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super_mario_64_ds:object_database

Table of Contents

Object Database

(credit goes to StapleButter and Kuribo64, original documentation is 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.

super_mario_64_ds/object_database.txt · Last modified: 2018/08/28 19:51 by miles