Lol 100 posts
Anyway, thanks for saving me hours of flipping through the codes and confusing myself; I'll probably have to find the tiles myself
there are some things you can find in Noxid's resources that might be useful
00416E20 - Clear Player Tiles (Set 49E63C = 0)
00416E30 - Player Tile collision, Solid tiles
00417160 - Player Bump Against Ceilling
004171D0 - Player Tile Collision, Roof Slope 1
004172E0 - Player Tile Collision, Roof Slope 2
004173F0 - Player Tile Collision, Roof Slope 3
00417500 - Player Tile Collision, Roof Slope 4
00417610 - Player Tile Collision, Floor Slope 1
00417720 - Player Tile Collision, Floor Slope 2
00417830 - Player Tile Collision, Floor Slope 3
00417940 - Player Tile Collision, Floor Slope 4
00417A50 - Player Tile Collision, Water
00417AE0 - Player Tile Collision, Spike
00417B70 - Player Tile Collision, Spike (water)
00417C00 - Player Tile Collision, Wind (Left)
00417C90 - Player Tile Collision, Wind (Up)
00417D20 - Player Tile Collision, Wind (Right)
00417DB0 - Player Tile Collision, Wind (Down)
00417E40 - PC Tile checking algorithm
basically I think you'd need to make a new code with the collisions you need and then add that to the checking algorithm, but I can't be sure
I believe GIR had some custom tiles in WTF? Story so you might want to ask him about that