(credit goes to StapleButter and Kuribo64, original documentation is here)
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.
/data/ARCHIVE/arc1.narc/data/normal_obj/obj_pathlift
obj_pathlift.bmd
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.
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.
/data/special_obj/ewb_ice/
ewb_ice_c.bmd
ewb_ice_c.kcl
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.
XXXX Path ID to follow
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.
XXXX Delay before moving up and down (when level is first loaded)
(Source: Sparsite)
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
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.
1: start position (2 = ?, 7 = ?)
2: X rotation for the platform
3: Z rotation for the platform
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.
XXXX The higher the value the earlier it starts?
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.
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
/data/ARCHIVE/arc1.narc/data/normal_obj/obj_pathlift
obj_pathlift.bmd
Object ID: 11 (0x000B)
Actor ID: 333 (0x014D)
Internal name: CAMERA_TAG
Requirement: None.
Description: N/A
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.
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).
XXXX where
XXXX:
FF01 - Single ball, doesn't follow path
FF02 - Single ball, doesn't move
FF03 - Doesn't spawn?
FF04 - Same as FF03?
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.
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.
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.
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
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
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
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.
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)
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.
XXXC
C: Color
0 - Green
1 - Red (unused)
==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes
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).
XXXC
C: Color
0 - Green
1 - Red (unused)
==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes
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
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
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.
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.
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)
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.
3=1 (contains Goomba)
4=1 (contains Key)
7=46
Object ID: 40 (0x0028)
Actor ID: 279 (0x0117)
Internal name: KOOPA
Requirement: None.
Description: Other requirements:
Only works in Bowser fight maps.
0 - Dark World Behaviour Patterns
1 - Fire Sea Behaviour Patterns
2 - Sky Behaviour Patterns (Can only be used in Sky - Fight)
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.
FF followed by the Star ID.
- 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.
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.
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.
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?
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
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.
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.
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.
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.
FF0X Star ID
Object ID: 291 (0x0123)
Actor ID: 218 (0x00DA)
Internal name: KING_DONKETU
Requirement: Bank 1 must be set to 5.
Description: N/A
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.
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.
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)
XXII
II - Match this with the II of the Water Diamond.
Object ID: 185 (0x00B9)
Actor ID: 62 (0x003E)
Internal name: KS_MIZU
Requirement: Bank 7 must be set to 10.
Description: N/A
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.
Object ID: 303 (0x012F)
Actor ID: 35 (0x0023)
Internal name: C0_WATER
Requirement: Bank 7 must be set to 5.
Description: N/A
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.
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.
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.
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.
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.
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.
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.
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.
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.
Object ID: 182 (0x00B6)
Actor ID: 59 (0x003B)
Internal name: KI_HASIRA_DAI
Requirement: None.
Description: A rock triangle only solid on top.
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.
Object ID: 296 (0x0128)
Actor ID: 340 (0x0154)
Internal name: MC_DODAI
Requirement: None.
Description: Little stairs.
Object ID: 297 (0x0129)
Actor ID: 341 (0x0155)
Internal name: MC_HAZAD
Requirement: None.
Description: Rope barrier.
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.
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.