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Fixed a misspelling of "despawned" as "despanwed" at the end of the Steam section.
(add section on layers) |
(Fixed a misspelling of "despawned" as "despanwed" at the end of the Steam section.) |
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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. | ||
=== [[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 tile]]s. | ||
== [[Steam]] == | === [[Steam]] === | ||
Steam rules are designed for the much more expansive set of tiles available in [[Chip's Challenge 2]] and introduced much greater flexibility in layering. From bottom to top, the layers are: | Steam rules are designed for the much more expansive set of tiles available in [[Chip's Challenge 2]] and introduced much greater flexibility in layering. From bottom to top, the layers are: | ||
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* Item mod — only the [[no sign]] | * Item mod — only the [[no sign]] | ||
* Actor | * Actor | ||
* [[ | * [[Thin wall]] and [[Canopy]] | ||
* | |||
* | Entering or exiting a cell results the tiles to be updated in this order. | ||
The order entry collision is checked, on the other hand, is different, and is: | |||
* Thin wall and Canopy | |||
* Item mod | |||
* Terrain | |||
* Actor | |||
* Item (If there is an actor on the cell, even if it doesn't block the entrant, the collision check with this layer is skipped) | |||
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. | ||
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 layer is dedicated to new CC2 tile: the no sign. Canopies are the same tile internally as thin walls, so, as a consequence, they can be placed on any cell, optionally in combination with thin walls. | |||
Weirdly, the C2M format allows for multiple tiles of the same layer to be placed on the same cell, which results in all but the last tile of that layer to be [[Despawning and Respawning Glitch|despawned]]. | |||
== [[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 being a part of the [[DAT]] format, and only exist as placeable tiles due to quirks of the implementation. Most of these tiles with graphics behave the same way a [[wall]] does, with Swimming Chip behaving closer to an extra player in a level. | ||
* [[Image:Chip in Exit.png]] [[Fake exit]] | * [[Image:Chip in Exit.png]][[Image:Exit2.png]][[Image:Exit3.png]] [[Fake exit]] (appears in [[Planet of the Teeth]]) | ||
* [[Image:Swimming Chip S.png]] [[Swimming Chip]] | * [[Image:Swimming Chip S.png]] [[Swimming Chip]] (appears in [[The Block Stops Here]]) | ||
* [[Image:Drowned Chip.png]] [[Drowned Chip]] | * [[Image:Drowned Chip.png]] [[Drowned Chip]] (appears in [[Mads' Rush II]] and [[Loop]]) | ||
* [[Image:Burned Chip.png]] [[Burned Chip]] | * [[Image:Burned Chip.png]][[Image:Chip_in_Fire.png]] [[Burned Chip]] (appears in [[Escape from Chipkatraz]]) | ||
* The [[Combination]] tile | * The [[Combination]] tile | ||
* Three [[Not used|unused]] tiles | * Three [[Not used|unused]] tiles | ||
* Additional undefined tiles with strange behaviors (an example can be seen [http://davidstolp.com/old/chips/level.php?set=TCCLPRejects&level=82 in TCCLPRejects here]) | |||
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. |