Super Mario Galaxy Object Database

Objects | Configs | Occurrences

Config: SimpleBreakableIndirectObj

A basic object that can be destroyed through various means. Unlike other variants, it registers to the indirect map object draw buffer. 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.

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.

      Obj_arg2FloatBothFalse

      Shadow Length: If Shadow.bcsv exists, this defines the shadow's drop length.

        Obj_arg3IntegerBothFalse

        Item Type: The kind of item to spawn when destroyed.

        • -1: Coins
        • 0: Nothing
        • 1: 1-Up Mushroom
        • 2: Power Star
        • 3: Star Bits
        Obj_arg4IntegerBothFalse

        Riddle SFX Type: Specifies what sound effect to play after destroying the object. Although the game reads this value, the jingle functionality has been removed in SMG2.

        • -1: No special sound effect
        • 1: SE_SY_READ_RIDDLE_S
        Obj_arg5IntegerBothFalse

        Cutscene Breaking Delay: The time in frames that has to elapse before the object gets destroyed when its cutscene is playing. Default is 60.

          Obj_arg6IntegerBothFalse

          Item Count: The number of items to spawn when destroyed. Default is 1 for Coins and 5 for Star Bits.

            Obj_arg7IntegerBothFalse

            SW_DEAD Activation Delay: The time in frames that has to elapse before SW_DEAD gets activated. Default is -1.

              Switches

              NameGamesRequired?Description
              SW_APPEARBothFalse

              Appears when this switch is activated.

              SW_DEADBothFalse

              Gets activated when destroyed.

              SW_ABothFalse

              If used, the object cannot be destroyed while this switch is not activated.

              SW_BBothFalse

              Destroys the object once triggered.

              SW_AWAKEBothFalse

              Enables rendering and resumes updates when this switch is active.

              Setup

              NameGamesRequired?DescriptionValues
              AppearPowerStarBothTrue

              If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.

                CameraBothFalse

                Used when destroying the object.

                  DemoCastBothFalse

                  Can take part in a cutscene. Its special cutscene functor action destroys it once triggered.