +30	ANIM_PLAYER_FRAMES	1		0
+ANIM_PLAYER_5	ANIM_SPRITE		ANIM_PLAYER_FRAMES	0	0	FIRST_PLAYER +40	ANIM_PLAYER_FRAMES	1		0
+
+ANIM_MOVE_UP   	ANIM_MOVE		ANIM_PLAYER_FRAMES	0	-2	0		0		0		0
+ANIM_MOVE_DOWN  ANIM_MOVE		ANIM_PLAYER_FRAMES	0	2	0		0		0		0
+ANIM_MOVE_LEFT  ANIM_MOVE		ANIM_PLAYER_FRAMES	-2	0	0		0		0		0
+ANIM_MOVE_RIGHT ANIM_MOVE		ANIM_PLAYER_FRAMES	2	0	0		0		0		0
+
+ANIM_STONE_1	ANIM_SPRITE		ANIM_STONE_FRAMES		0	0	ANIM_STONE_1_FRAME_FIRST	ANIM_STONE_FRAMES	1	0
+ANIM_STONE_2	ANIM_SPRITE		ANIM_STONE_FRAMES		0	0	ANIM_STONE_2_FRAME_FIRST	ANIM_STONE_FRAMES	1	0
+
+ANIM_EXIT_1	ANIM_SPRITE|ANIM_LOOP|ANIM_ADD_INVERSE	ANIM_EXIT_1_FRAMES	0	0	ANIM_EXIT_1_FRAME_FIRST	ANIM_EXIT_1_FRAMES	1	5
+
+ANIM_BLAST	ANIM_SPRITE		ANIM_BLAST_FRAMES		0	0	ANIM_BLAST_FRAME_FIRST	ANIM_BLAST_FRAMES		1	0
+
+ANIM_PLAYER_1_FAST	ANIM_SPRITE	ANIM_PLAYER_FRAMES_FAST		0	0	FIRST_PLAYER + 0	ANIM_PLAYER_FRAMES		2	0
+ANIM_PLAYER_2_FAST	ANIM_SPRITE	ANIM_PLAYER_FRAMES_FAST		0	0	FIRST_PLAYER +10	ANIM_PLAYER_FRAMES		2	0
+ANIM_PLAYER_3_FAST	ANIM_SPRITE	ANIM_PLAYER_FRAMES_FAST		0	0	FIRST_PLAYER +20	ANIM_PLAYER_FRAMES		2	0
+ANIM_PLAYER_4_FAST	ANIM_SPRITE	ANIM_PLAYER_FRAMES_FAST		0	0	FIRST_PLAYER +30	ANIM_PLAYER_FRAMES		2	0
+ANIM_PLAYER_5_FAST	ANIM_SPRITE	ANIM_PLAYER_FRAMES_FAST		0	0	FIRST_PLAYER +40	ANIM_PLAYER_FRAMES		2	0
+
+ANIM_MOVE_UP_FAST	ANIM_MOVE	ANIM_PLAYER_FRAMES_FAST	0	-4	0	0	0	0
+ANIM_MOVE_DOWN_FAST	ANIM_MOVE	ANIM_PLAYER_FRAMES_FAST	0	4	0	0	0	0
+ANIM_MOVE_LEFT_FAST	ANIM_MOVE	ANIM_PLAYER_FRAMES_FAST	-4	0	0	0	0	0
+ANIM_MOVE_RIGHT_FAST	ANIM_MOVE	ANIM_PLAYER_FRAMES_FAST	4	0	0	0	0	0
diff --git a/GameData/credits.dat b/GameData/credits.dat
new file mode 100644
index 0000000..cb0011e
--- /dev/null
+++ b/GameData/credits.dat
@@ -0,0 +1,72 @@
+
+
+
+
+Berusky (C) AnakreoN 2007
+released under GPL, info in COPYING
+anakreon at anakreon.cz
+www.anakreon.cz
+
+
+People who created 
+this game:
+
+
+code:
+Martin "komat" Stransky
+stransky at anakreon.cz
+www.anakreon.cz
+
+
+game rules & level design:
+Lubos "Shobul" Dolezal
+dolezall at brno.ferona.cz
+www.anakreon.cz
+
+
+in game graphics:
+Jan "Riva" Halfar
+jan.halfar at pixellive.net
+www.pixellive.net
+
+
+Menu graphics & logos:
+Vaclav "Mega" Hlobil
+mega at megadesign.cz
+www.megadesign.cz
+
+
+sound & music:
+Martin Linda
+amorph at seznam.cz
+www.anakreon.cz
+
+
+translation to english:
+Radek Biba
+rbiba at redhat.com
+people.redhat.com/rbiba
+
+
+language check:
+Michal "Mipo" Policky
+
+
+Special thanks go to:
+Michal Simonik
+Pavel Dolezal
+Milan Hamrik
+Jan Chalupa
+Igor Blaha
+Patrik Sykora
+Eva Sykorova
+Milan Crha
+Mary Stranska
+
+
+
+Berusky (C) AnakreoN 2007
+released under GPL
+anakreon at anakreon.cz
+www.anakreon.cz
+more info is in the COPYING file
diff --git a/GameData/end0.dat b/GameData/end0.dat
new file mode 100644
index 0000000..26ef074
--- /dev/null
+++ b/GameData/end0.dat
@@ -0,0 +1,60 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+If you think there's a felicitation ahead,
+praising your genius, you're rather wrong.
+
+The thing is you haven't really made anything
+so far. "Training" becomes doable for a smarter
+beast after some time, too, which makes us think
+that a felicitation wouln't be appropriate.
+Some of you could take it as an irony or even
+an insult or ridicule.
+
+Think, we appreciate you, players, and we
+wouln't like to offend you by an inappropriate
+felicitation in the beginning.
+
+When we can't congratulate you we should at
+least praise you, but there's nothing to
+be praised for.
+
+You surely took lots of useless steps while
+playing, you repeated the last level at least
+once, you were often looking into the help...
+
+We should actually rebuke you. Yes, to rebuke,
+that's the word. It's necessary to realize
+own inability in the beginning, the refusal
+to think and in fact all own negative features.
+
+It's necessary to feel ashamed and to swear that
+you'll make a progress, that you'll try harder,
+be faster, and to do your best to give a
+performance that's worth it, and not to repeat
+the previous failure.
+
+
+
+
+
diff --git a/GameData/end1.dat b/GameData/end1.dat
new file mode 100644
index 0000000..52e5644
--- /dev/null
+++ b/GameData/end1.dat
@@ -0,0 +1,40 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Definitely the longest episode of the Bugs
+Escape is over now. The term "the longest"
+doesn't have to mean "the most difficult",
+which you'll likely find out soon. Anyway,
+to pass fifty levels, although simple ones,
+is quite a good job worth a praise, which
+you deserve.
+
+
+
+
+
+
+
+
+
+
diff --git a/GameData/end2.dat b/GameData/end2.dat
new file mode 100644
index 0000000..d17ff32
--- /dev/null
+++ b/GameData/end2.dat
@@ -0,0 +1,40 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+We must admit that you're really better than
+we supposed. It looks like even the "Middle"
+level of difficulty wasn't causing you troubles,
+otherwise you could hardly read these lines.
+In either case, you deserve a word of praise,
+there's no doubt about it.
+
+
+
+
+
+
+
+
+
+
+
diff --git a/GameData/end3.dat b/GameData/end3.dat
new file mode 100644
index 0000000..9201a11
--- /dev/null
+++ b/GameData/end3.dat
@@ -0,0 +1,71 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+This is the end of the Bugs Escape. You broke
+the twenty most difficult and tricky levels,
+which means there's nothing more the Bugs
+Escape can surprise you by.
+
+Please accept our sincere congratulation, with
+the touching tones of the victory melody...
+(The last a few words apply only for owners
+of sound cards.)
+
+
+Thank you for the time you've spent with our
+game, and keep in mind that although the Bugs
+Escape doesn't seem so, we spent many sleepless
+nights with it looking for nasty dynamic errors
+for endless hours, or trying to implement new
+enhancements that hadn't been planned.
+
+Anyway, we think the effort was worth it. We
+haven't created anyting exceptional, however,
+we hope that the Bugs Escape could be
+interesting for a small group of fans, who
+are always happy to play it, or who share
+a well done user level.
+
+In the end, we'd like to thank everyone who
+contributed or came up with an interesting
+idea or just reported a severe bug.
+
+You can see the list of the most important
+contributors in the "Authors" section of
+the help.
+
+And that's it for today.
+If we're attacked by
+a treacherous creative libido
+someday in the future,
+we'll definitely commit
+a game,
+but that's
+more or less
+another
+fairy tale...
+
+
+
+
+
diff --git a/GameData/end4.dat b/GameData/end4.dat
new file mode 100644
index 0000000..146dae7
--- /dev/null
+++ b/GameData/end4.dat
@@ -0,0 +1,65 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+Hmmm...
+
+
+It's hard to tell at the moment if it would be
+good to mark you as a good player. You're certainly
+a good hacker when you got here.
+
+On the other hand - it's not a big problem to hack
+the Bugs Escape. Once the "EXE" and "DAT" files
+are decompressed, the way to hacking is free.
+
+You know - you hackers have always been a rather
+special group of computer users. What makes you
+hack others' programs, computer networks and
+who knows what else?
+
+You surely have a reason for that, otherwise you
+certainly wouldn't do that.
+
+We personally have no quarrel with hackers, as
+long as they have no quarrel with us. We can even
+say that we admire you a bit. Not everyone, of
+course, rather those good ones who do hacking
+for fun or test their computer skills.
+
+And since you've actually made it into this point
+you deserve an award.
+
+The music you should hear in the background can't
+be found in the game. (If you've cracked the short
+version of the Bugs Escape you won't hear it here,
+either.) It was composed by our musician especially
+for curious and smart people, who can't put up with
+a mere standard way to finish a game, which means
+it's designed just for you...
+
+
+
+
+
+
+
diff --git a/GameData/file_id.diz b/GameData/file_id.diz
new file mode 100644
index 0000000..946f358
--- /dev/null
+++ b/GameData/file_id.diz
@@ -0,0 +1,20 @@
+
+
+          .���� �    � ����.     �    � �����.  ����� .����. �    �
+         .�   � ��.  � �   �.    �    � �    �  �.    �.   � ��.  �
+         �    � � �  � �    �    �   �. �.   �  �     �    � � �  �
+       .������� �  � � �������.  ����.  �����.  ��    �    � �  � �
+      .�      � �  .�� �      �. �   �  �    �  �.    �.   � �  .��
+      �.      � �    � �      .� �   .� �    .� ����� .����. �    �
+    (c) 1999-2007 AnakreoN under GENERAL PUBLIC LICENSE.
+                          Info in the COPYING file
+          
+                                  -==|==-
+                                  Berusky
+                                --==|||==--
+                           Questions & Requests:
+                            anakreon at anakreon.cz
+                                 -==|||==-
+                                    WWW:
+                           http://www.anakreon.cz
+                                  -==|==-
diff --git a/GameData/hints.dat b/GameData/hints.dat
new file mode 100644
index 0000000..815f34b
--- /dev/null
+++ b/GameData/hints.dat
@@ -0,0 +1,1363 @@
+~1_1
+
+The first level is rather symbolic.
+You'll just taste a bit how the bugs
+actually move and you won't have to
+burden you with thinking or another
+similar activity. Sure you can try all
+game keys, especially the function key
+"F1" which can provide you with a
+relatively large help. It will come in
+handy in the beginning, you can trust
+us...
+~1_2
+
+This level is focused on manipulation
+with explosives. Try in practice what
+can be destroyed using the explosives
+in Bugs . And please don't call
+the phone number, it's just a decoration
+and the line owner docent Mrazek would
+wex with you a bit I guess.
+~1_3
+
+Another interesting elements in Bugs
+Escape are pickaxes. We'll talk about
+them in the level after the following
+level but you can try their function
+together with another game elements
+now. Besides the pickaxes there are also
+small bush hammers in Bugs Escape,
+designed for the same purposes - for
+stone removing.
+~1_4
+
+Now it's time for hard steel fans. With
+its aid it's possible to crunch stone
+and make one's way further into
+unaccessible areas. It's got a significant
+disadvantage, though. The stone in Bugs
+Escape are so terribly resistant that once
+you break them you can throw the blunt tool
+away and start looking for a newer one.
+~1_5
+
+You've seen the door in Bugs Escape for
+sure, you leave each level by them. What
+you'll see now is a very special, one-way
+door. Well, it's actually not that special,
+it has just one interesting property.
+Once you go through it, it closes and
+there's no way to open it again. Only by
+a cheat, but let's talk about that later.
+~1_6
+
+We met boxes, barrels and other junk once.
+The following level is supposed to exercise
+sliding, moving, pushing them off...
+Anyway, you'll be moving them until you
+stand by the exit with all five keys.
+~1_7
+
+You have six levels behind you already,
+that's indeed not bad. Once you finish
+playing Bugs Escape, you may experience
+significant growth of grey matter volume,
+sometimes up to one half a percent! One
+fellow even matured when playing Bugs
+Escape. Although, he started at the age
+of ten, finished at the age of nineteen,
+maybe it's not because of the game, who
+knows...
+~1_8
+
+The bugs differ from each other by colors.
+We can list them individually: red, green
+blue, beige and violet. It's got a meaning
+in the game. There are a few elements which
+are adherent to certain bug by color. One
+of them is a gate-way. Only a bug with
+identical color can go through it.
+~1_9
+
+The last element is a color locked door.
+Only a special key with identical color
+can open it, and to make it harder, only
+a bug with identical color can take the
+key. Once opened, it stays available for
+the other insects, too, and even a box or
+a dynamite can be pushed through it.
+~1_10
+
+Since you've met all game elements, the
+last exam will have a slightly harder
+level, containing all that you've had a
+chance to meet so far, plus something
+new - cooperation of the insect friends.
+In order to solve the level you'll have
+to involve not one or two, but all five
+bugs to accomplish the desired result.
+~2_1
+
+The first level of this difficulty can
+be successfully listed among the ultra-
+easy ones. As a matter of fact, even
+the hard levels are not hard if one knows
+what it takes. Additionally, this rule
+applies in computer games: if there's no
+intelligence nor skills, there's a cheat.
+When you finish this level we'll disclose
+a few chats to you.
+~2_2
+
+As we've promised, here are the cheats:
+"CTRL+ALT+E" - quit the level,
+"CTRL+ALT+SHIFT+A" - five keys,
+"CTRL+SHIFT+W" - go through the wall,
+"ALT+SHIFT+S" - one more pickaxe,
+"CTRL+ALT+D" - open every door
+If you use a cheat once more you'll
+invalidate it. Cheats do not apply in
+difficulty level 'Hard', that makes
+the competition regular.
+~2_3
+
+You may have may noticed that the cheats
+do not work. We admit it, we've been taking
+the mickey out of you. As a matter of fact,
+Bugs Escape do not contain any cheats, and
+it would be questionable if so. But
+thinking that anyone believed that and was
+pressing the keys furiously and cursing the
+game author is pretty funny, maybe even
+spiteful.
+~2_4
+
+As you've seen yourselves, Bugs Escape
+is not a serious game at all. Therefore
+try not to take it serisouly, do not
+be unnecessarily angry, do not curse the
+game authors, even though they might
+deserve it sometimes, and when the game
+really upsets you, you can revenge to
+it - to move it from the hard dist to a
+floppy disk and then throw it to a trash.
+~2_5
+
+It is possible that you find a grammar
+error or a typo in the Bugs Escape
+leading text. Although the texts were
+checked carefully, it's not possible
+to deny this possibility completely.
+Thus, please be tolerant, and if you
+find a discrepancy send us an e-mail and
+we'll do our best to fix it.
+~2_6
+
+The following level should be a question
+of a few dozens of seconds for you. When
+in these kinds of levels it's useful to
+use the turbo key "ALT", which make the
+bugs fly on the screen literally like mad.
+And if you also have a high image refresh
+rate set, the speed increases even more.
+~2_7
+
+Another interesting key in Bugs Escape is
+the letter "D". It lets you save a demo,
+which can later be played back from the
+command line. You can use that to show
+someone that you actually completed the
+level. Demo records can of course be made
+from custom levels created using the
+editor. More information is in file
+"BERUSKY.TXT".
+~2_8
+
+Give the editor a try, too. It is not
+too user-friendly but you can create
+something in it. You can then send us
+your creation, we'll be more than happy
+to play something which has not been
+created by our fingers. As for the
+editor, the best functions are hiding
+themselves under hot keys, a list of
+them is again in the well-known file
+"BERUSKY.TXT".
+~2_9
+
+Some of you may mark this level as
+non-doable. It actually appears so in
+the beginning, but after a detailed
+exploraion you figure out that it's
+really possible to get to the exit.
+It's indeed a damned lousy trick, easy
+to overlook so we rather notify you
+in advance, in order for you not to
+quit Bugs Escape in the very beginning.
+~2_10
+
+Have you ever played Boovie? If not, we
+highly recommend that. It's really a
+quality game with lots of nice animations
+that you can't see here for sure. We've
+seen only a demo but even that was worth
+it. A brutal, free minigame Bloodie,
+having an original scenario and great
+playability, is even better than Boovie;
+definitely do not miss it, it's one of
+the best games on the free market.
+
+~2_11
+
+Have you ever drunk a beer? Not we, but
+it's said to be worth it. Reportedly,
+it's better than Bugs Escape and Boovie
+together. Thus, it's necessary to test
+it properly, which will apparently
+happen on the prepared Bugs Escape
+baptism. If the beer meets the
+expectations we'll quit producing games
+and we'll launch creating the 'soup of
+the nation'.
+~2_12
+
+Do you know that one of the Bugs Escape
+programmers represents the Czech Republic
+in karate? Well, he has only a yellow belt
+together with a kimono after his
+grandmother, but he's supposed to make it
+into the regional championship in a year.
+As he says, when games start boring him
+he'll be doing a sport for living, which
+we depraise a lot, since beating people
+for fun and getting paid for it is a
+barbarism.
+~2_13
+
+The level ahead is pretty trivial. The
+principle is to push a barrel with a
+radioactive waste to the exit to next
+level. Since there's only one bug in
+this level, it has to walk a lot,
+especially if you torture it with the
+'ALT' key. It's worth saying that this
+level is the youngest in the whole Bugs
+Escape, it was created approximately
+fifteen days before the release date.
+~2_14
+
+An ordinary trained monkey - chimpanzee,
+can have IQ 85 and more. Some individuals
+are even able to control various office
+devices, including a personal computer.
+A dolphin could possibly make it, too,
+maybe even better, but the problem is that
+it needs water and doesn't have hands,
+only fins. Which means that it's better to
+put a monkey than a dolphin into an
+office.
+~2_15
+
+The following level will apparently make
+troubles. Not that it would be extremely
+hard, but you may happen to suffer from
+an urgent lack of explosives. We should
+not advise you but a tiny hint can't hurt.
+So, try to gain as many radioactive barrels
+as possible and use them where they're
+needed the most.
+~2_16
+
+Listen to a band from Plzen called
+Znouzectnost. This music is officially
+recommended by all beta-testers, it's
+not demanding for listening, contains
+extraordinary lyrics and has especially
+positive impact on thinking, which is
+good when playing. Though we don't
+condemn the original Bugs Escape songs,
+they're good for playing, too.
+~2_17
+
+The following level hides a few smaller
+gimmicks. Although it seems easy at first
+sight, you may get stuck there for a while.
+You can, however, pass it at first without
+complications. For those of you who will
+not be lucky, here's a little help again:
+consider carefully where to use the two
+radioactive barrels.
+~2_18
+
+Interesting situations appeared often while
+making the levels. Since Bugs Escape were
+being developed slowly for about two years,
+some levels were forgotten, and when we
+were getting back to them after the months
+the author sometimes happened to be unable
+to resolve the logic game an appropriate
+way. It's possible to see a few of those
+bits in the difficulty level 'Hard'.
+~2_19
+
+So, this level is definitely worth talking
+about. The design side is no big deal, it's
+even embarrasing how it's easy but what's
+interesting is the principle of solving.
+If we can give you a good advice, remember
+it very well since a similar situation
+appears in almost every other level of
+Bugs Escape, and it's in fact the most
+often used plot.
+~2_20
+
+We'll give you a riddle. It doesn't sound
+too logic but it can be solved. You may
+know it already, we didn't think it out
+ourselves, someone told it to us. So:
+Two elephants sit down on a fence. What
+time is it? That sounds weird, doesn't it?
+If you don't resolve it yourselves it
+doesn't matter at all, you'll get the answer
+once you complete the following level
+anyway.
+
+~2_21
+
+"It's time to change the fence", that's
+the complete solution of the previous
+riddle. We suppose you evidently expected
+something more intelligent, however, this
+is the only correct answer to the question
+"What's time is it when two elephants
+sit on a fence?". We've also prepared two
+more, intellectually demanding riddles,
+but they appear in completely different
+difficulty levels.
+~2_22
+
+Longer is dead who dies later. This is
+a universal old phrase, which has, though,
+absolutely no implications. But this
+statement can't be denied. Think: Jan Hus
+died in 1415 and Karel Capek in 1938. This
+means that Jan Hus is 523 years longer
+dead than Karel Capek! One can surely find
+many similar examples in the rich history of
+our nation.
+~2_23
+
+This level appears very gross, moreover
+- it's very blind and you'll have a very
+hard time finding all five keys. That's
+exactly how it looks when the authors
+are running out of phantasy. It's then
+better to take a time off, consider
+everything carefully and then to get
+back to the creation, otherwise, there's
+a vacuum in the air which then makes for
+levels of this kind.
+~2_24
+
+Some people admire AnakreoN for their
+extra self-criticism, which we reputedly
+express only by our hidden arogancy.
+No wonder it's an interesting thesis,
+however, as it happens to be in similar
+cases, completely nonsensial. We can afford
+self-criticism for several reasons: ... I
+see it can't fit in here so we'll tell you
+the reasons in the next level.
+~2_25
+
+First - we do freeware, and for this simple
+reason we can't claim that we're good, that
+our games are the current peak and stuff.
+Second - we're powered by critique, although
+we admit that if all e-mails from testers
+were like 'You're damned, better quit!', we
+would probably give up.
+~2_26
+
+There's currently a big boom of the Linux
+operating system. In the beginning, we
+thought we would issue Bugs Escape for
+Linux, too; it was even written on our
+WWW, but it didn't happen. Another concerns
+appeared, we had a lot to do in order to
+make it run in DOS, and this is the way we
+apologize to all those who hoped so.
+~2_27
+
+27 is considered a lucky number in
+numerology. Correct, there were cases
+in the past which argue against this
+superstition, the execution of twenty-
+seven Czech aristocrats, or the first
+27 years of the thirty-years war, though
+we hope you'll pass the twenty-seventh
+level without bigger problems.
+~2_28
+
+There's no word about number 28 in
+numerology. It's a very bad number for
+programmers, though. If you know
+anything about Y2K you definitely guess
+what we're talking about. But Bugs
+Escape will pass the year 2000 problem
+because we tested the program thoroughly,
+and we can swear that Bugs Escape will
+be working on the feared 29th of February
+in the third millenium.
+~2_29
+
+It's proved by science that people born
+on 29th of February die very soon, usualy
+between fifteenth and twentieth year. This
+interesting phenomenon has not been
+explained by anyone so far, and it's
+possible to successfully doubt that it
+will ever be. The only known and very
+effective defense is a pragmatic
+conception, which is something all
+beginning parents should have on their
+minds.
+~2_30
+
+The following level is very trivial,
+and would better fit into difficulty
+level "Training". Take it as a nice
+relaxation before the following storm
+of extremely hard levels. You'll wait
+for them for a while, on the other
+hand, it's worth knowing that Bugs
+Escape is not that easy-going, as it
+may have appeared so far.
+~2_31
+
+The first dog in space was Lajka, Yuri
+Gagarin went after it. There are some
+speculations that he had never returned
+back to the Earth and that's why he was
+actually less successful than his dog
+colleague, but there are no proofs. We
+in AnakreoN believe that Yuri returned
+and died in that civil airplane, as they
+say.
+~2_32
+
+Another tragicly easy level. If you
+don't like it anymore, choose a higher
+difficulty, you can always return here,
+that's what passwords in Bugs Escape
+are for. They are not too brainy,
+courtesy of our designer who progammed
+the random password generator although
+he can't do programming at all.
+~2_33
+
+A recent study about game playing
+malignity, or about their negative
+impact on children's psyche
+respectively, fully proves the scientists'
+fears. Yes - playing games, especially
+the action, strategy and logic ones,
+seriously affects children's psyche,
+damaging their natural creativity.
+Caution, parents - do your children
+have TFS or Bugs Escape on their hard
+disk by any chance?
+~2_34
+
+Have you ever thought how games will
+look like in the year 2052? Think,
+there are 20 years between Tetris and
+Quake, and where have games got in
+the mean time? In next 20 years, e.g.
+Unreal will be just a technical
+excavation from the beginning of the
+millenium. Funny how the gaming world
+is so ephemeral.
+~2_35
+
+We were polemizing about gaming future
+a few moments ago, gaming in the second
+half of 21st century. Who knows if our
+forecasts are right, but we can say now
+with no doubts how the games of the
+future won't look like - definitely not
+like Bugs Escape, Manic Miner or similar.
+~2_36
+
+A nice design can often improve a not
+too brainy idea. The level you'll see
+now is a direct evidence of that. Though,
+if there's no idea nor designer skills,
+what is created is not playable nor
+watchable. Fortunately, we haven't
+included such levels in Bugs Escape,
+or we're not aware of it.
+~2_37
+
+We once considered translation into
+another language. Slovakian and Polish
+languages were planned but both of them
+wrecked because we can't speak Polish
+and we have huge holes in our Slovakian
+language skills, e.g. we don't know how
+to translate the title itself, which is
+a really big deficiency. We excluded
+English in the very beginning, it's
+completely beyond our translation
+skills.
+~2_38
+
+The following level has a very
+interesting history. It served for
+testing for more than a year, new
+game features and the overall
+functionality were tested on it. Then
+it was the initial level in a few
+beta versions of Bugs Escape, mostly
+used for internal purposes. Finally,
+we deleted it by accident, recovered,
+modified and included into difficulty
+level "Easy".
+~2_39
+
+Have you ever considered how the world
+would look like without computers? It's
+a terrible idea for someone, another
+one would like it because computers just
+complicate their lives, or they don't
+care at all. But we would mind, if there
+were no computers we would have to ship
+Bugs Escape as a board game.
+~2_40
+
+At the first sight, this level may appear
+to be difficult, but that's not the case
+of this level. Sometimes it's the other
+way round - one takes a look, says -
+"nothing to worry about in two minutes"
+and spends half an hour with it, which
+can happen in the last level of the
+difficulty level "Hard".
+~2_41
+
+For kids, that's a short description of
+the level in front of you. To push a
+radioactive barrel through a labyrint
+is a usual subject of the level
+designers. Here you can also fully use
+all five insect friends' skills, which
+makes the plot much easier.
+
+~2_42
+
+Bugs Escape should have originally
+contained also a special arcade game
+mode, where you would fight against
+another player or the computer, which
+would be represented by a form of
+aphides, ants, necrophores, bark
+beetles and Colorad beetles, using the
+standard Bugs Escape weapons. But we
+changed our minds because the game would
+lose its natural essence. Maybe next time.
+~2_43
+
+This level is quaint because it takes
+only 36 steps to complete it, which
+shouldn't take an experienced player
+more than 15 seconds, even without
+pressing the "ALT" key. There are two
+ways to finish this level, one of them
+takes more steps. Do you think you can
+find both ways? Or will you put up with
+a trivial finish?
+~2_44
+
+Another easy level. Just think how to get
+into one of the radioactive waste heaps
+and you win. For there are four heaps,
+you'll have to plan four times. You must
+be thinking it would be worth having a
+bit more chances to load the position,
+but would it still be a logic game?
+
+~2_45
+
+You definitely know this level from the
+Bugs Escape demo, if you had a chance
+to see it. It doesn't look exactly like
+the original model but the principle
+has been saved. It's interesting that
+this relatively easy level is considered
+a rather hard nut to crack. Why is that
+- who knows - anyway, check it yourself.
+~2_46
+
+From the scientific point of view, Eyed
+Ladybird (Anatis Ocellata) is the eared
+insect from the beetles subfamily. In
+other words, it's a zooid with six legs
+with a disgusting head, two palps and
+colorful wing-case with black dots.
+Compared to a pig, Eyed Ladybird has a
+smaller brain, compared to a cow, it has
+a smaller digestive tract. It grows up
+to 10 mm.
+~2_47
+
+From the game point of view, this beetle
+is pretty affable, even a sociable being,
+who obeys you, is able to push boxes,
+break stones with a pickaxe, unlock door,
+and even is not afraid of radioactive waste
+if needed. This beetle is generally a very
+talented animal, fated to certain activities.
+~2_48
+
+Aphides are the greatest enemies of Eyed
+Ladybirds. Ladybirds hate them so much
+that they kill an eat them; that's why
+they are considered a beneficial insect.
+Aphides, who often cooperate with ants,
+have a very different oppinon on this;
+they make it clear by their behavior that
+doubt this usefulness.
+~2_49
+
+The last but one level in the "Easy"
+difficulty level doesn't seem easy at
+all, but that's just a delusion. Once
+you look around a bit you'll find out
+that there's no allegory there. All you
+need is five pickaxes... Hmmm, we've
+likely disclosed something we shouldn't
+have. Nevermind, take it as a hint.
+~2_50
+
+There we go. The last, 50th level in this
+difficulty level is between you and a
+successful finish of the second episode of
+the Bugs Escape saga, if we can call it so.
+Once you see the final episode sequence,
+you can decide if you try another - harder
+episode or not.
+~3_1
+
+Vita vas prvni uroven obtiznosti "Stre-
+dni". Oproti beznym zvyklostem zacneme
+tentokrat vice nez ostre. Za pomoci
+pouhych dvou berusek, budete muset
+zvladnout uroven, kde by byli potreba
+nejmene tri berusci kamaradi. Dve be-
+rusky sice take hodne zmuzou, ale stras-
+live se pritom napremysli, nez vykou-
+maji stravitelne reseni.
+~3_2
+
+Kdo nekdy hral prvni demoverzi Beru-
+sek, zajiste si vzpomene na tuto uroven.
+Moc lidi neprijemne potrapila, pricemz 
+nekteri dokonce prohlasili, ze je nere-
+sitelna. Pritom se nejedna o nic extra
+sloziteho. Staci vzit pet klicu, sem
+tam posunout nejakou tu bednu, rozbit
+dva tri kameny a je to. Je to vlastne
+porad to same dokolecka, a prece to
+stale cini velke potize...
+~3_3
+
+A mame tu dalsi zajimavost ze sveta.
+Co jsou to cunami asi vite - jedna se
+se o giganticke morske vlny vznikajici
+vetsinou zemetresenim. V asijskych ze-
+mich kazdorocne zpusobuji obrovske ma-
+terialni skody a ztraty na zivotech.
+Obycejne dosahuji vysky nekolika metru,
+avsak na pocatku tohoto stoleti spat-
+ril jeden rusky badatel na Aljasce
+vlnu vysokou pres 600 metru. To je, co?
+~3_4
+
+Sprostaci. Zrejme prvni slovicko, kte-
+re vas napadne pri shlednuti nasledu-
+jici urovne. Jeste nez nas ale zazalu-
+jete pro moralni pohorseni, chteli by-
+chom vas upozornit, ze uroven nevyro-
+bil nas designer, nybrz jakysi clovek
+jmenem Hacker Chris, ktery nam slibil,
+ze kdyz uroven zverejnime, nasemu web
+serveru se nic vazneho nestane. Co by
+jste asi delali vy, na nasem miste?
+~3_5
+
+Pri pohledu na nasledujici uroven nas
+svrbi jazyk. Moc bychom vam zase po ca-
+se chteli napovedet, ale nemuzeme, pro-
+toze bychom vam tak nechtene prozradi-
+li uplne cele reseni. Chte nechte na
+to zase budete muset prijit sami.
+Nebudte ale smutni, az to bude nejvice
+potreba, urcite nejakou dobrou radu
+obrzite, ve stychu vas rozhodne nene-
+chame, to nam muzete verit.
+~3_6
+
+Jeden fyzik na jiste australske uni-
+verzite dokazal, ze jedna plus jedna
+nejsou dve, nybrz opet jenom jedna. Po-
+kusem se dvema slevajicimi se kapicka-
+mi rtuti presvedcil cele auditorium o
+nutnosti zmeny ucebni latky pro prvni
+rocniky zakladnich skol. S timto zavaz-
+nym vedeckym objevem tu vsak vyvstava
+palciva otazka: jaky vliv to bude mit
+na hrace Berusek? Hmmm... zrejme zadny.
+~3_7
+
+Tento typ urovni je pomerne velmi obli-
+ben. Ve skutecnosti se totiz jedna o
+pet malickych, od sebe navzajem oddele-
+nych urovni, z nichz kazdou resite samo-
+statne, vzdy pouze s jednou beruskou.
+Kdyz nahodou cokoliv spletete, prepnete
+si na dalsi berusku a zkusite jiny lo-
+gicky ukol, pricemz k tomu predchozimu
+se muzete vzdy vratit po restartu uro-
+vne. Jak prostinke...
+~3_8
+
+Takova jedna mala zajimavost ze sveta.
+Slavny osmibitovy procesor Z80 koncer-
+nu ZILOG, na jehoz architekture pra-
+coval nemene znamy pocitac ZX-Spectrum,
+ted s uspechem vyuziva spolecnost
+Adaptec, ktera ho montuje jako podpu-
+rny obvod do svych SCSI radicu. Ted
+jenom vyvstava otazka, zda je to pro
+duchovniho otce ZX-Spectra sira Sin-
+claira duvod k pyse, anebo k placi?
+~3_9
+
+Na Cheopsovy pyramidy se mimo archeo-
+logu v posledni dobe zamerili i nume-
+rologove. Rozmery pyramid jim skytaji
+netusene informace, ktere lze v praxi
+vyhodne uplatnit. Vite, ze kdyz napri-
+klad sectete vysku podstavy nejvyssi
+pyramidy s obsahem jejiho pudorysu,
+vysledek umocnite na druhou a vynaso-
+bite nulou, vyjde prekvapive rok naro-
+zeni Krista?
+~3_10
+
+Tak v teto urovni "aby se prase vyzna-
+lo", jak se lidove rika. Jeste stesti,
+ze cest k cili je tentokrate nekolik,
+coz sice nebyva zvykem, ale v tomto
+pripade vam to hodne ulehci vasi, jiz
+tak nezavidenihodnou situaci. A kdyby
+jste nahodou marne hledali vychod
+z urovne, pak vezte, ze to oko v pra-
+vem hor... Ne, ne ne. To uz by byla
+velka napoveda. Kdo hleda - ten najde.
+~3_11
+
+Jestlize uz vas nebavi vsechny ty su-
+permoderni 3D hry a zatouzili jste ta-
+ke trochu po herni klasice, vrele do-
+porucujeme nektery z nepreberne skaly
+consolovych emulatoru. Jeden z nejzna-
+mejsich a zrejme i nejlepsich je "MAME".
+Najdete na nem ty nejhranejsi stare
+pecky, jake kdy existovaly. Stahnout
+si jej muzete z Internetu, adresu vsak
+zamerne neuvadime kvuli reklame.
+~3_12
+
+Ted ale trochu vazneji. E.A.Poe, kontro-
+verzni spisovatel z pocatku stoleti, je
+vam zrejme znam. Psal predevsim povi-
+dky, z nichz asi nejznamejsi je "Jama
+a kyvadlo", ci detektivni pribeh "Vra-
+zdy v ulici Morgue". Prekvapive byl ale
+tento polosileny literat i vytecnym bas-
+nikem, coz uz vi malokdo. Az dohraje-
+te Berusky, zkuste se v knihovne pozep-
+tat po jeho dile, nebudete zklamani.
+~3_13
+
+Trinacta, nestastna uroven vas vita ve
+svych osidlech. Kdyz rikame nestast-
+na, myslime tim, ze vas uroven sku-
+tecne muze dohnat k placi. Muze se to-
+tiz velmi lehce stat, ze po jednom ti-
+sici kroku, tesne pred cilem, zjisti-
+te, ze ten soudek, co jste jim prave
+pred chvili zlikvidovali drevenou be-
+cku, mel zjevne jiny ucel. Jednou mer,
+dvakrat rez.
+~3_14
+
+Dalsi z urovni, ktera spatrila svetlo
+sveta jiz na osmibitovych platformach.
+Spada do oblasti sede prumernosti a
+to jak v otazce slozitosti, tak desig-
+nu. Jedinou zajimavosti, ktera by
+snad hrace mohla upoutat, je fakt, ze
+se zde nenachazi zadna vybusnina.
+V dobe vzniku urovne, totiz tento dule-
+zity herni prvek jeste nebyl vymyslen.
+~3_15
+
+Domnivame se, ze by to po case opet
+chtelo nejakou peknou hadanku na odre-
+agovani. Jednu mame shodou okolnosti 
+pro tyto pripady schovanou do zalohy a
+zda se, ze prave ted nadesel ten spra-
+vny cas. Tak tedy: "Vite proc u sebe
+homelessaci vzdycky a vsude nosi zapnu-
+ty mobilni telefon?" Pro ty co nejsou
+z Brna podotykame, ze slovo homelessak
+zastupuje ve slangu bezdomovce.
+~3_16
+
+Spravna odpoved na minulou hadanku
+"Proc u sebe nosi homelessaci mobily?"
+zni: "Protoze je prakticky nemozne je
+zastihnout doma". Osobne jsme tedy u
+zadneho bezdomovce jeste nikdy mobilni
+telefon nevideli, ale presto se domni-
+vame, ze hadanka ma jiste logicke opod-
+statneni. Jak jinak - nelogickymi hadan-
+kami bychom si vas v zadnem pripade
+nedovolili obtezovat.
+~3_17
+
+Snad kazdy herni team ma svuj vzor, ke
+kteremu by se chtel alespon mirne prib-
+lizit, dospet jeho kvalit a samo-
+zrejme i financni zisku. Hodne lidi by
+moc rado dosahlo uspesnosti ID-Softu,
+nebo oblibenosti Westwoodu. My, jakozto
+freewarovy team, prozatim ponejvice
+vzhlizime k Zilvarovi z chudobince, ke
+kteremu se v soucasne dobe financne
+nejvice priblizujeme. 
+~3_18
+
+Nasledujici uroven je po designerske
+strance vypracovana tak, aby fungovala
+jako stereogram. Sundejte si bryle, po-
+kud nejake nosite, prilepte oci na mo-
+nitor a s mirne primhourenymi vicky je
+pomalu oddalujte asi do vzdalenosti
+dvaceti centimetru od stinitka obra-
+zovky. V teto pozici byste meli videt
+pomerne jasne obrysy napisu, jenz v so-
+be skryva propagandisticky podtext.
+~3_19
+
+V Beruskach samotnych byste nasli
+animaci jako safranu. Mimo kmitani no-
+zicek nasich hmyzaku lze jeste zhle-
+dnout explozi vybusniny, ci pozvolny
+rozpad ztvrdle horniny pod udery pneu-
+matickeho kladiva, ale to je asi tak
+vse, co je tu k videni. Nasledujici
+uroven se pokousi tento zavazny nedo-
+statek alespon castecne, byt velmi
+chabe, kompenzovat. 
+~3_20
+
+Kdysi, jeste na "osmibitech", bylo velmi
+popularni jedno brutalni demo, ktere se
+shodou okolnosti jmenovalo "Beruska".
+Vypadalo asi tak: po dlani jednoho mu-
+ze lezlo slunecko sedmitecne. No a ten
+chlapek rekl: "Berusko, zazpivej." Be-
+ruska se nadechla a spustila: "La la,
+la la la - tra la la." A ten clovek
+z toho mel takovou radost, ze ma zpi-
+vajici berusku, ze ji hned zatleskal...
+~3_21
+
+Pokud se domnivate, ze se v jedne urov-
+ni nemohou vyskytnout dve Berusky
+stejneho barevneho vzezreni, jste sa-
+mozrejme na omylu. Tato situace neni
+nikterak vyjimecna, i kdyz na druhou
+stranu docela ojedinela. Pohybovat lze
+v takovemto pripade pouze s jednou Be-
+ruskou, dalsi pak zastupuji jakousi ved-
+lejsi roli "mrtveho brouka", coz lze
+v tomto pripade brati doslovne.
+~3_22
+
+Nez zacnete hrat, dobre zvazte, kolik
+berusek budete vlastne na zlomeni logic-
+keho problemu potrebovat. Zdanlive za-
+zdena, nepotrebna beruska se totiz muze
+v urcite situaci docela hodit. Cela za-
+pletka se pak muze zvrhnout z prosteho
+dobyvani klice na zoufaly pokus o osvo-
+bozeni uvezneneho broucka. To uz jsme
+vam ale zrejme poradili presprilis...
+~3_23
+
+Predchozi uroven vam, predpokladame,
+dala docela zabrat, i kdyz jsme vam po-
+merne hodne napovedeli. Ehmm, ta napo-
+veda vubec neni zla vec, ta by vlastne
+mela byt u kazde urovne, snad s vyji-
+mkou tech opravdu moc jednoduchych.
+Jenze ono to neni jenom tak. Vymyslet
+kvalitni napovedu je castokrate mnohem
+tezsi, nezli vyrobit samotnou uroven,
+proto ji v Beruskach tolik setrime...
+~3_24
+
+" WWW.FEE.VUTBR.CZ/*GREBENIC/ORIGAMI/ ",
+neni odkazem na syna predsedy Komuni-
+sticke strany cech a Moravy, nybrz na
+nejlepsi ceskou stranku pojednavajici
+o starem japonskem umeni - o ORIGAMI.
+Origami jsou papirove skladanky, povet-
+sinou zrobene z jednoho kusu papiru
+ctvercoveho tvaru a skladaji se jiz
+po stovky let. Muzete to take vyzkou-
+set, je to zabavne a hodne premyslive.
+~3_25
+
+Zrejme jste si vsimli, ze v Interneto-
+ve adrese pouzite v predchozim textu
+se naleza jakysi podivny znak, pripomi-
+najici hvezdicku. Za toto nedopatreni
+muze programator Berusek, nebot pri se-
+stavovani grafickeho fontu zapomnel na
+zdanlive nedulezite pismenko - na horni
+vlnovku, jinak taky tildu. Proto jsme
+pristoupili k nouzovemu kroku a nahra-
+dili puvodni symbol zastupnym znakem.
+~3_26
+
+Pokud umite alespon trosku kreslit,
+jste z Brna a meli byste chut spolu-
+pracovat na tvorbe pocitacovych her,
+muzete nas zkusit kontaktovat. Nemu-
+site byt ani zadni extra maliri, hla-
+vne kdyz vas to bude bavit a budete
+mit vuli neco dotahnout az do sameho
+konce. Mame zajem i o pokrocilejsi za-
+catecniky, respektive pouze o ne, ne-
+bot profesionaly nemame cim zaplatit.
+~3_27
+
+Nekteri lide se domnivaji, ze Berusky
+tezi ze zasle slavy prastare logicke
+hry Sokoban, u nas zname spise pod naz-
+vem "Skladnik". Neni to sice az zase
+tak uplne spravna domnenka, nicmene my
+sami si musime priznat, ze k jistym
+napadum nas Sokoban neprimo inspiroval.
+Osobne na tom ale nespatrujeme vubec
+nic zleho. Beruskam to na hratelnosti
+neubralo, naopak spise mnoho pridalo,
+tak o co vlastne jde?
+~3_28
+
+Na prvni pohled neprehledna uroven se
+zahy muze projevit docela usporadane,
+coz plati zejmena o urovni dvacet osm.
+Pokud si ji dobre prohlednete, zjisti-
+te, ze jednotlive berusky obyvaji male
+teritorialni casti urovne, ktere jsou
+neprodysne uzavreny pred okolnim sve-
+tem. Berusky o sobe ve sve podstate na-
+vzajem nevi, z cehoz vyplyva, ze kazda
+beruska si musi pomoci sama...
+~3_29
+
+Zatouzili jste nekdy rozbit neochvej-
+nou pozici dolaru na Wallstreetu? Po-
+kud ano, jste zcela na spravne adrese.
+Pad burzy vam tu sice zprostredkovat
+nemuzeme, ale ono pomyslne rozdrceni
+meny ano. Ne, opravdu nefantazirujeme,
+zahrajte si nasledujici uroven a sami
+poznate, o cem jsme tu celou dobu tak
+sahodlouze mluvili.
+~3_30
+
+Pokud se vam Berusky zdaji infantilni
+hrou, nebudeme vam vas nazor vyvracet,
+nutno ovsem podotknout, ze onen osudny
+napad s hmyzem se zrodil z cire znou-
+zecnosti. Kdyz jsme jeste nemeli schopne
+grafiky, kreslil postavicky nas scena-
+rista, ktery nebyl s to neco kloudneho
+vytvorit. A ze vsech tech hruz, ktere
+zplodil, byla nakonec nejhezci utapla
+beruska, ktera uz ve hre zustala.
+~3_31
+
+Existuji tri druhy hracu logickych her.
+Prvni je hraji pro potechu ducha,
+druzi proto, aby sami sebe ujistili o
+svem vyjimecnem intelektu a treti je
+proti sve vuli musi hrat proto, ze je
+v roli vyrobcu testuji. My jsme si po-
+stupne prosli vsechna tri stadia, ale
+jiz ted muzeme s jistotou prohlasit,
+ze nejlepsi hracsky pozitek vam muze
+prinest pouze hrani pro potechu ducha.
+~3_32
+
+Nejvetsi a zaroven jedinou odmenou,
+kterou muzeme za Berusky ziskat, je
+hrejive sluvko pochvaly nahodileho
+hrace. Mene potesi vytka, jeste mene
+pak nadavka, ale i to uz jaksi k zivotu
+vicemene patri. A proto se neostychej-
+te, kdyz nam budete chtit neco sdelit,
+proste napiste. Dopisy cteme radi, na
+nektere i radi odepisujeme. Nase elek-
+tronicka adresa se naleza v kreditech.
+~3_33
+
+Byt v teto urovni vice berusek, snad
+by se i dala s uspechem zaradit do
+tech jednodussich, jenze takto, kdyz
+si musite vystacit pouze s jednou, ne-
+jenze budete muset vice premyslet, ale
+i vice behat. V betatestech se ukazalo,
+ze je treba ujit neco pres devet set
+kroku, aby se za vami zavreli dvere,
+ustici do dalsi urovne! A pritom se ne-
+jedna o uroven nikterak rozsahlou.
+~3_34
+
+Predposledni uroven je v porovnani se
+vsemi triatriceti predchozimi nesmirne
+jednoducha. Dle vyjadreni nekterych ne-
+jmenovanych clenu tymu je dokonce o
+dost lehci nez posledni uroven z obti-
+znosti "Trenink", coz je docela mozne.
+Tematicky je uroven rozdelena do dvou
+logickych celku, z nichz ten vlevo jsem
+nazval "milenci bez noh" a ten vpravo
+"sedici kote". Anebo je to naopak?
+~3_35
+
+Touto urovni se s obtiznosti "Stredni"
+definitivne rozloucime. Samotna hra jes-
+te samozrejme zdaleka nekonci, jsou tu
+i jine obtiznosti, a pokud je uz naho-
+dou mate vsechny v malicku, muzete tre-
+ba vyzkouset sestrojit vlastni - super
+tezkou uroven a tu nam poslat Interne-
+tem, my si ji zahrajeme a kdyz se nam
+bude libit, prilepime ji i s vasimi
+personaliemi na nas web.
+~4_1
+
+Vita vas prvni uroven obtiznosti "Tez-
+ka". Jiz na prvni pohled dava znat, ze
+se nejedna o nic jednoducheho, i kdyz
+pravda - skutecnost, ze si zde muzete
+vybrat z celkem osmi klicu, situaci do
+jiste miry ulehcuje. Ale i tak se mys-
+lim na uvod docela zapotite. Hlavne
+to nevzdavejte hned v prvopocatku,
+kdyz to nepujde po dobrem, musi to jit
+dokoncit jinou, komplikovanejsi cestou.
+~4_2
+
+Az spatrite nasledujici uroven, prvni
+co vas asi napadne bude, jak to ze jsme
+ji zaradili sem. Po chvili hrani byste
+dle nasich predpokladu meli do-
+stat padnou odpoved v podobe nekolika
+minut stravenych nad probadanim princi-
+pu souvztaznych logickych mechanismu,
+na kterych je tato uroven koncipovana.
+Kdyz ale zjistite, v cem je pes zakopan,
+podivite se, ze vas to nenapadlo drive.
+~4_3
+
+Jsme velmi zvedavi, jak si poradite
+s nasledujici hrickou. Zvlaste pak ti
+z vas, kteri se aktivne zapojili do
+Berusci souteze, by si meli davat vel-
+mi velky pozor na zbytecne kroky, kte-
+rych tu muzete ujit opravdu spousty.
+I zde totiz plati, ze komplikovanejsi
+reseni urovne je tez spravne, ale ob-
+nasi vetsi pocet kroku...
+~4_4
+
+Hodilo by se neco lehciho na pookrati,
+co rikate? Muze byt. Obtiznost "Tezka"
+sama o sobe neznamena to, ze by vas
+kazda uroven mela trapit desitky minut
+ci dokonce hodin. Obcas je potreba se
+zastavit, odpocinout si trochu a teprve
+potom se zase s velkou vervou vrhnout
+do reseni novych a novych narocnych
+ukolu, skryvajicich v sobe vselike na-
+strahy a chytaky.
+~4_5
+
+V tehle urovni na vas ceka zakerny chy-
+tak. Mozna si ho vsimnete ihned, anebo
+take ne. Druhy pripad se pro vas muze
+stat osudny, protoze pak se budete sna-
+zit najit smysluplne reseni marne. Snad
+proto vas zvyhodnime malou napovedou.
+Pokud si jeste vzpominate na uroven
+cislo devet, v obtiznosti "Lehka", ma-
+te dosti znacnou sanci najit reseni
+behem nekolika malo minut.
+~4_6
+
+Nekdy se jevi jako velmi dulezite ne-
+presahnout hranici dobreho vkusu. Tak
+napriklad nekde v Plzni nechal manzel
+zahrat sve choti na pohrbu pisen na
+rozloucenou od Jarka Nohavici "Dokud
+se zpiva, jeste se neumrelo". Hoste
+obradu jen stezi skryvali usmevy, poba-
+veni pritom trefnym textem naseho fol-
+koveho velmistra. Jak cynicke. U Beru-
+sek se vam tohle nastesti stat nemuze.
+~4_7
+
+Tato uroven je jedna z nejstarsich. Vy-
+robil jsem ji asi ve dvanacti letech
+na osmibitovem pocitaci Spectrum, pocha-
+zejicim z dilny sira Marlese Sinclaira.
+uroven je velmi neprehledna, tezko se
+v ni budete z pocatku orientovat, a to
+i presto, ze pouzita logicka zapletka
+neni nikterak genialni. Vzdyt co by
+jste take mohli ocekavat od mozku
+dvanactileteho nenadaneho ditete...
+~4_8
+
+Napis EASY neberte prilis vazne, jedna
+se spise o ironii, nezli o charakteri-
+stiku. Na prvni pohled prehledna uro-
+ven s jasnym cilem zpusobi zrejme mno-
+ha hracum nehezka prekvapeni v podobe
+situaci z nichz neni, krom restartu,
+mozny navrat zpet. A z toho plyne dalsi
+ponauceni: "Nikdy nesudte veci a lidi
+vyhradne dle jejich vzhledu, spise se
+zamerte na nitro a jeho hloubku."
+~4_9
+
+Suverenne jedna z nejtezsich urovni vu-
+bec, alespon nam se tak subjektivne je-
+vi. Podobne jako dve predchozi pocha-
+zi tez z doby, kdy jeste osmibitove po-
+citace vladly hernimu svetu. To uz je
+ale davno, tak strasne davno, ze uz to-
+mu spousta lidi ani nechce verit. A
+prece to byl zlaty pocitacovy vek.
+Vsechno bylo v plenkach, o originalitu
+nebyla nouze - kdo nezazil, nerozumi.
+~4_10
+
+Ale nechme te nostalgie, ono uz to dnes
+stejne neni prilis aktualni. O tom, ze
+osmibitova architektura je jiz delsi
+cas pase, svedci i fakt, ze na jistem
+veletrhu informacnich technologii
+v Brne, byl pocitac Sinclair vystavovan
+v obdiv navstevniku jako historicky
+exemplar, pochazejici z dob pocitaco-
+veho praveku. Pritom se jeste pred pe-
+ti lety tento starecek dobre prodaval.
+~4_11
+
+Vite, ze celosvetova sit Internet vznik-
+la na zakladnich kamenech armadniho
+projektu Spojenych statu americkych,
+na Arpanetu? Skutecne, je to cira prav-
+da. Vzdyt hodne veci z prastareho
+Arpanetu zustalo dosud zachovano! Na-
+priklad na adrese "WWW.OWLET.COM" lze
+najit jeden z nejstarsich CGI skriptu
+vubec - "BXTACK.CGI" slouzici k nava-
+deni raket stredniho doletu.
+~4_12
+
+Vetsina lidi si mysli, ze beruska je
+takovy ten sympaticky brouk s cerveny-
+mi krovkami, co jich je kazde leto vi-
+det na tisice. Bohuzel to neni pravda,
+nebot onim brouckem je ve skutecnosti
+slunecko sedmitecne. Skutecna beruska
+pak neni nic jineho nez maly sladko-
+vodni korys, dorustajici delky az 12
+mm. Opravdu si to nevymyslime, jen se
+zkuste podivat do encyklopedie!
+~4_13
+
+Tato uroven je zajimava tim, ze neopa-
+trni jedinci si v ni mohou nechtene
+uzavrit cestu nekam, kam by jeste po
+case chteli opetovne zavitat. Ackoliv
+zde nejsou zadne jednopruchodove dvere,
+koncepce urovne tuto situaci umoznuje
+zpusobit. Obzvlaste neprijemne to muze
+byt tesne pred koncem, to pak ma clo-
+vek prisernou chut sebrat ze stolu kla-
+vesnici a rozmlatit ji nekomu o hlavu.
+~4_14
+
+Dalsi z rady velmi neprehlednych uro-
+vni. Vetsina hracu tento druh hricek ze
+srdce nenavidi, ponevadz misto aby se
+zabyvali skutecnymi logickymi problemy,
+musi ve zmeti prvku nejprve najit sa-
+motne berusky, potom klice spolecne
+s vychodem a teprve posleze resit pro-
+blem, kterou bednu kam zasunout, popri-
+pade kolik krompacu bude potreba na
+tu straslivou haldu kamenu...
+~4_15
+
+U mnoha urovni je hned v prvopocat-
+cich zrejmy zpusob reseni, jez je ovsem
+pomerne narocny na prevod do praxe. No
+a ted to bude presne naopak - budete
+mit moznost kamkoliv cokoliv presunout
+nebo prenest, ale nebude vam to nic
+platne, protoze vubec, ale vubec nebu-
+dete mit potuchy, jak se dostat k tomu
+zpropadenemu vychodu. A pak se vam na-
+hle znicehoznic rozsviti v hlave a ...
+~4_16
+
+Statistiky pravi, ze rocne zemre dva-
+krate vice lidi na bodnuti zihadlem,
+nez na pokousani zralokem lidozravym.
+Uvadi se tak v sestem cisle casopisu
+Sea Torture z roku 1972. Autorem clan-
+ku je dnes jiz zesnuly podmorsky ka-
+meraman Joe Pumblechook. Paradoxem je,
+ze prave on, prukopnik teto revolucni
+studie, zahynul pri filmovani mureny
+zelene pod zuby zraloka modreho.
+~4_17
+
+Jak jsme slibili, prinasime vam jeste
+jednu hadanku: Je to zelene, velke,
+chlupate, je to na strome a kdyz to
+z toho stromu spadne, tak vas to zabi-
+je, co to je? Priznavame, ze tato ha-
+danka je mirne tezsi, nez ta predcho-
+zi, na druhou stranu je ale naprosto
+adekvatni obtiznosti, kterou prave 
+hrajete. Odpoved se jako obvykle doz-
+vite az po zlomeni teto urovne.
+~4_18
+
+Kulecnikovy stul. Je zeleny, velky, ma
+na sobe chlupaty semis a je tak tezky,
+ze kdyz na vas spadne z vetsi vysky,
+tak vas muze i zabit. Hadanka take sa-
+mozrejme neni originalni, zaslechli
+jsme ji nekde na Internetu. Jestlize
+by jeste nekdo prisel na to, co muze
+byt velke, chlupate a muze to v urci-
+tych pripadech zabijet, tak nam napis-
+te, at si trochu rozsirime obzory.
+~4_19
+
+Berusky se pozvolna, ale nezadrzitelne
+blizi ke svemu definitivnimu konci.
+Doufame, ze chvile u nich stravene, pro
+vas nebyly pouhou ztratou casu a ze
+se bez znacnych obtizi prokousete i po-
+slednimi dvema urovnemi, aby jste tak
+dovrsili sve snazeni do definitivniho
+finale. Drzime vam palce.
+~4_20
+
+Posledni hratelna uroven Beruscich
+trampot. I protentokrate jsme si necha-
+li to nejlepsi (nejtezsi) na konec. Po
+skonceni urovne bude nasledovat ctvrta,
+finalni epizodni gratulace v niz autori
+vyjadri obdiv vasim intelektualnim
+schopnostem. A pokud se jiz ted, v teto
+chvili, citite tak, jako mladsi bratr
+Alberta Einsteina, zkuste doresit i 
+pet urovni obtiznosti "Nemozna"...
+~5_1
+
+Komu se podari dohrat nasledujici uro-
+ven na libovolny pocet kroku, v neome-
+zenem case, dostane od AnakreoNu novy
+pocitac s procesorem Pentium III Xeon
+a grafickou kartou 3Dlabs Oxygen GMX.
+A kdyz ho dohrajete do 147 kroku, na-
+vic pridame i ctyriadvaceti palcovy
+monitor. Tak s chuti do toho, radne se
+zamyslete a odmena vas nemine...
+~5_2
+
+Pevne doufam, ze jste se sem dostali
+nejakym necestnym zpusobem, t.j.: nekdo
+vam prozradil heslo, umite trochu ha-
+ckovat, anebo uz mate zdrojove kody.
+V pripade, ze tomu tak neni, jste ge-
+nialni, a my jen doufame, ze se prave
+pise rok 2036, kdy uz se Xeon bude
+prodavat po bazarech za babku. uro-
+ven, ktera vas ceka ted, je svou pova-
+hou velice podobna te predchozi.
+~5_3
+
+Vite proc jsme do Berusek zahrnuli ob-
+tiznost "Nemozna"? Nekteri z vas si
+mozna mysli, ze jen tak, ale neni to
+pravda. Ma to svuj pragmaticky duvod.
+Zkratka a dobre jsme se chteli vy-
+hnout narocnym zaverecnym animacim,
+ktere by dle evropskeho standardu mely
+ukoncovat kazdou spravnou pocitacovou
+hru. No a - hra, ktera nejde dohrat,
+zadne outro mit nemusi...
+~5_4
+
+Pokud byste prece jen nejakou uroven
+z teto obtiznosti zvladli dohrat,
+poslete nam prosim e-mailem navod
+k reseni, moc by nas to zajimalo. ri-
+kame to z toho duvodu, ze uz nam ne-
+kolik lidi tvrdilo, ze dohrali Berusky
+cele do konce a bylo to pry vcelku
+jednoduche. Takze bud jsou oni velci
+lhari, nebo jsme my nekde udelali za-
+vaznou chybu.
+~5_5
+
+Tak, toto je stodvacata, uplne posle-
+dni uroven Berusek. Gratulujeme vam
+k uspesnemu dohrani a pevne doufame,
+ze se vam Berusky libily. A jestli
+ano, urcite se pustime do "dvojky",
+ta uz ale bude bezet pod Okynkama, za-
+sadne v 3D, videno z pohledu hrace a
+bude stat neco kolem ctyriceti dolaru.
+Tak se mejte hezky a az do pristiho
+projektu zatim nashledanou...
+~
diff --git a/GameData/items.dat b/GameData/items.dat
new file mode 100644
index 0000000..67feeff
--- /dev/null
+++ b/GameData/items.dat
@@ -0,0 +1,481 @@
+#
+# Items descriptions
+#
+# position 		function	flag 		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+PP_LEFT_JAMB_O		P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CLASSIC_LEVEL + 61	0		0		0		0
+PP_LEFT_JAMB_O+1	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CLASSIC_LEVEL + 48	0		0		0		0
+PP_LEFT_JAMB_O+2	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CLASSIC_LEVEL + 75	0		0		0		0
+PP_LEFT_JAMB_O+3	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL + 37 		0		0		0		0
+PP_LEFT_JAMB_O+4	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL + 50		0		0		0		0
+PP_LEFT_JAMB_O+5	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL + 81		0		0		0		0
+PP_LEFT_JAMB_O+6	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL + 83		0		0		0		0
+PP_LEFT_JAMB_O+7	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL + 85		0		0		0		0
+PP_LEFT_JAMB_O+8	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL + 55 		0		0		0		0
+PP_LEFT_JAMB_O+9	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL + 69		0		0		0		0
+
+PP_LEFT_JAMB_Z		P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CLASSIC_LEVEL + 50	0		0		0		0
+PP_LEFT_JAMB_Z+1	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL +29 		0		0		0		0
+PP_LEFT_JAMB_Z+2	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL +33 		0		0		0		0
+PP_LEFT_JAMB_Z+3	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL +34 		0		0		0		0
+PP_LEFT_JAMB_Z+4	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL +35 		0		0		0		0
+PP_LEFT_JAMB_Z+5	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL +36 		0		0		0		0
+PP_LEFT_JAMB_Z+6	P_WALL		SPRITE_STATIC	0		0		-1		0		FIRST_CYBER_LEVEL +72 		0		0		0		0
+ 
+PP_TOP_JAMB_O		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CLASSIC_LEVEL + 61	0		0		0		0
+PP_TOP_JAMB_O+1		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CLASSIC_LEVEL + 48	0		0		0		0
+PP_TOP_JAMB_O+2		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CLASSIC_LEVEL + 78	0		0		0		0
+PP_TOP_JAMB_O+3		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 45		0		0		0		0
+PP_TOP_JAMB_O+4		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 68		0		0		0		0
+PP_TOP_JAMB_O+5		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 61		0		0		0		0
+PP_TOP_JAMB_O+6		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 63		0		0		0		0
+PP_TOP_JAMB_O+7		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 65		0		0		0		0
+PP_TOP_JAMB_O+8		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 57		0		0		0		0
+PP_TOP_JAMB_O+9		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 75		0		0		0		0
+  
+PP_TOP_JAMB_Z		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CLASSIC_LEVEL + 50	0		0		0		0
+PP_TOP_JAMB_Z+1		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 41 		0		0		0		0
+PP_TOP_JAMB_Z+2		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 38 		0		0		0		0
+PP_TOP_JAMB_Z+3		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 42 		0		0		0		0
+PP_TOP_JAMB_Z+4		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 43 		0		0		0		0
+PP_TOP_JAMB_Z+5		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 44 		0		0		0		0
+PP_TOP_JAMB_Z+6		P_WALL		SPRITE_STATIC	0		0		0		-1		FIRST_CYBER_LEVEL + 78 		0		0		0		0
+  
+
+#  *****************************************************************************
+#  Jambs on the second (dark) side
+#  *****************************************************************************
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+PP_RIGHT_JAMB_O		P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 63	0		0		0		0
+PP_RIGHT_JAMB_O+1	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 64	0		0		0		0
+PP_RIGHT_JAMB_O+2	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 65	0		0		0		0
+PP_RIGHT_JAMB_O+3	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 66	0		0		0		0
+PP_RIGHT_JAMB_O+4	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 67	0		0		0		0
+PP_RIGHT_JAMB_O+5	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 52	0		0		0		0
+PP_RIGHT_JAMB_O+6	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 55	0		0		0		0
+PP_RIGHT_JAMB_O+7	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 53	0		0		0		0
+PP_RIGHT_JAMB_O+8	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 54	0		0		0		0
+PP_RIGHT_JAMB_O+9	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 56	0		0		0		0
+PP_RIGHT_JAMB_O+10	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 77	0		0		0		0
+PP_RIGHT_JAMB_O+11	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CYBER_LEVEL + 32 		0		0		0		0
+PP_RIGHT_JAMB_O+12	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CYBER_LEVEL + 53 		0		0		0		0
+PP_RIGHT_JAMB_O+13	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CYBER_LEVEL + 82 		0		0		0		0
+PP_RIGHT_JAMB_O+14	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CYBER_LEVEL + 84 		0		0		0		0
+PP_RIGHT_JAMB_O+15	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CYBER_LEVEL + 54 		0		0		0		0
+PP_RIGHT_JAMB_O+16	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CYBER_LEVEL + 56 		0		0		0		0
+PP_RIGHT_JAMB_O+17	P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CYBER_LEVEL + 71 		0		0		0		0
+  
+PP_RIGHT_JAMB_Z		P_WALL		SPRITE_STATIC	0		0		1		0		FIRST_CLASSIC_LEVEL + 80	0		0		0		0
+
+#
+#  Bottom jambs
+#
+# position 		function 	flag 		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+PP_BOTTOM_JAMB_O	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 70	0		0		0		0
+PP_BOTTOM_JAMB_O+1	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 71	0		0		0		0
+PP_BOTTOM_JAMB_O+2	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 72	0		0		0		0
+PP_BOTTOM_JAMB_O+3	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 73	0		0		0		0
+PP_BOTTOM_JAMB_O+4	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 74	0		0		0		0
+PP_BOTTOM_JAMB_O+5	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 52	0		0		0		0
+PP_BOTTOM_JAMB_O+6	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 55	0		0		0		0
+PP_BOTTOM_JAMB_O+7	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 53	0		0		0		0
+PP_BOTTOM_JAMB_O+8	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 54	0		0		0		0
+PP_BOTTOM_JAMB_O+9	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 56	0		0		0		0
+PP_BOTTOM_JAMB_O+10	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 77	0		0		0		0
+PP_BOTTOM_JAMB_O+11	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CYBER_LEVEL + 40		0		0		0		0
+PP_BOTTOM_JAMB_O+12	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CYBER_LEVEL + 66		0		0		0		0
+PP_BOTTOM_JAMB_O+13	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CYBER_LEVEL + 67		0		0		0		0
+PP_BOTTOM_JAMB_O+14	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CYBER_LEVEL + 64		0		0		0		0
+PP_BOTTOM_JAMB_O+15	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CYBER_LEVEL + 62		0		0		0		0
+PP_BOTTOM_JAMB_O+16	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CYBER_LEVEL + 59		0		0		0		0
+PP_BOTTOM_JAMB_O+17	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CYBER_LEVEL + 80		0		0		0		0
+
+PP_BOTTOM_JAMB_Z	P_WALL		SPRITE_STATIC	0		0		0		1		FIRST_CLASSIC_LEVEL + 80	0		0		0		0
+
+#
+#  Ground
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_GROUND		P_GROUND	SPRITE_STATIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 81	0		0		0		0
+P_GROUND+1		P_GROUND	SPRITE_STATIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 92	0		0		0		0
+P_GROUND+2		P_GROUND	SPRITE_STATIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 83	0		0		0		0
+P_GROUND+3		P_GROUND	SPRITE_STATIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 82	0		0		0		0
+P_GROUND+4		P_GROUND	SPRITE_STATIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 84	0		0		0		0
+
+P_GROUND+5		P_GROUND	SPRITE_STATIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 27		0		0		0		0
+P_GROUND+6		P_GROUND	SPRITE_STATIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL		0		0		0		0
+P_GROUND+7		P_GROUND	SPRITE_STATIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 26		0		0		0		0
+P_GROUND+8		P_GROUND	SPRITE_STATIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 25		0		0		0		0
+P_GROUND+9		P_GROUND	SPRITE_STATIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 28		0		0		0		0
+
+#
+# Players
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_PLAYER_1		P_PLAYER_1	SPRITE_DYNAMIC	0		0		0		0		FIRST_PLAYER+0	ANIM_PLAYER_1	ANIM_TRIGGER_MOVE	0		0
+P_PLAYER_2		P_PLAYER_2	SPRITE_DYNAMIC	0		0		0		0		FIRST_PLAYER+10	ANIM_PLAYER_2	ANIM_TRIGGER_MOVE	0		0
+P_PLAYER_3		P_PLAYER_3	SPRITE_DYNAMIC	0		0		0		0		FIRST_PLAYER+20	ANIM_PLAYER_3	ANIM_TRIGGER_MOVE	0		0
+P_PLAYER_4		P_PLAYER_4	SPRITE_DYNAMIC	0		0		0		0		FIRST_PLAYER+30	ANIM_PLAYER_4	ANIM_TRIGGER_MOVE	0		0
+P_PLAYER_5		P_PLAYER_5	SPRITE_DYNAMIC	0		0		0		0		FIRST_PLAYER+40	ANIM_PLAYER_5	ANIM_TRIGGER_MOVE	0		0
+
+#
+# BOXes
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_BOX			P_BOX		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 4		0		0		0		0
+P_BOX+1			P_BOX		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 90	0		0		0		0
+P_BOX+2			P_BOX		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 5		0		0		0		0
+P_BOX+3			P_BOX		SPRITE_DYNAMIC	0		0		0		0		FIRST_GLOBAL_LEVEL + 2		0		0		0		0
+P_BOX+4			P_BOX		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 6		0		0		0		0
+P_BOX+5			P_BOX		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 7		0		0		0		0
+P_BOX+6			P_BOX		SPRITE_DYNAMIC	0		0		0		0		FIRST_CYBER_LEVEL + 5		0		0		0		0
+P_BOX+7			P_BOX		SPRITE_DYNAMIC	0		0		0		0		FIRST_CYBER_LEVEL + 6		0		0		0		0
+
+#
+# TNT boxes
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+  
+P_TNT			P_TNT		SPRITE_DYNAMIC	0		0		0		0		FIRST_GLOBAL_LEVEL + 0		0		0		0		0
+P_TNT+1			P_TNT		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 91	0		0		0		0
+P_TNT+2			P_TNT		SPRITE_DYNAMIC	0		0		0		0		FIRST_GLOBAL_LEVEL + 3		0		0		0		0
+P_TNT+3			P_TNT		SPRITE_DYNAMIC	0		0		0		0		FIRST_GLOBAL_LEVEL + 4		0		0		0		0
+P_TNT+4			P_TNT		SPRITE_DYNAMIC	0		0		0		0		FIRST_GLOBAL_LEVEL + 1		0		0		0		0
+  
+#
+# Walls
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+  
+P_WALL			P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 23	0		0		0		0
+P_WALL+1		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 25	0		0		0		0
+P_WALL+2		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 26	0		0		0		0
+P_WALL+3		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 27	0		0		0		0
+P_WALL+4		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 13	0		0		0		0
+P_WALL+5		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 14	0		0		0		0
+P_WALL+6		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 15	0		0		0		0
+P_WALL+7		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 16	0		0		0		0
+P_WALL+8		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 17	0		0		0		0
+P_WALL+9		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 18	0		0		0		0
+
+P_WALL+10		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 19	0		0		0		0
+P_WALL+11		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 20	0		0		0		0
+P_WALL+12		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 24	0		0		0		0
+P_WALL+13		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 31	0		0		0		0
+P_WALL+14		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 33	0		0		0		0
+P_WALL+15		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 21	0		0		0		0
+P_WALL+16		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 22	0		0		0		0
+P_WALL+17		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 28	0		0		0		0
+P_WALL+18		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 29	0		0		0		0
+P_WALL+19		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 30	0		0		0		0
+
+P_WALL+20		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 32	0		0		0		0
+P_WALL+21		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 34	0		0		0
+P_WALL+22		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 35	0		0		0		0
+P_WALL+23		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 46	0		0		0		0
+P_WALL+24		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 47	0		0		0		0
+P_WALL+25		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 85	0		0		0		0
+P_WALL+26		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 86	0		0		0		0
+P_WALL+27		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 87	0		0		0		0
+P_WALL+28		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 88	0		0		0		0
+P_WALL+29		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 89	0		0		0		0
+
+P_WALL+30		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 52	0		0		0		0
+P_WALL+31		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 55	0		0		0		0
+P_WALL+32		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 53	0		0		0		0
+P_WALL+33		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 54	0		0		0		0
+P_WALL+34		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 56	0		0		0		0
+P_WALL+35		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 61	0		0		0		0
+P_WALL+36		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 63	0		0		0		0
+P_WALL+37		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 64	0		0		0		0
+P_WALL+38		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 65	0		0		0		0
+P_WALL+39		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 66	0		0		0		0
+
+P_WALL+40		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 67	0		0		0		0
+P_WALL+41		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 70	0		0		0		0
+P_WALL+42		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 71	0		0		0		0
+P_WALL+43		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 72	0		0		0		0
+P_WALL+44		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 73	0		0		0		0
+P_WALL+45		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 74	0		0		0		0
+P_WALL+46		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 75	0		0		0		0
+P_WALL+47		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 77	0		0		0		0
+P_WALL+48		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 78	0		0		0		0
+P_WALL+49		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 80	0		0		0		0
+  
+P_WALL+50		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 48	0		0		0		0
+P_WALL+51		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 50	0		0		0		0
+
+#
+# Cyber level
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_WALL+52		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 2	0		0		0		0
+P_WALL+53		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 3	0		0		0		0
+P_WALL+54		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 4	0		0		0		0
+P_WALL+55		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 14	0		0		0		0
+P_WALL+56		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 15	0		0		0		0
+P_WALL+57		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 16	0		0		0		0
+P_WALL+58		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 17	0		0		0		0
+P_WALL+59		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 18	0		0		0		0
+
+P_WALL+60		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 19	0		0		0		0
+P_WALL+61		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 20	0		0		0		0
+P_WALL+62		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 21	0		0		0		0
+P_WALL+63		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 22	0		0		0		0
+P_WALL+64		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 23	0		0		0		0
+P_WALL+65		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 24	0		0		0		0
+P_WALL+66		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 37	0		0		0		0
+P_WALL+67		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 50	0		0		0		0
+P_WALL+68		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 81	0		0		0		0
+P_WALL+69		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 83	0		0		0		0
+
+P_WALL+70		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 85	0		0		0		0
+P_WALL+71		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 55	0		0		0		0
+P_WALL+72		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 69	0		0		0		0
+P_WALL+73		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 29	0		0		0		0
+P_WALL+74		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 33	0		0		0		0
+P_WALL+75		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 34	0		0		0		0
+P_WALL+76		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 35	0		0		0		0
+P_WALL+77		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 36	0		0		0		0
+P_WALL+78		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 72	0		0		0		0
+P_WALL+79		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 32	0		0		0		0
+  
+P_WALL+80		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 53	0		0		0		0
+P_WALL+81		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 82	0		0		0		0
+P_WALL+82		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 84	0		0		0		0
+P_WALL+83		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 54	0		0		0		0
+P_WALL+84		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 56	0		0		0		0
+P_WALL+85		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 71	0		0		0		0
+P_WALL+86		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 45	0		0		0		0
+P_WALL+87		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 68	0		0		0		0
+P_WALL+88		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 61	0		0		0		0
+P_WALL+89		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 63	0		0		0		0
+  
+P_WALL+90		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 65	0		0		0		0
+P_WALL+91		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 57	0		0		0		0
+P_WALL+92		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 75	0		0		0		0
+P_WALL+93		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 41	0		0		0		0
+P_WALL+94		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 38	0		0		0		0
+P_WALL+95		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 42	0		0		0		0
+P_WALL+96		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 43	0		0		0		0
+P_WALL+97		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 44	0		0		0		0
+P_WALL+98		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 78	0		0		0		0
+P_WALL+99		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 40	0		0		0		0
+  
+P_WALL+100		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 66	0		0		0		0
+P_WALL+101		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 67	0		0		0		0
+P_WALL+102		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 64	0		0		0		0
+P_WALL+103		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 62	0		0		0		0
+P_WALL+104		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 59	0		0		0		0
+P_WALL+105		P_WALL		SPRITE_STATIC	0		0		0		0		FIRST_CYBER_LEVEL + 80	0		0		0		0
+
+  
+#
+# Exits
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_EXIT			P_EXIT		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 36	0		0		0		0
+P_EXIT+1		P_EXIT		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 37	0		0		0		0
+P_EXIT+2		P_EXIT		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 38	0		0		0		0
+P_EXIT+3		P_EXIT		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 39	0		0		0		0
+P_EXIT+4		P_EXIT		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 40	0		0		0		0
+P_EXIT+5		P_EXIT		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 41	0		0		0		0
+P_EXIT+6		P_EXIT		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 42	0		0		0		0
+P_EXIT+7		P_EXIT		SPRITE_DYNAMIC	0		0		0		0		FIRST_CYBER_LEVEL + 13		0		0		0		0
+P_EXIT+8		P_EXIT		SPRITE_DYNAMIC	0		0		0		0		FIRST_CYBER_LEVEL + 12		0		0		0		0
+
+P_STONE			P_STONE		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 0		ANIM_STONE_1	ANIM_TRIGGER_ERASE		0		0
+P_STONE+1		P_STONE		SPRITE_DYNAMIC	0		0		0		0		FIRST_CYBER_LEVEL + 46		ANIM_STONE_2	ANIM_TRIGGER_ERASE		0		0
+  
+P_KEY			P_KEY		SPRITE_DYNAMIC	0		0		0		0		FIRST_GLOBAL_LEVEL + 5		0		0		0		0
+
+P_MATTOCK		P_MATTOCK	SPRITE_DYNAMIC	0		0		0		0		FIRST_GLOBAL_LEVEL + 6		0		0		0		0
+P_MATTOCK+1		P_MATTOCK	SPRITE_DYNAMIC	0		0		0		0		FIRST_CYBER_LEVEL + 1		0		0		0		0
+
+P_KEY1			P_KEY1		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 8		0		0		0		0
+P_KEY1+1		P_KEY1		SPRITE_DYNAMIC	0		0		0		0		FIRST_CYBER_LEVEL + 8		0		0		0		0
+  
+P_KEY2			P_KEY2		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 9		0		0		0		0
+P_KEY2+1		P_KEY2		SPRITE_DYNAMIC	0		0		0		0		FIRST_CYBER_LEVEL + 7		0		0		0		0
+
+P_KEY3			P_KEY3		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 10	0		0		0		0
+P_KEY3+1		P_KEY3		SPRITE_DYNAMIC	0		0		0		0		FIRST_CYBER_LEVEL + 9		0		0		0		0
+
+P_KEY4			P_KEY4		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 11	0		0		0		0
+P_KEY4+1		P_KEY4		SPRITE_DYNAMIC	0		0		0		0		FIRST_CYBER_LEVEL + 10		0		0		0		0
+  
+P_KEY5			P_KEY5		SPRITE_DYNAMIC	0		0		0		0		FIRST_CLASSIC_LEVEL + 12	0		0		0		0
+P_KEY5+1		P_KEY5		SPRITE_DYNAMIC	0		0		0		0		FIRST_CYBER_LEVEL + 11		0		0		0		0
+  
+#
+# Color doors - horizontal
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_DOOR1_H_O		P_DOOR1_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 60		0		0		PP_TOP_JAMB_O+1		PP_BOTTOM_JAMB_O+5
+P_DOOR2_H_O		P_DOOR2_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 60		0		0		PP_TOP_JAMB_O+1		PP_BOTTOM_JAMB_O+6
+P_DOOR3_H_O		P_DOOR3_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 60		0		0		PP_TOP_JAMB_O+1		PP_BOTTOM_JAMB_O+7
+P_DOOR4_H_O		P_DOOR4_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 60		0		0		PP_TOP_JAMB_O+1		PP_BOTTOM_JAMB_O+8
+P_DOOR5_H_O		P_DOOR5_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 60		0		0		PP_TOP_JAMB_O+1		PP_BOTTOM_JAMB_O+9
+
+P_DOOR1_H_Z		P_DOOR1_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 58		0		0		PP_TOP_JAMB_Z+0		PP_BOTTOM_JAMB_O+5
+P_DOOR1_H_Z+1		P_DOOR1_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 39			0		0		PP_TOP_JAMB_Z+1		PP_BOTTOM_JAMB_O+11
+
+P_DOOR2_H_Z		P_DOOR2_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 58		0		0		PP_TOP_JAMB_Z+0		PP_BOTTOM_JAMB_O+6
+P_DOOR2_H_Z+1		P_DOOR2_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 39			0		0		PP_TOP_JAMB_Z+2		PP_BOTTOM_JAMB_O+11
+
+P_DOOR3_H_Z		P_DOOR3_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 58		0		0		PP_TOP_JAMB_Z+0		PP_BOTTOM_JAMB_O+7
+P_DOOR3_H_Z+1		P_DOOR3_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 39			0		0		PP_TOP_JAMB_Z+3		PP_BOTTOM_JAMB_O+11
+  
+P_DOOR4_H_Z		P_DOOR4_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 58		0		0		PP_TOP_JAMB_Z+0		PP_BOTTOM_JAMB_O+8
+P_DOOR4_H_Z+1		P_DOOR4_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 39			0		0		PP_TOP_JAMB_Z+4		PP_BOTTOM_JAMB_O+11
+
+P_DOOR5_H_Z		P_DOOR5_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 58		0		0		PP_TOP_JAMB_Z+0		PP_BOTTOM_JAMB_O+9
+P_DOOR5_H_Z+1		P_DOOR5_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 39			0		0		PP_TOP_JAMB_Z+5		PP_BOTTOM_JAMB_O+11
+
+#
+# Color doors - vertical
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_DOOR1_V_O		P_DOOR1_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 49		0		0		PP_LEFT_JAMB_O+1		PP_RIGHT_JAMB_O+5
+P_DOOR2_V_O		P_DOOR2_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 49		0		0		PP_LEFT_JAMB_O+1		PP_RIGHT_JAMB_O+6
+P_DOOR3_V_O		P_DOOR3_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 49		0		0		PP_LEFT_JAMB_O+1		PP_RIGHT_JAMB_O+7
+P_DOOR4_V_O		P_DOOR4_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 49		0		0		PP_LEFT_JAMB_O+1		PP_RIGHT_JAMB_O+8
+P_DOOR5_V_O		P_DOOR5_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 49		0		0		PP_LEFT_JAMB_O+1		PP_RIGHT_JAMB_O+9
+
+P_DOOR1_V_Z		P_DOOR1_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 51		0		0		PP_LEFT_JAMB_Z+0		PP_RIGHT_JAMB_O+5
+P_DOOR1_V_Z+1		P_DOOR1_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 31			0		0		PP_LEFT_JAMB_Z+1		PP_RIGHT_JAMB_O+11
+
+P_DOOR2_V_Z		P_DOOR2_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 51		0		0		PP_LEFT_JAMB_Z+0		PP_RIGHT_JAMB_O+6
+P_DOOR2_V_Z+1		P_DOOR2_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 31			0		0		PP_LEFT_JAMB_Z+2		PP_RIGHT_JAMB_O+11
+
+P_DOOR3_V_Z		P_DOOR3_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 51		0		0		PP_LEFT_JAMB_Z+0		PP_RIGHT_JAMB_O+7
+P_DOOR3_V_Z+1		P_DOOR3_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 31			0		0		PP_LEFT_JAMB_Z+3		PP_RIGHT_JAMB_O+11
+
+P_DOOR4_V_Z		P_DOOR4_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 51		0		0		PP_LEFT_JAMB_Z+0		PP_RIGHT_JAMB_O+8
+P_DOOR4_V_Z+1		P_DOOR4_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 31			0		0		PP_LEFT_JAMB_Z+4		PP_RIGHT_JAMB_O+11
+
+P_DOOR5_V_Z		P_DOOR5_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 51		0		0		PP_LEFT_JAMB_Z+0		PP_RIGHT_JAMB_O+9
+P_DOOR5_V_Z+1		P_DOOR5_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 31			0		0		PP_LEFT_JAMB_Z+5		PP_RIGHT_JAMB_O+11
+
+
+#
+# ID doors - horizontal opened
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_ID_DOOR1_H_O		P_ID_DOOR1_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 60		0		0		PP_TOP_JAMB_O+0		PP_BOTTOM_JAMB_O+0
+P_ID_DOOR1_H_O+1	P_ID_DOOR1_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 97			0		0		PP_TOP_JAMB_O+4		PP_BOTTOM_JAMB_O+12
+
+P_ID_DOOR2_H_O		P_ID_DOOR2_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 60		0		0		PP_TOP_JAMB_O+0		PP_BOTTOM_JAMB_O+1
+P_ID_DOOR2_H_O+1	P_ID_DOOR2_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 97			0		0		PP_TOP_JAMB_O+5		PP_BOTTOM_JAMB_O+13
+
+P_ID_DOOR3_H_O		P_ID_DOOR3_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 60		0		0		PP_TOP_JAMB_O+0		PP_BOTTOM_JAMB_O+2
+P_ID_DOOR3_H_O+1	P_ID_DOOR3_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 97			0		0		PP_TOP_JAMB_O+6		PP_BOTTOM_JAMB_O+14
+
+P_ID_DOOR4_H_O		P_ID_DOOR4_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 60		0		0		PP_TOP_JAMB_O+0		PP_BOTTOM_JAMB_O+3
+P_ID_DOOR4_H_O+1	P_ID_DOOR4_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 97			0		0		PP_TOP_JAMB_O+7		PP_BOTTOM_JAMB_O+15
+
+P_ID_DOOR5_H_O		P_ID_DOOR5_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 60		0		0		PP_TOP_JAMB_O+0		PP_BOTTOM_JAMB_O+4
+P_ID_DOOR5_H_O+1	P_ID_DOOR5_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 97			0		0		PP_TOP_JAMB_O+8		PP_BOTTOM_JAMB_O+16
+
+#
+# ID doors - horizontal closed
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_ID_DOOR1_H_Z		P_ID_DOOR1_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 58		0		0		PP_TOP_JAMB_O+0		PP_BOTTOM_JAMB_O+0
+P_ID_DOOR1_H_Z+1	P_ID_DOOR1_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 39			0		0		PP_TOP_JAMB_O+4		PP_BOTTOM_JAMB_O+12
+
+P_ID_DOOR2_H_Z		P_ID_DOOR2_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 58		0		0		PP_TOP_JAMB_O+0		PP_BOTTOM_JAMB_O+1
+P_ID_DOOR2_H_Z+1	P_ID_DOOR2_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 39			0		0		PP_TOP_JAMB_O+5		PP_BOTTOM_JAMB_O+13
+
+P_ID_DOOR3_H_Z		P_ID_DOOR3_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 58		0		0		PP_TOP_JAMB_O+0		PP_BOTTOM_JAMB_O+2
+P_ID_DOOR3_H_Z+1	P_ID_DOOR3_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 39			0		0		PP_TOP_JAMB_O+6		PP_BOTTOM_JAMB_O+14
+
+P_ID_DOOR4_H_Z		P_ID_DOOR4_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 58		0		0		PP_TOP_JAMB_O+0		PP_BOTTOM_JAMB_O+3
+P_ID_DOOR4_H_Z+1	P_ID_DOOR4_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 39			0		0		PP_TOP_JAMB_O+7		PP_BOTTOM_JAMB_O+15
+
+P_ID_DOOR5_H_Z		P_ID_DOOR5_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 58		0		0		PP_TOP_JAMB_O+0		PP_BOTTOM_JAMB_O+4
+P_ID_DOOR5_H_Z+1	P_ID_DOOR5_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 39			0		0		PP_TOP_JAMB_O+8		PP_BOTTOM_JAMB_O+16
+
+
+#
+# ID doors - vertical door - opened
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_ID_DOOR1_V_O		P_ID_DOOR1_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 49		0		0		PP_LEFT_JAMB_O+0	PP_RIGHT_JAMB_O+0
+P_ID_DOOR1_V_O+1	P_ID_DOOR1_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 60			0		0		PP_LEFT_JAMB_O+4	PP_RIGHT_JAMB_O+12
+
+P_ID_DOOR2_V_O		P_ID_DOOR2_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 49		0		0		PP_LEFT_JAMB_O+0	PP_RIGHT_JAMB_O+1
+P_ID_DOOR2_V_O+1	P_ID_DOOR2_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 60			0		0		PP_LEFT_JAMB_O+5	PP_RIGHT_JAMB_O+13
+
+P_ID_DOOR3_V_O		P_ID_DOOR3_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 49		0		0		PP_LEFT_JAMB_O+0	PP_RIGHT_JAMB_O+2
+P_ID_DOOR3_V_O+1	P_ID_DOOR3_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 60			0		0		PP_LEFT_JAMB_O+6	PP_RIGHT_JAMB_O+14
+
+P_ID_DOOR4_V_O		P_ID_DOOR4_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 49		0		0		PP_LEFT_JAMB_O+0	PP_RIGHT_JAMB_O+3
+P_ID_DOOR4_V_O+1	P_ID_DOOR4_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 60			0		0		PP_LEFT_JAMB_O+7	PP_RIGHT_JAMB_O+15
+
+P_ID_DOOR5_V_O		P_ID_DOOR5_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 49		0		0		PP_LEFT_JAMB_O+0	PP_RIGHT_JAMB_O+4
+P_ID_DOOR5_V_O+1	P_ID_DOOR5_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 60			0		0		PP_LEFT_JAMB_O+8	PP_RIGHT_JAMB_O+16
+
+
+#
+# ID doors - vertical door - closed
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_ID_DOOR1_V_Z		P_ID_DOOR1_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 51		0		0		PP_LEFT_JAMB_O+0	PP_RIGHT_JAMB_O+0
+P_ID_DOOR1_V_Z+1	P_ID_DOOR1_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 51			0		0		PP_LEFT_JAMB_O+4	PP_RIGHT_JAMB_O+12
+
+P_ID_DOOR2_V_Z		P_ID_DOOR2_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 51		0		0		PP_LEFT_JAMB_O+0	PP_RIGHT_JAMB_O+1
+P_ID_DOOR2_V_Z+1	P_ID_DOOR2_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 51			0		0		PP_LEFT_JAMB_O+5	PP_RIGHT_JAMB_O+13
+
+P_ID_DOOR3_V_Z		P_ID_DOOR3_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 51		0		0		PP_LEFT_JAMB_O+0	PP_RIGHT_JAMB_O+2
+P_ID_DOOR3_V_Z+1	P_ID_DOOR3_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 51			0		0		PP_LEFT_JAMB_O+6	PP_RIGHT_JAMB_O+14
+
+P_ID_DOOR4_V_Z		P_ID_DOOR4_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 51		0		0		PP_LEFT_JAMB_O+0	PP_RIGHT_JAMB_O+3
+P_ID_DOOR4_V_Z+1	P_ID_DOOR4_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 51			0		0		PP_LEFT_JAMB_O+7	PP_RIGHT_JAMB_O+15
+
+P_ID_DOOR5_V_Z		P_ID_DOOR5_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 51		0		0		PP_LEFT_JAMB_O+0	PP_RIGHT_JAMB_O+4
+P_ID_DOOR5_V_Z+1	P_ID_DOOR5_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 51			0		0		PP_LEFT_JAMB_O+8	PP_RIGHT_JAMB_O+16
+
+
+#
+# DV doors - horizontal door
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_DV_H_O		P_DV_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 60		0		0		PP_TOP_JAMB_O+2		PP_BOTTOM_JAMB_O+10
+P_DV_H_O+1		P_DV_H_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 76			0		0		PP_TOP_JAMB_O+9		PP_BOTTOM_JAMB_O+17
+
+P_DV_H_Z		P_DV_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CLASSIC_LEVEL + 58		0		0		PP_TOP_JAMB_O+2		PP_BOTTOM_JAMB_Z+0
+P_DV_H_Z+1		P_DV_H_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 79			0		0		PP_TOP_JAMB_Z+6		PP_BOTTOM_JAMB_O+17
+
+#
+# DV doors - vertical doors
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_DV_V_O		P_DV_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 49		0		0		PP_LEFT_JAMB_O+2	PP_RIGHT_JAMB_O+10
+P_DV_V_O+1		P_DV_V_O	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 70			0		0		PP_LEFT_JAMB_O+9	PP_RIGHT_JAMB_O+17
+
+P_DV_V_Z		P_DV_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CLASSIC_LEVEL + 51		0		0		PP_LEFT_JAMB_O+2	PP_RIGHT_JAMB_Z+0
+P_DV_V_Z+1		P_DV_V_Z	SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 73			0		0		PP_LEFT_JAMB_Z+6	PP_RIGHT_JAMB_O+17
+
+#
+# DV doors - hor/vertical doors
+#
+# position 		function 	flag		minus_x 	plus_x		x_cor		y_cor		sprite		animation	when_run_anim	so_1		so_2
+
+P_DV_H			P_DV_H		SPRITE_DYNAMIC|SPRITE_NO_ROTATE	0		0		0		0		FIRST_CYBER_LEVEL + 97		0		0		PP_TOP_JAMB_O+3		PP_BOTTOM_JAMB_O+11
+P_DV_V			P_DV_V		SPRITE_DYNAMIC|SPRITE_NO_ROTATE	1		1		0		0		FIRST_CYBER_LEVEL + 60		0		0		PP_LEFT_JAMB_O+3	PP_RIGHT_JAMB_O+11
diff --git a/GameData/items_animation.dat b/GameData/items_animation.dat
new file mode 100644
index 0000000..c7d8ff1
--- /dev/null
+++ b/GameData/items_animation.dat
@@ -0,0 +1,31 @@
+#
+# item animations
+#
+# item			animation	flag		frame_num		dx	dy	sprite_first	sprite_num	sprite_step
+
+P_DOOR1_V_Z+1		ANIM_DOOR_ID_V	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_DOOR2_V_Z+1		ANIM_DOOR_ID_V	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_DOOR3_V_Z+1		ANIM_DOOR_ID_V	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_DOOR4_V_Z+1		ANIM_DOOR_ID_V	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_DOOR5_V_Z+1		ANIM_DOOR_ID_V	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+
+P_DOOR1_H_Z+1		ANIM_DOOR_ID_H	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_DOOR2_H_Z+1		ANIM_DOOR_ID_H	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_DOOR3_H_Z+1		ANIM_DOOR_ID_H	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_DOOR4_H_Z+1		ANIM_DOOR_ID_H	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_DOOR5_H_Z+1		ANIM_DOOR_ID_H	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+
+P_ID_DOOR1_V_Z+1	ANIM_DOOR_ID_V	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_ID_DOOR2_V_Z+1	ANIM_DOOR_ID_V	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_ID_DOOR3_V_Z+1	ANIM_DOOR_ID_V	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_ID_DOOR4_V_Z+1	ANIM_DOOR_ID_V	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_ID_DOOR5_V_Z+1	ANIM_DOOR_ID_V	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+
+P_ID_DOOR1_H_Z+1	ANIM_DOOR_ID_H	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_ID_DOOR2_H_Z+1	ANIM_DOOR_ID_H	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_ID_DOOR3_H_Z+1	ANIM_DOOR_ID_H	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_ID_DOOR4_H_Z+1	ANIM_DOOR_ID_H	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_ID_DOOR5_H_Z+1	ANIM_DOOR_ID_H	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+
+P_DV_H_Z+1		ANIM_DOOR_DV_H	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
+P_DV_V_Z+1		ANIM_DOOR_DV_V	ANIM_GENERATE|ANIM_TRIGGER_INSERT	0			0	0	0		0		0
diff --git a/GameData/s0.dat b/GameData/s0.dat
new file mode 100644
index 0000000..01c3e85
--- /dev/null
+++ b/GameData/s0.dat
@@ -0,0 +1,20 @@
+r01.lv3
+cuwat
+r02.lv3
+iroja
+r03.lv3
+goxiv
+r04.lv3
+itipe
+r05.lv3
+witax
+r06.lv3
+onato
+r07.lv3
+povab
+r08.lv3
+afaxi
+r09.lv3
+qageg
+r10.lv3
+imepe
\ No newline at end of file
diff --git a/GameData/s1.dat b/GameData/s1.dat
new file mode 100644
index 0000000..2883520
--- /dev/null
+++ b/GameData/s1.dat
@@ -0,0 +1,100 @@
+j01.lv3
+mobal
+j02.lv3
+umame
+j03.lv3
+tiqup
+j04.lv3
+uceso
+j05.lv3
+godes
+j06.lv3
+igipo
+j07.lv3
+kotil
+j08.lv3
+aheji
+j09.lv3
+xolid
+j10.lv3
+uceje
+j11.lv3
+qiguq
+j12.lv3
+ubife
+j13.lv3
+rijus
+j14.lv3
+epiri
+j15.lv3
+miteb
+j16.lv3
+uqise
+j17.lv3
+pojat
+j18.lv3
+umevo
+j19.lv3
+guwas
+j20.lv3
+ufale
+j21.lv3
+xigir
+j22.lv3
+ijifa
+j23.lv3
+dahoh
+j24.lv3
+ahawo
+j25.lv3
+fekig
+j26.lv3
+opafe
+j27.lv3
+detis
+j28.lv3
+aleqi
+j29.lv3
+buvib
+j30.lv3
+ikuqe
+j31.lv3
+fubov
+j32.lv3
+ikaqo
+j33.lv3
+mijip
+j34.lv3
+upevo
+j35.lv3
+hotix
+j36.lv3
+ebabo
+j37.lv3
+kelik
+j38.lv3
+oposu
+j39.lv3
+timak
+j40.lv3
+acexi
+j41.lv3
+weped
+j42.lv3
+olitu
+j43.lv3
+podun
+j44.lv3
+edexo
+j45.lv3
+wabew
+j46.lv3
+ejici
+j47.lv3
+puhip
+j48.lv3
+omeji
+j49.lv3
+xuhus
+j50.lv3
+unupu
\ No newline at end of file
diff --git a/GameData/s2.dat b/GameData/s2.dat
new file mode 100644
index 0000000..a4aec00
--- /dev/null
+++ b/GameData/s2.dat
@@ -0,0 +1,70 @@
+s01.lv3
+waxag
+s02.lv3
+ehiqi
+s03.lv3
+nofem
+s04.lv3
+emaci
+s05.lv3
+kulin
+s06.lv3
+uweko
+s07.lv3
+jasev
+s08.lv3
+akina
+s09.lv3
+hemeb
+s10.lv3
+omoce
+s11.lv3
+dafan
+s12.lv3
+itoju
+s13.lv3
+jodip
+s14.lv3
+esixu
+s15.lv3
+radol
+s16.lv3
+ibihe
+s17.lv3
+fijos
+s18.lv3
+osube
+s19.lv3
+galed
+s20.lv3
+ubiwo
+s21.lv3
+viwoq
+s22.lv3
+ewihi
+s23.lv3
+kekom
+s24.lv3
+elaka
+s25.lv3
+gojiq
+s26.lv3
+akube
+s27.lv3
+josen
+s28.lv3
+epuru
+s29.lv3
+moxap
+s30.lv3
+irilu
+s31.lv3
+gahux
+s32.lv3
+ovoli
+s33.lv3
+qokit
+s34.lv3
+uhugo
+s35.lv3
+woveg
\ No newline at end of file
diff --git a/GameData/s3.dat b/GameData/s3.dat
new file mode 100644
index 0000000..9358402
--- /dev/null
+++ b/GameData/s3.dat
@@ -0,0 +1,40 @@
+t01.lv3
+pemax
+t02.lv3
+ofuno
+t03.lv3
+hoxek
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diff --git a/README b/README
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--- /dev/null
+++ b/README
@@ -0,0 +1,8 @@
+This is a data-pack for Berusky. You can get the latest 
+version from http://www.anakreon.cz. 
+
+All file in this archive are licensed under GPL Public Licence.
+More info is in the COPYING file.
+
+You can install it by the ./install script, it copies all data
+to their default location.
\ No newline at end of file
diff --git a/berusky.ini b/berusky.ini
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index 0000000..6629d4e
--- /dev/null
+++ b/berusky.ini
@@ -0,0 +1,24 @@
+# Configuration for berusky game
+
+# Game data location
+level_data = /usr/share/berusky/Levels
+game_data = /usr/share/berusky/GameData
+graphics_data = /usr/share/berusky/Graphics
+
+# Graphics settings for game and editor
+# game runs in 640x480
+# editor runs in 1024x768
+fullscreen = 0
+color_depth = 32
+
+# Logging
+log = 0
+logfile = ~/.berusky/b1logfile.txt
+
+# Game binary & tmp dir
+# they're used by editor for "run level" command
+game_binary = /usr/bin/berusky
+tmp_data = /var/tmp
+
+# Dir for users levels (it's the default level dir for level editor)
+level_data_user = ~/.berusky/User
diff --git a/debugfiles.list b/debugfiles.list
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index 0000000..e69de29
diff --git a/debuglinks.list b/debuglinks.list
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diff --git a/debugsources.list b/debugsources.list
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diff --git a/install b/install
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+++ b/install
@@ -0,0 +1,12 @@
+#!/bin/sh
+# This scprit copies all data to their default location
+
+mkdir -p /usr/share/berusky
+mv GameData /usr/share/berusky
+mv Graphics /usr/share/berusky
+mv Levels   /usr/share/berusky
+mv README   /usr/share/berusky
+mv COPYING  /usr/share/berusky
+
+mkdir -p /var/games/berusky
+mv berusky.ini /var/games/berusky

-- 
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/berusky-data.git



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