- The basher's stroke goes one pixel further than DOS version. In DOS, if lemming's horizontal position is x, the farthest column of pixels removed is x+7, while in Amiga it would be x+8. This means for example, the 2 bashers is just enough to get through the column in Tricky 26 ("I have a cunning plan") in Amiga, but not in DOS.
- Moreover, the basher's "backstroke" (pixels "behind" the lemming that's removed by the basher's stroke) is different in Amiga version vs DOS version (admittedly this is more esoteric of a difference, but still not that hard to discover).
I can get you the Amiga masks. I never properly ripped them (and I don't how), but I got them through savestate hacking and used them in SuperLemmini. (Regarding the first point, I'm pretty sure it's just the mask being placed one more pixel forward and not a difference in the actual mask.)
- The timer goes faster! In DOS it's 17 frame updates per game second, in Amiga it's 16 IIRC. Obviously important in levels like "Just a Minute".
In the PAL version at least, it's actually 17, then 17, then 16. Provided the game doesn't slow down, this makes it match real time. In Superlemming mode, there are 50 frames per game second, so the timer still appears to run at the normal speed, unlike the DOS version.
- When you run out of time, the level takes a little bit of time to fade out, during which the game continues to run and lemmings that exit continues to count. (Basically just like the behavior in DOS's "High Performance PC" mode which Lemmix doesn't emulate either.) I don[t remember whether other ways of leaving the level (eg. pressing ESC) are instantaneously or does the same fade-out.
I'm pretty sure that all methods of quitting the level cause it to fade out like that.
- When a lemming falls in water, the Amiga version plays splash.wav (albeit faster) instead of glug.wav. It's not until the lemming disappears completely that glug.wav is played. (Note that if you want toget this behavior in the Amiga version, you have to turn off the music; otherwise, the normal "die" sound is played.)
Interesting. So it plays different sounds depending on if music is on? So if music is off, then it does splash then glug. what one does it do in the other case? Which sound file?
It's die.wav. In fact, when the music is turned on, all (or almost all) lemming deaths play that sound. Also, when the music is turned off, some of the traps play different sounds than they do in the Windows version. If you want me to, I can find out through testing and savestate hacking what those sounds are.
And speaking of sound, the Amiga version does some
very crude stereo panning when the music is off: Sounds are panned to either the far left or the far right depending on where their sources are in relation to the screen's center. (If you're using Amiga Forever, the stereo separation defaults to 0% [leaving you with mono sound], so if you want to test this, you need to open the options menu by pressing F12 during the game, then go to Sound and change the stereo separation to something close to 100%.)
- For the release rate sound, you can closely approximate the Amiga behavior by starting with the skill assignment sound (mousepre.wav, which the Amiga version does use here) and changing the sample rate using this formula: s * 2^((n-40) / 36) (where s is the original sample rate of the sound, and n is the selected release rate).
If I knew how to do this, I would. Anyone know how?
Do you not know what that means, or do you just not know how to do that in the code?