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[[Image:TileWorld.png|thumb|right|A screenshot of [[Lesson 1]] in Tile World]] | [[Image:TileWorld.png|thumb|right|A screenshot of [[Lesson 1]] in Tile World]] | ||
'''Tile World''' (also known as ''TileWorld'' or '' | '''Tile World''' (also known as ''TileWorld'', ''Tileworld'', ''tworld'', or just ''TW'') is a game designed to emulate [[Chip's Challenge]]. It was written by [[Brian Raiter]]. To avoid copyright infringement with Chip's Challenge, the game does not use the original graphics, sound or music. The original level set is not bundled with Tile World, so is legal for use. | ||
== History == | == History == | ||
In 2000, [[Brian Raiter]] decided to make a port of the Microsoft version of Chip's Challenge to Linux. Chuck Sommerville supported his plan and convinced him to make it possible to also emulate the Lynx set of rules, and to also make the program work under MS Windows. | In 2000, [[Brian Raiter]] decided to make a port of the Microsoft version of Chip's Challenge to Linux. Chuck Sommerville supported his plan and convinced him to make it possible to also emulate the Lynx set of rules, and to also make the program work under MS Windows. | ||
The first version of Tile World was released in 2002 for Windows and Linux. | The first public version of Tile World was released in 2002 for Windows and Linux. Brian Raiter continued to maintain Tile World until 2006, when Tile World 1.3.0 was released. | ||
In 2010, a new version of Tile World (TW2) was released along [[Chip's Challenge Level Pack 3|CCLP3]] by [[Madhav Shanbhag]]. It included [[CCX]] file support and a redesigned interface. Despite becoming more popular than TW1 <ref>https://forum.bitbusters.club/thread-1695.html</ref>, it faced ocasional criticism, as it did not show passwords and had a few minor OS-specific annoyances. | |||
On March 27 2014, Tile World 2.1 was released one day before [[Chip's Challenge Level Pack 1|CCLP1]]. It was made by [[Eric Schmidt]] with assistance from Madhav Shanbhag. It fixed most of the above issues and added the possibility to change death messages, among other things. It also fixed a few important ruleset glitches that had existed for a long time in both TW1 and TW2. | |||
On 24 July 2015, Brian Raiter came back and released Tile World 1.3.1. Both branches of Tile World continue to be maintained with largely similar sets of features. | |||
On 24 July 2015, Brian Raiter came back and released Tile World 1.3.1. | |||
== Features == | == Features == | ||
Tile World has several features that are not found in Microsoft Chip's Challenge. These include:- | Tile World has several features that are not found in Microsoft Chip's Challenge. These include:- | ||
*Open-source software, available for multiple platforms - including 32-bit Windows, Linux and | *Open-source software, available for multiple platforms - including 32-bit Windows, Linux, Mac, and Illumos | ||
*Emulation of both MS and Lynx rulesets ''(see below)'' | *Emulation of both MS and Lynx rulesets ''(see below)'' | ||
*The ability to choose levelsets and levels from a list within the game | *The ability to choose levelsets and levels from a list within the game | ||
Line 26: | Line 24: | ||
== Rulesets == | == Rulesets == | ||
Tile World has two rulesets intended to emulate two different implementations of Chip's Challenge: the MS ruleset and the [[Lynx]] ruleset. Many [[glitch]]es from the Microsoft implementation are emulated into Tile World, in order for scores obtained from Tile World to be consistent with that implementation. The Lynx and MS rulesets also have a variety of subtle differences in how monsters and other game elements work, which are readable at [[Lynx]]. For instance, in the original Lynx version, [[fire]] is an [[acting wall]] to everything but [[fireball]]s; in the MS version, it only stops [[bug]]s and [[walker]]s. | Tile World has two rulesets intended to emulate two different implementations of Chip's Challenge: the MS ruleset and the [[Lynx ruleset|Lynx]] ruleset. Many [[glitch]]es from the Microsoft implementation are emulated into Tile World, in order for scores obtained from Tile World to be consistent with that implementation. The Lynx and MS rulesets also have a variety of subtle differences in how monsters and other game elements work, which are readable at [[Lynx ruleset|Lynx]]. For instance, in the original Lynx version, [[fire]] is an [[acting wall]] to everything but [[fireball]]s; in the MS version, it only stops [[bug]]s and [[walker]]s. | ||
=== Differences in the Lynx emulation === | === Differences in the Lynx emulation === | ||
The Lynx ruleset in Tile World does allow some things the actual Lynx implementation of the game does not. Tile World accepts arbitrary connections of [[button]]s to [[trap]]s and [[clone machine]]s (in the actual Lynx game the connections are made implicitly based on positions of the buttons and targets), a concept borrowed from the MS implementation. North and west [[thin wall]]s, which did not appear in [[CC1]], can be used. One can also touch the border in the Lynx emulation without any unpredictable results that would occur in the actual Lynx game. Also, Tile World is not hindered by the limitations of the Atari Lynx hardware, so various limits aren't reproduced. Examples are | The Lynx ruleset in Tile World does allow some things the actual Lynx implementation of the game does not. Tile World accepts arbitrary connections of [[button]]s to [[trap]]s and [[clone machine]]s (in the actual Lynx game the connections are made implicitly based on positions of the buttons and targets), a concept borrowed from the MS implementation. North and west [[thin wall]]s, which did not appear in [[Chip's Challenge 1|CC1]], can be used. One can also touch the border in the Lynx emulation without any unpredictable results that would occur in the actual Lynx game. Also, Tile World is not hindered by the limitations of the Atari Lynx hardware, so various limits aren't reproduced. Examples are the maximum of 128 [[monster]]s that can be on screen and having the titles contain no lowercase letters or symbols. The actual Lynx game had a maximum limit of 255 keys of each type, where collecting one more caused the value to wrap around back to 0, but earlier builds of Tile World did not implement this behavior. Tile World was changed to match the actual Lynx behavior after the release of [[CC2]], since that game also had 255 key maximum despite not being bound as the same hardware limitations as Lynx. | ||
Tile World still includes a command-line option (-P) which turns on ''pedantic'' mode, forcing the Lynx ruleset to emulate the original Lynx game as closely as possible. | Tile World still includes a command-line option (-P) which turns on ''pedantic'' mode, forcing the Lynx ruleset to emulate the original Lynx game as closely as possible, although this renders some levels unsolvable or unplayable. | ||
In 2015, new glitches in the original Atari Lynx version of Chip's Challenge were discovered, allowing Chip to pick up an item he starts on, and winning instantly if he starts on the exit, among others. As implementing these in the main Lynx ruleset would break several levels, these were added to pedantic Lynx only. | |||
== Tiles == | == Tiles == | ||
The original 32x32 tiles in the MS version are replaced with 48x48 tiles created by [[Anders Kaseorg]], which also don't use the 4-bit colors (16-color palette) that are used in the MS Chip's Challenge. With the Lynx ruleset, all objects move smoothly from one tile to the next, and animations are included when an [[object]] runs into [[water]], a [[bomb]] explodes, objects are [[Clone machine|cloned]], or Chip [[Death | The original 32x32 tiles in the MS version are replaced with 48x48 tiles created by [[Anders Kaseorg]], which also don't use the 4-bit colors (16-color palette) that are used in the MS Chip's Challenge. With the Lynx ruleset, all objects move smoothly from one tile to the next, and animations are included when an [[object]] runs into [[water]], a [[bomb]] explodes, objects are [[Clone machine|cloned]], or Chip [[Death message|is killed]]. Also, [[element]]s except [[ice]] visibly "shimmer" and the [[exit]] continuously pulls its borders inwards as if it were a portal to another world. | ||
There are also some differences between the sound effects used for the MS ruleset and the Lynx ruleset. The [[green button]] adds a sound effect identical to the other three buttons; sounds are made when [[block]]s move and when Chip steps over [[element]]s (differing for ice and force floors when Chip has the [[boot]]), [[recessed wall]]s, fake [[blue wall]]s, [[dirt]] and [[trap]]s; the [[computer chip]] has the same sound as the [[key]]s, and the [[socket]] has the same sound as the [[lock]]s. | Tile World's sound effects were created by Brian Raiter using household objects. There are also some differences between the sound effects used for the MS ruleset and the Lynx ruleset. The [[green button]] adds a sound effect identical to the other three buttons; sounds are made when [[block]]s move and when Chip steps over [[element]]s (differing for ice and force floors when Chip has the [[boot]]), [[recessed wall]]s, fake [[blue wall]]s, [[dirt]] and [[trap]]s; the [[computer chip]] has the same sound as the [[key]]s, and the [[socket]] has the same sound as the [[lock]]s. | ||
== Files == | == Files == | ||
Line 47: | Line 47: | ||
== Ports == | == Ports == | ||
Tile World is written in the C programming language. It uses the SDL library for platform-specific tasks. The platform-independent parts of the code - such as the game logic - are neatly separated from the platform-specific layer that renders the user interface, making it easy to port Tile World to a new platform. | Tile World is written in the C programming language. It uses the SDL library for platform-specific tasks. The platform-independent parts of the code - such as the game logic - are neatly separated from the platform-specific layer that renders the user interface, making it easy to port Tile World to a new platform. | ||
Official releases of Tile World and Tile World 2 include a precompiled Windows binary, and the source code for compilation on Linux. Tile World 1.3.2 is also available in the software repositories of Debian GNU/Linux, and in the ArchLinux user repository. | |||
[http://dl. | Tile World has also been ported to various other platforms by third parties. Note that these are often older versions, and may therefore contain bugs that have since been fixed upstream. | ||
{| class="wikitable" | |||
|- | |||
! Platform !! Latest version !! Developer !! Link !! Notes | |||
|- | |||
| AmigaOS|| 1.3.2 || emufan-eab || [http://aminet.net/package/game/misc/tworld-68k Binary] || | |||
|- | |||
| AROS<br>MorphOS<br>OS4 || 1.3.0 || Herbert Klackl || [http://de.aminet.net/aminet/game/think/ Binaries] || | |||
|- | |||
| BeOS || 1.0 || ??? || [http://pulkomandy.tk/~beosarchive/archive/nosource/games/ Binary] | |||
|- | |||
| Dingoo<br>GCW Zero<br>GP2X<br>Wiz || 1.3.0 || Dan Silsby ||[https://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,25,879 Binary]<br>[https://github.com/senquack/tileworld-for-handhelds Source] || There is an [https://boards.dingoonity.org/dingoo-releases/chip-world-1-0/msg15809/ additional CC port] for the Dingoo not based on Tile World. | |||
|- | |||
| DragonflyBSD || 1.3.0 || ??? || [https://ftp.icm.edu.pl/packages/dragonflybsd/dports/ Binary] || Large page warning. | |||
|- | |||
| FreeBSD || 1.3.0 || ??? || [https://www.freshports.org/games/tileworld Binary + source] || | |||
|- | |||
| Haiku || 1.3.2-2 || HaikuPorts || [https://eu.hpkg.haiku-os.org/haikuports/master/x86_64/current/packages/tworld-1.3.2-2-x86_64.hpkg hpkg] || | |||
|- | |||
| Illumos || 1.3.2 || [[User:Naemuti|Naemuti]] || None (yet) || Builds and runs on OpenIndiana | |||
|- | |||
| macOS || 1.3.0<br>2.1.1 || Thomas Harte<br>Julian Uy || [http://members.allegro.cc/ThomasHarte/osx.html 1.x binary + source]<br>[https://forum.bitbusters.club/thread-1296.html 2.x binary + source] || Both versions are unsigned, making them harder to run. | |||
|- | |||
| NetBSD || 1.3.2 || ??? || [https://ftp.netbsd.org/pub/pkgsrc/current/pkgsrc/games/tileworld/index.html Binary + source] || | |||
|- | |||
| OS/2 + ArcaOS || 1.0 || ??? || [http://sdl.netlabs.org/en/site/downloads.xml Binary] | |||
|- | |||
| PlayStation Portable || 1.2.1 || Thepixelatedpoo || [https://wololo.net/talk/viewtopic.php?t=32947 Binary] || | |||
|- | |||
| PlayStation Vita || 1.0.0 || koolaidxk1d|| [https://github.com/koolaidxk1d/tworld-vita Binary + source] || | |||
|- | |||
| Nintendo Wii || 1.4 (Zrax fork) || [[User:G-lander|G lander]] || [https://github.com/TheGLander/tworld-wii/ Binary + source] | |||
|} | |||
== Trivia == | == Trivia == | ||
[[Chuck Sommerville]], interviewed about Chip's Challenge's origins, notes that ''Tile World'' was the game's original name: "''[Helping other programmers] was not too terribly creative, so in my spare time at home, I started working up an idea for a game I always wanted to do that involved a player moving across [[tile]]s of different types, and interacting with them. I called it "Tile World.''" | [[Chuck Sommerville]], interviewed about Chip's Challenge's origins, notes that ''Tile World'' was the game's original name: "''[Helping other programmers] was not too terribly creative, so in my spare time at home, I started working up an idea for a game I always wanted to do that involved a player moving across [[tile]]s of different types, and interacting with them. I called it "Tile World.''" | ||
==References== | ==References== | ||
<references/> | <references/> | ||
[[Category: | |||
== External links == | |||
* [https://www.muppetlabs.com/~breadbox/software/tworld/ Official Tile World website] | |||
* [https://tw2.bitbusters.club/ Official Tile World 2 website] | |||
* [https://packages.debian.org/sid/tworld Tile World Debian package] | |||
[[Category:Emulators]] |
Latest revision as of 23:54, 20 September 2023
Tile World (also known as TileWorld, Tileworld, tworld, or just TW) is a game designed to emulate Chip's Challenge. It was written by Brian Raiter. To avoid copyright infringement with Chip's Challenge, the game does not use the original graphics, sound or music. The original level set is not bundled with Tile World, so is legal for use.
History[edit]
In 2000, Brian Raiter decided to make a port of the Microsoft version of Chip's Challenge to Linux. Chuck Sommerville supported his plan and convinced him to make it possible to also emulate the Lynx set of rules, and to also make the program work under MS Windows.
The first public version of Tile World was released in 2002 for Windows and Linux. Brian Raiter continued to maintain Tile World until 2006, when Tile World 1.3.0 was released.
In 2010, a new version of Tile World (TW2) was released along CCLP3 by Madhav Shanbhag. It included CCX file support and a redesigned interface. Despite becoming more popular than TW1 [1], it faced ocasional criticism, as it did not show passwords and had a few minor OS-specific annoyances.
On March 27 2014, Tile World 2.1 was released one day before CCLP1. It was made by Eric Schmidt with assistance from Madhav Shanbhag. It fixed most of the above issues and added the possibility to change death messages, among other things. It also fixed a few important ruleset glitches that had existed for a long time in both TW1 and TW2.
On 24 July 2015, Brian Raiter came back and released Tile World 1.3.1. Both branches of Tile World continue to be maintained with largely similar sets of features.
Features[edit]
Tile World has several features that are not found in Microsoft Chip's Challenge. These include:-
- Open-source software, available for multiple platforms - including 32-bit Windows, Linux, Mac, and Illumos
- Emulation of both MS and Lynx rulesets (see below)
- The ability to choose levelsets and levels from a list within the game
- Solution recording, playback and verification
- Customizable graphics, sounds, font and colors
Rulesets[edit]
Tile World has two rulesets intended to emulate two different implementations of Chip's Challenge: the MS ruleset and the Lynx ruleset. Many glitches from the Microsoft implementation are emulated into Tile World, in order for scores obtained from Tile World to be consistent with that implementation. The Lynx and MS rulesets also have a variety of subtle differences in how monsters and other game elements work, which are readable at Lynx. For instance, in the original Lynx version, fire is an acting wall to everything but fireballs; in the MS version, it only stops bugs and walkers.
Differences in the Lynx emulation[edit]
The Lynx ruleset in Tile World does allow some things the actual Lynx implementation of the game does not. Tile World accepts arbitrary connections of buttons to traps and clone machines (in the actual Lynx game the connections are made implicitly based on positions of the buttons and targets), a concept borrowed from the MS implementation. North and west thin walls, which did not appear in CC1, can be used. One can also touch the border in the Lynx emulation without any unpredictable results that would occur in the actual Lynx game. Also, Tile World is not hindered by the limitations of the Atari Lynx hardware, so various limits aren't reproduced. Examples are the maximum of 128 monsters that can be on screen and having the titles contain no lowercase letters or symbols. The actual Lynx game had a maximum limit of 255 keys of each type, where collecting one more caused the value to wrap around back to 0, but earlier builds of Tile World did not implement this behavior. Tile World was changed to match the actual Lynx behavior after the release of CC2, since that game also had 255 key maximum despite not being bound as the same hardware limitations as Lynx.
Tile World still includes a command-line option (-P) which turns on pedantic mode, forcing the Lynx ruleset to emulate the original Lynx game as closely as possible, although this renders some levels unsolvable or unplayable.
In 2015, new glitches in the original Atari Lynx version of Chip's Challenge were discovered, allowing Chip to pick up an item he starts on, and winning instantly if he starts on the exit, among others. As implementing these in the main Lynx ruleset would break several levels, these were added to pedantic Lynx only.
Tiles[edit]
The original 32x32 tiles in the MS version are replaced with 48x48 tiles created by Anders Kaseorg, which also don't use the 4-bit colors (16-color palette) that are used in the MS Chip's Challenge. With the Lynx ruleset, all objects move smoothly from one tile to the next, and animations are included when an object runs into water, a bomb explodes, objects are cloned, or Chip is killed. Also, elements except ice visibly "shimmer" and the exit continuously pulls its borders inwards as if it were a portal to another world.
Tile World's sound effects were created by Brian Raiter using household objects. There are also some differences between the sound effects used for the MS ruleset and the Lynx ruleset. The green button adds a sound effect identical to the other three buttons; sounds are made when blocks move and when Chip steps over elements (differing for ice and force floors when Chip has the boot), recessed walls, fake blue walls, dirt and traps; the computer chip has the same sound as the keys, and the socket has the same sound as the locks.
Files[edit]
Tile World introduced a couple of new file formats to support some of its features.
- DAC files: These specify additional information about a levelset, such as the ruleset.
- TWS files: These record the solutions for levels that have been completed.
Ports[edit]
Tile World is written in the C programming language. It uses the SDL library for platform-specific tasks. The platform-independent parts of the code - such as the game logic - are neatly separated from the platform-specific layer that renders the user interface, making it easy to port Tile World to a new platform.
Official releases of Tile World and Tile World 2 include a precompiled Windows binary, and the source code for compilation on Linux. Tile World 1.3.2 is also available in the software repositories of Debian GNU/Linux, and in the ArchLinux user repository.
Tile World has also been ported to various other platforms by third parties. Note that these are often older versions, and may therefore contain bugs that have since been fixed upstream.
Platform | Latest version | Developer | Link | Notes |
---|---|---|---|---|
AmigaOS | 1.3.2 | emufan-eab | Binary | |
AROS MorphOS OS4 |
1.3.0 | Herbert Klackl | Binaries | |
BeOS | 1.0 | ??? | Binary | |
Dingoo GCW Zero GP2X Wiz |
1.3.0 | Dan Silsby | Binary Source |
There is an additional CC port for the Dingoo not based on Tile World. |
DragonflyBSD | 1.3.0 | ??? | Binary | Large page warning. |
FreeBSD | 1.3.0 | ??? | Binary + source | |
Haiku | 1.3.2-2 | HaikuPorts | hpkg | |
Illumos | 1.3.2 | Naemuti | None (yet) | Builds and runs on OpenIndiana |
macOS | 1.3.0 2.1.1 |
Thomas Harte Julian Uy |
1.x binary + source 2.x binary + source |
Both versions are unsigned, making them harder to run. |
NetBSD | 1.3.2 | ??? | Binary + source | |
OS/2 + ArcaOS | 1.0 | ??? | Binary | |
PlayStation Portable | 1.2.1 | Thepixelatedpoo | Binary | |
PlayStation Vita | 1.0.0 | koolaidxk1d | Binary + source | |
Nintendo Wii | 1.4 (Zrax fork) | G lander | Binary + source |
Trivia[edit]
Chuck Sommerville, interviewed about Chip's Challenge's origins, notes that Tile World was the game's original name: "[Helping other programmers] was not too terribly creative, so in my spare time at home, I started working up an idea for a game I always wanted to do that involved a player moving across tiles of different types, and interacting with them. I called it "Tile World."