However, they're staying as separate lists until someone proves that the clock in Lemmix is the same as in DOS.
One of the things I did when helping Erik with the game mechanics is measuring the time limit. I created a test level consisting solely of 1 lemming falling out of the trapdoor and walking to the exit, with a 1 minute time limit, no pause trick. I keep moving the exit away by 8 pixels until the lemming couldn't reach it anymore (ie. game says I saved 0% after time runs out), then move it back to the last position it is reachable. I then move the trapdoor up by 3 pixels each time (3 because that's how many pixels a lemming falls in one frame) until again the exit becomes unreachable in time.
It's testing like this that led me to discover the slight difference between original DOS Lemmings and ONML in the position where lemmings started to enter (entrance.x + 24 in Lemmings, entrance.x + 25 in ONML). So I'm fairly confident that Lemmix should match DOS exactly in terms of time, but I'll double-check again later tonight to be sure.
I've also been going through more of the game's code in the past day or so, and I think I finally have the correct number of frames gained by the pause trick as well. I'll test out and make the changes in Lemmix later today or tomorrow.
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One thing I should note is that the amount of real time per frame in Lemmix may or may not match DOS exactly. However, in terms of game time (ie. how many frames before the game clock goes down 1 second, etc.), Lemmix should already be matching DOS Lemmings, and my understanding is that we're measuring time in terms of game time here.