Hi Kerry, regarding to the Object Processor I'd like to give a short more general description of what is going on in this strange thing :-). 1) ALL output goes into a line buffer. Pretty much the Object Processor looks like glued together with a thing other machines refer to as a SHIFTER chip. 2) As you tell the Object Processor to use an object list by setting up the OLP, it reads the data structure from memory, looks into ypos of the object and determines, if it will have to grab any data from the object to be displayed. 3) If the line that is built in the line buffer in order to prepare it to go out to the screen within the next 64 microseconds (that is about how long it takes on a NTSC system) is a line, where parts of the object should be visible due to its ypos value, the object processor grabs the data according to the setup of DWIDTH and puts them into the line buffer, overwriting whatever may have been at the position refered to by the objects xpos value. 4) After all data is fetched for this object, the object processor jumps to the next entry of the object list to do the same compare-y-and-modify-linebuffer- if-object-should-be-displayed-in-that-line type of thing 5) If the Object Processor is encountering a GPU object, a GPU interrupt routine should be set up, because this then will be called. This can handle almost any kind of modification to either line buffer, object data or whatever almost any time during building of a line. 6) After the Object Processor is through all elements of the object list, you normally would see the line going out to the screen. If not, them something went quite wrong. This induces some conclusions: a) the limitation in display is the time you have to create the line in the line buffer. As data has to be fetched from all objects sharing the same horizontal line, the data read time is the major factor limiting its display. This is basically the time to read object header data and the entire object data and store it in the line buffer. For experimenting with it and getting some limits you could set up a list of objects, all 24 bit depth and 320x200 sized, all at the same position. This should give a problem with display after a certain number of different objects in the list (befor which it just should work - the first added object of the list that crashe obviously overrides the time you have to go through all data for a display. Please let me know the results. b) the last modification to the line buffer is usually done by the last object in the list. c) I you try to fetch more data than possible to access during 64 microseconds all kinds of messy things may happen or it just crashes. d) If you want to know if what you want to do works, try worst-case-scenarios and change them to come back to more real things (like trying to scroll a 10 object list with 24 bit depth of 320x200 all starting from the same position by changing xpos and ypos independantly - I doubt this would work, but I do not know if this it the limit - and reducing the bandwidth requirements by shortening the list on an object-per-object base). Hope that helps. Bye, Normen.