Page Text: tileUpdateRoomFlagsOnBreakTable
00:1184
List of tiles that have some effect on the room flags when broken (ie. remembering a bombable wall is opened).
hazardCollisionTable
00:2408
Lists which tiles count as holes, water, and lava. (This applies to most objects, but not to Link himself...)
warpTileTable
List of tiles that cause warps to occur when touched.
invalidTimewarpTileList
01:6317
List of tiles which, despite being traversable normally, can't be timewarped onto. (Includes holes, whirlpools, and deep water (conditionally)).
enemyUnspawnableTilesTable
02:791f
Lists tiles that enemies can't spawn onto. (Solid tiles are automatically exempt, so are not listed here.)
facingDirAfterWarpTable
05:4a88
Sets Link's facing direction to particular values when a screen transition puts him on a particular tile (ie. stairs).
@doorTiles
05:4de7
Part of a bugged function which doesn't do anything, but which is supposed to center Link on door tiles after warping through time.
landableTileFromCliffExceptions
05:61bf
The tiles listed here (raisable floors) can be landed on when jumping down a cliff, even if they're solid.
tileTypesTable
Specifies behaviours such as holes, water, lava, currents, conveyors, ice, etc. See data/tileTypeMappings.s .
cliffTilesTable
05:7d09
Lists the tile indices that count as cliffs that Link can jump off of, as well as the angle required for that to happen.
interactableTilesTable
06:43b2
Deals with things that should happen when Link is touching the tile; open a keydoor, push a block, spawn a ghini, open a chest, etc.
@magnetTilesTable
Lists the tiles which can be latched on with the magnet gloves. (Seasons only.)
breakableTileCollisionTable
List of tiles that can be broken, along with an index for "breakableTileModes".
breakableTileModes
06:78dd
Each index in "breakableTileCollisionTable" refers to an index here; this specifies in what ways it can be broken, what kind of animation to play, and more.
itemPassableCliffTilesTable
07:4c50
List of cliff tiles that items can pass through from particular directions. Passing through these tiles will increase or decrease their "elevation level". The elevation level allows projectiles to pass both ways through cliff tiles, if they're high enough.
itemPassableTilesTable
List of tiles that items can always pass through, regardless of elevation level.
itemConveyorTilesTable
07:4c3b
Lists conveyor tiles along with what directions they should push items in. Only applies to item objects.
seedDontBounceTilesTable
07:5134
List of tiles which seeds from the seed shooter don't bounce off of. Prevents ember seeds from bouncing off torches, bushes.
pushableTilePropertiesTable
08:452d
Defines what should go underneath a pushable block, and what the block should turn into when pushed (possibly a different tile that looks the same but is not pushable).
Each block here should have a corresponding entry in "interactableTilesTable".
_enemyConveyorTilesTable
0d:40b4, 0e:40b4, 0f:40b4, 10:40b4
Lists conveyor tiles along with what directions they should push enemies in. Only applies to enemy objects. (Repeated in banks $0d, $0e, $0f, and $10, since it's in "enemyCommon.s".)
_itemDrop_conveyorTilesTable:
Lists conveyor tiles along with what directions they should move item drop objects in (PARTID_ITEM_DROP).
Fully hardcoded behaviours