So, I decided to make the SEGA style (from the Master System version) as a DOS graphic set, and have also remade the levels.
For those who aren't aware (which I'm sure is none of you), the Master System version has 10 unique levels. Well, in a way 11, but one of them is irrelevant to this topic. But the other 10 use a custom "Sega" graphics set, which is exclusive to that version as far as official games go. This set is now available for DOS and Lemmix! (EDIT: 12 levels actually, forgot about Sixes Not! when I was writing this.)
Now, the Sega style does use more variety of colors than the DOS format allows for. It is, however, completely within what NeoLemmix is capable of handling. However, besides color variety, there's nothing about it that DOS and traditional Lemmix can't handle; so I've made it as a dual-compatible style. This basically means that it will work just fine in older software (official DOS games, traditional Lemmix, LemEdit, etc), except with a reduced range of color variety - the palette is carefully constructed so that they still look roughly accurate. It kind of just feels like it's in EGA mode. (Writing this made me go and try it in *actual* EGA mode. The results were... not so great looking. Try for yourself if you want to see.) However, if you use it in NeoLemmix or NeoLemEdit (or CustLemmix, since that also supports extended palette graphic sets), it'll display with the full set of colors. There isn't a "traditional Lemmings version" and a "NeoLemmix version"; I'm meaning as in the set was constructed in such a way that the same files will do this depending which engine you're using it with. And of course, this means that apart from the extended palette, this set doesn't use any NeoLemmix-exclusive features.
For comparison, I attached two screenshots - one running in CustLemm, and one running in NeoLemmix. I resized the NeoLemmix one to 640x400 so it's easier to compare. Just to be clear - they are both using the
same GROUNDxO.DAT and VGAGRx.DAT files. It's also the same level, but I'm sure you could tell that from the screenshots.
Speaking of that, the level is included in the ZIP file to save you having to make a level just to test the style in action. EDIT: Nope, it appears it isn't, and that is of course everyone's fault
except mine.
I attached it to the next post, since this post already reached the attachment limit.
The style will be included (as #19) in CustLemmix; I'll update traditional now to include it, while for NeoCustLemmix I'll add it in the V1.09n release.
It's not possible to perfectly replicate the exact timing of the trap in DOS/Lemmix, but I got it pretty close. If you have enough lemmings walk by at RR99, you might end up with one or two less lemmings left alive eventually compared to if you did the same on Sega, but that can't be helped - I did try to get it exact, but it just isn't possible.
I also attached the "source code" of the style (ie: the raw images in BMP format and the INI file, to be used with LemSet). Use it for whatever purposes you like.
I've remade the levels too, see the next post to download them. As well as the 10 (or 5 with two versions of each; however you want to see it) SEGA levels, it also includes Sixes Not! and Stepping Stones.