I've been reading information about collision in Sonic 2. I was eventually able to understand the basics, but there's a question I'm still not sure off: Sonic 2's collision array doesn't contain any collision blocks that would match, for instance, the top-right corner of a loop. Actually, there doesn't seem to be anything like that in the array. Sonic 1's collision array, on the other hand, does. I'm assuming Sonic 2 does something special to save space on making predefined versions of such collisions. I just don't know what it is they do. It would suck if they were hard-coded based on each level, but at least I would be certain of what it means to replicate that. Viewing Solidity Paths in SonED2 didn't help, especially since the numbers shown to be from the index, compared to the associated numbers in the collision array, didn't make much sense to me (I.e. some of collision array blocks share the same number, according to the SolidityBlock graph). It at least confirmed my readings on loops (A second index stores collisions for the left side of the loop, and the game just toggles through them using the "loop" chunk) Emerald Hill Zone shows the top-right collisions of the first loop to have an array spot of A8, B8, and 98. The SolidityGraph doesn't even have those numbers. What's going on?