Objects

Revision as of 22:13, 13 June 2018 by Welcoe (talk | contribs)

Objects are every single thing that exists in the Super Mario 64 world except the landscape (background and terrain). The limit of objects in a course varies from 240 to a bit less. For example:

  • BitFS has a limit of 232 Objects
  • TTC has a limit of 238 Objects

Objects exist in two tiers: unimportant objects and important objects.

Pannenkoek has discovered that the exact object limit is decided by the type of course.

Unimportant Objects

Most special effects are unimportant objects. Some examples of unimportant objects are:

  • Smoke from being burned in lava
  • Yellow Stars from ground pounds and headbonking
  • Sparkles around a Koopa shell and a 1-UP
  • Dust from collecting Stars or ground pounding
  • Wind particles

Important Objects

Every object that isn't unimportant is important. Some examples of important objects are:

  • Every character, including Mario himself
  • Coins of every type
  • 1-UPs
  • 1-UP checkpoints
  • Power Stars (Including 100 Coins Stars and 8 Red Coins Stars)
  • Fire
  • Caps
  • Cap/coin blocks
  • Moving platforms and some stationary platforms
  • Boxes of every type
  • Trees of every type
  • Cannons (Count as 2 objects: the blue base and the cannon barrel)
  • Signs
  • Coins' twinkles
  • Dust from Mario walking or sliding
  • Teleporters
  • Water switches

Objects Limit

File:Mario 64 freezed.png
Freezed game after collecting a coin in TTC. Note the object counter (top-left) at his limit (238) in the Top Left of the screen

Object Limit is the maximum amount of objects a course can have loaded at the same time until the game freezes (Note: this don't apply to the total Objects in the course, only to the ones that are loaded, as unloaded objects don't use slots).

Another way to explain is when all the course's object memory slots are full with Important Objects and another one is added. When this happen, the game freezes.

Trivia

  • Unimportant Objects can give their slots in the object slots if it is full and another object wants to load, thus preventing the game from freezing.
  • Clones never unload and thus occupy object slots even when the original object is unloaded.
  • PUs don't naturally contain any objects, but they can be brought there.[1]

See Also

References