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Eric119 last won the day on July 14 2017

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About Eric119

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  1. There is available online a reproduction of a 1991 catalog of games for the Atari Lynx. Chip's Challenge got two whole pages devoted to it: https://atariage.com/catalog_page.php?SystemID=2600&CatalogID=71&currentPage=5 https://atariage.com/catalog_page.php?SystemID=2600&CatalogID=71&currentPage=6 (Despite the website's labeling, this is indeed a Lynx catalog, not 2600.) The different names given to things are amusing. Also of interest are the maps and tips given for three levels: BLOCK FACTORY, NIGHTMARE, and PLAYHOUSE. The map for BLOCK FACTORY is especially intriguing, because it is different from the one in the actual game as we received it. Specifically, the force floors paths extend right to the top, making it more difficult to collect the topmost chip. I was wondering if this was perhaps an earlier version of the level, but that would be odd as this catalog was released well after Chip's Challenge. There are some more clues, however. The map for PLAYHOUSE is missing a wall at (21, 16), which looks very much like a mere error on the part of whoever created the map. There are also two balls missing. The maps for NIGHTMARE and PLAYHOUSE do not, in general, show the monsters in their actual starting positions, and that for BLOCK FACTORY shows several blocks at the end of the force floor slide. All this points to the conclusion that the maps were not automatically generated from the level data, but manually put together by someone playing the game. This was executed imperfectly, and the different BLOCK FACTORY layout is the most striking mistake. The catalog also has a page describing a contest: https://atariage.com/catalog_page.php?SystemID=2600&CatalogID=71&currentPage=27 Look at question 2.
  2. I updated my level set. Now there are 20 levels. I submit these levels as CC2LP1 candidates.
  3. sorry everyone but i accidentally deleted tile world
  4. Super Mario Odyssey - New Donk City Night 2 ~City Hall~
  5. Yes, I think something like this must be the case. Presumably the game checks whether the time limit is greater than 0 to see whether the level is timed. This, probably, also explains why the digits become yellow: the time remaining is <= 15 seconds. Ah, OK. Note that this is fully consistent with signed 16-bit arithmetic. With either signed or unsigned, we are working modulo 65536, and the only difference is what range of values we normalize the final result to. Or, more concretely, -2^15 * 10 is divisible by 2^16, so when coerced to the range [-2^15, 2^15) we get 0.
  6. The conclusion from this of course is that MSCC is using signed 16-bit quantities. So there is no range 32768-65535, and you can't set a time limit greater than 32767. Rather, you are setting a negative time limit.
  7. And here is the official Tile World 2.2: http://www.pillowpc2001.net/TW2/download.html * Display levelsets and ruleset toggle instead of .dac files; automatically generate "missing" .dac files. * Menu option to copy best times to clipboard. * Menu option to toggle showing the timer on untimed levels. * During solution playback, press D to display the stepping and initial random force floor direction. * Allow more keys to work when game is paused. Allow seeking to work even before solution playback starts. * During solution playback, press E to advance a tick and Shift-E to advance a move. * New Help->About menu option. * New Help->Keys menu option. * The data directory is now a search directory for files referenced by .ccx files. This allows including images in level prologues and epilogues, using the <img> tag.
  8. This is just a temporary release. The official TW2 releases go up on Mike Lask's site (though currently the downloads are serviced by Dropbox anyway.) Still, putting it on github might be (well, okay, is) a good idea. Perhaps sometime I will get around to doing that.
  9. A new version of Tile World is coming, to be released alongside CCLP4. There are a few new features planned, but one in particular I'm releasing a beta version of ahead of time to get feedback on. This is the No Messing With Dac Files feature. The idea to to automatically create .dac files for any levelset-ruleset combinations that don't already have one. Additionally, you don't (ordinarily) even see the .dac files in the program. Instead, you just see a list of the levelsets and an option to switch between MS and Lynx. It is aimed to be backward compatible with older versions of Tile World, but unfortunately, this isn't completely possible. In particular, older versions don't have a good way of making a .dac file for a levelset in the "sets" directory. Moving forward, it is recommended to put sets into the "data" directory, not the "sets" directory. Levelsets already in the "sets" directory can stay there. Actually, if you moved them, TW could get confused and not be able to find the corresponding .tws files. I am interested in people to test out the new version and report anything that doesn't go smoothly. Make backups of everything beforehand, especially .tws files. Probably nothing bad will happen, but this is a beta release. There is one issue I'm particularly interested in. It is possible that you have the same set in both the "data" and "sets" directory. In this case the new TW will treat both of them as the same set for the purposes of generating new .dac files. But this can still be confusing, especially if the two sets are actually different versions. I would like to know how widespread levelsets in both directories are, and especially about cases where the sets are different. The new TW will put warnings on the console about this situation and also about the files being different. If there is enough interest, a tool might be created to help clean things up. [Download links for temporary version removed: go here now: http://www.pillowpc2001.net/TW2/download.html ] Lastly, I would like to thank Madhav Shanbhag for useful discussions about this feature.
  10. Thanks much! After I made my previous post, I worked on the problem more and realized what it meant. Since I already knew I was included (and so had an advantage in solving the problem), and I wasn't supposed to tell anyone, I waited until someone else solved it (and it was confirmed) before saying anything. Extra tidbit no one has mentioned yet: The time limit for the level is 596 = 149 * 4.
  11. 18, 37, and 26 are the numbers of designers to contribute to CCLP2, CCLP3, and CCLP1 respectively, according to the wiki. (The current list for CCLP2 misses Sarah Canale.) Conclusion: CCLP4 will have 21 contributors. But there is clearly more information in this message.
  12. It looks like it, though I haven't checked it in detail. Any mistakes would probably be corrected straightforwardly.
  13. Took a brief look at this. Presumably the use of this is to create an open source library, which has the structures necessary to hold all the information, as well as support functions for reading and writing the structures to various file formats. And then anyone who wants to make an editor or other tool can use the library for this task. It's not really a "software specification" as such, though it looks like a thorough description of what information the data structures would need to store.
  14. Just to clarify, does the nomination period extend into the voting period?
  15. Has anyone else seen this? It seems back in the day work was done on an NES port of CC, but it was abandoned: http://www.lostlevels.org/wordpress/2015/11/13/chips-challenge-for-the-nes/ As mentioned in the article, this version contains a level unique to it. (It is actually the last nonsecret level.) I have ported it to .dat format here: http://cczone.invisionzone.com/index.php?/files/file/572-exclusivedat/ Note that the above article shows a map of the level which isn't completely accurate, and in particular I don't think the level is solvable as depicted. (The real level is, though.) Some more notes about the NES version: The NES behavior is similar to Lynx, including the presence of block slapping. You can press Start to pause/unpause, and Select to restart a level. The article mentions that you can press A to skip to to the next level (when the level is shown but before you start playing). Pressing B lets you go to the previous level. The decade messages do not generally show up at the end of decades, and the levels following them are not necessarily the usual ones. The typo in the hint for Open Question is fixed.
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