Field 5 - Cloning Machine Controls
* Indicated by the unsigned byte $05.
* Cloning Machines are assigned to appropriate Red buttons on the map detail.
* An X-Y coordinate system is used, as in Field 4 above.
* Each coordinate pair is NOT terminated with a 0.word, therefore Cloning Machine data is always A multiple of $08 bytes. (Don’t ask me why the in-consistencies, I didn’t have anything to do with the     programming J )

Field 10 - Movement
* Indicated by the unsigned byte $0A
* Each Monster placed on the map must be listed in this field in order for movement to occur. If not listed, it will simply remain in it’s starting position.
* An X-Y coordinate system is used. Since the map is a 32x32 tile grid, valid X-Y values are $00-$1F.
* Monster controls are represented as: MonsterX.byte, MonsterY.byte, therefore: ’05 05 06 06’ indicates that TWO monsters a coordinates 5,5 and 6,6 exist, and should move.

File Format

Offset Description:
$00-$03 Unsigned Long suspect this is the size of the file without RLE. Perhaps important for memory allocation??
$04-$05 Unsigned Word Chips.dat shows $95 -> 149, which happens to be the number of levels there are
The information below applies to the first record. The levels that follow are in the same format.
$06-$07 Unsigned Word Offset to next record Level 1 = $135 bytes in level. $08+$135=$13D=begin next level.
$08-$09 Unsigned Word Level number
$0A-$0B Unsigned Word Time (in seconds). A value of ZERO indicates no time limit
$0C-$0D Unsigned Word # of chips to pick up
$0E-$0F Unsigned Word Always = 1 = field 1 = Map detail Upper layer
$10-$11 Unsigned Word Number of bytes in Map detail, first layer. Level 1 = $C1. $12+$C1=$D3=begin lower layer
$12-$D2 N/A Level 1 map detail Upper layer
$D3-$D4 Unsigned Word Number of bytes in Map detail, second layer. Level 1 = $0F. $D5+$0F=$E4=end map detail
$D5-$E3 N/A Level 1 map detail (second layer)
$E4-$E5 Unsigned Word # of bytes to end of level. Level 1 = $57. $E6+$57=$13D
$E6 Unsigned Byte Always = 3. Field 3 = Level Title
$E7 Unsigned Byte Number of bytes in Title. Level 1 = 9
$E8-$F0 N/A Level Title. Level 1 = "Lesson 1",0
$F1 Unsigned Byte Always 7 = Field 7 = Hint text
$F2 Unsigned Byte Number of bytes in Hint text. Level 1 = $43. $F3+$43=$136=end Hint Text
$F3-$135 N/A ASCII - Hint text. Level 1 = "Collect chips to get past the chip socket. Use keys to open doors.",00
$136 Unsigned Byte Always 6. Field 6 = Password
$137 Unsigned Byte Always 5. Password length
$138-$13C N/A Level Password (encrypted). Level 1 = $DB,$DD,$D1,$C9,$00 = BDHP

Chip's Challenge Object Codes
This is a listing of the object codes used in the Map Detail. This will be helpful to those who wish to change their maps. Please read File Layout Information for more information.

$00 Empty Tile (Space) $26 Switch Block, Open $4C Tank (N)
$01 Wall $27 Brown Button - Traps $4D Tank (W)
$02 Computer Chip $28 Blue Button - Tanks $4E Tank (S)
$03 Water $29 Teleport $4F Tank (E)
$04 Fire $2A Bomb $50 Ghost (N)
$05 Invisible Wall (won’t appear) $2B Trap $51 Ghost (W)
$06 Blocked North $2C Invisible Wall (Will appear) $52 Ghost (S)
$07 Blocked West $2D Gravel $53 Ghost (E)
$08 Blocked South $2E Pass Once $54 Frog (N)
$09 Blocked East $2F Hint $55 Frog (W)
$0A Movable Dirt Block $30 Blocked South - East $56 Frog (S)
$0B Dirt $31 Cloning Machine $57 Frog (E)
$0C Ice $32 Force All Direction $58 Dumbbell (N)
$0D Force South (S) $33 Drowning Chip $59 Dumbbell (W)
$0E Cloning Block North (N) $34 Burned Chip $5A Dumbbell (S)
$0F Cloning Block West (W) $35 Burned Chip(2) $5B Dumbbell (E)
$10 Cloning Block South (S) $36 NOT used $5C Blob (N)
$11 Cloning Block East (E) $37 NOT used $5D Blob (W)
$12 Force North (N) $38 NOT used $5E Blob (S)
$13 Force East (E) $39 Chip in Exit - end game $5F Blob (E)
$14 Force West (W) $3A Exit - end game $60 Centipede (N)
$15 Exit $3B Exit - end game $61 Centipede (W)
$16 Blue Door $3C Chip Swimming (N) $62 Centipede (S)
$17 Red Door $3D Chip Swimming (W) $63 Centipede (E)
$18 Green Door $3E Chip Swimming (S) $64 Blue Key
$19 Yellow Door $3F Chip Swimming (E) $65 Red Key
$1A South« East Ice Slide $40 Bug (N) $66 Green Key
$1B South« West Ice Slide $41 Bug (W) $67 Yellow Key
$1C North« West Ice Slide $42 Bug (S) $68 Flippers
$1D North« East Ice Slide $43 Bug (E) $69 Fire Boots
$1E Blue Block, becomes Tile $44 Fire Bug (N) $6A Ice Skates
$1F Blue Block, becomes Wall $45 Fire Bug (W) $6B Suction Boots
$20 NOT used $46 Fire Bug (S) $6C Chip (N)
$21 Thief $47 Fire Bug (E) $6D Chip (W)
$22 Socket $48 Pink Ball (N) $6E Chip (S) (Always used)
$23 Green Button - doors $49 Pink Ball (W) $6F Chip (E)
$24 Red Button - cloning $4A Pink Ball (S)
$25 Switch Block, Closed $4B Pink Ball (E)

Codes $20,$36,$37,$38 work apparently in the same fashion as code $05. However they are not used in the original game.

Codes $39-$3F are only used internally by the game.

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