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The [[lightning bolt]], when equipped by a moving object, will supply signal to a wire while the object is stopped on one. The lightning bolt has no effect on wires that are already activated.
The [[lightning bolt]], when equipped by a moving object, will supply signal to a wire while the object is stopped on one. The lightning bolt has no effect on wires that are already activated.


== Wire Tunnels ==
== Wire tunnels ==
{{Infobox Tile
{{Infobox Tile
|name = Wire tunnel
|name = Wire tunnel
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|moves = No
|moves = No
}}
}}
A '''wire tunnel''' is a wire modifier that allows current going into it to jump across any number of tiles. Wire tunnels work in pairs: for two tunnels to connect to each other, they must face each other and be in the same row or column, depending on whether they are horizontal or vertical, respectively. Multiple wire tunnel pairs on the same row or column work like parentheses: innermost pairs always connect, then the next innermost pairs, and so on. If a wire tunnel cannot find another to pair with on its row or column, it remains unpaired.
A '''wire tunnel''' is a wire modifier that allows current going into it to jump across any number of tiles. Wire tunnels work in pairs: for two tunnels to connect to each other, they must face each other and be in the same row or column, depending on whether they are horizontal or vertical, respectively. Multiple wire tunnel pairs on the same row or column work like parentheses: innermost pairs always connect, then the next innermost pairs, and so on. If a wire tunnel cannot find another to pair with on its row or column, it remains unpaired.


It is possible to remove the wire from the wire tunnel, as shown in the picture on the right. These tunnels behave as one would expect; they connect to other tunnels (wired or not) in the same way, and effectively end the wire on the other side if there is one. Consequently, these are not particularly useful in level design.
It is possible to remove the wire from the wire tunnel, as shown in the picture on the right. These tunnels behave as one would expect; they connect to other tunnels (wired or not) in the same way, and effectively end the wire on the other side if there is one. Consequently, these are not particularly useful in level design.


== Tiles That Accept Signal Input ==
== Tiles that accept signal input ==


A value of ''pulse'' in the ''toggle type'' column indicates that the tile only needs one frame of signal to toggle (i.e. only changes state when signal changes from OFF to ON), while ''steady'' indicates that the tile will be toggled only when the signal is active (i.e. changes state on both off-to-on and on-to-off transitions).
A value of ''pulse'' in the ''toggle type'' column indicates that the tile only needs one frame of signal to toggle (i.e. only changes state when signal changes from OFF to ON), while ''steady'' indicates that the tile will be toggled only when the signal is active (i.e. changes state on both off-to-on and on-to-off transitions).
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== Buttons and Switches ==
== Buttons and switches ==


=== Pink button ===
=== Pink button ===
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|moves = No
|moves = No
}}
}}
The '''pink button''' is a button introduced in Chip's Challenge 2. While held by a movable object, it activates any [[wire]] it is connected to.
The '''pink button''' is a button introduced in Chip's Challenge 2. While held by a movable object, it activates any [[wire]] it is connected to.


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{{clear}}
{{clear}}
=== Black button ===
=== Black button ===
{{Infobox Tile
{{Infobox Tile
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|moves = No
|moves = No
}}
}}
The '''black button''' is a button introduced in Chip's Challenge 2. It has the opposite behavior of a [[pink button]]: it activates any [[wire]] it is connected to ''except'' while held by a movable object.
The '''black button''' is a button introduced in Chip's Challenge 2. It has the opposite behavior of a [[pink button]]: it activates any [[wire]] it is connected to ''except'' while held by a movable object.


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{{clear}}
{{clear}}
=== Switch ===
=== Switch ===
{{Infobox Tile
{{Infobox Tile
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|moves = No
|moves = No
}}
}}
The '''switch''' is a special tile in Chip's Challenge 2. When set to the ''on'' position, a current will be output through wire that is connected to the switch. When set to the ''off'' position, no current will be output. Switches can be toggled by any movable object.
The '''switch''' is a special tile in Chip's Challenge 2. When set to the ''on'' position, a current will be output through wire that is connected to the switch. When set to the ''off'' position, no current will be output. Switches can be toggled by any movable object.


{{clear}}
{{clear}}
== Gates ==
== Gates ==


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|moves = No
|moves = No
}}
}}
'''Logic gates''' perform a logical operation on one or two wire inputs and produce a single output. They consist of the inverter, AND gate, OR gate, NAND gate, and XOR gate. There also exist diodes, NOR gates, and XNOR gates, but these are not present in Chip's Challenge 2.
'''Logic gates''' perform a logical operation on one or two wire inputs and produce a single output. They consist of the inverter, AND gate, OR gate, NAND gate, and XOR gate. There also exist diodes, NOR gates, and XNOR gates, but these are not present in Chip's Challenge 2.


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=== Other Gates ===
=== Other gates ===


==== Counter ====
==== Counter ====
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|moves = No
|moves = No
}}
}}
The '''counter''' is a gate with two inputs and two outputs. A pulse that enters the counter from the right side will increment it by one and from the bottom side will decrement it by one. If the counter is incremented while at 9, it will ''overflow'', output a pulse to the left side, and wrap to 0. If the counter is decremented while at 0, it will ''underflow'', output a steady signal to the top side, and wrap to 9. This steady signal remains until the counter receives another pulse from either input.
The '''counter''' is a gate with two inputs and two outputs. A pulse that enters the counter from the right side will increment it by one and from the bottom side will decrement it by one. If the counter is incremented while at 9, it will ''overflow'', output a pulse to the left side, and wrap to 0. If the counter is decremented while at 0, it will ''underflow'', output a steady signal to the top side, and wrap to 9. This steady signal remains until the counter receives another pulse from either input.


{{clear}}
{{clear}}
==== Latch ====
==== Latch ====
{{Infobox Tile
{{Infobox Tile
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|moves = No
|moves = No
}}
}}
The '''latch gate''' has two inputs and one output. The arrow points from the '''data''' input to the output, and the input on the opposite side is the '''latch''' input. As long as the latch input has a signal, the output will be the same as the data input. When the latch input has no signal, the output will stay the same as it was when the latch input last had a signal. Latch gates can be thought of as storage for one bit of memory. Wikipedia calls this gate a D gated latch or D flip-flop.<ref>https://en.wikipedia.org/wiki/Flip-flop_(electronics)</ref> <!--At least, that's what this seems to most closely resemble. Correct this if it's wrong.-->
The '''latch gate''' has two inputs and one output. The arrow points from the '''data''' input to the output, and the input on the opposite side is the '''latch''' input. As long as the latch input has a signal, the output will be the same as the data input. When the latch input has no signal, the output will stay the same as it was when the latch input last had a signal. Latch gates can be thought of as storage for one bit of memory. Wikipedia calls this gate a D gated latch or D flip-flop.<ref>https://en.wikipedia.org/wiki/Flip-flop_(electronics)</ref> <!--At least, that's what this seems to most closely resemble. Correct this if it's wrong.-->


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The second latch pictured to the right is a mirror image of the first latch, used to keep the game elements symmetrical.
The second latch pictured to the right is a mirror image of the first latch, used to keep the game elements symmetrical.


=== Timing and Loops ===
=== Timing and loops ===


At the start of a level, all inputs and outputs are OFF. On every frame after the first, all gates produce output based on their inputs from the ''previous'' frame. Because of this, each gate is considered to have a 1-frame "delay". For example, an AND gate followed by a NOT gate have a combined 2-frame delay, whereas a NAND gate only has a 1-frame delay, and therefore is not exactly equivalent even though the logic is the same. As another example, a chain of OR gates of length N will have an N-frame delay. This can be used to precisely control the timing and activation of various objects and parts of circuits.
At the start of a level, all inputs and outputs are OFF. On every frame after the first, all gates produce output based on their inputs from the ''previous'' frame. Because of this, each gate is considered to have a 1-frame "delay". For example, an AND gate followed by a NOT gate have a combined 2-frame delay, whereas a NAND gate only has a 1-frame delay, and therefore is not exactly equivalent even though the logic is the same. As another example, a chain of OR gates of length N will have an N-frame delay. This can be used to precisely control the timing and activation of various objects and parts of circuits.
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