Please create an account or Login! Have fun!

Editing Tile World

Jump to navigation Jump to search
You are not logged in. While you can edit without logging in, your IP address will be recorded publicly, along with the time and date, in this page's history. It is sometimes possible for others to identify you with this information. Creating an account will conceal your IP address and provide you with many other benefits. Messages sent to your IP can be viewed on your talk page.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
[[Image:TileWorld.png|thumb|right|A screenshot of [[Lesson 1]] in Tile World]]
[[Image:TileWorld.png|thumb|right|A screenshot of [[Lesson 1]] in Tile World]]


'''Tile World''' (also known as ''TileWorld'', ''Tileworld'', ''tworld'', or just ''TW'') is a game designed to emulate [[Chip's Challenge]]. It was written by [[Brian Raiter]]. To avoid copyright infringement with Chip's Challenge, the game does not use the original graphics, sound or music. The original level set is not bundled with Tile World, so is legal for use.
'''Tile World''' (also known as ''TileWorld'', ''Tileworld'' or ''tworld'') is a game designed to emulate [[Chip's Challenge]]. It was written by [[Brian Raiter]]. To avoid copyright infringement with Chip's Challenge, the game does not use the original graphics, sound or music. The original level set is not bundled with Tile World, so is legal for use.
== History ==
== History ==
In 2000, [[Brian Raiter]] decided to make a port of the Microsoft version of Chip's Challenge to Linux.  Chuck Sommerville supported his plan and convinced him to make it possible to also emulate the Lynx set of rules, and to also make the program work under MS Windows.
In 2000, [[Brian Raiter]] decided to make a port of the Microsoft version of Chip's Challenge to Linux.  Chuck Sommerville supported his plan and convinced him to make it possible to also emulate the Lynx set of rules, and to also make the program work under MS Windows.
Line 7: Line 7:
The first public version of Tile World was released in 2002 for Windows and Linux. Brian Raiter continued to maintain Tile World until 2006, when Tile World 1.3.0 was released.
The first public version of Tile World was released in 2002 for Windows and Linux. Brian Raiter continued to maintain Tile World until 2006, when Tile World 1.3.0 was released.


In 2010, a new version of Tile World (TW2) was released along [[Chip's Challenge Level Pack 3|CCLP3]] by [[Madhav Shanbhag]].  It included [[CCX]] file support and a redesigned interface.  Despite becoming more popular than TW1 <ref>https://forum.bitbusters.club/thread-1695.html</ref>, it faced ocasional criticism, as it did not show passwords and had a few minor OS-specific annoyances.
In 2010, a new version of Tile World (TW2) was released along [[Chip's Challenge Level Pack 3|CCLP3]] by [[Madhav Shanbhag]].  It included [[CCX]] file support and a redesigned interface.  Despite becoming more popular than TW1 <ref>http://cczone.invisionzone.com/index.php?/topic/921-chipsexe-tile-world-or-tile-world-2/</ref>, it faced ocasional criticism, as it did not show passwords and had a few minor OS-specific annoyances.


On March 27 2014, Tile World 2.1 was released one day before [[Chip's Challenge Level Pack 1|CCLP1]].  It was made by [[Eric Schmidt]] with assistance from Madhav Shanbhag.  It fixed most of the above issues and added the possibility to change death messages, among other things.  It also fixed a few important ruleset glitches that had existed for a long time in both TW1 and TW2.
On March 27 2014, Tile World 2.1 was released one day before [[Chip's Challenge Level Pack 1|CCLP1]].  It was made by [[Eric Schmidt]] with assistance from Madhav Shanbhag.  It fixed most of the above issues and added the possibility to change death messages, among other things.  It also fixed a few important ruleset glitches that had existed for a long time in both TW1 and TW2.
Line 16: Line 16:


Tile World has several features that are not found in Microsoft Chip's Challenge. These include:-
Tile World has several features that are not found in Microsoft Chip's Challenge. These include:-
*Open-source software, available for multiple platforms - including 32-bit Windows, Linux, Mac, and Illumos
*Open-source software, available for multiple platforms - including 32-bit Windows, Linux and Mac
*Emulation of both MS and Lynx rulesets ''(see below)''
*Emulation of both MS and Lynx rulesets ''(see below)''
*The ability to choose levelsets and levels from a list within the game
*The ability to choose levelsets and levels from a list within the game
Line 24: Line 24:
== Rulesets ==
== Rulesets ==


Tile World has two rulesets intended to emulate two different implementations of Chip's Challenge: the MS ruleset and the [[Lynx ruleset|Lynx]] ruleset. Many [[glitch]]es from the Microsoft implementation are emulated into Tile World, in order for scores obtained from Tile World to be consistent with that implementation. The Lynx and MS rulesets also have a variety of subtle differences in how monsters and other game elements work, which are readable at [[Lynx ruleset|Lynx]]. For instance, in the original Lynx version, [[fire]] is an [[acting wall]] to everything but [[fireball]]s; in the MS version, it only stops [[bug]]s and [[walker]]s.
Tile World has two rulesets intended to emulate two different implementations of Chip's Challenge: the MS ruleset and the [[Lynx]] ruleset. Many [[glitch]]es from the Microsoft implementation are emulated into Tile World, in order for scores obtained from Tile World to be consistent with that implementation. The Lynx and MS rulesets also have a variety of subtle differences in how monsters and other game elements work, which are readable at [[Lynx]]. For instance, in the original Lynx version, [[fire]] is an [[acting wall]] to everything but [[fireball]]s; in the MS version, it only stops [[bug]]s and [[walker]]s.


=== Differences in the Lynx emulation ===
=== Differences in the Lynx emulation ===


The Lynx ruleset in Tile World does allow some things the actual Lynx implementation of the game does not. Tile World accepts arbitrary connections of [[button]]s to [[trap]]s and [[clone machine]]s (in the actual Lynx game the connections are made implicitly based on positions of the buttons and targets), a concept borrowed from the MS implementation. North and west [[thin wall]]s, which did not appear in [[Chip's Challenge 1|CC1]], can be used. One can also touch the border in the Lynx emulation without any unpredictable results that would occur in the actual Lynx game. Also, Tile World is not hindered by the limitations of the Atari Lynx hardware, so various limits aren't reproduced. Examples are the maximum of 128 [[monster]]s that can be on screen and having the titles contain no lowercase letters or symbols. The actual Lynx game had a maximum limit of 255 keys of each type, where collecting one more caused the value to wrap around back to 0, but earlier builds of Tile World did not implement this behavior. Tile World was changed to match the actual Lynx behavior after the release of [[CC2]], since that game also had 255 key maximum despite not being bound as the same hardware limitations as Lynx.  
The Lynx ruleset in Tile World does allow some things the actual Lynx implementation of the game does not. Tile World accepts arbitrary connections of [[button]]s to [[trap]]s and [[clone machine]]s (in the actual Lynx game the connections are made implicitly based on positions of the buttons and targets), a concept borrowed from the MS implementation. North and west [[thin wall]]s, which did not appear in [[Chip's Challenge 1|CC1]], can be used. One can also touch the border in the Lynx emulation without any unpredictable results that would occur in the actual Lynx game. Also, Tile World is not hindered by the limitations of the Atari Lynx hardware, so various limits aren't reproduced. Examples are only being able to hold a maximum of 256 [[key]]s, a maximum of 128 [[monster]]s that can be on screen, and having the titles contain no lowercase letters or symbols.


Tile World still includes a command-line option (-P) which turns on ''pedantic'' mode, forcing the Lynx ruleset to emulate the original Lynx game as closely as possible, although this renders some levels unsolvable or unplayable.
Tile World still includes a command-line option (-P) which turns on ''pedantic'' mode, forcing the Lynx ruleset to emulate the original Lynx game as closely as possible, although this renders some levels unsolvable or unplayable.
Line 47: Line 47:


== Ports ==
== Ports ==
Tile World is written in the C programming language. It uses the SDL library for platform-specific tasks. The platform-independent parts of the code - such as the game logic - are neatly separated from the platform-specific layer that renders the user interface, making it easy to port Tile World to a new platform.
Tile World is written in the C programming language. It uses the SDL library for platform-specific tasks. The platform-independent parts of the code - such as the game logic - are neatly separated from the platform-specific layer that renders the user interface, making it easy to port Tile World to a new platform.


Official releases of Tile World and Tile World 2 include a precompiled Windows binary, and the source code for compilation on Linux. Tile World 1.3.2 is also available in the software repositories of Debian GNU/Linux, and in the ArchLinux user repository.
Official releases of Tile World and Tile World 2 include a precompiled Windows binary, and the source code for compilation on Linux. Tile World 1.3.2 is also available in the software repositories of Debian GNU/Linux
 
macOS support is unofficial, and tends to lag behind Windows and Linux. The Mac port of 1.3.0 was done by Thomas Harte; 1.3.2 is unavailable. The Mac port of 2.1.1 was done by Julian Uy; 2.2 is unavailable.
 
Tile World was also ported to the PlayStation Portable by Thepixelatedpoo. The latest version of this port is 1.2.1, so it contains several bugs that have since been fixed upstream.


Tile World has also been ported to various other platforms by third parties. Note that these are often older versions, and may therefore contain bugs that have since been fixed upstream.
Tile World 1.0, the first stable release, was also ported to BeOS. This port is extremely outdated, and BeOS itself has been discontinued. An open-source clone of BeOS called [http://haiku-os.org Haiku] remains under active development, but the Tile World port does not run.
{| class="wikitable"
|-
! Platform !! Latest version !! Developer !! Link !! Notes
|-
| AmigaOS|| 1.3.2 || emufan-eab || [http://aminet.net/package/game/misc/tworld-68k Binary] ||
|-
| AROS<br>MorphOS<br>OS4 || 1.3.0 || Herbert Klackl || [http://de.aminet.net/aminet/game/think/ Binaries] ||
|-
| BeOS || 1.0 || ??? || [http://pulkomandy.tk/~beosarchive/archive/nosource/games/ Binary]
|-
| Dingoo<br>GCW Zero<br>GP2X<br>Wiz || 1.3.0 || Dan Silsby ||[https://dl.openhandhelds.org/cgi-bin/caanoo.cgi?0,0,0,0,25,879 Binary]<br>[https://github.com/senquack/tileworld-for-handhelds Source] || There is an [https://boards.dingoonity.org/dingoo-releases/chip-world-1-0/msg15809/ additional CC port] for the Dingoo not based on Tile World.
|-
| DragonflyBSD || 1.3.0 || ??? || [https://ftp.icm.edu.pl/packages/dragonflybsd/dports/ Binary] || Large page warning.
|-
| FreeBSD || 1.3.0 || ??? || [https://www.freshports.org/games/tileworld Binary + source] ||
|-
| Haiku || 1.3.2-2 || HaikuPorts || [https://eu.hpkg.haiku-os.org/haikuports/master/x86_64/current/packages/tworld-1.3.2-2-x86_64.hpkg hpkg] ||
|-
| Illumos || 1.3.2 || [[User:Naemuti|Naemuti]] || None (yet) || Builds and runs on OpenIndiana
|-
| macOS || 1.3.0<br>2.1.1 || Thomas Harte<br>Julian Uy || [http://members.allegro.cc/ThomasHarte/osx.html 1.x binary + source]<br>[https://forum.bitbusters.club/thread-1296.html 2.x binary + source] || Both versions are unsigned, making them harder to run.
|-
| NetBSD || 1.3.2 || ??? || [https://ftp.netbsd.org/pub/pkgsrc/current/pkgsrc/games/tileworld/index.html Binary + source] ||
|-
| OS/2 + ArcaOS || 1.0 || ??? || [http://sdl.netlabs.org/en/site/downloads.xml Binary]
|-
| PlayStation Portable || 1.2.1 || Thepixelatedpoo || [https://wololo.net/talk/viewtopic.php?t=32947 Binary] ||
|-
| PlayStation Vita || 1.0.0 || koolaidxk1d|| [https://github.com/koolaidxk1d/tworld-vita Binary + source] ||
|-
| Nintendo Wii || 1.4 (Zrax fork) || [[User:G-lander|G lander]] || [https://github.com/TheGLander/tworld-wii/ Binary + source]
|}


== Trivia ==
== Trivia ==
Line 94: Line 67:
== External links ==
== External links ==
* [https://www.muppetlabs.com/~breadbox/software/tworld/ Official Tile World website]
* [https://www.muppetlabs.com/~breadbox/software/tworld/ Official Tile World website]
* [https://tw2.bitbusters.club/ Official Tile World 2 website]
* [http://www.pillowpc2001.net/TW2/about.html Official Tile World 2 website]
* [https://packages.debian.org/sid/tworld Tile World Debian package]
* [https://packages.debian.org/sid/tworld Tile World Debian package]
* [http://cczone.invisionzone.com/topic/1323-tile-world-211-ported-to-qt5-and-cmake-mac-version/ Mac port of Tile World 2]
* [http://wololo.net/talk/viewtopic.php?t=32947 PSP port]
* [http://pulkomandy.tk/~beosarchive/archive/nosource/games/ BeOS port]


[[Category:Emulators]]
[[Category:Clones]] [[Category:Programs]]
Please note that all contributions to Chip's Challenge Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Chip's Challenge Wiki:Copyrights for details). Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)
Your changes will be visible immediately.
  • If you want to test editing, try the sandbox.
  • On talk pages, please sign your posts by typing four tildes (~~~~).