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? Switch (107, rev. 2)
By  Hiccup on 10-17-12, 10:41 am
Category 'Event controllers', known, fully documented
Test unused, strange function Output IDs (like make blue coins trail appear, see orange foxe's post on jul)

Nybble 8 controls on/off function. If you set the 107 to off and the target sprite is off, it will not work. You can use 107 off once the target is turned on once.
Data files: none
Sprite fields:
Target Event ID: value at nybble 2-3
Output mode: list at nybble 8: 0=Start ID activation,1=Stop ID Activation. Activation has to be started/enabled. Can toggle once started or ended by hitting the opposite sw. again.
Triggering Event ID: value at nybble 0-1. If this ID is set, the switch will only show while this event ID is activated. Slightly buggy if used with Multi Use.
Input mode: list at nybble 9: 0=One time use,1=Toggle start/stop,2=Toggle input/output. Timer mode automatically resets switch to opposite output mode. Or it can be reset by another switch. With no timer, a start/stop toggle will respawn when you leave then return to the screen.
Non-Timed Event: list at nybble 6: 0=Timed,1= Non Timed. Setting this to 4 might make it only load when mario returns to a midway point after dying. Setting this to 8 might make the timer music not interrupt the level music (like red coin rings do by default).
Time out sw. delay: value at nybble 5. In seconds, Only delays multiple on/off hits. Setting this to 4 might make it only load when mario returns to a midway point after dying. Setting this to 8 might make the timer music not interrupt the level music (like red coin rings do by default).
Falls: list at nybble 4: 0=Not affected,1=Affected,2=Unknown. If this is set to 1, the switch will be movable by environment stuff, such as dropping down when bricks below it are destroyed, or riding along a conveyor belt.
Upside down: checkbox at nybble 11 with mask 1
Shift 1/2 block right: checkbox at nybble 10 with mask 1
? Switch (107, rev. 3)
By  Hiccup on 10-17-12, 10:43 am
Category 'Event controllers', known, fully documented
Test unused, strange function Output IDs (like make blue coins trail appear, see orange foxe's post on jul)

Nybble 8 controls on/off function. If you set the 107 to off and the target sprite is off, it will not work. You can use 107 off once the target is turned on once.
Data files: none
Sprite fields:
Target Event ID: value at nybble 2-3
Switch Mode: list at nybble 8: 0=Activates Target,1=Deactivates Target
Triggering Event ID: value at nybble 0-1. If this ID is set, the switch will only show while this event ID is activated. Slightly buggy if used with Multi Use.
Input mode: list at nybble 9: 0=One time use,1=Toggle start/stop,2=Toggle input/output. Timer mode automatically resets switch to opposite output mode. Or it can be reset by another switch. With no timer, a start/stop toggle will respawn when you leave then return to the screen.
Non-Timed Event: list at nybble 6: 0=Timed,1= Non Timed. Setting this to 4 might make it only load when mario returns to a midway point after dying. Setting this to 8 might make the timer music not interrupt the level music (like red coin rings do by default).
Time out sw. delay: value at nybble 5. In seconds, Only delays multiple on/off hits. Setting this to 4 might make it only load when mario returns to a midway point after dying. Setting this to 8 might make the timer music not interrupt the level music (like red coin rings do by default).
Falls: list at nybble 4: 0=Not affected,1=Affected,2=Unknown. If this is set to 1, the switch will be movable by environment stuff, such as dropping down when bricks below it are destroyed, or riding along a conveyor belt.
Upside down: checkbox at nybble 11 with mask 1
Shift 1/2 block right: checkbox at nybble 10 with mask 1