spritePig: spritePigUp: dc.w 0,0 dc.w 0,0 incbin "out/sprite_pig-1.bin" ; 0, up dc.l 0 spritePigUpJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_pig-0.bin" ; 1, up jump dc.l 0 spritePigDown: dc.w 0,0 dc.w 0,0 incbin "out/sprite_pig-5.bin" ; 2, down dc.l 0 spritePigDownJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_pig-4.bin" ; 3, down jump dc.l 0 spritePigLeft: dc.w 0,0 dc.w 0,0 incbin "out/sprite_pig-7.bin" ; 4, left dc.l 0 spritePigLeftJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_pig-6.bin" ; 5, left jump dc.l 0 spritePigRight: dc.w 0,0 dc.w 0,0 incbin "out/sprite_pig-3.bin" ; 6, right dc.l 0 spritePigRightJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_pig-2.bin" ; 7, right jump dc.l 0 spriteRobot: spriteRobotUp: dc.w 0,0 dc.w 0,0 incbin "out/sprite_robot-1.bin" ; 0, up dc.l 0 spriteRobotUpJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_robot-0.bin" ; 1, up jump dc.l 0 spriteRobotDown: dc.w 0,0 dc.w 0,0 incbin "out/sprite_robot-5.bin" ; 2, down dc.l 0 spriteRobotDownJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_robot-4.bin" ; 3, down jump dc.l 0 spriteRobotLeft: dc.w 0,0 dc.w 0,0 incbin "out/sprite_robot-7.bin" ; 4, left dc.l 0 spriteRobotLeftJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_robot-6.bin" ; 5, left jump dc.l 0 spriteRobotRight: dc.w 0,0 dc.w 0,0 incbin "out/sprite_robot-3.bin" ; 6, right dc.l 0 spriteRobotRightJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_robot-2.bin" ; 7, right jump dc.l 0 spriteTank: spriteTankUp: dc.w 0,0 dc.w 0,0 incbin "out/sprite_tank-1.bin" ; 0, up dc.l 0 spriteTankUpJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_tank-0.bin" ; 1, up jump dc.l 0 spriteTankDown: dc.w 0,0 dc.w 0,0 incbin "out/sprite_tank-5.bin" ; 2, down dc.l 0 spriteTankDownJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_tank-4.bin" ; 3, down jump dc.l 0 spriteTankLeft: dc.w 0,0 dc.w 0,0 incbin "out/sprite_tank-7.bin" ; 4, left dc.l 0 spriteTankLeftJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_tank-6.bin" ; 5, left jump dc.l 0 spriteTankRight: dc.w 0,0 dc.w 0,0 incbin "out/sprite_tank-3.bin" ; 6, right dc.l 0 spriteTankRightJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_tank-2.bin" ; 7, right jump dc.l 0 spriteCow: spriteCowUp: dc.w 0,0 dc.w 0,0 incbin "out/sprite_cow-1.bin" ; 0, up dc.l 0 spriteCowUpJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_cow-0.bin" ; 1, up jump dc.l 0 spriteCowDown: dc.w 0,0 dc.w 0,0 incbin "out/sprite_cow-5.bin" ; 2, down dc.l 0 spriteCowDownJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_cow-4.bin" ; 3, down jump dc.l 0 spriteCowLeft: dc.w 0,0 dc.w 0,0 incbin "out/sprite_cow-7.bin" ; 4, left dc.l 0 spriteCowLeftJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_cow-6.bin" ; 5, left jump dc.l 0 spriteCowRight: dc.w 0,0 dc.w 0,0 incbin "out/sprite_cow-3.bin" ; 6, right dc.l 0 spriteCowRightJump: dc.w 0,0 dc.w 0,0 incbin "out/sprite_cow-2.bin" ; 7, right jump dc.l 0 spriteFalling0: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingPig-0.bin" dc.l 0 spriteFalling1: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingPig-1.bin" dc.l 0 spriteFalling2: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingPig-2.bin" dc.l 0 spriteFalling3: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingPig-3.bin" dc.l 0 spriteFalling4: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingPig-4.bin" dc.l 0 spriteFallingRobot0: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingRobot-0.bin" dc.l 0 spriteFallingRobot1: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingRobot-1.bin" dc.l 0 spriteFallingRobot2: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingRobot-2.bin" dc.l 0 spriteFallingRobot3: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingRobot-3.bin" dc.l 0 spriteFallingRobot4: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingRobot-4.bin" dc.l 0 spriteFallingTank0: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingTank-0.bin" dc.l 0 spriteFallingTank1: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingTank-1.bin" dc.l 0 spriteFallingTank2: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingTank-2.bin" dc.l 0 spriteFallingTank3: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingTank-3.bin" dc.l 0 spriteFallingTank4: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingTank-4.bin" dc.l 0 spriteFallingCow0: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingCow-0.bin" dc.l 0 spriteFallingCow1: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingCow-1.bin" dc.l 0 spriteFallingCow2: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingCow-2.bin" dc.l 0 spriteFallingCow3: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingCow-3.bin" dc.l 0 spriteFallingCow4: dc.w 0,0 dc.w 0,0 incbin "out/sprite_fallingCow-4.bin" dc.l 0