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fusion:data_maps:clipdata [2021/01/26 06:35] felixwrightfusion:data_maps:clipdata [2021/01/31 05:58] (current) – old revision restored (2021/01/29 08:58) caauyjdp
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 ===== Metroid Fusion - Clipdata List  ===== ===== Metroid Fusion - Clipdata List  =====
  
-[[fusion:basic_guides:mage|Back to Metroid Fusion - Mage Tutorial]]+[[fusion:basic_guides:mage|Back to Metroid Fusion - MAGE Tutorial]]
  
-Note: Unlisted clipdata values are ones that are unused in Metroid Fusion. 
 ---------------------------------------- ----------------------------------------
 ==== 1 - Basic Blocks ==== ==== 1 - Basic Blocks ====
  
-0: Air - An empty block. Allows Samus, enemies, and other sprites to move through it+^ID   ^Name   ^Description   ^ 
- +|00|Air|Default block. Has no collision.| 
-1: Block (pass through bottom- A block that is solid on top, but allows Samus to jump through it from the bottom. She can also drop through from the top by holding Down and pressing Jump. Enemies will pass through this block+|10|Solid block|Standard square block. Has collision on all four sides.| 
- +|11|/ steep floor slope|Slope with a 45° (degreeangle. Slopes should have solid blocks on both ends.| 
-9: Prevents climbing into from ladder These are solid blocks that should be placed at the top of any wall ladders which do not have standable platform directly above the ladder. +|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) angleSlopes should have solid blocks on both ends.| 
-10: Solid block - A block that does not allow Samus, enemies, etc. to pass through it. Wave Beam will still penetrate solid blocks. +|14|upper slight floor slope|Upper half of a slope with a 23° (degree) angleSlopes should have solid blocks on both ends.| 
- +|15|\ upper slight floor slope|Upper half of a slope with a (negative) -23° (degree) angleSlopes should have solid blocks on both ends.
-11/12: Steep floor slope - A sloped floor that will lift Samus and enemies 1 block higher in the span of a 1-block width. The slash designates which way the slope works when moving from left to right+|16|\ lower slight floor slope|Lower half of a slope with a (negative) -23° (degree) angle. Slopes should have solid blocks on both ends.| 
- +|18|Ceiling ladder|Solid block. Pressing up while touching it in the air will make Samus grab onRequires 3 blocks of clearance below.| 
-13-16: Upper/lower slight floor slope - A sloped floor that will lift Samus and enemies 1 block higher in the span of a 2-block widthThe slash designates which way the slope works when moving from left to rightFor reference, lower blocks would be the bottom of a staircase, while upper blocks would be the top of staircase. +|19|Right wall ladder|Solid block. Pressing right while touching it in the air will make Samus grab on. Requires 1 block of clearance.| 
- +|1A|Left wall ladder|Solid block. Pressing left while touching it in the air will make Samus grab on. Requires 1 block of clearance.| 
-17: Stop enemy block (air) - A block that Samus can pass through like air, but which will stop enemies like a solid blockLook at the rooms around Ridley for usage examples. +|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.| 
-18Ceiling ladder - Ceiling-mounted ladders that Samus can climb by jumping into from below and holding Up to grab. She can climb left and right while hanging, and will stop at solid blocks. +|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.
-19/1A: Right/Left wall ladder - Wall-mounted ladders that Samus can climb by pushing into while airborne. Right/Left indicates which direction the player must hold in order to grab onto the ladder. Don't forget that block 9 will stop Samus from climbing on top of the ladder! +|22|/ steep ceiling slope (air)|Ceiling slope with a 45° (degree) angle. Ceiling slopes currently have no programmed behavioracting 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.
-1B: Water - One full block of waterThese will slow down Samus and prevent Bomb jumping if she does not have the Gravity suitNo effect on enemies. +|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.| 
-1CWet ground - A solid block that makes a splash animation when Samus walks over it+|26|upper slight ceiling slope (air)|Upper half of a ceiling slope with a 23° (degree) angleCeiling slopes currently have no programmed behavior, acting like air.| 
- +|2C|Bubbly ground|Solid block with a silent bubbling up animation when fallen on.| 
-1DDusty ground - A solid block that makes a dust animation when Samus walks over it+|2D|Very dusty ground|Solid block with dusty noises and puffs of large dust clouds when walked over, larger when fallen on.
- +FIXME 11, 12, 13, 14, 15, 16 -- Math might be wrong\\ 
-21-26: Ceiling slopes - All of these blocks are functionally equivalent to air blocksSadly, ceiling slopes don't actually offer unique collision in Metroid FusionJust use air blocks instead+FIXME 21, 22, 23, 24, 25, 26 -- Math might be wrong\\
- +
-29/2A: Elevator up/down block - These blocks are placed beneath elevator platforms (spritesand specify which direction you must press in order to use the elevator+
- +
-2CBubbly ground - Floor blocks that release air bubbles when Samus lands on them+
- +
-2DVery dusty ground - Like dusty ground blocks, but with a more exaggerated dust effect.+
  
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 ==== 2 - Doors ==== ==== 2 - Doors ====
  
-20Door transition block - These are placed within the bounds of door objects (sprites) in order to allow Samus to transition between rooms+^ID   ^Name   ^Description   ^ 
- +|20|Door transition block|Air block placed over door objects, for room transitions.| 
-27/28: Vertical up/down transition block - Similar to the previous door transition blocks, but for transitions going up/downThe name of the block is the direction Samus needs to go in order to activate them+|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.| 
-30-35: White door slots 1-- The standard door caps that Adam unlocks after visiting the Quarantine BayNote that no two doors can share a slot number, **even if they're different colors or directions.** +|29|Elevator up block|Solid block that acts as an invisible upward elevator when up is pressedCombine 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.| 
-36-3B: Blue door slots 1-Blue door caps that are unlocked by releasing Level 1 door locks+|30|White door slot 1|Solid block. Level 0 Hatch. Opens with any weapon. Door 1 of maximum per room.| 
- +|31|White door slot 2|Solid blockLevel 0 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.| 
-3FGray door - Striped gray hatches specifically used in Navigation rooms+|32|White door slot 3|Solid blockLevel 0 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.| 
- +|33|White door slot 4|Solid block. Level 0 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.| 
-40-45: Green door slots 1-Green door caps that are unlocked by releasing Level 2 door locks+|34|White door slot 5|Solid block. Level 0 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.| 
- +|35|White door slot 6|Solid block. Level 0 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.| 
-46-4B: Yellow door slots 1-Yellow door caps that are unlocked by releasing Level 3 door locks+|36|Blue door slot 1|Solid block. Level 1 Hatch. Opens with any weapon. Door 1 of maximum per room.| 
- +|37|Blue door slot 2|Solid block. Level 1 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.| 
-3C-3E, 4C-4E: Red door slots 1-Red door caps that are unlocked by releasing Level 4 door locks.+|38|Blue door slot 3|Solid blockLevel 1 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.| 
 +|39|Blue door slot 4|Solid block. Level 1 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.| 
 +|3A|Blue door slot 5|Solid block. Level 1 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.| 
 +|3B|Blue door slot 6|Solid block. Level 1 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.| 
 +|3C|Red door slot 1|Solid block. Level 4 Hatch. Opens with any weapon. Door 1 of maximum 6 per room.| 
 +|3D|Red door slot 2|Solid block. Level 4 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.| 
 +|3E|Red door slot 3|Solid block. Level 4 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.| 
 +|3F|Gray door|Solid block. Used for navigation room doors. Can be used for one way doors.| 
 +|40|Green door slot 1|Solid block. Level 2 Hatch. Opens with any weapon. Door 1 of maximum per room.| 
 +|41|Green door slot 2|Solid block. Level 2 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.| 
 +|42|Green door slot 3|Solid blockLevel 2 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.| 
 +|43|Green door slot 4|Solid block. Level 2 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.| 
 +|44|Green door slot 5|Solid block. Level 2 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.| 
 +|45|Green door slot 6|Solid block. Level 2 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.| 
 +|46|Yellow door slot 1|Solid block. Level 3 Hatch. Opens with any weapon. Door 1 of maximum per room.| 
 +|47|Yellow door slot 2|Solid block. Level 3 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.| 
 +|48|Yellow door slot 3|Solid blockLevel 3 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.| 
 +|49|Yellow door slot 4|Solid block. Level 3 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.| 
 +|4A|Yellow door slot 5|Solid block. Level 3 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.| 
 +|4B|Yellow door slot 6|Solid block. Level 3 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.| 
 +|4C|Red door slot 4|Solid block. Level 4 Hatch. Opens with any weapon. Door 4 of maximum per room.| 
 +|4D|Red door slot 5|Solid block. Level 4 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.| 
 +|4E|Red door slot 6|Solid block. Level 4 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.|
  
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 ==== 3 - Destructible Blocks ==== ==== 3 - Destructible Blocks ====
  
-50/51, 60/61: Top-left/right, Bottom-left/right shot blocks (never reform) - Four blocks placed together in a 2x2 squareWhen Samus shoots one of themall of them will breakThese will stay permanently destroyed once shot.+^ID   ^Name   ^Description   ^ 
 +|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)|The top right corner of a 2x2 shot block. Destroyed by any weapon. Once destroyedit never reforms.| 
 +|52|Shot block (never reform)|Shot block. Destroyed by any weapon. Once destroyed, it never reforms.| 
 +|53|Shot block (reform)|Shot block. Destroyed by any weapon. Reforms after a short time.| 
 +|54|Missile block (never reform)|Missile block. Revealed by Bombs or Power Bombs. Destroyed with Missiles. Once destroyed, it never reforms.| 
 +|55|Bomb block (never reform)|Bomb block. Destroyed with Bombs or Power Bombs. Once destroyed, it never reforms.| 
 +|56|Bomb block (reform)|Bomb block. Destroyed with Bombs, Power Bombs, speedbooster, or screw attack. Reforms after a short time.| 
 +|57|Power Bomb block (never reform)|Power bomb block. Revealed by Bombs or Power Bombs. Destroyed with Power Bombs. Once destroyed, it never reforms.| 
 +|58|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.| 
 +|59|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.| 
 +|5A|Crumble block|Crumble block. Breaks when fallen or walked over, and reforms after. Can be ran across using Speed Booster.| 
 +|5B|Shot block (no reform)|Shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.| 
 +|5C|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.| 
 +|5D|Top-right shot block (no reform)|The top right corner of a 2x2 shot block. Destroyed by any weapon. Once destroyedit only reforms when the room is reloaded.| 
 +|5E|Missile block (no reform)|Missile block. Revealed by Bombs and Power Bombs. Destroyed by missiles or Super missiles. Once destroyed, it only reforms when the room is reloaded.| 
 +|60|Bottom-left shot block (never reform)|The bottom left corner of a 2x2 shot blockOnce destroyed, it never reforms.| 
 +|61|Bottom-right shot block (never reform)|The bottom right corner of a 2x2 shot block. Once destroyedit never reforms.| 
 +|6B|Speed boost block (reform)|Speed boost block. Revealed by Bombs and Power Bombs. Destroyed by Speed Booster. Reforms after a short time.| 
 +|6C|Bottom-left shot block (no reform)|The bottom left corner of a 2x2 shot blockDestroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.| 
 +|6D|Bottom-right shot block (no reform)|The bottom right corner of a 2x2 shot blockDestroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.| 
 +|70|Vertical Bomb chain 1|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent vertical bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with horizontal bomb chain blocks.| 
 +|71|Vertical Bomb chain 2|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent vertical bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with horizontal bomb chain blocks.| 
 +|72|Vertical Bomb chain 3|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent vertical bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with horizontal bomb chain blocks.| 
 +|73|Vertical Bomb chain 4|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent vertical bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with horizontal bomb chain blocks.| 
 +|74|Horizontal Bomb chain 1|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent horizontal bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with vertical bomb chain blocks.| 
 +|75|Horizontal Bomb chain 2|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent horizontal bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with vertical bomb chain blocks.| 
 +|76|Horizontal Bomb chain 3|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent horizontal bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with vertical bomb chain blocks.| 
 +|77|Horizontal Bomb chain 4|Bomb block. Revealed by any weapon. Destroyed by Bombs and Power Bombs. Once destroyed, it also destroys adjacent horizontal bomb chain blocks, and only reforms when the room is reloaded. Can be tied in with vertical bomb chain blocks.| 
 +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\\
  
-52: Shot block (never reform) A single block that is vulnerable to Beam shots. These will stay permanently destroyed once shot.+----------------------------------------
  
-53: Shot block (reform) A single shot block. These will respawn after a short delay.+==== 4 Item Blocks ====
  
-54: Missile block (never reform) - A single block that is vulnerable to any type of Missile. These will stay permanently destroyed once broken. +^ID   ^Name   ^Description   ^ 
- +|62|Missile tank|Adds +5 Missiles.| 
-55: Bomb block (never reform) - A single block that is vulnerable to Bombs and Power Bombs. These will stay permanently destroyed once broken+|63|Energy tank|Adds +100 Energy.| 
- +|64|Hidden missile tank|Missile tankRevealed by any weapon until room is reloaded.| 
-56: Bomb block (reform) - A single Bomb block which will respawn after a short delay. +|65|Hidden energy tank|Energy tankRevealed by any weapon until room is reloaded.| 
- +|66|Underwater missile tank|Missile tankOtherwise behaves like water.
-57: Power bomb block (never reform) - A single block that is vulnerable only to Power Bombs. These will stay permanently destroyed once broken. +|67|Underwater energy tank|Energy tankOtherwise behaves like water.| 
- +|68|Power Bomb tank|Adds +2 Power Bombs.| 
-58: Speed boost block (no reform) - A single block that can be destroyed by running into it with Speed Booster or a Shinespark. These will only respawn when the room is reloaded. +|69|Hidden Power Bomb tank|Power Bomb tankRevealed by any weapon until room is reloaded.| 
- +|6A|Underwater Power Bomb tank|Power Bomb tankOtherwise behaves like water.|
-59: Screw attack block (no reform) - A single block that is vulnerable to Screw AttackThese will only respawn when the room is reloaded. +
- +
-5A: Crumble block - A fragile block that will break when Samus steps on itThese will respawn immediatelySamus can run across them with Speed BoosterIt is also possible to jump off of a Crumble block on the first frame that Samus is in contact with it. Spring Ball cannot jump off of Crumble blocks+
- +
-5B: Shot block (no reform) - A single shot block. These will only respawn when the room is reloaded+
- +
-5C/5D, 6C/6D: Top-left/right, Bottom-left/right shot blocks (no reform) - Four shot blocks placed together in a 2x2 squareWhen one of them is shot, all of them will break. These will only respawn when the room is reloaded. +
- +
-5E: Missile block (no reform) - A Missile block that will only respawn when the room is reloaded. +
- +
-6B: Speed boost block (reform) - A single block that is vulnerable to Speed Booster or a Shinespark. These will respawn immediately. +
- +
-70-73: Vertical bomb chain 1-4 - Bomb blocks that, when destroyed, will also destroy Bomb blocks that are directly above or below them. These can even trigger Horizontal bomb chain blocks, allowing for some complex bomb block patterns. +
- +
-74-77: Horizontal bomb chain 1-4 - Bomb blocks that, when destroyed, will also destroy Bomb blocks that are directly beside themThese can even trigger Vertical bomb chain blocks, allowing for some complex bomb block patterns.+
  
 ---------------------------------------- ----------------------------------------
  
-==== - Misc Blocks ==== +==== - Misc Blocks ====
- +
-62: Missile Tank - Increases your maximum Missile count by 5 upon contact. Does not respawn. +
- +
-63: Energy Tank - Permanently increases your energy by 100 upon contact. Does not respawn. +
- +
-64: Hidden missile tank - A shot block that reveals a Missile tank when shot. It behaves like a (no reform) block until the tank is collected. +
- +
-65: Hidden energy tank - A shot block that reveals an Energy tank when shot. It behaves like a (no reform) block until the tank is collected. +
- +
-66: Underwater missile tank - A Missile tank within a water block. The water block will remain after the tank is collected, even after a room reload. +
- +
-67: Underwater energy tank - An Energy tank within a water block. The water block will remain after the tank is collected, even after a room reload. +
- +
-68: Power bomb tank - Increases your maximum Power Bombs by 2 upon contact. Does not respawn. +
- +
-69: Hidden power bomb tank - A shot block that reveals a Power Bomb tank when shot. It behaves like a (no reform) block until the tank is collected.+
  
-6A: Underwater power bomb tank - A Power Bomb tank within a water block. The water block will remain after the tank is collectedeven after room reload.+^ID   ^Name   ^Description   ^ 
 +|01|Block (pass through bottom)|Solid block. Has collision on the sides and topbut is open on bottom. Can be used as one way platform.| 
 +|09|Prevents climbing into from ladder|Solid block. Used to cap ladders, preventing players from vaulting into the wall and being forced back out.| 
 +|17|Stop enemy block (air)|Air block. Solid for enemies, air for Samus.|
  
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fusion/data_maps/clipdata.1611642936.txt.gz · Last modified: 2021/01/26 06:35 by felixwright