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. Page Selection: << Previous 1 2 3 4 Next >> |
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