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Brick Block that contains P Switch (88, rev. 7)
By  Hiccup on 05-04-15, 11:00 am
Category 'Event controllers', known, fully documented
TODO:
Move spritedata from ? switch to here.
Data files: none
Sprite fields:
Output ID: value at nybble 2-3. 0=disable.
Output mode: list at nybble 8: 0=Start ID activation,1=Stop ID activation. Activation has to be started/enabled. Can toggle once started or ended by hitting the opposite sw. again
Input ID: value at nybble 0-1. 0=disable.
Input mode: list at nybble 9: 0=One time use,1=Toggle start/stop,2=Toggle input/output. 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.
Timer mode: list at nybble 6: 0=Timer with music,1=No timer no music. When timed, switch starts in start or stop. While timed, it is opposite.
Time out sw. delay: value at nybble 5. In seconds, Only delays multiple on/off hits
Affected by gravity: checkbox at nybble 4 with mask 1
Upside down: checkbox at nybble 11 with mask 1. When hit, an upside down P-switch will appear in the place where the brick block was.
Brick Block that contains P Switch (88, rev. 8)
By Asprok on 09-08-15, 08:02 pm
Category 'Event controllers', known, fully documented
TODO:
Move spritedata from ? switch to here.
Data files: none
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
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. [Check this nybble.] 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 1
Switch mode: list at nybble 8: 0=Activates target (switches event state),1=Deactivates target (switches event state)
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. When Super Mario+ hits the Brick Block, the switch will appear where the brick block was and it'll be facing down. Upside down switches cannot fall.