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The game's internal data structure defined a level as a single 32×32 layer of static tiles, plus one optional actor per cell. It was thus impossible to create otherwise intuitive combinations like a key on top of [[gravel]], because both the key and the gravel would have had to occupy the same space. | The game's internal data structure defined a level as a single 32×32 layer of static tiles, plus one optional actor per cell. It was thus impossible to create otherwise intuitive combinations like a key on top of [[gravel]], because both the key and the gravel would have had to occupy the same space. | ||
This format was restricted to the Atari Lynx game itself. Emulators have generally needed to load levels in the [[DAT]] format, which | |||
=== [[MS]] === | === [[MS]] === | ||
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When he leaves, the gravel will move back up and a floor tile will fill the empty space, returning things to the first diagram. | When he leaves, the gravel will move back up and a floor tile will fill the empty space, returning things to the first diagram. | ||
The [[DAT]] format invented for MSCC inadvertently exposes this arrangement to level designers, allowing a level to have ''any'' two tiles stacked atop one another. The game wasn't designed to handle two actors or two static tiles in the same cell, so various unusual effects may occur. Combinations of tiles that are technically possible to create in a [[DAT]] level, but could not have been represented in the original Atari Lynx game, are called [[invalid | The [[DAT]] format invented for MSCC inadvertently exposes this arrangement to level designers, allowing a level to have ''any'' two tiles stacked atop one another. The game wasn't designed to handle two actors or two static tiles in the same cell, so various unusual effects may occur. Combinations of tiles that are technically possible to create in a [[DAT]] level, but could not have been represented in the original Atari Lynx game, are called [[invalid tiles]]. | ||
=== [[Steam]] === | === [[Steam]] === | ||
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* Item mod — only the [[no sign]] | * Item mod — only the [[no sign]] | ||
* Actor | * Actor | ||
* [[ | * [[Swivel door]] — only the revolving part; the base counts as terrain | ||
* [[Thin wall]] | |||
* [[Canopy]] | |||
* Thin wall | |||
* | |||
Each cell must have a terrain tile — in fact, CC2's [[C2M]] level format enforces it — but every other layer is optional. | Each cell must have a terrain tile — in fact, CC2's [[C2M]] level format enforces it — but every other layer is optional. | ||
(Internally, it may be the case that thin walls and canopies are part of the same tile and thus the same layer, as they're encoded together in C2M. From the perspective of players and designers, they behave as separate tiles.) | |||
For Chip's Challenge 1 tiles, the most notable improvements are the ability to place an item on top of any kind of terrain and the ability to place thin walls, in any combination, atop anything else at all. The other new layers are dedicated to new CC2 tiles: the no sign (which combines with an item underneath), swivel doors, and canopies (which are specifically for hiding everything below). | |||
== [[Chip's Challenge 1]] tiles == | == [[Chip's Challenge 1]] tiles == | ||
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=== Invalid tiles === | === Invalid tiles === | ||
These tiles are possible to place in a level due to | These tiles are possible to place in a level due to quirks of the [[DAT]] format, and may have interesting properties, but only exist as accidents and aren't defined within the normal rules of the game. | ||
* [[Image:Chip in Exit | * [[Image:Chip in Exit.png]] [[Fake exit]] | ||
* [[Image:Swimming Chip S.png]] [[Swimming Chip]] | * [[Image:Swimming Chip S.png]] [[Swimming Chip]] | ||
* [[Image:Drowned Chip.png]] [[Drowned Chip]] | * [[Image:Drowned Chip.png]] [[Drowned Chip]] | ||
* [[Image:Burned Chip | * [[Image:Burned Chip.png]] [[Burned Chip]] | ||
* The [[Combination]] tile | * The [[Combination]] tile | ||
* Three [[Not used|unused]] tiles | * Three [[Not used|unused]] tiles | ||
One of the unused tiles found new life in the "pgchip" patch for [[MSCC]], which replaced it with the [[ice block]] from CC2. | One of the unused tiles found new life in the "pgchip" patch for [[MSCC]], which replaced it with the [[ice block]] from CC2. |