Page Title: Tile behaviour - ZeldaHacking Wiki

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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

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