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Messages - Mindless

#61
Site Discussion / Re: Smileys for the 2015 forum
February 18, 2015, 03:04:37 PM
I don't think  :o and huge eyes are quite the same emotion -- huge eyes is closer to  :scared: which I like the way it is.

Clam, on the other hand, should certainly be added.  I don't know what emotion it represents, but it is relevant.
#62
If you want it, you gotta make it.  That's the open-source way.  :lix:

Actually, there's Tundra, but the links are broken, and I think it wasn't working with recent versions of Python or Pygame last time I tried it.  I can probably dig up the files if you want to try to make it work.
#63
Site Discussion / Re: Theming
January 04, 2015, 02:56:59 AM
Quote from: namida on December 25, 2014, 08:43:11 AMMindless: Yep, these can be added. When we have a full set, let me know and I'll pop them in. :)

Here's the set (attached).  I didn't put the lix in though.
#64
Site Discussion / Re: Theming
December 24, 2014, 05:16:58 PM
Can we fix a few of the emoticons?  (There are some others that would need tweaking to match the ^_^ one.)

#65
Tech & Research / Re: Christmas Lemmings music?
November 10, 2014, 05:59:44 AM
I meant the amiga MOD versions, by that, but sorry for not clarifying. Does anyone have those?

The http://www.camanis.net/lemmings/music.php" class="bbc_link" target="_blank">Amiga Lemmings MODs are here.
#66
Most likely the "lemmings" file is just a launcher, and the actual files are stored on the floppy outside the filesystem.  Usually you can get the files from Amiga Lemmings disks using the "rippsyfiles" tool that comes with http://aminet.net/package/game/patch/jst" class="bbc_link" target="_blank">JST, but it doesn't work on this disk.
#67
EDIT: Wow, turns out the standalone demo has slightly different levels, as well. You guys might want to have a look at the Amiga Format one, then!

Unfortunately, I don't know how to get the files off of the cover disk.  I would suspect they cut anything extra though, since there had to be multiple demos on one floppy.
#68
I can't say there's anything terribly interesting in the http://www.camanis.net/lemmings/files/rips/levels/amiga_lemmings_demo_levels.zip" class="bbc_link" target="_blank">Amiga Lemmings demo level files, unfortunately.

As for what the demo was used for, I don't know any more than you do. http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />
#69
I just realized that there are some songs in the Amiga Lemmings demo that aren't used in the demo.  So here is a http://www.camanis.net/lemmings/files/rips/music/lemmings_demo_mod.zip" class="bbc_link" target="_blank">rip of the Amiga Lemmings demo music.  The unused songs aren't terribly useful, but they're kinda fun.

I based the rips on the "Wanted Team" SJS/SMP files because, as far as I can tell, the information for the unused music that maps instrument numbers to samples isn't included on the disk.  It's definitely not where the information for the music that actually was used is stored.  (I guess maybe the "Wanted Team" just picked samples that they thought fit?)
#70
Site Discussion / Re: E-mail notifications not working?
October 18, 2014, 01:27:44 AM
I think we're probably just lucky somebody keeps paying the server bill.
#71
This is necessary to prevent certain samples (like the one that's called "drum") from having annoying clicks at the end.
Oh, good to know.  I noticed the clicks, but I didn't know that I was overreading the sample.

I also noticed that most of your new ONML MODs start a row late. Is this really how the original files are like, or is it caused by a bug in your program?
SJS modules aren't necessarily a multiple of 64 rows, so I collapse the initial silent rows of the module until it is a multiple of 64 rows.  (The initial rows set the volumes and turn off the Amiga's high-cut filter.)  I believe the Lemmings songs were http://eab.abime.net/showthread.php?t=19998#6" class="bbc_link" target="_blank">composed in SoundFX (hence the https://bitbucket.org/mindless/sjstomod/src/ce166659cf113a2bc804df5db394d5d26910e6a0/src/org/intoorbit/sjstomod/SjsModule.java?at=default#cl-160" class="bbc_link" target="_blank">BPM calculation) which did require a multiple of 64 rows, but converting them to SJS required adding the set-up rows.  Technically, collapsing the initial rows probably affects song looping compared to the actual game, but I don't feel bad about losing the initial rows because they were incidental rather than intentional.

The Oh No, More Lemmings! tracks are a multiple of 64 rows, so nothing gets collapsed.  (For example, Tim1 is 898 rows % 64 = 2, but Tune1 is 768 rows % 64 = 0.)  When I ripped them semi-manually I probably just stuck the first note in the first row.

The exception is the Lemmings intro tune which is its own weirdness.

(Also, I've got to say, thank you very much for leaving in the sample numbers where the B-3 notes were meant to go. This allowed me to add them back in for SuperLemmini.)
They don't play, so no reason to take them out. http://www.lemmingsforums.com/Smileys/lemmings/winktounge.gif" alt=";P" title="Wink-Tongue" class="smiley" />
#72
I re-ripped the http://www.camanis.net/lemmings/music.php" class="bbc_link" target="_blank">Lemmings/ONML/Holiday Lemmings music.  Really the only nearly-significant thing that changed was the speed of the songs were all a bit off before.  The sample names in the MODs now reflect the file names of the original samples.
I put up the https://bitbucket.org/mindless/sjstomod/src" class="bbc_link" target="_blank">SJS-to-MOD converter source code also -- not that it's terribly useful after it's done its job once since the Amiga Lemmings series were the only games known to have used the format. http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />
#73
Lemmings Main / Re: Lemmings 3 tilesets
June 21, 2014, 06:40:41 AM
http://www.camanis.net/lemmings/files/rips/lemmings_3_graphics.zip" class="bbc_link" target="_blank">Lemmings 3 graphics rips.  Knock yourself out.  This isn't all the graphics from the game, but it's most of what I could rip using automation (using the code from my never-quite-usable https://code.google.com/p/lemmings-tools/source/browse/#hg%2Flem3edit" class="bbc_link" target="_blank">Lemmings 3 level editor).  One obvious omission is the enemy graphics -- it's been years since I worked on the editor, and I'm not sure I ever discovered where the graphics for the enemies were stored.
#74
What it does for MED to MOD would be interesting, but mostly I was wondering how you produced the MOD file -- a MOD library or something you built yourself?
#75
Neat.  How is your MED-converter tool built?  I've been meaning to rebuild and release my SJS-converter tool, but conversion has always included a significant manual-input process, so I've not done it.