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Event Controller - "!" Switch (Red) (108, rev. 17)
By  Hiccup on 04-01-15, 05:51 pm
Category 'Event controllers', known, fully documented
This sprite shares its image file with P-switch, ? switch and Bowser battle switch.
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). Switch press-status can be ended by hitting the opposite sw.?
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 (108, rev. 18)
By  MeroMero on 05-03-15, 03:49 pm
Category 'Event controllers', known, fully documented
This sprite shares its image file with P-switch, ? switch and Bowser battle switch.
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). Switch press-status can be ended by hitting the opposite sw.?
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.