ActorInfo
ActorInfo
ActorInfo is a folder that only exists in SMG2. it contains files that control certain aspects of objects. Below is a list of every file that can be put in this folder.
Filename | Uses | Description |
---|---|---|
ActionBgmCtrl.bcsv | 13 | Used by bosses to start their music |
ActionFlagCtrl.bcsv | 111 | |
ActionFootPrintCtrl.bcsv | 1 | Used by DinoPackunBaby to assist in controlling the footsteps |
ActionScreenBlurCtrl.bcsv | 21 | |
ActorAnimCtrl.bcsv | 109 | |
ActorHitReactionCtrl.bcsv | 139 | |
ActorParam.bcsv | 5 | |
ActorStateWalk.bcsv | 1 | Used by DinoPackunBaby to assist in controlling his walk |
AnimBlendTriple.bcsv | 2 | |
InitActor.bcsv | 529 | Contains information on how the actor gets initialized. |
InitActor2D.bcsv | 1 | Contains information on how the 2D actor gets initialized. Only used by Tongari. |
InitActor2DWater.bcsv | 1 | Contains information on how the 2D Water actor gets initialized. Only used by GhostAttackGhost. |
InitActorCollection.bcsv | 7 | Contains information on how the Collection actor gets initialized. Used by all 7 Powerups that appear on Starship Mario. |
InitActorDemo.bcsv | 10 | Contains information on how the Demo actor gets initialized. Used by GrandStar, PowerStar, and some other objects used in the game's main cutscenes. |
InitActorDemoBellyDragon.bcsv | 2 | Contains information on how the Demo actor gets initialized during a Gobblegut cutscene. Only used by KoopaJr and KoopaJrRobotPod. |
InitActorDemoTitle.bcsv | 3 | Contains information on how the Demo actor gets initialized while on the Title Screen. Only used by DemoTitlePlanet, Tico, and Yoshi. |
InitActorDemoWithShadow.bcsv | 1 | Contains information on how the Demo actor gets initialized with a shadow. Only used by PowerStar. |
InitActorDummy.bcsv | 5 | Contains information on how the actor gets initialized in dummy form. Used by KinokoLifeUp, KinokoOneUp, Kuribo, PowerStar, and Tico. |
InitActorExit.bcsv | 1 | Contains information on how the exit actor gets initialized. Only used by PetitPorter. |
InitCollision.bcsv | 101 | Contains information on how the collision for this object is created |
InitScale.bcsv | 6 | Contains a Vector3 that represents a size scale. |
InitSensor.bcsv | 303 | Contains information on how to setup hitboxes for this object. |
InitStageEffectCamera.bcsv | 11 | Contains information on how this object interacts with the camera. |
InitStageEffectPad.bcsv | 12 | Contains information on pad. Unknown for sure, but it looks to be related to Wiimote Rumbling |
InitSwitch.bcsv | 114 | Contains information on which switches are used and how |
ItemGenerator.bcsv | 77 | Contains information on what objects to spawn when certain events are triggered (such as "Death by Spin Attack") |
PadAndCameraCtrl.bcsv | 105 | |
Reaction.bcsv | 3 | |
Sequence.bcsv | 2 | Used for the Chimp Ice skating minigames |
Shadow.bcsv | 256 | Contains information on how to create shadows for this object. Useful for ProductMapObjDataTable classes such as SimpleMapObj. |
(ObjectName).banmt | 234 |
InitActor.bcsv
InitActor.bcsv and it's variants (like InitActor2D.bcsv) are all structured the same way, and define certain values for the object during it's initialization.
Field Name | Type | Description |
---|---|---|
InitFunction | string | The name of the function that this entry corresponds to. Functions: Rail: Only uses Data. "" for "Doesn't use Rails". "Use" for "Can use Rails". "Needs" for "Requires a Rail" DefaultPos: Only uses Data. "o" for Enabled, "x" for Disabled. UseScaleForParam: Only uses Data. "o" for Enabled, "x" for Disabled. Model: Only uses Data. The name of the model to use. Executor: Only uses Data. Check the executor list below this table for more details. Light: Only uses Data. The name of the Light Type to use. Binder: "o" for Enabled, "x" for Disabled. Effect: The name of the Effect group to use. Sound:The name of the Sound group to use. You can offset the sound from the object position using the Param00VecX, Y, and Z. Clipping: Only uses Param00F32. The distance that this object will clip out at. GroupClipping: DemoSimpleCastAll: StarPointer: DebugNode: Useless. |
Data | string | The main data input. Most InitFunctions use this. |
Param00Int | int | An integer parameter |
Param00F32 | float | A float parameter |
Param01F32 | float | A second float parameter |
Param00Str | string | A string parameter, different from the Data parameter. |
Param00VecX | float | The X Value of a Vector3 parameter. |
Param00VecY | float | The Y Value of a Vector3 parameter. |
Param00VecZ | float | The Z Value of a Vector3 parameter. |
Executor | Description |
---|---|
MapObj | |
MapObjStrongLight | |
MapObjNoShadow | This object does not get shadows applied to it |
MapObjNoSilhouetted | |
MapObjDecoration | *Seems to not correctly support environment maps* |
MapObjNoCalcAnim | |
MapObjMovement | |
MapObjNoMovement | |
MapObjIndirect | |
MapObjIndirectStrongLight | |
MapObjNoMovementNoCalcAnimIndirectStrongLight | |
ClippedMapParts | |
CollisionMapObj | |
CollisionMapObjWeakLight | |
CollisionMapObjNoShadow | |
CollisionMapObjNoShadowNoCalcAnim | |
CollisionMapObjIndirectNoCalcAnim | |
Enemy | |
EnemyDecoration | |
EnemyIndirect | |
EnemySilhouette | |
EnemyNoShadow | |
EnemyNoMovement | |
Boss | |
NpcNoShadow | |
NpcNoCalcAnim | |
Ride | |
RideSilhouette | |
Planet | |
PlanetIndirect | |
DynamicMapObj | |
PlayerDecoration | |
Item | |
Bloom | Renders the object on the Bloom pass, which requires a BloomArea to activate. |
BossBussun | |
CrystalItem | |
FireBarBall | |
GliBird | |
HipDropStarMove | |
StoryBook | |
StoryBookFilter | |
WorldMapMiniObj | |
GhostMazeMask | |
Crystal | |
Tamakoro | |
SuperDreamer | |
Ghost2DWater | |
WoodLogBridge |
Shadow.bcsv
Shadow.bcsv is used to create shadows for objects.
Field Name | Type | Description |
---|---|---|
Name | string | Shadow name |
GroupName | string | |
Joint | string | Name of the joint to attach to |
DropStart | float | How far until the shadow starts to drop |
DropLength | float | How far the shadow drops for |
FollowScale | int | Set to 1 to make the shadow scale with the model (if scaled in an editor from the original size) |
SyncShow | int | Set to 1 to make the shadow clip in and out with it's parent model |
Gravity | int | |
Collision | int | |
DropOffsetX | float | X Offset to drop the shadow at. |
DropOffsetY | float | Y Offset to drop the shadow at. |
DropOffsetZ | float | Z Offset to drop the shadow at. |
VolumeStart | float | |
VolumeEnd | float | |
VolumeCut | int | Set to 1 |
Type | string | VolumeBox: A Box where any shadow responsive object that enters it gets the shadow applied VolumeSphere: VolumeCylinder: VolumeOval: VolumeLine: VolumeOvalPole: VolumeFlatModel: Define the shadow using a shadow model SurfaceCircle: SurfaceOval: |
SizeX | float | X Scale of the shadow |
SizeY | float | Y Scale of the shadow |
SizeZ | float | Z Scale of the shadow |
Radius | float | |
LineStart | string | |
LineEnd | string | |
LineStartRadius | float | |
LineEndRadius | float | |
Model | string | Used to specify what model to use for the Shadow |
LocalRotateX | float | |
LocalRotateY | float | |
LocalRotateZ | float |
InitSensor.bcsv
InitSensor.bcsv defines all of the HitSensors that are applied to the actor.
Name | Type | Description |
---|---|---|
SensorName | string | |
SensorType | string | |
Radius | float | The radius of the sensor. |
HitSensorNumMax | int | The maximum amount of other sensors that can interact with this sensor. |
JointName | string | The joint to attach this sensor to on the model. |
Callback | string | |
OffsetX | float | Offset X of the sensor. |
OffsetY | float | Offset Y of the sensor. |
OffsetZ | float | Offset Z of the sensor. |
InitSwitch.bcsv
InitSwitch.bcsv defines all of the switches that can be used with the actor.
Name | Type | Description |
---|---|---|
SwitchName | string | The name of the switch. |
Usage | string | The way that the switch is used. |
Usage Types
Below is a table of the available options for the Usage field.
Name | Description |
---|---|
UseRead | The switch type can be read from. |
NeedRead | The switch type is required to read from. |
UseWrite | The switch type can be written to. |
NeedWrite | The switch type is required to write to. |
UseWriteAuto | The switch type can be automatically triggered. |
NeedWriteAuto | The switch type is required to automatically trigger. |
x | Switch type is disabled. |
Availability
Certain Switches only support specific Usage Types. This table details which switches can use which Usage Types.
Switch Name | Available Usage Types |
---|---|
SW_APPEAR | UseRead (calls MR::useStageSwitchReadAppear) NeedRead (calls MR::needStageSwitchReadAppear) |
SW_DEAD | UseWrite (calls MR::useStageSwitchWriteDead) NeedWrite (calls MR::needStageSwitchWriteDead) UseWriteAuto (calls MR::useStageSwitchWriteAutoDead) NeedWriteAuto (calls MR::needStageSwitchWriteAutoDead) |
SW_A | UseRead (calls MR::initUseStageSwitchReadA) UseWrite (calls MR::initUseStageSwitchWriteA) NeedRead (calls MR::needStageSwitchReadA) NeedWrite (calls MR::needStageSwitchWriteA) |
SW_B | UseRead (calls MR::useStageSwitchReadB) UseWrite (calls MR::initUseStageSwitchWriteB) NeedRead (calls MR::needStageSwitchReadB) NeedWrite (calls MR::needStageSwitchWriteB) |
SW_AWAKE (Optional) |
UseRead (calls MR::useStageSwitchAwake) |
ItemGenerator.bcsv
Relates on items that can be generated from the actor.
Name | Type | Description |
---|---|---|
ActionName | string | The action that has to be committed for the item to spawn. These actions are defined through code. |
ItemInfoName | string | The item to spawn. See Item Info. |
JointName | string | The joint where the item is spawned. |
Count | int | The number of said item to spawn. |
Item Info
Name | Description |
---|---|
Coinx1 | Spawns a single coin. |
StarPiecex1 | Spawns a single star piece. |
StarPiecex3 | Spawns three star pieces. |
StarPiecex6 | Spawns six star pieces. |
StarPiecex10 | Spawns ten star pieces. |