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Everything posted by Eric119

  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.
  16. 41 downloads

    Level 132 of the unfinished and unreleased NES port of Chip's Challenge. This level is unique to that version. The author is unknown. Can be solved in both MS and Lynx rulesets.
  17. I think this does what you're looking for. Assuming at most one of the buttons is ever held down at a time, only the output of the later one's latch will be on. If you want to control whether a button opens a door, you can (for instance) feed the latch output into an AND gate and have the button connected to the other input of the AND gate. All this is easily extended to any number of latches.
  18. I have updated EricS2 with some comp levels, as well as a new level, bringing the total to 30. A couple of the comp levels have been changed a bit (in response to IHNN's comments in the judging). All these levels are submitted for CCLP4. http://cczone.invisionzone.com/index.php?/files/file/121-erics2dat/
  19. Merry Christmas everyone! Tile World 2.1.1 has been released. http://www.pillowpc2001.net/TW2/download.html This version fixes the bug where it would crash when specifying a level set on the commandline. This also means that testing in TW2 from CCEdit works now. This version also implements many of the behaviors mentioned in my earlier thread: http://cczone.invisionzone.com/index.php?/topic/1166-the-royal-society-for-starting-things-on-top-of-other-things/ Following discussions with Brain Raiter and Madhav Shanbhag, these changes were made in pedantic mode only. I should mention there are a couple of mistakes and omissions in my post there. For instance, all creatures can remove chip sockets they start on, and the "chips left" counter is irrelevant. The behavior for teleports and Chip starting on clone machines wasn't done. The force floor behavior was not changed as it seems to be already correct. I did change Chip and blocks starting on ice, though. Besides the unimplemented things, there are still known situations in which the Lynx behavior isn't perfect. Along with this release I have put together a set of 3 or 4 levels meant to be played only in pedantic mode. This includes an illustration of a strange quirk I'm deliberately not telling you about ahead of time. http://cczone.invisionzone.com/index.php?/files/file/524-erics-plynxdat/ Hope you enjoy it! Edit: I would also like to thank Madhav for his help in preparing the files for this release of Tile World.
  20. Version 1


    A few levels intended to be played in pedantic Lynx mode. Requires pedantic Lynx features implemented in Tile World 2.1.1. I hereby waive all rights to this set, in accordance with the Creative Commons CC0 Universal 1.0 Public Domain Dedication: https://creativecommons.org/publicdomain/zero/1.0/
  21. This has essentially nothing to do with the level.
  22. While the focus in the future will likely be on CC2, I am not convinced that CC1 is, or will be, dead. The reasons given by Bowman are good. Also, the ability to make arbitrary button connections is significant. Wiring does not always work and can be more cumbersome. Essentially, we now have three different rulesets to work with (Lynx, MS, CC2). The differences between them seem to be largely a matter of historical accident, but CC is enriched by their existence. There is a place for levels of all rulesets. Concerning future level packs, it might be a good idea to wait a bit on CC2LP1. Do we have enough levels available? I decided to count the number of custom levels available, and the total came to 567. That's higher than I expected, but perhaps not enough to field a set of (presumably) 200 levels. Over 1 in 3 levels would make it. A significant part of this number (over 200) includes ports of CC1 levels, so a set based on what we have now could be skewed toward CC1 elements. A good way to fill the time between now and making CC2LP1 is, of course, to make CCLP4. The idea of concurrently porting existing CCLPs to CC2 is good. (I should mention, with respect to future CC1 sets, that I have such a set which I started making before CC2 arrived. It's still very incomplete, though, and it will likely be a long time before it is finished. So these levels will not be CCLP4 candidates.)
  23. Lately, I've been thinking it would be good to do a bugfix release of TW2. But before that, there are some issues to take of. Specifically, back in July I found on Atari Lynx that Chip can collect things he starts on if he doesn't move, and also that he can immediately exit the level if he starts on an exit. This breaks lots of custom levels, including a few official levels, which makes updating TW to emulate this a bit problematic. So, it would be good to reach a consensus on how best to handle this. I take the view that TW1 and TW2 should behave identically with respect to the game logic, which means that this ultimately depends on what Brian does with TW1. But even before that, we need to understand the Atari Lynx behavior with respect to things (namely Chip, monsters, and blocks) starting on top of other things. I have done some investigation, and below is what I know. So, then, what to do with Tile World? We could very well decide to make some changes but not others. Exit Chip can move off, or win instantly by staying put. Collectibles Chip can immediately move away without collecting. If Chip stays put, he collects the item (except, as found by Brian, that chips are not collected). Blue key Monsters can move off. They erase it if they can't move. Blocks also erase blue keys they start on. Green, red, and blue buttons Not activated. Brown button Activated if whatever is on top doesn't move. Water Drowns Chip, monsters, and blocks if they do not immediately move. Fire Does not kill Chip. Bomb Does not go off. Dirt, fake blue wall Cleared away if Chip doesn't move. Real blue wall, appearing wall No effect. Chip socket Removed by Chip if there are no mandatory chips and he doesn't move. Force floor Pushes in given direction. Chip can go sideways, but not backwards. Chip can move any direction off a random force floor. Ice, ice corner Chip is trapped and cannot move even right away. Ice slide sound effect is playing. If on an ice corner, the drowning sound effect also continually plays. Monsters are not affected by ice initially underneath them unless they're stuck there. (Fireballs can turn right, for example.) Ice corners do redirect them. Blocks do not move, but can be pushed. Pushing a block on an ice corner can dislodge it, but Chip will die if he doesn't get out of the way. Teleport Chip is stuck teleporting around indefinitely. Monsters ignore teleports under them unless they're stuck. Blocks teleport around indefinitely. It is possible to rescue a block by pushing it. Chip can be killed by stepping in front of a teleport exit, even though the block doesn't leave the teleport sequence. Clone machine If Chip starts on a clone machine, he is stuck. However, if he pushes in a direction, and then the clone button is pressed, he will exit the clone machine in the direction he is facing and leave another Chip inside. Pressing the button again can create "extra" Chips, which cannot move voluntarily. If Chip enters a tile containing a stationary Chip, he automatically exits the other side unless you are pressing a different direction. Monsters and blocks cannot enter tiles containing an "extra" Chip. An extra Chip moving on ice or force floors can kill Chip. Recessed wall Pops up if Chip doesn't move. Now for the big surprise. If a monster or block starts on top of a recessed wall, it doesn't cause the wall to pop up. However, if the entity stays on the recessed wall, ordinary walls are spontaneously created wherever Chip goes. It also isn't possible for Chip to collect things, activate buttons, exit the level, etc.; objects just turn into walls when you step on them. If the monster or block later leaves the recessed wall, this behavior stops. (The behavior with teleports is strange. A teleport turned to wall can be brought back by going through another teleport that would cause you to exit from the first teleport. But you don't exit from the recreated teleport at the same time as its creation.)
  24. If I'm understanding you correctly, this is not a problem because horizontal and vertical wires crossing are not connected to each other. It impossible to have a "four-way" wire connection.
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