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- Create a new file in the CC2 editor.
- At the top left corner of the level, place a counter-clockwise north-facing latch gate (the one where the arrow points from right to up). It’s recommended that you use the top left corner and place no other tiles in the level because of the compression scheme that CC2 uses.
- Save the level.
- Close the level in the editor, either by temporarily loading another level set, opening another level, starting a new level, or closing the game.
- Open the level you saved in a hex editor.
- Your hex editor should have a display on the right side that shows the bytes of the level encoded as ASCII. Search for the “PACK” section: this is where the map contents are specified.
After the “PACK” bytes, there will be the bytes 76 40 5C. This sequence is what specifies a north latch gate tile: "76" is the one-byte modifier indicator, "40" is the latch gate north value of the modifier, and "5C" is a generic logic gate. As listed in this article, here are the valid bytes that a logic gate modifier value can have:
- 01 to 17: inverters, AND gates, OR gates, XOR gates, clockwise latches, NAND gates
- 1E to 27: counters
- 40 to 43: counterclockwise latches
In the example above, the 40 byte must be changed to something outside of these ranges, in order to obtain other tiles.
These tiles require values ranging from 44 to FF. Logic gates with modifier values after 43 will act as floor, but graphics for them are still drawn by the game. Take a look at the bottom of the CC2 sprite sheet.
Again, a value of 40 to 43 will draw the latch gates, but going beyond this range will continue through the sprite sheet. For example, the game reading a value of 44 will draw the off switch; 58 is Chip facing north; 74 to 77 are non-animated water; C4 to C7 are non-animated fire; 78 to 8F are non-functional logic gates; DC is non-functional dirt; and DD and DE are non-functional male-only and female-only signs. Any value from 44 to E7 can be chosen and the corresponding 32x32 square will be drawn. E8 and beyond do nothing.
These tiles require values ranging from 18 to 1D. Like the combination tile in MSCC, the screen will fail to draw anything, instead preserving a memory of what used to be visible on the screen there. This can include blurry images of nearby tiles, or the "paused" message. Unlike the combination tile in MSCC, however, these still act as floor, not walls.
These tiles require values ranging from 27 to 3F. These are similar to the other voodoo tiles, except that a rectangle beyond the normal bounds of counter gates is drawn on top of the counter tile base.
- The term "voodoo tile" was first used by random 8 as a joke, but like The Stupid Glitch, the name stuck. It originally referred to all tiles that required a hex editor to obtain at the time, such as trackless railroad tracks and blank no signs (both of which are now supported in CCCreator and CC2Edit), but as it caught on, its definition narrowed to just the ones that behave like floor.