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zero_mission:data_maps:clipdata [2021/01/28 22:02] felixwrightzero_mission:data_maps:clipdata [2021/01/29 08:56] (current) – 6A description fix caauyjdp
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 |2C|Bubbly ground|Solid block with a silent bubbling up animation when fallen on.| |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.| |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/second. No damage taken with Varia Suit. Restricts movement without Gravity Suit.|FIXME Math might be wrong +|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.|FIXME Math might be wrong +|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.| 
-|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 Math might be wrong  +|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\\ 
 +FIXME 21, 22, 23, 24, 25, 26 -- Math might be wrong\\ 
 +FIXME A0, A1, A2 -- Math might be wrong\\
 --------------------------------------------- ---------------------------------------------
  
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 |29|Elevator up block|Solid block that acts as an invisible upward elevator when up is pressed. Combine this with the elevator sprite.| |29|Elevator up block|Solid block that acts as an invisible upward elevator when up is pressed. Combine 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.| |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.|+|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.| |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.| +|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.| +|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.|+|4C|Power Bomb door|Yellow door. Opens with Power Bombs. Number of hits to open can be changed with a hex tweak.|
  
 --------------------------------------------- ---------------------------------------------
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 ^ID   ^Name   ^Description   ^ ^ID   ^Name   ^Description   ^
-|50|Top-left 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)| | +|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)| | +|52|Shot block (never reform)|Shot block. Destroyed by any weapon. Once destroyed, it never reforms.
-|53|Top-left shot block (no reform)| | +|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)| | +|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)| | +|55|Shot block (no reform)|Shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.
-|56|Crumble block| | +|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)| | +|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)| | +|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)| | +|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)| | +|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)| | +|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)| | +|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)| | +|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)| | +|62|Shot block (reform)|Shot block. Destroyed by any weapon. Reforms after a short time.
-|63|Bottom-left shot block (no reform)| | +|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)| | +|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| | +|66|Slow crumble block|Crumble block. Breaks after a short period and reforms.
-|67|Bomb block (reform)| | +|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)| | +|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)| | +|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)| | +|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)| | +|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| | +|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| | +|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| | +|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| | +|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| | +|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| | +|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| | +|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| |+|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\\
  
 --------------------------------------------- ---------------------------------------------
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 ^ID   ^Name   ^Description   ^ ^ID   ^Name   ^Description   ^
-|5C|Energy tank| | +|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| | +|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| | +|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| | +|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| | +|6C|Hidden Energy tank|Energy tank. Revealed by any weapon until room is reloaded.
-|6D|Hidden Missile tank| | +|6D|Hidden Missile tank|Missile tank. Revealed by any weapon until room is reloaded.
-|6E|Hidden Super Missile tank| | +|6E|Hidden Super Missile tank|Super Missile tank. Revealed by any weapon until room is reloaded.
-|6F|Hidden Power Bomb tank| | +|6F|Hidden Power Bomb tank|Power Bomb tank. Revealed by any weapon until room is reloaded.
-|7C|Underwater energy tank| | +|7C|Underwater Energy tank|Energy tank. Otherwise behaves like water.
-|7D|Underwater Missile tank| | +|7D|Underwater Missile tank|Missile tank. Otherwise behaves like water.
-|7E|Underwater Super Missile tank| | +|7E|Underwater Super Missile tank|Super Missile tank. Otherwise behaves like water.
-|7F|Underwater Power Bomb tank| |+|7F|Underwater Power Bomb tank|Power Bomb tank. Otherwise behaves like water.|
  
  
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 ^ID   ^Name   ^Description   ^ ^ID   ^Name   ^Description   ^
-|01|Block (pass through bottom)| | +|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| | +|02|Non-Power grip|Solid block. These blocks cannot be grabbed or mantled over using power grip.
-|07|Enemy only block| | +|07|Enemy only block|Solid block. Solid for Samus, air for enemies.
-|09|Stop enemy block (solid)| | +|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)| | +|17|Stop enemy block (air)|Air block. Solid for enemies, air for Samus.
-|18|Space pirate zoneline| | +|18|Space pirate zoneline|Solid block. Used to despawn space pirates when they leave rooms.
-|19|Space pirate wall jump point| | +|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| | +|80|BG0 trigger opaque|Air block. Makes BG0 0% transparent.
-|81|BG0 trigger transparent lvl 1| | +|81|BG0 trigger transparent lvl 1|Air block. Makes BG0 ~17% transparent.
-|82|BG0 trigger transparent lvl 2| | +|82|BG0 trigger transparent lvl 2|Air block. Makes BG0 ~34% transparent.
-|83|BG0 trigger transparent lvl 3| | +|83|BG0 trigger transparent lvl 3|Air block. Makes BG0 ~50% transparent.
-|84|BG0 trigger transparent lvl 4| | +|84|BG0 trigger transparent lvl 4|Air block. Makes BG0 ~67% transparent.
-|85|BG0 trigger transparent lvl 5| | +|85|BG0 trigger transparent lvl 5|Air block. Makes BG0 ~84% transparent.
-|86|BG0 trigger 100% transparent| | +|86|BG0 trigger 100% transparent|Air block. Makes BG0 100% transparent.
-|87|BG0 trigger brighter 1| | +|87|BG0 trigger brighter 1|Air block. Makes BG0 brightness ~25%
-|88|BG0 trigger brighter 2| | +|88|BG0 trigger brighter 2|Air block. Makes BG0 brightness ~50%
-|89|BG0 trigger brighter 3| | +|89|BG0 trigger brighter 3|Air block. Makes BG0 brightness ~75%
-|8A|BG0 trigger brighter 4| | +|8A|BG0 trigger brighter 4|Air block. Makes BG0 brightness ~100%
-|8B|BG0 trigger default transparency| | +|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\\
 --------------------------------------------- ---------------------------------------------
- 
- 
- 
- 
-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