Stage Parts Level Features Backgrounds Enemies Bosses NPCs Items Particles Areas Gravities Cutscenes Controllers Deprecated Rightside Down -- Blank Moving Wood Platform -- OBJECT NOTES -- A moving platform from Rightside Down Galaxy. It has a blank surface. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Rightside Down -- Checkered Moving Wood Platform -- OBJECT NOTES -- A moving platform from Rightside Down Galaxy. It has a checker patterned surface. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Rightside Down -- Intro Planet -- OBJECT NOTES -- The decorative building blocks planet that can be seen at the beginning of Rightside Down Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Air Bubble -- OBJECT NOTES -- A bubble that restores the player's air when collected underwater. -- CLASS NOTES -- A stationary bubble that replenishes air when collected underwater. Air Bubble Generator -- OBJECT NOTES -- A nozzle that periodically generates air bubbles. -- CLASS NOTES -- A nozzle that periodically generates several air bubbles that replenish the player's air when underwater. Clockwork Ruins -- Luma Cage -- OBJECT NOTES -- The red metal cage from Clockwork Ruins Galaxy. -- CLASS NOTES -- A stationary object that will disappear once its SW_B gets triggered. Plays the "Open" animation and destroys itself after that. Plays a short cutscene using a special camera. It also supports an optional Bloom model. Cosmic Cove -- 2D Underwater Planet -- OBJECT NOTES -- The large planet found in the 2D underwater section from Cosmic Cove Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Cosmic Cove -- 2D Sea Mine Planet -- OBJECT NOTES -- The large planet found in Cosmic Cove Galaxy's 2D section that features Jammyfish and Sea Mines. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Cosmic Cove -- Moving Gate -- OBJECT NOTES -- A moving metal gate from Cosmic Cove Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Collision Push Movement Area [Sphere] -- OBJECT NOTES -- Moves compatible objects if they are on AreaMove collision triangles. -- CLASS NOTES -- Moves compatible objects inside this area if they are bound to a floor triangle with the collision type AreaMove. Compatible objects are the player itself, BombBird and its bombs, Kuribo, Karon and CocoNut. Arrow Sign -- OBJECT NOTES -- A large arrow-shaped sign with a red outline. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Arrow Switch -- OBJECT NOTES -- An arrow-shaped switch that rotates once it gets triggered. -- CLASS NOTES -- A rotating switch object that can be activated using Spin Attacks. Multi-Use Arrow Switch -- OBJECT NOTES -- An arrow-shaped switch that rotates once it gets triggered. Can be triggered multiple times. -- CLASS NOTES -- Multi-Use Arrow Switch Target -- OBJECT NOTES -- A target that triggers a switch based off of the state of the ArrowSwitchMulti that it belongs to. -- CLASS NOTES -- Generic Space Junk Block [Unused] -- OBJECT NOTES -- A Space Junk block that retrieves a proper model using ShapeModelNo. However, no more models exist for this object. -- CLASS NOTES -- Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". Blue Space Junk Block -- OBJECT NOTES -- A square-shaped Space Junk Block. -- CLASS NOTES -- Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". Green Space Junk Block -- OBJECT NOTES -- A long Space Junk Block. -- CLASS NOTES -- Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". Purple Space Junk Block -- OBJECT NOTES -- A tall Space Junk Block. -- CLASS NOTES -- Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". Orange Space Junk Block -- OBJECT NOTES -- An octagonal Space Junk Block. -- CLASS NOTES -- Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". Red Space Junk Block -- OBJECT NOTES -- A triangular Space Junk Block. -- CLASS NOTES -- Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". Small Icy Space Junk Block -- OBJECT NOTES -- A small square-shaped icy version of a Space Junk Block. -- CLASS NOTES -- Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". Very Tall Icy Space Junk Block -- OBJECT NOTES -- A very tall square-shaped icy version of a Space Junk Block. -- CLASS NOTES -- Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". Tall Icy Space Junk Block -- OBJECT NOTES -- A tall square-shaped icy version of a Space Junk Block. -- CLASS NOTES -- Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". Narrow Icy Space Junk Block -- OBJECT NOTES -- A narrow square-shaped icy version of a Space Junk Block. -- CLASS NOTES -- Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". Timed Space Junk Block -- OBJECT NOTES -- A long rectangular transparent Space Junk Block; used in Bowser's Galaxy Reactor. -- CLASS NOTES -- Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". Space Junk -- Silver Star Planet -- OBJECT NOTES -- The planet at the start of the Silver Star section in the first mission of Space Junk Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Large Decorative Asteroids -- OBJECT NOTES -- A group of many large asteroids that serve as decoration. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Small Decorative Asteroids -- OBJECT NOTES -- A group of many small asteroids that serve as decoration. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. 8-Bit Mario/Luigi Planet Parts -- OBJECT NOTES -- The lava, swamp platforms and large brick platform that serve as the basis of the 8-Bit Mario/Luigi planet from Toy Time Galaxy and Mario Squared Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Yellow Rotating Platform -- OBJECT NOTES -- A yellow rotating platform used on the 8-Bit Mario planet in Toy Time Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Medium Decorative Asteroids -- OBJECT NOTES -- A group of many medium-sized asteroids that serve as decoration. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Lush Decorative Asteroids -- OBJECT NOTES -- A group of many lush asteroids that serve as decoration. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Moving Asteroid Cluster -- OBJECT NOTES -- A group of many small asteroids that can move on a path. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Comet Observatory -- Grassy Region -- OBJECT NOTES -- The section of the Comet Observatory where the Terrace and the Fountain are located. -- CLASS NOTES -- Comet Observatory -- Library Region -- OBJECT NOTES -- The section of the Comet Observatory where the Kitchen and the Bedroom are located. -- CLASS NOTES -- Comet Observatory -- Upper Region -- OBJECT NOTES -- The section of the Comet Observatory where the Engine Room and the Garden are located. -- CLASS NOTES -- Comet Observatory -- Big Slope -- OBJECT NOTES -- The big slope found below the Engine Room in the Comet Observatory. -- CLASS NOTES -- Comet Observatory -- Beacon Holder -- OBJECT NOTES -- The two cones that hold the Beacon in place in the Comet Observatory. -- CLASS NOTES -- Comet Observatory -- Peak -- OBJECT NOTES -- The top of the Comet Observatory where a 1-Up can be found. -- CLASS NOTES -- Comet Observatory -- Kitchen Steps -- OBJECT NOTES -- The steps that lead up to the Kitchen in the Comet Observatory. -- CLASS NOTES -- Comet Observatory Change Stage Area [Cube] -- OBJECT NOTES -- An area that will exit the current scene and start another one. For example, this is used to go to the different Domes on the Comet Observatory. -- CLASS NOTES -- Comet Observatory -- Gateway Planet -- OBJECT NOTES -- The small planet from the Comet Observatory that leads to Gateway Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Comet Observatory Beacon -- OBJECT NOTES -- The glowing Beacon that serves as the engine of the Comet Observatory. -- CLASS NOTES -- Comet Observatory Star Countdown -- OBJECT NOTES -- The number located at the start of the Comet Observatory that counts down the amount of stars you need to finish the game. -- CLASS NOTES -- Comet Observatory -- Beacon Ring -- OBJECT NOTES -- The red-purple ring found around the Beacon in the Comet Observatory. -- CLASS NOTES -- Comet Observatory -- Decorative Gears -- OBJECT NOTES -- The rotating gears found inside the glass of the Comet Observatory. -- CLASS NOTES -- Dome -- Interior -- OBJECT NOTES -- The interior of a Dome. -- CLASS NOTES -- The enterable Domes on the Comet Observatory Level Select Asteroids -- OBJECT NOTES -- A group of many rotating asteroids that are found in the galaxy select of the Domes. -- CLASS NOTES -- Level Select Pull Star -- OBJECT NOTES -- A variation of the Pull Star that takes you to the galaxy select within Domes. -- CLASS NOTES -- Level Select Comet -- OBJECT NOTES -- The decoration used when a galaxy in the galaxy select has a Comet. -- CLASS NOTES -- Level Select Miniature Comet Observatory -- OBJECT NOTES -- A small version of the Comet Observatory that can be seen when the player flies to a galaxy in a Dome. -- CLASS NOTES -- Level Select Fly-Out Cutscene -- OBJECT NOTES -- Sets up the cutscene for when the player flies to a galaxy in a Dome. -- CLASS NOTES -- Comet Observatory -- Dome -- OBJECT NOTES -- The entrances to the several Domes in the Comet Observatory. -- CLASS NOTES -- Level Select Controller -- OBJECT NOTES -- A controller for the galaxy select in the Domes. -- CLASS NOTES -- Dome Sky -- OBJECT NOTES -- The starry ocean sky models used in the Domes. -- CLASS NOTES -- Bigmouth Sky -- OBJECT NOTES -- The starry ocean sky model from Bigmouth Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Comet Observatory -- Library Exterior -- OBJECT NOTES -- The exterior of the Comet Observatory's library. -- CLASS NOTES -- Comet Observatory Map Screen -- OBJECT NOTES -- A huge screen that displays the map of the Comet Observatory. -- CLASS NOTES -- Show Comet Observatory Labels Area [Cylinder] -- OBJECT NOTES -- Displays the labels for the different parts of the Comet Observatory. Requires an actual AstroOverlookObj placed in the stage. -- CLASS NOTES -- Show Comet Observatory Labels Controller -- OBJECT NOTES -- A controller that will show the name labels for the different parts of the Comet Observatory if the player stands inside an AstroOverlookAreaCylinder. -- CLASS NOTES -- Comet Observatory -- Garage -- OBJECT NOTES -- The garage section in which the Toad Brigade's Starshroom is parked. -- CLASS NOTES -- Comet Observatory -- Library Interior -- OBJECT NOTES -- The interior of the Comet Observatory's Library. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Comet Observatory -- Green Rotating Platforms -- OBJECT NOTES -- A set of green rotating platforms found on the lower level of the Comet Observatory. -- CLASS NOTES -- Comet Observatory -- Yellow Rotating Platforms -- OBJECT NOTES -- A set of yellow rotating platforms found on the upper level of the Comet Observatory. -- CLASS NOTES -- Comet Observatory -- Dome Pipes -- OBJECT NOTES -- The decorative pipes in the Comet Observatory that power the Domes. -- CLASS NOTES -- Blue Comet Observatory Torchlight -- OBJECT NOTES -- A blue torchlight that was meant to be used in the Comet Observatory. -- CLASS NOTES -- Red Comet Observatory Torchlight -- OBJECT NOTES -- The red torchlight used in the Comet Observatory. -- CLASS NOTES -- Bowser Attack Rock [Fight] -- OBJECT NOTES -- A yellow orb that appears during the boss fights against Bowser. -- CLASS NOTES -- Usually not visible but they get activated by Bowser's attacks. Once it appears, it falls down onto ground. Then, it becomes a yellow orb that can be smashed into Bowser. Depending on the encounter number, it can also emit shockwaves. Bowser Attack Rock [Final Fight] -- OBJECT NOTES -- A yellow orb that appears during the final boss fight against Bowser. -- CLASS NOTES -- These are usually not visible until Bowser activates them during the final fight. These fly to their actual position and will remain there. The orb can be smashed into Bowser. Bowser Attack Rock [Stage] -- OBJECT NOTES -- A yellow orb that appears before the fights against Bowser. -- CLASS NOTES -- A rock that appears from the ground and breaks into a yellow orb which can be smashed into KoopaSeals. Audio Effect Area -- OBJECT NOTES -- Enables a different audio effect once entered. -- CLASS NOTES -- Sets the audio effect once entered by the player. For example, this can enable echoes. Audio Effect Area [Cube] -- OBJECT NOTES -- Enables a different audio effect once entered. -- CLASS NOTES -- Sets the audio effect once entered by the player. For example, this can enable echoes. Audio Effect Area [Cylinder] -- OBJECT NOTES -- Enables a different audio effect once entered. -- CLASS NOTES -- Sets the audio effect once entered by the player. For example, this can enable echoes. Audio Effect Area [Sphere] -- OBJECT NOTES -- Enables a different audio effect once entered. -- CLASS NOTES -- Sets the audio effect once entered by the player. For example, this can enable echoes. Freezeflame Sky -- OBJECT NOTES -- The sky model from Freezeflame Galaxy that features auroras. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Starship Mario -- Rosalina's Comet -- OBJECT NOTES -- The large egg-shaped Comet that appears during Starship Mario's ending cutscene. -- CLASS NOTES -- A variant of SimpleMapObj. This is a generic map object with a model, collision and a maximum far clipping distance. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Mattermouth -- OBJECT NOTES -- A gluttonous skull enemy from Haunty Halls Galaxy. -- CLASS NOTES -- A skull that moves around freely or on a set path. It "eats" away parts of objects that are compatible with ClipDrawArea. This enemy cannot be defeated at all. Haunty Halls -- Small Rotating Carpet Platform -- OBJECT NOTES -- -- CLASS NOTES -- A rotating map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path. It is also possible to configure optional sounds effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Lava Lair -- Mattermouth Carpet -- OBJECT NOTES -- The large carpet from Bowser's Lava Lair that is eaten away by Mattermouths. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Ball Beamer -- OBJECT NOTES -- A yellow enemy with a metal nut on its head that periodically emits spherical rings of electricity. -- CLASS NOTES -- A variant of a Ring Beamer which periodically emits "spherical" rings that scale along with gravity. The rings will shock the player upon contact. It cannot be destroyed through normal means. Porcupuffer -- OBJECT NOTES -- A purple blow fish enemy from Drip Drop Galaxy and Cosmic Cove Galaxy. -- CLASS NOTES -- A blow fish enemy that inflates once the player gets in its range. It will then home onto the player and explode after a certain amount of time. Blimp Fruit -- OBJECT NOTES -- The blue fruit that Yoshi can eat to expand and fly like a balloon. -- CLASS NOTES -- A fruit that, when eaten, transforms Yoshi into Blimp Yoshi. Can be temporarily destroyed using Koopa Shells or Ground Pounds. Generic Star Ball Opener -- OBJECT NOTES -- A metal hole with a blue edge that is used to crack Star Balls in Rolling Green Galaxy and Rolling Gizmo Galaxy. -- CLASS NOTES -- If the player touches this object's center while riding a Star Ball, it will pull the Star Ball towards its center and the Star Ball will be cracked open. Rolling Coaster -- Star Ball Opener -- OBJECT NOTES -- The round planet from Rolling Coaster Galaxy that features a hole to crack open the Star Ball. -- CLASS NOTES -- If the player touches this object's center while riding a Star Ball, it will pull the Star Ball towards its center and the Star Ball will be cracked open. Rolling Masterpiece -- Star Ball Opener -- OBJECT NOTES -- A pink pencil platform from Rolling Masterpiece Galaxy that features a hole to crack open the Star Ball. -- CLASS NOTES -- If the player touches this object's center while riding a Star Ball, it will pull the Star Ball towards its center and the Star Ball will be cracked open. Star Ball Rail -- OBJECT NOTES -- An invisible path that the Star Ball will move on once touched. -- CLASS NOTES -- An invisible rail for the Star Ball. The Star Ball will automatically start to move along the path once it touches the path's beginning. Banekiti -- OBJECT NOTES -- A mechanical spring enemy that bounces off Boo Mario upon contact. It is used in Boo's Boneyard Galaxy. -- CLASS NOTES -- A strange enemy whose bouncy springs repel the player when they are using the Boo power-up. It cannot be defeated through any means. Galaxy Generator -- Cloud Flower Planet -- OBJECT NOTES -- The planet from Bowser's Galaxy Generator's section that features Cloud Flowers and Bullet Bills. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galaxy Generator -- Rotating Stone Lift -- OBJECT NOTES -- A rotating cylinder from Bowser's Galaxy Generator that has some small platforms attached to it. Used in the section that features Cloud Flowers and Bullet Bills. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Sky Station -- Cylindrical Banzai Bill Planet Door -- OBJECT NOTES -- The small door that covers the entrance into the cylindrical planet from Sky Station Galaxy's second Star. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. Additionally, the collision will be disabled once it has moved once. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. Sky Station -- Cylindrical Banzai Bill Planet Interior -- OBJECT NOTES -- The interior parts of the large cylindrical planet from Sky Station Galaxy's second Star. -- CLASS NOTES -- A generic planet with a model and optional collision whose Low model is animated. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sky Station -- Rotating Metal Lift -- OBJECT NOTES -- A rotating cylinder that has four smaller platforms attached to it. It can be found inside the large cylindrical planet from Sky Station Galaxy's second Star. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Sky Station -- Cylindrical Banzai Bill Planet Exterior -- OBJECT NOTES -- The exterior parts of the large cylindrical planet from Sky Station Galaxy's second Star. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Storm -- Long Cylindrical Satellite Planet -- OBJECT NOTES -- The long cylindrical satellite planet from Space Storm Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Storm -- Small Moving Platform -- OBJECT NOTES -- A small moving platform from Space Storm Galaxy's long cylindrical satellite planet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Space Storm -- Rotating Metal Lift -- OBJECT NOTES -- The rotating metal lift from Space Storm Galaxy's long cylindrical satellite planet. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Space Storm Foggy Atmosphere -- OBJECT NOTES -- The gray foggy air that surrounds the cylindrical planets in Space Storm Galaxy. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. Bat -- OBJECT NOTES -- A bat enemy that is mostly found in cave sections. -- CLASS NOTES -- A flying bat enemy. These enemies may be flying around passively, move on a path or hang from ceilings. If the player comes within its range, it will fly towards them to attack. The icy variant (BasaBasaIce) will freeze the player if touched, provided that they are not using the Ice power-up. It can be defeated using Spin Attacks, Stomping and most other attacks. It can be stunned by shooting Star Bits at them. The icy variant (BasaBasaIce) can be attacked if the player has the Ice power-up. Ice Bat -- OBJECT NOTES -- An icy bat that can freeze the player upon contact. Can be defeated using the Ice power-up or the Invincibility power-up. -- CLASS NOTES -- A flying bat enemy. These enemies may be flying around passively, move on a path or hang from ceilings. If the player comes within its range, it will fly towards them to attack. The icy variant (BasaBasaIce) will freeze the player if touched, provided that they are not using the Ice power-up. It can be defeated using Spin Attacks, Stomping and most other attacks. It can be stunned by shooting Star Bits at them. The icy variant (BasaBasaIce) can be attacked if the player has the Ice power-up. "BathtubPlanet" [Unfinished] -- OBJECT NOTES -- A bowl-shaped planet with checkered textures and hot water in the center that burns the player upon contact. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Whomp -- OBJECT NOTES -- A large rectangular stone block enemy that can attack by falling onto the player. -- CLASS NOTES -- A stone block enemy that moves on a fixed path. Once it sees the player, it will move towards them to fall down on them. Once it lies on the ground, the weak point on its back can be Ground Pounded. It spawns 7 Star Bits when defeated. Whomp King -- OBJECT NOTES -- The large stone block boss from Throwback Galaxy. -- CLASS NOTES -- A large stone block boss. He can summon Whimps that will try to attack the player like Whomps do. The boss himself can defeat those smaller blocks by crushing them. Like his smaller counterparts, this boss will try to fall onto the player to attack them. He can also attack using shockwaves that appear when he jumps. When he's lying on ground, the player can Ground Pound the weak spot on its back to damage him. After hitting the boss three times, he will be defeated. He always spawns a Power Star. Gravity Gauntlet -- Whomp Section Parts -- OBJECT NOTES -- Parts of the Whomp section and the last 2D interior section from Bowser's Gravity Gauntlet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battle Belt -- Decorative Asteroid Belt -- OBJECT NOTES -- A decorative asteroid belt that can be seen in the background of Battle Belt Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Battle Belt -- Mini Goomba Planet -- OBJECT NOTES -- The starting planet from Battle Belt Galaxy that features a single Mini Goomba. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battle Belt -- Swaphopper Planet -- OBJECT NOTES -- The interior section from Battle Belt Galaxy that features several Swaphoppers. -- CLASS NOTES -- A generic object with a model and collision that usually features panels with large arrows on them that are meant to show the gravity direction. It changes its shape and animations depending on the background music's rhythm. This requires the animations DownToUp and UpToDown. Initially, it uses UpToDown. Battle Belt -- Swaphopper Planet Blockade -- OBJECT NOTES -- A small blockade that covers the exit from Battle Belt Galaxy's Swaphopper planet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Battle Belt -- Li'l Brr Planet -- OBJECT NOTES -- The ice planet from Battle Belt Galaxy that features several Li'l Brrs. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battle Belt -- Jack O'Goomba Planet -- OBJECT NOTES -- The pumpkin planet from Battle Belt Galaxy that features several Jack O'Goombas. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battle Belt -- Crabber Planet -- OBJECT NOTES -- The sand planet from Battle Belt Galaxy that features several Crabbers. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battle Belt -- Li'l Cinder Planet -- OBJECT NOTES -- The lava planet from Battle Belt Galaxy that features several Li'l Cinders. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battle Belt -- Undergrunt Planet -- OBJECT NOTES -- The grassy planet from Battle Belt Galaxy that features two Undergrunts. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battlerock -- Yellow Elevator -- OBJECT NOTES -- The yellow elevator platform used in the third mission of Battlerock Galaxy. -- CLASS NOTES -- Battlerock -- Yellow Elevator Cover -- OBJECT NOTES -- The yellow lid that covers the hole after you ride the elevator in Battlerock Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Metal Explosion Effect -- OBJECT NOTES -- A metal explosion effect used in the second mission of Battlerock Galaxy. -- CLASS NOTES -- A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Rock Explosion Effect -- OBJECT NOTES -- A rock explosion effect used in the third mission of Battlerock Galaxy. -- CLASS NOTES -- A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Battlerock -- Rotating Wheel -- OBJECT NOTES -- A rotating wheel from the 2D area of Battlerock Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Battlerock -- Rotating Wheel with Gap -- OBJECT NOTES -- A rotating wheel with a gap from the 2D area of Battlerock Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Fearsome Fleet -- Decorative Wormhole -- OBJECT NOTES -- A decorative wormhole that can be seen in Bowser Jr.'s Fearsome Fleet. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Battle Belt -- Land Urchin Planet -- OBJECT NOTES -- The rocky planet from Battle Belt Galaxy that features several Land Urchins. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battle Belt -- Silver Chomp Planet -- OBJECT NOTES -- The large metal planet from Battle Belt Galaxy that features several Silver Chomps. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battle Belt -- Water Boo Planet -- OBJECT NOTES -- The underwater section planet from Battle Belt Galaxy that features several Water Boos. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Deep Dark -- Beach Chair -- OBJECT NOTES -- A beach chair from Deep Dark Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Deep Dark -- Beach Parasol -- OBJECT NOTES -- A bouncy parasol from Deep Dark Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dreadnought -- Beam Planet -- OBJECT NOTES -- A set of two rotating cone-shaped planets with electric beams that can be found in the first Star in Dreadnought Galaxy. -- CLASS NOTES -- Bee Eater -- OBJECT NOTES -- A green plant with red spikes that will try to lunge at the player to damage them. -- CLASS NOTES -- A stretchy plant with spikes that will lunge onto the player to damage them. Cannot be defeated, however, they can be stunned by shooting a Star Bit at them. Rotating Flower Platform -- OBJECT NOTES -- A rotating flower platform that can be stood on using the Bee and Cloud power-ups. -- CLASS NOTES -- A rotating platform that can be stood on using the Bee power-up. If the player does not have this power-up and touches the platform, it will temporarily disappear. Red Honeybloom Berry -- OBJECT NOTES -- One of the many bouncy berries from Honeybloom Galaxy. -- CLASS NOTES -- A bouncy berry that can be bounced off with the Bee power-up. If touched by the player while they don't have the Bee power-up, it will pop and reappear after about three seconds. Pink Honeybloom Berry -- OBJECT NOTES -- One of the many bouncy berries from Honeybloom Galaxy. -- CLASS NOTES -- A bouncy berry that can be bounced off with the Bee power-up. If touched by the player while they don't have the Bee power-up, it will pop and reappear after about three seconds. Purple Honeybloom Berry -- OBJECT NOTES -- One of the many bouncy berries from Honeybloom Galaxy. -- CLASS NOTES -- A bouncy berry that can be bounced off with the Bee power-up. If touched by the player while they don't have the Bee power-up, it will pop and reappear after about three seconds. Yellow Honeybloom Berry -- OBJECT NOTES -- One of the many bouncy berries from Honeybloom Galaxy. -- CLASS NOTES -- A bouncy berry that can be bounced off with the Bee power-up. If touched by the player while they don't have the Bee power-up, it will pop and reappear after about three seconds. Honeycomb Panel -- OBJECT NOTES -- A hexagonal honeycomb panel that can be placed on a path. The player can climb on it using the Bee power-up. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Honeyclimb -- Starting Planet -- OBJECT NOTES -- The starting planet of Honeyclimb Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Honeyclimb -- Meteor Planet -- OBJECT NOTES -- The planet with falling meteors from Honeyclimb Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Honeyclimb -- Mandibug Planet -- OBJECT NOTES -- The planet with Mandibugs from Honeyclimb Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Faster Bee Flight Area -- OBJECT NOTES -- Allows the Bee power-up to fly a longer distance than usual if the player is inside this area. -- CLASS NOTES -- If the player is using the Bee power-up and is inside this area, it will make them fly a longer distance than usual. Faster Bee Flight Area [Cube] -- OBJECT NOTES -- Allows the Bee power-up to fly a longer distance than usual if the player is inside this area. -- CLASS NOTES -- If the player is using the Bee power-up and is inside this area, it will make them fly a longer distance than usual. Topmini -- OBJECT NOTES -- A small yellow robot enemy that is always spinning. -- CLASS NOTES -- A small robot enemy that will make the player spin around if touched. However, it can be defeated using Spin Attacks. If it falls into water, it will be defeated as well. Topmini Spawner -- OBJECT NOTES -- A black hole that spawns Topminis. Defeated Topminis will respawn after some time. -- CLASS NOTES -- A black hole that periodically spawns more Topman enemies. It will only generate one enemy at a time, but it will ensure that the provided number of enemies will be spawned. Defeated enemies will respawn after a while. BegomanLauncher generates Spring Topmen, BegomanBabyLauncher generates Topmini and TogeBegomanLauncher generates Spike Topmen. Spring Topman Spawner -- OBJECT NOTES -- A black hole that spawns Spring Topmen. Defeated Spring Topmen will respawn after some time. -- CLASS NOTES -- A black hole that periodically spawns more Topman enemies. It will only generate one enemy at a time, but it will ensure that the provided number of enemies will be spawned. Defeated enemies will respawn after a while. BegomanLauncher generates Spring Topmen, BegomanBabyLauncher generates Topmini and TogeBegomanLauncher generates Spike Topmen. "BegomanRoomPlanet" [Unfinished] -- OBJECT NOTES -- An unfinished planet with checkered textures. It resembles JumpBeamerRoomPlanet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Spiky Topman -- OBJECT NOTES -- A red spiky robot enemy that is always spinning. -- CLASS NOTES -- A rotating robot enemy that will make the player spin around if touched. If the player touches its spiky head, they will take damage. It can be defeated by smashing it against electric currents (such as ElectricRail). If it falls into water, it will be defeated as well. Spring Topman -- OBJECT NOTES -- A yellow robot enemy whose head can be bounced off. -- CLASS NOTES -- A rotating robot enemy that features a spring head which the player can bounce off. It can be defeated by smashing it against electric currents (such as ElectricRail). If it falls into water, it will be defeated as well. It gets stunned when using a Spin Attack. This fully expands its spring head. If the object is called BegomanSpringHide, it will remain in the ground until the player gets in its range. This variant will also spawn a Topmini if hit with a Spin Attack. There can only be one Topmini at a time. Passive Spring Topman -- OBJECT NOTES -- A variant of a Spring Topman that resides in the ground and jumps out once the player gets near. It emits a Topmini if hit with a Spin Attack. -- CLASS NOTES -- A rotating robot enemy that features a spring head which the player can bounce off. It can be defeated by smashing it against electric currents (such as ElectricRail). If it falls into water, it will be defeated as well. It gets stunned when using a Spin Attack. This fully expands its spring head. If the object is called BegomanSpringHide, it will remain in the ground until the player gets in its range. This variant will also spawn a Topmini if hit with a Spin Attack. There can only be one Topmini at a time. Gobblegut -- OBJECT NOTES -- The dragon boss from Bowser Jr.'s Fiery Flotilla. -- CLASS NOTES -- A long dragon boss. It features six weak spots that have to be popped using the player's attacks. It always spawns a Power Star when defeated. If it's part of a cutscene, it also creates cutscene objects for KoopaJr and KoopaJrPod. Fiery Flotilla -- Gobblegut Planet -- OBJECT NOTES -- The planet from Bowser Jr.'s Fiery Flotilla where Gobblegut is fought. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fiery Gobblegut -- OBJECT NOTES -- A fiery version of Gobblegut that appears in Battle Belt Galaxy. -- CLASS NOTES -- A long dragon boss. It features six weak spots that have to be popped using the player's attacks. It always spawns a Power Star when defeated. If it's part of a cutscene, it also creates cutscene objects for KoopaJr and KoopaJrPod. Battle Belt -- Fiery Gobblegut Planet -- OBJECT NOTES -- The rocky planet from Battle Belt Galaxy where Fiery Gobblegut is fought. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boo Moon -- Folding Swamp Planet -- OBJECT NOTES -- The folding swamp planet from Boo Moon Galaxy. -- CLASS NOTES -- A special planet that can fold two times. Each state also has a separate collision mesh that gets loaded in. Usually, the planet will be in its unfolded state. SW_A and SW_B are used to fold it. Boo Moon -- Folding Swamp Starting Platform -- OBJECT NOTES -- The starting platform from Boo Moon Galaxy's folding swamp planet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Boo Moon -- Folding Swamp Midway Platform -- OBJECT NOTES -- The second platform from Boo Moon Galaxy's folding swamp planet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Boo Moon -- Folding Swamp Curved Platform -- OBJECT NOTES -- The curved platform from Boo Moon Galaxy's folding swamp planet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Rainbow Star -- OBJECT NOTES -- A collectable power-up that transforms the player into a Rainbow character. -- CLASS NOTES -- An item that grants the player the Invincibility power-up when collected. Life Mushroom -- OBJECT NOTES -- A collectable mushroom that increases the player's health to 6. -- CLASS NOTES -- An item that increases the player's health to 6 when collected. 1-Up Mushroom -- OBJECT NOTES -- A collectable mushroom that gives an extra life. -- CLASS NOTES -- An item that grants the player an extra life when collected. Flipsville Blue Cloudy Atmosphere -- OBJECT NOTES -- The large cloudy air that surrounds the Starshroom and Glamdozer planet. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. The model uses a projection map matrix. Hungry Luma Atmosphere -- OBJECT NOTES -- The pink atmosphere that surrounds the planets created after feeding a Hungry Luma. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. Chompworks Sky -- OBJECT NOTES -- The starry sky model from Chompworks Galaxy, Fleet Glide Galaxy and Upside Dizzy Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Shiverburn Sky -- OBJECT NOTES -- The sky model from Shiverburn Galaxy that features the infamous alien creatures. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Slimy Spring Sky -- OBJECT NOTES -- The sunset sky model from Slimy Spring Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Fiery Flotilla Sky -- OBJECT NOTES -- The sky model from Bowser Jr.'s Fiery Flotilla and Bowser Jr.'s Fearsome Fleet. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Haunty Halls Sky -- OBJECT NOTES -- The sky model from Haunty Halls Galaxy which features a large moon. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Slipsand Nighttime Sky -- OBJECT NOTES -- The nighttime sky model from Slipsand Galaxy that features several large towers. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Slipsand Daytime Sky -- OBJECT NOTES -- The daytime sky model from Slipsand Galaxy and Clockwork Ruins Galaxy that features several large towers. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Fluffy Bluff Sky -- OBJECT NOTES -- The cloudy sky model from Fluffy Bluff Galaxy and Starshine Beach Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Rightside Down Sky -- OBJECT NOTES -- The cloudy sky model from Rightside Down Galaxy and the game's Title Screen. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Music Change Area -- OBJECT NOTES -- Changes the stage's background music in various different ways if entered. -- CLASS NOTES -- Changes the background music using the stage's music information in StageBgmInfo. Supports several changing modes. Deep Dark Music Mute Area -- OBJECT NOTES -- An area that mutes Deep Dark Galaxy's main background music (MBGM_GALAXY_05) when entered. -- CLASS NOTES -- Music Volume Area -- OBJECT NOTES -- Changes the background music's volume if entered. -- CLASS NOTES -- When the player enters this area, the music's volume will be changed. The volume resets if the player leaves the area again. Big Amp -- OBJECT NOTES -- An electric ball-shaped enemy that moves on a set path. -- CLASS NOTES -- A large electric ball enemy that causes electrical damage. It can only be defeated using the Invincibility power-up. They will move on a path or in a circular motion if no path was assigned. When it attacks something, for example the player, it will pause for a short amount of time. Big Bubble -- OBJECT NOTES -- An unused standalone version of the Big Bubble that does not render. Can be entered and controlled by Mario. -- CLASS NOTES -- Big Bubble Camera Area [Cube] -- OBJECT NOTES -- An area that causes the camera to change when the player enters it while riding a Big Bubble. -- CLASS NOTES -- Big Bubble Camera Area [Cylinder] -- OBJECT NOTES -- An area that causes the camera to change when the player enters it while riding a Big Bubble. -- CLASS NOTES -- Big Bubble Camera Area [Sphere] -- OBJECT NOTES -- An area that causes the camera to change when the player enters it while riding a Big Bubble. -- CLASS NOTES -- Big Bubble Generator -- OBJECT NOTES -- A generator that creates Big Bubbles, which can be entered and controlled by the player. -- CLASS NOTES -- Pop Big Bubble Area [Cube] -- OBJECT NOTES -- An area that pops any Big Bubble inside it. This may also activate a switch. -- CLASS NOTES -- Pop Big Bubble Area [Cylinder] -- OBJECT NOTES -- An area that pops any Big Bubble inside it. This may also activate a switch. -- CLASS NOTES -- Pop Big Bubble Area [Sphere] -- OBJECT NOTES -- An area that pops any Big Bubble inside it. This may also activate a switch. -- CLASS NOTES -- Big Bubble Movement Limiter [Cylinder] -- OBJECT NOTES -- Limits the movement of Big Bubbles so that it moves on the lateral surface of an invisible cylinder. -- CLASS NOTES -- Big Bubble Movement Limiter [Planar] -- OBJECT NOTES -- Limits the movement of Big Bubbles so that it moves on an invisible plane. -- CLASS NOTES -- Big Bubble Switch Area [Cube] -- OBJECT NOTES -- An area that activates a switch once the player enters it while riding a Big Bubble. -- CLASS NOTES -- Big Bubble Switch Area [Cylinder] -- OBJECT NOTES -- An area that activates a switch once the player enters it while riding a Big Bubble. -- CLASS NOTES -- Big Bubble Switch Area [Sphere] -- OBJECT NOTES -- An area that activates a switch once the player enters it while riding a Big Bubble. -- CLASS NOTES -- Ending Credits -- Cake -- OBJECT NOTES -- The big cake that can be seen during the game's ending credits. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Fluffy Bluff -- Large Cloud Platform -- OBJECT NOTES -- A large cloud platform that can be stood on using the Bee and Cloud power-ups. -- CLASS NOTES -- A cloud platform that can be stood on using the Bee or Cloud power-ups. If the player does not have any of these two power-ups and steps on the platform, it will temporarily disappear. When Ground Pounded, it will temporarily disappear as well, no matter what power-up is currently active. The platform remains stationary or moves on a path. Fluffy Bluff -- Ring Cloud Platform -- OBJECT NOTES -- A ring-shaped cloud platform that can be stood on using the Bee and Cloud power-ups. -- CLASS NOTES -- A cloud platform that can be stood on using the Bee or Cloud power-ups. If the player does not have any of these two power-ups and steps on the platform, it will temporarily disappear. When Ground Pounded, it will temporarily disappear as well, no matter what power-up is currently active. The platform remains stationary or moves on a path. Supermassive -- Huge ? Block -- OBJECT NOTES -- A large ? Block from Supermassive Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Supermassive -- Large Moving Pipe -- OBJECT NOTES -- A large moving Pipe from Supermassive Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Supermassive -- Pipe Dirt -- OBJECT NOTES -- The dirt platform that is placed inside the large Pipes from Supermassive Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Hightail Falls Sky -- OBJECT NOTES -- The waterfalls sky model from Hightail Falls Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Large Fan -- OBJECT NOTES -- A large fan with legs that creates gust that can push Bubbles and the player if they use the Boo power-up. -- CLASS NOTES -- A fan object that creates a gust of wind that can push Blimp Yoshi and the player if they use the Boo power-up. If this is placed in TeresaMario2DGalaxy, it will use a slightly different sound effect. Metal Fan Platform -- OBJECT NOTES -- A circle-shaped metal platform with a fan. It does not actually produce a wind gust. For this, use FluffWind in combination with this object. -- CLASS NOTES -- A generic, rotating fan. It does not create a wind gust unlike BigFan. Large Fan without Legs -- OBJECT NOTES -- A large fan that creates a gust that can push Bubbles and the player if with the Boo power-up. -- CLASS NOTES -- A fan object that creates a gust of wind that can push Blimp Yoshi and the player if they use the Boo power-up. If this is placed in TeresaMario2DGalaxy, it will use a slightly different sound effect. Supermassive -- Wiggler Planet -- OBJECT NOTES -- The large cylindrical stone planet from the end of Supermassive Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Supermassive -- Koopa Planet -- OBJECT NOTES -- The circular dirt planet used in Supermassive Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Immovable Big Bubble Generator -- OBJECT NOTES -- Creates Big Bubbles that can't be moved by the player. -- CLASS NOTES -- Supermassive -- Huge Brick Block -- OBJECT NOTES -- A huge Brick Block platform used in Supermassive Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Generic Large Asteroid -- OBJECT NOTES -- A floating asteroid that appears in Good Egg Galaxy and Boss Blitz Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. "Temporary High Model" [BigRelayPlanetB] -- OBJECT NOTES -- An unfinished placeholder model that displays a white cube with the text "Temporary High Model, Please wait..." written on it. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Supermassive -- Huge Yellow Disappearing Platform -- OBJECT NOTES -- A huge yellow platform that disappears and then reappears again after a short time; used in Supermassive Galaxy. -- CLASS NOTES -- A platform that moves on a path and teleports back to the beginning after it has reached the end. Lastly, it also supports an optional Bloom model. Supermassive -- Huge Rotating Coin -- OBJECT NOTES -- A huge rotating Coin used in Supermassive Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Slipsand -- Sand Bird Planet Ending Platform -- OBJECT NOTES -- The ending platform of the Sand Bird planet from Slipsand Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Slipsand -- Sand Bird Planet -- OBJECT NOTES -- The planet used for the Sand Bird ride in the second mission of Slipsand Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Slipsand -- Sand Bird Planet Starting Platform -- OBJECT NOTES -- The starting platform of the Sand Bird planet from Slipsand Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Large Signboard -- OBJECT NOTES -- A huge signboard that displays text; used in Supermassive Galaxy. -- CLASS NOTES -- A generic signboard that acts like an NPC, meaning that the player can read it or talk to it. Supermassive -- Huge Used Block -- OBJECT NOTES -- A huge Used Block platform used in Supermassive Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Tall Trunk -- Leaf Effect -- OBJECT NOTES -- A leaf effect that makes leaves appear; used in the first mission of Tall Trunk Galaxy. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Tall Trunk -- Large Tree Planet -- OBJECT NOTES -- The large tree planet that makes up the starting section from Tall Trunk Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Tall Trunk -- Large Tree Planet Platforms A -- OBJECT NOTES -- A set of platforms used on the tree planet in Tall Trunk Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Tall Trunk -- Large Tree Planet Platforms B -- OBJECT NOTES -- A set of planks used on the tree planet in Tall Trunk Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Supermassive -- Star Chip Platform -- OBJECT NOTES -- A huge Star Chip that is used as a platform in Supermassive Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. "BindEnd" Area [Useless] -- OBJECT NOTES -- A useless area object that has no actual effect in-game. -- CLASS NOTES -- A useless area that has no actual effect in-game. "BindEnd" Area [Cube, Useless] -- OBJECT NOTES -- A useless area object that has no actual effect in-game. -- CLASS NOTES -- A useless area that has no actual effect in-game. Large Cloud Particles -- OBJECT NOTES -- A large cloud effect used in a few galaxies, such as Wild Glide Galaxy and Freezy Flake Galaxy. -- CLASS NOTES -- A generic particles effect with a clipping radius of 2500 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Small Cloud Particles -- OBJECT NOTES -- A large cloud effect used in a few galaxies, such as Honeyhive Galaxy and Gold Leaf Galaxy. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Battlerock -- Green Piston -- OBJECT NOTES -- A moving green piston used in Battlerock Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Battlerock -- Caged Luma Planet -- OBJECT NOTES -- The metal bowl planet with a trapped Luma in Battlerock Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Amp -- OBJECT NOTES -- A small electrical enemy that moves on a path or in a circular motion. -- CLASS NOTES -- A small electric ball enemy that causes electrical damage. It can only be defeated using the Invincibility power-up. They will move on a path or in a circular motion if no path was assigned. When it attacks something, for example the player, it will pause for a short amount of time. Toy Time -- Cake Planet -- OBJECT NOTES -- The cake planet used in the third mission of Toy Time Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Black Hole [Spherical Attraction] -- OBJECT NOTES -- A Black Hole that sucks in the player or defeats some enemies in its range. This one has a spherical attraction range. -- CLASS NOTES -- A black hole that sucks in the player and some compatible objects if they enter its range. This will kill them immediately. BlackHole objects use a spherical range whereas BlackHoleCube objects use a box-shaped range. The object's scale settings are used to specify the affection area whereas the size of the model can be changed using Obj_arg0. Black Hole [Cubic Attraction] -- OBJECT NOTES -- A Black Hole that sucks in the player or defeats some enemies in its range. This one has a box-shaped attraction range. -- CLASS NOTES -- A black hole that sucks in the player and some compatible objects if they enter its range. This will kill them immediately. BlackHole objects use a spherical range whereas BlackHoleCube objects use a box-shaped range. The object's scale settings are used to specify the affection area whereas the size of the model can be changed using Obj_arg0. Bloom Effect Area -- OBJECT NOTES -- An area that enables bloom shading for compatible objects when entered. -- CLASS NOTES -- An area that applies bloom effects to compatible objects inside it. For this, the object needs a Bloom.arc model file. However, not all objects support this natively. Bloom Effect Area [Cube] -- OBJECT NOTES -- An area that enables bloom shading for compatible objects when entered. -- CLASS NOTES -- An area that applies bloom effects to compatible objects inside it. For this, the object needs a Bloom.arc model file. However, not all objects support this natively. Bloom Effect Area [Cylinder] -- OBJECT NOTES -- An area that enables bloom shading for compatible objects when entered. -- CLASS NOTES -- An area that applies bloom effects to compatible objects inside it. For this, the object needs a Bloom.arc model file. However, not all objects support this natively. "BloomFlower" [Broken] -- OBJECT NOTES -- Model files have been removed. Therefore, the object is useless. -- CLASS NOTES -- An unused class that does not work properly due to a programming error. Normally, it is meant to grow if it's in Bulb Yoshi's light range. This would make a Star Bit appear as well. However, the developers messed up a nerve check, so this effect is never triggered. If it's outside Bulb Yoshi's light, however, it will wither again. Bloom Effect Area [Sphere] -- OBJECT NOTES -- An area that enables bloom shading for compatible objects when entered. -- CLASS NOTES -- An area that applies bloom effects to compatible objects inside it. For this, the object needs a Bloom.arc model file. However, not all objects support this natively. Honeybloom Sky -- OBJECT NOTES -- The sky model used in Honeybloom Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Blue Chip -- OBJECT NOTES -- A collectable blue chip. Usually, five of them have to be collected. -- CLASS NOTES -- A collectable blue chip. Usually five of these are linked together by a BlueChipGroup to trigger a switch to spawn another object, for example a Pull Star. It's usually stationary, but it can move on a path as well. Blue Chip Group -- OBJECT NOTES -- Controls a collection of Blue Chips and activates something once all are collected. -- CLASS NOTES -- Controls a group of Blue Chips (BlueChip) and activates SW_A once all of them have been collected. It is recommended to have five Blue Star Chips per group. The group for this object and the individual Blue Star Chips has to be specified using Obj_arg0. This controller is also responsible for displaying the counter layout at the top of the screen. Pull Star Planet -- OBJECT NOTES -- A transparent planet with a Pull Star inside; used in Space Junk Galaxy, Ghostly Galaxy and Space Storm Galaxy. -- CLASS NOTES -- Planet-like objects that feature a large Pull Star inside them. The player can use the pointer on the Pull Star to make it attract them. UFOBlueStarCupsule is hard-coded to use a lower target radius. Pull Star Explanation Area -- OBJECT NOTES -- An area that, if entered, notifies the player how to use Pull Stars. -- CLASS NOTES -- If the player stands inside this area, the game will display an explanation about how to use Pull Stars. Pull Star Explanation Area [Cube] -- OBJECT NOTES -- An area that, if entered, notifies the player how to use Pull Stars. -- CLASS NOTES -- If the player stands inside this area, the game will display an explanation about how to use Pull Stars. Bomb -- OBJECT NOTES -- A bomb that can be picked-up (to light its fuse) and thrown. -- CLASS NOTES -- A bomb or bomb-like enemy, depending on the object's name. Bomb creates a simple bomb that can be picked up and thrown whereas BombHei creates the actual enemy that will walk around and fuse if it sees the player. It can be stunned and picked up after using a Spin Attack. Cluckboom -- OBJECT NOTES -- A fat bird that drops bombs; used in Dusty Dune Galaxy and Slipsand Galaxy. -- CLASS NOTES -- A bird enemy that flies on a path. If the player gets near it, it will drop a bomb that explodes after some seconds. It can be stunned by shooting a Star Bit on it. Can be defeated using most of the player's attacks. Bob-omb -- OBJECT NOTES -- A bomb enemy that explodes after a few seconds (once its fuse is lit). -- CLASS NOTES -- A bomb or bomb-like enemy, depending on the object's name. Bomb creates a simple bomb that can be picked up and thrown whereas BombHei creates the actual enemy that will walk around and fuse if it sees the player. It can be stunned and picked up after using a Spin Attack. Bob-omb Dispenser -- OBJECT NOTES -- An enemy dispenser that releases Bob-ombs. -- CLASS NOTES -- A dispenser that releases bombs or Bob-ombs. If the object is named BombLauncher, it creates bombs whereas it creates Bob-ombs when it's called BombHeiLauncher. There can only be one bomb or Bob-omb at once. Space Storm -- Bob-omb Planet Interior -- OBJECT NOTES -- The interior of the cylindrical glass planet from Space Storm Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Storm -- Bob-omb Planet Exterior -- OBJECT NOTES -- The exterior of the cylindrical glass planet from Space Storm Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bob-omb Buddy -- OBJECT NOTES -- A red Bob-omb NPC from Throwback Galaxy. -- CLASS NOTES -- A friendly Bob-omb NPC that can be talked to. Bomb Dispenser -- OBJECT NOTES -- A dispenser that releases bombs. -- CLASS NOTES -- A dispenser that releases bombs or Bob-ombs. If the object is named BombLauncher, it creates bombs whereas it creates Bob-ombs when it's called BombHeiLauncher. There can only be one bomb or Bob-omb at once. Bomb Boo -- OBJECT NOTES -- A black boo that explodes when it hits something; used in Ghostly Galaxy. -- CLASS NOTES -- A Boo variant that can be swung around using its tongue. It can be smashed into several objects to damage or destroy them. If the player swings it around and does not get rid of it after some time, it will blink red and explode. Gearmo Challenge Planet [Dreadnought] -- OBJECT NOTES -- The planet used for the trash mini-game in Dreadnought Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gearmo Challenge Planet -- OBJECT NOTES -- The planet used for the trash mini-game in Battlerock Galaxy and the crate-burning mini-games in Super Mario Galaxy 2. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Upside Dizzy -- Red Gravity Indicator Wall -- OBJECT NOTES -- A red wall piece that is used to indicate the direction of gravity in Upside Dizzy Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Boomerang Bro -- OBJECT NOTES -- A blue Koopa that throws boomerangs. -- CLASS NOTES -- A Koopa Troopa that throws boomerangs to attack the player. These boomerangs can be destroyed by the player's attacks or eaten by Yoshi to throw them at other objects. Ground Pounding it will defeat it immediately. Other attacks usually stun it first which gives the player an advantage to attack it. Topmaniac -- OBJECT NOTES -- The Topman boss fought in Battlerock Galaxy and Dreadnought Galaxy. -- CLASS NOTES -- Glamdozer -- OBJECT NOTES -- The boss used at the end of the first mission of Flipsville Galaxy. -- CLASS NOTES -- A dinosaur-like boss that sleeps until the player Ground Pounds the weak spot on her belly. Excluding the first time, the player has to damage her three times. Starting the second phase, she will shoot fireballs that can temporarily cover manhole grates in lava. During the last phase, she will turn red and move faster. She is supposed to be placed on a disk-like planet as she can freely walk around such planets and change sides. She always spawns a Power Star which needs to be set up in the galaxy's Scenario file. Flipsville -- Glamdozer Planet -- OBJECT NOTES -- The planet used at the end of the first mission of Flipsville Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Giga Lakitu -- OBJECT NOTES -- The boss fought at the end of the second mission of Yoshi Star Galaxy. -- CLASS NOTES -- A large variant of a Lakitu who wears glasses and rides on a purple cloud. He throws Spinies at the player and may also use thunderbolts to attack them. When he throws Spinies, he will be moving on a path whereas he moves between two separate points when using the thunderbolt attack. He can be damaged by thrown Shells or Yoshi projectiles. After dealing three hits, he will spawn a Power Star. This requires an edit to the galaxy's Scenario file. Yoshi Star -- Giga Lakitu Planet -- OBJECT NOTES -- The planet used at the end of the second mission of Yoshi Star Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Giga Lakitu Background Clouds -- OBJECT NOTES -- The decorative thunderclouds seen in the background of the Giga Lakitu fight in Yoshi Star Galaxy. They can cause damage as well. -- CLASS NOTES -- A set of clouds. If SW_A is triggered, they will turn gray. In this state, they will deal electric damage to the player and compatible enemies. Once the switch is deactivated again, the clouds will disappear. Kamella -- OBJECT NOTES -- A large Magikoopa fought in Space Junk Galaxy. -- CLASS NOTES -- Ghost Ship Kamella -- OBJECT NOTES -- A stronger version of Kamella that is fought in Deep Dark Galaxy. -- CLASS NOTES -- Kamella Subpath -- OBJECT NOTES -- Specifies an individual subpath that Kamella can move on. -- CLASS NOTES -- "BossPlanetR50" [Unfinished] -- OBJECT NOTES -- A huge unused planet with 14 smaller planets surrounding it. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bugaboom -- OBJECT NOTES -- The boss fought in both the third mission of Honeyhive Galaxy and in the secret mission of Puzzle Plank Galaxy. -- CLASS NOTES -- A large bug-like boss that can be damaged by Ground Pounding the weak spot on its back. It needs to be damaged three times. During the first phase, it moves slowly on the ground. After taking the first hit, it starts flying. And in the last phase, its skin turns red, and it will make aggressive turns while it flies. While it flies, it will periodically drop explosive bombs that can hurt the player. After it is defeated, it will spawn a Power Star, which also requires changes to the galaxy's Scenario file. Flipsville -- Dirt Columns Planet -- OBJECT NOTES -- The dirt-covered planet used in the second mission of Flipsville Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Flipsville -- Moving Wood Platform -- OBJECT NOTES -- A moving platform used in the first mission of Flipsville Galaxy. It has a hole in the middle. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Flipsville -- Moving Platforms Planet -- OBJECT NOTES -- The planet used near the end of the first mission of Flipsville Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision whose collision may crush the player. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Flipsville -- Starting Planet with Drill Spots -- OBJECT NOTES -- The starting planet used in the second mission of Flipsville Galaxy, covered in dirt. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Flipsville -- Starting Planet -- OBJECT NOTES -- The starting planet used in the first mission of Flipsville Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Flipsville -- Starting Planet Sliding Wall -- OBJECT NOTES -- The sliding wall used on the starting planet of Flipsville Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Flipsville -- Chomp Planet -- OBJECT NOTES -- The Chomp-filled planet used in the first mission of Flipsville Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Small Breakable Glass Cage -- OBJECT NOTES -- A small breakable glass cage. -- CLASS NOTES -- A destroyable obstacle that can be destroyed using Koopa Shells, Yoshi's projectiles or any enemy attack except enemy fire damage. Most of its variants can contain an item. Except for Star Bits and Power Stars, the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. When BreakableCageL gets destroyed, it will always play the "riddle solved" jingle. Large Breakable Glass Cage -- OBJECT NOTES -- A large breakable glass cage. -- CLASS NOTES -- A destroyable obstacle that can be destroyed using Koopa Shells, Yoshi's projectiles or any enemy attack except enemy fire damage. Most of its variants can contain an item. Except for Star Bits and Power Stars, the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. When BreakableCageL gets destroyed, it will always play the "riddle solved" jingle. Rotating Breakable Glass Cage -- OBJECT NOTES -- A rotating breakable glass cage. -- CLASS NOTES -- A destroyable obstacle that can be destroyed using Koopa Shells, Yoshi's projectiles or any enemy attack except enemy fire damage. Most of its variants can contain an item. Except for Star Bits and Power Stars, the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. When BreakableCageL gets destroyed, it will always play the "riddle solved" jingle. Breakable Anchor -- OBJECT NOTES -- The breakable anchor used in Buoy Base Galaxy. -- CLASS NOTES -- A destroyable obstacle that can be destroyed using Koopa Shells, Yoshi's projectiles or any enemy attack except enemy fire damage. Most of its variants can contain an item. Except for Star Bits and Power Stars, the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. When BreakableCageL gets destroyed, it will always play the "riddle solved" jingle. Gearmo Challenge Trash -- OBJECT NOTES -- A pile of trash that the player must destroy during the trash mini-games in Battlerock Galaxy and Dreadnought Galaxy. -- CLASS NOTES -- A destroyable obstacle that can be destroyed using Koopa Shells, Yoshi's projectiles or any enemy attack except enemy fire damage. Most of its variants can contain an item. Except for Star Bits and Power Stars, the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. When BreakableCageL gets destroyed, it will always play the "riddle solved" jingle. Hurry-Scurry -- Stationary Platform -- OBJECT NOTES -- The stationary platform used in Hurry-Scurry Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Floating Bricks Debris -- OBJECT NOTES -- A group of bricks used as floating debris in both Clockwork Ruins Galaxy and Upside Dizzy Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cosmic Cove Sky -- OBJECT NOTES -- The sky model used in Cosmic Cove Galaxy, Boulder Bowl Galaxy and Sweet Mystery Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Bright Light Effect -- OBJECT NOTES -- A bright light that creates a lens flare effect when looked at. -- CLASS NOTES -- Sunlight Effect -- OBJECT NOTES -- A bright sunlight effect that is used in the background of some levels. -- CLASS NOTES -- Draws a bright sun-like sphere in the background that moves with the camera's position. If the player is inside a LensFlareArea, the lens flare effect will be rendered around the sun. Gearmo Enemy Checker -- OBJECT NOTES -- An object used to check if the player brings the correct enemy to the Gearmo in Boulder Bowl Galaxy and Space Storm Galaxy. -- CLASS NOTES -- This registers and controls the enemies requested by a CareTakerHunter. This object should be linked to a CareTakerHunter object. Otherwise, it's useless on its own. The requested enemies have to be linked to this object. Supported enemies are Kuribo, TogeBegomanLauncher, BegomanLauncher and BegomanBabyLauncher. If a requested enemy is in this object's sensor range, it will notify the linked CareTakerHunter. Gusty Garden -- Scattered Bean Planets -- OBJECT NOTES -- A group of five scattered bean-shaped planets from Gusty Garden Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Large Moving Stone Step -- OBJECT NOTES -- A large moving stone block used in Good Egg Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Good Egg -- Long Moving Stone Step -- OBJECT NOTES -- A long moving stone block used in Good Egg Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. E3 Demo -- Bean Planet -- OBJECT NOTES -- An unused bean-shaped planet that could be seen in the E3 2006 demo. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Bean Planet -- OBJECT NOTES -- A bean-shaped planet with a single stone block used in Good Egg Galaxy and Gusty Garden Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Stone Blocks Bean Planet -- OBJECT NOTES -- A bean-shaped planet with a stone structure on top; used in Good Egg Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gusty Garden -- Grassy Bean Planet -- OBJECT NOTES -- A grassy bean-shaped planet used in Gusty Garden Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Lava Reactor -- Starting Planet -- OBJECT NOTES -- The starting planet used in Bowser Jr.'s Lava Reactor. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Rightside Down -- Decorative Wood Blocks -- OBJECT NOTES -- A set of decorative wooden blocks from Rightside Down Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Gold Leaf -- Bunny Chase Planet -- OBJECT NOTES -- A wooden planet used in Gold Leaf Galaxy on which the player hunts a Star Bunny. -- CLASS NOTES -- Pupdozer -- OBJECT NOTES -- A dinosaur-like enemy used in Flipsville Galaxy. -- CLASS NOTES -- A dinosaur enemy that moves around on a path. It can be defeated by stomping on its belly. It damages the player upon contact. Polari [Tutorial] -- OBJECT NOTES -- A variant of Polari that is used for explanation and tutorial sequences. -- CLASS NOTES -- Polari [Cutscene] -- OBJECT NOTES -- A special variant of Polari that is used for the cutscene after collecting the very first Grand Star. -- CLASS NOTES -- Polari [Map] -- OBJECT NOTES -- A dark-brown Luma that displays the map when talked to. -- CLASS NOTES -- Butterfly -- OBJECT NOTES -- A small decorative butterfly. May release Star Bits if touched. -- CLASS NOTES -- A decorative butterfly. It can spawn a Star Bit when touched with the pointer. If the player is sleeping near a butterfly, it will eventually land on their nose. Chopper -- OBJECT NOTES -- A green flying enemy used throughout Super Mario Galaxy 2. -- CLASS NOTES -- An enemy that moves on a set path. If no path is specified, it will remain in place. Damaging Cactus -- OBJECT NOTES -- A cactus that can damage the player or other objects upon contact. -- CLASS NOTES -- A simple object that damages the player and compatible objects, such as SandBirdParts objects. Camera Area -- OBJECT NOTES -- An area that causes the camera to change when the player enters it. -- CLASS NOTES -- An area that changes the current camera once the player enters this area. The actual camera parameters are specified in the zone's CameraParam.bcam. The corresponding camera ID label is generated using the format string c:%04x. For example, if your camera area has an Obj_arg0 of 15, the corresponding ID label would be c:000f. The camera can be restricted to take effect only under different circumstances (Obj_arg3). Repulse Camera Area [Cylinder] -- OBJECT NOTES -- Repulses the camera away from this area when the camera enters it. -- CLASS NOTES -- Repulse Camera Area [Sphere, Useless] -- OBJECT NOTES -- A useless area object that has no actual effect in-game due to unfinished coding. -- CLASS NOTES -- Cancel Bee Power-Up Area -- OBJECT NOTES -- Removes the Bee power-up from the player if they go inside the area. -- CLASS NOTES -- An area that removes the Bee power-up from the player if they are inside this area. Red Flame Torch -- OBJECT NOTES -- A torch with a red flame. May also appear as unlit. -- CLASS NOTES -- A torch with a flame that can burn the player upon contact. Usually, the flame can be put out using a Spin Attack to make an item appear, however, the flame of CandlestandIceVolcano cannot be put out. Said variant may also appear without a flame if it uses SW_A. Instead, the player can use fireballs to light the fire and activate the switch. Lastly, it also supports an optional Bloom model. Toy Time -- 4 Rotating Lollipops -- OBJECT NOTES -- A set of four rotating lollipops used in Toy Time Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- 2 Rotating Lollipops -- OBJECT NOTES -- A set of two rotating lollipops used in Toy Time Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Dreadnought -- Collapsing Tower Planet Platform -- OBJECT NOTES -- The first platform that breaks off the tower planet in the Dreadnought Galaxy. -- CLASS NOTES -- Dreadnought -- Collapsing Tower Planet -- OBJECT NOTES -- The tower that has various collapsing platforms in Dreadnought Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dreadnought -- Collapsing Tower Wall Jump Shaft -- OBJECT NOTES -- A set of two blocks that move on a path in Dreadnought Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hard-coded to be able to crush the player. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dreadnought -- Main Planet -- OBJECT NOTES -- The titular main planet from Dreadnought Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dreadnought -- Small Collapsing Tower Planet Wheel -- OBJECT NOTES -- A small rotating cylindrical platform that breaks off the tower planet in Dreadnought Galaxy. -- CLASS NOTES -- Dreadnought -- Medium Collapsing Tower Planet Wheel -- OBJECT NOTES -- A rotating cylindrical platform that breaks off the tower planet in Dreadnought Galaxy. -- CLASS NOTES -- Dreadnought -- Large Collapsing Tower Planet Wheel -- OBJECT NOTES -- A large rotating cylindrical platform that breaks off the tower planet in Dreadnought Galaxy. -- CLASS NOTES -- Boom Bunker -- Checkpoint Planet -- OBJECT NOTES -- The multicolored planet used in the middle of Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dreadnought -- Pull Stars Planet -- OBJECT NOTES -- The Pull Stars section from Dreadnought Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dreadnought -- Colossal Cannons Planet -- OBJECT NOTES -- The large section featuring the cannonball shooters found in the second mission of Dreadnought Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Under-Construction Cannon 1st Stage -- OBJECT NOTES -- A decorative cannon that is still under-construction. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Under-Construction Cannon 2nd Stage -- OBJECT NOTES -- A decorative cannon that is still under-construction. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Locked Glass Cage -- OBJECT NOTES -- A locked glass cage. -- CLASS NOTES -- A locked cage that can be opened by activating its SW_B switch. Lastly, it also supports an optional Bloom model. Lava Lair -- Rotating Wood Platforms -- OBJECT NOTES -- A set of rotating platforms used in Bowser's Lava Lair. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Lava Lair -- Moving Wood Platforms -- OBJECT NOTES -- A set of rotating and moving platforms used in Bowser's Lava Lair. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path and rotates along one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Lava Lair -- Gray Lava Capsule Planet -- OBJECT NOTES -- The first of two capsule planets used at the start of Bowser's Lava Lair. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Lava Lair -- Brown Lava Capsule Planet -- OBJECT NOTES -- The second of two capsule planets used at the start of Bowser's Lava Lair. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gearmo -- OBJECT NOTES -- A robotic NPC from Toy Time Galaxy and Chompworks Galaxy. -- CLASS NOTES -- A robotic NPC that can be talked to. It can also quest the player for some specific task and make a Power Star appear using event flows. In order to spawn the Power Star, a properly configured Scenario entry as well as a dialogue with flow nodes need to be set up. Gearmo Garbage Cart [Unfinished] -- OBJECT NOTES -- An unused garbage cart for a Gearmo that lacks collision. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Gearmo Enemy Hunter -- OBJECT NOTES -- A Gold or Silver Gearmo. Used in Boulder Bowl Galaxy and Space Storm Galaxy. -- CLASS NOTES -- A robotic NPC who quests the player to show him a specific enemy. An instance of BringEnemy has to be linked to it. See BringEnemy to see what enemies are supported and how it's set up. After showing him the requested enemy, he will spawn a Power Star. Collapsing Engine Parts Generator -- OBJECT NOTES -- An object that spawns the collapsing engine parts used in Fleet Glide Galaxy. -- CLASS NOTES -- Periodically spawns collapsing debris that can damage the player upon contact. For each spawn, a random debris model gets loaded. These models are called CaveInPartsBig, CaveInPartsMiddle and CaveInPartsSmall. Limited Flying Range Area -- OBJECT NOTES -- An area that will keep the player in if they are using the Flying power-up. -- CLASS NOTES -- If the player attempts to exit this area while using the Flying power-up, they will be restricted to move inside the area only. The flying effect will be cancelled when the player reaches the edge of this area. Limited Flying Range Area [Sphere] -- OBJECT NOTES -- An area that will keep the player in if they are using the Flying power-up. -- CLASS NOTES -- If the player attempts to exit this area while using the Flying power-up, they will be restricted to move inside the area only. The flying effect will be cancelled when the player reaches the edge of this area. Rolling Gizmo -- Rotating Cylinder -- OBJECT NOTES -- A rotating red cylinder used in Rolling Gizmo Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Gizmo -- Orange Gear -- OBJECT NOTES -- A rotating orange gear used in Rolling Gizmo Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Gizmo -- Large Moving Block -- OBJECT NOTES -- A large metal box that serves as a moving obstacle in Rolling Gizmo Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Gizmo -- Small Moving Block -- OBJECT NOTES -- A small metal box that serves as a moving obstacle in Rolling Gizmo Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Gizmo -- Main Planet -- OBJECT NOTES -- The main planet from Rolling Gizmo Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Rolling Gizmo -- Rotating Bridge -- OBJECT NOTES -- The rotating bridge found in Rolling Gizmo Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Gizmo -- Vanishing Bridge -- OBJECT NOTES -- The blue and yellow bridge that vanishes when the player destroys the Star Ball at the end of Rolling Gizmo Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Fleet Glide -- Battleship Planet -- OBJECT NOTES -- The starting planet and battleship used in Fleet Glide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Music Change Area [Cube] -- OBJECT NOTES -- Changes the stage's background music in various different ways if entered. -- CLASS NOTES -- Starship Mario Character Changer -- OBJECT NOTES -- A room used on Starship Mario that allows the player to switch between Mario and Luigi. -- CLASS NOTES -- The room where the player can change between Mario and Luigi. Before the player defeats Bowser in Bowser's Galaxy Generator, the object will remain in a deactivated state. After this event, it will become usable. In order to open the door, its SW_A needs to be activated. If it is registered to a cutscene called チェンジルームからスタート, it can use a special nerve action which cause the player to jump out. Upside Dizzy -- Intro Planet -- OBJECT NOTES -- The house/mansion planet that the player lands on at the start of Upside Dizzy Galaxy. It lacks collision. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Li'l Brr [Child] -- OBJECT NOTES -- A Li'l Brr that is used for special ChildObj setups. -- CLASS NOTES -- An enemy that can damage the player upon contact. Can be stunned with a Spin Attack which reveals its core. The core can be destroyed by most of Mario's actions. Fire Ball Magikoopa [Child] -- OBJECT NOTES -- A Fire Ball Magikoopa that is used for special ChildObj setups. -- CLASS NOTES -- A Koopa Troopa that can cast various magical spells. The object's name declares what spells it casts. If the object's name is FireBallBeamKameck (SMG1) or Kameck (SMG2), it will cast fireballs. If the object's name is TurtleBeamKameck (SMG1), it will cast sliding Koopa Shells. SMG2 features two more variants: KameckKuriboMini and KameckMeramera which create Mini Goombas and Li'l Cinders, respectively. It moves between path points or stays at a fixed position. After casting a spell, it will temporarily disappear. It can be defeated using most of the player's attacks as well as explosions. It drops a single Coin when defeated. Goomba [Child] -- OBJECT NOTES -- A Goomba that is used for special ChildObj setups. -- CLASS NOTES -- A Goomba that can be defeated using most of the player's attacks. A Spin Attack will stun it, though. It can also be defeated by an enemy's explosion, crush or shockwave attack. It wanders around randomly. Once the player gets close, it will chase after the player to damage them. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means. Li'l Cinder [Child] -- OBJECT NOTES -- A Li'l Cinder that is used for special ChildObj setups. -- CLASS NOTES -- An enemy that can damage the player upon contact. Can be stunned with a Spin Attack which reveals its core. The core can be destroyed by most of Mario's actions. Toy Time Sky -- OBJECT NOTES -- The colorful sky model used in Toy Time Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Swimming Gringill [Child] -- OBJECT NOTES -- A Swimming Gringill that is used for special ChildObj setups. -- CLASS NOTES -- Starship Mario Chimney Warp -- OBJECT NOTES -- An object that, when touched, will warp the player to a defined destination point. -- CLASS NOTES -- An invisible point that teleports the player to a specified position, just like a Warp Pipe. However, this works in one way only. Toy Time -- White Chocolate Wall -- OBJECT NOTES -- A wall of white chocolate used in Toy Time Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Toy Time -- Moving Chocolate Wall -- OBJECT NOTES -- A wall of chocolate used on a conveyor belt in Toy Time Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- Wall Bounce Dessert Planet -- OBJECT NOTES -- The first set of cake planets used in the section where the player has to bounce off the walls with the Spring power-up in Toy Time Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Blue Conveyor Belt -- OBJECT NOTES -- The blue conveyor belt planet used in Toy Time Galaxy. -- CLASS NOTES -- Toy Time -- Citrus Cake Slice -- OBJECT NOTES -- The plate with a slice of a citrus cake in Toy Time Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Rotating Citrus Cake -- OBJECT NOTES -- The rotating citrus cake planet in Toy Time Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- Train -- OBJECT NOTES -- A moving toy train located in Toy Time Galaxy. -- CLASS NOTES -- A toy train that consists of at least one segment. It moves on a set path, and it randomly creates a whistling sound effect. The individual segments are also affected by gravity, so they will rotate accordingly. Toy Time -- Train Station -- OBJECT NOTES -- The train station planet from Toy Time Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fuzzy -- OBJECT NOTES -- A black spiky enemy that appears in both Honeybloom Galaxy and Flipsville Galaxy. -- CLASS NOTES -- A black spiky blob-like enemy that remains stationary or moves on a path. It can be defeated by most of the player's attacks. It damages the player upon contact. Coin Circle -- OBJECT NOTES -- An object that spawns several Coins in a circle. -- CLASS NOTES -- Creates a group of Coins (CircleCoinGroup) or Purple Coins (CirclePurpleCoinGroup) that are arranged in a circle. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files. Purple Coin Circle -- OBJECT NOTES -- An object that spawns several Purple Coins in a circle. -- CLASS NOTES -- Creates a group of Coins (CircleCoinGroup) or Purple Coins (CirclePurpleCoinGroup) that are arranged in a circle. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files. Seashells Circle -- OBJECT NOTES -- A circle of seashells that spawns Star Bits when the player shakes the Wii Remote nearby. -- CLASS NOTES -- A circle of eight smaller objects that can be released from the ground by using a Spin Attack while inside the circle. Each chunk will spawn a Star Bit when released. The chunks attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. Strawberries Circle -- OBJECT NOTES -- A circle of strawberries that spawns Star Bits when the player shakes the Wii Remote nearby. -- CLASS NOTES -- A circle of eight smaller objects that can be released from the ground by using a Spin Attack while inside the circle. Each chunk will spawn a Star Bit when released. The chunks attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. Fearsome Fleet -- Moving Airship -- OBJECT NOTES -- The airship that appears from the portals in Bowser Jr.'s Fearsome Fleet. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Box-Shaped Matter Splatter Hole [Base Centered] -- OBJECT NOTES -- A box-shaped Matter Splatter hole. The origin is the center of the lower base. -- CLASS NOTES -- An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly. Cone-Shaped Matter Splatter Hole [Bottom Centered] -- OBJECT NOTES -- A cone-shaped Matter Splatter hole. The actual volume that is used for rendering is spherical, hence it does not work properly. The origin is the base's center. -- CLASS NOTES -- An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly. Box-Shaped Matter Splatter Hole [Base Centered] -- OBJECT NOTES -- A box-shaped Matter Splatter hole. The origin is the center of the lower base. -- CLASS NOTES -- An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly. Box-Shaped Matter Splatter Hole [Base Centered, "HighModel"] -- OBJECT NOTES -- A box-shaped Matter Splatter hole. The origin is the center of the lower base. -- CLASS NOTES -- An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly. Box-Shaped Matter Splatter Hole [Volume Centered] -- OBJECT NOTES -- A box-shaped Matter Splatter hole. The origin is in the center of the box. -- CLASS NOTES -- An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly. Box-Shaped Matter Splatter Hole [Volume Centered, "HighModel"] -- OBJECT NOTES -- A box-shaped Matter Splatter hole. The origin is in the center of the box. -- CLASS NOTES -- An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly. Box-Shaped Matter Splatter Hole [Volume Centered] -- OBJECT NOTES -- A box-shaped Matter Splatter hole. The origin is in the center of the box. -- CLASS NOTES -- An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly. Cylindrical Matter Splatter Hole -- OBJECT NOTES -- A cylindrical Matter Splatter hole. -- CLASS NOTES -- An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly. Matter Splatter Hole Laser -- OBJECT NOTES -- A green laser that creates a trail of Matter Splatter holes. -- CLASS NOTES -- Spherical Matter Splatter Hole -- OBJECT NOTES -- A spherical Matter Splatter hole. -- CLASS NOTES -- An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly. Cone-Shaped Matter Splatter Hole [Top Centered] -- OBJECT NOTES -- A cone-shaped Matter Splatter hole. The actual volume that is used for rendering is spherical, hence it does not work properly. The origin is the top. -- CLASS NOTES -- An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly. Haunty Halls -- Red Platform -- OBJECT NOTES -- A red-colored platform used in the second mission of Haunty Halls Galaxy. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Haunty Halls -- Green Platform -- OBJECT NOTES -- A green-colored platform used in the second mission of Haunty Halls Galaxy. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Haunty Halls -- Purple Platform -- OBJECT NOTES -- A purple-colored platform used in the second mission of Haunty Halls Galaxy. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Haunty Halls -- Green Vertical Moving Stone Platform -- OBJECT NOTES -- A green moving platform used in the first mission of Haunty Halls Galaxy. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Haunty Halls -- Red Diagonal Moving Stone Platform -- OBJECT NOTES -- A red moving platform used in the first mission of Haunty Halls Galaxy. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Haunty Halls -- Green Horizontal Moving Stone Platform -- OBJECT NOTES -- A green moving platform used in the first mission of Haunty Halls Galaxy. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Haunty Halls -- Red Horizontal Moving Stone Platform -- OBJECT NOTES -- A red moving platform used in the first mission of Haunty Halls Galaxy. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Haunty Halls -- Moving Comet Medal Platform -- OBJECT NOTES -- A green moving platform used in the first mission of Haunty Halls Galaxy. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Haunty Halls -- Moving Stone Platforms Planet -- OBJECT NOTES -- The stationary house platforms used on the second planet of the first mission of Haunty Halls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Matter Splatter Area -- OBJECT NOTES -- An area that controls Matter Splatter effects. -- CLASS NOTES -- An area that creates and enables Matter Splatter effects for compatible objects (SimpleClipPartsObj, etc.) when entered by the player. This also creates an instance of FallOutFieldDraw, which is needed to render the clipped objects. The effect will not work if the player is outside a ClipDrawArea. Furthermore, if StarLightReceiver objects, such as PunchingKinoko or BloomFlower, are placed inside this area, special behavior will be enabled for them. See the respective objects for more information. Fill Bright Matter Splatter Surface Controller [Broken] -- OBJECT NOTES -- A broken controller that would have rendered Matter Splatter surfaces with a bright glowing overlay. Does not work because its rendering is not enabled. -- CLASS NOTES -- A controller that renders Matter Splatter surfaces (ClipArea) with a yellow glowing overlay. However, this effect does not work without a code patch as its rendering is disabled by default. Generic Matter Splatter Map Object [Unused] -- OBJECT NOTES -- A Matter Splatter object that retrieves a proper model using ShapeModelNo. However, no more models exist for this object. Parts of it become visible when they are inside a ClipArea. The collision will not be clipped, though. -- CLASS NOTES -- Matter Splatter Switch Controller -- OBJECT NOTES -- A controller that toggles switches if the player is inside or outside a ClipArea. -- CLASS NOTES -- A controller that toggles its SW_A and SW_B switches depending on whether the player is inside a ClipArea or not. Toy Time -- Turn-Key -- OBJECT NOTES -- A decorative turn-key used in Toy Time Galaxy. -- CLASS NOTES -- A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Fluffy Bluff -- Wall Jump Planet -- OBJECT NOTES -- The planet with the tall wood walls; used in Fluffy Bluff Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fluffy Bluff -- Starting Planet -- OBJECT NOTES -- The starting planet used in Fluffy Bluff Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fluffy Bluff -- Large Tree & Mountains Planet -- OBJECT NOTES -- The planet used at the end of Fluffy Bluff Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Cloudy Court -- Swamp Bowl Planet -- OBJECT NOTES -- The large toxic swamp planet used for the secret Star mission of Cloudy Court Galaxy. -- CLASS NOTES -- A simple object with a model and collision. Very limited in its functionality compared to other simple map object classes. Lastly, it also supports an optional Bloom model. Generic Cloud Sky -- OBJECT NOTES -- A cloudy sky model used in several galaxies. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Cloudy Court -- Wooden Obstacle -- OBJECT NOTES -- A box-shaped wood obstacle used in Cloudy Court Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cloud Platform -- OBJECT NOTES -- A small cloud platform that can be stood on with the Bee or Cloud power-ups. -- CLASS NOTES -- A cloud platform that can be stood on using the Bee or Cloud power-ups. If the player does not have any of these two power-ups and steps on the platform, it will temporarily disappear. When Ground Pounded, it will temporarily disappear as well, no matter what power-up is currently active. The platform remains stationary or moves on a path. Cloud Tunnel -- OBJECT NOTES -- A cloud tunnel used during the fly-in sequence of some galaxies. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. Unlike other Air objects, this gets executed and rendered after most other objects. Fluffy Bluff -- Cloud Tower Planet -- OBJECT NOTES -- The cloud tower planet used for the secret Star mission of Fluffy Bluff Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Cloudy Court -- 2D Castle Planet -- OBJECT NOTES -- The 2D planet used at the end of Cloudy Court Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Cloudy Court -- Decorative Windmill -- OBJECT NOTES -- A decorative windmill from Cloudy Court Galaxy and Grandmaster Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Coconut -- OBJECT NOTES -- A green coconut. Changes into a watermelon when the player has accumulated 9999 Star Bits. -- CLASS NOTES -- A coconut that can be flung into various obstacles and enemies. Once the player collects 9999 Star Bits in a save file, all coconuts will turn into watermelons. It will always reappear at its original position if it's destroyed. Decorative Palm Tree -- OBJECT NOTES -- A decorative palm tree that can be seen in Loopdeeloop Galaxy, Loopdeeswoop Galaxy and Drip Drop Galaxy. -- CLASS NOTES -- Palm Tree Leaves -- OBJECT NOTES -- A set of animated palm tree leaves that the player can stand on. -- CLASS NOTES -- Creates a group of animated palm tree leaves with collision. If the player Ground Pounds one of the leaves, it will swing at a faster rate. Sling Pod -- Starting Platform -- OBJECT NOTES -- A stone platform used at the start of Sling Pod Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Sling Pod -- Sling Pod Platform -- OBJECT NOTES -- A stone platform on which Sling Pods are placed, used in Sling Pod Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Spiky Pokey -- OBJECT NOTES -- A yellow cactus enemy with spikes on its body that appears in Good Egg Galaxy and Dusty Dune Galaxy. -- CLASS NOTES -- A spiky cactus enemy that damages the player upon contact. It can be stunned using coconuts or the Rainbow power-up. Goombas and Topman enemies can stun it as well. On the other hand, it can stomp Goombas. After stunning it, its vulnerable head remains, which can be destroyed using most of the player's attacks. It can be scaled as well. Good Egg -- Palm Tree Planet -- OBJECT NOTES -- The first tropical planet with a palm tree located in Good Egg Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Pokey Planet -- OBJECT NOTES -- The tropical planet with coconuts that is used in Good Egg Galaxy and Dusty Dune Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Coin -- OBJECT NOTES -- A collectable yellow Coin. -- CLASS NOTES -- One of the game's main collectibles. There are two variants: Coins (Coin) and Purple Coins (PurpleCoin). Normal Coins can restore one health point if collected by the player. Purple Coins do not restore health, though. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files. Normal Coins won't appear during Daredevil (Dark) Comets. If they are stored inside a bubble, they will also restore the player's air when underwater. Spins slower when placed underwater. Coin Spawn Point -- OBJECT NOTES -- An object that spawns several Coins when activated. -- CLASS NOTES -- A point in space where the requested number of Coins will be spawned after activating its SW_APPEAR switch. Coin ? Block [2D] -- OBJECT NOTES -- A ? Block used in SMG2's intro level. It drops exactly one Coin when hit. -- CLASS NOTES -- A ? Block that spawns items when hit. SplashCoinBlock and TimerCoinBlock spawn Coins, SplashPieceBock and TimerPieceBlock spawn Star Bits, CoinBlock2D spawns a single Coin and ItemBlockSwitch does not spawn any items, but it activates SW_DEAD. The "Splash" blocks drop the items immediately when hit. The "Timer" blocks award the player one item each time it's hit. However, these variants will automatically disappear after a timer runs out. Invisible Coin Spot -- OBJECT NOTES -- An invisible spot that will spawn a Coin when using a Spin Attack nearby. -- CLASS NOTES -- Coin Flower -- OBJECT NOTES -- A decorative flower that spawns one Coin when hit by a Star Bit. -- CLASS NOTES -- A marked spot that reveals a Coin when hit with a Star Bit. Spin-Dig -- Pear Planet Interior -- OBJECT NOTES -- The interior of the pear planet used in the first mission of Spin-Dig Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Spin-Dig -- Pear Planet Exterior -- OBJECT NOTES -- The exterior of the pear planet used in the first mission of Spin-Dig Galaxy. -- CLASS NOTES -- A generic object with a model, collision and a Reverse.brk animation that will play its Move and Reverse.brk animations once certain conditions are met. The Reverse.brk animation's last frame will be used until the conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelReverse specifies the sound effect used when the Reverse.brk animations starts playing. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. Coin 1-Up Bonus Controller -- OBJECT NOTES -- Rewards the player a 1-Up when all grouped Coins have been collected. -- CLASS NOTES -- Creates a set of Coins that will appear once this object's SW_APPEAR gets triggered. These Coins will only be collectable for the specified period of time or indefinitely (Obj_arg0). If the player collects all linked Coins in time, they will be rewarded with a 1-Up. The actual Coin objects need to be linked to this object; compatible objects are CircleCoinGroup and RailCoin. Deactivated Coin -- OBJECT NOTES -- A Coin that can only be collected if a specific switch is activated. -- CLASS NOTES -- Puzzle Plank -- Bonus Room -- OBJECT NOTES -- A generic bonus room with several layers of bricks; used in Puzzle Plank Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Flat Bonus Room -- OBJECT NOTES -- The bonus room used in several galaxies. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Wooden Bonus Room -- OBJECT NOTES -- The wooden bonus room used in Rightside Down Galaxy and Upside Dizzy Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. "CoinSpot" [Broken] -- OBJECT NOTES -- A broken object that would have made a single Coin appear when using the Spin Attack nearby. -- CLASS NOTES -- Shrinking Tile -- OBJECT NOTES -- A green tile that slowly disappears once the player touches it. -- CLASS NOTES -- A framed platform that will shrink down and disappear after the player stepped on it. Lastly, it also supports an optional Bloom model. Silver Star Controller -- OBJECT NOTES -- A controller that keeps track of Silver Stars the player has collected. See StrayTico for individual Silver Stars. -- CLASS NOTES -- A controller that registers and keeps track of Silver Stars (StrayTico). If the player has collected all Silver Stars, it will spawn a Power Star. This requires an edit to the galaxy's Scenario file. The Silver Stars need to be linked to this object using ParentID (SMG1) / GeneratorID (SMG2). Collision Area [Cube] -- OBJECT NOTES -- An area that contains an invisible collision box. It can be passed through with the Boo power-up. -- CLASS NOTES -- An invisible collision polygon that is contained inside the area. Only the player can interact with the collision. If not disabled through any means, the collision can be traversed using the Boo power-up. There are several Obj_args that can be used to define how the player interacts with the collision. Collision Blocker -- OBJECT NOTES -- An invisible force that pushes the player away from it. Usually used in tight corners and sections that may lead to collision glitches. -- CLASS NOTES -- Toy Time -- Colored Pencil -- OBJECT NOTES -- A colored pencil used in Toy Time Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Force Straight Line Running Area -- OBJECT NOTES -- An area that, when entered, forces the player to run in a straight line. -- CLASS NOTES -- An area that, when entered, forces the player to run in a straight line. The player will jump as high as the third jump of a Triple Jump. Force Spring Power-Up Area -- OBJECT NOTES -- An area that, when entered, forces the player to use the Spring power-up. -- CLASS NOTES -- An area that, when entered, forces the player to use the Spring power-up. The player won't be able to get rid of it until they leave the area again. Force No Spinning Area -- OBJECT NOTES -- An area that, when entered, disables the Spin Attack. -- CLASS NOTES -- An area that, when entered, prevents the player from using the Spin Attack. The player won't be able to get rid of it until they leave the area again. Force Rainbow Power-Up Area -- OBJECT NOTES -- An area that, when entered, forces the player to wear the Rainbow Star power-up. -- CLASS NOTES -- An area that, when entered, forces the player to use the Invincibility power-up. The player won't be able to get rid of it until they leave the area again. Library Cutscene Object Holder -- OBJECT NOTES -- A holder that creates and registers several objects for the last cutscene in the Library Room. -- CLASS NOTES -- Creates and registers several objects that appear during the ending cutscene in the Comet Observatory's library. The individual models that it creates are RosettaReading, RosettaChair, TicoBaby and MarioCap or LuigiCap. The object needs to appear through a cutscene action. Rolling Gizmo -- Concrete Block -- OBJECT NOTES -- A large destroyable concrete block used in Rolling Gizmo Galaxy. -- CLASS NOTES -- A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Construction Light -- OBJECT NOTES -- A destroyable construction light; used in Spin-Dig Galaxy. -- CLASS NOTES -- A destroyable light post that spawns three Star Bits when destroyed. This can be done by using a Spin Attack, the Spin Drill, the Rock power-up or by shooting a Star Bit at it. Flower Counter Switch -- OBJECT NOTES -- An object that activates a switch once all of its flowers have appeared. -- CLASS NOTES -- Creates and registers plant objects (PlantA, PlantB, PlantC, PlantD) and activates a switch once all the plant objects have appeared. The individual plant objects have to be linked to this object. If the object is called CountFlowerPowerStar, it can also spawn a Power Star once all plants have appeared and its SW_B got activated. This requires edits to the galaxy's Scenario file. Flower Counter Power Star Spawner -- OBJECT NOTES -- An object that activates a switch and spawns a Power Star once all of its flowers have appeared. -- CLASS NOTES -- Creates and registers plant objects (PlantA, PlantB, PlantC, PlantD) and activates a switch once all the plant objects have appeared. The individual plant objects have to be linked to this object. If the object is called CountFlowerPowerStar, it can also spawn a Power Star once all plants have appeared and its SW_B got activated. This requires edits to the galaxy's Scenario file. Banandelion -- OBJECT NOTES -- A tall flower used in many galaxies, including Honeyhive Galaxy and Honeybloom Galaxy. -- CLASS NOTES -- A large, usually curved, flower that the player can swing along by shaking the Wiimote. Once the player reaches the end of the flower, it will cause them to jump off. The speed and bending are configurable. Boo Moon -- Rotatable Crescent Moon -- OBJECT NOTES -- The rotatable crescent moon used in Boo Moon Galaxy. -- CLASS NOTES -- An object with a model and collision that tilts towards the side that the player stands on. Toy Time -- Opaque Flipswitch Chain -- OBJECT NOTES -- The opaque part of the Flipswitch chain planet located in the Toy Time Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Transparent Flipswitch Chain -- OBJECT NOTES -- The transparent part of the Flipswitch chain planet located in the Toy Time Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Large Destroyable Crystal -- OBJECT NOTES -- A large destroyable crystal that requires two spins to destroy. -- CLASS NOTES -- A large crystal with a Power Star trapped inside that requires two hits with a Spin Attack to be destroyed. The Power Star spawns once the crystal gets destroyed. This requires an edit to the galaxy's Scenario file. Medium Destroyable Crystal -- OBJECT NOTES -- A medium-sized destroyable crystal. -- CLASS NOTES -- A destroyable crystal that can contain a variety of different items. Except for Coins, Star Bits and Power Stars (SMG2 only), the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. The crystal can be destroyed with most of the player's attacks as well as all enemy attacks. If a crystal object is placed inside a PlaneCollisionCube area, it will always load the CrystalCage2D model instead. Trapped Luma Crystal -- OBJECT NOTES -- The large moving crystal from Battlerock Galaxy that has Luma trapped inside it. -- CLASS NOTES -- Small Opaque Crystal -- OBJECT NOTES -- A small destroyable crystal that is not transparent. -- CLASS NOTES -- An opaque crystal that can be destroyed with a Spin Attack, Yoshi's projectiles, the Spin Drill, a Koopa Shell as well as any enemy attack. It may reward the player with some items. Loads a separate model for the breaking animation. Large Opaque Crystal -- OBJECT NOTES -- A large destroyable crystal that is not transparent. -- CLASS NOTES -- An opaque crystal that can be destroyed with a Spin Attack, Yoshi's projectiles, the Spin Drill, a Koopa Shell as well as any enemy attack. It may reward the player with some items. Loads a separate model for the breaking animation. Small Destroyable Crystal -- OBJECT NOTES -- A small destroyable crystal. -- CLASS NOTES -- A destroyable crystal that can contain a variety of different items. Except for Coins, Star Bits and Power Stars (SMG2 only), the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. The crystal can be destroyed with most of the player's attacks as well as all enemy attacks. If a crystal object is placed inside a PlaneCollisionCube area, it will always load the CrystalCage2D model instead. Crystal Switch -- OBJECT NOTES -- A Zelda-like crystal that can activate a switch when touched. -- CLASS NOTES -- An unfinished crystal-like switch that can be hit using most of the player's attacks. Once hit, it will start spinning, and it will activate its SW_A switch. Bubble Blast -- Launch Star Platform -- OBJECT NOTES -- The star-shaped platform that serves as the starting planet in Bubble Blast Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Bubble Blast -- Metal Sphere -- OBJECT NOTES -- A multicolored stationary metal sphere that serves as an obstacle in Bubble Blast Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Bubble Blast -- Green Rotating Platform -- OBJECT NOTES -- A green rotating metal platform that serves as an obstacle in the Bubble Blast Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. "CubeBubbleExRotateWallS" [Unfinished] -- OBJECT NOTES -- An unfinished rotating wall, like the green metal one used in Bubble Blast Galaxy. It has a checkerboard texture. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Bubble Blast -- Green Metal Platform -- OBJECT NOTES -- The green metal platform that serves as the start of each section in Bubble Blast Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Camera Area [Bowl] -- OBJECT NOTES -- An area that causes the camera to change when the player enters it. -- CLASS NOTES -- An area that changes the current camera once the player enters this area. The actual camera parameters are specified in the zone's CameraParam.bcam. The corresponding camera ID label is generated using the format string c:%04x. For example, if your camera area has an Obj_arg0 of 15, the corresponding ID label would be c:000f. The camera can be restricted to take effect only under different circumstances (Obj_arg3). Camera Area [Cube] -- OBJECT NOTES -- An area that causes the camera to change when the player enters it. -- CLASS NOTES -- An area that changes the current camera once the player enters this area. The actual camera parameters are specified in the zone's CameraParam.bcam. The corresponding camera ID label is generated using the format string c:%04x. For example, if your camera area has an Obj_arg0 of 15, the corresponding ID label would be c:000f. The camera can be restricted to take effect only under different circumstances (Obj_arg3). Camera Area [Cylinder] -- OBJECT NOTES -- An area that causes the camera to change when the player enters it. -- CLASS NOTES -- An area that changes the current camera once the player enters this area. The actual camera parameters are specified in the zone's CameraParam.bcam. The corresponding camera ID label is generated using the format string c:%04x. For example, if your camera area has an Obj_arg0 of 15, the corresponding ID label would be c:000f. The camera can be restricted to take effect only under different circumstances (Obj_arg3). Camera Area [Sphere] -- OBJECT NOTES -- An area that causes the camera to change when the player enters it. -- CLASS NOTES -- An area that changes the current camera once the player enters this area. The actual camera parameters are specified in the zone's CameraParam.bcam. The corresponding camera ID label is generated using the format string c:%04x. For example, if your camera area has an Obj_arg0 of 15, the corresponding ID label would be c:000f. The camera can be restricted to take effect only under different circumstances (Obj_arg3). Timer Switch Area -- OBJECT NOTES -- Activates a switch after a defined number of frames have passed while the player stays inside this area. It only functions if the player is Mario and the selected scenario is not a Green Star. -- CLASS NOTES -- An area that activates its SW_A switch if the player has spent the total requested number of time frames inside this area. It only functions if the player is Mario and the selected scenario is not a Green Star. Tall Bushes Group -- OBJECT NOTES -- A set of tall bushes. -- CLASS NOTES -- A group of decorative plants that can appear in many shapes. In SMG2, some objects of this class use ShapeModelNo to derive the proper model to be loaded. The plants attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. Toy Time -- Cylindrical Bonus Room -- OBJECT NOTES -- The tall cylindrical bonus room from Toy Time Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sky Station -- Rotating Trains Planet -- OBJECT NOTES -- The cylindrical-shaped planet used in the first mission of Sky Station Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Puzzle Plank -- Disk Planet -- OBJECT NOTES -- The disk-shaped planet used in Puzzle Plank Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sky Station -- Rotating Train Platforms -- OBJECT NOTES -- A set of rotating platforms used on the cylinder planet of Sky Station Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Cloudy Court -- Cymbals Platform -- OBJECT NOTES -- The cymbals used in Cloudy Court Galaxy. -- CLASS NOTES -- A set of cymbal platforms with separate collision meshes. The top one can be moved like a seesaw platform. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Twirlip -- OBJECT NOTES -- A flower-like enemy whose movement is defined by paths. -- CLASS NOTES -- A flower-like enemy that moves around in a twirling motion. They attack by turning into a flower that spins around rapidly. If no path is assigned, it will only spin in place. It can be defeated by all player attacks. Gusty Garden -- Major Burrows Planet -- OBJECT NOTES -- The planet where Major Burrows is fought; used in both Gusty Garden Galaxy and Boss Blitz Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Danger Sign -- OBJECT NOTES -- A signboard with a skull and red cross, indicating danger. -- CLASS NOTES -- A generic map object with a model and optional collision whose sensors push the player away. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Matter Splatter -- Invisible Starting Planet -- OBJECT NOTES -- The first invisible planet used at the start of Matter Splatter Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Matter Splatter -- Invisible Wall-Jumping Planet -- OBJECT NOTES -- The second planet with the Magikoopas used in the Matter Splatter Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Matter Splatter -- Invisible Spring Planet -- OBJECT NOTES -- The invisible planet with the Spring mushroom used in Matter Splatter Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Matter Splatter -- Invisible Corridor Planet -- OBJECT NOTES -- The invisible planet used at the end of Matter Splatter Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Matter Splatter -- Solid Starting Planet Platforms -- OBJECT NOTES -- The solid platforms used at the start of Matter Splatter Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Matter Splatter -- Solid Spring Planet Platforms -- OBJECT NOTES -- The solid platforms used in the Spring mushroom section of Matter Splatter Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Matter Splatter -- Solid Corridor Planet Platforms -- OBJECT NOTES -- The solid platforms used at the end of Matter Splatter Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Matter Splatter -- Swinging Platform -- OBJECT NOTES -- A swinging platform used in Matter Splatter Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Dark Matter Area -- OBJECT NOTES -- An area containing Dark Matter. -- CLASS NOTES -- An area that will make compatible objects disintegrate and die immediately when entered. Compatible objects are the player itself, Metbo and Karon. Dark Matter Area [Cube] -- OBJECT NOTES -- An area containing Dark Matter. -- CLASS NOTES -- An area that will make compatible objects disintegrate and die immediately when entered. Compatible objects are the player itself, Metbo and Karon. Dark Matter Area [Cylinder] -- OBJECT NOTES -- An area containing Dark Matter. -- CLASS NOTES -- An area that will make compatible objects disintegrate and die immediately when entered. Compatible objects are the player itself, Metbo and Karon. Green Void Atmosphere -- OBJECT NOTES -- The green void atmosphere used in Ghostly Galaxy and Matter Splatter Galaxy. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. Mansion Door -- OBJECT NOTES -- A mansion door that can be unlocked and opened. -- CLASS NOTES -- A pair of closed doors that can be opened by activating SW_B. Unlike other variants, its collision can be enabled or disabled if desired. Ghostly -- Matter Splatter Planet -- OBJECT NOTES -- The planet used for the secret Star mission of Ghostly Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Ghostly -- Solid Matter Splatter Planet Platforms -- OBJECT NOTES -- The solid platforms of the Matter Splatter mansion from Ghostly Galaxy's secret Star. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Storm Sky -- OBJECT NOTES -- The sky model used in Space Storm Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Fast Running Area -- OBJECT NOTES -- An area that, when entered, turns the player yellow and causes them to run faster. -- CLASS NOTES -- An area that causes the player to turn yellow and run significantly faster when entered. This effect remains active while the player is inside the area and slowly wears out when leaving the area again. This is very similar to the boost gained at the start of a Cosmic Race. Fast Running Area [Cylinder] -- OBJECT NOTES -- An area that, when entered, turns the player yellow and causes them to run faster. -- CLASS NOTES -- An area that causes the player to turn yellow and run significantly faster when entered. This effect remains active while the player is inside the area and slowly wears out when leaving the area again. This is very similar to the boost gained at the start of a Cosmic Race. Dash Pepper -- OBJECT NOTES -- The red pepper that Yoshi can eat to obtain the Dash power-up. -- CLASS NOTES -- A red pepper that, when eaten, transforms Yoshi into Dash Yoshi. Can be temporarily destroyed using Koopa Shells or Ground Pounds. Boost Ring -- OBJECT NOTES -- A ring that boosts the speed of the player when passed through. -- CLASS NOTES -- A red ring that causes the player to gain a short speed boost when entered while swimming or flying with the Flying power-up. Slimy Spring -- Left Moving Wall -- OBJECT NOTES -- A moving wall used in the Underwater Boo section of Slimy Spring Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Slimy Spring -- Right Moving Wall -- OBJECT NOTES -- A moving wall used in the Underwater Boo section of Slimy Spring Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Hightail Falls -- Destroyed Starting Planet -- OBJECT NOTES -- The starting planet used in the Comet mission of Hightail Falls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Hightail Falls -- Destroyed Starting Planet -- OBJECT NOTES -- The starting planet used in the first mission of Hightail Falls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Hightail Falls -- Destroyed Moving Wood Platform -- OBJECT NOTES -- A moving platform used in the Comet mission of Hightail Falls Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Hightail Falls -- Destroyed Wide Wall Climb Planet -- OBJECT NOTES -- The planet used at the end of the Comet mission of Hightail Falls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Hightail Falls -- Destroyed Moving Wood Platform -- OBJECT NOTES -- A moving platform used in the first mission of Hightail Falls Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Hightail Falls -- Wide Wall Climb Planet -- OBJECT NOTES -- The planet used at the end of the first mission of Hightail Falls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Hightail Falls -- Pole -- OBJECT NOTES -- A pole obstacle used in Hightail Falls Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Hightail Falls -- Destroyed Small Stone Platform -- OBJECT NOTES -- The falling small stone platforms used in the Comet mission of Hightail Falls Galaxy. -- CLASS NOTES -- A platform that moves on a set path and disappears after reaching the end. Once it disappears, it will reappear at the start after a few seconds. Lastly, it also supports an optional Bloom model. Hightail Falls -- Destroyed Large Stone Platform -- OBJECT NOTES -- The falling large stone platforms used in the Comet mission of Hightail Falls Galaxy. -- CLASS NOTES -- A platform that moves on a set path and disappears after reaching the end. Once it disappears, it will reappear at the start after a few seconds. Lastly, it also supports an optional Bloom model. Hightail Falls -- Destroyed Stone Platforms Planet -- OBJECT NOTES -- The third planet used in the Comet mission of Hightail Falls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Hightail Falls -- Small Stone Platform -- OBJECT NOTES -- The falling small stone platforms used in the first mission of Hightail Falls Galaxy. -- CLASS NOTES -- A platform that moves on a set path and disappears after reaching the end. Once it disappears, it will reappear at the start after a few seconds. Lastly, it also supports an optional Bloom model. Hightail Falls -- Large Stone Platform -- OBJECT NOTES -- The falling large stone platforms used in the first mission of Hightail Falls Galaxy. -- CLASS NOTES -- A platform that moves on a set path and disappears after reaching the end. Once it disappears, it will reappear at the start after a few seconds. Lastly, it also supports an optional Bloom model. Hightail Falls -- Stone Platforms Planet -- OBJECT NOTES -- The third planet used in the first mission of Hightail Falls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Hightail Falls -- Destroyed Tall Wall Climb Planet -- OBJECT NOTES -- The second planet used in the Comet mission of Hightail Falls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Hightail Falls -- Tall Wall Climb Planet -- OBJECT NOTES -- The second planet used in the first mission of Hightail Falls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Autumn Leaves -- OBJECT NOTES -- A pile of brown leaves that spawn an item when using the Spin Attack on it. -- CLASS NOTES -- A pile of decorative leaves. If the player uses the Spin Attack on it, it can make some items appear. Death Area -- OBJECT NOTES -- An area that kills the player and several other objects when entered. -- CLASS NOTES -- An area that can kill the player and compatible objects when entered. Death Area [Cube] -- OBJECT NOTES -- An area that kills the player and several other objects when entered. -- CLASS NOTES -- An area that can kill the player and compatible objects when entered. Death Area [Cylinder] -- OBJECT NOTES -- An area that kills the player and several other objects when entered. -- CLASS NOTES -- An area that can kill the player and compatible objects when entered. Boo's Boneyard -- Main Planet -- OBJECT NOTES -- The main maze planet from Boo's Boneyard Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boo's Boneyard -- Moving Rectangular Block -- OBJECT NOTES -- A moving rectangular stone block used in Boo's Boneyard Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Boo's Boneyard -- Large Rotating Bone -- OBJECT NOTES -- A large rotating bone used in Boo's Boneyard Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Boo's Boneyard -- Small Rotating Bone -- OBJECT NOTES -- A small rotating bone used in Boo's Boneyard Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Dusty Dune -- Background Pyramids -- OBJECT NOTES -- A set of pyramids used in the background of Dusty Dune Galaxy. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Dusty Dune -- Background Rocks -- OBJECT NOTES -- A set of rocks used in the background of Dusty Dune Galaxy. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Dusty Dune -- Background Cacti A -- OBJECT NOTES -- A set of cacti used in the background of Dusty Dune Galaxy. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Dusty Dune -- Background Cacti B -- OBJECT NOTES -- A set of cacti used in the background of Dusty Dune Galaxy. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Dusty Dune -- Starting Planet with Extension -- OBJECT NOTES -- A set of rock platforms used at the start of the first mission of Dusty Dune Galaxy. This consists of additional platforms for the Galactic Tornadoes. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dusty Dune -- Starting Planet -- OBJECT NOTES -- A set of rock platforms used at the start of the second mission of Dusty Dune Galaxy. This consists of only two platforms. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dusty Dune -- Launch Star Platform -- OBJECT NOTES -- A small platform where a Launch Star is located in the first mission of Dusty Dune Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Death Area [Sphere] -- OBJECT NOTES -- An area that kills the player and several other objects when entered. -- CLASS NOTES -- An area that can kill the player and compatible objects when entered. Fluffy Bluff -- Background Cloud -- OBJECT NOTES -- A cloud used in the background of Fluffy Bluff Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Comet Observatory for Cutscene -- OBJECT NOTES -- A model of the Comet Observatory that appears during the ending cutscene. This standalone version of the object is unused. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Peach's Castle Credits Sky Model -- OBJECT NOTES -- The sky model used during the end credits at Peach's Castle. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Cutscene -- OBJECT NOTES -- A basic in-stage cutscene. -- CLASS NOTES -- A controller that sets up and controls a cutscene. TimeSheetName refers to the set of cutscene config files to be used and DemoName is the proper identifier name for the cutscene. The actual setup specifications for the individual sheet files will be included on the Luma's Workshop Wiki. Most objects can be registered to an individual cutscene by setting their DemoGroupId to the cutscene controller's l_id. Bowser Jr.'s Airship for Cutscene -- OBJECT NOTES -- A variant of Bowser Jr.'s Airship that appears during his boss intros. -- CLASS NOTES -- Prevent Player Update Area -- OBJECT NOTES -- An area which prevents various player components from updating during a cutscene. -- CLASS NOTES -- An area that prevents several player components from updating while a cutscene is active. These components include reacting to Onimasu movement, several collision interactions, getting damaged by Karikari, sliding, AreaMove speed up as well as moving object speed up, warping and many more. Star Bunny [Gateway Cutscene] -- OBJECT NOTES -- A variant of the Star Bunny NPC that appears at the beginning of Gateway Galaxy before the player has to catch the actual bunnies. -- CLASS NOTES -- Cutscene Cast -- OBJECT NOTES -- An object used to connect a cutscene across multiple zones. -- CLASS NOTES -- A controller that sets up a separate cast of cutscene objects for use with a superordinate cutscene. This is used to connect a cutscene that is spread across zones. TimeSheetName refers to the set of cutscene config files to be used and DemoName is the proper identifier name for the cutscene. DemoName should match the cutscene's identifier that it belongs to. The actual setup specifications for the individual sheet files will be included on the Luma's Workshop Wiki. Individual objects can be registered by setting their DemoGroupId to this object's l_id. Title Screen Animation Controller [Unusable] -- OBJECT NOTES -- A controller that controls the animations used on the Title Screen. It is internally used and does nothing when placed in a stage. -- CLASS NOTES -- This creates and controls the animated title screen sequence where Mario, Yoshi and the Orange Luma appear on-screen. The different objects and models are defined in a file called EntryActorList. Additional animation cameras (CANM) are used for the actual camera movement. The object itself does nothing when placed in a level and is actually controlled by the FileSelector controller. Title Screen Planets -- OBJECT NOTES -- The decorative planets seen on the title screen. They have no collision. This standalone version of the object is unused. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Depth of Field Area -- OBJECT NOTES -- An area that changes the screen depth if the player enters it. -- CLASS NOTES -- An area that applies a blurry effect to the screen when entered by the player. Depth of Field Area [Cube] -- OBJECT NOTES -- An area that changes the screen depth if the player enters it. -- CLASS NOTES -- An area that applies a blurry effect to the screen when entered by the player. Depth of Field Area [Cylinder] -- OBJECT NOTES -- An area that changes the screen depth if the player enters it. -- CLASS NOTES -- An area that applies a blurry effect to the screen when entered by the player. Depth of Field Area [Sphere] -- OBJECT NOTES -- An area that changes the screen depth if the player enters it. -- CLASS NOTES -- An area that applies a blurry effect to the screen when entered by the player. Ground Pound Down-Switch -- OBJECT NOTES -- A blue Ground Pound switch that has an arrow pointing downwards. -- CLASS NOTES -- Ground Pound Up-Switch -- OBJECT NOTES -- A red Ground Pound switch that has an arrow pointing upwards. -- CLASS NOTES -- Dusty Dune -- Large Moving Sand Disk -- OBJECT NOTES -- A large sand disk from Dusty Dune Galaxy that can move. -- CLASS NOTES -- Dusty Dune -- Small Moving Sand Disk -- OBJECT NOTES -- A small sand disk from Dusty Dune Galaxy that can move. -- CLASS NOTES -- Dusty Dune Sky -- OBJECT NOTES -- The clear blue sky model used in Dusty Dune Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Red Pokey -- OBJECT NOTES -- A red cactus enemy with several segments that is used in Dusty Dune Galaxy. -- CLASS NOTES -- A red cactus enemy that consists of four body parts, including the head. It can be defeated by hitting its head with a Spin Attack or by stomping it. The individual body parts can be destroyed with a Spin Attack. It usually moves away from the player, but it will try to fling its head on the player to damage them. It always drops six Star Bits when defeated. Spin Dig -- Medium Used-Block -- OBJECT NOTES -- A Medium sized Used-Block used in several galaxies (Flip-Swap Galaxy, Spin-Dig Galaxy, etc.). -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Purple Void Atmosphere -- OBJECT NOTES -- The purple void atmosphere used in the background of several bonus areas. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. Unlike other Air objects, this has a far clipping range of 100 meters. Dino Piranha [SMG1] -- OBJECT NOTES -- The boss fought at the end of the first mission of Good Egg Galaxy. -- CLASS NOTES -- A large Piranha Plant boss. Before the battle, it remains inside its shell. In order to defeat it, the player has to fling its tail ball with a Spin Attack four times. It always damages the player upon contact. However, the large tail ball does not hurt the player. In SMG1, it will always spawn a Power Star when defeated, which requires a properly configured Scenario entry. Peewee Piranha -- OBJECT NOTES -- The boss fought at the end of the first mission of Sky Station Galaxy. -- CLASS NOTES -- A Piranha Plant boss that resides inside its small egg before the battle starts. The player has to destroy its eggshell to reveal its large weak point. It can be damaged using Ground Pounds and Spin Attacks. Ground Pounding the shell from above will remove the entire shell at once. When its shell has been removed, it will run around in panic. The player has to repeat this procedure again to defeat it. It always damages the player upon contact. It will always spawn a Power Star when defeated, which requires a properly configured Scenario entry. Sky Station -- Peewee Piranha Planet -- OBJECT NOTES -- The planet where Peewee Piranha is fought at the end of the first mission of Sky Station Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sky Station -- Eggshell Shards -- OBJECT NOTES -- A set of eggshell shards used around Peewee Piranha's planet in Sky Station Galaxy. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. Melty Molten -- Fiery Dino Piranha Planet -- OBJECT NOTES -- The planet where Fiery Dino Piranha is fought in the Melty Molten and Boss Blitz Galaxies. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Dino Piranha Planet -- OBJECT NOTES -- The planet where Dino Piranha is fought in the Good Egg and Boss Blitz Galaxies. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dino Piranha [SMG2] -- OBJECT NOTES -- The SMG2 version of Dino Piranha fought at the Boss Blitz Galaxy. -- CLASS NOTES -- A large Piranha Plant boss. Before the battle, it remains inside its shell. In order to defeat it, the player has to fling its tail ball with a Spin Attack four times. It always damages the player upon contact. However, the large tail ball does not hurt the player. In SMG1, it will always spawn a Power Star when defeated, which requires a properly configured Scenario entry. Fiery Dino Piranha -- OBJECT NOTES -- The boss fought in Melty Molten Galaxy and in Boss Blitz Galaxy. -- CLASS NOTES -- A large flaming Piranha Plant boss. Before the battle, it remains inside its shell. In order to defeat it, the player has to fling its tail ball with a Spin Attack four times. It always damages the player upon contact. However, the large tail ball does not hurt the player unless it's burning. It will sporadically shoot fireballs during the last phase and create fiery trails that burn the player upon contact. It will always spawn a Power Star when defeated, which requires a properly configured Scenario entry. E3 Demo -- House Disk Planet -- OBJECT NOTES -- An early version of Good Egg Galaxy's starting planet that can be seen in the E3 2006 demo. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Good Egg Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Major Burrows -- OBJECT NOTES -- The boss fought at the end of the second mission of Gusty Garden Galaxy and in the Boss Blitz Galaxy. -- CLASS NOTES -- A large mole boss. In SMG1, he chases a Star Bunny before the actual battle begins. He attacks the player upon contact. The player needs to damage him three times to defeat him. It also creates trails of dirt when it moves around. He is usually underground but can be stunned using a Ground Pound when his head is above the ground. This gives the player a chance to attack him. In SMG1, it always spawns a Power Star and uses text for the Star Bunny it chases. Block Major Burrows Area -- OBJECT NOTES -- An area that blocks Major Burrows from entering it. -- CLASS NOTES -- An area that prevents Major Burrows (Dodoryu) from entering it when he moves around. Block Major Burrows Area [Cylinder] -- OBJECT NOTES -- An area that blocks Major Burrows from entering it. -- CLASS NOTES -- An area that prevents Major Burrows (Dodoryu) from entering it when he moves around. Good Egg -- Chomp Saucer Planet -- OBJECT NOTES -- The large grass-covered planet with various stone obstacles that is located in Good Egg Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Thwomp -- OBJECT NOTES -- A large stone block that falls periodically, trying to land on Mario. -- CLASS NOTES -- A large stone block enemy that raises up in the air and crushes down again after a set amount of time. This defeats the player and some compatible objects immediately. If used during a Double Time Comet, it will always move at a faster and fixed speed. Massive Thwomp -- OBJECT NOTES -- A massive Thwomp used in Supermassive Galaxy that falls periodically. -- CLASS NOTES -- A large stone block enemy that raises up in the air and crushes down again after a set amount of time. This defeats the player and some compatible objects immediately. If used during a Double Time Comet, it will always move at a faster and fixed speed. Twisty Trials Sky -- OBJECT NOTES -- The sky model used in Twisty Trials Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Gusty Garden -- Donut Planet -- OBJECT NOTES -- The large donut-shaped planet that is covered in spiny vines. It is located in the Gusty Garden Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dragon Head Flower -- OBJECT NOTES -- An immobile plant that inhales and launches the player if they are riding a Star Ball. -- CLASS NOTES -- If the player is in front of this enemy while riding a Star Ball, it will eat the Star Ball and launch it along its assigned path. Splashing Water Bubbles Effect -- OBJECT NOTES -- An effect that consists of splashing water bubbles. -- CLASS NOTES -- A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Raising Water Bubbles Effect -- OBJECT NOTES -- An effect that consists of raising water bubbles. -- CLASS NOTES -- A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Tip Network -- OBJECT NOTES -- A digital billboard that shows the player how to perform basic actions. -- CLASS NOTES -- A green TV that displays the player's screen. It can be used to replay some pre-recorded inputs after talking to it which is usually used to teach the player some gameplay elements. The object will only appear if SW_APPEAR is activated or if the player failed the selected mission a set amount of times. The PAD data used to simulate player input can be found in the pad folder of the Galaxy's Ghost archive. Cosmic Spirit Death Counter Area -- OBJECT NOTES -- An area that counts the number of deaths until the Cosmic Spirit appears. -- CLASS NOTES -- Counts the player's deaths that occur inside this area and stores them in the save data for the currently selected galaxy mission. This number is used to control the appearance of a Tip Network (Dreamer) or a Cosmic Spirit (SuperDreamer). Icy Obstacle -- OBJECT NOTES -- An icy obstacle that can destroy the ice platforms created by the player. -- CLASS NOTES -- Spin-Dig -- 2D Maze Planet -- OBJECT NOTES -- The interior of the cylindrical-shaped planet used in the second mission of Spin-Dig Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Spin-Dig -- 2D Amp Planet -- OBJECT NOTES -- The planet with Amps used in the second mission of Spin-Dig Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Digga -- OBJECT NOTES -- The yellow drill bullet enemy used in Spin-Dig Galaxy. -- CLASS NOTES -- A drill-like enemy that moves along a set path. It damages the player upon contact. It can be defeated by stomping, drilling or Ground Pounding it. Hide Drill Holes Area -- OBJECT NOTES -- An area that prevents Spin Drill holes from appearing. -- CLASS NOTES -- Usually, the Spin Drill creates decorative holes in the ground when using it. However, this area prevents this from happening. Cosmic Cove -- Drill Water Planet -- OBJECT NOTES -- The planet used at the end of the second mission of Cosmic Cove Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Cosmic Cove -- Water Jet Effect -- OBJECT NOTES -- The fountain effect used on the drill water planet in Cosmic Cove Galaxy. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1500 units and a far clipping distance of 400 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Good Egg -- Small Water Planet Center -- OBJECT NOTES -- The center of the small water planets used in the background of Good Egg Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Good Egg -- Big Water Planet Center -- OBJECT NOTES -- The center of the big water planets used in the background of Good Egg Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sky Station -- Spiky Piranha Plant Planet -- OBJECT NOTES -- The planet used at the end of the second mission of Sky Station Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision whose Low model is animated. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Storm -- Long Topman Planet -- OBJECT NOTES -- The tower planet used in the second mission of Space Storm Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sky Station -- Long House Planet -- OBJECT NOTES -- The long curved planet used in the first mission of Sky Station Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Cloudy Court -- Drum Trampoline -- OBJECT NOTES -- A large drum that acts as a trampoline; used in Cloudy Court Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It starts the Bound animation when stomped or Ground Pounded. The actual bouncing needs to be specified using floor collision codes. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Clouds Debris -- OBJECT NOTES -- A set of clouds used as space debris. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Crystals Debris -- OBJECT NOTES -- A set of crystals used as space debris. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Flowers Debris -- OBJECT NOTES -- A set of flowers used as space debris. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Ice Debris -- OBJECT NOTES -- A set of ice crystals used as space debris. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Castle Blocks Debris -- OBJECT NOTES -- A set of castle blocks used as space debris. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Lava Particles Debris -- OBJECT NOTES -- A set of lava particles used as space debris. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Metal Debris -- OBJECT NOTES -- A set of metal particles used as space debris. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Warp Pipe -- OBJECT NOTES -- The iconic pipe used to warp the player from one place to another. -- CLASS NOTES -- A Warp Pipe that can transport the player to another Warp Pipe instance. However, it also supports various other modes and functions unrelated to transportation. Warp Pipes that are placed in WhiteSnowGalaxy have a hard-coded clipping range of 1000. DemoSimpleCast will be enabled for the stream model if the object has a proper cutscene setup. Underwater Warp Pipe -- OBJECT NOTES -- A Warp Pipe with a vortex that sucks in the player if they are nearby. -- CLASS NOTES -- A Warp Pipe that can transport the player to another Warp Pipe instance. However, it also supports various other modes and functions unrelated to transportation. Warp Pipes that are placed in WhiteSnowGalaxy have a hard-coded clipping range of 1000. DemoSimpleCast will be enabled for the stream model if the object has a proper cutscene setup. Decorative Warp Pipe -- OBJECT NOTES -- A decorative Warp Pipe that cannot be entered. Used in the game's intro. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Flower Petals Effect Area -- OBJECT NOTES -- An area that changes the dust cloud effects into flower petals when the player is running or stomping. -- CLASS NOTES -- An area in which most of the player's dust cloud particles can be replaced with yellow flower petals. Flower Petals Effect Area [Cylinder] -- OBJECT NOTES -- An area that changes the dust cloud effects into flower petals when the player is running or stomping. -- CLASS NOTES -- An area in which most of the player's dust cloud particles can be replaced with yellow flower petals. Vortex Effect -- OBJECT NOTES -- An unused vortex particle effect. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Spooky Boo Effect -- OBJECT NOTES -- A particle effect that depicts several small Boos. -- CLASS NOTES -- A generic particles effect with a clipping radius of 2500 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Large Luma Sparkles -- OBJECT NOTES -- A sparkling effect that is used in the Comet Observatory. -- CLASS NOTES -- Small Luma Sparkles -- OBJECT NOTES -- A sparkling effect that is used in the Comet Observatory. -- CLASS NOTES -- Rotating Electric Balls -- OBJECT NOTES -- A set of rotating electric balls that are used in Battlerock Galaxy and Dreadnought Galaxy. -- CLASS NOTES -- Electric Undergrunt Gunner -- OBJECT NOTES -- The electricity-shooting Undergrunt Gunner fought at the end of Toy Time Galaxy. -- CLASS NOTES -- Toy Time -- Undergrunt Gunner Planet -- OBJECT NOTES -- The Undergrunt Gunner's planet used in Toy Time Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Electric Ball Shooter -- OBJECT NOTES -- A yellow nozzle that shoots balls of electricity. -- CLASS NOTES -- A yellow nozzle that shoots electrical charge balls that home on to the player. Touching those balls will cause electrical damage to the player. Electric Fence -- OBJECT NOTES -- A fence made of electricity. -- CLASS NOTES -- An electric barrier that damages the player and compatible objects when touching the electricity or one of the points. The shape is defined by a path. It cannot be destroyed without special triggers. Moving Electric Fence -- OBJECT NOTES -- A moving fence made of electricity. -- CLASS NOTES -- An electric barrier that moves on a path. It damages the player and compatible objects when touching the electricity or one of the points. The path defines its shape, and it can be split into several smaller segments which also creates some gaps. It cannot be destroyed without special triggers. Back-and-Forth Electric Fence -- OBJECT NOTES -- A pair of electric balls connected by an electrical fence that move on separate paths. -- CLASS NOTES -- An electric barrier consisting of only two points that damages the player and compatible objects when touching the electricity or one of the points. Each point has a separate path to move on. The points are connected by the actual electric barrier. There has to be one RailObj instance for each of the two points which have to be linked to this object. Restrict Moving Collision Jump Force Area -- OBJECT NOTES -- When the player jumps off a moving object inside this area, the rate/speed at which they are pushed into the moving direction will be set to a fixed value. -- CLASS NOTES -- Normally, when the player jumps off moving collision, he will gain some extra speed depending on the collision's movement direction. This area restricts the speed at which the player is pushed into the moving direction to a fixed value. "ExterminateMerameraPlanet" [Unused] -- OBJECT NOTES -- An unfinished planet that consists of three joined lava planets. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Power Star Spawner [Goombas] -- OBJECT NOTES -- A controller that spawns a Power Star if all assigned ChildKuribo objects have been killed. -- CLASS NOTES -- Destroy Crates Checker -- OBJECT NOTES -- A controller that handles several WoodBox objects to check if all of them are destroyed. -- CLASS NOTES -- A controller that creates and registers several linked wood crates. Individual crates have to be linked to this object. It activates a switch if all crates have been destroyed. Key Switch Spawner [Goombas] -- OBJECT NOTES -- A controller that spawns a Key Switch if all assigned ChildKuribo objects have been killed. -- CLASS NOTES -- Power Star Spawner [Li'l Cinders] -- OBJECT NOTES -- A controller that spawns a Power Star if all assigned ChildMeramera objects have been killed. -- CLASS NOTES -- Destroy Objects Power Star Spawner -- OBJECT NOTES -- A controller that spawns a Power Star if all objects are destroyed. -- CLASS NOTES -- A controller that activates a switch once all linked and compatible objects have been killed. Individual objects have be linked to this object. ExterminationPowerStar spawns a Power Star after killing all objects. It also uses a counter layout to keep track of killed objects. Power Star Spawner [Swimming Gringills] -- OBJECT NOTES -- A controller that spawns a Power Star if all assigned ChildSkeletalFishBaby objects have been killed. -- CLASS NOTES -- Destroy Objects Switch -- OBJECT NOTES -- A controller that activates a switch if all objects are destroyed. -- CLASS NOTES -- A controller that activates a switch once all linked and compatible objects have been killed. Individual objects have be linked to this object. ExterminationPowerStar spawns a Power Star after killing all objects. It also uses a counter layout to keep track of killed objects. Wall Shadow Cast Area -- OBJECT NOTES -- An area that when entered creates a blob like shadow to the wall perpendicular to the player. (NOTE: SMG1's AreaShape is BaseOriginCube.) -- CLASS NOTES -- An area which, when entered, casts a soft circular shadow onto the surface perpendicular to the player. Wall Shadow Cast Area [Cylinder] -- OBJECT NOTES -- An area that when entered creates a blob like shadow to the wall perpendicular to the player. -- CLASS NOTES -- An area which, when entered, casts a soft circular shadow onto the surface perpendicular to the player. Eye Beamer -- OBJECT NOTES -- A platform with a large eye that creates a beam that shocks the player upon contact. -- CLASS NOTES -- Dreadnought -- Eye Beamer Cube Planet -- OBJECT NOTES -- The small cube planet that appears on the first star in the Dreadnought Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Rolling Gizmo -- Collapsing Bridge -- OBJECT NOTES -- The big collapsing bridge used in Rolling Gizmo Galaxy. -- CLASS NOTES -- A bridge that collapses when hit using the Star Ball, the Rolling Rock power-up or the Rainbow power-up. Boulder Bowl -- Large Metal Bridge -- OBJECT NOTES -- A large metal bridge that can be knocked over with Rock Mario; used in Boulder Bowl Galaxy. -- CLASS NOTES -- A bridge that collapses when hit using the Star Ball, the Rolling Rock power-up or the Rainbow power-up. Fleet Glide -- Large Metal Door -- OBJECT NOTES -- A large metal door that closes near the end of Fleet Glide Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Once it starts moving, it emits its MoveStart particles. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Green Falling Leaves -- OBJECT NOTES -- A particle effect that consists of green falling leaves. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 580, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Falling Rock Dust Effect -- OBJECT NOTES -- A falling rock dust particle effect. -- CLASS NOTES -- Matter Splatter Graphics Controller -- OBJECT NOTES -- Sets up and controls the visual Matter Splatter effect that causes parts of an object to not appear on the screen. -- CLASS NOTES -- Brown Falling Leaves -- OBJECT NOTES -- A particle effect that consists of brown falling leaves. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 580, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Waterfall Effect Area -- OBJECT NOTES -- An area that makes waterfall splash effects appear around the player. -- CLASS NOTES -- An area that makes waterfall splash effects appear around the player when entered. Waterfall Effect Area [Cube] -- OBJECT NOTES -- An area that makes waterfall splash effects appear around the player. -- CLASS NOTES -- An area that makes waterfall splash effects appear around the player when entered. Flipswitch Sky -- OBJECT NOTES -- The Super Mario Bros. sky model used in Flipswitch Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. File Select Controller -- OBJECT NOTES -- The title screen and file select controller. -- CLASS NOTES -- A controller which sets up the entire title logo and file select sequence when placed in a level. In SMG2, it can also create any object linked to it to control their appearance. Daytime Atmosphere -- OBJECT NOTES -- The cloudy atmosphere used in Deep Dark Galaxy. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. The model uses a projection map matrix. Throwback Sky -- OBJECT NOTES -- The sky model used in Throwback Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Fireball Magikoopa -- OBJECT NOTES -- A Magikoopa that casts fireballs. -- CLASS NOTES -- A Koopa Troopa that can cast various magical spells. The object's name declares what spells it casts. If the object's name is FireBallBeamKameck (SMG1) or Kameck (SMG2), it will cast fireballs. If the object's name is TurtleBeamKameck (SMG1), it will cast sliding Koopa Shells. SMG2 features two more variants: KameckKuriboMini and KameckMeramera which create Mini Goombas and Li'l Cinders, respectively. It moves between path points or stays at a fixed position. After casting a spell, it will temporarily disappear. It can be defeated using most of the player's attacks as well as explosions. It drops a single Coin when defeated. Fire Bar -- OBJECT NOTES -- A Used Block that connects sticks made up of several fireballs. -- CLASS NOTES -- A Used Block that connects several sticks of fireballs that burn the player and other compatible objects upon contact. The fireball sticks rotate around the Used Block at the same rate. Large Fire Bar Barrel -- OBJECT NOTES -- A large barrel that is used to hide the Used Block of a Fire Bar. Used in Bowser's Lava Lair. -- CLASS NOTES -- A "minor object" that gets created by a parent object that it is linked to. Therefore, it cannot be placed on its own. It comes with a model, optional collision, effects and sounds. How it gets used depends on the parent object. Small Fire Bar Barrel -- OBJECT NOTES -- A small barrel that is used to hide the Used Block of a Fire Bar. Used in Bowser's Lava Lair. -- CLASS NOTES -- A "minor object" that gets created by a parent object that it is linked to. Therefore, it cannot be placed on its own. It comes with a model, optional collision, effects and sounds. How it gets used depends on the parent object. Fiery Flotilla -- Spherical Lava Planet -- OBJECT NOTES -- The spherical lava planet used in Bowser Jr.'s Fiery Flotilla. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Curved Fire Bar -- OBJECT NOTES -- A variant of the Fire Bar whose fireballs are slightly curved. -- CLASS NOTES -- A Used Block that connects several sticks of fireballs that burn the player and other compatible objects upon contact. The fireball sticks rotate around the Used Block at the same rate. Blue Podoboo -- OBJECT NOTES -- A blue Lava Bubble that can only be defeated by shooting a Star Bit at it. -- CLASS NOTES -- A blue fireball enemy that burns the player upon contact. It can be defeated by shooting a Star Bit at it. It drops a single Coin when defeated. Fireball Shooter -- OBJECT NOTES -- A red nozzle that shoots balls of fire. -- CLASS NOTES -- A red cannon that periodically shoots fireballs that damage the player and other compatible objects upon contact. It cannot be destroyed through any means. It is also possible to make the fireballs follow the player. Furthermore, the cannon can be set to rotate towards the player. Flame Shooter -- OBJECT NOTES -- A red nozzle that shoots flames. -- CLASS NOTES -- A red cannon that periodically shoots a long burning flame that damages the player and compatible enemies upon contact. It cannot be destroyed through any means. Fireball Ring -- OBJECT NOTES -- A ring of rotating fireballs. -- CLASS NOTES -- Creates a ring of evenly divided rotating fireballs that damage the player upon contact. The fireballs cannot be destroyed. Fireworks Effect -- OBJECT NOTES -- An effect that shows fireworks in a random interval. -- CLASS NOTES -- A particles effect with a clipping radius of 1500 (SMG1) / 500 (SMG2) units and a far clipping distance of 400 (SMG1) / 50 (SMG2) meters. The particles will emit after a random amount of frames, where the randomization interval is [Obj_arg0 - Obj_arg1, Obj_arg0 + Obj_arg1]. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Red Fish Group -- OBJECT NOTES -- A group of red fish. -- CLASS NOTES -- A group of several decorative fish. All fish will move along the specified path. The number of fish to be spawned can be specified as well. The fish will try to escape from the player if they are nearby. Blue Fish Group -- OBJECT NOTES -- A group of blue fish. -- CLASS NOTES -- A group of several decorative fish. All fish will move along the specified path. The number of fish to be spawned can be specified as well. The fish will try to escape from the player if they are nearby. Yellow Fish Group -- OBJECT NOTES -- A group of fish. -- CLASS NOTES -- A group of several decorative fish. All fish will move along the specified path. The number of fish to be spawned can be specified as well. The fish will try to escape from the player if they are nearby. Striped Fish Group -- OBJECT NOTES -- A group of striped fish. -- CLASS NOTES -- A group of several decorative fish. All fish will move along the specified path. The number of fish to be spawned can be specified as well. The fish will try to escape from the player if they are nearby. Gray Fish Group -- OBJECT NOTES -- A group of long, gray fish. -- CLASS NOTES -- A group of several decorative fish. All fish will move along the specified path. The number of fish to be spawned can be specified as well. The fish will try to escape from the player if they are nearby. Spiky Fish Group -- OBJECT NOTES -- A group of spiky fish. -- CLASS NOTES -- A group of several decorative fish. All fish will move along the specified path. The number of fish to be spawned can be specified as well. The fish will try to escape from the player if they are nearby. Sea Slide Flag -- OBJECT NOTES -- A flag used in both Loopdeeloop Galaxy and Sea Slide Galaxy. -- CLASS NOTES -- A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them. Gusty Garden -- Yellow Disk Planet -- OBJECT NOTES -- A yellow disk planet with a large pole. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gusty Garden -- Blue Disk Planet Poles -- OBJECT NOTES -- The set of poles for the blue disk planet. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. "FlagDiscPlanetC" [Unused] -- OBJECT NOTES -- An unused orange disk planet that would have been used in Gusty Garden Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gusty Garden -- Blue Disk Planet -- OBJECT NOTES -- A blue rotating disk planet. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Gusty Garden -- Green Disk Planet -- OBJECT NOTES -- A green disk planet with a large pole. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Black Bowser Flag -- OBJECT NOTES -- A black flag with Bowser's symbol on it. -- CLASS NOTES -- A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them. Yellow Bowser Flag -- OBJECT NOTES -- A yellow flag with Bowser's symbol on it. Used in airship sections. -- CLASS NOTES -- A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them. Blue Bowser Flag -- OBJECT NOTES -- A blue flag with Bowser's symbol on it. Used in the background of Bowser's domains. -- CLASS NOTES -- A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them. Peach's Castle Flag A -- OBJECT NOTES -- A flag used on Peach's Castle. This one has a star icon on it. -- CLASS NOTES -- A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them. Peach's Castle Flag B -- OBJECT NOTES -- A flag used on Peach's Castle. -- CLASS NOTES -- A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them. Peach's Castle Flag C -- OBJECT NOTES -- A flag used on Peach's Castle. Appears to be visually identical with FlagPeachCastleC. -- CLASS NOTES -- A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them. Pull Star Flag -- OBJECT NOTES -- A flag with a Pull Star icon on it. Used in Boo's Boneyard Galaxy. -- CLASS NOTES -- A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them. Penguin Flag -- OBJECT NOTES -- A flag with a penguin face on it. Seen in the background of Loopdeeloop Galaxy and Loopdeeswoop Galaxy. -- CLASS NOTES -- A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them. Star Ball Flag -- OBJECT NOTES -- A flag that shows a stylized golf course. Used in Rolling Green Galaxy, Rolling Gizmo Galaxy and Melty Molten Galaxy. -- CLASS NOTES -- A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them. Fire Ball Pig -- OBJECT NOTES -- An unfinished pig statue that shoots invisible fire. -- CLASS NOTES -- Dusty Dune -- Sand Tide Planet Solids -- OBJECT NOTES -- The solid parts of the sand tide planet used in Dusty Dune Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dusty Dune -- Sand Tide Planet -- OBJECT NOTES -- A spherical sand planet that grows and shrinks in size. -- CLASS NOTES -- Generic Scaling Map Object [Unused] -- OBJECT NOTES -- A shrinking and rising object that retrieves a proper model using ShapeModelNo. However, no more models exist for this object. -- CLASS NOTES -- Flipswitch Panel -- OBJECT NOTES -- A blue panel that changes to yellow if the player steps on it. -- CLASS NOTES -- A large panel that can be pressed by stepping on it. It has to be grouped with a FlipPanelObserver in order to activate a switch or to spawn a Power Star. Stepping on it again will revert it into its original state. However, once all grouped panels have been activated, they cannot be pressed again. Flipswitch -- Metal Frame -- OBJECT NOTES -- A metal frame that is used to connect Flipswitch panels in Flipswitch Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Sky Station -- Cosmic Clones Flipswitch Planet -- OBJECT NOTES -- A planet where Flipswitch panels and Cosmic Clones appear in the second mission of Sky Station Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sky Station -- Banzai Bills Flipswitch Planet -- OBJECT NOTES -- A planet where Flipswitch panels and Banzai Bills appear in the second mission of Sky Station Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Flipswitch Panel Controller -- OBJECT NOTES -- A controller used to check if all Flipswitch Panels have been pressed. -- CLASS NOTES -- A controller for Flipswitch panels. Individual panels have to be grouped to this object using GroupId. Once all panels have been pressed, this controller will activate a switch, spawn a Power Star or both. A total of 32 objects can be grouped in SMG1 whereas the limit is 128 in SMG2. Good Egg -- Flipswitch Planet -- OBJECT NOTES -- The wooden platforms of the Flipswitch planet used in Good Egg Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gateway Flipswitch Panel -- OBJECT NOTES -- A yellow panel that changes to blue if the player steps on it. -- CLASS NOTES -- A large panel that can be pressed by stepping on it. It has to be grouped with a FlipPanelObserver in order to activate a switch or to spawn a Power Star. Stepping on it again will revert it into its original state. However, once all grouped panels have been activated, they cannot be pressed again. Throwback -- Moving Wood Platform -- OBJECT NOTES -- A moving and rotating wood platform used near the top of Throwback Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves and rotates on a set path. The individual path points can specify how to rotate the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RailRotatorRotateStart, and RailRotatorRotateLoop. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. "FloaterLandPartsA" [Unfinished] -- OBJECT NOTES -- An unfinished set of models intended to be used in Buoy Base Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. "FloaterLandPartsFrame" [Unfinished] -- OBJECT NOTES -- An unfinished version of the metal frame used in Buoy Base Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Buoy Base -- Main Planet -- OBJECT NOTES -- The large fortress that makes the actual main planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Lava Reactor -- Hexagonal Floater -- OBJECT NOTES -- A hexagonal lava floater. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Lava Reactor -- Main Planet -- OBJECT NOTES -- The large lava planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Supermassive -- Flower Planet -- OBJECT NOTES -- The flower planet used for the secret Star mission of Supermassive Galaxy. -- CLASS NOTES -- A special planet with a model and collision that activates a switch after executing a short cutscene. In order to start the cutscene, another switch needs to be activated first. Blue Flower Group -- OBJECT NOTES -- A group of decorative blue flowers. -- CLASS NOTES -- A group of decorative plants that can appear in many shapes. In SMG2, some objects of this class use ShapeModelNo to derive the proper model to be loaded. The plants attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. Yellow Flower Group -- OBJECT NOTES -- A group of decorative yellow flowers. -- CLASS NOTES -- A group of decorative plants that can appear in many shapes. In SMG2, some objects of this class use ShapeModelNo to derive the proper model to be loaded. The plants attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. Honeybloom -- Starting Planet -- OBJECT NOTES -- The starting planet of Honeybloom Galaxy where the player can find a hidden Star. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Honeybloom -- Buzz Planet -- OBJECT NOTES -- The second planet of Honeybloom Galaxy where several Buzz can be found. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Honeybloom -- Fuzzy Planet -- OBJECT NOTES -- The planet with the Fuzzies from Honeybloom Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Honeybloom -- Bee Eater Planet -- OBJECT NOTES -- The long planet with the Bee Eater plants used at the end of Honeybloom Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Flower Trap -- OBJECT NOTES -- A large flower that tries to eat the player if they step onto it. -- CLASS NOTES -- A large flower that tries to eat the player if they step onto it. It cannot be destroyed through any means. When the plant is closed, the player can bounce off of it. If placed inside a PlaneModeCube, all shadows will be disabled. Gold Leaf -- Flower Planet -- OBJECT NOTES -- The round planet with two towers that appears in Gold Leaf Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Honeyhive -- Fountain Planet -- OBJECT NOTES -- The planet used in Honeyhive Galaxy that has many floating flower platforms. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Floaty Fluff -- OBJECT NOTES -- A large Floaty Fluff used to glide through wind streams. -- CLASS NOTES -- A large flower that the player can glide with by grabbing it. It gets pushed by wind streams (FluffWind). Floaty Fluff Wind -- OBJECT NOTES -- An object that creates a wind stream used to push the Floaty Fluff and the player's cloud platforms. -- CLASS NOTES -- A wind stream whose shape and direction can be specified by a path. The wind pushes the player while riding a Floaty Fluff as well as cloud platforms created by the Cloud power-up. Spin-Dig -- Dirt Towers Planet -- OBJECT NOTES -- The disk planet with two towers used in the first mission of Spin-Dig Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Spin-Dig -- Ring Planet -- OBJECT NOTES -- The ring planet used in the first mission of Spin-Dig Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Spin-Dig -- Silver Star Planet Interior -- OBJECT NOTES -- The interior section of the planet used at the end of the second mission of Spin-Dig Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Spin-Dig -- Silver Star Planet Exterior -- OBJECT NOTES -- The large metal cover used on the exterior of the Silver Star planet in Spin-Dig Galaxy. -- CLASS NOTES -- A generic object with a model, collision and a Reverse.brk animation that will play its Move and Reverse.brk animations once certain conditions are met. The Reverse.brk animation's last frame will be used until the conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelReverse specifies the sound effect used when the Reverse.brk animations starts playing. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. Spin-Dig -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Spin-Dig Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Flomp -- OBJECT NOTES -- A gray flipping tile used in Bowser's Lava Lair and Grandmaster Galaxy. -- CLASS NOTES -- A gray tile that flips periodically. If the player stands on it while it flips around, the player will be flung off of it. It usually moves on a path, but it can remain at a fixed position as well. It cannot be destroyed through any means. Lava Lair -- Flomp Planet -- OBJECT NOTES -- The planet where the Flomps and Toad Brigade appear in Bowser's Lava Lair. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Lava Lair -- Flomp Planet Rotating Fireballs -- OBJECT NOTES -- A set of three decorative fireballs used in the background of Bowser's Lava Lair. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. No Shell Jumps Area [Cube] -- OBJECT NOTES -- An area that prevents "dolphin" jumps while riding a Koopa Shell. -- CLASS NOTES -- An area that prevents the player from performing "dolphin" jumps while they are riding a Koopa Shell inside this area. No Co-Star Pointer Area -- OBJECT NOTES -- An area where the function of the Co-Star pointer are disabled. -- CLASS NOTES -- An area that prevents the second player's pointer and actions while the main player character is inside this area. Prevent Angled Wall Jump Area -- OBJECT NOTES -- An area that prevents angled Wall Jumps inside it. -- CLASS NOTES -- An area that prevents any angled Wall Jumps. Instead, the jumping direction will be directly opposite of the Wall Jumped collision triangle. Prevent Angled Wall Jump Area [Cube] -- OBJECT NOTES -- An area that prevents angled Wall Jumps inside it. -- CLASS NOTES -- An area that prevents any angled Wall Jumps. Instead, the jumping direction will be directly opposite of the Wall Jumped collision triangle. No Edge Dive Area [Cube] -- OBJECT NOTES -- This prevents the player from performing a special dive action when jumping off an edge while above a WaterArea. -- CLASS NOTES -- An area that prevents the player from performing a special edge dive jump into a WaterArea below the player. Rock Mushroom Boost Area -- OBJECT NOTES -- An area that gives the player a speed boost when entered using the Rock Mushroom. Requires special collision. -- CLASS NOTES -- The player receives a speed boost if they touch ForceDash (floor code 39) collision while using the Rock power-up inside this area. The boost's direction is the area's rotated Z axis. Airship Armada -- Trampoline Planet -- OBJECT NOTES -- A very small bouncy ball planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Honeyhive -- Wooden Bridge -- OBJECT NOTES -- A wooden bridge used in the second mission of Honeyhive Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Honeyhive -- Giant Boulder -- OBJECT NOTES -- A giant boulder used in Honeyhive Galaxy and Gold Leaf Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Honeyhive -- Bugaboom Planet -- OBJECT NOTES -- The planet where Bugaboom is fought in Honeyhive Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gold Leaf -- Stone Bridge -- OBJECT NOTES -- A small stone bridge used in Gold Leaf Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Honeyhive -- Honeycomb Wall -- OBJECT NOTES -- A large honeycomb wall that is used to block off the large tunnel in Honeyhive Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Honeyhive -- Trees -- OBJECT NOTES -- A set of wide trees. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Honeyhive -- Watchtower -- OBJECT NOTES -- The large watchtower section used during the second mission of Honeyhive Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Honeyhive -- Main Planet -- OBJECT NOTES -- The large main planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gold Leaf -- Large Tower and Platforms -- OBJECT NOTES -- The huge tower section used in the third mission of Gold Leaf Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Honeyhive -- Ground Pound Platform -- OBJECT NOTES -- The big movable Ground Pound platform. -- CLASS NOTES -- Gold Leaf -- Round Cataquack Fences -- OBJECT NOTES -- A decorative set of fences. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Gold Leaf -- Oval-shaped Cataquack Fences -- OBJECT NOTES -- A decorative set of fences. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Large Waterfall Splash Effect -- OBJECT NOTES -- A large waterfall splash effect. Used in Honeyhive Galaxy, Gold Leaf Galaxy and Cosmic Cove Galaxy. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Small Waterfall Splash Effect -- OBJECT NOTES -- An alternate version of a small waterfall effect. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Honeyhive -- Hole Wood Cover -- OBJECT NOTES -- A wooden cover that is used to block off the hole to the lower section of Honeyhive Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Small Water Fountain -- OBJECT NOTES -- A water fountain effect from Gusty Garden Galaxy. Flings the player upwards if they stand on it. -- CLASS NOTES -- A splashing water fountain that only consists of particles instead of an actual model. If the player touches it, they will be flung upwards. Large Water Fountain -- OBJECT NOTES -- A large water fountain from Gold Leaf Galaxy, Fluffy Bluff Galaxy and other stages. -- CLASS NOTES -- A tall water fountain that consists of a model and particles. If the player touches it, they will be flung upwards. The water fountain will disappear and reappear periodically. Shiverburn -- Frozen Volcano -- OBJECT NOTES -- The frozen volcano used in Shiverburn Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Shiverburn -- Flaming Volcano -- OBJECT NOTES -- The flaming volcano used in Shiverburn Galaxy. -- CLASS NOTES -- A variant of SimpleMapObj. This is a generic map object with a model, collision and looping particle effect. The UniqueName effect types that can be specified are EffectEmitStart and EffectEmitStart. If the object is called PeachCastleMeteor, it will ignore clipping checks. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Good Egg -- Fruit Peel Planet -- OBJECT NOTES -- A planet that looks like fruit peels. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sand Spiral -- Moon Planet -- OBJECT NOTES -- The small and bright moon found at the end of Sand Spiral Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Generic Galaxy Sky -- OBJECT NOTES -- A generic sky model used in several galaxies, including Buoy Base Galaxy and Flip-Swap Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Large Grinder -- OBJECT NOTES -- A buzz-saw that moves forward when activated, cutting through objects in its path. -- CLASS NOTES -- A buzz-saw that moves on a path or remains stationary if no path was assigned. When the player touches the blades, they will take damage. If the saw touches a Bob-omb or bomb, it will cause an explosion. Several other enemies also take damage when touched by the blades, such as Flipbugs (KoteBug) and Slurples (Karikari). Puzzle Plank -- Wall Jump Shaft -- OBJECT NOTES -- A wooden wall-jump shaft used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Blue Wood Staircase -- OBJECT NOTES -- A blue wood staircase used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Pink Wood Staircase -- OBJECT NOTES -- A pink wood staircase used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Long Oblique Piece of Wood -- OBJECT NOTES -- A long oblique piece of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Circle Piece of Wood -- OBJECT NOTES -- A circular-shaped piece of wood; used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Large Brown Semi-Circle Piece of Wood -- OBJECT NOTES -- A semicircular brown piece of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Large Green Semi-Circle Piece of Wood -- OBJECT NOTES -- A semicircular green piece of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Small Brown Semi-Circle Piece of Wood -- OBJECT NOTES -- A semicircular brown piece of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Small Green Semi-Circle Piece of Wood -- OBJECT NOTES -- A semicircular green piece of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Long Blue Piece of Wood -- OBJECT NOTES -- A long blue piece of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Long Red Piece of Wood -- OBJECT NOTES -- A long red piece of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Long Red Piece of Wood with Nail -- OBJECT NOTES -- A long red piece of wood with a single nail; used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Green Piece of Wood with Holes -- OBJECT NOTES -- A green piece of wood with holes used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Pink Piece of Wood with Holes -- OBJECT NOTES -- A pink piece of wood with holes used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Short Piece of Wood with Nails -- OBJECT NOTES -- A short piece of wood with nails; used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Short Piece of Wood -- OBJECT NOTES -- A short piece of wood; used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Thick Piece of Wood -- OBJECT NOTES -- A thick piece of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Left Thin Piece of Wood -- OBJECT NOTES -- A left-sided thin piece of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Right Thin Piece of Wood -- OBJECT NOTES -- A right-sided thin piece of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Triplet Set of Wood Centerpiece -- OBJECT NOTES -- The centerpiece of a set of three pieces of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path and rotates along one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Triplet Set of Wood Left Piece -- OBJECT NOTES -- The left piece of a set of three pieces of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path and rotates along one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Triplet Set of Wood Right Piece -- OBJECT NOTES -- The right piece of a set of three pieces of wood used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path and rotates along one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Long Oblique Piece of Wood with Holes -- OBJECT NOTES -- A long oblique piece of wood with several holes; used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Short Piece of Dark Wood -- OBJECT NOTES -- A short piece of dark wood; used in Puzzle Plank Galaxy as the base for the Ground Pound Switch. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Small Grinder -- OBJECT NOTES -- A small buzz-saw that moves forward when activated, cutting through objects in its path. -- CLASS NOTES -- A buzz-saw that moves on a path or remains stationary if no path was assigned. When the player touches the blades, they will take damage. If the saw touches a Bob-omb or bomb, it will cause an explosion. Several other enemies also take damage when touched by the blades, such as Flipbugs (KoteBug) and Slurples (Karikari). Pull Star -- OBJECT NOTES -- A small blue Pull Star that can pull the player towards it. -- CLASS NOTES -- A small blue star that can pull the player towards it if they touch it with their pointer. If the player is too far away from this object, it will become inactive and the player cannot point at it. It usually remains stationary but can move on a path as well. The player can be ejected while using the Pull Star if he gets to close to it, although this is an optional setting. Star Ball Respawn Position -- OBJECT NOTES -- Can be used to define a Star Ball's respawn position after collecting a Checkpoint Flag. -- CLASS NOTES -- Defines the respawn point for a Star Ball. The respawn point needs to be linked to a Star Ball (Tamakoro). The respawn point will be used if the player's current spawn ID matches this object's Obj_arg0. The active player spawn point, Star Ball and Star Ball respawn point have to be in the same zone. Blooper -- OBJECT NOTES -- A squid-like enemy usually used underwater. -- CLASS NOTES -- A squid enemy that spawns a Coin when defeated. It damages the player upon contact. The player can defeat it with any attack. Ghost Luigi -- OBJECT NOTES -- A ghost version of Luigi that guides the player through a level. -- CLASS NOTES -- A ghost version of Luigi that will move around in a predefined GST motion once the player touches it once. It does not appear in a level until the selected mission has been cleared with Luigi already. The GST motion data for it can be found in the gst folder of the Galaxy's Ghost archive. It uses a different execution and drawing order in MagicGalaxy and the second mission of StarCreekGalaxy. Haunty Halls -- Solid Boo Corridor Platforms -- OBJECT NOTES -- The solid platforms used at the start of the second planet in the second mission of Haunty Halls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Haunty Halls -- Boo Corridor Platform -- OBJECT NOTES -- A moving platform used on the second planet of the second mission of Haunty Halls Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Haunty Halls -- Boo Corridor Rug -- OBJECT NOTES -- The rugs used on the second planet of the second mission of Haunty Halls Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Boo Moon -- Maze Planet -- OBJECT NOTES -- The planet used at the start of Boo Moon Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boo Moon -- Maze Darkness Mask -- OBJECT NOTES -- The darkness effect mask used on the maze planet of Boo Moon Galaxy. -- CLASS NOTES -- A darkness model used to cover major portions of the screen except of a cutout showing the player character. It will always be invisible until SW_A gets activated. The model will briefly disappear when an event camera is active. After that it will reappear again. Boo Moon -- Disguised Maze Door [Counter-clockwise] -- OBJECT NOTES -- A door disguised as a wall piece of the dark maze planet in Boo Moon Galaxy. This variant opens counter-clockwise. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Boo Moon -- Disguised Maze Door [Clockwise] -- OBJECT NOTES -- A door disguised as a wall piece of the dark maze planet in Boo Moon Galaxy. This variant opens clockwise. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Boo Moon -- Maze Planet Blockade -- OBJECT NOTES -- A wall used to block access to the Warp Pipe on the maze planet of Boo Moon Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cosmic Mario -- OBJECT NOTES -- A blue character that resembles the player who must be raced during Cosmic Comets. -- CLASS NOTES -- It is recommended to use the "Ghost" comet type because without it, the Power Star will be clipped normally and that can cause the Clone to fail to finish the race. Sand Spiral -- Wrecked Airship -- OBJECT NOTES -- A wrecked half of an airship. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Deep Dark -- Barricade Rocks -- OBJECT NOTES -- A set of large boulders that block the entrance to the ghost ship section in Deep Dark Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Deep Dark -- Wide Moving Piston -- OBJECT NOTES -- A wide yellow moving piston. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Deep Dark -- Tall Moving Piston -- OBJECT NOTES -- A tall yellow moving piston. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Deep Dark -- Invisible Pipe Collision -- OBJECT NOTES -- A set of invisible collision used for the leaking pipes in Deep Dark Galaxy. -- CLASS NOTES -- A collision polygon without an actual visual model. Deep Dark -- Main Planet -- OBJECT NOTES -- The main planet from Deep Dark Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boo Moon -- Mansion Planet -- OBJECT NOTES -- The large mansion planet used in the second mission of Boo Moon Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Clockwork Ruins -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Clockwork Ruins Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Clockwork Ruins -- Staircase Gear -- OBJECT NOTES -- A gear with opposite staircases used on the starting planet of Clockwork Ruins Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Clockwork Ruins -- L-Blocks Gear -- OBJECT NOTES -- A gear with opposite L-shaped blocks used on the starting planet of Clockwork Ruins Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Clockwork Ruins -- Cross Gear -- OBJECT NOTES -- A gear with a "cross"-like design of blocks used on the starting planet of Clockwork Ruins Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Clockwork Ruins -- Launch Star Gear -- OBJECT NOTES -- A gear used to reach the Launch Star on the starting planet of Clockwork Ruins Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Haunty Halls -- Starting Planet Rotating Carpet -- OBJECT NOTES -- A rotating circular-shaped carpet used on the starting planet of Haunty Halls Galaxy. -- CLASS NOTES -- A rotating map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path. It is also possible to configure optional sounds effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Haunty Halls -- Starting Planet -- OBJECT NOTES -- The solid platforms used on the starting planet of Haunty Halls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Haunty Halls -- Starting Planet Stationary Carpet -- OBJECT NOTES -- An extra carpet with holes used on the starting planet during the second mission of Haunty Halls Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Glaring Light Area -- OBJECT NOTES -- A shining light area that kills Boos when they enter it. -- CLASS NOTES -- An area that defeats Boos and removes the Boo power-up from the player once entered. Glaring Light Area [Cylinder] -- OBJECT NOTES -- A shining light area that kills Boos when they enter it. -- CLASS NOTES -- An area that defeats Boos and removes the Boo power-up from the player once entered. Toy Time -- Glass Bottle Plate Planet -- OBJECT NOTES -- A big round plate-like planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Glass Bottle -- OBJECT NOTES -- A large glass bottle. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. E3 Demo -- Moon Twin Planet -- OBJECT NOTES -- An unused moon-like planet that can be seen in the E3 2006 demo. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. E3 Demo -- Grass Twin Planet -- OBJECT NOTES -- An unused spherical grass planet that can be seen in the E3 2006 demo. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fluzzard -- OBJECT NOTES -- The colorful bird used for the Gliding mini-games in Wild Glide Galaxy and Fleet Glide Galaxy. -- CLASS NOTES -- The colorful tropical bird that the player can glide with. It's usually deactivated, but it becomes functional when the gliding sequence is started after talking to a correctly set up Jibberjay (Pichan) or Jibberjay Racer (PichanRacer). Fluzzard NPC -- OBJECT NOTES -- The NPC version of the colorful bird used in Wild Glide Galaxy and Fleet Glide Galaxy. -- CLASS NOTES -- A non-playable variant of Fluzzard that sits around casually. Unlike most NPCs, it cannot be talked to at all. Balloon -- OBJECT NOTES -- A balloon that gives Star Bits when popped. -- CLASS NOTES -- A large balloon that drops five Star Bits when popped. Cannonballs Undergrunt Gunner [Duplicate] -- OBJECT NOTES -- An unused duplicate of GliderShooter, which is an Undergrunt Gunner that shoots cannonballs. -- CLASS NOTES -- A mole enemy that uses a floating cannon to shoot cannonballs at the player. If the object's name is KillerShooter, it will shoot Bullet Bills instead. It can be defeated using Yoshi's projectiles or explosions. Fleet Glide -- Long Pillar -- OBJECT NOTES -- A long pillar that becomes transparent; used in Fleet Glide Galaxy. -- CLASS NOTES -- A generic map object that will turn invisible if the camera passes it. For this, it loads a separate model with the suffix Alpha. The Alpha model uses two animations. Normal.brk, which is used for the visible state, and Alpha.brk, which is used to make the model fade out of existence. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Fleet Glide -- Short Pillar -- OBJECT NOTES -- A short pillar that becomes transparent; used in Fleet Glide Galaxy. -- CLASS NOTES -- A generic map object that will turn invisible if the camera passes it. For this, it loads a separate model with the suffix Alpha. The Alpha model uses two animations. Normal.brk, which is used for the visible state, and Alpha.brk, which is used to make the model fade out of existence. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Wild Glide -- Canyon Cliffs Planet -- OBJECT NOTES -- The canyon cliffs section used near the start of Wild Glide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Comet Medal Cage -- OBJECT NOTES -- A locked cage used to hold the Comet Medal in gliding levels. -- CLASS NOTES -- A locked capsule cage that can be opened by activating its SW_B switch. Fleet Glide -- Central Pistons Planet -- OBJECT NOTES -- The center of the large battle station planet used in Fleet Glide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fleet Glide -- Thwomp Tunnel Planet -- OBJECT NOTES -- The long tunnel where Thwomps are found in Fleet Glide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fleet Glide -- Lower Battleship Planet -- OBJECT NOTES -- The battleship planet parts used in Fleet Glide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fleet Glide -- Collapsing Pillars Planet -- OBJECT NOTES -- The section with the collapsing pillars used in Fleet Glide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fleet Glide -- Large Collapsing Pillar -- OBJECT NOTES -- A large collapsing pillar used in Fleet Glide Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Wild Glide -- Forest Cliffs Planet -- OBJECT NOTES -- The forest cliffs section used in Wild Glide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Wild Glide -- Waterfalls Planet -- OBJECT NOTES -- The section featuring three tunnels and waterfalls used in Wild Glide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fleet Glide -- Hole Tunnel Planet -- OBJECT NOTES -- The tunnel with holes used near the start of Fleet Glide Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Wild Glide -- Rainbow Forest Planet -- OBJECT NOTES -- The section with trees and a rainbow used in Wild Glide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Cannonballs Undergrunt Gunner -- OBJECT NOTES -- An Undergrunt Gunner that shoots cannonballs; used in Fleet Glide Galaxy. -- CLASS NOTES -- A mole enemy that uses a floating cannon to shoot cannonballs at the player. If the object's name is KillerShooter, it will shoot Bullet Bills instead. It can be defeated using Yoshi's projectiles or explosions. Wild Glide -- Starting Planet -- OBJECT NOTES -- The wooden platform and the section used at the start of Wild Glide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Wild Glide -- Palm Tree -- OBJECT NOTES -- A decorative palm tree used in Wild Glide Galaxy that swings if the Fluzzard bonks against it. -- CLASS NOTES -- A decorative palm tree intended to be used in gliding mini-game sections. It swings when rammed by Fluzzard. Wild Glide -- Cave Tunnels Planet -- OBJECT NOTES -- The triple cave tunnel planet used near the end of Wild Glide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Barrel Gravity -- OBJECT NOTES -- A gravity area that revolves around a barrel-shaped planet. -- CLASS NOTES -- A gravity area that revolves around a barrel-shaped planet. Objects are pulled sideways along the cylinder. If Obj_arg1 is positive, objects will be pulled towards the center axis the closer they are to the gravity area. Cone Gravity -- OBJECT NOTES -- A gravity area for a cone-shaped planet. -- CLASS NOTES -- A gravity area that pulls objects in its range towards the lateral surface and the base surface of a cone. Cube Gravity -- OBJECT NOTES -- A gravity area for a cube-shaped planet that allows movement on all six faces. -- CLASS NOTES -- A cube-shaped gravity area that pulls objects towards the cube's surface. Each of the cube's faces can be manually toggled. The transition around edges and corners is smooth. The object's scale defines the actual size of the cube. Disk Gravity -- OBJECT NOTES -- A gravity area for a disk-shaped planet. -- CLASS NOTES -- A simple gravity area that pulls objects in its range towards a disk-shaped volume. Torus Gravity -- OBJECT NOTES -- A gravity area for a torus-shaped planet. -- CLASS NOTES -- A simple gravity area that pulls objects in its range towards a torus/ring-shaped volume. Planar Gravity [Sphere Range] -- OBJECT NOTES -- A gravity area that attracts objects parallel to the plane. This one has a spherical range. -- CLASS NOTES -- A gravity area that attracts objects towards a plane. This variant uses a spherical range. Planar Gravity [Box Range] -- OBJECT NOTES -- A gravity area that attracts objects parallel to the plane. This one has a box range. -- CLASS NOTES -- A gravity area that attracts objects towards a plane. This variant uses a box range and ignores the Range setting. Planar Gravity [Cylinder Range] -- OBJECT NOTES -- A gravity area that attracts objects parallel to the plane. This one has a cylindrical range. -- CLASS NOTES -- A gravity area that attracts objects towards a plane. This variant uses a cylindrical range and ignores the Range setting. Spherical Gravity -- OBJECT NOTES -- A gravity area that attracts objects towards its origin. -- CLASS NOTES -- A simple gravity area that attracts objects in its range towards its position. The object's scale is ignored. Cylindrical Gravity -- OBJECT NOTES -- A gravity area that pulls objects towards the lateral surface of the cylinder. -- CLASS NOTES -- A gravity area that pulls objects in its range towards the lateral surface and base surfaces of a cylinder. Wire Gravity -- OBJECT NOTES -- A gravity area that uses a path to define several points of gravity. -- CLASS NOTES -- A gravity area that attracts objects towards the gravity points laid out on a path. The gravity points will be selected at equal intervals. Gold Shell -- OBJECT NOTES -- A golden Koopa Shell that can be used to open specific treasure chests. -- CLASS NOTES -- A variant of a Koopa Shell that can be used to open specific treasure chests or damage and destroy various objects. Like a red Koopa Shell, it homes in on compatible objects. While riding the shell underwater, it also plays special sparkling sound effects. Chompworks -- Gold Chomp Planet -- OBJECT NOTES -- The planet with the Gold Chomps used at the end of the first mission of Chompworks Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Yoshi Star Sky -- OBJECT NOTES -- The sky model used in Yoshi Star Galaxy and Cloudy Court Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Rhomp -- OBJECT NOTES -- A cylindrical-shaped rolling stone obstacle used in Slipsand Galaxy. -- CLASS NOTES -- A rolling stone obstacle that crushes the player when touched. It moves along a path in a rotating motion. It will turn invisible if the camera passes it. For this, it loads a separate model with the suffix Alpha. The Alpha model uses two animations. Wait, which is used for the visible state, and Disappear, which is used to make the model fade out of existence. Clockwork Ruins -- Thick Rolling Wheel -- OBJECT NOTES -- A thick rolling wheel used on the ending planet of Clockwork Ruins Galaxy. -- CLASS NOTES -- A rolling obstacle that moves on a set path. Once it reaches the end of its path, it will reappear at the path's start again. Depending on the current path point, it can perform various actions (Point_arg0). Clockwork Ruins -- Thin Rolling Wheel -- OBJECT NOTES -- A thin rolling wheel used on the ending planet of Clockwork Ruins Galaxy. -- CLASS NOTES -- A rolling obstacle that moves on a set path. Once it reaches the end of its path, it will reappear at the path's start again. Depending on the current path point, it can perform various actions (Point_arg0). Rhomp Pair -- OBJECT NOTES -- A set of two Rhomps attached to each other; used in Slipsand Galaxy. -- CLASS NOTES -- A rolling stone obstacle that crushes the player when touched. It moves along a path in a rotating motion. It will turn invisible if the camera passes it. For this, it loads a separate model with the suffix Alpha. The Alpha model uses two animations. Wait, which is used for the visible state, and Disappear, which is used to make the model fade out of existence. Slipsand -- Pyramid Slide Planet -- OBJECT NOTES -- The large pyramid planet and slide used in the first mission of Slipsand Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boulder Bowl -- Destroyable Fence -- OBJECT NOTES -- A wooden fence that can be broken using the Rock power-up; used in Boulder Bowl Galaxy. -- CLASS NOTES -- A basic object that can be destroyed through various means. Unlike other variants, it comes with an additional collision mesh named Break that will be used after destroying it. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Metal Capsule Cage -- OBJECT NOTES -- A glass cage with a metal frame that can only be opened via a switch. Used in Boulder Bowl Galaxy. -- CLASS NOTES -- A locked cage that can be opened by activating its SW_B switch. Lastly, it also supports an optional Bloom model. Decorative Rock Boost Ramp -- OBJECT NOTES -- A decorative ramp used in sections where the Rock power-up's rolling speed is increased. The actual boost is done by ForceDashCube. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Melty Monster -- Rock Mushroom Course First Section -- OBJECT NOTES -- The first section of the Rock Mushroom course in Melty Monster Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Monster -- Rock Mushroom Course Final Section -- OBJECT NOTES -- The final section of the Rock Mushroom course in Melty Monster Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Monster -- Starting Planet Ramp -- OBJECT NOTES -- A purple extension for the starting planet used in the second mission of Melty Monster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Bowling Challenge -- Pair of Platforms -- OBJECT NOTES -- A pair of platforms used in The Chimp's bowling challenge in Melty Monster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Bowling Challenge -- Starting Platform -- OBJECT NOTES -- The starting platform used in The Chimp's bowling challenge in Melty Monster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Bowling Challenge -- Goal Platform -- OBJECT NOTES -- The goal ring platform used in The Chimp's bowling challenge in Melty Monster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Bowling Challenge -- Flat Blue Platform -- OBJECT NOTES -- A flat blue platform used in The Chimp's bowling challenge in Melty Monster Galaxy. -- CLASS NOTES -- A platform that can move on a path, rotate or do both. It features two color animations. Normal.brk is used normally and Change.brk is used when its SW_B gets activated. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Bowling Challenge -- Blue Platform with Gap -- OBJECT NOTES -- A flat blue platform with a gap used in The Chimp's bowling challenge in Melty Monster Galaxy. -- CLASS NOTES -- A platform that can move on a path, rotate or do both. It features two color animations. Normal.brk is used normally and Change.brk is used when its SW_B gets activated. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Bowling Challenge -- Blue Moving Platform -- OBJECT NOTES -- A flat blue moving platform used in The Chimp's bowling challenge in Melty Monster Galaxy. -- CLASS NOTES -- A platform that can move on a path, rotate or do both. It features two color animations. Normal.brk is used normally and Change.brk is used when its SW_B gets activated. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Bowling Challenge -- Blue Rotating Platform -- OBJECT NOTES -- A rotating blue platform used in The Chimp's bowling challenge in Melty Monster Galaxy. -- CLASS NOTES -- A platform that can move on a path, rotate or do both. It features two color animations. Normal.brk is used normally and Change.brk is used when its SW_B gets activated. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Boulder Bowl -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Boulder Bowl Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boulder Bowl -- Mud Planet -- OBJECT NOTES -- The mud planet with boulders used in Boulder Bowl Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boulder Bowl -- Octoomba Planet -- OBJECT NOTES -- The planet where several Octoombas are fought; used in Boulder Bowl Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Grand Star -- OBJECT NOTES -- The Grand Star that is collected at the end of a major boss level. -- CLASS NOTES -- The main collectible in most levels. A Power Star usually represents one specific scenario. When collecting it, a short cutscene will be played. If this is a Grand Star and the current galaxy is VsKoopaLv3Galaxy, Peach will appear during the Star Get cutscene. Grand Star Return Sequence -- OBJECT NOTES -- Sets up the cutscene and path for when the player returns to the HUB after collecting a Grand Star. -- CLASS NOTES -- Creates and controls the sequence used when the player returns to a HUB world with a Grand Star. It does not appear initially, but it can appear through cutscene actions. Swaphopper -- OBJECT NOTES -- A blue bug-like enemy with a spike that hops around; intended to be used in 2D sections. -- CLASS NOTES -- A bug-like enemy with a spiky top that hops around horizontally. It damages the player upon contact. It can be defeated by stomping or Ground Pounding its weak spot. Furthermore, it can be defeated using fireballs, the Spin Drill, Koopa Shells and the Rainbow power-up. Space Junk -- Spoing Gate Planet -- OBJECT NOTES -- The gate entrance planet found before Tarantox's boss fight in Space Junk Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Junk -- Gray Rectangular Block -- OBJECT NOTES -- A rectangular gray stone block that appears in the section before Tarantox's boss fight in Space Junk Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Junk -- Gray L-Shaped Block -- OBJECT NOTES -- An L-shaped gray stone block that appears in the section before Tarantox's boss fight in Space Junk Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. "GraveStoneD" [Unfinished] -- OBJECT NOTES -- An unfinished L-shaped block that was meant to be used in Space Junk Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. "GraveStoneE" [Unfinished] -- OBJECT NOTES -- A very small unfinished spherical planet that was meant to be used in Space Junk Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Upside Dizzy -- Gravity-Changing Section -- OBJECT NOTES -- The planet used at the end of Upside Dizzy Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gravity Direction Arrow -- OBJECT NOTES -- An arrow used to display the direction of Mario's gravity. -- CLASS NOTES -- A decorative arrow panel that rotates towards the player's gravity direction. Gravity Music Controller -- OBJECT NOTES -- A controller used to change the state of the background music depending on the player's gravity direction. -- CLASS NOTES -- A controller that changes the background music's state depending on the player's gravity direction. If the player's gravity points downwards, the music's main channel will be played. If the player's gravity points upwards, the music's second channel will be played as well. Only a few selected music tracks support this kind of music change, though. Gravity Dust -- OBJECT NOTES -- An unused particle effect that indicates the gravity direction. -- CLASS NOTES -- A special particles effect object whose rotation is affected by the gravity it is placed in. Falling Wooden Crate -- OBJECT NOTES -- A large wooden crate with a frame that can be destroyed with a fireball; used in Rightside Down Galaxy. Always falls down if nothing is below it. -- CLASS NOTES -- A block that can be destroyed using the Fire Flower's fireballs. If there's no collision below the block, it will fall down until it hits collision. Falling Snow Block -- OBJECT NOTES -- A snow block that can be destroyed with fireballs; used in Freezy Flake Galaxy. Always falls down if nothing is below it. -- CLASS NOTES -- A block that can be destroyed using the Fire Flower's fireballs. If there's no collision below the block, it will fall down until it hits collision. Upside Dizzy -- Platform with Gravity Panel -- OBJECT NOTES -- A platform with a gravity display panel. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Upside Dizzy -- Starting Section -- OBJECT NOTES -- The first section of the first planet used in Upside Dizzy Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision that uses a projection map matrix. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Upside Dizzy -- Platform with Darker Gravity Panel -- OBJECT NOTES -- A platform with a darker gravity display panel. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Upside Dizzy -- Thick Platform with Darker Gravity Panel -- OBJECT NOTES -- A thick platform with a darker gravity display panel. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Upside Dizzy -- Platform with Long Gravity Panel -- OBJECT NOTES -- A platform with a long gravity display panel. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Upside Dizzy -- Moving Gravity Panel -- OBJECT NOTES -- A moving gravity display wall used on the first planet of Upside Dizzy Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Upside Dizzy -- Moving Gravity Panels Section -- OBJECT NOTES -- The second section of the first planet used in Upside Dizzy Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision that uses a projection map matrix. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Galaxy Reactor -- Gravity Spotlight -- OBJECT NOTES -- A moving spotlight that is used to indicate a gravity field in Bowser's Galaxy Reactor. -- CLASS NOTES -- Gravity Light Beam -- OBJECT NOTES -- A beam of light used in Bowser galaxies to transport the player between planets. -- CLASS NOTES -- A beam of light that transports the player through the beam when entered. If no SW_A is used, it will transport the player for 30 seconds before it disappears. Upside Dizzy -- Gravity-Changing Section Display Wall -- OBJECT NOTES -- The gravity display panel used in the ending section of Upside Dizzy Galaxy. -- CLASS NOTES -- A generic object with a model and collision that usually features panels with large arrows on them that are meant to show the gravity direction. It changes its shape and animations depending on the background music's rhythm. This requires the animations DownToUp and UpToDown. Initially, it uses UpToDown. Gusty Garden Sky -- OBJECT NOTES -- The starry sky model used in Gusty Garden Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Green Star -- OBJECT NOTES -- A green Power Star with different twinkling sound effects. -- CLASS NOTES -- The main collectible in most levels. A Power Star usually represents one specific scenario. When collecting it, a short cutscene will be played. If this is a Grand Star and the current galaxy is VsKoopaLv3Galaxy, Peach will appear during the Star Get cutscene. Multi Switch Controller -- OBJECT NOTES -- A controller that activates something if a series of switches are activated. -- CLASS NOTES -- A controller that activates SW_A depending on the states of several consecutive input switches. Supported logical links are AND and OR. The first index of the input switches has to be set as SW_B and the number of total consecutive switches has to be specified by Obj_arg0. Honeyhive Sky -- OBJECT NOTES -- The sky model used in Honeyhive Galaxy, Gold Leaf Galaxy, Sky Station Galaxy and Mario Squared Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Hammer Bro -- OBJECT NOTES -- A Koopa Troopa variant that throws hammers at the player. -- CLASS NOTES -- A Koopa Troopa that throws hammers to attack the player. These hammers can be destroyed by the player's attacks or eaten by Yoshi to throw them at other objects. Ground Pounding it will defeat it immediately. Other attacks usually stun it first which gives the player an advantage to attack it. Prickly Piranha Plant -- OBJECT NOTES -- A big purple Piranha Plant with spikes on its base. It can be defeated by jumping on its head. -- CLASS NOTES -- A large flower enemy that attacks the player by crushing them with its large head. It can be defeated by smashing a Stretch Plant or coconut into it. Furthermore, the player can jump on its head to defeat it, however, this does not work for the spiky variant. The player can also use most of their attacks to defeat it. Spiny Piranha Plant -- OBJECT NOTES -- A big black Piranha Plant with spikes on its head and body. It can be defeated with another object, such as a Stretch Plant or a Rainbow Star. -- CLASS NOTES -- A large flower enemy that attacks the player by crushing them with its large head. It can be defeated by smashing a Stretch Plant or coconut into it. Furthermore, the player can jump on its head to defeat it, however, this does not work for the spiky variant. The player can also use most of their attacks to defeat it. Wiggler -- OBJECT NOTES -- A small caterpillar-like enemy. -- CLASS NOTES -- A caterpillar enemy that moves on a set path. However, if the player jumps off of it, it will turn aggressive and chase after the player. After a couple of seconds, it returns to its normal state and moves on the path. It can be defeated by Ground Pounding it or by jumping on its belly parts. Using a Ground Pound or Spin Attack nearby will stun it. Furthermore, it can be defeated using most of the player's attacks. Big Wiggler -- OBJECT NOTES -- A bigger version of a Wiggler. May run around aggressively. -- CLASS NOTES -- A large caterpillar enemy that moves on a set path. Unlike its smaller variants, it always moves on its path, and it cannot be defeated. However, the player can bounce off of its body parts. Buoy Base -- Poké Ball Planet -- OBJECT NOTES -- The large spherical water planet. -- CLASS NOTES -- Haze Area [Cube] -- OBJECT NOTES -- A haze screen effect used in lava-themed galaxies. -- CLASS NOTES -- An area that, when entered, creates a heat haze effect on the player's screen. Spotlight -- OBJECT NOTES -- The spotlight effect used on the starting planet of Boo Moon Galaxy. -- CLASS NOTES -- Creates a spotlight effect that follows the player character. The radius and the light's color can be configured. Beach Bowl -- Main Planet -- OBJECT NOTES -- The titular main planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Beach Bowl -- Appearing Boardwalk Platforms -- OBJECT NOTES -- A set of boardwalk platforms that appear for a set period of time. -- CLASS NOTES -- Beach Bowl -- Appearing Wood Walls -- OBJECT NOTES -- A pair or wood walls that appear for a set period of time. -- CLASS NOTES -- Beach Bowl -- Rock Cap -- OBJECT NOTES -- A rock cap that covers the hole into the underwater cave. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. Once the Move.bck animation has ended, the object will kill itself. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelKill specifies the sound effect used when it kills itself. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. Beach Bowl -- Launch Star Pedestal -- OBJECT NOTES -- A rock pedestal on which the Launch Star to the Cyclone Stone is found. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Gateway -- Rosalina's Monument with Glow -- OBJECT NOTES -- A variant of Rosalina's monument that is used for the cutscene when it first appears. -- CLASS NOTES -- Gateway -- Rosalina's Monument -- OBJECT NOTES -- The circular structure found on the starting planet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Gateway -- Falling Meteors Planet -- OBJECT NOTES -- The planet with several large holes and grassy portions. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gateway -- Decorative Flowers -- OBJECT NOTES -- A group of white and yellow flowers seen on the starting planet of Gateway Galaxy. -- CLASS NOTES -- Gateway -- House Door -- OBJECT NOTES -- A door that blocks the entrance into one of the houses. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Red Glass Cage -- OBJECT NOTES -- A locked red glass cage. -- CLASS NOTES -- Gateway -- Metal Sphere Interior -- OBJECT NOTES -- The interior section of the larger metal sphere planet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Gateway -- Grand Star Machine -- OBJECT NOTES -- The unusual machine parts used inside the metal sphere planet. -- CLASS NOTES -- Gateway -- Upper Red Rotating Platforms -- OBJECT NOTES -- A set of four red curved rotating platforms with electric cables on their sides. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Gateway -- Middle Red Rotating Platforms -- OBJECT NOTES -- A set of four red rotating platforms with electric cables on their sides. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Gateway -- Lower Red Rotating Platforms -- OBJECT NOTES -- A set of four red curved rotating platforms with electric cables on their sides. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Gateway -- Large Metal Sphere Planet -- OBJECT NOTES -- The larger metal sphere planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gateway -- Green Rotating Platforms -- OBJECT NOTES -- A set of four green rotating platforms with electric cables on their sides. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Gateway -- Rotating Ring -- OBJECT NOTES -- A small rotating ring that is found on the large metal sphere planet. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Gateway -- Main Planet -- OBJECT NOTES -- The main planet with two houses and several holes. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gateway -- Small Metal Sphere Planet -- OBJECT NOTES -- The smaller metal sphere planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Hard Turning Controls Area -- OBJECT NOTES -- An area that makes it harder to steer the player around. -- CLASS NOTES -- An area that, when entered, causes the player to turn around very slowly, making it harder to steer their character. Hard Turning Controls Area [Cube] -- OBJECT NOTES -- An area that makes it harder to steer the player around. -- CLASS NOTES -- An area that, when entered, causes the player to turn around very slowly, making it harder to steer their character. Melty Molten -- Star Ball Guide Beam -- OBJECT NOTES -- A long guide beam used in the Star Ball section. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Melty Molten -- Star Ball Planet -- OBJECT NOTES -- The set of square-shaped stone platforms used in the Star Ball section. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- Curved Lava Platform -- OBJECT NOTES -- One of the large rotating lava platforms used in the Star Ball section. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- Curved Lava Platform with Big Hole -- OBJECT NOTES -- One of the large rotating lava platforms used in the Star Ball section. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- Curved Lava Platform with small Hole -- OBJECT NOTES -- One of the large rotating lava platforms used in the Star Ball section. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- Curved Lava Platform with Medium Hole -- OBJECT NOTES -- One of the large rotating lava platforms used in the Star Ball section. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- Curved Lava Platform with Two Holes -- OBJECT NOTES -- One of the large rotating lava platforms used in the Star Ball section. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- Curved Lava Platform with Long Hole -- OBJECT NOTES -- One of the large rotating lava platforms used in the Star Ball section. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- Set of Curved Lava Platforms -- OBJECT NOTES -- One of the large rotating lava platforms used in the Star Ball section. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Clockwork Ruins -- Stone Elevator Platform -- OBJECT NOTES -- A stone elevator platform used near the end of the first mission of Clockwork Ruins Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it will use the animation Reverse instead of Move when it moves back towards the first path point. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- H-Shape Ground Pound Block -- OBJECT NOTES -- An H-shaped ground pound block used in Puzzle Plank Galaxy. -- CLASS NOTES -- An object with a model and collision that can be Ground Pounded to move it away from its initial position. The distance, required Ground Pounds and more can be configured. Initially, the object can only be Ground Pounded from the bottom side of the model to move it upwards. It can play various different sounds: Start, Moving, StopEnd and Stop, all of which are self-explanatory. Interestingly, the class offers an unused functionality where one or more buttons (HipDropMoveBlockSwitch) can be attached to the object that will cause the object to move when one of the buttons has been stomped. The positions and offsets can be defined in a file called InitHipDropMoveBlockSwitch.bcsv. The actual model for the button actor does not exist anymore and needs to be restored. Unfortunately, the button does not take the object's rotation into account when placed. Puzzle Plank -- Dual-Sided Long Ground Pound Block -- OBJECT NOTES -- A long dual-sided ground pound block used in Puzzle Plank Galaxy. -- CLASS NOTES -- An object with a model and collision that can be Ground Pounded to move it away from its initial position. The distance, required Ground Pounds and more can be configured. Initially, the object can only be Ground Pounded from the bottom side of the model to move it upwards. It can play various different sounds: Start, Moving, StopEnd and Stop, all of which are self-explanatory. Interestingly, the class offers an unused functionality where one or more buttons (HipDropMoveBlockSwitch) can be attached to the object that will cause the object to move when one of the buttons has been stomped. The positions and offsets can be defined in a file called InitHipDropMoveBlockSwitch.bcsv. The actual model for the button actor does not exist anymore and needs to be restored. Unfortunately, the button does not take the object's rotation into account when placed. Puzzle Plank -- Dual-Sided Medium Ground Pound Block -- OBJECT NOTES -- A medium dual-sided ground pound block used in Puzzle Plank Galaxy. -- CLASS NOTES -- An object with a model and collision that can be Ground Pounded to move it away from its initial position. The distance, required Ground Pounds and more can be configured. Initially, the object can only be Ground Pounded from the bottom side of the model to move it upwards. It can play various different sounds: Start, Moving, StopEnd and Stop, all of which are self-explanatory. Interestingly, the class offers an unused functionality where one or more buttons (HipDropMoveBlockSwitch) can be attached to the object that will cause the object to move when one of the buttons has been stomped. The positions and offsets can be defined in a file called InitHipDropMoveBlockSwitch.bcsv. The actual model for the button actor does not exist anymore and needs to be restored. Unfortunately, the button does not take the object's rotation into account when placed. Puzzle Plank -- Dual-Sided Small Ground Pound Block -- OBJECT NOTES -- A small dual-sided ground pound block used in Puzzle Plank Galaxy. -- CLASS NOTES -- An object with a model and collision that can be Ground Pounded to move it away from its initial position. The distance, required Ground Pounds and more can be configured. Initially, the object can only be Ground Pounded from the bottom side of the model to move it upwards. It can play various different sounds: Start, Moving, StopEnd and Stop, all of which are self-explanatory. Interestingly, the class offers an unused functionality where one or more buttons (HipDropMoveBlockSwitch) can be attached to the object that will cause the object to move when one of the buttons has been stomped. The positions and offsets can be defined in a file called InitHipDropMoveBlockSwitch.bcsv. The actual model for the button actor does not exist anymore and needs to be restored. Unfortunately, the button does not take the object's rotation into account when placed. Puzzle Plank -- Mandibug Puzzle Piece A -- OBJECT NOTES -- A piece of the Mandibug puzzle used in Puzzle Plank Galaxy. -- CLASS NOTES -- An object with a model and collision that can be Ground Pounded to move it away from its initial position. The distance, required Ground Pounds and more can be configured. Initially, the object can only be Ground Pounded from the bottom side of the model to move it upwards. It can play various different sounds: Start, Moving, StopEnd and Stop, all of which are self-explanatory. Interestingly, the class offers an unused functionality where one or more buttons (HipDropMoveBlockSwitch) can be attached to the object that will cause the object to move when one of the buttons has been stomped. The positions and offsets can be defined in a file called InitHipDropMoveBlockSwitch.bcsv. The actual model for the button actor does not exist anymore and needs to be restored. Unfortunately, the button does not take the object's rotation into account when placed. Puzzle Plank -- Mandibug Puzzle Piece B -- OBJECT NOTES -- A piece of the Mandibug puzzle used in Puzzle Plank Galaxy. -- CLASS NOTES -- An object with a model and collision that can be Ground Pounded to move it away from its initial position. The distance, required Ground Pounds and more can be configured. Initially, the object can only be Ground Pounded from the bottom side of the model to move it upwards. It can play various different sounds: Start, Moving, StopEnd and Stop, all of which are self-explanatory. Interestingly, the class offers an unused functionality where one or more buttons (HipDropMoveBlockSwitch) can be attached to the object that will cause the object to move when one of the buttons has been stomped. The positions and offsets can be defined in a file called InitHipDropMoveBlockSwitch.bcsv. The actual model for the button actor does not exist anymore and needs to be restored. Unfortunately, the button does not take the object's rotation into account when placed. Puzzle Plank -- Mandibug Puzzle Piece C -- OBJECT NOTES -- A piece of the Mandibug puzzle used in Puzzle Plank Galaxy. -- CLASS NOTES -- An object with a model and collision that can be Ground Pounded to move it away from its initial position. The distance, required Ground Pounds and more can be configured. Initially, the object can only be Ground Pounded from the bottom side of the model to move it upwards. It can play various different sounds: Start, Moving, StopEnd and Stop, all of which are self-explanatory. Interestingly, the class offers an unused functionality where one or more buttons (HipDropMoveBlockSwitch) can be attached to the object that will cause the object to move when one of the buttons has been stomped. The positions and offsets can be defined in a file called InitHipDropMoveBlockSwitch.bcsv. The actual model for the button actor does not exist anymore and needs to be restored. Unfortunately, the button does not take the object's rotation into account when placed. Clockwork Ruins -- Grassy Ground Pound Block -- OBJECT NOTES -- A grass-covered ground pound block used in Clockwork Ruins Galaxy. -- CLASS NOTES -- An object with a model and collision that can be Ground Pounded to move it away from its initial position. The distance, required Ground Pounds and more can be configured. Initially, the object can only be Ground Pounded from the bottom side of the model to move it upwards. It can play various different sounds: Start, Moving, StopEnd and Stop, all of which are self-explanatory. Interestingly, the class offers an unused functionality where one or more buttons (HipDropMoveBlockSwitch) can be attached to the object that will cause the object to move when one of the buttons has been stomped. The positions and offsets can be defined in a file called InitHipDropMoveBlockSwitch.bcsv. The actual model for the button actor does not exist anymore and needs to be restored. Unfortunately, the button does not take the object's rotation into account when placed. Ground Pound Rock -- OBJECT NOTES -- A rock that can be Ground Pounded to drop items. -- CLASS NOTES -- A rock that can be destroyed with a Ground Pound attack. It can spawn some items after destroying it. Puzzle Plank -- Starting Planet Ground Pound Block -- OBJECT NOTES -- A square-shaped Ground Pound block used on the first planet of Puzzle Plank Galaxy. -- CLASS NOTES -- An object with a model and collision that can be Ground Pounded to move it away from its initial position. The distance, required Ground Pounds and more can be configured. Initially, the object can only be Ground Pounded from the bottom side of the model to move it upwards. It can play various different sounds: Start, Moving, StopEnd and Stop, all of which are self-explanatory. Interestingly, the class offers an unused functionality where one or more buttons (HipDropMoveBlockSwitch) can be attached to the object that will cause the object to move when one of the buttons has been stomped. The positions and offsets can be defined in a file called InitHipDropMoveBlockSwitch.bcsv. The actual model for the button actor does not exist anymore and needs to be restored. Unfortunately, the button does not take the object's rotation into account when placed. Ground Pound Switch -- OBJECT NOTES -- A switch that activates something when Ground Pounded. -- CLASS NOTES -- A button that can be activated using a Ground Pound attack. Once activated, it will activate a switch. Ground Pound Timer Switch -- OBJECT NOTES -- A switch that activates something for a set amount of time when Ground Pounded. -- CLASS NOTES -- A button that can be activated using a Ground Pound attack. Once activated, it will activate a switch for a set amount of time. After the time runs out, it will reset itself. "Temporary High Model" [HiTowerGoalPlanet] -- OBJECT NOTES -- An unfinished placeholder model that displays a white cube with the text "Temporary High Model, Please wait..." written on it. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Timed Wall Button -- OBJECT NOTES -- A button that activates a switch for a set amount of time when hit. -- CLASS NOTES -- An unused button that activates a switch for a set amount of time. The button can be activated using most of the player's attacks. After the time runs out, it will reset itself. Sweet Sweet -- Orange Moving Platform -- OBJECT NOTES -- A moving platform with three round holes. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Sweet Sweet -- Blue Moving Platform -- OBJECT NOTES -- A moving platform with two round holes and a single triangular hole. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Sweet Sweet -- Pink Moving Platform -- OBJECT NOTES -- A moving platform with two round holes and a half circle-shaped hole. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Sweet Sweet -- Dark Brown Moving Platform -- OBJECT NOTES -- A moving platform with one large hole. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Sweet Sweet -- Brown Moving Platform -- OBJECT NOTES -- A moving platform with a large arrow-shaped hole. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Sweet Sweet -- Green Moving Platform -- OBJECT NOTES -- A moving platform with two round holes and an arrow-shaped hole. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Sweet Sweet -- Large Rotating Platform -- OBJECT NOTES -- The large rotating platform with holes of various shapes. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Sweet Sweet -- Set of Pink Moving Platforms -- OBJECT NOTES -- A set of three pink moving platforms. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Sweet Sweet -- Main Planet -- OBJECT NOTES -- The main planet that consists of several sweets and sweet-like structures. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dusty Dune -- Red Moving Platform -- OBJECT NOTES -- A small red platform used during the second Star. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dusty Dune -- Large Sand Disk Planet -- OBJECT NOTES -- The large sand disk planet where Tweesters can be found. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Robot Reactor -- Starting Planet -- OBJECT NOTES -- The metal planet with holes used at the start of Bowser Jr.'s Robot Reactor. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Spin-Dig Sky -- OBJECT NOTES -- The sky model used in Spin-Dig Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Clear Blue Atmosphere -- OBJECT NOTES -- A clear blue atmosphere that is used in Good Egg Galaxy and Buoy Base Galaxy. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. Puzzle Plank -- Spherical Wood Planet -- OBJECT NOTES -- The wooden sphere planet used near the end of the first mission of Puzzle Plank Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. E3 Demo -- Starting Planet -- OBJECT NOTES -- An unused planet with egg-shaped structures and large beach that was used in the E3 2006 demo. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bullet Bill Spawner -- OBJECT NOTES -- A bullet-like enemy that may home onto the player if they get in its range. -- CLASS NOTES -- A point that launches bullet-like enemies. HomingKiller generates Bullet Bills, Torpedo generates Torpedo Teds and MagnumKiller generates Banzai Bills. The enemies will be generated periodically. These enemies will explode and damage the player upon contact. They can be used to destroy various other objects and enemies. Bee -- OBJECT NOTES -- A bee NPC used in Honeyhive Galaxy, Honeybloom Galaxy and other places. -- CLASS NOTES -- A generic bee NPC that can be talked to. It also features several behaviors to choose from. Honeyhop -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Honeyhop Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Queen Bee -- OBJECT NOTES -- Her highness, the queen of the bees. -- CLASS NOTES -- The Queen Bee NPC that can be talked to. Additionally, the player can climb on her when using the Bee power-up. Honeyhive -- Leaf Platform -- OBJECT NOTES -- A seesaw-like leaf platform used on the Queen Bee's planet. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Queen Bee Planet -- OBJECT NOTES -- The planet where the Queen Bee is found. Although this object exists in both games, they have entirely different models in each game. -- CLASS NOTES -- A generic planet with a model and optional collision that also supports fur maps. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. As PlanetMap already supports fur maps in SMG2, FurPlanetMap is rather redundant in this game. Toy Time -- Conveyor Belt Segment -- OBJECT NOTES -- A straight conveyor belt segment. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- Conveyor Belts Planet -- OBJECT NOTES -- The large planet that consists of several colorful toy blocks. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Conveyor Belt Ring -- OBJECT NOTES -- The rotating ring-shaped conveyor belt. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Wiggler Planet -- OBJECT NOTES -- The planet where two Wigglers and a large H-shaped hole are found; used in Puzzle Plank Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Puzzle Plank -- Starting Planet Cubes -- OBJECT NOTES -- The pair of wood cubes used at the start of Puzzle Plank Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Battlerock -- Main Planet -- OBJECT NOTES -- The large titular planet that consists of two large rocks connected by metal beams. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battlerock -- Interior Entrance Platform -- OBJECT NOTES -- A metal platform that contains the entrance into the gravity-changing interior portion. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Clockwork Ruins -- Hammers Planet Lower Rotating Platform -- OBJECT NOTES -- A rotating platform used on the hammer planet in Clockwork Ruins Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Clockwork Ruins -- Hammers Planet Upper Rotating Platform -- OBJECT NOTES -- A rotating platform used on the hammer planet in Clockwork Ruins Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Clockwork Ruins -- Hammers Planet -- OBJECT NOTES -- The planet with the rotating hammers from Clockwork Ruins Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Ice Pop Planet -- OBJECT NOTES -- A large ice pop-shaped planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Ice Player Cannon Planet -- OBJECT NOTES -- The ice planet featuring a huge stone structure. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Ice Cream Planet -- OBJECT NOTES -- The ice cream cone planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Freezeflame -- Moving Ice Platform -- OBJECT NOTES -- A square-shaped moving ice platform. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Freezeflame -- Moving Lava Platform -- OBJECT NOTES -- A square-shaped moving lava platform. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Freezeflame -- Small Snow Platform -- OBJECT NOTES -- A small square-shaped snow platform. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Broken Glass Effect -- OBJECT NOTES -- A glass-breaking effect used on Launch Stars that require the player to go through glass. -- CLASS NOTES -- A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Shiverburn -- Rock Platforms -- OBJECT NOTES -- A set of rocks which rise from lava that are used as a platform on the third planet of Shiverburn Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Shiverburn -- Skating Planet -- OBJECT NOTES -- The third planet in the first mission of Shiverburn Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Shiverburn -- Skating Planet Ice Layer -- OBJECT NOTES -- The ice layer used on the skating planet in Shiverburn Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Li'l Brr -- OBJECT NOTES -- A burning rock enemy that floats around and chases after Mario. It will freeze the player upon contact. -- CLASS NOTES -- An enemy that can damage the player upon contact. Can be stunned with a Spin Attack which reveals its core. The core can be destroyed by most of Mario's actions. Baron Brrr -- OBJECT NOTES -- The Li'l Brr boss fought at the top of the snow mountain from Freezeflame Galaxy. -- CLASS NOTES -- Falling Ice Crystal -- OBJECT NOTES -- A falling ice crystal that creates an ice platform that can be stood on. -- CLASS NOTES -- A falling ice crystal that creates an ice platform when it lands. Touching the meteor will freeze and damage the player. The ice platform can be stood on. The platform will disappear after three seconds and the crystal will reappear again later on. This object creates lava collision under the appearing location of the ice platform. Freezeflame -- Wood Floater -- OBJECT NOTES -- A sinking wooden floater platform. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Furthermore, it can use effects with the name Ripple that will appear at the object's original position. Freezeflame -- Snow Mountain Planet -- OBJECT NOTES -- The massive snow mountain with ice lakes and a tall peak. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Freezeflame -- Ice Floe with Wood -- OBJECT NOTES -- A seesaw-like ice floe platform with a wooden surface. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Freezeflame -- Small Ice Floe -- OBJECT NOTES -- A small seesaw-like ice floe platform. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Freezeflame -- Long Ice Floe -- OBJECT NOTES -- A long seesaw-like ice floe platform. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Freezeflame -- Large Ice Floe -- OBJECT NOTES -- A large seesaw-like ice floe platform. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Freezeflame -- Rectangular Ice Floe -- OBJECT NOTES -- A long rectangular seesaw-like ice floe platform. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Eerie Light Effect -- OBJECT NOTES -- An eerie light effect used on Space Junk Galaxy's glass maze planet. -- CLASS NOTES -- Freezeflame -- Small Stone Pedestal -- OBJECT NOTES -- A small circular stone pedestal. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Freezeflame -- Ice Ring Planet with Lava -- OBJECT NOTES -- The large ice ring planet with lava used in the third mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Freezeflame -- Ice Ring Planet -- OBJECT NOTES -- The large ice ring planet used during the first two missions. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Ice Platforms Planet -- OBJECT NOTES -- The two ice planets connected by smaller ice rectangular ice platforms. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Freezeflame -- Large Ice & Lava Planet Gate -- OBJECT NOTES -- The tall gate that blocks the path to the lava section. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Freezeflame -- Raising Stone Staircase -- OBJECT NOTES -- A staircase that emerges from the lava in the second mission. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Freezeflame -- Appearing Stone Bridge -- OBJECT NOTES -- The long stone bridge that appears at the end of the second mission. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Freezeflame -- Rotating Stone with Short Columns -- OBJECT NOTES -- A cylindrical stone platform with short columns that rotates like a seesaw. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Freezeflame -- Rotating Stone with Long Columns -- OBJECT NOTES -- A cylindrical stone platform with long columns that rotates like a seesaw. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Freezeflame -- Moving Wall-Jump Wall -- OBJECT NOTES -- The large moving wall that connects the lava planet's two halves. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Freezeflame -- Small Stone Block Lava Floater -- OBJECT NOTES -- A small stone block that sinks down when stepped on. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Freezeflame -- Long Stone Block Lava Floater -- OBJECT NOTES -- A long stone block that sinks down when stepped on. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Freezeflame -- Moving Stone Platform -- OBJECT NOTES -- A square-shaped moving stone platform. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Freezeflame -- Moving Water Layer -- OBJECT NOTES -- The moving water layer found on the ice and lava planet. -- CLASS NOTES -- Freezeflame -- Ice & Lava Main Planet -- OBJECT NOTES -- The two-sided planet visited in the third mission. The lava section uses a separate object. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Stalagmite -- OBJECT NOTES -- A stalagmite that can be destroyed with a Spin Attack -- CLASS NOTES -- A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Stalagmite Sparkles Effect -- OBJECT NOTES -- A sparkling effect used for a stalagmite in Ghostly Galaxy. -- CLASS NOTES -- Neutral Cosmic Clone [Broken] -- OBJECT NOTES -- A broken Cosmic Clone that remains passive until the player approaches it. It does not work because it tries to load the nonexistent "Manekuri" model. -- CLASS NOTES -- An unused and unfinished variant of a Cosmic Clone that crashes the game due to a missing model. It appears to be passive, but it will turn towards the player if they are close enough and teleport next to them. Then, it will chase after the player and mimic all of their movements like normal Cosmic Clones do. However, it can be defeated using most of the player's attacks as well as some enemy attacks. Cosmic Clone Spawner -- OBJECT NOTES -- A spawner that creates Cosmic Clones. -- CLASS NOTES -- Generates clones of the player that mimic all of their movements. If the player touches one, they will take damage and the clone disappears. The clones cannot be defeated through any other means. The generator and all of its clones will be destroyed when SW_B gets activated. This causes all remaining clones to drop Star Bits. Invisible Wall 10x10 -- OBJECT NOTES -- An invisible wall of the size 10x10. -- CLASS NOTES -- A collision polygon without an actual visual model. Invisible Wall 10x20 -- OBJECT NOTES -- An invisible wall of the size 10x20. -- CLASS NOTES -- A collision polygon without an actual visual model. Invisible Battlerock Wall -- OBJECT NOTES -- An invisible wall that was most likely meant to be used in Battlerock Galaxy. -- CLASS NOTES -- Invisible Pull Star Wall 10x10 -- OBJECT NOTES -- An invisible wall of the size 10x10 that is used to restrict the player's movement while they are using a Pull Star. -- CLASS NOTES -- A collision polygon without an actual visual model. Resets the player's Pull Star state once touched. Invisible Pull Star Wall 10x20 -- OBJECT NOTES -- An invisible wall of the size 10x20 that is used to restrict the player's movement while they are using a Pull Star. -- CLASS NOTES -- A collision polygon without an actual visual model. Resets the player's Pull Star state once touched. Invisible Wall-Jumpable Wall 10 x 10 -- OBJECT NOTES -- An invisible wall of the size 10x10 that the player can Wall Jump from. -- CLASS NOTES -- A collision polygon without an actual visual model. Invisible Wall-Jumpable Wall 10 x 20 -- OBJECT NOTES -- An invisible wall of the size 10x20 that the player can Wall Jump from. -- CLASS NOTES -- A collision polygon without an actual visual model. Invisible Waterfall Walls -- OBJECT NOTES -- An unused set of invisible walls meant to be used in the unused TwinFallLakeZone. -- CLASS NOTES -- Beach Bowl -- Invisible Waterfall Walls -- OBJECT NOTES -- A set of invisible waterfall walls used for Wall Jumping with the Ice power-up. -- CLASS NOTES -- Cannonball Cannon -- OBJECT NOTES -- A cannon that shoots striped cannonballs. -- CLASS NOTES -- Cannonball Spawner -- OBJECT NOTES -- A spawner that generates striped cannonballs. Unlike IronCannonLauncher, it has no actual model. -- CLASS NOTES -- A point that periodically launches bullets that damage players and compatible objects upon contact. Sky Station -- Disk Planet -- OBJECT NOTES -- A disk planet used before the Peewee Piranha boss fight at the end of the first mission of Sky Station Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Deep Dark -- Sling Star Platform -- OBJECT NOTES -- The large blue platform whose place is taken over by several Sling Stars. -- CLASS NOTES -- A special platform with collision that follows its animation. If SW_B gets activated, it will disappear. Switch ? Block -- OBJECT NOTES -- A ? Block that triggers a switch after being hit. -- CLASS NOTES -- A ? Block that spawns items when hit. SplashCoinBlock and TimerCoinBlock spawn Coins, SplashPieceBock and TimerPieceBlock spawn Star Bits, CoinBlock2D spawns a single Coin and ItemBlockSwitch does not spawn any items, but it activates SW_DEAD. The "Splash" blocks drop the items immediately when hit. The "Timer" blocks award the player one item each time it's hit. However, these variants will automatically disappear after a timer runs out. Item Bubble -- OBJECT NOTES -- A bubble that can contain collectible items. -- CLASS NOTES -- A bubble that can contain various items. Starship Mario -- Power-Up Display Room -- OBJECT NOTES -- The power-up display room used on Starship Mario. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Starship Mario -- Power-Up Display Room Wall -- OBJECT NOTES -- A wall used for the power-up display room of Starship Mario. -- CLASS NOTES -- A special model without collision which is usually visible unless it is assigned to the cutscene with the name パワースター帰還[アイテム惑星]. While the cutscene runs, the wall will be invisible but triggering its cutscene action will make it fade in again. Chance Cube -- OBJECT NOTES -- A die block that can spawn either ten Coins, a Goomba or a 1-Up Mushroom. -- CLASS NOTES -- A die block that can spawn either ten Coins, a Goomba or a 1-Up Mushroom depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up. Spin Drill -- OBJECT NOTES -- A drill power-up that allows the player to dig through certain dirt upon spinning. -- CLASS NOTES -- A drill item that the player can carry. It allows the player to dig through collision upon shaking the Wiimote. The player can get rid of it by taking damage or by picking up another power-up item. Starship Mario -- Power-Up Display Room Door -- OBJECT NOTES -- The door that warps the player to the power-up display room on Starship Mario. -- CLASS NOTES -- A special door that can teleport the player through cutscenes. It tries to connect to three cutscenes. The cutscene マリオ顔惑星変化 is used for the Starship transformation during which the object will remain deactivated until it's forced to appear. アイテム部屋への入室 is used when entering the door and アイテム部屋からの退室 is used when exiting the door. Starship Mario -- Power-Up Display Case -- OBJECT NOTES -- A display case for the power-up display room used on Starship Mario. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Jammyfish -- OBJECT NOTES -- A small white jellyfish that can be defeated with a spin attack. -- CLASS NOTES -- A jellyfish enemy that spawns a Coin when defeated. It can be defeated through most of the player's attacks as well as explosions, and it damages the player upon contact. It can move on a path or remain stationary. Jellyfish -- OBJECT NOTES -- A big blue jellyfish that causes electrical damage to the player if they touch it. -- CLASS NOTES -- A jellyfish enemy that spawns a Coin (SMG1) or ten Star Bits (SMG2) when defeated. It can be defeated with a Koopa Shell or the Rainbow power-up, and it damages the player upon contact. It can move on a path or remain stationary. Koopa Shell -- OBJECT NOTES -- A Koopa shell; can be carried around, thrown and ridden underwater. -- CLASS NOTES -- A Koopa Shell that can be carried by the player. It can be used to open specific treasure chests or damage and destroy various objects. The player can ride it underwater to move faster. Boulder Bowl -- Crystal Planet -- OBJECT NOTES -- The small orange crystal planet used near the end of the first mission of Boulder Bowl Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bowser Land Mine -- OBJECT NOTES -- A land mine with Bowser's emblem on the trigger that charges and explodes upon contact. It regenerates after a few seconds. -- CLASS NOTES -- A land mine that quickly charges and explodes when stepping on its large trigger. It regenerates after a few seconds. The explosion also causes nearby land mines to charge and explode when they are hit by its explosion. It does not get clipped. Battlerock -- Colorful Molecule Planet -- OBJECT NOTES -- The multicolored molecule-like planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fearsome Fleet -- Megahammer Planet -- OBJECT NOTES -- The planet where Megahammer is fought in Bowser Jr.'s Fearsome Fleet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Fearsome Fleet -- Megahammer Planet Platform -- OBJECT NOTES -- A long yellow platform that can be destroyed if it is hit by Megahammer. -- CLASS NOTES -- A stationary platform that breaks and falls when hit by a Banzai Bill, Megahammer or other crushing objects. After falling for a couple of seconds, the platform will disappear. Lakitu -- OBJECT NOTES -- A Koopa that sits on a cloud and throws Spinys at the player. -- CLASS NOTES -- An enemy that rides a cloud. It moves to the path point that the player is closest to. It throws a Spiny when the player is nearby. The Spiny can be eaten and shot by Yoshi. If the Spiny has been killed, it will throw another one. It can be defeated using most of the player's attacks, and it can be eaten by Yoshi. However, it will respawn after a while. At least one Spiny should be linked to it, otherwise it won't throw any Spiny. Dusty Dune -- Large Quicksand Planet -- OBJECT NOTES -- The large quicksand planet seen in the background of Dusty Dune Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Jump Beamer -- OBJECT NOTES -- A robot-like enemy that emits electrical rings. Its head can be used as a spring. -- CLASS NOTES -- A purple stationary robot enemy with a spring head. It remains in the ground passively before the player approaches it. If the player is nearby, it jumps out of the ground and emits several rings of electricity. The player can bounce off of its spring head. It gets stunned when using a Spin Attack. This fully expands its spring head. It is not possible to destroy it through any means. Battlerock -- Jump Beamer Interior Section -- OBJECT NOTES -- The large interior section with a Jump Beamer that leads outside. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Swing Pole -- OBJECT NOTES -- A pole that can be swung from and jumped off of; used in Deep Dark Galaxy and Clockwork Ruins Galaxy. -- CLASS NOTES -- A pole that can be swung from and jumped off of. Jump Guarder -- OBJECT NOTES -- A stationary green robot enemy that launches several Topminis when the player comes near it. The head can be bounced off by the player. -- CLASS NOTES -- A green stationary robot enemy with a spring head. It remains in the ground passively before the player approaches it. If the player is nearby, it jumps out of the ground and emits several Topmini. It will keep regenerating Topmini even if the player killed some of them. The player can bounce off of its spring head. It gets stunned when using a Spin Attack. This fully expands its spring head. It is not possible to destroy it through any means. Star Ball Launcher -- OBJECT NOTES -- A hole that launches a Star Ball along a path. -- CLASS NOTES -- If the player touches this object's center while riding a Star Ball, it will pull the Star Ball towards its center and the Star Ball will be launched along its assigned path. Rolling Masterpiece -- Paintbrush Planet Star Ball Launcher -- OBJECT NOTES -- The Star Ball launcher used on the second planet of Rolling Masterpiece Galaxy. -- CLASS NOTES -- If the player touches this object's center while riding a Star Ball, it will pull the Star Ball towards its center and the Star Ball will be launched along its assigned path. Rolling Masterpiece -- Disk Planet Star Ball Launcher -- OBJECT NOTES -- The Star Ball launcher used on the third planet of Rolling Masterpiece Galaxy. -- CLASS NOTES -- If the player touches this object's center while riding a Star Ball, it will pull the Star Ball towards its center and the Star Ball will be launched along its assigned path. Spoing -- OBJECT NOTES -- A fuzzy jumping spider enemy used in a few galaxies, such as Space Junk Galaxy and Tall Trunks Galaxy. -- CLASS NOTES -- A spider enemy that jumps when the player is in its range. It attacks passively as the player receives damage upon contact. It can be defeated using most of the player's attacks. Ground Pound Spring -- OBJECT NOTES -- A spring that bounces the player into the air when Ground Pounding it. -- CLASS NOTES -- A spring-like trampoline that bounces the player into the air when Ground Pounded. Jump Spring -- OBJECT NOTES -- A blue spring that bounces the player into the air when jumping on it. -- CLASS NOTES -- A spring-like trampoline that bounces the player into the air when jumping on it. Jack O' Goomba -- OBJECT NOTES -- A Goomba with a pumpkin mask on its head; used in ghost-themed galaxies, such as Ghostly Galaxy and Flash Black Galaxy. -- CLASS NOTES -- A Goomba that wears a pumpkin mask. It wanders along a set path, and it sporadically emits a blue flame that burns the player upon contact. The enemy itself damages the player upon contact. The pumpkin mask can be destroyed with most of the player's attacks. This will reveal the Goomba. If the player uses a Ground Pound, the mask and the Goomba will be destroyed. Fireball Magikoopa -- OBJECT NOTES -- A Magikoopa that casts fireballs. -- CLASS NOTES -- A Koopa Troopa that can cast various magical spells. The object's name declares what spells it casts. If the object's name is FireBallBeamKameck (SMG1) or Kameck (SMG2), it will cast fireballs. If the object's name is TurtleBeamKameck (SMG1), it will cast sliding Koopa Shells. SMG2 features two more variants: KameckKuriboMini and KameckMeramera which create Mini Goombas and Li'l Cinders, respectively. It moves between path points or stays at a fixed position. After casting a spell, it will temporarily disappear. It can be defeated using most of the player's attacks as well as explosions. It drops a single Coin when defeated. Mini Goomba Magikoopa -- OBJECT NOTES -- A Magikoopa that casts Mini Goombas. -- CLASS NOTES -- A Koopa Troopa that can cast various magical spells. The object's name declares what spells it casts. If the object's name is FireBallBeamKameck (SMG1) or Kameck (SMG2), it will cast fireballs. If the object's name is TurtleBeamKameck (SMG1), it will cast sliding Koopa Shells. SMG2 features two more variants: KameckKuriboMini and KameckMeramera which create Mini Goombas and Li'l Cinders, respectively. It moves between path points or stays at a fixed position. After casting a spell, it will temporarily disappear. It can be defeated using most of the player's attacks as well as explosions. It drops a single Coin when defeated. Li'l Cinder Magikoopa -- OBJECT NOTES -- A Magikoopa that casts Li'l Cinders. -- CLASS NOTES -- A Koopa Troopa that can cast various magical spells. The object's name declares what spells it casts. If the object's name is FireBallBeamKameck (SMG1) or Kameck (SMG2), it will cast fireballs. If the object's name is TurtleBeamKameck (SMG1), it will cast sliding Koopa Shells. SMG2 features two more variants: KameckKuriboMini and KameckMeramera which create Mini Goombas and Li'l Cinders, respectively. It moves between path points or stays at a fixed position. After casting a spell, it will temporarily disappear. It can be defeated using most of the player's attacks as well as explosions. It drops a single Coin when defeated. Deep Dark -- Ghost Ship -- OBJECT NOTES -- The ghost ship seen inside the cave of Deep Dark Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Space Junk -- Kamella's Airship -- OBJECT NOTES -- The purple airship where Kamella is fought in Space Junk Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Blue Crabber -- OBJECT NOTES -- A blue crab enemy that runs away from the player. Drops a 1-Up when defeated. -- CLASS NOTES -- A crab enemy that damages the player upon contact. It can be defeated by attacking the weak spot on its back. However, it can be defeated with fireballs, the Spin Drill, Koopa Shells and the Rainbow power-up as well. It can dig through the ground to warp back to its initial spot. KaninaRed drops some Star Bits when defeated whereas Kanina spawns a 1-Up. Red Crabber -- OBJECT NOTES -- A red crab enemy that runs towards the player. Drops Star Bits when defeated. -- CLASS NOTES -- A crab enemy that damages the player upon contact. It can be defeated by attacking the weak spot on its back. However, it can be defeated with fireballs, the Spin Drill, Koopa Shells and the Rainbow power-up as well. It can dig through the ground to warp back to its initial spot. KaninaRed drops some Star Bits when defeated whereas Kanina spawns a 1-Up. Slurple -- OBJECT NOTES -- A small blue enemy that will stick onto player if they get near it. If the enemy is not defeated, it will begin to damage the player. -- CLASS NOTES -- A small enemy that will chase after the player if they get too close. It will try to stick to the player's body to damage them. The player can get rid of them by using a Spin Attack. It can be defeated using most of the player's attacks. If shot by a Star Bit, it will drop three Star Bits instead of one. It can also be defeated by an enemy's explosion crush attack. Dry Bones -- OBJECT NOTES -- A dead skeleton of a Koopa Troopa. -- CLASS NOTES -- A skeleton enemy that wanders around passively. It will chase after the player to attack them. Its body disassembles when stomped, Ground Pounded, attacked with a Spin Attack or a fireball. However, it will be defeated when the player is using the Rainbow power-up, the Spin Drill or Yoshi's projectiles. Furthermore, it will sink down when touching SinkDown collision or lava collision (SMG2 only). Key -- OBJECT NOTES -- A key that activates a switch when collected. -- CLASS NOTES -- A collectable key that can activate a switch when collected. When it appears through any means, it will start a short appearance cutscene that will lock the game if it's not specified in the zone's CameraParam.bcam file. Kick Rock -- OBJECT NOTES -- A small rock that will spawn either a Coin or a Star Bit when kicked. -- CLASS NOTES -- A small stone that can be kicked. It drops a single Star Bit or a Coin when hit by the player or explosions. The object automatically tries to connect to collision within 300 units. Double Bullet Bill Blaster -- OBJECT NOTES -- A pair of opposite-facing cannons. The Bullet Bills have to be added as a separate object. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Cannon Blaster -- OBJECT NOTES -- A cannon that periodically shoots a force that will damage the player. -- CLASS NOTES -- A cannon that periodically shoots a force that will damage the player. Triple Bullet Bill Blaster -- OBJECT NOTES -- An unused set of three cannons that shoot Bullet Bills. Also features a large hole that fits a Chomp. The enemies have to be added as separate objects. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Bullet Bill Undergrunt Gunner -- OBJECT NOTES -- An Undergrunt Gunner that shoots Bullet Bills. -- CLASS NOTES -- A mole enemy that uses a floating cannon to shoot cannonballs at the player. If the object's name is KillerShooter, it will shoot Bullet Bills instead. It can be defeated using Yoshi's projectiles or explosions. Rollodillo -- OBJECT NOTES -- The armadillo boss fought at the end of Boulder Bowl Galaxy's first mission. -- CLASS NOTES -- A large armadillo boss that will try to attack the player by rolling into them. It can only be defeated by hitting the weak spot with the Rock power-up. When it's not rolling, it will hop around for a few seconds. It may spawn a Power Star if the object and Scenario entry are configured correctly. After the battle ends, the player will return to their last position before the boss fight started. 1-Up Mushroom Picture -- OBJECT NOTES -- A picture of a 1-Up Mushroom. -- CLASS NOTES -- A variant of SimpleMapObj that starts the TexChange.btk animation and freezes its frame at 1 once its SW_A gets activated. Like SimpleMapObj, this is a generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Honeyhive -- Light Wood Mushroom Planet -- OBJECT NOTES -- A light wood mushroom-shaped planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Honeyhive -- Dark Wood Mushroom Planet -- OBJECT NOTES -- A dark wood mushroom-shaped planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toad -- OBJECT NOTES -- A generic Toad NPC. -- CLASS NOTES -- The iconic mushroom NPC that can be talked to. It features a wide range of different behaviors and equipment. Furthermore, it can spawn a Power Star if configured correctly. Toad [Comet Observatory] -- OBJECT NOTES -- A special Toad NPC variant for the Comet Observatory. This object is also required for a functional Mailtoad. -- CLASS NOTES -- Banktoad -- OBJECT NOTES -- A special Toad NPC that allows the player to deposit and withdraw Star Bits. -- CLASS NOTES -- A Toad that allows the player to store Star Bits that can be shared across save files. He may give players free Star Bits depending on the number of stored Star Bits. An additional Toad (Kinopio) can be linked to it which will be hidden once this object is set to appear. Mail Toad -- OBJECT NOTES -- A special Toad NPC that delivers letters to the player. -- CLASS NOTES -- A Toad that delivers special letters, such as those that open up a new mission. The letters and their appearance conditions are defined in the game's code. Initially, it will be hidden until the player has collected 13 Power Stars. An additional Toad (Kinopio) can be linked to it which will be hidden once this object is set to appear. This uses a very complex dialogue system that doesn't allow for much customization. MarioFaceShipZone provides dialogues, though. Underwater Mine -- OBJECT NOTES -- A stationary mine used in Deep Dark Galaxy. -- CLASS NOTES -- A sea mine that is chained to a fixation. When the player approaches it, its eyes will open, and it turns towards the player. Touching it will cause it to explode which hurts the player. If hit with a Koopa Shell, its explosion will also target other nearby objects. Moving Underwater Mine -- OBJECT NOTES -- A moving underwater mine used in Deep Dark Galaxy and Cosmic Cove Galaxy. -- CLASS NOTES -- A sea mine that moves on a path. When the player approaches it, its eyes will open, and it turns towards the player. Touching it will cause it to explode which hurts the player. If hit with a Koopa Shell, its explosion will also target other nearby objects. Bowser [Lava Lair] -- OBJECT NOTES -- The Bowser boss fought at the end of Bowser's Lava Lair. -- CLASS NOTES -- The boss version of Bowser, the main antagonist. He attacks with fire breath and falling meteors (AttackRock) that the player can launch into him. All fights require AttackRock instances, a KoopaDemoChamber and a KoopaBattlePlanet, they should not be linked to it directly, though. Furthermore, the final encounter also requires AttackRockFinal, KoopaFinalStarPlanet and KoopaFinalBattlePos. Additionally, it requires a specific cutscene setup. It always spawns a Power Star when defeated, which requires a properly configured Scenario entry. Decorative Falling Crystal -- OBJECT NOTES -- A crystal cage that falls from the sky during Bowser's attack in the opening storybook level. -- CLASS NOTES -- A decorative falling crystal. It's dead by default since its appearance is controlled by the MeetKoopaDemoObj it should be linked to. Peach's Castle -- Decorative Bowser Portal -- OBJECT NOTES -- The large portal that Bowser disappears through during the intro sequence at Peach's Castle. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Lava Lair -- Bowser Battle Planet -- OBJECT NOTES -- The planet where Bowser is fought in Bowser's Lava Lair. -- CLASS NOTES -- A generic planet with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. It can also register any object linked to it. The appearance and disappearance of the linked objects will be synchronized with this object. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Gravity Gauntlet -- Bowser Battle Planet -- OBJECT NOTES -- The planet where Bowser is fought in Bowser's Gravity Gauntlet. -- CLASS NOTES -- A generic planet with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. It can also register any object linked to it. The appearance and disappearance of the linked objects will be synchronized with this object. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Galaxy Generator -- Bowser Battle Planet -- OBJECT NOTES -- The planet where Bowser is fought in Bowser's Galaxy Generator. -- CLASS NOTES -- A generic planet with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. It can also register any object linked to it. The appearance and disappearance of the linked objects will be synchronized with this object. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Bowser Battle Green Plate -- OBJECT NOTES -- A standalone version of the green metal plates seen during the boss battles against Bowser. They release a Coin when smashed by Bowser. -- CLASS NOTES -- Bowser Battle Bronze Plate -- OBJECT NOTES -- A standalone version of the bronze plates seen during the boss battles against Bowser. They release Star Bits when smashed by Bowser. -- CLASS NOTES -- Bowser Battle Small Stair Platform -- OBJECT NOTES -- A green and white platform that makes up the stairs in Bowser galaxies. It breaks after a set amount of time. -- CLASS NOTES -- Bowser Battle Large Stair Platform -- OBJECT NOTES -- A large green and white platform that makes up the stairs in Bowser galaxies. It breaks after a set amount of time. -- CLASS NOTES -- Bowser Battle Curved Stair Platform -- OBJECT NOTES -- A green and white turning platform that makes up the stairs in Bowser galaxies. It breaks after a set amount of time. -- CLASS NOTES -- Bowser Battle Appearing Curved Stair Platform -- OBJECT NOTES -- A green and white turning platform that makes up the stairs in Bowser galaxies. It appears after a set amount of time. -- CLASS NOTES -- Bowser Fight Sky -- OBJECT NOTES -- The sky model used during the fights against Bowser in Bowser's Lava Lair, Bowser's Gravity Gauntlet and Bowser's Galaxy Generator. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Star Reactor -- Lava Sphere -- OBJECT NOTES -- A large decorative sphere of lava. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Lava Lair -- Tower with Torch -- OBJECT NOTES -- A background tower with a torch used in Bowser's Lava Lair. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Bowser's Throne -- OBJECT NOTES -- The planet where Bowser waits for the player before battling them. The throne has no actual collision. -- CLASS NOTES -- A generic object with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. Initially, the object is not visible. It can also register any object linked to. The appearance and disappearance of the linked objects will be synchronized with this object. Final Bowser Battle Position -- OBJECT NOTES -- Marks the position of the final boss fight against Bowser in Bowser's Galaxy Generator that takes place in the sky. -- CLASS NOTES -- Marks the position of the final boss fight against Bowser that takes place in the sky. It automatically registers to the accessor of Bowser battle setup objects. The Bowser battle sequencer invokes this controller when needed. Galaxy Generator -- Grand Star Planet -- OBJECT NOTES -- The planet where the player finds both Princess Peach and the final Grand Star; used in Bowser's Galaxy Generator. -- CLASS NOTES -- A generic planet with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. Initially, the object is not visible. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Boomsday Machine -- OBJECT NOTES -- The large tank boss fought at the end of Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A castle tank boss that is controlled by Bowser Jr. It features rotating three rotating Fire Bars, vents that suck in cloud platforms and a large glass capsule. The player has to Ground Pound the glass three times to defeat the boss. After hitting it twice, the lower portion will emerge from the ground, allowing it to move around the arena. It always spawns a Power Star when defeated. Boom Bunker -- Dark Cloud Platform -- OBJECT NOTES -- A dark cloud platform used in Bowser Jr.'s Boom Bunker as well as Cloudy Court Galaxy. -- CLASS NOTES -- A stationary cloud platform that can be stood on using the Bee or Cloud power-ups. If the player does not have any of these two power-ups and steps on the platform, it will temporarily disappear. When Ground Pounded, it will temporarily disappear as well, no matter what power-up is currently active. When Bowser Jr.'s Boomsday Machine is charging nearby, it will be attracted by the boss and disappear upon contact. Fiery Flotilla -- Castle Gate -- OBJECT NOTES -- The large gate used in Bowser Jr.'s Fiery Flotilla. -- CLASS NOTES -- A pair of large gate doors that can be unlocked by activating a switch or by triggering its special cutscene nerve action. Fiery Flotilla -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Bowser Jr.'s Fiery Flotilla. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boom Bunker -- Boomsday Machine Planet -- OBJECT NOTES -- The planet where the Boomsday Machine is fought in Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boomsday Machine Fan -- OBJECT NOTES -- A large metal fan used during the Boomsday Machine battle in Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A fan object that creates a gust of wind that can push cloud platforms created by the Cloud power-up. If Bowser Jr.'s Boomsday Machine moves over this fan, it will stop creating the gust. Airship Armada -- Large Cannon Airship -- OBJECT NOTES -- A large airship with rows of several cannons on the sides. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Fearsome Fleet -- Launch Star Platforms -- OBJECT NOTES -- The set of platforms where the Launch Star to the Megahammer planet in Bowser Jr.'s Fearsome Fleet is found. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fearsome Fleet -- Asteroid Planet -- OBJECT NOTES -- An asteroid-like planet seen in the background of Bowser Jr.'s Fearsome Fleet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Yellow Moving Platform -- OBJECT NOTES -- A striped yellow moving platform used in Bowser Jr.'s Fearsome Fleet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Yellow Moving Platform for Generator -- OBJECT NOTES -- A dummy object that represents an individual platform generated by a KoopaJrLv2LiftGenerator. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Yellow Moving Platform Generator -- OBJECT NOTES -- An object that generates the yellow platforms used in Bowser Jr.'s Fearsome Fleet. -- CLASS NOTES -- A controller that periodically generates platforms that move on a set path. The platforms that it creates always use the model KoopaJrLv2Lift. The actual platforms are usually represented by KoopaJrLv2LiftForGenerator objects which have to be linked to the generator. Fearsome Fleet -- Starting Platforms -- OBJECT NOTES -- The set of platforms used at the start of Bowser Jr.'s Fearsome Fleet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Fearsome Fleet -- Checkpoint Platform -- OBJECT NOTES -- A single platform used near the checkpoint of Bowser Jr.'s Fearsome Fleet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boom Bunker Sky -- OBJECT NOTES -- The sky model used in Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Airship Armada -- Airship -- OBJECT NOTES -- A generic airship with a small wood pedestal on the stern. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Megahammer -- OBJECT NOTES -- The boss fought at the end of Bowser Jr.'s Fearsome Fleet. -- CLASS NOTES -- A robot boss that is controlled by Bowser Jr. It features blue weak spots that have to be destroyed using Bullet Bills. After destroying these spots, the head needs to be attacked. It always spawns a Power Star. Several objects can be linked to it. Boom Bunker -- Destroyed Megahammer Planet -- OBJECT NOTES -- The planet used at the start of Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bowser Jr.'s Airship -- OBJECT NOTES -- A small airship steered by Bowser Jr. himself, which is the boss of Bowser Jr.'s Airship Armada. -- CLASS NOTES -- Airship Armada -- Airship Platform -- OBJECT NOTES -- A small moving airship-styled platform. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Airship Armada -- Decorative Path Marker -- OBJECT NOTES -- A line of tiny decorative orange dots that serve as a visual marker of the moving airship platform's path. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Bowser Jr. Statue -- OBJECT NOTES -- A destroyable statue of Bowser Jr. -- CLASS NOTES -- A basic object that can be destroyed through various means. Unlike other variants, its shadows will be invalidated after destroying it. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Final Bowser Fight Sky -- OBJECT NOTES -- The vortex sky used during the final fight against Bowser in Bowser's Galaxy Generator. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Lava Lair -- Moving Wood Platform -- OBJECT NOTES -- A wooden platform where a ground pound switch is found in Bowser's Lava Lair. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Lava Lair -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Bowser's Lava Lair. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Bowser [Gravity Gauntlet] -- OBJECT NOTES -- The boss fought at the end of Bowser's Gravity Gauntlet. -- CLASS NOTES -- The boss version of Bowser, the main antagonist. He attacks with fire breath and falling meteors (AttackRock) that the player can launch into him. All fights require AttackRock instances, a KoopaDemoChamber and a KoopaBattlePlanet, they should not be linked to it directly, though. Furthermore, the final encounter also requires AttackRockFinal, KoopaFinalStarPlanet and KoopaFinalBattlePos. Additionally, it requires a specific cutscene setup. It always spawns a Power Star when defeated, which requires a properly configured Scenario entry. Gravity Gauntlet -- Meteors Planet -- OBJECT NOTES -- The planet where some meteors and the large Bowser door are found at the end of Bowser's Gravity Gauntlet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gravity Gauntlet -- Moving Wood Platform -- OBJECT NOTES -- A moving wood platform used near the start of Bowser's Gravity Gauntlet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Bowser [Galaxy Generator] -- OBJECT NOTES -- The boss fought at the end of Bowser's Galaxy Generator. -- CLASS NOTES -- The boss version of Bowser, the main antagonist. He attacks with fire breath and falling meteors (AttackRock) that the player can launch into him. All fights require AttackRock instances, a KoopaDemoChamber and a KoopaBattlePlanet, they should not be linked to it directly, though. Furthermore, the final encounter also requires AttackRockFinal, KoopaFinalStarPlanet and KoopaFinalBattlePos. Additionally, it requires a specific cutscene setup. It always spawns a Power Star when defeated, which requires a properly configured Scenario entry. Galaxy Generator -- Stone Seesaw Platform -- OBJECT NOTES -- A stone seesaw platform used in Bowser's Galaxy Generator. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Tiny Bowser -- OBJECT NOTES -- A tiny version of Bowser used in the end credits. -- CLASS NOTES -- A small variant of Bowser that lies down on the ground. When attacked, he will stand up and get angry at the player. Unlike most NPCs, it cannot be talked to at all. Bowser Battle Power-Up Switch Holder -- OBJECT NOTES -- A controller for Bowser battles that activates several switches depending on Bowser's current power-up state. -- CLASS NOTES -- Bowser Battle Reset Appearance Controller -- OBJECT NOTES -- A controller that causes Bowser's model to appear if it's not appeared yet. -- CLASS NOTES -- Red Bowser Door -- OBJECT NOTES -- The large red door with three chained seals that is found at the end of Bowser galaxies. -- CLASS NOTES -- A large door that is locked by three (KoopaSealField) or one (KoopaSealFieldMiddle) seals. These seals can be destroyed using Bowser Attack Rocks. One GravityLightRoad and one AttackRockTutorial can be linked to it. The linked AttackRockTutorial will not reappear after destroying the seals. The GravityLightRoad will appear after destroying the seals. Purple Bowser Door -- OBJECT NOTES -- The large purple door with a large seal that is found midway through Bowser's Lava Lair. -- CLASS NOTES -- A large door that is locked by three (KoopaSealField) or one (KoopaSealFieldMiddle) seals. These seals can be destroyed using Bowser Attack Rocks. One GravityLightRoad and one AttackRockTutorial can be linked to it. The linked AttackRockTutorial will not reappear after destroying the seals. The GravityLightRoad will appear after destroying the seals. Generic Airship -- OBJECT NOTES -- A generic airship that is used in Space Junk Galaxy, Bowser's Airship Armada and Fleet Glide Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Space Junk -- Triple Propeller Airship -- OBJECT NOTES -- A standard airship with three propellers on top. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Space Junk -- Airship with Interior -- OBJECT NOTES -- An airship with an interior room below deck. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Airship Armada -- Bowser Jr. Battle Airship -- OBJECT NOTES -- The airship where the player fights Bowser Jr.'s Airship. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Peach's Castle -- Airship -- OBJECT NOTES -- A decorative airship with rows of cannons on the sides. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Airship Manhole -- OBJECT NOTES -- A manhole found on certain airships. -- CLASS NOTES -- A manhole that can be flipped by Ground Pounding on top of it or by jumping through it from below. Space Junk -- Airship Seesaw Bridge -- OBJECT NOTES -- A seesaw-like bridge used on one of the airships in the second mission. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Bowser Statue -- OBJECT NOTES -- A destroyable statue of Bowser. -- CLASS NOTES -- A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Turning Bowser Statue -- OBJECT NOTES -- A statue of Bowser that can turn around. The actual laser is created using an ElectricRail object. -- CLASS NOTES -- A statue of Bowser that turns around when activating its SW_B switch. The actual laser beam is created by a separate object called ElectricRail. Bowser Battle General Switch Holder -- OBJECT NOTES -- A controller for Bowser battles that handles the switch for activating the battle, the switches that get activated during a phase change and the switch that gets activated when defeating Bowser. -- CLASS NOTES -- Bowser Battle Appearance Switch Holder -- OBJECT NOTES -- A controller for Bowser battles that handles the switches that make Bowser appear. -- CLASS NOTES -- Bowser [Star Reactor] -- OBJECT NOTES -- The first Bowser battle, which takes place on a glass planet with a green metal frame. -- CLASS NOTES -- Star Reactor -- Bowser Tower Planet -- OBJECT NOTES -- The tower planet with three smaller towers and several slim ones arranged on a stone brick ring, on which Bowser awaits the player for battle. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Star Reactor -- Moving Red Metal Platform -- OBJECT NOTES -- A small moving red square metal platform. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Star Reactor -- Moving Stone Platform -- OBJECT NOTES -- A small moving square stone platform. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Star Reactor -- Gravity Panel Planet -- OBJECT NOTES -- A castle-styled 2D gravity panel planet with some red carpet platforms. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Star Reactor -- Moving Green Metal Platform -- OBJECT NOTES -- A small moving and rotating green square metal platform. -- CLASS NOTES -- A map object with a model and optional collision that usually moves and rotates on a set path. The individual path points can specify how to rotate the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RailRotatorRotateStart, and RailRotatorRotateLoop. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Star Reactor -- Moving Yellow Gravity Ramp Platform -- OBJECT NOTES -- A small moving and rotating yellow square metal platform with a slight gravity ramp on one edge. -- CLASS NOTES -- A map object with a model and optional collision that usually moves and rotates on a set path. The individual path points can specify how to rotate the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RailRotatorRotateStart, and RailRotatorRotateLoop. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Star Reactor -- Spiral Road Pipe Planet -- OBJECT NOTES -- A planet featuring the head of a large green pipe as an archway and a spiraling road of colored blocks. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Star Reactor -- Red Carpet Stairway -- OBJECT NOTES -- A stone stairway with red carpet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Star Reactor Sky -- OBJECT NOTES -- The sky model used in Bowser's Star Reactor, Bowser's Lava Lair and Bowser's Gravity Gauntlet. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Bowser [Dark Matter Plant] -- OBJECT NOTES -- The second Bowser battle, which takes place on a bronze mesh planet with a stone brick frame. -- CLASS NOTES -- Dark Matter Plant -- Moving 2D Long Blue Platform -- OBJECT NOTES -- A long metallic moving blue platform with red edges. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Moving 2D Slim Green Platform -- OBJECT NOTES -- A slim metallic moving green platform with blue edges. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Moving 2D T-Shaped Purple Platform -- OBJECT NOTES -- A T-shaped metallic moving purple platform with red edges. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hard-coded to be able to crush the player. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Moving 2D Cross-Shaped White Platform -- OBJECT NOTES -- A cross-shaped metallic moving white platform with yellow edges. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Moving 2D L-Shaped Yellow Platform -- OBJECT NOTES -- An L-shaped metallic moving yellow platform with red edges. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Moving 2D Yellow Platform -- OBJECT NOTES -- A metallic moving yellow platform with red edges. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- 2D Decorative Path Markers -- OBJECT NOTES -- Several lines of tiny decorative crystals that serve as a visual marker of the moving platform paths. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Dark Matter Clipping Hole -- OBJECT NOTES -- A small cube that is used to indicate a hole of Dark Matter. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it registers to the indirect map object draw buffer. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Dark Matter [Two Cubes] -- OBJECT NOTES -- A pair of cubes of Dark Matter arranged diagonally. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Dark Matter [Cylinder] -- OBJECT NOTES -- A large cylinder of Dark Matter with a quarter of its outer circle missing. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Dark Matter [Long Rectangle with Cube] -- OBJECT NOTES -- A very long rectangle of Dark Matter with a small cube of dark matter attached diagonally on one end. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Dark Matter [Cube] -- OBJECT NOTES -- A large cube of Dark Matter. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Dark Matter [Slim Rectangle] -- OBJECT NOTES -- An unused long and slim rectangle of Dark Matter. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Triple Moving Pink Platforms -- OBJECT NOTES -- A set of three long checkered pink moving platforms arranged in an ascending diagonal formation. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Dark Matter Plant -- Triple Moving Bright Dark Matter -- OBJECT NOTES -- A set of three moving long bright Dark Matter rectangles arranged in an ascending diagonal formation. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Holed Stone Platform -- OBJECT NOTES -- A big square stone platform with a circular hole in the center. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Dark Matter Plant -- L-Shaped Green Carpet Stone Platform -- OBJECT NOTES -- An L-shaped stone platform with a green carpet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Long Rounded Stone Platform -- OBJECT NOTES -- An unused long stone platform with round edges. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Green Carpet Stone Balcony -- OBJECT NOTES -- A big square stone balcony platform with a dark brick wall and a small green carpet staircase leading up into it. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- L-Shaped Green Carpet Ramp Stone Platform -- OBJECT NOTES -- An L-shaped stone platform with green carpet leading to a small gravity ramp. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- C-Shaped Green Carpet Stone Platform -- OBJECT NOTES -- An inwards C-shaped stone platform with a green carpet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Green Carpet Step Stone Platform -- OBJECT NOTES -- A stone platform with a step and a green carpet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Bowser Tower Planet -- OBJECT NOTES -- The short tower planet surrounded by four slim towers, on which Bowser awaits the player for battle. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Large Gravity Panel Planet -- OBJECT NOTES -- A large castle-styled 2D gravity switching planet with large blobs of dark matter. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Small Gravity Panel Planet -- OBJECT NOTES -- A small castle-styled 2D gravity switching planet with green carpet through the floor. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Rotating Pink & Yellow Metal Platforms -- OBJECT NOTES -- A set of four curved pink and yellow metal platforms arranged on a circle. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Curved Moving Yellow & Red Metal Platform -- OBJECT NOTES -- A small curved moving yellow square metal platform with red metal edges. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Dark Matter Plant -- Moving Yellow & Blue Metal Platform -- OBJECT NOTES -- A small moving yellow square metal platform with blue metal edges. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Dark Matter Plant -- Moving Curved Dark Matter -- OBJECT NOTES -- A moving curved Dark Matter square. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Moving Dark Matter -- OBJECT NOTES -- A moving Dark Matter square. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Solid Large Stair Platform -- OBJECT NOTES -- A large green and white platform that makes up the stairs in Bowser galaxies. Unlike the other Bowser Battle Stair Platform objects this one does not break after a set amount of time. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant -- Revolving Yellow & Green Metal Platform -- OBJECT NOTES -- A small revolving yellow square metal platform with green metal edges. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Curved Revolving Yellow & Green Metal Platform -- OBJECT NOTES -- A small curved revolving yellow square metal platform with green metal edges. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Curved Moving Yellow & Green Metal Platform -- OBJECT NOTES -- A small curved moving yellow square metal platform with green metal edges. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dark Matter Plant -- Circular Green Carpet Stone Platform -- OBJECT NOTES -- A circular stone platform with a green carpet going outwards of it. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dark Matter Plant Sky -- OBJECT NOTES -- The sky model used in Bowser's Dark Matter Plant. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Bowser [Galaxy Reactor] -- OBJECT NOTES -- The final Bowser battle, which takes place across three different planets. -- CLASS NOTES -- Galaxy Reactor -- Circular Stair Platform -- OBJECT NOTES -- A large green and white circular platform with a connector platform extending outwards that makes up the beginning of the long stairs. Unlike other stair platforms, this one does not break. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galaxy Reactor -- Bowser Tower Planet -- OBJECT NOTES -- The tower planet with rows of slim towers on the sides, on which Bowser awaits the player for battle. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galaxy Reactor -- Castle Wall Planet -- OBJECT NOTES -- A planet made out of stone floors and ruined dark brick walls featuring a high tower. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galaxy Reactor -- Lava Tower Planet -- OBJECT NOTES -- A large hollow tower planet with inner walls of lava and many stone platforms, Bullet Bill cannons and Banzai Bill cannons. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galaxy Reactor -- Dry Ice Planet -- OBJECT NOTES -- A planet entirely of deadly dry ice with a large snowy rock column. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galaxy Reactor -- Colossal Hollow Lava Planet Interior -- OBJECT NOTES -- A standalone variant of the colossal lava planet's interior. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galaxy Reactor -- Colossal Hollow Lava Planet Exterior -- OBJECT NOTES -- A standalone version of the galaxy-sized hollow spherical lava planet with holes. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galaxy Reactor -- Gravity Panel Wall -- OBJECT NOTES -- A blue and pink gravity panel wall seen in the Space Junk blocks section. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Galaxy Reactor -- Small Rotating Sand Brick Circle -- OBJECT NOTES -- A small rotating circle of sand brick blocks. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Galaxy Reactor -- Large Rotating Sand Brick Circle -- OBJECT NOTES -- A large rotating circle of sand brick blocks arranged in a zigzag-like pattern. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Galaxy Reactor -- Rotating Molten Tar Disk -- OBJECT NOTES -- A dark rotating disk of molten tar. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Galaxy Reactor -- Rotating Green Metal Platforms -- OBJECT NOTES -- A set of three bent green metal platforms arranged on a circle facing inwards. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Galaxy Reactor -- Quicksand Planet -- OBJECT NOTES -- A planet entirely of deadly quicksand featuring a few sandy platforms. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Flipbug -- OBJECT NOTES -- A small bug-like enemy that attacks the player in Bee form and runs away from the player under normal conditions. -- CLASS NOTES -- A bug-like enemy that remains idle until the player approaches it. If the player has the Bee power-up, it will chase after the player to damage them. Otherwise, it will flee from the player before dropping on its back after a while. This can be accomplished by attacking it with most of the player's attacks as well. Attacking it again will defeat it. However, it can be instantly defeated using a Ground Pound, the Rainbow power-up and the player's fireballs. Usually, it reveals three Star Bits when defeated. However, it drops a Coin when Ground Pounded or stomped. Goomba -- OBJECT NOTES -- The infamous Goomba enemy that appeared in most Mario games since 1985. -- CLASS NOTES -- A Goomba that can be defeated using most of the player's attacks. A Spin Attack will stun it, though. It can also be defeated by an enemy's explosion, crush or shockwave attack. It wanders around randomly. Once the player gets close, it will chase after the player to damage them. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means. Big Goomba -- OBJECT NOTES -- A big Goomba that appears in Gateway Galaxy and the Supermassive Galaxy. -- CLASS NOTES -- A large Goomba enemy that can only be defeated by stunning it with a Spin Attack and damaging it again with most of the player's attacks. It can also be defeated by an enemy's crush or shockwave attack. It wanders around randomly. Once the player gets close, it will chase after the player to damage them. It drops some Star Bits when damaged through other means. Fluffy Bluff -- Circular Fence -- OBJECT NOTES -- A circular fence that is used in The Chimp's challenge in Fluffy Buff Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Mini Goomba -- OBJECT NOTES -- A small round Goomba that drops one Coin when jumped on and a Star Bit if spun (always a Coin in SMG1). -- CLASS NOTES -- A small Goomba enemy that can be instantly defeated using most of the player's attacks. It can also be defeated by an enemy's explosion, crush or shockwave attack. It wanders around randomly. Once the player gets close, it will chase after the player to damage them. It drops a Coin when stomped or Ground Pounded, and it drops a Star Bit when damaged through other means. Long Chain -- OBJECT NOTES -- A long chain of configurable length. -- CLASS NOTES -- A long decorative chain with a configurable length. Galaxy Generator -- Small Sinking Platform -- OBJECT NOTES -- A small platform that sinks into the lava in Bowser's Galaxy Generator. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, its model uses a projection map matrix. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- Lava Tide Planet -- OBJECT NOTES -- The planet used for the secret Star mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- Lava Tide -- OBJECT NOTES -- The lava tide that periodically shrinks and rises. -- CLASS NOTES -- Galaxy Generator -- Large Sinking Platform -- OBJECT NOTES -- A large platform that sinks into the lava in Bowser's Galaxy Generator. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, its model uses a projection map matrix. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dreadnought -- Star Chip Cube Planet -- OBJECT NOTES -- The small cube planet that appears on the third star in the Dreadnought Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battlerock -- Topmaniac's Planet -- OBJECT NOTES -- The large UFO planet where Topmaniac is fought in Battlerock Galaxy and Dreadnought Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dreadnought -- UFO Planet -- OBJECT NOTES -- The UFO planet used at the start of the third mission of Dreadnought Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- Destroyed UFO -- OBJECT NOTES -- A destroyed UFO used in the background of the first mission. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Melty Molten -- Lava Spire Bridge Segment -- OBJECT NOTES -- A small bridge segment that collapses when stepped on. -- CLASS NOTES -- Melty Molten -- Lava Spire Gem Boulder -- OBJECT NOTES -- A large collapsing boulder consisting of many red gems. -- CLASS NOTES -- Melty Molten -- Lava Spire Round Tipping Platform -- OBJECT NOTES -- A round tipping rock platform used at the start of the Lava Spire section. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. Once the Move.bck animation has ended, the object will kill itself. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelKill specifies the sound effect used when it kills itself. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. Melty Molten -- Lava Spire Long Tipping Platform -- OBJECT NOTES -- A long tipping rock platform used at the start of the Lava Spire section. -- CLASS NOTES -- Melty Molten -- Lava Spire Tipping Stair Platform -- OBJECT NOTES -- A tipping rock stair platform used at the start of the Lava Spire section. -- CLASS NOTES -- Melty Molten -- Lava Spire Wide Tipping Platform -- OBJECT NOTES -- A wide tipping rock platform used at the start of the Lava Spire section. -- CLASS NOTES -- Lava Bubble -- OBJECT NOTES -- A small bubble of lava that jumps out and back into lava. -- CLASS NOTES -- A small lava bubble that jumps out and back into lava and damages the player upon contact. Obj_arg0 and Obj_arg3 implicitly define how far it jumps, which requires excessive testing. Gravity Gauntlet -- Lava Bubble Planet -- OBJECT NOTES -- The planet where you dodge Lava Bubbles and Cheep Cheeps in Bowser's Gravity Gauntlet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- C-Shaped Thwomps Planet -- OBJECT NOTES -- The C-shaped planet with several falling meteors and Thwomps. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- Star Chip Planet -- OBJECT NOTES -- The spherical planet where the player has to collect five Star Chips or defeat five Li'l Cinders in order to progress. -- CLASS NOTES -- Galaxy Generator -- Banzai Bill Planet -- OBJECT NOTES -- The planet with Banzai Bills and the Spin Drill used in Bowser's Galaxy Generator. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- Lava Spire Rock Columns A -- OBJECT NOTES -- A set of columns used on the Lava Spire planet. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Melty Molten -- Lava Spire Rock Columns B -- OBJECT NOTES -- A set of columns used on the Lava Spire planet. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Gravity Gauntlet -- Sinking Trapezoid Platform -- OBJECT NOTES -- A trapezoid-shaped platform that sinks when the player stands on it. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Tiny Purple/Medium Green Sinking Platform -- OBJECT NOTES -- A sinking platform for lava sections. In SMG1 this is a tiny purple platform, in SMG2 it is a medium green platform. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Medium Green/Big Blue Sinking Platform -- OBJECT NOTES -- A sinking platform for lava sections. In SMG1 this is a medium green platform, in SMG2 it is a big blue platform. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Melty Molten -- Tall Blue Sinking Platform -- OBJECT NOTES -- A tall blue platform that sinks when stepped on. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Melty Molten -- Blue Sinking Platform -- OBJECT NOTES -- A blue platform that sinks when stepped on. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Galaxy Generator -- Starting Planet -- OBJECT NOTES -- The first planet of Bowser's Galaxy Generator. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galaxy Generator -- Starting Planet Rotating Platform -- OBJECT NOTES -- The rotating platform used on the first planet of Bowser's Galaxy Generator. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Lava Geyser -- OBJECT NOTES -- A lava geyser used in lava-themed galaxies. -- CLASS NOTES -- A lava geyser that periodically appears and disappear. It damages the player and compatible objects upon contact. Gravity Gauntlet -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Bowser's Gravity Gauntlet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- Long Slanted Sinking Platform -- OBJECT NOTES -- The long green sinking platform used on the starting planet. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Melty Molten -- Starting Planet -- OBJECT NOTES -- The planet featuring the tall volcano and several lava ponds. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- Sinking Seesaw Platform -- OBJECT NOTES -- A pair of two purple sinking platforms that are connected by a huge stone block. -- CLASS NOTES -- Falling Volcano Rocks Effect -- OBJECT NOTES -- An effect consisting of falling volcano rocks that is used inside Melty Molten Galaxy's volcano. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Melty Molten -- Volcano Eruption -- OBJECT NOTES -- The volcano eruption effect used in Melty Molten Galaxy. -- CLASS NOTES -- A large decorative volcano eruption effect. Melty Molten -- Rising Volcano Lava -- OBJECT NOTES -- The rising lava used inside the volcano. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- Main Planet -- OBJECT NOTES -- The large lava sphere planet. -- CLASS NOTES -- Melty Molten -- J-Shaped Planet -- OBJECT NOTES -- The large J-shaped planet that features the Bullet Bill cannons. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gusty Garden -- Hedge Maze Planet -- OBJECT NOTES -- The hedge maze planet where the player has to chase a Star Bunny. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- Meteors Planet -- OBJECT NOTES -- The long planet that features Star Chips and several falling meteors. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Mini Lava Planet -- OBJECT NOTES -- A small spherical lava planet used in the background of lava-themed galaxies or sections, including Melty Molten Galaxy and Freezeflame Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- UFO Planet -- OBJECT NOTES -- The UFO planet visited during the first and third missions. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- Ground Pound Platform -- OBJECT NOTES -- The big movable Ground Pound platform used on the starting planet. -- CLASS NOTES -- Melty Molten -- Falling Rock Blockade -- OBJECT NOTES -- A falling stone block that blocks the Wall Jump section on the starting planet. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Melty Molten -- Lava Spire Ground Pound Parts -- OBJECT NOTES -- The big movable Ground Pound parts used on the Lava Spire planet. -- CLASS NOTES -- Fireball -- OBJECT NOTES -- A fireball used in lava-themed galaxies. -- CLASS NOTES -- A fireball that appears periodically and moves on a path. It damages the player upon contact. The variant LavaProminenceWithoutShadow has no shadow. Large Fireball -- OBJECT NOTES -- A large rotating fireball with a long trail; used in Melty Molten Galaxy. -- CLASS NOTES -- Fireballs [Group of Three] -- OBJECT NOTES -- A group of three rotating fireballs with long trails; used in Melty Molten Galaxy. -- CLASS NOTES -- Fireball without Shadow -- OBJECT NOTES -- A fireball with no shadow; used in Melty Molten Galaxy. -- CLASS NOTES -- A fireball that appears periodically and moves on a path. It damages the player upon contact. The variant LavaProminenceWithoutShadow has no shadow. Melty Molten -- Rotating Lava Planet -- OBJECT NOTES -- The large rotating lava planet visited in the third mission. -- CLASS NOTES -- Melty Molten -- Rotating Lava Planet Fixed Platform -- OBJECT NOTES -- The stationary platform used on the rotating lava planet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- 2D Star Chips Planet -- OBJECT NOTES -- The 2D planet with several colorful rotating platforms and five Star Chips. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- Set of Red Rotating Platforms -- OBJECT NOTES -- A set of four red rotating platforms used on the 2D planet with the Star Chips. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- Pair of Orange Rotating Platforms -- OBJECT NOTES -- A pair of orange rotating platforms used on the 2D planet with the Star Chips. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- Set of Green Rotating Platforms -- OBJECT NOTES -- A set of four green rotating platforms used on the 2D planet with the Star Chips. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Melty Molten -- Pair of Yellow Rotating Platforms -- OBJECT NOTES -- A pair of yellow rotating platforms used on the 2D planet with the Star Chips. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Galaxy Generator -- Crushing Lava Walls -- OBJECT NOTES -- A set of two lava walls that move to crush Mario. Used in Bowser's Galaxy Generator. -- CLASS NOTES -- A large castle-like planet consisting of two halves that move on two separate RailObj instances. The halves do not move until its SW_B gets activated. The RailObj instances can be configured like generic RailMoveObj objects; point_arg0 specifies the movement speed, for instance. Melty Molten -- Lava Spire -- OBJECT NOTES -- The large and tall stone spire that is visited in the first mission. -- CLASS NOTES -- Melty Molten -- Lava Spire Starting Platform -- OBJECT NOTES -- The small starting platform found right before the actual Lava Spire. -- CLASS NOTES -- Freezy Flake -- Lava Planet -- OBJECT NOTES -- The lava planet used at the end of the first mission of Freezy Flake Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Molten -- Long Decorative Lava Rock -- OBJECT NOTES -- A long lava rock used in the background of the Pull Star section. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Melty Molten -- Short Decorative Lava Rock -- OBJECT NOTES -- A short lava rock used in the background of the Pull Star section. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Large Lava Sparks Effect -- OBJECT NOTES -- A large lava sparks particle effect. -- CLASS NOTES -- A generic particles effect with a clipping radius of 2500 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Small Lava Sparks Effect -- OBJECT NOTES -- A small lava sparks particle effect. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Lava Steam -- OBJECT NOTES -- A hole that periodically emits hot steam that burns the player upon contact. -- CLASS NOTES -- Melty Molten -- Small Generic Platform -- OBJECT NOTES -- A small generic rock platform used throughout the level. -- CLASS NOTES -- Melty Molten -- Medium Generic Platform -- OBJECT NOTES -- A medium generic rock platform used throughout the level. -- CLASS NOTES -- Melty Molten -- Large Generic Platform -- OBJECT NOTES -- A large generic rock platform used throughout the level. -- CLASS NOTES -- Melty Molten -- Small Stalagmite -- OBJECT NOTES -- A small stalagmite seen in the background of some sections. -- CLASS NOTES -- Melty Molten -- Large Stalagmite -- OBJECT NOTES -- A large stalagmite seen in the background of some sections. -- CLASS NOTES -- Melty Molten -- Stalagmite Platform -- OBJECT NOTES -- An unused stalagmite platform. -- CLASS NOTES -- Melty Molten -- Transparent Planet -- OBJECT NOTES -- A small transparent planet used in Melty Molten Galaxy and Snow Cap Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Freezeflame -- Moving Lava Layer -- OBJECT NOTES -- The moving lava layer found on the ice and lava planet. -- CLASS NOTES -- Freezeflame -- Ice & Lava Planet Lava Side -- OBJECT NOTES -- The lava side of the ice & lava planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galaxy Generator -- Dash Pepper Planet Sinking Platform -- OBJECT NOTES -- A circular sinking platform used on the Dash Pepper planet in Bowser's Galaxy Generator. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Galaxy Generator -- Dash Pepper Planet -- OBJECT NOTES -- The planet where the Dash Pepper is found in Bowser's Galaxy Generator. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Leaf Raft -- OBJECT NOTES -- A moving leaf raft used in Starshine Beach Galaxy. -- CLASS NOTES -- A leaf raft that can be steered by the player. Its movement on the Y axis sometimes fails when moving between water areas with different elevations. Furthermore, its ripple effect does not rotate correctly, but this can be fixed by setting the effect's Follow field to T/R. Flipsville -- Red Grate -- OBJECT NOTES -- A red grate that can be flipped over; used in Flipsville Galaxy. -- CLASS NOTES -- A manhole that can be flipped by Ground Pounding on top of it or by jumping through it from below. Lens Flare Area -- OBJECT NOTES -- An area that causes a lens flare on the camera when entered. -- CLASS NOTES -- An area that causes lens flare effects on the camera when entered. The lens flare models will be rendered around a proper BrightSun or BrightObj instance. Yellow Disappearing Platform -- OBJECT NOTES -- A yellow platform that disappears and reappears periodically. -- CLASS NOTES -- A platform that disappears and reappears periodically. It always moves into one direction. Light Area -- OBJECT NOTES -- An area that changes lighting when entered. -- CLASS NOTES -- An area that changes the currently active lighting configuration when entered. The available light configurations as well as their IDs have to be specified in the zone's Light file. Light Area [Cube] -- OBJECT NOTES -- An area that changes lighting when entered. -- CLASS NOTES -- An area that changes the currently active lighting configuration when entered. The available light configurations as well as their IDs have to be specified in the zone's Light file. Light Area [Cylinder] -- OBJECT NOTES -- An area that changes lighting when entered. -- CLASS NOTES -- An area that changes the currently active lighting configuration when entered. The available light configurations as well as their IDs have to be specified in the zone's Light file. Bulb Berry -- OBJECT NOTES -- A berry that turns Yoshi into Bulb Yoshi who can make parts of the stage appear. -- CLASS NOTES -- A yellow pear that, when eaten, transforms Yoshi into Bulb Yoshi. Can be temporarily destroyed using Ground Pounds. Slipsand -- Starting Planet -- OBJECT NOTES -- The flowing sand planet used at the start of Slipsand Galaxy. -- CLASS NOTES -- A generic planet with a model and collision. It is meant to use collision triangles with AreaMove and/or RailMove floor codes. RailMove only works if the object is connected to a path. If the player stands on these triangles, a moving sand sound effect will be played. It may use two animations called "Move" and "Reverse"; the former would be played by default. Slipsand -- Metal Arrow Platform -- OBJECT NOTES -- A rotating metal platform shaped like an arrow; used in the second mission of Slipsand Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Slipsand -- Stone Arrow Platforms -- OBJECT NOTES -- A set of stone arrow platforms used in the second mission of Slipsand Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Lily Pad -- OBJECT NOTES -- A floating lily pad platform, commonly used in Bee-related galaxies. -- CLASS NOTES -- A floating lily pad platform that shakes when the player stands on it. 1-Up Chance Cube -- OBJECT NOTES -- A die cube used in the Luma Shop room of Starship Mario. Can reward the player with a Star Bit, a 1-Up, a 3-Up or a 5-Up. -- CLASS NOTES -- A die block that can spawn a single Star Bit, one, three or five 1-Up Mushrooms depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up. Interestingly, it declares 1000 Star Bits, although it can only spawn one. Starship Mario -- Luma Shop Room -- OBJECT NOTES -- The room with two Luma Shops offering Chance Cubes, used on Starship Mario. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Luigi [Power Star] -- OBJECT NOTES -- A special Luigi NPC who can be found in some levels to give you a Power Star when talked to. -- CLASS NOTES -- Playable Luigi -- OBJECT NOTES -- Mario's younger brother who offers to play a level in Mario's place when talked to. -- CLASS NOTES -- An NPC variant of Luigi. It enables the player to play as Luigi when talked to in a galaxy. However, it will appear only if certain game progress conditions are met. Luigi NPC -- OBJECT NOTES -- Mario's younger brother who can be talked to. -- CLASS NOTES -- Mario Squared -- Yellow Tile -- OBJECT NOTES -- A yellow tile used on the Comet of Mario Squared Galaxy, instead of the Flipswitches. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Luigi NPC -- OBJECT NOTES -- Mario's younger brother who can be talked to. -- CLASS NOTES -- A non-playable variant of Luigi that can be talked to. However, it will be hidden by default, meaning that SW_APPEAR or SW_AWAKE can be used to make it appear. Ringing Bell -- OBJECT NOTES -- A shiny bell that can be rung to activate a switch. -- CLASS NOTES -- A pink-golden bell that can be interacted with by the player and enable a switch afterwards. It can be interacted with by jumping on it, performing a spin attack or - most notably - touching it with the star pointer, making it the only switch that can be activated by the player's cursor. Shiverburn -- Starting Planet [Frozen] -- OBJECT NOTES -- A frozen version of the planet used at the start of Shiverburn Galaxy. -- CLASS NOTES -- A generic planet with a model and collision. It creates an Ice model as well. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). When it appears, the ice model's "Freeze" animation plays. Shiverburn -- Starting Planet [Flaming] -- OBJECT NOTES -- A fire version of the planet used at the start of Shiverburn Galaxy. -- CLASS NOTES -- A generic planet with a model and collision. It creates an Ice model as well. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). If SW_A gets activated, the ice model appears with its "Freeze" animation and the object will disappear shortly after. Shiverburn -- Stone Rock A -- OBJECT NOTES -- A large stone rock used in Shiverburn Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Shiverburn -- Stone Rock B -- OBJECT NOTES -- A large stone rock used in Shiverburn Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Shiverburn -- Stone Rock C -- OBJECT NOTES -- A large stone rock used in Shiverburn Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Shiverburn -- Stone Rock D -- OBJECT NOTES -- A large stone rock used in Shiverburn Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Lava Meteor -- OBJECT NOTES -- A lava meteor that creates a lava pond once it lands; used on the skating planet in Shiverburn Galaxy. -- CLASS NOTES -- A falling lava meteor that creates a lava pool when it lands. Touching the meteor will burn the player. The pool will disappear after three seconds and the meteor will reappear again later on. Melty Monster -- Large Lava Planet -- OBJECT NOTES -- A large lava-covered planet used at the start of Melty Monster Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Monster -- Small Lava Planet -- OBJECT NOTES -- A small lava-covered planet used in Melty Monster Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Melty Monster -- Blue Pole -- OBJECT NOTES -- A blue pole used on the second planet of the first mission of Melty Monster Galaxy. The actual climbing occurs on an invisible pole object that is placed inside it. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Melty Monster -- Rotating Lava Wheel -- OBJECT NOTES -- A rotating wheel used on the second planet of the first mission of Melty Monster Galaxy. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Melty Monster Sky -- OBJECT NOTES -- The sky model used in Melty Monster Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Melty Monster -- Magmaw Planet Small Asteroid -- OBJECT NOTES -- A small rock planet used at the end of the first mission of Melty Monster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Melty Monster -- Magmaw Planet Long Asteroid -- OBJECT NOTES -- A long stone planet used at the end of the first mission of Melty Monster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Melty Monster -- Magmaw Planet Long Burned Asteroid -- OBJECT NOTES -- The burned version of the long stone planet used at the end of the first mission of Melty Monster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Melty Monster -- Magmaw Planet Small Burned Asteroid -- OBJECT NOTES -- A burned version of the stone planet used at the end of the first mission of Melty Monster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Melty Monster -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Melty Monster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Lava Wave -- OBJECT NOTES -- A single lava wave that loops along an assigned path; used in Melty Monster Galaxy. -- CLASS NOTES -- A lava wave that move along a path. If it reaches the last point, it will teleport right back to the first point. Melty Monster -- Volcano Planet -- OBJECT NOTES -- The large volcano planet used in the first mission of Melty Monster Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Shiverburn -- Rotating Platforms Planet -- OBJECT NOTES -- The second planet with the many rotating stone platforms from Shiverburn Galaxy's first mission. -- CLASS NOTES -- A generic planet with a model and optional collision whose collision may crush the player. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Shiverburn -- Rotating Stone Platforms A -- OBJECT NOTES -- A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Shiverburn -- Rotating Stone Platforms B -- OBJECT NOTES -- A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Shiverburn -- Rotating Stone Platforms C -- OBJECT NOTES -- A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Shiverburn -- Rotating Stone Platforms D -- OBJECT NOTES -- A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Shiverburn -- Rotating Stone Platforms E -- OBJECT NOTES -- A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Shiverburn -- Rotating Stone Platforms F -- OBJECT NOTES -- A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Shiverburn -- Rotating Stone Platforms G -- OBJECT NOTES -- A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Shiverburn -- Rotating Stone Platforms H -- OBJECT NOTES -- A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Banzai Bill Spawner -- OBJECT NOTES -- Generates larger versions of Bullet Bills. -- CLASS NOTES -- A point that launches bullet-like enemies. HomingKiller generates Bullet Bills, Torpedo generates Torpedo Teds and MagnumKiller generates Banzai Bills. The enemies will be generated periodically. These enemies will explode and damage the player upon contact. They can be used to destroy various other objects and enemies. The Chimp [Skating Challenge] -- OBJECT NOTES -- The Chimp NPC used for the skating challenges in both Freezy Flake Galaxy and Shiverburn Galaxy. -- CLASS NOTES -- The monkey NPC who will prompt the player to play a scoring mini-game where one has to defeat as many Gummits as possible. The mini-game controller (MameMuimuiScorer or MameMuimuiScorerLv2) needs to be linked to it. It will register a Power Star, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes needs to be set up as well. Skate Challenge Controller [Freezy Flake] -- OBJECT NOTES -- A controller used to control The Chimp's skating challenge in Freezy Flake Galaxy. -- CLASS NOTES -- A controller for The Chimp's Skating Challenge which sets up the mini-game and Gummits. The offsets and sequences of the Gummits are specified in the ActorInfo files PositionList.bcsv and Sequence.bcsv, respectively. The player has 40 seconds to score points. The default high scores are 500 for MameMuimuiScorer and 600 for MameMuimuiScorerLv2. The object needs to be linked to a MameMuimuiAttackMan instance. Skate Challenge Controller [Shiverburn] -- OBJECT NOTES -- A controller used to control The Chimp's skating challenge in Shiverburn Galaxy. -- CLASS NOTES -- A controller for The Chimp's Skating Challenge which sets up the mini-game and Gummits. The offsets and sequences of the Gummits are specified in the ActorInfo files PositionList.bcsv and Sequence.bcsv, respectively. The player has 40 seconds to score points. The default high scores are 500 for MameMuimuiScorer and 600 for MameMuimuiScorerLv2. The object needs to be linked to a MameMuimuiAttackMan instance. Deep Dark -- Watermelon Glass Cage Planet -- OBJECT NOTES -- A glass planet with orange balls and a watermelon trapped inside. The watermelon grows by smashing these orange balls into it. -- CLASS NOTES -- Underwater Plant -- OBJECT NOTES -- A decorative plant for underwater sections. There is only one shape model, so ShapeModelNo has to be set to 0. The available texture frames are: - 0 Lime - 1 Red - 2 Wavy, green - 3 Orange - 4 Smooth, green -- CLASS NOTES -- A decorative underwater plant spawner which uses ShapeModelNo to derive the correct model to be loaded. Spawn Point -- OBJECT NOTES -- Sets the spawn point for the player at the start of a mission or at Checkpoints in a mission. -- CLASS NOTES -- A controller that sets the spawn point for the player at the start of a mission and at Checkpoints. May also be used for other things such as the warp areas on the Comet Observatory. If placed in a generic object placement file, this will create a glitchy clone of the player. Mario/Luigi -- OBJECT NOTES -- Creates a clone of the player that can be controlled. May also be used as the actual spawn point. Should not be used in actual levels! -- CLASS NOTES -- A controller that sets the spawn point for the player at the start of a mission and at Checkpoints. May also be used for other things such as the warp areas on the Comet Observatory. If placed in a generic object placement file, this will create a glitchy clone of the player. Enter New World Cutscene Object Holder -- OBJECT NOTES -- A holder that creates and registers several objects that are used in the cutscene where Starship Mario takes off to a new world after collecting a Grand Star. -- CLASS NOTES -- Creates and registers several objects that appear in the cutscene where Starship Mario takes off to a new world after collecting a Grand Star. The individual models that it creates are DemoMarioFaceShipPlanet, Meister, WorldMapAccessPanel, MarioFaceShipRudder, and MiniWorldWarpPoint. The object needs to appear through a cutscene action. Starship Mario Intro Cutscene Holder -- OBJECT NOTES -- A holder that registers and stores the cutscenes that are used for entering/accessing the Starship Mario through various means. -- CLASS NOTES -- This controls and registers several special cutscenes for when the player returns to the Starship Mario. The following cutscenes will be registered: ファイルセレクトからの開始 for starting from the file select, ノーマルエンディング後デモ for the normal ending, スター120個エンディング後デモ for collecting all 120 normal Power Stars, ワールドマップからの開始 for returning from a World Map, スター1個目直後のゲームスタート for collecting the first Power Star in Sky Station Galaxy and ゲームオーバー後のデモ for restarting after a Game Over. Starship Mario -- Fruit Planet -- OBJECT NOTES -- A small disk-shaped planet containing fruit; used on Starship Mario. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Starship Mario -- Main Planet before Transformation -- OBJECT NOTES -- The damaged planet that gets transformed into Starship Mario at the beginning of the game. -- CLASS NOTES -- A generic object with a model and collision that tries to register to special Starship Mario cutscenes. First World Map Entrance Cutscene Object Holder -- OBJECT NOTES -- A holder that creates and registers several objects that are used in the cutscene where Starship Mario takes off to World 1 for the first time. -- CLASS NOTES -- Creates and registers several objects that appear in the cutscene where Starship Mario takes off for the first time. The individual models that it creates are DemoMarioFaceShipPlanet, Meister, WorldMapAccessPanel, and MarioFaceShipRudder. It does nothing until SW_APPEAR gets activated. Starship Mario -- Decorative Chimney -- OBJECT NOTES -- The chimney used on Starship Mario. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Starship Mario -- Rocket Booster -- OBJECT NOTES -- A rocket booster used on the back of Starship Mario. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Starship Mario Object Appearance Event Setup -- OBJECT NOTES -- Sets up a short camera sequence for Starship Mario in which Lubba explains a newly appeared object on the Starship, such as items or NPCs. -- CLASS NOTES -- Links a compatible parent object to a specific Starship Mario object appearance event. This also sets up and holds the short camera that usually zooms onto the parent object. Compatible objects are any objects with the MarioFaceShipNpcRegister property. The actual events are configured in the respective SystemDataTable files. Starship Mario -- Main Planet -- OBJECT NOTES -- The main planet that makes up the Starship Mario. -- CLASS NOTES -- A generic planet with a model and collision intended for use on Starship Mario. It also supports fur maps. Starship Mario -- Blue Core -- OBJECT NOTES -- The blue core used in the power-up display room of Starship Mario. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Starship Mario Steering Wheel -- OBJECT NOTES -- The steering wheel used on Starship Mario. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Player Cannon -- OBJECT NOTES -- A cannon that the player can use to shoot themselves to distant places. -- CLASS NOTES -- A cannon that the player can use to shoot themselves to distant places. The player can freely move the camera around, zoom onto distant parts and leave the cannon again if desired. Player Cannon Gravity -- OBJECT NOTES -- A gravity area that attracts the player towards its center point while they are being launched from a cannon. -- CLASS NOTES -- Battlerock -- Trapped Luma Interior Section -- OBJECT NOTES -- The large interior section where the player has to free a Luma that is trapped inside a crystal. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boom Bunker -- Hammer Bros. Planet Cannon Target -- OBJECT NOTES -- A target for a cannon used on the Hammer Bros. planet in Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A target for a cannon that the player can be shot against. If the player hits the sensor with the name "Hit", they will receive a 1-Up and the Hit animation will be played. However, the NoHit animation will be played when the player hits another part. The object won't react if the player touches it through other means other than using the cannon. Boom Bunker -- Cloud Ferris Wheel Planet Cannon Target -- OBJECT NOTES -- A target for a cannon used on the cloud Ferris wheel planet in Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A target for a cannon that the player can be shot against. If the player hits the sensor with the name "Hit", they will receive a 1-Up and the Hit animation will be played. However, the NoHit animation will be played when the player hits another part. The object won't react if the player touches it through other means other than using the cannon. Boom Bunker -- Dark Matter Planet Cannon Target -- OBJECT NOTES -- A target for a cannon used on the Dark Matter planet in Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A target for a cannon that the player can be shot against. If the player hits the sensor with the name "Hit", they will receive a 1-Up and the Hit animation will be played. However, the NoHit animation will be played when the player hits another part. The object won't react if the player touches it through other means other than using the cannon. Hide Mario's Cap Area -- OBJECT NOTES -- An area that hides Mario's cap when entered. -- CLASS NOTES -- An area that hides Mario's cap when entered. Toy Time -- Left Mecha-Bowser Arm -- OBJECT NOTES -- Mecha-Bowser's left arm that features a claw-like hand. -- CLASS NOTES -- Toy Time -- Right Mecha-Bowser Arm -- OBJECT NOTES -- Mecha-Bowser's right arm that features several green panels. -- CLASS NOTES -- Toy Time -- Mecha-Bowser Body -- OBJECT NOTES -- The main body parts, legs and lower platforms that belong to the colossal Mecha-Bowser. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Toy Time -- Mecha-Bowser Panel -- OBJECT NOTES -- A large green panel that covers the inside of the colossal Mecha-Bowser. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Once it reaches the last point, the object kills itself. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- Mecha-Bowser Conveyor Belt -- OBJECT NOTES -- The moving conveyor belt planet where Mecha-Bowser is located. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Toy Time -- Rotating Mecha-Bowser Collar -- OBJECT NOTES -- The large rotating collar with spikes that belongs to Mecha-Bowser. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- Mecha-Bowser Head -- OBJECT NOTES -- The head and upper platforms that belong to the colossal Mecha-Bowser. -- CLASS NOTES -- Toy Time -- Moving Mecha-Bowser Platform -- OBJECT NOTES -- A blue moving platform that acts as an elevator on Mecha-Bowser's planet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Its shadows have to be enabled using SW_A. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- Mecha-Bowser Foot Wheel -- OBJECT NOTES -- One of Mecha-Bowser's many animated wheels that can crush the player. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Toy Time -- Stationary Left Mecha-Bowser Arm -- OBJECT NOTES -- A non-rotating and metal version of Mecha-Bowser's left arm that is not used in the actual level. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Mecha-Koopa -- OBJECT NOTES -- A small robotic version of a Koopa that can be defeated by Ground Pounding it. -- CLASS NOTES -- A robotic enemy that walks on a path. If the player is nearby, it will pursue the player to attack them with a flame. It can be defeated using a Ground Pound attack, which will cause it to spawn a single Coin. In SMG2, a Key (KeySwitch) can be linked to it which appears once this enemy is defeated. Bowser's First Appearance Cutscene Object Holder -- OBJECT NOTES -- A holder that creates and registers several objects that are used in the cutscene where Bowser is encountered for the first time in Peach's Castle. -- CLASS NOTES -- Creates and registers several objects that appear during the cutscene where Bowser is encountered for the first time. The individual models that it creates are DemoKoopa, DemoKoopaArm, Peach and TicoBaby. Exactly five KoopaAssaultFallObj instances have to be linked to this object. It does nothing until SW_APPEAR gets activated. Once activated, it will occasionally shake the screen. Lubba -- OBJECT NOTES -- The large purple Luma that helps the player throughout their adventure in Super Mario Galaxy 2. -- CLASS NOTES -- The large purple Luma NPC that can be talked to. It registers to various Starship Mario cutscenes and events. Flash Black -- Mansion Door -- OBJECT NOTES -- The door of the mansion used at the start of Flash-Black Galaxy. -- CLASS NOTES -- A pair of closed doors that can be opened. It also flashes depending on the background music's beat. Flash Black Sky -- OBJECT NOTES -- The sky model used in Flash Black Galaxy. -- CLASS NOTES -- A decorative background model plays its Appear animation depending on the background music's beat. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Flash Black -- Silver Star Platforms -- OBJECT NOTES -- The planet where the Silver Stars are located in the first mission of Flash Black Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports loading a model based on its ShapeModelNo. It will flash depending on the background music's beat. Flash Black -- Mansion Planet -- OBJECT NOTES -- The large mansion planet used at the start of Flash Black Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports loading a model based on its ShapeModelNo. It will flash depending on the background music's beat. Skeeter -- OBJECT NOTES -- A purple spider that lunges across water. -- CLASS NOTES -- A spider-like enemy that lunges across water. When it touches ice collision, it will be frozen to ice. It can be defeated by stomping, Spin Attacks, Ground Pounding, Yoshi's projectiles, Koopa Shells and explosions. Li'l Cinder -- OBJECT NOTES -- A burning rock enemy that floats around and chases after Mario. It will burn the player upon contact. If attacked with a Fire Ball, it gets reignited. -- CLASS NOTES -- An enemy that can damage the player upon contact. Can be stunned with a Spin Attack which reveals its core. The core can be destroyed by most of Mario's actions. Mercator Projection Area [Cube] -- OBJECT NOTES -- A special area that projects compatible objects inside it around the origin of the zone. -- CLASS NOTES -- A special area that projects compatible objects inside it onto a sphere around the zone's origin. The area's initial placement will be used for the calculations. Therefore, the switches are effectively useless. Generic Fixed Mercator Map Object [Unused] -- OBJECT NOTES -- A stationary object that uses Mercator projection for placement. It retrieves a proper model using ShapeModelNo, however, no more models exist for this object. -- CLASS NOTES -- Generic Moving Mercator Map Object [Unused] -- OBJECT NOTES -- A path-moving object that uses Mercator projection for placement. It retrieves a proper model using ShapeModelNo, however, no more models exist for this object. -- CLASS NOTES -- Generic Rotating Mercator Map Object [Unused] -- OBJECT NOTES -- A rotating object that uses Mercator projection for placement. It retrieves a proper model using ShapeModelNo, however, no more models exist for this object. -- CLASS NOTES -- Display Message Area -- OBJECT NOTES -- This area forces to display the linked shouting messages when entered. -- CLASS NOTES -- An area that forcibly displays all linked shouting messages when entered. Display Message Area [Cube] -- OBJECT NOTES -- This area forces to display the linked shouting messages when entered. -- CLASS NOTES -- An area that forcibly displays all linked shouting messages when entered. Display Message Area [Cylinder] -- OBJECT NOTES -- This area forces to display the linked shouting messages when entered. -- CLASS NOTES -- An area that forcibly displays all linked shouting messages when entered. Goombeetle -- OBJECT NOTES -- A Goomba with a metal helmet on its head. -- CLASS NOTES -- A Goomba wearing a metal helmet. Therefore, they have to be stunned with a Spin Attack first before the player can stomp its weak spot. However, they can be defeated using the Rainbow power-up, Yoshi's projectiles or by having Yoshi eat them. It drops a Coin or three Star Bits depending on how it was defeated. Destroyable Meteor -- OBJECT NOTES -- An unfinished meteor that can be destroyed by spinning into it while the tornado state is active. -- CLASS NOTES -- Gateway Meteor Spawner -- OBJECT NOTES -- A spawner for the small meteors used in Gateway Galaxy. This will cause a quake once it hits the floor. -- CLASS NOTES -- A spawner for meteors that will crumble once they hit collision or the player. They damage the player upon contact. However, MeteorStrikeEnvironment does not interact with the player. If the object is called MeteorStrike, the meteors will only spawn if the spawner object is out of view. If the object is called MeteorCannon, the camera will shake once a meteor crumbles. For some reason, MeteorStrikeEnvironment crashes the game if a meteor hits collision. Meteor Spawner -- OBJECT NOTES -- A spawner for the falling meteors used in several galaxies, including Melty Molten Galaxy and Hightail Falls Galaxy. -- CLASS NOTES -- A spawner for meteors that will crumble once they hit collision or the player. They damage the player upon contact. However, MeteorStrikeEnvironment does not interact with the player. If the object is called MeteorStrike, the meteors will only spawn if the spawner object is out of view. If the object is called MeteorCannon, the camera will shake once a meteor crumbles. For some reason, MeteorStrikeEnvironment crashes the game if a meteor hits collision. Decorative Meteor Spawner -- OBJECT NOTES -- A spawner for the decorative falling meteors that appear in Melty Molten Galaxy. -- CLASS NOTES -- A spawner for meteors that will crumble once they hit collision or the player. They damage the player upon contact. However, MeteorStrikeEnvironment does not interact with the player. If the object is called MeteorStrike, the meteors will only spawn if the spawner object is out of view. If the object is called MeteorCannon, the camera will shake once a meteor crumbles. For some reason, MeteorStrikeEnvironment crashes the game if a meteor hits collision. Space Junk Sky -- OBJECT NOTES -- The sky model used in Space Junk Galaxy. The model is slightly different in SMG2. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Dome Warp to Battlerock Galaxy -- OBJECT NOTES -- A selectable Dome warp to Battlerock Galaxy. -- CLASS NOTES -- Dome Warp to Hurry-Scurry Galaxy -- OBJECT NOTES -- A selectable Dome warp to Hurry-Scurry Galaxy. -- CLASS NOTES -- Dome Warp to Dreadnought Galaxy -- OBJECT NOTES -- A selectable Dome warp to Dreadnought Galaxy. -- CLASS NOTES -- Dome Warp to Gusty Garden Galaxy -- OBJECT NOTES -- A selectable Dome warp to Gusty Garden Galaxy. -- CLASS NOTES -- Dome Warp to Bubble Breeze Galaxy -- OBJECT NOTES -- A selectable Dome warp to Bubble Breeze Galaxy. -- CLASS NOTES -- Dome Warp to Matter Splatter Galaxy -- OBJECT NOTES -- A selectable Dome warp to Matter Splatter Galaxy. -- CLASS NOTES -- Dome Warp to Good Egg Galaxy -- OBJECT NOTES -- A selectable Dome warp to Good Egg Galaxy. -- CLASS NOTES -- Dome Warp to Toy Time Galaxy -- OBJECT NOTES -- A selectable Dome warp to Toy Time Galaxy. -- CLASS NOTES -- Dome Warp to Flipswitch Galaxy -- OBJECT NOTES -- A selectable Dome warp to Flipswitch Galaxy. -- CLASS NOTES -- Dome Warp to Bowser Jr.'s Lava Reactor -- OBJECT NOTES -- A selectable Dome warp to Bowser Jr.'s Lava Reactor. -- CLASS NOTES -- Dome Warp to Beach Bowl Galaxy -- OBJECT NOTES -- A selectable Dome warp to Beach Bowl Galaxy. -- CLASS NOTES -- Dome Warp to Melty Molten Galaxy -- OBJECT NOTES -- A selectable Dome warp to Melty Molten Galaxy. -- CLASS NOTES -- Dome Warp to Honeyclimb Galaxy -- OBJECT NOTES -- A selectable Dome warp to Honeyclimb Galaxy. -- CLASS NOTES -- Dome Warp to Honeyhive Galaxy -- OBJECT NOTES -- A selectable Dome warp to Honeyhive Galaxy. -- CLASS NOTES -- Dome Warp to Freezeflame Galaxy -- OBJECT NOTES -- A selectable Dome warp to Freezeflame Galaxy. -- CLASS NOTES -- Dome Warp to Bowser's Star Reactor -- OBJECT NOTES -- A selectable Dome warp to Bowser's Star Reactor. -- CLASS NOTES -- Dome Warp to Bowser's Dark Matter Plant -- OBJECT NOTES -- A selectable Dome warp to Bowser's Dark Matter Plant. -- CLASS NOTES -- Dome Warp to Bowser's Galaxy Reactor -- OBJECT NOTES -- An unused yet fully functional selectable Dome warp to Bowser's Galaxy Reactor. -- CLASS NOTES -- Dome Warp to Bowser Jr.'s Airship Armada -- OBJECT NOTES -- A selectable Dome warp to Bowser Jr.'s Airship Armada. -- CLASS NOTES -- Toy Time -- Factory Cage -- OBJECT NOTES -- A blue cage used on the factory planet. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- Factory Fan -- OBJECT NOTES -- An animated fan used on the factory planet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Toy Time -- Factory Gear -- OBJECT NOTES -- A rotating gear used on the factory planet. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- Factory Moving Platform -- OBJECT NOTES -- A blue moving platform with a large arrow that is used on the factory planet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- Factory Planet -- OBJECT NOTES -- A blocky factory-like planet visited during the first mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dome Warp to Buoy Base Galaxy -- OBJECT NOTES -- A selectable Dome warp to Buoy Base Galaxy. -- CLASS NOTES -- Dome Warp to Deep Dark Galaxy -- OBJECT NOTES -- A selectable Dome warp to Deep Dark Galaxy. -- CLASS NOTES -- Dome Warp to Sea Slide Galaxy -- OBJECT NOTES -- A selectable Dome warp to Sea Slide Galaxy. -- CLASS NOTES -- Dome Warp to Ghostly Galaxy -- OBJECT NOTES -- A selectable Dome warp to Ghostly Galaxy. -- CLASS NOTES -- Yoshi Star -- Grass Bonus Planet -- OBJECT NOTES -- An optional planet used in the second planet of Yoshi Star Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Yoshi Star -- Grass Bonus Planet Trails -- OBJECT NOTES -- The planet path trails used on the grass bonus planet in Yoshi Star Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dome Warp to Gold Leaf Galaxy -- OBJECT NOTES -- A selectable Dome warp to Gold Leaf Galaxy. -- CLASS NOTES -- Dome Warp to Dusty Dune Galaxy -- OBJECT NOTES -- A selectable Dome warp to Dusty Dune Galaxy. -- CLASS NOTES -- Dome Warp to Bonefin Galaxy -- OBJECT NOTES -- A selectable Dome warp to Bonefin Galaxy. -- CLASS NOTES -- Dome Warp to Space Junk Galaxy -- OBJECT NOTES -- A selectable Dome warp to Space Junk Galaxy. -- CLASS NOTES -- Dome Warp to Loopdeeloop Galaxy -- OBJECT NOTES -- A selectable Dome warp to Loopdeeloop Galaxy. -- CLASS NOTES -- Dome Warp to Rolling Green Galaxy -- OBJECT NOTES -- A selectable Dome warp to Rolling Green Galaxy. -- CLASS NOTES -- Dome Warp to Bowser Jr.'s Robot Reactor -- OBJECT NOTES -- A selectable Dome warp to Bowser Jr.'s Robot Reactor. -- CLASS NOTES -- Mirror Reflection Area -- OBJECT NOTES -- An object that mirrors some compatible objects onto a compatible surface. This is effectively useless in SMG2 since no objects can reflect mirror models. -- CLASS NOTES -- An area that causes compatible objects inside it to create a mirrored model. The mirrored models are usually rendered onto SimpleMirrorObj instances. Mirror Reflection Area [Cube] -- OBJECT NOTES -- An object that mirrors some compatible objects onto a compatible surface. -- CLASS NOTES -- An area that causes compatible objects inside it to create a mirrored model. The mirrored models are usually rendered onto SimpleMirrorObj instances. Peach's Castle -- Castle Mirror Model -- OBJECT NOTES -- A mirrored model of Peach's Castle that was intended to be used in the prologue stage or Grand Finale Galaxy. -- CLASS NOTES -- Beach Bowl -- Twin Falls Planet Mirror Model -- OBJECT NOTES -- The mirror model that reflects the icy parts of the twin falls planet. -- CLASS NOTES -- Peach's Castle -- Castle Reflection Model -- OBJECT NOTES -- A layer of water that reflects compatible objects when placed in a MirrorArea. It was intended to be used in the prologue stage or Grand Finale Galaxy. -- CLASS NOTES -- Beach Bowl -- Twin Falls Planet Reflection Model -- OBJECT NOTES -- A layer of water that reflects compatible objects when placed in a MirrorArea. -- CLASS NOTES -- Whittle -- OBJECT NOTES -- A wood NPC who appears in Puzzle Plank Galaxy and Tall Trunk Galaxy. -- CLASS NOTES -- A strange wood NPC that can be talked to. Monty -- OBJECT NOTES -- A mole that resides in a metal hatch and throws wrenches at the player. -- CLASS NOTES -- A mole enemy that hides in its hatch if the player is too far away or too close to it. If the player is nearby, it will come out of its hatch, and it will try to attack the player by throwing wrenches at them. It can be stunned by shooting a Star Bit at it or by Ground Pounding nearby. When stunned, it can be defeated using most of the player's attacks. If the stage's name is CannonFleetGalaxy, it will use a greater range in which it can detect the player. Undergrunt -- OBJECT NOTES -- A mole enemy with a helmet that moves on a path. -- CLASS NOTES -- A mole enemy that moves on a set path. The player takes damage by touching it. It can be stunned by Ground Pounding nearby which makes it vulnerable to Spin Attacks. However, it can be defeated with any player attacks, such as fireballs and Koopa Shells. "MogucchiRefuseTerritory" [Useless] -- OBJECT NOTES -- A useless generic object that serves no actual purpose. -- CLASS NOTES -- Pianta -- OBJECT NOTES -- An exotic NPC originated from Super Mario Sunshine used in Starshine Beach Galaxy. -- CLASS NOTES -- An exotic NPC that can be talked to. If enabled, it can throw the player upwards or towards a certain target point. Starshine Beach -- Pianta Statue -- OBJECT NOTES -- The large Pianta statue used in Starshine Beach Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Deep Dark -- Large Moon Planet -- OBJECT NOTES -- A large moon planet with a bright half and a dark half. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Decorative Bee Mushroom -- OBJECT NOTES -- A Bee Mushroom used in the power-up display room of Starship Mario. -- CLASS NOTES -- Displays a model of a power-up that cannot be collected. These objects only serve a decorative purpose. Natively, only the Spring, Bee, Boo, Fire, Cloud, Rock and Drill power-ups are supported. Can be registered to Starship Mario events via MarioFaceShipNpcRegister. Decorative Cloud Flower -- OBJECT NOTES -- A Cloud Flower used in the power-up display room of Starship Mario. -- CLASS NOTES -- Displays a model of a power-up that cannot be collected. These objects only serve a decorative purpose. Natively, only the Spring, Bee, Boo, Fire, Cloud, Rock and Drill power-ups are supported. Can be registered to Starship Mario events via MarioFaceShipNpcRegister. Decorative Spin Drill -- OBJECT NOTES -- A Spin Drill used in the power-up display room of Starship Mario. -- CLASS NOTES -- Displays a model of a power-up that cannot be collected. These objects only serve a decorative purpose. Natively, only the Spring, Bee, Boo, Fire, Cloud, Rock and Drill power-ups are supported. Can be registered to Starship Mario events via MarioFaceShipNpcRegister. Decorative Fire Flower -- OBJECT NOTES -- A Fire Flower used in the power-up display room of Starship Mario. -- CLASS NOTES -- Displays a model of a power-up that cannot be collected. These objects only serve a decorative purpose. Natively, only the Spring, Bee, Boo, Fire, Cloud, Rock and Drill power-ups are supported. Can be registered to Starship Mario events via MarioFaceShipNpcRegister. Decorative Spring Mushroom -- OBJECT NOTES -- A Spring Mushroom used in the power-up display room of Starship Mario. -- CLASS NOTES -- Displays a model of a power-up that cannot be collected. These objects only serve a decorative purpose. Natively, only the Spring, Bee, Boo, Fire, Cloud, Rock and Drill power-ups are supported. Can be registered to Starship Mario events via MarioFaceShipNpcRegister. Decorative Rock Mushroom -- OBJECT NOTES -- A Rock Mushroom used in the power-up display room of Starship Mario. -- CLASS NOTES -- Displays a model of a power-up that cannot be collected. These objects only serve a decorative purpose. Natively, only the Spring, Bee, Boo, Fire, Cloud, Rock and Drill power-ups are supported. Can be registered to Starship Mario events via MarioFaceShipNpcRegister. Decorative Boo Mushroom -- OBJECT NOTES -- A Boo Mushroom used in the power-up display room of Starship Mario. -- CLASS NOTES -- Displays a model of a power-up that cannot be collected. These objects only serve a decorative purpose. Natively, only the Spring, Bee, Boo, Fire, Cloud, Rock and Drill power-ups are supported. Can be registered to Starship Mario events via MarioFaceShipNpcRegister. Bee Mushroom -- OBJECT NOTES -- A Bee Mushroom that transforms the player into a Bee character. -- CLASS NOTES -- A collectable item that turns the player into a Bee character. This power-up state allows them to fly around like a bee. Fire Flower -- OBJECT NOTES -- A Fire Flower that transforms the player into a Fire character. -- CLASS NOTES -- A collectable item that turns the player into a Fire character. This temporary power-up state allows them to shoot fireballs. Flying Star -- OBJECT NOTES -- A Flying Star that transforms the player into a Flying character. -- CLASS NOTES -- A collectable item that turns the player into a Flying character. This temporary power-up state allows them to fly around. Spring Mushroom -- OBJECT NOTES -- A Spring Mushroom that transforms the player into a Spring character. -- CLASS NOTES -- A collectable item that turns the player into a Spring character. This power-up state allows them to bounce around in a spring. Ice Flower -- OBJECT NOTES -- An Ice Flower that transforms the player into an Ice character. -- CLASS NOTES -- A collectable item that turns the player into an Ice character. This temporary power-up state allows them to create ice platforms when touching water surface. Boo Mushroom -- OBJECT NOTES -- A Boo Mushroom that transforms the player into a Boo character. -- CLASS NOTES -- A collectable item that turns the player into a Boo character. This power-up state allows them to hover around like a Boo and pass through some walls. Rock Mushroom -- OBJECT NOTES -- A Rock Mushroom that transforms the player into a Rock character. -- CLASS NOTES -- A collectable item that turns the player into a Rock character. This power-up state allows them to turn into a rolling rock. Power-Up Switch Area -- OBJECT NOTES -- Activates a switch if the player enters it while using a specific power-up. -- CLASS NOTES -- If the player stays inside this area and fulfills the specified conditions (Obj_arg0), it will activate its SW_A switch. If the player leaves the area again or the condition is not met anymore, the switch will be deactivated again. If Obj_arg0 is set to 1, it will check if the player is "in rush". This refers to the state where the player is bound to another object, for example Fluzzard, Rock Mushroom's rolling rock, the Star Ball and more. Cutscene Video Player -- OBJECT NOTES -- Starts and plays a THP cutscene video which interrupts the current game scene. -- CLASS NOTES -- Starts and plays a THP cutscene video which interrupts the current game scene. Gold Leaf -- M-Shaped Planet -- OBJECT NOTES -- The M-shaped wood planet visited during the first mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. The Chimp's Skating Challenge Room -- OBJECT NOTES -- The planet where The Chimp is located in both Freezy Flake Galaxy and Shiverburn Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sweet Mystery -- Main Platforms [Invisible] -- OBJECT NOTES -- The invisible platforms used in the major portion of Sweet Mystery Galaxy that are set to appear when Bulb Yoshi is nearby. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Sweet Mystery -- Main Platforms [Visible Candy] -- OBJECT NOTES -- The candy from the major portion of Sweet Mystery Galaxy that becomes visible when using Bulb Yoshi. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Sweet Mystery -- Invisible Comet Medal Platforms -- OBJECT NOTES -- A set of platforms where the Comet Medal is located in Sweet Mystery Galaxy that are set to appear when Bulb Yoshi is nearby. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Sweet Mystery -- Decorative Donuts, Pancakes, etc. -- OBJECT NOTES -- A set of decorative donuts, pancakes and more used in the background of Sweet Mystery Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Sweet Mystery -- Decorative Pretzels, Candy Canes, etc. -- OBJECT NOTES -- A set of candy canes, pretzels and more; used in the background of Sweet Mystery Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Sweet Mystery -- Main Platforms [Wrapped] -- OBJECT NOTES -- The main platforms of Sweet Mystery Galaxy that are wrapped in packaging. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sweet Mystery -- Invisible Flipswitch Platforms -- OBJECT NOTES -- A set of hidden platforms used in the Flipswitch section of Sweet Mystery Galaxy that become visible when using Bulb Yoshi. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Sweet Mystery -- Solid Flipswitch Platforms -- OBJECT NOTES -- The solid platforms used in the Flipswitch section of Sweet Mystery Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gravity Bonus Room Bridge -- OBJECT NOTES -- A small wooden bridge that is used to move between different walls in some bonus rooms. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Gravity Bonus Room -- OBJECT NOTES -- A large colorful cubic bonus room that is used in several galaxies. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sweet Mystery -- Wrapped Cake Planet [Invisible] -- OBJECT NOTES -- An invisible cake used in Sweet Mystery Galaxy that becomes visible when Bulb Yoshi is nearby. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Sweet Mystery -- Wrapped Cake Planet -- OBJECT NOTES -- The wrapped cake planet that "transforms" into the hidden cake parts from Sweet Mystery Galaxy. -- CLASS NOTES -- A collision-less cake planet that is wrapped inside a present box. It uses the two animations BoxVanish and CakeVanish, which cause the box and cake to vanish if SW_A is activated. If the player is within 3000 units while the object is being initialized, the cake will automatically vanish. Sweet Mystery -- Wrapped Cake Planet [Candles] -- OBJECT NOTES -- The candles from the wrapped cake planet of Sweet Mystery Galaxy that become visible when using Bulb Yoshi. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Sweet Mystery -- Red Moving Present Box -- OBJECT NOTES -- A red present-box platform used in Sweet Mystery Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Sweet Mystery -- Blue Moving Present Box -- OBJECT NOTES -- A blue present-box platform used in Sweet Mystery Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Sweet Mystery -- Yellow Moving Present Box -- OBJECT NOTES -- A yellow present box platform used in Sweet Mystery Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Sweet Mystery -- Invisible Red Cake Platform -- OBJECT NOTES -- An invisible red cake platform used in Sweet Mystery Galaxy; can appear when Bulb Yoshi is nearby. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Sweet Mystery -- Invisible Yellow Cake Platform -- OBJECT NOTES -- An invisible yellow cake platform used in Sweet Mystery Galaxy; can appear when Bulb Yoshi is nearby. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Sweet Mystery -- Invisible Brown Cake Platform -- OBJECT NOTES -- An invisible brown cake platform used in Sweet Mystery Galaxy; can appear when Bulb Yoshi is nearby. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Spiky Plant -- OBJECT NOTES -- A spiky plant that damages the player when touched. -- CLASS NOTES -- A spiky plant that damages the player when touched. It can be destroyed with fireballs, Yoshi's projectiles, the Rock power-up and the Rainbow power-up, Coconuts and Stretch Plants. Flying Spiky Plant -- OBJECT NOTES -- A flying spiky plant that damages the player when touched. -- CLASS NOTES -- A spiky plant that damages the player when touched. It can be destroyed with fireballs, Yoshi's projectiles, the Rock power-up and the Rainbow power-up, Coconuts and Stretch Plants. Ground Spike Trap -- OBJECT NOTES -- A grounded trap with spikes that pop out periodically. -- CLASS NOTES -- A trap panel with spikes that pop out periodically. They will disappear again after 1.5 seconds. Wall Spike Trap -- OBJECT NOTES -- A wall-connected trap with spikes that pop out periodically. -- CLASS NOTES -- A trap panel with spikes that pop out periodically. They will disappear again after 1.5 seconds. Puzzle Plank -- Bugaboom Planet -- OBJECT NOTES -- The planet where Bugaboom is fought in Puzzle Plank Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Stone Cyclone -- Starting Section -- OBJECT NOTES -- The first section of Stone Cyclone Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Stone Cyclone -- Ending Section -- OBJECT NOTES -- The second section of Stone Cyclone Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Kleptoad -- OBJECT NOTES -- A small blue frog enemy that steals several items; used in Hightail Falls Galaxy. -- CLASS NOTES -- A frog-like enemy that jumps and burrows into the ground. If it does so, it will reappear out of a random spot again. They will try to pick up an item if they find one and run away with it. It can pick up Coins, Purple Coins, Silver Stars, Star Chips and Blue Chips. They can be defeated by having Yoshi eat them or by stomping on top of them. However, they will reappear again after a few seconds. Hightail Falls -- Kleptoad Planet -- OBJECT NOTES -- The Hungry Luma planet of Hightail Falls Galaxy, where the player can find Kleptoads. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Koopa Troopa -- OBJECT NOTES -- A small turtle that drops its Shell when jumped on. -- CLASS NOTES -- A small turtle enemy that walks around passively. Touching it damages the player. When stunned with a Spin Attack, it enters its shell which can be picked up by the player. Green is the default color. Red ones move slightly faster. Blue ones behave exactly like green ones. Big Koopa Troopa -- OBJECT NOTES -- A large turtle that can be defeated with the Spin Drill. -- CLASS NOTES -- A big turtle enemy that walks around passively. Touching its body (excluding the shell) damages the player. It can be defeated by the Spin Drill which causes it to drop a single Coin. The player can bounce off its shell. If performed several consecutive times, the player will be awarded a 1-Up on every bounce. Disable Messages Area -- OBJECT NOTES -- An area that prevents talking and reading of NPCs when entered. -- CLASS NOTES -- An area that prevents the player from talking to NPC-like objects such as Toads or signboards. No Sleep Area -- OBJECT NOTES -- An area that prevents the player's sleeping animation and changes their idle animation. -- CLASS NOTES -- An area that prevents the player from sleeping. Furthermore, this also changes the player's idle animation. No Sleep Area [Cube] -- OBJECT NOTES -- An area that prevents the player's sleeping animation and changes their idle animation. -- CLASS NOTES -- An area that prevents the player from sleeping. Furthermore, this also changes the player's idle animation. Ending Cutscene Object Holder -- OBJECT NOTES -- A holder that creates and registers several objects for the ending cutscene where Rosalina visits Starship Mario. -- CLASS NOTES -- Creates and registers several objects that appear during the ending cutscene where Rosalina visits Starship Mario. The individual models that it creates are DemoMarioFaceShipPlanet, WorldMapAccessPanel, MarioFaceShipRudder, DemoAstroCocoon, DemoAstroPlanet, TicoBaby, Peach, Rosetta, Meister, and GrandStar. Some joints of the models MarioShipTakeOff and DemoAstroPlanetNull are used to position the other models. Rainbow Notes -- OBJECT NOTES -- A set of Rainbow Notes that can be collected, usually to unlock a bonus. -- CLASS NOTES -- A set of Rainbow Notes that can be collected in order to activate a switch. It can also spawn a Power Star if Obj_arg7 and the galaxy's Scenario file are configured correctly. Penguin Skater Subpath -- OBJECT NOTES -- Specifies an individual subpath that a penguin skater can move on. -- CLASS NOTES -- Dreadnought -- Collapsing Metal Bridge -- OBJECT NOTES -- A long metal bridge used on the starting planet of the second mission. -- CLASS NOTES -- Dreadnought -- Small Chomps Planet -- OBJECT NOTES -- The starting planet used in the second mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Snoodle -- OBJECT NOTES -- A tall tube worm enemy typically found underwater. -- CLASS NOTES -- A tube worm-like enemy that opens its eyes and tries to block the player's movement when approached. When the player touches it, they'll be damaged. It can be defeated with a Koopa Shell or by the light shone by the shell itself. Furthermore, the player can use Spin Attacks or Star Bits to defeat it. This causes it to drop three Star Bits. Water Bowl -- OBJECT NOTES -- A bowl of water used in Beach Bowl Galaxy and Buoy Base Galaxy. -- CLASS NOTES -- Buoy Base -- Rotating Set of Long Platforms -- OBJECT NOTES -- A set of four long rotating platforms. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Buoy Base -- Rotating Set of Platforms -- OBJECT NOTES -- A set of four rotating platforms. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. "OceanFloaterTowerRotateStepC" [Unfinished] -- OBJECT NOTES -- An unused and unfinished rotating platform with checkered textures that was meant to be used in Buoy Base Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Buoy Base -- Rotating Set of Flat Platforms -- OBJECT NOTES -- A set of four flat rotating platforms. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Buoy Base -- Rising Parts -- OBJECT NOTES -- The parts and platforms that rise up after destroying the large anchor. -- CLASS NOTES -- Buoy Base -- Hexagonal Floater -- OBJECT NOTES -- A yellow water floater platform. -- CLASS NOTES -- "OceanJShapePlanet" [Unused] -- OBJECT NOTES -- A near-perfect copy of the J-shaped planet from Melty Molten Galaxy, but with water and different textures. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Beach Bowl -- Wood Floater -- OBJECT NOTES -- A square-shaped wood floater. -- CLASS NOTES -- Sea Slide -- Center Planet -- OBJECT NOTES -- The cone-shaped beach planet located in the center of Sea Slide Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Water Ring -- OBJECT NOTES -- A dynamic ring of water used in Sea Slide Galaxy and Loopdeeloop Galaxy. -- CLASS NOTES -- Water Ring with Penguin Flags -- OBJECT NOTES -- A dynamic ring of water decorated with penguin flags that is used in Loopdeeloop Galaxy and Loopdeeswoop Galaxy. -- CLASS NOTES -- Sea Slide -- Main Planet -- OBJECT NOTES -- The large ring-shaped main planet that features a light tower, a large tree and underwater tunnels. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sea Slide -- Stone Monument Base -- OBJECT NOTES -- The base of the large stone monument. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Sea Slide -- Stone Monument Shaft -- OBJECT NOTES -- The large shaft that holds the large rotating stone monument gear. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Sea Slide -- Large Stone Monument Gear -- OBJECT NOTES -- A large rotating gear used by the stone monument. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Sea Slide -- Small Stone Monument Gear -- OBJECT NOTES -- A small rotating gear used by the stone monument. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Sea Slide -- Moving Stone Monument Parts -- OBJECT NOTES -- The parts of the stone monument that move up and down. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Robotic Mercator Turtle -- OBJECT NOTES -- A robotic turtle that moves on a path that is transformed using Mercator projection. -- CLASS NOTES -- Water Sphere -- OBJECT NOTES -- A sphere of water used in various galaxies. -- CLASS NOTES -- A sphere of water that essentially functions as a visible WaterArea. If the stage's name is TearDropGalaxy, it becomes translucent and uses a lighter shade of blue; if the stage's name is SkullSharkGalaxy, it retains the dark blue color but becomes translucent as well. When it appears through a cutscene, the water will scale up first. "Temporary High Model" [OctopusTrapPlanet] -- OBJECT NOTES -- An unfinished placeholder model that displays a white cube with the text "Temporary High Model, Please wait..." written on it. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Throwback -- Main Planet -- OBJECT NOTES -- The main planet used in Throwback Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Throwback -- Rotating Bridge -- OBJECT NOTES -- A rotating wood bridge used in Throwback Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Throwback -- Moving Stone Platform -- OBJECT NOTES -- A platform that slides in and out of the walls in Throwback Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Throwback -- Top Fortress Cover -- OBJECT NOTES -- The cover used at the top of Throwback Galaxy. -- CLASS NOTES -- A cover that can be moved once by activating its SW_A switch. Its "Move" animation specifies how it moves. After that, the cover will not disappear. Throwback -- Bottom Fortress Cover -- OBJECT NOTES -- The cover used at the bottom of Throwback Galaxy. -- CLASS NOTES -- A cover that can be moved once by activating its SW_A switch. Its "Move" animation specifies how it moves. After that, the cover will not disappear. Flipsville Sky -- OBJECT NOTES -- The cloudy sky model with multiple gravity-indicating arrows from Flipsville Galaxy. -- CLASS NOTES -- A decorative background model meant to be placed around entire galaxies. It has gravity-indicating arrows that point upwards or downwards depending on the player's gravity. Tox Box [Jumping] -- OBJECT NOTES -- A large jumping stone box with an open side that the player can hide in. -- CLASS NOTES -- A stone box enemy that jumps between its path points. By default, the jumping velocity is so low that the jump is barely noticeable. The direction it rotates to while moving can be configured as well. "Onimasu" Area [Cube, Useless] -- OBJECT NOTES -- A useless area object that has no actual effect in-game. -- CLASS NOTES -- Tox Box [Pivoting] -- OBJECT NOTES -- A variant of a Tox Box that pivots around every second path point. -- CLASS NOTES -- Beach Bowl -- Cyclone Stone Starting Section -- OBJECT NOTES -- The first half of the Cyclone Stone planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Beach Bowl -- Cyclone Stone Wood Triangle -- OBJECT NOTES -- A triangular piece of wood used on the Cyclone Stone planet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Beach Bowl -- Cyclone Stone Ending Section -- OBJECT NOTES -- The second half of the Cyclone Stone planet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Stone Cyclone -- Moving Stone Block -- OBJECT NOTES -- A rectangular stone block that is used in Beach Bowl Galaxy and Stone Cyclone Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Stone Cyclone -- Large Rotating Platforms -- OBJECT NOTES -- A pair of rotating stone platforms that is used in Beach Bowl Galaxy and Stone Cyclone Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Stone Cyclone -- Small Rotating Platforms -- OBJECT NOTES -- A set of three small rotating platforms that is used in Beach Bowl Galaxy and Stone Cyclone Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Prologue Cutscene Object Holder -- OBJECT NOTES -- A holder that creates and registers several objects for the prologue cutscene. -- CLASS NOTES -- Creates and registers several objects that appear during the opening cutscene where Mario receives the letter from Peach and appears through a Warp Pipe. The object's placement specifies where the Warp Pipe appears from. The individual models that it creates are PeachShootingStar, PeachPrologueSky, and EarthenPipe. Furthermore, it uses the layouts PrologueText and PeachLetterMini. Before the player appears, the music STM_SMG2_EV_PROLOGUE_02 starts to play. King Kaliente -- OBJECT NOTES -- The octopus boss fought in both the third mission of Good Egg Galaxy and all missions of Boss Blitz Galaxy. -- CLASS NOTES -- A large octopus boss that resides in a large lava pool. In order to defeat it, the player has to fling its coconuts back against him. It shoots either three fireballs or a coconut. After the first phase, it will start to spawn Blue Podoboos. In SMG1, it will always spawn a Power Star when defeated, which requires a properly configured Scenario entry. There's also a "Spicy" variant which requires a few more hits. This variant does not spawn the long tentacles, though. If added and used in SMG2, it will crash the game when skipping the intro cutscene as the code does not account for the missing tentacles. E3 Demo -- King Kaliente's Planet -- OBJECT NOTES -- The version of King Kaliente's planet used in the E3 2006 demo. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- King Kaliente's Planet -- OBJECT NOTES -- The planet where King Kaliente is fought; used in Good Egg Galaxy and Boss Blitz Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Octopus -- OBJECT NOTES -- A large, gray octopus enemy that shoots both fireballs and coconuts at Mario. -- CLASS NOTES -- An octopus enemy that attacks the player by spitting fireballs and coconuts at them. It can be defeated with a Koopa Shell, a coconut, or any attacks caused by another enemy. Prince Pikante -- OBJECT NOTES -- The green octopus boss driving in a wheeled barrel that is fought in Shiverburn Galaxy. -- CLASS NOTES -- A green octopus boss that drives in a wheeled barrel. It can shoot multiple fireballs and coconuts from its blasters. It moves along a path, and it may stop at a path point to spit some projectiles. The fireballs create Matter Splatter holes when they land. It can be defeated by flinging coconuts against it multiple times. After defeating it, it may spawn a Power Star if the object and Scenario entry are configured correctly. Big Piranha Plant -- OBJECT NOTES -- A huge version of a Piranha Plant that appears in the Supermassive Galaxy. -- CLASS NOTES -- A huge plant enemy that emerges from the ground. Unlike most enemies, it cannot be defeated at all. However, it can be stunned with a Spin Attack or a Star Bit. Piranha Plant -- OBJECT NOTES -- The iconic plant enemy that tries to bite the player. -- CLASS NOTES -- A plant enemy that tries to bite the player if they are nearby. It can be defeated through all player attacks as well as some enemy attacks. Once defeated, it will either drop a Coin or three Star Bits depending on how it was defeated. Yoshi Star -- Spiny Cages Planet -- OBJECT NOTES -- The second planet used in the second mission of Yoshi Star Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Floating Palm Island -- OBJECT NOTES -- A small floating island with a palm tree that is used in Loopdeeloop Galaxy and Sea Slide Galaxy. -- CLASS NOTES -- Paragoomba -- OBJECT NOTES -- A flying Goomba with wings. -- CLASS NOTES -- A Goomba with wings that flies across a set path. It can be defeated by stomping or Ground Pounding on top of it. All other attacks cause it to lose its wings, turning it into a regular Goomba. Big Paragoomba -- OBJECT NOTES -- A huge version of a Paragoomba that appears in Supermassive Galaxy. -- CLASS NOTES -- A huge Goomba with wings that flies across a set path. Any of the player's attacks cause it to lose its wings, turning it into a regular Big Goomba. Princess Peach -- OBJECT NOTES -- The character in a pink dress that always gets kidnapped by Bowser. -- CLASS NOTES -- An NPC version of Mario's eternal damsel in distress that can be talked to. When attacked, she will pull an umbrella to defend herself. However, this behavior is exclusive to SMG2. Peach's Castle -- Main Model -- OBJECT NOTES -- Peach's Castle and the town where the Star Festival (prologue) takes place. -- CLASS NOTES -- Smoking Meteor -- OBJECT NOTES -- A decorative meteor that creates smoke effects; used in the prologue at Peach's Castle. -- CLASS NOTES -- A variant of SimpleMapObj. This is a generic map object with a model, collision and looping particle effect. The UniqueName effect types that can be specified are EffectEmitStart and EffectEmitStart. If the object is called PeachCastleMeteor, it will ignore clipping checks. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Ending Credits -- Peach's Castle -- OBJECT NOTES -- A nighttime version of Peach's Castle used in the credits that features fireworks. -- CLASS NOTES -- A generic planet with a model and optional collision that is meant to show fireworks. The "Fire" sound effect is synchronized with the object's particles. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. This planet supports optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Prologue -- Peach's Castle -- OBJECT NOTES -- A daytime version of Peach's Castle used in the prologue; contains meteors from Bowser's attack. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Peach's Castle -- Destroyed Houses -- OBJECT NOTES -- A set of destroyed houses seen after Bowser's attack. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Peach's Castle -- Houses -- OBJECT NOTES -- A set of houses seen before Bowser attacked them. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Peach's Castle -- Town Gate -- OBJECT NOTES -- The gate used to block off the entrance behind the start of Peach's Castle. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Good Egg -- Peanut Planet -- OBJECT NOTES -- The muddy peanut-shaped planet used in the first mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. E3 Demo -- Peanut Planet -- OBJECT NOTES -- An early version of PeanutMudPlanet that appeared in the E3 2006 demo. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Penguin -- OBJECT NOTES -- A sassy penguin. -- CLASS NOTES -- A cute penguin NPC that can be talked to. Coach Penguin -- OBJECT NOTES -- The coach of the penguin class. -- CLASS NOTES -- A tall penguin NPC that can be talked to. In SMG1, it also controls parts of the surfing mini-game by interacting with a grouped SurfRay object. Penguru -- OBJECT NOTES -- An elderly penguin character used in certain galaxies. -- CLASS NOTES -- An elderly penguin NPC that can be talked to. Penguin Racer -- OBJECT NOTES -- One of the racing penguins that the player races in Sea Slide Galaxy. -- CLASS NOTES -- Penguin Racer Coach -- OBJECT NOTES -- The coach of the racing penguins from Sea Slide Galaxy who challenges the player for a race. -- CLASS NOTES -- Penguin Skater -- OBJECT NOTES -- A skating penguin that the player has to catch in Freezeflame Galaxy. -- CLASS NOTES -- Penguin Student -- OBJECT NOTES -- One of the swimming penguin students from Beach Bowl Galaxy. It usually carries a Gold Shell. -- CLASS NOTES -- Starbag -- OBJECT NOTES -- A green bag-like enemy that turns invisible and runs away from the player and drops twenty Star Bits once defeated. -- CLASS NOTES -- A bag-like enemy that wanders around while becoming fully invisible. However, its path is indicated by the footprints it creates. If the player isn't too close, it will pause and turn visible. It will start to wander around again if the player comes closer, though. It can be defeated using Spin Attacks, Ground Pounds, stomping, fireballs, the Rainbow power-up as well as by having Yoshi eat it. Once defeated, it will drop 20 Star Bits. Bonus Planet Teleporter -- OBJECT NOTES -- A teleporter that can be used to temporarily teleport the player to another place. -- CLASS NOTES -- A dish that teleports the player to a specified destination point. It can be activated by using a Spin Attack while standing on it. The player will be teleported back to the teleporter after the specified amount of time elapsed. The destination point (PetitPorterWarpPoint) needs to be specified, however, the return point (PetitPorterExitPoint) can be specified. Bonus Planet Teleporter Exit Point -- OBJECT NOTES -- An optional point that can be used to define the location where the bonus planet teleporter will teleport the player to after the timer ran out. -- CLASS NOTES -- A point in space that can be used to specify the position where the player gets teleported to after the timer of a Bonus Planet Teleporter runs out. It can be grouped with a corresponding teleporter using Obj_arg0. Grass Bonus Planet -- OBJECT NOTES -- The grass planet used in several bonus sections. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dirt Bonus Planet -- OBJECT NOTES -- The dirt planet used in several bonus sections. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bonus Planet Teleporter Warp Point -- OBJECT NOTES -- A spawn point that is used to define the location where the bonus planet teleporter will teleport the player to. -- CLASS NOTES -- A point in space that is used to specify the position where the player gets teleported to when using a Bonus Planet Teleporter. It can be grouped with a corresponding teleporter using Obj_arg0. Fizzlit -- OBJECT NOTES -- A purple blob enemy that jumps around and creates fields of electricity from time to time. -- CLASS NOTES -- A purple blob enemy that creates fields of electricity. It jumps around randomly or between fixed path points. It can be defeated with all player attacks as well as explosions, which causes it to drop a Coin. Red Flame -- OBJECT NOTES -- A small red flame used on a torch. -- CLASS NOTES -- A flame that burns the player and other compatible objects upon contact. It can be extinguished using a Spin Attack. Blue Flame Torch -- OBJECT NOTES -- A small torch. -- CLASS NOTES -- A torch with a flame that can burn the player upon contact. Usually, the flame can be put out using a Spin Attack to make an item appear, however, the flame of CandlestandIceVolcano cannot be put out. Said variant may also appear without a flame if it uses SW_A. Instead, the player can use fireballs to light the fire and activate the switch. Lastly, it also supports an optional Bloom model. Deep Dark -- Red Metal Platform -- OBJECT NOTES -- A red and yellow metal platform that is meant to be attached to a wall. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Ghostly -- Decorative Wall Pieces -- OBJECT NOTES -- A set of decorative wall pieces seen in the galaxy's background. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Ghostly -- Decorative Trees -- OBJECT NOTES -- A set of decorative trees seen in the galaxy's background. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Ghostly -- Decorative Hole Planet -- OBJECT NOTES -- A decorative planet with many holes in it. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Deep Dark -- Campfire -- OBJECT NOTES -- A campfire with cooking meat. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Ghostly -- Hole Planet -- OBJECT NOTES -- A spherical planet with many large holes. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Ghost Airship -- OBJECT NOTES -- The first ghost airship visited in the third mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Ghost Airship with Balcony -- OBJECT NOTES -- The second ghost airship visited in the third mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Deep Dark -- Tall Wood Floater -- OBJECT NOTES -- A tall floating wood box seen around Kamella's ship. -- CLASS NOTES -- Deep Dark -- Medium Wood Floater -- OBJECT NOTES -- A medium floating wood box seen around Kamella's ship. -- CLASS NOTES -- Deep Dark -- Small Wood Floater -- OBJECT NOTES -- A small floating wood box seen around Kamella's ship. -- CLASS NOTES -- Good Egg -- Ghost Airship Bridge -- OBJECT NOTES -- The falling bridge that connects the two ghost airships. -- CLASS NOTES -- Good Egg -- Ghost Airship Steering Wheel -- OBJECT NOTES -- The rotatable steering wheel used on the ghost airships. -- CLASS NOTES -- Good Egg -- Big Ghost Airship Propeller -- OBJECT NOTES -- A big rotating propeller used on the ghost airships. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Good Egg -- Small Ghost Airship Propeller -- OBJECT NOTES -- A small rotating propeller used on the ghost airships. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Ghostly Sky -- OBJECT NOTES -- The sky model used in Ghostly Galaxy and Boo Moon Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Blue Flame -- OBJECT NOTES -- A small blue fire used on a torch. -- CLASS NOTES -- A flame that burns the player and other compatible objects upon contact. It can be extinguished using a Spin Attack. Ghostly -- Moving Stone Platform -- OBJECT NOTES -- A moving stone platform used in the third mission. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Ghostly -- Double Walls Planet -- OBJECT NOTES -- A pair of tall wall planets visited in the third mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Jibberjay -- OBJECT NOTES -- An orange bird NPC that is used in the gliding galaxies. -- CLASS NOTES -- An orange bird NPC that can be talked to. Fluzzard (GliBird) needs to be added as a separate object. It can register a Power Star, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes should be set up in order to control the mini-game. Jibberjay Racer -- OBJECT NOTES -- A bird NPC that triggers the race in gliding galaxies. -- CLASS NOTES -- A bird NPC intended for gliding races that moves in a predefined GST motion during the race. The GST motion data for it can be found in the gst folder of the Galaxy's Ghost archive. It can register a Power Star if Obj_arg0 is 0, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes should be set up in order to control the race. Small Ground Pound Stump -- OBJECT NOTES -- A small tree stump that can be Ground Pounded to activate something. -- CLASS NOTES -- A stump that can be Ground Pounded in order to activate a switch. Large Ground Pound Stump -- OBJECT NOTES -- A large tree stump that can be Ground Pounded to activate something. -- CLASS NOTES -- A stump that can be Ground Pounded in order to activate a switch. Puzzle Plank -- Mandibug Puzzle Centerpiece -- OBJECT NOTES -- The fixed centerpiece of the Mandibug puzzle used in Puzzle Plank Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision that acts as a BaseMtxFollowTarget. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Puzzle Plank -- Completed Mandibug Puzzle Planet -- OBJECT NOTES -- The completed version of the Mandibug puzzle used in Puzzle Plank Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. E3 Demo -- Chomp Saucer Planet -- OBJECT NOTES -- An unused version of Good Egg Galaxy's chomp saucer planet with a destroyed tower in the center. It appeared in the E3 2006 demo. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Redirect Player Movement Area [Cube] -- OBJECT NOTES -- An area that changes the direction the player is moving to by 90 degrees as soon as entered. -- CLASS NOTES -- An area that changes the direction the player is moving to by 90 degrees as soon as entered, presumably intended to be used to connect two PlaneModeCube areas around a corner. Circular 2D Movement Area [Cube] -- OBJECT NOTES -- An area that restricts movement to a 2D plane when entered. The movement direction is adjusted for moving around a circular center point. -- CLASS NOTES -- An area that restricts the player's movement to a 2D plane while the player is inside it. The movement direction is adjusted for moving around a circular center point. Basically, this also allows the player to keep running into the direction the stick was held in first. This area may be a bit complicated to use, so it's advised to take a look at Tarantox's zone in SMG1. Extended Item Sensor Area -- OBJECT NOTES -- An area which extends the sensor range when trying to collect items along the camera's view direction. For example, this allows the player to collect an item while they stand behind or in front of it. -- CLASS NOTES -- An area that extends the player's sensor range to detect items. This allows the player to collect an item while they stand closely behind or in front of it. This depends on the camera's view direction. Extended Item Sensor Area [Cube] -- OBJECT NOTES -- An area which extends the sensor range when trying to collect items along the camera's view direction. For example, this allows the player to collect an item while they stand behind or in front of it. -- CLASS NOTES -- An area that extends the player's sensor range to detect items. This allows the player to collect an item while they stand closely behind or in front of it. This depends on the camera's view direction. 2D Movement Area -- OBJECT NOTES -- An area that restricts movement to a 2D plane when entered. -- CLASS NOTES -- An area that restricts the player's movement to a 2D plane while the player is inside it. 2D Movement Area [Cube] -- OBJECT NOTES -- An area that restricts movement to a 2D plane when entered. -- CLASS NOTES -- An area that restricts the player's movement to a 2D plane while the player is inside it. "PlanetDisk" [Unused] -- OBJECT NOTES -- An unused and unfinished disk-shaped planet with a large flower field, two realistic trees and a big mushroom. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Junk -- Rocket Planet -- OBJECT NOTES -- The large rocket planet that appears in Space Junk Galaxy and Ghostly Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sproutle Vine -- OBJECT NOTES -- A vine that you spin to grab hold of, and shake the Wii Remote to move on it. -- CLASS NOTES -- A beanstalk-like vine that the player can swing along by shaking the Wiimote. Once the player reaches the end of the vine, it will cause them to jump off. The launch speed and angle are configurable. Decorative Plant A -- OBJECT NOTES -- A more advanced flower spawner which uses ShapeModelNo for all the different plants. The following shape IDs and colors are available: 0 Violets - 0 Yellow - 1 Purple - 2 Red - 3 White 1 Short Bush 2 Mushrooms 3 Clover 4 Dead Bush 5 Red Flower - 0 Red - 1 White 6 Bubbly Flower 7 Yellow Flower - 0 Blue - 1 Yellow 8 Tall Bush -- CLASS NOTES -- A group of decorative plants that can appear in many shapes. In SMG2, some objects of this class use ShapeModelNo to derive the proper model to be loaded. The plants attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. Decorative Plant B -- OBJECT NOTES -- A more advanced flower spawner which uses ShapeModelNo for all the different plants. The following shape IDs and colors are available: 0 Tulips - 0 Pink - 1 Yellow - 2 Purple 3 Lily of the Valley -- CLASS NOTES -- A group of decorative plants that can appear in many shapes. In SMG2, some objects of this class use ShapeModelNo to derive the proper model to be loaded. The plants attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. Decorative Plant C -- OBJECT NOTES -- A more advanced flower spawner which uses ShapeModelNo for all the different plants. The following shape IDs and colors are available: 0 Cosmos 1 Round Bush - 0 Pink - 1 Red - 2 White -- CLASS NOTES -- A group of decorative plants that can appear in many shapes. In SMG2, some objects of this class use ShapeModelNo to derive the proper model to be loaded. The plants attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. Decorative Plant D -- OBJECT NOTES -- A more advanced flower spawner which uses ShapeModelNo for all the different plants. The following shape IDs and colors are available: 1 Lily - 0 Red - 1 Pink - 2 Yellow - 3 White 2 Sunflower -- CLASS NOTES -- A group of decorative plants that can appear in many shapes. In SMG2, some objects of this class use ShapeModelNo to derive the proper model to be loaded. The plants attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. One-Way Sproutle Vine -- OBJECT NOTES -- A vine that can be used to reach other places in a galaxy. This one leads into one direction only and the player doesn't have to shake the Wiimote. -- CLASS NOTES -- A vine with Star Bit Flowers that the player can slide along by grabbing onto the vine. Once the player reaches the end of the vine, it will cause them to jump off. Unlike similar objects, the player doesn't need to swing their Wiimote. The Chimp -- OBJECT NOTES -- A blue monkey NPC who appears in some galaxies inviting the player to a mini-game challenge. -- CLASS NOTES -- The monkey NPC that will give the player a Power Star when talked to. It will register a Power Star, however, this requires a properly configured Scenario entry. Restrict Power-Up Usage Area -- OBJECT NOTES -- Restricts the use of power-ups inside this area. If the player leaves the area, the effects of the collected power-up wear off. -- CLASS NOTES -- An area that restricts the use of power-ups inside this area. If the player leaves the area again, any power-up effects will be removed instantly. Furthermore, the player will automatically dismount Yoshi. Player Falling Sound Area [Cube] -- OBJECT NOTES -- Plays the "long fall" sound effect while the player is airborne inside this area. -- CLASS NOTES -- Player Falling Sound Area [Cylinder] -- OBJECT NOTES -- Plays the "long fall" sound effect while the player is airborne inside this area. -- CLASS NOTES -- Player Falling Sound Area [Sphere] -- OBJECT NOTES -- Plays the "long fall" sound effect while the player is airborne inside this area. -- CLASS NOTES -- Disable Movement Direction Retention Area -- OBJECT NOTES -- This area adjusts the player's movement direction to the current camera angle instead of keeping the direction the joystick was held in before moving. -- CLASS NOTES -- An area that adjusts the player's movement direction all the time. Usually, when a camera change occurs, the player will keep walking into the direction the stick was held before the camera changed. This prevents exactly that. Cataquack -- OBJECT NOTES -- A blue duck-like enemy that can toss the player high into the air. -- CLASS NOTES -- A strange duck-like enemy that moves around passively and chases after the player if they are nearby. It will then try to fling the player upwards. It cannot be defeated through any means, but the player can stun it using most attacks. Furthermore, it will always try to return to its initial position if it walks too far away from it. It uses a mirror model. Gold Leaf -- Cataquack Maze Planet -- OBJECT NOTES -- The grassy maze-like planet visited in the second mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gold Leaf -- Spherical Cataquack Planet -- OBJECT NOTES -- A small spherical wooden planet with a pond. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boom Bunker -- Tilting Seesaw Platform -- OBJECT NOTES -- A tilting seesaw-like platform used on the Dark Matter planet in Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path and rotates along one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Boom Bunker -- Dark Matter Planet -- OBJECT NOTES -- The planet filled with Dark Matter used in the Comet mission of Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Climbable Pole -- OBJECT NOTES -- A standard climbable pole that can be climbed from all directions. -- CLASS NOTES -- A climbable pole. Pole and PoleNoModel can be climbed from all variants and the player can also climb the top part. PoleSquare and PoleSquareNoModel can be climbed from four directions and the top cannot be reached. In SMG2, Pole2Way was added which can be climbed from two directions only, so it's intended to be used in 2D-restricted sections. In SMG1, there's also code for an unfinished variant called TreeCube, but that one crashes due to missing collision. If placed in TwisterTowerGalaxy, the player will be properly removed from the pole when they touch ground. Wood Pole [Two-Sided Climbing] -- OBJECT NOTES -- An alternate version of the wooden pole which can be climbed on two sides only. -- CLASS NOTES -- A climbable pole. Pole and PoleNoModel can be climbed from all variants and the player can also climb the top part. PoleSquare and PoleSquareNoModel can be climbed from four directions and the top cannot be reached. In SMG2, Pole2Way was added which can be climbed from two directions only, so it's intended to be used in 2D-restricted sections. In SMG1, there's also code for an unfinished variant called TreeCube, but that one crashes due to missing collision. If placed in TwisterTowerGalaxy, the player will be properly removed from the pole when they touch ground. Invisible Climbable Pole -- OBJECT NOTES -- An invisible version of a pole. -- CLASS NOTES -- A climbable pole. Pole and PoleNoModel can be climbed from all variants and the player can also climb the top part. PoleSquare and PoleSquareNoModel can be climbed from four directions and the top cannot be reached. In SMG2, Pole2Way was added which can be climbed from two directions only, so it's intended to be used in 2D-restricted sections. In SMG1, there's also code for an unfinished variant called TreeCube, but that one crashes due to missing collision. If placed in TwisterTowerGalaxy, the player will be properly removed from the pole when they touch ground. Rolling Masterpiece -- Green Paintbrush -- OBJECT NOTES -- A large green paintbrush used in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A simple decorative object with a model and collision that can be created by RailPlacementPoleObstacle or by placing it directly. Rolling Masterpiece -- Red Paintbrush -- OBJECT NOTES -- A large red paintbrush used in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A simple decorative object with a model and collision that can be created by RailPlacementPoleObstacle or by placing it directly. Rolling Masterpiece -- Blue Paintbrush -- OBJECT NOTES -- A large blue paintbrush used in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A simple decorative object with a model and collision that can be created by RailPlacementPoleObstacle or by placing it directly. Rolling Masterpiece -- Yellow Paintbrush -- OBJECT NOTES -- A large yellow paintbrush used in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A simple decorative object with a model and collision that can be created by RailPlacementPoleObstacle or by placing it directly. Wood Pole -- OBJECT NOTES -- A wooden square pole that can be climbed on four sides. -- CLASS NOTES -- A climbable pole. Pole and PoleNoModel can be climbed from all variants and the player can also climb the top part. PoleSquare and PoleSquareNoModel can be climbed from four directions and the top cannot be reached. In SMG2, Pole2Way was added which can be climbed from two directions only, so it's intended to be used in 2D-restricted sections. In SMG1, there's also code for an unfinished variant called TreeCube, but that one crashes due to missing collision. If placed in TwisterTowerGalaxy, the player will be properly removed from the pole when they touch ground. Invisible Wood Pole -- OBJECT NOTES -- An invisible version of the square-shaped pole. -- CLASS NOTES -- A climbable pole. Pole and PoleNoModel can be climbed from all variants and the player can also climb the top part. PoleSquare and PoleSquareNoModel can be climbed from four directions and the top cannot be reached. In SMG2, Pole2Way was added which can be climbed from two directions only, so it's intended to be used in 2D-restricted sections. In SMG1, there's also code for an unfinished variant called TreeCube, but that one crashes due to missing collision. If placed in TwisterTowerGalaxy, the player will be properly removed from the pole when they touch ground. Bubbly Tree -- OBJECT NOTES -- A round tree used in Throwback Galaxy that can be climbed. -- CLASS NOTES -- A climbable pole. Pole and PoleNoModel can be climbed from all variants and the player can also climb the top part. PoleSquare and PoleSquareNoModel can be climbed from four directions and the top cannot be reached. In SMG2, Pole2Way was added which can be climbed from two directions only, so it's intended to be used in 2D-restricted sections. In SMG1, there's also code for an unfinished variant called TreeCube, but that one crashes due to missing collision. If placed in TwisterTowerGalaxy, the player will be properly removed from the pole when they touch ground. Pine Tree -- OBJECT NOTES -- A pine tree used in Fluffy Bluff Galaxy that can be climbed. -- CLASS NOTES -- A climbable pole. Pole and PoleNoModel can be climbed from all variants and the player can also climb the top part. PoleSquare and PoleSquareNoModel can be climbed from four directions and the top cannot be reached. In SMG2, Pole2Way was added which can be climbed from two directions only, so it's intended to be used in 2D-restricted sections. In SMG1, there's also code for an unfinished variant called TreeCube, but that one crashes due to missing collision. If placed in TwisterTowerGalaxy, the player will be properly removed from the pole when they touch ground. "PoleUnizoPlanet" [Unused] -- OBJECT NOTES -- An unused rocky planet that was intended to be used in Deep Dark Galaxy. The name refers to the Urchin enemies. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bouldergeist -- OBJECT NOTES -- The boss fought at the end of the third mission in Ghostly Galaxy and Boss Blitz Galaxy. -- CLASS NOTES -- A ghostly rock boss that attacks by throwing large stones against the player. While all of them damage the player when hit, the yellow ones drop a Coin and the black ones cause a Bomb Boo to appear with which the player can attack the boss. During the second phase, the boss creates two rock hands that can be used for attacking the player and defending itself. In SMG1, it will spawn a Power Star, although this requires a properly configured Scenario entry. Ghostly -- Bouldergeist Planet -- OBJECT NOTES -- The planet where Bouldergeist is fought in Ghostly Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Ghostly -- Bouldergeist Planet Platforms -- OBJECT NOTES -- The stone platforms that lead to Bouldergeist's planet in Ghostly Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Invisible Bowl Collision -- OBJECT NOTES -- An unused bowl-shaped collision object. -- CLASS NOTES -- A collision polygon without an actual visual model. Invisible Plate Collision -- OBJECT NOTES -- An unused plate-shaped collision object. -- CLASS NOTES -- A collision polygon without an actual visual model. Bubbly Plant -- OBJECT NOTES -- A bubbly plant that releases some items when touched; used in Honeyhive Galaxy and Gold Leaf Galaxy. -- CLASS NOTES -- A bubbly plant that bounces the player off when they touch it. It can spawn items when hit by the player. If one of the players touch the plant with their pointer, it will swing around. Bubbly Plant without Effects -- OBJECT NOTES -- A bubbly plant that releases some items when touched; used in Honeyhive Galaxy. It does not emit any particle effects when touched. -- CLASS NOTES -- A bubbly plant that bounces the player off when they touch it. It can spawn items when hit by the player. If one of the players touch the plant with their pointer, it will swing around. Smeech -- OBJECT NOTES -- A pink enemy that tries to cling onto Yoshi, but runs away from the player under normal circumstances. -- CLASS NOTES -- A pink enemy that tries to cling onto Yoshi, but runs away from the player under normal circumstances. It can be defeated using Spin Attacks, Ground Pounds or by stomping on top of it. Furthermore, it can be shaken off Yoshi, which defeats it as well. Positive Chance Cube -- OBJECT NOTES -- A die block that can reward either a Star Bit or a 1-Up Mushroom. -- CLASS NOTES -- A die block that can spawn a single Star Bit or a 1-Up Mushroom depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up. Post Fog Area -- OBJECT NOTES -- An area that renders a fog post effect on the screen when entered. -- CLASS NOTES -- An area that renders a fog post effect on the screen while the player is inside it. Post Outline Area -- OBJECT NOTES -- An area that renders a thick outline around some edges when entered. -- CLASS NOTES -- An area that renders a thick outline around some edges while the player is inside it. Power Star -- OBJECT NOTES -- A shiny Power Star that acts as the main collectible in most galaxies. -- CLASS NOTES -- The main collectible in most levels. A Power Star usually represents one specific scenario. When collecting it, a short cutscene will be played. If this is a Grand Star and the current galaxy is VsKoopaLv3Galaxy, Peach will appear during the Star Get cutscene. Power Star Spawn Point -- OBJECT NOTES -- A spawn point where a grouped Power Star can appear. -- CLASS NOTES -- A spawn point where a grouped Power Star can appear. The spawn point that the player is closest to will be used for appearance. Power Star Light -- OBJECT NOTES -- The large light given off by a Power Star. The model differs between the two games. -- CLASS NOTES -- A large decorative light that is meant to be placed around a Power Star. It will disappear if the player is close enough, however, it will reappear again if the player leaves the disappearance range again. Battlerock -- Red Rotating Metal Shields -- OBJECT NOTES -- A pair of red rotating metal shields that are used as an obstacle during the second mission. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Battlerock -- Yellow Rotating Metal Shields -- OBJECT NOTES -- A pair of yellow rotating metal shields that are used as an obstacle during the second mission. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Battlerock -- Blue Rotating Metal Shields -- OBJECT NOTES -- A set of four blue rotating metal shields that are used as an obstacle during the second mission. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Before Final Bowser Cutscene Object Holder -- OBJECT NOTES -- A holder that creates and registers the objects used during the cutscene before entering Bowser's Galaxy Generator. -- CLASS NOTES -- Creates and registers several objects that appear during the cutscene before entering Bowser's Galaxy Generator. The individual models that it creates are Meister, TicoBaby, and MiniVsKoopaLv3Galaxy. Star Festival Prologue Controller -- OBJECT NOTES -- A cutscene controller that manages major parts of the prologue sequence. This includes the picture book story, Peach's letter and the short scene where Mario enters the castle town. -- CLASS NOTES -- Fiery Flotilla -- Decorative Fireballs -- OBJECT NOTES -- A set of fireballs used in the background of Bowser Jr.'s Fiery Flotilla. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. P-Switch -- OBJECT NOTES -- A blue P-Switch that disappears and activates a switch when stepped on. -- CLASS NOTES -- Gusty Garden -- Flower Hill Planet -- OBJECT NOTES -- The starting planet with the many flowers. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gusty Garden -- Stone Blocks Planet -- OBJECT NOTES -- A grassy planet with some ruined stone structures and flowers. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gusty Garden -- C-Shaped Stone Blocks Planet -- OBJECT NOTES -- A C-shaped grass planet featuring some stone blocks and flowers. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Cheep Cheep -- OBJECT NOTES -- A fish enemy used in underwater levels. -- CLASS NOTES -- A fish enemy that swims on a set path if placed underwater or hops around a path if placed elsewhere. It can be defeated through all player attacks, which causes it to drop a Coin or three Star Bits when defeated. Deep Dark -- Cheep Cheep Planet -- OBJECT NOTES -- A small spherical planet with water that is visited during the second mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Water Surface Cheep Cheep -- OBJECT NOTES -- A fish enemy that is intended to swim on the water's surface. -- CLASS NOTES -- A fish enemy that swims on the surface of the water area it's inside. When it touches ice collision, it will be frozen to ice. It can be defeated through all player attacks, which causes it to drop a Coin or three Star Bits when defeated. Rescue from Falling Area -- OBJECT NOTES -- An area that, when entered, returns the player to the last safe position they stood on before falling off. -- CLASS NOTES -- An area that returns the player to the last safe position they stood on before entering this area. The game won't treat Ice and GlassIce collision as proper safe collision triangles, however, this can be enabled with a RecoveryFloorControlArea. Rescue from Falling Area [Cube] -- OBJECT NOTES -- An area that, when entered, returns the player to the last safe position they stood on before falling off. -- CLASS NOTES -- An area that returns the player to the last safe position they stood on before entering this area. The game won't treat Ice and GlassIce collision as proper safe collision triangles, however, this can be enabled with a RecoveryFloorControlArea. Rescue from Falling Area [Cylinder] -- OBJECT NOTES -- An area that, when entered, returns the player to the last safe position they stood on before falling off. -- CLASS NOTES -- An area that returns the player to the last safe position they stood on before entering this area. The game won't treat Ice and GlassIce collision as proper safe collision triangles, however, this can be enabled with a RecoveryFloorControlArea. "PullTargetBridge" [Broken] -- OBJECT NOTES -- Model files have been removed. Therefore, the object is useless. -- CLASS NOTES -- An object that can be targeted and pulled with Yoshi's tongue, which causes the object to fall. Unfortunately, there is no object with a proper model that uses this class anymore. Wooden Yoshi Pull Block -- OBJECT NOTES -- A large wooden block that can be pulled out of a wall using Yoshi's tongue. -- CLASS NOTES -- A block that can be pulled out using Yoshi's tongue by targeting its handle. Brick Block -- OBJECT NOTES -- A standard Brick Block that can be destroyed. -- CLASS NOTES -- A Brick Block that can be destroyed through all player attacks. It may drop a Coin when destroyed. However, when destroyed through SW_A, it drops one Star Bit. Brick Block [2D] -- OBJECT NOTES -- A small Brick Block variant that is used in the prologue. -- CLASS NOTES -- A Brick Block that can be destroyed through all player attacks. It may drop a Coin when destroyed. However, when destroyed through SW_A, it drops one Star Bit. Stretch Plant -- OBJECT NOTES -- A green plant that the player can fling around to damage other objects. -- CLASS NOTES -- A bubbly plant that the player can fling around to damage other objects and enemies. However, if it hits the player, they will lose a lot of Star Bits. If placed inside a ClipDrawArea in SMG2, it will be shrunken down and unusable. When Bulb Yoshi's light surrounds the plant, it will grow back to its usable size. Purple Coin -- OBJECT NOTES -- A Purple Coin from Purple Comet missions that spawns a Power Star once 100 of them are collected. -- CLASS NOTES -- One of the game's main collectibles. There are two variants: Coins (Coin) and Purple Coins (PurpleCoin). Normal Coins can restore one health point if collected by the player. Purple Coins do not restore health, though. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files. Normal Coins won't appear during Daredevil (Dark) Comets. If they are stored inside a bubble, they will also restore the player's air when underwater. Spins slower when placed underwater. All Purple Coins Collected Switch -- OBJECT NOTES -- A controller that activates a switch when 100 Purple Coins have been collected. -- CLASS NOTES -- A controller that activates a switch once 100 Purple Coins have been collected. Purple Coin Appearance Controller -- OBJECT NOTES -- A controller that will hide all Purple Coins and the UI until it gets activated. -- CLASS NOTES -- Purple Coin Line -- OBJECT NOTES -- An object that creates a line of Purple Coins. -- CLASS NOTES -- Creates a group of Coins (RailCoin) or Purple Coins (PurpleRailCoin) that are arranged on a path. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files. Clockwork Ruins -- Pusher Wall [Remaining] -- OBJECT NOTES -- A purple wall that pushes objects; used on the gravity planet in Clockwork Ruins Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Clockwork Ruins -- Pusher Wall [Disappearing] -- OBJECT NOTES -- A purple wall that pushes objects and is destroyed after using the gravity-arrow switch on the gravity planet in Clockwork Ruins Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it has a special cutscene nerve action which starts its DemoMove animation and kills itself afterwards. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Clockwork Ruins -- Gravity Planet -- OBJECT NOTES -- The second planet used in the first mission of Clockwork Ruins Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Clockwork Ruins -- Disappearing Gravity Planet Wall -- OBJECT NOTES -- The back wall of the gravity planet used in Clockwork Ruins Galaxy. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. Once the Move.bck animation has ended, the object will kill itself. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelKill specifies the sound effect used when it kills itself. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. Flaptack -- OBJECT NOTES -- A blue bird-like enemy that smacks onto the player if they walk under it. -- CLASS NOTES -- A flying bird enemy that smacks onto the player if they walk under it. It can be defeated by stomping, Ground Pounds, Spin Attacks or by having Yoshi eat it, which causes it to drop a Coin or three Star Bits. Earthquake Area [Cube] -- OBJECT NOTES -- An area that periodically shakes the camera and plays a quaking sound effect while the player is inside it. -- CLASS NOTES -- Dreadnought -- 2D Interior Gravity Indicator -- OBJECT NOTES -- A pair of arrows that are used to indicate the gravity direction in the 2D interior section. -- CLASS NOTES -- Dreadnought -- 2D Interior Section -- OBJECT NOTES -- The large 2D interior section that features several large pistons. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gusty Garden -- Large Gravity Scramble Block -- OBJECT NOTES -- A large rotating block used in the third mission. -- CLASS NOTES -- An object that can have an On and Off state based on Switches. Objects with "Planet" in the name have a different "Hio". Objects with "PlanetA" in the name have an infinite far clip distance Gusty Garden -- Small Rotated Gravity Scramble Block -- OBJECT NOTES -- A small moving block used in the third mission. -- CLASS NOTES -- An object that can have an On and Off state based on Switches. Objects with "Planet" in the name have a different "Hio". Objects with "PlanetA" in the name have an infinite far clip distance Gusty Garden -- Small Gravity Scramble Block -- OBJECT NOTES -- A small moving block used in the third mission. -- CLASS NOTES -- An object that can have an On and Off state based on Switches. Objects with "Planet" in the name have a different "Hio". Objects with "PlanetA" in the name have an infinite far clip distance Gusty Garden -- Gravity Scramble Starting Planet -- OBJECT NOTES -- The first group of large block planets visited during the third mission. -- CLASS NOTES -- An object that can have an On and Off state based on Switches. Objects with "Planet" in the name have a different "Hio". Objects with "PlanetA" in the name have an infinite far clip distance Gusty Garden -- Gravity Scramble Block Pair Planet -- OBJECT NOTES -- A pair of two large block planets visited during the third mission. -- CLASS NOTES -- An object that can have an On and Off state based on Switches. Objects with "Planet" in the name have a different "Hio". Objects with "PlanetA" in the name have an infinite far clip distance Gusty Garden -- Gravity Scramble Long Planet -- OBJECT NOTES -- The long group of large block planets visited during the third mission. -- CLASS NOTES -- An object that can have an On and Off state based on Switches. Objects with "Planet" in the name have a different "Hio". Objects with "PlanetA" in the name have an infinite far clip distance Gusty Garden -- Gravity Scramble Cylinder Planet -- OBJECT NOTES -- A small cylindrical planet segment visited during the third mission. -- CLASS NOTES -- An object that can have an On and Off state based on Switches. Objects with "Planet" in the name have a different "Hio". Objects with "PlanetA" in the name have an infinite far clip distance Gusty Garden -- Gravity Scramble Cannons Planet -- OBJECT NOTES -- The last group of large block planets visited during the third mission. -- CLASS NOTES -- An object that can have an On and Off state based on Switches. Objects with "Planet" in the name have a different "Hio". Objects with "PlanetA" in the name have an infinite far clip distance ? Coin -- OBJECT NOTES -- A large yellow Coin with a question mark symbol on it that activates something when collected. -- CLASS NOTES -- A large collectable Coin that can activate a switch when collected. It can also make the player jump when collected. The object's up vector is used as the player's jumping direction. Gusty Garden -- Question Planet -- OBJECT NOTES -- The planet shaped like a question mark used in Gusty Garden Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dusty Dune -- 2D Underground Rotating Gear -- OBJECT NOTES -- A rotating gear used in the underground section of the first mission. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Dusty Dune -- 2D Underground Section -- OBJECT NOTES -- The large 2D underground section visited during the first mission. -- CLASS NOTES -- Star Bunny -- OBJECT NOTES -- A rabbit that be found in several galaxies, including Gold Leaf Galaxy and Freezy Flake Galaxy. -- CLASS NOTES -- A cute rabbit NPC that can be talked to. Race Path -- OBJECT NOTES -- An object that is used to set up the route for several racing mini-games such as Ray Surfing and Glide Races. -- CLASS NOTES -- Lays out the rough layout of a race mini-game. Coin Line -- OBJECT NOTES -- An object that creates a path of Coins. -- CLASS NOTES -- Creates a group of Coins (RailCoin) or Purple Coins (PurpleRailCoin) that are arranged on a path. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files. Throwback -- Collapsing Stone Platform -- OBJECT NOTES -- A stone platform that falls when the player steps on it. -- CLASS NOTES -- A stone platform that moves on a path. It will disappear after reaching the path's end. Yoshi Star -- Moving Dirt Planet -- OBJECT NOTES -- A small moving dirt planet from Yoshi Star Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. The shadows of these objects are hard-coded to always point downwards from the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Yoshi Star -- Moving Stone Planet -- OBJECT NOTES -- A small moving stone planet from Yoshi Star Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. The shadows of these objects are hard-coded to always point downwards from the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Flash Black -- Yellow Moving Platform -- OBJECT NOTES -- A simple moving platform that is yellow. -- CLASS NOTES -- A simpler version of RailMoveObj with fewer configuration options. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Cosmic Cove -- Water Cubes Planet -- OBJECT NOTES -- The planet with moving water cubes used in the second mission of Cosmic Cove Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Cosmic Cove -- Moving Water Cube -- OBJECT NOTES -- A cube-shaped body of water from Cosmic Cove Galaxy. -- CLASS NOTES -- A map object with a model, an Indirect model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Subpath -- OBJECT NOTES -- This object is required by ElectricRailTwoPoint and LavaSeparateWaterfall. It sets multiple paths for an object to use. -- CLASS NOTES -- Represents a subpath whose actual functionality depends on the object that creates it. In the base game, ElectricRailTwoPoint and LavaSeparateWaterfall are the only objects that can use this. Rolling Masterpiece -- Paintbrush Line -- OBJECT NOTES -- An object used to create a line of paintbrushes; used in Rolling Masterpiece Galaxy. -- CLASS NOTES -- Creates paintbrushes that are arranged on a line. The rotation of all paintbrushes is affected by gravity. Rain Cloud -- OBJECT NOTES -- A cloud that is usually raining. The player can stand on it using the Bee power-up. -- CLASS NOTES -- Wobbling Screen Area -- OBJECT NOTES -- An area that, when entered, creates a wobbling screen effect. -- CLASS NOTES -- An area that creates a wobbly screen effect when the player enters it. Wobbling Screen Area [Cube] -- OBJECT NOTES -- An area that, when entered, creates a wobbling screen effect. -- CLASS NOTES -- An area that creates a wobbly screen effect when the player enters it. Toy Time -- Large Screw Planet -- OBJECT NOTES -- The planet with the large screw visited during the second mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Large Screw Planet Gear -- OBJECT NOTES -- A rotating wood gear used on the large screw planet. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- Large Screw -- OBJECT NOTES -- The large screw used during the second mission. -- CLASS NOTES -- A map object with a model and optional collision that usually moves and rotates on a set path. The individual path points can specify how to rotate the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RailRotatorRotateStart, and RailRotatorRotateLoop. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Enable Ice Collision Rescue Position Area -- OBJECT NOTES -- An area that enables saving the last position on Ice or GlassIce collision as a safe rescuing position. -- CLASS NOTES -- Normally, when the player falls into a PullBackArea, they won't be returned to the last position on Ice or GlassIce collision. Instead, the game treats several other collision types as safe rescuing positions. However, this area ignores the check for these two collision types so that these collision triangles are treated as proper rescuing positions. Flip-Swap -- Starting Platforms -- OBJECT NOTES -- A set of platforms used as the starting planet of Flip-Swap Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Flip-Swap -- Goomba Platform -- OBJECT NOTES -- A rectangular platform where Goombas are located in Flip-Swap Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Flip-Swap -- Checkpoint Platform -- OBJECT NOTES -- The staircase platform where the checkpoint is located in Flip-Swap Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Flip-Swap -- Cosmic Guide Platform -- OBJECT NOTES -- The platform where the Cosmic Guide appears in Flip-Swap Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Flip-Swap -- Small Platform -- OBJECT NOTES -- A pair of two blocks that serve as a platform; used in Flip-Swap Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Flip-Swap -- Power Star Platform -- OBJECT NOTES -- The platform where the Power Star is located in Flip-Swap Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Flip-Swap Platform -- OBJECT NOTES -- A red and blue flipping platform used mainly in Flip-Swap Galaxy. -- CLASS NOTES -- A platform that flips around when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement. Spin-Dig -- Cylinder Planet -- OBJECT NOTES -- The cylindrical-shaped planet used in the second mission of Spin-Dig Galaxy. -- CLASS NOTES -- A generic planet with a model and collision whose collision is deactivated by default. Therefore, the collision has to be activated via SW_A when desired. Small Asteroid Planet A -- OBJECT NOTES -- A small asteroid used in the background of certain galaxies, such as Space Junk Galaxy and Spin Dig Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Small Asteroid Planet B -- OBJECT NOTES -- The asteroid planet with the Launch Star leading to the Fiery Dino Piranha planet in Boss Blitz Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. E3 Demo -- Wood Planet -- OBJECT NOTES -- An unused wooden planet that was used in the E3 2006 demo. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bubble Blast -- Blue Asteroid Planet -- OBJECT NOTES -- A small blue asteroid seen in the galaxy's background scenery. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Deep Dark -- Wood Planet -- OBJECT NOTES -- A small wooden planet where the player encounters many Octoguys. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Toy Time -- Rusty Metal Planet -- OBJECT NOTES -- A small rusty metal planet seen in the galaxy's background scenery. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. "RelayPlanetH" [Unused] -- OBJECT NOTES -- A planet very similar to the metal planets in Gateway Galaxy. It has a place on one end for a cannon or a similar square-shaped object. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gusty Garden -- Spiny Vines Planet -- OBJECT NOTES -- The small planet with spiny vines used before Major Burrows' planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Repeating Timer Switch -- OBJECT NOTES -- A timer switch that activates and deactivates something periodically. -- CLASS NOTES -- A controller that activates and deactivates SW_A periodically. It will play a constant ticking noise. Snake Block -- OBJECT NOTES -- A set of blocks that move along a set path. -- CLASS NOTES -- A set of small blocks that start out as a normal platform and begin to move like a snake when stepped on by the player. However, if no path was assigned, it won't move at all. The total length of blocks will be (Obj_arg3 + 1) * Obj_arg2. Another RepeatBlock instance can be linked to it, which ensures that all Snake Blocks move once stepped on. Lava Lair -- Snake Block Planet -- OBJECT NOTES -- The planet where Snake Blocks appear in Bowser's Lava Lair. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Lava Lair -- Snake Blocks Planet Rotating Fireballs -- OBJECT NOTES -- A set of rotating fireballs used on the snake blocks planet in Bowser's Lava Lair. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Snake Block Shadow Direction Area -- OBJECT NOTES -- An area that changes the shadow direction for snake blocks. -- CLASS NOTES -- An area that changes into what direction the shadows of Snake Blocks point that move inside this area. Beat Block -- Large Platform -- OBJECT NOTES -- A set of four solid purple blocks used in Beat Block Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Beat Block -- Small Platform -- OBJECT NOTES -- A single solid purple block used in Beat Block Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Beat Block -- Long Platform -- OBJECT NOTES -- A set of two solid purple blocks used in Beat Block Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Checkpoint Area [Cube] -- OBJECT NOTES -- An area that sets the next respawn point. -- CLASS NOTES -- Checkpoint Flag -- OBJECT NOTES -- A checkpoint flag used in several galaxies. -- CLASS NOTES -- A checkpoint flag that is used to change the player's respawn point once touched or attacked by them. The respawn point and the flag itself need to be in the same zone. The object attaches to nearby collision. Haunty Halls -- Mattermouth Corridor Planet -- OBJECT NOTES -- The corridor planet used at the end of the second mission of Haunty Halls Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Haunty Halls -- Moving Carpet A -- OBJECT NOTES -- A segment of a carpet platform used in Haunty Halls Galaxy. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Haunty Halls -- Moving Carpet B -- OBJECT NOTES -- A segment of a carpet platform used in Haunty Halls Galaxy. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Haunty Halls -- Moving Carpet C -- OBJECT NOTES -- A segment of a carpet platform used in Haunty Halls Galaxy. -- CLASS NOTES -- A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Slipsand -- Metal Block -- OBJECT NOTES -- A metal block platform used in the first mission of Slipsand Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Slipsand -- Cluckboom Planet -- OBJECT NOTES -- The second planet used in the first mission of Slipsand Galaxy. -- CLASS NOTES -- A generic planet with a model and collision. It is meant to use collision triangles with AreaMove and/or RailMove floor codes. RailMove only works if the object is connected to a path. If the player stands on these triangles, a moving sand sound effect will be played. It may use two animations called "Move" and "Reverse"; the former would be played by default. Rightside Down -- Thwomps Planet -- OBJECT NOTES -- The planet with the Thwomps used in Rightside Down Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Rightside Down -- Slide Planet -- OBJECT NOTES -- The section with the long slide from Rightside Down Galaxy. -- CLASS NOTES -- A generic object with a model, collision and a Move.bva visibility animation that will play its Move animations once certain conditions are met. The Move.bva animation's initial frame will be used until the conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. Rightside Down -- Fire Flower Planet -- OBJECT NOTES -- The planet where the Fire Flower is located in Rightside Down Galaxy. -- CLASS NOTES -- A generic object with a model, collision and a Move.bva visibility animation that will play its Move animations once certain conditions are met. The Move.bva animation's initial frame will be used until the conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. Rightside Down -- Starting Section -- OBJECT NOTES -- The first section of Rightside Down Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battlerock -- 2D Interior Section -- OBJECT NOTES -- The large 2D interior section with gravity changing parts that is visited during the third mission. -- CLASS NOTES -- Dreadnought -- Long Yellow Moving Piston -- OBJECT NOTES -- A long yellow moving piston used in the 2D interior section. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hard-coded to be able to crush the player. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dreadnought -- Huge Yellow Moving Piston -- OBJECT NOTES -- A huge yellow moving piston used in the 2D interior section. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hard-coded to be able to crush the player. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Battlerock -- Small Yellow Moving Piston -- OBJECT NOTES -- A small yellow moving piston used in the 2D interior section. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hard-coded to be able to crush the player. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Battlerock -- Huge Yellow Moving Piston -- OBJECT NOTES -- A huge yellow moving piston used in the 2D interior section. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hard-coded to be able to crush the player. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Battlerock -- Small Red Moving Piston -- OBJECT NOTES -- A small red moving piston used in the 2D interior section. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hard-coded to be able to crush the player. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Good Egg -- Tower Planet Interior -- OBJECT NOTES -- The inside section of the huge cylindrical tower planet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Good Egg -- Tower Planet Exterior -- OBJECT NOTES -- The outside section of the huge cylindrical tower planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gold Leaf -- Main Planet -- OBJECT NOTES -- The main planet that features some tall trees and a waterfall. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gold Leaf -- Decorative Tree -- OBJECT NOTES -- A decorative autumn tree used during the second and third missions. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Pointer-Rotatable Cylinder [Unfinished] -- OBJECT NOTES -- An unfinished cylindrical object that the player can go through and rotate using the pointer. -- CLASS NOTES -- Good Egg -- Tower Planet Pusher -- OBJECT NOTES -- A pushing piston that appears inside the cylindrical tower planet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hard-coded to be able to crush the player. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Ring Beamer -- OBJECT NOTES -- A yellow enemy with spikes on its head that periodically emits rings of electricity. -- CLASS NOTES -- A spiked mechanical enemy that emits circular shockwaves that electrocute the player upon contact. It is stationary and cannot be destroyed through any means. Ring Beam Indicator -- OBJECT NOTES -- A ring used to indicate the size of the electric rings that a Sentry Beam fires off. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dreadnought -- Blue Ring Beamer Planet -- OBJECT NOTES -- A large blue planet with white lines and circles on the ground that indicate the radius of the Ring Beamer beams. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boo Moon -- Picture Book Planet -- OBJECT NOTES -- The folding planet used at the end of the first mission of Boo Moon Galaxy. -- CLASS NOTES -- A special pop-up book planet that can ascend and descend again. It also consists of two Blue Flames that are attached to the planet. The flames burn the player and compatible objects upon contact. Boom Bunker -- Rotating Robot Arm -- OBJECT NOTES -- A rotating robotic arm used on the starting planet of Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Small Purple Rock Mushroom Crystal -- OBJECT NOTES -- A small purple rock crystal used in Boulder Bowl Galaxy that can be destroyed with the Rock power-up. -- CLASS NOTES -- An obstacle that requires two hits dealt with the Rock power-up to be destroyed. Large Purple Rock Mushroom Crystal -- OBJECT NOTES -- A large purple rock crystal used in Boulder Bowl Galaxy that can be destroyed with the Rock power-up. -- CLASS NOTES -- An obstacle that requires two hits dealt with the Rock power-up to be destroyed. Tall Stone Rock -- OBJECT NOTES -- A tall stone rock that can be destroyed using the Rock power-up. Used in Boulder Bowl Galaxy. -- CLASS NOTES -- A breakable object that can spawn several items once destroyed. Can be destroyed using any of the player's attack, except for RockCageS which only works with the Rock power-up. Large Boulder Spawner -- OBJECT NOTES -- A spawner for large rolling boulders. -- CLASS NOTES -- A spawner that creates rolling boulders. The boulders can be destroyed by attacking the red crystal part, however, fireballs don't work. When using the Rock or Rainbow power-ups, the player doesn't have to attack the crystal specifically. Battlerock Sky -- OBJECT NOTES -- The dark green sky model used in Battlerock Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Rock Mushroom Bounce Fence -- OBJECT NOTES -- A yellow fence that causes the player to bounce off from it if they roll into it with the Rock power-up. -- CLASS NOTES -- A fence that rebounds the player when they roll into it with the Rock power-up. Honeyhive -- Bonus Room Rock Trails -- OBJECT NOTES -- A trail of a rolling rock used in the bonus rooms from Honeyhive Galaxy and Gold Leaf Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Clockwork Ruins -- Rolling Wheels Planet -- OBJECT NOTES -- The planet used at the end of the first mission of Clockwork Ruins Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battlerock -- Colorful Cannon Planet Base -- OBJECT NOTES -- The yellow base for the cannon planet that features a hole for a cannon. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battlerock -- Colorful Cannon Planet -- OBJECT NOTES -- The colorful parts of the cannon planet from Battlerock Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Water Bubble -- OBJECT NOTES -- A rolling bubble of water; used in both Cosmic Cove Galaxy and Honeyhop Galaxy. -- CLASS NOTES -- Creates rolling water bubbles that trap the player upon contact. The bubbles can move on a set path or roll around with the help of gravity. Bubbles that don't move on a path will pop once they enter a RollingWaterBreakArea. Pop Rolling Water Bubble Area -- OBJECT NOTES -- An area that pops rolling water bubbles when they enter it. -- CLASS NOTES -- An area that will cause Rolling Water Bubbles without a path to pop when entered. Rosalina -- OBJECT NOTES -- The mother of the Lumas; wears a blue dress. -- CLASS NOTES -- The mother of all Lumas, Rosalina. There's some unfinished functionality for registering a Power Star, but it's not possible to use this without code modifications. Rosalina's Chair -- OBJECT NOTES -- The chair Rosalina sits on during a cutscene in the Comet Observatory's Library. -- CLASS NOTES -- Rosalina's Storybook -- OBJECT NOTES -- The storybook that the player can read in the Library at the Comet Observatory. -- CLASS NOTES -- Rosalina [Library] -- OBJECT NOTES -- A variant of Rosalina that appears during the cutscenes in the Comet Observatory's Library. -- CLASS NOTES -- Clockwork Ruins -- Top Rotating Wheel -- OBJECT NOTES -- The top wheel of a pair of wheels used on the rolling wheels planet of Clockwork Ruins Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Clockwork Ruins -- Bottom Rotating Wheel -- OBJECT NOTES -- The bottom wheel of a pair of wheels used on the rolling wheels planet of Clockwork Ruins Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Twisty Trials -- Moving Wood Gear -- OBJECT NOTES -- A rotating and moving wood gear used in Twisty Trials Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path and rotates along one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Gravity Gauntlet -- Large Rotating Wheel -- OBJECT NOTES -- A large rotating wheel used near the end of Bowser's Gravity Gauntlet. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Gravity Gauntlet -- Rotating Platforms -- OBJECT NOTES -- A set of four rotating platforms used on the large rotating wheel in Bowser's Gravity Gauntlet. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Black Hammer -- OBJECT NOTES -- A large black hammer that can crush the player; used on the hammer planet in Clockwork Ruins Galaxy. -- CLASS NOTES -- A large rotating hammer that can crush the player. Due to the way its shadows are set up, it usually has a rotation angle of 90 degrees. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Twisty Trials -- Large Rotating Log -- OBJECT NOTES -- A large rotating wooden log used in Twisty Trials Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Twisty Trials -- Small Rotating Log -- OBJECT NOTES -- A smaller rotating wooden log used in Twisty Trials Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Starshine Beach -- Buoy Trampoline -- OBJECT NOTES -- The large moving buoy trampoline used in Starshine Beach Galaxy. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. Unlike SimpleSeesawObj, it uses two particle effects named Wait and Move that won't be rotated. It supports three rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Twisty Trials -- Wood Platforms -- OBJECT NOTES -- The three solid wood platforms used in Twisty Trials Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Escaping Star Bunny [Gateway] -- OBJECT NOTES -- An individual escaping Star Bunny as seen in Gateway Galaxy that is spawned and controlled by a RunawayRabbitCollect object. -- CLASS NOTES -- Escaping Star Bunnies Controller [Gateway] -- OBJECT NOTES -- Sets up and controls the sequence where the player has to catch several escaping Star Bunnies (RunawayRabbit) in Gateway Galaxy. -- CLASS NOTES -- Luma [Escaping Star Bunny] -- OBJECT NOTES -- A variant of a Luma that appears after catching an escaping Star Bunny in Gateway Galaxy that is spawned and controlled by a RunawayRabbitCollect object. -- CLASS NOTES -- Pokey Head -- OBJECT NOTES -- A green Pokey head used in desert-themed galaxies. -- CLASS NOTES -- A green flower enemy that hides in the ground and hops out if the player is nearby. It hops towards the player to damage them. It can be defeated by most of the player's attack. If the player is too far away, it will hide in the ground again. Sand Bird Controller -- OBJECT NOTES -- Assembles several smaller parts to form the Sand Bird creature from Slipsand Galaxy. -- CLASS NOTES -- A platform consisting of various smaller chunks. The chunks are SandBirdParts objects that have to be linked to this object. If no path is assigned, the platform won't move at all. If a path is assigned, it will start moving once the player steps on one of the blocks. Sand Bird Center Block -- OBJECT NOTES -- A standard sand block used for the Sand Bird in Slipsand Galaxy. -- CLASS NOTES -- A platform chunk to be used by the SandBird object that it is linked to. When hit by an enemy's fireballs, explosions, crushing attacks or fling attacks, it will disappear for a while. Sand Bird Corner Block -- OBJECT NOTES -- A corner piece used for the Sand Bird in Slipsand Galaxy. -- CLASS NOTES -- A platform chunk to be used by the SandBird object that it is linked to. When hit by an enemy's fireballs, explosions, crushing attacks or fling attacks, it will disappear for a while. Sand Bird Left Head Block -- OBJECT NOTES -- The left piece of the head of the Sand Bird used in Slipsand Galaxy. -- CLASS NOTES -- A platform chunk to be used by the SandBird object that it is linked to. When hit by an enemy's fireballs, explosions, crushing attacks or fling attacks, it will disappear for a while. Sand Bird Right Head Block -- OBJECT NOTES -- The right piece of the head of the Sand Bird used in Slipsand Galaxy. -- CLASS NOTES -- A platform chunk to be used by the SandBird object that it is linked to. When hit by an enemy's fireballs, explosions, crushing attacks or fling attacks, it will disappear for a while. Sand Bird Striped Block -- OBJECT NOTES -- The centerpiece of the tail of the Sand Bird used in Slipsand Galaxy. -- CLASS NOTES -- A platform chunk to be used by the SandBird object that it is linked to. When hit by an enemy's fireballs, explosions, crushing attacks or fling attacks, it will disappear for a while. Sand Bird Left Striped Tail -- OBJECT NOTES -- The left piece of the tail of the Sand Bird used in Slipsand Galaxy. -- CLASS NOTES -- A platform chunk to be used by the SandBird object that it is linked to. When hit by an enemy's fireballs, explosions, crushing attacks or fling attacks, it will disappear for a while. Sand Bird Right Striped Tail -- OBJECT NOTES -- The right piece of the tail of the Sand Bird used in Slipsand Galaxy. -- CLASS NOTES -- A platform chunk to be used by the SandBird object that it is linked to. When hit by an enemy's fireballs, explosions, crushing attacks or fling attacks, it will disappear for a while. Large Sand Breeze Effect -- OBJECT NOTES -- A small sand breeze effect used in sand sections. -- CLASS NOTES -- A generic particles effect with a clipping radius of 2500 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Small Sand Breeze Effect -- OBJECT NOTES -- A small sand breeze effect used in sand sections. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Dusty Dune -- Double-Sided Pyramid Interior -- OBJECT NOTES -- The double-sided pyramid's interior that features moving sand layers. -- CLASS NOTES -- Dusty Dune -- Double-Sided Pyramid Planet -- OBJECT NOTES -- The double-sided pyramid that is visited during the hidden Green Star. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dusty Dune -- Double-Sided Pyramid Moving Sand -- OBJECT NOTES -- The two layers of moving sand that make up the main obstacle inside the double-sided pyramid. -- CLASS NOTES -- Dusty Dune -- Generic Sand Disk Platform A -- OBJECT NOTES -- A small generic sand disk planet used in Dusty Dune Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dusty Dune -- Generic Sand Disk Platform B -- OBJECT NOTES -- A small generic sand disk planet that appears on an unused layer in one of Dusty Dune Galaxy's zones. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dusty Dune -- Generic Sand Disk Platform C -- OBJECT NOTES -- A small generic sand disk planet that appears on an unused layer in one of Dusty Dune Galaxy's zones. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dusty Dune -- Generic Sand Disk Platform D -- OBJECT NOTES -- A small generic sand disk planet used in Dusty Dune Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dusty Dune -- Rock Ring Planet -- OBJECT NOTES -- The ring-shaped planet that features the large rolling boulders. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sand Spiral -- Swinging Light -- OBJECT NOTES -- A swinging ceiling lamp which projects a focus light beam. -- CLASS NOTES -- Dusty Dune -- Red Moving Block -- OBJECT NOTES -- A red moving block from the huge speedy sand tower planet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dusty Dune -- Speedy Sand Tower Planet -- OBJECT NOTES -- The large tower featuring fast moving sand and a short Wall Jump section. -- CLASS NOTES -- Dusty Dune -- Long Speedy Sand Planet -- OBJECT NOTES -- A pair of two rocky platforms connected by a long stream of fast moving sand. -- CLASS NOTES -- Dusty Dune -- Ring-Shaped Speedy Sand Planet -- OBJECT NOTES -- A rocky planet featuring a ring-like stream of fast moving sand. -- CLASS NOTES -- Dusty Dune -- Thick Rotating Stones -- OBJECT NOTES -- A set of thick rotating stones from Dusty Dune Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Dusty Dune -- Thin Rotating Stones -- OBJECT NOTES -- A set of thin rotating stones from Dusty Dune Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Dusty Dune -- Spherical Speedy Sand Planet -- OBJECT NOTES -- The spherical planet with fast moving sand and several cacti. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dusty Dune -- Spiky Pokey Planet -- OBJECT NOTES -- The spherical planet with fast moving sand and a large Spiky Pokey. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Dusty Dune -- Moving Bullet Bill Tower Effect -- OBJECT NOTES -- A particle effect that consists of sand dust. Used when the Bullet Bill tower emerges or sinks in the sand in Dusty Dune Galaxy. -- CLASS NOTES -- Dusty Dune -- Bullet Bill Tower -- OBJECT NOTES -- The small tower featuring two Bullet Bill blasters and a hidden Power Star. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dusty Dune -- Glass Tower -- OBJECT NOTES -- The large glass tower visited during the third mission. -- CLASS NOTES -- A variant of SimpleMapObj. This is a generic map object with a model, collision and a maximum far clipping distance. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dusty Dune -- Destroyable Crate A -- OBJECT NOTES -- A tall destroyable wood box intended to be used in Dusty Dune Galaxy. -- CLASS NOTES -- A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Dusty Dune -- Destroyable Crate B -- OBJECT NOTES -- A tall destroyable wood box from Dusty Dune Galaxy. -- CLASS NOTES -- A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Dusty Dune -- Red Moving Brick Block -- OBJECT NOTES -- A red moving brick block used inside the large glass tower. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Dusty Dune -- Wall Jump Tower -- OBJECT NOTES -- The large sand tower with a long Wall Jump section. -- CLASS NOTES -- A variant of SimpleMapObj. This is a generic map object with a model, collision and a maximum far clipping distance. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dusty Dune -- Moving Wall Jump Tower Effect -- OBJECT NOTES -- A particle effect that consists of sand dust. Used when the Wall Jump tower emerges or sinks in the sand in Dusty Dune Galaxy. -- CLASS NOTES -- Dusty Dune -- Moving Sand Pillars Trio -- OBJECT NOTES -- The trio of three shifting sand pillars. -- CLASS NOTES -- Freezeflame -- Lava Core Planet -- OBJECT NOTES -- The large sandwich-like lava planet visited during the second mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Squizzard -- OBJECT NOTES -- The boss fought at the end of the first mission of Slipsand Galaxy. -- CLASS NOTES -- A strange boss that throws large sand boulders or bombs to attack the player. Sometimes, it opens its large mouth which the player needs to attack with fireballs in order to defeat it. During the second phase, it creates two large cannons that shoot more obstacles. Once defeated, it will spawn a Power Star. However, this requires a properly configured Scenario entry. If SW_APPEAR is not used, the boss battle will start immediately. Slipsand -- After Squizzard Battle Planet -- OBJECT NOTES -- The planet without the moving sand that appears after Squizzard is defeated in Slipsand Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Slipsand -- Squizzard Planet -- OBJECT NOTES -- The planet where Squizzard is fought in Slipsand Galaxy. -- CLASS NOTES -- A generic planet with a model and collision. It is meant to use collision triangles with AreaMove and/or RailMove floor codes. RailMove only works if the object is connected to a path. If the player stands on these triangles, a moving sand sound effect will be played. It may use two animations called "Move" and "Reverse"; the former would be played by default. Deep Dark -- Gateway Replica Planet -- OBJECT NOTES -- The scaling replica of Gateway Galaxy's main planet that severs as a bonus section. -- CLASS NOTES -- Galaxy Fly-In Controller -- OBJECT NOTES -- Sets up the fly-in path sequence for a Star mission. -- CLASS NOTES -- The controller that sets up the fly-in path sequence for a Star mission. Once the mission starts, the player will fly along the path. In SMG2, the player will be positioned at the start of the path during the intro cutscene. However, in SMG1, a GeneralPos has to be used. Open Sky Station Star Select Area -- OBJECT NOTES -- An area that, when entered, loads the Star Select screen for Sky Station Galaxy. -- CLASS NOTES -- An area that ends the current scene and makes the Star Select screen for Sky Station Galaxy (IslandFleetGalaxy) appear. The Chimp Challenge Score Controller -- OBJECT NOTES -- A controller that sets up the required points and time limit in The Chimp's challenges. -- CLASS NOTES -- Specifies the minimum score and the time limit for scoring missions and keeps track of the player's actual score. The Chimp [Scoring Challenges] -- OBJECT NOTES -- The Chimp used for the scoring challenges, like in Slimy Spring Galaxy. -- CLASS NOTES -- The monkey NPC who will prompt the player to play a scoring mini-game where one has to score a lot of points. The scoring controller (ScoreAttackCounter) that specifies the minimum score and time limit needs to be added as a separate object. It will register a Power Star, however, this requires a properly configured Scenario entry. It will use the player spawn point with MarioNo set to 1 when restarting the mini-game. Motion Blur Area [Cube] -- OBJECT NOTES -- An area that blurs the screen when moving the camera around. -- CLASS NOTES -- Motion Blur Area [Cylinder] -- OBJECT NOTES -- An area that blurs the screen when moving the camera around. -- CLASS NOTES -- Motion Blur Area [Sphere] -- OBJECT NOTES -- An area that blurs the screen when moving the camera around. -- CLASS NOTES -- Blue Screw Switch -- OBJECT NOTES -- A screw that can be activated by using a Spin Attack on it. -- CLASS NOTES -- A blue screw that can be screwed into its base by using a Spin Attack on it. After that, it will activate a switch. It will be connected to the collision below. Yellow Screw Switch -- OBJECT NOTES -- A screw that can be removed by using a Spin Attack on it. -- CLASS NOTES -- A yellow screw that can be removed by using a Spin Attack on it. After that, it will activate a switch, and it will try to make the player jump off. Deep Dark -- Rectangular Underwater Gate -- OBJECT NOTES -- One of the two large moving gates found on the way to Kamella's ship. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Once it starts moving, it plays a short camera cutscene. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Deep Dark -- Circular Underwater Gate -- OBJECT NOTES -- One of the two large moving gates found on the way to Kamella's ship. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Once it starts moving, it plays a short camera cutscene. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Deep Dark -- Golden Underwater Gate -- OBJECT NOTES -- An unused golden gate that was meant to be used in Deep Dark Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Once it starts moving, it plays a short camera cutscene. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Buoy Base -- Rotating Propellers -- OBJECT NOTES -- A group of three yellow rotating propellers found underwater. -- CLASS NOTES -- Buoy Base -- Propellers Fixation -- OBJECT NOTES -- A fixation for the three propellers. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Seagulls -- OBJECT NOTES -- A group of seagulls used in the background of beach-themed galaxies. -- CLASS NOTES -- A group of several decorative seagulls. All seagulls will be placed along the specified path, however, the seagulls will not fly along the path. The number of seagulls to be spawned can be specified as well. If the object is SeaGullGroupMarioFace, the seagulls will appear only if the current world that the player resides in is World 1, World 2 or World S. Seagulls [Starship Mario] -- OBJECT NOTES -- A group of seagulls that appear in the background of Starship Mario if the player is currently in World 1. -- CLASS NOTES -- A group of several decorative seagulls. All seagulls will be placed along the specified path, however, the seagulls will not fly along the path. The number of seagulls to be spawned can be specified as well. If the object is SeaGullGroupMarioFace, the seagulls will appear only if the current world that the player resides in is World 1, World 2 or World S. Sentry Beam -- OBJECT NOTES -- A robot enemy that fires a laser at Mario. -- CLASS NOTES -- A stationary robotic enemy that shoots lasers to attack the player. It won't be able to shoot any lasers if the player stands on its head. "Temporary High Model" [SeaStormPlanet] -- OBJECT NOTES -- An unfinished placeholder model that displays a white cube with the text "Temporary High Model, Please wait..." written on it. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Comet Medal Gate -- OBJECT NOTES -- A red and yellow gate used in gliding levels to unlock the Comet Medal for collection afterwards. -- CLASS NOTES -- A gate that can be passed through. If the player is "riding" another object, such as the Rock power-up's Rolling Rock, Star Balls or Tube Slides, the object sets that it has been passed through. This object is usually linked to a proper SecretGateCounter instance which checks whether all gates have been passed through. Comet Medal Gate Counter -- OBJECT NOTES -- A controller used to count the amount of gates that the player has moved through. -- CLASS NOTES -- Registers and observes SecretGate objects. It will display the number of passed gates and play a short jingle every time the player passes a gate. The object itself does not activate any switches, however, the individual gates do. "SeesawMoveNutA" [Unfinished] -- OBJECT NOTES -- An unfinished early version of the moving screw nuts from Dreadnought Galaxy. -- CLASS NOTES -- Dreadnought -- Moving Screw Nuts -- OBJECT NOTES -- A set of three moving screw nuts. -- CLASS NOTES -- "SeesawMoveNutC" [Unfinished] -- OBJECT NOTES -- An unfinished moving cylindrical screw with checkered textures. -- CLASS NOTES -- Shadow Color Area -- OBJECT NOTES -- Changes the color of all object shadows when entered by the player. -- CLASS NOTES -- An area that can be used to change the color of all object shadows when entered by the player. Shadow Far Clipping Area -- OBJECT NOTES -- Controls and updates far clipping of all object shadows when entered by the player. -- CLASS NOTES -- An area that can be used to overwrite the galaxy's shadow far clipping settings when entered by the player. Clampy with Coin -- OBJECT NOTES -- An underwater clam that opens its mouth periodically; contains one Coin inside. -- CLASS NOTES -- A stationary clam enemy that opens and closes its valves periodically. Usually, it contains an item inside that the player can collect. It may damage the player by closing its valves. The game supports variants containing a Coin or a Star Chip. The class also contains code for ShellfishBlueChip and ShellfishKinokoOneUp who contain a Blue Chip and a 1-Up Mushroom, respectively. However, the 1-Up Mushroom variant does not work properly as the item is always invisible. When hit with a Koopa Shell, it will open its valves and become stunned for a few seconds. Clampy with Star Chip -- OBJECT NOTES -- An underwater clam that opens its mouth periodically; contains a Star Chip inside. -- CLASS NOTES -- A stationary clam enemy that opens and closes its valves periodically. Usually, it contains an item inside that the player can collect. It may damage the player by closing its valves. The game supports variants containing a Coin or a Star Chip. The class also contains code for ShellfishBlueChip and ShellfishKinokoOneUp who contain a Blue Chip and a 1-Up Mushroom, respectively. However, the 1-Up Mushroom variant does not work properly as the item is always invisible. When hit with a Koopa Shell, it will open its valves and become stunned for a few seconds. Shockwave Generator Prism -- OBJECT NOTES -- A pyramid-like prism that generates a large shockwave that stuns enemies when using a Spin Attack on it. -- CLASS NOTES -- Shooting Star -- OBJECT NOTES -- A shooting star that releases Star Bits when it hits the ground. -- CLASS NOTES -- A shooting star that releases Star Bits when it hits the ground. It will periodically reappear until all of its Star Bits have been collected. Shooting Star Effect -- OBJECT NOTES -- A particle effect that randomly depicts shooting stars. -- CLASS NOTES -- A particles effect with a clipping radius of 1500 (SMG1) / 500 (SMG2) units and a far clipping distance of 400 (SMG1) / 50 (SMG2) meters. The particles will emit after a random amount of frames, where the randomization interval is [Obj_arg0 - Obj_arg1, Obj_arg0 + Obj_arg1]. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Battlerock -- Blue Shutter Door -- OBJECT NOTES -- The large blue shutter door that blocks the exit towards Topmaniac's planet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Freezeflame -- Small Ice & Lava Planet Gate -- OBJECT NOTES -- A stone gate that blocks the Fire Flower in the third mission. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Freezeflame -- Treasure Gate -- OBJECT NOTES -- A large stone gate that blocks the Power Star in the second mission. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Deep Dark -- Stone Gate -- OBJECT NOTES -- The large stone gate that blocks the entrance to the cave section. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Flipswitch -- Spiky Moving Platform -- OBJECT NOTES -- A red moving platform featuring spikes. It also appears in Flipswitch Galaxy, Good Egg Galaxy and Toy Time Galaxy. -- CLASS NOTES -- Signboard -- OBJECT NOTES -- A generic brown signboard that acts as an NPC. -- CLASS NOTES -- A generic signboard that acts like an NPC, meaning that the player can read it or talk to it. Star Ball Signboard [SMG2] -- OBJECT NOTES -- A special signboard that provides a tutorial about using Star Balls; used in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A special signboard that needs to be linked to a proper Tamakoro instance. It will teach the player about Star Ball controls when talked to or when the player steps on the Star Ball. Simple Bloom Effect Area [Cube] -- OBJECT NOTES -- An area that creates a simple bloom shader effect that affects any object when entered. -- CLASS NOTES -- Simple Bloom Effect Area [Cylinder] -- OBJECT NOTES -- An area that creates a simple bloom shader effect that affects any object when entered. -- CLASS NOTES -- Simple Bloom Effect Area [Sphere] -- OBJECT NOTES -- An area that creates a simple bloom shader effect that affects any object when entered. -- CLASS NOTES -- Simple Camera Cutscene -- OBJECT NOTES -- This object starts a simple cutscene where a special camera focuses on something specific. -- CLASS NOTES -- Starts a simple cutscene using just a camera. Generic No Shadow Map Object [Unused] -- OBJECT NOTES -- A generic object that retrieves a proper model using ShapeModelNo. However, no more models exist for this object. No other object shadows will appear on its surface. -- CLASS NOTES -- Cosmic Cove -- Star Bunny Planet -- OBJECT NOTES -- The planet where the Star Bunny appears; used in Cosmic Cove Galaxy. -- CLASS NOTES -- A special planet object that uses an additional "Ice" model that will appear when its cutscene functor action gets triggered. Swimming Gringill -- OBJECT NOTES -- A swimming eel-like enemy. -- CLASS NOTES -- "SkeletalFishBabyRail" [Useless] -- OBJECT NOTES -- A useless object that has no actual effect in-game. -- CLASS NOTES -- Kingfin -- OBJECT NOTES -- The skeletal shark boss fought in Bonefin Galaxy. -- CLASS NOTES -- The skeletal shark boss fought in Bonefin Galaxy. Needs at least one SkeletalFishBossRail to be present. Kingfin Subpath -- OBJECT NOTES -- Specifies an individual subpath that Kingfin can move on. -- CLASS NOTES -- Specifies an individual subpath that Kingfin can move on. These also determind when and where the Guard Fishes spawn. Boo's Boneyard -- Starting Planet -- OBJECT NOTES -- The skull-shaped planet used at the start. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Starshine Beach -- Decorative Water Coral -- OBJECT NOTES -- A set of decorative coral used in Starshine Beach Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Starshine Beach -- Decorative Flowers -- OBJECT NOTES -- A set of decorative flowers used in Starshine Beach Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cloudy Court -- Decorative Flower Petals -- OBJECT NOTES -- A set of decorative flower petals used in Cloudy Court Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cloudy Court -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Cloudy Court Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cloudy Court -- Pedestal Platform -- OBJECT NOTES -- A planet featuring a wood pedestal; used in Cloudy Court Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cloudy Court -- Cylindrical Grass Planet -- OBJECT NOTES -- A small grassy planet used in Cloudy Court Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cloudy Court -- Checkpoint Planet -- OBJECT NOTES -- The planet where a Checkpoint and the Hungry Luma are located in Cloudy Court Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cloudy Court -- Grass Planet with Ledge -- OBJECT NOTES -- A grassy platform with a raised ledge used in Cloudy Court Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cloudy Court -- Launch Star Platform -- OBJECT NOTES -- A platform where a Launch Star is located in Cloudy Court Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cloudy Court -- Square Platform with Single Flower -- OBJECT NOTES -- A grassy platform with a single flower; used in Cloudy Court Galaxy and Grandmaster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cloudy Court -- Square Platform with Wood Planks -- OBJECT NOTES -- A grassy platform with wood planks; used in Cloudy Court Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Cloudy Court -- Square Platform with Flowers -- OBJECT NOTES -- A grassy platform with several flowers; used in Cloudy Court Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Rolling Coaster -- Split Path Planet -- OBJECT NOTES -- The planet with the split path used in the first mission of Rolling Coaster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Rolling Coaster -- Single Path Planet -- OBJECT NOTES -- The single path planet used in the Comet mission of Rolling Coaster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Rolling Coaster -- Goal Ramp Planet -- OBJECT NOTES -- The long ramp leading to the goal platform; used in Rolling Coaster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Rolling Coaster -- Pole Obstacle -- OBJECT NOTES -- A purple fence pole used in Rolling Coaster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Freezy Flake -- Slide Blockade -- OBJECT NOTES -- A blockade used to block the entrance to the slide during the second mission of Freezy Flake Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Rolling Coaster -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Rolling Coaster Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Stop Steep Slope Running Area -- OBJECT NOTES -- An area that immediately cancels running on a steep surface when entered. -- CLASS NOTES -- The player's running movement will be immediately stopped if they touch a steep surface inside this area. Space Junk -- Glass Maze Planet -- OBJECT NOTES -- The spherical glass planet that contains a small maze inside. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Stone Circle -- OBJECT NOTES -- A circle of stones that spawns Star Bits when the player shakes the Wii Remote nearby. -- CLASS NOTES -- A circle of eight smaller objects that can be released from the ground by using a Spin Attack while inside the circle. Each chunk will spawn a Star Bit when released. The chunks attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. Running Dust Color Area -- OBJECT NOTES -- An area that can be used to change the player's running dust particles color. -- CLASS NOTES -- An area that changes the primary and environment colors of the player's running dust cloud particles when entered. Running Dust Color Area [Cube] -- OBJECT NOTES -- An area that can be used to change the running dust particles color. -- CLASS NOTES -- An area that changes the primary and environment colors of the player's running dust cloud particles when entered. Large Gringill -- OBJECT NOTES -- A large eel that comes out of caves. -- CLASS NOTES -- An eel enemy that usually lurks at a fixed position. It will move along its path when the player comes near. It can be defeated using Koopa Shells. When defeated, the small variant spawns eight Star Bits whereas the large variant spawns a 1-Up Mushroom. Small Gringill -- OBJECT NOTES -- A small eel that comes out of caves. -- CLASS NOTES -- An eel enemy that usually lurks at a fixed position. It will move along its path when the player comes near. It can be defeated using Koopa Shells. When defeated, the small variant spawns eight Star Bits whereas the large variant spawns a 1-Up Mushroom. Snowball -- OBJECT NOTES -- A snowball that can be made bigger by rolling it through snow. Can be used to destroy several objects as well. -- CLASS NOTES -- A snowball that can be rolled by walking against it or by hitting it with a Spin Attack. It will become bigger when rolling it through snow, but it shrinks down otherwise. It can also be used to attack various enemies and destroy some obstacles. Snow Cap -- Snow Mushroom -- OBJECT NOTES -- A destroyable mushroom which is made of snow; from Snowcap Galaxy. -- CLASS NOTES -- A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Freezy Flake -- Snow Blocks Planet -- OBJECT NOTES -- The planet with snow blocks and Li'l Brrs used in the first mission of Freezy Flake Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Snow Cap -- Main Planet -- OBJECT NOTES -- The capsule-like main planet where the player encounters several Star Bunnies. -- CLASS NOTES -- Freezy Flake -- Starting Planet -- OBJECT NOTES -- The planet with the small hut used at the start of Freezy Flake Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Snow Bowser Statue -- OBJECT NOTES -- A large destroyable Bowser statue made of snow; used in Freezy Flake Galaxy. -- CLASS NOTES -- A large snow statue of Bowser that can be destroyed with by hitting it twice with various player attacks, such as snowballs and fireballs. It may spawn a Power Star if the object and Scenario entry are configured correctly. Freezy Flake -- Snow Statues Planet -- OBJECT NOTES -- The planet with snow trees and snow statues used in Freezy Flake Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Snow Goomba Statue -- OBJECT NOTES -- A destroyable statue of a Goomba made from snow; used in Freezy Flake Galaxy. -- CLASS NOTES -- A snow obstacle that can be destroyed with various player attacks, such as snowballs and fireballs. Snow Overlay -- OBJECT NOTES -- The snow overlay used in Snow Cap Galaxy that can be removed using the pointer. -- CLASS NOTES -- Snow Tile -- OBJECT NOTES -- An unused square snow tile. -- CLASS NOTES -- Snowman -- OBJECT NOTES -- A large destroyable snowman used in Freeze Flame Galaxy and Snow Cap Galaxy. -- CLASS NOTES -- A snowman consisting of two parts that can be melted with fireballs. Depending on the melted parts, several switches can be activated. Snow Tree -- OBJECT NOTES -- A large destroyable tree made of snow; used in Freezy Flake Galaxy. -- CLASS NOTES -- A snow obstacle that can be destroyed with various player attacks, such as snowballs and fireballs. Snow Overlay Switch -- OBJECT NOTES -- A point that activates a switch if the snow nearby (SnowFloor) gets removed. -- CLASS NOTES -- Snow Flakes -- OBJECT NOTES -- A decorative snowflakes effect. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 580, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Sound Emitter Point -- OBJECT NOTES -- A point in space that plays a looping sound effect. -- CLASS NOTES -- Sound Emitter Area [Cube] -- OBJECT NOTES -- An area that plays a sound effect when the player is close to the area. -- CLASS NOTES -- A cube-shaped area that plays a sound effect. The closer the player is to the area, the louder the sound effect gets. In SMG2, the sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file. Sound Emitter Point -- OBJECT NOTES -- A point in space that plays a looping sound effect. -- CLASS NOTES -- A point in space that emits a sound effect. The sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file. Sound Emitter Area [Sphere] -- OBJECT NOTES -- An area that plays a sound effect when the player is close to the area. This always has a spherical range. -- CLASS NOTES -- A spherical area that plays a sound effect. The closer the player is to the area, the louder the sound effect gets. In SMG2, the sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file. Play Sound Area -- OBJECT NOTES -- An area that starts playing a sound effect when entered. -- CLASS NOTES -- An area that starts playing a sound effect when entered. The sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file. Green Beat Block -- OBJECT NOTES -- A green Beat Block from Beat Block Galaxy. -- CLASS NOTES -- A Beat Block platform whose visibility changes depending on the background music's beat. By default, the block will be visible, however, this can be inverted. Yellow Beat Block -- OBJECT NOTES -- A yellow Beat Block from Beat Block Galaxy. -- CLASS NOTES -- A Beat Block platform whose visibility changes depending on the background music's beat. By default, the block will be visible, however, this can be inverted. Music Beat Switch -- OBJECT NOTES -- A controller that activates or deactivates a switch depending on the music's beat. -- CLASS NOTES -- A controller that activates or deactivates a switch depending on the music's beat. It will also play ticking sound effects depending on the configuration. By default, SW_A will be activated and deactivated over and over again. Decorative Enemy Cannon -- OBJECT NOTES -- A decorative cannon that is used as a base for things like Bullet Bill launchers. -- CLASS NOTES -- A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Sling Pod -- OBJECT NOTES -- A strange spiderweb-like object which the player can use to be launched in a straight line. -- CLASS NOTES -- Large Space Dust Effect -- OBJECT NOTES -- A large space dust effect consisting of round particles. -- CLASS NOTES -- A generic particles effect with a clipping radius of 2500 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Small Space Dust Effect -- OBJECT NOTES -- A small space dust effect consisting of round particles. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Sand Spiral -- Wood Debris -- OBJECT NOTES -- Debris of broken wood planks and beams. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Honeyhive -- Tree Debris -- OBJECT NOTES -- Decorative debris of wood, leaves and some pebbles that are found in the backgrounds of Honeyhive Galaxy and Gold Leaf Galaxy. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Space Mine -- OBJECT NOTES -- A space mine that explodes upon contact. -- CLASS NOTES -- A space mine that explodes upon contact. However, it can be safely destroyed with the Rainbow power-up, Star Bits, Yoshi's projectiles, and explosions caused by enemies (e.g. Bullet Bills). Space Mine Line Marker -- OBJECT NOTES -- A red marker that is used to highlight the movement of a Space Mine. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Space Mine Circle Marker -- OBJECT NOTES -- A red marker that is used to highlight the movement of a Space Mine. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Space Junk -- Decorative Disk-Shaped Rock -- OBJECT NOTES -- A decorative disk-shaped rock from the Pull Stars section. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Space Junk -- Decorative L-Shaped Rock -- OBJECT NOTES -- A decorative L-shaped rock from the Pull Stars section. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Destroyable Yellow Moving Platform -- OBJECT NOTES -- A thick yellow moving platform from Dreadnought Galaxy and Shiverburn Galaxy. It can break apart after being hit by an enemy's explosion. -- CLASS NOTES -- A platform that moves on a set path once the player steps on it. If the platform is out of view for 4 seconds, it will return to its initial position. If the platform gets damaged by an enemy's explosion, the platform will fall down. Space Junk -- Long Decorative Rock -- OBJECT NOTES -- A long decorative rock that is placed around the Pull Stars section in Space Junk Galaxy. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Space Junk -- Short Decorative Rock -- OBJECT NOTES -- A long decorative rock that is placed around the Pull Stars section in Space Junk Galaxy. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Bright Spherical Atmosphere -- OBJECT NOTES -- A bright spherical atmosphere that surrounds planets in Gateway Galaxy and Drip Drop Galaxy. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. It gets rendered before many other objects. Boom Bunker -- Red Rotating Platforms -- OBJECT NOTES -- A set of red rotating platforms used on the cloud Ferris wheel planet in Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Boom Bunker -- Blue Rotating Platforms -- OBJECT NOTES -- A set of blue rotating platforms used on the cloud Ferris wheel planet in Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Spherical Bonus Room -- OBJECT NOTES -- A colorful spherical bonus room. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Star Ball Boost Rail -- OBJECT NOTES -- An invisible rail for the Star Ball that boosts its rolling speed. It also causes the player to roll on the Star Ball. -- CLASS NOTES -- An invisible rail for the Star Ball that boosts its rolling speed. It also causes the player to roll on the Star Ball. The Star Ball will automatically start to move along the path once it touches the path's beginning. Spherical Item Selector -- OBJECT NOTES -- A handler which controls the selection of spherical items, like Dome warps or file select profiles. -- CLASS NOTES -- Tarantox Sling Pod -- OBJECT NOTES -- A variant of the Sling Pod used on Tarantox's planet in Space Junk Galaxy. -- CLASS NOTES -- Tarantox Coin -- OBJECT NOTES -- A Coin trapped in Tarantox's web that can be released by pointing at it. -- CLASS NOTES -- Tarantox Stone Block -- OBJECT NOTES -- A destroyable stone block that appears on Tarantox's planet as well as the beach in Deep Dark Galaxy. -- CLASS NOTES -- Cloud Flower Platform [Unusable] -- OBJECT NOTES -- A single cloud platform created by the Cloud power-up. Does nothing when placed directly, though. -- CLASS NOTES -- A single cloud platform created using the Cloud power-up. Does nothing when placed directly, though, rendering the standalone object and class completely useless. The platform itself disappears after some seconds. Cloud Direction Controller Area -- OBJECT NOTES -- This area controls and sets the facing direction of Cloud Flower platforms created inside it. -- CLASS NOTES -- An area that controls and sets the facing direction of all Cloud Flower platforms created inside it. The facing direction is the area's rotated Z axis. Cloud Flower -- OBJECT NOTES -- A Cloud Flower that turns the player into a Cloud character, which allows them to create up to three temporary cloud platforms. -- CLASS NOTES -- A collectable item that turns the player into a Cloud character. This power-up state allows them to create up to three temporary cloud platforms. Cloud Flower [Duplicate] -- OBJECT NOTES -- An unused duplicate of the Cloud Flower object. -- CLASS NOTES -- A collectable item that turns the player into a Cloud character. This power-up state allows them to create up to three temporary cloud platforms. Sling Star -- OBJECT NOTES -- A small star-shaped ring that slings the player upwards or from one place to another. -- CLASS NOTES -- A small star-shaped ring that slings the player upwards or from one place to another when using the Spin Attack nearby. Supermassive -- Large Pipe Planet -- OBJECT NOTES -- The large green pipe planet used in Supermassive Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Spin Tutorial Area -- OBJECT NOTES -- An area that tells the player how to use the Spin Attack when entered. -- CLASS NOTES -- An area that displays a layout showing how to perform Spin Attacks with the Wiimote. Spin Tutorial Area [Cube] -- OBJECT NOTES -- An area that tells the player how to use the Spin Attack when entered. -- CLASS NOTES -- An area that displays a layout showing how to perform Spin Attacks with the Wiimote. Lever Switch -- OBJECT NOTES -- A small blue switch that activates a switch when flipped over. -- CLASS NOTES -- A lever that can be activated using most of the player's attacks, explosions or by having Yoshi pull it with his tongue. SpinLeverSwitchForceAnim allows the switch to be flipped over automatically if SW_B is activated. Lockable Lever Switch -- OBJECT NOTES -- A variant of SpinLeverSwitch that automatically flips over and locks irreversibly in the activated position if its SW_B gets activated, making it unusable. See Fiery Flotilla's starting planet for an example use case and setup. -- CLASS NOTES -- A lever that can be activated using most of the player's attacks, explosions or by having Yoshi pull it with his tongue. SpinLeverSwitchForceAnim allows the switch to be flipped over automatically if SW_B is activated. Spinning ? Box -- OBJECT NOTES -- A colorful flat box that slides on the ground. It releases three Star Bits when destroyed. -- CLASS NOTES -- Spin Switch Area -- OBJECT NOTES -- An area that toggles a switch when the player uses the Spin Attack inside this area. -- CLASS NOTES -- An area that toggles a switch once the player performs a Spin Attack inside it. Splashing Coins ? Block -- OBJECT NOTES -- A ? Block that drops some Coins when hit. -- CLASS NOTES -- A ? Block that spawns items when hit. SplashCoinBlock and TimerCoinBlock spawn Coins, SplashPieceBock and TimerPieceBlock spawn Star Bits, CoinBlock2D spawns a single Coin and ItemBlockSwitch does not spawn any items, but it activates SW_DEAD. The "Splash" blocks drop the items immediately when hit. The "Timer" blocks award the player one item each time it's hit. However, these variants will automatically disappear after a timer runs out. Splashing Star Bits ? Block -- OBJECT NOTES -- A ? Block that drops Star Bits when hit. -- CLASS NOTES -- A ? Block that spawns items when hit. SplashCoinBlock and TimerCoinBlock spawn Coins, SplashPieceBock and TimerPieceBlock spawn Star Bits, CoinBlock2D spawns a single Coin and ItemBlockSwitch does not spawn any items, but it activates SW_DEAD. The "Splash" blocks drop the items immediately when hit. The "Timer" blocks award the player one item each time it's hit. However, these variants will automatically disappear after a timer runs out. Fill Blue Matter Splatter Surface Controller [Broken] -- OBJECT NOTES -- A broken controller that would have rendered Matter Splatter surfaces with a dark blueish overlay. Does not work because its rendering is not enabled. -- CLASS NOTES -- Dreadnought -- Water Jet Effect -- OBJECT NOTES -- A water jet effect used on the rising water planet. -- CLASS NOTES -- Dreadnought -- Floating Grass Stairs -- OBJECT NOTES -- A floating grass stairs platform used on the rising water planet. -- CLASS NOTES -- Dreadnought -- Floating Grass Platform -- OBJECT NOTES -- A floating grass platform used on the rising water planet. -- CLASS NOTES -- Dreadnought -- Rising Water Planet -- OBJECT NOTES -- The spherical metal planet that features several tower-like structures. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Ending Credits -- Decorative Comet -- OBJECT NOTES -- A comet that appears near the end of the game's ending credits. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Ending Credits -- Decorative Starship Mario -- OBJECT NOTES -- A decorative image of Starship Mario that appears during the game's ending credits. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Credits Sequence Object Holder -- OBJECT NOTES -- A holder that creates and registers several objects that appear during the credits sequence as well as the scrolling text. -- CLASS NOTES -- Sets up the ending credits by creating and registering several objects as well as the scrolling text. The objects StaffRollSky, StaffRollDecorateFaceShip, StaffRollDecorateComet and PeachCastleNightPlanet need to be linked to it. Further, it uses nine GeneralPos positions to specify the player's position during the cycles. The GeneralPos instances also specify the background (BVA frame) from StaffRollSky to be used during the individual cycles. If the player has collected 120 Power Stars, the epilogue sequence (ChildRoomGalaxy) will be initiated. Credits Sky -- OBJECT NOTES -- The sky model used in the credits that consists of several overlapped sky models. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Cosmic Cove -- Water Splash Effect -- OBJECT NOTES -- A splashing water effect that appears during the second mission of Cosmic Cove Galaxy. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1500 units and a far clipping distance of 400 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Cosmic Cove -- Main Planet -- OBJECT NOTES -- The main planet used in Cosmic Cove Galaxy. -- CLASS NOTES -- A special planet object that uses an additional "Ice" model that will appear when its cutscene functor action gets triggered. Cosmic Cove -- Waterfall Splashes Effect [Duplicate] -- OBJECT NOTES -- A standalone duplicate of the waterfall splash effects seen on Cosmic Cove Galaxy's main planet. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. "StardustHillPlanet" -- OBJECT NOTES -- An unused hemispherical grass planet that can be seen in the level selection model for Good Egg Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Junk -- Large Crystal Planet -- OBJECT NOTES -- The big crystal planet found near the start. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. "StarDustStar" [Unused] -- OBJECT NOTES -- A strange unfinished planet with several hills, including a question mark-shaped one. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Junk -- Starting Planet -- OBJECT NOTES -- The rectangular disk-shaped planet used at the start of the first mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Junk -- Stone Platform with Pedestal -- OBJECT NOTES -- The stone platform with a small pedestal that is used in the second mission. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Space Junk -- Stone Platform -- OBJECT NOTES -- The small stone platform that is used in the second mission. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Good Egg -- Yoshi Egg Planet -- OBJECT NOTES -- The large Yoshi egg-like planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Pear Planet -- OBJECT NOTES -- The green pear-shaped planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Large Boulders Planet -- OBJECT NOTES -- The red rock planet that features rolling boulders. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Tall Grass Tower Planet -- OBJECT NOTES -- The tall grass tower planet that is created by the Hungry Luma. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Good Egg -- Large Star Planet -- OBJECT NOTES -- The large star-shaped planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Star List Sign -- OBJECT NOTES -- The sign that displays the Star List on Starship Mario. -- CLASS NOTES -- A special signboard that can display the Star List by triggering a special event flow node. "StarManFort" [Unused] -- OBJECT NOTES -- The infamous unused large fortress planet that was scrapped during development. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Ghostly -- Decorative Star Bits Planet -- OBJECT NOTES -- A small decorative planet where some Star Bits appear. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Star Bit -- OBJECT NOTES -- The game's main collectible, aside from Coins. -- CLASS NOTES -- One of the game's main collectibles that can be collected using any player's pointer or by simply touching it. Blue Star Bit Crystal -- OBJECT NOTES -- A large blue crystal that is used on Launch Star paths. In SMG2, it breaks once the player touches it. -- CLASS NOTES -- A large decorative crystal that will be destroyed when touched by the player. One object (usually a StarPieceFollowGroup) needs to be linked to this object. Breaking Star Bit Cluster Effect -- OBJECT NOTES -- An effect that consists of many blue crystals particles. -- CLASS NOTES -- A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Rock Mushroom Star Bit Crystal -- OBJECT NOTES -- A small blue crystal that releases some Star Bits or Coins when broken using the Rock power-up; used in Melty Monster Galaxy. -- CLASS NOTES -- A small blue crystal that releases some Star Bits or Coins when broken using the Rock power-up. The Star Bits will automatically move towards the player. Moving Star Bit Group -- OBJECT NOTES -- Creates a group of Star Bits that move on a set path. -- CLASS NOTES -- A group of Star Bits that move on a set path. Star Bit Flower -- OBJECT NOTES -- A small flower that reveals its petals and releases a Star Bit when touched. -- CLASS NOTES -- A floating flower that reveals its petals and releases a Star Bit when touched. Following Star Piece Group -- OBJECT NOTES -- Creates a bunch of Star Bits that will move around the player. Usually used during Launch Star flights. -- CLASS NOTES -- A group of Star Bits that revolve around the player after they appear. They will move away from the player after a set amount of time has passed. If the current level is EggStarGalaxy2, no more Star Bits will appear if the player has accumulated 100 or more Star Bits. Star Bit Group -- OBJECT NOTES -- Creates a group of Star Bits that are placed in a circle or along a set path. -- CLASS NOTES -- A group of Star Bits that are arranged in a circle or placed along a path. Rainbow Star Bit -- OBJECT NOTES -- A large rainbow-colored Star Bit which creates a trail of smaller Star Bits while it moves. -- CLASS NOTES -- A large rainbow-colored Star Bit. It supports different functions. If connected to a path, it will create a trail of Star Bits when it moves. Otherwise, it remains stationary and can be collected to obtain all Star Bits at once. If it's connected to a path, it requires SW_APPEAR. Star Bit Spawn Point -- OBJECT NOTES -- An object that spawns several Star Bits when activated. -- CLASS NOTES -- An invisible spot from which some Star Bits can spawn. If SW_APPEAR is used, they will only appear when triggering said switch. Otherwise, the Star Bits will spawn when attacking the spot with a Spin Attack. Star Bit Volcano Eruption -- OBJECT NOTES -- Spawns a bunch of Star Bits when activated. This also creates a volcanic eruption effect. -- CLASS NOTES -- A decorative volcanic smoke effect that can spawn Star Bits when activating its SW_A. Power Star Return Sequence -- OBJECT NOTES -- Sets up the sequence and path for when the player returns to the HUB after collecting a Power Star. -- CLASS NOTES -- Creates and controls the sequence used when the player returns to a HUB world with a Power Star. It does not appear initially, but it can appear through cutscene actions. Starry Sky -- OBJECT NOTES -- A colorful sky model featuring many stars. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Toy Time -- Skating Ice Collision -- OBJECT NOTES -- An invisible ice collision layer that is used to make skating on the many ice platforms smoother. -- CLASS NOTES -- Steam Effect -- OBJECT NOTES -- A decorative steam effect that is used in Gateway Galaxy's interior section. -- CLASS NOTES -- A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Mandibug Stack -- OBJECT NOTES -- The miniboss fought at the end of the second mission of Honeyhive Galaxy and at the end of the first mission of Puzzle Plank Galaxy. -- CLASS NOTES -- A larger variant of a Mandibug that carries a child on its back. Likewise, it charges towards the player. It can be defeated by Ground Pounding its child and then its back. It will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry. In SMG2, this object won't appear initially unless it's forced to appear through cutscene actions. Mandibug -- OBJECT NOTES -- A purple bug that charges at the player once it spots them. -- CLASS NOTES -- A purple bug enemy that charges towards the player. It can be defeated by Ground Pounding on its back. It drops three Star Bits in SMG1 and a single Coin in SMG2 when defeated. Picture Book Text Area -- OBJECT NOTES -- Displays some text if entered in a picture book stage. -- CLASS NOTES -- An area that will display a specific text message when entered in special "picture book" stages. Picture Book Warp Area -- OBJECT NOTES -- Warps the player to a specific point if entered in a picture book stage. -- CLASS NOTES -- An area that will warp the player to a specific point when entered in special "picture book" stages. Prologue -- Starting Planet -- OBJECT NOTES -- The planet used at the start of the prologue. -- CLASS NOTES -- A generic planet with a model and optional collision that uses a projection map matrix. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Prologue -- Master Luma Planet -- OBJECT NOTES -- The planet where Master Luma is located during the prologue. -- CLASS NOTES -- A generic planet with a model and optional collision that uses a projection map matrix. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Silver Star -- OBJECT NOTES -- A Silver Star that is trapped in a bubble. The player usually has to collect five of them to make a Power Star appear. -- CLASS NOTES -- A Silver Star that is trapped in a bubble. It can be collected by popping the bubble. It should be linked to a proper CollectTico instance using ParentID (SMG1) / GeneratorId (SMG2). Sprangler -- OBJECT NOTES -- A spider-like enemy that hangs from a web. -- CLASS NOTES -- A spider enemy that hangs from a thread of webbing. When the player is nearby, it will drop and swing back and forth on their threads to damage the player. They can be defeated using most of the player's attacks, explosions and objects like Stretch Plants. They can drop a Coin or three Star Bits. Used Block -- OBJECT NOTES -- A brown Used Block that serves as a platform in several galaxies. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Used Block [2D] -- OBJECT NOTES -- A small Used Block used during SMG2's prologue. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Starship Mario -- Stump Platform -- OBJECT NOTES -- A small tree stump platform used for NPCs that appear on Starship Mario. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Underwater Steam Effect -- OBJECT NOTES -- An effect consisting of hot steam that burn the player upon contact. -- CLASS NOTES -- Underwater Volcano Effect -- OBJECT NOTES -- An effect consisting of hot steam and clouds that burn the player upon contact. -- CLASS NOTES -- Bonefin -- Stone Pillar -- OBJECT NOTES -- A large destroyable stone pillar that connects the shell and core of the main planet. -- CLASS NOTES -- Bonefin -- Main Planet Core -- OBJECT NOTES -- The spherical core that makes up the actual main planet. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Bonefin -- Main Planet Shell -- OBJECT NOTES -- The large spiked "shell" that surrounds the main planet core. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bonefin -- Large Shell -- OBJECT NOTES -- An unused large destroyable shell that generates air bubbles when destroyed. -- CLASS NOTES -- Beach Bowl Sky -- OBJECT NOTES -- The sky model used in Beach Bowl Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Tweester -- OBJECT NOTES -- A small tornado enemy with googly eyes and a small attraction range. Can defend itself with two spiky rocks as well. -- CLASS NOTES -- A sandstorm enemy that moves on a path. Sucks the player in once they get in its range. If the player shakes their Wiimote, they will be launched into the air. SunakazeKun may use two spiky rock obstacles to defend itself. Deep Dark -- Sunken Ship -- OBJECT NOTES -- A sunken ghost ship that appears on Deep Dark Galaxy's seafloor. -- CLASS NOTES -- A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Sunlight Area -- OBJECT NOTES -- An unused variant of GlaringLightArea that was meant to work in combination with "Sunshade" collision meshes, such as those provided by SunshadeMapParts. -- CLASS NOTES -- An area that defeats Boos and removes the Boo power-up from the player if they are not covered by "Sunshade" collision meshes. SunshadeMapParts is the only class of objects that supports these collision meshes. Thus, the area cannot be properly utilized in SMG2. Sunlight Area [Cube] -- OBJECT NOTES -- An area of "invisible light" that will kill any Boos or remove the Boo power-up from the player when entered. -- CLASS NOTES -- An area that defeats Boos and removes the Boo power-up from the player if they are not covered by "Sunshade" collision meshes. SunshadeMapParts is the only class of objects that supports these collision meshes. Thus, the area cannot be properly utilized in SMG2. Sunset Atmosphere -- OBJECT NOTES -- The sunset atmosphere used in Deep Dark Galaxy. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. The model uses a projection map matrix. Generic Sunshade Map Object [Unused] -- OBJECT NOTES -- A generic object with a special collision model to protect Boo's and the Boo power-up from sunlight (SunLightArea). It retrieves a proper model using ShapeModelNo, however, no more models exist for this object. -- CLASS NOTES -- Cosmic Spirit -- OBJECT NOTES -- The dark blue Cosmic Spirit that aids the player if they die several consecutive times in a specific section of a galaxy. -- CLASS NOTES -- A cosmic variant of Rosalina that offers players to beat the level for them. However, the spirit will only appear if SW_APPEAR is activated or if the player failed the selected mission a set amount of times. The PAD data used to simulate player input can be found in the pad folder of the Galaxy's Ghost archive. Launch Star -- OBJECT NOTES -- A large star-shaped ring that launches the player from one point to another. -- CLASS NOTES -- A large star-shaped ring that launches the player from one point to another when using the Spin Attack nearby. If the object is SuperSpinDriverGreen, the model SuperSpinDriverEmpty will be loaded and the Launch Star cannot be used until the player has collected all three special Green Stars. Green Launch Star -- OBJECT NOTES -- A green version of the Launch Star which appears after collecting all Green Stars. -- CLASS NOTES -- A large star-shaped ring that launches the player from one point to another when using the Spin Attack nearby. If the object is SuperSpinDriverGreen, the model SuperSpinDriverEmpty will be loaded and the Launch Star cannot be used until the player has collected all three special Green Stars. Pink Launch Star -- OBJECT NOTES -- A pink version of the Launch Star which appears after a Hungry Luma is fed. -- CLASS NOTES -- A large star-shaped ring that launches the player from one point to another when using the Spin Attack nearby. If the object is SuperSpinDriverGreen, the model SuperSpinDriverEmpty will be loaded and the Launch Star cannot be used until the player has collected all three special Green Stars. Co-Star Mode Butterfly -- OBJECT NOTES -- A small orange butterfly that appears in Co-Star Mode only. -- CLASS NOTES -- An orange butterfly that only appears while playing with two players. It can be targeted and attacked by the Orange Luma which causes it to make some items appear. Goal Gate -- OBJECT NOTES -- The large yellow gate used as the goal on the surfing and gliding levels. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Surfing Challenge -- Arrow Sign -- OBJECT NOTES -- A blue checkered arrow sign used in Loopdeeloop Galaxy and Loopdeeswoop Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Surfing Challenge -- Sand Platform -- OBJECT NOTES -- A circle-shaped sand planet used in Loopdeeloop Galaxy and Loopdeeswoop Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Surfing Challenge -- Colored Ring -- OBJECT NOTES -- A large colored ring that is used around the main courses from Loopdeeloop Galaxy and Loopdeeswoop Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Loopdeeloop -- Tutorial Planet -- OBJECT NOTES -- The starting planet with the colorful tube segments. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Surfing Challenge -- Winners Podium -- OBJECT NOTES -- The white winnders podium where the Power Star appears on in Loopdeeloop Galaxy and Loopdeeswoop Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Manta Ray -- OBJECT NOTES -- The rideable Manta Ray from the surfing challenges in Loopdeeloop Galaxy and Loopdeeswoop Galaxy. -- CLASS NOTES -- Portal to Sweet Sweet Galaxy -- OBJECT NOTES -- A green portal that opens Sweet Sweet Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Portal to Sling Pod Galaxy -- OBJECT NOTES -- A green portal that opens Sling Pod Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Portal to Bubble Blast Galaxy -- OBJECT NOTES -- A green portal that opens Bubble Blast Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Portal to Bigmouth Galaxy -- OBJECT NOTES -- A green portal that opens Bigmouth Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Portal to Grand Finale Galaxy -- OBJECT NOTES -- A green portal that opens Grand Finale Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Portal to Loopdeeloop Galaxy -- OBJECT NOTES -- A green portal that opens Loopdeeloop Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Portal to Snow Cap Galaxy -- OBJECT NOTES -- A green portal that opens Snow Cap Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Portal to Loopdeeswoop Galaxy -- OBJECT NOTES -- A green portal that opens Loopdeeswoop Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Portal to Rolling Gizmo Galaxy -- OBJECT NOTES -- A green portal that opens Rolling Gizmo Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Portal to Drip Drop Galaxy -- OBJECT NOTES -- A green portal that opens Drip Drop Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Portal to Boo's Boneyard Galaxy -- OBJECT NOTES -- A green portal that opens Boo's Boneyard Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Portal to Sand Spiral Galaxy -- OBJECT NOTES -- A green portal that opens Sand Spiral Galaxy's Star select screen when touched during a Launch Star flight. -- CLASS NOTES -- Toy Time -- Decorative Orange -- OBJECT NOTES -- A large decorative orange slice. -- CLASS NOTES -- Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. Toy Time -- Decorative Fork -- OBJECT NOTES -- A huge fork from Toy Time Galaxy and Sweet Sweet Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Toy Time -- Decorative Spoon -- OBJECT NOTES -- A huge spoon from Toy Time Galaxy and Sweet Sweet Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Swinging Vine -- OBJECT NOTES -- A hanging vine which the player can hold onto and swing around. Used in Beach Bowl Galaxy. -- CLASS NOTES -- A vine that the player can swing around on by grabbing onto it. The player can jump off it at any given time. scale_y specifies the length of the vine. Clockwork Ruins -- Rolling Wheel Ramp -- OBJECT NOTES -- The ramp used for the rolling wheels at the end of the first mission of Clockwork Ruins Galaxy. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. Additionally, the collision will be disabled until it has moved. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. Switch Area -- OBJECT NOTES -- An area that activates a switch once the player enters it. -- CLASS NOTES -- An area that manipulates a switch once the player enters it. The logic and several additional conditions can be specified. Red ? Block -- OBJECT NOTES -- An unused red and pink ? Block that activates a switch when destroyed. -- CLASS NOTES -- Switch Area [Cube] -- OBJECT NOTES -- An area that activates a switch once the player enters it. -- CLASS NOTES -- An area that manipulates a switch once the player enters it. The logic and several additional conditions can be specified. Switch Area [Cylinder] -- OBJECT NOTES -- An area that activates a switch once the player enters it. -- CLASS NOTES -- An area that manipulates a switch once the player enters it. The logic and several additional conditions can be specified. Upside Dizzy -- Timed Gravity Section -- OBJECT NOTES -- The upper portion of the first section in Upside Dizzy Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision that uses a projection map matrix. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Flip-Out -- Main Planet -- OBJECT NOTES -- The main planet of Flip-Out Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Flip-Out -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Flip-Out Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Flip-Out -- Chopper Section Blue Walls -- OBJECT NOTES -- A set of blue walls used in the middle section of Flip-Out Galaxy's main planet. -- CLASS NOTES -- A platform that can move and rotate when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement. Flip-Out -- Chopper Section Red Walls -- OBJECT NOTES -- A set of red walls used in the middle section of Flip-Out Galaxy's main planet. -- CLASS NOTES -- A platform that can move and rotate when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement. Flip-Out -- Stairs Section Blue Walls -- OBJECT NOTES -- A set of blue walls used in the first section of Flip-Out Galaxy's main planet. -- CLASS NOTES -- A platform that can move and rotate when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement. Flip-Out -- Stairs Section Red Walls -- OBJECT NOTES -- A set of red walls used in the first section of Flip-Out Galaxy's main planet. -- CLASS NOTES -- A platform that can move and rotate when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement. Flip-Out -- Starting Planet Blue Walls -- OBJECT NOTES -- A set of blue walls used on the starting planet of Flip-Out Galaxy. -- CLASS NOTES -- A platform that can move and rotate when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement. Flip-Out -- Starting Planet Red Walls -- OBJECT NOTES -- A set of red walls used on the starting planet of Flip-Out Galaxy. -- CLASS NOTES -- A platform that can move and rotate when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement. Flip-Out -- Final Section Blue Walls -- OBJECT NOTES -- A set of blue walls used in the final section of Flip-Out Galaxy's main planet. -- CLASS NOTES -- A platform that can move and rotate when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement. Flip-Out -- Final Section Red Walls -- OBJECT NOTES -- A set of red walls used in the final section of Flip-Out Galaxy's main planet. -- CLASS NOTES -- A platform that can move and rotate when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement. Switch Area [Sphere] -- OBJECT NOTES -- An area that activates a switch once the player enters it. -- CLASS NOTES -- An area that manipulates a switch once the player enters it. The logic and several additional conditions can be specified. Negate Switch Controller -- OBJECT NOTES -- A controller that provides NOT gate logic for switches. -- CLASS NOTES -- Provides NOT gate logic for switches. There are two possible outcomes. If SW_B and SW_A are activated, SW_A will be deactivated. If SW_B and SW_A are deactivated, SW_A will be activated. Guppy -- OBJECT NOTES -- A shark who races the player through several underwater rings and awards them a Power Star if beaten. Seen in Sea Slide Galaxy and Deep Dark Galaxy. -- CLASS NOTES -- Octopus Barrel -- OBJECT NOTES -- A barrel that is used to protect an Octopus. -- CLASS NOTES -- A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Small Octopus Barrel -- OBJECT NOTES -- An unused smaller version of TakoBarrelA. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Octoomba -- OBJECT NOTES -- A blue octopus enemy. In SMG1 it swings its head at the player when they get close. In SMG2 it spits rocks at them. -- CLASS NOTES -- An octopus enemy that can be defeated using most player attacks. It can also be defeated by an enemy's explosion attack and Koopa Shells. It moves a set distance. Once the player gets close, it will headbutt the player (SMG1) or shoot a rock at the player (SMG2). It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means. Octoguy -- OBJECT NOTES -- A pink Octoomba that moves away from the player to spit rocks at them from a distance. -- CLASS NOTES -- An octopus enemy that can be defeated using most player attacks. When the player gets near, it hops backwards to flee. If they flee for too long, they will stop hopping around for a short while. It will shoot a rock at the player to defend from a short distance. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means. "TakoHeiRelayPlanet" [Unused] -- OBJECT NOTES -- An unused spherical planet that features several locked metal hatches. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Elite Octoomba -- OBJECT NOTES -- A green Octoomba that spits two rocks instead of one. -- CLASS NOTES -- An octopus enemy that can be defeated using most player attacks. It can also be defeated by an enemy's explosion attack and Koopa Shells. It moves a set distance. Once the player gets close, it will shoot two rocks at the player, one at a time, to damage them. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means. Guppy NPC -- OBJECT NOTES -- A shark NPC that appears in Sea Slide Galaxy and Deep Dark Galaxy. -- CLASS NOTES -- Star Ball -- OBJECT NOTES -- A ball with a Power Star or Purple Coin inside it. -- CLASS NOTES -- A rolling ball containing a Power Star or a Purple Coin that the player can ride on by jumping on it. In SMG1, the tutorial signboard TamakoroTutorial needs to be linked to it. In SMG2, the signboard is not mandatory, and it's renamed to SignBoardTamakoro. Furthermore, GeneralRestartPos can be linked to the Star Ball to specify a respawn point for the Star Ball in SMG2. It will always spawn a Power Star when destroyed which requires a properly configured Scenario entry. If it contains a Purple Coin, no Power Star will be spawned. Rolling Masterpiece -- Flipswitch Planet Ruler -- OBJECT NOTES -- A large ruler platform used on the Flipswitch planet in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Rolling Masterpiece -- Flipswitch Planet -- OBJECT NOTES -- The planet with Space Junk blocks, Flipswitch panels and colorful disks used in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Rolling Masterpiece -- Solid Grinder Platform -- OBJECT NOTES -- The last wooden platform from the Grinder section in Rolling Masterpiece Galaxy that does not disappear. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Rolling Masterpiece -- Grinder Platform with Holes -- OBJECT NOTES -- The first section of the Grinder platforms used in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Masterpiece -- Circular Grinder Platform -- OBJECT NOTES -- The wooden platform where the Comet Medal is located in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Masterpiece -- Grinder Staircase Platform -- OBJECT NOTES -- The second section of the Grinder platforms used in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Masterpiece -- Grinder Platform with Large Ledge -- OBJECT NOTES -- A wooden platform with a large ledge that is used in the Grinder section in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Masterpiece -- Grinder Platform with Small Ledge -- OBJECT NOTES -- A wooden platform with a small ledge that is used in the Grinder section in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Masterpiece -- Silver Chomp Planet Ruler -- OBJECT NOTES -- A large ruler platform used on the Silver Chomp planet in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Rolling Masterpiece -- Grassy Bob-omb Planet -- OBJECT NOTES -- The grassy planet with Bob-ombs used in the Comet mission of Rolling Masterpiece Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Star Ball Jumping Explanation Area -- OBJECT NOTES -- An area which shows the player how to jump with the Star Ball while inside it. -- CLASS NOTES -- An area that displays a layout showing how to jump with a Star Ball. Star Ball Jumping Explanation Area [Cube] -- OBJECT NOTES -- An area which shows the player how to jump with the Star Ball while inside it. -- CLASS NOTES -- An area that displays a layout showing how to jump with a Star Ball. Rolling Masterpiece -- Flipswitch Planet Elevator -- OBJECT NOTES -- A multicolored platform used on the Flipswitch planet in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Star Ball Moving Explanation Area -- OBJECT NOTES -- An area which shows the player how to move with the Star Ball while inside it. -- CLASS NOTES -- An area that displays a layout showing how to move with a Star Ball. Star Ball Moving Explanation Area [Cube] -- OBJECT NOTES -- An area which shows the player how to move with the Star Ball while inside it. -- CLASS NOTES -- An area that displays a layout showing how to move with a Star Ball. Rolling Masterpiece -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Rolling Masterpiece Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Rolling Masterpiece -- Paintbrush Planet -- OBJECT NOTES -- The second planet used in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Rolling Masterpiece -- Grinder Section Ruler -- OBJECT NOTES -- A large ruler platform used in the Grinder platforms section in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Rolling Masterpiece -- Silver Chomp Elevator -- OBJECT NOTES -- The platform that the Silver Chomp appears on that is used in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Star Ball Signboard [SMG1] -- OBJECT NOTES -- A special signboard that provides a tutorial about using Star Balls. -- CLASS NOTES -- A special signboard that needs to be linked to a proper Tamakoro instance. It will teach the player about Star Ball controls when talked to or when the player steps on the Star Ball. Rolling Masterpiece -- Silver Chomp Planet -- OBJECT NOTES -- The planet where the Silver Chomp is found in Rolling Masterpiece Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Star Ball with Tutorial -- OBJECT NOTES -- A Star Ball which uses a signboard tutorial to explain the Star Ball mechanics. -- CLASS NOTES -- A rolling ball containing a Power Star or a Purple Coin that the player can ride on by jumping on it. In SMG1, the tutorial signboard TamakoroTutorial needs to be linked to it. In SMG2, the signboard is not mandatory, and it's renamed to SignBoardTamakoro. Furthermore, GeneralRestartPos can be linked to the Star Ball to specify a respawn point for the Star Ball in SMG2. It will always spawn a Power Star when destroyed which requires a properly configured Scenario entry. If it contains a Purple Coin, no Power Star will be spawned. Drip Drop -- Main Planet -- OBJECT NOTES -- The main planet of Drip Drop Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Octoboo -- OBJECT NOTES -- An undead version of an Octoomba. -- CLASS NOTES -- An undead enemy that moves on a set path. It cannot be defeated by any means, however, it will hide for a short amount of time when using the Spin Attack nearby. It can be defeated using fireballs, the Rainbow power-up and Koopa Shell light beams. Octoboo Group -- OBJECT NOTES -- A group of Octoboos that move together. -- CLASS NOTES -- A generator that creates a group of Octoboos that move on a set path. Obj_arg6 needs to be configured as the default number of Octoboos is 0. Boo -- OBJECT NOTES -- The iconic ghost enemy. -- CLASS NOTES -- A ghost enemy that will hide when looked at by the player. If the player turns away, it will go after the player to attack them. When the player is using the Boo power-up, it will chase the player. It can be defeated using fireballs, the Rainbow power-up and Koopa Shell light rays. Furthermore, it will be defeated when it enters a GlaringLightArea or a SunLightArea. If the object is called TeresaChief, it will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry. Big Boo Group -- OBJECT NOTES -- A Big Boo that is followed by four smaller Boos. They move on a set path. -- CLASS NOTES -- A large Boo surrounded by four smaller Boos that can move on a path or move forwards indefinitely. They damage the player upon contact. It will be defeated when it enters a GlaringLightArea or a SunLightArea. If Obj_arg2 is set, it will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry. Boo with Power Star -- OBJECT NOTES -- A variant of a Boo that always spawns a Power Star. -- CLASS NOTES -- A ghost enemy that will hide when looked at by the player. If the player turns away, it will go after the player to attack them. When the player is using the Boo power-up, it will chase the player. It can be defeated using fireballs, the Rainbow power-up and Koopa Shell light rays. Furthermore, it will be defeated when it enters a GlaringLightArea or a SunLightArea. If the object is called TeresaChief, it will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry. Ghostly -- Twisted Haunted Mansion Bridge -- OBJECT NOTES -- A twisted dark stone bridge to the main entrance of the haunted mansion. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Ghostly -- Bumpy Haunted Mansion Bridge -- OBJECT NOTES -- A bumpy dark stone bridge to the main entrance of the haunted mansion. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Ghostly Candlestick -- OBJECT NOTES -- A lit candlestick used in Ghostly Galaxy. -- CLASS NOTES -- A torch with a flame that can burn the player upon contact. Usually, the flame can be put out using a Spin Attack to make an item appear, however, the flame of CandlestandIceVolcano cannot be put out. Said variant may also appear without a flame if it uses SW_A. Instead, the player can use fireballs to light the fire and activate the switch. Lastly, it also supports an optional Bloom model. Ghostly -- Haunted Mansion Door -- OBJECT NOTES -- A double door of dark wood with a big gilded lock in the middle. -- CLASS NOTES -- A pair of closed doors that can be opened by activating SW_B. Ghostly -- Haunted Mansion Backdoor -- OBJECT NOTES -- A double door of dark wood with a small gilded lock in the middle. -- CLASS NOTES -- A pair of closed doors that can be opened by activating SW_B. Ghostly -- Haunted Mansion Entrance Door -- OBJECT NOTES -- A big double door of dark wood that closes instead of opening. -- CLASS NOTES -- A pair of opened doors that can be closed by activating SW_B. Ghostly -- Starting Planet -- OBJECT NOTES -- A gray planet with dead trees, abandoned stone structures and a hole in the center. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Ghostly -- Broken Ceiling Part -- OBJECT NOTES -- A circular broken part of the haunted mansion's inner room ceiling that can be destroyed with a Ground Pound. -- CLASS NOTES -- A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Ghostly -- Large Swinging Light -- OBJECT NOTES -- A large swinging ceiling light which projects a focused light beam. -- CLASS NOTES -- Ghostly -- Small Swinging Light -- OBJECT NOTES -- A small swinging ceiling light which projects a focused light beam. -- CLASS NOTES -- Ghostly -- Starting Planet Underside -- OBJECT NOTES -- A variant of TeresaMansionGatePlanet where the dead trees are on the underside and there are no stone structures. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Ghostly -- Haunted Mansion Exterior -- OBJECT NOTES -- The exterior of the haunted mansion. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Ghostly -- Haunted Mansion Interior -- OBJECT NOTES -- The three interior rooms of the haunted mansion, the lobby, the inner room, and the secret attic. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Ghostly -- Haunted Mansion Top Floor -- OBJECT NOTES -- The top floor and roof of the haunted mansion. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Ghostly -- Haunted Mansion Lobby -- OBJECT NOTES -- A standalone version of the haunted mansion's lobby from TeresaMansionPlanetB but without the staircases. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boo Picture -- OBJECT NOTES -- A picture of a Boo or Bomb Boo. The TexChange frame IDs for the different pictures are: 0 Boo 1 Empty 2 Bomb Boo -- CLASS NOTES -- A variant of SimpleMapObj that starts the TexChange.btk animation and freezes its frame at 1 once its SW_A gets activated. Like SimpleMapObj, this is a generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Ghostly -- Spooky Sprint Goal Planet -- OBJECT NOTES -- The gloomy planet with a crystal ring that serves as the goal planet of the Spooky Sprint against the Spooky Speedster on Ghostly Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Ghostly -- Spooky Sprint Rotating Bones -- OBJECT NOTES -- A large rotating bone structure. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Ghostly -- Spooky Sprint Meat Bone -- OBJECT NOTES -- The large bone with bouncy meat. -- CLASS NOTES -- Ghostly -- Spooky Sprint Skull -- OBJECT NOTES -- A decorative animated skull. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Spooky Speedster -- OBJECT NOTES -- A large boo with a distinctive outfit that challenges the player for a race. -- CLASS NOTES -- Ghostly -- Spooky Sprint Long Bone -- OBJECT NOTES -- A decorative floating bone. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Ghostly -- Spooky Sprint Rib -- OBJECT NOTES -- A decorative animated rib. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Ghostly -- Spooky Sprint Spine -- OBJECT NOTES -- A large decorative spine. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Ghostly -- Spooky Sprint Starting Planet -- OBJECT NOTES -- The gloomy planet with dead trees where the Spooky Speedster challenges the player. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Deep Dark -- Boo Box Metal Hatch -- OBJECT NOTES -- The golden metal hatch from the Boo Box Planet in Deep Dark Galaxy. -- CLASS NOTES -- Deep Dark -- Boo Box Light Beam -- OBJECT NOTES -- A decorative beam of light that is used in the Boo Box in Deep Dark Galaxy. -- CLASS NOTES -- A variant of SimpleMapObj that gets rendered after most other objects. This is a generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Deep Dark -- Boo Box Planet -- OBJECT NOTES -- A large, gilded purple box planet from Deep Dark Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision whose Low model is animated. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Underwater Boo -- OBJECT NOTES -- An underwater variant of a Boo. -- CLASS NOTES -- A simple Boo variant for underwater sections that moves back and forth. It can be defeated using the Rainbow power-up or a Koopa Shell's light ray, causing it to drop a single Coin. Sky Station -- Three Mini Planets -- OBJECT NOTES -- The three small planets from Sky Station Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Luma -- OBJECT NOTES -- The game's iconic Luma NPC. -- CLASS NOTES -- A cute star-shaped NPC that can be talked to. It supports various different behaviors. Interestingly, it also creates a cutscene model for Young Master Luma if Obj_arg1 is set to 2, but this is never used. Luma [Green Stars] -- OBJECT NOTES -- A variant of a Luma that does not appear until collecting a specific amount of Green Stars. -- CLASS NOTES -- Master Luma -- OBJECT NOTES -- The apricot baby Luma that grants the player the spin ability. -- CLASS NOTES -- A variant of Master Luma that lies down on the ground. If the object is killed, for example through the cutscene system, the player's Spin Attacks will be enabled. Big Luma -- OBJECT NOTES -- A huge version of a Luma that appears in Supermassive Galaxy. -- CLASS NOTES -- A large Luma NPC that can be talked to. Comet Medal -- OBJECT NOTES -- A collectable octagonal-shaped medal with a picture of a Comet on it. -- CLASS NOTES -- One of the main collectibles in a Galaxy. There should only be one in every proper Galaxy. TubeSliderTicoCoin is a variant to be used on tube slides. It needs to be linked to a proper TubeSlider instance. TubeSliderTicoCoin has a far clipping distance of 300 meters. Prankster Comet Luma -- OBJECT NOTES -- The dark purple Luma holding star-shaped wands who can move Prankster Comets around in exchange for some Star Bits. -- CLASS NOTES -- Dome Pull Star Luma -- OBJECT NOTES -- The blue Luma who transforms into the Terrace's Pull Star during the cutscene when the player first enters the dome. -- CLASS NOTES -- Hungry Luma [Star Bits] -- OBJECT NOTES -- A pink Luma that is hungry for Star Bits. -- CLASS NOTES -- Hungry Luma [Coins] -- OBJECT NOTES -- A pink Luma that is hungry for Coins. -- CLASS NOTES -- A bigger Luma that requests a certain number of Coins. If the player gives them Coins, it will transform, disappear and activate a switch. If the player already gave it Coins before, it will disappear immediately and activate the switch. There should only be one per stage. When it transforms, it tries to move on a path, however, this is optional. Hungry Luma [World Map] -- OBJECT NOTES -- A pink Luma that is hungry for Star Bits. Appears on the Starship Mario when requested on the World Map. -- CLASS NOTES -- A Hungry Luma that appears when requested on a World map. The number of Star Bits it demands is specified in the World's respective WorldMap data file. Once fed, it will along its path and disappear. Hungry Luma [Galaxies] -- OBJECT NOTES -- A pink Luma that is hungry for Star Bits and transforms into a portal to a galaxy accessible from the Comet Observatory. -- CLASS NOTES -- Moving Luma -- OBJECT NOTES -- A decorative Luma that moves on a path. -- CLASS NOTES -- A decorative variant of a Luma that moves on a set path. If two or more TicoRail objects share the same path, they may interact with each other when they meet on the path. It can be fed Star Bits, although this effect is purely cosmetic. The texts that are displayed when fed can be adjusted too. Decorative Luma -- OBJECT NOTES -- A decorative Luma used in the cutscene of Rosalina reading to the Lumas in the Library. -- CLASS NOTES -- Hungry Luma Feeding Explanation Area [Cube] -- OBJECT NOTES -- An area which shows the player how to feed the Hungry Luma with Star Bits. This is useless in SMG2. -- CLASS NOTES -- If the player stands inside this area, the game will display an explanation about how to feed a Hungry Luma with Star Bits. Does not work in SMG2. Lumalee Shop [Mushrooms] -- OBJECT NOTES -- A large blue Luma that can transform on the spot into either a Life Mushroom or a 1-Up Mushroom after being paid some Star Bits. -- CLASS NOTES -- A Luma salesman who sells the player a 1-Up Mushroom or a Life Mushroom for Star Bits. If the player gives them the requested Star Bits, it will transform into the requested item. Lumalee Shop [Dices] -- OBJECT NOTES -- A blue Luma that can transform on the spot into a 1-Up Chance Cube. -- CLASS NOTES -- A Luma salesman who sells the player 1-Up Chance Cubes. It can request either Star Bits or Coins. The LuckyDice objects it transforms into have to be linked to it. If the player gives them the requested items, it will transform and disappear. Trial Galaxies Guardian Luma -- OBJECT NOTES -- A Green Luma who transforms into a Green Launch Star upon player request. -- CLASS NOTES -- Plus Clock -- OBJECT NOTES -- A stopwatch that adds additional seconds to the Comet timer. -- CLASS NOTES -- A large collectable clock that adds ten seconds to the Comet timer when collected by the player. Timed Coins ? Block -- OBJECT NOTES -- A ? Block that gives one Coin every time it is hit. Disappears after some hits and seconds. -- CLASS NOTES -- A ? Block that spawns items when hit. SplashCoinBlock and TimerCoinBlock spawn Coins, SplashPieceBock and TimerPieceBlock spawn Star Bits, CoinBlock2D spawns a single Coin and ItemBlockSwitch does not spawn any items, but it activates SW_DEAD. The "Splash" blocks drop the items immediately when hit. The "Timer" blocks award the player one item each time it's hit. However, these variants will automatically disappear after a timer runs out. Flipsville -- Gravity-Changing Planet -- OBJECT NOTES -- The gravity-changing planet used in the second mission of Flipsville Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Flipsville -- Gravity-Changing Planet Panel -- OBJECT NOTES -- The back wall of the gravity-changing planet used in the second mission of Flipsville Galaxy. -- CLASS NOTES -- A generic object with a model and collision that usually features panels with large arrows on them that are meant to show the gravity direction. It changes its shape and animations depending on the background music's rhythm. This requires the animations DownToUp and UpToDown. Initially, it uses UpToDown. Timed Star Bits ? Block -- OBJECT NOTES -- A ? Block that gives one Star Bit every time it is hit. Disappears after some hits and seconds. -- CLASS NOTES -- A ? Block that spawns items when hit. SplashCoinBlock and TimerCoinBlock spawn Coins, SplashPieceBock and TimerPieceBlock spawn Star Bits, CoinBlock2D spawns a single Coin and ItemBlockSwitch does not spawn any items, but it activates SW_DEAD. The "Splash" blocks drop the items immediately when hit. The "Timer" blocks award the player one item each time it's hit. However, these variants will automatically disappear after a timer runs out. Timer Switch -- OBJECT NOTES -- A switch that appears another switch after the requested number of frames elapsed. -- CLASS NOTES -- A controller that activates SW_A once the specified number of frames have elapsed. SW_B needs to be triggered in order for it to start counting down the frames. The countdown will reset when SW_B gets activated again. Spiky Topman Spawner -- OBJECT NOTES -- A black hole that spawns Spiky Topman. Defeated Spiky Topman will respawn after some time. -- CLASS NOTES -- A black hole that periodically spawns more Topman enemies. It will only generate one enemy at a time, but it will ensure that the provided number of enemies will be spawned. Defeated enemies will respawn after a while. BegomanLauncher generates Spring Topmen, BegomanBabyLauncher generates Topmini and TogeBegomanLauncher generates Spike Topmen. Pinhead -- OBJECT NOTES -- A bowling pin that can be defeated using the Rock power-up. -- CLASS NOTES -- A bowling pin enemy that can be defeated with the Rock power-up. If the player is using the Rock power-up, it will tremble in fear. Once defeated, it drops three Star Bits. It always connects to the collision below it. Bowling Challenge Foul Area -- OBJECT NOTES -- An area that, when entered, results in a foul during The Chimp's bowling challenge. -- CLASS NOTES -- If the player enters this area, any TogepinScorer will detect this as a foul. If this happens, the player needs to get out of the area to make the mini-game resume. This area has no effect if the player is rolling around using the Rock power-up. The Chimp [Bowling Challenge] -- OBJECT NOTES -- The Chimp used for the bowling challenge in Melty Monster Galaxy. -- CLASS NOTES -- The monkey NPC who will prompt the player to play a scoring mini-game where one has to defeat Pinheads with the Rock power-up. The mini-game controller (TogepinScorer) needs to be linked to it. It will register a Power Star, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes needs to be set up as well. Bowling Challenge Controller -- OBJECT NOTES -- A controller that sets up bowling challenges and controls the scoring. -- CLASS NOTES -- A controller for The Chimp's Bowling Challenge which sets up the mini-game whereas the individual Pinheads need to be linked to it. The controller itself needs to be linked to a TogepinAttackMan instance. The player needs to score 5000 points in order to win. Spiny -- OBJECT NOTES -- An enemy with a red spiky shell on its back. -- CLASS NOTES -- An enemy that carries a red spiky shell on its back. It can be defeated using most of the player's attacks, explosions, electricity, and some other objects such as Stretch Plants. However, touching its spikes will damage the player. Tarantox -- OBJECT NOTES -- The giant spider-like boss fought at the end of Space Junk Galaxy's third mission. -- CLASS NOTES -- Spinecone [Underwater] -- OBJECT NOTES -- An undefeatable enemy with a white spiky shell on its back; intended to be used in underwater sections. -- CLASS NOTES -- An undefeatable enemy that carries a white cone-shaped shell with spikes on its back. It moves on a set path. Tongari turns around while moving and creates bubble particles when hit; Tongari2D always faces sideways and creates smoke clouds when hit. Spinecone [2D] -- OBJECT NOTES -- A variant of a Spinecone for 2D sections. -- CLASS NOTES -- An undefeatable enemy that carries a white cone-shaped shell with spikes on its back. It moves on a set path. Tongari turns around while moving and creates bubble particles when hit; Tongari2D always faces sideways and creates smoke clouds when hit. Torpedo Ted Spawner -- OBJECT NOTES -- A spawner for torpedo-like enemies that may home onto the player if they get in its range. -- CLASS NOTES -- A point that launches bullet-like enemies. HomingKiller generates Bullet Bills, Torpedo generates Torpedo Teds and MagnumKiller generates Banzai Bills. The enemies will be generated periodically. These enemies will explode and damage the player upon contact. They can be used to destroy various other objects and enemies. Cylindrical 2D Movement Area [Cylinder] -- OBJECT NOTES -- An area that enforces 2D movement around a cylinder. Meant to be used for cylindrical-shaped planets. -- CLASS NOTES -- An area that restricts the player's movement around a cylinder while the player is inside it. Toy Time -- Decorative Wood Gear -- OBJECT NOTES -- A decorative rotating wood gear. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Pink Bouncy Ball Planet -- OBJECT NOTES -- A small checkered red and pink planet which the player bounces on when stepped. Its primary apparition is in Ghostly Galaxy. -- CLASS NOTES -- Master Luma [Starship Mario Transformation Cutscene] -- OBJECT NOTES -- A cutscene object holder that creates and registers the cutscene object for Young Master Luma. -- CLASS NOTES -- Creates and registers the Young Master Luma model that appears during the cutscene where Starship Mario gets created. Young Master Luma's model will be registered under the name ベビチコ[顔惑星変化用]. The model will be hidden unless requested to appear through the cutscene. Tiny Gilded Metal Sphere -- OBJECT NOTES -- A tiny dark sphere of gilded metal used as a generic base for other objects such as Air Bubble generators, Bullet Bill launchers, flamethrowers, etc. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Vine Swing -- OBJECT NOTES -- A swing made from vines that the player can swing across. -- CLASS NOTES -- A swing that the player can swing across by grabbing onto it. The player can jump off it at any given time. scale_y specifies the length of the swing. Treasure Chest with Blue Chip -- OBJECT NOTES -- A brown treasure chest that reveals a Blue Chip when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Treasure Chest with Coin -- OBJECT NOTES -- A brown treasure chest that reveals a Coin when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Cracked Treasure Chest with Air Bubble -- OBJECT NOTES -- A gray treasure chest that reveals an Air Bubble when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Cracked Treasure Chest with Blue Chip -- OBJECT NOTES -- A gray treasure chest that reveals a Blue Chip when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Cracked Treasure Chest with Coin -- OBJECT NOTES -- A gray treasure chest that reveals a Coin when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Empty Cracked Treasure Chest -- OBJECT NOTES -- A gray treasure chest that reveals nothing when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Cracked Treasure Chest with Life Mushroom -- OBJECT NOTES -- A gray treasure chest that reveals a Life Mushroom when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Cracked Treasure Chest with 1-Up Mushroom -- OBJECT NOTES -- A gray treasure chest that reveals a 1-Up Mushroom when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Cracked Treasure Chest with Power Star -- OBJECT NOTES -- A gray treasure chest that reveals a Power Star when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Cracked Treasure Chest with Star Chip -- OBJECT NOTES -- A gray treasure chest that reveals a Star Chip when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Empty Treasure Chest -- OBJECT NOTES -- A brown treasure chest that reveals nothing when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Empty Golden Treasure Chest -- OBJECT NOTES -- A gold treasure chest that reveals nothing when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Treasure Chest with Life Mushroom -- OBJECT NOTES -- A brown treasure chest that reveals a Life Mushroom when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Treasure Chest with 1-Up Mushroom -- OBJECT NOTES -- A brown treasure chest that reveals a 1-Up Mushroom when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Treasure Chest with Star Chip -- OBJECT NOTES -- A brown treasure chest that reveals a Star Chip when opened. -- CLASS NOTES -- A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). Coin Spot -- OBJECT NOTES -- A golden spot on the ground that reveals a Coin when it is hit with a Star Bit. -- CLASS NOTES -- A marked spot that reveals a Coin when hit with a Star Bit. Cubic Birch Tree [Broken] -- OBJECT NOTES -- A climbable birch tree with tall cubic leaves. This object usually crashes the game due to missing collision. -- CLASS NOTES -- A climbable pole. Pole and PoleNoModel can be climbed from all variants and the player can also climb the top part. PoleSquare and PoleSquareNoModel can be climbed from four directions and the top cannot be reached. In SMG2, Pole2Way was added which can be climbed from two directions only, so it's intended to be used in 2D-restricted sections. In SMG1, there's also code for an unfinished variant called TreeCube, but that one crashes due to missing collision. If placed in TwisterTowerGalaxy, the player will be properly removed from the pole when they touch ground. Rolling Green -- Main Planet -- OBJECT NOTES -- The main and only planet of Rolling Green Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bubble Breeze -- Ending Section -- OBJECT NOTES -- The second and final section of Bubble Breeze Galaxy's main planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bubble Breeze -- Moving Wooden Wall -- OBJECT NOTES -- A small moving wood wall. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Bubble Breeze -- Rotating Wood Log -- OBJECT NOTES -- A large revolving wood log with two holes carved out of its sides. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Bubble Breeze -- Rotating Wooden Wall -- OBJECT NOTES -- A tall rotating wood wall. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Bubble Breeze -- Starting Section -- OBJECT NOTES -- The colossal poison ocean planet and the first section of Bubble Breeze Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bubble Breeze -- Timed Moving Wooden Wall -- OBJECT NOTES -- A wide wooden wall which moves on a timer. -- CLASS NOTES -- Chompworks -- Spring Tower Moving Platform -- OBJECT NOTES -- A gray moving platform used on the spring tower planet in Chompworks Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Fluffy Bluff -- Cloud Tower Rotating Wood Gear -- OBJECT NOTES -- A rotating wood gear used on the cloud tower planet in Fluffy Bluff Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Chompworks -- Spring Tower Rotating Metal Gear -- OBJECT NOTES -- A rotating metal gear used on the spring tower planet in Chompworks Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Chompworks -- Spring Tower Planet -- OBJECT NOTES -- The spring tower planet used in the second mission of Chompworks Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Escaping Star Bunny with Paths -- OBJECT NOTES -- The bunny from the mini-games where the player has to catch it. -- CLASS NOTES -- The bunny NPC that runs away from the player after talking to it. If it runs away from the player directly after talking to it, a cutscene will play as long as the points it jumps on have Point_arg7 set to -2. When the player catches it, it spawns a Power Star. This requires a properly configured Scenario entry. Escaping Star Bunny -- OBJECT NOTES -- An escaping Star Bunny that runs around randomly without a path. -- CLASS NOTES -- Escaping Star Bunny [Snow Cap] -- OBJECT NOTES -- An individual escaping Star Bunny as seen in Snow Cap Galaxy that is spawned and controlled by a TrickRabbitFreeRunCollect object. -- CLASS NOTES -- Escaping Star Bunnies Controller -- OBJECT NOTES -- Sets up and controls the mini-game where the player has to catch several escaping Star Bunnies (TrickRabbitFreeRunChild) under a time limit. -- CLASS NOTES -- Invisible Escaping Star Bunny with Paths -- OBJECT NOTES -- An unused variant of the escaping Star Bunny that turns invisible while it moves around. Requires a proper ObjNameTable entry in order to be used. -- CLASS NOTES -- The bunny NPC that runs away from the player after talking to it. If it runs away from the player directly after talking to it, a cutscene will play as long as the points it jumps on have Point_arg7 set to -2. When the player catches it, it spawns a Power Star. This requires a properly configured Scenario entry. Comet Observatory -- Planet of Trials -- OBJECT NOTES -- The colorful trident-shaped planet. -- CLASS NOTES -- Megaleg [Duplicate] -- OBJECT NOTES -- An exact copy of the normal TripodBoss model file. Usually crashes due to a missing file called Tripod2BossLegShadow. -- CLASS NOTES -- Megaleg -- OBJECT NOTES -- The massive robot boss fought on Bowser Jr.'s Robot Reactor that consists of many objects. -- CLASS NOTES -- Megaleg Joint Position -- OBJECT NOTES -- A marker object that specifies one of Megaleg's joint positions. -- CLASS NOTES -- Megaleg Head -- OBJECT NOTES -- Megaleg's head, the centerpiece of his body. -- CLASS NOTES -- Megaleg Head Glowing Arrows -- OBJECT NOTES -- The green/red glowing arrows on the sides of Megaleg's head. -- CLASS NOTES -- Megaleg Bottom Bullet Bill Cannons -- OBJECT NOTES -- The set of three Bullet Bill launchers on the underside of Megaleg's head. -- CLASS NOTES -- Megaleg Coin -- OBJECT NOTES -- A regular Coin that was intended to be used on Megaleg. -- CLASS NOTES -- Megaleg Grand Star Glass Cage -- OBJECT NOTES -- Megaleg's small glowing glass cage containing a Grand Star at the top of his head. -- CLASS NOTES -- Megaleg Eye Light -- OBJECT NOTES -- The pair of light beams coming out of Megaleg's eyes. -- CLASS NOTES -- Megaleg Eye Light Bloom -- OBJECT NOTES -- The actual bloom shader models for Megaleg's eye lights. -- CLASS NOTES -- Generic Fixed Megaleg Object [Unused] -- OBJECT NOTES -- A fixed segment for Megaleg that retrieves a proper model using ShapeModelNo. However, no more models exist for this object. -- CLASS NOTES -- Megaleg Foot -- OBJECT NOTES -- A large player-crushing mechanical foot belonging to Megaleg. -- CLASS NOTES -- Megaleg Foot Glowing Arrows -- OBJECT NOTES -- The green/red glowing arrows on Megaleg's feet. -- CLASS NOTES -- Megaleg Black Gear -- OBJECT NOTES -- A black mechanical gear composing part of Megaleg's thighs. -- CLASS NOTES -- Megaleg Brown Gear -- OBJECT NOTES -- A brown mechanical gear composing part of Megaleg's thighs. -- CLASS NOTES -- Megaleg Main Gear -- OBJECT NOTES -- A large mechanical gear used at the center of Megaleg's head underside. -- CLASS NOTES -- Megaleg Gray Gear -- OBJECT NOTES -- A gray mechanical gear composing part of Megaleg's thighs. -- CLASS NOTES -- Megaleg Small Yellow Gear -- OBJECT NOTES -- A small yellow mechanical gear composing part of Megaleg's legs. -- CLASS NOTES -- Megaleg Small Gray Gear -- OBJECT NOTES -- A small gray mechanical gear composing part of Megaleg's legs. -- CLASS NOTES -- Megaleg Long Brown Gear -- OBJECT NOTES -- A long brown mechanical gear composing part of Megaleg's thighs and legs. -- CLASS NOTES -- Megaleg Grand Star Fence -- OBJECT NOTES -- A circular metal grid fence consisting of breakable and self-regenerating segments which Megaleg activates on phase 2 to defend the Grand Star. -- CLASS NOTES -- Megaleg Bullet Bill Launcher -- OBJECT NOTES -- A temporarily destroyable Bullet Bill launcher that is used on Megaleg's legs. -- CLASS NOTES -- Megaleg 1-Up Mushroom -- OBJECT NOTES -- A special 1-Up Mushroom that is attached to one of Megaleg's body parts. -- CLASS NOTES -- Megaleg Hip Joint -- OBJECT NOTES -- The metal cylinder which connects Megaleg's hip joint connectors to his head. -- CLASS NOTES -- Megaleg Hip Connector Piece -- OBJECT NOTES -- The small slightly sloped metal piece connecting Megaleg's hip joints to his thigh gears. -- CLASS NOTES -- Megaleg Knee Connector Piece -- OBJECT NOTES -- The small metal piece which connects Megaleg's knee joint to his thigh gears. -- CLASS NOTES -- Megaleg Shin & Knee -- OBJECT NOTES -- The lower half of Megaleg's leg, up to and including the knee joint. -- CLASS NOTES -- Megaleg Shin Glowing Arrows -- OBJECT NOTES -- The green/red glowing arrows on Megaleg's leg parts. -- CLASS NOTES -- Megaleg Ankle -- OBJECT NOTES -- The small metal bar which connects Megaleg's feet and leg. -- CLASS NOTES -- Megaleg Ankle Connector Piece [Unfinished] -- OBJECT NOTES -- An unfinished segment that would have connected the foot and the short ankle piece. -- CLASS NOTES -- Megaleg Foot [Unfinished] -- OBJECT NOTES -- A textureless unfinished early version of a Megaleg foot. -- CLASS NOTES -- Megaleg Foot Bottom -- OBJECT NOTES -- The bottom side of a Megaleg foot. -- CLASS NOTES -- Generic Moving Megaleg Object [Unused] -- OBJECT NOTES -- A path-moving segment for Megaleg that retrieves a proper model using ShapeModelNo. However, no more models exist for this object. -- CLASS NOTES -- Generic Rotating Megaleg Object [Unused] -- OBJECT NOTES -- A rotating segment for Megaleg that retrieves a proper model using ShapeModelNo. However, no more models exist for this object. -- CLASS NOTES -- Megaleg Grand Star Cage -- OBJECT NOTES -- The big metal cage seen at the top of Megaleg's head. -- CLASS NOTES -- Megaleg Stepping Point -- OBJECT NOTES -- A marker object which specifies one of several stepping points for one of Megaleg's legs. -- CLASS NOTES -- Move Megaleg Leg Area [Sphere] -- OBJECT NOTES -- An area that causes Megaleg's specified leg to move once entered. -- CLASS NOTES -- Megaleg Lower Head Bullet Bill Cannons -- OBJECT NOTES -- The lower row of six Bullet Bill launchers on Megaleg's head. -- CLASS NOTES -- Megaleg Upper Head Bullet Bill Cannons -- OBJECT NOTES -- The upper row of seven Bullet Bill launchers on Megaleg's head. -- CLASS NOTES -- Robot Reactor -- Megaleg Planet -- OBJECT NOTES -- The planet where Megaleg is fought in Bowser Jr.'s Robot Reactor. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Starshine Beach -- Main Planet -- OBJECT NOTES -- The sandy beach planet used in Starshine Beach. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Junk -- T-Shaped Planet -- OBJECT NOTES -- A futuristic-style T-shaped metal planet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bomp -- OBJECT NOTES -- A gray rectangular stone with a face that pushes objects in front of it. -- CLASS NOTES -- A large stone block obstacle that periodically moves back and forth on a path. Large Bomp [Unfinished] -- OBJECT NOTES -- An unfinished large version of the Bomp, but the model is still visually the same size as the regular one, leading to visually weird collision. -- CLASS NOTES -- Rolling Masterpiece -- Decorative Paint Tubes A -- OBJECT NOTES -- A set of paint tubes used in the background of Rolling Masterpiece Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Rolling Masterpiece -- Decorative Paint Tubes B -- OBJECT NOTES -- A set of paint tubes used in the background of Rolling Masterpiece Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Honeyhive -- Tree Trunk Tube Planet -- OBJECT NOTES -- A planet with a cut hollow tree trunk going through the middle. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Tube Slide Controller -- OBJECT NOTES -- Sets up the tubular slide sections along a set path. It also creates several special TubeSlider-related objects that are connected to it. -- CLASS NOTES -- A controller that sets up a tubular slide section. Its path lays out the shape and ground of the slide. There is no visual representation of it, so a separate model has to be created. Various specific tube slider objects can be linked to it. The compatible objects will be placed around the tube's path as configured by the many arguments. If placed in BigTree2Galaxy, short jingles will be played when the player reaches the end of the slide. Tube Slide Coin Line -- OBJECT NOTES -- A line of Coins that appear during slide sections. -- CLASS NOTES -- A generator that creates Coins (TubeSliderCoinCreator) or Purple Coins (TubeSliderCoinCreatorPurple) and lays them out on a tube slide. The line can be straight, twisted or a sine wave. It needs to be linked to a proper TubeSlider instance. Tube Slide Purple Coin Line -- OBJECT NOTES -- A line of Purple Coins that appear during slide sections. -- CLASS NOTES -- A generator that creates Coins (TubeSliderCoinCreator) or Purple Coins (TubeSliderCoinCreatorPurple) and lays them out on a tube slide. The line can be straight, twisted or a sine wave. It needs to be linked to a proper TubeSlider instance. Freezy Flake -- Snow Slide -- OBJECT NOTES -- The snowy slide used in the first mission of Freezy Flake Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Tall Trunk -- Wood Slide -- OBJECT NOTES -- The wooden slide used in the second mission of Tall Trunk Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Tube Slide Crystal [Broken] -- OBJECT NOTES -- A destroyable crystal intended to be used on slides. Model files have been removed. Therefore, the object is useless. -- CLASS NOTES -- An unfinished crystal cage intended for tube slides. It also loads the StarPieceDummy model as well as a Break model, however, the latter never appears. The model files are missing, though. It is clearly unfinished, seeing that it doesn't emit particles or sound effects either. When touched, the player receives eight Star Bits. It needs to be linked to a proper TubeSlider instance. Tube Slide Spiky Plant Group -- OBJECT NOTES -- A group of Spiky Plants that is used on the wooden slide in Tall Trunk Galaxy. -- CLASS NOTES -- A generator that creates Spiky Plants and lays them out on a tube slide. It needs to be linked to a proper TubeSlider instance. When configuring the object, one has to be careful with the settings because some Spiky Plants may not get positioned correctly. Tube Slide Spiny -- OBJECT NOTES -- A variant of a Spiny that is used on the wooden slide in Tall Trunk Galaxy. -- CLASS NOTES -- A Spiny variant for tube slide sections. It starts to walk when its SW_A gets activated. After walking for 10 seconds, it will disappear. It needs to be linked to a proper TubeSlider instance. Tall Trunk -- Slide Goal Planet -- OBJECT NOTES -- The planet used at the end of the slide in Tall Trunk Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Tube Slide Wiggler -- OBJECT NOTES -- A variant of a Wiggler that is used on the wooden slide in Tall Trunk Galaxy. -- CLASS NOTES -- A variant of a Wiggler intended to be used on tube slides. It needs to be linked to a proper TubeSlider instance. Its Obj_args specify how it gets positioned on the slide. Unlike its normal variants, it cannot be defeated. Tube Slide Trampoline [Broken] -- OBJECT NOTES -- An object that causes the player to jump. It was intended to be used on slides. Model files have been removed. Therefore, the object is useless. -- CLASS NOTES -- An unfinished trampoline intended for tube slides that would bounce off the player when touched. The model files are missing, though. It needs to be linked to a proper TubeSlider instance. Tall Trunk -- Slide Start Planet -- OBJECT NOTES -- The planet where the wooden slide starts in Tall Trunk Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision that uses a projection map matrix. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Tube Slide Comet Medal -- OBJECT NOTES -- A variant of the Comet Medal item that is intended to be used in slide sections. -- CLASS NOTES -- One of the main collectibles in a Galaxy. There should only be one in every proper Galaxy. TubeSliderTicoCoin is a variant to be used on tube slides. It needs to be linked to a proper TubeSlider instance. TubeSliderTicoCoin has a far clipping distance of 300 meters. Koopa Shell Magikoopa -- OBJECT NOTES -- A Magikoopa that casts Koopa Shells. -- CLASS NOTES -- A Koopa Troopa that can cast various magical spells. The object's name declares what spells it casts. If the object's name is FireBallBeamKameck (SMG1) or Kameck (SMG2), it will cast fireballs. If the object's name is TurtleBeamKameck (SMG1), it will cast sliding Koopa Shells. SMG2 features two more variants: KameckKuriboMini and KameckMeramera which create Mini Goombas and Li'l Cinders, respectively. It moves between path points or stays at a fixed position. After casting a spell, it will temporarily disappear. It can be defeated using most of the player's attacks as well as explosions. It drops a single Coin when defeated. Twilight Atmosphere -- OBJECT NOTES -- The unusual red atmosphere used in Bubble Breeze Galaxy. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. Beach Bowl -- Twin Falls Planet -- OBJECT NOTES -- A pair of two planets with big lakes that are connected by a series of waterfalls and grass platforms. The upper planet features some snowy islands surrounded by an icy mountain range. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Beach Bowl Twin Falls Waterfall Effect -- OBJECT NOTES -- A waterfall splash effect that is used on the Twin Falls planet in Beach Bowl Galaxy. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Gusty Garden -- Long Rolling Rocks Planet -- OBJECT NOTES -- A long curved beady planet with dirt trails. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. "PeanutPlanet" [Duplicate] -- OBJECT NOTES -- An exact duplicate of the unused PeanutPlanet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galactic Tornado -- OBJECT NOTES -- A large tornado enemy with a wide attraction range. -- CLASS NOTES -- A sandstorm enemy that moves on a path. Sucks the player in once they get in its range. If the player shakes their Wiimote, they will be launched into the air. SunakazeKun may use two spiky rock obstacles to defend itself. Slim Galactic Tornado -- OBJECT NOTES -- A slim tornado enemy with a somewhat wide attraction range. -- CLASS NOTES -- A sandstorm enemy that moves on a path. Sucks the player in once they get in its range. If the player shakes their Wiimote, they will be launched into the air. SunakazeKun may use two spiky rock obstacles to defend itself. Digga-Leg -- OBJECT NOTES -- The boss fought at the end of the first mission of Spin-Dig Galaxy. -- CLASS NOTES -- A robotic boss that can stomp the player. Furthermore, it may launch Diggas (TwoLegsBullet) to attack the player. The Diggas have to be placed and linked to it. After hitting the glass cage three times with the Spin Drill, it will be defeated which makes the caged Power Star appear. However, this requires a properly configured Scenario entry. If SW_A is not used, the boss battle will start immediately. Digga [Digga-Leg] -- OBJECT NOTES -- A variant of the Digga enemy that appears during the fight against Digga-Leg in Spin-Dig Galaxy. -- CLASS NOTES -- A Digga variant for the boss battle against Digga-Leg that moves on a set path, however, the game randomly decides in what path direction it moves. It needs to be linked to a proper TwoLegs instance. It damages the player upon contact, and it can be defeated by stomping, drilling or Ground Pounding it. Spin Dig -- Digga-Leg Planet -- OBJECT NOTES -- The planet where Digga-Leg is fought in Spin-Dig Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Battlerock -- UFO with Square Slot -- OBJECT NOTES -- A metallic UFO with a square slot at the center of one side. -- CLASS NOTES -- Battlerock -- UFO with Columns -- OBJECT NOTES -- A big metallic UFO with four small columns on one side. -- CLASS NOTES -- Battlerock -- Big UFO Platform -- OBJECT NOTES -- A big metallic UFO. -- CLASS NOTES -- Pull Star UFO Platform -- OBJECT NOTES -- A UFO platform with a usable Pull Star inside the glass capsule on the top side. -- CLASS NOTES -- Planet-like objects that feature a large Pull Star inside them. The player can use the pointer on the Pull Star to make it attract them. UFOBlueStarCupsule is hard-coded to use a lower target radius. Starshroom -- OBJECT NOTES -- A spaceship in the shape of a Toad head. -- CLASS NOTES -- A mushroom-shaped spaceship that acts as a platform. It can rotate and move on a path as well, although the latter needs to be enabled through specific means. Landed Starshroom -- OBJECT NOTES -- A landed spaceship in the shape of a Toad head. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Landed Starshroom [No Interior] -- OBJECT NOTES -- A variant of UFOKinokoLanding with no interior and opaque windows that is used in Grand Finale Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Crashed Starshroom Smoke Effect -- OBJECT NOTES -- An effect for the smoke coming out of a crashed Starshroom. -- CLASS NOTES -- A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Comet Observatory -- Starshroom -- OBJECT NOTES -- This object represents all the construction stages of the Starshroom seen in the Garage, including the finished one, and picks the stage to load based on the current save file's progress. -- CLASS NOTES -- Dreadnought -- Bullet UFO -- OBJECT NOTES -- A metallic bullet-shaped platform which can be broken by an explosion. -- CLASS NOTES -- Battlerock -- Breakable UFO Platform -- OBJECT NOTES -- A variant of UFOStrongA that can be destroyed by an explosion. -- CLASS NOTES -- Dusty Dune -- Long Sand Brick Block -- OBJECT NOTES -- A long block of sand bricks. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dusty Dune -- Long Sand Brick Block Effect -- OBJECT NOTES -- Dust cloud particles that are used for a tall object sinking into or emerging from sand. Primarily meant for use with UFOSandObstacleA. -- CLASS NOTES -- Dusty Dune -- Sand Brick Block -- OBJECT NOTES -- A cubic block of sand bricks. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dusty Dune -- Sand Brick Block Effect -- OBJECT NOTES -- Dust cloud particles that are used for a cubic object sinking into or emerging from sand. Primarily meant for use with UFOSandObstacleB. -- CLASS NOTES -- Dusty Dune -- Slim Sand Brick Block -- OBJECT NOTES -- A slim block of sand bricks. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Dusty Dune -- Slim Sand Brick Block Effect -- OBJECT NOTES -- Dust cloud particles that are used for a thin object sinking into or emerging from sand. Primarily meant for use with UFOSandObstacleC. -- CLASS NOTES -- Sky Station -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Sky Station Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision whose execution will not be paused during cutscenes. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Sky Station -- Starting Planet Log Cover -- OBJECT NOTES -- A log that covers the holes of the starting planet in Sky Station Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Sky Station -- Starting Planet Chomp Trails -- OBJECT NOTES -- The Chain Chomps trails used on the starting planet of Sky Station Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Battlerock -- Generic UFO Platform -- OBJECT NOTES -- A metallic UFO platform that is used in Battlerock Galaxy. -- CLASS NOTES -- Magmaargh -- OBJECT NOTES -- A large lava enemy that tries to eat the player. -- CLASS NOTES -- A large lava enemy that rises up to attack the player. It cannot be defeated by any means, and it remains at a fixed position. Usually, it creates a red indicator volume that is rendered when it attacks, although this effect is hard to notice. Magmaw -- OBJECT NOTES -- A smaller version of a Magmaargh. -- CLASS NOTES -- A large rotating lava enemy that cannot be defeated by any means. Usually, it creates a red indicator volume that is rendered when it attacks, although this effect is hard to notice. Slimy Spring -- Snoodle Section -- OBJECT NOTES -- The first half of Slimy Spring Galaxy that consists of the starting cave and the underwater tunnels with Snoodles. -- CLASS NOTES -- A generic planet with a model and optional collision that uses a projection map matrix. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Slimy Spring -- Underwater Boo Planet -- OBJECT NOTES -- The second half of Slimy Spring Galaxy that features a lot of Underwater Boos and the goal section. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Bigmouth -- Main Planet -- OBJECT NOTES -- The massive fish-shaped main planet from Bigmouth Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Starry Atmosphere -- OBJECT NOTES -- A starry atmosphere that appears during Bowser Jr.'s Fiery Flotilla's boss fight. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. Sea Urchin -- OBJECT NOTES -- A purple Urchin with spikes on its body; intended for water areas. -- CLASS NOTES -- An urchin-like enemy that rolls around and damages the player with its spikes. It can be defeated with fireballs, Koopa Shells, the Rock and Rainbow power-ups, and more. Once defeated, it will drop six Star Bits. Land Urchin -- OBJECT NOTES -- A red furry Urchin with spikes on its body; intended for land areas. -- CLASS NOTES -- An urchin-like enemy that rolls around and damages the player with its spikes. It can be defeated with fireballs, Koopa Shells, the Rock and Rainbow power-ups, and more. Once defeated, it will drop six Star Bits. Land Urchin Spawner -- OBJECT NOTES -- A point that periodically spawns several Land Urchins. -- CLASS NOTES -- Shoal Urchin -- OBJECT NOTES -- A purple Urchin with spikes on its body. It doesn't create any water splash particles when it moves. -- CLASS NOTES -- An urchin-like enemy that rolls around and damages the player with its spikes. It can be defeated with fireballs, Koopa Shells, the Rock and Rainbow power-ups, and more. Once defeated, it will drop six Star Bits. Valve Switch -- OBJECT NOTES -- A screw-like green valve that the player can spin on top of to bring it up or down to activate a switch. -- CLASS NOTES -- A green valve that can be screwed out of its base by using a Spin Attack on it. After that, it will activate a switch. It will be connected to the collision below. View Group Area -- OBJECT NOTES -- When entered by the player, compatible objects in the same ViewGroup will render/update if they are in the camera's view. -- CLASS NOTES -- When entered by the player, compatible objects in the same ViewGroup will render/update if they are in the camera's view. Objects with a View Group ID of 0 will always be active, even without a corresponding ViewGroupCtrlArea. View Group Area [Cube] -- OBJECT NOTES -- When entered by the player, compatible objects in the same ViewGroup will render/update if they are in the camera's view. -- CLASS NOTES -- When entered by the player, compatible objects in the same ViewGroup will render/update if they are in the camera's view. Objects with a View Group ID of 0 will always be active, even without a corresponding ViewGroupCtrlArea. Grand World Map Atmosphere -- OBJECT NOTES -- The atmosphere used on the Grand World Map. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. Boss Blitz Sky -- OBJECT NOTES -- The sky model used in Sling Pod Galaxy, Bowser Jr.'s Lava Reactor and Boss Blitz Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Good Egg Sky -- OBJECT NOTES -- The iconic sky model from Super Mario Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Melty Molten Sky -- OBJECT NOTES -- The sky model used in Melty Molten Galaxy. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Dreadnought -- Trapped Luma Planet -- OBJECT NOTES -- A planet from Dreadnought Galaxy with lots of colored patches and small towers. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Boom Bunker -- Hammer Bros. Planet -- OBJECT NOTES -- The second planet used in Bowser Jr.'s Boom Bunker. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Thunderstorm Atmosphere -- OBJECT NOTES -- The thunderstorm atmosphere used during the Giga Lakitu battle in Yoshi Star Galaxy. -- CLASS NOTES -- Decorative atmosphere that is meant to be placed around a planet or section. The model uses a projection map matrix. Boulder Bowl -- Rollodillo Planet -- OBJECT NOTES -- The planet where Rollodillo is fought in Boulder Bowl Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Galaxy Generator Sky -- OBJECT NOTES -- The sky model used in Bowser's Galaxy Generator. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Shiverburn -- Prince Pikante Planet -- OBJECT NOTES -- The planet where Prince Pikante is fought in Shiverburn Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Shiverburn -- Prince Pikante Planet Fence -- OBJECT NOTES -- The fence that surrounds the Prince Pikante planet in Shiverburn Galaxy. -- CLASS NOTES -- A very simple object with a model and optional collision. It has no special capabilities. Shiverburn -- Prince Pikante Planet Ice Layer -- OBJECT NOTES -- The ice layer used on the Prince Pikante planet in Shiverburn Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Shiverburn -- Prince Pikante Planet Lava Layer -- OBJECT NOTES -- The lava layer used on the Prince Pikante planet in Shiverburn Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Chompworks -- Starting Planet -- OBJECT NOTES -- The planet used at the start of Chompworks Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Chompworks -- Green Seesaw Platform -- OBJECT NOTES -- The green seesaw-like platform used on the Flip-Swap planet in Chompworks Galaxy. -- CLASS NOTES -- A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Chompworks -- Lava Chomps Planet -- OBJECT NOTES -- The second planet used that features a long bridge Chompworks Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Chompworks -- Lava Chomps Planet Side Platforms -- OBJECT NOTES -- The solid blue platforms used on the lava Chomps planet in Chompworks Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Chomp Goal -- OBJECT NOTES -- The hole used as the goal for Chomps in Chompworks Galaxy. -- CLASS NOTES -- A goal that Chomps can roll into. It will cause different effects depending on the type of Chomp that rolls into it. Chompworks -- Uplift Platform -- OBJECT NOTES -- A blue platform that follows the assigned path once a switch has been activated. If the switch is deactivated again, it will move backwards. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it emits the effect SwitchStartA or SwitchStartB when SW_B is activated and SwitchEndA or SwitchEndB when SW_B is deactivated again. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Chompworks -- Square Sinking Platform -- OBJECT NOTES -- A single blue sinking platform that is used on the starting planet of Chompworks Galaxy. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Furthermore, it can use effects with the name Ripple that will appear at the object's original position. Chompworks -- Double Sinking Platform -- OBJECT NOTES -- A pair of blue sinking platforms that is used on the starting planet of Chompworks Galaxy. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Furthermore, it can use effects with the name Ripple that will appear at the object's original position. Chompworks -- Narrow Sinking Platform -- OBJECT NOTES -- A narrow blue and green sinking platform that is used on the Golden Chomp planet in Chompworks Galaxy. -- CLASS NOTES -- A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Furthermore, it can use effects with the name Ripple that will appear at the object's original position. Chompworks -- Moving Metal Blockade -- OBJECT NOTES -- A blue metal platform used to block Chomps on the starting planet in Chompworks Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Chompworks -- Flip-Swap Planet -- OBJECT NOTES -- The planet featuring Flip-Swap panels in the first mission of Chompworks Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Chomp -- OBJECT NOTES -- A rolling Chomp that moves along a set path. -- CLASS NOTES -- A spawner that creates rolling Chomps that move on a set path. The Chomps can be destroyed with the Rainbow power-up, Stretch Plants and explosions. Gold Chomps will spawn a Power Star when defeated. However, this requires a properly configured Scenario entry. In SMG2, a KeySwitch can be linked to WanwanRollingMini that will appear when defeating it. Gold Chomp -- OBJECT NOTES -- A rolling golden Chomp that moves along a set path and spawns a Power Star when defeated. -- CLASS NOTES -- A spawner that creates rolling Chomps that move on a set path. The Chomps can be destroyed with the Rainbow power-up, Stretch Plants and explosions. Gold Chomps will spawn a Power Star when defeated. However, this requires a properly configured Scenario entry. In SMG2, a KeySwitch can be linked to WanwanRollingMini that will appear when defeating it. Small Chomp -- OBJECT NOTES -- A small rolling Chomp that moves along a set path. -- CLASS NOTES -- A spawner that creates rolling Chomps that move on a set path. The Chomps can be destroyed with the Rainbow power-up, Stretch Plants and explosions. Gold Chomps will spawn a Power Star when defeated. However, this requires a properly configured Scenario entry. In SMG2, a KeySwitch can be linked to WanwanRollingMini that will appear when defeating it. Chompworks -- Decorative Chomps Planet -- OBJECT NOTES -- A planet filled with Chomp heads used in the background of Chompworks Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Silver Chomp -- OBJECT NOTES -- An aggressive version of a Chomp that moves around freely. -- CLASS NOTES -- A silver, aggressive version of a Chomp that rolls around freely. It can be defeated with the Rainbow power-up, Stretch Plants and many other objects. Curiously, it is compatible with Chomp Hole (WanwanGoal), although the Chomp won't break apart. Large Silver Chomp [Broken] -- OBJECT NOTES -- A more aggressive version of a Silver Chomp. Model files have been removed. Therefore, the object is useless. -- CLASS NOTES -- A silver, aggressive version of a Chomp that rolls around freely. It can be defeated with the Rainbow power-up, Stretch Plants and many other objects. Curiously, it is compatible with Chomp Hole (WanwanGoal), although the Chomp won't break apart. Warp Area [Cube] -- OBJECT NOTES -- An area that draws a green sphere at its position. It warps the player to a grouped WarpCube if entered. -- CLASS NOTES -- An area that teleports the player to another linked WarpCube instance. Function-wise, it is similar to WarpPod. Unlike many other areas, it renders a green circle. Warp Pad -- OBJECT NOTES -- A warp pad that warps the player from one place to another. May also be invisible depending on the setup. -- CLASS NOTES -- A warp pad that teleports the player between this and another linked instance. It is also possible to hide the model entirely. In SMG1, some teleporters are unlocked using Grand Stars, however, this functionality is deprecated in SMG2. Furthermore, the colored paths do not exist in SMG2 anymore. Honeyhive -- Giant Wood Windmill -- OBJECT NOTES -- A giant wood windmill with four platforms that move along with the rotating frame. -- CLASS NOTES -- A large rotating windmill with four platforms that move along with the windmill's frame. If registered to a cutscene, it will not move until its special cutscene nerve action gets triggered. Fluffy Bluff -- Spherical Pond Planet -- OBJECT NOTES -- A small pond planet used in the first mission of Fluffy Bluff Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Water Area -- OBJECT NOTES -- An area that consists of an invisible body of water. -- CLASS NOTES -- An area consisting of an invisible body of water that the player can swim in. Several other objects can interact with the water as well. It is not compatible with hemispherical volumes. Bubbles Undergrunt Gunner -- OBJECT NOTES -- A water bubble-shooting Undergrunt Gunner that appears in Gold Leaf Galaxy and Deep Dark Galaxy. -- CLASS NOTES -- Gold Leaf -- Grassy Tower Platforms -- OBJECT NOTES -- A pair of moving grass platforms found on top of Gold Leaf Galaxy's tower. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Gold Leaf -- High Tower Stair -- OBJECT NOTES -- A pair of high stair blocks from the Undergrunt Gunner arena at the top of Gold Leaf Galaxy's tower. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Gold Leaf -- Low Tower Stair -- OBJECT NOTES -- A pair of low stair blocks from the Undergrunt Gunner arena at the top of Gold Leaf Galaxy's tower. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Starshine Beach -- Water Tower Blockade -- OBJECT NOTES -- A small round door used to block the water tower entrance during the first mission of Starshine Beach Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Water Area [Cube] -- OBJECT NOTES -- An area that consists of an invisible body of water. -- CLASS NOTES -- An area consisting of an invisible body of water that the player can swim in. Several other objects can interact with the water as well. It is not compatible with hemispherical volumes. Water Area [Cylinder] -- OBJECT NOTES -- An area that consists of an invisible body of water. -- CLASS NOTES -- An area consisting of an invisible body of water that the player can swim in. Several other objects can interact with the water as well. It is not compatible with hemispherical volumes. Rippling Water Droplets Effect -- OBJECT NOTES -- A dripping water effect from Deep Dark Galaxy's Boo Box planet that shows the droplets creating ripples. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Long Water Droplets Effect -- OBJECT NOTES -- A dripping water effect from Deep Dark Galaxy's Boo Box planet that shows many long droplets. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Small Water Droplets Effect -- OBJECT NOTES -- A dripping water effect from Deep Dark Galaxy's Boo Box planet that shows many small droplets. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Beach Bowl -- Breakable Rock Wall -- OBJECT NOTES -- A breakable rock wall which covers the entrance to Beach Bowl Galaxy's underwater cave. -- CLASS NOTES -- Beach Bowl -- Rock Wall -- OBJECT NOTES -- An unbreakable rock wall which covers the entrance to Beach Bowl Galaxy's underwater cave. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Large Beach Bowl Waterfall Effect -- OBJECT NOTES -- A large and wide waterfall effect used in Beach Bowl Galaxy. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Small Beach Bowl Waterfall Effect -- OBJECT NOTES -- A small waterfall effect used in Beach Bowl Galaxy. -- CLASS NOTES -- A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Space Storm -- Rotating Wood Platform A -- OBJECT NOTES -- One of the rotating wood platforms from Space Storm Galaxy's second mission. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Space Storm -- Rotating Wood Platform B -- OBJECT NOTES -- One of the rotating wood platforms from Space Storm Galaxy's second mission. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Space Storm -- Rotating Wood Platform C -- OBJECT NOTES -- One of the rotating wood platforms from Space Storm Galaxy's second mission. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Space Storm -- Rotating Wood Platform D -- OBJECT NOTES -- One of the rotating wood platforms from Space Storm Galaxy's second mission. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Space Storm -- Large Metal Gate -- OBJECT NOTES -- A large metal gate from Space Storm Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Space Storm -- Tower Planet -- OBJECT NOTES -- The tower planet from Space Storm Galaxy's second mission. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Space Storm Rain -- OBJECT NOTES -- The rain effect from Space Storm Galaxy. This will crash the game without a specific setup. -- CLASS NOTES -- Creates a rain effect. Requires an instance of TimeStopScreenEffect in the current stage. This can be created by a HipDropTimerSwitch with Obj_arg2 set to 2. If TimeStopScreenEffect becomes active, it will use slower particles instead. Space Storm -- Red Rotating Metal Platforms -- OBJECT NOTES -- A set of red rotating metal platforms from Space Storm Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Space Storm -- Blue Rotating Metal Platforms -- OBJECT NOTES -- A set of blue rotating metal platforms from Space Storm Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Space Storm -- Thin Rotating Metal Platforms -- OBJECT NOTES -- A set of thin red rotating metal platforms from Space Storm Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Space Storm -- Circular Tower Fence -- OBJECT NOTES -- The red fence from Space Storm Galaxy's tower planet. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Water Splash Effect -- OBJECT NOTES -- An effect that consists of a large water splash. -- CLASS NOTES -- A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. Leaking Pipe -- OBJECT NOTES -- A blue pipe with some visual water leaking out of it. Can be used to create ice platforms when touched while using the Ice power-up. -- CLASS NOTES -- A long pipe with a splashing water spout on the top. If the player touches the spout while using the Ice power-up, an ice platform appears. The player can stand on the platform while the power-up is active. If the player goes off the platform or looses their power-up, the platform disappears again. This object does not come with its own collision model. Seaweed -- OBJECT NOTES -- Decorative seaweed which can be found in ocean-themed galaxies like Beach Bowl Galaxy. -- CLASS NOTES -- A group of decorative seaweed that can appear in many shapes. The seaweed attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. Bubble Shooter -- OBJECT NOTES -- This object shoots bubbles that the player can ride to get to other places. But it can be also function as a deadly trap. -- CLASS NOTES -- A blue cannon that periodically shoots bubbles that trap the player inside upon contact. It cannot be destroyed through any means. The cannon can be set to rotate towards the player. Water Stream -- OBJECT NOTES -- A massive stream of water the player can ride to be transported. Used in Sea Slide Galaxy. -- CLASS NOTES -- Sand Spiral -- Main Planet -- OBJECT NOTES -- The main planet of Sand Spiral Galaxy, with the long tunnel and sand flowing outwards. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Sand Spiral -- Rotating Stone Spiral Platform -- OBJECT NOTES -- The large rotating stone spiral platform used at the end of Sand Spiral Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Sand Spiral -- Green Metal Platform -- OBJECT NOTES -- A metal mesh platform with a green frame used in Sand Spiral Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Sand Spiral -- Blue Metal Platform -- OBJECT NOTES -- A metal mesh platform with a blue frame used in Sand Spiral Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Water Area [Sphere] -- OBJECT NOTES -- An area that consists of an invisible body of water. -- CLASS NOTES -- An area consisting of an invisible body of water that the player can swim in. Several other objects can interact with the water as well. It is not compatible with hemispherical volumes. Starshine Beach -- Starting Planet -- OBJECT NOTES -- The starting planet from Starshine Beach Galaxy. It has a lot of corals. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Water Current -- OBJECT NOTES -- A water current that pushes the player away. -- CLASS NOTES -- An invisible water current that pushes compatible objects such as the player along a set path. The width and flow speed of the current can be adjusted. "Temporary High Model" [WaterTransparentPlanet] -- OBJECT NOTES -- An unfinished placeholder model that displays a white cube with the text "Temporary High Model, Please wait..." written on it. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Gusty Garden -- Miniature Windmill -- OBJECT NOTES -- A tiny decorative windmill. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Decorative Whirlpool -- OBJECT NOTES -- A decorative whirlpool that is meant to connect the water surface to an actual WhirlPoolAccelerator. -- CLASS NOTES -- Whirlpool -- OBJECT NOTES -- A whirlpool of configurable size that spins the player around upon contact underwater. -- CLASS NOTES -- Freezy Flake -- Blizzard Planet -- OBJECT NOTES -- The blizzard planet from Freezy Flake Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Epilogue Background Model -- OBJECT NOTES -- The background model used during SMG1's epilogue. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Freezy Flake -- Dead Snow Tree -- OBJECT NOTES -- A decorative dead snow tree from Freezy Flake Galaxy. -- CLASS NOTES -- A very simple object with a model and optional collision. It has no special capabilities. Rolling Green -- Windmill Propeller -- OBJECT NOTES -- The big windmill propeller found at the end of Rolling Green Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Rolling Gizmo -- Windmill Propeller -- OBJECT NOTES -- The toy windmill propeller found at the end of Rolling Gizmo Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Winged Coin ? Block -- OBJECT NOTES -- A winged ? Block which drops a Coin after being hit. -- CLASS NOTES -- A winged ? Block that spawns items when hit. WingBlockCoin grants a single Coin whereas WingBlockStarPiece grants eight Star Bits when hit. It can move on a path or remain stationary. Winged Star Bits ? Block -- OBJECT NOTES -- A winged ? Block which drops some Star Bits after being hit. -- CLASS NOTES -- A winged ? Block that spawns items when hit. WingBlockCoin grants a single Coin whereas WingBlockStarPiece grants eight Star Bits when hit. It can move on a path or remain stationary. Red Metal Cage -- OBJECT NOTES -- A red metal cage that appears in Spin-Dig Galaxy. -- CLASS NOTES -- A generic map object with a model and collision that can use a different collision mesh if enabled. Crate -- OBJECT NOTES -- A wooden box that can be destroyed through most attacks. It can spawn various different items. -- CLASS NOTES -- A wooden box that can be destroyed through most of the player and enemy attacks. It can spawn various different items when destroyed. Tall Trunk -- Circular Log Planet -- OBJECT NOTES -- The final planet from Tall Trunk Galaxy's first star. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Tall Trunk -- Cylinder Log Planet -- OBJECT NOTES -- The cylindrical tree planet from Tall Trunk Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Tall Trunk -- Moving Log Platforms -- OBJECT NOTES -- A set of moving logs from the cylindrical tree planet from Tall Trunk Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Wide Wood Bridge -- OBJECT NOTES -- Creates a suspension bridge consisting of long logs. -- CLASS NOTES -- A suspension bridge consisting of a variable amount of wood logs. It bounces when Ground Pounded by the player. Narrow Wood Bridge -- OBJECT NOTES -- Creates a suspension bridge consisting of short logs. -- CLASS NOTES -- A suspension bridge consisting of a variable amount of wood logs. It bounces when Ground Pounded by the player. Puzzle Plank -- Thick Falling Wood Piece -- OBJECT NOTES -- A thick piece of wood which falls on a set path; used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Thin Falling Wood Piece -- OBJECT NOTES -- A thin piece of wood which collapses down; used in Puzzle Plank Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Puzzle Plank -- Decorative Wood Debris with Tools -- OBJECT NOTES -- Decorative wood debris from Puzzle Plank Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Puzzle Plank -- Decorative Wood Debris with Nails -- OBJECT NOTES -- Decorative wood debris from Puzzle Plank Galaxy. -- CLASS NOTES -- A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. World 1 Background Model -- OBJECT NOTES -- The background model from World 1. -- CLASS NOTES -- A decorative background model that is meant to be placed around World Maps. Most objects can be linked to it using GeneratorId. World 1 Sky -- OBJECT NOTES -- The sky model from World 1. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. World 2 Background Model -- OBJECT NOTES -- The background model from World 2. -- CLASS NOTES -- A decorative background model that is meant to be placed around World Maps. Most objects can be linked to it using GeneratorId. World 2 Sky -- OBJECT NOTES -- The sky model from World 2. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. World 3 Background Model -- OBJECT NOTES -- The background model from World 3. -- CLASS NOTES -- A decorative background model that is meant to be placed around World Maps. Most objects can be linked to it using GeneratorId. World 3 Sky -- OBJECT NOTES -- The sky model from World 3. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. World 4 Background Model -- OBJECT NOTES -- The background model from World 4. -- CLASS NOTES -- A decorative background model that is meant to be placed around World Maps. Most objects can be linked to it using GeneratorId. World 4 Sky -- OBJECT NOTES -- The sky model from World 4. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. World 5 Background Model -- OBJECT NOTES -- The background model from World 5. -- CLASS NOTES -- A decorative background model that is meant to be placed around World Maps. Most objects can be linked to it using GeneratorId. World 5 Sky -- OBJECT NOTES -- The sky model from World 5. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. World 6 Background Model -- OBJECT NOTES -- The background model from World 6. -- CLASS NOTES -- A decorative background model that is meant to be placed around World Maps. Most objects can be linked to it using GeneratorId. World 6 Sky -- OBJECT NOTES -- The sky model from World 6. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. World S Background Model -- OBJECT NOTES -- The background model from World S. -- CLASS NOTES -- A decorative background model that is meant to be placed around World Maps. Most objects can be linked to it using GeneratorId. World S Sky -- OBJECT NOTES -- The sky model from World S. -- CLASS NOTES -- A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. Starship Panel -- OBJECT NOTES -- Pressing on the switch will open the world screen. -- CLASS NOTES -- A panel switch that will open the World Map screen when stepped on. Starship Sky -- OBJECT NOTES -- The sky controller used on Starship Mario that uses a different model depending on the currently selected world. -- CLASS NOTES -- A decorative background object that loads a different model depending on the World the player has currently selected. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the models uss a projection map matrix. World Sound Emitter Area [Cube] -- OBJECT NOTES -- An area that plays a sound effect if the currently selected world matches the specified world. -- CLASS NOTES -- A cube-shaped area that plays a sound effect when the player is in the specified world. The closer the player is to the area, the louder the sound effect gets. It uses the exact same sound effects as SoundEmitterCube. Decorative World Map Entry Portal -- OBJECT NOTES -- A decorative portal from the World Map that appears if the player is close to the currently selected world's entry portal. -- CLASS NOTES -- A decorative portal from the World Map that appears depending on the currently selected point on the World Map. If the object is called WorldWarpPointEntrance, it will appear only if the player is near an entrance portal on the World Map; if the object is called WorldWarpPointExit, it will appear only if the player is near an exit portal on the World Map. Decorative World Map Exit Portal -- OBJECT NOTES -- A decorative portal from the World Map that appears if the player is close to the currently selected world's exit portal. -- CLASS NOTES -- A decorative portal from the World Map that appears depending on the currently selected point on the World Map. If the object is called WorldWarpPointEntrance, it will appear only if the player is near an entrance portal on the World Map; if the object is called WorldWarpPointExit, it will appear only if the player is near an exit portal on the World Map. Gusty Garden -- Apple Planets -- OBJECT NOTES -- A group of giant apples that house a giant caterpillar from Gusty Garden Galaxy. -- CLASS NOTES -- Star Chip -- OBJECT NOTES -- A collectable yellow chip. Usually, five of them have to be collected. -- CLASS NOTES -- A collectable yellow chip. Usually five of these are linked together by a YellowChipGroup to trigger a switch to spawn another object, for example a Launch Star. It's usually stationary, but it can move on a path as well. Star Chip Group -- OBJECT NOTES -- Controls a collection of Star Chips and activates something once all are collected. -- CLASS NOTES -- Controls a group of Star Chips (YellowChip) and activates SW_A once all of them have been collected. It is recommended to have five Yellow Star Chips per group. The group for this object and the individual Yellow Star Chips has to be specified using Obj_arg0. This controller is also responsible for displaying the counter layout at the top of the screen. Dash Yoshi Block [Broken] -- OBJECT NOTES -- A block that can be dashed into with Dash Yoshi. Model files have been removed. Therefore, the object is useless. -- CLASS NOTES -- A glitchy block that can be dashed into with Dash Yoshi which will cause them to disappear after a few seconds. It loads the texture from YoshiBlock.arc/YoshiBlock/YoshiBlockTex.bti, although this file does not exist anymore. For some reason, it can't be seen in first-person view or during intro camera cutscenes. Yoshi Star -- Small Dirt Planet -- OBJECT NOTES -- A small spherical dirt planet with some decorative rocks. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Grapple Flower -- OBJECT NOTES -- A flower which Yoshi can grab with his tongue to swing himself in its direction. -- CLASS NOTES -- A flower which Yoshi can grab with his tongue to swing himself in its direction. By default, the player can use it from any direction to move in any direction, but this can be restricted. Yoshi Star -- Climbing Planet -- OBJECT NOTES -- The final planet from Yoshi Star Galaxy's first star. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Yoshi Grapple Explanation Area -- OBJECT NOTES -- An area which shows the player how to use Yoshi Grapple Flowers. -- CLASS NOTES -- If the player is riding Yoshi when inside this area, the game will display an explanation about how to use Yoshi Grapples. Yoshi Star -- Tiny Dirt Planet -- OBJECT NOTES -- A tiny spherical dirt planet with a small decorative fossil. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Yoshi Star -- Main Planet -- OBJECT NOTES -- The main planet of Yoshi Star Galaxy, featuring the huge volcano. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Yoshi Star -- Stepped Mountain Planet -- OBJECT NOTES -- A tall stepped mountain planet. A similar version of this can be found in Good Egg Galaxy from SMG1. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Haunty Halls -- Bulb Berry Planet Solids -- OBJECT NOTES -- The solid platforms of Haunty Halls Galaxy's bulb berry section. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Haunty Halls -- Bulb Berry Planet Platforms -- OBJECT NOTES -- The invisible parts of the bulb berry planet from Haunty Halls Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. Yoshi Tongue Explanation Area -- OBJECT NOTES -- An area which shows the player how to use Yoshi's tongue. -- CLASS NOTES -- If the player is riding Yoshi when inside this area, the game will display an explanation about how to eat items with Yoshi. If Obj_arg0 is set, it will explain how to shoot projectiles with Yoshi instead, provided that he is carrying a projectile in his mouth. Yoshi Egg -- OBJECT NOTES -- An egg that hatches into Yoshi if destroyed. -- CLASS NOTES -- An egg that can be cracked open to reveal Yoshi, the player's rideable dinosaur pal. Magic Cage -- OBJECT NOTES -- A magical cage created by a Magikoopa. It holds the Yoshi Egg in Yoshi Star Galaxy. -- CLASS NOTES -- A generic object with a model and collision that will play its Move animations once certain conditions are met. Once any of the Move animations has ended, the object will kill itself. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelKill specifies the sound effect used when it kills itself. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. Yoshi Star -- Stone Platform -- OBJECT NOTES -- The small stone platform where the player finds the Yoshi Egg in Yoshi Star Galaxy. -- CLASS NOTES -- A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. Pink Fruit -- OBJECT NOTES -- A pink fruit which can be eaten by Yoshi. -- CLASS NOTES -- A fruit that can be eaten by Yoshi to reveal a Star Bit. Once ten of them have been eaten, the player receives a 1-Up. Can be destroyed using Koopa Shells or Ground Pounds. Big Orange Fruit -- OBJECT NOTES -- A big orange fruit which can be eaten by Yoshi with a strong pull. -- CLASS NOTES -- A big fruit that can be eaten by Yoshi to reveal six Star Bits. Space Junk -- Yoshi Head Planet -- OBJECT NOTES -- The wooden Yoshi head planet from Space Junk Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Yoshi Star -- Moving Wood Platform -- OBJECT NOTES -- A moving wood platform from Yoshi Star Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Fearsome Fleet -- First Checkpoint Planet -- OBJECT NOTES -- A set of two blue platforms which contain the first checkpoint before the Megahammer boss fight in Bowser Jr.'s Fearsome Fleet. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Yoshi Star -- Bridge-Pulling Planet -- OBJECT NOTES -- The planet where Yoshi has to pull a small set of bridges with his tongue. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Waving Yoshi Area -- OBJECT NOTES -- When the player dismounts Yoshi in this area, Yoshi waves them goodbye. -- CLASS NOTES -- If Yoshi is inside this area after the player dismounts him, he will play a special animation where he waves the player goodbye. Sorbetti -- OBJECT NOTES -- The rolling snow ball boss from Freezy Flake Galaxy. -- CLASS NOTES -- A snow boss that attacks the player by rolling into them. Its red nose can only be hit using Spin Attacks. After hitting it three times, it will be defeated which makes a Power Star appear. However, this requires a properly configured Scenario entry. Freezy Flake -- Sorbetti Battle Planet -- OBJECT NOTES -- The planet where the boss fight against Sorbetti takes place. -- CLASS NOTES -- A generic planet with a model and optional collision that is affected by strong light. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. Sorbetti Snow Spike -- OBJECT NOTES -- A destroyable snow spike seen during Sorbetti's boss fight in Freezy Flake Galaxy. -- CLASS NOTES -- A destroyable snow spike object that spawns a Coin after hitting it a set amount of times. When destroyed, the player has to walk away from it so that it can respawn. Freezy Flake -- Sorbetti-shaped Planet -- OBJECT NOTES -- A planet with the shape of the Sorbetti boss. -- CLASS NOTES -- A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Leafless Snowy Tree -- OBJECT NOTES -- A leafless snowy tree as seen on Sorbetti's battle planet in Freezy Flake Galaxy. -- CLASS NOTES -- A basic object that can be destroyed through various means. Unlike other variants, it gets rendered after most other objects. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. Zero Gravity [Box Range] -- OBJECT NOTES -- A gravity area that attracts objects towards collision triangles. This one has a box range. -- CLASS NOTES -- A gravity area that attracts objects towards collision triangles. This variant uses a box range and ignores the Range setting. Zero Gravity [Cylinder Range] -- OBJECT NOTES -- A gravity area that attracts objects towards collision triangles. This one has a cylindrical range. -- CLASS NOTES -- A gravity area that attracts objects towards collision triangles. This variant uses a cylindrical range and ignores the Range setting. Slipsand -- 2D Underground Room -- OBJECT NOTES -- The 2D underground section from Slipsand Galaxy. -- CLASS NOTES -- A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. Slipsand -- 2D Underground Rotating Stone -- OBJECT NOTES -- A rotating stone from the 2D underground section in Slipsand Galaxy. -- CLASS NOTES -- A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. Zero Gravity [Sphere Range] -- OBJECT NOTES -- A gravity area that attracts objects towards collision triangles. This one has a spherical range. -- CLASS NOTES -- A gravity area that attracts objects towards collision triangles. This variant uses a spherical range. Cloudy Court -- Left Crushing Wall -- OBJECT NOTES -- The left half of a crushing wall from Cloudy Court Galaxy. The model has no back side. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. Unlike other variants, its Stop stage effect will only be used if the path doesn't loop and once it reaches the last point. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Cloudy Court -- Right Crushing Wall -- OBJECT NOTES -- The right half of a crushing wall from Cloudy Court Galaxy. The model has no back side. -- CLASS NOTES -- A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. Blue Shine of Light -- OBJECT NOTES -- A decorative bright blue light, similar to the light used around Power Stars (PowerStarHalo). -- CLASS NOTES --