java -jar [superlemmini.jar path] -l [level path]
mods = mymod1, mymod2
Mods are listed in order from highest priority to lowest priority.Not sure why but I'm having to extract the files from winlemm everytime I start Superlemmini up though. I keep getting the message it is the first time I've started Superlemmini even though it isn't. Is this intentional or should it be a one-time only extraction?
Also, music doesn't seem to go fluent, but by fits and starts.Can you post your system specs? Are you using the music pack (and not playing the ONML or Holiday '94 levels)?
Can you post your system specs? Are you using the music pack (and not playing the ONML or Holiday '94 levels)?
Yes, I am using the default music pack, and it happens both in ONML and in Lemmings 1 levels.When I said "music pack," I was referring to the enhanced music pack that's downloaded separately, not what comes with the game. Which one were you referring to?
I am using Windows 7 within a 10" Intel Atom laptop. More precisely, Intel Atom N270, dual core @ 1.6 Ghz, 32 bits, 2 GB RAM.
I wish you could still assign blockers; climber/floatersThis isn't possible in the original games either. I can re-add this if enough people want it, but it still wouldn't be allowed in the included levels.
and I really don't like the steel being brokenish again.This behavior exists only in levels that set "classicSteel" to true (all the included levels do). Otherwise, the steel behavior is similar, but not identical, to that of the original Lemmini.
I may have found a problem with the graphics; in the crystal terrain the black portions of terrain seem to be treated just like empty space.Is the COVOX level the only "crystal" level that you tried? If so, then keep in mind that that level is really a special-graphics level that uses the bubble set. What you observed there also happens in the DOS version, and I don't plan on changing it.
I try to extract but I get the error saying CRC error for file D:/Games/WINLEMM/SOUND/BANG.WAV. How would I extract it successfully and not get any errors?It sounds like that file differs from what I (and everyone else here) have. If you have the CD, can you try reinstalling WinLemm (that just means copying files from the CD)? If that doesn't work or you don't have the CD (please tell me which one is the case), then upload WINLEMM/SOUND/BANG.WAV to an online hash calculator (here's a good one) and tell me what the SHA-1 hash is.
Another error I get when trying to extract is Unable to patch file D:/Games/WINLEMM/sound/bang.wav.Can you follow the instructions in my previous post?
Size of source differs from that in patch header
I wish you could still assign blockers; climber/floatersThis isn't possible in the original games either. I can re-add this if enough people want it, but it still wouldn't be allowed in the included levels.and I really don't like the steel being brokenish again.This behavior exists only in levels that set "classicSteel" to true (all the included levels do). Otherwise, the steel behavior is similar, but not identical, to that of the original Lemmini.
I found possibly a minor graphical glitch [for real this time]. The image attached is a level of mine. The upside-down vines are a different color than when right-side up. I need to investigate more but this doesn't happen in Lemmix or old Lemmini. It's not a big deal in any case.I don't see the problem in that picture; the upside-down vines look the same as the normal ones.
I downloaded the zip file and noticed the SuperLemmini.ini file isn't in the zip file.That file isn't included; it's created in your home folder (typically "C:\Users\[username]" in Windows 7) after you've run the game. (And notice that I said "home folder." The file is not created where superlemmini.jar is located.)
I don't believe Lemmix supports Lemmini styles, it only supports Lemmini levels.Lemmix actually does support Lemmini styles. However, it doesn't any of the features that are new to SuperLemmini, such as PNG graphics; only GIF is supported.
since I believe Lemmix still enforces DOS limitations even when editing Lemmini levels.This is also incorrect; Lemmix handles the doubled resolution just fine, as long as a Lemmini style is being used. However, it can't actually play the levels, and the new SuperLemmini features are unsupported and discarded.
Is there anyway Lemmini can be full screen one day? I've always wondered what it would be like to play it Full Screen.Full-screen support and in-game window resizing likely require an overhaul of graphics-pane code, which I intend to do eventually (no, I don't know when). In the meantime, you can widen the window. To do so, open superlemmini.ini (instructions are in this post), find the line that begins with "frameWidth", and change its value to whatever you want (such as your screen width in pixels). Keep in mind that you can't make it narrower than 800 pixels.
I've found a fall safe distance error in Genesis Mayhem 15 ("Two Ponds"): the lemmings of the right trap are doomed to die once they are released, but the level demands a 100% saving. Check it, please.It turns out that the Genesis version spawns lemmings four pixels lower than the Amiga and DOS versions do (out of curiosity, did ccexplore already know this?). I updated the Genesis pack to make the styles take this into account.
out of curiosity, did ccexplore already know this?
It turns out that the Genesis version spawns lemmings four pixels lower than the Amiga and DOS versions do (out of curiosity, did ccexplore already know this?). I updated the Genesis pack to make the styles take this into account.
That's actually exactly how it looks in the Amiga version. It's the DOS version that removed the liquid objects there (plus many other places in many levels). I guess it's trying to depict tubes of bubbling liquid.
Just to make sure (since I haven't tried SuperLemmini), this is what it looks like?
http://www.youtube.com/watch?v=XEutzsETmS8&t=660
I'll admit the effect in the Amiga version is maybe only half-successful, but I guess it's the best they can do at the time.
Not with this current version (which I have not tried yet), but with 0.90 I have received this error, just before playing Taxing 2 ("Watch out, there's traps about!"). I don't know if it will happen with the new version or you have corrected it:Thanks for reporting that. That problem also existed in 0.91, but it is fixed in the new 0.91a, so go get that from the original post. (Since the problem was in the LVL converter, a resource extraction is required.)
Found a graphics related error. It looks glitchy when a Lemming burns up.This is fixed in version 0.91b, which is now available in the original post.
Also, there are a couple of levels missing from the Genesis pack - Test level and Flag test level.Yes, I'm aware of those levels. I purposefully left them out since they're not normally accessible. If you want me to, though, I can release them as a separate pack.
By chance, I've found a bug on Havoc 18 ("Lemmings In A Situation"): climber lemmings are able to clamber through the obstacle of the right thin wall (left part of the screen). A picture is worth a thousand words:I've confirmed this myself; I also confirmed that it doesn't happen in the Amiga version. I will see if I can fix it in version 0.92.
P.S. However, it doesn't happen with the left thin wall.
I have also included a fix for Flag test map.Just so you know, Lemmix strips away all of the new SuperLemmini features, such as adjustable width. (You can do a text comparison to see what got lost; a number of websites let you do this without downloading anything.)
1) Fullscreen: It seems like something you'll add eventually. I've been able to fake fullscreen by having Super Lemmini on one monitor whilst playing it through OBSE on another.Yes, I would like at add this. I'm not quite sure how I'm going to do it, though.
2) Cursor lock: Super Lemmini is more authentic in that moving your mouse cursor to the edge of the screen scrolls the image. This is great until you move your cursor too far to the left and right and click off the screen. Having the cursor locked into the game window would be great. Perhaps have a key to toggle to lock and unlock the mouse?From what I can tell, this can't be done well without using a software-drawn cursor, and I would rather not resort to that. If I can implement full-screen support, though, this shouldn't be a big problem if you run in full screen.
3) Lemming skinning: I really like how this package basically includes all the original lemmings levels including expansions. It would be amazing if the Xmas stages had the Lemmings dress as Santa just like in the originals.I intend to do this soon. (This is already possible with the mod feature; all that's needed is for the Santa lemmings to be created.) And no, I'm not just going to use the sprites from Holiday Lemmings; I want them to be done in the same style as the ones already in SuperLemmini. Fortunately, since I only need to modify existing sprites, this shouldn't be too much trouble.
Tsyu, if you're around - are *all* new features relevant to level designing documented in the Level Format file included with the current version? I notice that some level names have slashes added in them - what purpose does this serve, and is it required?Aside from the error that you pointed out, the documentation should be complete and accurate as far as level files are concerned. However, I still need to write documentation for other files and structures, as well as general information that applies to all text-based files.
EDIT: Marking objects as invisible does not work. I tried a couple of other values just in case the one you'd documented was wrong. In the case of the terrain pieces, you've documented the flags wrong, but they do all work once the correct values are used - but it seems that invisible objects don't. (I even checked SuperLemmini's source code in case that helped work out how to set it, but it appears that the documented way is correct, and it just simply doesn't work.)Both of these will be fixed in the next release, which should be ready today or tomorrow.
- If you have your mouse over a bomber when it explodes (at least, if it was a blocker beforehand), the cursor still changes and registers as having an Exploder under it when the mouse is hovered over its position. I'm not sure how long exactly this lasts; it definitely stopped after I selected a different skill. If it matters, the skill I had active at the time was Floater. Can't really demonstrate this one with a replay.This is intentional; it's how the original games worked. If it bothers people, though, I can easily change this behavior without affecting gameplay. (Of course, if it happens well after the explosion particles have disappeared, then that does need to be fixed.)
- If you mine into steel from the right position, the lemming may get stuck in the terrain. Attached level may be useful in trying to trigger this. I don't know if this is all steel or only autosteel. Replay attached.All of these have fixed for the next version.
- If you dig through the negative-steeled bit and block near the bottom, then release the blocker with a bomber, the lemmings that fall past turn around as they fall. It seems this doesn't need too much precision to trigger. Replay attached.
- When using autosteel mode 2 ("standard autosteel" by NeoLemmix terminology), non-steel terrain is treated as non-solid. Try the same level but with autosteel mode 2. I don't think a replay is needed for this one.
Also - have you added, or planning to add, an "ignore levelsteel" option like NeoLemmix has? If you are, let me know how you plan to implement it, and I'll get it ready in advance in the editor. This option would possibly be useful to people who are converting existing levels and want to switch to autosteel without having to remove steel data, or possibly also during development.I don't think I'm going to implement this, mainly because it can be simulated by commenting out each steel entry with a number sign or exclamation point. If you don't want to comment out the lines (in case doing so makes them unreadable to the NeoLemmix editor), you can instead prefix the entries with underscores--SuperLemmini will never use entries whose keys begin with an underscore, at least not by default.
Another NeoLemmix feature that I reckon people might find very useful and would suggest adding (at some point, anyway; it is a bit of a tricky one to implement) is the oddtabling; or at least some form of oddtabling.I'll look into implementing this, but probably not in the next version.
EDIT: One more bug; setting a skill count to "infinity" causes SuperLemmini to crash.It has to be "Infinity", with a captial I. This matches how Double.parseDouble() and Double.valueOf() (the former of which is used by SuperLemmini to read floating-point values from files) work, which also require "Infinity" to be capitalized like that.
Another NeoLemmix feature that I reckon people might find very useful and would suggest adding (at some point, anyway; it is a bit of a tricky one to implement) is the oddtabling; or at least some form of oddtabling.I'll look into implementing this, but probably not in the next version.
A minor glitch: When objects are flipped (whether horizontal or vertical), their colors are slightly off.I'm not able to reproduce this. Can you post a few screenshots, both with print screen and with the S key (which saves an image of the full level to level.png)?
Yes, it works!
How did you edit the level file?
EDIT: Another thing I've noticed (though this might be intentional or just seen as unnessecary) is that chain-oddtabling isn't supported. For example, in NeoLemmix, if Fun 1 oddtables Fun 2, and Fun 2 in turn oddtables Fun 3, then when you play Fun 1, it'll load the map etc from Fun 3. But in SuperLemmini, it would load it from Fun 2 (and depending on whether Fun 2 has the full information or just the bare minimum needed for oddtabling, it would possibly crash). On that note, the crash dialog that pops up in this case doesn't respond to clicking Ok, and at this point SuperLemmini must be Ctrl+Alt+Del'd.Chaining is probably difficult to implement given how timeLimit/timeLimitSeconds and xPos/xPosCenter work, but I'll give it a shot. And I will certainly look into fixing the unresponsive dialog.
EDIT: The issue does not occur with Java 8.My testing environment uses Java 7 (because that's what I compile SuperLemmini for), and the issue doesn't exist there either. What video card are you using? (I use an AMD Radeon HD 6870.)
Hi,Do you mean putting the converted INI files in a certain folder as though you're making a Lemmini level pack? Or do you mean putting the actual DAT files there and having the game load those automatically?
I have a request regarding Supelemmini. I don't know if it is good but here it is.
Since we can play now so many packed levels I would like to put all these files in a specific folder and let Supelemmini read this folder when it starts. The player will then browse the created tree and choose a level from. Maybe a rating system could be implemented to keep track of how good a level is and/or how difficult it is.
Do you mean putting the converted INI files in a certain folder as though you're making a Lemmini level pack? Or do you mean putting the actual DAT files there and having the game load those automatically?The second one!
That's what I thought. Rather than load DAT files automatically, I think I will provide an option to convert a DAT file to a level pack that uses INI files. I'm not sure how exactly I will do it, but I will try to make it as easy for the player as possible.Do you mean putting the converted INI files in a certain folder as though you're making a Lemmini level pack? Or do you mean putting the actual DAT files there and having the game load those automatically?The second one!
Rather than load DAT files automatically, I think I will provide an option to convert a DAT file to a level pack that uses INI files. I'm not sure how exactly I will do it, but I will try to make it as easy for the player as possible.
OK, let me rephrase my request.All right, I think I can do that. In the event that subfolders with other level files exist, should those be loaded too?
Would be possible to select an entire folder (full of DAT files, or LVL files) when opening the external level dialog?
You see, maybe I have tens of files stored in a folder and would be nice to load them at once.
All right, I think I can do that. In the event that subfolders with other level files exist, should those be loaded too?
I want to fill a bug report here. It is about builders finishing the stairs. I should hear three beeps before finishing, but this is NOT always the case. I can reproduce this with the first level in Lemmings/Tricky if I put a lemming to build stairs more than once.Unfortunately, I can't reproduce this. Can you post a replay that reliably triggers this bug for you?
1. I cannot count the 3 beeps when a builder is about to finish stairs (as mentioned before).I'm not getting this problem. Just so we're sure that stereo sound is working properly for you (since SuperLemmini uses stereo panning), listen to this stereo test and make sure that the sound is properly alternating between the left and right channels.
2. The saved replay file had the name 'bugrpl' instead of 'bug.rpl'This will be fixed in the next version. For now, if you want to save a replay, make sure you add the extension manually.
3. During replay the screen movement is not the same as the original play (check the second builder which is out of screen)This is caused by the game not accounting for the zoom level everywhere that it should. It will be fixed in the next version.
I'm not getting this problem. Just so we're sure that stereo sound is working properly for you (since SuperLemmini uses stereo panning), listen to this stereo test and make sure that the sound is properly alternating between the left and right channels.
aused by the game not accounting for the zoom level everywhere that it should. It will be fixed in the next version.
I read that WinXP is not supported anymore by Java. It is probably the time to change my system, but I am not ready yet.Technically, it is; it's just Java 8 that doesn't support XP. Still, keep in mind that Windows XP is no longer receiving security updates from Microsoft, so any new vulnerabilities that get discovered will not be patched.
When you get the chance, run SuperLemmini with Task Manager open and note how much CPU javaw.exe or java.exe uses. How high is it for you?
Also, just to be clear - is minimum height 320?Not really, but it's the recommended minimum because if the height is less than 320, then there will be a gap between the bottom of the level and the status area, and the minimap frame won't be properly adjusted to fit the level. I'll probably fix the former in a future version, but I'm not as sure about the latter.
Good news: I think I fixed the problem that you're having. My sound code had each line call start() when it started playing a sound and stop() when it was finished. This works fine on my main computer (which runs Windows 7), but it looks like it doesn't work so well under Windows XP. I changed this so that the lines keep running even when they aren't playing anything; this appears to have fixed the problem on my XP machine.Maybe a flush() is needed? I am just guessing...
Maybe a flush() is needed? I am just guessing...No, that discards whatever is in the buffer, which would cause the sound to cut off early. A more appropriate method, and the one that I was using, is drain(), which blocks until the sound buffer has finished playing. At least, that's what's supposed to happen...
It's probably caused by a blank entranceOrder entry, not an empty name. Does removing entranceOrder from the level file prevent the crash?
It works in Windows (I verified just now)
Does the levels/1_orig folder actually have a file called lvl0000.ini?
If not, are all files and folders in your Windows Lemmings folder in all caps?
I'll have to try the extraction myself on an Ubuntu machine (which I have but rarely use), although I will say that it has worked for me before. I will also say that SuperLemmini does (or did) experience glitches under Ubuntu (and most likely all Linux OSes), such as key-repeat commands not behaving as they do in Windows (see here), and sound going dead and/or freezing the program.
- Height and starting Y position are now read from LVL files.
The RR thing; I enjoyed being able to press the RR button and see it change immediately; instead, the old way you have to time it so you press the button ahead of time; extra needless work.SuperLemmini is designed to work more like the original game. So yes, the release-rate change isn't supposed to take effect until the next lemming is released.
And is it possible to have the exits work like they did in Lemmini? Namely; as long as they are flat on the ground they work and you don't have to make annoying minute adjustments to have them work correctly?SuperLemmini changed the detection pixel from the middle of the lemming to the first pixel below its feet (which is how the original games worked). Thus, if you're using custom styles that weren't designed with SuperLemmini in mind, you may need to adjust the trigger areas. If necessary, you can use maskOffsetX_n and maskOffsetY_n (where n is the object ID) in [style name].ini to move the trigger area (which does not need to be entirely within the object bitmap).
...but the bubble exit's trigger area is 8 pixels tall (16px in SuperLemmini resolution) so shouldn't need to be placed in the ground.Actually, it's only half of that, but the trigger area's height alone is not relevant in this case. Both the rock and bubble exits have trigger areas that don't reach below the graphic, so those exits do need to be placed at least one pixel into the ground.
Would it be at all possible to add a line on the pre-level menu screen for "author" or creator
Would it be at all possible to add a line on the pre-level menu screen for "author" or creator
That... is an absolutely brilliant idea! Hmmm, it's about time I had a look around at these versions of Lemmings to see what's new.
(The following two parameters are loaded from the level specified in mainLevel only if neither one of these is specified in this level.)
xPosCenter: ...
No, "the following two" is correct. Remember that xPosCenter and xPos are mutually exclusive, with xPosCenter having priority over xPos. yPosCenter, on the other hand, specifies something different (the Y coordinate of the starting position rather than the X coordinate), so it would be bad design to make it mutually exclusive with xPosCenter and xPos.Quote from: Level format documentation(The following two parameters are loaded from the level specified in mainLevel only if neither one of these is specified in this level.)
xPosCenter: ...
Should that be "the following three"?
Ah, I was thinking just in that yPosCenter is also (I assume) loaded from mainLevel if not specified.And you were correct. In fact, almost all of the parameters that aren't marked in the documentation as "ignored if mainLevel is set" work this way. It's just that xPosCenter and xPos (as well as timeLimitSeconds and timeLimit) needed to be treated a little differently to avoid the (albeit unlikely) scenario where the main level's parameters would override those in the "oddtable" level due to the latter using lower priority parameters.
Also - about the Author and Music File tags, should they be escaped in the same way the level title is? I've implemented them in the NeoLemmix Editor assuming that they *should* be (since level name and mainLevel both are); let me know if this is wrong so I can change it ASAP.Yes, they should. In fact, any line that isn't commented out with "#" or "!" should work this way.
Of course, it's up to the level designers if they want to be kind, but it's a carry-over from Cheapo Copycat and may be a nice, merciful move for some of the more heinous of levels like those found in Revenge of the Lemmings. e.g. Armageddon 29:
Erk, sorry. Modified for future viewers. I thought most people knew it by now, especially as a video of its solution has been posted. Still... surrounded in spoiler quotes now.
Apologies again. I just wanted to give a good example. I should have known better, especially as I suggested the hints not be available until you fail the level three times in a row.
"Load level" is now "add external levels." And I don't see how it's much more difficult--only two extra clicks are needed to load a single level.
In any case, I'll look into a way of saving the levels that have been loaded.
Is it at all possible to fix the problem where if you try to play a level without the right graphics or music it forces you to re-extract the files?I'll see what I can do about that in the next version. What will most likely happen is whenever a necessary file is missing, the game will look it up in an internal file listing. If (and only if) it's there, it will throw an error requiring resource extraction.
All that has to happen is it gives you the message: "level unplayable" or something like that, there's no reason to have to re-extract the files; this is a major nuisance and inconvenience because if you have custom graphics you must reinstall them (else just replace your ini files inside the graphics folders). Anyway, this is a big reason some people don't use Lemmini.
Is it at all possible to fix the problem where if you try to play a level without the right graphics or music it forces you to re-extract the files?
All that has to happen is it gives you the message: "level unplayable" or something like that, there's no reason to have to re-extract the files; this is a major nuisance and inconvenience because if you have custom graphics you must reinstall them (else just replace your ini files inside the graphics folders). Anyway, this is a big reason some people don't use Lemmini.
if a lemming on count-down reaches the exit and starts the exit animation, if his countdown gets to 0 he'll stop "exiting" and blow up, and not be counted as saved. I'm not sure but I think at least in DOS this didn't happen, maybe it was only Lemmix but the lemming would exit and be saved. I don't know how Amiga worked.Yes, this is how it works in the Amiga version, and SuperLemmini is intentionally mimicking this behavior.
Not sure if this matters anymore; [it certainly matters with Lemmix and on Old Lemmini] you have 64 terrain pieces labeled in the ini file for bubble but it should be 68 with the new steel there.Oops! Yes, you're right--the tiles parameter should be 68. This is fixed in 0.98a, which is available now.
I think I found a bug:I tried your level in the Amiga version by hacking a savestate, and the same thing happened. So, I don't consider this to be a SuperLemmini bug. To prevent this from happening in the Amiga version, I had to move the "spoke" thing to the left by 5 pixels. I suggest doing the same thing to your level, but move it by 10 pixels to account for the doubled resolution.
A climber gets stuck at the top of the screen. The best way to demonstrate it is; download this level and play it. Make a climber going left at the top. He get's stuck at the crook where he should just turn around.
This is just a suggestion, but for levels that have an "Author" field, can it be displayed under "Rating" on the info screen, possibly in the red letters used to display the level name? (I don't think there's another colour that isn't used).I think I can still fit that in. Keep in mind that the hint feature needs a place for the "Show Hint" button, and it's currently placed just above the "Start Level" and "Menu" buttons (although it doesn't appear unless the level has hints and the player has failed the level three times). Also, I want there to always be a gap between the level info and the buttons below.
Formatting should be straightforward and obvious: "Author" is aligned with "Rating", and the author name is left-aligned with whatever the rating is.
EDIT: I had pondered about an "Auto-nuke" option, which you can turn on and off in the dialogs, where the nuke is automatically triggered if all the lemmings are out of the trapdoors and the only ones left on the field are blockers, but I realised there may be situations where this is undesirable (i.e. bombing a blocker releases another due to blasting the floor away). It's more of an anti-frustration feature for beginners on, say, Tailor-made for Blockers. Would an "Auto-nuke" feature be viable under the following conditions?If more people want this feature, I'll look into adding it.
- All lemmings have entered the level.
- The only lemmings still on the field are blockers.
- You have no bombers (and a blocker doesn't have a countdown over his head).
it seems that if certain objects overlap; like an arrow is near by an exit. The exit does not work.Where two objects' trigger areas overlap, the object with the higher index number (that is, lower in the list) takes priority. Also, the trigger areas of the one-way arrows in the default styles are positioned 8 pixels above the actual object (which is how they are in the original games). All you need to do is assign the exit a higher index number than the arrows immediately below it--that worked for me.
It doesn't matter which object is on top in the list, the exit is always canceled.
Note that in my test; the objects were not really overlapping at all; at least from the viewpoint of the editor; the boundary box of the arrows were several pixels below the exit.
I attached the level I discovered this on. I found the glitch when the arrows were even lower.
Also, does SuperLemmini support something like pressing ESC to end the level early without even bothering to nuke?ESC ends a level in SuperLemmini (but not Lemmini).
your edit button problem sounds like a bug with the site? ???The problem appears to happen only with posts that were imported from the old site, so it's probably just the way that the posts were added. (And I already fixed and updated the original post; the second post will be fixed eventually.)
(And I already fixed and updated the original post; the second post will be fixed eventually.)
- Fixed a bug that would cause level extraction to fail on systems that use case-sensitive file names (such as Linux).
One question I have though... is it possible to run this on an Android phone/tablet/emulator?Most likely not. From what I can tell, Android does not officially support Java. There are a number of Java emulators for Android, but I don't know how well SuperLemmini works in any of them or if it works in them at all. And a native Android version is probably never going to happen.
I wanted to make a few suggestions for you to consider too:I'll look into implementing all of these into the next release.
- Allow re-binding of shortcut keys, including separate keys for scrolling left/right and selecting a lemming moving left/right (from advanced select). I mostly want this so I can bind the WASD keys for moving the screen (while maintaining the ability to select left/right moving lemmings). Something like space to pause would be much more handy than P/F11 too.
- Make it so when you hit shift-F2 or shift-left clicking the increase release rate button automatically puts it to 99 (since you can pause and do this slowly, it shouldn't impact the game play). Perhaps a shortcut for the converse to, so shift-F1 to set it to the minimum release rate allowable for the level.
- Add a shortcut key to restart the level (ctrl-R maybe?) to avoid having to use the menu with the mouse.
- On the end level screen, rename "Replay" to "Watch Replay", just to make it clearer that it's not a button to replay the map (I clicked it several times before realising what was going on).
Finally, I have a bug report. I'm seeing the slime water where it shouldn't be in one of the levels imported from the Windows Lemmings:That's not a bug. As ccexplore said earlier in this thread (http://www.lemmingsforums.net/index.php?topic=1793.msg44832#msg44832):
That's actually exactly how it looks in the Amiga version. It's the DOS version that removed the liquid objects there (plus many other places in many levels). I guess it's trying to depict tubes of bubbling liquid.Although the Amiga version probably renders this effect a bit better. I can look into making SuperLemmini handle this more like the Amiga version does.
I suggest that you do something that makes the program reload the player file on startup or something of the sort.It already does...? I mean, if the game didn't load the file on startup, it wouldn't know what levels should be unlocked. (In other words, it would be as though the file didn't even exist.)
I suggest that you do something that makes the program reload the player file on startup or something of the sort.It already does...? I mean, if the game didn't load the file on startup, it wouldn't know what levels should be unlocked. (In other words, it would be as though the file didn't even exist.)
I can assure you that the path does exist. Is the file I need to point SuperLemmini to INSIDE the src file, or do I have to download WINLEMM somewhere?
Is there a way to unlock all the levels in a given SuperLemmini pack by entering a code? I know you could do that in Lemmini, but was that removed from SuperLemmini?In both SuperLemmini and Lemmini, you can enter "0xdeadbeef" as a level code to unlock all levels.
And yes I did get the extraction to work, but I had to use the Lemmini files instead of the SuperLemmini ones.I meant using SuperLemmini to extract the files. It's very important that you do this because SuperLemmini does not use the same file structure as Lemmini, and even some of the files are incompatibly different.
This is a really minor issue, and it may not even be SuperLemmini causing it, but on marble levels only, objects that are flipped upside-down turn a much brighter shade of pink than usual. Am I the only one having this problem?It appears to be a Java bug, and it only happens on some systems. I've got a few ideas on how to work around this, one of which will be implemented in the next version.
There are ways to deal with this - eg. SuperLemmini could get a list of files from the target directory, look for ones that match the desired ones in a non-case-sensitive way, then use those. This would be a bit of extra coding effort, but it would greatly increase compatibility and ease of use, especially since it appears different copies of WinLemm may have different capitalization.I'll give this a try. I can't guarantee that it will be in the next version, but it should come soon.
NeoLemmix Editor should be always saving graphic set names as lowercase (although it might only be doing this for NeoLemmix levels, not SuperLemmini ones). However, of course, this could still cause problems if SuperLemmini expects a mixed-case one (though I believe Tsyu once mentioned that it generally expects lowercase, at least by default).I added a hack to SuperLemmini 0.102 that looks for a lowercase version of a graphic set if the set couldn't be found the first time, mainly because Lemmix didn't use all-lowercase names and LZP files (which are just renamed ZIP files) use a case-sensitive structure.
Tsyu: On the subject of extraction failures, people elsewhere have mentioned that extraction sometimes fails if files are set to read-only; specifically it seems to occur most often with the sound files. Since (I would assume) SuperLemmini only reads from the WinLemm files, not writes to them, surely this can be fixed?I can't reproduce this on my machine (which runs Windows 7), but I remember being unable to extract directly from the CD under Ubuntu. I will have to test it again and find out what the problem is exactly.
So mine does not fail on bang.wav like most people. I followed your instructions on the command prompt and apparently tree.txt does exist in the src file (since terminal didn't raise an error message when I typed the command), and I can absolutely assure you both of the files I used exist in those locations specified.Can you attach the tree.txt file? I might get some valuable information if I look at it.
As I downloaded the last SuperLemmini version together with "Prince Jamie Super Challenge Pack" (link: http://sta.sh/0200tf2xesh), everything worked fine. The pack adds a few objects to certain tilesets and places these into the dedicated mod folder.Actually, the problem is related to case sensitivity. Specifically, it's due to the levels in that pack not using all-lowercase style names, LZP files using a case-sensitive file structure, your file system using a case-insensitive one, the [style name].ini file that's in use being located in that case-insensitive file system, and some files of the style being located in the case-sensitive LZP file. This combination of conditions is causing the hack that I mentioned earlier to fail. So, basically, I need to implement a good way of working around case sensitivity.
After the recent update, SuperLemmini tells me that the rest of the tiles and objects were missing via an error message and it seems that it expects the whole tilesets to be in the mod folder rather than just adding the new objects. For now I could fix this on my own by copying the Lemmini tilsets into the mod folder aswell, but now some replays are not working anymore due to different trap trigger areas.
This seems like a new bug to me that SuperLemmini doesn't count the mod files as a simple addition to the standard tilsets anymore.
In Bonus 8, "Don't make the wrong choice!", the exit seems to be a little above the ground. Thankfully I had an extra Builder, but it seems odd that I needed it. I've only seen the Sega Master System version of the level, which differs in some significant ways, so apologies if that's intended/replicating the original.
In Taxing 4, "Lend a helping hand...", I've met failure in two different ways trying to mine a pillar near the top of the screen. Once the lemming mined nothing, went right through a staircase and fell into his death. The other time he made a path and exited the level, but left a pixel wide part of the wall keeping the other lemmings from following him.SuperLemmini intentionally mimics the Amiga version's behavior of not removing terrain (that includes builder steps) if the miner is extremely close to the top of the level. I did, however, find during testing that SuperLemmini is a little bit off in mimicking this--I'll have it fixed in the next version. (Your replay examples still won't work as you intend because the miners still start too high, even for the Amiga version.)
In Bonus 8, "Don't make the wrong choice!", the exit seems to be a little above the ground. Thankfully I had an extra Builder, but it seems odd that I needed it. I've only seen the Sega Master System version of the level, which differs in some significant ways, so apologies if that's intended/replicating the original.I double-checked the Amiga version that has this level to verify whether the same thing happens there (I thought it did). It turns out that, while there was still a thin gap between the exit and the ground, the lemmings could enter it without any builder steps. I even hacked the level into a savestate of the standard Amiga version and got the same result. It looks like I need to check the Amiga version's object trigger areas and make sure SuperLemmini's trigger areas match those.
SuperLemmini intentionally mimics the Amiga version's behavior of not removing terrain (that includes builder steps) if the miner is extremely close to the top of the level. I did, however, find during testing that SuperLemmini is a little bit off in mimicking this--I'll have it fixed in the next version. (Your replay examples still won't work as you intend because the miners still start too high, even for the Amiga version.)
SuperLemmini intentionally mimics the Amiga version's behavior of not removing terrain (that includes builder steps) if the miner is extremely close to the top of the level. I did, however, find during testing that SuperLemmini is a little bit off in mimicking this--I'll have it fixed in the next version. (Your replay examples still won't work as you intend because the miners still start too high, even for the Amiga version.)
Keep in mind that the intended solution is to build up through the hole that has the spike traps. It may look impossible, but the traps only activate if a lemming is in a specific spot. (It's not like in the original Lemmini, where lemmings die if they go anywhere near the spike traps.)
Are you sure this is a behaviour you want to replicate...?
The reactions here seem mixed so far, so I will keep this behavior unless more people want me to remove it.Are you sure this is a behaviour you want to replicate...?
As a user, I personally like that this version mimics the original because it makes my solutions feel "portable" (even if someone shows me a version where it doesn't work, I can say "hey, that's your version's fault, mine is like the original!!!!!1!")
Dunno if that's just me, though. Maybe a "optional bugfixes" mode or something?
The reactions here seem mixed so far, so I will keep this behavior unless more people want me to remove it.
I would highly recommend leaving the original bugs ,glitches and odd behaviors behind and aim for sth better! It is 100% worth it, if you take nostalgia glasses off and see the old problems :8():
Welcome to the forum Phicr
Hope a lot of people can get the superlemmini to work, I hear there has been a bit of problems but hopefully nothing too bad or something that can be fixed easily. :)
Also welcome to the forum phicr :thumbsup:
As a user, I personally like that this version mimics the original because it makes my solutions feel "portable" (even if someone shows me a version where it doesn't work, I can say "hey, that's your version's fault, mine is like the original!!!!!1!")
Dunno if that's just me, though. Maybe a "optional bugfixes" mode or something?
Except doesn't Superlemmini uses high-resolution graphics and the game mechanics is based on that higher resolution? (It's possible I'm mistaken and this is only true for Lemmini.) That alone can potentially affect how a solution would play out between SuperLemmini versus actual Amiga Lemmings--Mac Lemmings has a similar situation, and there was at least one level there (The Steel Mines of Kessel) where the hi-res graphics affected level solutions (because one of the roots can no longer be walked through). Beyond that, I'm sure there are currently other things that only work in SuperLemmini or only work in Amiga Lemmings. If being 100% faithful to Amiga Lemmings behavior is important, you're better off just playing the actual Amiga version of Lemmings on an Amiga emulator.
Except doesn't Superlemmini uses high-resolution graphics and the game mechanics is based on that higher resolution? (It's possible I'm mistaken and this is only true for Lemmini.)Yes, this is true for both Lemmini and SuperLemmini. However, SuperLemmini supports masks for terrain pieces, which, if present, are used instead of the actual terrain graphics for collision detection and such. To help prevent major changes in how levels play, all the default styles include masks that come from the low-resolution graphics.
I wanted to make a few suggestions for you to consider too:I'll look into implementing all of these into the next release.
- Allow re-binding of shortcut keys, including separate keys for scrolling left/right and selecting a lemming moving left/right (from advanced select). I mostly want this so I can bind the WASD keys for moving the screen (while maintaining the ability to select left/right moving lemmings). Something like space to pause would be much more handy than P/F11 too.
- Add a shortcut key to restart the level (ctrl-R maybe?) to avoid having to use the menu with the mouse.
- On the end level screen, rename "Replay" to "Watch Replay", just to make it clearer that it's not a button to replay the map (I clicked it several times before realising what was going on).
No pressure or anything, but was wondering if you were still planning to implement the following suggestions?I intend to implement the last two in version 0.103, while the first one will have to wait until 0.104. (I want to release 0.103 soon, so I don't want to make any major changes or additions that I haven't already made.)I wanted to make a few suggestions for you to consider too:I'll look into implementing all of these into the next release.
- Allow re-binding of shortcut keys, including separate keys for scrolling left/right and selecting a lemming moving left/right (from advanced select). I mostly want this so I can bind the WASD keys for moving the screen (while maintaining the ability to select left/right moving lemmings). Something like space to pause would be much more handy than P/F11 too.
- Add a shortcut key to restart the level (ctrl-R maybe?) to avoid having to use the menu with the mouse.
- On the end level screen, rename "Replay" to "Watch Replay", just to make it clearer that it's not a button to replay the map (I clicked it several times before realising what was going on).
On the select level screen it would be super handy if a folder contained only levels that had been marked as completed then the folder itself would say (completed) after it too. You could do the same for the top level folders too:I'll look into adding this to 0.103.
Better than putting "(completed)" after every folder name would be to change the icon in some way, e.g. recoloring or add a tick.I agree, but since those icons aren't built into SuperLemmini, that would entail creating new icons. I'll see what I can do for version 0.104.
The levels in that pack use a single massive graphic set, so give them time to load
Just wondering, how possible is it to detect whether a graphic set was made for SuperLemmini or not? I'm thinking whether it may be worthwhile automatically moving the trigger area if a Lemmini set is detected.I'll do something like this. At least there are a good number of SuperLemmini-exclusive features (PNG images and movable object trigger areas, for example).
Perhaps one measure is - if no SuperLemmini-exclusive features are detected, then unless there's a line (perhaps something like SUPERLEMMINI=1) that specifically states it as one, the adjustment occurs? I think the problem here is, it should've been designed in such a way that these could be told apart from the beginning; this is something NeoLemmix also had a problem with early in its development, but was resolved with newer versions using entirely unique formats rather than derivative ones for most files.
It came up in chat, but I see no one posted here - is there any reason that SuperLemmini needs to load every piece, rather than simply loading the metainfo (which is relatively non-time-consuming) if even that up-front, and only loading the image if/when it's needed?Not really. I plan to revamp the way that graphic sets are handled (mainly to support multiple sets in one level); I'll be sure to load only the graphics that are needed by the current level.
Not really. I plan to revamp the way that graphic sets are handled (mainly to support multiple sets in one level); I'll be sure to load only the graphics that are needed by the current level.
I noticed the countdown for bombers was removed by default. Is there a way to enable it through a setting somewhere? It'd be nice to be able to disable/enable the countdown for certain level packs. I'm loving this launcher so far :laugh:
Autosteel now works with special styles. In order for a special style to support this, it must include a steel mask that uses the "s" suffix it its file name (e.g., "mystyles.png" for a special style named "mystyle"). The Covox special style now supports this.
Increased the supported release rate range to -99 to 106, which should be enough to cover NeoLemmix's range. Additionally, the maximum release rate can now also be changed from 99 to any supported release rate.
I probably won't drop support for special styles completely (within level files, anyway), but I will look into a way of treating them as a single regular style and most likely storing them as such.QuoteAutosteel now works with special styles. In order for a special style to support this, it must include a steel mask that uses the "s" suffix it its file name (e.g., "mystyles.png" for a special style named "mystyle"). The Covox special style now supports this.
Based on experience in NeoLemmix, I suggest abandoning the concept of a "special style" altogether, now that mixing of styles in a single level is possible. Instead, just handle them as regular terrain pieces (that happen to be really large).
This is one thing Lemmini got really, really right - treating them as just plain old terrain pieces. (Of course, Lemmini lacked the ability to mix styles, which limited the effectiveness of this method - but that lack of style mixing, not the "treat as standard terrain" approach itself, was the source of this limited effectiveness.) It took me a long time to realise and accept this in NL, too.
Yes, I'm aware the new SuperLemmini release rate range is now larger than NeoLemmix's; I just wanted SuperLemmini's range to at least cover NeoLemmix's range. Plus, I think -99 looks better as a minimum than -97 (because it only has 9's).QuoteIncreased the supported release rate range to -99 to 106, which should be enough to cover NeoLemmix's range. Additionally, the maximum release rate can now also be changed from 99 to any supported release rate.
NL's 1 to 99 maps to SL's -97 to 99 (skipping SL's even numbers). SL's RR's of -99, and anything over SL's 99, as well as all even numbers in SL, do not correspond to any valid RR in NL (-99 would equal NL 0, 101 would equal NL 100, and any even number in SL would equal something-point-5 in NL - meaningless due to NL's lower resolution, and although NL is getting a high-res mode in the next update, this high-res mode is purely visual and the underlying physics still run in low-res).
Hello!
I'm sorry to disturb you but since I updated SuperLemmini, I've got an error message each time I load my custom levels which says "The resource styles/0/0.ini is missing". This only happened with the 0.104 version. What should I do?
Thank you in advance.
Thank you for your response. Yes, I did the unpacking of WINLEMM. And I didn't copy my custom styles since I used the original tilesets for my levels.
No. But since the custom levels made by others work, the problem might come from me.
EDIT : Nevermind, I finally got them working by resaving them with an old version of Neolemmix.
Hi and thanks for the detailed documentation about level format. Do you consider creating in the future an updated level editor just for Lemmini/Superlemmini? :excited:I will look into making a level editor (which, I admit, is desperately needed now). No guarantees, though.
Noticed something weird in level COVOX Lemmings - Taxing - IceTown: lemmings do fall into the frozen water instead of being drown!As Namida pointed out, in the original games, objects (other than entrances) placed in the upper 16 slots are fake. In this level, the water objects near the start happen to be in those upper slots, so they do nothing, even in the DOS version. Most of the other water objects in the level do work, though. This is almost certainly an oversight from the level's author. (And to be clear, SuperLemmini does in fact support far more than 16 working objects; these objects were deliberately marked as fake to imitate the original game.)
EDIT: that piece of water is rendered upside down in Lemmini!It turns out Lemmini considers an object to be upside-down if its flags field is anything other than 0 instead of just checking the 1 bit like SuperLemmini. Since SuperLemmini uses the 2 bit of this same field to mark an object as fake, Lemmini thinks such objects are upside-down. (If you load the original, unconverted, LVL version of this level in Lemmini, the water objects won't be upside-down.)
Another one, in level Lemmings Companion - Fun - For Every Lemming, Turn, Turn... the trap on the left does not trigger. Is this due to different game mechanics or wrong positioning?In this case, the trap actually does work, but it's placed a little too high. If you build where the trigger area is (on the left), the trap should start killing lemmings.
Hello!
I'm sorry to disturb you but since I updated SuperLemmini, I've got an error message each time I load my custom levels which says "The resource styles/0/0.ini is missing". This only happened with the 0.104 version. What should I do?
Thank you in advance.
No. But since the custom levels made by others work, the problem might come from me.Could you attach the problematic level file so that I can maybe determine what went wrong?
EDIT : Nevermind, I finally got them working by resaving them with an old version of Neolemmix.
Is there a way to implement a switch to become fully compatible with Lemmini? I like its engine, but I prefer SuperLemmini due to its GUI improvements.Noticed something weird in level COVOX Lemmings - Taxing - IceTown: lemmings do fall into the frozen water instead of being drown!...these objects were deliberately marked as fake to imitate the original game.)
So, this is another difference compared to Lemmini. There it works just fine. 8-)Another one, in level Lemmings Companion - Fun - For Every Lemming, Turn, Turn... the trap on the left does not trigger. Is this due to different game mechanics or wrong positioning?In this case, the trap actually does work, but it's placed a little too high. If you build where the trigger area is (on the left), the trap should start killing lemmings.
Could you attach the problematic level file so that I can maybe determine what went wrong?You're lucky I still have some of the old levels I did for testing SuperLemmini 0.103b. Here's one of them, it should have the same problem.
Technically, yes, it's possible, but it would be more trouble than I think it's worth. There are just so many little differences between Lemmini and SuperLemmini that implementing such a feature would mean that pretty much every part of the lemming logic code would require two paths (one for Lemmini and another for SuperLemmini), making the code considerably more complex and harder to maintain. On top of that, almost every lemming and object mask would need two versions, since those are different as well.Is there a way to implement a switch to become fully compatible with Lemmini? I like its engine, but I prefer SuperLemmini due to its GUI improvements.Noticed something weird in level COVOX Lemmings - Taxing - IceTown: lemmings do fall into the frozen water instead of being drown!...these objects were deliberately marked as fake to imitate the original game.)
I had forgotten to say that the trap doesn't work right in the original DOS version either for the same reason. So this is another case of an oversight on the part of the level author.So, this is another difference compared to Lemmini. There it works just fine. 8-)Another one, in level Lemmings Companion - Fun - For Every Lemming, Turn, Turn... the trap on the left does not trigger. Is this due to different game mechanics or wrong positioning?In this case, the trap actually does work, but it's placed a little too high. If you build where the trigger area is (on the left), the trap should start killing lemmings.
Whatever version of NeoLemmix you used was writing terrain entries incorrectly. Here is an example of such an entry from your level:Could you attach the problematic level file so that I can maybe determine what went wrong?You're lucky I still have some of the old levels I did for testing SuperLemmini 0.103b. Here's one of them, it should have the same problem.
terrain_0 = 25, 1521, -114, 0, 0, 1The first four values there (the ones in bold) are the only ones that should have been written; the other two never had any meaning until SuperLemmini 0.104, which uses the fifth value (if it exists) to indicate which style the terrain piece should come from. The value there is "0", so SuperLemmini tries to load that terrain piece from a style called "0" (which, of course, doesn't exist). (And if you're wondering, if you load the level in Lemmini, the terrain doesn't show up at all, because Lemmini expects terrain entries to have exactly four values, whereas SuperLemmini expects at least four values.)
Despite being based on Lemmini and being able to load Lemmini levels, SuperLemmini is meant to be more like "original Lemmings with improvements" rather than "Lemmini with improvements". With that said, I do try to be somewhat compatible with Lemmini as a secondary objective, but there are practical limits to how far I can go with that.
Despite being based on Lemmini and being able to load Lemmini levels, SuperLemmini is meant to be more like "original Lemmings with improvements" rather than "Lemmini with improvements". With that said, I do try to be somewhat compatible with Lemmini as a secondary objective, but there are practical limits to how far I can go with that.
Oh, sorry. I thought its a Lemmini improvement after all. You know... the same logo.
That's a point - Tsyu, if you want to use the logo I designed for SL to distinguish it from Lemmini you're more than welcome. See attached.
That's a point - Tsyu, if you want to use the logo I designed for SL to distinguish it from Lemmini you're more than welcome. See attached.
Wow, has it really taken me nearly two months to reply? I really need to be more active here (and in SuperLemmini development, for that matter)...
Anyway, I will be sure to use your logo in the next version of SuperLemmini.
Hello,
I was wondering, is there a way to enable the timer for Bombers? I know that a lot of Lemmings players dislike it but I really want my levels to feel like the Amiga version...
I was wondering, is there a way to enable the timer for Bombers? I know that a lot of Lemmings players dislike it but I really want my levels to feel like the Amiga version...
I'd also suggest an option for no assigning skills whilst paused.
The Bomber timing is something I really miss in SuperLemmini and NeoLemmix, since it adds an extra layer of difficulty to otherwise quite easy levels (Mayhem 19, for example). But I understand why both Lemmings forks have disowned that "remora" from the original games. I really appreciate the direction NeoLemmix is taking, and I love the new skills and levels.
I think SuperLemmini should be more like NeoLemmix than to Original Lemmings in the future. After all, we already have Lemmini as a Lemmings clone for all Operating Systems.
Hello,
Can anyone confirm if this level is solvable in Superlemmini? I'm finding it impossible. This level is from a level pack called Blizzard of Lemm by someone named Jkapp76 on the Lemmings Level Database.
Hello,
Can anyone confirm if this level is solvable in Superlemmini? I'm finding it impossible. This level is from a level pack called Blizzard of Lemm by someone named Jkapp76 on the Lemmings Level Database.
Can you post a link to this level, or attach it? My solving skills are not the best, by any means, but I'll certainly have a look.
P.S. Whilst there are a few SL peeps active on here at the mo, does anyone know what this button does?
P.S. Whilst there are a few SL peeps active on here at the mo, does anyone know what this button does?
By looking in the "Key Assignment" text file, I think it's for toggling vertical scroll lock on and off but I not sure. I never seen any vertical level in SuperLemmini and whenever I tried to make one, it crashed.
By looking in the "Key Assignment" text file, I think it's for toggling vertical scroll lock on and off but I not sure. I never seen any vertical level in SuperLemmini and whenever I tried to make one, it crashed.
Correct, it's to lock the vertical scrolling.
P.S. Whilst there are a few SL peeps active on here at the mo, does anyone know what this button does?As others have determined, yes, that button disables vertical scrolling. I implemented it because Lemmings 2 also has that control (albeit only on the keyboard; it's the S key). If it would reduce confusion, I can remove that button for levels that don't feature vertical scrolling (which is almost all levels).
(https://i.imgur.com/LKKRX8Q.png?3)
Also it would be nice if you added ohaya lemming san level from the SNES Version since you have some other levels already there from like the amiga set and dos' vacation in gemland.I'll add it and the Sunsoft levels if I can extract them directly from the ROM. (I managed to do it with the Genesis version but not the SNES version. I think the SNES version's levels are compressed.)
For those of you (as well as me) who prefer having bomber timers, no directional selection, and such, I have been thinking of adding a difficulty selection that toggles these behaviors: an "Original" mode... and another mode... that behaves like how SuperLemmini currently does.
As others have determined, yes, that button disables vertical scrolling... If it would reduce confusion, I can remove that button for levels that don't feature vertical scrolling (which is almost all levels).
So if this button exist, is there actually a way to make vertical levels in SuperLemmini?
The problem is that when I play a level that can scroll vertically, it crashes. So I always thought that these types of levels were exclusive for NeoLemmix.
I've taken a screenshot of the error.
Thank you for your help! :cute:
the level pack I'm making at the moment is in a very early state, so I can't share it now.
But if you are really interested, I'll publish a demo with the basic levels in it when they'll be finished.
Version 0.104a has been released to fix the crashing that LanaAndCo has been experiencing.
- Fixed a crash that occurs when the minimap is clicked while the game window is wider than the level.
Just so you guys know, I am alive and well, and I have not officially given up on SuperLemmini! Admittedly, though, I have done little with the project since I last wrote here.
Just so you guys know, I am alive and well, and I have not officially given up on SuperLemmini!
The main thing I want to implement before releasing the next version is the oft-requested controls customization.
---
I haven't read any recent posts yet; I intend to do that over the next few days and address them.
Here's a link to my own personal set of Icons. I call this my "RoyGBiv" set because of the colors.
I can't seem to get an editor to work
I'm having lots of fun now playing these new packs on super lemmini. I am also working through lemmings revolution... I got it working under windows 10 finally.