Tiles

Tiles are the 'Building Blocks' for every Map in Cave Story. They serve as the basic level format, as well as the aesthetic, of a Map. Cave Story contains several types of tiles, each with their own function.

## Tileset Guides

* Breakable Blocks
* Moving Blocks
* Falling Blocks

## Tile Properties

*Note: A Tile is a 16x16 Pixel Block. Modders can designate a Tile Type to one 16x16 Block at a Time, unless they have their mod configured to use 'HD' tilesets.*

**Legend:**

* PC - Player Character. The Character the players control.
* NPC - Non-Playable Characters. Most Entities that are not the PC are NPCs.
* BLT- Bullets that the PC shoots.

**Tile bases:**

* Group I: Includes Tiles 00 ~ 1F. Backgrounds.
* Group II: Unused? Tiles 20 ~ 3F.
* Group III: Foreground. Tiles 40 ~ 5F.
* Group IV: Foreground Water. Tiles 60 ~ 7F.
* Group V: Air Currents. Mostly unused. Tiles 80 ~ 9F.
* Group VI: Water Currents. Mostly unused. Tiles A0 ~ BF.
* Group VII: Unused. Probably a design preparation for Background Air Currents. Tiles C0 ~ DF.
* Group VIII: Unused. Probably a design preparation for Foreground Air Currents. Tiles E0 ~ FF.

**Tile Types:**

* **Tile 00 -** Air Tile. NPCs, PCs, and BLTs will appear in front of it.
* **Tile 01 -** Background Tile. Identical to Tile 00 except that when viewing the map, it shows up as a background tile.
* **Tile 02 -** Background Water Tile. See Tile 60 for behavior. Rendered behind NPCs, BLTs, and PC.
* **Tile 03 -** Special Background Tile. PCs and BLTs will pass through it, but NPCs treat it as a Solid.
* **Tile 04 -** Identical to Tile 03.
* **Tile 05 -** Special Solid Background Tile. BLTs can pass through it, but PCs and NPCs can't. BLTs, NPCs and PCs will appear in front of it.
* **Tiles 06-1F -** Background tiles, see Tile 01.
* **Tile 40 -** Foreground Tile. NPCs, PCs, and BLTs will appear behind it. Shows like a background on the map.
* **Tile 41** - Regular Solid Tile. NPCs, PCs, and BLTs cannot pass through it.
* **Tile 42 -** Spike Tile. Tile contains a Spike NPC that will damage any PC that makes contact with it. The Spike will always deal 10 Damage. Rendered in front of the PC, etc. Is basically a tile 45 with damage. The damage hitbox, however, is slightly smaller than the tile itself.
* **Tile 43 (SN) -** Solid Tile. Appears as the star block from Npc/Sym. NPCs and PCs cannot pass through it until a BLT makes contact. The BLT will change Tile 43 to the tile immediately to the left to it in a Tileset. It will carry the aesthetic and properties of that tile. Can have multiple 'Layers' if there are more tile 43s to the left of it on the tileset.
* **Tile 44 -** Special Foreground Tile. PCs and BLTs will pass through it, but NPCs treat it as a Solid, except NPCs with the flag 2 'Ignore Tile 44'.
* **Tile 45 -** Foreground Tile. Identical to Tile 40 except that when viewing the map, it shows up as a solid tile. Acts similarly to multiple other types of tiles, including some OOB tiles such as 4F. That one acts almost identical to 45.
* **Tile 46 -** Special Solid Tile. PCs cannot pass through. NPCs and BLTs will pass through.
* **Tiles 50-57 -** Solid Slope Tiles. Like Tile 41, but as a Slope.
* **Tile 60 -** Foreground Water Tile. PCs who makes contact with Tile 60 will be in a 'Submerged' state. The PC's speed, momentum, and jump height are severely reduced. This will also start a ticking counter that, when it reaches 0, will immediately start the Game Over sequence. NPCs and BLTs are unaffected. All Tiles with a Blue Color have this 'Submerged' trait as well as the Foreground trait.
* **Tile 61 -** Underwater Solid Tile. The same as Tile 41, but with the 'Submerged' trait. The PC, however, will only be affected by that if he/she is stuck INSIDE the block, however.
* **Tile 62 -** Water Spike Tile. Same as Tile 42, but with the 'Submerged' Trait.
* **Tile 63 -** Foreground Tile, see Tile 45.
* **Tile 64 -** Special Foreground Tile. The same as tile 44, except now no NPCs can get through.
* **Tiles 70-77 -** Like Tiles 50-57, but with the 'Submerged' Trait.
* **Tiles 80-83 -** Wind Tile. Pushes the player in the direction the arrow is pointing.
* **Tiles A0-A3 -** Water Current Tile. Like Tiles 80-83, but with the 'Submerged' Trait.