Author Topic: nTileWorld (a Chips Challenge port)  (Read 26235 times)

0 Members and 1 Guest are viewing this topic.

Offline Legimet

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 336
  • Rating: +29/-0
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #15 on: July 04, 2013, 06:38:35 pm »
Another version, this time with nSDL font support. :)

Set the font from rc.tns. By default it is NSDL_FONT_TINYTYPE.
The data files you need to send (in the dir of tworld.tns) are in datafiles.zip. atiles.bmp.tns is screwed up, it will fallback to tiles.bmp.tns. I'll fix it later.
And no compiler warnings anymore :)

ajorians: Do you know why some of the magenta remains in some tiles when displayed (in my version)? I'll look at your code and see if I can fix it.

EDIT: I think it's a problem with the bitmap. And I released a new version, which fixed a memory leak, added keyboard shortcuts, and edited the help.

EDIT 2: Updated the tiles.bmp.tns file, as ajorians described below.

EDIT 3: Added .tns extension to save files (so you can see them in the document browser and remove them easily).
« Last Edit: July 06, 2013, 03:49:55 pm by Legimet »

Offline ajorians

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 105
  • Rating: +47/-0
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #16 on: July 06, 2013, 08:27:53 am »
Hi Legimet,

I finally got a chance to try out your TileWorld!  Nice!

I used a the Gimp to edit the images.  I think I did see magenta when I didn't have interpolation set to None.  Which I think makes sense because an interpolation is great for photos and the like but with sprites I didn't want it to blend a magenta pixel with another pixel.  Hope that helps!

Keep working on this I am liking how it looks!

Have a great day!

Offline Legimet

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 336
  • Rating: +29/-0
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #17 on: July 06, 2013, 03:52:28 pm »
Thanks, I figured it was something to do with the pixel averaging, but I didn't know how to fix this in GIMP. I updated the tiles.bmp.tns file above.

Offline Legimet

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 336
  • Rating: +29/-0
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #18 on: July 08, 2013, 11:29:09 pm »
I made atiles.bmp.tns! This means that you can use animated tiles:
« Last Edit: July 09, 2013, 05:43:02 pm by Legimet »

Offline tr1p1ea

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 647
  • Rating: +110/-0
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #19 on: July 09, 2013, 12:32:21 am »
Looking awesome!
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #20 on: July 09, 2013, 03:23:22 am »
Looking awesome!
I completely agree with the above sentence.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #21 on: July 09, 2013, 06:10:19 am »
Eyup that looks pretty good. Too bad I don't have my Nspire to test right now. D:

Offline ajorians

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 105
  • Rating: +47/-0
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #22 on: July 09, 2013, 06:53:55 am »
Yay!  Looks really good!  When I get a chance; I'll download all of the levelsets from here: http://www.pillowpc2001.net/levels/name.htm

That page states: "There are currently 550 level sets on the list, containing about 23708 levels"

I'm excited to play this! :)  Good work!

Also have a great day!

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: nTileWorld (a Chips Challenge port)
« Reply #23 on: July 09, 2013, 11:40:04 am »
Wait, how many official levels are there? O.O

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline ajorians

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 105
  • Rating: +47/-0
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #24 on: July 09, 2013, 11:54:10 am »
Hi Sorunome,

I got introduced to Chips Challenge in MS's Best of Windows Entertainment Package which has 149 levels.  But you can swap out the CHIPS.DAT file and it'll play those levels instead.  Tile World allow you to choose the level set and now there are many, many user created level sets!

Hope that helps answer your question.  Here is a wikipedia link: http://en.wikipedia.org/wiki/Chip%27s_Challenge

Have a great day!

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: nTileWorld (a Chips Challenge port)
« Reply #25 on: July 09, 2013, 12:08:00 pm »
Ok, cool, thank you!
That sure are a ton of levels O.O

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Legimet

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 336
  • Rating: +29/-0
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #26 on: July 09, 2013, 01:11:40 pm »
You can put level sets (which, by convention, have an extension of .dat(.tns)) into the sets directory and they should show up. Alternatively, you can put them into the data directory and use configuration files (usually .dac(.tns)) in the sets directory. If you have chips.dat.tns, CCLP2.dat.tns, or CCLP3.dat.tns, you can put them directly into data, since there are already .dac files for those.
ajorians, thanks for the page with level sets, and for letting me use your code! :)

EDIT: ajorians' version at the beginning of this thread has CCLP2.dat included, so if you installed it, you already have CCLP2.dat.tns.
EDIT 2: My zip in the next post now has CCLP2 and CCLP3 included. :)
« Last Edit: July 14, 2013, 11:17:58 pm by Legimet »

Offline Legimet

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 336
  • Rating: +29/-0
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #27 on: July 12, 2013, 08:42:12 pm »
The new zip has CCLP2 and CCLP3 included, and changes unslist.txt.tns to add .tns extensions to the file names. CCLP3 supports both the Lynx and MS rulesets. Also, the squares with the keys and boots that you pick up on the right now fits on the screen. And now all the tns files are in files.zip and the source code is in tworld.zip. You do not need to send the CCLP2 and CCLP3 directories to your calculator. These are only included because both of these level sets say that you can distribute them only if you keep all the files intact.

EDIT: Minor update. Shouldn't change any functionality, but changes help text to say that you can exit Tile World by pressing Esc.
« Last Edit: July 14, 2013, 11:18:30 pm by Legimet »

Offline Legimet

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 336
  • Rating: +29/-0
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #28 on: July 18, 2013, 11:13:38 pm »
OK, I fixed some display issues and listing of the solution files when pressing Ctrl-S.

Offline Legimet

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 336
  • Rating: +29/-0
    • View Profile
Re: nTileWorld (a Chips Challenge port)
« Reply #29 on: July 27, 2013, 10:02:53 pm »
A few days ago, I was playing for a long time, and it said out of memory. Then I quit and started it again and it said out of memory right when I started it.
The main memory leak was in mslogic.c, where it wasn't freeing the creatures properly. There was also one in fileopen if a file didn't open.
So, today, I fixed the memory leaks! :)

EDIT: Fixed a small issue.
« Last Edit: July 28, 2013, 08:12:25 am by Legimet »