Mmmmm...
Conditions under which a lemming will change directions.
a hill of >= 5 pixels
Rate at which lemmings walk
1 pixel at a time
Rate at which lemmings dig
1 pixel every animation cycle
Rate at which lemmings bash
Depends on the animation+mask...
Rate at which lemmings fall
3 pixels I think.... cant remember this one exactly..
Rate at which lemmings float
2...?
Rate at which lemmings mine
Animation+Mask
Rate at which lemmings bridge
based on Animation
Rate at which lemmings climb
1 pixel.
Length of all types of death animations
lol... no idea... so many... just count the frames!
formula for how fast lemmings are realeased in accordance to release rate
frame rate counter I think... cant remember off hand!
formula for the order of trap doors lemmings come out of
Just loop round from the first to the last (up to 4) and start again
span of a single bridge
Cant remember... juct count from start to end of buyilding...
tunnel shape created by miners
Mask based..
tunnel height bashers
Mask based..
tunnel width by diggers
Mask based..
area destroyed by a bomber
Mask based..
Conditions in which a lemming will pass a blocker when falling on it
This was a "bug" really... based on the 4 pixel collision mask.
Conditions in which a blocker will become a normal lemming again
If the ground vanishes, be becomes a faller....
height at which a lemming will fall and die-65 pixels
Mmm.. dont know off hand.
playing field area- 1584 x 160 pixels
5 screens wide. 1600x160. Some might have been hidden as a scroll area.
anything else involving lemmings physics basically.
No idea