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'''Slide delay''' is a [[glitch]] that exists only in the MS version of [[Chip's Challenge]], and was programmed into [[Tile World]], that makes [[monster]]s and [[block]]s lag when sliding, and it can greatly alter the outcome of a level. It | '''Slide delay''' is a [[glitch]] that exists only in the MS version of [[Chip's Challenge]], and was programmed into [[Tile World]], that makes [[monster]]s and [[block]]s lag when sliding, and it can greatly alter the outcome of a level. It can affect [[monster]]s and [[block]]s sliding on [[force floor]]s, [[ice]], and [[teleport]]s, and usually occurs when another sliding block or monster runs into an obstacle. | ||
== The sliplist == | == The sliplist == | ||
The ''sliplist'' is a list of moving objects | The ''sliplist'' is a list of moving objects (blocks or monsters) that are currently sliding on a [[sliding tile]] (force floors, ice, or teleports). Chip will never be on the sliplist, is never affected by and never causes slide delay, and, importantly, always moves before sliding blocks. Each row in the sliplist contains two elements: the object, and the coordinates of the destination square on the Chip's Challenge [[grid]]. | ||
At the start of a level, the sliplist is empty, even if [[monster]]s are currently on sliding tiles; objects cannot enter the sliplist until they make a move. When a monster or block steps on any sliding tile, that object will be added to the end of the sliplist, and when it leaves a "slip" tile, it will be removed from the sliplist. Additionally, if a block slides directly off a sliding tile onto a [[trap]] (like in [[Torturechamber]]), it will remain on the sliplist, and when released, it will slide off the trap one further square in the same direction it was sliding in. | At the start of a level, the sliplist is empty, even if [[monster]]s are currently on sliding tiles; objects cannot enter the sliplist until they make a move. When a monster or block steps on any sliding tile, that object will be added to the end of the sliplist, and when it leaves a "slip" tile, it will be removed from the sliplist. Additionally, if a block slides directly off a sliding tile onto a [[trap]] (like in [[Torturechamber]]), it will remain on the sliplist, and when released, it will slide off the trap one further square in the same direction it was sliding in. | ||
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Also notably, should only one sliding space separate Chip from a sliding block in front of him, and the block reaches the ice corner at the same time slide delay affects it, Chip will gain an extra half-move and be one space behind. Since Chip is unaffected by slide delay, he moves before the block, and [[cross-checking]] occurs. | Also notably, should only one sliding space separate Chip from a sliding block in front of him, and the block reaches the ice corner at the same time slide delay affects it, Chip will gain an extra half-move and be one space behind. Since Chip is unaffected by slide delay, he moves before the block, and [[cross-checking]] occurs. | ||
When an object hits an obstacle, such as a [[wall]], while sliding, the impact is counted as a non-slip tile, and the object will leave the sliplist. However, after the object bounces off the wall, it is now considered sliding, and will be added back onto the ''end'' of the sliplist. | When an object hits an obstacle, such as a [[wall]], while sliding, the impact is counted as a non-slip tile, and the object will leave the sliplist. However, after the object bounces off the wall, it is now considered sliding, and will be added back onto the ''end'' of the sliplist. The other situations listed below under Conditions are similar, in that an object is both removed from and added to the sliplist in a single tick. | ||
== Conditions == | |||
Slide delay can occur when any of the following 5 situations happen: | |||
1. A block or monster '''rebounds on ice''' because it slid into a wall or other tile it could not enter (or other tile it cannot enter). | |||
2. A block or monster gets '''stuck ("[[nail|nailed]]") on a force floor''' because it ran into a wall or other obstacle. It will produce slide delay until the obstacle is removed. | |||
3. A '''block slides into a trap and cannot leave it''' (because the trap is closed or an obstacle is blocking the exit direction). It will produce slide delay until it successfully leaves the trap. Note that trapped monsters never produce slide delay. A trapped block won't produce slide delay either if it was pushed directly into the trap rather than sliding in. | |||
4. A block or monster gets '''stuck on a teleport''' (because all usable teleports are blocked in the direction the object is facing). It will continuously produce slide delay while it's there. | |||
5. (Rare) A block or monster moves off a sliding tile onto a clone button that clones a block onto a sliding tile. | |||
== Examples == | == Examples == | ||
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== The glitch == | == The glitch == | ||
Every tick ([[half move]] in this context), the game accesses the sliplist and processes them in sequential order, moving each tile from its starting square to its destination square. When an object leaves the sliplist in the middle of this processing, the table will be modified (everything after that object will be shifted up one). However, the processing will ignore | Every tick ([[half move]] in this context), the game accesses the sliplist and processes them in sequential order, moving each tile from its starting square to its destination square. When an object leaves the sliplist in the middle of this processing, the table will be modified (everything after that object will be shifted up one). | ||
For the "normal" case, where the object successfully moved into a non-sliding tile like [[floor]], no slide delay occurs. This is because the game recognizes that the sliplist shrunk. It will stay on the same index and correctly process the object that moved up into the leaving object's place in the list. | |||
However, if instead the sliplist is the ''same size'' as it was before the move (which occurs in the situations listed under Conditions above), the processing will ignore the index shift and continue to process the object at the next index; as a result, an object will be skipped (the one that moved into the leaving object's index). This is what is known as slide delay. | |||
A | A concrete example of Condition 1 is shown below. | ||
This sample sliplist contains these two objects, both of which are sliding on ice. | This sample sliplist contains these two objects, both of which are sliding on ice. | ||
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| [1, 1] | | [1, 1] | ||
|} | |} | ||
Since the sliplist is the same size as before, the game ignores this and continues to process the second element; however, the second element is now still the block, and it proceeds to move the block from [2, 1] to [1, 1]. Now the slip engine is finished, and the net result is that nothing moved. | |||
Look at the example below. | Look at the example of Condition 5 below. | ||
<div class="tilebackground-floor" style="margin-left: auto; margin-right: auto; width: 128px; height: 64px;"> | <div class="tilebackground-floor" style="margin-left: auto; margin-right: auto; width: 128px; height: 64px;"> | ||
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</div> | </div> | ||
Above is a different principle of slide delay. Slide delay is created because the destination of the glider is always the force floor, and will always return to the sliplist. Blocks in this situation will leave the sliplist if they are [[ram]]med. | Above is a different principle of slide delay (Condition 2). Slide delay is created because the destination of the glider is always the force floor, and will always return to the sliplist. Blocks in this situation will leave the sliplist if they are [[ram]]med. | ||
<div class="tilebackground-floor" style="margin-left: auto; margin-right: auto; width: 96px; height: 32px;"> | <div class="tilebackground-floor" style="margin-left: auto; margin-right: auto; width: 96px; height: 32px;"> |