CLPS Documentation

CLPS Documentation (credit goes to Shugabush, original documentation is here)

Texture: 1: Path 2: Grass 3: Damp Surface* 4: Rock 5: Wood 6: Snow 7: Ice 8: Sand 9: Flowers 10: Rock. But also triggers the merry-go-round music. Hard-coded for Big-Boo’s Haunt, and probably Big Boo Battle.* 11: Wood. But also triggers the merry-go-round music. This time it’s louder. Hard-coded for Big-Boo’s Haunt, and probably Big Boo Battle.* 12: Grate 13: Unused 14: Unused 15: Unused 16: Unused 17: Unused 18: Unused 19: Unused 20: Makes the steps “echo.” Credits to Skawo for using it in his hack, Another Super Mario 3D. Unused in the default game.

View ID: If you set it to 63, it will act as if there is no view.

Traction: 1: Unslippable. You can walk up really steep slopes. 2: Unslippable, except that you can’t walk up quite as steep slopes. 3: Slippery Slope, you cannot crawl up the slope without slipping. 4: Slippery 5: Automatically makes the player slide. Used for Princess’s Secret Slide. You can’t jump on this type of plane.

Camera Behavior: 0: Normal 1: Go Behind Player, difference between cameras 7 and 8 currently unknown, except for the fact that it’s used on the slider levels. 2: Zoom Way Out and Go Behind Player 3: Go Behind Player, unused 4: Go Behind Player, unused 5: Unused. Makes it so that when you face a different direction and the camera slowly adjusts to that position, if you try to use the camera buttons, the camera will rotate weirdly?* 6: Same as 10, except that when the player goes to sleep, the camera zooms a different amount? There are probably other differences, but they are currently unknown. This camera type is used a lot more than camera 0 is.* 7: Go Behind Player. Used for boss battle arenas. If you have this camera type set, it will zoom out, and if you have it set to 8, it will follow you around, making it harder to fight the boss.* 8: Go Behind Player 9: 8-directions Only 10: Only Rotate with Arrow Buttons 11: Close-up and Personal

Behavior: 1: Lava 2: Unused 3: Ceiling Hanging Mesh 4: Death Plane that makes you lose a life* 5: Death Plane that respawns you without losing a life. Hard-coded to respawn the player in the castle 1st floor at entrance 0. Used in the princess’s secret slide and in the ? switch.* 6: Low Jumps 7: Slow Half-sinking Quicksand* 8: Slow Bottomless Quicksand* 9: Instant Quicksand 10: Unused 11: Triggers the wind animation/sound only if there is a Valid Path ID Set.* 12: Unused 13: Triggers the ability to enter the ? Switch if you look up in the negative z direction. You have to have at least 14 stars. Used at the light beam on the first floor.* 14: The player will take fall damage instead of getting stuck in the snow/sand. Credits to Josh65536, on Discord. Only hard-coded for certain levels. Use for Tiny-Huge Island currently unknown, except that it’s only used on some planes that have view id’s. 15: Start Line, used in The Princess’s Secret Slide. 16: Finish Line, used in The Princess’s Secret Slide. Hard-coded to spawn the star with an id of 2, and also that the player has to complete it within 21 seconds or less. 17: Vanish-Luigi Transparent 18: Get-Off-Me Surface, used for the endless stairs on the third floor of the castle. Hard-coded to push you back in the positive z direction if you don’t have 80 stars and/or are using a different character than Mario. 19: Gust Plane, meaning that the wind pulls you up instead of sideways. 20: Crawl Transparent, used in Snowman’s Land at the igloo entrance. Only works for walls without any slant.*

Unk: 0: Non-transparent* 1: Transparent, except for the camera, used for walls behind paintings.*

Padding: Unused Wind Path ID: The collision plane/s will pull you in the direction of this plane. But it doesn’t trigger the wind animation/sound without behavior 11.

Toxic Parameter: 0: Not Toxic 1: Toxic, meaning that if you touch the next layer, you will get hurt once every few seconds.

Water: 0: Not Water 1: Water

For those of you who don’t know, the freezing water in Snowman’s Land and Chief Chilly’s Challenge is hard-coded. Credits to Josh65536.

Collision types with a * next to them indicate that I had to experiment to figure it out based on where they were used in the default levels.