User Tools

Site Tools


zero_mission:data_maps:clipdata

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Last revisionBoth sides next revision
zero_mission:data_maps:clipdata [2021/01/26 06:37] felixwrightzero_mission:data_maps:clipdata [2021/01/29 01:51] felixwright
Line 3: Line 3:
 [[zero_mission:basic_guides:mage|Back to Metroid Zero Mission - MAGE Tutorial]] [[zero_mission:basic_guides:mage|Back to Metroid Zero Mission - MAGE Tutorial]]
 --------------------------------------------- ---------------------------------------------
 +
 ==== 1- Basic Blocks ==== ==== 1- Basic Blocks ====
  
-0 - Air - Allows Samus, enemies, and pretty much any sprite to move through itConsider it the "empty" clipdata +^ID   ^Name   ^Description   ^ 
- +|00|Air|Default blockHas no collision.| 
-1 - Block (pass through bottom) - A solid block that is not solid from the bottomWorks like those blocks in Mario games where you can jump up through them but then run on topEnemies can pass through this as if it is air! +|10|Solid block|Standard square block. Has collision on all four sides.| 
- +|11|/ steep floor slope|Slope with 45° (degree) angle. Slopes should have solid blocks on both ends.| 
-2 - Non-power grip - Pretty self explanatory, a solid block that you cannot grab onto with power grip+|12|\ steep floor slope|Slope with a (negative) -45° (degree) angleSlopes should have solid blocks on both ends.| 
- +|13|/ lower slight floor slope|Lower half of a slope with a 23° (degreeangle. Slopes should have solid blocks on both ends.| 
-7 - Enemy only block Blocks that act like "air", but only for the enemyUsed in Zero Mission for places to hide those annoying bug enemies that come out of the walls+|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.| 
-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 +|16|\ lower slight floor slope|Lower half of a slope with a (negative) -23° (degreeangle. Slopes should have solid blocks on both ends.| 
- +|1B|Water|Restricts movement and stops speedbooster, spacejump, and bombjumping without Gravity Suit.| 
-10 - Solid - Does not allow anything to pass though it (except wave beam) +|1C|Wet ground|Solid block with splashing noises and graphics when walked over.| 
- +|1D|Dusty ground|Solid block with dusty noises and puffs of small dust clouds when walked over, larger when fallen on.| 
-11/12 - Steep floor slope - A slope in the floor that lifts the player one blockFor reference, / means it goes low to high when moving right, while \ means it goes high to low when moving right+|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.| 
-13-16 - Upper/Lower slight floor slope - Floor slopes that extend over 2 spacesMake sure to use Lower on the lower end of a slope +|23|\ upper slight ceiling slope (air)|Upper half of a slope with a (negative) -23° (degree) angleCeiling 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.
-17 - Stop enemy block (air) - Works like an air block for Samus, but a solid block for enemies +|25|lower slight ceiling slope (air)|Lower half of a ceiling slope with a 23° (degree) angleCeiling slopes currently have no programmed behavior, acting like air.| 
- +|26|upper slight ceiling slope (air)|Upper half of a ceiling slope with a 23° (degreeangle. Ceiling slopes currently have no programmed behavior, acting like air.| 
-18 - Enemy Pirate Zoneline -  +|2C|Bubbly ground|Solid block with a silent bubbling up animation when fallen on.| 
- +|2D|Very dusty ground|Solid block with dusty noises and puffs of large dust clouds when walked over, larger when fallen on.| 
-19 - Enemy Pirate Wall Jump Point - +|A0|Weak lava|Yellow acid. Deals 1 damage/8 frames, or 7.5dmg/second. No damage taken with Varia Suit. Restricts movement without Gravity Suit.| 
- +|A1|Strong lava|Lava. 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.| 
-1A - Unused (Solid+|A2|Acid|Green 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\\ 
-1B Water - This acts as water and will make slow Samus's movements when she is in it. Does not affect enemies+FIXME 21, 22, 23, 24, 25, 26 -- Math might be wrong\\ 
- +FIXME A0, A1, A2 -- Math might be wrong\\
-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 transition+
- +
-21-26 - Ceiling Slopes - These act as air and don't do anythingSave time <del>and money</del> 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 ==== ==== 2 - Doors ====
  
-30 - Gray Door - Really kinda useless unless the door is //only and always// an entry door, never an exit+^ID   ^Name   ^Description   ^ 
- +|20|Door transition block|Air block placed over door objectsfor room transitions.| 
-36 - Regular Door - Can be opened with literally any weapon (Beam, bomb, missiles, super missiles, power bombs) +|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.| 
-40 Missile Door - Can only be opened with missiles or super missiles +|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.| 
-46 Super Missile Door - Can only be opened with super missiles +|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.| 
-4C Power Bomb Door - Can only be opened with power bombs+|40|Missile door|Red door. Opens with missiles or Super missiles. Number of hits to open can be changed with a hex tweak.| 
 +|46|Super Missile door|Green door. Opens with Super missiles. Number of hits to open can be changed with a hex tweak.| 
 +|4C|Power Bomb door|Yellow door. Opens with Power Bombs. Number of hits to open can be changed with a hex tweak.|
  
 --------------------------------------------- ---------------------------------------------
Line 71: Line 52:
 ==== 3 - Destroyable Blocks ==== ==== 3 - Destroyable Blocks ====
  
-50 Top-left shot block (never reform)\\ +^ID   ^Name   ^Description   ^ 
-51 - Top-right 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)|The top right corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it never reforms.| 
 +|52|Shot block (never reform)|Shot block. Destroyed by any weapon. Once destroyed, it never reforms.| 
 +|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)|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)|Shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.| 
 +|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)|Bomb block. Revealed by any weapon. Destroyed with Bombs or Power Bombs. Once destroyed, it never reforms.| 
 +|58|Missile block (never reform)|Missile block. Revealed by Bombs or Power Bombs. Destroyed with missiles or Super missiles. Once destroyed, it never reforms.| 
 +|59|Super Missile block (never reform)|Super Missile block. Revealed by Bombs or Power Bombs. Destroyed with Super missiles. Once destroyed, it never reforms.| 
 +|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 Bomb block (never reform)|Power bomb block. Revealed by Bombs or Power Bombs. Destroyed with Power Bombs. Once destroyed, it never reforms.| 
 +|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)|The bottom right corner of a 2x2 shot block. Once destroyed, it never reforms.| 
 +|62|Shot block (reform)|Shot block. Destroyed by any weapon. Reforms after a short time.| 
 +|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)|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|Crumble block. Breaks after a short period and reforms.| 
 +|67|Bomb block (reform)|Bomb block. Revealed by any weapon. Destroyed with Bombs, Power Bombs, speedbooster, or screw attack. Reforms after a short time.| 
 +|68|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.| 
 +|69|Super 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.| 
 +|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)|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 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)+---------------------------------------------
  
-53 Top-left shot block (no reform)\\ +==== 4 Item Blocks ====
-54 - Top-right shot block (no reform)\\+
  
-55 - Shot block (no reform)+^ID   ^Name   ^Description   ^ 
 +|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.|
  
-56 - Crumble block 
- 
-57 - Bomb block (never reform) 
- 
-58 - Missile block (never reform) 
- 
-59 - Super Missile block (never reform) 
- 
-5A - Speed boost block (no reform) 
- 
-5B - Power bomb block (never reform) 
- 
-60 - Bottom-left shot block (never reform)\\ 
-61 - Bottom-right shot block (never reform)\\ 
- 
-62 - Shot block (reform) 
- 
-63 - Bottom-left shot block (no reform)\\ 
-64 - Bottom-right shot block (no reform)\\ 
- 
-66 - Slow crumble block 
- 
-67 - Bomb block (reform) 
- 
-68 - Missile block (no reform) 
- 
-69 - Super Missile block (no reform) 
- 
-6A - Speed boost block (reform) 
- 
-6B - Screw attack block (no reform) 
- 
-70 - Vertical bomb chain 1\\ 
-71 - Vertical bomb chain 2\\ 
-72 - Vertical bomb chain 3\\ 
-73 - Vertical bomb chain 4\\ 
- 
-74 - Horizontal bomb chain 1\\ 
-75 - Horizontal bomb chain 2\\ 
-76 - Horizontal bomb chain 3\\ 
-77 - Horizontal bomb chain 4\\ 
  
 --------------------------------------------- ---------------------------------------------
  
 +==== 5 - Misc Blocks ====
  
-==== 4 Misc Blocks ==== +^ID   ^Name   ^Description   ^ 
- +|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\\
 --------------------------------------------- ---------------------------------------------
- 
-5C - Energy tank\\ 
-5D - Missile tank\\ 
-5E - Super Missile tank\\ 
-5F - Power bomb tank\\ 
- 
-6C - Hidden energy tank\\ 
-6D - Hidden missile tank\\ 
-6E - Hidden super missile tank\\ 
-6F - Hidden power bomb tank\\ 
- 
-7C - Underwater energy tank\\ 
-7D - Underwater missile tank\\ 
-7E - Underwater super missile tank\\ 
-7F - Underwater power bomb tank\\ 
zero_mission/data_maps/clipdata.txt · Last modified: 2021/01/29 08:56 by caauyjdp