Documentation Index
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MapObj is the catch-all system for placed world objects in Super Mario Galaxy 1. Almost every non-enemy, non-player, non-area object in a level — from coins and power stars to lava geysers and observatory machinery — is a MapObjActor or a class that inherits from it. The MapObj/ directory contains over 310 header files, making it the largest subsystem in the codebase.
MapObjActor — the base class
MapObjActor inherits LiveActor and adds standardized support for rail movement, rotation, breakable models, switch reactions (SwitchA / SwitchB), LOD control, and a three-nerve state machine (Wait → Move → Done).
MapObjActorInitInfo — initialization descriptor
MapObjActorInitInfo is a plain data struct that sub-classes fill before calling MapObjActor::initialize(). It switches on/off subsystems like the binder, shadow, sensors, rail mover, and rotator without requiring virtual overrides for every combination.
Object categories
Collectibles
Collectibles
Items the player picks up to gain points, health, or progress.
| Class | Object | Notes |
|---|---|---|
Coin | Coin | Full state machine: fix, move, hop, spin-drain; tracks mIsPurpleCoin |
BlueChip | Blue chip | Counted variant of coin |
YellowChip | Yellow chip | Counted variant |
StarPiece | Star bit | Physics projectile attracted by star pointer |
PowerStar | Power star | Complex appear demo and mIsGrandStar flag |
Note | Music note | Path-following collectible |
MorphItemObjNeo | Transformation item | Activates bee/ice/fire modes |
BenefitItemInvincible | Invincibility star | Timed power-up |
BenefitItemLifeUp | 1-Up mushroom | Extra life collectible |
CoinBox | Coin box | Spawns coins when struck |
ItemBlock | ? Block | Spawns item on first hit |
Switches
Switches
Pressure plates and interactive switches that trigger other objects via the switch system.
| Class | Object | Notes |
|---|---|---|
CrystalSwitch | Crystal switch | Spin-attack activated; rotates on impact |
HipDropSwitch | Ground-pound switch | Requires hip-drop to activate |
HipDropTimerSwitch | Timed ground-pound switch | Auto-deactivates |
KeySwitch | Key switch | Requires a key item |
ScrewSwitch | Screw switch | Rotated by spin attack |
ScrewSwitchReverse | Reverse screw switch | Opposite rotation direction |
PicketSwitch | Picket switch | Step-on activated |
SpinLeverSwitch | Spin lever | Pull by spinning |
ValveSwitch | Valve | Turn to open |
ArrowSwitch | Arrow switch | Directional tile switch |
PTimerSwitch | P-switch | Classic Mario timed switch |
HitWallTimerSwitch | Wall-hit timer switch | Activates on collision |
SwitchBox | Switch box | Destroyable to activate |
DesertLandMoveSwitch | Sand land switch | Moves terrain segment |
SnowplowSwitch | Snowplow switch | Pushes snow |
Platforms and moving objects
Platforms and moving objects
Surfaces the player can stand on, with optional movement along a rail.
| Class | Object | Notes |
|---|---|---|
IceStep | Ice platform | Slippery surface; also used as a footing on Mario’s ice floor |
AssemblyBlock | Assembly block | Snaps together via switch |
FallDownBridge | Collapsing bridge | Falls after delay when stood on |
RailMoveObj | Generic rail mover | MapObjActor subclass for rail-following platforms |
RotateMoveObj | Rotating platform | MapObjActor subclass for rotating objects |
HipDropMoveObj | Hip-drop platform | Drops on ground-pound |
RevolvingWay | Revolving walkway | Rotates continuously |
CollapsePlane | Collapse plane | Crumbles under sustained weight |
RailBlock | Rail block | Slides along rail between stops |
TimerMoveWall | Timer-wall | Moves on timed schedule |
WatchTowerRotateStep | Tower staircase | Rotates around vertical axis |
BattleShipElevator | Battleship elevator | Vertical lift |
LargeChain | Chain | Animated decorative chain with physics |
Hazards
Hazards
Environmental objects that damage or kill the player on contact.
| Class | Object | Notes |
|---|---|---|
BlackHole | Black hole | Pulls Mario in; isInCubeBox for cubic variant |
FireBar | Fire bar | Rotating fire chain (FireBubble chain) |
LavaGeyser | Lava geyser | Periodic lava burst |
SpaceMine | Spiked mine | Floats on path; contact hazard |
Jiraira | Spiked ground mine | Proximity-triggered explosion (also in Enemy) |
ElectricBall | Electric ball | Rolling electric sphere |
ElectricRail | Electric rail | Rail with periodic pulse |
LavaBreakColumn | Lava column | Breaks after timed interval |
LavaProminence | Lava prominence | Eruption of lava arc |
LavaFloater | Lava floater | Rocks floating on lava |
NeedlePlant | Needle plant | Spike-hazard foliage |
SandstormBase | Sandstorm | Wind-push hazard |
Dossun | Thwomp (also Enemy) | Ceiling-drop hazard |
Water and fluid objects
Water and fluid objects
Objects related to water physics, fountains, and the ocean system.
| Class | Object | Notes |
|---|---|---|
Fountain | Fountain | Vertical water spout |
FountainBig | Large fountain | Larger variant with extra splash |
OceanWaveFloater | Ocean wave floater | Follows wave height |
LotusLeaf | Lily pad | Floats on water surface |
WaterLeakPipe | Leaky pipe | Sprays directional water stream |
WaterPressure | Water pressure cannon | Shoots WaterPressureBullet |
SpringJetWater | Spring jet | Underwater upward jet |
SpringWaterFloaterSpot | Water hover spot | Lifts Mario if in beam |
WhirlPool | Whirlpool | Spinning current area |
AirBubble | Air bubble | Replenishes water breath meter |
AirBubbleGenerator | Bubble generator | Periodically emits AirBubble |
BigBubble / BigBubbleHolder | Giant bubble | Transport bubble for Mario |
Shellfish | Clam | Opens and closes; can contain item |
Astro Observatory objects
Astro Observatory objects
Objects specific to the hub world, Comet Observatory / Astro Observatory.
| Class | Object | Notes |
|---|---|---|
AstroDome | Dome building | Each dome leads to a galaxy |
AstroCore | Observatory core | Central power star socket |
AstroMapBoard | Map board | Displays galaxy select map |
AstroMapObj | Generic observatory object | Base for observatory decoration |
AstroOverlookObj | Overlook object | Scenic decoration near observatory |
AstroDomeAsteroid | Dome asteroid | Flying rock near domes |
AstroDomeBlueStar | Blue star | Decorative orbiting star |
AstroDomeComet | Comet | Fast-moving comet decoration |
AstroDomeOrbit | Orbit ring | Animated orbit trajectory |
AstroCountDownPlate | Countdown plate | Displays comet arrival timer |
MiniatureGalaxy | Miniature galaxy | Small galaxy model in hub |
Spin drivers and launch stars
Spin drivers and launch stars
Objects that launch Mario to a new area.
| Class | Object | Notes |
|---|---|---|
SpinDriver | Launch star | Standard spin-powered launch star |
SuperSpinDriver | Super launch star | Faster variant |
SpinDriverCamera | Camera controller | Handles the launch camera cut |
SpinDriverShootPath | Shoot path | Defines the launch trajectory |
MarioLauncher | Cannon | Barrel cannon that fires Mario |
WarpPod | Warp pod | Warp point between galaxy sections |
DashRing | Dash ring | Boosts Mario’s speed through ring |
PrizeRing | Prize ring | Spin through to collect star bits |
JumpStand | Jump panel | Bounces Mario upward |
JumpHole | Jump hole | Drops Mario to a lower area |
Coin — full state machine example
Coin illustrates the level of detail typical in MapObj classes: it has nine distinct nerve states, can appear in multiple ways, and tracks water submersion and purple coin variants.