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? Switch (107, rev. 5)
By  Hiccup on 10-17-12, 11:02 am
Category 'Event controllers', known, fully documented
Test unused, strange function Output IDs (like make blue coins trail appear, see orange fox's post on jul)
Data files: none
Sprite fields:
Target Event ID: value at nybble 1
Switch Mode: list at nybble 8: 0=Activates Target,1=Deactivates Target
Triggering Event ID: value at nybble 2. If this ID is set, the switch will only show while this event ID is activated. Slightly buggy if used with Multi Use.
Usage Mode: list at nybble 9: 0=Single Use,1=Multi-use (when timed),2=Unknown???. 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).
Pop-up delay in Multi Use mode: list at nybble 5: 0=No Delay,1=Very Long,2=Short,3=Long. This will set how long the switch takes to pop up after the timer expires on a Multi Use switch.
Settings: list at nybble 4: 0=Nothing,1=Fall,4=Midway,8=No Music Interrupt. Cannot do separate tickboxes so put it in a list (cannot do more than one anyway)
Upside down: checkbox at nybble 11 with mask 1. If this is checked, the switch will be facing down. Upside down switches cannot fall.
Shift 1/2 a block right: checkbox at nybble 10 with mask 1. Makes the switch appear half a block to the right in-game (this effect is simulated in the editor even though the sprites location does not actullay get moved in the level file just when it appears in-game).
? Switch (107, rev. 6)
By  Hiccup on 10-19-12, 07:40 am
Category 'Event controllers', known, fully documented
Test unused, strange function Output IDs (like make blue coins trail appear, see orange fox's post on jul)
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.
Usage Mode: list at nybble 9: 0=Single Use,1=Multi-use (when timed),2=Unknown???. 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).
Pop-up delay in Multi Use mode: list at nybble 5: 0=No Delay,1=Very Long,2=Short,3=Long. This will set how long the switch takes to pop up after the timer expires on a Multi Use switch.
Settings: list at nybble 4: 0=Nothing,1=Fall,4=Midway,8=No Music Interrupt. Cannot do separate tickboxes so put it in a list (cannot do more than one anyway)
Upside down: checkbox at nybble 11 with mask 1. If this is checked, the switch will be facing down. Upside down switches cannot fall.
Shift 1/2 a block right: checkbox at nybble 10 with mask 1. Makes the switch appear half a block to the right in-game (this effect is simulated in the editor even though the sprites location does not actullay get moved in the level file just when it appears in-game).