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zero_mission:data_maps:clipdata

Metroid Zero Mission - 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.
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.
A0Weak lavaYellow acid. Deals 1 damage/8 frames, or 7.5dmg/second. No damage taken with Varia Suit. Restricts movement without Gravity Suit.
A1Strong lavaLava. Deals 1 damage/3 frames, or 20dmg/second. Reduced to 1 damage/5 frames, or 12dmg/second with Varia Suit. No damage taken with Gravity Suit. Restricts movement without Gravity Suit.
A2AcidGreen acid. Deals 1 damage/frame, or 60dmg/second. Reduced to 1 damage/2 frames with Varia Suit. Reduced to 1 damage/4 frames with Gravity Suit. Restricts movement without Gravity Suit.

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

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.
30Gray doorSolid block. Not directly used. Can be used for one way doors.
36Regular doorBlue door. Opens with any weapon. Number of hits to open can be changed with a hex tweak.
40Missile doorRed door. Opens with missiles or Super missiles. Number of hits to open can be changed with a hex tweak.
46Super Missile doorGreen door. Opens with Super missiles. Number of hits to open can be changed with a hex tweak.
4CPower Bomb doorYellow door. Opens with Power Bombs. Number of hits to open can be changed with a hex tweak.

3 - Destroyable 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.
53Top-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.
54Top-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.
55Shot block (no reform)Shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
56Crumble blockCrumble block. Breaks when fallen or walked over, and reforms after. Can be ran across using Speed Booster.
57Bomb block (never reform)Bomb block. Revealed by any weapon. Destroyed with Bombs or Power Bombs. Once destroyed, it never reforms.
58Missile block (never reform)Missile block. Revealed by Bombs or Power Bombs. Destroyed with missiles or Super missiles. Once destroyed, it never reforms.
59Super Missile block (never reform)Super Missile block. Revealed by Bombs or Power Bombs. Destroyed with Super missiles. Once destroyed, it never reforms.
5ASpeed 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.
5BPower Bomb block (never reform)Power bomb block. Revealed by Bombs or Power Bombs. Destroyed with Power Bombs. Once destroyed, it never reforms.
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.
62Shot block (reform)Shot block. Destroyed by any weapon. Reforms after a short time.
63Bottom-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.
64Bottom-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.
66Slow crumble blockCrumble block. Breaks after a short period and reforms.
67Bomb block (reform)Bomb block. Revealed by any weapon. Destroyed with Bombs, Power Bombs, speedbooster, or screw attack. Reforms after a short time.
68Missile 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.
69Super Missile block (no reform)Super Missile block. Revealed by Bombs and Power Bombs. Destroyed by Super missiles. Once destroyed, it only reforms when the room is reloaded.
6ASpeed boost block (reform)Speed boost block. Revealed by Bombs and Power Bombs. Destroyed by Speed Booster. Reforms after a short time.
6BScrew 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.
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
5CEnergy tankAdds +100 Energy on easy and normal, +50 on hard. Tank values can be adjusted via hex tweak for all three difficulties.
5DMissile tankAdds +5 Missiles on easy and normal, +2 on hard. Tank values can be adjusted via hex tweak for all three difficulties.
5ESuper Missile tankAdds +2 Super Missiles on easy and normal, +1 on hard. Tank values can be adjusted via hex tweak for all three difficulties.
5FPower Bomb tankAdds +2 Power Bombs on easy and normal, +1 on hard. Tank values can be adjusted via hex tweak for all three difficulties.
6CHidden Energy tankEnergy tank. Revealed by any weapon until room is reloaded.
6DHidden Missile tankMissile tank. Revealed by any weapon until room is reloaded.
6EHidden Super Missile tankSuper Missile tank. Revealed by any weapon until room is reloaded.
6FHidden Power Bomb tankPower Bomb tank. Revealed by any weapon until room is reloaded.
7CUnderwater Energy tankEnergy tank. Otherwise behaves like water.
7DUnderwater Missile tankMissile tank. Otherwise behaves like water.
7EUnderwater Super Missile tankSuper Missile tank. Otherwise behaves like water.
7FUnderwater 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.
02Non-Power gripSolid block. These blocks cannot be grabbed or mantled over using power grip.
07Enemy only blockSolid block. Solid for Samus, air for enemies.
09Stop enemy block (solid)Solid block. Solid for enemies and samus. Used to cap the end of ziplines and walls with eye lazers.
17Stop enemy block (air)Air block. Solid for enemies, air for Samus.
18Space pirate zonelineSolid block. Used to despawn space pirates when they leave rooms.
19Space pirate wall jump pointSolid block. Used for walls directly across from platforms, so pirates can wall jump over.
80BG0 trigger opaqueAir block. Makes BG0 0% transparent.
81BG0 trigger transparent lvl 1Air block. Makes BG0 ~17% transparent.
82BG0 trigger transparent lvl 2Air block. Makes BG0 ~34% transparent.
83BG0 trigger transparent lvl 3Air block. Makes BG0 ~50% transparent.
84BG0 trigger transparent lvl 4Air block. Makes BG0 ~67% transparent.
85BG0 trigger transparent lvl 5Air block. Makes BG0 ~84% transparent.
86BG0 trigger 100% transparentAir block. Makes BG0 100% transparent.
87BG0 trigger brighter 1Air block. Makes BG0 brightness ~25%
88BG0 trigger brighter 2Air block. Makes BG0 brightness ~50%
89BG0 trigger brighter 3Air block. Makes BG0 brightness ~75%
8ABG0 trigger brighter 4Air block. Makes BG0 brightness ~100%
8BBG0 trigger default transparencyAir 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


zero_mission/data_maps/clipdata.txt · Last modified: 2021/01/29 08:56 by caauyjdp