Docs/Collision

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Collision stores information for each face, this information consists of the type of collision, the sound emitted, face number, and a parameter for select collision types. SMS Collision Editor splits the information up into 5 fields whilst BlenderCol splits it up into 4. The information laid out below will be in the style of both. Value 0, 1, and 4 is for SMS Collision Editor, while BlenderCol has Parameter and Collision Number (Value 4 and Parameter are the same numbers).

Collision Types[edit]

Value 0 Value 1 Parameter/Value 4 Collision Number Collision Notes
0 0 null 0 Normal N/A
0 1 null 1 Slippery Jump will be disabled
0 2 null 2 No Slide UNUSED
0 3 null 3 ??????? property unknown
0 4 null 4 Wet N/A
0 5 null 5 No Wall Jump N/A
0 6 null 6 No Ledge Grab N/A
0 7 Bounce height 7 Bounce N/A
0 8 Jump power 8 Powered Jump N/A
0 9 Jump height 9 Super Jump N/A
0 10 null 10 No Fall Damage N/A
0 11 Health taken away 11 Damaging N/A
0 12 null 12 Slide Slippery but Mario has more control and can jump
1 0 null 256 Water N/A
1 1 Health taken away 257 Water (Damaging) N/A
1 2 null 258 Ocean Water Sends Mario to origin height
1 3 Health taken away 259 Ocean Water (Damaging) Sends Mario to origin height
1 4 ???? 260 Shallow Water N/A
1 5 ???? 261 Shallow Water (Overhead Camera) UNUSED
1 6 null 262 Underground N/A
1 7 null 263 Ground pound to pass through N/A
1 8 Jump height 264 Underground (Super Jump) N/A
1 9 ???? 265 Overhead Camera UNUSED
1 10 null 266 Climbable N/A
1 11 null 267 Rising Water If this collision is detected under Mario when he walks off a platform, water shall be on par with his height.
2 0 Warp Set IDs 512 Map Warp N/A
2 1 ???? 513 unk UNUSED
2 2 Floor Number 514 Camera Floor Change (Stairs) N/A
2 3 Floor Number 515 Camera Floor Change N/A
3 0 Warp ID 768 Stage Warp N/A
4 0 null 1024 Mario passes through Water cannot pass through
4 1 null 1025 Water passes through Mario cannot pass through
5 0 null 1280 Water dries up UNUSED
6 0 ???? 1536 Death Floor N/A
7 0 null 1792 ???? N/A
7 1 null 1793 Sand N/A
8 0 null 2048 Insta-Death Plane N/A
64 0 Color intensity 16384 Shadow N/A
64 1 Color intensity 16385 Shadow (Slippery) N/A
64 4 Color intensity 16388 Shadow (Wet) N/A
64 16 Color Intensity 16400 Mario Lighting Level (Near Floor) N/A
160 0 null 40960 No Camera Clipping N/A
160 12 null 40972 ???? N/A

Custom Collision Types[edit]

NOTE: To use these collision IDs, you have to be running a special Gecko code to handle them.

Value 0 Value 1 Parameter/Value 4 Collision Number Collision Notes
62 135 Y Velocity 16007 Bounce Bounces Mario twirling into the air at the specified Y Speed, falling at a slower rate
66 111 Y Velocity 17007 Bounce Shaded Bounces Mario twirling into the air at the specified Y Speed, falling at a slower rate
62 138 x/30 seconds for 1 health point 16010 Healing Heals Mario by 1 health point every x/30 seconds
66 114 x/30 seconds for 1 health point 17010 Healing Shaded Heals Mario by 1 health point every x/30 seconds
62 148 Speed 16020 Boost Forces Mario's forward speed to be the value described
66 124 Speed 17020 Boost Forces Mario's forward speed to be the value described
62 149 (150 = Air Coverage) Gravity = x/100 16021 (16022 = Air Coverage) Gravity Set Sets Mario's gravity to be x/100
66 125 (126 = Air Coverage) Gravity = x/100 17021 (17022 = Air Coverage) Gravity Set Shaded Sets Mario's gravity to be x/100
62 151 Max levitation in X units 16023 Levitate Levitates Mario into the air as high as X units. If X is 0, Mario levitates forever
66 127 Max levitation in X units 17023 Levitate Shaded Levitates Mario into the air as high as X units. If X is 0, Mario levitates forever
62 168 (Upper byte)Target ID,

(Lower byte)Home ID

16040 Linked Warp If idle long enough, this collision warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. Although there are only 254 usable IDs for Target, and 254 for Home (255/0xFF is counted as null, or inactive), triangles can share home and/or target IDs, in which the distance from the current triangle to the each potential target is used to determine the destination.
66 144 (Upper byte)Target ID,

(Lower byte)Home ID

17040 Linked Warp Shaded If idle long enough, this collision warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. Although there are only 254 usable IDs for Target, and 254 for Home (255/0xFF is counted as null, or inactive), triangles can share home and/or target IDs, in which the distance from the current triangle to the each potential target is used to determine the destination.
62 168 (Upper byte)Target ID,

(Lower byte)Home ID

16041 Linked Warp This collision performs a momentum preserving warp (Portal style) of Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. Although there are only 254 usable IDs for Target, and 254 for Home (255/0xFF is counted as null, or inactive), triangles can share home and/or target IDs, in which the distance from the current triangle to the each potential target is used to determine the destination. (Note: This collision type only allows one warp for each time stood on this collision type. This prevents infinite looping in the warp face)
66 144 (Upper byte)Target ID,

(Lower byte)Home ID

17041 Linked Warp Shaded This collision performs a momentum preserving warp (Portal style) of Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. Although there are only 254 usable IDs for Target, and 254 for Home (255/0xFF is counted as null, or inactive), triangles can share home and/or target IDs, in which the distance from the current triangle to the each potential target is used to determine the destination. (Note: This collision type only allows one warp for each time stood on this collision type. This prevents infinite looping in the warp face)
62 168 (Upper byte)Target ID,

(Lower byte)Home ID

16042 Linked Warp This collision performs a momentum preserving warp (Portal style) of Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. Although there are only 254 usable IDs for Target, and 254 for Home (255/0xFF is counted as null, or inactive), triangles can share home and/or target IDs, in which the distance from the current triangle to the each potential target is used to determine the destination.
66 144 (Upper byte)Target ID,

(Lower byte)Home ID

17042 Linked Warp Shaded This collision performs a momentum preserving warp (Portal style) of Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. Although there are only 254 usable IDs for Target, and 254 for Home (255/0xFF is counted as null, or inactive), triangles can share home and/or target IDs, in which the distance from the current triangle to the each potential target is used to determine the destination.
62 168 (Upper byte)Target ID,

(Lower byte)Home ID

16043 Linked Warp If idle long enough, this collision warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. Although there are only 254 usable IDs for Target, and 254 for Home (255/0xFF is counted as null, or inactive), triangles can share home and/or target IDs, in which the distance from the current triangle to the each potential target is used to determine the destination. This collision type performs a screen wipe and sound effect.
66 144 (Upper byte)Target ID,

(Lower byte)Home ID

17043 Linked Warp Shaded If idle long enough, this collision warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. Although there are only 254 usable IDs for Target, and 254 for Home (255/0xFF is counted as null, or inactive), triangles can share home and/or target IDs, in which the distance from the current triangle to the each potential target is used to determine the destination. This collision type performs a screen wipe and sound effect.
62 168 (Upper byte)Target ID,

(Lower byte)Home ID

16044 Linked Warp This collision instantly warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. Although there are only 254 usable IDs for Target, and 254 for Home (255/0xFF is counted as null, or inactive), triangles can share home and/or target IDs, in which the distance from the current triangle to the each potential target is used to determine the destination.
66 144 (Upper byte)Target ID,

(Lower byte)Home ID

17044 Linked Warp Shaded This collision instantly warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. Although there are only 254 usable IDs for Target, and 254 for Home (255/0xFF is counted as null, or inactive), triangles can share home and/or target IDs, in which the distance from the current triangle to the each potential target is used to determine the destination.
62 168 Minimum distance required in X units 16050 Linked Warp If idle long enough, this collision warps Mario to the nearest collision triangle that also is at least X units in distance or more from this triangle. This is best used for simplistic warp systems where you only need at the most a few chains and they can all be set apart from each other.
66 144 Minimum distance required in X units 17050 Linked Warp Shaded If idle long enough, this collision warps Mario to the nearest collision triangle that also is at least X units in distance or more from this triangle. This is best used for simplistic warp systems where you only need at the most a few chains and they can all be set apart from each other.
62 168 Minimum distance required in X units 16051 Linked Warp This collision performs a momentum preserving warp (Portal style) of Mario to the nearest collision triangle that also is at least X units in distance or more from this triangle. This is best used for simplistic warp systems where you only need at the most a few chains and they can all be set apart from each other. (Note: This collision type only allows one warp for each time stood on this collision type. This prevents infinite looping in the warp face)
66 144 Minimum distance required in X units 17051 Linked Warp Shaded This collision performs a momentum preserving warp (Portal style) of Mario to the nearest collision triangle that also is at least X units in distance or more from this triangle. This is best used for simplistic warp systems where you only need at the most a few chains and they can all be set apart from each other. (Note: This collision type only allows one warp for each time stood on this collision type. This prevents infinite looping in the warp face)
62 168 Minimum distance required in X units 16052 Linked Warp This collision performs a momentum preserving warp (Portal style) of Mario to the nearest collision triangle that also is at least X units in distance or more from this triangle. This is best used for simplistic warp systems where you only need at the most a few chains and they can all be set apart from each other.
66 144 Minimum distance required in X units 17052 Linked Warp Shaded This collision performs a momentum preserving warp (Portal style) of Mario to the nearest collision triangle that also is at least X units in distance or more from this triangle. This is best used for simplistic warp systems where you only need at the most a few chains and they can all be set apart from each other.
62 168 Minimum distance required in X units 16053 Linked Warp If idle long enough, this collision warps Mario to the nearest collision triangle that also is at least X units in distance or more from this triangle. This is best used for simplistic warp systems where you only need at the most a few chains and they can all be set apart from each other. This collision type performs a screen wipe and sound effect.
66 144 Minimum distance required in X units 17053 Linked Warp Shaded If idle long enough, this collision warps Mario to the nearest collision triangle that also is at least X units in distance or more from this triangle. This is best used for simplistic warp systems where you only need at the most a few chains and they can all be set apart from each other. This collision type performs a screen wipe and sound effect.
62 168 Minimum distance required in X units 16054 Linked Warp This collision instantly warps Mario to the nearest collision triangle that also is at least X units in distance or more from this triangle. This is best used for simplistic warp systems where you only need at the most a few chains and they can all be set apart from each other.
66 144 Minimum distance required in X units 17054 Linked Warp Shaded This collision instantly warps Mario to the nearest collision triangle that also is at least X units in distance or more from this triangle. This is best used for simplistic warp systems where you only need at the most a few chains and they can all be set apart from each other.
62 168 (Upper byte)Target ID,

(Lower byte)Home ID

16060 Linked Warp If idle long enough, this collision warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. This collision is entirely ID based, meaning only 254 links are possible. If somehow the supplemental distance algorithm of type 1604X causes lag, try this collision instead.
66 144 (Upper byte)Target ID,

(Lower byte)Home ID

17060 Linked Warp Shaded If idle long enough, this collision warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. This collision is entirely ID based, meaning only 254 links are possible. If somehow the supplemental distance algorithm of type 1604X causes lag, try this collision instead.
62 168 (Upper byte)Target ID,

(Lower byte)Home ID

16061 Linked Warp This collision performs a momentum preserving warp (Portal style) of Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. This collision is entirely ID based, meaning only 254 links are possible. If somehow the supplemental distance algorithm of type 1604X causes lag, try this collision instead. (Note: This collision type only allows one warp for each time stood on this collision type. This prevents infinite looping in the warp face)
66 144 (Upper byte)Target ID,

(Lower byte)Home ID

17061 Linked Warp Shaded This collision performs a momentum preserving warp (Portal style) of Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. This collision is entirely ID based, meaning only 254 links are possible. If somehow the supplemental distance algorithm of type 1604X causes lag, try this collision instead. (Note: This collision type only allows one warp for each time stood on this collision type. This prevents infinite looping in the warp face)
62 168 (Upper byte)Target ID,

(Lower byte)Home ID

16062 Linked Warp This collision performs a momentum preserving warp (Portal style) of Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). This collision is entirely ID based, meaning only 254 links are possible. If somehow the supplemental distance algorithm of type 1604X causes lag, try this collision instead.
66 144 (Upper byte)Target ID,

(Lower byte)Home ID

17062 Linked Warp Shaded This collision performs a momentum preserving warp (Portal style) of Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). This collision is entirely ID based, meaning only 254 links are possible. If somehow the supplemental distance algorithm of type 1604X causes lag, try this collision instead.
62 168 (Upper byte)Target ID,

(Lower byte)Home ID

16063 Linked Warp If idle long enough, this collision warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. This collision is entirely ID based, meaning only 254 links are possible. If somehow the supplemental distance algorithm of type 1604X causes lag, try this collision instead. This collision type performs a screen wipe and sound effect.
66 144 (Upper byte)Target ID,

(Lower byte)Home ID

17063 Linked Warp Shaded If idle long enough, this collision warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). This collision is entirely ID based, meaning only 254 links are possible. If somehow the supplemental distance algorithm of type 1604X causes lag, try this collision instead. This collision type performs a screen wipe and sound effect.
62 168 (Upper byte)Target ID,

(Lower byte)Home ID

16064 Linked Warp This collision instantly warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. This collision is entirely ID based, meaning only 254 links are possible. If somehow the supplemental distance algorithm of type 1604X causes lag, try this collision instead.
66 144 (Upper byte)Target ID,

(Lower byte)Home ID

17064 Linked Warp Shaded This collision instantly warps Mario to a collision triangle of matching Target to Home ID (Note: the target must also use warp collision). Multiple warps can lead to the same triangle. This collision is entirely ID based, meaning only 254 links are possible. If somehow the supplemental distance algorithm of type 1604X causes lag, try this collision instead.
62 208 (Upper byte)Forward Velocity,

(Lower byte)Upward Velocity

16080 Launch Launches Mario flipping into the air by the press of D-Pad Up, control is disabled
66 184 (Upper byte)Forward Velocity,

(Lower byte)Upward Velocity

17080 Launch Shaded Launches Mario flipping into the air by the press of D-Pad Up, control is disabled
62 218 (228 = Air Coverage) (Boolean True/False) Give Mario Fludd? 16090 (16100 = Air Coverage) Get Spray Nozzle Gives or Takes Fludd, setting Fludd to Spray Nozzle
66 194 (204 = Air Coverage) (Boolean True/False) Give Mario Fludd? 17090 (17100 = Air Coverage) Get Spray Nozzle Shaded Gives or Takes Fludd, setting Fludd to Spray Nozzle
62 219 (229 = Air Coverage) (Boolean True/False) Give Mario Fludd? 16091 (16101 = Air Coverage) Get Rocket Nozzle Gives or Takes Fludd, setting Fludd to Rocket Nozzle
66 195 (205 = Air Coverage) (Boolean True/False) Give Mario Fludd? 17091 (17101 = Air Coverage) Get Rocket Nozzle Shaded Gives or Takes Fludd, setting Fludd to Rocket Nozzle
62 220 (230 = Air Coverage) (Boolean True/False) Give Mario Fludd? 16092 (16102 = Air Coverage) Get UnderWater Nozzle Gives or Takes Fludd, setting Fludd to UnderWater Nozzle
66 196 (206 = Air Coverage) (Boolean True/False) Give Mario Fludd? 17092 (17102 = Air Coverage) Get UnderWater Shaded Gives or Takes Fludd, setting Fludd to UnderWater Nozzle
62 221 (231 = Air Coverage) (Boolean True/False) Give Mario Fludd? 16093 (16103 = Air Coverage) Get Yoshi Nozzle Gives or Takes Fludd, setting Fludd to Yoshi Nozzle
66 197 (207 = Air Coverage) (Boolean True/False) Give Mario Fludd? 17093 (17103 = Air Coverage) Get Yoshi Nozzle Shaded Gives or Takes Fludd, setting Fludd to Yoshi Nozzle
62 222 (232 = Air Coverage) (Boolean True/False) Give Mario Fludd? 16094 (16104 = Air Coverage) Get Hover Nozzle Gives or Takes Fludd, setting Fludd to Hover Nozzle
66 198 (208 = Air Coverage) (Boolean True/False) Give Mario Fludd? 17094 (17104 = Air Coverage) Get Hover Nozzle Shaded Gives or Takes Fludd, setting Fludd to Hover Nozzle
62 223 (233 = Air Coverage) (Boolean True/False) Give Mario Fludd? 16095 (16105 = Air Coverage) Get Turbo Nozzle Gives or Takes Fludd, setting Fludd to Turbo Nozzle
66 199 (209 = Air Coverage) (Boolean True/False) Give Mario Fludd? 17095 (17105 = Air Coverage) Get Turbo Nozzle Shaded Gives or Takes Fludd, setting Fludd to Turbo Nozzle

NOTE: ORing 0x8000 (32768) to a collision value makes the camera not pass through it. Likewise, ORing 0x4000 (16384) to a collision value makes it shade Mario (the "parameter" value seems to be used for color intensity of the shading when this is set)

Collision Sound[edit]

As a quick note, a few of the collision sounds actually just affect the noise that plays when you begin a wall slide, which will be just be called "Wall Slide Hit" for simplicity.

Value Sound Example Location
0 Normal/Stone Delfino Plaza Spawn
1 Medium Pitched Stone Noki Bay Stone Beach
2 High Pitched Stone Delfino Plaza Statue Head
3 Quiet Wood Pianta Village Fire-pit Edges
4 Dirt Delfino Airstrip Potted Plant
5 Sand Delfino Plaza Beach
6 Crunchy Sand Pinna Beach Sand
7 Wood Delfino Plaza Docks
8 Medium Pitched Wood Gelato Beach Fruit Hut
9 High Pitched Wood Delfino Plaza Beach Bench
10 Wood Mesh Pianta Village Underside
11 Metal Mesh Ricco Harbor Climbable Walls
12 Metal Ricco Harbor Beams
13 Higher Pitched Metal Delfino Plaza Manhole Covers
14 Leaves Blue Coin Hut Roof
15 Deeper Leaves/Grass Pianta Village Tall Grass
16 Grass Delfino Plaza Grass
17 Dry Grass Noki Bay Boat House Roof
18 Ceramic Roofing Delfino Plaza Roofs
19 Tin Roof? UNUSED
20 Snow/Loud Dirt? UNUSED
21 Soft Mat Blue Coin Hut Placemats
22 Wood Floorboards? UNUSED
23 Cloth-like? Delfino Plaza Fruit Canopy
24 Soft Dense Material? Pianta Village Tree Mushrooms
25 Deeper Soft Dense Material UNUSED
26 Normal Wall Slide Hit (No Floor) UNUSED
27 Glass/Mirror Gelato Beach Mirrors
28 Deep Wall Slide Hit (No Floor) Delfino Plaza Hotel Pipe Building's Wall
29 Normal Wall Slide Hit (No Floor) Noki Bay Super Trampoline
30 Mushrooms Pianta Village Mushrooms
31 Cushioned Surface Mud Boat
32 Water Part of water collision
33? ?
34? ?

If you'd like no sound...

Value Sound Notes
47 & above No Sound After 34? sounds start to be filled with random ones until 47, where sound does not exist