Please create an account or Login! Have fun!

Tile: Difference between revisions

Jump to navigation Jump to search
132 bytes added ,  6 December 2021
Fixed a misspelling of "despawned" as "despanwed" at the end of the Steam section.
(→‎Invalid tiles: Expanded section)
(Fixed a misspelling of "despawned" as "despanwed" at the end of the Steam section.)
 
(4 intermediate revisions by 3 users not shown)
Line 39: Line 39:


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.
This format was restricted to the Atari Lynx game itself.  Emulators have generally needed to load levels in the [[DAT]] format, which


=== [[MS]] ===
=== [[MS]] ===
Line 62: Line 60:
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 tiles]].
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]] ===
Line 72: Line 70:
* Item mod — only the [[no sign]]
* Item mod — only the [[no sign]]
* Actor
* Actor
* [[Swivel door]] — only the revolving part; the base counts as terrain
* [[Thin wall]] and [[Canopy]]
* [[Thin wall]]
 
* [[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.


(Internally, it may be the case that thin walls and canopies are part of the same tile and thus the same layer, as they're encoded together in C2MFrom the perspective of players and designers, they behave as separate tiles.)
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 allThe 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.


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 layers are dedicated to new CC2 tiles: the no sign (which combines with an item underneath), swivel doors, and canopies (which are specifically for hiding everything below).
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 ==
Line 153: Line 159:
[[MS]] also has the [[clone block]], used to indicate the direction of a block cloner.  This is a tile in the sense that it can be placed within a level, but it exists as an editing trick and is not intended as a distinct game element.  In all other [[ruleset]]s, dirt blocks have a direction like every other moving object, so a separate clone block is unnecessary.
[[MS]] also has the [[clone block]], used to indicate the direction of a block cloner.  This is a tile in the sense that it can be placed within a level, but it exists as an editing trick and is not intended as a distinct game element.  In all other [[ruleset]]s, dirt blocks have a direction like every other moving object, so a separate clone block is unnecessary.


=== Unused tiles ===
=== Invalid tiles ===


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.
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.
Anonymous user

Navigation menu