Super Mario Galaxy Object Database

Objects | Configs | Occurrences

Config: CymbalsStep

A set of cymbal platforms with separate collision meshes. The top one can be moved like a seesaw platform. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv).

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.

        MapParts arguments

        NameGamesRequired?DescriptionValues
        RotateSpeedBothFalse

        Rotation Speed: How fast it rotates. Default is 0. Only used if RotateAxis is 0.

          RotateAngleBothFalse

          Rotation Angle: How many angles in degrees the platform rotates. Default is 0.

            RotateAxisBothFalse

            Rotation Type: How the platform moves when stepped on. Default corresponds to 1.

            • 0: Rotate around Z axis, returns to original rotation
            • 1: Rotate XZ plane, returns to original rotation
            • 2: Rotate XZ plane (SMG2 only)
            RotateAccelTypeBothFalse

            Inertia Factor / Acceleration: Affects how long it will remain in motion. If RotateAxis is 0 or 1, it also affects how fast rotation will speed up. Default is 0.

              RotateStopTimeBothFalse

              Restore Force: The force used to restore its original rotation after getting of the platform. Only used if RotateAxis is 0 or 1.

                Switches

                NameGamesRequired?Description
                SW_APPEARSMG2False

                Appears when this switch is activated.

                SW_DEADSMG2False

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

                SW_ASMG2False

                Gets activated after Ground Pounding the top.

                SW_AWAKESMG2False

                Enables rendering and resumes updates when this switch is active.

                Setup

                NameGamesRequired?DescriptionValues
                DemoCastSMG2False

                Can take part in a cutscene.