<?xml version='1.0'?>

<!--
	Super Mario 64 DS Object Info Database
	built on 04/16/2026 16:40:42 for SM64DS Editor
	Thanks to colinzinho, Fiachra, Hiccup, Jesse, mibts, natnew, PyrHacKhan, shibboleet, skawo, Staryu Trek for their contributions!
-->

<database timestamp='1776357642'>

	<object id='0'>
		<category>4</category>
		<name>Player</name>
		<internalname>PLAYER</internalname>
		<actorid>191</actorid>
		<description>Creates a player clone if placed in a level. That clone mimics all of the player&#039;s actions, including grabbing and throwing objects (underwater as well) and swimming. It also seems that the clone&#039;s voice always has priority over the main player&#039;s voice. Punching, kicking or ground-pounding the clone hurts the player, but stomping him does not hurt the player. The clone does not seem to always interact with other objects right, namely, he will go through certain (random) objects.

[b]Parameters (standard):[/b]
Need to be documented better. Parameter 1 does affect character the clone is.
If you set Parameter 1 to 0001, he loads as a mario, but when hit turns into Luigi. If you set it to 0002, loads as Mario but when hit turns into Wario. 0003 loads as Mario, gets hit, turns into Yoshi. 0004 seems to be same as 0001. 0005 loads as mario, but when hit freezes the game. 0006 loads as Mario, and when hit, turns invisible. The invisible character can still walk around and interact with things, but I can&#039;t tell what character it is. (Mario, Luigi, Yoshi, Wario..?)

 Parameters 2 and 3 do nothing.</description>
		<bankreq>none</bankreq>
		<param n='0'>
			<name>Clone appearance</name>
			<offset>0</offset>
			<length>16</length>
			<type>uint</type>
			<values></values>
			<description>Which character the clone will be, and which hat he will come up with.</description>
		</param>
	</object>

	<object id='1'>
		<category>1</category>
		<name>CCC-B Ice A</name>
		<internalname>EWB_ICE_A</internalname>
		<actorid>170</actorid>
		<description>An icy hexagonal platform from Chief Chilly Challenge - battle.


==Misc. Info==
===Files===
* /data/ARCHIVE/arc1.narc/data/normal_obj/obj_pathlift
** obj_pathlift.bmd</description>
		<bankreq>1=5</bankreq>
	</object>

	<object id='2'>
		<category>1</category>
		<name>CCC-B Ice B</name>
		<internalname>EWB_ICE_B</internalname>
		<actorid>171</actorid>
		<description>A layer of ice platforms that Chief Chilly destroys after 2nd hit.</description>
		<bankreq>1=5</bankreq>
	</object>

	<object id='3'>
		<category>1</category>
		<name>CCC-B Ice C</name>
		<internalname>EWB_ICE_C</internalname>
		<actorid>172</actorid>
		<description>A layer of ice platforms that Chief Chilly destroys after 1st hit.

* Files:
** /data/special_obj/ewb_ice/
*** ewb_ice_c.bmd
*** ewb_ice_c.kcl</description>
		<bankreq>1=5</bankreq>
	</object>

	<object id='4'>
		<category>1</category>
		<name>Huge Ice Block Lift</name>
		<internalname>EWM_ICE_BLOCK</internalname>
		<actorid>173</actorid>
		<description>A large block of ice that continuously moves along a set path.

Parameter 1:
XXXX Path ID to follow</description>
		<bankreq>7=49</bankreq>
		<param n='0'>
			<name>Path ID</name>
			<offset>0</offset>
			<length>16</length>
			<type>uint</type>
			<values></values>
			<description>The ID of the path to follow.</description>
		</param>
	</object>

	<object id='5'>
		<category>1</category>
		<name>GB Up-down Log</name>
		<internalname>EMM_LOG</internalname>
		<actorid>174</actorid>
		<description>Moves up and down.

Parameter 2:
XXXX Delay before moving up and down (when level is first loaded)

(Source: Sparsite)</description>
		<bankreq>7=45</bankreq>
	</object>

	<object id='6'>
		<category>1</category>
		<name>GB Path-controlled Lift</name>
		<internalname>EMM_YUKA</internalname>
		<actorid>175</actorid>
		<description>Parameter 1:

XXXP

XXX - Nothing?

P - Path ID</description>
		<bankreq>7=45</bankreq>
	</object>

	<object id='7'>
		<category>1</category>
		<name>Up-down Lift</name>
		<internalname>UPDOWN_LIFT</internalname>
		<actorid>29</actorid>
		<description>A lift platform that follows an up-and-down loop path, allowing the player to reach higher places.

[b]Parameters (standard):[/b]
1: start position (2 = ?, 7 = ?)
2: X rotation for the platform
3: Z rotation for the platform</description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='8'>
		<category>1</category>
		<name>UtM Up-down Lift</name>
		<internalname>HS_UPDOWN_LIFT</internalname>
		<actorid>30</actorid>
		<description>A wooden checkerboard lift found in The Secret Under The Moat.

Parameter 1:
XXXX The higher the value the earlier it starts?</description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='9'>
		<category>1</category>
		<name>Path-controlled Lift</name>
		<internalname>PATH_LIFT</internalname>
		<actorid>31</actorid>
		<description>Used in VS Main.

Parameter 1:
ABXP

A:
0 - Normal
1 - Path points appear as dots

B:
0 - Normal
1 - Waits until stood on; then makes clunk sound and starts moving

X - Nothing?

P - Path ID


==Misc. Info==
===Files===
/data/ARCHIVE/arc1.narc/data/normal_obj/obj_pathlift
* obj_pathlift.bmd</description>
		<bankreq>6=1</bankreq>
	</object>

	<object id='10'>
		<category>2</category>
		<name>Chain Chomp</name>
		<internalname>WANWAN</internalname>
		<actorid>219</actorid>
		<description>A Chomp chained to a ground-poundable wood pole. When freed, runs into object 0033, the Chain Chomp Fence, then disappears. Requires bank 4 to be set to 3, because this actor spawns the wooden pole.</description>
		<bankreq>7=7</bankreq>
	</object>

	<object id='11'>
		<category>1</category>
		<name>Camera Tag</name>
		<internalname>CAMERA_TAG</internalname>
		<actorid>333</actorid>
		<description></description>
		<bankreq>none</bankreq>
	</object>

	<object id='12'>
		<category>1</category>
		<name>UtM Seesaw</name>
		<internalname>SEESAW</internalname>
		<actorid>28</actorid>
		<description>A large, wooden seesaw platform found in The Secret Under The Moat.</description>
		<bankreq>5=2</bankreq>
	</object>

	<object id='13'>
		<category>1</category>
		<name>Rolling Iron Ball</name>
		<internalname>IRON_BALL</internalname>
		<actorid>220</actorid>
		<description>Iron boulder, also known as Big Steely. Can roll along a set path, but respects gravity no matter what. Explodes when hitting an obstacle such as a wall. They appear to be hard-coded to be small in &quot;Tiny Huge Island - tiny&quot; (ID 25). Note these params haven&#039;t been tested.

Parameter 1:
PPTT

PP - Path ID (0F if not using path)

TT:
01 - Single ball, doesn&#039;t follow path
20 - Spawner, balls follow path (used in BoB)
40 - Spawner, balls follow path (used in Battle Fort)</description>
		<bankreq>6=1</bankreq>
	</object>

	<object id='14'>
		<category>1</category>
		<name>Rolling Rock</name>
		<internalname>GORO_ROCK</internalname>
		<actorid>221</actorid>
		<description>Used in Hazy Maze Cave.
Parameter 1:
SSTT

SS - Star ID

TT: Type
00 - Spawn many, rolling, without a star, while player isn&#039;t close.
01 - Spawn many, rolling, with a star, while player isn&#039;t close
02 - Spawn one, rolling, without a star, without looking at player distance
03 - Spawn one, rolling, with a star, without looking at player distance
04 - Spawn one, not rolling, with a star.
05+ - Same as 02?

Set Star ID to FF if you do not want a star to spawn when breaking the rock, eg. FF04 will spawn a stationary  rock that does nothing when broken.</description>
		<bankreq>7=14</bankreq>
	</object>

	<object id='15'>
		<category>2</category>
		<name>Goomba</name>
		<internalname>KURIBO</internalname>
		<actorid>200</actorid>
		<description>That well-known enemy from SMB.

Parameter 1: 
XWEC

X - Nothing?

W: Determines [w]hen the cap should be spawned
0, F - Never
1 - If the character already unlocked
2 - Even if character not unlocked 

E: Extra contents
0, 2+ - None
1 - A Silver Star.

C: Cap to spawn.
0 - Mario
1 - Luigi
2 - Wario
F - None 
(source: Skawo)

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=1</bankreq>
	</object>

	<object id='16'>
		<category>2</category>
		<name>Small Goomba</name>
		<internalname>KURIBO_S</internalname>
		<actorid>201</actorid>
		<description>Parameter 1: 
XWEC

X - Nothing?

W: Determines [w]hen the cap should be spawned
0, F - Never
1 - If the character already unlocked
2 - Even if character not unlocked 

E: Extra contents
0, 2+ - None
1 - A Silver Star. The Silver Star won&#039;t spawn if you defeat it by bumping into it, so setting this is not recommended.

C: Cap to spawn. Cap appears floating above the Goomba, so setting this to anything other than F is not recommended.
0 - Mario
1 - Luigi
2 - Wario
F - None 
(source: Skawo)

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=1</bankreq>
	</object>

	<object id='17'>
		<category>2</category>
		<name>Large Goomba</name>
		<internalname>KURIBO_L</internalname>
		<actorid>202</actorid>
		<description>Paramater 1: 
XWEC 

X - Nothing?

W: Determines [w]hen the cap should be spawned
0, F - Never
1 - If the character already unlocked
2 - Even if character not unlocked 

E: Extra contents
0, 2+ - None
1 - A Silver Star.

C: Cap to spawn. Caps appear inside the Goomba, so setting this to anything other than F is not reccomended.
0 - Mario
1 - Luigi
2 - Wario
F - None 
(source: Skawo)

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=1</bankreq>
	</object>

	<object id='18'>
		<category>3</category>
		<name>Goomboss</name>
		<internalname>KURIKING</internalname>
		<actorid>198</actorid>
		<description>Encountered in [i]Goomboss Battle[/i]. Alternatively known as Goomba King.

TODO: next time I read this, I should elaborate on Goomboss&#039;s behaviours.

==Other Requirements==
* Bank 3 must be set to 1 (contains Goomba);
* Bank 4 must be set to 1 (contains Key);
* Bank 7 must be set to 46.</description>
		<bankreq>1=6</bankreq>
	</object>

	<object id='19'>
		<category>2</category>
		<name>Bob-omb</name>
		<internalname>BOMBHEI</internalname>
		<actorid>206</actorid>
		<description>That bomb enemy from SMB2. Can be picked up and thrown. If grabbed underwater, the player can carry it like a green Koopa Shell. Even though shell swimming has a timer, the Bob-omb will explode before the time is up. It can also be thrown underwater.
		
Parameter 1:
XXXX where

XXXX:
0000 - Walks back and forth. Starting direction appears to be random.
0001 - Walks in place. Doesn&#039;t attack.
0002 - Walks back and forth. Starting direction is forward.
0003 - Same as 0002?
0004 - Same as 0002?
0005 - Walks in circles.
0006 - Same as 0002?

(source: Hiccup)</description>
		<bankreq>none</bankreq>
	</object>

	<object id='20'>
		<category>1</category>
		<name>Bob-omb Buddy</name>
		<internalname>RED_BOMBHEI</internalname>
		<actorid>181</actorid>
		<description>Pink, peaceful Bob-Omb buddy. Tells the associated message when the player talks to them. 

Parameter 1: 
Usually the text that will be spoken to Mario; 1, 2 and 3 are added to the specified text ID to get the text that will be used for Luigi, Wario and Yoshi respectively.

Parameter 2:
XXXT where

T: Type. If set to 1-3, ignores Parameter 1?
0 - Normal
1 - Removes Cannon Hatches with valid parameters.
2 - Same as 1?
3 - Red Coin locations

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=1</bankreq>
	</object>

	<object id='21'>
		<category>2</category>
		<name>Koopa Troopa</name>
		<internalname>NOKONOKO</internalname>
		<actorid>203</actorid>
		<description>Well-known enemy from SMB. Can be kicked out of its shell, and awards a blue coin when killed. Eat the red variation for one-off fire breath. And kick the red shell to knock out enemies, like when you spit out a green shell.

Parameter 1:
XXXC
C: Color
0 - Green
1 - Red (unused)

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>0=1</bankreq>
		<param n='0'>
			<name>Color</name>
			<offset>0</offset>
			<length>1</length>
			<type>enum</type>
			<values>&quot;Green&quot;,&quot;Red&quot;</values>
			<description>What color the Koopa will be.</description>
		</param>
	</object>

	<object id='22'>
		<category>2</category>
		<name>Small Koopa Troopa</name>
		<internalname>NOKONOKO_S</internalname>
		<actorid>204</actorid>
		<description>Found in the small area of Tiny Huge Island. Both colours act the same (maybe because the code to make it red is shared/copied from the normal Koopa Troopa).

Parameter 1:
XXXC
C: Color
0 - Green
1 - Red (unused)

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>0=1</bankreq>
	</object>

	<object id='23'>
		<category>1</category>
		<name>Brick Block</name>
		<internalname>BLOCK_L</internalname>
		<actorid>15</actorid>
		<description>Those orange brick blocks. Anyone but Yoshi can break them with normal attacks. If it contains a Red Coin (by literally putting it inside the block), it does not spawn coins when broken. It is aprox 1.65x1.65x1.65 inches or 0.2x0.2x0.2 points.

Param 2:
XXXX where

XXXX: Extra sound when broken?
0000 - None
0001 - &quot;Small secret found&quot;
0002+ - Same as 0001?

==Misc. Info==
===VS Mode Practice Behaviours==
* On destruction with Param2 as 1 or Above: Plays empty sound</description>
		<bankreq>none</bankreq>
	</object>

	<object id='24'>
		<category>1</category>
		<name>Big Brick Block</name>
		<internalname>DP_BLOCK_L</internalname>
		<actorid>16</actorid>
		<description>Larger version of [object=0017]. Does not contain anything.

Param 2:
XXXX where

XXXX: Extra sound when broken?
0000 - None
0001 - &quot;Small secret found&quot;
0002+ - Same as 0001?</description>
		<bankreq>none</bankreq>
	</object>

	<object id='25'>
		<category>1</category>
		<name>Switch-activated Brick Block</name>
		<internalname>SW_BLOCK_L</internalname>
		<actorid>19</actorid>
		<description>If you activated the ! Switch in one area then go into another area, the timer will pause and will only continue if you go back into the area where the ! Switch was activated.

Parameter 1:
XXXX where

XXXX:
FF00 - Activated by ! Switch with Parameter 1 set to FF00 or FF02</description>
		<bankreq>none</bankreq>
	</object>

	<object id='26'>
		<category>1</category>
		<name>Power Flower</name>
		<internalname>POWER_UP_ITEM</internalname>
		<actorid>306</actorid>
		<description>Appears when a Red ? Box is destroyed. 
TODO: Figure out parameters

Parameter 1:
XXXX where

XXXX:
0000 - Like spawned from !/? Block
FFFF - Still. Only appears when the player is Luigi, but collecting a Luigi cap does not make it appear.


==Misc. Info==
===VS Mode Practice Behaviours==
* Yoshi: No music change
* Mario: Freezes/Crashes
* Luigi: No music change
* Wario: Freezes/Crashes</description>
		<bankreq>none</bankreq>
	</object>

	<object id='27'>
		<category>1</category>
		<name>? Switch</name>
		<internalname>HATENA_SWITCH</internalname>
		<actorid>26</actorid>
		<description>Turns ? Blocks solid and allows you to save.

==Misc. Info==
===VS Mode Practice Behaviours==
* When pressed: Malfunctions/Freezes/Crashes</description>
		<bankreq>none</bankreq>
	</object>

	<object id='28'>
		<category>1</category>
		<name>Crate</name>
		<internalname>BLOCK_S</internalname>
		<actorid>194</actorid>
		<description>Can be carried, thrown, eaten, burned, stood upon, and broken. If grabbed underwater, the player can carry it for a limited time like a Green Shell underwater with shell-surfing music playing. Underwater, it can be thrown as well.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>none</bankreq>
	</object>

	<object id='29'>
		<category>1</category>
		<name>Cannon Hatch</name>
		<internalname>CANNON_SHUTTER</internalname>
		<actorid>14</actorid>
		<description>Covers unactivated cannons.

Parameter 1:
XXXX where:

FF01 - Takes priority over other Cannon Hatches (unless they all have the same parameter, in that case it is based on which Cannon Hatch was placed last)
FFFF - Doesn&#039;t take priority over other Cannon Hatches</description>
		<bankreq>none</bankreq>
	</object>

	<object id='30'>
		<category>1</category>
		<name>? Block</name>
		<internalname>HATENA_BLOCK</internalname>
		<actorid>20</actorid>
		<description>Parameter 1:
XXCC where

XX - If CC is set to 00, this is the amount of coins. If CC is set to 01, this is the Star ID - for matching with a Star Marker set to 002X. It seems to be ignored for other CC values.

CC: Contents
00 - Coin(s)
01 - Power Star
02 - 1-Up Mushroom
03 - Green Shell
04 - Super Mushroom
05 - Feather for Mario / Power Flower for rest
06 - Power Flower
07 - Lit Bob-omb for Mario / Power Flower for rest
08 - Freezes
09 - Nothing?
0A - Same as 08?
0B - Same as 08?
0C - Same as 08?
0D - Same as 09?
(source: Hiccup)</description>
		<bankreq>none</bankreq>
	</object>

	<object id='31'>
		<category>1</category>
		<name>! Block</name>
		<internalname>ITEM_BLOCK</internalname>
		<actorid>21</actorid>
		<description>These blocks are (it is unknown if exactly or approximately) 0.15 points in length, width and height.

Parameter 1:
XXCC where

XX - If CC is set to 00, this is the amount of coins. If CC is set to 01, this is the Star ID - for matching with a Star Marker set to 002X. It seems to be ignored for other CC values.

CC: Contents
00 - Coin(s)
01 - Power Star
02 - 1-Up Mushroom
03 - Green Shell
04 - Super Mushroom
05 - Feather for Mario / Nothing for rest
06 - Power Flower
07 - Lit Bob-omb for Mario / Power Flower for rest
08 - Freezes
09 - Nothing?
0A - Same as 08?
0B - Same as 08?
0C - Same as 08?
0D - Same as 09?</description>
		<bankreq>none</bankreq>
	</object>

	<object id='32'>
		<category>1</category>
		<name>! Block - VS.</name>
		<internalname>VS_ITEM_BLOCK</internalname>
		<actorid>22</actorid>
		<description>Yellow ! Box used in multiplayer mode. Spawns a feather any player can use to fly.</description>
		<bankreq>none</bankreq>
		<param n='0'>
			<name>!</name>
			<offset>0</offset>
			<length>1</length>
			<type>uint</type>
			<values>!</values>
			<description></description>
		</param>
		<param n='1'>
			<name>!</name>
			<offset>0</offset>
			<length>1</length>
			<type>uint</type>
			<values>!</values>
			<description>!</description>
		</param>
		<param n='2'>
			<name>!</name>
			<offset>0</offset>
			<length>1</length>
			<type>uint</type>
			<values>!</values>
			<description>!</description>
		</param>
	</object>

	<object id='33'>
		<category>4</category>
		<name>Mario Cap Block</name>
		<internalname>CAP_BLOCK_M</internalname>
		<actorid>23</actorid>
		<description>A box that gives out a Mario hat when hit.

This object is unused in the game, but is present in the general purpose test map, and fully functional. Character must be unlocked or the level contain a corresponding hat through Object 254.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='34'>
		<category>4</category>
		<name>Wario Cap Block</name>
		<internalname>CAP_BLOCK_W</internalname>
		<actorid>24</actorid>
		<description>A box that gives out a Wario hat when hit.

This object is unused in the game, but is present in the general purpose test map, and fully functional. Character must be unlocked or the level contain a corresponding hat through Object 254.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='35'>
		<category>4</category>
		<name>Luigi Cap Block</name>
		<internalname>CAP_BLOCK_L</internalname>
		<actorid>25</actorid>
		<description>A box that gives out a Luigi hat when hit.

This object is unused in the game, but is present in the general purpose test map, and fully functional. Character must be unlocked or the level contain a corresponding hat through Object 254.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='36'>
		<category>1</category>
		<name>Ground-pound post</name>
		<internalname>PILE</internalname>
		<actorid>27</actorid>
		<description>Small wooden pole that, if groundpounded three times, run around five times or run into by a Mega player, releases five Yellow Coins.</description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='37'>
		<category>1</category>
		<name>Coin</name>
		<internalname>COIN</internalname>
		<actorid>288</actorid>
		<description>Standard, yellow coin. Every 50 coins collected earn the player one life upon successfully finishing the stage.
		
Parameter:
XXSY where

S - Star ID with unknown purpose. Used as 0 or 7

Y:
0 - Appear only temporarily. Acts like Yellow Coin when touched.
1 - Appear permanently until collected.
2 - Bounces, slides if on a slide and disappears after a while.
3 - Bounces back and forth and when approached bounces away. Disappears after a while.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='38'>
		<category>1</category>
		<name>Red Coin</name>
		<internalname>RED_COIN</internalname>
		<actorid>289</actorid>
		<description>Worth two Yellow Coins. When 8 Red Coins are collected, a Star appears. If placed inside a brick, the brick does not spawn coins when broken.

[b]Important note:[/b] Do NOT allow the player to collect more than 8 Red Coins in one session - collecting more than 8 Red Coins freezes the game.

Parameter:
XXSY where

S - Star ID

Y:
0 - Appear only temporarily. Acts like Yellow Coin when touched.
1 - Appear permanently until collected.
2 - Bounces, slides if on a slide and disappears after a while.
3 - Bounces back and forth and when approached bounces away. Disappears after a while.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='39'>
		<category>1</category>
		<name>Blue Coin</name>
		<internalname>BLUE_COIN</internalname>
		<actorid>290</actorid>
		<description>Worth 5 Yellow Coins. Appears when groundpounding an associated [object=0131], or when killing certain enemies.
		
Parameter:
XXMY

M - Match this with the M of a Blue Coin Switch.

Y:
0 - Appear only temporarily. Acts like Yellow Coin when touched. (Used for coins spawned by enemies)
1 - Appears if activated by a Blue Coin Switch.
2 - Bounces, slides if on a slide and disappears after a while. (Used for coins spawned by enemies)
3 - Bounces back and forth and when approached bounces away. Disappears after a while.
D -

==Misc. Info==
===Files===
** /data/ARCHIVE/arc1.narc/data/normal_obj/coin
*** coin_blue_poly32.bmd
*** coin_blue_poly4.bmd</description>
		<bankreq>none</bankreq>
	</object>

	<object id='40'>
		<category>3</category>
		<name>Bowser</name>
		<internalname>KOOPA</internalname>
		<actorid>279</actorid>
		<description>Other requirments:
* Only works in Bowser fight maps.

Parameter 1:
0 - Dark World Behaviour Patterns
1 - Fire Sea Behaviour Patterns
2 - Sky Behaviour Patterns (Can only be used in Sky - Fight)</description>
		<bankreq>none</bankreq>
	</object>

	<object id='41'>
		<category>1</category>
		<name>Tree</name>
		<internalname>TREE</internalname>
		<actorid>286</actorid>
		<description>Standard tree that can be climbed.

[b]Warning:[/b] using two different tree types in the same level crashes the game.

Parameter 1:
XXTX where

T: Type
0 - Bubbly
1 - Spiky
2 - Snowy
3 - Palm
4+ - Bubbly (castle)

==Misc. Info==
===Files===
/data/ARCHIVE/arc1.narc/data/normal_obj/tree
* castle_tree.bmd</description>
		<bankreq>none</bankreq>
		<param n='0'>
			<name>Type</name>
			<offset>4</offset>
			<length>3</length>
			<type>enum</type>
			<values>&quot;Bubbly (BoB)&quot;, &quot;Spiky&quot;, &quot;Snowy&quot;, &quot;Palm tree&quot;, &quot;Bubbly (castle)&quot;, &quot;Bubbly (castle)&quot;, &quot;Bubbly (castle)&quot;, &quot;Bubbly (castle)&quot;</values>
			<description>What the tree looks like.</description>
		</param>
	</object>

	<object id='42'>
		<category>1</category>
		<name>Painting</name>
		<internalname>PICTURE_GATE</internalname>
		<actorid>307</actorid>
		<description>Jump-through paintings in the castle. Needs an exit to work properly.

Parameter 1:
PPHW
PP:
00 - Bob-Omb Battlefield (Bob-Ombs)
01 - Whomp&#039;s Fortress (picture of said course)
02 - Jolly Roger Bay (bubbles)
03 - Cool Cool Mountain (snowmen)
04 - Hazy Maze Cave ((quick)silver Pool)
05 - Lethal Lava Land (evil (flaming) face)
06 - Shifting Sand Land (grey stone wall)
07 - Dire, Dire Docks (water-like blue ripple/shimmer)
08 - Snowman&#039;s Land (pale wallpaper)
09 - Wet-Dry World (Skeeter)
0A - Tall, Tall Mountain (picture of said course)
0B - Mountain Slide (rocky wall)
0C - Tiny-Huge Island (Goombas)
0D - Tick Tock Clock (clock face)
0E - Goomboss Battle (Mario)
0F - Big Boo Battle (Luigi)
10 - Cheif Chilly Challenge (Wario)
11 - Battle Fort (early top-down view of Battle Fort) (Unused)
12 - Sunshine Isles (picture of said course)

Masks:
20 = Always wobbles
40 = Never wobbles
60 = Mirrored

Doesn&#039;t seem like masks can be combined.

H - Height

W - Width

Parameter 2:
Z
Z - Z rotation. Details unsure</description>
		<bankreq>2=4</bankreq>
	</object>

	<object id='43'>
		<category>1</category>
		<name>! Switch</name>
		<internalname>HANSWITCH</internalname>
		<actorid>11</actorid>
		<description>Parameter 1:
XXXX where:

XXXX:
FF00 - Don&#039;t use timer.
FF01 - Glitchy?
FF02 - Use timer. Any &quot;Switch-activated Brick Block&quot; (ID: 25) or &quot;BitS Switch-controlled Stairs&quot; (ID 224) objects  must have Parameter 1 set to &quot;FF00&quot; in order to be activated by the switch.
FF08 - Don&#039;t use timer. Unknown details.
FF0A - Use timer. Any &quot;Switch-activated Brick Block&quot; objects (ID: 25) must have Parameter 1 set to &quot;FF01&quot; in order to be activated by the switch.
FF12 - Use timer. Any &quot;Switch-activated Brick Block&quot; objects (ID: 25) must have Parameter 1 set to &quot;FF02&quot; in order to be activated by the switch.
(source: Fiachra, Hiccup)</description>
		<bankreq>none</bankreq>
	</object>

	<object id='44'>
		<category>1</category>
		<name>Star Switch</name>
		<internalname>STAR_SWITCH</internalname>
		<actorid>12</actorid>
		<description>Makes a star inside a cage appear.

Parameter 1:
TTSS where

TT - Time limit
SS - Star ID

==Misc. Info==
===VS Mode Practice Behaviours==
* On use: Malfunctions</description>
		<bankreq>none</bankreq>
	</object>

	<object id='45'>
		<category>1</category>
		<name>Switch-activated Shutter</name>
		<internalname>SWITCHDOOR</internalname>
		<actorid>40</actorid>
		<description>A fence door that opens when the associated switch is activated. Never closes if associated to a timed switch, even after the switch timer runs out.

Parameter 1:
XXXX Which way it opens

0000 - Left
0001 - Right</description>
		<bankreq>7=7</bankreq>
		<param n='0'>
			<name>Orientation</name>
			<offset>0</offset>
			<length>16</length>
			<type>enum</type>
			<values>&quot;Left&quot;, &quot;Right&quot;</values>
			<description>Which way the door opens.</description>
		</param>
	</object>

	<object id='46'>
		<category>1</category>
		<name>Switch-activated Shutter - HMC</name>
		<internalname>CV_SHUTTER</internalname>
		<actorid>67</actorid>
		<description>Used in Hazy Maze Cave.</description>
		<bankreq>7=14</bankreq>
	</object>

	<object id='47'>
		<category>1</category>
		<name>Control Pad Lift</name>
		<internalname>CV_NEWS_LIFT</internalname>
		<actorid>68</actorid>
		<description>Platform in Hazy Maze Cave. Walking onto the arrows makes the platform move in their direction.</description>
		<bankreq>7=14</bankreq>
	</object>

	<object id='48'>
		<category>2</category>
		<name>Unchained Chomp</name>
		<internalname>WANWAN2</internalname>
		<actorid>337</actorid>
		<description>A Chain Chomp that isn&#039;t attached to a pole, and instead wanders around following a set path carrying a Silver Star (a Power Star in VS Mode) attached to its chain

Parameter 1:
XSPP where

S - Star ID for VS Mode. Set to F in normal mode levels in it appears in (i.e. Bob-omb Battlefield).
PP - Path ID</description>
		<bankreq>6=1</bankreq>
	</object>

	<object id='49'>
		<category>1</category>
		<name>1-Up Mushroom</name>
		<internalname>ONEUPKINOKO</internalname>
		<actorid>276</actorid>
		<description>Green mushroom that gives the player an extra life. If a mushroom is to be spawned from a tree, Nintendo places the &quot;create tag&quot; mushroom 0.2 y points above the &quot;tag&quot; mushroom.
		
TODO: figure out parameters

Parameter 1:
TTTT where

T: Type
0000 - Like spawned from block (springs out, trundles around slowly and eventually disappears)
0001 - Trundles around, trying to avoid player.
0014 - Still, until approached; then does a big jump. It sparkles, but never disappears.
0015 - Spawns when one Mushroom with Parameter 1 set to F6 is triggered. Mushroom trundles around, trying to avoid player and eventually disappears. There is not point having more than one 00015 mushroom, as only the first one will spawn.
0016 - Nothing?
0017 - Spawns when one Mushroom with Parameter 1 set to F8 is triggered. Mushroom flies towards the player, going through all obstacles.
0045 - Spawns when four Mushrooms with Parameter 1 set to F6 are triggered. Mushroom trundles around, trying to avoid player and eventually disappears.
0085 - Spawns when eight Mushrooms with Parameter 1 set to FB are triggered. Mushroom trundles around, trying to avoid player and eventually disappears.
00F1 - Nothing?
00F2 - Still, until approached; then it starts trundling back and forth very quickly, eventually disappering.
00F3 - Still
00F4 - Mushroom jumps when approached
00F6 - Invisible tag for one Mushroom with Parameter 1 set to 0045 or 0015. If you have too many triggers it won&#039;t work.
00F7 - Nothing?
00F8 - Invisible tag for one Mushroom with Parameter 1 set to 0017. See 0017 for more info.
00FB - Invisible tag for one Mushroom with Parameter 1 set to 0085. See 0085 for more info. Appears and acts like a coin.

* Files:
** /data/ARCHIVE/arc1.narc/data/normal_obj/oneup_kinoko
*** oneup_kinoko.bmd</description>
		<bankreq>none</bankreq>
	</object>

	<object id='50'>
		<category>1</category>
		<name>Cannon</name>
		<internalname>CANNON</internalname>
		<actorid>207</actorid>
		<description>When touched, allows the player to aim, then press the attack/jump button to blast out. Can also act as a decoration (that optionally fires water bombs)

Parameter 1:
XXXX Behaviour

0000 - Cannon that shoots water bombs
0000 - Idle cannon, doesn&#039;t shoot
0002 - Cannon that player can shoot out of
0003+ - same as 0000?

Parameter 3: 
XXXX Default Y rotation (cannon limitations are 90 degrees left and right of this)

(Source: Sparsite)</description>
		<bankreq>none</bankreq>
	</object>

	<object id='51'>
		<category>2</category>
		<name>Chain Chomp Fence</name>
		<internalname>WANWAN_SHUTTER</internalname>
		<actorid>41</actorid>
		<description>The fence object 000A, Chain-Chomp, runs into when freed. In [i]Bob-Omb Battlefield[/i], it is used to prevent access to the 7th Star. However, Vanish Luigi can go through it.</description>
		<bankreq>7=7</bankreq>
	</object>

	<object id='52'>
		<category>1</category>
		<name>Water Bomb</name>
		<internalname>WATERBOMB</internalname>
		<actorid>208</actorid>
		<description>Falling bubbles that harm the player and some enemies. In the vanilla game, they&#039;re placed in the air, so that, when the player approaches it, it comes falling down. Infinitely regenerates - if a water bomb gets destroyed, it will respawn a short time later and fall down again if the player is still near the water bomb&#039;s spawn point.


==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>none</bankreq>
	</object>

	<object id='53'>
		<category>1</category>
		<name>Bird</name>
		<internalname>SBIRD</internalname>
		<actorid>343</actorid>
		<description>Birds that fly away when a player walks near them.

Parameter 1:
XXYZ

Y: Unknown

Z: Number of birds to spawn</description>
		<bankreq>7=2</bankreq>
	</object>

	<object id='54'>
		<category>1</category>
		<name>Fish</name>
		<internalname>FISH</internalname>
		<actorid>344</actorid>
		<description>Small fish swimming around. Purely decorative.

Parameter 1:
XXXY

X: Unknown

Y: How many fish to spawn</description>
		<bankreq>6=1</bankreq>
	</object>

	<object id='55'>
		<category>1</category>
		<name>Butterflies</name>
		<internalname>BUTTERFLY</internalname>
		<actorid>336</actorid>
		<description>Butterfl/y/ies flying around.

Parameter 1:
0 - Spawns 1 (Unused?)
21 - Spawn 3, 2 turn into cannonballs when touched, one turns into 1UP
75 - Spawn 5
1F - Spawn 3, one turns into 1UP
2F - Turns into cannonball</description>
		<bankreq>6=1</bankreq>
	</object>

	<object id='56'>
		<category>3</category>
		<name>King Bob-omb</name>
		<internalname>BOMBKING</internalname>
		<actorid>189</actorid>
		<description>A big Bob-omb, that can be found on top summit of Bob-omb Battlefield. Formerly known as Big Bob-omb in this game and other earlier games.

Parameter 1:
FF followed by the Star ID.

Notes: 
- The behaviour of King Bob-Omb is hard-coded to match the Star ID with which the level was entered; Star 1 - Fight 1, Star 4 - Fight 2, any other star - Fight 2 (without music).
- King Bob-Omb&#039;s position in a level is hard-coded to only work properly if placed at -2.998, 4.192, -4.597

Important: Using King Bob-Omb requires that the level contains a Bob-Omb object (can be hidden under level), otherwise during behaviour 1, after throwing a couple of Bob-Ombs, all subsequent Bob-Ombs will have totally corrupted textures. Reason for this is unknown.</description>
		<bankreq>2=2</bankreq>
	</object>

	<object id='57'>
		<category>2</category>
		<name>Mr. Blizzard</name>
		<internalname>SNOWMAN</internalname>
		<actorid>223</actorid>
		<description>A snowman that appears out of nowhere and throws snowballs at the player. Can be defeated by running circles around it, breathing fire at it, throwing a projectile at it or by punching it as Wario. Awards three Yellow Coins when killed.

Parameter 1:
XXXX where

0000 - Bounce along Path 0
0002 - Bounce along Path 2
0003 - Bounce along Path 3
01FF - Stay in one place, hidden in the ground (used in [i]Cool, Cool Mountain[/i], [i]Snowman&#039;s Land[/i] and [i]Chief Chilly Challenge[/i])
02FF - Same as 01FF? (used in [i]Snowman&#039;s Land[/i])

TODO: above info makes it appear that if, of XXYY (instead of XXXX), XX equals 00, YY determines the Path ID. Needs investigation. Also research other values for the param.</description>
		<bankreq>2=5</bankreq>
	</object>

	<object id='58'>
		<category>2</category>
		<name>Mad Piano</name>
		<internalname>PIANO</internalname>
		<actorid>249</actorid>
		<description>That scary piano. Starts chomping at the player when they jump or run, as long as it is in range.</description>
		<bankreq>0=2</bankreq>
	</object>

	<object id='59'>
		<category>2</category>
		<name>Piranha Plant</name>
		<internalname>PAKUN</internalname>
		<actorid>250</actorid>
		<description>Classic enemy from SMB.

Sleeps most of the time, but if a player comes too close and walks too fast, wakes up and starts chomping. Rewards one Blue Coin when killed and respawns if the player leaves, then re-enters its draw distance, but it&#039;ll only award a Blue Coin the first time the player kills it.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=1</bankreq>
	</object>

	<object id='60'>
		<category>1</category>
		<name>Star Camera</name>
		<internalname>STAR_CAMERA</internalname>
		<actorid>177</actorid>
		<description>This sprite determines where the camera should be placed while a star is spawning.

Parameter 1:
XXXI

XXX - Nothing?

I - Star ID</description>
		<bankreq>none</bankreq>
	</object>

	<object id='61'>
		<category>1</category>
		<name>Power Star</name>
		<internalname>STAR</internalname>
		<actorid>178</actorid>
		<description>Adds 1 Star to the player&#039;s Star counter when collected for the first time. Only appears on the minimap if Y matches the current Star.

Parameter 1:
XXTI where:

XX - Nothing?

T: [T]ype
0 - Normal
1 - Jumping around (Like if you defeat an enemy that spawns a Silver Star)
2 - 100-Coin Star
3 - VS Mode star. If matched to a Star Marker with T set to 1, the Star is still and uncollectable until the Star Marker (in Star Sphere form) is smashed, then it becomes collectable, starts spinning and starts jumping about.
4 - Upon spawning, fly in an arch whilst sparkling to the location of the Star Marker with the corresponding Star ID (used when another object spawns a Star)
5 - Always yellow, but not collectable if already collected?
6 - Star Sphere for Silver Star missions. The Power Star appears inside if five Silver Stars have been collected, and disappears again if the player loses a Silver Star.
7 - Only appears on minimap. Used to mark the location of warps that bring you to a Star in another map, and also used in mission 3 of Shifting Sand Land - pyramid for unknown reasons.

I - Star ID. Setting it to 0 makes it the 100 Coin Star. Only values 0-7 (inclusive) actually contribute to the Star count and trigger saving/exiting.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='62'>
		<category>1</category>
		<name>Silver Star</name>
		<internalname>SILVER_STAR</internalname>
		<actorid>179</actorid>
		<description>When 5 Silver Stars are collected, makes a Star appear inside a cage. If one or more Silver Stars are dropped, the caged Star will disappear until they are collected again. If the player collects six Silver Stars, the game will be in Time Stop (objects and exits are frozen in time and uninteractable with, with the exception of Ice Blocks, which remain solid sometimes) indefinitely, but the player can walk around. The game won&#039;t pause in this state, and the only way to exit the course is by resetting the game, dying from lava, drowning, fall damage etc. or by collecting the Power Star by jumping into the Star Sphere as Yoshi, then pressing the attack button to swallow the Star, but this isn&#039;t always possible. If the player collects the sixth Silver Star while riding a Koopa Shell, the game crashes.

Parameter 1:
XXTS
T: Type
0 - Normal
1 - Bouncing. If it falls off the map, it will respawn at the object placement.
7+ - Repeats from 0
(Glitchy ones including ones that are shared with the Power Star)
2
3 - Glitter effect. No icon on minimap.
4
5 - Can&#039;t be collected
6

S - Star ID. Match with a Power Star (Unless you&#039;re in &lt;span style=&quot;color:#FF0000&quot;&gt;block fort&lt;/span&gt;&lt;sup&gt;[explanation needed: is &quot;block fort&quot; Battle Fort?], apparently- Uses F when the Power Star uses 1).
(source: Hiccup)

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Malfunctions/Freezes/Crashes</description>
		<bankreq>none</bankreq>
	</object>

	<object id='63'>
		<category>1</category>
		<name>Star Marker</name>
		<internalname>STARBASE</internalname>
		<actorid>180</actorid>
		<description>Tells where the associated Power Star lands after it spawns.

Optionally, this object can show a horizontal star shadow at its position, usually when the star is spawned by collecting red coins.

Parameter 1:
XXTS

T: [T]ype
0 - Used for Red Coins, appears as blue rotating horizontal star
1 - Appears as Star Sphere. Smashes when touched. Makes matching Power Star with T set to 3 become collectable, start spinning and start jumping about.
3, 5, 7, 9, B - Appears invisible, and nothing seems to spawn a star. Star Switches set to this ID will appear already pressed.
2, A - Star can be spawned by events like Koopa the Quick, numbered &quot;secrets&quot; or from a baddie being beaten.
4 - Appears as the Star Sphere, but won&#039;t spawn stars from Switch Stars, baddies nor silver stars?
6 - For Switch Stars, appears as Star Sphere

S - [S]tar ID</description>
		<bankreq>none</bankreq>
	</object>

	<object id='64'>
		<category>2</category>
		<name>Whomp</name>
		<internalname>BATAN</internalname>
		<actorid>164</actorid>
		<description>Walks in a straight path, then turns around and walks the other way. When it finds a player, it moves faster and tries to crush them by faceplanting onto the ground. Spits out a Yellow Coin every time the player stands on its back, but no more than five times, and rewards five Yellow Coins when killed by a Ground Pound or by running into it as a Mega player.</description>
		<bankreq>2=3</bankreq>
	</object>

	<object id='65'>
		<category>3</category>
		<name>Whomp King</name>
		<internalname>BATANKING</internalname>
		<actorid>165</actorid>
		<description>Takes 3 Ground Pounds to destroy. Will only show up on Star 1, regardless of which Star he&#039;s intended to spawn on.

[b]Parameter 1:[/b]
FF followed by Star ID, eg. FF01 for Star 1. 

There should be a corresponding Star Marker with parameters 2 followed by Star ID, eg. 2[b]1[/b] for Star [b]1[/b].</description>
		<bankreq>2=3</bankreq>
	</object>

	<object id='66'>
		<category>2</category>
		<name>Thwomp</name>
		<internalname>DOSUN</internalname>
		<actorid>161</actorid>
		<description>An angry stone that smashes the ground, then returns to its initial position. Can be smashed to bits by Mega players.

TODO: HayashiSTL/mibts/josh65536 has a YouTube video about Thwomps. Implement the information from that video and its description into the ObjDB.</description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='67'>
		<category>2</category>
		<name>Boo</name>
		<internalname>TERESA</internalname>
		<actorid>209</actorid>
		<description>Chases the player. Turns translucent when looked at, revealing a Blue Coin, or occasionally a Red Coin, Yellow Coin or BBH Entrance Cage inside.

TODO:

Parameter 1:
CCTT

CC: Cap
00 - None
10 - Mario
21 - Luigi
32 - Wario  

T: Type
00 - Normal.
01 - Stays still, doesn&#039;t turn transparent, cannot be defeated or stomped, but can be eaten, which triggers the usual line: &quot;You can&#039;t eat ghosts&quot;.  This type of Boo can be pushed around by walking into it.
02 - Slightly erratic chasing movement, triggers &quot;ghosts don&#039;t die&quot; text, otherwise normal.
03 - Spawns two of the Para1:1 ghosts in the same place.
04 - Transparent, slightly bigger, flies away forever after being approached. Used in castle corridor.
05 - Slightly bigger, contains Big Boo&#039;s Haunt cage.
06 - Appears normal?
07 - Spawns three Boos, one of them may be Param. 1/2 behaviour.
08 - Doesn&#039;t chase or turn transparent, but moves in a circle, otherwise normal.
09 - Same as 0?
0A - Contains yellow coin instead of blue coin, may contain red coin in certain circumstances and doesn&#039;t appear at the beginning of the game.
0B - Doesn&#039;t spawn?

(source: Hiccup)</description>
		<bankreq>0=2</bankreq>
	</object>

	<object id='68'>
		<category>3</category>
		<name>Big Boo</name>
		<internalname>BOSS_TERESA</internalname>
		<actorid>210</actorid>
		<description>The Boo&#039;s larger brethren. Takes 3 hits to destroy and releases a Power Star.

TODO:
Figure out parameters.

Parameter 1:
SSYY
SS - Star ID (use 8+ with no matching Star Marker for no star)
YY:
00 - Normal
01 - Does not appear to spawn. Needs investigation.
02 - Spawns when all Para1:2 Boos are defeated.
03 - King Boo (may require object LUIGI to function)
04 - Stays still, doesn&#039;t turn transparent, cannot be defeated or stomped but can be pushed around by walking into it.
05 - same as 4?</description>
		<bankreq>0=2</bankreq>
	</object>

	<object id='69'>
		<category>1</category>
		<name>Big Boo Icon</name>
		<internalname>ICON_TERESA</internalname>
		<actorid>211</actorid>
		<description>Activates when Big Boo appears, draws a Star icon on the minimap at Big Boo&#039;s current location.

Parameter 1:
XXYY

where:
XX: Star ID
YY: Unknown</description>
		<bankreq>0=2</bankreq>
	</object>

	<object id='70'>
		<category>1</category>
		<name>Large Mansion Steps</name>
		<internalname>KAIDAN</internalname>
		<actorid>65</actorid>
		<description>These appear after defeating Big Boo in the mansion.

Parameter 1:
XXXX Star ID for them to be set down?</description>
		<bankreq>0=2</bankreq>
	</object>

	<object id='71'>
		<category>1</category>
		<name>Secret Door Bookshelf</name>
		<internalname>BOOKSHELF</internalname>
		<actorid>158</actorid>
		<description>When you hit the books in the right order it will move to the left. If you get the order wrong, it will shoot a book at you and reset the books.</description>
		<bankreq>0=2</bankreq>
	</object>

	<object id='72'>
		<category>1</category>
		<name>Big Boo&#039;s Merry-Go-Round</name>
		<internalname>MERRYGOROUND</internalname>
		<actorid>159</actorid>
		<description>Big Boo&#039;s Merry-Go-Round. Rotating platform. Also plays its own music when the player is close enough to it.</description>
		<bankreq>0=2</bankreq>
	</object>

	<object id='73'>
		<category>1</category>
		<name>BBH Trap Door</name>
		<internalname>TERESAPIT</internalname>
		<actorid>160</actorid>
		<description>Flipping platform in Big Boo&#039;s Haunt.</description>
		<bankreq>0=2</bankreq>
	</object>

	<object id='74'>
		<category>1</category>
		<name>Rec Room Cupboard object</name>
		<internalname>PL_CLOSET</internalname>
		<actorid>182</actorid>
		<description>An long invisible object that triggers the &quot;Continue with adventure / Save and play mini-games&quot; message when you go up to it and press A. Used in front of the actual cupboard.</description>
		<bankreq>7=51</bankreq>
	</object>

	<object id='75'>
		<category>1</category>
		<name>Wall Sign</name>
		<internalname>KANBAN</internalname>
		<actorid>183</actorid>
		<description>Signs inside the castle are mounted on walls. Press A to read them.

Parameter 1:
XXXX Message ID

Parameter 2:
Always Uses FFFF?

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=2</bankreq>
	</object>

	<object id='76'>
		<category>1</category>
		<name>Sign Post</name>
		<internalname>TATEFUDA</internalname>
		<actorid>184</actorid>
		<description>Wooden sign post. When close to it, the player can press A or B to read its message. Wario can stand behind a sign and press A to pick it up and carry it, then press A again to throw it, functioning as a long-range weapon. If placed underwater, Wario can grab these from behind and ride them like Koopa Shells underwater. Yoshi can burn signposts with his fire breath, and any player can pound them into the ground (Wario has to groundpound the signpost once to fully pound it into the ground, the others have to groundpound twice). If a signpost is partially pounded into the ground, it can still be read, and the player character will enter crawling position to read the sign.

Parameter 1:
XXXX where

XXXX: Message (needs clarification, simplification)
0000, FFFF - 0000
000F - 000F
0071 - 0011
06D7 - 0059

==Misc. Info==
===VS Mode Practice Behaviours==
* On reading: Malfunction/Crash/Freeze</description>
		<bankreq>none</bankreq>
	</object>

	<object id='77'>
		<category>1</category>
		<name>CCM Ice Sheet</name>
		<internalname>ICE_BOARD</internalname>
		<actorid>295</actorid>
		<description>Used in Cool, Cool Mountain. A square sheet of ice only Wario can break by ground pounding (or a giant player, but that is unused behaviour). Visible from both sides.</description>
		<bankreq>7=11</bankreq>
	</object>

	<object id='78'>
		<category>1</category>
		<name>Seaweed</name>
		<internalname>WAKAME</internalname>
		<actorid>296</actorid>
		<description>Wavy pieces of seaweed. Seen in water levels like Jolly Roger Bay and Dire Dire Docks.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='79'>
		<category>1</category>
		<name>Healing Heart</name>
		<internalname>HEART</internalname>
		<actorid>297</actorid>
		<description>A translucent, spinning heart. The faster you pass through it, the more Power the player regains, up to fully replenishing the Power Meter.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='80'>
		<category>1</category>
		<name>Toad</name>
		<internalname>KINOPIO</internalname>
		<actorid>185</actorid>
		<description>Toad, in-game. Some Toads give you Power Stars. The parameters for Toad&#039;s message are the same as those for Bob-omb Buddy.

TODO: which params make the Toad able to give player their lost cap, like the one in the lobby?

Parameter 1:
TTTT
TTTT - Text ID. Usually the text Toad will speak to Mario; 1, 2 and 3 are added to the specified text ID to get the text that Toad will use for Luigi, Wario and Yoshi respectively.

Parameter 2:
XXSS
XX - Nothing? (used as FF)
SS - Star ID to spawn. Use FF for no star.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=2</bankreq>
	</object>

	<object id='81'>
		<category>1</category>
		<name>Princess Peach</name>
		<internalname>PEACH_PRINCESS</internalname>
		<actorid>186</actorid>
		<description>Princess Peach in-game. If you stand in front of her and press A or B, she says the following.

    &quot;That&#039;s just fine--I&#039;ve been looking for something to fry with my fire breath! Your Star Power is useless against me! Your friends are all trapped in the walls... And you&#039;ll never see the princess again! Gwa ha ha ha!&quot;

This might be because she was never intended to talk, but was given this behavior to prevent crashing.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=2</bankreq>
	</object>

	<object id='82'>
		<category>1</category>
		<name>BitFS-f Tilting Platform</name>
		<internalname>KOOPA2BG</internalname>
		<actorid>166</actorid>
		<description>The red tinted platform in Bowser in the Fire Sea - fight. It tilts towards Bowser if he jumps on it.

Parameter 1:
Uses FFFF</description>
		<bankreq>none</bankreq>
	</object>

	<object id='83'>
		<category>1</category>
		<name>BitS-f Falling Platform</name>
		<internalname>KOOPA3BG</internalname>
		<actorid>167</actorid>
		<description>A large green piece of the platform in Bowser in the Sky - Fight, shaped like a triangular prism. Each time Bowser is thrown off the platform and then jumps out of the abyss, landing on the platform, one of these pieces breaks off of the platform and falls down. Once Bowser is on his last hit, he&#039;ll stomp his feet, causing all remaining BitS-f Falling Platforms to break off and fall down, one directly after the other.

Parameter 1:
FFXX Order that platforms fall in?
(ex. FF01)</description>
		<bankreq>none</bankreq>
	</object>

	<object id='84'>
		<category>1</category>
		<name>Koopa Shell</name>
		<internalname>SHELL</internalname>
		<actorid>285</actorid>
		<description>The green Koopa Shell can be ridden underwater and on land/water/lava depending on its parameters, while its red counterpart can be hit to send it flying across the ground. Red shells can be eaten by Yoshi to allow him to breathe fire. Green shells can also be eaten by Yoshi, then spat out to travel as a Red Shell does when hit or turned into an egg that awards no coins. If a Green Shell for use underwater is picked up while the player is considered abovewater, it can be carried around and vanishes in a puff of smoke when thrown.

Can also be spawned by non-lethally attacking a Koopa.
		
Parameter 1:
XXUC where

U:
0 - For use out of water
1 - For use underwater

Z: Color
0 - Green
1 - Red (Unused)</description>
		<bankreq>none</bankreq>
		<param n='0'>
			<name>Color</name>
			<offset>0</offset>
			<length>1</length>
			<type>enum</type>
			<values>&quot;Green&quot;,&quot;Red&quot;</values>
			<description>What color the shell will be.</description>
		</param>
	</object>

	<object id='85'>
		<category>2</category>
		<name>Sushi</name>
		<internalname>SHARK</internalname>
		<actorid>225</actorid>
		<description>Swims around very fast, taking three life points if a player hits it. Like Cheep-Cheep, it cannot be killed in any way.

Parameter 1:
XXXX Path ID to follow</description>
		<bankreq>4=2</bankreq>
	</object>

	<object id='86'>
		<category>1</category>
		<name>TTC Mecha 01</name>
		<internalname>CT_MECHA01</internalname>
		<actorid>108</actorid>
		<description>A large, yellow, rotating block found in Tick Tock Clock.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='87'>
		<category>4</category>
		<name>TTC Mecha 02 (Unused)</name>
		<internalname>CT_MECHA02</internalname>
		<actorid>109</actorid>
		<description>Unused triangular version of CT_MECHA01 from Tick Tock Clock.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='88'>
		<category>1</category>
		<name>TTC Mecha 03 (Pendulum)</name>
		<internalname>CT_MECHA03</internalname>
		<actorid>110</actorid>
		<description>A large pendulum found in Tick Tock Clock that swings back and forth.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='89'>
		<category>1</category>
		<name>TTC Mecha 04L(LargeConveyorBelt)</name>
		<internalname>CT_MECHA04L</internalname>
		<actorid>111</actorid>
		<description>TODO: Investigate what the additional requirements are

A large conveyor belt found in Tick Tock Clock.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='90'>
		<category>1</category>
		<name>TTC Mecha 04S(SmallConveyorBelt)</name>
		<internalname>CT_MECHA04S</internalname>
		<actorid>112</actorid>
		<description>A smaller version of the Large conveyor belt found in Tick Tock Clock.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='91'>
		<category>1</category>
		<name>TTC Mecha 05</name>
		<internalname>CT_MECHA05</internalname>
		<actorid>113</actorid>
		<description>A rectangular box that shoots out of the wall and tries to push the player out of its way, found in Tick Tock Clock. Also known as Moving Bar.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='92'>
		<category>1</category>
		<name>TTC Mecha 06</name>
		<internalname>CT_MECHA06</internalname>
		<actorid>114</actorid>
		<description>A rotating gear found in Tick Tock Clock.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='93'>
		<category>4</category>
		<name>TTC Mecha 07 (Unused)</name>
		<internalname>CT_MECHA07</internalname>
		<actorid>115</actorid>
		<description>Unused rotating triangular platform from Tick Tock clock. Shaped like a segment of a hexagon, rotates about Y (up) axis and has a raised bump at the centre (inner point of triangle). Uses the same shadow as CT_MECHA06.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='94'>
		<category>4</category>
		<name>TTT Mecha 08A (Unused)</name>
		<internalname>CT_MECHA08A</internalname>
		<actorid>116</actorid>
		<description>Unused cube-shaped platform from Tick Tock Clock. Moves up and down continuously. No shadow. Shares same behaviour as CT_MECHA08B.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='95'>
		<category>4</category>
		<name>TTC Mecha 08B (Unused)</name>
		<internalname>CT_MECHA08B</internalname>
		<actorid>117</actorid>
		<description>Unused cube-shaped platform from Tick Tock Clock. Moves up and down continuously. Shares same behaviour as CT_MECHA08A.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='96'>
		<category>1</category>
		<name>TTC Mecha 09</name>
		<internalname>CT_MECHA09</internalname>
		<actorid>118</actorid>
		<description>A yellow, rectangular platform that moves up and down found in Tick Tock Clock.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='97'>
		<category>1</category>
		<name>TTC Mecha 10</name>
		<internalname>CT_MECHA10</internalname>
		<actorid>119</actorid>
		<description>Large rotating clock hand found in Tick Tock Clock.</description>
		<bankreq>7=28</bankreq>
	</object>

	<object id='98'>
		<category>1</category>
		<name>TTC Mecha 11</name>
		<internalname>CT_MECHA11</internalname>
		<actorid>120</actorid>
		<description>Dark green platforms that rotate, found in Tick Tock Clock.</description>
		<bankreq>7=28</bankreq>
	</object>

	<object id='99'>
		<category>1</category>
		<name>TTC Mecha 12L</name>
		<internalname>CT_MECHA12L</internalname>
		<actorid>121</actorid>
		<description>A large rotating gear found in Tick Tock Clock.</description>
		<bankreq>7=28</bankreq>
	</object>

	<object id='100'>
		<category>1</category>
		<name>TTC Mecha 12S</name>
		<internalname>CT_MECHA12S</internalname>
		<actorid>122</actorid>
		<description>A small rotating gear found in Tick Tock Clock.</description>
		<bankreq>7=28</bankreq>
	</object>

	<object id='101'>
		<category>1</category>
		<name>SSL-P Rectangular Block Lift</name>
		<internalname>DP_BROCK</internalname>
		<actorid>87</actorid>
		<description>A thin rectangular brick block from Shifting Sand Land. Moves up and down.

Parameter 1:
FF0X How low the block should start relative to its origin when spawned (for different up/down timings)</description>
		<bankreq>7=18</bankreq>
	</object>

	<object id='102'>
		<category>1</category>
		<name>SSL-P Cage Lift</name>
		<internalname>DP_LIFT</internalname>
		<actorid>88</actorid>
		<description>Caged platform that appears in Shifting Sand Land - pyramid.</description>
		<bankreq>7=18</bankreq>
	</object>

	<object id='103'>
		<category>1</category>
		<name>SSL Pyramid Top</name>
		<internalname>DL_PYRAMID</internalname>
		<actorid>85</actorid>
		<description>Explodes when each of the four triggers (DL_PYRAMID_DUMMY) are touched by the player.</description>
		<bankreq>7=17</bankreq>
	</object>

	<object id='104'>
		<category>1</category>
		<name>SSL Pyramid Pillar Dummy</name>
		<internalname>DL_PYRAMID_DUMMY</internalname>
		<actorid>86</actorid>
		<description>When all 4 are triggered, make the tip of the pyramid (DL_PYRAMID) explode.</description>
		<bankreq>7=17</bankreq>
	</object>

	<object id='105'>
		<category>1</category>
		<name>DDD Pole Lift</name>
		<internalname>WL_POLELIFT</internalname>
		<actorid>89</actorid>
		<description>Sliding poles that appear in Dire Dire Docks. 

Parameter 1 gives the ID (zero-based index) of the path the pole is to follow.</description>
		<bankreq>7=19</bankreq>
	</object>

	<object id='106'>
		<category>1</category>
		<name>Bowser&#039;s Submarine</name>
		<internalname>WL_SUBMARINE</internalname>
		<actorid>90</actorid>
		<description>A submarine of Bowser found in Dire Dire Docks. Disappears permanently after DDD Star 1 is completed.</description>
		<bankreq>7=19</bankreq>
	</object>

	<object id='107'>
		<category>1</category>
		<name>DDD Bowser Shutter</name>
		<internalname>WL_KOOPA_SHUTTER</internalname>
		<actorid>91</actorid>
		<description>A large shutter with Bowser&#039;s face on it. Doesn&#039;t spawn if DDD Star 1 is completed.</description>
		<bankreq>7=19</bankreq>
	</object>

	<object id='108'>
		<category>1</category>
		<name>RR Tricky Triangles Object</name>
		<internalname>RC_DORIFU</internalname>
		<actorid>123</actorid>
		<description>A platform in Rainbow Ride that, when activated by a switch, flips the pointy ends of the triangles.

Parameter 1:
FF00 to be actiated by a ! Switch</description>
		<bankreq>7=29</bankreq>
	</object>

	<object id='109'>
		<category>1</category>
		<name>RR Lift 01</name>
		<internalname>RC_RIFT01</internalname>
		<actorid>124</actorid>
		<description></description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='110'>
		<category>1</category>
		<name>RR Ship Wing</name>
		<internalname>RC_HANE</internalname>
		<actorid>125</actorid>
		<description>The decorative wings that adorn the airship in Rainbow Ride.</description>
		<bankreq>7=29</bankreq>
	</object>

	<object id='111'>
		<category>1</category>
		<name>RR Donut Lift</name>
		<internalname>RC_TIKUWA</internalname>
		<actorid>126</actorid>
		<description>Platform that begins to fall after the player walks on it, from Rainbow Ride. It disappears when it hits the ground.</description>
		<bankreq>7=29</bankreq>
	</object>

	<object id='112'>
		<category>1</category>
		<name>RR Swing Lift</name>
		<internalname>RC_BURANKO</internalname>
		<actorid>127</actorid>
		<description>Swinging pendulum-like platform from Rainbow Ride.</description>
		<bankreq>7=29</bankreq>
	</object>

	<object id='113'>
		<category>1</category>
		<name>RR Seesaw</name>
		<internalname>RC_SEESAW</internalname>
		<actorid>128</actorid>
		<description>Seesaw platform from Rainbow Ride.</description>
		<bankreq>5=2</bankreq>
	</object>

	<object id='114'>
		<category>1</category>
		<name>RR Y Axis Rotating Lift</name>
		<internalname>RC_KAITEN</internalname>
		<actorid>129</actorid>
		<description>Spinning platform (Y axis) from Rainbow Ride.

Parameter 1:
Used as FFFF.

Parameter 3:
XXXX where

XXXX:
0000 - Counter-Clockwise
FEC9 - Clockwise.

(Source: Fiachra)</description>
		<bankreq>7=29</bankreq>
	</object>

	<object id='115'>
		<category>1</category>
		<name>RR Axis Spinning Lift with Arms</name>
		<internalname>RC_GURUGURU</internalname>
		<actorid>132</actorid>
		<description>Clockwise spinning platform with &#039;arms&#039; from Rainbow Ride.</description>
		<bankreq>7=29</bankreq>
	</object>

	<object id='116'>
		<category>1</category>
		<name>SL Sliding Ice Spawner</name>
		<internalname>SL_ICEBLOCK</internalname>
		<actorid>92</actorid>
		<description>Periodically spawns ice blocks shaped like a triangular prism of various sizes, which slide forward. Mega players can break the ice triangles by walking into them, causing them to shatter with shattered brick particles.</description>
		<bankreq>7=20</bankreq>
	</object>

	<object id='117'>
		<category>1</category>
		<name>TTM Log</name>
		<internalname>HM_MARUTA</internalname>
		<actorid>102</actorid>
		<description>Moves when the player walks on it. Can be destroyed by a Mega player.</description>
		<bankreq>7=23</bankreq>
	</object>

	<object id='118'>
		<category>1</category>
		<name>THI-T Breakable Rock</name>
		<internalname>TT_FUTA</internalname>
		<actorid>104</actorid>
		<description>Breakable rock blocking entrance to Wiggler&#039;s Cave in [i]Tiny-Huge Island - Tiny[/i]. When Ground Pounded, it gets destroyed and the THI-H Cover in [i]Tiny-Huge Island - Huge[/i] disappears, allowing access to Wiggler&#039;s Cave.

Use FFFF.</description>
		<bankreq>7=26</bankreq>
	</object>

	<object id='119'>
		<category>5</category>
		<name>THI-T Water</name>
		<internalname>TT_WATER</internalname>
		<actorid>105</actorid>
		<description>The water above the entrance to Wiggler&#039;s Cave on Tiny Island. Lowers and disappears when object 118, the THI-T Breakable Rock gets broken with a Ground Pound.

Uses FFFF. (TODO: what if other params are used?)</description>
		<bankreq>7=26</bankreq>
	</object>

	<object id='120'>
		<category>1</category>
		<name>THI-H Cover</name>
		<internalname>TD_FUTA</internalname>
		<actorid>106</actorid>
		<description>Tiny Huge Island - Huge breakable entrance to Wiggler&#039;s Cave. Disappears when entrance broken in Tiny island. 

Use FFFF.</description>
		<bankreq>7=25</bankreq>
	</object>

	<object id='121'>
		<category>5</category>
		<name>THI-H Water</name>
		<internalname>TD_WATER</internalname>
		<actorid>107</actorid>
		<description>[i]Tiny-Huge Island - Huge[/i] - the water above the entrance to Wiggler&#039;s Cave. Disappears when an object 118 (THI-T Breakable Rock) gets broken in Tiny Island. 

Use FFFF. (TODO: what if other params are used?)</description>
		<bankreq>7=25</bankreq>
	</object>

	<object id='122'>
		<category>1</category>
		<name>WDW Rotating Floating Island</name>
		<internalname>WC_UKISIMA</internalname>
		<actorid>94</actorid>
		<description>TODO: Investigate parameters</description>
		<bankreq>7=22</bankreq>
	</object>

	<object id='123'>
		<category>1</category>
		<name>WDW 01 (Square Wood Lift)</name>
		<internalname>WC_OBJ01</internalname>
		<actorid>95</actorid>
		<description>A square wood platform which floats on water. It cannot squish the player. Proportions are 0.5x?x0.5 points. TODO: figure ? out.</description>
		<bankreq>7=22</bankreq>
	</object>

	<object id='124'>
		<category>1</category>
		<name>WDW 02 (Arrow Lift)</name>
		<internalname>WC_OBJ02</internalname>
		<actorid>96</actorid>
		<description>It moves when you stand on it.</description>
		<bankreq>7=22</bankreq>
	</object>

	<object id='125'>
		<category>1</category>
		<name>WDW 03 (Water Diamond)</name>
		<internalname>WC_OBJ03</internalname>
		<actorid>97</actorid>
		<description>More commonly known as Crystal Tap. Changes the water level to the level of the diamond last passed through.

[b]Parameter 1:[/b]
XXII

II - Match this with the II nybble of a WDW - Water object.</description>
		<bankreq>7=22</bankreq>
	</object>

	<object id='126'>
		<category>1</category>
		<name>WDW 04</name>
		<internalname>WC_OBJ04</internalname>
		<actorid>98</actorid>
		<description></description>
		<bankreq>7=22</bankreq>
	</object>

	<object id='127'>
		<category>1</category>
		<name>WDW 05 (Cage&#039;s Lift)</name>
		<internalname>WC_OBJ05</internalname>
		<actorid>99</actorid>
		<description>Used in Wet Dry World.

TODO: investigate parameters

Parameter 1:
XXXT

T: Type
0 - Lift
1 - Static object (unused)</description>
		<bankreq>7=22</bankreq>
		<param n='0'>
			<name>If working</name>
			<offset>0</offset>
			<length>1</length>
			<type>uint</type>
			<values></values>
			<description>FF00 for Lift. FF01 for Static object</description>
		</param>
	</object>

	<object id='128'>
		<category>1</category>
		<name>WDW - 06 - RectangularWoodLift</name>
		<internalname>WC_OBJ06</internalname>
		<actorid>100</actorid>
		<description>A rectangular wood lift which floats on water.</description>
		<bankreq>7=22</bankreq>
	</object>

	<object id='129'>
		<category>5</category>
		<name>WDW Water</name>
		<internalname>WC_MIZU</internalname>
		<actorid>101</actorid>
		<description>Water whoms height can be adjusted via an object 125 (WDW 03(water diamond)).

[b]Parameter 1:[/b]
XXII

II - Match this with the II nybble of the Water Diamond.</description>
		<bankreq>7=22</bankreq>
	</object>

	<object id='130'>
		<category>1</category>
		<name>LLL Rolling Log</name>
		<internalname>FL_MARUTA</internalname>
		<actorid>70</actorid>
		<description>A log in Lethal Lava Land that the player can roll by running on.</description>
		<bankreq>7=15</bankreq>
	</object>

	<object id='131'>
		<category>1</category>
		<name>LLL Volcano Ring</name>
		<internalname>FL_RING</internalname>
		<actorid>71</actorid>
		<description>The rotating ring around the volcano in [i]Lethal Lava Land[/i]. It stops and shoots fireballs out of the centre if the player stands on it uninterruptedly for long enough.</description>
		<bankreq>7=15</bankreq>
	</object>

	<object id='132'>
		<category>1</category>
		<name>LLL Tilting Platform</name>
		<internalname>FL_GURA</internalname>
		<actorid>72</actorid>
		<description>A platform that can tilt based on where the player is standing on it.</description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='133'>
		<category>1</category>
		<name>LLL Bridge</name>
		<internalname>FL_LONDON</internalname>
		<actorid>73</actorid>
		<description>The little drawbridge that goes up and down regularly from [i]Lethal Lava Land[/i].

The internal name seems to be an interesting reference to London Bridge.</description>
		<bankreq>7=15</bankreq>
	</object>

	<object id='134'>
		<category>1</category>
		<name>LLL Sink While On Platform</name>
		<internalname>FL_BLOCK</internalname>
		<actorid>74</actorid>
		<description></description>
		<bankreq>7=15</bankreq>
	</object>

	<object id='135'>
		<category>1</category>
		<name>LLL Sinking Platform</name>
		<internalname>FL_UKIYUKA</internalname>
		<actorid>75</actorid>
		<description></description>
		<bankreq>7=15</bankreq>
	</object>

	<object id='136'>
		<category>1</category>
		<name>LLL Sinking Platform - Large</name>
		<internalname>FL_UKIYUKA_L</internalname>
		<actorid>76</actorid>
		<description></description>
		<bankreq>7=15</bankreq>
	</object>

	<object id='137'>
		<category>1</category>
		<name>LLL Seesaw</name>
		<internalname>FL_SEESAW</internalname>
		<actorid>77</actorid>
		<description></description>
		<bankreq>7=15</bankreq>
	</object>

	<object id='138'>
		<category>1</category>
		<name>LLL Round Spinning Platform</name>
		<internalname>FL_KOMA_D</internalname>
		<actorid>80</actorid>
		<description></description>
		<bankreq>7=15</bankreq>
	</object>

	<object id='139'>
		<category>1</category>
		<name>LLL Firebar</name>
		<internalname>FL_KOMA_U</internalname>
		<actorid>81</actorid>
		<description></description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='140'>
		<category>1</category>
		<name>LLL Float-on-lava Plank</name>
		<internalname>FL_UKI_KI</internalname>
		<actorid>82</actorid>
		<description>A rectangular wooden plank that floats up and down in Lethal Lava Land

Parameter 1:
Should always be set to FFFF

Parameter 2: 
XXXX Delay before bobbing up and down
(ex. F000)</description>
		<bankreq>7=15</bankreq>
	</object>

	<object id='141'>
		<category>1</category>
		<name>LLL Fall Down Block</name>
		<internalname>FL_KUZURE</internalname>
		<actorid>83</actorid>
		<description>Spawns when a Star Marker with a matching Star ID is activated. Star Markers with Star Switch parameter setup seem to count as &quot;activated&quot; all the time.

TODO: test other bosses/objects, and invalid Star IDs

Parameter 1:
XXXS where

S - Star ID.</description>
		<bankreq>7=15</bankreq>
	</object>

	<object id='142'>
		<category>1</category>
		<name>LLL-V Squasher</name>
		<internalname>FM_BATTAN</internalname>
		<actorid>84</actorid>
		<description>A chunk of the wall with triangular sides and rectangular front that comes out of the wall when the player gets near it in an attempt to kill or harm the player. The metal-textured backside can be stood on if nearly horizontal.


Parameter 1:
Uses FFFF</description>
		<bankreq>7=16</bankreq>
	</object>

	<object id='143'>
		<category>1</category>
		<name>Popping Lava Bubbles</name>
		<internalname>LAVA</internalname>
		<actorid>196</actorid>
		<description>Adds a &#039;popping lava bubbles&#039; effect to each plane with either LETHAL LAVA or LETHAL ICE collision applied.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='144'>
		<category>1</category>
		<name>Waterfall Mist</name>
		<internalname>WATERFALL</internalname>
		<actorid>197</actorid>
		<description>Placed at the bottom of waterfalls in the vanilla game. Purely decorative.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='145'>
		<category>1</category>
		<name>Manta Ray</name>
		<internalname>MANTA</internalname>
		<actorid>226</actorid>
		<description>A Big Manta Ray that roams the waters of Dire Dire Docks. It releases rings for the player to collect. Deals 1 damage if touched. Only appears on stars 2-7.

Parameter 1:
XXXY

X: Star ID
(ex. 700)

Y: Path ID to follow</description>
		<bankreq>4=2</bankreq>
	</object>

	<object id='146'>
		<category>2</category>
		<name>Scuttlebug</name>
		<internalname>SPIDER</internalname>
		<actorid>255</actorid>
		<description>Black/yellow spider that walks around. When it sees a player, it runs directly at them, much faster than when it walks. Releases 3 coins when killed.

Parameter 1:
XXXT where

T: Type
0 - Normal
1 - Spawner; a bug springs out a from XYZ placement when you get near. If you defeat it, a replacement will spawn. Only the first one will release coins when defeated.</description>
		<bankreq>1=3</bankreq>
	</object>

	<object id='147'>
		<category>2</category>
		<name>Spiny</name>
		<internalname>TOGEZO</internalname>
		<actorid>260</actorid>
		<description>Classic enemy from SMB. It is a red spiny Koopa that walks on all fours. This enemy will simply bounce backwards when hit with any attack, even being rammed into with a green Koopa Shell. The only way to kill a Spiny is to hit it with a Yoshi Egg.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>2=1</bankreq>
	</object>

	<object id='148'>
		<category>2</category>
		<name>Lakitu</name>
		<internalname>JUGEM</internalname>
		<actorid>265</actorid>
		<description>Throws Spinies, which are in the same object bank.

Parameter 1:
XXXX where

XXXX:
0000 - ?
0001 - ?

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>2=1</bankreq>
	</object>

	<object id='149'>
		<category>2</category>
		<name>Moneybag</name>
		<internalname>GAMAGUCHI</internalname>
		<actorid>261</actorid>
		<description>Disguised as a coin, this enemy appears to be harmless. When approached, it turns into a purse, then hops away. When hit, it releases many[how many] coins.</description>
		<bankreq>2=5</bankreq>
	</object>

	<object id='150'>
		<category>2</category>
		<name>Mr. I</name>
		<internalname>EYEKUN</internalname>
		<actorid>262</actorid>
		<description>Stays in one place, constantly looking at the player. Every 5 seconds or so, it fires a plasma ball at the player. It can be defeated by running circles around it or by breathing fire at it. Releases a Blue Coin when killed. It ignores Vanish Luigi&#039;s presence.</description>
		<bankreq>1=3</bankreq>
	</object>

	<object id='151'>
		<category>3</category>
		<name>Big Mr. I</name>
		<internalname>EYEKUN_BOSS</internalname>
		<actorid>263</actorid>
		<description>Huge version of Mr. I seen in the attic in Big Boo&#039;s Haunt. It acts the same way as its smaller counterpart, but releases a Power Star when defeated, as opposed to a blue coin.

Parameter 1: Star ID</description>
		<bankreq>1=3</bankreq>
	</object>

	<object id='152'>
		<category>1</category>
		<name>Crazed Crate</name>
		<internalname>BATTA_BLOCK</internalname>
		<actorid>193</actorid>
		<description>Also known as Crazy Box. When grabbed or eaten, makes the player bounce up very high three times. If watched closely while idle, the block will hop up and down. If grabbed underwater, the player can carry it like a Koopa Shell. If the Crazed Crate is taken abovewater from underwater by Yoshi, he can carry it around, but if he goes into belly-slide animation, he&#039;ll start bouncing normally, except the Crazed Crate doesn&#039;t disappear after being &quot;destroyed&quot; after three bounces and releases coins every time it finishes its third bounce. In this situation, it [b]will[/b] get destroyed if... TODO

The Crazed Crate allows the player to safely bounce on lava, but breaks prematurely upon contact with water or instakill quicksand.</description>
		<bankreq>2=4</bankreq>
	</object>

	<object id='153'>
		<category>2</category>
		<name>Amp</name>
		<internalname>BIRIKYU</internalname>
		<actorid>266</actorid>
		<description>Black, electric ball that moves around in a circle. When touched, the player will be electricuted and stunned for a second. Metal Wario will not take damage, and Invisible Luigi can walk through them.

Parameter 1:

(Diameter of Amp&#039;s path) * 10</description>
		<bankreq>1=2</bankreq>
	</object>

	<object id='154'>
		<category>1</category>
		<name>TTM Ukiki Star Cage</name>
		<internalname>HM_BASKET</internalname>
		<actorid>103</actorid>
		<description>A Power Star inside a monkey cage. The monkey sets it free.</description>
		<bankreq>7=23</bankreq>
	</object>

	<object id='155'>
		<category>2</category>
		<name>Ukiki (Thief)</name>
		<internalname>MONKEY_THIEF</internalname>
		<actorid>267</actorid>
		<description>Steals the player&#039;s hat, making them more vulnerable to enemies.</description>
		<bankreq>7=23</bankreq>
	</object>

	<object id='156'>
		<category>1</category>
		<name>Ukiki (Star)</name>
		<internalname>MONKEY_STAR</internalname>
		<actorid>268</actorid>
		<description>Releases the Power Star from the monkey cage.</description>
		<bankreq>7=23</bankreq>
	</object>

	<object id='157'>
		<category>1</category>
		<name>Baby Penguin</name>
		<internalname>PENGUIN_BABY</internalname>
		<actorid>256</actorid>
		<description>The baby penguins. Both the child of Mama Penguin and the other penguin.

Param 1:
0 - Tuxie, Mama Penguin&#039;s baby
1 - The other penguin</description>
		<bankreq>1=4</bankreq>
	</object>

	<object id='158'>
		<category>1</category>
		<name>Mother Penguin</name>
		<internalname>PENGUIN_MOTHER</internalname>
		<actorid>257</actorid>
		<description>Her official name is Ping. Bring her the correct baby and she will reward you with a Star. Take the baby away from her after she gave you the Star and she&#039;ll follow you around angrily, until you exit her radius, then she doesn&#039;t care anymore. Her position in the level affects where she looks down at player; level needs to be high enough or low enough so it looks right - TODO: include coordinates.

Param 1: Star ID</description>
		<bankreq>7=11</bankreq>
	</object>

	<object id='159'>
		<category>1</category>
		<name>Bridge Penguin</name>
		<internalname>PENGUIN_DEFENDER</internalname>
		<actorid>258</actorid>
		<description>Walks back and forth across the bridge on the snowman. You can stand on its head or walk very close to it to be protected against the snowman&#039;s breath.</description>
		<bankreq>7=20</bankreq>
	</object>

	<object id='160'>
		<category>1</category>
		<name>Racing Penguin</name>
		<internalname>PENGUIN_RACER</internalname>
		<actorid>259</actorid>
		<description>The one that races you in Cool, Cool Mountain - slider. Uses Path ID.</description>
		<bankreq>7=12</bankreq>
	</object>

	<object id='161'>
		<category>2</category>
		<name>Flame Chomp</name>
		<internalname>KERONPA</internalname>
		<actorid>270</actorid>
		<description>A.K.A:
* Kuromame
* Fire Chomp

When it sees a player, it constantly looks at them. Occasionally, it will puff up twice as large, then it will spew a fireball that follows the player.</description>
		<bankreq>1=2</bankreq>
	</object>

	<object id='162'>
		<category>1</category>
		<name>Giant Snowman</name>
		<internalname>BIG_SNOWMAN</internalname>
		<actorid>272</actorid>
		<description></description>
		<bankreq>1=4</bankreq>
	</object>

	<object id='163'>
		<category>1</category>
		<name>Snowman Head</name>
		<internalname>BIG_SNOWMAN_HEAD</internalname>
		<actorid>273</actorid>
		<description></description>
		<bankreq>1=4</bankreq>
	</object>

	<object id='164'>
		<category>1</category>
		<name>Snowman Body</name>
		<internalname>BIG_SNOWMAN_BODY</internalname>
		<actorid>274</actorid>
		<description></description>
		<bankreq>1=4</bankreq>
	</object>

	<object id='165'>
		<category>1</category>
		<name>Snowman Breath</name>
		<internalname>SNOWMAN_BREATH</internalname>
		<actorid>275</actorid>
		<description>The breath of the snowman from [i]Snowman&#039;s Land[/i]. It blows the player away and removes their cap, if any.</description>
		<bankreq>7=20</bankreq>
	</object>

	<object id='166'>
		<category>2</category>
		<name>Cheep Cheep</name>
		<internalname>PUKUPUKU</internalname>
		<actorid>227</actorid>
		<description>Fish that appears in Dire, Dire Docks. It swims around and deals 1 piece of health when touched.</description>
		<bankreq>4=2</bankreq>
	</object>

	<object id='167'>
		<category>1</category>
		<name>TTC Painting Short Hand</name>
		<internalname>CLOCK_SHORT</internalname>
		<actorid>292</actorid>
		<description></description>
		<bankreq>7=6</bankreq>
	</object>

	<object id='168'>
		<category>1</category>
		<name>TTC Painting Long Hand</name>
		<internalname>CLOCK_LONG</internalname>
		<actorid>293</actorid>
		<description></description>
		<bankreq>7=6</bankreq>
	</object>

	<object id='169'>
		<category>1</category>
		<name>TTC Painting Pendulum</name>
		<internalname>CLOCK_HURIKO</internalname>
		<actorid>294</actorid>
		<description>The pendulum of the clock in which the entrance to [i]Tick Tock Clock[/i] is placed. The pendulum has no hitbox.</description>
		<bankreq>7=6</bankreq>
	</object>

	<object id='170'>
		<category>2</category>
		<name>Skeeter</name>
		<internalname>MENBO</internalname>
		<actorid>230</actorid>
		<description>Enemies that slide on top of the water in [i]Wet-Dry World[/i]. If a Skeeter is stuck between the water and a floating platform, it dies. On land, Skeeters walk around erratically. If Yoshi eats it, he&#039;ll instantly gain the coins from defeating it and his mouth will turn empty.</description>
		<bankreq>4=2</bankreq>
	</object>

	<object id='171'>
		<category>1</category>
		<name>Coffin</name>
		<internalname>CASKET</internalname>
		<actorid>64</actorid>
		<description>Coffin from Big Boo&#039;s Haunt.

Parameter 1:
XXXR where

R:
0 - [R]aise up when jumped on
1 - Do not move</description>
		<bankreq>1=3</bankreq>
	</object>

	<object id='172'>
		<category>2</category>
		<name>Fwoosh</name>
		<internalname>HYUHYU</internalname>
		<actorid>231</actorid>
		<description>An enemy that resembles a cloud with a face. It floats in one spot, trying to blow the player&#039;s hat away, and even the player itself. Yoshi can eat it, but will get no coins from it.</description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='173'>
		<category>1</category>
		<name>BoB Seesaw</name>
		<internalname>BOMB_SEESAW</internalname>
		<actorid>39</actorid>
		<description>The wooden seesaw bridge from [i]Bob-Omb Battlefield[/i].

TODO: mentioning the dimensions of the seesaw might be a good thing. Plus, does it pass through KCL faces or do they stop the seesaw from rotating further?</description>
		<bankreq>5=2</bankreq>
	</object>

	<object id='174'>
		<category>1</category>
		<name>BitDW Seesaw</name>
		<internalname>KM1_SEESAW</internalname>
		<actorid>133</actorid>
		<description></description>
		<bankreq>5=2</bankreq>
	</object>

	<object id='175'>
		<category>1</category>
		<name>BitDW Switch-controlled Stairs</name>
		<internalname>KM1_DORIFU</internalname>
		<actorid>134</actorid>
		<description>Parameter 1:
XXMM where

MM - See ! Switch parameter info</description>
		<bankreq>7=36</bankreq>
	</object>

	<object id='176'>
		<category>1</category>
		<name>BitDW Diamond Lift</name>
		<internalname>KM1_UKISHIMA</internalname>
		<actorid>135</actorid>
		<description>Follows a hardcoded square-shaped path, starting movement in the direction they are facing. Nintendo places them 0.6 z and y points apart on metal tracks.
(source: Hiccup)</description>
		<bankreq>7=36</bankreq>
	</object>

	<object id='177'>
		<category>1</category>
		<name>BitDW Rickshaw Lift</name>
		<internalname>KM1_KURUMAJIKU</internalname>
		<actorid>137</actorid>
		<description>Those black-and-blue checkered platforms that rotate like a ferris wheel.</description>
		<bankreq>7=36</bankreq>
	</object>

	<object id='178'>
		<category>1</category>
		<name>BitDW Sliding (in-out) Lift</name>
		<internalname>KM1_DERU</internalname>
		<actorid>138</actorid>
		<description></description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='179'>
		<category>1</category>
		<name>JRB Boat - Down</name>
		<internalname>KI_FUNE</internalname>
		<actorid>56</actorid>
		<description></description>
		<bankreq>7=9</bankreq>
	</object>

	<object id='180'>
		<category>1</category>
		<name>JRB Boat - Up</name>
		<internalname>KI_FUNE_UP</internalname>
		<actorid>57</actorid>
		<description></description>
		<bankreq>7=9</bankreq>
	</object>

	<object id='181'>
		<category>1</category>
		<name>JRB Pillar</name>
		<internalname>KI_HASIRA</internalname>
		<actorid>58</actorid>
		<description>Those rock pillars that fall over trying to crush the player in [i]Jolly Roger Bay[/i]&#039;s ocean cave.</description>
		<bankreq>7=9</bankreq>
	</object>

	<object id='182'>
		<category>4</category>
		<name>JRB Rock Triangle</name>
		<internalname>KI_HASIRA_DAI</internalname>
		<actorid>59</actorid>
		<description>A rock triangle only solid on top.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='183'>
		<category>1</category>
		<name>JRB Float-on-water Plank</name>
		<internalname>KI_ITA</internalname>
		<actorid>60</actorid>
		<description>The plank in [i]Jolly Roger Bay[/i] that floats on the surface of the water and tilts to the side the player is standing on.</description>
		<bankreq>7=9</bankreq>
	</object>

	<object id='184'>
		<category>1</category>
		<name>JRB Rock</name>
		<internalname>KI_IWA</internalname>
		<actorid>61</actorid>
		<description>A piece of rock used as decoration in Jolly Rodger Bay. Lit.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='185'>
		<category>5</category>
		<name>JRB-S Water</name>
		<internalname>KS_MIZU</internalname>
		<actorid>62</actorid>
		<description>The water in [i]Jolly Roger Bay - Ship[/i] that lowers when you open a treasure chest.

TODO: how does the treasure chest lower the water? Its ObjDB entry doesn&#039;t mention it being able to trigger such an event.</description>
		<bankreq>7=10</bankreq>
	</object>

	<object id='186'>
		<category>1</category>
		<name>Warp Pipe</name>
		<internalname>DOKAN</internalname>
		<actorid>298</actorid>
		<description>That green warp pipe from every Mario game.

Does nothing if placed alone. For it to act as an entrance or an exit, the corresponding objects must be placed inside it.

Entrance configuration:
Type: &quot;like jumping out of a pipe&quot;
X: pipe x coordinate
Y: pipe x coordinate
Z: pipe z coordinate
Y rotation: any - whatever direction you want the player to jump out
note that if the level id is 24, sfx id 22 plays when mario appears from this entrance, and if its 25, sfx id 23 plays

Exit configuration:
X: pipe x coordinate
Y: pipe x coordinate + 0.05
Z: pipe z coordinate + 0.05
X rotation: 270.000 (if this has a non 0 value and a warp pipe is within 300 fxu of the exit, the warp pipe sound will play. you could use 359,995 for sideways warps, if you have a custom pipe that is sideways)
Height: 0 
Width: 0</description>
		<bankreq>none</bankreq>
	</object>

	<object id='187'>
		<category>1</category>
		<name>Arrow Sign left</name>
		<internalname>YAJIRUSI_L</internalname>
		<actorid>299</actorid>
		<description>Sign with left facing arrow from Bob-Omb Battlefield..

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>none</bankreq>
	</object>

	<object id='188'>
		<category>1</category>
		<name>Arrow sign right</name>
		<internalname>YAJIRUSI_R</internalname>
		<actorid>300</actorid>
		<description>Sign with right facing arrow from Bob-Omb Battlefield.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>none</bankreq>
	</object>

	<object id='189'>
		<category>2</category>
		<name>Fly Guy</name>
		<internalname>PROPELLER_HEYHO</internalname>
		<actorid>232</actorid>
		<description>Flying Shy Guy that swoops down to attack the player.

TODO: there&#039;s this video from josh about how the Fly Guy in TTM is different from the rest. Which params cause its movement to be more restricted? The video also has other useful infos to add.

Parameter 1:
0 - Normal
1 - Spits fire in addition to swooping at you</description>
		<bankreq>1=2</bankreq>
	</object>

	<object id='190'>
		<category>2</category>
		<name>Bullet Bill</name>
		<internalname>KILLER</internalname>
		<actorid>222</actorid>
		<description>When launched from a Bullet Bill Box (KILLER_DAI) home in on a player and follow them. It can be defeated with a well-timed attack.</description>
		<bankreq>2=3</bankreq>
	</object>

	<object id='191'>
		<category>1</category>
		<name>Bowser Orange Ball</name>
		<internalname>KB1_BILLBOARD</internalname>
		<actorid>301</actorid>
		<description>Orange balls placed around the arena in Bowser in the Dark World - Battle.</description>
		<bankreq>7=37</bankreq>
	</object>

	<object id='192'>
		<category>1</category>
		<name>TTM-S Moon Decoration</name>
		<internalname>HS_MOON</internalname>
		<actorid>302</actorid>
		<description>A smiling, dimly lit silver star used for decoration in the Tall Tall Mountain Slider</description>
		<bankreq>7=24</bankreq>
	</object>

	<object id='193'>
		<category>1</category>
		<name>TTM-S Star Decoration</name>
		<internalname>HS_STAR</internalname>
		<actorid>303</actorid>
		<description>A smiling golden star decoration used in the Tall Tall Mountain Slider.</description>
		<bankreq>7=24</bankreq>
	</object>

	<object id='194'>
		<category>1</category>
		<name>TTM-S Orange Smiley Decoration</name>
		<internalname>HS_Y_STAR</internalname>
		<actorid>304</actorid>
		<description>A smiling, blushing, orange face used for decoration in the Tall Tall Mountain Slider.</description>
		<bankreq>7=24</bankreq>
	</object>

	<object id='195'>
		<category>1</category>
		<name>TTM-S Blue Smiley Decoration</name>
		<internalname>HS_B_STAR</internalname>
		<actorid>305</actorid>
		<description>A smiling, blushing, blue face thats used for decoration in the Tall Tall Mountain Slider.</description>
		<bankreq>7=24</bankreq>
	</object>

	<object id='196'>
		<category>1</category>
		<name>WF Pole billboard</name>
		<internalname>BK_BILLBOARD</internalname>
		<actorid>42</actorid>
		<description>This decorative object is placed on top of the very high pole in [i]Whomp&#039;s Fortress[/i] to make clear the player can&#039;t handstand on this pole.</description>
		<bankreq>7=8</bankreq>
	</object>

	<object id='197'>
		<category>2</category>
		<name>WF Bill Blaster</name>
		<internalname>BK_KILLER_DAI</internalname>
		<actorid>43</actorid>
		<description>Fires Bullet Bills if the player is in range and in plain sight.</description>
		<bankreq>2=3</bankreq>
	</object>

	<object id='198'>
		<category>1</category>
		<name>WF Stood-up plank</name>
		<internalname>BK_BOTAOSI</internalname>
		<actorid>44</actorid>
		<description>If kicked while it&#039;s still wobbling from being kicked before, it will fall flat, ignoring all collision. If it is bumped into by a giant player, it falls down on its back. If the player, still giant, then walks into the plank, the player gains extra lives in rapid succession.</description>
		<bankreq>7=8</bankreq>
	</object>

	<object id='199'>
		<category>1</category>
		<name>WF Fall Down Block</name>
		<internalname>BK_DOWN_B</internalname>
		<actorid>45</actorid>
		<description>Falling bridge blocks from Whomp&#039;s Fortress.</description>
		<bankreq>7=8</bankreq>
	</object>

	<object id='200'>
		<category>1</category>
		<name>WF Tower Breakable Wall</name>
		<internalname>BK_FUTA</internalname>
		<actorid>46</actorid>
		<description>Breakable wall at bottom of Tower from Whomp&#039;s Fortress.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='201'>
		<category>1</category>
		<name>WF Non-breakable Wall</name>
		<internalname>BK_KABE01</internalname>
		<actorid>47</actorid>
		<description>Non-breakable version of BK_KABE00 wall from Whomp&#039;s Fortress from &quot;Blast Away The Wall&quot;.

Note: The collision map for this object should be scaled by 8 - reason unknown.</description>
		<bankreq>2=3</bankreq>
	</object>

	<object id='202'>
		<category>1</category>
		<name>WF Breakable Wall</name>
		<internalname>BK_KABE00</internalname>
		<actorid>48</actorid>
		<description>Breakable wall from Whomp&#039;s Fortress from &quot;Blast Away The Wall&quot;. Destroyed when Player hits it after being fired from cannon.
Parameter 1:
FF followed by ID of Star, eg. FF01 for Star 1

A Star marker should exist with Parameter of 2 followed by Star ID. eg. 21 for Star 1.

Note: The collision map for this object should be scaled by 10.</description>
		<bankreq>2=3</bankreq>
	</object>

	<object id='203'>
		<category>1</category>
		<name>WF Tower</name>
		<internalname>BK_TOWER</internalname>
		<actorid>49</actorid>
		<description>Large tower from Whomp&#039;s Fortress.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='204'>
		<category>1</category>
		<name>WF Rotating Floating Island</name>
		<internalname>BK_UKISIMA</internalname>
		<actorid>50</actorid>
		<description>Floating rotating island from Whomp&#039;s Fortress.</description>
		<bankreq>7=8</bankreq>
	</object>

	<object id='205'>
		<category>1</category>
		<name>WF Rotating Bar Lift</name>
		<internalname>BK_ROTEBAR</internalname>
		<actorid>51</actorid>
		<description></description>
		<bankreq>7=8</bankreq>
	</object>

	<object id='206'>
		<category>1</category>
		<name>WF Lift 01</name>
		<internalname>BK_LIFT01</internalname>
		<actorid>52</actorid>
		<description>Moving steps used to climb the Tower in Whomp&#039;s Fortress.

Parameter 1:
XXMM where:

MM: Movement
FF - No movement
01 - Move in and out
02 - Move up and down</description>
		<bankreq>7=8</bankreq>
	</object>

	<object id='207'>
		<category>1</category>
		<name>WF Bomp - Small</name>
		<internalname>BK_DOSSUNBAR_S</internalname>
		<actorid>54</actorid>
		<description>Chunk of wall (small) that move in and out in Whomp&#039;s Fortress. Rotation does not work correctly, direction of movement cannot be changed.</description>
		<bankreq>7=8</bankreq>
	</object>

	<object id='208'>
		<category>1</category>
		<name>WF Bomp - Large</name>
		<internalname>BK_DOSSUNBAR_L</internalname>
		<actorid>53</actorid>
		<description>Chunk of wall (large) that move in and out in Whomp&#039;s Fortress. Rotation does not work correctly, direction of movement cannot be changed.</description>
		<bankreq>7=8</bankreq>
	</object>

	<object id='209'>
		<category>1</category>
		<name>WF &quot;TRANSBAR&quot;</name>
		<internalname>BK_TRANSBAR</internalname>
		<actorid>55</actorid>
		<description>Platforms that move in and out from Whomp&#039;s Fortress. Can be rotated.</description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='210'>
		<category>1</category>
		<name>BBH Fall Block</name>
		<internalname>TH_DOWN_B</internalname>
		<actorid>66</actorid>
		<description>The blocks that make up the collapsing bridge in one of the rooms in [i]Big Boo&#039;s Haunt[/i].</description>
		<bankreq>0=2</bankreq>
	</object>

	<object id='211'>
		<category>1</category>
		<name>BitFS Fall Down Block</name>
		<internalname>KM2_KUZURE</internalname>
		<actorid>139</actorid>
		<description>The yellow blocks that make up the collapsing bridge right before the entrance to the Bowser battle in [i]Bowser in the Fire Sea[/i].</description>
		<bankreq>7=38</bankreq>
	</object>

	<object id='212'>
		<category>1</category>
		<name>BitFS Rise Lift</name>
		<internalname>KM2_AGARU</internalname>
		<actorid>140</actorid>
		<description>The elevator platform in that cage in [i]Bowser in the Fire Sea[/i]. It is only solid from the top.</description>
		<bankreq>7=38</bankreq>
	</object>

	<object id='213'>
		<category>1</category>
		<name></name>
		<internalname>KM2_GURA</internalname>
		<actorid>141</actorid>
		<description></description>
		<bankreq>7=38</bankreq>
	</object>

	<object id='214'>
		<category>1</category>
		<name>BitFS Metal Net Lift with Pole</name>
		<internalname>KM2_AMI_BOU</internalname>
		<actorid>142</actorid>
		<description></description>
		<bankreq>7=38</bankreq>
	</object>

	<object id='215'>
		<category>1</category>
		<name>BitFS Y-axis Seesaw</name>
		<internalname>KM2_YOKOSEESAW</internalname>
		<actorid>143</actorid>
		<description></description>
		<bankreq>5=2</bankreq>
	</object>

	<object id='216'>
		<category>1</category>
		<name></name>
		<internalname>KM2_SUSUMU</internalname>
		<actorid>144</actorid>
		<description>Parameter 1:
XPP
X:
0 - Arrow platform, follows paths, starts moving on touch
1 - Metal Grate Platform, follows paths, starts moving on touch
2 - Crashes

PP - Path ID?

(Source: skawo)</description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='217'>
		<category>1</category>
		<name></name>
		<internalname>KM2_UKISHIMA</internalname>
		<actorid>145</actorid>
		<description></description>
		<bankreq>7=38</bankreq>
	</object>

	<object id='218'>
		<category>1</category>
		<name>BitFS lift 02</name>
		<internalname>KM2_RIFUT02</internalname>
		<actorid>146</actorid>
		<description>Rectangular platform that moves along its longer side.</description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='219'>
		<category>1</category>
		<name>BitFS lift 01</name>
		<internalname>KM2_RIFUT01</internalname>
		<actorid>147</actorid>
		<description></description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='220'>
		<category>1</category>
		<name></name>
		<internalname>KM2_NOBIRU</internalname>
		<actorid>148</actorid>
		<description></description>
		<bankreq>7=38</bankreq>
	</object>

	<object id='221'>
		<category>1</category>
		<name>BitS Seesaw</name>
		<internalname>KM3_SEESAW</internalname>
		<actorid>149</actorid>
		<description></description>
		<bankreq>5=2</bankreq>
	</object>

	<object id='222'>
		<category>1</category>
		<name>BitS Y-axis Zig-zag Seesaw</name>
		<internalname>KM3_YOKOSEESAW</internalname>
		<actorid>150</actorid>
		<description>The curvy seesaw platform at the start of [i]Bowser in the Sky[/i].</description>
		<bankreq>5=2</bankreq>
	</object>

	<object id='223'>
		<category>1</category>
		<name>BitS Rickshaw Lift</name>
		<internalname>KM3_KURUMAJIKU</internalname>
		<actorid>152</actorid>
		<description></description>
		<bankreq>7=40</bankreq>
	</object>

	<object id='224'>
		<category>1</category>
		<name>BitS Switch-controlled Stairs</name>
		<internalname>KM3_DORIFU</internalname>
		<actorid>153</actorid>
		<description></description>
		<bankreq>7=40</bankreq>
	</object>

	<object id='225'>
		<category>1</category>
		<name></name>
		<internalname>KM3_DERU01</internalname>
		<actorid>154</actorid>
		<description></description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='226'>
		<category>1</category>
		<name>BitS Sliding-Back-&amp;-Forth Lift 2</name>
		<internalname>KM3_DERU02</internalname>
		<actorid>155</actorid>
		<description>Other requirments:
* Only works in BitS map.

TODO: Work out parameters</description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='227'>
		<category>1</category>
		<name></name>
		<internalname>KM3_KAITENDAI</internalname>
		<actorid>156</actorid>
		<description></description>
		<bankreq>7=40</bankreq>
	</object>

	<object id='228'>
		<category>1</category>
		<name>CB Switch Pillar</name>
		<internalname>C0_SWITCH</internalname>
		<actorid>34</actorid>
		<description>When two of them have been groundpounded, the water level in the castle&#039;s moat is lowered, making the &#039;Secret under the Moat&#039; level accessible.</description>
		<bankreq>7=5</bankreq>
	</object>

	<object id='229'>
		<category>1</category>
		<name>CCM ski lift</name>
		<internalname>SM_LIFT</internalname>
		<actorid>63</actorid>
		<description>The wobbly ski lift in [i]Cool Cool Mountain[/i].

Parameter 1:
XXXP
XXX - Nothing?
P - Path ID</description>
		<bankreq>7=11</bankreq>
	</object>

	<object id='230'>
		<category>1</category>
		<name>Fly Guy - Fire</name>
		<internalname>PROPELLER_HEYHO_FIRE</internalname>
		<actorid>233</actorid>
		<description>Fireball shot by Fly Guys with Parameter 1 set to 1.

TODO: what if this object is placed in a map as an independent object, without it being spawned by a Fly Guy?

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>none</bankreq>
	</object>

	<object id='231'>
		<category>1</category>
		<name>BBH Up-down Lift</name>
		<internalname>UDLIFT_TERESA</internalname>
		<actorid>32</actorid>
		<description>A wire lift that moves down (or up) when stood on.</description>
		<bankreq>5=2</bankreq>
	</object>

	<object id='232'>
		<category>1</category>
		<name>HMC up-down lift</name>
		<internalname>UDLIFT</internalname>
		<actorid>33</actorid>
		<description>Those black/blue elevators found all over [i]Hazy Maze Cave[/i]. Only solid on the top and sides.</description>
		<bankreq>5=2</bankreq>
	</object>

	<object id='233'>
		<category>1</category>
		<name>RR Lift 02</name>
		<internalname>RC_RIFT02</internalname>
		<actorid>131</actorid>
		<description></description>
		<bankreq>5=2</bankreq>
	</object>

	<object id='234'>
		<category>2</category>
		<name>Bubba</name>
		<internalname>BAKUBAKU</internalname>
		<actorid>228</actorid>
		<description>The SM64/SM64DS counterpart of Boss Bass. Swims around trying to swallow the player whole. Can be killed by a Mega player.</description>
		<bankreq>7=25</bankreq>
	</object>

	<object id='235'>
		<category>1</category>
		<name></name>
		<internalname>KM3_LIFT</internalname>
		<actorid>157</actorid>
		<description></description>
		<bankreq>4=3</bankreq>
	</object>

	<object id='236'>
		<category>1</category>
		<name>Bowser Spikey Bomb</name>
		<internalname>KIRAI</internalname>
		<actorid>284</actorid>
		<description>Explodes when touched, taking two wedges of the player&#039;s health. If Bowser comes in contact with these after being thrown, he will be damaged.

==Other Requirements==
* Must be in Bowser fight map</description>
		<bankreq>none</bankreq>
	</object>

	<object id='237'>
		<category>1</category>
		<name>Rabbit</name>
		<internalname>MIP</internalname>
		<actorid>187</actorid>
		<description>Parameter 1:
TKPP where

T: Type? TODO: investigate params. Which params correspond to Yoshi and Luigi, and is there a param for the unused cyan rabbit?
0 - Pink / Mario
1 - ?
2 - Orange / Wario
3 - Same as 0?

K - Key

PP - Path ID. Appears[citation needed] to start on the last node of the path.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=2</bankreq>
	</object>

	<object id='238'>
		<category>1</category>
		<name>Rabbit Key</name>
		<internalname>OBJ_MIP_KEY</internalname>
		<actorid>229</actorid>
		<description>==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=2</bankreq>
	</object>

	<object id='239'>
		<category>1</category>
		<name>Hoot the Owl</name>
		<internalname>OWL</internalname>
		<actorid>234</actorid>
		<description>Appears when the player climbs into his tree. While holding B, the player can fly around holding him. Nintendo places him 0.2 y points higher than the tree.</description>
		<bankreq>5=1</bankreq>
	</object>

	<object id='240'>
		<category>2</category>
		<name>Bully</name>
		<internalname>DONKETU</internalname>
		<actorid>215</actorid>
		<description>Tries to push the player into hazards like lethal lava, lethal ice or off the course. When killed by punching/kicking/stomping the Bully into the lethal lava/lethal ice, throws a Yellow Coin at the player.</description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='241'>
		<category>3</category>
		<name>Big Bully / Three Bullies</name>
		<internalname>BOSS_DONKETU</internalname>
		<actorid>216</actorid>
		<description>A bigger version of the Bully. When defeated, a Power Star appears.

Parameter 1:
XTXS where

T: Type
0,2,F - Big Bully
1 - Three bullies that spawn a Big Bully when defeated.

S - Star ID. Requires matching Star Marker for the star to spawn.</description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='242'>
		<category>2</category>
		<name>Tox Box</name>
		<internalname>ONIMASU</internalname>
		<actorid>309</actorid>
		<description>Wario can destroy these by punching the inside.

Parameter 1:
XYXZ

Y: Path ID to follow (seems like Z is usually set to 3 with this)

Z: Movement path
0 - First Tox Box movement path (SSL)
1 - Second Tox Box movement path (SSL)
2 - Third Tox Box movement path (SSL)
3 - Unused movement path? Seems to be used with Tox Boxes that follow paths</description>
		<bankreq>4=4</bankreq>
	</object>

	<object id='243'>
		<category>1</category>
		<name>Invisible Pole</name>
		<internalname>BAR</internalname>
		<actorid>287</actorid>
		<description>A pole. However, it is invisible. Used to give parts of the level model &quot;pole behavior&quot;.

Parameter 1:
XXYY where

XX: Whether the player can perform a handstand at the top
00 - No
01 - Yes

YY: (Height of the pole * 100) (in hex)</description>
		<bankreq>none</bankreq>
	</object>

	<object id='244'>
		<category>1</category>
		<name>Lakitu Bro.</name>
		<internalname>C_JUGEM</internalname>
		<actorid>235</actorid>
		<description>A Lakitu that holds a camera on a fishing line. It can be seen in the mirror room.

TODO:
Figure out parameters.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=2</bankreq>
	</object>

	<object id='245'>
		<category>1</category>
		<name>Pushable Block</name>
		<internalname>PUSHBLOCK</internalname>
		<actorid>192</actorid>
		<description>A large metal block that the player can push. Can&#039;t be pushed off edge of flat platform or onto other Pushable Blocks. These 0.3x0.3x0.3 points or 1x1x1 inches.

==Misc. Info==
===VS Mode Practice Behaviours==
* On use: no sound effect</description>
		<bankreq>none</bankreq>
	</object>

	<object id='246'>
		<category>1</category>
		<name>LLL Metal Net Lift</name>
		<internalname>FL_AMILIFT</internalname>
		<actorid>69</actorid>
		<description>A moving metal grate seen in Lethal Lava Land, Bowser in the Fire Sea and Chief Chilly Challenge

Param 1:
XYZ

X -?

Y - Start Moving
0 - From level start
1 - When touched

Z - Path ID</description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='247'>
		<category>2</category>
		<name>Snufit</name>
		<internalname>YUREI_MUCHO</internalname>
		<actorid>236</actorid>
		<description>A type of Shy Guy that shoots bullets out of its mouth.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='248'>
		<category>2</category>
		<name>Monty Mole</name>
		<internalname>CHOROPU</internalname>
		<actorid>310</actorid>
		<description>A mole in a hole that throws rocks at the player. Reappears when killed.

TODO: Work out parameters better.

Parameter 1: Unknown
WXYZ

X: Used with Z
0 - Normal
1 - Behave with Monty Moles that have Z set to 2?

Z: How it should behave
0 - Normal
1 - Unknown (Seems to freeze the Monty Mole)
2 - Requires another Monty Mole with X set to 1, comes out when other Monty Mole is underground?</description>
		<bankreq>2=4</bankreq>
	</object>

	<object id='249'>
		<category>1</category>
		<name>Monty Mole Rock</name>
		<internalname>CHORO_ROCK</internalname>
		<actorid>311</actorid>
		<description>A rock which Monty Mole throws at the player.

TODO: what if this object is placed in a map as an independent object instead of being spawned from Monty Mole?</description>
		<bankreq>2=4</bankreq>
	</object>

	<object id='250'>
		<category>2</category>
		<name>Swooper</name>
		<internalname>BASABASA</internalname>
		<actorid>237</actorid>
		<description>Bats in Hazy Maze Cave. They swoop down and try to hurt the player.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='251'>
		<category>2</category>
		<name>Heave Ho</name>
		<internalname>POPOI</internalname>
		<actorid>238</actorid>
		<description>A robot with a panel that follows the player. When it touches them, it throws them into the air.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>2=1</bankreq>
	</object>

	<object id='252'>
		<category>2</category>
		<name>Klepto the Condor</name>
		<internalname>JANGO</internalname>
		<actorid>239</actorid>
		<description>A bird that tries to steal the player&#039;s cap. If the player is Yoshi or has no cap, Klepto will try to attack them, dealing damage.

TODO: Work out parameters better

Parameter 1:
WXYZ

W: Unknown
0 - Crashes
1+ - Doesn&#039;t Crash

X: Held object
0 - Nothing
1 - Power Star
2 - Silver Star (used in [i]Sunshine Isles[/i])

Z: Relates to what he does after he grabs the player&#039;s cap [TODO: elaborate]

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>0=1</bankreq>
	</object>

	<object id='253'>
		<category>2</category>
		<name>Pokey</name>
		<internalname>SANBO</internalname>
		<actorid>240</actorid>
		<description>A cactus-like enemy that tries to slide into the player.</description>
		<bankreq>5=3</bankreq>
	</object>

	<object id='254'>
		<category>1</category>
		<name>Cap</name>
		<internalname>OBJ_MARIO_CAP</internalname>
		<actorid>269</actorid>
		<description>This hat turn your current character into Mario, Luigi or Wario.

TODO: Investigate parameters, and behavior in relation to other objects

Parameter 1:
XCAZ

X: Unknown
0 - ?
1 - ?

C: Cap
0 - Mario
1 - Luigi
2 - Wario

A: Appear temporarily or forever
0 - Appear temporarily
1 - Appear forever

Z: Misc?
0 - Gravity applied
1 - Gravity not applied (float in air)
3 - ?
4 - ?

(source: Hiccup, Skawo, Sparsite)

==Trivia==
* Name is prefixed with OBJ because/despite...
* Name is MARIO_CAP despite it being used for other player&#039;s caps. Maybe leftover from earlier version or N64 or not.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='255'>
		<category>1</category>
		<name>Bowser Puzzle Piece</name>
		<internalname>FL_PUZZLE</internalname>
		<actorid>78</actorid>
		<description>A puzzle piece in Lethal Lava Land.

TODO: there are 15 different puzzle pieces. What are the parameters for each of them?</description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='256'>
		<category>1</category>
		<name>LLL Bowser Puzzle Manager</name>
		<internalname>FL_COIN</internalname>
		<actorid>79</actorid>
		<description>Required for the puzzle pieces to appear.</description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='257'>
		<category>1</category>
		<name>Dorrie</name>
		<internalname>DOSSY</internalname>
		<actorid>168</actorid>
		<description>A dinosaur in the Underground Lake of Hazy Maze Cave. It swims around, and can be &quot;piloted&quot; like a boat.

Parameter 1:
XXYY
XX - Nothing? (Used as FF)
YY:
00 - Nothing
01 - Wears big Wario cap (Used)
Above - Same as 00? (Used as FF)</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='258'>
		<category>1</category>
		<name>Dorrie&#039;s Wario Cap</name>
		<internalname>DOSSY_CAP</internalname>
		<actorid>169</actorid>
		<description>Most likely the Wario Cap that Dorrie wears, considering this object is named DOSSY_CAP, and Dorrie is DOSSY.</description>
		<bankreq>0=4</bankreq>
	</object>

	<object id='259'>
		<category>2</category>
		<name>Spindrift</name>
		<internalname>HUWAHUWA</internalname>
		<actorid>312</actorid>
		<description>A flower-like enemy in [i]Snowman&#039;s Land[/i] and [i]Cool Cool Mountain[/i]. It tries to float into the player, and it can also float on water. Yoshi can turn it into an egg, and if the player jumps on a Spindrift, they will bounce off high and Helicopter Spin. Awards three Yellow Coins when killed.</description>
		<bankreq>2=5</bankreq>
	</object>

	<object id='260'>
		<category>1</category>
		<name>JRB ship&#039;s sliding box</name>
		<internalname>SLIDE_BOX</internalname>
		<actorid>313</actorid>
		<description>Box that slides on the Jolly Roger Bay ship (when it is afloat). Players can walk on it, but get hurt if they touch it on any side.</description>
		<bankreq>7=9</bankreq>
	</object>

	<object id='261'>
		<category>2</category>
		<name>Unagi the Eel</name>
		<internalname>MORAY</internalname>
		<actorid>242</actorid>
		<description>A giant eel in [i]Jolly Roger Bay[/i]. It swims around and takes 3 life points if touched.

Parameter 1:
TPXX

T: [T]ype
0 - ?
1 - ?
2 - Behave as in &quot;Can the Eel Come Out to Play?&quot;.
F - Swim about following a path.

P - Path ID</description>
		<bankreq>7=9</bankreq>
	</object>

	<object id='262'>
		<category>1</category>
		<name>[?] Switch Cloud</name>
		<internalname>OBJ_KUMO</internalname>
		<actorid>314</actorid>
		<description>TODO: is this the dust clouds that come from the ? Switch when the player presses it? What if it is placed in a course as an independent object, instead of being spawned by the ? Switch?</description>
		<bankreq>7=32</bankreq>
	</object>

	<object id='263'>
		<category>2</category>
		<name>Clam</name>
		<internalname>OBJ_SHELL</internalname>
		<actorid>315</actorid>
		<description>A clam. It opens when the player gets close, but closes after 5 seconds. It can hurt the player while it is closed.</description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='264'>
		<category>1</category>
		<name>Red Flame</name>
		<internalname>OBJ_RED_FIRE</internalname>
		<actorid>316</actorid>
		<description>Basically a torch.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='265'>
		<category>1</category>
		<name>Blue Flame</name>
		<internalname>OBJ_BLUE_FIRE</internalname>
		<actorid>317</actorid>
		<description>A blue flame. Seen in the basement.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='266'>
		<category>1</category>
		<name>Flamethrower</name>
		<internalname>OBJ_FLAMETHROWER</internalname>
		<actorid>318</actorid>
		<description>Parameter 1:
CCCC where

CCCC: Color
Anything other than FFFF - Blue (unused, also unused in N64)
FFFF - Red


Parameter 2:
ZZZZ where

ZZZZ - Z rotation. Unsure of details.</description>
		<bankreq>5=2</bankreq>
	</object>

	<object id='267'>
		<category>1</category>
		<name>Super Mushroom Create Tag</name>
		<internalname>KINOKO_CREATE_TAG</internalname>
		<actorid>319</actorid>
		<description>When KINOKO_TAG tells this to, it spawns a Super Mushroom.
Param 1:
MMMM - Match this with M of KINOKO_TAG - you cannot match it with more than one.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='268'>
		<category>1</category>
		<name>Super Mushroom Tag</name>
		<internalname>KINOKO_TAG</internalname>
		<actorid>320</actorid>
		<description>When you touch this while in the ground-pound &quot;state&quot;, it tells the linked [object=0267] to spawn a Super Mushroom.
Param 1:
MMMM - Match this with M of KINOKO_CREATE_TAG - you cannot match it with more than one, but you can have more than one KINOKO_TAG in the same place.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='269'>
		<category>1</category>
		<name>Block 1-Up Mushroom Tag</name>
		<internalname>BLK_OKINOKO_TAG</internalname>
		<actorid>321</actorid>
		<description>Spawns a 1UP Mushroom if its location is the same as that of a Brick Block or Big Brick Block when the block is destroyed.

==Misc. Info==
===VS Mode Practice Behaviours==
* On use: does not function</description>
		<bankreq>none</bankreq>
	</object>

	<object id='270'>
		<category>1</category>
		<name>Block Super Mushroom Tag</name>
		<internalname>BLK_SKINOKO_TAG</internalname>
		<actorid>322</actorid>
		<description>Spawns a Super Mushroom if its location is the same as that of a Brick Block or Big Brick Block when the block is destroyed.

Parameter 1:
7F</description>
		<bankreq>none</bankreq>
	</object>

	<object id='271'>
		<category>1</category>
		<name>Block Green Shell Tag</name>
		<internalname>BLK_GNSHELL_TAG</internalname>
		<actorid>323</actorid>
		<description>Spawns a Green Shell if its location is the same as that of a Brick Block or Big Brick Block when the block is destroyed.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='272'>
		<category>1</category>
		<name>Block Silver Star Tag</name>
		<internalname>BLK_SLVSTAR_TAG</internalname>
		<actorid>324</actorid>
		<description>Spawns a Silver Star if its location is the same as that of a Brick Block or Big Brick Block when the block is destroyed.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Malfunction/Freeze/Crash</description>
		<bankreq>none</bankreq>
	</object>

	<object id='273'>
		<category>1</category>
		<name>C1 Trap</name>
		<internalname>C1_TRAP</internalname>
		<actorid>36</actorid>
		<description>The trapdoor in the [i]Bowser in the Dark World[/i] entrance room.</description>
		<bankreq>7=3</bankreq>
	</object>

	<object id='274'>
		<category>1</category>
		<name>C1 Light Beam</name>
		<internalname>C1_HIKARI</internalname>
		<actorid>37</actorid>
		<description>Warps to [31] ? Switch if you look at the top of it with the highest zoom level and 14 stars.</description>
		<bankreq>7=3</bankreq>
	</object>

	<object id='275'>
		<category>1</category>
		<name>C1 Peach Painting</name>
		<internalname>C1_PEACH</internalname>
		<actorid>38</actorid>
		<description></description>
		<bankreq>7=3</bankreq>
	</object>

	<object id='276'>
		<category>1</category>
		<name>RR Flying Carpet</name>
		<internalname>RC_CARPET</internalname>
		<actorid>130</actorid>
		<description>Flying Carpet from Rainbow Ride.
Parameter 1: First two digits should be 06, second to specify the path ID (zero-based index) the carpet is to follow.</description>
		<bankreq>7=29</bankreq>
	</object>

	<object id='277'>
		<category>1</category>
		<name>Key</name>
		<internalname>OBJ_KEY</internalname>
		<actorid>282</actorid>
		<description>Big key spawned by bosses upon their defeat. These all act the same in the castle courtyard.

Parameter1:
0 - Bowser Key
1 - 2nd Bowser Key
2 - Mario Key
3 - Luigi Key
4 - Wario Key
5 - Big Star Key (Unused? - might be used internally, or be a side effect of how the keys work.

[i]It could also be the key that opens either the castle&#039;s front door or the key to the white door.[/i])</description>
		<bankreq>4=1</bankreq>
	</object>

	<object id='278'>
		<category>4</category>
		<name>Last Star</name>
		<internalname>LAST_STAR</internalname>
		<actorid>283</actorid>
		<description>Spawns a large star similar to the one awarded when Bowser is defeated for the final time. Touching it gives the player wings, and upon landing, the player teleports to 0.000, 0.000, 0.000 and executes the &quot;super triple jump&quot; animation, then flies around for a few seconds, finally triggering the ending. Some parameters might yield a key from the first two fights. 

Setting Parameter 1 to FFFF causes it to work the same as when Bowser is defeated and trigger the ending sequence.</description>
		<bankreq>4=1</bankreq>
	</object>

	<object id='279'>
		<category>3</category>
		<name>Eyerok</name>
		<internalname>IWANTE</internalname>
		<actorid>176</actorid>
		<description>TODO:
Write the coordinates.

Boss in Shifting Sand Land - pyramid. It uses its hands to attack, and can be killed by hitting the eye on each hand 3 times.

PARAM 1:
XYYY
X - Star ID

This object will only activate if you stand on it or the area around it in specific coordinates in Shifting Sand Land&#039;s Pyramid, and nowhere else.</description>
		<bankreq>0=5</bankreq>
	</object>

	<object id='280'>
		<category>3</category>
		<name>Wiggler</name>
		<internalname>HANACHAN</internalname>
		<actorid>248</actorid>
		<description>A caterpillar that tries to run over the player. When defeated, a Power Star appears, and Wiggler falls.

Parameter 1:
FF0X Star ID</description>
		<bankreq>7=27</bankreq>
	</object>

	<object id='281'>
		<category>1</category>
		<name>Koopa the Quick</name>
		<internalname>RACE_NOKO</internalname>
		<actorid>188</actorid>
		<description>A large Koopa that challenges the player to several races. He will follow the path ID stopping at the last node. He respects gravity, has collision detection, will jump at the edge of cliffs and can make it across small gaps. There must be a &quot;Koopa Flag&quot; in the level, or he will freeze when talked to.

Uses different message IDs if used in Tiny-Huge Island - huge (map ID 24)

TODO: work out parameters

Parameter 1:
XXXP where

XXX - ? 

P - Path ID


Parameter 2:
XXXS where

S - Star ID

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>0=1</bankreq>
	</object>

	<object id='282'>
		<category>1</category>
		<name>Koopa Flag</name>
		<internalname>RACE_FLAG</internalname>
		<actorid>205</actorid>
		<description>The flag that appears when racing Koopa the Quick.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>0=1</bankreq>
	</object>

	<object id='283'>
		<category>1</category>
		<name>BBH Entrance Cage</name>
		<internalname>T_BASKET</internalname>
		<actorid>212</actorid>
		<description>Entrance to Big Boo&#039;s Haunt.
Do not place in water the player can swim in - entering the BBH Entrance Cage from a swimming state softlocks the game!</description>
		<bankreq>0=2</bankreq>
	</object>

	<object id='284'>
		<category>1</category>
		<name>Black Brick Block</name>
		<internalname>BLOCK_LL</internalname>
		<actorid>17</actorid>
		<description>Only Wario, or giant Players can break this.

Param 1:
XCXS where

C: Contains?
0 - Three coins
1 - Power Star. Requires matching Star Marker.

S - Star ID. For an empty block, set this to an invalid value (so a star icon doesn&#039;t appear on the minimap) and have no matching Star Marker.


Param 2:
XXXX where

XXXX: Extra sound when broken?
0000 - None
0001 - &quot;Small secret found&quot;
0002+ - Same as 0001?</description>
		<bankreq>none</bankreq>
	</object>

	<object id='285'>
		<category>1</category>
		<name>Ice Block</name>
		<internalname>ICE_BLOCK_LL</internalname>
		<actorid>18</actorid>
		<description>Meltable by Yoshi&#039;s fire breath and smashable by giant players.
If you put a Power Star inside it (by literally placing it inside it), the &quot;Power Star appear&quot; cutscene will play when the block is melted. No parameters are needed for this.</description>
		<bankreq>2=5</bankreq>
	</object>

	<object id='286'>
		<category>1</category>
		<name></name>
		<internalname>SHOOT_BOOK</internalname>
		<actorid>325</actorid>
		<description>Maybe the flying book that is shot out of bookcases in the libary room in BBH?</description>
		<bankreq>7=13</bankreq>
	</object>

	<object id='287'>
		<category>2</category>
		<name>Killer Book</name>
		<internalname>KILLER_BOOK</internalname>
		<actorid>327</actorid>
		<description>Officially named Bookend. Chomps and flies at the player. Awards a Blue Coin when killed by the player, but not when killed by it flying into a wall etc. This object is placed in a bookshelf in the game.</description>
		<bankreq>7=13</bankreq>
	</object>

	<object id='288'>
		<category>1</category>
		<name>Flying Book Spawner</name>
		<internalname>BOOK_GENERATOR</internalname>
		<actorid>328</actorid>
		<description></description>
		<bankreq>7=13</bankreq>
	</object>

	<object id='289'>
		<category>1</category>
		<name>BOOK_SWITCH</name>
		<internalname>BOOK_SWITCH</internalname>
		<actorid>213</actorid>
		<description>Maybe this is the actor for the book switches on the Secret Door Bookcase?</description>
		<bankreq>7=13</bankreq>
	</object>

	<object id='290'>
		<category>2</category>
		<name>Chill Bully</name>
		<internalname>ICE_DONKETU</internalname>
		<actorid>217</actorid>
		<description>Also requires 0=3 (contains Bully)

A large Ice Bully that tries to push the player into cold water. When defeated, a Power Star appears.

Parameter 1:
XXYY
XX - Nothing?
YY - Star ID</description>
		<bankreq>7=20</bankreq>
	</object>

	<object id='291'>
		<category>3</category>
		<name>Chief Chilly</name>
		<internalname>KING_DONKETU</internalname>
		<actorid>218</actorid>
		<description></description>
		<bankreq>1=5</bankreq>
	</object>

	<object id='292'>
		<category>1</category>
		<name>Treasure Chest</name>
		<internalname>TREASURE_BOX</internalname>
		<actorid>13</actorid>
		<description>A treasure chest.

Parameter 1:
XXYY where:

XX - The Star ID, for the first chests this is FF, for the final chest this should be the Star ID and match the Star ID of a Star Marker
YY - The order of the current chest.

* Files:
** /data/normal_obj/t_box
*** t_box.bmd
*** t_box_open.bca</description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='293'>
		<category>5</category>
		<name>CG Water</name>
		<internalname>MC_WATER</internalname>
		<actorid>338</actorid>
		<description>The water box used in Castle grounds.

Appears lower than its position if the two pillars in the castle basement have been groundpounded.</description>
		<bankreq>7=2</bankreq>
	</object>

	<object id='294'>
		<category>2</category>
		<name>Possessed Chair</name>
		<internalname>CHAIR</internalname>
		<actorid>326</actorid>
		<description>A chair that flies at the player.</description>
		<bankreq>7=13</bankreq>
	</object>

	<object id='295'>
		<category>1</category>
		<name>CG Metal Net</name>
		<internalname>MC_METALNET</internalname>
		<actorid>339</actorid>
		<description>A grate that blocks off the cannon and several other locations.</description>
		<bankreq>7=2</bankreq>
	</object>

	<object id='296'>
		<category>4</category>
		<name>CG Stairs (Unused)</name>
		<internalname>MC_DODAI</internalname>
		<actorid>340</actorid>
		<description>Little stairs.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='297'>
		<category>4</category>
		<name>CG Rope Barrier (Unused)</name>
		<internalname>MC_HAZAD</internalname>
		<actorid>341</actorid>
		<description>Rope barrier.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='298'>
		<category>1</category>
		<name>CG Flag</name>
		<internalname>MC_FLAG</internalname>
		<actorid>342</actorid>
		<description>A red and white flag, like the ones present on Peach&#039;s castle&#039;s roof. Purely decorative object.</description>
		<bankreq>7=2</bankreq>
	</object>

	<object id='299'>
		<category>2</category>
		<name>Grindel</name>
		<internalname>DONKAKU</internalname>
		<actorid>162</actorid>
		<description>A square, mummified Thwomp. He could be useful for access to high platforms.

Parameter 1:
XXTT where

TT: Type
00 -  Smashes the ground occasionally, but unlike Thwomps it only &quot;stops at the top&quot; when it touches a ceiling.
01 -  Moves back and forth in a line by jumping.
(01+ - Appears to alternate between previous values)

==Other Requirements==
* Must be in &quot;Shifting Sand Land - pyramid&quot; map</description>
		<bankreq>7=18</bankreq>
	</object>

	<object id='300'>
		<category>2</category>
		<name>Spindel</name>
		<internalname>DONGURU</internalname>
		<actorid>163</actorid>
		<description>A round, mummified Thwomp that rolls back and forth trying to roll over the player. Nintendo places it 0.175 above the floor. When spawned it rolls forward, pauses, rolls back, pauses and so on. It ignores all collisions and rotation and has no apparent parameters.</description>
		<bankreq>7=18</bankreq>
	</object>

	<object id='301'>
		<category>2</category>
		<name>Chuckya</name>
		<internalname>HOLHEI</internalname>
		<actorid>190</actorid>
		<description>A large purple Bob-Omb-like enemy that tries to grab the player and throw them. It can also be grabbed, carried around (but carrying it slows the player down) and thrown. If the player walks off a cliff, edge of a platform etc., they will automatically throw the Chuckya. If grabbed underwater, the player can carry it like a green Koopa Shell. However, after a few seconds, the Chuckya will automatically &quot;throw&quot; itself and die. The player can also throw it underwater, and if the player takes it abovewater, it can be carried around normally, like a light object (e.g. crate; player&#039;s speed doesn&#039;t drastically decrease, player can jump).

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>0=1</bankreq>
	</object>

	<object id='302'>
		<category>1</category>
		<name>Super Mushroom</name>
		<internalname>SCALEUP_KINOKO</internalname>
		<actorid>277</actorid>
		<description>A mushroom that makes the player huge, stomping everything in their way. If the player is huge and falls into water, the player acts as if they were Metal Wario. It looks glitchy if another player stomps on a huge player. If a mushroom is to be spawned from a tree, Nintendo places the &quot;create tag&quot; mushroom 0.2 y points above the &quot;tag&quot; mushroom.
		
TODO: figure out parameters

Parameter 1:
0000 - Like spawned from block (springs out, trundles around slowly and eventually disappears)
0001 - Trundles around, trying to avoid player.
0015 - Spawns when one Mushroom with Parameter 1 set to F6 is triggered. Mushroom flies towards the player, going through all obstacles.
0017 - Spawns when one Mushroom with Parameter 1 set to F8 is triggered.
0045 - Spawns when four Mushrooms with Parameter 1 set to F6 are triggered. Mushroom trundles around, trying to avoid player and eventually disappears.
0085 - Spawns when eight Mushrooms with Parameter 1 set to FB are triggered. Mushroom trundles around, trying to avoid player and eventually disappears.
00F1 - Not there?
00F2 - Still, until approached; then it starts trundling back and forth very quickly, eventually disappering.
00F3 - Still
00F4 - Mushroom jumps when approached
00F6 - Invisible tag for one Mushroom with Parameter 1 set to 0045 or 0015. If you have too many triggers it won&#039;t work.
00F8 - Invisible tag for one Mushroom with Parameter 1 set to 0017. See 0017 for more info.
00FB - Invisible tag for one Mushroom with Parameter 1 set to 0085. See 0085 for more info. Appears and acts like a coin.

* Files:
** /data/normal_obj/scale_up_kinoko
*** scale_up_kinoko.bmd</description>
		<bankreq>none</bankreq>
	</object>

	<object id='303'>
		<category>5</category>
		<name>CB - Water</name>
		<internalname>C0_WATER</internalname>
		<actorid>35</actorid>
		<description>The water that lowers when the two objects 228 (CB Switch Pillar) are Ground Pounded.

TODO: how do the pillars lower the water? Specify params.</description>
		<bankreq>7=5</bankreq>
	</object>

	<object id='304'>
		<category>1</category>
		<name>Invisible Secret</name>
		<internalname>SECRET_COIN</internalname>
		<actorid>329</actorid>
		<description>When touched, a number appears. Touching 5 reveals a Star.

Parameter 1:
F followed by Star ID, eg. F05 for Star 5. 

There should be a Star Marker with parameters 2 followed by Star ID eg. 2[b]5[/b] for Star 5 and 2[b]1[/b] for Star 1.

==Misc. Info==
* It is called SECRET_COIN because it is often put in the same place as coins.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='305'>
		<category>1</category>
		<name>Blue Coin Switch</name>
		<internalname>BC_SWITCH</internalname>
		<actorid>10</actorid>
		<description>Makes Blue Coins appear for a limited time.

Parameter 1:
LTXM where:

L: When the time remaining is [l]ow, start ticking faster
0,F - Yes
Other - No

T: [T]ime limit
F - Short

X - Unknown, 0

M - Match this with the M of the Blue Coins you want to trigger. Using the same number with multiple switches won&#039;t work.

Josh65536:
&quot;param &gt;&gt; 8 &amp; 0xff is the number of 1/3 seconds at 30 FPS. (Ex: If it&#039;s 60, then the time lasts for 20 seconds.)
param &gt;&gt; 0 &amp; 0xf is the event ID to trigger when the switch is pressed. Blue coins with that event ID will then appear.&quot;

==Misc. Info==
===Files===
** /data/normal_obj/
*** b_coin_switch.bmd
*** b_coin_switch.kcl

===VS Mode Practice Behaviours==
* On use: only plays &quot;running out of time&quot; ticking sound part, not the main part</description>
		<bankreq>none</bankreq>
	</object>

	<object id='306'>
		<category>4</category>
		<name>Red Coin number</name>
		<internalname>OBJ_NUMBER</internalname>
		<actorid>330</actorid>
		<description>Shows a number that quickly disappears, just like the numbers that appear when collecting red coins.

Alone, not a really useful object.</description>
		<bankreq>none</bankreq>
		<param n='0'>
			<name>Digit</name>
			<offset>0</offset>
			<length>16</length>
			<type>uint</type>
			<values>from 0 to 9</values>
			<description>Digit from 0 to 9 to be shown.</description>
		</param>
	</object>

	<object id='307'>
		<category>1</category>
		<name>Bouncing Lava Bubble</name>
		<internalname>BUBBLE</internalname>
		<actorid>214</actorid>
		<description></description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='308'>
		<category>1</category>
		<name>Power Star Create</name>
		<internalname>STAR_CREATE</internalname>
		<actorid>355</actorid>
		<description></description>
		<bankreq>7=11</bankreq>
	</object>

	<object id='309'>
		<category>1</category>
		<name>CCM Shortcut Manager</name>
		<internalname>SLIDER_MANAGER</internalname>
		<actorid>356</actorid>
		<description>In the Cool, Cool Mountain penguin slide, detects when the player takes the shortcut. Plays the &#039;secret found&#039; sound effect, but, during races, also tells the racing penguin that the player is cheating.</description>
		<bankreq>7=12</bankreq>
	</object>

	<object id='310'>
		<category>1</category>
		<name>OBJ_VOLCANO_CANNON</name>
		<internalname>OBJ_VOLCANO_CANNON</internalname>
		<actorid>243</actorid>
		<description>Maybe created by LLL ring to shoot fire for it.</description>
		<bankreq>7=15</bankreq>
	</object>

	<object id='311'>
		<category>1</category>
		<name>Manta Ring</name>
		<internalname>WATER_RING</internalname>
		<actorid>244</actorid>
		<description>Rings from Manta.</description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='312'>
		<category>2</category>
		<name>Giant Fire Piranha Plant</name>
		<internalname>FIREPAKUN</internalname>
		<actorid>251</actorid>
		<description>Giant fire-breathing Piranha Plant that grows into visibility when approached.

Parameter 1:
XXXP where

P - Star ID. Match correctly with a Star Marker for a Power Star to spawn when five plants are defeated.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=1</bankreq>
	</object>

	<object id='313'>
		<category>2</category>
		<name>Tiny Fire Piranha Plant</name>
		<internalname>FIREPAKUN_S</internalname>
		<actorid>252</actorid>
		<description>Tiny fire-breathing Piranha Plant that grows into visibility when approached.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=1</bankreq>
	</object>

	<object id='314'>
		<category>2</category>
		<name>Hidden Piranha Plant</name>
		<internalname>PAKUN2</internalname>
		<actorid>253</actorid>
		<description>A Piranha Plant that grows into visibility when approached.

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: Freezes/Crashes</description>
		<bankreq>3=1</bankreq>
	</object>

	<object id='315'>
		<category>1</category>
		<name>Enemy Switch Tag</name>
		<internalname>ENEMY_SWITCH</internalname>
		<actorid>357</actorid>
		<description>Makes ENEMY_CREATE function when player steps in the area it defines. Uses Y rotation as the height of its cylinder collider.

Parameter 1:
XY where:

X - 2: Spawn continuously whilst player within area
Y - Event ID of this ENEMY_SWITCH; triggers the corresponding ENEMY_CREATE

Parameter 2:
Size of area, default 1.

Parameter 3:
Spawn delay, in frames, 0 is the default, FFFF.</description>
		<bankreq>none</bankreq>
	</object>

	<object id='316'>
		<category>1</category>
		<name>Enemy Spawner</name>
		<internalname>ENEMY_CREATE</internalname>
		<actorid>358</actorid>
		<description>Spawns Bob-ombs when player steps into an ENEMY_SWITCH. Bob-ombs do not have to be in the loaded level overlays.

Parameter 1:
Unknown, FFC0

Parameter 2:
Unknown, 0

Parameter 3:
XXY where:

XX - Unknown, 3E
Y - Event ID of corresponding ENEMY_SWITCH</description>
		<bankreq>none</bankreq>
	</object>

	<object id='317'>
		<category>1</category>
		<name></name>
		<internalname>WATER_HAKIDASI</internalname>
		<actorid>245</actorid>
		<description></description>
		<bankreq>0=3</bankreq>
	</object>

	<object id='318'>
		<category>1</category>
		<name>Whirlpool</name>
		<internalname>WATER_TATUMAKI</internalname>
		<actorid>246</actorid>
		<description></description>
		<bankreq>7=19</bankreq>
	</object>

	<object id='319'>
		<category>1</category>
		<name></name>
		<internalname>WATER_SUIKOMI</internalname>
		<actorid>247</actorid>
		<description></description>
		<bankreq>7=19</bankreq>
	</object>

	<object id='320'>
		<category>1</category>
		<name>SSL Tornado</name>
		<internalname>TORNADO</internalname>
		<actorid>308</actorid>
		<description>Will appear when the player is a certain distance from it, or closer. Respawns a few seconds after disappearing. If the player gets blown into the air by a tornado, they will Helicopter Spin and their invincibility frames will be set to zero, meaning any period of invulnerability after taking a hit will end upon entering a tornado.

TODO: Work out parameters

Parameter 1:
FFXX Seems to always be FF14</description>
		<bankreq>5=3</bankreq>
	</object>

	<object id='321'>
		<category>1</category>
		<name>Bowser Shockwave</name>
		<internalname>FIRERING</internalname>
		<actorid>281</actorid>
		<description>The shockwaves Bowser spawns. Located in the same overlay as Bowser.

[b]Do not use as a stage object, for it will crash the game.[/b]</description>
		<bankreq>none</bankreq>
	</object>

	<object id='322'>
		<category>1</category>
		<name></name>
		<internalname>LUIGI</internalname>
		<actorid>195</actorid>
		<description>TODO: is this that Luigi reflection in the mirror in BBB-F before unlocking Luigi? The reflection that hilariously deforms when battling King Boo as Wario?</description>
		<bankreq>7=48</bankreq>
	</object>

	<object id='323'>
		<category>1</category>
		<name>Ambient Sound Effects</name>
		<internalname>SET_SE</internalname>
		<actorid>350</actorid>
		<description>Plays sound effects when player gets close.
Param 1:
XY
X - ?
Y:
1 - Birds
2 - Birds
3 - Different birds
4 - Birds with very quiet waterfall
5 - Bird with waterfall
6 - Loud waterfall 
7 - Nothing (Unused?)
8 - Waterfall on right speaker</description>
		<bankreq>none</bankreq>
	</object>

	<object id='324'>
		<category>1</category>
		<name></name>
		<internalname>MUGEN_BGM</internalname>
		<actorid>351</actorid>
		<description>Changes background music. Need proper combination of current level music and a correct param
to switch properly.
For instance: Jolly Roger Bay&#039;s music + Param 1: 71 = Jolly Roger Overworld music</description>
		<bankreq>none</bankreq>
	</object>

	<object id='325'>
		<category>1</category>
		<name>Sound</name>
		<internalname>SOUND_OBJ</internalname>
		<actorid>359</actorid>
		<description>Plays sound effects upon entering a level. Maybe spawned by other objects?

TODO:
Work out parameters.

Parameter 1:
XXXS

XXX - Nothing?

S (Sound):
0 - Large Secret Found
1 - Small Secret Found
2 - Star Appears
3 - Nothing? (Tox Box Test Map sound settings)
4 - Get Star
5 - Same as 3?
6 - Same as 2?
7 - Crash
8 - Same as 3?
F - Same as 3?

==Misc. Info==
===VS Mode Practice Behaviours==
* On load: no sound (testing 0 and 4)?</description>
		<bankreq>none</bankreq>
	</object>

</database>

