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. Enemies can pass through this as if it is air!
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)
30 - Gray Door - Really kinda useless unless the door is only and always an entry door, never an exit.
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
50 - Top-left shot block (never reform)
51 - Top-right shot block (never reform)
52 - Shot block (never reform)
53 - Top-left shot block (no reform)
54 - Top-right shot block (no reform)
55 - Shot block (no reform)
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
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