Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Class: 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 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.

      MoveConditionTypeIntegerBothFalse

      Move Start Type: How the platform starts moving.

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

      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.

        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.