This is an old revision of the document!
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.
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 ====