Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Class: SimpleBreakableStrongLightObj

A basic object that can be destroyed through various means. Unlike other variants, it gets rendered after most other objects. The supported methods to destroy a certain object are hardcoded. 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_arg0IntegerSMG2False

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

    Obj_arg1IntegerSMG2False

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

      Obj_arg2FloatSMG2False

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

        Obj_arg3IntegerSMG2False

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

        • -1: Coins
        • 0: Nothing
        • 1: Star Bits
        • 2: 1-Up Mushroom
        • 3: Power Star
        Obj_arg4IntegerSMG2False

        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_arg5IntegerSMG2False

        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_arg6IntegerSMG2False

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

            Obj_arg7IntegerSMG2False

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

              Switches

              NameGamesRequired?Description
              SW_APPEARSMG2False

              The object will appear when this switch is activated.

              SW_DEADSMG2False

              Gets activated when destroyed.

              SW_ASMG2False

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

              SW_BSMG2False

              Destroys the object once triggered.

              SW_AWAKESMG2False

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

              Setup

              NameGamesRequired?Description
              CameraSMG2False

              Used when destroying the object.

              DemoCastSMG2False

              The object takes part in the cutscene. Its special cutscene functor action destroys it once triggered.

              AppearPowerStarSMG2True

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