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? Switch (107, rev. 40)
By  Hiccup on 05-04-15, 10:56 am
Category 'Event controllers', known
==Boss Notes==
* 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 with the boss set though.
* 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. If not set: The switch will always show. If set: The switch will only show, while this event ID is activated. Slightly buggy if used with Multi Use as the switch will pop back up immediately, which looks a bit strange and also causes Mario to be pushed into the air. No "real" glitch.
Target Event ID: value at nybble 2-3
Falls, Loads at Midway: list at nybble 4: 0=None,1=Falls,4=Loads at Midway. If 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. If 4, the Switch will only show if the level has been started from a midway point.
Delay on Multi Use: list at nybble 5: 0=Instantaneous (No Delay),2=Short Delay,3=Long Delay,1=Very Long Delay. [check this nybble]This will set how long the Switch takes to pop up after the Timer expires on a Multi Use Switch
Non-Timed Event: list at nybble 6: 0=Timed,1=Non Timed
Switch Mode: list at nybble 8: 0=Activates Target (Switches Event State),1=Deactivates Target (Switches Event State)
Usage Mode: list at nybble 9: 0=Single Use,1=Multi Use,2=Unknown. 2 is unused.
Shift ½ Block 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.
? Switch (107, rev. 41)
By  Hiccup on 05-04-15, 10:56 am
Category 'Event controllers', known
==Boss Notes==
* 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 with the boss set though.
* If the the ? Switch is absent in a 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. If not set: The switch will always show. If set: The switch will only show, while this event ID is activated. Slightly buggy if used with Multi Use as the switch will pop back up immediately, which looks a bit strange and also causes Mario to be pushed into the air. No "real" glitch.
Target Event ID: value at nybble 2-3
Falls, Loads at Midway: list at nybble 4: 0=None,1=Falls,4=Loads at Midway. If 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. If 4, the Switch will only show if the level has been started from a midway point.
Delay on Multi Use: list at nybble 5: 0=Instantaneous (No Delay),2=Short Delay,3=Long Delay,1=Very Long Delay. [check this nybble]This will set how long the Switch takes to pop up after the Timer expires on a Multi Use Switch
Non-Timed Event: list at nybble 6: 0=Timed,1=Non Timed
Switch Mode: list at nybble 8: 0=Activates Target (Switches Event State),1=Deactivates Target (Switches Event State)
Usage Mode: list at nybble 9: 0=Single Use,1=Multi Use,2=Unknown. 2 is unused.
Shift ½ Block 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.