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Messages - WillLem

#1
I gave it a quick test myself earlier and can confirm it's working in RL 2.7. To add these music tracks to any pack, just edit the levelpack.ini so that the following items are placed in the music selection:

# music selection
music_0  = CANCANP.MID
music_1  = LEMMIN1P.MID
music_2  = TIM2P.MID
music_3  = LEMMIN2P.MID
music_4  = TIM8P.MID
music_5  = TIM3P.MID
music_6  = TIM5P.MID
music_7  = TIM6P.MID
music_8  = LEMMIN3P.MID
music_9 = TIM7P.MID
music_10 = TIM9P.MID
music_11 = TIM1P.MID
music_12 = TIM4P.MID
music_13 = TENLEMSP.MID
music_14 = MOUNTAIP.MID

If the levelpack.ini originally had more than 15 tracks, it will be necessary to duplicate part of this list to fill the remaining slots  - or, edit the rest of the levelpack.ini so that the levels never refer to more than 0-14 as the music choice - it's the number after the comma for each level entry, e.g:

fun_0  = 101 Just Dig!.rlv,0 <--- the last number on this line here refers to music track 0
fun_1  = 102 Only floaters can survive this.rlv,1 <--- 1
fun_2  = 103 Tailor made for blockers.rlv,2 <--- and so on...

It may be worth adding the ability to override the default music so that it isn't necessary to edit the levelpack.ini files, which generally shouldn't be edited, particularly if it's someone else's pack. I'll certainly look into this.
#2
I think we can get it down to just this:

OPTION E: :lemming-icon: TotalLemsAvailable [SPACE] :flag-icon: SaveRequirementMinusAlreadySaved (switches to +TotalSaved)

As Simon pointed out, we don't really need the hatch number. Or, we can use the existing hatch number which is displayed when a hatch has a lemming cap; instead of only using this when the hatch is capped, just use it all the time.

#3
Quote from: Simon on February 12, 2026, 09:02:48 PMDon't use red for the benign state (none saved yet) that you see 70 % of the time.

OK.

Quote from: Simon on February 12, 2026, 09:02:48 PMConsider printing {alive in level + in hatch} instead ... Does it still make sense to show a hatch icon then, and not a lemming icon?

Lemming icon is probably better, yes.

Quote from: Guigui on February 12, 2026, 10:33:38 PMAgree with Simon that total number of Lemmings is more important than already spawned. So in the case of :
* 99 lemmings total
* 3 spawned, 96 still in hatch
* 99 to be saved
* 0 already saved
I'd rather see those numbers and in this order :
99 -- 96 -- 0 -- 99

Reading left-to-right, the numbers make more sense in this order:

96 still in hatch (the hatch is where the lems start, so this should be the first number), then ->
99 total lemmings available ->
99 to be saved ->
0 saved (the exit is where the lems finish, so should be the last number)

Quote from: Guigui on February 12, 2026, 10:33:38 PMdisplaying the total required which does not change during the whole level is not a big gain imo

Agreed, ideally none of the numbers being displayed should be static. That's one of the big arguments against nn/nn in the first place (i.e. /nn doesn't change, so why display it?).

When I suggested "ToSave" above, I meant how many still need to be saved accounting for those already saved, not the save requirement itself.

Quote from: Guigui on February 12, 2026, 10:33:38 PMIcon - Total Lems -- Icon - Still in hatch Lems -- Icon - Still to be saved Lems (turns to extra saved Lems if any)

Switching to another number could work, but it should be the total saved, not additional saved. We don't want to ask the player to do sums. Just present the information.

So, maybe one of these options is best:

OPTION A: HatchLems :lemming-icon: TotalLemsAvailable [SPACE] SaveRequirementMinusAlreadySaved :exit-icon: TotalSaved

OPTION B: HatchLems :lemming-icon: TotalLemsAvailable [SPACE] :exit-icon:  SaveRequirementMinusAlreadySaved (switches to TotalSaved)

OPTION C: :lemming-icon: TotalLemsAvailable [SPACE] SaveRequirementMinusAlreadySaved :exit-icon: TotalSaved

OPTION D: :lemming-icon: TotalLemsAvailable [SPACE] :exit-icon: SaveRequirementMinusAlreadySaved (switches to TotalSaved)

I think any of these could work.
#4
Quote from: hrb264 on February 12, 2026, 09:41:32 PMI had not actually thought of doing that :D

The more levels you make, you'll get to know all the tricks :)
#5
Quote from: hrb264 on February 12, 2026, 04:09:22 PMFor some reason the replays you uploaded both seem to be of the first version

If the title is the same for both levels, RL will just play the first level it finds which has that title.

I have thought about adding an ID system for levels and replays, but it would only work for new levels going forward. I suppose now that we have the Editor it might be worth doing.

Anyways, if you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
#6
After giving this some thought, how about this for an idea:

Instead of separate diplays for "In Hatch" and "Available in Level", we can display these in the same area using a single icon and 2 number displays. We can also do the same for the exit, showing "Still To Be Saved" and "Saved". Like this:

InHatch :hatch-icon: Available [space] ToSave :exit-icon: Saved

Here's a mockup:



In the above example, the level has 99 lemmings and a save requirement of 99. There are 96 lemmings in the hatch, 3 have spawned and are available in the level. None have yet been saved.

We'd still use traffic light colours and a "Save requirement met" indicator (such as a checkmark or medal) in addition to the above. The number to the right of the hatch would turn red if there aren't enough lemmings available to meet the save requirement.

All numbers are positive or 0, and each have their own dedicated meaning. No switching, no additional symbols or asking the player to do sums or interpret the display.

This seems like it could be the best overall solution to this ongoing problem.
#7
Help & Guides / Re: Music from Lemmings for Windows 95
February 12, 2026, 02:54:50 PM
Quote from: gag2000 on February 12, 2026, 06:15:24 AMI tried to replace the music files with the ones from the Windows 95 version, but unfortunately I couldn't get it to work.

Hi, welcome to the Forums!

We can get the Win95 Lemmings music working in RetroLemmini for sure. Try this:

1) In your RetroLemmini directory, go to resources/levels/1_orig and replace the levelpack.ini file there with the one attached to this post.
2) Make sure that the .MID music files from your copy of WinLemm95 are in resources/music. You can find them in WINLEMM/MUSIC.

That should do it. Note that some of the tunes don't have Win95 replacements so they'll play the DOS/Amiga version as normal.

If that doesn't work, report back here and we can try something else.

#8
Nice first level! 100% solution is possible for both versions, here are my replays.

Looking forward to your next level. Keep up the good work! :)
#9
Level Design / Re: How do you get level ideas?
February 11, 2026, 11:05:02 AM
Quote from: Proxima on February 11, 2026, 10:45:19 AMIt's true that NeoLemmix is a continuation of the Lemmix engine, which started as a direct port of the DOS version. But the levels included in Redux try to be more faithful to the Amiga version

Fair enough, and I know that by now NL is probably only like DOS in terms of its default gfx and sounds, all of which can be modded anyway. But even so, I'd still say that the answer to the specific question "where can I play Lemmings and Oh No! More Lemmings as close to the Amiga version as possible whilst offering modern QOL features?" is SuperLemmix rather than NeoLemmix.

As well as restoring the levels, several other engine elements such as the UI graphics, menu theming, sprite colours and internal physics have been modelled on the Amiga version during SLX development.

The only thing I haven't done yet is restore the Amiga sound scheme. SLX still uses the DOS sounds from NeoLemmix. The music has all been sampled via the Amiga Paula chip though (albeit an emulation thereof).

One of the main goals of SuperLemmix in fact, and specifically as a fork of NeoLemmix, was to base it more on Amiga than DOS. Obviously, the absolute best way to do that would be to reverse engineer the Amiga game itself from scratch (as Lemmix originally did with DOS). But, by the time SLX development began, NL was already quite far away from its DOS base anyway, certainly far enough to be able to redesign it to a different set of specifications.
#10
Level Design / Re: How do you get level ideas?
February 11, 2026, 09:38:27 AM
Quote from: Sabriella_Casper on February 10, 2026, 11:42:15 AMIt's wild how much the Amiga version stands out compared to the others. Those special levels really had a unique vibe that the PC/DOS ports just didn't quite capture.

Couldn't agree more, the game is so much better on Amiga. The graphics are better, the colours pop, the Paula sound chip adds stereo enhancements and makes the tunes sound great, and the game itself (whilst flawed) still feels fresh when played today.

Besides, Lemmings was written on Amiga for Amiga, so IMHO that's the 'official' version. All other versions are ports.

Quote from: Sabriella_Casper on February 10, 2026, 11:42:15 AMIf anyone's looking to play them today, the 'Amiga' level packs for NeoLemmix are a lifesaver - they port the levels over perfectly while keeping the modern quality-of-life features.

Whilst it is a fantastic option, NeoLemmix doesn't actually include the original Amiga games. Lemmings Redux is a collection of the best levels from DOS Lemmings, Oh No! and other ported versions (Genesis, PSP, etc).

If you want the closest possible experience to Amiga Lemmings whilst having access to the modern QOL player assists, SuperLemmix is where it's at. It comes bundled with the full unedited Lemmings and Oh No! level packs, it has an Amiga theme which can be applied in settings, the colour scheme is copied bit-by-bit from the Amiga sprites, and it has a "Classic Mode" which can toggle the player assists on and off. Beyond the aesthetics though, some of the actual game physics (top/sides of level behaviour, Builder collision, steel areas) have been specifically modelled on the Amiga version of the game. It even has the old cursor trick (where the cursor flickers when holding it next to a bunch of lems), which has been removed from most modern clones.

I worked hard to endow SuperLemmix with those Amiga vibes, give it a look!
#11
Nice work, and welcome to the Forums! :thumbsup:
#12
Optional postview jingles have now been added (they're off by default, and can be toggled on in settings).

The sounds are called "pass.wav" and "fail.wav" and can be found in resources/sound. They're the SEGA Master System ones by default, but can be swapped out to anything you like.

Implemented in commit 7cb734b.
#13
Quote from: Dominator_101 on February 09, 2026, 01:35:09 PMOne option for this would be to display extra saves as '+X'. This could work with both negative and non negative req count really, but for the case of using a positive req counting down adding '+' in front after saving enough helps differentiate it.

Yes, that could work.

However, I can't help but think that the panel display should be as simple as possible. Even with a "+" simple, the question then becomes "added to what?" (it isn't necessarily obvious that it means "added to the save requirement"). Although, admittedly, the "+" would probably be interpreted as "surplus" by the majority of players.

Anyways, I've given this topic a bit more thought and I keep coming back to this idea:

:lemming: Always display a positive number.

:lemming: Count downwards whilst the save requirement hasn't been met - so, at this point, the number is "how many lemmings still need to be saved", which is what the player most needs to know. No "-/+", no asking the player to do sums, just show the information as plainly as possible. And, show this number in either yellow or blue.

:lemming: As soon as the save requirment is met, immediately switch to showing "total saved", and continue to count upwards from there as more lems are saved. And, show this number in green.

All things considered, I think this might be the best possible option.
#14
This pack is now fully converted to .rlv for RetroLemmini 2.7 onwards.
#15
Lemmini / Re: [RetroLemmini] NepsterLems (111 Levels)
February 10, 2026, 06:00:36 AM
This pack is now fully converted to .rlv for RetroLemmini 2.7 onwards.

V1.4 also features a fix to Neutron Star 7 Divide and Conquer courtesy of Eric and Icho.