===== Object Database ===== //(credit goes to StapleButter and Kuribo64, original documentation is [[http://kuribo64.net/board/thread.php?id=1290|here]])//\\ ===== v Generic Objects ===== ==== 1 - CCC-B Ice A ==== Object ID: 1 (0x0001)\\ Actor ID: 170 (0x00AA)\\ Internal name: EWB_ICE_A\\ Requirement: Bank 1 must be set to 5.\\ Description: An icy hexagonal platform from Chief Chilly Challenge - battle.\\ ===Files=== /data/ARCHIVE/arc1.narc/data/normal_obj/obj_pathlift\\ obj_pathlift.bmd\\ ==== 2 - CCC-B Ice B ==== Object ID: 2 (0x0002)\\ Actor ID: 171 (0x00AB)\\ Internal name: EWB_ICE_B\\ Requirement: Bank 1 must be set to 5.\\ Description: A layer of ice platforms that Chief Chilly destroys after 2nd hit. \\ ==== 3 - CCC-B Ice C ==== Object ID: 3 (0x0003)\\ Actor ID: 172 (0x00AC)\\ Internal name: EWB_ICE_C\\ Requirement: Bank 1 must be set to 5.\\ Description: A layer of ice platforms that Chief Chilly destroys after 1st hit.\\ ===Files:=== /data/special_obj/ewb_ice/\\ ewb_ice_c.bmd\\ ewb_ice_c.kcl\\ ==== 4 - Huge Ice Block Lift ==== Object ID: 4 (0x0004)\\ Actor ID: 173 (0x00AD)\\ Internal name: EWM_ICE_BLOCK\\ Requirement: Bank 7 must be set to 49.\\ Description: A large block of ice that continally moves along a set path.\\ ===Parameter 1:=== XXXX Path ID to follow\\ ==== 5 - GB Up-down Log ==== Object ID: 5 (0x0005)\\ Actor ID: 174 (0x00AE)\\ Internal name: EMM_LOG\\ Requirement: Bank 7 must be set to 45.\\ Description: Moves up and down.\\ ===Parameter 2:=== XXXX Delay before moving up and down (when level is first loaded)\\ (Source: Sparsite)\\ ==== 6 - GB Path-controlled Lift ==== Object ID: 6 (0x0006)\\ Actor ID: 175 (0x00AF)\\ Internal name: EMM_YUKA\\ Requirement: Bank 7 must be set to 45.\\ Description: Parameter 1:\\ XXXP\\ XXX - Nothing?\\ P - Path ID\\ ==== 7 - Up-down Lift ==== Object ID: 7 (0x0007)\\ Actor ID: 29 (0x001D)\\ Internal name: UPDOWN_LIFT\\ Requirement: Bank 4 must be set to 3.\\ Description: A lift platform that follows an up-and-down loop path, allowing the player to reach higher places.\\ ===Parameters (standard):=== 1: start position (2 = ?, 7 = ?)\\ 2: X rotation for the platform\\ 3: Z rotation for the platform\\ ==== 8 - UtM Up-down Lift ==== Object ID: 8 (0x0008)\\ Actor ID: 30 (0x001E)\\ Internal name: HS_UPDOWN_LIFT\\ Requirement: Bank 4 must be set to 3.\\ Description: A wooden checkerboard lift found in The Secret Under The Moat.\\ ===Parameter 1:=== XXXX The higher the value the earlier it starts? ==== 9 - Path-controlled Lift ==== Object ID: 9 (0x0009)\\ Actor ID: 31 (0x001F)\\ Internal name: PATH_LIFT\\ Requirement: Bank 6 must be set to 1.\\ Description: Used in VS Main.\\ ===Parameter 1:=== ABXP\\ A:\\ 0 - Normal\\ 1 - Path points appear as dots\\ B:\\ 0 - Normal\\ 1 - Waits until stood on; then makes clunk sound and starts moving\\ X - Nothing?\\ P - Path ID\\ ===Files=== /data/ARCHIVE/arc1.narc/data/normal_obj/obj_pathlift\\ obj_pathlift.bmd\\ ==== 11 - Camera Tag ==== Object ID: 11 (0x000B)\\ Actor ID: 333 (0x014D)\\ Internal name: CAMERA_TAG\\ Requirement: None.\\ Description: N/A ==== 12 - UtM Seesaw ==== Object ID: 12 (0x000C)\\ Actor ID: 28 (0x001C)\\ Internal name: SEESAW\\ Requirement: Bank 5 must be set to 2.\\ Description: A large, wooden seesaw platform found in The Secret Under The Moat.\\ ==== 13 - Rolling Iron Ball ==== Object ID: 13 (0x000D)\\ Actor ID: 220 (0x00DC)\\ Internal name: IRON_BALL\\ Requirement: Bank 6 must be set to 1.\\ Description: Iron boulder. Can roll along a set path, but respects gravity no matter what. Explodes when hitting an obstacle such as\\ a wall. They appear to be hard-coded to be small in "Tiny Huge Island - tiny" (ID 25).\\ ===Parameter 1:=== XXXX where\\ XXXX:\\ FF01 - Single ball, doesn't follow path\\ FF02 - Single ball, doesn't move\\ FF03 - Doesn't spawn?\\ FF04 - Same as FF03?\\ ==== 14 - Rolling Rock ==== Object ID: 14 (0x000E)\\ Actor ID: 221 (0x00DD)\\ Internal name: GORO_ROCK\\ Requirement: Bank 7 must be set to 14.\\ Description: Used in Hazy Maze Cave.\\ Parameter 1:\\ SSTT\\ SS - Star ID\\ TT: Type\\ 00 - Spawn many, rolling, without a star, while player isn't close.\\ 01 - Spawn many, rolling, with a star, while player isn't close\\ 02 - Spawn one, rolling, without a star, without looking at player distance\\ 03 - Spawn one, rolling, with a star, without looking at player distance\\ 04 - Spawn one, not rolling, with a star.\\ 05+ - Same as 02?\\ Set Star ID to FF if you do not want a star to spawn when breaking the rock, eg. FF04 will spawn a stationary rock that does nothing\\ when broken.\\ ==== 20 - Bob-omb Buddy ==== ==== 23 - Brick Block ==== ==== 24 - Big Brick Block ==== ==== 25 - Switch-activated Brick Block ==== ==== 26 - Power Flower ==== ==== 27 - ? Switch ==== ==== 28 - Crate ==== ==== 29 - Cannon Hatch ==== ==== 30 - ? Block ==== ==== 31 - ! Block ==== ==== 32 - ! Block - VS. ==== ==== 36 - Ground-pound post ==== ==== 37 - Coin ==== ==== 38 - Red Coin ==== ==== 39 - Blue Coin ==== ==== 41 - Tree ==== ==== 42 - Painting ==== ==== 43 - ! Switch ==== ==== 44 - Star Switch ==== ==== 45 - Switch-activated Shutter ==== ==== 46 - Switch-activated Shutter - HMC ==== ==== 47 - Control Pad Lift ==== ==== 49 - 1-Up Mushroom ==== ==== 50 - Cannon ==== ==== 52 - Water Bomb ==== ==== 53 - Bird ==== ==== 54 - Fish ==== ==== 55 - Butterflies ==== ==== 60 - Star Camera ==== ==== 61 - Power Star ==== ==== 62 - Silver Star ==== ==== 63 - Star Marker ==== ==== 69 - Big Boo Icon ==== ==== 70 - Large Mansion Steps ==== ==== 71 - Secret Door Bookshelf ==== ==== 72 - Big Boo's Merry-Go-Round ==== ==== 73 - BBH Trap Door ==== ==== 74 - Rec Room Cupboard object ==== ==== 75 - Wall Sign ==== ==== 76 - Sign Post ==== ==== 77 - CCM Ice Sheet ==== ==== 78 - Seaweed ==== ==== 79 - Healing Heart ==== ==== 80 - Toad ==== ==== 81 - Princess Peach ==== ==== 82 - BitFS-f Tilting Platform ==== ==== 83 - BitS-f Falling Platform ==== ==== 84 - Koopa Shell ==== ==== 86 - TTC Mecha 01 ==== ==== 88 - TTC Mecha 03 (Pendulum) ==== ==== 89 - TTC Mecha 04L(LargeConveyorBelt) ==== ==== 90 - TTC Mecha 04S(SmallConveyorBelt) ==== ==== 91 - TTC Mecha 05 ==== ==== 92 - TTC Mecha 06 ==== ==== 96 - TTC Mecha 09 ==== ==== 97 - TTC Mecha 10 ==== ==== 98 - TTC Mecha 11 ==== ==== 99 - TTC Mecha 12L ==== ==== 100 - TTC Mecha 12S ==== ==== 101 - SSL-P Rectangular Block Lift ==== ==== 102 - SSL-P Cage Lift ==== ==== 103 - SSL Pyramid Top ==== ==== 104 - SSL Pyramid Pillar Dummy ==== ==== 105 - DDD Pole Lift ==== ==== 106 - Bowser's Submarine ==== ==== 107 - DDD Bowser Shutter ==== ==== 108 - RR Tricky Triangles Object ==== ==== 109 - RR Lift 01 ==== ==== 110 - RR Ship Wing ==== ==== 111 - RR Donut Lift ==== ==== 112 - RR Swing Lift ==== ==== 113 - RR Seesaw ==== ==== 114 - RR Y Axis Rotating Lift ==== ==== 115 - RR Axis Spinning Lift with Arms ==== ==== 116 - SL Sliding Ice Spawner ==== ==== 117 - TTM Log ==== ==== 118 - THI-T Breakable Rock ==== ==== 120 - THI-H Cover ==== ==== 122 - WDW Rotating Floating Island ==== ==== 123 - WDW 01 (Square Wood Lift) ==== ==== 124 - WDW 02 (Arrow Lift) ==== ==== 125 - WDW 03 (Water Diamond) ==== ==== 126 - WDW 04 ==== ==== 127 - WDW 05 (Cage's Lift) ==== ==== 128 - WDW - 06 - RectangularWoodLift ==== ==== 130 - LLL Rolling Log ==== ==== 131 - LLL Volcano Ring ==== ==== 132 - LLL Tilting Platform ==== ==== 133 - LLL Bridge ==== ==== 134 - LLL Sink While On Platform ==== ==== 135 - LLL Sinking Platform ==== ==== 136 - LLL Sinking Platform - Large ==== ==== 137 - LLL Seesaw ==== ==== 138 - LLL Round Spinning Platform ==== ==== 139 - LLL Firebar ==== ==== 140 - LLL Float-on-lava Plank ==== ==== 141 - LLL Fall Down Block ==== ==== 142 - LLL-V Squasher ==== ==== 143 - Popping Lava Bubbles ==== ==== 144 - Waterfall Mist ==== ==== 145 - Manta Ray ==== ==== 152 - Crazed Crate ==== ==== 154 - TTM Ukiki Star Cage ==== ==== 156 - Ukiki (Star) ==== ==== 157 - Baby Penguin ==== ==== 158 - Mother Penguin ==== ==== 159 - Bridge Penguin ==== ==== 160 - Racing Penguin ==== ==== 162 - Giant Snowman ==== ==== 163 - Snowman Head ==== ==== 164 - Snowman Body ==== ==== 165 - Snowman Breath ==== ==== 167 - TTC Painting Short Hand ==== ==== 168 - TTC Painting Long Hand ==== ==== 169 - TTC Painting Pendulum ==== ==== 171 - Coffin ==== ==== 173 - BoB Seesaw ==== ==== 174 - BitDW Seesaw ==== ==== 175 - BitDW Switch-controlled Stairs ==== ==== 176 - BitDW Diamond Lift ==== ==== 177 - BitDW Rickshaw Lift ==== ==== 178 - BitDW Sliding (in-out) Lift ==== ==== 179 - JRB Boat - Down ==== ==== 180 - JRB Boat - Up ==== ==== 181 - JRB Pillar ==== ==== 183 - JRB Float-on-water Plank ==== ==== 184 - JRB Rock ==== ==== 186 - Warp Pipe ==== ==== 187 - Arrow Sign left ==== ==== 188 - Arrow sign right ==== ==== 191 - Bowser Orange Ball ==== ==== 192 - TTM-S Moon Decoration ==== ==== 193 - TTM-S Star Decoration ==== ==== 194 - TTM-S Orange Smiley Decoration ==== ==== 195 - TTM-S Blue Smiley Decoration ==== ==== 196 - WF Pole billboard ==== ==== 198 - WF Stood-up plank ==== ==== 199 - WF Fall Down Block ==== ==== 200 - WF Tower Breakable Wall ==== ==== 201 - WF Non-breakable Wall ==== ==== 202 - WF Breakable Wall ==== ==== 203 - WF Tower ==== ==== 204 - WF Rotating Floating Island ==== ==== 205 - WF Rotating Bar Lift ==== ==== 206 - WF Lift 01 ==== ==== 207 - WF Bomp - Small ==== ==== 208 - WF Bomp - Large ==== ==== 209 - WF "TRANSBAR" ==== ==== 210 - BBH Fall Block ==== ==== 211 - BitFS Fall Down Block ==== ==== 212 - BitFS Rise Lift ==== ==== 213 - KM2_GURA ==== ==== 214 - BitFS Metal Net Lift with Pole ==== ==== 215 - BitFS Y-axis Seesaw ==== ==== 216 - KM2_SUSUMU ==== ==== 217 - KM2_UKISHIMA ==== ==== 218 - BitFS lift 02 ==== ==== 219 - BitFS lift 01 ==== ==== 220 - KM2_NOBIRU ==== ==== 221 - BitS Seesaw ==== ==== 222 - BitS Y-axis Zig-zag Seesaw ==== ==== 223 - BitS Rickshaw Lift ==== ==== 224 - BitS Switch-controlled Stairs ==== ==== 225 - KM3_DERU01 ==== ==== 226 - BitS Sliding-Back-&-Forth Lift 2 ==== ==== 227 - KM3_KAITENDAI ==== ==== 228 - CB Switch Pillar ==== ==== 229 - CCM ski lift ==== ==== 230 - Fly Guy - Fire ==== ==== 231 - BBH Up-down Lift ==== ==== 232 - HMC up-down lift ==== ==== 233 - RR Lift 02 ==== ==== 235 - KM3_LIFT ==== ==== 236 - Bowser Spikey Bomb ==== ==== 237 - Rabbit ==== ==== 238 - Rabbit Key ==== ==== 239 - Hoot the Owl ==== ==== 243 - Invisible Pole ==== ==== 244 - Lakitu Bro. ==== ==== 245 - Pushable Block ==== ==== 246 - LLL Metal Net Lift ==== ==== 249 - Monty Mole Rock ==== ==== 254 - Cap ==== ==== 255 - Bowser Puzzle Piece ==== ==== 256 - LLL Bowser Puzzle Manager ==== ==== 257 - Dorrie ==== ==== 258 - Dorrie's Wario Cap ==== ==== 260 - JRB ship's sliding box ==== ==== 262 - [?] Switch Cloud ==== ==== 264 - Red Flame ==== ==== 265 - Blue Flame ==== ==== 266 - Flamethrower ==== ==== 267 - Super Mushroom Create Tag ==== ==== 268 - Super Mushroom Tag ==== ==== 269 - Block 1-Up Mushroom Tag ==== ==== 270 - Block Super Mushroom Tag ==== ==== 271 - Block Green Shell Tag ==== ==== 272 - Block Silver Star Tag ==== ==== 273 - C1 Trap ==== ==== 274 - C1 Light Beam ==== ==== 275 - C1 Peach Painting ==== ==== 276 - RR Flying Carpet ==== ==== 277 - Key ==== ==== 281 - Koopa the Quick ==== ==== 282 - Koopa Flag ==== ==== 283 - BBH Entrance Cage ==== ==== 284 - Black Brick Block ==== ==== 285 - Ice Block ==== ==== 286 - SHOOT_BOOK ==== ==== 288 - Flying Book Spawner ==== ==== 289 - BOOK_SWITCH ==== ==== 292 - Treasure Chest ==== ==== 295 - CG Metal Net ==== ==== 298 - CG Flag ==== ==== 302 - Super Mushroom ==== ==== 304 - Invisible Secret ==== ==== 305 - Blue Coin Switch ==== ==== 307 - Bouncing Lava Bubble ==== ==== 308 - Power Star Create ==== ==== 309 - CCM Shortcut Manager ==== ==== 310 - OBJ_VOLCANO_CANNON ==== ==== 311 - Manta Ring ==== ==== 315 - Enemy Switch Tag ==== ==== 316 - Enemy Spawner ==== ==== 317 - WATER_HAKIDASI ==== ==== 318 - Whirlpool ==== ==== 319 - WATER_SUIKOMI ==== ==== 320 - SSL Tornado ==== ==== 322 - LUIGI ==== ==== 323 - Ambient Sound Effects ==== ==== 324 - MUGEN_BGM ==== ==== 325 - Sound ==== ===== v Enemies ===== ==== 10 - Chain Chomp ==== Object ID: 10 (0x000A)\\ Actor ID: 219 (0x00DB)\\ Internal name: WANWAN\\ Requirement: Bank 7 must be set to 7.\\ Description: A Chomp chained to a ground-poundable wood pole. When freed, runs into [object=0033] then disappears.\\ Requires bank 4 to be set to 3, because this actor spawns the wooden pole.\\ ==== 15 - Goomba ==== Object ID: 15 (0x000F)\\ Actor ID: 200 (0x00C8)\\ Internal name: KURIBO\\ Requirement: Bank 3 must be set to 1.\\ Description: That well-known enemy from SMB.\\ ===Parameter 1:=== XWEC\\ X - Nothing?\\ W: Determines [w]hen the cap should be spawned\\ 0, F - Never\\ 1 - If the character already unlocked\\ 2 - Even if character not unlocked\\ E: Extra contents\\ 0, 2+ - None\\ 1 - A Silver Star.\\ C: Cap to spawn.\\ 0 - Mario\\ 1 - Luigi\\ 2 - Wario\\ F - None\\ (source: Skawo)\\ ==Misc. Info==\\ ===VS Mode Practice Behaviours==\\ * On load: Freezes/Crashes\\ ==== 16 - Small Goomba ==== Object ID: 16 (0x0010)\\ Actor ID: 201 (0x00C9)\\ Internal name: KURIBO_S\\ Requirement: Bank 3 must be set to 1.\\ Description: Parameter 1:\\ XWEC\\ X - Nothing?\\ W: Determines [w]hen the cap should be spawned\\ 0, F - Never\\ 1 - If the character already unlocked\\ 2 - Even if character not unlocked \\ E: Extra contents\\ 0, 2+ - None\\ 1 - A Silver Star. The Silver Star won't spawn if you defeat it by bumping into it, so setting this is not recommended.\\ C: Cap to spawn. Cap appears floating above the Goomba, so setting this to anything other than F is not recommended.\\ 0 - Mario\\ 1 - Luigi\\ 2 - Wario\\ F - None\\ (source: Skawo)\\ ==Misc. Info==\\ ===VS Mode Practice Behaviours==\\ * On load: Freezes/Crashes\\ ==== 17 - Large Goomba ==== Object ID: 17 (0x0011)\\ Actor ID: 202 (0x00CA)\\ Internal name: KURIBO_L\\ Requirement: Bank 3 must be set to 1.\\ Description: Paramater 1:\\ XWEC\\ X - Nothing?\\ W: Determines [w]hen the cap should be spawned\\ 0, F - Never\\ 1 - If the character already unlocked\\ 2 - Even if character not unlocked \\ E: Extra contents\\ 0, 2+ - None\\ 1 - A Silver Star.\\ C: Cap to spawn. Caps appear inside the Goomba, so setting this to anything other than F is not reccomended.\\ 0 - Mario\\ 1 - Luigi\\ 2 - Wario\\ F - None\\ (source: Skawo)\\ ==Misc. Info==\\ ===VS Mode Practice Behaviours==\\ * On load: Freezes/Crashes\\ ==== 19 - Bob-omb ==== Object ID: 19 (0x0013)\\ Actor ID: 206 (0x00CE)\\ Internal name: BOMBHEI\\ Requirement: None.\\ Description: That bomb enemy from SMB2. Can be picked up and thrown.\\ If grabbed underwater, the player can carry it like a green Koopa Shell.\\ Even though shell swimming has a timer, the Bob-omb will explode before the time is up.\\ It can also be thrown underwater.\\ ===Parameter 1:=== XXXX where\\ XXXX:\\ 0000 - Walks back and forth. Starting direction appears to be random.\\ 0001 - Walks in place. Doesn't attack.\\ 0002 - Walks back and forth. Starting direction is forward.\\ 0003 - Same as 0002?\\ 0004 - Same as 0002?\\ 0005 - Walks in circles.\\ 0006 - Same as 0002?\\ (source: Hiccup)\\ ==== 21 - Koopa Troopa ==== Object ID: 21 (0x0015)\\ Actor ID: 203 (0x00CB)\\ Internal name: NOKONOKO\\ Requirement: Bank 0 must be set to 1.\\ Description: Well-known enemy from SMB. Can be kicked out of its shell, and awards a blue coin when killed.\\ Eat the red variation for one-off fire breath. And kick the red shell to knock out enemies, like when you spit out a green shell.\\ ===Parameter 1:=== XXXC\\ C: Color\\ 0 - Green\\ 1 - Red (unused)\\ ==Misc. Info==\\ ===VS Mode Practice Behaviours==\\ * On load: Freezes/Crashes\\ ==== 22 - Small Koopa Troopa ==== Object ID: 22 (0x0016)\\ Actor ID: 204 (0x00CC)\\ Internal name: NOKONOKO_S\\ Requirement: Bank 0 must be set to 1.\\ Description: Found in the small area of Tiny Huge Island.\\ Both colors act the same (maybe because the code to make it red is shared/copied from the normal Koopa Troopa).\\ ===Parameter 1:=== XXXC\\ C: Color\\ 0 - Green\\ 1 - Red (unused)\\ ==Misc. Info==\\ ===VS Mode Practice Behaviours==\\ * On load: Freezes/Crashes\\ ==== 48 - Unchained Chomp ==== Object ID: 48 (0x0030)\\ Actor ID: 337 (0x0151)\\ Internal name: WANWAN2\\ Requirement: Bank 6 must be set to 1.\\ Description: A Chain Chomp that isn't attached to a pole, and instead wanders around following a set path carrying a Silver Star\\ (a Power Star in VS Mode) attached to its chain\\ ===Parameter 1:=== XSPP where\\ S - Star ID for VS Mode. Set to F in normal mode levels in it appears in (i.e. Bob-omb Battlefield).\\ PP - Path ID\\ ==== 51 - Chain Chomp Fence ==== Object ID: 51 (0x0033)\\ Actor ID: 41 (0x0029)\\ Internal name: WANWAN_SHUTTER\\ Requirement: Bank 7 must be set to 7.\\ Description: The fence [object=000A] runs into when freed. In Bob-Omb Battlefield,\\ it is used to prevent access to the 7th star. However, Vanish Luigi can go through it.\\ ==== 57 - Mr. Blizzard ==== Object ID: 57 (0x0039)\\ Actor ID: 223 (0x00DF)\\ Internal name: SNOWMAN\\ Requirement: Bank 2 must be set to 5.\\ Description: A snowman that appears out of nowhere and throws snowballs at the player.\\ Can be defeated by running circles around it.\\ ===Parameter 1:=== XXXX where\\ 0000 - Bounce along Path 0\\ 0002 - Bounce along Path 2\\ 0003 - Bounce along Path 3\\ 01FF - Stay in one place, hidden in the ground (used in Cool, Cool Mountain, Snowman's Land and Chief Chilly Challenge)\\ 02FF - Same as 01FF? (used in Snowman's Land)\\ ==== 58 - Mad Piano ==== ==== 59 - Piranha Plant ==== ==== 64 - Whomp ==== ==== 66 - Thwomp ==== ==== 67 - Boo ==== ==== 85 - Sushi ==== ==== 146 - Scuttlebug ==== ==== 147 - Spiny ==== ==== 148 - Lakitu ==== ==== 149 - Moneybag ==== ==== 150 - Mr. I ==== ==== 153 - Amp ==== ==== 155 - Ukiki (Thief) ==== ==== 161 - Flame Chomp ==== ==== 166 - Cheep Cheep ==== ==== 170 - Skeeter ==== ==== 172 - Fwoosh ==== ==== 189 - Fly Guy ==== ==== 190 - Bullet Bill ==== ==== 197 - WF Bill Blaster ==== ==== 234 - Bubba ==== ==== 240 - Bully ==== ==== 242 - Tox Box ==== ==== 247 - Snufit ==== ==== 248 - Monty Mole ==== ==== 250 - Swooper ==== ==== 251 - Heave Ho ==== ==== 252 - Klepto the Condor ==== ==== 253 - Pokey ==== ==== 259 - Spindrift ==== ==== 261 - Unagi the Eel ==== ==== 263 - Clam ==== ==== 287 - Killer Book ==== ==== 290 - Chill Bully ==== ==== 294 - Possessed Chair ==== ==== 299 - Grindel ==== ==== 300 - Spindel ==== ==== 301 - Chuckya ==== ==== 312 - Giant Fire Piranha Plant ==== ==== 313 - Tiny Fire Piranha Plant ==== ==== 314 - Hidden Piranha Plant ==== ===== v Bosses ===== ==== 18 - Goomboss ==== Object ID: 18 (0x0012)\\ Actor ID: 198 (0x00C6)\\ Internal name: KURIKING\\ Requirement: Bank 1 must be set to 6.\\ Description: Encountered in Goomboss Battle. Alternatively known as Goomba King.\\ ===Other Requirments=== 3=1 (contains Goomba)\\ 4=1 (contains Key)\\ 7=46\\ ==== 40 - Bowser ==== Object ID: 40 (0x0028)\\ Actor ID: 279 (0x0117)\\ Internal name: KOOPA\\ Requirement: None.\\ Description: Other requirements:\\ Only works in Bowser fight maps.\\ ===Parameter 1:=== 0 - Dark World Behaviour Patterns\\ 1 - Fire Sea Behaviour Patterns\\ 2 - Sky Behaviour Patterns (Can only be used in Sky - Fight)\\ ==== 56 - King Bob-omb ==== Object ID: 56 (0x0038)\\ Actor ID: 189 (0x00BD)\\ Internal name: BOMBKING\\ Requirement: Bank 2 must be set to 2.\\ Description: A big Bob-omb, that can be found on top summit of Bob-omb Battlefield. Formerly known as Big Bob-omb in this game and\\ other earlier games.\\ ===Parameter 1:=== FF followed by the Star ID.\\ ===Notes:=== - The behaviour of King Bob-Omb is hard-coded to match the Star ID with which the level was entered;\\ Star 1 - Fight 1, Star 4 - Fight 2, any other star - Fight 2 (without music).\\ - King Bob-Omb's position in a level is hard-coded to only work properly if placed at -2.998, 4.192, -4.597\\ **Important:** Using King Bob-Omb requires that the level contains a Bob-Omb object (can be hidden under level), otherwise during\\ behaviour 1, after throwing a couple of Bob-Ombs, all subsequent Bob-Ombs will have totally corrupted textures. Reason for this is\\ unknown.\\ ==== 65 - Whomp King ==== Object ID: 65 (0x0041)\\ Actor ID: 165 (0x00A5)\\ Internal name: BATANKING\\ Requirement: Bank 2 must be set to 3.\\ Description: Takes 3 hits to destroy. Will only show up on star 1, regardless of which star he's intended to spawn on.\\ Parameter 1:\\ FF followed by Star ID eg. FF01 for Star 1. \\ There should be a corresponding Star Marker with Parameters 2 followed by Star ID, eg. 21 for Star 1.\\ ==== 68 - Big Boo ==== Object ID: 68 (0x0044)\\ Actor ID: 210 (0x00D2)\\ Internal name: BOSS_TERESA\\ Requirement: Bank 0 must be set to 2.\\ Description: The Boo's larger brethren. Takes 3 hits to destroy and releases a Power Star.\\ TODO:\\ Figure out parameters.\\ ===Parameter 1:=== SSYY\\ SS - Star ID (use 8+ with no matching Star Marker for no star)\\ YY:\\ 00 - Normal\\ 01 - Does not appear to spawn. Needs investigation.\\ 02 - Spawns when all Para1:2 Boos are defeated.\\ 03 - King Boo (may require object LUIGI to function)\\ 04 - Stays still, doesn't turn transparent, cannot be defeated or stomped but can be pushed around by walking into it.\\ 05 - same as 4?\\ ==== 151 - Big Mr. I ==== Object ID: 151 (0x0097)\\ Actor ID: 263 (0x0107)\\ Internal name: EYEKUN_BOSS\\ Requirement: Bank 1 must be set to 3.\\ Description: Huge version of Mr. I seen in the attic in Big Boo's Haunt. It acts the same way as its smaller counterpart, but\\ releases a Power Star when defeated, as opposed to a blue coin.\\ Parameter 1: Star ID\\ ==== 241 - Big Bully / Three Bullies ==== Object ID: 241 (0x00F1)\\ Actor ID: 216 (0x00D8)\\ Internal name: BOSS_DONKETU\\ Requirement: Bank 0 must be set to 3.\\ Description: A bigger version of the Bully. When defeated, a Power Star appears.\\ ===Parameter 1:=== XTXS where\\ T: Type\\ 0,2,F - Big Bully\\ 1 - Three bullies that spawn a Big Bully when defeated.\\ S - Star ID. Requires matching Star Marker for the star to spawn.\\ ==== 279 - Eyerok ==== Object ID: 279 (0x0117)\\ Actor ID: 176 (0x00B0)\\ Internal name: IWANTE\\ Requirement: Bank 0 must be set to 5.\\ Description: TODO:\\ Write the coordinates.\\ Boss in Shifting Sand Land - pyramid. It uses its hands to attack, and can be killed by hitting the eye on each hand 3 times.\\ PARAM 1:\\ XYYY\\ X - Star ID\\ This object will only activate if you stand on it or the area around it in specific coordinates in Shifting Sand Land's Pyramid,\\ and nowhere else.\\ ==== 280 - Wiggler ==== Object ID: 280 (0x0118)\\ Actor ID: 248 (0x00F8)\\ Internal name: HANACHAN\\ Requirement: Bank 7 must be set to 27.\\ Description: A caterpillar that tries to run over the player. When defeated, a Power Star appears, and Wiggler falls.\\ ===Parameter 1:=== FF0X Star ID\\ ==== 291 - Chief Chilly ==== Object ID: 291 (0x0123)\\ Actor ID: 218 (0x00DA)\\ Internal name: KING_DONKETU\\ Requirement: Bank 1 must be set to 5.\\ Description: N/A\\ ===== v Water Boxes ===== ==== 119 - THI-T Water ==== Object ID: 119 (0x0077)\\ Actor ID: 105 (0x0069)\\ Internal name: TT_WATER\\ Requirement: Bank 7 must be set to 26.\\ Description: Water above entrance to Wiggler's Cave. Lowers and disappears when entrance broken. \\ Uses FFFF.\\ ==== 121 - THI-H water ==== Object ID: 121 (0x0079)\\ Actor ID: 107 (0x006B)\\ Internal name: TD_WATER\\ Requirement: Bank 7 must be set to 25.\\ Description: Tiny Huge Island - Huge water above entrance to Wiggler's Cave. Lowers and disappears when entrance broken in Tiny\\ island.\\ Use FFFF.\\ ==== 129 - WDW Water ==== Object ID: 129 (0x0081)\\ Actor ID: 101 (0x0065)\\ Internal name: WC_MIZU\\ Requirement: Bank 7 must be set to 22.\\ Description: Water whoms height can be adjusted via Object 125 (The water diamond)\\ ===Parameter 1:=== XXII\\ II - Match this with the II of the Water Diamond.\\ ==== 185 - JRB-S Water ==== Object ID: 185 (0x00B9)\\ Actor ID: 62 (0x003E)\\ Internal name: KS_MIZU\\ Requirement: Bank 7 must be set to 10.\\ Description: N/A\\ ==== 293 - CG Water ==== Object ID: 293 (0x0125)\\ Actor ID: 338 (0x0152)\\ Internal name: MC_WATER\\ Requirement: Bank 7 must be set to 2.\\ Description: The water box used in Castle grounds.\\ Appears lower than its position if the two pillars in the castle basement have been groundpounded.\\ ==== 303 - C-B Water ==== Object ID: 303 (0x012F)\\ Actor ID: 35 (0x0023)\\ Internal name: C0_WATER\\ Requirement: Bank 7 must be set to 5.\\ Description: N/A\\ ===== v Unused Objects ===== ==== 0 - Player ==== Object ID: 0 (0x0000)\\ Actor ID: 191 (0x00BF)\\ Internal name: PLAYER\\ Requirement: None.\\ Description: Creates a player clone if placed in a level. That clone mimics all of the player's actions, including grabbing and\\ throwing objects (underwater as well) and swimming. It also seems that the clone's voice always has priority over the main player's\\ voice. Punching, kicking or ground-pounding the clone hurts the player, but stomping him does not hurt the player. The clone does not\\ seem to always interact with other objects right, namely, he will go through certain (random) objects.\\ ===Parameters (standard):=== Need to be documented better. Parameter 1 does affect character the clone is.\\ If you set Parameter 1 to 0001, he loads as a mario, but when hit turns into Luigi. If you set it to 0002, loads as Mario but when hit\\ turns into Wario. 0003 loads as Mario, gets hit, turns into Yoshi. 0004 seems to be same as 0001. 0005 loads as mario, but when hit\\ freezes the game. 0006 loads as Mario, and when hit, turns invisible. The invisible character can still walk around and interact with\\ things, but I can't tell what character it is. (Mario, Luigi, Yoshi, Wario..?)\\ Parameters 2 and 3 do nothing.\\ ==== 33 - Mario Cap Block ==== Object ID: 33 (0x0021)\\ Actor ID: 23 (0x0017)\\ Internal name: CAP_BLOCK_M\\ Requirement: None.\\ Description: A box that gives out a Mario hat when hit.\\ This object is unused in the game, but is present in the general purpose test map, and fully functional. Character must be unlocked or\\ the level contain a corresponding hat through Object 254.\\ ==== 34 - Wario Cap Block ==== Object ID: 34 (0x0022)\\ Actor ID: 24 (0x0018)\\ Internal name: CAP_BLOCK_W\\ Requirement: None.\\ Description: A box that gives out a Wario hat when hit.\\ This object is unused in the game, but is present in the general purpose test map, and fully functional. Character must be unlocked or\\ the level contain a corresponding hat through Object 254.\\ ==== 35 - Luigi Cap Block ==== Object ID: 35 (0x0023)\\ Actor ID: 25 (0x0019)\\ Internal name: CAP_BLOCK_L\\ Requirement: None.\\ Description: A box that gives out a Luigi hat when hit.\\ This object is unused in the game, but is present in the general purpose test map, and fully functional. Character must be unlocked or\\ the level contain a corresponding hat through Object 254.\\ ==== 87 - TTC Mecha 02 (Unused) ==== Object ID: 87 (0x0057)\\ Actor ID: 109 (0x006D)\\ Internal name: CT_MECHA02\\ Requirement: Bank 0 must be set to 4.\\ Description: Unused triangular version of CT_MECHA01 from Tick Tock Clock.\\ ==== 93 - TTC Mecha 07 (Unused) ==== Object ID: 93 (0x005D)\\ Actor ID: 115 (0x0073)\\ Internal name: CT_MECHA07\\ Requirement: Bank 0 must be set to 4.\\ Description: Unused rotating triangular platform from Tick Tock clock. Shaped like a segment of a hexagon, rotates about Y (up) axis\\ and has a raised bump at the centre (inner point of triangle). Uses the same shadow as CT_MECHA06.\\ ==== 94 - TTT Mecha 08A (Unused) ==== Object ID: 94 (0x005E)\\ Actor ID: 116 (0x0074)\\ Internal name: CT_MECHA08A\\ Requirement: Bank 0 must be set to 4.\\ Description: Unused cube-shaped platform from Tick Tock Clock. Moves up and down continuously. No shadow. Shares same behaviour as\\ CT_MECHA08B.\\ ==== 95 - TTC Mecha 08B (Unused) ==== Object ID: 95 (0x005F)\\ Actor ID: 117 (0x0075)\\ Internal name: CT_MECHA08B\\ Requirement: Bank 0 must be set to 4.\\ Description: Unused cube-shaped platform from Tick Tock Clock. Moves up and down continuously. Shares same behaviour as CT_MECHA08A.\\ ==== 182 - JRB Rock Triangle ==== Object ID: 182 (0x00B6)\\ Actor ID: 59 (0x003B)\\ Internal name: KI_HASIRA_DAI\\ Requirement: None.\\ Description: A rock triangle only solid on top.\\ ==== 278 - Last Star ==== Object ID: 278 (0x0116)\\ Actor ID: 283 (0x011B)\\ Internal name: LAST_STAR\\ Requirement: Bank 4 must be set to 1.\\ Description: Spawns a large star similar to the one awarded when Bowser is defeated for the final time. Touching it gives the player\\ wings, and upon landing, the player teleports to 0.000, 0.000, 0.000 and executes the "super triple jump" animation, then flies around\\ for a few seconds, finally triggering the ending. Some parameters might yield a key from the first two fights.\\ Setting Parameter 1 to FFFF causes it to work the same as when Bowser is defeated and trigger the ending sequence.\\ ==== 296 - CG Stairs (Unused) ==== Object ID: 296 (0x0128)\\ Actor ID: 340 (0x0154)\\ Internal name: MC_DODAI\\ Requirement: None.\\ Description: Little stairs.\\ ==== 297 - CG Rope Barrier (Unused) ==== Object ID: 297 (0x0129)\\ Actor ID: 341 (0x0155)\\ Internal name: MC_HAZAD\\ Requirement: None.\\ Description: Rope barrier.\\ ==== 306 - Red Coin number ==== Object ID: 306 (0x0132)\\ Actor ID: 330 (0x014A)\\ Internal name: OBJ_NUMBER\\ Requirement: None.\\ Description: Shows a number that quickly disappears, just like the numbers that appear when collecting red coins.\\ Alone, not a really useful object.\\ ==== 321 - Fire Ring ==== Object ID: 321 (0x0141)\\ Actor ID: 281 (0x0119)\\ Internal name: FIRERING\\ Requirement: None.\\ Description: Possibly a fire ring. This object's actor code is contained in an overlay that isn't loaded via the regular system.\\ Possibly, it is loaded and used as a sub-object by another object, and isn't meant to be used alone.\\ **Do not use, for it will crash the game.**\\