User Tools

Site Tools


zero_mission:basic_guides:mage:clipdata

This is an old revision of the document!


Clipdata List

1- Basic Blocks

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)


2 - Doors

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


3 - Destroyable Blocks


4 - Misc Blocks


zero_mission/basic_guides/mage/clipdata.1504199519.txt.gz · Last modified: 2017/08/31 17:11 by oneof99