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(Created page with "'''Data resetting''' is a glitch in Microsoft's version of Chip's Challenge allowing data stored on a virtual 32nd row of the grid to affect gameplay. It is common...")
 
(Cleanup and made more accurate)
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'''Data resetting''' is a [[glitch]] in [[Microsoft's version of Chip's Challenge]] allowing data stored on a virtual 32nd row of the [[grid]] to affect gameplay. It is commonly an element of [[insane level]]s. Data resetting is currently not emulated by [[Tile World]], and does not exist in [[Lynx ruleset|Lynx]] or in [[Chip's Challenge 2]].
 
'''Data resetting''' is a [[glitch]] in [[Microsoft's version of Chip's Challenge]] allowing data stored on a virtual 32nd row of the [[grid]] to affect gameplay. It is commonly an element of [[insane level]]s. Data resetting is currently not emulated by [[Tile World]], and does not exist in [[Lynx ruleset|Lynx]] or in [[Chip's Challenge 2]].
  
The map of each level has coordinates from (0, 0) to (31, 31). However, various data are stored in an invisible row, namely row 32. This row is not visible in the level and is not intended to be modified at all during the course of gameplay. Nevertheless, the data in this row can be accessed by creating a [[Clone machine|clone]] connection that targets a square of the form (x, 32) with the necessary conditions.
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The map of each level has coordinates from (0, 0) to (31, 31). However, due to MSCC not checking array bounds, various data can be thought of as stored in an invisible row just off of the map bottom, namely row 32. This row is not visible in the level and is not intended to be modified at all during the course of gameplay. Nevertheless, the data in this row can be accessed by creating a [[Clone machine|clone]] connection that targets a square of the form (x, 32) with the necessary conditions.
  
 
==Specific data stored in row 32==
 
==Specific data stored in row 32==
Each coordinate (x, 32) corresponds to a byte of information. A byte can store any number from 0 to 255 and is adequate for a piece of information such as the x-coordinate of Chip.
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Each pair of coordinates (x, 32) and (x+1, 32) (where x is an even number less than 32) corresponds to a short of information. A short can store any number from -32,768 to 32,767, however as each tile represents a single byte the short is split across 2 tiles (x and x+1), with (x, 32) storing the low-order byte and (x+1, 32) storing the high-order byte.
  
However, some data, such as the time limit of a level, require two bytes of information, as two bytes can store any number from 0 to 65535. These bigger pieces of data will take up two consecutive squares, (x, 32) and (x + 1, 32) where x is an even number. In this case, (x, 32) stores the low-order byte of the data, and (x + 1, 32) stores the high-order byte of the data. Resetting (x, 32) will only reset the low-order byte, and resetting (x + 1, 32) will only reset the high-order byte.
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However, most data pieces only require a single byte of storage, which means that (x+1, 32) will usually be empty, as such those tiles will be skipped over in the next section.
  
 
The specific pieces of information stored in each square in row 32 are as follows:
 
The specific pieces of information stored in each square in row 32 are as follows:
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Note that the above data, with the exception of the level number, are initial values; resetting them does not change the actual value during gameplay. The exception is level number; in this case, resetting it will cause the "Next Level" command to go to level 1.
 
Note that the above data, with the exception of the level number, are initial values; resetting them does not change the actual value during gameplay. The exception is level number; in this case, resetting it will cause the "Next Level" command to go to level 1.
* '''(8, 32)''' and '''(10, 32)''' store the x- and y-coordinates of [[Chip]].
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* '''(8, 32)''' and '''(10, 32)''' store the x- and y-coordinates of [[Chip]].
 
* '''(12, 32)''' stores Chip's sliding state: 1 if he is on any [[sliding tile]] and 0 if he is not.
 
* '''(12, 32)''' stores Chip's sliding state: 1 if he is on any [[sliding tile]] and 0 if he is not.
 
* '''(14, 32)''' stores the current keystroke's buffer state: 1 if a keystroke is in buffer (more than one keystroke has been attempted within one turn) and 0 if it is not.
 
* '''(14, 32)''' stores the current keystroke's buffer state: 1 if a keystroke is in buffer (more than one keystroke has been attempted within one turn) and 0 if it is not.
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** 5. Killed by a [[monster]]
 
** 5. Killed by a [[monster]]
 
** 6. [[Time limit]] expired
 
** 6. [[Time limit]] expired
* '''(24, 32)''' and '''(26, 32)''' store Chip's x- and y-directions when he is sliding. One of these is always zero, and both are zero when Chip is not sliding.
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* '''(24, 32)''' and '''(26, 32)''' store Chip's x- and y-directions when he is sliding. One of these is always zero, and both are zero when Chip is not sliding.<ref>The directions can be either +1 or -1, in the negative case (sliding left or up) both pieces of the short will be used, however resetting the low-order tile (24 or 26) is enough to halt Chip in place when sliding on the respective axis.</ref>
 
* '''(28, 32)''' stores the amount of monsters in the monster list before the player starts playing the level.
 
* '''(28, 32)''' stores the amount of monsters in the monster list before the player starts playing the level.
 
* '''(30, 32)''' and '''(31, 32)''' store the coordinates of the initial position of the first monster in the [[monster list]].
 
* '''(30, 32)''' and '''(31, 32)''' store the coordinates of the initial position of the first monster in the [[monster list]].
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* The buried north object will move north, wrapping around the map, and appear at (x, 31) as a normal object of the type that was buried.
 
* The buried north object will move north, wrapping around the map, and appear at (x, 31) as a normal object of the type that was buried.
 
* The data stored at (x, 32) will be reset to 0.
 
* The data stored at (x, 32) will be reset to 0.
* The buried tile in the lower layer of (x, 0) will be replaced with a tile with the index equal to the data formerly occupying (x, 32). This index is written in the infobox on the respective tile's page.
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* The buried tile in the lower layer of (x, 0) will be replaced with a tile with the index equal to the data formerly occupying (x, 32). This index is written in the infobox on the respective tile's page, (it is possible to create tiles outside the normal range, however most of these tiles have no graphics and all act as walls).
  
 
== Uses ==
 
== Uses ==
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Resetting (8, 32) will make Chip warp to the left side of the screen, and with (10, 32) he will warp to the top of the screen. Resetting (12, 32) will make Chip stop sliding, even on ice, though some other [[object]] will have to trigger the [[red button]]. Resetting (22, 32) will make Chip invincible for the next turn, allowing him to pass through [[destructive obstacle]]s.
 
Resetting (8, 32) will make Chip warp to the left side of the screen, and with (10, 32) he will warp to the top of the screen. Resetting (12, 32) will make Chip stop sliding, even on ice, though some other [[object]] will have to trigger the [[red button]]. Resetting (22, 32) will make Chip invincible for the next turn, allowing him to pass through [[destructive obstacle]]s.
  
The result of such behavior also includes changing the tile itself, to create items out of nowhere. If Chip's x-coordinate was 21 and the data at (8, 32) is reset, an [[exit]] will be buried at (8, 0). Note that most data resets are limited, as they only reach up to one. The level number and Chip's coordinates are generally the most useful.
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The result of such behaviour also includes changing the tile itself, to create items out of nowhere. If Chip's x-coordinate was 21 and the data at (8, 32) is reset, an [[exit]] will be buried at (8, 0). Note that most data resets are limited, as they only reach up to one. The level number and Chip's coordinates are generally the most useful.
  
===Level 49===
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===49===
A peculiar effect occurs when performing data resetting in level 49 of a [[level set]]. Recall that 49 is the index of a clone machine. Therefore (0, 32), which stores the current level's number, will effectively store a clone machine. Performing the steps to reset (0, 32) will in fact not reset the level number as it does in any other level. It will instead clone the object to (0, 31) as if there were a clone machine ''underneath'' the buried object at (0, 0).
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A peculiar effect occurs when performing data resetting where the value being reset equals 49, as 49 is the index of a clone machine. Therefore any time the value being reset is 49, it means the tile effectively 'stores' a clone machine. Performing the steps to reset said data will in fact not reset the data as it normally would. It will instead clone the object to (0, 31) as if there were a clone machine ''underneath'' the buried object.
 
 
The same effect can be achieved if the level set has exactly 49 levels. In this case, (2, 32) will hold the number 49 for any level in the set.
 
  
 
== Famous levels using data resetting ==
 
== Famous levels using data resetting ==
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* [[User:Chiphome5|ChipHome5]]'s ''[[Delivery Ship]]''
 
* [[User:Chiphome5|ChipHome5]]'s ''[[Delivery Ship]]''
 
* [[Tyler Sontag]]'s ''Block Factory II''
 
* [[Tyler Sontag]]'s ''Block Factory II''
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== Footnotes ==
 
[[Category:Glitches]]
 
[[Category:Glitches]]

Revision as of 18:51, 24 March 2020

Data resetting is a glitch in Microsoft's version of Chip's Challenge allowing data stored on a virtual 32nd row of the grid to affect gameplay. It is commonly an element of insane levels. Data resetting is currently not emulated by Tile World, and does not exist in Lynx or in Chip's Challenge 2.

The map of each level has coordinates from (0, 0) to (31, 31). However, due to MSCC not checking array bounds, various data can be thought of as stored in an invisible row just off of the map bottom, namely row 32. This row is not visible in the level and is not intended to be modified at all during the course of gameplay. Nevertheless, the data in this row can be accessed by creating a clone connection that targets a square of the form (x, 32) with the necessary conditions.

Specific data stored in row 32

Each pair of coordinates (x, 32) and (x+1, 32) (where x is an even number less than 32) corresponds to a short of information. A short can store any number from -32,768 to 32,767, however as each tile represents a single byte the short is split across 2 tiles (x and x+1), with (x, 32) storing the low-order byte and (x+1, 32) storing the high-order byte.

However, most data pieces only require a single byte of storage, which means that (x+1, 32) will usually be empty, as such those tiles will be skipped over in the next section.

The specific pieces of information stored in each square in row 32 are as follows:

  • (0, 32) and (1, 32) store the level number.
  • (2, 32) and (3, 32) store the number of levels in the set.
  • (4, 32) and (5, 32) store the time limit of the level.
  • (6, 32) and (7, 32) store the number of chips required in the level.

Note that the above data, with the exception of the level number, are initial values; resetting them does not change the actual value during gameplay. The exception is level number; in this case, resetting it will cause the "Next Level" command to go to level 1.

  • (8, 32) and (10, 32) store the x- and y-coordinates of Chip.
  • (12, 32) stores Chip's sliding state: 1 if he is on any sliding tile and 0 if he is not.
  • (14, 32) stores the current keystroke's buffer state: 1 if a keystroke is in buffer (more than one keystroke has been attempted within one turn) and 0 if it is not.
  • (18, 32) and (20, 32) store the x- and y-directions of the keystroke. Note that one of these must always be zero.
  • (22, 32) stores Chip's autopsy report (of note is that this is the only reset that requires a north clone block and not any creature):
  • (24, 32) and (26, 32) store Chip's x- and y-directions when he is sliding. One of these is always zero, and both are zero when Chip is not sliding.[1]
  • (28, 32) stores the amount of monsters in the monster list before the player starts playing the level.
  • (30, 32) and (31, 32) store the coordinates of the initial position of the first monster in the monster list.

Necessary configuration

In order to reset data stored in a square (x, 32):

  • There must be a buried north clone-able object, most commonly clone blocks, at (x, 0).
  • A clone connection must be made from a red button to (x, 32).
  • The square at (x, 31) must be free for an object to clone there.

When the red button is pressed, the following will occur:

  • The buried north object will move north, wrapping around the map, and appear at (x, 31) as a normal object of the type that was buried.
  • The data stored at (x, 32) will be reset to 0.
  • The buried tile in the lower layer of (x, 0) will be replaced with a tile with the index equal to the data formerly occupying (x, 32). This index is written in the infobox on the respective tile's page, (it is possible to create tiles outside the normal range, however most of these tiles have no graphics and all act as walls).

Uses

When these resets are triggered, there can be very interesting effects, altering the very nature of tiles and doing impossible things, such as stopping sliding objects on ice and creating objects out of thin air.

Resetting the data at (0, 32) will cause Chip's Challenge to read the current level as level the first multiple of 256 before the actual level number. If the actual level number is less than 256, then the current level will be read as 0. In this situation, no level bonus is awarded on completion, the next level is read as level 1 on completion or moving forwards, and attempting to restart or going back a level will cause the Termination Glitch, as Chip's Challenge cannot load a level 0 or -1. This type of level is known as a warp station, and was developed as a substitute for a dummy level.

Resetting (8, 32) will make Chip warp to the left side of the screen, and with (10, 32) he will warp to the top of the screen. Resetting (12, 32) will make Chip stop sliding, even on ice, though some other object will have to trigger the red button. Resetting (22, 32) will make Chip invincible for the next turn, allowing him to pass through destructive obstacles.

The result of such behaviour also includes changing the tile itself, to create items out of nowhere. If Chip's x-coordinate was 21 and the data at (8, 32) is reset, an exit will be buried at (8, 0). Note that most data resets are limited, as they only reach up to one. The level number and Chip's coordinates are generally the most useful.

49

A peculiar effect occurs when performing data resetting where the value being reset equals 49, as 49 is the index of a clone machine. Therefore any time the value being reset is 49, it means the tile effectively 'stores' a clone machine. Performing the steps to reset said data will in fact not reset the data as it normally would. It will instead clone the object to (0, 31) as if there were a clone machine underneath the buried object.

Famous levels using data resetting

Footnotes

  1. The directions can be either +1 or -1, in the negative case (sliding left or up) both pieces of the short will be used, however resetting the low-order tile (24 or 26) is enough to halt Chip in place when sliding on the respective axis.