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ID | Name | Description |
---|---|---|
00 | Air | Default block. Has no collision. |
10 | Solid block | Standard square block. Has collision on all four sides. |
11 | / steep floor slope | Slope with a 45° (degree) angle. Slopes should have solid blocks on both ends. |
12 | \ steep floor slope | Slope with a (negative) -45° (degree) angle. Slopes should have solid blocks on both ends. |
13 | / lower slight floor slope | Lower half of a slope with a 23° (degree) angle. Slopes should have solid blocks on both ends. |
14 | / upper slight floor slope | Upper half of a slope with a 23° (degree) angle. Slopes should have solid blocks on both ends. |
15 | \ upper slight floor slope | Upper half of a slope with a (negative) -23° (degree) angle. Slopes should have solid blocks on both ends. |
16 | \ lower slight floor slope | Lower half of a slope with a (negative) -23° (degree) angle. Slopes should have solid blocks on both ends. |
1B | Water | Restricts movement and stops speedbooster, spacejump, and bombjumping without Gravity Suit. |
1C | Wet ground | Solid block with splashing noises and graphics when walked over. |
1D | Dusty ground | Solid block with dusty noises and puffs of small dust clouds when walked over, larger when fallen on. |
21 | \ steep ceiling slope (air) | Ceiling slope with a (negative) -45° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air. |
22 | / steep ceiling slope (air) | Ceiling slope with a 45° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air. |
23 | \ upper slight ceiling slope (air) | Upper half of a slope with a (negative) -23° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air. |
24 | \ lower slight ceiling slope (air) | Lower half of a slope with a (negative) -23° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air. |
25 | / lower slight ceiling slope (air) | Lower half of a ceiling slope with a 23° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air. |
26 | / upper slight ceiling slope (air) | Upper half of a ceiling slope with a 23° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air. |
2C | Bubbly ground | Solid block with a silent bubbling up animation when fallen on. |
2D | Very dusty ground | Solid block with dusty noises and puffs of large dust clouds when walked over, larger when fallen on. |
A0 | Weak lava | Yellow acid. Deals 1 damage/8 frames, or 7.5dmg/second. No damage taken with Varia Suit. Restricts movement without Gravity Suit. |
A1 | Strong lava | Lava. Deals 1 damage/3 frames, or 20dmg/second. Reduced to 1 damage/5 frames, or 12dmg/second with Varia Suit. No damage taken with Gravity Suit. Restricts movement without Gravity Suit. |
A2 | Acid | Green acid. Deals 1 damage/frame, or 60dmg/second. Reduced to 1 damage/2 frames with Varia Suit. Reduced to 1 damage/4 frames with Gravity Suit. Restricts movement without Gravity Suit. |
ID | Name | Description |
---|---|---|
20 | Door transition block | Air block placed over door objects, for room transitions. |
27 | Vertical up transition block | Air block placed at the top of vertical shafts for room transitions. |
28 | Vertical down transition block | Air block placed at the bottom of vertical shafts for room transitions. |
29 | Elevator up block | Solid block that acts as an invisible upward elevator when up is pressed. Combine this with the elevator sprite. |
2A | Elevator down block | Solid block that acts as an invisible downward elevator when up is pressed. Combine this with the elevator sprite. |
30 | Gray door | Solid block. Not directly used. |
36 | Regular door | Blue door. Opens with any weapon. Number of hits to open can be changed with a hex tweak. |
40 | Missile door | Red door. Opens with missiles or super missiles. Number of hits to open can be changed with a hex tweak. |
46 | Super Missile door | Green door. Opens with super missiles. Number of hits to open can be changed with a hex tweak. |
4C | Power Bomb door | Yellow door. Opens with power bombs. Number of hits to open can be changed with a hex tweak. |
ID | Name | Description |
---|---|---|
50 | Top-left shot block (never reform) | |
51 | Top-right shot block (never reform) | |
52 | Shot block (never reform) | |
53 | Top-left shot block (no reform) | |
54 | Top-right shot block (no reform) | |
55 | Shot block (no reform) | |
56 | Crumble block | |
57 | Bomb block (never reform) | |
58 | Missile block (never reform) | |
59 | Super Missile block (never reform) | |
5A | Speed boost block (no reform) | |
5B | Power Bomb block (never reform) | |
60 | Bottom-left shot block (never reform) | |
61 | Bottom-right shot block (never reform) | |
62 | Shot block (reform) | |
63 | Bottom-left shot block (no reform) | |
64 | Bottom-right shot block (no reform) | |
66 | Slow crumble block | |
67 | Bomb block (reform) | |
68 | Missile block (no reform) | |
69 | Super Missile block (no reform) | |
6A | Speed boost block (reform) | |
6B | Screw attack block (no reform) | |
70 | Vertical Bomb chain 1 | |
71 | Vertical Bomb chain 2 | |
72 | Vertical Bomb chain 3 | |
73 | Vertical Bomb chain 4 | |
74 | Horizontal Bomb chain 1 | |
75 | Horizontal Bomb chain 2 | |
76 | Horizontal Bomb chain 3 | |
77 | Horizontal Bomb chain 4 |
ID | Name | Description |
---|---|---|
5C | Energy tank | |
5D | Missile tank | |
5E | Super Missile tank | |
5F | Power Bomb tank | |
6C | Hidden energy tank | |
6D | Hidden Missile tank | |
6E | Hidden Super Missile tank | |
6F | Hidden Power Bomb tank | |
7C | Underwater energy tank | |
7D | Underwater Missile tank | |
7E | Underwater Super Missile tank | |
7F | Underwater Power Bomb tank |
ID | Name | Description |
---|---|---|
01 | Block (pass through bottom) | |
02 | Non-Power grip | |
07 | Enemy only block | |
09 | Stop enemy block (solid) | |
17 | Stop enemy block (air) | |
18 | Space pirate zoneline | |
19 | Space pirate wall jump point | |
80 | BG0 trigger opaque | |
81 | BG0 trigger transparent lvl 1 | |
82 | BG0 trigger transparent lvl 2 | |
83 | BG0 trigger transparent lvl 3 | |
84 | BG0 trigger transparent lvl 4 | |
85 | BG0 trigger transparent lvl 5 | |
86 | BG0 trigger 100% transparent | |
87 | BG0 trigger brighter 1 | |
88 | BG0 trigger brighter 2 | |
89 | BG0 trigger brighter 3 | |
8A | BG0 trigger brighter 4 | |
8B | BG0 trigger default transparency |
0: Air - Allows Samus, enemies, and pretty much any sprite to move through it. Consider it the “empty” clipdata
1: Block (pass through bottom) - A solid block that is not solid from the bottom. Works like those blocks in Mario games where you can jump up through them but then run on top. Enemies can pass through this as if it is air!
2: Non-power grip - Pretty self explanatory, a solid block that you cannot grab onto with power grip.
7: Enemy only block - Blocks that act like “air”, but only for the enemy. Used in Zero Mission for places to hide those annoying bug enemies that come out of the walls.
9: Stop enemy block (solid) - Works just like a solid block, stops space pirates from moving if there is no alarm, works as stopping point for ziplines
10: Solid - Does not allow anything to pass though it (except wave beam)
11/12: Steep floor slope - A slope in the floor that lifts the player one block. For reference, / means it goes low to high when moving right, while \ means it goes high to low when moving right.
13-16: Upper/Lower slight floor slope - Floor slopes that extend over 2 spaces. Make sure to use Lower on the lower end of a slope
17: Stop enemy block (air) - Works like an air block for Samus, but a solid block for enemies
18: Enemy Pirate Zoneline -
19: Enemy Pirate Wall Jump Point -
1A: Unused (Solid)
1B: Water - This acts as water and will make slow Samus's movements when she is in it. Does not affect enemies.
1C: Wet Ground - Solid block that creates a splash animation when Samus walks over it.
1D: Dusty Ground - Solid block that creates a dust animation when Samus walks over it.
1E/1F: Unused (Solid/Air)
20: Door Transition - Placed on top of door sprites to allow for a transition.
21-26: Ceiling Slopes - These act as air and don't do anything. Save time and money by just using air blocks.
27/28: Vertical Up/Down Transition - Work as door transitions but in those directions (Up if moving up, down if moving down)
29/2A: Elevator Up/Down - Work like 27/28 but only for elevators
2B: Unused (Air)
2C: Bubbly Ground - Ground that releases bubbles when you land.
2D: Very Dusty Ground - Ground that is very dusty
2E/2F: Unused (Air)
30: Gray Door - Really kinda useless unless the door is only and always an entry door, never an exit.
36: Regular Door - Can be opened with literally any weapon (Beam, bomb, missiles, super missiles, power bombs)
40: Missile Door - Can only be opened with missiles or super missiles
46: Super Missile Door - Can only be opened with super missiles
4C: Power Bomb Door - Can only be opened with power bombs