-
Notifications
You must be signed in to change notification settings - Fork 13
Extensions
Lexy's Labyrinth has a few extra features not present in any canonical version of Chip's Challenge.
- LL adds rewind, undo, and step mode (which freezes the game as long as the player isn't moving). Level scores are marked with a star if the level is completed without the use of any of these features.
-
LL supports custom camera regions, which lock the camera to within a given rectangle as long as the player is within that rectangle. Useful for levels made out of multiple small rooms from which the others aren't meant to be visible, or levels that have machinery outside of the play area that's awkward to hide. Please use responsibly.
They are stored in a custom
LXCM
lump, each one encoded as four bytes:x, y, width, height
.The behavior of overlapping camera regions is currently undefined, though in the future may be extended to make L-shaped camera regions possible.
-
LL has partial support for arbitrary wiring between red/brown buttons and their targets, similar to the MS DAT format. These are stored in a single custom
LXCX
chunk as a sequence of four-byte pairs of u16s:source, destination
, where both numbers are the index of a cell. There is no distinction between red and brown buttons, and other kinds of connections may be allowed in the future. -
LL supports storing authors' names in the DAT format, using metadata chunk type 9. The name may be up to 254 characters, plus the trailing NUL. (It's not strictly required, but should be present to match how other string fields work.) The encoding is "I dunno probably Latin-1", similar to other string fields.
These tiles are entirely new in LL. Loading a level containing these tiles in CC2 will almost certainly break the level, if not the game.
These are currently all considered EXPERIMENTAL and their behavior may change at any time.
C2M encoding: 0xE0
, next tile
This goes on the same layer as the "no" sign. When a gift bow is on top of an item, any actor may pick it up, which will also destroy the bow. A bow with no item underneath has no effect, but an item may be dropped underneath it.
C2M encoding: 0xE1
, standard wire modifier, facing direction, next tile
This is a pushable block with wires in it, which allows extending or altering the existing circuitry in a level. A circuit block on top of a wired floor tile takes priority over the wires underneath, effectively "hiding" them until it moves. Circuit blocks have the same collision rules as ice/frame blocks, may be cloned, and may be rotated on train tracks.
The skeleton key is a tool (not a key) which will be consumed when attempting to enter a door for which an actor has no matching key.
The skeleton key currently has a strange interaction with gates. If a gate is on top of a door, and an actor with a skeleton key but no other keys attempts to enter that cell, then: the skeleton key is consumed; the gate is destroyed; and the actor moves on top of the door.
Gates come in four colors, corresponding to the four door colors, and function exactly like doors. The difference is that they go on the very top layer (where the canopy goes), rather than the bottom layer, so they can have terrain other than floor underneath.
Cannot be crossed by any kind of block. Anything stepping on this moves at half speed.
Cannot be crossed by players and doppelgängers, unless they have hiking boots.
Accelerates whatever steps on it to double speed, like ice or force floor, but without altering movement.
Acts like ice, but changes into water after being stepped on once.
Changes into a hole after being stepped on once.
Destroys anything that steps on it, with no exceptions.
Rotates anything that steps on it by a quarter turn (either clockwise or counterclockwise), then pushes it out. A wire pulse will reverse the direction.
Acts exactly like a blue teleport (including wiring), except that it can only be used as an exit, not an entrance.
When unpowered, this tile acts like floor. When powered, it conducts current to all its neighbors, and it destroys anything on top of it — except dirt blocks, boulders, and anything holding the lightning boots.
When a player leaves a cell containing this tool on an empty and unwired floor tile (similar to dynamite), it disappears, blesses that tile, and engraves a symbol in it. The next time a player would die (for any reason other than running out of time), they will instead teleport instantly to the blessed tile, and the blessing will wear off.
Only one blessed tile may exist at a time; blessing another tile will erase the first blessing.
Multiplies the current score bonus by 5.
Pushable block. Once pushed, continues rolling until it hits something. If it hits a stationary boulder, it'll stop, and the other boulder will start rolling instead (like Newton's cradle).
Spreads slime like blobs; does not erase it. Turns to gravel in water. Immune to fire and electricity.
Pushable block. May contain an item, or if not, will pick up the first item it's pushed over. Can be pushed onto cloners and cloned. Drops its item when destroyed.
Cannot be pushed onto an item when it already contains one. The contained item is not considered part of the block's inventory, so e.g. a glass block holding a key cannot use it to open a door.
Changes to floor in water. Shatters on spikes.
This is a new logic gate with one input and one output, similar to the NOT gate. It does nothing, but its presence will delay current for one frame.
These each come in four colors. The blocks function mostly like dirt blocks. The buttons are square, to distinguish them from regular buttons. When every button of a given color (in the entire level) is held down, the walls of the corresponding color change to floor; they revert if a button is released. Anything may hold down a button, except a sokoban block of a different color.
Sokoban blocks turn to custom floor in water, and may not pass over custom floor of a different color.
These are thin walls that go along the edges of a cell. Objects may enter the cell through this wall, but not leave it.
Cannot be combined with regular thin walls in the same cell.