Wire

Revision as of 07:50, 20 January 2019 by DeltaCore (talk | contribs) (Removed lightning bolt, to go to Item)

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Wire is a mechanic introduced in Chip's Challenge 2. It technically not a tile, but instead enables floor and steel walls to carry a signal between various game elements. Pink buttons, black buttons, and logic gates are capable of outputting a signal, and many more tiles can take signal as input. Wires will also be activated if Chip, Melinda, a ghost, or a rover step on it while equipped with the lightning bolt.

Blue teleports can be connected together with wire. If a movable object enters such a teleport network, it must exit a teleport in the same network. Teleports that are not in a network can still link to teleports inside a network. Signal has no effect on these networks.

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

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, while steady indicates that the tile will be toggled only when the signal is active.

Tile Toggle type
Force floors toggle
Swivel doors toggle
Toggle walls toggle
Red teleports steady
Flame jets toggle
Transmogrifiers steady
Clone machines toggle
Traps steady
Railroad tracks toggle

Buttons and Switches

Pink button

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The pink button is a button introduced in Chip's Challenge 2. While held by Chip, Melinda, blocks, and monsters, it activates any wire it is connected to.

Pink buttons do not relay currents, unlike black buttons and blue teleports.


Black button

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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 Chip, Melinda, blocks, and monsters.

If a black button receives a current from any side, it will relay that current to the side opposite of that from which it is received.

Switch

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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 Chip, Melinda, mirror characters, blocks, monsters, and bowling balls.


Logic Gates

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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 NOR and XNOR logic gates, but these are not present in Chip's Challenge 2.

Inverter

The inverter, also called the NOT gate, accepts a single input and inverts the signal. If its input signal is ON, the output signal will be OFF. If its input signal is OFF, the output signal will be ON.

INPUT OUTPUT
A NOT A
0 1
1 0

AND gate

The AND gate accepts two inputs. If both inputs signals are ON, the output signal will be ON. Otherwise, the output signal will be OFF.

INPUT OUTPUT
A B A AND B
0 0 0
0 1 0
1 0 0
1 1 1

OR gate

The OR gate accepts two inputs. If at least one of the input signals are ON, the output signal will be ON. Otherwise, the output signal will be OFF.

INPUT OUTPUT
A B A OR B
0 0 0
0 1 1
1 0 1
1 1 1

NAND gate

The NAND gate accepts two inputs. It is equivalent to an AND gate immediately followed by an inverter. If both input signals are ON, the output signal will be OFF. Otherwise, the output signal will be on.

INPUT OUTPUT
A B A NAND B
0 0 1
0 1 1
1 0 1
1 1 0

XOR gate

The XOR gate gate accepts two inputs and performs an exclusive or operation. If one or the other of the two input signals is ON, the output signal will be ON. If neither input signals are ON or both input signals are ON, the output signal will be OFF.

INPUT OUTPUT
A B A XOR B
0 0 0
0 1 1
1 0 1
1 1 0

Other Tiles

Counter

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The counter is a gate with two inputs and two outputs. When the ADD ONE input goes from a FALSE state to a TRUE state, the digit is incremented by one. This is known as a positive edge trigger. If the digit wraps from 9 to 0, the OVERFLOW output will pulse TRUE for one clock cycle. This can be used to trigger some device, or it can be fed into another counter. When the SUBTRACT ONE input goes from a FALSE to a TRUE state, the digit is decremented by one. When the digit wraps from 0 to 9, the UNDERFLOW output will become TRUE until the digit is raised to 0 or lowered to 8.

Pictured is an example of a countdown timer that will close the door and start the flame jet, stopping the ball from continuing to push the button connected to it.

File:CounterExample.png

Latch

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The arrow on a latch gate points from the data input to the output. As long as the latch input is TRUE, the output will be the same as the data input. When the latch input is FALSE, the output will stay the same as it was when the latch input was last TRUE. This is a combination data flow valve and one bit memory. It's like the statement "As long as I can see you, I will follow your lead. When I can't see you, I'll do the last thing I saw you do."

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