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* Elements like the [[toggle door]], which are really a collection of multiple tiles (the "open" and "closed" states are internally distinct in every Chip's Challenge game), but which act like a single entity that changes state. | * Elements like the [[toggle door]], which are really a collection of multiple tiles (the "open" and "closed" states are internally distinct in every Chip's Challenge game), but which act like a single entity that changes state. | ||
* An element ''and'' its facing direction, especially when editing for the [[DAT]] format | * An element ''and'' its facing direction, especially when editing for the [[DAT]] format. For example, a west-facing [[glider]] is an available tile, encoded in DAT as the byte <code>0x51</code>. | ||
* A combination of tiles that functions as a single unit, especially if it alters the behavior of its parts. For example, a "fireball cloner" is really a [[fireball]] on top of a [[clone machine]] (which prevents the fireball from moving), and a "no green keys" sign is really a [[green key]] beneath a [[no sign]] (which prevents the key from being picked up). | * A combination of tiles that functions as a single unit, especially if it alters the behavior of its parts. For example, a "fireball cloner" is really a [[fireball]] on top of a [[clone machine]] (which prevents the fireball from moving), and a "no green keys" sign is really a [[green key]] beneath a [[no sign]] (which prevents the key from being picked up). | ||
* One of the square positions within the grid of a level, which may contain multiple elements. For example, "[[invalid tile]]" can refer to a ''stack'' of tiles expressible in a [[DAT]] level but that would be impossible on the original [[Lynx]] game. More pedantically known as a '''cell'''. | * One of the square positions within the grid of a level, which may contain multiple elements. For example, "[[invalid tile]]" can refer to a ''stack'' of tiles expressible in a [[DAT]] level but that would be impossible on the original [[Lynx]] game. More pedantically known as a '''cell'''. | ||
* One individual square of artwork used by any version of the game | * One individual square of artwork used by any version of the game. Also known as a '''sprite'''. | ||
== | == In [[Chip's Challenge 1]] == | ||
{| class="wikitable" border="1" style="width: 50em; table-layout: fixed;" | {| class="wikitable" border="1" style="width: 50em; table-layout: fixed;" | ||
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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. |