SM64 Exposed Behaviour Values

Behaviour Values

By James S.

(Update: 27/09/13)

There are two main types of behaviours which I call basic and complex. Basic behaviours allow Mario to read a sign or to pick up a box as well as other actions; please see the basic behaviours section for more information. Complex behaviours are much more involved, such as the way Goombas, for example, move and interact with other objects. Complex objects are created ('spawned') using certain behaviour values which use a behaviour script (a list of instructions) to initialize and update the object. These behaviour scripts can also set an object's basic behaviour so this means an object can have both a complex behaviour and a basic behaviour. Using the example of a Goomba again, its complex behaviour allows it to walk about and spawn a coin when defeated but its basic behaviour allows it to do damage to Mario upon contact and also lets Mario jump on and bounce off the Goomba.

Complex Behaviour/Graphic ID Values

The behaviour and graphic ID (a.k.a. GFX ID and GID) values are used for spawning objects and are universal values because they are the same for all versions of the game. The behaviour value determines how the object moves and reacts to other objects and the graphic ID selects how the object looks. However, some graphics are only available in certain levels and some graphic ID values are reused so they will use different graphics dependent on the level. Another complication is that although the behaviours are available in all levels, some behaviours rely on data that is loaded only in some levels or area within a level.

These values are those that are to be used with any of my spawn codes. Note that some objects cannot be created using my spawn code which is usually because the object is spawned by another with a different behaviour. For the Spawn any object wherever you want [ver2.1] code you do not need the 1300 at the start of the behaviour value. For e.g., to spawn a 1-up that homes in on Mario set the behaviour (BHV/BHR) to 4148 and the graphic ID (GID) to D4. Using the same example but for the Spawn object version 3.0 code:

Behaviour segment value=1300

Behaviour offset value=4148

GFX ID=00D4

Extra value=0000

It is possible to use different behaviours with some graphic IDs that aren't normally but may not look right if they use 3D animation.

An object with a ? for the behaviour means it is unknown and might not exist. The extra value is used by some behaviours to alter how the object behaves.

There are three main ways that the game uses these behaviour and graphic ID values:

(1) Level commands.

(2) Game instructions.

(3) Preset look-up table.

Note: 0x indicates a hexadecimal value (e.g. 0x1C).

The following behaviours were worked out by YouTube user Payton Samuels (contains some duplicates):

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Ampere 0x13003388/0xC2

Extra Value 1 Through F Depends On What Kind of Ampere It Is.

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Ampere 2 0x13003354/0xC2

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Arrow Lift (Wet-Dry World) 0x13004314/0x37

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Bowser 0x13001850/0x64

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Bowser Shockwave 0x130011D0/0x68

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Bowser Bomb 0x130037EC/0xB3

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Bowser Key 0x130016E4/0xCC

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Bowser Flame 0x13001AA4/0x90

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Bowser Power Star 0x13001714/0x7A

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Bowser Sub (Dire Dire Docks) 0x13002308/0x37

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Box Platform (Tick Tock Clock) 0x13004CF8/0x3E

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Blue Star On The Ground 0x1300556C/0x00

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Black Smoke (When Mario Gets Burnt) 0x13001214/0x94

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Black Smoke (From Bowser's Flames) 0x13001254/0x94

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Black Smoke (Moving Upward) 0x1300127C/0x94

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Blue Coin 0x130030A4/0x77

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Blue Coin (Tossed In The Air) 0x13003104/0x77

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Blue Coin (Sliding) 0x130030D4/0x77

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Blue Coin (From Enemies) 0x13000830/0x76

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Blue Flame (Used Inside The Castle) 0x13000C84/0x91

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Blue Flame Bouncing (Unused?) 0x13001A30/0x91

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Bob-Omb 0x13003174/0xBC

Extra Value 0 = Bob-Omb That Walks Around

Extra Value 1 = Bob-Omb That Stands Still

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Bob-Omb Buddy 0x130031DC/0xC3

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Bob-Omb Buddy That Opens The Cannon 0x13003228/0xC3

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Bullet Bull 0x1300179C/0x54

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Bullet Bull Blaster 0x13000600/0x09

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Black Bully [Big] (Lethal Lava Land) 0x13003660/0x57

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Black Bully [Small] (Lethal Lava Land) 0x1300362C/0x56

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Black Bully Group (Lethal Lava Land)

0x13003694/0x57

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Bat (Hazy Maze Cave) 0x13004698/0x64

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Breakable Box 0x130014E0/0x81

Extra Value 0 = Breakable Box Without Coins

Extra Value 1 = Breakable Box With Three Coins

Extra Value 2 = Breakable Box With Five Coins

Extra Value 3 = Large Breakable Box

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Breakable Box (Can Be Picked Up)0x13004218/0x82

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Bouncing Box 0x13001650/0x00

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Beta Skull Box (Jolly Roger Bay) 0x13004400/0x3C

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Boo (Get A Message When Killed) 0x13002804/0x65

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Boo 0x130027E4/0x65

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Boo With Cage 0x13002710/0x65

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Boo (Three) 0x130027D0/0x00

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Big Boo On Balcony 0x13002794/0x65

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Breakable Wall (Whomp's Fortress) 0x13000624/0x36

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Breakable Wall 2 (Whomp's Fortress) 0x13000630/0x36

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Big Boulder (Hazy Maze Cave) 0x13003D74/0x39

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Big Boulder Droper (Hazy Maze Cave)0x13003DA0/0x00

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Big Snowman Head (Cool, Cool Mountain)

0x13003D0C/0x37

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Buscule Bridge (Lethal Lava Land) 0x130038D0/0x00

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Cannon That Shoots Bubbles (Bob-Omb Battlefield)

0x13004F10/0x80

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Castle Flag (Outside Castle)

0x13003C58/0x37

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Course Star 0x130007F8/0x7A

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Chain Chomp 0x1300478C/0x66

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Chain Chomp Chain 0x130047E4/0x65

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Checkboard Elevators 0x13001B70/0x00

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Cheep Cheep (Dire Dire Docks) 0x1300220C/0x64

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Climbable Cage (Bowser in the Sky)

0x13004ECC/0x3E

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Clock Big Hand Rotating (Tick Tock Clock) 0X13004D64/0x41

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Clock Platform (Tick Tock Clock)

0x13004D28/0x40

Extra Value 1 through F depends on how high or low the object will be moving!

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Clock Pendulum (Tick Tock Clock) 0x13004C24/0x38

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Coin Formation 0x130008EC/0x00

Extra Value 0 = Line Coin Formation

Extra Value 1 = Upward Coin Formation

Extra Value 2 = Circle Coin Formation

Extra Value 3 = Ring Coin Formation

Extra Value 4 = Arrow Coin Formation

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Coin From Bob-Omb 0x13003068/0x74

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Coin Type 1 0x1300090C/0x74

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Coin Type 2 0x1300091C/0x75

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Coin Type 3 0x13000920/0x74

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Chunkya 0x13000528/0xDF

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Cap Activator 0x130001CC/0x55

Extra Value 0 = Wing Cap Activator

Extra Value 1 = Metal Cap Activator

Extra Value 2 = Vanish Cap Activator

Extra Value 3 = Golden Block Activator (Not Used In Game)

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Controllable Elevator (Hazy Maze Cave) 0x130041BC/0x36

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Cannon 0x130004A8/0x80

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Cannon Door 0x13003274/0xC9

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Dorrie 0x13004F90/0x68

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Dark Brown Door (Warp) 00x13000AFC/0x1D

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Donut Platform Group (Rainbow Ride) 0x130054EC/0x00

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Eel 0x13004F40/0x55

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Eye Ball 0x13000054/0x00

Extra Value 0 = Eye Ball

Extra Value 1 = Giant Eye Ball (Big Boos Haunt)

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Eye Ball Bullet 0x130000AC/0xAA

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Eyerok Boss (Shifting Sand Land) 0x130052B4/0x00

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Explosion 0x13003510/0xCD

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Elevator (Hazy Maze Cave) 0x13000D30/0x38

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Elevator (Wet-Dry World) 0x13002194/0x3A

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Elevator (Shifting Sand Land) 0x13003B60/0x39

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Explodes When Pounded (Unused Square In Snowman's Land)

0x130015E4/0x37

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Falling Block Inside Volcano (Lethal Lava Land)

0x13003F78/0x53

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Flame Thrower 0x13001108/0x00

Extra Value 0 = Flame Thrower

Extra Value 1 = Blue Flame Thrower

Extra Value 2 = Small Flame Thrower

Extra Value 3 = Flame Thrower (Big Boos Haunt)

Extra Value 4 = Flame Thrower (Shoots Upward)

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Flame (Orange From Final Bowser Fight) 0x13001984/0x00

Extra Value 0 = Three Orange Flames

Extra Value 1 = Two Blue Flames That Will Turn Into Three Blue Slug Flames When They Land

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Flame (Moving Forward And Growing) 0x13001A74/0xCB

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Flame Slug Spawner 0x13001168/0x00

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Flame (Blue Slugsx3) 0x13001A0C/0x00

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Flame (Used Inside The Castle) 0x13000C84/0x90

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Flame Spewer 0x1300518C/0xB4

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Flame From Flame Thrower 0x13001124/0x90

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Flame From Slug Spawner 0x13001184/0xCB

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Fly Guy 0x130046DC/0xDC

Extra Value 0 = Fly Guy That Doesn't Shoot Fire

Extra Value 1 = Fly Guy That Does Shoot Fire

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Falling Piller In Jolly Roger Bay 0x130043A0/0x3D

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Falling Piller Base (Jolly Roger Bay) 0x130043E0/0x3E

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Falling And Exploding Donut Lift (Rainbow Ride) 0x13005504/0x3F

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Floor Switch (Hidden Objects) 0x130014AC/0xCF

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Floating Wood Bridge (Lethal Lava Land)

0x13001E30/0x00

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Flying Ship Wing (Rainbow Ride)

0x13003AE0/0x3B

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Four Rotating Platforms (Bowser In The Sky) 0x13004B44/0x3D

Extra Value 0 = Four Rotating Platforms (Bowser In The Sky)

Extra Value 1 = Four Rotating Platforms (Bowser In The Dark World) [Use Graphic ID 39]

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Goomba 0x1300472C/0xC0

Extra Value 0 = Normal Size Goomba

Extra Value 1 = Big Goomba

Extra Value 2 = Small Goomba

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Goomba Triplets 0x13004770/0x00

Extra Value 0 = Normal Sized Goomba Triplets

Extra Value 1 = Big Goomba Triplets

Extra Value 2 = Small Goomba Triplets

Extra Value 3 = Nothing

Extra Value 4 = Four Normal Sized Goombas

Extra Value 5 = Four Big Goombas

Extra Value 6 = Four Small Goombas

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Green Tree (Courses) 0x13002AA4/0x17

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Green Tree (Castle Courtyard) 0x13002AA4/0x18

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Green Tree (Shifting Sand Land) 0x13002AA4/0x1B

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Grindel (Shifting Sand Land) 0x13000B58/0x36

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Grindel 2 (Shifting Sand Land) 0x1300525C/0x36

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Hoot The Owl 0x130033EC/0x56

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Heave Ho 0x13001548/0x59

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Hexagonal Ring Platform (Lethal Lava Land) 0x13001E6C/0x3E

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Hidden Object

0x130014BC/0x00

Extra Value 1 = Hidden Object

Extra Value 2 = Hidden Object (Wet-Dry World) [Use Graphic ID 0x39]

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Homing In 1-Up Mushroom 0x13004148/0xD4

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Heart 0x13004EF8/0x78

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Item Block(!) 0x13002250/0x89

Extra Value 0 = Wing Cap Block

Extra Value 1 = Metal Cap Block

Extra Value 2 = Vanish Cap Block

Extra Value 3 = Golden Block With Koopa Shell Inside

Extra Value 4 = Golden Block With One Yellow Coin Inside

Extra Value 5 = Golden Block With Three Yellow Coins Inside

Extra Value 6 = Golden Block With Ten Yellow Coins Inside

Extra Value 7 = Golden Block With A One Up Mushroom That Moves Slowly Inside

Extra Value 8 = Golden Block With The First Star Inside

Extra Value 9 = Golden Block With A One Up Mushroom That Moves Fast Inside

Extra Value A = Golden Block With The Second Star Inside

Extra Value B = Golden Block With The Third Star Inside

Extra Value C = Golden Block With The Fourth Star Inside

Extra Value D = Golden Block With The Fifth Star Inside

Extra Value E = Golden Block With The Sixth Star Inside

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Ice Bully (Big) 0x13003700/0x65

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Ice Bully (Small) 0x130036C8/0x64

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King Bob-Omb 0x130001F4/0x56

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King Whomp 0x13002BB8/0x67

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Koopa 0x13004580/0x68

Extra Value 0 = Running Koopa Like He Lost His Shell [Use Graphic ID BF]

Extra Value 1 = Small Koopa

Extra Value 2 = Koopa the Quick From Bob-Omb Battlefield

Extra Value 3 = Koopa the Quick From Tiny-Huge Island

Extra Value 4 = Tiny Koopa

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Koopa Flag 0x130045D0/0xA3

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Koopa Flag (Not The Goal) 0x130045F8/0x6A

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Koopa Shell 0x13001F3C/0xBE

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Killer Fish 0x130055DC/0x59

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Klepto (Shifting Sand Land 0x13005310/0x57

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Kickable Board (Whomp's Fortress) 0x1300066C/0x3A

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Leaf From Green Trees

0x130013C4/0xA4

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Long Water Float (Jolly Roger Bay) 0x130042E4/0x3F

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Long Water Float (Wet-Dry World) 0x130042B4/0x3B

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Little Cage (Tall Tall Mountain) 0x13000F48/0x3E

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Leaf From Tree 0x13001390/0x00

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Lakitu (Throws Spinies) 0x13004918/0x54

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Lakitu (At The Beginning) 0x13005610/0x58

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Mad Piano (Big Boo's Haunt) 0x13005024/0x57

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Mario 0x13002EC0/0x01

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Mario Cap 0x13003DF8/0x88

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Metal Cap 0x13003DD8/0x86

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Metal Platform (Tick Tock Clock) 0x13004C5C/0x39

Extra Value 0 = Metal Platform

Extra Value 1 = Small Metal Platform [Use Graphic ID 3A]

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Manta Ray 0x13004370/0x54

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Money Bag Frog 0x130039D4/0x00

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Mips The Rabbit 0x130044FC/0x64

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Monty Mole Rock

0x13004A78/0xA1

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Moving Concrete Platform (Bowser In The Sky) 0x13004E4C/0x36

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Moving Platform (Tick Tock Clock) 0x13004C94/0x3B

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Moving Platform (Lethal Lava Land) 0x13001D78/0x36

Extra Value 0 = Moving Platform That Moves Back And Forth

Extra Value 1 = Moving Platform That Moves when Mario Steps On It

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Multiple Coins 0x13001298/0x75

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Moving Pyramid Platform (Bowser In The Dark World) 0x13001408/0x36

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Manta Rings 0x13003738/0x00

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Merry Go Round (Big Boos Haunt) 0x13002968/0x3B

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Metal Ball Generator 0x13003AA4/0x00

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Metal Ball Generator 2 0x13003A80/0x00

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Mini Metal Balls Generator 0x13003AC8/0x00

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Oyster 0x13005440/0x58

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One Up Mushroom 0x13004010/0xD4

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One Up Mushroom From Block 0x13003FDC/0xD4

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One Up Mushroom Type 0x1300407C/0xD4

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One Hundred Coin Star 0x1300080C/0x7A

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One Yellow Coin 0x130009A4/0x75

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Pendulum Platform (Rainbow Ride)

0x130054B8/0x3E

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Piece Of Wood (Lethal Lava Land)

0x13001E04/0035

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Pokey (Shifting Sand Land) 0x13004634/0x00

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Pokey Head (Shifting Sand Land) 0x13004668/0x55

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Pole (Whomp's Fortress) 0x13000118/0x0D

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Piranha Plant 0x13001FBC/0x64

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Piranha Plant That Spits Fire 0x13005120/0x64

Extra Value 0 = Small Pirahna Plant

Extra Value 1 = Large Pirahna Plant

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Piranha Plant Particle 0x130000F8/0xAA

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Pyramid Top (Shifting Sand Land)

0x13003BB4/0x3A

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Red Coin Star 0x13003E8C/0x7A

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Red Coin Number 0x13004348/0xDB

Extra Value 0 = Number Zero

Extra Value 1 = Number One

Extra Value 2 = Number Two

Extra Value 3 = Number Three

Extra Value 4 = Number Four

Extra Value 5 = Number Five

Extra Value 6 = Number Six

Extra Value 7 = Number Seven

Extra Value 8 = Number Eight

Extra Value 9 = Number Nine

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Rolling Cannon Ball 0x13003A58/0xB4

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Rolling Cannon Ball 0x13003A08/0xE1

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Rolling Wooden Log (Tall Tall Mountain)

0x13003F40/0x35

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Rotating Clockwork Gear (Tick Tock Clock)

0x13004D90/0x42

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Rotating Checkered Platform (Unused!)

0x13001B88/0xCA

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Rotating Exclamation Mark

0x1300227C/0x84

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Rotating Platform With Flame Thrower (Rainbow Ride) 0x130010D8/0x39

Extra Value 0 = Rotating Platform With Flame Thrower

Extra Value 1 = Rotating Platform With Blue Flame Thrower (Used In The Game)

Extra Value 2 = Rotating Plaform With Small Flame Thrower

Extra Value 3 = Rotating Platform With Flame Thrower (Big Boos Haunt)

Extra Value 4 = Rotating Platform With Flame Thrower (Shoots Upward)

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Rotating Platform With Fire Bars (Lethal Lava Land) 0x13001DA8/0x3A

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Rotating Platform (Tick Tock Clock)

0x13004CCC/0x3C

Extra Value 1 = Rotating Triangle Platform [Use Graphic ID 3D]

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Rotating Platform (Bowser In The Sky) 0x13004E78/0x39

Extra Value 0 = Rotating Platform (Bowser In The Sky)

Extra Value 1 = Rotating Platform (Rainbow Ride) [Use Graphic ID 38]

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Rotating Platform (Whomps Fortress) 0x130005B4/0x10

Extra Value 0 = Rotating Platform In Whomps Fortress

Extra Value 1 = Rotating Platform In Wet-Dry World [Use Graphic ID 3C]

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Rotating Cube (Tick Tock Clock) 0x13004BF0/0x36

Extra Value 0 = Rotating Cube

Extra Value 1 = Rotating Triangle [Use Graphic ID 37]

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Rolling Log (Lethal Lava Land) 0x13003FA4/0x39

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Rock (Jolly Roger Bay) 0x130022B8/0x3B

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Seaweed 0x13003134/0xC1

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Sinking Cage Platform (Bowser In The Fire Sea)

0x13000FC8/0x3A

Extra Value 1 through F depends on how high or low the object will move!

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Sliding Snow Mound (Snowman's Land)

0x13004244/0x36

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Sinking Platforms (Bowser In The Fire Sea)

0x13000F9C/0x38

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Sliding Brick Platform (Whomp's Fortress)

0x13003970/0xAD

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Extra Value 1 through 3 makes the platform move back and forth!

Slow And Mini Up-Down Movement (Lethal Lava Land)

0x13001EC4/0x40

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Snow From Trees

0x130013A8/0xA4

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Squishable Platform (Bowser in the Fire Sea)

0x13001064/0x3C

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Star 0x13003E3C/0x00

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Star Type 0x13003E64/0x00

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Star (When Mario Opens A Door) 0x13002F40/0x7A

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Star Held Up After Winning 0x13003868/0x00

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Stars (When Bumping) 0x13000A54/0x00

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Stars (Ground Pound) 0x13000A98/0x00

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Spindrift 0x130012B4/0x54

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Shark 0x13002338/0x56

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Spiny 0x130049C8/0x56

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Small Water Float (Wet-Dry World) 0x13004284/0x36

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Sighpost 0x130013E0/0x7C

Extra Value 1 Through F Requires What The Message To Say When Reading The Signpost.

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Snifit 0x130051E0/0xCE

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Snifit Bullet 0x1300521C/0xB4

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Spindel (Shifting Sand Land) 0x13003B00/0x37

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Spawns Scutlebugs 0x13002BA0/0x00

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Scuttlebug 0x13002B5C/0x65

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Sinks When Stepping On It (Lethal Lava Land) 0x13001D40/0x37

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Sinking In Lava (Lethal Lava Land) 0x13001E94/0x3F

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Snow Tree 0x13002AA4/0x19

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Sketter (Wet-Dry World) 0x13005468/0x69

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Sliding Box (Jolly Roger Bay) 0x130023A4/0x3C

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Triangles (When Punching) 0x13000AD8/0x00

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Twister In Shifting Sand Land 0x13002650/0x56

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Thwomp 0x13000BC8/0x58

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Thwomp 2 0x13000B8C/0x58

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Toad 0x13002EF8/0xDD

Extra Value 1 Through F Requires What The Message To Say When Talking To Toad.

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Tilts If Mario Steps On It (Lethal Lava Land)

0x13001EF8/0x41

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Tilting Lava Platform (Used In Bowser In The Fire Sea Bowser Fight) 0x13001920/0x36

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Tilting Inverted Pyramid (Bowser In The Fire Sea)

0x13001030/0x37

(You can also use 0x3E for the graphic ID instead because both graphics are the same size as the behavior!)

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Tilting Bridge Part (Lethall Lava Land) 0x130038E8/0x38

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Tox Box 0x13001F90/0xC7

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Tumbling Platform Group (Whomp's Fortress) 0x13000C28/0x00

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Tumbling Platform Group (Big Boos Haunt) 0x13000C44/0x00

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Three Yellow Coins 0x13000964/0x00

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Ten Yellow Coins 0x13000984/0x00

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Unknown 0x13000ED0/0x00

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Ukiki The Monkey 0x13000F08/0x56

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Ukiki The Monkey That Opens The Cage 0x13001CB0/0x56

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Vanish Cap 0x13003E1C/0x88

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Water Level Piller (Inside Castle Basement)

0x13001C04/0x36

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White Puffs (Ground Pound) 0x13000E28/0x00

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Wing Cap 0x13003DB8/0x87

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Whomp 0x13002BCC/0x67

Extra Value 0 = Whomp

Extra Value 1 = King Whomp

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Water Koopa Shell 0x13000708/0xBE

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Water Level Diamond (Wet-Dry World) 0x130025F8/0x38

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Water Bomb 0x13004BA8/0x54

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Water Bomb Shadow 0x13004BD4/0x55

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Water Bomb Drop 0x13004B8C/0x00

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Wiggler 0x13004898/0x57

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Warp Pipe (Outside Castle) 0x130007A0/0x16

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Whomp's Fortress Solid Platform 0x13001368/0x2E

Whomp's Fortress Elevator Platform 0x13001340/0x2E

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Y-Rotation Hexagonal Platform (Lethal Lava Land)

0x13001D14/0x09

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Yoshi 0x13004538/0x55

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The following behaviours were worked out by YouTube user pricesspaigeI99I:

Moving Up And Down [Pyramid Platform] (Shiftinng Sand Land) 0x13003B30/0x38

Basic Behaviours Function Address Look-up Table

Please note: addresses are RAM addresses. All values are in hex.

The basic behaviour function address look-up table is used by the game to know which function to call to execute the behaviour. For each basic behaviour the behaviour value is listed (32-bit), the address of the function address (32-bit) followed by the function address (32-bit). The behaviour value is checked against the value at offset 130 (hex) in the object structure and if the value matches, the corresponding function address from the look-up table is loaded and called.

In the following table, for each behaviour type the behaviour value is listed along with the location in the RAM of the function address, and the function address value at the memory location. The behaviour value in memory is before the function address so it’s easy to calculate where in memory a particular behaviour value is stored in the look-up table. The values are listed in the order they appear in memory.

You can swap behaviour types by setting a function call address to another behaviour’s function call address. This will affect all objects that use that basic behaviour. For example, you can make readable objects give Mario an electric shock.

All content of this and related pages is copyright (c) James S. 2007-2017