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zero_mission:data_maps:clipdata [2021/01/23 09:21] – felixwright | zero_mission:data_maps:clipdata [2021/01/29 08:56] (current) – 6A description fix caauyjdp | ||
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- | ===== Clipdata List ===== | + | ===== Metroid Zero Mission - Clipdata List ===== |
- | [[zero_mission: | + | [[zero_mission: |
--------------------------------------------- | --------------------------------------------- | ||
+ | |||
==== 1- Basic Blocks ==== | ==== 1- Basic Blocks ==== | ||
- | 0: Air - Allows Samus, enemies, and pretty much any sprite | + | ^ID |
+ | |00|Air|Default block. Has no collision.| | ||
+ | |10|Solid block|Standard square block. Has collision on all four sides.| | ||
+ | |11|/ steep floor slope|Slope with a 45° (degree) angle. Slopes should have solid blocks on both ends.| | ||
+ | |12|\ steep floor slope|Slope with a (negative) | ||
+ | |13|/ lower slight floor slope|Lower half of a slope with a 23° (degree) angle. Slopes should have solid blocks on both ends.| | ||
+ | |14|/ upper slight floor slope|Upper half of a slope with a 23° (degree) angle. Slopes should have solid blocks on both ends.| | ||
+ | |15|\ upper slight floor slope|Upper half of a slope with a (negative) -23° (degree) angle. Slopes should have solid blocks on both ends.| | ||
+ | |16|\ lower slight floor slope|Lower half of a slope with a (negative) -23° (degree) angle. Slopes should have solid blocks on both ends.| | ||
+ | |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.| | ||
+ | |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.| | ||
+ | |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.| | ||
+ | |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.| | ||
+ | |A0|Weak lava|Yellow acid. Deals 1 damage/8 frames, or 7.5dmg/ | ||
+ | |A1|Strong lava|Lava. Deals 1 damage/3 frames, or 20dmg/ | ||
+ | |A2|Acid|Green acid. Deals 1 damage/ | ||
+ | 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\\ | ||
+ | --------------------------------------------- | ||
- | 1: Block (pass through bottom) | + | ==== 2 - Doors ==== |
- | 2: Non-power grip - Pretty self explanatory, a solid block that you cannot grab onto with power grip. | + | ^ID |
+ | |20|Door transition block|Air block placed over door objects, for room transitions.| | ||
+ | |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.| | ||
+ | |29|Elevator up block|Solid | ||
+ | |2A|Elevator down block|Solid block that acts as an invisible downward elevator when up is pressed. Combine this with the elevator sprite.| | ||
+ | |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.| | ||
+ | |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.| | ||
- | 7: Enemy only block - Blocks that act like " | + | --------------------------------------------- |
- | 9: Stop enemy block (solid) | + | ==== 3 - Destroyable Blocks ==== |
- | 10: Solid - Does not allow anything to pass though | + | ^ID |
- | + | |50|Top-left shot block (never reform)|The top left corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, | |
- | 11/12: Steep floor slope - A slope in the floor that lifts the player one block. | + | |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.| | |
- | 13-16: Upper/Lower slight floor slope - Floor slopes that extend | + | |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 |
- | + | |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 | |
- | 17: Stop enemy block (air) - Works like an air block for Samus, but a solid block for enemies | + | |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 | |
- | 18: Enemy Pirate Zoneline - | + | |57|Bomb |
- | + | |58|Missile block (never reform)|Missile block. Revealed by Bombs or Power Bombs. Destroyed with missiles or Super missiles. Once destroyed, it never reforms.| | |
- | 19: Enemy Pirate Wall Jump Point - | + | |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 | |
- | 1A: Unused | + | |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, | |
- | 1B: Water - This acts as water and will make slow Samus' | + | |61|Bottom-right shot block (never reform)|The bottom right corner of a 2x2 shot block. Once destroyed, |
- | + | |62|Shot block (reform)|Shot block. Destroyed by any weapon. Reforms after a short time.| | |
- | 1C: Wet Ground | + | |63|Bottom-left shot block (no reform)|The bottom left corner |
- | + | |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.| | |
- | 1D: Dusty Ground | + | |66|Slow crumble block|Crumble block. Breaks after a short period |
- | + | |67|Bomb block (reform)|Bomb block. Revealed by any weapon. Destroyed with Bombs, Power Bombs, speedbooster, | |
- | 1E/1F: Unused | + | |68|Missile block (no reform)|Missile block. Revealed by Bombs and Power Bombs. Destroyed |
- | + | |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.| | |
- | 20: Door Transition | + | |6A|Speed boost block (reform)|Speed boost block. Revealed by Bombs and Power Bombs. Destroyed by Speed Booster. Reforms after a short time.| |
- | + | |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.| | |
- | 21-26: Ceiling Slopes - These act as air and don't do anything. Save time <del>and money</ | + | |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.| | |
- | 27/28: Vertical Up/Down Transition - Work as door transitions but in those directions | + | |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.| | |
- | 29/2A: Elevator Up/Down - Work like 27/28 but only for elevators | + | |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 |
- | + | |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.| | |
- | 2B: Unused (Air) | + | |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.| | |
- | 2C: Bubbly Ground - Ground that releases bubbles | + | 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\\ | |
- | 2D: Very Dusty Ground - Ground that is very dusty | + | |
- | + | ||
- | 2E/2F: Unused (Air) | + | |
--------------------------------------------- | --------------------------------------------- | ||
- | ==== 2 - Doors ==== | + | ==== 4 - Item Blocks |
- | 30: Gray Door - Really kinda useless unless the door is // | + | ^ID |
+ | |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.| | ||
- | 36: Regular Door - Can be opened with literally any weapon (Beam, bomb, missiles, super missiles, power bombs) | ||
- | |||
- | 40: Missile Door - Can only be opened with missiles or super missiles | ||
- | |||
- | 46: Super Missile Door - Can only be opened with super missiles | ||
- | |||
- | 4C: Power Bomb Door - Can only be opened with power bombs | ||
--------------------------------------------- | --------------------------------------------- | ||
- | ==== 3 - Destroyable Blocks ==== | + | ==== 5 - Misc Blocks ==== |
- | + | ||
- | --------------------------------------------- | + | |
- | + | ||
- | + | ||
- | ==== 4 - Misc Blocks ==== | + | |
+ | ^ID | ||
+ | |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\\ | ||
--------------------------------------------- | --------------------------------------------- |