View changes for revision:                                                                                                                                                                                          
Event Controller - "?" Switch (Orange) (107, rev. 25)
By  Hiccup on 03-16-15, 04:10 pm
Category 'Event controllers', known
(no description)
Data files:
• /obj/I_switch_ncg.bin
Sprite fields:
Triggering Event ID: value at nybble 0-1. Off= removed. On= created.
Target Event ID: value at nybble 2-3
Settings: list at nybble 4: 0=None,1=Falls,4=Loads at Midway only,8=No Music Interrupt (Does this exist/work?). Theoretically, if 8 is chosen, the Music will not be interrupted when the Switch is pressed.
Delay on Multi Use: value at nybble 5. Is this a list like NSMBW, or a value?
Non-Timed Event: checkbox at nybble 6 with mask 1. "When timed, switch starts in start or stop. While timed, it is opposite." I dunno what this means - Hiccup
Switch Mode: Deactivates Target: checkbox at nybble 8 with mask 1. Switch press-status can be ended by hitting the opposite sw.?
Usage Mode: list at nybble 9: 0=(0) Single Use,1=(1) Multi Use,2=(2) Broken on/off function (Unused). When set to timer; Switch-pressed-status can be changed by another sprite switching the ID off.
Shift ½ right: checkbox at nybble 10 with mask 1
Upside Down: checkbox at nybble 11 with mask 1. If this is checked, the Switch will be facing down. Upside down Switches cannot fall.
Event Controller - "?" Switch (Orange) (107, rev. 26)
By  Hiccup on 03-26-15, 09:27 am
Category 'Event controllers', known
- When sprite set 16 is set to any of the boss sets, the switch timer plays over the BG music, like in the mega goomba boss battle and with red coin rings. P switches and ! switches are silent
- If you try to delete the ?-Switch on Mega Goomba boss battle, the game freezes upon taking the key on a real NDS (not on DeSmuME though). Results are the same everytime, if no ?-Switch is present, the game will freeze upon generation of the key (not even a Block ?-Switch will work). If there are more than 1 ?-Switch, the game will check for the leftmost Switch first, then the bottommost if there are 2 or more Switches on the same X coordinate, the one to fulfil this condition is the one to pop. [source: Sharks]
Data files:
• /obj/I_switch_ncg.bin
Sprite fields:
Triggering Event ID: value at nybble 0-1. Off= removed. On= created.
Target Event ID: value at nybble 2-3
Settings: list at nybble 4: 0=None,1=Falls,4=Loads at Midway only,8=No Music Interrupt (Does this exist/work?). Theoretically, if 8 is chosen, the Music will not be interrupted when the Switch is pressed.
Delay on Multi Use: value at nybble 5. Is this a list like NSMBW, or a value?
Non-Timed Event: checkbox at nybble 6 with mask 1. "When timed, switch starts in start or stop. While timed, it is opposite." I dunno what this means - Hiccup
Switch Mode: Deactivates Target: checkbox at nybble 8 with mask 1. Switch press-status can be ended by hitting the opposite sw.?
Usage Mode: list at nybble 9: 0=(0) Single Use,1=(1) Multi Use,2=(2) Broken on/off function (Unused). When set to timer; Switch-pressed-status can be changed by another sprite switching the ID off.
Shift ½ right: checkbox at nybble 10 with mask 1
Upside Down: checkbox at nybble 11 with mask 1. If this is checked, the Switch will be facing down. Upside down Switches cannot fall.