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ID | Name | Description |
---|---|---|
00 | Air | |
10 | Solid block | |
11 | / steep floor slope | |
12 | \ steep floor slope | |
13 | / lower slight floor slope | |
14 | / upper slight floor slope | |
15 | \ upper slight floor slope | |
16 | \ lower slight floor slope | |
1B | Water | |
1C | Wet ground | |
1D | Dusty ground | |
21 | \ steep ceiling slope (air) | |
22 | / steep ceiling slope (air) | |
23 | \ upper slight ceiling slope (air) | |
24 | \ lower slight ceiling slope (air) | |
25 | / lower slight ceiling slope (air) | |
26 | / upper slight ceiling slope (air) | |
2C | Bubbly ground | |
2D | Very dusty ground | |
A0 | Weak lava | |
A1 | Strong lava | |
A2 | Acid |
ID | Name | Description |
---|---|---|
20 | Door transition block | |
27 | Vertical up transition block | |
28 | Vertical down transition block | |
29 | Elevator up block | |
2A | Elevator down block | |
30 | Gray door | |
36 | Regular door | |
40 | Missile door | |
46 | Super Missile door | |
4C | Power Bomb door |
ID | Name | Description |
---|---|---|
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 |
ID | Name | Description |
---|---|---|
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 |
ID | Name | Description |
---|---|---|
01 | Block (pass through bottom) | |
02 | Non-Power grip | |
07 | Enemy only block | |
09 | Stop enemy block (solid) | |
17 | Stop enemy block (air) | |
18 | Space pirate zoneline | |
19 | Space pirate wall jump point | |
80 | BG0 trigger opaque | |
81 | BG0 trigger transparent lvl 1 | |
82 | BG0 trigger transparent lvl 2 | |
83 | BG0 trigger transparent lvl 3 | |
84 | BG0 trigger transparent lvl 4 | |
85 | BG0 trigger transparent lvl 5 | |
86 | BG0 trigger 100% transparent | |
87 | BG0 trigger brighter 1 | |
88 | BG0 trigger brighter 2 | |
89 | BG0 trigger brighter 3 | |
8A | BG0 trigger brighter 4 | |
8B | BG0 trigger default transparency |
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