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SM64 Exposed Behaviour Values

Super Mario 64 (N64) Exposed Behaviour Values
 
By James S. 
 
Behaviour/Graphic ID
 
(Update: 2/11/9)
 
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. 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).
 
1-up mushroom that homes in on Mario 0x13004148/0xD4
Ampere 0x13003388/0xC2
Baby penguin (Cool, cool mountain-can also spawn in Snowman's land) 0x130020E8/0x57 Extra value (determines if it is the lost penguin):
0x00=Lost penguin
0x01=Not lost penguin
Big (race) penguin (Cool, cool mountain) 0x13005380/0x57 Note: should only spawn in the hut.
Big ice bully (Snowman's land) 0x13003700/0x65
Black smoke (when Mario gets burnt) 0x13001214/0x94
Blarrg ?/0x54
Blue coin 0x1300091C/0x76
Blue coin (from big Goomba) 0x13000830/0x76
Bob-omb (re-spawns with no yellow coin) 0x13003174/0xBC
Bob-omb buddy 0x130031DC/0xC3 Extra value is what message to say.
Boo with yellow coin 0x13002804/0x65
Boo key ?/0x55
Bowser 0x13001850/0x64
Bowser red flame 0x13001AA4/0x90
Bowser shockwave 0x130011D0/0x68
Breakable box (can't pick up) 0x130014E0/0x81
Breakable box with three coins (can be picked up) 0x13004218/0x82
Brown door (warp) 0x13000AFC/0x1C
Brown door with Star on one side (just walk through) 0x13000B0C/0x22
Bullet Bill 0x1300179C/0x54
Bullet Bill blaster 0x13000600/0x09
Cannon base 0x130004A8/0x80
Cannon balls that roll 0x13003A58/0xB4
Cap switch 0x130001CC/0x55 Extra value selects the type:
0x00=Wing cap (red)
0x01=Metal cap (green)
0x02=Vanish cap (blue)
0x03=Yellow (not normally used)
Chain-chomp 0x1300478C/0x66
Chuk-ya 0x13000528/0xDF
Dark brown door (warp) 0x13000AFC/0x1D
Dorrie 0x13004F90/0x68
Explosion (e.g., from Bob-omb) 0x13003510/0xCD
Flame thrower 0x13001108/0x00
Goomba 0x1300472C/0xC0
Green tree 0x13002AA4/0x17
Heave ho 0x13001548/0x59
Item box 0x13002250/0x89 Extra value (what you get from the item box):
0x00=Wing cap
0x01=Metal cap
0x02=Vanish cap
0x03=Koopa shell
0x04=x1 yellow coin
0x05=x3 yellow coins
0x06=x10 yellow coins
0x07=1-up mushroom (moves slowly)
0x08=Star 1
0x09=1-up mushroom (moves fast)
0x0A=Star 2
0x0B=Star 3
0x0C=Star 4
0x0D=Star 5
0x0E=Star 6
Killer fish 0x130055DC/0x59
King Bob-omb 0x130001F4/0x56
King Whomp 0x13002BB8/0x67
Koopa 0x13004580/0x68 Extra value:
0x00=Run around as if lost shell.
0x01=Small Koopa.
0x02=Koopa the Quick (Bob-omb Battlefield)
0x03=Koopa the Quick (Tiny-huge Island)
0x04=Tiny Koopa
Koopa flag 0x130045D0/0xA3
Koopa shell 0x13001F3C/0xBE
Long water float (Wet-dry world) 0x130042B4/0x3B
Mario 0x13002EC0/0x01
Mario cap 0x13003DF8/0x88
Mine (used in Bowser fights) 0x130037EC/0xB3 (Can also use 0x65 for GFX ID instead for any of the 3 Bowser fight levels.)
Mother penguin (Cool, cool mountain-can also spawn in Snowman's land) 0x13002088/0x57
Penguin (Snowman's land, can also spawn in Cool, cool mountain) 0x13002E58/0x57
Pirahna plant 0x13001FBC/0x64
Red coin 0x13003EAC/0xD7
Red coin number 0x13004348/0xDB
Red fire 0x13001184/0x90
Red fire 'slug' spawner 0x13001168/0x00
Red flame (in castle) 0x13000C84/0x90
Red flame from Bowser 'flame thrower' 0x13001A74/0x90
Rusty door 0x13000AFC/0x29
Shy guy 0x130046DC/0xDC
Signpost 0x130032E0/0x7C
Skeeter 0x13005468/0x69
Small ice bully (not normally used) 0x130036C8/0x64
Small water float (Wet-dry world) 0x13004284/0x36
Spindrift 0x130012B4/0x54
Star 0x130007F8/0x7A
Star (100 coin star type although can also be used as course star) 0x1300080C/0X7A
Star sparkle (e.g., from coin) 0x13000A14/0x95
Star sparkle (random, e.g. from 1-up mushroom) 0x13002AF0/0x00
Star sparkle (single sparkle placed in front at set distance) 0x13002AD0/0x8F
Starman door (sliding door) 0x13000000/0xD5
Ten yellow coins 0x13000984/0x00
Thwomp 0x13000B8C/0x58
Toad 0x13002EF8/0xDD
Water bomb (Bob-omb battlefield) 0x13004BA8/0x0054
Water bomb shadow (Bob-omb battlefield) 0x13004BD4/0x0055
Water switch (Wet-dry world) 0x130025F8/0x38
Water up splash 0x13002C14/0xA7
Wing cap 0x13003DB8/0x87
Whomp 0x13002BCC/0x67
Wind-up baddy 0x13001548/0x59
Yellow coin (in Boo) 0x13000888/0x74
Yellow coin type 1 0x1300091C/0x74
Yellow coin (from Bob-omb) 0x13003068/0x74
Yellow star (when Mario hits something) 0x13000A78/0x8B
Yellow star from final Bowser fight 0x13001714/0x7A
Yellow triangle from hitting/kicking wall 0x13000ABC/0x8A
Yoshi 0x13004538/0x55
Yoshi egg ?/0x57

Behaviour Pointer values (as they appear in the RAM)

The behaviour pointer values point to a behaviour script that controls what behaviour coding is to be used and also sets up the values of certain variables in every object structure that uses that behaviour.

These values can be used in any course and stay at the same position in memory; these behaviour pointer values determine how the object behaves regardless or how it looks or is animated. PAL address values will be listed, for NTSC add 0xA940. For example, the Koopa shell behaviour for the PAL game is 0x800E277C, so for NTSC add 0xA940 which equals 800ED0BC.

Known behaviour script commands:

0X00000000 Functions like a NOP (i.e. do nothing)

0x0C000000
0x???????? ???????? is the address of the behaviour coding to call like a function.

0x1101???? ???? sets the value of the variable at offset 0x8E in the object structure that controls how much the object reacts to Mario.

0x1103???? ???? puts the value ???? at offset 0x96 in the object structure.

0x27260000 ???????? sets the value of the variable at offset 0x120 in the object structure.

Behaviour pointer values for the PAL game:

By object:

Ampere 0x800E3BF0 0x800E3BC8
1-up mushroom 0x800E48E4 0x800E48BC
1-up mushroom (homes in on Mario) 0x800E49B0 0x800E4988
Big Boo (courtyard with Boos) 0x800E2F9C 0x800E2F50
Big clock hand (inside castle) 0x800E24E4 0x800E24BC
Big ice bully (Snowman's land) 0x800E3F68 0x800E3F40
Bird (outside castle) 0x800E5BB4 0x800E5B94
Black baddy spits fire 0x800E59E0 0x800E59CC
Blue coin 0x800E2DF0 0x800E2DC8
Blue coin (from Goomba) 0x800E10B8 0x800E115C
Blue star (from Koopa the Quick) 0x800E46C0 0x800E46A4
Bob-omb 0x800E39E0 0x800E39B4
Bob-omb buddy 0x800E3A58 0x800E3A1C
Boo type 1 (Big Boo's haunt) 0x800E3004 0x800E2FD0
Boo type 2 (Big Boo's haunt) 0x800E30A0 0x800E3044
Bowser (Bowser in the Sky and Bowser in the Dark world boss fight) 0x800E2100 0x800E2090
Breakable box with three coins (can be picked up) 0x800E4A74 0x800E4A58
Breakable box with coins (can't be picked up) 0x800E1D40 0x800E1D20
Bullet Bill 0x800E2028 0x800E1FDC
Bullet Bill blaster 0x800E0E58 0x800E0E40
Bully 0x800E3E90 0x800E3E6C
Butterfly 0x800E5E10 0x800E5DD8
Butterfly (outside castle) 0x800E3C20 0x800E3BFC
Cage in Big Boo 0x800E1EE0 0x800E1EBC
Cannon base 0x800E0D18 0x800E0CE8
Cannon base (shoots water bombs) 0x800E575C 0x800E5750
Chain-chomp 0x800E5018 0x800E4FCC
Checkered platform lift (Bob-omb battlefield) 0x800E23E8 0x800E23C8
Chuck-ya 0x800E0DB8 0x800E0D68
Direction switch for work elevator (Hazy maze cave) 0x800E4A30 0x800E4A44
Door 0x800E138C 0x800E133C
Dorrie (cavern beast) 0x800E5800 0x800E57D0
Explosion 0x800E3D50
Eyerok (Shifting sand land) 0x800E5B44 0x800E5B10
Fish 0x800E29C8 0x800E29B8
Flame thrower 0x800E1958 0x800E1948
Gate behind Chain-chomp (Bob-omb Battlefield) 0x800E50A8 0x800E50C4
Goomba 0x800E4FA4 0x800E4F6C
Heart 0x800E5744 0x800E5738
Item (!) box 0x800E2AB0 0x800E2A90
Killer fish 0x800E5E44 0x800E5E1C
King Bob-omb 0x800E0A88 0x800E0A34
King Whomp 0x800E3448 0x800E33F8
Koopa 0x800E4E04 0x800E4DC0
Koopa shell 0x800E279C 0x800E277C
Koopa the Quick (Bob-omb battlefield and Tiny-huge island) 0x800E4E04 0x800E4DC0
Lakitu (bad) 0x800E5188 0x800E5158
Lakitu (cameraman inside castle) 0x800E51BC 0x800E5194
Leaf 0x800E1C10 0x800E1C04
Mario 0x800E371C 0x800E3700
Mole 0x800E528C 0x800E5240
Moneybag baddy 0x800E4208 0x800E41E0
Mr. I (white body) 0x800E08C0 0x800E0894
Owl 0x800E3C54 0x800E3C2C
Peach during ending sequence 0x800E1704 0x800E16EC
Peach during opening sequence 0x800E5E90 0x800E5E78
Pipe (Tiny-huge island) 0x800E1008 0x800E0FE0
Pirahna plant 0x800E284C 0x800E27FC
Pirahna plant (spits fire) 0x800E598C 0x800E5960
Pokey head 0x800E4ECC 0x800E4EA8
Pond skater 0x800E5CD4 0x800E5CA8
Rabbit 0x800E4D6C 0x800E4D3C
Red coin 0x800E4714 0x800E46EC
Red coin number 0x800E4BA4 0x800E4B88
Shark 0x800E2BBC 0x800E2B78
Shy guy 0x800E4F60 0x800E4F1C
Signpost 0x800E3B50 0x800E3B20
Small clock hand (inside castle) 0x800E24E4 0x800E24CC
Snifit 0x800E5A4C 0x800E5A20
Snowball effect 0x800E102C 0x800E101C
Snowball thrown by Snowman 0x800E5680 0x800E5648
Snowman (throws snowballs) 0x800E563C 0x800E55FC
Spindrift 0x800E1B28 0x800E1AF4
Spiny 0x800E5234 0x800E5208
Star used for star select screen 0x800E387C 0x800E386C
Thwomp 0x800E13F4 0x800E13CC
Toad 0x800E3774 0x800E3738
Tox box 0x800E27F0 0x800E27D0
Tree 0x800E3304 0x800E32E4
Water bomb (Bob-omb battlefield) 0x800E5408 0x800E53E8
Water Koopa shell 0x800E0F54 0x800E0F48
Water level trigger switch (Wet-dry world) 0x800E2E54 0x800E2E38
Water up splash 0x800E3468 0x800E3454
Whomp 0x800E3448 0x800E340C
Wiggler head 0x800E5114 0x800E50D8
Wiggler body segment 0x800E514C 0x800E5120
Wind-up baddy (Wet-dry world) 0x800E1DD8 0x800E1D88
Wing cap item 0x800E460C 0x800E45F8
Wooden lift (pulley type) 0x800E5320 0x800E52F0
Wooden plank you knock down (Whomp's fortress) 0x800E0ED8 0x800E0EAC
Wooden post 0x800E5094 0x800E505C
Work elevator (Hazy maze cave) 0x800E49FC 0x800E4A1C
Yellow coin type 1 0x800E1174 0x800E115C
Yellow coin type 2 0x800E1120 0x800E115C
Yellow coin type 3 (from Goomba or wooden post you run around) 0x800E1210 0x800E115C
Yellow coin type 4 (from box or Bob-omb) 0x800E38D4 0x800E38A8
Yoshi 0x800E4DB0 0x800E4D78


All content of this and related pages is copyright (c) James S. 2007-2009