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Water (231, rev. 16)
By  Hiccup on 01-28-17, 06:27 pm
Category 'Effects and decorations', known, fully documented
There is no way to make water only appear in a zone; like in NSMBW, but you can emulate this with the unused water tiles (which has its limitations) or by quickly rising the water when you enter an area and lowering it when you exit it (with the event controllers).
Data files:
• /enemy/suimen_texanim1.nsbtx
Sprite fields:
Trigger ID 1: value at nybble 2-3. On ID 2 the water will rise, but have to be activated again with a stop command to lower.
Trigger ID 2: value at nybble 0-1. On ID 1 the water will rise then lower. (This is wrong, Hiccup thinks[E version])
Water lowering's delay: value at nybble 4. Any value other than 0 will override both Input IDs.
Water rising's delay: value at nybble 5. Any value other than 0 will override both Input IDs.
Opacity: value at nybble 6-7. Modulo 32. 0 is transparent. 31 has the highest opacity. Does not do anything or does not exist for Lava and Poison Water.
Tiles to move: value at nybble 8-9
Speed: value at nybble 10-11. Modulo 128. If lower than 128 then the water will rise, if greater or equal than 128 the water will lower. Lowering water does not work properly. If you want lowering water, rise it with a enter-view event, then "unrise" it.
Water (231, rev. 17)
By  Hiccup on 04-16-17, 03:16 pm
Category 'Effects and decorations', known, fully documented
There is no way to make water only appear in a zone; like in NSMBW, but you can emulate this with the unused water tiles (which has its limitations) or by quickly rising the water when you enter an area and lowering it when you exit it (with the event controllers).
Data files:
• /enemy/suimen_texanim1.nsbtx
Sprite fields:
Trigger ID 1: value at nybble 2-3. On ID 2 the water will rise, but have to be activated again with a stop command to lower.
Trigger ID 2: value at nybble 0-1. On ID 1 the water will rise then lower. (This is wrong, Hiccup thinks[E version])
Water lowering's delay: value at nybble 4. Any value other than 0 will override both Input IDs.
Water rising's delay: value at nybble 5. Any value other than 0 will override both Input IDs.
Opacity: value at nybble 6-7. Modulo 32. 0 is transparent. 31 has the highest opacity. Does not do anything or does not exist for Lava and Poison Water.
Tiles to move: value at nybble 8-9
Speed: value at nybble 10-11. Modulo 128. If lower than 128 then the water will rise, if greater or equal than 128 the water will lower. Lowering water does not work properly. If you want lowering water, rise it with a enter-view event, then "unrise" it or get the ASM hack that fixes the problem.