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? Switch (107, rev. 7)
By  Hiccup on 10-25-12, 03:49 pm
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)

62 makes blue coins appear
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).
? Switch (107, rev. 8)
By  Hiccup on 10-25-12, 07:10 pm
Category 'Event controllers', known, fully documented
Event ID's above 64 do not work

Test unused, strange function Output IDs (like make blue coins trail appear, see orange fox's post on jul)

62 makes blue coins appear
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).