BurningFlame: There is no limit on total object count, but there is a limit on how many objects can have the "remember state" flag set in a level. Although it sounds like you're saying the objects were literally deleted from the object file, which sounds more like a bug with the level editor. I hope you were using SonED2, because otherwise I have a serious problem. LazloPsylus: Well you could read the manual to see what those things are, but I will spell it out for you. A function is an inline mini-macro that can be used within any instruction, directive, or macro argument. A function is defined like "make_art_tile function addr,pal,pri,((pri&1)<<15)|((pal&3)<<13)|(addr&tile_mask)" and used like "move.w #make_art_tile(ArtTile_ArtUnc_Sonic,0,0),art_tile(a0)". Character sets are a way to redefine the mapping between characters and bytes in strings. For example: Code: charset ' ',$FF charset '0',0 charset '1',2 charset '2',4 charset '3',6 charset '4',8 charset '5',$A charset '6',$C charset '7',$E charset '8',$10 charset '9',$12 charset ':',$14 charset 'E',$16 ; byte_410D4: Hud_TilesBase: dc.b "E 0" dc.b "0:00" ; byte_410E0: ; Hud_TilesZero: Hud_TilesRings: dc.b " 0" Hud_TilesBase_End charset I'm sure Natsumi will tell you these are garbage that hides the original meaning of the code or something like that, but personally I find them to be very useful tools. And yes, you can emulate their functionality with ASM68K macros, but with AS you don't have to.