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 Invalid Tiles
geochip
Posted: Aug 12 2009, 01:35 AM


TELEBLOCK
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Group: Members
Posts: 102
Member No.: 14
Joined: 26-September 08



I basically just said that dry.gif

QUOTE (Me)
  The only easy way to do it is to open Chipedit.ini while Chipedit isn't opened and change PIECE to 112. You'll be able to place in the Bug N one. If you change it to say, 113, you will be able place in a Bug W in the map. However, when you play the level, they will appear as Bug N.

HOWEVER, using data reset, you can create these tiles, but only appear in the top right corner, buried, when the button is press. Since all the tiles go up to 207, level 208 (and up) seem to contain the combination tile.

Here's an example: http://www.freewebs.com/geochip/dataresetandinvalidtiles.ccl


This post has been edited by geochip on Aug 12 2009, 01:36 AM
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pieguy
Posted: Aug 12 2009, 06:35 AM


LESSON 5
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QUOTE (Icy001 @ Aug 12 2009, 12:53 AM)
Data reset
First, it is important to know that (x, 32) acts as the "bottom layer" of the bottom layer of (x, 0).
When Chip successfully clones (x, 32), three things happen:

1. The "Clone Block N" from the bottom layer of (x, 0) "clones" itself to (x, 31).
2. The 16-bit value from (x, 32) gets "moved up" to the bottom layer of (x, 0).
3. That value from (x, 32) is set to 0.

The important part about resetting the level number
Each tile stores a two-byte number. However, the level number is stored as four bytes, so what to do? The solution is simple: Store the two lower-order bytes in (0, 32) and the two higher-order bytes in (1, 32).

For levels below 256, such as 77, the two bytes at (1, 32) are obviously 0, since there is enough space to simply store it at (0, 32). In hex, this would be 4D. When (0, 32) is reset, the level number goes down to 0.

However, things get interesting for levels 256 and above. For a level such as 300, which is 12C in hex, the two lower-order bytes are 2C, and the two higher-order bytes are 01. Therefore, (0, 32) will contain 2C and (1, 32) will contain 01. When (0, 32) is reset, the level number is now 100 in hex, so it will go to 256 instead of 0! (You can try this for yourself.)

Now, try resetting (1, 32). It should bring you to the level number whose hex representation is 2C, since the "1" in front was erased. This is level 44. Interesting!

hex digit = 4 bits = nibble (0-15)
tile = 8 bits = byte (0-255)
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Icy001
Posted: Aug 12 2009, 05:29 PM


TELEBLOCK
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Right, and the level number is 16 bits = word (0 to 65535). That's why it takes two "tiles" to store the level number.

This post has been edited by Icy001 on Aug 12 2009, 05:29 PM
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ChipHome5
Posted: Aug 25 2009, 01:44 PM


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I've never tried resetting 1,32.... but it works!!!! biggrin.gif
I've also found that 2,32 and 3,32 contains the total amount of levels in the levelset.
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