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! Switch (108, rev. 20)
By  Hiccup on 05-04-15, 11:01 am
Category 'Event controllers', known, fully documented
TODO:
Move spritedata from ? switch to here.
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. 21)
By Asprok on 07-17-15, 07:17 pm
Category 'Event controllers', known, fully documented
TO DO:
Move sprite data from ? switch to here.
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 weird if used with multiple use, as the switch will pop back up immediately, which causes Mario to be pushed into the air.
Target event ID: value at nybble 2-3
Gravity settings: 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 multiple use: list at nybble 5: 0=Instantaneous (no delay),2=Short delay,3=Long delay,1=Very long delay. This will set how long the switch takes to pop up after the timer expires on a multiple use switch.
Non-timed event: checkbox at nybble 6 with mask
Switch mode: list at nybble 8: 0=Activates target (switches event state),1=Deactivates targe. Switch press-status can be ended by hitting the opposite sw.?
Usage mode: list at nybble 9: 0=Single use,1=Multiple 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. Upside down switches cannot fall.