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