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NKM Object List



This list contains all objects that are used in the MKDS and all its tracks. The list will detail the object ID, files the object needs, settings you can toggle and whether it is slot specific or not, as well as any other special attributes.

If there are any inaccuracies or things that should be added feel free to edit, as long as you are sure you have the correct information. In any case, PM me here or contact me on Discord (NintyYoshi#3135). Some parts may be incomplete, but overall probably every object you'll need is here. IDs are written in the way MKToolbox displays them as of now.

Remember that the files for an object must be in the MapObj folder for them to work, once placed on the NKM! Plus, make sure all files are included! Animations, shadows, etc. Also watch out if an object requires routes, special settings, or slot restrictions. These could help you troubleshoot if your object is not working as intended or crashes the track. In addition, some settings, like the speed of an object, have to be put as hexadecimal.



General Objects:



None of these objects require needed files within the CARC, as they are loaded from the data/MapObj folder.

Item Box: Common itembox seen in tracks.
ID: 0065
Settings: Contents

Moving Item Box: Item Box that can move if given a route. Needs route, otherwise it will cause a crash.
ID: 00C9
Settings: Route ID, Route Speed, Contents

Pole: Simple, collision object that is used to make the poles of the finish line have collision. Not always needed for a track. It is also used to create simple collision in stuff like pipes and trees without requiring a separate object.
ID: 0066
Settings: ---

Sound Controller: Sound controller for several sound effects in the tracks. Not always needed for a track.
ID: 0008
Settings: ---




Trees:



Figure-8-Circuit Tree: Tree from Figure-8-Circuit. Has no collision.
ID: 013A
Settings: ---
Needed files: CrossTree1.nsbmd

Mario Circuit Tree: Tree from Mario Circuit. Has no collision.
ID: 0142
Settings: ---
Needed files: MarioTree3.nsbmd

Yoshi Falls Tree: Tree from Yoshi Falls. Has no collision.
ID: 013E
Settings: ---
Needed files: Bank_Tree1.nsbmd

Cheep Cheep Beach Tree: Tree from Cheep Cheep Beach. Has collision.
ID: 012E
Settings: ---
Needed files: BeachTree1.nsbmd

Desert Hills Tree: Tree from Desert Hills. Looks identical to the trees from Yoshi Falls, but has collision.
ID: 0148
Settings: ---
Needed files: DeTree1.nsbmd

Delfino Square Tree: Tree from Delfino Square. Has collision.
ID: 0145
Settings: ---
Needed files: TownTree1.nsbmd

DK Pass Tree: Tree from DK Pass. Has collision.
ID: 0146
Settings: ---
Needed files: Snow_Tree1.nsbmd

Peach Gardens Tree: Tree from Peach Gardens. Has collision.
ID: 0138
Settings: ---
Needed files: GardenTree1.nsbmd

Peach Gardens Tree (Non-solid): Tree from Peach Gardens that has no collision.
ID: 013F
Settings: ---
Needed files: GardenTree1.nsbmd

N64 Frappe Snowland Tree: Tree from N64 Frappe Snowland. Has collision.
ID: 0156
Settings: ---
Needed files: Of6Tree1.nsbmd

N64 Frappe Snowland Tree (Non-solid): Tree from N64 Frappe Snowland. Has no collision.
ID: 0155
Settings: ---
Needed files: Of6Tree1.nsbmd.

N64 Moo Moo Farm Tree: Tree from N64 Moo Moo Farm. Has no collision.
ID: 0153
Settings: ---
Needed files: om6Tree1.nsbmd

GBA Luigi Circuit Tree: Tree from GBA Luigi Circuit. Has collision.
ID: 014F
Settings: ---
Needed files: olaTree1c.nsbmd

GBA Peach Circuit Tree: Tree from GBA Peach Circuit. Has collision.
ID: 0130
Settings: ---
Needed files: opa_Tree1.nsbmd

GBA Sky Garden Beanstalk: Beanstalk from GBA Sky Garden. Has collision.
ID: 0150
Settings: ---
Needed files: osaTree1c.nsbmd



Scenery:



N64 Moo Moo Farm Cow: Cow seen in the background in N64 Moo Moo Farm.
ID: 0134
Settings: ---
Needed files: cow.nsbmd, cow.nsbtp

Yoshi Falls Egg: Giant Yoshi Egg seen in the middle of Yoshi Falls.
ID: 0149
Settings: ---
Needed files: BankEgg1.nsbmd

GCN Mushroom Bridge Houses: Houses in the background of GCN Mushroom Bridge.
ID: 014C
Settings: ---
Needed files: KinoHouse2.nsbmd

GCN Mushroom Bridge Big House: Slightly more detailed house from GCN Mushroom Bridge.
ID: 014B
Settings: ---
Needed files: KinoHouse1.nsbmd

GCN Mushroom Bridge Hill: Hills seen within GCN Mushroom Bridge.
ID: 014D
Settings: ---
Needed files: KinoMount1.nsbmd

GCN Mushroom Bridge Hill 2: Slightly different hills seen within GCN Mushroom Bridge.
ID: 014E
Settings: ---
Needed files: KinoMount2.nsbmd

GCN Luigi Circuit Mushroom: Mushroom seen in the background of GCN Luigi Circuit.
ID: 0132
Settings: ---
Needed files: OlgMush1.nsbmd

GCN Luigi Circuit Pipe: Giant pipe seen in the background of GCN Luigi Circuit.
ID: 0131
Settings: ---
Needed files: OlgPipe1.nsbmd

N64 Frappe Snowland Yoshi Ice Statue: Ice statue of Yoshi seen in N64 Frappe Snowland.
ID: 0133
Settings: ---
Needed files: of6yoshi1.nsbmd

Piantas: Piantas seen in Delfino Square. Their colors are randomly assigned every time the course is loaded. Requires animation files, otherwise the game will crash.
ID: 0157
Settings: ---
Needed files: TownMonte.nsbmd, TownMonte.nsbtp

Waluigi Pinball Roulette: Roulette seen in Waluigi Pinball.
ID: 00D4
Settings: ?
Needed files: dram.nsbmd

Boo: Boos that periodically appear in N64 Banshee Boardwalk and Luigiís Mansion. Their set up for where and when they appear within the track uses AREAs, but itís not necessary to get them working.
ID: 013D
Settings: Setting1 = Appear Area (This is more like the ratio of a circle where this object is the center), Setting2 = Number of boos (If you set it to a value that is too high boos will not appear or the game will crash)
Needed files: teresa.nsbmd, teresa_shadow.nsbmd, teresa.nsbtp

Boss Bass: Giant Boss Bass that bounces over the track in N64 Banshee Boardwalk when the player is nearby. Needs a route to move and jump.
ID: 013C
Settings: Route ID
Needed files: bakubaku.nsbmd, baku_shadow.nsbmd, bk_wave.nsbca, bk_wave.nsbma

Luigi Blimp: Giant Blimp with Luigi on it from GBA Luigi Circuit and Sky Garden. Needs a route to move.
ID: 0158
Settings: Route ID, Speed (Setting1)
Needed files: airship.nsbmd

Stars: Giant rotating stars from Rainbow Road.
ID: 0154
Settings: ---
Needed files: RainStar.nsbmd, RainStar.nsbta

Chandelier: Chandeliers found in Luigiís Mansion.
ID: 0140
Settings: ---
Needed files: chandelier.nsbmd, chandelier.nsbca

Boo Painting: Painting of a Boo that shakes and moves from Luigiís Mansion.
ID: 0151
Settings: ---
Needed files: picture1.nsbmd, picture1.nsbca

Chauncey Painting: Painting of Chauncey that shakes and moves from Luigiís Mansion.
ID: 0152
Settings: ---
Needed files: picture 2.nsbmd, picture2.nsbca

Airship Pillars: Pillars with cannons on top that can be seen as scenery within Airship Fortress.
ID: 0135
Settings: ---
Needed files: NsCannon1.nsbmd

Pinballs: Stationary pinballs from Waluigi Pinball. These are just for display and donít move or hit racers.
ID: 01B3
Settings: ---
Needed files: IronBall.nsbmd



Obstacles:



Grounded Piranha Plants: Piranha Plants seen in several courses. Driving into them will cause you to spin out.
ID: 01A6
Settings: ---
Needed files: ob_pakkun_sf.nsbmd, ob_pakkun_sf.nsbtp

Fire Piranha Plants: Piranha Plants that spit fire from Mario Circuit. They are usually placed in pipes, but they can be put anywhere. A route can be omitted by setting the linked route to -1.
ID: 01AA
Settings: Route ID
Needed files: PakkunBody.nsbmd, PakkunMouth.nsbmd, PakkunMouth.nsbca, PakkunZHead.nsbmd, FireBall.nsbmd, FireBall.nsbtp

Pipes: Solid pipes from SNES tracks. They have a wall collision.
ID: 012F
Settings: ---
Needed files: earthen_pipe1.nsbmd, earthen_pipe2.nsbmd

Thwomps: Thwomps seen in the Bowser Castle tracks. They crush any racer under them. They can be assigned a route to follow, and can also slide on the ground.
ID: 0193
Settings: Route ID, If Setting1 = 0001, Thwomp will slide across the ground.
Needed files: dossun.nsbmd, dossun_shadow.nsbmd

Fireballs: Fireballs that jump up and down from GBA Bowser Castle 2. If hit, youíll spin out.
ID: 0198
Settings: Delay for jumping in and out of lava (Setting1)
Needed files: mkd_ef_bubble.nsbmd, mkd_ef_bubble.nsbta

Spinning Fireballs: Rows of spinning fireballs seen in Wario Stadium. If hit, youíll spin out.
ID: 01AF
Settings: Amount of fireballs per row (Setting1), Distance between fireballs (Setting2), Speed (Setting3), Amount of times formation repeats? (Setting4)
Needed files: fireball2.nsbmd
Note: Not sure what setting controls their rotation (clockwise or counterclockwise), not sure how Setting4 works.

Flame Bars: Flame bars from Airship Fortress and Bowser Castle. If hit, youíll spin out. They can be assigned a route to follow.
ID: 01A4
Settings: Route ID (optional), Speed (Setting4, 0000 if it has no route), Delay for appearing (Setting3), Time it stays activated (Setting1), Unknown (Setting2)
Needed files: mkd_ef_burner.nsbmd, mkd_ef_burner.nsbta
Note: Not sure what Setting2 does, however it has different values in the 2 flame bars that are in Bowser Castle.


Wooden Box: Wooden Box that can be collided with found in several tracks. On Time Trials it will become unbreakable.
ID: 0067
Settings: Items to randomly give (Setting1), Delay before respawning (Setting2)
Needed files: woodbox1.nsbmd
Note: Not sure how Setting1 gives or doesnít give items when the box is hit.

Bullet Bill Cannon: Cannon that shoots out Bullet Bills from Airship Fortress. Needs to be assigned a route to follow. It stops at every point in a path to shoot a Bullet Bill.
ID: 01A1
Settings: Route ID
Needed files: NsKiller1.nsbmd, NsKiller2.nsbmd, NsKiller2_s.nsbmd

Rocky Wrench: Rocky Wrenches from Airship Fortress. They will pop out at random, and if hit can cause the racer to flip.
ID: 01A7
Settings: Delay between opening the holes (Setting1)
Needed files: cover.nsbmd, hole.nsbmd, poo.nsbmd, poo.nsbtp

Monty Mole: Monty Moles that can be found in several tracks. They pop out at random, and if hit will cause the racer to flip.
ID: 0199
Settings: Delay before jumping (Setting1 and Setting2?)
Needed files: choropu.nsbmd, choropu.nsbtp
Note: In N64 Moo Moo Farm Setting2 controls the delay, while in Peach Gardens Setting1 does so. Setting1 has different values in all Monty Moles in Moo Moo Farm, and Setting2 has 0000 for all of them in Peach Gardens. Unsure whatís up with this.

Moving Chain Chomp: Chain Chomps from Peach Gardens that move within a route. Can hurt racers if hit.
ID: 01A5
Settings: Route ID, Speed (Setting1)
Needed files: wanwan.nsbmd, wanwan_chain.nsbmd, rock_shadow.nsbmd

Chain Chomp: Stationary Chain Chomp from GCN Luigi Circuit. Can hurt racers if hit. In Time Trials it wonít run to attack racers.
ID: 0196
Settings: Distance from pole to run and attack (Setting1), Time before running and attacking (Setting2)
Needed files: wanwan.nsbmd, wanwan_chain.nsbmd, wanwan_kui.nsbmd, rock_shadow.nsbmd

Cheep Cheeps: Small, bouncy Cheep Cheeps that can make a racer spin out if hit.
ID: 019B
Settings: ---
Needed files: pukupuku.nsbmd

Crabs: Enemy crabs that make any racer spin out if hit. Needs route to move.
ID: 01AC
Settings: Route ID, Speed (Setting1)
Needed files: crab.nsbmd, crab.nsbtp, crab_hand.nsbmd, crab_hand.nsbtp

Goomba: Goombas that can cause any player to spin out if hit. Needs route to move. They can give out mushrooms if defeated.
ID: 0191
Settings: Route ID, Speed (Setting1)
Needed files: kuribo.nsbmd, kuribo.nsbtp

Snowman: Small, lethal snowmen from several tracks that can cause a player to flip and lose all items if hit.
ID: 019D
Settings: ---
Needed files: sman_bottom.nsbmd, sman_top.nsbmd

Moving Trees: Moving trees from Luigiís Mansion that serve as obstacles. They require a route to move.
ID: 01A3
Settings: Route ID, Speed (Setting1)
Needed files: move_tree.nsbmd, move_tree.nsbca

Swoopers: Swoopers from N64 Banshee Boardwalk that slow down the racers if hit.
ID: 01A0
Settings: ---
Needed files: basabasa.nsbmd, basabasa.nsbtp

Bat Chest: Chest that releases Swoopers from N64 Banshee Boardwalk.
ID: 019E
Settings: ---
Needed files: kanoke_64.nsbmd, kanoke_64.nsbca

Car: Cars from the traffic tracks that make a racer flip if hit. They need a route to move. The settings can determine the color of the car.
ID: 019A
Settings: Route ID, Speed (Setting1), Point in the route where the vehicle will start (Setting2), Color of the car: 0000 (Yellow), 0001 (Blue), 0002 (Red) (Setting3)
Needed files: car_a.nsbmd, car_a.nsbtp, car_a_shadow.nsbmd, car_tire.nsbmd

Truck: Trucks from the traffic tracks that make a racer flip if hit. They need a route to move. The settings can determine the design of the truck.
ID: 019C
Settings: Route ID, Speed (Setting1), Point in the route where the vehicle will start (Setting2), Design of the truck: 0000 (Fresh), 0001 (Berry) (Setting3)
Needed files: truck_a.nsbmd, truck_a.nsbtp, truck_a_shadow.nsbmd, car_tire.nsbmd

Bus: Bus from the traffic tracks that make a racer flip if hit. They need a route to move.
ID: 0195
Settings: Route ID, Speed (Setting1), Point in the route where the vehicle will start (Setting2)
Needed files: bus_a.nsbmd, bus_a_shadow.nsbmd, car_tire.nsbmd

Note: For the vehicle obstacles, Setting2 has to be in hexadecimal!

Angry Sun: Angry Sun from Desert Hills that spits fireballs at specific parts of the track. Needs a route to move. It uses the Duration setting on a path to stay on a part of the path and spit the fireballs.
ID: 01AD
Settings: Route ID, Unknown (Setting1), Unknown (Setting2)
Needed files: sun.nsbmd, sun_LOD.nsbmd, sun.nsbca
Note: Not sure how Angry Sun works asides the duration thing. Changing Setting1 made it function instantly upon starting a Time Trial.

Pokey: Pokeys from Desert Hills that flip the players if hit. They need a route to move. They use the Duration setting on a path to stay on a part of it for a certain amount of time.
ID: 01B2
Settings: Route ID, Speed (Setting1)
Needed files: sanbo_b.nsbmd, sanbo_h.nsbmd

Snowball: Snowballs from DK Pass that hurt players if hit. They need a route to move. They use the Duration setting in a path to stay on a part of it, and delay their fall. It becomes bigger as it progresses through its route.
ID: 0192
Settings: Route ID, Unknown (Setting1), Speed (Setting2), Unknown (Setting3), Scale as it goes through the route (Setting4), Unknown (Setting5)
Needed files: rock.nsbmd, rock_shadow.nsbmd

Boulders: Boulders from N64 Choco Mountain that hurt players if hit. They need a route to move. They use the Duration setting in a path to stay on a part of it, and delay their fall.
ID: 01B1
Settings: Route ID, Unknown (Setting1), Speed (Setting2), Delay before respawning? (Setting3), Some sort of delay? (Setting6)
Needed files: rock2.nsbmd, rock2_shadow.nsbmd
Note: Not sure what Setting3 and 6 do, but when changed to 0000 they affected the respawning time of the rock, and Setting6 caused it to load upon starting the course instead of later on like the others.

Bridge: Moving bridge from Delfino Square that can be set to rise or fall at specific times. This object CANNOT be removed from Delfino Square, it is hardcoded and will cause a crash if removed!
ID: 00CC
Settings: Distance/rotation to rise (Setting1), Speed (Setting2), Delay for lowering (Setting3), Delay for rising (Setting4), Unknown (Setting5),
Needed files: bridge.nsbmd, bridge.nsbca

Second Hand: Hand from Tick Tock Clock that can spin out racers if hit. Its timing and direction can be changed.
ID: 00CD
Settings: Speed (Setting1), Rotation (Setting5, 0000 = counterclockwise, 0001 = clockwise)
Needed files: second_hand.nsbmd

Gear: Moving gears from Tick Tock Clock that can be driven on. Their rotation and timing of it can be changed.
ID:00CB
Settings: Speed (Setting1), Time before it switches rotation (Setting2), Speed at which it slows down to switch rotation (Setting3), Time before it starts rotating after switching? (Setting4), Initial rotation (Setting5, if 0000 = counterclockwise, if 0001 = clockwise), Color (Setting6, if 0000 = Gray, if 0001 = Black)
Needed files: gear_black.nsbmd, gear_white.nsbmd

Pendulum: Pendulum from Tick Tock Clock that can flip racers if hit.
ID: 00CF
Settings: Speed (Setting1, the higher the value the slower it will go, and the lower the value the faster it will go), How high it rises from side to side (Setting2)
Needed files: pendulum.nsbmd, pendulum_shadow.nsbmd

Test Gear: Gears from Tick Tock Clock that can be driven on. These are the ones behind the finish line. Their timing, rotation and appearance can be changed. X Rotation seems to determine which way they start rotating.
ID: 00CE
Settings: Speed (Setting1), Time before it switches rotation (Setting2), Speed at which it slows down to switch rotation (Setting3), Time before it starts rotating after switching? (Setting4)
Needed files: test_cylinder.nsbmd

Moving Pinballs: Pinballs from Waluigi Pinball. They hurt racers if hit. They need a route to move and can collide with the bumpers and flippers.
ID: 01B0
Settings: Route ID, TODO
Needed files: IronBall.nsbmd

Bumpers: Bumpers from Waluigi Pinball. They bounce off anything that collides with them. They optionally can be assigned a route to follow. Their color changes depending if a route is linked or not.
ID: 01A8
Settings: Route ID
Needed files: bound.nsbmd, bound.nsbtp

Flippers: Flippers from Waluigi Pinball. They bounce off pinballs and can racers spin out with a shock effect if hit.
ID: 01A9
Settings: Direction (Setting1, if 0000 = thinner part will face left, if 0000 = it will face right)
Needed files: flipper.nsbmd, flipper.nsbta, flipper.nsbtp

Spinning Bridge: Spinning bridge from Bowser Castle. Timing of rotation can be changed.
ID: 00D1
Settings: Speed (Setting1), Time before it changes rotation (Setting2), Speed at which it slows down to change rotation (Setting3), Time that it stays still before rotating again (Setting4)
Needed files: rotary_bridge.nsbmd

Spinning Floor: Spinning floor from Bowser Castle.
ID: 00D0
Settings: Speed (Setting1)
Needed files: rotary_room.nsbmd

Moving Platforms: Moving platforms from Bowser Castle. They need a route to move. They use the Duration setting in a path to stay in a part of it for a certain amount of time.
ID: 00CA
Settings: Speed (Setting1)
Needed files: koopa_block.nsbmd

Cake Part 1: Small cake part from Tart Top that bounce off anything that hits them, and racers will get a Blooper like effect if they hit it.
ID: 01B5
Settings: ---
Needed files: berry.nsbmd, cream_effect.nsbmd

Cake Part 2: Small cake part from Tart Top that bounce off anything that hits them, and racers will get a Blooper like effect if they hit it. Has a different look than the first one.
ID: 01B4
Settings: ---
Needed files: cream.nsbmd, cream_effect.nsbmd



Water:



GCN Yoshi Circuit Water: The water that surrounds GCN Yoshi Circuit.
ID: 0006
Settings: ---
Needed files: yoshi_waterC.nsbmd

N64 Banshee Boardwalk Water: The water that surrounds N64 Banshee Boardwalk.
ID: 0009
Settings: ---
Needed files: hyudoro_waterA.nsbmd, hyudoro_waterC.nsbmd

Delfino Square Water: The water that surrounds Delfino Square.
ID: 0003
Settings: ---
Needed files: town_waterA.nsbmd, town_waterC.nsbmd

Cheep Cheep Beach Water: The water that surrounds Cheep Cheep Beach. It rises and lowers periodically.
ID: 0002
Settings: ---
Needed files: beach_waterA.nsbmd, beach_waterC.nsbmd

Palm Shore Water: The water that surrounds Palm Shore. It rises and lowers periodically.
ID: 000C
Settings: ---
Needed files: mini_stage3_waterA.nsbmd, mini_stage3_waterC.nsbmd

Note: All of these objects above have their positioning hardcoded, so changing it wonít affect the object at all.

Yoshi Falls Waterfall: Simple object that creates the moving effect of the waterfalls in Yoshi Falls.
ID: 0002
Settings: ?
Needed files: ---

Water Puddle: The water puddles in GBA Luigi Circuit. If you hit them youíll spin out.
ID: 000D
Settings: ---
Needed files: puddle.nsbmd

Water Splash: The general water splash seen when falling in water. The Y position of this object needs to be the same or approximate as the water itself.
ID: 0005
Settings: ---
Needed files: water_efct.nsbmd, water_efct.nsbma, water_efct.nsbca

Lava Splash: The general lava splash seen when falling in lava. The Y position of this object needs to be the same or approximate as the water itself.
ID: 000E
Settings: ---
Needed files: water_efct.nsbmd, water_efct.nsbma, water_efct.nsbca

Note: The needed files for water and lava splashes are not the same, despite the naming! If you're going to use a water splash, take the file from a course with water, and from a course with lava if you need a lava splash.

N64 Banshee Boardwalk Water Splash: The splash effect when falling on the water in N64 Banshee Boardwalk. Like the water and lava splashes, the Y position of this object needs to be the same or approximate as the water itself.
ID: 000F
Settings: ---
Needed files: water_efct.nsbmd, water_efct.nsbma, water_efct.nsbca



Battle Mode:



Note: shine_balloon.nsbmd is the pop up indicating a racer has a shine in Shine Runners. It has no object assigned in the NKM, however be sure to include it in your battle arena.

Balloons: This object controls the balloons for Balloon Battle.
ID: 0069
Settings: Balloon amount on startup (Setting1), Balloons in stock (Setting2)
Needed files: Balloon.nsbmd, Balloon.nsbtp

Shines: The shines seen and collected in Shine Runners. There should only be a maximum of 9.
ID: 006B
Settings: ---
Needed files: Shine16.nsbmd, Shine16.nsbtp



Mission Mode:



Mission Mode objects donít require any files to be put in the CARC, since they are loaded from the MissionRun folder.

Coin: Used for the coin collecting missions. Useless anywhere else.
ID: 6800
Settings: ---

Mission Gate: Gates used for the missions where you pass through gates to finish the mission.
ID: 6E00
Settings: ---

Stop Sign: The stop signs to limit areas in Mission Mode. They donít have colllision, so youíll need the Wall object (see below) to make them actually block the player.
ID: 5901
Settings: ---

Wall: Object that makes the stop signs collidable.
ID: 0B00
Settings: ---

Bosses are yet to be added.



Last edit by rocoloco321 on Mon Jul 26 09:23:29 CDT 2021