This structure seems to be 0x270 bytes in size.
This may be a subclass of a smaller structure that contains next(/prev(?)) pointers.
I suspect that the superclass might be 0x88 bytes in size.

    /* 2  @ 0x00  - inh from scene graph struct  node type: 0x0018 */
    /* 2  @ 0x02  - inh from scene graph struct  flags ?   behavior command 0x21 sets bit 2 ( |= 4 ) */
    /* 4  @ 0x04  - inh from scene graph struct  prev */
    /* 4  @ 0x08  - inh from scene graph struct  next */
    /* 4  @ 0x0c  - inh from scene graph struct  parent */
    /* 4  @ 0x10  - inh from scene graph struct  child */
    /* 4  @ 0x14  - this object's geo layout(scene graph fragment) */

    /* 4  @ 0x20  - float */
    /* 4  @ 0x24  - float */
    /* 4  @ 0x28  - float */
    
    /* 2  @ 0x3a */
    /* 4  @ 0x3c  - ptr */
    /* 2  @ 0x40 */
    
    /* 4  @ 0x48 */
    
    /* 4  @ 0x50  - matrix pointer  temp set while rendering geo layout */
    /* 4  @ 0x54  - float */
    /* 4  @ 0x58  - float */
    /* 4  @ 0x5c  - float */
    /* 4  @ 0x60  - circ AI linked list next pointer */

    /* 4  @ 0x68  - initalized to point to the start of the structure   Could it also point elsewhere? */
    /* 4  @ 0x6c */
    /* 4  @ 0x70 */
    /* 2  @ 0x74 */
    /* 2  @ 0x76 */
    
    /* 4  @ 0x8c  - some flags, at least in the lower 16 bits */
    
    /*  4 @ 0x9c  */
    /* 12 @ 0xa0  - 3x float position array */
    
    /* 12 @ 0xc4  - 3x int rotation array */
    /* 12 @ 0xd0  - 3x int rotation array */
    
    /* 4  @ 0xe4  - float  set by behavior command 0x30 */
    
    /* 4  @ 0x120 - pose related ???????????? */
    
    /* 4  @ 0x128 - float  set by behavior command 0x30 */
    /* 4  @ 0x12c - float  set by behavior command 0x30 */
    
    /* 4  @ 0x144 - set from bits 23-16 of the behavior dependent parameter of the 0x24 level command */
    
    /* 4  @ 0x158 - float  set by behavior command 0x30 */
    /* 4  @ 0x15c - some floating point value   distance to object *(0x80361158) */
    
    /* 12 @ 0x164 - another 3x float position array   copied from offset 0xa0 by behavior command 0x2d */
    /* 4  @ 0x170 - float  set by behavior command 0x30 */
    /* 4  @ 0x174 - float  set by behavior command 0x30 */
    
    /* 4  @ 0x180 */
    /* 4  @ 0x184 */
    /* 4  @ 0x188 - set from the behavior dependent parameter of the 0x24 level command (eg. star numbers) */
    
    /* 4  @ 0x194 - another floating point value  if unset, default is 1000.0 (solidity related?)*/
    
    /* 4  @ 0x19c - float  disappear distance(per HH)  default is 2000.0(level 0x0e(TTClock)) or 4000.0(all others) */
    /* 4  @ 0x1a0 */
    
    /* 4  @ 0x1c8 */
    /* 4  @ 0x1cc - the current script pointer for the object is saved here */
    /* 4  @ 0x1d0 stack index / used as in index into array at offset 0x1d4 */
    /* ?  @ 0x1d4 stack / array of pointers to areas of behavior script */
    
    /* 2  @ 0x1f4 */
    /* 2  @ 0x1f6 */
    /* 4  @ 0x1f8 - float  set by behavior command 0x23  if unset, default is 50.0 */
    /* 4  @ 0x1fc - float  set by behavior command 0x23  if unset, default is 100.0 */
    /* 4  @ 0x200 - float  if unset, default is 0.0 */
    /* 4  @ 0x204 - float  if unset, default is 0.0 */
    /* 4  @ 0x208 - float  if unset, default is 0.0 */    
    /* 4  @ 0x20c - entry point of behavior script? */
    
    /* 4  @ 0x218 - RAM address set from segmented address by behavior command 0x2a (solidity) */
    
    /* 4  @ 0x25c - pointer to a copy of the behavior dependent parameter of the 0x24 level command (to allow updates to persist between areas of the same level?) */



0xa8 - 0xa0 = 8
HyperHacker's related information:

 1b @   1 (ff9)    001 - 027
  4 @  1c ( 14)    028 - 031 Image Pointer (?)
  1 @  20 ( 18)    032 - 032 Is Object Visible? 1=Yes 0=No
 13 @  21 ( 19)    033 - 051
  4 @  34 ( 2c)    052 - 055 X Size
  4 @  38 ( 30)    056 - 059 Y Size
  4 @  3c ( 34)    060 - 063 Z Size
 3d @  40 ( 38)    064 - 124
  1 @  7d ( 75)    125 - 125 Does Object Exist? 1=Yes 0=No (See note 1)
  1 @  7e ( 76)    126 - 126
  1 @  7f ( 77)    127 - 127 Is Active?? (Only for teleporters, etc) (?)
 16 @  80 ( 78)    128 - 149
  1 @  96 ( 8e)    150 - 150 ??? (See note 2)
  1 @  97 ( 8f)    151 - 151 Does Rotate? (Only for Stars, possibly coins) (?)
 10 @  98 ( 90)    152 - 167
  4 @  a8 ( a0)    168 - 171 X Coordinates
  4 @  ac ( a4)    172 - 175 Y Coordinates
  4 @  b0 ( a8)    176 - 179 Z Coordinates
 1e @  b4 ( ac)    180 - 209
  2 @  d2 ( ca)    210 - 211 Vertical Rotation (?)
  a @  d4 ( cc)    212 - 221
  2 @  de ( d6)    222 - 223 Vertical Rotation Clone? (?) (See note 3)
 1b @  e0 ( d8)    224 - 250
  1 @  fb ( f3)    251 - 251 Type (only for ! blocks, boxes, etc) (?)
  4 @  fc ( f4)    252 - 255
  4 @ 100 ( f8)    256 - 259 Universal Size???
 10 @ 104 ( fc)    260 - 275
  4 @ 114 (10c)    276 - 279 Speed
 3f @ 118 (110)    280 - 342
  1 @ 157 (14f 14c)343 - 343 Action? (?)
  8 @ 158 (150)    344 - 351
  2 @ 160 (158)    352 - 353 ??? Jump Something? (See note 4)
  2 @ 162 (15a)    354 - 355
  4 @ 164 (15c)    356 - 359 ??? (?)
  c @ 168 (160)    360 - 371
  4 @ 174 (16c)    372 - 375 ??? (?) (See note 5)
 12 @ 178 (170)    376 - 393
  2 @ 18a (182)    394 - 395 Cash Value (only for Coins)/Damage Taken On Contact (Byte 395 only, unsigned) (?)
  1 @ 190 (188)    400 - 400 Star # (Only for Stars, obviously) (?)
  6 @ 191 (189)    401 - 406
  1 @ 197 (18f 18c)407 - 407 Action Clone? (?) (See note 6)
  4 @ 198 (190)    408 - 411
  2 @ 19c (194)    412 - 413 Clipping??? (?) (See note 7)
  2 @ 19e (196)    414 - 415
  4 @ 1a0 (198)    416 - 419 Cash Held (See note 8)
  2 @ 1a4 (19c)    420 - 421 Disappear Distance (Normally 457A, greater values = farther)
 2e @ 1a6 (19e)    422 - 467
  4 @ 1d4 (1cc)    468 - 471 Stat Pointer? (?)
  4 @ 1d8 (1d0)    472 - 475
  4 @ 1dc (1d4)    476 - 479 Object Type (Pointer)? (?)
 80 @ 1e0 (1d8)    480 - 607
1. If you set the "Does Object Exist" byte (#125) to zero, it will not reappear
   unless you leave the area and return! I'm still checking out why.
2. The default value is 20h. If you change it to 1Fh or 22h, the object
   disappears. If you set it back to 20h, it pops out of the ground! Seems like
   a coordinate code, but how could 1Fh and 22h both be lower points than 20h?
3. This always seems to match the value of bytes 210 to 211 (Vertical Rotation).
   If you change it, it changes back! If you change the Vertical Rotation, this
   changes too!
4. I only tried this on Goombas. The default value is BF00. Set it to C000 and
   they'll start jumping, higher with each bounce!
5. Whatever this does, I seem to have lost my description.
6. This always seems to match the value at byte 343 (Action). If changed, it
   changes back. I tried using a code to write the value 07 to it constantly
   (on a Whomp in level 2), and when it jumped it'd just fly away!
7. This seems like a clipping field size for the Y coordinate, but there's
   something funky about it. The default value is always 447A. 407A removes
   all clipping, and 437A removes clipping for the top half. But by that logic,
   487A should create an invisible barrier above the object, but it doesn't!
8. If using this on a Whomp, you can set it to anything from 0 (00000000h) to
   2,147,483,647 (7FFFFFFFh). Any higher wields negative values resulting in no
   money. It's safe no matter how high it goes because you can only get one coin
   at a time by jumping on their backs and not pounding. But don't use anything
   higher than 40 (28h) on any object with which all the coins come out at once
   (IE a Goomba, box, etc), as the game won't be able to handle a lot of coins!
   40 actually slows it down sometimes so I would stop there. If you have 2
   objects with a lot of coins that spit them all out at once, you should
   probably only break one at a time and wait for all the coins to disappear
   (or get them) before breaking another.
