I don't know if you can ever see it in game, but codes exist for Fun 1 / Tame 1 / etc on the DOS versions too. Ages ago someone reverse engineered the algorithm that generates the codes and made these ones.
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Show posts MenuQuote from: Brundle on December 08, 2024, 12:52:10 AMQuote from: namida on December 07, 2024, 07:43:30 PMI'll also point out that PS3 Lemmings and Lemmings Touch might be a bit more in line with what OP is after. Possibly even Lemmings Revolution?
Thank you! Can PS3 Lemmings and Lemmings Touch be played on PC?
Quote from: AsahiNyan on December 03, 2024, 05:58:22 PMa Q is the bundle of frames that make up a physics update, comming from "quad frame" term originated by japanese TASers such as ま横 (mayoko), and mochi. "Quad frame" stemming from the amount of frames it takes for one physics update on the NTSC snes versins (4f).I will note, you used this term in reference to NL, but NL doesn't do a "quad frame" type thing. It just directly has frames, with one physics update per frame, 17 frames per second.
Quote from: AsahiNyan on December 03, 2024, 06:49:54 PMwithout cheatsIt's likely the cap even with cheats; as that's the highest value that can be stored in a signed 32-bit integer. Adding a further lemming would roll over the value to -2147483648, which would likely cause SL to crash (or at least behave very weirdly).
Quote from: WillLem on December 02, 2024, 09:35:31 AMQuote from: namida on December 02, 2024, 08:01:25 AMit would become possible to slightly move downwards this way. This could especially be of concern in the case of ceilings that are *just* too low to platform under, or falls that are *just* fatal.
Are you thinking in terms of possible backroutes, or annoyingly fiddly levels? Or both?
Quote from: WillLem on November 27, 2024, 10:54:16 PMI wonder if the color palette is also limited for avatars?I very, very much doubt this. That's something SMF would have to go out of their way to implement, and I doubt there's much demand for it.
Quote from: WillLem on November 28, 2024, 08:39:42 PMCurrentLevel is once again a read-only property, and now I understand why it should be that way; many different aspects of the program rely on this being set correctly from within existing GameParams procedures. It probably could be refactored to be directly settable from anywhere, but for now it's satisfying to have discovered the way it's meant to work in the existing codebase.