//BITMAP * bumper_bmp[4];		P#.PCX
//BITMAP * half_bumper_bmp[4];		P#H.PCX

//BITMAP * bub_bmp[2];		BUBBLE1.PCX, BUBBLE2.PCX
//BITMAP * half_bub_bmp[2];	BUB1H.PCX, BUBBLE1.PCX

//BITMAP * cow;			cow1.pcx
//BITMAP * half_cow;		cow1h.pcx

//BITMAP * arrow;		arrow1.pcx
//BITMAP * half_arrow;		arrow1h.pcx


//DONT FORGET ABOUT: half_tileset & tileset...
//BITMAP * btiles[MAX_TILES];		tileset.pcx
//BITMAP * half_btiles[MAX_TILES];	tilesh.pcx