diff --git a/BuGS.xcodeproj/xcuserdata/jrand.xcuserdatad/xcschemes/xcschememanagement.plist b/BuGS.xcodeproj/xcuserdata/jrand.xcuserdatad/xcschemes/xcschememanagement.plist
index 0d0faee..c7870af 100644
--- a/BuGS.xcodeproj/xcuserdata/jrand.xcuserdatad/xcschemes/xcschememanagement.plist
+++ b/BuGS.xcodeproj/xcuserdata/jrand.xcuserdatad/xcschemes/xcschememanagement.plist
@@ -7,7 +7,7 @@
Binary.xcscheme_^#shared#^_
orderHint
- 3
+ 1
BuGS.xcscheme_^#shared#^_
@@ -17,12 +17,12 @@
DiskImage.xcscheme_^#shared#^_
orderHint
- 1
+ 2
doNotBuild.xcscheme_^#shared#^_
orderHint
- 2
+ 3
diff --git a/BuGS/gameSegments.s b/BuGS/gameSegments.s
index 3ff7473..19ccbfc 100644
--- a/BuGS/gameSegments.s
+++ b/BuGS/gameSegments.s
@@ -1507,8 +1507,8 @@ addBodySegment_fast anop
; This is a bit weird but we pretend the body segment is in the bottom RHS tile while it is offscreen.
; We have to put in a valid game tile here and it doesn't matter if body segments "collide". But we
; don't want head segments to collide with a off-screen body segment. Since the head segments always
-; appear at the top, it is safe to just tuck the body segments away at the bottom RHS.
- lda #NUM_GAME_TILES-1
+; appear at the top, it is safe to just tuck the body segments away at the top RHS.
+ lda #RHS_FIRST_TILE_OFFSET
sta segmentCurrentTile-6,y
sta segmentCurrentTile-4,y
sta segmentCurrentTile-2,y
@@ -1606,7 +1606,7 @@ addBodySegment_slow anop
sta segmentTileOffsetsLR,y
sta segmentTileOffsetsLR,y
-; See the comment above why we pretend the body segment is at the bottom RHS tile.
+; See the comment above why we pretend the body segment is at the top RHS tile.
lda #RHS_FIRST_TILE_OFFSET
sta segmentCurrentTile-14,y
sta segmentCurrentTile-12,y
diff --git a/BuGS/main.rez b/BuGS/main.rez
index 1cd66b4..97d8dc1 100644
--- a/BuGS/main.rez
+++ b/BuGS/main.rez
@@ -63,7 +63,7 @@ resource rVersion (1) {
{
1, /* Major version number in BCD */
0, /* Minor version number in BCD */
- 0, /* Bug version number in BCD */
+ 1, /* Bug version number in BCD */
release, /* Development phase */
0 /* Release number */
},