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fusion:data_maps:clipdata

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Metroid Fusion - Clipdata List

1 - Basic Blocks

ID Name Description
00AirDefault block. Has no collision.
10Solid blockStandard square block. Has collision on all four sides.
11/ steep floor slopeSlope with a 45° (degree) angle. Slopes should have solid blocks on both ends.
12\ steep floor slopeSlope with a (negative) -45° (degree) angle. Slopes should have solid blocks on both ends.
13/ lower slight floor slopeLower half of a slope with a 23° (degree) angle. Slopes should have solid blocks on both ends.
14/ upper slight floor slopeUpper half of a slope with a 23° (degree) angle. Slopes should have solid blocks on both ends.
15\ upper slight floor slopeUpper half of a slope with a (negative) -23° (degree) angle. Slopes should have solid blocks on both ends.
16\ lower slight floor slopeLower half of a slope with a (negative) -23° (degree) angle. Slopes should have solid blocks on both ends.
18Ceiling ladderSolid block. Pressing up while touching it in the air will make Samus grab on. Requires 3 blocks of clearance below.
19Right wall ladderSolid block. Pressing right while touching it in the air will make Samus grab on. Requires 1 block of clearance.
1ALeft wall ladderSolid block. Pressing left while touching it in the air will make Samus grab on. Requires 1 block of clearance.
1BWaterRestricts movement and stops speedbooster, spacejump, and bombjumping without Gravity Suit.
1CWet groundSolid block with splashing noises and graphics when walked over.
1DDusty groundSolid 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.
2CBubbly groundSolid block with a silent bubbling up animation when fallen on.
2DVery dusty groundSolid 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
FIXME 21, 22, 23, 24, 25, 26 – Math might be wrong


2 - Doors

ID Name Description
20Door transition blockAir block placed over door objects, for room transitions.
27Vertical up transition blockAir block placed at the top of vertical shafts for room transitions.
28Vertical down transition blockAir block placed at the bottom of vertical shafts for room transitions.
29Elevator up blockSolid block that acts as an invisible upward elevator when up is pressed. Combine this with the elevator sprite.
2AElevator down blockSolid block that acts as an invisible downward elevator when up is pressed. Combine this with the elevator sprite.
30White door slot 1Solid block. Level 0 Hatch. Opens with any weapon. Door 1 of maximum 6 per room.
31White door slot 2Solid block. Level 0 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.
32White door slot 3Solid block. Level 0 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.
33White door slot 4Solid block. Level 0 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.
34White door slot 5Solid block. Level 0 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.
35White door slot 6Solid block. Level 0 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.
36Blue door slot 1Solid block. Level 1 Hatch. Opens with any weapon. Door 1 of maximum 6 per room.
37Blue door slot 2Solid block. Level 1 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.
38Blue door slot 3Solid block. Level 1 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.
39Blue door slot 4Solid block. Level 1 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.
3ABlue door slot 5Solid block. Level 1 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.
3BBlue door slot 6Solid block. Level 1 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.
3CRed door slot 1Solid block. Level 4 Hatch. Opens with any weapon. Door 1 of maximum 6 per room.
3DRed door slot 2Solid block. Level 4 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.
3ERed door slot 3Solid block. Level 4 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.
3FGray doorSolid block. Not directly used. Can be used for one way doors.
40Green door slot 1Solid block. Level 2 Hatch. Opens with any weapon. Door 1 of maximum 6 per room.
41Green door slot 2Solid block. Level 2 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.
42Green door slot 3Solid block. Level 2 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.
43Green door slot 4Solid block. Level 2 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.
44Green door slot 5Solid block. Level 2 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.
45Green door slot 6Solid block. Level 2 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.
46Yellow door slot 1Solid block. Level 3 Hatch. Opens with any weapon. Door 1 of maximum 6 per room.
47Yellow door slot 2Solid block. Level 3 Hatch. Opens with any weapon. Door 2 of maximum 6 per room.
48Yellow door slot 3Solid block. Level 3 Hatch. Opens with any weapon. Door 3 of maximum 6 per room.
49Yellow door slot 4Solid block. Level 3 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.
4AYellow door slot 5Solid block. Level 3 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.
4BYellow door slot 6Solid block. Level 3 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.
4CRed door slot 4Solid block. Level 4 Hatch. Opens with any weapon. Door 4 of maximum 6 per room.
4DRed door slot 5Solid block. Level 4 Hatch. Opens with any weapon. Door 5 of maximum 6 per room.
4ERed door slot 6Solid block. Level 4 Hatch. Opens with any weapon. Door 6 of maximum 6 per room.

3 - Destructible Blocks

ID Name Description
50Top-left shot block (never reform)The top left corner of a 2×2 shot block. Destroyed by any weapon. Once destroyed, it never reforms.
51Top-right shot block (never reform)The top right corner of a 2×2 shot block. Destroyed by any weapon. Once destroyed, it never reforms.
52Shot block (never reform)Shot block. Destroyed by any weapon. Once destroyed, it never reforms.
53Shot block (reform)Shot block. Destroyed by any weapon. Reforms after a short time.
54Missile block (never reform)Missile block. Revealed by Bombs or Power Bombs. Destroyed with Missiles. Once destroyed, it never reforms.
55Bomb block (never reform)Bomb block. Destroyed with Bombs or Power Bombs. Once destroyed, it never reforms.
56Bomb block (reform)Bomb block. Destroyed with Bombs, Power Bombs, speedbooster, or screw attack. Reforms after a short time.
57Power Bomb block (never reform)Power bomb block. Revealed by Bombs or Power Bombs. Destroyed with Power Bombs. Once destroyed, it never reforms.
58Speed 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.
59Screw 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.
5ACrumble blockCrumble block. Breaks when fallen or walked over, and reforms after. Can be ran across using Speed Booster.
5BShot block (no reform)Shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
5CTop-left shot block (no reform)The top left corner of a 2×2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
5DTop-right shot block (no reform)The top right corner of a 2×2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
5EMissile 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.
60Bottom-left shot block (never reform)The bottom left corner of a 2×2 shot block. Once destroyed, it never reforms.
61Bottom-right shot block (never reform)The bottom right corner of a 2×2 shot block. Once destroyed, it never reforms.
6BSpeed 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.
6CBottom-left shot block (no reform)The bottom left corner of a 2×2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
6DBottom-right shot block (no reform)The bottom right corner of a 2×2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
70Vertical Bomb chain 1Bomb 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.
71Vertical Bomb chain 2Bomb 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.
72Vertical Bomb chain 3Bomb 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.
73Vertical Bomb chain 4Bomb 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.
74Horizontal Bomb chain 1Bomb 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.
75Horizontal Bomb chain 2Bomb 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.
76Horizontal Bomb chain 3Bomb 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.
77Horizontal Bomb chain 4Bomb 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


4 - Item Blocks

ID Name Description
62Missile tankAdds +5 Missiles.
63Energy tankAdds +100 Energy.
64Hidden missile tankMissile tank. Revealed by any weapon until room is reloaded.
65Hidden energy tankEnergy tank. Revealed by any weapon until room is reloaded.
66Underwater missile tankMissile tank. Otherwise behaves like water.
67Underwater energy tankEnergy tank. Otherwise behaves like water.
68Power Bomb tankAdds +2 Power Bombs.
69Hidden Power Bomb tankPower Bomb tank. Revealed by any weapon until room is reloaded.
6AUnderwater Power Bomb tankPower Bomb tank. Otherwise behaves like water.

5 - Misc Blocks

ID Name Description
01Block (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.
09Prevents climbing into from ladderSolid block. Used to cap ladders, preventing players from vaulting into the wall and being forced back out.
17Stop enemy block (air)Air block. Solid for enemies, air for Samus.

fusion/data_maps/clipdata.1611886723.txt.gz · Last modified: 2021/01/29 02:18 by felixwright