Docs/Collision
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 | edit source]
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 | edit source]
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 | edit source]
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 | Stone | Delfino Plaza spawn |
1 | Medium Pitched Stone, "stn_snd" | Noki Bay stone beach |
2 | Marble | Delfino Plaza Grand Pianta Statue |
3 | Quiet Wood, "soil_sld" | Pianta Village fire-pit edges |
4 | Soil | Delfino Airstrip potted plant |
5 | Sand | Delfino Plaza beach |
6 | Gravel | Pinna Beach sand |
7 | Wood Board | Delfino Plaza docks |
8 | Wood, Thin | Gelato Beach Sand Cabana |
9 | Wood | Delfino Plaza beach bench |
10 | Wood Mesh, "wood_sq" | Pianta Village underside |
11 | Metal Mesh, "metalnet" | Ricco Harbor climbable walls |
12 | Hollow Metal, "metal_vc" | Ricco Harbor beams |
13 | Flat Metal, "metal_sl" | Delfino Plaza manhole covers |
14 | Branch | Delfino Plaza Boathouse roof |
15 | Tall Grass | Pianta Village tall grass |
16 | Lawn | Delfino Plaza grass |
17 | Straw | Noki Bay Boat Rental shop roof |
18 | Roof Tile | Delfino Plaza roofs |
19 | Zinc Roof, "rooftotan" | UNUSED |
20 | Roof Hood | Gelato Beach guard platform roof |
21 | Wire | Delfino Plaza Boathouse floor mats |
22 | Table | UNUSED |
23 | Bed | Delfino Plaza umbrellas & canopies |
24 | Carpet | Pianta Village flat tree mushrooms |
25 | Chair | UNUSED |
26 | Normal Wall Slide Hit (No Floor) | UNUSED |
27 | Glass/Mirror | Gelato Beach Mirrors |
28 | Deep Wall Slide Hit (No Floor) | Delfino Plaza octagonal building wall |
29 | Normal Wall Slide Hit (No Floor) | Noki Bay super trampoline |
30 | Mushroom, "kinoko" | Pianta Village medium mushrooms |
31 | Carpet 2 | Mud boat |
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 |