Actually the door doesn't strictly hurt you if you jump straight up, but I found a player physics glitch that can make your inertia not get reset which, assuming you walked straight up to the wall and then jumped, may have led to you inadvertently moving into it when you shouldn't have.
Wow, you totally do get hangtime. It turns out that the ceiling slope right there is the 2nd tilecode out of the slope tiles, and due to a misuse in the way the check-bopped-head-on-slope function was called (the variable it was being assigned to used to be a bool but is now int), it was copying that 2 value into the player's "blocked above" variable, which long-story-short a 2 there happens to have a different meaning which led to it thinking you were bopping your head on one of the vertically moving blocks in the labyrinth, which don't reset your yinertia.
I do parse npc.tbl for most of the values, but I don't currently use the bboxes out of it. At the time I wrote the loader, I didn't understand how the bboxes worked. Also, the SIF file format used by nxengine doesn't work exactly like npc.tbl, and it has a few extra fields for example you can store extra bboxes for each frame, plus in nx there's a distinction between the sprite (the graphics, bounding boxes, block points etc) and the object (the associated AI code/behavior). I used those features in a few of the more complex enemies so a straight replacement wouldn't work, but I think I'll look up the info on npc.tbl available here and see what I can come up with as far as converting the data or perhaps just running a quick program to check all the bboxes and find the ones that are off. On the enemies I did earlier in the project I tended to be a bit overambitious in setting the bboxes, trying to get the collision detection technically correct, later I learned it looks a lot better if you're more "sloppy".
BTW, does anybody know how flag 0x400 i.e. "Drop Hearts and EXP" or FLAG_DROP_POWERUPS is supposed to work? It seems unreliable, for example it isn't set on the Midorins in the Plantation yet they clearly drop powerups, and I think there were a few projectiles from the Egg Corridor that don't drop powerups but it's set. Right now I just ignored it and made my own flag for NOT dropping powerups, which is set up manually in AssignExtraSprites().