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zero_mission:data_maps:clipdata

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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.

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.
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)
51Top-right shot block (never reform)
52Shot block (never reform)
53Top-left shot block (no reform)
54Top-right shot block (no reform)
55Shot block (no reform)
56Crumble block
57Bomb block (never reform)
58Missile block (never reform)
59Super Missile block (never reform)
5ASpeed boost block (no reform)
5BPower Bomb block (never reform)
60Bottom-left shot block (never reform)
61Bottom-right shot block (never reform)
62Shot block (reform)
63Bottom-left shot block (no reform)
64Bottom-right shot block (no reform)
66Slow crumble block
67Bomb block (reform)
68Missile block (no reform)
69Super Missile block (no reform)
6ASpeed boost block (reform)
6BScrew attack block (no reform)
70Vertical Bomb chain 1
71Vertical Bomb chain 2
72Vertical Bomb chain 3
73Vertical Bomb chain 4
74Horizontal Bomb chain 1
75Horizontal Bomb chain 2
76Horizontal Bomb chain 3
77Horizontal Bomb chain 4

4 - Item Blocks

ID Name Description
5CEnergy tank
5DMissile tank
5ESuper Missile tank
5FPower Bomb tank
6CHidden energy tank
6DHidden Missile tank
6EHidden Super Missile tank
6FHidden Power Bomb tank
7CUnderwater energy tank
7DUnderwater Missile tank
7EUnderwater Super Missile tank
7FUnderwater Power Bomb tank

5 - Misc Blocks

ID Name Description
01Block (pass through bottom)
02Non-Power grip
07Enemy only block
09Stop enemy block (solid)
17Stop enemy block (air)
18Space pirate zoneline
19Space pirate wall jump point
80BG0 trigger opaque
81BG0 trigger transparent lvl 1
82BG0 trigger transparent lvl 2
83BG0 trigger transparent lvl 3
84BG0 trigger transparent lvl 4
85BG0 trigger transparent lvl 5
86BG0 trigger 100% transparent
87BG0 trigger brighter 1
88BG0 trigger brighter 2
89BG0 trigger brighter 3
8ABG0 trigger brighter 4
8BBG0 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

zero_mission/data_maps/clipdata.1611871342.txt.gz · Last modified: 2021/01/28 22:02 by felixwright