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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)
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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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)
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
Offline
Pages: 1