Super Mario Galaxy Object Database

Objects | Configs | Occurrences

Config: RotateMoveObj

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.

Arguments

NameTypeGamesRequired?DescriptionValues
Obj_arg0IntegerBothFalse

Color Frame: If ColorChange.brk exists, this will define the color frame to be used.

    Obj_arg1IntegerBothFalse

    Texture Frame: If TexChange.btp/.btk exists, this will define the texture frame to be used.

      MapParts arguments

      NameGamesRequired?DescriptionValues
      MoveConditionTypeBothFalse

      Move Start Type: How the platform starts moving.

      • 0: Already moving
      • 1: Moves once stepped on
      RotateSpeedBothFalse

      Rotation Speed / Time: How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.

        RotateAngleBothFalse

        Rotation Angle: How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.

          RotateAxisBothFalse

          Rotation Axis: The object's axis to rotate around.

          • 0: X-axis
          • 1: Y-axis
          • 2: Z-axis
          RotateAccelTypeBothFalse

          Rotation Speed Type: Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.

          • -1: RotateSpeed specifies fixed rotation speed
          • 1: RotateSpeed specifies maximum rotation speed
          • 2: RotateSpeed specifies time until desired angle
          RotateStopTimeBothFalse

          Restart Delay: The time in frames it takes to restart rotation after stopping.

            RotateTypeBothFalse

            Rotation Type: Specifies how the object should continue rotating after reaching the targeted angle.

            • 0: Stop rotating completely
            • 1: Rotates again in opposite direction
            • 2: Rotates again in same direction
            SignMotionTypeBothFalse

            Shake Start Type: Specifies whether the object will shake before it starts moving or not.

            • 0: Don't shake
            • 1: Shakes before moving
            • 2: Shakes before moving
            • 3: Don't shake
            • 4: Shakes before moving
            • 5: Shakes before moving

            Switches

            NameGamesRequired?Description
            SW_APPEARBothFalse

            Appears when this switch is activated.

            SW_DEADBothFalse

            Can be activated when the object is killed through a cutscene action.

            SW_BBothFalse

            If used, the object will rotate only while this switch is activated.

            SW_PARAMSMG2False

            The rotation speed is adjusted with ParamScale while this switch is activated.

            SW_AWAKEBothFalse

            Enables rendering and resumes updates when this switch is active.

            Setup

            NameGamesRequired?DescriptionValues
            DemoCastBothFalse

            Can take part in a cutscene. If used, the object will start to rotate once its special cutscene functor action gets triggered.

              BaseMtxFollowTargetBothFalse

              Can be followed by another BaseMtxFollower object.