TilemapCollision: DC.B $11,$11,$11,$11,$11,$11,$11,$11,$11,$11 DC.B $10,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $10,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $10,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $10,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $10,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $11,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $10,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $10,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $10,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $10,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $10,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $10,$00,$00,$00,$00,$00,$00,$00,$00,$01 DC.B $11,$11,$11,$11,$11,$11,$11,$11,$11,$11 TilemapCollisionEnd: MOVE.W #(TilemapCollisionEnd-TilemapCollision)-1,D0 ;gets the length of this region of memory, minus 1, into D0. ; Again, even though the "operands" of this expression are longs, ; their difference fits in 16 bits and that's all that matters.