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zero_mission:data_maps:clipdata [2021/01/26 09:18] – felixwright | zero_mission:data_maps:clipdata [2021/01/29 01:51] – felixwright | ||
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==== 1- Basic Blocks ==== | ==== 1- Basic Blocks ==== | ||
- | ^ID ^Name | + | ^ID |
- | |00|Air| | | + | |00|Air|Default block. Has no collision.| |
- | |10|Solid block| | | + | |10|Solid block|Standard square block. Has collision on all four sides.| |
- | |11|/ steep floor slope| | | + | |11|/ steep floor slope|Slope with a 45° (degree) angle. Slopes should have solid blocks on both ends.| |
- | |12|\ steep floor slope| | | + | |12|\ steep floor slope|Slope with a (negative) -45° (degree) angle. Slopes should have solid blocks on both ends.| |
- | |13|/ lower slight floor slope| | | + | |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| | | + | |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| | | + | |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| | | + | |16|\ lower slight floor slope|Lower half of a slope with a (negative) -23° (degree) angle. Slopes should have solid blocks on both ends.| |
- | |20|Door transition | + | |1B|Water|Restricts movement and stops speedbooster, |
- | |21|\ steep ceiling slope (air)| | | + | |1C|Wet ground|Solid |
- | |22|/ steep ceiling slope (air)| | | + | |1D|Dusty ground|Solid block with dusty noises and puffs of small dust clouds when walked over, larger when fallen on.| |
- | |23|\ upper slight ceiling slope (air)| | | + | |21|\ steep ceiling slope (air)|Ceiling slope with a (negative) -45° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air.| |
- | |24|\ lower slight ceiling slope (air)| | | + | |22|/ steep ceiling slope (air)|Ceiling slope with a 45° (degree) angle. Ceiling slopes currently have no programmed behavior, acting like air.| |
- | |25|/ lower slight ceiling slope (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.| |
- | |26|/ upper slight ceiling slope (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.| |
- | |27|Vertical | + | |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.| |
- | |28|Vertical down transition block| | | + | |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 | ||
+ | |2D|Very dusty ground|Solid | ||
+ | |A0|Weak lava|Yellow acid. Deals 1 damage/8 frames, or 7.5dmg/ | ||
+ | |A1|Strong lava|Lava. Deals 1 damage/3 frames, or 20dmg/ | ||
+ | |A2|Acid|Green acid. Deals 1 damage/ | ||
+ | FIXME 11, 12, 13, 14, 15, 16 -- Math might be wrong\\ | ||
+ | FIXME 21, 22, 23, 24, 25, 26 -- Math might be wrong\\ | ||
+ | FIXME A0, A1, A2 -- Math might be wrong\\ | ||
--------------------------------------------- | --------------------------------------------- | ||
==== 2 - Doors ==== | ==== 2 - Doors ==== | ||
- | ^ID ^Name | + | ^ID |
- | |30|Gray door| | | + | |20|Door transition block|Air block placed over door objects, for room transitions.| |
- | |36|Regular door| | | + | |27|Vertical up transition block|Air block placed at the top of vertical shafts for room transitions.| |
- | |40|Missle | + | |28|Vertical down transition block|Air block placed at the bottom of vertical shafts for room transitions.| |
- | |46|Super | + | |29|Elevator up block|Solid block that acts as an invisible upward elevator when up is pressed. Combine this with the elevator sprite.| |
- | |4C|Power | + | |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. Can be used for one way doors.| | ||
+ | |36|Regular door|Blue door. Opens with any weapon. Number of hits to open can be changed with a hex tweak.| | ||
+ | |40|Missile | ||
+ | |46|Super | ||
+ | |4C|Power | ||
--------------------------------------------- | --------------------------------------------- | ||
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==== 3 - Destroyable Blocks ==== | ==== 3 - Destroyable Blocks ==== | ||
- | ^ID ^Name | + | ^ID |
- | |50|Top-left shot block (never reform)| | | + | |50|Top-left shot block (never reform)|The top left corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it never reforms.| |
- | |51|Top-right shot block (never reform)| | | + | |51|Top-right shot block (never reform)|The top right corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it never reforms.| |
- | |52|Shot block (never reform)| | | + | |52|Shot block (never reform)|Shot block. Destroyed by any weapon. Once destroyed, it never reforms.| |
- | |53|Top-left shot block (no reform)| | | + | |53|Top-left shot block (no reform)|The top left corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.| |
- | |54|Top-right shot block (no reform)| | | + | |54|Top-right shot block (no reform)|The top right corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.| |
- | |55|Shot block (no reform)| | | + | |55|Shot block (no reform)|Shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.| |
- | |56|Crumble block| | | + | |56|Crumble block|Crumble block. Breaks when fallen or walked over, and reforms after. Can be ran across using Speed Booster.| |
- | |57|Bomb block (never reform)| | | + | |57|Bomb block (never reform)|Bomb block. Revealed by any weapon. Destroyed with Bombs or Power Bombs. Once destroyed, it never reforms.| |
- | |58|Missle | + | |58|Missile |
- | |59|Super | + | |59|Super |
- | |5A|Speed boost block (no reform)| | | + | |5A|Speed boost block (no reform)|Speed boost block. Revealed by Bombs or Power Bombs. Destroyed with Speed Booster. Once destroyed, it only reforms when the room is reloaded.| |
- | |5B|Power | + | |5B|Power |
- | |60|Bottom-left shot block (never reform)| | | + | |60|Bottom-left shot block (never reform)|The bottom left corner of a 2x2 shot block. Once destroyed, it never reforms.| |
- | |61|Bottom-right shot block (never reform)| | | + | |61|Bottom-right shot block (never reform)|The bottom right corner of a 2x2 shot block. Once destroyed, it never reforms.| |
- | |62|Shot block (reform)| | | + | |62|Shot block (reform)|Shot block. Destroyed by any weapon. Reforms after a short time.| |
- | |63|Bottom-left shot block (no reform)| | | + | |63|Bottom-left shot block (no reform)|The bottom left corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.| |
- | |64|Bottom-right shot block (no reform)| | | + | |64|Bottom-right shot block (no reform)|The bottom right corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.| |
- | |66|Slow crumble block| | | + | |66|Slow crumble block|Crumble block. Breaks after a short period and reforms.| |
- | |67|Bomb block (reform)| | | + | |67|Bomb block (reform)|Bomb block. Revealed by any weapon. Destroyed with Bombs, Power Bombs, speedbooster, |
- | |68|Missle | + | |68|Missile |
- | |69|Super | + | |69|Super |
- | |6A|Speed boost block (reform)| | | + | |6A|Speed boost block (reform)|Speed boost block. Revealed by Bombs and Power Bombs. Destroyed by Speed Booster. Once destroyed, it only reforms when the room is reloaded.| |
- | |6B|Screw attack block (no reform)| | | + | |6B|Screw attack block (no reform)|Screw attack block. Revealed by Bombs and Power Bombs. Destroyed by screw attack. Once destroyed, it only reforms when the room is reloaded.| |
- | |70|Vertical | + | |70|Vertical |
- | |71|Vertical | + | |71|Vertical |
- | |72|Vertical | + | |72|Vertical |
- | |73|Vertical | + | |73|Vertical |
- | |74|Horizontal | + | |74|Horizontal |
- | |75|Horizontal | + | |75|Horizontal |
- | |76|Horizontal | + | |76|Horizontal |
- | |77|Horizontal | + | |77|Horizontal |
+ | FIXME 70, 71, 72, 73 -- Somehow these 4 types of chain blocks interact, not currently sure how\\ | ||
+ | FIXME 74, 75, 76, 77 -- Somehow these 4 types of chain blocks interact, not currently sure how\\ | ||
--------------------------------------------- | --------------------------------------------- | ||
- | ==== 4 - Misc Blocks ==== | + | ==== 4 - Item Blocks ==== |
+ | |||
+ | ^ID | ||
+ | |5C|Energy tank|Adds +100 Energy on easy and normal, +50 on hard. Tank values can be adjusted via hex tweak for all three difficulties.| | ||
+ | |5D|Missile tank|Adds +5 Missiles on easy and normal, +2 on hard. Tank values can be adjusted via hex tweak for all three difficulties.| | ||
+ | |5E|Super Missile tank|Adds +2 Super Missiles on easy and normal, +1 on hard. Tank values can be adjusted via hex tweak for all three difficulties.| | ||
+ | |5F|Power Bomb tank|Adds +2 Power Bombs on easy and normal, +1 on hard. Tank values can be adjusted via hex tweak for all three difficulties.| | ||
+ | |6C|Hidden Energy tank|Energy tank. Revealed by any weapon until room is reloaded.| | ||
+ | |6D|Hidden Missile tank|Missile tank. Revealed by any weapon until room is reloaded.| | ||
+ | |6E|Hidden Super Missile tank|Super Missile tank. Revealed by any weapon until room is reloaded.| | ||
+ | |6F|Hidden Power Bomb tank|Power Bomb tank. Revealed by any weapon until room is reloaded.| | ||
+ | |7C|Underwater Energy tank|Energy tank. Otherwise behaves like water.| | ||
+ | |7D|Underwater Missile tank|Missile tank. Otherwise behaves like water.| | ||
+ | |7E|Underwater Super Missile tank|Super Missile tank. Otherwise behaves like water.| | ||
+ | |7F|Underwater Power Bomb tank|Power Bomb tank. Otherwise behaves like water.| | ||
+ | |||
+ | |||
+ | --------------------------------------------- | ||
- | ^ID ^Name | + | ==== 5 - Misc Blocks ==== |
- | |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| | | + | |
- | |1B|Water| | | + | |
- | |1C|Wet ground| | | + | |
- | |1D|Dusty ground| | | + | |
- | |29|Elevator up block| | | + | |
- | |2A|Elevator down block| | | + | |
- | |2C|Bubbly ground| | | + | |
- | |2D|Very dusty ground| | | + | |
- | |5C|Energy tank| | | + | |
- | |5D|Missle tank| | | + | |
- | |5E|Super missle tank| | | + | |
- | |5F|Power bomb tank| | | + | |
- | |6C|Hidden energy tank| | | + | |
- | |6D|Hidden missle tank| | | + | |
- | |6E|Hidden super missle tank| | | + | |
- | |6F|Hidden power bomb tank| | | + | |
- | |7C|Underwater energy tank| | | + | |
- | |7D|Underwater missile tank| | | + | |
- | |7E|Underwater super missile tank| | | + | |
- | |7F|Underwater power bomb tank| | | + | |
- | |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| | | + | |
- | |A0|Weak lava| | | + | |
- | |A1|Strong lava| | | + | |
- | |A2|Acid| | | + | |
+ | ^ID | ||
+ | |01|Block (pass through bottom)|Solid block. Has collision on the sides and top, but is open on bottom. Can be used as a one way platform.| | ||
+ | |02|Non-Power grip|Solid block. These blocks cannot be grabbed or mantled over using power grip.| | ||
+ | |07|Enemy only block|Solid block. Solid for Samus, air for enemies.| | ||
+ | |09|Stop enemy block (solid)|Solid block. Solid for enemies and samus. Used to cap the end of ziplines and walls with eye lazers.| | ||
+ | |17|Stop enemy block (air)|Air block. Solid for enemies, air for Samus.| | ||
+ | |18|Space pirate zoneline|Solid block. Used to despawn space pirates when they leave rooms.| | ||
+ | |19|Space pirate wall jump point|Solid block. Used for walls directly across from platforms, so pirates can wall jump over.| | ||
+ | |80|BG0 trigger opaque|Air block. Makes BG0 0% transparent.| | ||
+ | |81|BG0 trigger transparent lvl 1|Air block. Makes BG0 ~17% transparent.| | ||
+ | |82|BG0 trigger transparent lvl 2|Air block. Makes BG0 ~34% transparent.| | ||
+ | |83|BG0 trigger transparent lvl 3|Air block. Makes BG0 ~50% transparent.| | ||
+ | |84|BG0 trigger transparent lvl 4|Air block. Makes BG0 ~67% transparent.| | ||
+ | |85|BG0 trigger transparent lvl 5|Air block. Makes BG0 ~84% transparent.| | ||
+ | |86|BG0 trigger 100% transparent|Air block. Makes BG0 100% transparent.| | ||
+ | |87|BG0 trigger brighter 1|Air block. Makes BG0 brightness ~25%| | ||
+ | |88|BG0 trigger brighter 2|Air block. Makes BG0 brightness ~50%| | ||
+ | |89|BG0 trigger brighter 3|Air block. Makes BG0 brightness ~75%| | ||
+ | |8A|BG0 trigger brighter 4|Air block. Makes BG0 brightness ~100%| | ||
+ | |8B|BG0 trigger default transparency|Air block. Reverts BG0 to settings from the room header.| | ||
+ | FIXME 80, 81, 82, 83, 84, 85, 86 Math might be wrong\\ | ||
+ | FIXME 87, 88, 89, 8A Math might be wrong\\ | ||
--------------------------------------------- | --------------------------------------------- |