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Red Ring (34, rev. 19)
By  MeroMero on 02-08-16, 08:49 pm
Category 'Event controllers', known, fully documented
A.k.a. “Red Coin Ring”.
Data files:
• /enemy/obj_e3_ring.nsbmd
Sprite fields:
Target ID: value at nybble 2-3. It can trigger anything, but it's usually used to trigger Red Coins.
Disable timer: checkbox at nybble 6 with mask 1
+8 pixels right: checkbox at nybble 10 with mask 1. If set, the Red Ring will respawn if you change areas and come back.
Switch Tile States: list at nybble 7: 0=Do nothing,1=Like a P-Switch,2=Like a !-Switch,4=Red Blocks only,5=P-Switch + Red Blocks,7=All. Switches the state of all two-state tiles; invisible blue coins appear, red coin outlines become collectable, red switch blocks become solid.
ID Activation mode: list at nybble 8: 0=During timer,2=After timer. Works only if Target ID is not equal to 0 and Disable timer is not set.
Red Ring (34, rev. 20)
By  MeroMero on 02-08-16, 08:56 pm
Category 'Event controllers', known, fully documented
A.k.a. “Red Coin Ring”.
Data files:
• /enemy/obj_e3_ring.nsbmd
Sprite fields:
Target ID: value at nybble 2-3. It can trigger anything, but it's usually used to trigger Red Coins.
Disable timer: checkbox at nybble 6 with mask 1
Shift 8 pixels right: checkbox at nybble 10 with mask 1. If set, the Red Ring will respawn if you change areas and come back.
Switch Tile States: list at nybble 7: 0=Do nothing,1=Like a P-Switch,2=Like a !-Switch,4=Red Blocks only,5=P-Switch + Red Blocks,7=All. Switches the state of all two-state tiles; invisible blue coins appear, red coin outlines become collectable, red switch blocks become solid.
ID Activation mode: list at nybble 8: 0=During timer,2=After timer. Works only if Target ID is not equal to 0 and Disable timer is not set.