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#1 2016-06-09 07:47:10

Rangi
Member
Registered: 2016-05-09
Post 21/870

Tile collision IDs for pokecrystal

I made a list of all the collision IDs that are used in pokecrystal and checked what each one does. Here it is if anyone needs a reference.

00: floor
01: (can't tell; used for ID-0 tiles in tilesets 00, 01, and 04)
03: (can't tell; used for garbage tiles in tileset 16)
04: (can't tell; used for garbage tiles in tileset 16)
07: obstacle
08: something Cuttable (not used in Crystal)
10: tall grass (not used in Crystal)
12: Cut tree
14: super-tall grass (also used for water fountains)
1A: Cut tree (not used in Crystal)
15: Headbutt tree
18: tall grass
1C: super-tall grass (not used in Crystal)
1D: Headbutt tree (not used in Crystal)
21: (can't tell; water-related, used for hull of S.S. Aqua in tileset 09, and for a water tile in tileset 25)
23: sliding ice
24: whirlpool
27: water obstacle
28: something Cuttable (used for a garbage tile in tileset 26)
29: water
2B: sliding ice (not used in Crystal)
2C: whirlpool (not used in Crystal)
32: (can't tell; used for garbage tiles in tileset 26)
33: waterfall
38: water current right (not used in Crystal)
39: water current left (not used in Crystal)
3A: water current up (not used in Crystal)
3B: water current down (not used in Crystal)
40: stop auto-walking (not used in Crystal)
41: auto-walk right (not used in Crystal)
42: auto-walk left (not used in Crystal)
43: auto-walk up (not used in Crystal)
44: auto-walk down (not used in Crystal)
45: stop auto-walking (used for garbage tiles in tileset 04)
46: stop auto-walking (not used in Crystal)
47: stop auto-walking (not used in Crystal)
48: something Cuttable (not used in Crystal)
49: something Cuttable (not used in Crystal)
4A: something Cuttable (used for a garbage tile in tileset 26)
4B: something Cuttable (used for a garbage tile in tileset 26)
4C: something Cuttable (not used in Crystal)
50: auto-walk right (not used in Crystal)
51: auto-walk left (not used in Crystal)
52: auto-walk up (not used in Crystal)
53: auto-walk down (not used in Crystal)
54: stop auto-walking (not used in Crystal)
55: stop auto-walking (not used in Crystal)
56: stop auto-walking (not used in Crystal)
57: stop auto-walking (not used in Crystal)
5B: (can't tell; used for garbage tiles in tileset 04)
60: hole/pit warp
61: game system on table (used in tileset 06)
64: (can't tell; used for a garbage tile in tileset 26)
65: (can't tell; used for a garbage tile in tileset 26)
68: hole/pit warp (not used in Crystal)
70: directional warp carpet (step down to warp)
71: door-type warp (step down on appearance)
72: ladder-type warp (stay on it on appearance)
73: some kind of warp (step down on appearance) (not used in Crystal)
74: some kind of warp (step down on appearance) (not used in Crystal)
75: some kind of warp (step down on appearance) (not used in Crystal)
76: directional warp carpet (step left to warp)
77: some kind of warp (not used in Crystal)
78: directional warp carpet (step up to warp)
79: some kind of warp (step down on appearance) (not used in Crystal)
7A: wall-mounted stairs warp (step down on appearance)
7B: cave entrance warp (step down on appearance)
7C: warp/teleport panel
7D: some kind of warp (step down on appearance) (not used in Crystal)
7E: directional warp carpet (step right to warp)
7F: some kind of warp (not used in Crystal)
90: counter
91: bookshelf
93: PC
94: radio
95: Town Map
96: mart shelf
97: TV
98: counter (not used in Crystal)
9C: (can't tell; used for garbage tiles in tileset 19)
9D: window
9F: incense burner
A0: left of ledge (hop right)
A1: right of ledge (hop left)
A2: below ledge (hop up) (not used in Crystal)
A3: above ledge (hop down)
A4: above and left of ledges (hop down or right)
A5: above and right of ledges (hop down or left)
A6: below and left of ledges (hop up or right) (not used in Crystal)
A7: below and right of ledges (hop up or left) (not used in Crystal)
B0: floor with right side blocked
B1: floor with left side blocked
B2: floor with top side blocked
B3: floor with bottom side blocked (not used in Crystal)
FF: (can't tell; used for garbage tiles in tilesets 17 and 20)

engine/tile_events.asm and home/map_objects.asm control a lot of these definitions. (They also correspond to definitions in events/overworld.asm.) engine/player_movement.asm defines the ledge-hopping directions. main.asm defines the standard scripts for IDs 91 to 9F.

Listing these helped me to extrapolate that B3 is "floor with down side blocked", similar to B0, B1, and B2. It's useful to define the tile above cave entrances as B3 instead of 00, so if you're walking on top of cliffs you can't walk down into a cave. Other useful unused collision types: upwards ledges (A2, A6, A7), water currents (38−3B), and auto-walking (40s and 50s)

Last edited by Rangi (2017-07-09 21:18:06)


Pokémon Polished Crystal (GitHub) — version 2.2.0 released
Pokémon Red★ and Blue★: Space World Edition (GitHub) — updated August 19!
Polished Map: pokered+pokecrystal map, tileset, and palette editor — version 3.5.1 released!

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#2 2016-06-09 10:11:25

Rangi
Member
Registered: 2016-05-09
Post 25/870

Re: Tile collision IDs for pokecrystal

Here's a summary of the useful ones:

00: floor
07: obstacle
B0: floor with right side blocked
B1: floor with left side blocked
B2: floor with top side blocked
B3: floor with bottom side blocked (not used in Crystal)

18: tall grass
14: super-tall grass
12: Cut tree
15: Headbutt tree

23: sliding ice

29: water
27: water obstacle (buoy)
24: whirlpool
33: waterfall

38: water current right (not used in Crystal)
39: water current left (not used in Crystal)
3A: water current up (not used in Crystal)
3B: water current down (not used in Crystal)

41 or 50: auto-walk right (not used in Crystal)
42 or 51: auto-walk left (not used in Crystal)
43 or 52: auto-walk up (not used in Crystal)
44 or 53: auto-walk down (not used in Crystal)
40 or 54: stop auto-walking (not used in Crystal)

60: hole/pit warp
70: directional warp carpet (step down to warp)
76: directional warp carpet (step left to warp)
78: directional warp carpet (step up to warp)
7E: directional warp carpet (step right to warp)
71: door-type warp (step down on appearance)
72: ladder-type warp (stay on it on appearance)
7A: wall-mounted stairs warp (step down on appearance)
7B: cave entrance warp (step down on appearance)
7C: warp/teleport panel

A0: left of ledge (hop right)
A1: right of ledge (hop left)
A2: below ledge (hop up) (not used in Crystal)
A3: above ledge (hop down)
A4: above and left of ledges (hop down or right)
A5: above and right of ledges (hop down or left)
A6: below and left of ledges (hop up or right) (not used in Crystal)
A7: below and right of ledges (hop up or left) (not used in Crystal)

90: counter
91: bookshelf
93: PC
94: radio
95: Town Map
96: mart shelf
97: TV
9D: window
9F: incense burner

Last edited by Rangi (2017-07-05 21:43:31)


Pokémon Polished Crystal (GitHub) — version 2.2.0 released
Pokémon Red★ and Blue★: Space World Edition (GitHub) — updated August 19!
Polished Map: pokered+pokecrystal map, tileset, and palette editor — version 3.5.1 released!

Offline

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