Difference between revisions of "Object"

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m (Object Table: Corrected values)
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|s7= —
 
|s7= —
 
|s8= —
 
|s8= —
|info= The airblock is a solid object with the wall variant, preventing you to reach certain areas in the competition. This object doesn't require any BRRES file because it loads them from another file (Please someone who knows the file write it here).
+
|info= The airblock is a solid object with the wall variant, preventing you to reach certain areas in the competition.<br>This object doesn't require any BRRES file because it loads them from another file.
 
}}
 
}}
  
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|s7= &mdash;
 
|s7= &mdash;
 
|s8= &mdash;
 
|s8= &mdash;
|info= This is the sea on GCN Peach Beach. It floods and drops with a certain time, changing his height (Y coordinate).<br>If you want ''Psea'' on your track you have to do some things: first, on your model create two planes, one at Y=0 (fifth and last "layer" of the sea, the lower; deep water, fall boundary) and a second at Y=240 (first "layer" of the sea, the highest).<br>For a strange and unknown reason the position Y=0 of ''Psea'' in game is at Y=9788 on a 3D editor, so raise up your planes of these units.<br>''Psea'' raises itself of 288 units to arrive at max height, so the "fall boundary" level of your track is at Y≤10076; but the first "layer" raises faster, so the difference from the two plane, at the max height, pass from 240 to 312 (72 units of difference), therefore "dry locations" of your track are at Y>10076+312, that is Y>10388.<br>Naturally you can create your track at different heights, moving ''Psea'' of the corrispondent height in the KMP file; X and Z moves and scales don't give problems.
+
|info= This is the sea on GCN Peach Beach. It floods and drops with a certain time, changing his height (Y coordinate).<br>If you want ''Psea'' on your track you have to do some things: first, on your model create two planes, one at Y=0 (fifth and last "layer" of the sea, the lower; deep water, fall boundary) and a second at Y=240 (first "layer" of the sea, the highest).<br>For a strange and unknown reason the position Y=0 of ''Psea'' in game is at Y=9860 on a 3D editor, so raise up your planes of these units.<br>''Psea'' raises itself of 288 units to arrive at max height, so the "fall boundary" level of your track is at Y≤10148; "dry locations" are at Y>10148+240, that is Y>10388.<br>Naturally you can create your track at different heights, moving ''Psea'' of the corrispondent height in the KMP file; X and Z moves and scales don't give problems.
 
}}  
 
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|s7= Starting height (='''X'''?)
 
|s7= Starting height (='''X'''?)
 
|s8= &mdash;
 
|s8= &mdash;
|info= The rising and dropping sea on Delfino Pier. This object is different than Psea because it raises after a certain time to a higher level and stays there after a few raises. Further the same settings as Psea. First the water drops up and down and then after a certain time it goes up with a fast speed. This cycle is done untill the max. hight is reached.
+
|info= The rising and dropping sea on Delfino Pier.<br>This object is different than Psea because it raises after a certain time to a higher level and stays there after a few raises; further the same settings as Psea.<br>First the water drops up and down and then after a certain time it goes up with a fast speed; this cycle is done until the max height is reached.
 
}}
 
}}
  

Revision as of 19:50, 29 June 2015

Here is a list with used global objects, they can be edited in a KMP Editor.


Main List

This list includes the names of the object as found in Race/Common.szs/ObjFlow.bin. Also it contains an explanation of the settings values, in order, as found in the KMP files. Please note that the SZS Modifier's KMP Editor shows the settings in an other way. See note 4 for more details.

Note [1]: Name

Name extracted from ObjFlow.bin. If you click the hyperlink under the object name you will enter Wiimms Track Reference with more info and a cross reference.

Note [2]: Filenames

List of filenames extracted from ObjFlow.bin. Most filenames are followed by one or more flags:

  • B : BRRES file is needed.
  • E : Effect files (BREFF+BREFT pair in sub directory ./effect/) are needed.
  • K : KCL file is needed.
  • D : BRASD file in sub directory ./brasd/ is needed.
  • A number before a letter is a multiplicator.
  • ?: No related file found. The question mark appears for objects, that are not used by any track.

Note [3]: Flags

The flags are generated by scanning ObjFlow.bin and analyzing the track and arenas files:

  • R: All analyzed tracks have a route.
  • r: Optional route (all tracks analyzed)
  • S: Solid object (ObjFlow.bin)
  • T: Used in a standard track.
  • A: Used in a battle arena.
  • O: Used in other SZS files (old, demo, ...)

Note [4]: Settings

If at least one of Nintendo tracks use a setting for an object with a non null value and no other description is available, the field is marked with "unknown".

The SZS Modifier shows the ten 16-bit values route, 8*settings and presence flag as five 32-bit hexadecimal numbers in the following format:

SZS Modifier Presentation
Route Setting Value 1 Setting Value 2 Setting Value 3 Setting Value 4 Setting Value 5 Setting Value 6 Setting Value 7 Setting Value 8 Presence Flags
rrrr 1111 2222 3333 4444 5555 6666 7777 8888 pppp
Settings 1 Settings 2 Settings 3 Settings 4 Settings 5

KMP-Objects.png

Note [?]: Unsure Parameters

This parameters should be confirmed. In all Nintendo tracks and Arenas the value is 0 and it seems an unused parameter. But in this table a meaning was entered. It may be an error.

Object Table

There is also a cross reference to all tracks and battle arenas. If you want to search objects you can also use Wiimms external KMP Object Query. His object database is based on this Wiiki page and updated frequently.


2*ID
Name[1]
Filenames[2]
Flags[3]
Object Info
Settings[4]
#1 #2 #3 #4 #5 #6 #7 #8
0x001 = 1
airblock
-S ---

The airblock is a solid object with the wall variant, preventing you to reach certain areas in the competition.
This object doesn't require any BRRES file because it loads them from another file.
0x002 = 2
Psea
Psea(B)
-- T--

This is the sea on GCN Peach Beach. It floods and drops with a certain time, changing his height (Y coordinate).
If you want Psea on your track you have to do some things: first, on your model create two planes, one at Y=0 (fifth and last "layer" of the sea, the lower; deep water, fall boundary) and a second at Y=240 (first "layer" of the sea, the highest).
For a strange and unknown reason the position Y=0 of Psea in game is at Y=9860 on a 3D editor, so raise up your planes of these units.
Psea raises itself of 288 units to arrive at max height, so the "fall boundary" level of your track is at Y≤10148; "dry locations" are at Y>10148+240, that is Y>10388.
Naturally you can create your track at different heights, moving Psea of the corrispondent height in the KMP file; X and Z moves and scales don't give problems.
0x003 = 3
lensFX
lensFX
-- TA-

Generates a lens flare object when looking at the sun. It's also highly recommed to place this object near the sun.
0x004 = 4
venice_nami
venice_nami(B)
-- -A-

The rising and dropping sea on Delfino Pier.
This object is different than Psea because it raises after a certain time to a higher level and stays there after a few raises; further the same settings as Psea.
First the water drops up and down and then after a certain time it goes up with a fast speed; this cycle is done until the max height is reached.
Rising height per cyclus Reset height (relative to placement y) No visible change (tested with 0x0000, 0x0001 and 0xF000) Time to rise X units
Max. Height (relative to placement y) Controls when to reset unknown values Starting height (=X?)
0x005 = 5
sound_river
R- T--

This object generates a river sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it.
0x006 = 6
sound_water_fall
R- T--

This object generates a waterfall sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it.
0x007 = 7
pocha
pocha(BE)
-- TA-

This object generates a water splash effect when a player falls in the water with the same assigned kcl id.
KCL Index
0x008 = 8
sound_lake
R- T--

This object generates a lake sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it.
0x009 = 9
sound_big_fall
R- T--

This object generates a louder waterfall? sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it.
0x00a = 10
sound_sea
R- T--

This object generates a sea sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it.
0x00b = 11
sound_fountain
R- T--

This object generates a fountain sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it. It seems this object does not work on all slots. Working on CM and not working on LC and MMM.
0x00c = 12
sound_volcano
R- T--

This object generates a volcano sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it.
0x00d = 13
sound_audience
R- T--

This object generates an audience sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it.
Works on slots 1.1, 1.4, 2.3, 3.1, and 5.4. Slot 3.1 does not feature slot-based audience ambience.
0x00e = 14
sound_big_river
R- T--

This object generates a louder river sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it.
0x00f = 15
sound_sand_fall
-- ---

This object generates the falling sand sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it.
0x010 = 16
sound_lift
R- T--

This object generates a lift sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it. Route Setting 1 is always 1 in all Nintendo tracks.
0x011 = 17
pochaYogan
pochaYogan(BE)
-- T--

This object generates a lava splash effect when a player falls trough the lava fall boundary with the same assigned KCL id.
KCL Index
0x012 = 18
entry
entry(E)
-- T-O

This object generates a fire around the player when a player falls trough fall boundary with the same assigned id.
0x013 = 19
pochaMori
pochaMori(E)
-- TA-

This object generates a leaf "splash" effect when a player falls trough the tree with the same assigned fall boundary id.
KCL Index
0x014 = 20
eline_control
-- TA-

Enemy line controller. Multiple controllers can be chained together. The timer of the next controller in a chain beings after the end of the previous. Controller ID 0 is reserved to indicate the end of a controller chain. Enemies can choose to not obey a controller unless the next EHPH Section is set to -1. Found in tracks 1.4, 2.2, 3.4 and 4.1 and in Arena 1.2.
Entry Flag:
0 = Do Not Enter
1 = Enter
Time to Next Controller (seconds) Controller ID Next Controller ID
ENPH Section. If -1, use ENPH of previous controller.
0x015 = 21
sound_Mii
R- T--

This object generates a mii crowd sound effect, the range where the sound comes from is controlled by the route. So this object doesn't follow the route but makes use of it.
0x016 = 22
begoman_manager
-- --O

Galaxy colosseum spinner manager
unknown unknown
0x017 = 23
ice
ice(B)
-- T--

Generates ice around you when you get respawned. The location of the object doesn't matter, if the object is present you'll always get the ice effect. This object works in every Slot, but is necessary to allow tracks to work in Slot 6.1.
0x018 = 24
startline2D
-- ---

This object generates a finishline at given location, this object is used in competitions where you have to drive laps on a battle course and some others.
0x065 = 101
itembox
itembox(B)
-S TAO

This is a spinning box with a question mark in it, if you touch it it'll snap and an item lottery begins. After the lottery you'll get the item shown.
unknown Item type (player) Item type (enemy) unknown
timing lottery unknown
0x066 = 102
DummyPole
-S T-O

This is the solidity of the poles of different courses. Deleting this object will cause the Dummy pole itself to be unsolid.
Wall KCL Variant
0x067 = 103
flag
flag
-S ---

 ?
0x068 = 104
flagBlend
flagBlend
-S ---

 ?
0x069 = 105
gnd_sphere
-- ---

 ?
0x06a = 106
gnd_trapezoid
-- ---

 ?
0x06b = 107
gnd_wave1
-- ---

 ?
0x06c = 108
gnd_wave2
-- ---

 ?
0x06d = 109
gnd_wave3
-- ---

 ?
0x06e = 110
gnd_wave4
-- ---

 ?
0x06f = 111
sun
sun(B)
-- TA-

The sun in the vrcorn, To make the effect use it along with lensFX.
0x070 = 112
woodbox
woodbox(BE)
-S T--

A wooden box. When the player touches it, he will slow down and the box will brick and drops an item.
Item to give. Chance in 1/100 of giving an item.
0x071 = 113
KmoonZ
KmoonZ(B)
-- T--

The moon of Rainbow Road.
0x072 = 114
sunDS
sunDS(B)
R- T--

The moving and firesnake dropping sun on DS Desert Hills. It follows a certain route which also controls when the sun drops the snakes. The route setting 1 controls the behavior: 0xa start point, 0xc8 (sun tops moving) and 0x258 (drop a firesnake) are possible values.

Only slots 3.1 and 7.1 support this Object. In other slots the object will force a black screen.

Delay between standing still and going further in 1/60s. Delay before starting in 1/60s.
0x073 = 115
coin
coin(BE)
-S -A-

Present in all battle courses, when touched it disappears and you get +1 point (only in coin runners). Some coins do not appear at the start of the battle but show up later, this can be controlled by the settings.
Presence flag/coin ID Min. before showing up
0x074 = 116
ironbox
-S ---

A woodbox which is unbreakable, when touched it acts like a wall.
0x075 = 117
ItemDirect
-- ---

An item is placed directly on the ground. Objects like Bullet Bill can't be placed because they are not meant to be dropped. This object doesn't show up at Time Trials.
Item type
0x076 = 118
s_itembox
itembox(B)
-S TA-

An itembox that acts like a kart, it moves with moving kcl, when placed high it falls until it reaches the ground and when placed on a steep surface it falls. Unlike other itemboxes this itembox has no settings for the item type.
Speed[?]
unknown
0x077 = 119
pile_coin
coin(BE)
-S ---

Coin with different texture than normal one; when touched it doesn't disappear but sparks appear.
0x0c9 = 201
f_itembox
itembox(B)
RS T-O

A route controlled itembox. If any route setting #2 is 1, expxlodes-mode is activated.
Start speed (units per 1/60s). If a route setting #1 is >0, a new speed is defined. Item type (player) Item type (enemy) unknown (0 or 1 in Nintendos tracks)
Route startpoint
0x0ca = 202
MashBalloonGC
MashBalloonGC(B)
R- T-O

An airballoon as seen on GCN Mario Circuit. It has an assigned route but also floats from Y to Y.
Speed Max. Y difference
0x0cb = 203
WLwallGC
WLwallGC(BK)
-S T--

Horizontal moving Piranha Plant wall from GCN Waluigi Stadium. It moves like a sinus (in <> out). Used normally with WLdokanGC.
Time inside the pipe Time outside the pipe speed lenght of going
going out first time
0x0cc = 204
CarA1
CarA1(B)
RS T--

Moving Car from Coconut Mall. It moves exactly like WLWallGC but instead left <> right.
Speed Acceleration Time of pause
0x0cd = 205
basabasa
basabasa(B)
RS T--

Bats following a route, when touched they act like a wall. The bats are released as groups which can be edited in any way. When using this object it is recommed to use values seen in normal Nintendo tracks for s4 and s5 since the way to change them is very strange.
Speed (units per 1/60s). Delay until start of the next group in 1/60s. Multiple groups can be on the way. Number of bats per group. How far they can get off the route (unknown values).
Strength (unsure). Maximal amount of bats before terminating (not affected by s3). Start delay in 1/60s. unknown
0x0ce = 206
HeyhoShipGBA
HeyhoShipGBA(B)
R- T--

Shy Guy ship which shoots exploding cannonballs. It only works on GBA Shy Guy beach slot, so be aware when making a track with it.
speed how strong it moves up and down
0x0cf = 207
koopaBall
koopaBall(BE)
RS T--

A gigantic exploding fireball, used with koopaFigure.
speed
0x0d0 = 208
kart_truck
K_truck(B)
RS T--

Truck from Moonview Highway

Route Setting #1 is for blinking (1=left, 2=right). Route Setting #2 selects the speed (0 or 1).

Route startpoint Speed #0 in 1/60s Speed #1 in 1/60s Texture: 0=MooMoo, 1=Fruit, 2=Factory
0x0d1 = 209
car_body
K_car_body(B)
RS T--

Car from Moonview Highway.

Route Setting #1 is for blinking (1=left, 2=right). Route Setting #2 selects the speed (0 or 1).

Route startpoint Speed #0 in 1/60s Speed #1 in 1/60s 0=blue, 1=red, 2=yellow
unknown
0x0d2 = 210
skyship
skyship(B)
R- T-O

Blimp from Luigi Circuit
Route startpoint Speed
0x0d3 = 211
w_woodbox
woodbox(BE)
RS T--

Box following route. Route setting #1 sets the speed (gets added to s1)
Speed Item to give Chance unknown
Delay before starting Time between 2 boxes Max. amount of boxes
0x0d4 = 212
w_itembox
itembox(B)
RS T--

Item box following route
unknown
unknown unknown unknown
0x0d5 = 213
w_itemboxline
Block(BE)
itembox(B)
Press(BE)
RS T--

A press, block and itembox combination from Toad's Factory. Each block follows a route until it reach the press. The press converts it to an itembox. The itembox continues the route.
unknown
unknown unknown unknown
0x0d6 = 214
VolcanoBall1
VolcanoBall1(BE)
RS T--

Firery rock from Grumble Volcano, when created a volcano explosion occurs and it follows the route until it touches a solid part. Then it becomes a fire.
Fireball speed Delay before starting Time between 2 fireballs Time until the fire goes out
0x0d7 = 215
penguin_s
penguin_s(BE3D)
RS T--

Small penguin from N64 Sherbet Land. Route setting #1: 0x0=default 0x1=Glide 0x2=Animation faster 0x3=Default. Route setting #2 describes the speed when #1 =/= 0x0
Speed
0x0d8 = 216
penguin_m
penguin_m(BED)
RS T--

Medium penguin from N64 Sherbet Land. Route setting #1: 0x0=default 0x1=Glide 0x2=Animation faster 0x3=Default. Route setting #2 describes the speed when #1 =/= 0x0
Speed
0x0d9 = 217
penguin_l
penguin_l(BE)
R- T--

Large penguin from N64 Sherbet Land. Route setting #1: 0x0=default 0x1=Glide 0x2=Animation faster 0x3=Default. Route setting #2 describes the speed when #1 =/= 0x0
Speed
0x0da = 218
castleballoon1
castleballoon1(B)
R- T-O

Balloon from Mario Circuit
Speed Max Y difference
0x0db = 219
dossunc
dossun(BE)
rS T--

Thwomp with optional route. Without route, settings 2 must be 0.
Route speed. Behaviour with route: 1= On every routepoint / 2= Goes left and right before going down / 3= Grounded thwomp, goes left/right. Start delay in 1/60 sec. Sleep time in 1/60 sec.
0x0dc = 220
dossunc_soko
-- ---

 ?
0x0dd = 221
boble
boble(BE)
RS T--

Podoboo from GBA Bowser Castle 3. Route setting #1 controls the speed (gets added to s1) and #2 = 0x1 means that the model flips horizontally.
Speed
0x0de = 222
K_bomb_car
K_bomb_car(BE)
RS T--

Bomb car from Moonview Highway.

Route Setting #1 is for blinking (1=left, 2=right). Route Setting #2 selects the speed (0 or 1).

Route startpoint Speed #0 in 1/60s Speed #1 in 1/60s
0x0df = 223
K_bomb_car_dummy
K_bomb_car_dummy
-S ---

 ?
0x0e0 = 224
car_body_dummy
car_body_dummy
-S ---

 ?
0x0e1 = 225
kart_truck_dummy
kart_truck_dummy
-S ---

 ?
0x0e2 = 226
hanachan
hanachan(BE2D)
RS T--

Wiggler from Maple Treeway. Route #1 describes delay before going to next point.
Speed
0x0e3 = 227
seagull
seagull(B)
R- T--

Bird(s) following route
Speed Amount of birds
0x0e4 = 228
moray
moray(B)
R- TA-

Unagi (eel) from Koopa Cape and Chain Chomp Wheel.
unknown
0x0e5 = 229
crab
crab(BE3D)
RS T--

Crab from GBA Shy Guy Beach. Route setting 1 defines the sleeping time in 1/60s.
Speed in units per 1/60s Crab view direction: 0=left, 1=right
0x0e6 = 230
basabasa_dummy
-S ---

 ?
0x0e7 = 231
CarA2
CarA2(B)
RS T--

Moving Car from Coconut Mall.
Speed. Acceleration. Time of pause.
0x0e8 = 232
CarA3
CarA3(B)
RS T--

Moving Car from Coconut Mall.
Speed. Acceleration. Time of pause.
0x0e9 = 233
Hwanwan
wanwan(BE)
RS T--

Route-following Chain Chomp from DS Peach Gardens
Speed Amount of itemboxes carried.
0x0ea = 234
HeyhoBallGBA
HeyhoBallGBA(BE)
-S T--

Cannonball landing area - GBA Shy Guy Beach
Route ID from where the ship shoots Time between shot and the arrival
0x0eb = 235
Twanwan
Twanwan(B)
RS -A-

Rolling Chomp
unknown unknown Speed unknown
Start lag unknown
0x0ec = 236
cruiserR
cruiser(BE)
R- T--

Route-following boat - Daisy Circuit
start speed
0x0ed = 237
bird
bird(B)
R- T--

Bird from GCN DK Mountain
unknown unknown
0x0ee = 238
sin_itembox
itembox(B)
RS T--

Itembox, that follows a route back and forth. Speed is like sinus. Route setting #2: 0=asymetric, 1=symetric
Cycle time in 1/60 sec
Start delay in 1/60 sec
0x0ef = 239
Twanwan_ue
Twanwan_ue
-S ---

 ?
0x0f0 = 240
BossHanachan
hanachan(BE2D)
-S ---

 ?
0x0f1 = 241
Kdossunc
-S ---

 ?
0x0f2 = 242
BossHanachanHead
-S ---

 ?
0x0f3 = 243
K_bomb_car1
K_bomb_car1
-S ---

 ?
0x12d = 301
dummy
dummy
-- ---

 ?
0x12e = 302
dokan_sfc
dokan_sfc(B)
-S T--

Pipe from SNES Mario Circuit 3
0x12f = 303
castletree1
castletree1(B)
-- T-O

An unsolid swaying tree from Moo Moo Meadows and Mario Circuit.
0x130 = 304
castletree1c
castletree1(B)
-S T-O

A solid swaying tree from Moo Moo Meadows and Mario Circuit.
0x131 = 305
castletree2
castletree2(B)
-- T-O

An unsolid swaying tree from Moo Moo Meadows and Mario Circuit. The tree turns to look always to the player.
0x132 = 306
castleflower1
castleflower1(B)
-- T-O

Flower from Mario Circuit
0x133 = 307
mariotreeGC
mariotreeGC(B)
-- T-O

An unsolid swaying tree from GCN Mario Circuit.
0x134 = 308
mariotreeGCc
mariotreeGC(B)
-S T-O

A solid swaying tree from GCN Mario Circuit.
0x135 = 309
donkytree1GC
donkytree1GC(B)
-- T--

An unsolid tree from GCN DK Mountain.
0x136 = 310
donkytree2GC
donkytree2GC(B)
-- T--

An unsolid tree from GCN DK Mountain.
0x137 = 311
peachtreeGC
peachtreeGC(B)
-- T--

An unsolid swaying tree from GCN Peach Beach.
0x138 = 312
peachtreeGCc
peachtreeGC(B)
-S T--

A solid swaying tree from GCN Peach Beach.
0x139 = 313
npc_mii_a
npc_mii_a
-- ---

 ?
0x13a = 314
npc_mii_b
npc_mii_b
-- ---

 ?
0x13b = 315
npc_mii_c
npc_mii_c
-- ---

 ?
0x13c = 316
obakeblockSFCc
obakeblockSFC(B)
-S T--

Falling block from SNES Ghost Valley 2, will only work on Slot 5.3.
Time trial and online: T=S2+S3/60. If T>0: delay for automatic fall down since begin of count down in seconds. Time trial and online: Add value/60 to setting #2.
0x13d = 317
WLarrowGC
WLarrowGC(B)
-- T--

Arrow with eyes from GCN Waluigi Stadium
0x13e = 318
WLscreenGC
WLscreenGC(B)
-- T--

TV from GCN Waluigi Stadium. Nintendo disables it online (PFlag=9)
0x13f = 319
WLdokanGC
WLdokanGC(BK)
-S T--

Big pipe from GCN Waluigi Stadium
0x140 = 320
MarioGo64c
MarioGo64(B)
-S T--

The "GO" sign from N64 Mario Raceway
0x141 = 321
PeachHunsuiGC
PeachHunsuiGC(BE)
-- T--

Fountain from GCN Peach Beach
0x142 = 322
kinokoT1
kinokoT1(B)
-S T--

Moving bouncy mushroom decoration from Mushroom Gorge
0x143 = 323
kinokoT2
kinokoT2
-S ---

 ?
0x144 = 324
pylon01
pylon01(B)
-S T--

Street cone - Daisy Circuit. Only slots 3.1 and 7.1 support this Object. In other slots the object will force a black screen.
unknown
0x145 = 325
PalmTree
PalmTree(B)
-S T--

A solid palm from Coconut Mall. It is the largest tree of Mario Kart Wii.
0x146 = 326
parasol
parasol(B)
-S T--

Parasol - Coconut Mall
unknown
0x147 = 327
cruiser
cruiser(BE)
-- T--

Boat from Daisy Circuit and Koopa Cape
0x148 = 328
K_sticklift00
K_sticklift00(B)
-S T--

Barrier gate from DK Summit
0x149 = 329
heyho2
heyho2(B)
K_chairlift00(B)
R- T--

Shy guy that goes with the lift, the lift is K_chairlift00.brres
unknown
0x14a = 330
HeyhoTreeGBAc
HeyhoTreeGBA(B)
-S T--

A small a solid tree from GBA Shy Guy Beach.
0x14b = 331
MFaceBill
MFaceBill
-- ---

 ?
0x14c = 332
truckChimSmk
truckChimSmk(BE)
-S T--

Smoke generator on Wario's Gold Mine and Maple Treeway
Time to start smoking unknown
0x14d = 333
MiiObj01
MiiObj01(B)
-- T-O

Mii audience from Luigi Circuit
0x14e = 334
MiiObj02
MiiObj02(B)
-- T-O

Mii audience from Luigi Circuit
0x14f = 335
MiiObj03
MiiObj03(B)
-- T-O

Mii audience from Luigi Circuit
0x150 = 336
gardentreeDS
gardentreeDS(B)
-- T--

An unsolid and thin tree from DS Peach Gardens.
0x151 = 337
gardentreeDSc
gardentreeDS(B)
-S T--

A solid and thin tree from DS Peach Gardens.
0x152 = 338
FlagA1
FlagA1(B)
-- T--

Starting line flag from Wario's Gold Mine
0x153 = 339
FlagA2
FlagA2(B)
-- T--

Starting line flag from Moo Moo Meadows
0x154 = 340
FlagB1
FlagB1(B)
-- T--

"W" flag from Wario's Gold Mine.
0x155 = 341
FlagB2
FlagB2(B)
-- T-O

"L" Flag from Luigi Circuit.
0x156 = 342
FlagA3
FlagA3(B)
-- T--

"Mario Kart" flag. [1]
0x157 = 343
DKtreeA64
DKtreeA64(B)
-- T--

An unsolid tree from N64 DK's Jungle Parkway.
0x158 = 344
DKtreeA64c
DKtreeA64(B)
-S T--

A solid tree from N64 DK's Jungle Parkway.
0x159 = 345
DKtreeB64
DKtreeB64(B)
-- T--

An usolid tree from N64 DK's Jungle Parkway with a small crown.
0x15a = 346
DKtreeB64c
DKtreeB64(B)
-S T--

A solid tree from N64 DK's Jungle Parkway with a small crown.
0x15b = 347
TownTreeDSc
TownTreeDS(B)
-S T--

A solid tree from DS Delfino Square with orange leaves (autumn).
0x15c = 348
Piston
Piston(B)
-- T--

Piston machine decoration from Toad's Factory
0x15d = 349
oilSFC
oilSFC(B)
-S T--

Oil puddle from SNES Mario Circuit 3
0x15e = 350
DKmarutaGCc
DKmarutaGC
-- ---

 ?
0x15f = 351
DKropeGCc
DKropeGC
-S ---

 ?
0x160 = 352
mii_balloon
mii_balloon(B)
-- T--

Floating balloon from Coconut Mall
0x161 = 353
windmill
windmill(B)
-- T--

Rotating windmill decoration from Moo Moo Meadows
0x162 = 354
dossun
dossun(BE)
-- T--

Unsolid thwomp, (caged) decoration N64 Bowser's Castle.
0x163 = 355
TownTreeDS
TownTreeDS(B)
-- T--

An unsolid tree from DS Delfino Square with orange leaves (autumn).
0x164 = 356
Ksticketc
Ksticketc(B)
-S T--

Port, opens when approaching
0x165 = 357
monte_a
monte_a(B)
-- T--

Pianta (Alone)
unknown unknown unknown
0x166 = 358
MiiStatueM1
MiiStatueM1(B)
-- -A-

Mario statue from Block Plaza
0x167 = 359
ShMiiObj01
ShMiiObj01(B)
-- T--

Mii audience from Coconut Mall
0x168 = 360
ShMiiObj02
ShMiiObj02(B)
-- T--

Mii audience from Coconut Mall
0x169 = 361
ShMiiObj03
ShMiiObj03(B)
-- T--

Mii audience from Coconut Mall
0x16a = 362
Hanabi
Hanabi(E)
-- T--

Fireworks (used in cutsene tracks)
unknown
0x16b = 363
miiposter
miiposter(B)
-- T--

Mii posters from Coconut Mall
0x16c = 364
dk_miiobj00
dk_miiobj00(B)
-- T--

Mii audience from DK Summit
0x16d = 365
light_house
light_house(B)
-- T--

Lighthouse from Daisy Circuit
0x16e = 366
r_parasol
r_parasol(B)
-S T--

Parasol from GBA Shy Guy Beach; it opens or closes itself when is hit
Starting state (opened or closed)
0x16f = 367
obakeblock2SFCc
obakeblockSFC(B)
-S T--

Falling block from SNES Ghost Valley 2, will only work on Slot 5.3.
Time trial and online: T=S2+S3/60. If T>0: delay for automatic fall down since begin of count down in seconds. Time trial and online: Add value/60 to setting #2.
0x170 = 368
obakeblock3SFCc
obakeblockSFC(B)
-S T--

Falling blocks from SNES Ghost Valley 2, will only work on Slot 5.3.
If this value is not 0, this block will fall when touched in Grand Prix or VS mode. Time trial and online: T=S2+S3/60. If T>0: delay for automatic fall down since begin of count down in seconds. Time trial and online: Add value/60 to setting #2.
0x171 = 369
koopaFigure
koopaFigure(B2D)
-- T--

Bowser statue from Bowser's Castle
0x172 = 370
pukupuku
pukupuku(B)
-- TA-

Cheep Cheep
0x173 = 371
v_stand1
v_stand1
-- ---

 ?
0x174 = 372
v_stand2
v_stand2
-- ---

 ?
0x175 = 373
leaf_effect
leaf_effect(E)
-S T--

Leaf effect when you drive/fly through tree leafs (use AREA).
0x176 = 374
karehayama
karehayama(BE)
-S T--

Leaf pile from Maple Treeway
Item to give Chance of dropping items.
0x177 = 375
EarthRing
EarthRing(B)
-- T--

Earth luminous ring from Rainbow Road
0x178 = 376
SpaceSun
SpaceSun(B)
-- T--

The sun in Rainbow Road
0x179 = 377
BlackHole
BlackHole
-- ---

 ?
0x17a = 378
StarRing
StarRing(BE)
-- T--

The Launch Star from Rainbow Road
0x17b = 379
M_obj_kanban
M_obj_kanban
-- ---

Yellow/black fence. Can be found in competitions.
0x17c = 380
MiiStatueL1
MiiStatueL1(B)
-- T--

 ?
0x17d = 381
MiiStatueD1
MiiStatueD1(B)
-- T--

 ?
0x17e = 382
MiiSphinxY1
MiiSphinxY1
-- ---

Yoshi Sphinx from Dry Dry Ruins
0x17f = 383
MiiSphinxY2
MiiSphinxY2(B)
-- T--

Yoshi Sphinx from Dry Dry Ruins
0x180 = 384
FlagA5
FlagA5(B)
-- T--

Start line flag from Koopa Cape
0x181 = 385
CarB
CarB(B)
-- T--

Non Solid Car Decorations from Coconut Mall
0x182 = 386
FlagA4
FlagA4
-- ---

 ?
0x183 = 387
Steam
Steam(E)
-- T--

Steam effect from Toad's Factory
unknown unknown unknown
0x184 = 388
Alarm
Alarm(E)
-- T--

Alarm effect from Toad's Factory
0x185 = 389
group_monte_a
group_monte_a(B)
-- T-O

Pianta audience
0x186 = 390
MiiStatueL2
MiiStatueL2(B)
-- -A-

Luigi statue from Block Plaza
0x187 = 391
MiiStatueD2
MiiStatueD2(B)
-- -A-

Daisy statue from Block Plaza
0x188 = 392
MiiStatueP1
MiiStatueP1(B)
-- -A-

Peach statue from Block Plaza
0x189 = 393
SentakuDS
SentakuDS(B)
-- T--

Hanging clothes decoration
0x18a = 394
fks_screen_wii
fks_screen_wii(B)
-- -A-

TV from Funky Stadium
0x18b = 395
KoopaFigure64
KoopaFigure64(BE)
-S T--

Bowser statue from N64 Bowser's Castle
unknown unknown unknown
0x18c = 396
b_teresa
b_teresa(B)
-- T--

Flying boo (ghost) from SNES Ghost Valley 2 controlled by AREA type 7. Use exact one object.
0x18d = 397
MiiStatueDK1
MiiStatueDK1
-- ---

 ?
0x18e = 398
MiiKanban
MiiKanban(B)
-- T-O

Luigi face sign from Luigi Circuit
0x18f = 399
BGteresaSFC
BGteresaSFC(B)
-- T--

Flying boo (ghost) from SNES Ghost Valley 2.
0x191 = 401
kuribo
kuribo(B2D)
RS T-O

Goomba
Respawn Time Speed Animation speed
0x192 = 402
choropu
choropu(BE)
RS T--

Moving Monty Mole from Moo Moo Meadows. Route setting #2: 0 = burrow, 1 = pop out. Don't use it together with choropu2.
Speed Start lag
0x193 = 403
cow
cow(B5D)
RS T--

A master cow following a route followed by some more cows (from Moo Moo Meadows).

The master cow starts at the first point of the route, all other cows around the object position.

Number of slave cows following the master cow unordered. unknown Start delay of the slave cows in 1/60s. The master cow starts a few seconds earlier.
0x194 = 404
pakkun_f
pakkun_f(B2D)
-S T-O

Piranha Plant from GCN Mario Circuit
Idle time in 1/60s between 2 attacks in time trial and online.
0x195 = 405
WLfirebarGC
WLfirebarGC(B)
-S T--

Rotating fire bars from GCN Waluigi Stadium
Fireballs per arm Rotations per 360s Fireball distance Number or arms
0x196 = 406
wanwan
wanwan(BE)
-S T--

Chain Chomp. Snaps in a wedge shape that is directed to a given point.
Length of chain (in game units) unknown Let (X,Y) be the the center of the wedge points to, then (X/10) if X positive, 65536+(X/10) if X negative
Let (X,Y) be the the center of the wedge points to, then (Y/10) if Y positive, 65536+(Y/10) if Y negative Time to wander around (in 60th of seconds). If 0, about 5 seconds is used. Add 3.5 seconds for full cycle time (width of wedge in degrees-35)/2
0x197 = 407
poihana
poihana(BE2D)
-S T--

Cataquack (the monster that flings you into the air) from GCN Peach Beach
unknown unknown
0x198 = 408
DKrockGC
DKrockGC(BE)
RS T--

Falling rock from GCN DK Mountain. Only respawns if its Route's header has Cycle set to 01. Slot 8.3 enables its SFX.
not 0: Delay of ~1.5s for the second rock. Minimal cycle time in 1/60s. Speed. Bouncing factor.
0x199 = 409
sanbo
sanbo(BED)
RS T--

Pokey
Amount of points in the assigned route
0x19a = 410
choropu2
choropu(BE)
-S T--

Monty Mole from DS Peach Gardens. Don't use it together with choropu.
Hide time in 1/60s, add ~2.6s for cycle time. Start delay in 1/60s.
0x19b = 411
TruckWagon
TruckWagon(BE)
RS T--

Truck from Wario's Gold Mine
unknown unknown unknown unknown
0x19c = 412
heyho
heyho(B)
RS T--

Shy Guy obstacle from DK Summit
unknown unknown
0x19d = 413
Press
Press(BE)
-S T--

The press from Toad's Factory (over the belts). The entered position is the sleeping position. So place it over the ground (600 is a good value). The total cycle time depends on the sleep time and the falling height.
Start delay in 1/60s. Sleep time in 1/60s. Special case 0: one time shoot.
0x19e = 414
Press_soko
-- ---

 ?
0x19f = 415
pile
pile
-S ---

 ?
0x1a0 = 416
choropu_ground
-S ---

 ?
0x1a1 = 417
WLfireringGC
WLfirebarGC(B)
-S T--

Rotating fire rings from GCN Waluigi Stadium
unknown unknown unknown unknown
0x1a2 = 418
pakkun_dokan
pakkun_dokan(B)
-S T--

Pipe of potted Piranha Plant
0x1a3 = 419
begoman_spike
begoman_spike(BE)
-S --O

Topman from Galaxy Colosseum
unknown unknown unknown unknown
unknown unknown unknown unknown
0x1a4 = 420
FireSnake
FireSnake(BE)
-S T--

Grounded Podoboo from DS Desert Hills
unknown unknown
0x1a5 = 421
koopaFirebar
koopaFirebar(B)
WLfirebarGC(B)
-S T--

Rotating firebar from Bowser's Castle
# of fireballs per row Speed Fireball Distance # of fireball groups
0x1a6 = 422
Epropeller
Epropeller(BE)
-S T--

Electric propeller from Koopa Cape
Rotations per 12 sec 0=clockwise, 1=countercl.
0x1a7 = 423
dc_pillar_c
-S ---

 ?
0x1a8 = 424
FireSnake_v
FireSnake(BE)
-S T--

Grounded Podoboo from Grumble Volcano
unknown unknown unknown
0x1a9 = 425
honeBall
honeBall
-S ---

Fireball, Part of other id
0x1aa = 426
puchi_pakkun
puchi_pakkun(BD)
-S T--

Small Pirahna Plants from N64 Mario Raceway
0x1ab = 427
sanbo_big
sanbo(BED)
-S ---

 ?
0x1ac = 428
sanbo_big.2
sanbo(BED)
-S ---

 ?
0x1f5 = 501
kinoko_ud
kinoko(B)
-S T--

Moving decoration mushroom from Mushroom Gorge
Texturing:
0 = Light, 1 = Dark
0x1f6 = 502
kinoko_bend
kinoko(B)
-S T--

Bouncy mushroom
Texturing:
0 = Light, 1 = Dark
0x1f7 = 503
VolcanoRock1
VolcanoRock1(BK)
-S T--

Floating drivable rock (at Grumble Volcano in the lava), it goes up and down and left and right.
Model/Effect/KCL file to use (0 or 1) Time to go from x1 to x2 and back (1/60s) Max X movement in both directions unknown
Y movement speed in units/sec. Max Y movement
0x1f8 = 504
bulldozer_left
bulldozer_left(BK)
-S T--

The moving bulldozer from Toad's Factory
Movement Distance Movement Time Time before starting
Time of standing still
0x1f9 = 505
bulldozer_right
bulldozer_right(BK)
-S T--

The moving bulldozer from Toad's Factory
Movement Distance Movement Time Time before starting
Time of standing still
0x1fa = 506
kinoko_nm
kinoko(B)
-S T--

Green mushroom
Texturing:
0 = Light, 1 = Dark
0x1fb = 507
Crane
Crane(BK)
-S T--

Crane platform Toad's Factory
unknown unknown unknown
0x1fc = 508
VolcanoPiece
VolcanoPiece1(BK)
-S T--

Floating, shaking and sinking (driveable) rock from Grumble Volcano
Model/KCL reference Time until it shakes in seconds (Already starts 4 seconds before ingame timer) Time it shakes in seconds No visible effect, either 00 or s2 + x (x = value between 3-12)
No visible effect, on GV always the same value as s3 No visible effect, either 00 or s4 + the same x value No visible effect, on GV always the same value as s3 and s5 Time in frames between shaking and falling (always 30 frames on GV)
0x1fd = 509
FlamePole
FlamePole(BEK)
-S T--

Ground fire geyser from Bowser's Castle
Cycle time in x/60 sec + 9s. Start delay in 1/60s. Size factor
0x1fe = 510
TwistedWay
TwistedWay(B)
-- T--

Moving section from Bowser's Castle
0x1ff = 511
TownBridgeDSc
TownBridgeDS(BK)
-S T--

Bridge of DS Delfino Square
unknown unknown unknown unknown
0x200 = 512
DKship64
DKship64(BE)
group_enemy_a(B)
group_enemy_b(B)
RS T--

Ship's audience from N64 DK's Jungle Parkway
unknown
0x201 = 513
kinoko_kuki
-S ---

Bouncy mushroom stem
0x202 = 514
DKturibashiGCc
DKturibashiGC(B)
-- T--

Bridge from GCN DK Mountain
0x203 = 515
FlamePoleEff
FlamePoleEff
-S ---

 ?
0x204 = 516
aurora
aurora(B)
-- T--

Moving section from Rainbow Road
0x205 = 517
venice_saku
venice_saku(BK)
-S -A-

Fence gate from Delfino Pier
unknown unknown unknown
0x206 = 518
casino_roulette
casino_roulette(BK)
-S -A-

Almost the entirety of Chain Chomp Wheel
0x207 = 519
BossField01_OBJ1
BossField01_OBJ1
-S ---

 ?
0x208 = 520
dc_pillar
dc_pillar(BEK)
-S T--

 ?
Time before falling in 1/60s. final angle in degrees (0=vertical, 90=horizontal), normally ≥90 unknown unknown
0x209 = 521
dc_sandcone
dc_sandcone(BEK)
-S T--

Pile of sand from Dry Dry Ruins
unknown unknown unknown
0x20a = 522
venice_hasi
venice_hasi(BEK)
-S -A-

Bridge from Delfino Pier
unknown unknown unknown
0x20b = 523
venice_gondola
venice_gondola
monte_a(B)
-S ---

 ?
0x20c = 524
quicksand
quicksand(BE)
dossun(BE)
-- -A-

Thwomp Desert controller
0x20d = 525
bblock
bblock1(BK)
MiiStatue1
-S -A-

Block parts from Block Plaza, with statues
unknown unknown unknown
0x20e = 526
ami
ami(B)
-- T--

Bouncing bridge from Maple Treeway
0x20f = 527
M_obj_jump
M_obj_jump
-S ---

Trick ramp used on (backwards) competitions
0x210 = 528
starGate
starGate
-S ---

The gates used in some competitions
Number (ordered) Trigger
0x211 = 529
RM_ring1
RM_ring1(BK)
RS --O

Driveable ring zones from Galaxy Colosseum
unknown unknown unknown
0x212 = 530
FlamePole_v
FlamePole_v(BE)
-S T--

Fire geyser without a base
Start delay in 1/60 sec. A scale factor. Cycle time in x/60 + 8.25s.
0x213 = 531
M_obj_s_jump
M_obj_s_jump
-S ---

Ramp used on competitions
0x214 = 532
InsekiA
InsekiA(B)
-- T--

Asteroid from Rainbow Road
unknown unknown unknown
0x215 = 533
InsekiB
InsekiB(B)
-- T--

Star bits from Rainbow Road
unknown unknown unknown
0x216 = 534
FlamePole_v_big
FlamePole_v_big(E)
FlamePole_v(BE)
-S T--

Really, really big fire geyser without a base - N64 Bowser's Castle
unknown unknown unknown
0x217 = 535
Mdush
Mdush(BK)
-S T--

Small jump ramp from Mario Circuit and Moo Moo Meadows
0x218 = 536
HP_pipe
HP_pipe
-S ---

Don't use it, or the track will freeze, because there is no known BRRES file for this object.
0x219 = 537
DemoCol
DemoCol(BK)
-S --O

Collision zone from the losing demo screen, located in a grass part from Mario Circuit
0x21a = 538
M_obj_s_jump2
M_obj_s_jump2
-S ---

 ?
0x21b = 539
M_obj_jump2
M_obj_jump2
-S ---

 ?
0x259 = 601
DonkyCannonGC
DonkyCannonGC(BED)
-- T--

DK cannon from GCN DK Mountain
0x25a = 602
BeltEasy
BeltEasy(B)
-- T--

First set of belts from Toad's Factory
0x25b = 603
BeltCrossing
BeltCrossing(B)
-- T--

Second set of belts from Toad's Factory
0x25c = 604
BeltCurveA
BeltCurveA(B)
-- T--

Third set of belts from Toad's Factory
unknown unknown
0x25d = 605
BeltCurveB
BeltCurveB
-- ---

 ?
0x25e = 606
escalator
escalator(BK)
-S T--

Coconut Mall escalator
unknown unknown unknown
unknown unknown
0x25f = 607
DonkyCannon_wii
DonkyCannon_wii(BED)
-- T--

DK cannon from DK Summit
0x260 = 608
escalator_group
escalator(BK)
monte_a(B)
-S T--

2 Time Escalators from Coconut Mall
unknown unknown unknown
unknown unknown
0x261 = 609
tree_cannon
tree_cannon(BED)
-- T--

Cannon from Maple Treeway
0x2bd = 701
group_enemy_b
group_enemy_b(B)
-- T-O

Enemy audience
0x2be = 702
group_enemy_c
group_enemy_c(B)
-- T-O

Enemy (Toads) audience
0x2bf = 703
taimatsu
taimatsu(E)
-- T--

Flame of the torches from N64 DK's Jungle Parkway (torches inside the cave) and Bowser Castle (on the wall)
0x2c0 = 704
truckChimSmkW
truckChimSmkW(BE)
-S -A-

Houses' smoke from Delfino Pier
unknown
0x2c1 = 705
Mstand
Mstand
-- ---

 ?
0x2c2 = 706
dkmonitor
dkmonitor(B)
-- T--

TV screen from DK Summit
0x2c3 = 707
group_enemy_a
group_enemy_a(B)
-- T-O

 ?
0x2c4 = 708
FlagB3
FlagB3(B)
-- T--

Bright Shell Flag from Koopa Cape
0x2c5 = 709
spot
spot(B)
-- -A-

Spotlights from Chain Chomp Wheel
0x2c6 = 710
group_enemy_d
group_enemy_d
-- ---

 ?
0x2c7 = 711
FlagB4
FlagB4(B)
-- T--

Dark Shell Flag from Koopa Cape
0x2c8 = 712
group_enemy_e
group_enemy_e(B)
-- T--

Enemy audience from Mario Circuit
0x2c9 = 713
group_monte_L
group_monte_a(B)
-- -A-

 ?
0x2ca = 714
group_enemy_f
group_enemy_f(B)
-- T--

Enemy audience from Mario Circuit
0x2cb = 715
FallBsA
FallBsA(E)
-- T--

 ?
0x2cc = 716
FallBsB
FallBsB(E)
-- T--

 ?
0x2cd = 717
FallBsC
FallBsC
-- ---

 ?
0x2ce = 718
volsmk
volsmk(E)
-- T--

 ?
unknown unknown unknown
unknown unknown unknown
0x2cf = 719
ridgemii00
ridgemii00(B)
-- T--

Mii audience from Moonview Highway
0x2d0 = 720
Flash_L
Flash_L(E)
-- T--

 ?
0x2d1 = 721
Flash_B
Flash_B(E)
-- T--

 ?
0x2d2 = 722
Flash_W
Flash_W(E)
-- T--

 ?
unknown
0x2d3 = 723
Flash_M
Flash_M(E)
-- T--

 ?
0x2d4 = 724
Flash_S
Flash_S(E)
-- -A-

 ?
unknown
0x2d5 = 725
MiiSignNoko
MiiSignNoko(B)
-- T--

Koopa face sign from Koopa Cape
0x2d6 = 726
UtsuboDokan
UtsuboDokan(B)
-- T--

Piped Unagis (eels) from Koopa Cape
0x2d7 = 727
Spot64
Spot64(B)
-- -A-

Spotlights from N64 Skyscraper
0x2d8 = 728
DemoEf
DemoEf(E)
-- --O

 ?
0x2d9 = 729
Fall_MH
Fall_MH(E)
-- T--

Part of the waterfall effect from Moonview Highway
0x2da = 730
Fall_Y
Fall_Y(E)
-- T--

Part of the waterfall effects from DS Yoshi Falls
unknown
0x2db = 731
DemoJugemu
DemoJugemu(BE)
-- --O

Lakitu model from the Mario Circuit winning demo
0x2dc = 732
group_enemy_a_demo
group_enemy_a_demo(B)
-- --O

Enemy audience from the Mario Circuit winning demo
0x2dd = 733
group_monte_a_demo
group_monte_a_demo(B)
-- --O

Pianta audience from the Mario Circuit winning demo
0x2de = 734
volfall
volfall
-- ---

 ?
0x2df = 735
MiiStatueM2
MiiStatueM2(B)
-- T--

Mario statue from DK Summit
0x2e0 = 736
RhMiiKanban
RhMiiKanban(B)
-- T--

Peach face poster from Moonview Highway
0x2e1 = 737
MiiStatueL3
MiiStatueL3(B)
-- T-O

Luigi statue from Luigi Circuit
0x2e2 = 738
MiiSignWario
MiiSignWario(B)
-- T--

Wario Face Sign in Wario's Gold Mine
0x2e3 = 739
MiiStatueBL1
MiiStatueBL1(B)
-- T--

Baby Luigi Statue from Daisy Circuit
0x2e4 = 740
MiiStatueBD1
MiiStatueBD1(B)
-- T--

Baby Daisy Statue from Daisy Circuit
0x2e5 = 741
Kamifubuki
Kamifubuki(E)
-- --O

 ?
0x2e6 = 742
Crescent64
Crescent64(B)
-- -A-

Crescent Moon from N64 Skyscraper
0x2e7 = 743
MiiSighKino
MiiSighKino(B)
-- T--

Toad face sign from Toad's Factory
0x2e8 = 744
MiiObjD01
MiiObjD01(B)
-- T--

 ?
0x2e9 = 745
MiiObjD02
MiiObjD02(B)
-- T--

 ?
0x2ea = 746
MiiObjD03
MiiObjD03(B)
-- T--

 ?
0x2eb = 747
mare_a
mare_a(B)
-- T--

Toad from GCN Peach Peach
unknown unknown unknown
0x2ec = 748
mare_b
mare_b(B)
-- T--

Toad from GCN Peach Peach
unknown unknown unknown
0x2ed = 749
EnvKareha
EnvKareha(E)
-- T--

Downward Leaf effect on screen (Maple Treeway), uses AREA
0x2ee = 750
EnvFire
EnvFire(E)
-- T--

Lava particle effect from Bowser's Castle; AREA type 01 (ObjClip) deactivates this object
0x2ef = 751
EnvSnow
EnvSnow(E)
-- T--

Snow effect from DK Summit
0x2f0 = 752
M_obj_start
M_obj_start
-- ---

 ?
0x2f1 = 753
EnvKarehaUp
EnvKarehaUp(E)
-- T--

Upward Leaf effect on screen (Maple Treeway), uses AREA
0x2f2 = 754
M_obj_kanban_y
M_obj_kanban_y
-- ---

Yellow/black fence with an arrow on it. Can be found in competitions.
0x2f3 = 755
DKfalls
DKfalls(E)
-- T--

 ?

Presence Flags

The last four digits in the last settings column in the SZS Modifier's KMP editor control whether or not the object exists in various modes. 003F means present in all game modes (though things like item boxes still won't appear in time trials). Adding a digit to another digit will let the item show up in both modes. Ex. 1 + 2 + 4 + 8 + 10 + 20 = 3F = Shows up in all modes

All values in the following table are sure (derived from Filesystem/Race/Course/koopa_course.szs/course.0).

Value 0x01 0x02 0x04 0x08 0x10 0x20
Description Offline single player
and Time Trials
Offline two player Offline three or four player Online single player Online two player Online three or four player
Typical values
  • 0x3f : Object is always enabled.
  • 0x00 : Object is always disabled. It's like not defined.
  • 0x39 : Object is disabled for offline 2–4 players (if computer drivers available). This is good value to reduce lags, but the effect is minimal for most objects.

Remarks

  • The different tools support decimal and/or hexadecimal numbers. Be sure to understand the differences between both numbering systems and to know, how your used tool accept numbers. See »Hexadecimal« for details.
  • Objects pylon01 and sunDS work only in slots 3.1 and 7.1. Other objects may also be restricted. If a track will start with a black screen after adding an object, look into the track reference and try a slot that Nintendo uses for the object.
  • Objects choropu and choropu2 can't be used together. Both objects use the same BRRES file. Perhaps this is the problem.

Custom Objects

Hackers were able to edit the model and other properties of the game's original objects to create new, custom ones. For a list of custom objects and the custom tracks where they are used, look at the custom objects page.