Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Class: RotateHammerPressure

A large rotating hammer that can crush the player. Due to the way its shadows are set up, it usually has a rotation angle of 90 degrees. It comes with a huge set of parameters, configurations and optional particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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.

      Obj_arg2BooleanSMG2False

      Disable Up & Side Shadows?: If set, the UpShadow and SideShadow shadows will be invalidated.

        Obj_arg3BooleanSMG2False

        Unknown:

          MoveConditionTypeIntegerBothFalse

          Move Start Type: How the platform starts moving.

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

          Rotation Speed: 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.

            RotateAngleFloatBothFalse

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

              RotateAxisIntegerBothFalse

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

              • 0: X axis
              • 1: Y axis
              • 2: Z axis
              RotateAccelTypeIntegerBothFalse

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

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

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

                RotateTypeIntegerBothFalse

                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
                SignMotionTypeIntegerBothFalse

                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

                The object will appear 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

                The object will become visible and resume movement when this switch is activated.

                Setup

                NameGamesRequired?Description
                DemoCastBothFalse

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

                BaseMtxFollowTargetBothFalse

                Objects of this class can be followed by another BaseMtxFollower object.