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Uncategorized
Platforms and ropes
Event controllers
Bosses and cutscenes
Camera controllers
Useless sprites
Effects and decorations
Other
Enemies - Overground
Enemies - Underground
Enemies - Water
Enemies - Snow
Enemies - Fire
Enemies - Castle
Enemies - Ghost House
Enemies - Desert

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2


The above bar needs more green. HELP US MAKE IT HAPPEN! NOW!
ID Class ID Name Last edited by
107 242? Switch
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 multiple 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,2=Unknown [see note]. 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. Value 2 is used in 2-3, it may have something to do with the target ID.
Delay on multiple use: list at nybble 5: 0=Instantaneous (no delay),2=Short delay,3=Long delay,1=Very long delay,15=Unknown. [Check this nybble]. This will set how long the switch takes to pop up after the timer expires on a multiple use switch. Value 15 may have something to do with the timer. Maybe it pops up just after target ID is deactivated after activation with timer?
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
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.
 Hiccup (rev. 50)