Super Mario Galaxy Object Database

Objects | Configs | Occurrences

Config: 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 sound effects. The sound names 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

        Invert Push Collision Up Vector?: If set, the push collision's up vector will be inverted.

          MapParts arguments

          NameGamesRequired?DescriptionValues
          MoveConditionTypeBothFalse

          Move Start Type: How the platform starts moving.

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

          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.

            RotateAngleBothFalse

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

              RotateAxisBothFalse

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

              • 0: X-axis
              • 1: Y-axis
              • 2: Z-axis
              RotateAccelTypeBothFalse

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

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

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

                RotateTypeBothFalse

                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
                SignMotionTypeBothFalse

                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

                Appears 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

                Enables rendering and resumes updates when this switch is active.

                Setup

                NameGamesRequired?DescriptionValues
                DemoCastBothFalse

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

                  BaseMtxFollowTargetBothFalse

                  Can be followed by another BaseMtxFollower object.