User:Neon/List of Object Types Rewrite

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Most videogames have objects, a moving/interactive thing in the game world. And of course, Sonic Robo Blast 2 has many, many different types of objects for graphical, modding, or gameplay related purposes. Objects in SRB2 are often called "Map Objects", or as a shorthand term, "Mobjs". Mobj types listed in this article will have the following terms attached:

  • MT_* Name: The constant the game uses to represent what object type any given mobj is. This is really just a replacement for a number, but which number means which object can change between patch releases, so this is always used instead.
  • Thing Number: The number used to determine which object should spawn from a Thing placed in the map. Note that this has almost nothing to do with the object type system

General Objects

Objects that could exist in many different scenarios, such as MT_THOK for example.

General Objects
Name Sprite MT_* Name Thing Number Description
Player MT_PLAYER None The object type the player is meant to control, however when spawned through more arbitrary methods, it creates a Voodoo Doll, named after their self-harming nature in the original Doom games. In SRB2 however, these simply act as normal objects that are killed similarly to how a player would when shot with some sort of projectile like a ring weapon.

Players also do not have a Thing type, but they can be spawned through intentional means via Checkpoints, Thing types 1-32, or gametype specific starts.

Thok MT_THOK None The circle object that makes up the player's spinning trail, and is also spawned when Sonic uses his Speed Thok. It despawns after a short period of time and translucent by default, Thoks can also be recolored easily since they use the "green" color ramp.
Unknown Object MT_UNKNOWN Invalid Thing Types Static immobile object used as an error, when an object is spawned with a non-existent object type, this object is used instead, it will also do this for non-existent thing types. Strangely, this object also has a blue, second frame to it's sprite, despite not animating at all.
Ray Invisible MT_RAY None A scripting purposed object made for the purposes of having a temporary mobj pointer, unlike a null object, this does not throw an error when spawned.
Character Tail MT_TAILSOVERLAY None A tail object used by Tails for his 2 tails to move independently of him. When attached to a player by making it their followitem, it will be displaced behind the character, if the player is in their rolling animation it rotate into the opposite direction of which the player is moving.

This object also uses a Character's sprites as it's own, named as TAL0-B meaning one could use this object for a tailed character of their own.

Metal Sonic's Jet Fume MT_METALJETFUME None An object meant to be used for Metal Sonic, but other characters who should have one also work. It is intended to be used as a followitem, making it look like the character's movement is being propelled by some sort of jet booster.

Monitors & Items

Objects that can be picked up by the player and can be put pretty much in any setting.

Springs and Boosters

These shoot players around on touch and serve not much other purpose, however that does make them very useful and applicable to any level.

Unused Objects

Either by accident or for the sake of the modder, SRB2 does not use these in any of it's various maps, you may be familiar with the concept. In SRB2's case however, entire features may be unused just so modders could make amazing things with them, so it's unsure if these are included on purpose.

Zone Specific Objects

Objects that belong in a certain theming or zone, and are put in the game for the sole purpose of said zone.

Greenflower Objects

Techno Hill Objects

Deep Sea Objects

Castle Eggman Objects

Arid Canyon Objects

Red Volcano Objects

Egg Rock Objects

Black Core Objects

Tutorial Zone Objects

Halloween Objects

Aerial Garden & Azure Temple Objects

Mario Mode Objects

Objects meant to be used in tandem with level in Mario Mode, Although the famous blocks Mario jumps into are not objects, but rather map geometry. '(See Mario Block for article)'

Ringslinger Objects

Objects reserved for Ringslinger gametypes.

Random Decorational Objects

While many decor objects are meant for specific zones, these ones aren't included in any zone, but for mappers to use for their own levels, you may recognize some of these from Alpine Paradise however.

NiGHTS Objects

Objects exclusively for NiGHTS stages, and should only be used for that context or in some cases, a Special Stage.


Invisible Objects

You cannot see these objects in normal gameplay, but they do exist for some functional purpose.

Near or Completely Useless Objects

These have little purpose in SRB2 as of now, and are not very useful for modding either.