tworld(6)
๐ tworld(6) โ Tile World ๐
โจ NAME โจ
tworld โ Tile World. That's it, that's the whole name, bestie. ๐
๐ฆ SYNOPSIS ๐ฆ
Okay so Tile World is a reimplementation of the game "Chip's Challenge". The player controls Chip, navigating him through his challenges. The object of each level of the game is to find and reach the exit tile, which takes you to the next level. The levels contain many different kinds of obstacles, creatures both hostile and indifferent, tools, protective gear -- and, of course, chips. periodt. ๐
๐ OVERVIEW OF THE GAME ๐
The main display shows Chip in the current level and his immediate surroundings. To the right of this display is shown the basic information about the current level. The most important data shown here are how many seconds are left on the clock, and how many chips still need to be collected. (On some level the clock does not show a time. These levels have no time limit.) โณ ngl, that clock is giving main character energy.
The object of every level is to find and reach the exit before the time runs out. The exit is frequently (but not always) guarded by a chip socket. To move past the chip socket, Chip must collect a certain number of computer chips; the amount needed is different in each level. As you play a level, the information display on the right shows the number of chips that still need to be collected in order to open the socket. (Remember that getting enough chips to open the chip socket is only a subgoal, not the main goal. Some levels do not require any chips to be collected; some levels have no chip socket at all.) ๐
Also occupying many of the levels are other creatures. Most (but not all) of them move about in simple, predictable patterns, and without regard for Chip's presence. The creatures know enough to avoid running into each other, but a collision with Chip is fatal. The complete taxonomy of creatures is: tanks, balls, gliders, fireballs, walkers, blobs, teeth, bugs, and paramecia. ๐ iykyk, they're all iconic in their own way.
In addition to the socket and the main exit, there are also four different kinds of doors. These doors can be opened with the right kind of key. The doors and the keys are color-coded -- red, green, blue, and yellow -- so you can tell them apart. Like the chip socket, a door that has been opened stays open. Keys are picked up simply by stepping upon them. The key disappears from the map and appears in your possession. Keys in your possession are displayed on the right-hand side of the window. ๐
Besides keys and chips, there are also four kinds of special footgear that Chip can collect. Like keys, boots can be picked up simply by walking over them. (There is no limit to the number of boots you can have.) These boots permit Chip to walk across four different kinds of surfaces, just as if they were normal flooring. Fire and water are two kind of tiles that are normally fatal to Chip, but fire boots and water boots will permit safe passage across these. Stepping onto ice sends Chip sliding at high speed unless he has a pair of ice boots. Finally, there are force floors that push Chip along in a specific direction; these can be counteracted with force boots. ๐ข
Two other types of surfaces are more useful to Chip, in that they keep other creatures out. These are dirt and gravel, and they are special in that Chip is the only one who can walk on them. However, when Chip steps onto a dirt tile, it is cleared away and becomes normal flooring. Gravel, on the other hand, is permanent. ๐ฑ
There are numerous other objects scattered around the various levels, which Chip can interact with, although he cannot pick them up. Bombs are one kind of object which should always be avoided, as they explode when stepped on. The thief tile should also generally be avoided; entering this tile will cause Chip to lose any footgear he has collected. ๐ฃ
Dirt blocks are large, movable squares of dirt. Chip can push them about, and use them to wall off areas or to safely detonate bombs. Furthermore, if a block is pushed into water, the tile will turn into dirt (which will become normal flooring when Chip steps on it). Finally, note that blocks can sometimes be resting on top of other objects, both helpful (such as a key) and harmful (such as a bomb). ๐งฑ
Some levels have teleports. Entering a teleport causes Chip to vanish and instantaneously reappear at another teleport. โจ
Even some of the walls can demonstrate surprising behavior. The so-called blue walls can either be actual walls, or empty mirages. The only way for Chip to tell which is which is to attempt to walk through one. There are also popup walls -- Chip can walk across these only once, for they turn into walls as he walks over them. ๐ช
There are four different types of pushbuttons. Like keys and boots, they are color-coded. Stepping on a pushbutton activates it. ๐
The green buttons control the toggle walls. Toggle walls have dotted green outlines, and they change between being open (passable, like any other floor) and closed (unpassable, a wall). When a green button is pressed, the closed toggle walls are opened and the open toggle walls are closed. ๐ข
Brown buttons control bear traps. Anything that wanders into a bear trap will be stuck there until the brown button connected to it is pushed. ๐ป
Blue buttons exercise some control over the tanks. Normally, a tank moves directly forward until it hits an obstacle, whereupon it stops. But when a blue button is pressed, all tanks turn around 180 degrees and begin moving again. ๐ต
The objects with the most potential for help and hindrance are the clone machines, which are controlled by red buttons. Every clone machine contains a dirt block, a tank, or some other creature. When the clone machine's red button is pressed, a duplicate of whatever the clone machine contains is created and set loose. ๐ฏ
Once in a while there will also be hint buttons. These have a question mark displayed on them. When Chip steps onto a hint button, a short bit of information will be displayed in the lower right-hand area of the window. โ
Here are some general hints for successful play: ๐ซถ
- When moving dirt blocks around, take care not to shove them into corners where you can't get them out again.
- On some of the more mazelike levels, you may need to sketch out a map in order to solve it.
- Many of the creatures move in specific patterns (for example, as with the tanks mentioned above).
- A number of the objects in the game will affect other creatures in the same way they affect Chip.
- Remember that if you get trapped somewhere, you can always use
Ctrl-Rto restart a level. - When you find a level to be unusually difficult, take some time to examine it carefully. Make sure you truly know what options are available to you. In any case, keep trying. Occasionally the game will give you the opportunity to skip a level that seems too hard.
๐ PASSWORDS ๐
Every level has a four-letter password. The password for a level is shown in the information display at the upper-right of the window. The ostensible purpose of passwords is to allow you to come back to a level. However, normally you will never need to remember passwords, as Tile World will automatically store the passwords for you. However, if you somehow manage to learn the password of a level that you have yet to achieve, you can use the password to gain early access to that level. ๐๏ธ
๐ฏ SCORING ๐ฏ
For each level in a set that you complete, the game awards 500 points times the level's number. Furthermore, if the level is timed, an extra 10 points is added for every second left on the clock when you finish the level. You can thus sometimes improve your score by returning to already-completed levels and playing them again. ๐
โจ๏ธ KEY COMMANDS โจ๏ธ
During game play, the arrows are the most important keys; they move Chip through the level. The keys 2 4 6 8 on the numeric keypad can also be used for the same purpose. Other keys have the following functions: ๐ฎ
Bkspcโ pauses the game; press any key to resume play.Ctrl-Hโ same asBkspc.Ctrl-Nโ stops the current game and moves forward to the next level.Ctrl-Pโ stops the current game and moves back to the previous level.Qโ quits the current level.Ctrl-Rโ starts over at the beginning of the current level.?โ pauses the game and displays a list of topics for which help is available within the program.Vโ decreases the volume level. (If the volume level is reduced to zero, then the program will display sound effects textually, as onomatopoeia.)Shift-Vโ increases the volume level.
At the start of a level, before game play begins, the following key commands are available: ๐
Qโ returns to the list of available level sets.Spcโ starts the current level without moving (i.e., standing still).Nโ moves to the next level.Pโ moves to the previous level.PgUpโ moves ahead ten levels.PgDnโ moves back ten levels.Gโ displays a prompt and accepts a password, then jumps to the level with that password.Tabโ plays back the best solution for that level.Shift-Tabโ verifies the best solution for that level. If the solution is no longer valid (e.g. because the level has been altered), the solution will automatically be deprecated.Ctrl-Iโ same asTab.Shift-Ctrl-Iโ same asShift-Tab.Oโ toggles between even-step and odd-step offset.Shift-Oโ (Lynx-mode only) increments the stepping offset by one.Fโ (Lynx-mode only) rotates the initial "random" force floor direction.Ctrl-Xโ deprecates the best solution for that level. If the level is then successfully completed again, the saved solution will be replaced with the new one, whether or not it had a better time.Shift-Ctrl-Xโ deletes the saved solution for that level. If confirmed, the solution will be immediately removed from the solution file.Sโ displays the list of known levels and the score for each, as well as the overall score for the level set. The score list display also permits changing the current level by moving the selection and pressing Enter.Ctrl-Sโ displays the list of solution files in the save directory whose names start with the name of the current level set. From here a different solution file can be selected.?โ displays a list of topics for which help is available within the program.
At every point in the program, the Q key will abort the current activity and return to the previous display. ๐
Finally, the program can be exited at any time by pressing Shift-Q. (Ctrl-C or Alt-F4 will also force an immediate exit.) ๐
โจ RULESETS โจ
okay so bestie, Tile World is out here containing emulators for two different versions of "Chip's Challenge". We call them the Lynx ruleset and the MS ruleset. The Lynx ruleset recreates the original implementation of the game, and the MS ruleset recreates the version that was implemented for Microsoft Windows (cf HISTORY). ๐
The most notable difference between the two rulesets? In the MS ruleset, movement between tiles is instantaneous, whereas under the Lynx ruleset motion occurs across several "ticks". (This probably reflects the fact that the latter ran on dedicated hardware, while the former ran on 33 MHz PCs under a non-preemptive multitasking OS.) ๐ญ It's giving dedicated hardware vs. 33 MHz PC energy. Although the basic mechanics of the game are the same under both rulesets, there are also a host of subtle differences between the two.
Each level set file includes a flag that indicates which ruleset it is to be played under. Some level sets can be played under both rulesets (most notably, the original set of levels), but this is the exception. ๐ฆ
๐ง ADDING NEW LEVEL SETS ๐ง
Level sets are defined by data files. By convention these files are named with a .dat extension. Typically the name proper contains the author's first name, last initial, and a single digit -- for example, EricS1.dat. (The digit is used to give the sequence in case the author, for whatever reason, stores their creations in more than one file.) โจ
When a new data file is obtained, it may simply be copied into the level set directory (cf DIRECTORIES), and Tile World will then make it available for playing. ๐
An alternate method is to use a configuration file (see CONFIGURATION FILES below). ๐
๐ COMMAND-LINE OPTIONS ๐
tworld is normally invoked without arguments. The program begins by displaying a list of the available level sets. After a level set is chosen, the program jumps to the first unsolved level to begin play. ๐
The available command-line options are enumerated in the following table. (Windows users: The options that cause the program to display information on standard output actually go to a file named stdout.txt instead.) ๐ช
-a,--audio-buffer=Nโ Set the size of the audio buffer.Ncan be a value from1(the default) to6. Each higher value doubles the amount of buffering. This option can reduce static or distortion in the sound playback, at the cost of increased latency. ๐-b,--batch-verifyโ Do a batch-mode verification of the existing solutions and exit. Levels with invalid solutions are displayed on standard output. If used with-q, then nothing is displayed, and the program's exit code is the number of invalid solutions. Can also be used with-sor-tto have solutions verified before the other option is applied. Note that this option requires a level set file and/or a solution file be named on the command line. โ-D,--data-dir=DIRโ Read level data files fromDIRinstead of the default directory. ๐-d,--list-dirsโ Display the default directories used by the program on standard output, and exit. ๐๏ธ-F,--full-screenโ Run in full-screen mode. ๐ฅ๏ธ--histogramโ Upon exit, display a histogram of idle time on standard output. (This option is used for evaluating optimization efforts.) ๐--h,--helpโ Display a summary of the command-line syntax on standard output and exit. ๐-L,--levelset-dir=DIRโ Load level sets fromDIRinstead of the default directory. ๐-l,--list-levelsetsโ Write a list of available level sets to standard output and exit. ๐-n,--volume=Nโ Set the initial volume level toN,0being silence and10being full volume. The default level is10. ๐-P,--pedanticโ Turn on pedantic mode, forcing the Lynx ruleset to emulate the original game as closely as possible. (See the Tile World website for more information on emulation of the Lynx ruleset.) ๐ง-p,--no-passwordsโ Turn off all password-checking. This option allows the normal sequence of levels to be bypassed. ๐-q,--quietโ Run quietly. All sounds, including the ringing of the system bell, are suppressed. ๐คซ-r,--read-onlyโ Run in read-only mode. This guarantees that no changes will be made to the solution files. ๐-R,--resource-dir=DIRโ Read resource data fromDIRinstead of the default directory. ๐จ-S,--save-dir=DIRโ Read and write solution files underDIRinstead of the default directory. ๐พ-s,--list-scoresโ Display the current scores for the selected level set on standard output and exit. A level set must be named on the command line. If used with-b, the solutions are verified beforehand, and invalid solutions are indicated. ๐-t,--list-timesโ Display the best times for the selected level set on standard output and exit. A level set must be named on the command line. If used with--batch-verify, the solutions are verified beforehand, and invalid solutions are indicated. โฑ๏ธ-V,--versionโ Display the program's version and license information on standard output and exit. ๐-v,--version-numberโ Display the program's version number on standard output and exit. ๐ข
Besides the above options, tworld can accept up to three command-line arguments: the name of a level set, the number of a level to start on, and the name of an alternate solution file. If the name of an installed level set is specified, then Tile World will start up in that set, skipping the initial level set selection. ๐
If the specified level set is not a simple name but is a pathname (relative or absolute), then Tile World will use that level set only, without requiring that it first be installed. No solutions will be saved unless an explicit solution file is also supplied on the command-line. (If the command-line only specifies a solution file, then Tile World will look up the name of the level set in the solution file.) ๐บ๏ธ
๐ CONFIGURATION FILES ๐
Configuration files are used to override some of the settings in a data file, or to set values not provided for by the data file format. Configuration files are by convention named with a .dac extension. A configuration file is stored in the level set directory in the place of the data file, which then goes into the data directory (cf DIRECTORIES). ๐
The configuration file is a simple text file. The first line of a configuration file must have the following form:
file = DATAFILE
where DATAFILE is the filename of the data file. (Arbitrary whitespace is permitted around the equal sign, but there cannot be any whitespace embedded at the beginning of the line.) After this initial line, the configuration file can contain any of the following lines:
usepasswords = y|nโ This line permits password-checking to be enabled/disabled when playing the levels in the set. The default isy. ๐messages = TEXTFILEโ This line specifies a messages file to provide short textual messages to be displayed in between levels during play.TEXTFILEnames a file located in the data directory. ๐ฌruleset = ms|lynxโ This line allows the configuration file to override the ruleset setting in the data file. This is mainly useful in the case where one level set is playable under either ruleset (as is the case with the original level set). The author can then provide one data file and two configuration files to make both versions available. ๐ฎlastlevel = levelnumโ This line marks an arbitrary level as being the last level in the set. The game will stop when this level is completed, instead of proceeding to the next level. (Note that if the data file contains any levels beyond this one, they will only be reachable via a password.) ๐fixlynx = y|nโ This line is specifically for use with the original level set. It is not generally useful, and is described here only for completeness. Thechips.datfile that MS distributed with their version of "Chip's Challenge" contained a few minor differences from the original level set as appeared on the Lynx. A positive value for this entry instructs the program to undo those changes, so that the original Lynx level set is obtained. (The changes made in the MS version were: an extra level was added; four passwords were garbled; and four or five levels' maps had minor alterations.) ๐ ๏ธ
โจ RESOURCES โจ
okay so bestie, Tile World doesn't just have its font and sounds baked in โ it loads all its resources at runtime from its resource directory (peep DIRECTORIES below if you're lost). We're talking the program's font, the graphic images, the sound effects, all of it. And how does it know which file is which? From a file named rc sitting in that same directory. And just so we're clear: rc is short for "resource configuration", not "runtime commands". Don't let anyone tell you otherwise ๐
The rc file is a plain text file, and it's full of lines shaped like this:
resource = filename
where resource is a symbolic resource name and filename is the name of a file living in the resource directory.
Now here's the cute part: you can set resources differently depending on which ruleset the program is using. A line in the rc file that looks like
[ ruleset]
means everything after this only applies when that ruleset is active โ and ruleset is either MS or Lynx, no other options, that's the whole list. Any resources defined before the first such line apply to both rulesets, and they also get used as fallbacks if a ruleset-specific resource couldn't be loaded. (Also, the font and the text-color resources have to have ruleset-independent values too, because they're needed to display the initial file list โ which happens before a ruleset has even been chosen. So yeah, those ones can't be picky.)
A line shaped like
TileImages = FILENAME
tells the program which file holds the images used to draw the game. These images are stored in a Windows bitmap. (Want the tea on this resource? Check the Tile World website.)
A line shaped like
Font = FILENAME
tells the program which file holds its font. The font is stored as a Windows bitmap. (Again, the Tile World website has more.)
A line shaped like
UnsolvableList = FILENAME
names the file for the database of unsolvable levels. Scroll down to DATABASE OF UNSOLVABLE LEVELS for the whole story on that one. But real talk: this resource has to be defined independent of the ruleset, or else it just gets ignored. periodt.
Four resources define the colors used when rendering text:
BackgroundColor = RRGGBB
TextColor = RRGGBB
BoldTextColor = RRGGBB
DimTextColor = RRGGBB
That RRGGBB value is a string of six hexadecimal digits setting the red, green, and blue values of the color โ literally exactly like the color spec you'd use in HTML or X Windows, just without the leading octothorpe. So no #, bestie, we're not doing that here.
The rest of the resources are all about the game's sound effects. These sounds are stored as Microsoft RIFF files (aka the so-called wave files). And unlike the tile images, each sound effect gets its own separate file. Here's the complete list of symbolic resource names:
Sounds used in both rulesets ๐
LevelCompleteSoundChipDeathSoundBlockedMoveSoundPickupToolSoundThiefSoundTeleportSoundOpenDoorSoundSocketSoundSwitchSoundBombSoundSplashSound
Sounds used only under the MS ruleset ๐
TickSoundChipDeathByTimeSoundPickupChipSound
Sounds used only under the Lynx ruleset ๐ฆ
TileEmptiedSoundWallCreatedSoundTrapEnteredSoundBlockMovingSoundSkatingForwardSoundSkatingTurnSoundSlidingSoundSlideWalkingSoundIceWalkingSoundWaterWalkingSoundFireWalkingSound
(and btw, the symbolic names for the shared sounds and the MS-only sounds match the names in the entpack.ini file used by the Microsoft program. So if you happen to own a copy of Microsoft's "Chip's Challenge", you can just slide those sound effects right in. iconic.)
๐ DATABASE OF UNSOLVABLE LEVELS ๐
So. Of the many thousands of user-created levels floating around out there in the wild, there are some that are literally impossible to complete. A few of those are impossible on purpose โ like, say, requiring the player to deduce the password to the next level, which is a whole vibe. But the rest? The rest are just down to poor design, and there's typically no indication whatsoever that you're grinding away at something completely fruitless. tragic.
To help with that, Tile World comes with a database of levels that the community has identified as definitely unsolvable. When the player visits a level that's in this database, a warning pops up, and the password to the next level gets automatically supplied. slay.
The main database of unsolvable levels is stored in the resource directory. And on top of that, a player can keep a separate database in a file of the same name in the directory for solution files. If that file's present, Tile World uses the info from both files. ๐ซถ
The offending levels are identified by content as well as by name and number, so that updated versions won't get flagged as unsolvable anymore. Check the Tile World website for the format of this file and to see if there are updates to the database.
๐ DIRECTORIES ๐
Tile World uses four different directories for storing external files. Here's the rundown of what each one is for. The default directories the program uses can be configured at compile time, and you can also change them at runtime via command-line options and/or environment variables (see below, bestie).
- Sets โ This directory holds the available level sets. The files in here are either data files or configuration files. (default for Linux:
/usr/local/share/tworld/sets) - Data โ This directory holds the data files that are referenced by configuration files. (default for Linux:
/usr/local/share/tworld/data) - Res โ This directory stores the graphics and sound files used by the program. (default for Linux:
/usr/local/share/tworld/res) - Save โ This directory is used for saving solution files. (default for Linux:
~/.tworld)
๐ธ ENVIRONMENT VARIABLES ๐ธ
Two environment variables can override the program's built-in defaults for which directories to use. Here they are:
TWORLDDIRโ Specifies a top-level directory, in which the program will look for the resource, level set, and data file directories.TWORLDSAVEDIRโ Specifies a directory for saving solution files.
๐ LICENSE ๐
Tile World is copyright (C) 2001-2015 by Brian Raiter.
This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.
Please send bug reports to breadbox@muppetlabs.com.
๐ฐ๏ธ HISTORY ๐ฐ๏ธ
okay bestie, sit down, this is a lore drop and I'm obsessed with it. ๐
"Chip's Challenge" was created by Chuck Sommerville, and it was originally written for the Atari Lynx handheld game console. (Fun fact: "Tile World" was his working title for the game. The way that the name came back around?? main character energy.) "Chip's Challenge" was published by Epyx โ the company who designed the Lynx before selling the rights to Atari โ in 1989, and it was among the very first set of games made available for the Lynx. โจ
"Chip's Challenge" was subsequently ported to several other platforms: MS-DOS, Microsoft Windows (16-bit), Amiga, ZX Spectrum, Atari ST, and the Commodore 64. (A NES port was also planned, but never completed. ๐)
The Windows port was not done by the original team at Epyx. Nope. It was done by Microsoft and sold as part of Windows Entertainment Pack 4 (and later as part of Best of Windows Entertainment Pack). And in the process of recreating the game for the 16-bit Windows platform, Microsoft introduced a surprising number of changes to the mechanics of the game. Some were clearly intentional, some were done through ignorance or indifference, and others were simply bugs in the program. The programs in WEP4 came pre-installed on many PC computers sold during the 1990s, which is part of the reason why this particular version became the most popular. A small but fanatically loyal community of adherents to the game connected via a MSN chatroom (and later through the internet). A few members of this community managed to decipher the format of the MS game's data file, and John K. Elion subsequently created a freeware level editor, called ChipEdit. And as a result there are now hundreds of new level sets, created by fans of the game and all freely available. ๐
Atari discontinued support for the Lynx in 1994. When Epyx went under, the rights to their games were purchased by Bridgestone Multimedia. Responding to the success of "Chip's Challenge", Chuck Sommerville created a sequel, called "Chip's Challenge 2". The sequel included the original game as a proper subset, and the company held the rights to both games. Bridgestone Multimedia was not interested in publishing the game, however, and so made no effort to release it. ๐
Microsoft no longer sells any of the Entertainment Packs, so the older Windows version of "Chip's Challenge" is no longer (legally) available to newcomers except by finding used copies for sale. (iykyk ๐ญ)
In 2001, the author began writing "Tile World" with the intention of recreating a version of the MS game for the Linux platform. At the encouragement of Chuck Sommerville, this project was expanded to include the goals of recreating the original Lynx game as well, and also making the program work under MS Windows in addition to Linux. Version 1.0 was released in 2002. Version 1.3 was released in 2006. ๐
In 2015 Chuck Sommerville finally managed to strike a deal with Bridgestone Multimedia and get Chips Challenge 2 published on Steam. Since this release also includes the original levels, with the name officially being "Chip's Challenge 1", there is now yet another variation of the original ruleset. ๐
โจ APPENDIX: NOTES ON NOMENCLATURE โจ
okay bestie, storytime ๐ because "Chip's Challenge" has had several incarnations, and each one had its own graphical rendering โ which means a whole bunch of the objects in the game are known by more than one name. it's giving multiverse tbh ๐
for example, the four types of boots in the MS version of the game were known as fire boots, flippers (for water), skates (for ice), and suction boots (for force floors). iconic lineup honestly ๐
but in the original Lynx version, they weren't even boots at all โ the four tools were fire shields, water shields, cleats, and magnets, respectively. not me learning they were shields the whole time ๐ญ
then with the CC2 release, the objects have returned to being boots, but the suction boots are now called magno boots. glow-up fr fr โจ
๐ฆ and the creatures?? a whole name saga
several of the creatures have seen a variety of names too. the list of creatures given in OVERVIEW OF THE GAME corresponds to the MS version of the game. in the original Lynx version, the paramecia were centipedes instead. ๐
in still other versions of the game, gliders were referred to as ghosts or sharks, fireballs were flames, and teeth were called frogs. (you will also occasionally see bugs referred to as bees, and walkers referred to as dumbbells.) lowkey a whole zoo in here ๐๐ธ๐ฆ
finally, the thief tile was called a spy in the MS version. sneaky behavior, honestly ๐ญ๐ต๏ธ
none of this information is needed in order to play the game, but it helps to explain the titles of some of the user-created levels. iykyk ๐ซถ
and that's a wrap on the whole page, bestie!! ๐ this was Tile World, dated Mar 2006, and you were reading tworld(6) โ go slay some levels for me, periodt ๐๐
๐ฆ where this page comes from
- fedora 43: tworld 1.3.2-25.fc43 ยท GPL-2.0-or-later
- fedora 43: tworld 1.3.2-26.fc43 ยท GPL-2.0-or-later
- fedora 44: tworld 1.3.2-26.fc44 ยท GPL-2.0-or-later
- fedora 44: tworld 1.3.2-27.fc44 ยท GPL-2.0-or-later
- ๐ girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms