The collision handler table is a structure, CollTable, defined in <graphics/gels.h>. It is accessed as the CollHandler member of the GelsInfo structure. The table only needs to be as large as the number of bits for which you wish to provide collision processing. It is safest, though, to allocate space for all 16 entries, considering the small amount of space required. Call the routine SetCollision() to initialize the table entries that correspond to the HitMask and MeMask bits that you plan to use. Do not set any of the table entries directly, instead give the address to SetCollision() routine and let it handle the set up of the GelsInfo.CollTable field. For example, SetCollision() could be called as follows: ULONG num; VOID (*routine)(); struct GelsInfo *GInfo; VOID myCollisionRoutine(GELA, GELB) /* sample collision routine */ struct VSprite *GELA; struct VSprite *GELB; { /* process gels here - GELA and GELB point to the base VSprites */ /* of the gels, you can use the user extensions to identify what */ /* hit (if you need the info). */ } /* GelsInfo must be allocated and initialized */ routine = myCollisionRoutine; SetCollision(num, routine, GInfo) The num argument is the collision table vector number (0-15). The (*routine)() argument is a pointer to your collision routine. And the GInfo argument is a pointer to the GelsInfo structure.