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Messages - AsahiNyan

#1
Tech & Research / Re: Glitches in Lemmings
December 17, 2024, 04:42:55 PM
interesting, i didnt know there where ones too for dos too. one more interesting level code thing that is amiga specific though, is the "extra ratings" they where posted in a diffrent topic before but i didnt see them here so im just saying what they are, and the main diffrences:
"Player H"
rating code : HJANLLFHLM
10 times M30 + all 2 player levels playable as single player.

"Blue"
rating code : FAJHMFIJJS
30 times M30, not very interesting but a fun challenge to try, i guess

there is also another one that gives you F1 as the first level but shows it as, i think, level 21, however it doesnt do anything and just transitions to F2 afterward
#2
Tech & Research / Re: Glitches in Lemmings
December 08, 2024, 07:00:26 PM
Might be known but also havnt seen it here.
On the SNES version there is a level code for Fun1, on the US version its "SRDTPTP", funnily enough, you get this code after beating Sunsoft 5, the last level of the game. (only tested this on US v1.1 but will probably work on JP and EU too. though the code would be diffrent, thats why i didnt test those)
#3
Lemmings Main / Re: Over 100 lemmings
December 04, 2024, 07:41:35 PM
yeah, its not really playable, it does work but it would take days probably for all lemmings to enter, even at DFF. If you try to import a level with more than that amount the game will simply say that the file isnt valid and not accept it, it wont crash though, but i wouldnt doubt it crashing if you'd force it.
#4
Tech & Research / Re: Glitches in Lemmings
December 04, 2024, 07:37:21 PM
Didnt know that NL worked that way, but i'd probably still refer to it as Q since its essentially the same, and Q is just a physics update, which can be 1f, in that case the two are the same but Q would still be a usable term imo. It came from "quad frame" for "4 frames" but it has more gone to just mean a physics update in general.

Thanks for the welcome!
i've already been here for some time, just changed display name
#5
Lemmings Main / Re: Over 100 lemmings
December 03, 2024, 06:49:54 PM
speaking of over 100...
how about 2147483647, which is the max amount of lemmings you can have in one level in SuperLemmini without cheats,though it can only be done by manually editing the .ini file
#6
Tech & Research / Re: Glitches in Lemmings
December 03, 2024, 05:58:22 PM
i dont know if some of these have been mentioned already, but they arent on the main post, so im assuming not.
so here is a BUNCH of stuff:

Dos

blocker
(arguable)
blockers will always to to the right after being freed, even if they where assigned a blocker while above no ground in a action that allows for a blocker to be applied. (works only in original Lemmings 1, none later)

xDestruction skill - blocker
blockers can be used to override the hitbox of steel, this will make it so that you can use bombers and any other destruction skill (basher, miner, digger) to destroy the steel if the lemming is within rage of the blocker

miner (correction)
the possition of the pin of the miner is 1px below the floor, but this is compensated for on inital asignment, therefor this can only be done on the second, and onward, mine strokes, the time duration for in this can be done without destroying terrain is one Q(*)

lemmings on top always walking
lemmings on the top of the screen always walk, meaning skills can be applied to them, a funny side effect is that they are stuck in the first frame of the animation

Q manipulation
if you line up lemmings in the correct Q(*)-update order (the order in which the lemmings enter the level, and the order in which the lemmings are updated within a Q(*))
this can be used to wallzip (slide glitch) 2px wide lemming groups with a 3px wall

Amiga
xDestruction skill - blocker amiga
see " xDestruction skill - blocker" on the dos version
amiga has the special in this case that the glitch works with all destruction skills except bombers.

miner (correction)
same as dos

lemmings on top always walking
same as dos

blocker
same as dos

Q manipulation
same as dos

Super Lemmini
all glitches on amiga except  xDestruction skill - blocker steel glitches, lemmings on top always walking, and blocker right-facing glitch

blocker
spamming blocker on a lemming on every Q(*) if the lemming's pin is not above ground the lemming will move down by 2lpx(t) (4px) on every Q(*)

half pixels
(arguable)
half pixels (1px, 0.5lpx(t)) can be used for percise things, they arent necessarly a glitch though

RPLS
RPLS is devided into 2 categories: RPLS, and RPLS99

RPLS: allowing all powers of RPLS with no limit
RPLS99: allowing all powers of RPLS with the exception of caping the RR at 99

RPLS is a glitch in which you manually edit a replay file to achive "infinit skills" and a rr up to 106, it is a incredibly powerful glitch that breaks every level ever made for SL if used on them.
ways of creating replay files:

manual rpl editing:
you can manually edit the replay files and type out what skills happen by hand, but this is very tedious and unoptimal

.ini editing:
you can copy the levels .ini file, edit the skills to be infinit in it, do the replay on  that and than change the replay code to direct to the original:
   edited level direction code example:
#REPLAY NEW
#FORMAT 1
#REVISION 0.104
#Players 1
#External Levels, 0, 0, Single Levels, You need bashers this time
   
   direction to original example:
#REPLAY NEW
#FORMAT 1
#REVISION 0.104
#Players 1
#Lemmings, 0, 4, Fun, You need bashers this time

miner
in SL the miner is already below on initial assignment, SL also doesnt have a minimum amount of Q this can be done in as the miner is almost 1px below durring the entire mine duration, using this you can move downwards slowly without falling.

miner floor clip
similar to avoiding falling with the miner, if you Q(*) perfectly alternate between either: basher and miner or builder and miner you can clip through floor compleatly without destroying it

wallzip ("sliding glitch")
still the same 3lpx(t)-6lpx(t) (6px-12px)
3lpx in this version rather than 1Q jump time has 2Q just time (1.5lpx(t))
the other px amounts also have diffrent amount of jump time however those are less important in the general working of the glitch.

Q manipulation
same as dos/amiga
diffrence: more strict due to doubled pixels/smaller pixels


NL & SLX
NLWZ
nlwz is a wallzip done in neolemmix/superlemmix, these have the limitation that they will cut off instandly, however if you do them perfectly it is possible to clip into any terrain using them

FZ (slx only)
sup category of NLWZ, same concept but you use a freezer for the initial jump, this means you can jump on a 1px ledge. this glitch has been reported and will be patched in 2.8.3, it is only possible in 2.8.2 due to the previous versions having some slightly diffrent unfreeze physics aswell

2SC
you can clip 2px through stel, or any other terrain, using a NLWZ and a blocker to turn the lemming around while jumping, since the game wants to force the lemming out of the wall, but because the lemming has been turned around the game pushes him further in by 1px, if the wall is only 2px he'll clip through the other pixel too since the lemming checks wether there is a wall too high to jump on the next pixel rather than the one its on (fixed in SLX 2.8.3, working in NL (assuming since i havnt tested it yet)

BLCBAC
(arguable)
you can use a blocker while a basher is on the 3rd Q of a stroke to turn him around, finish the stroke, and free the blocker at the same time, this can be used in backroutes (ex: lemmings cranium curious 17)

BLCBSC
(arguable)
same as BLCBAC but if you manipulate the Q order of the lemmings the blocker can be applied on the 2nd Q of the stroke, this means you can do a basher staircase (BSC) with just a blocker and a basher (currently isnt used in a backroute)

SC (fixed on all)
you can repeatedly spam a shimier to clip through any ground, including steel, it has however been patched on both NL and SLX

Genesis/Mega Drive
xDestruction skills - blocker
same as dos

hitbox override
a hitbox of anything can be overwritten, even by one that is nothing, this means in some (one) level there can be a tiny cap in a hitbox, a example for this is the TAS strat on M12 where we use this to destroy the steel even without having any blockers to help
this might be possible on other versions too, like Dos and Amiga, but i personaly cant confirm this, but it seems to be fixed on SNES

*
a 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).

t
lpx is px devided by 2
px in SL is doubled due to hires, and double amount of Q(*)
lpx is largly there because its more visible than the tiny actual pixels in SL, which most of the time dont even play a role in a levels solution

#7
Forum Games / Re: Count to 1000
December 01, 2024, 09:10:35 PM

NGC 263

QuoteNGC 263 is a spiral galaxy located in the constellation Cetus. It was discovered in 1886 by Francis Leavenworth.
Wikipedia
#8
Forum Games / Re: Count to 1000
November 17, 2024, 05:26:15 PM
#9
Forum Games / Re: Count to 1000
November 14, 2024, 06:55:09 PM
:lemming: :lemming: :lemming: :lemming: :lemming:     :lemming: :lemming: :lemming: :lemming: :lemming:     :lemming: :lemming: :lemming: :lemming: :lemming:
                        :lemming:     :lemming:                             :lemming:                   :lemming:
                        :lemming:     :lemming:                             :lemming:                   :lemming:
                        :lemming:     :lemming:                             :lemming:                   :lemming:
:lemming: :lemming: :lemming: :lemming: :lemming:     :lemming: :lemming: :lemming: :lemming: :lemming:     :lemming: :lemming: :lemming: :lemming: :lemming:
:lemming:                                                     :lemming:                             :lemming:
:lemming:                                                     :lemming:                             :lemming:
:lemming:                                                     :lemming:                             :lemming:
:lemming: :lemming: :lemming: :lemming: :lemming:     :lemming: :lemming: :lemming: :lemming: :lemming:     :lemming: :lemming: :lemming: :lemming: :lemming:

#10
I improved M10, it was honestly pretty bad, 2 very very obvious skill saves, 1 on the WZ and another on the Part where you place the blocker, its much more percise now but also saved 2 skills!
#11
i'll be taking a look at M10, i feel like there might be something i can do but just so you know, it might be extreamly hard
#12
yeah, sadly only a alternative 18 skill solution but i thought i should still post it, otherwise the, like, 4h of work i put into finding it would have been wasted
#13
i was taking another look at M2 to maybe find a 17 skill solution, while i didnt find one, i did find a alternative 18 skill solution, so now there is 2 of them
#14
Hi, i've been working on a new TAS (tool-assisted speedrun) project for a little now. Since we have a all levels TAS for the genesis port i thought i should start work on a SNES one, i decided to use the Japanese version as it is the closest to the original (tricky 21 is changed in the US and EU versions). But instead of just making a all levels TAS, i decided to switch it up a bit by not only doing the 125 main levels but also the 20 2Player levels, for a 145 Level total, starting at 2player and ending with Sunsoft.


Latest Video update:
Full Update Playlist

Files (usually updated every time a new video update releases):
Google Drive Folder

Spreadsheet:
Google Spreadsheet

Level completed total: 33/145
  • 2 Player: 20 (done) (rework TP7-TP20 done)
  • Fun: 13
  • Tricky: 0
  • Taxing: 0
  • Mayhem: 0
  • Sunsoft: 0

The Timing for the full TAS starts on power on (frame 0) and ends on last input.
The Timing for Individual Levels (IL) starts on the frame that the lemming counter is at "1" anything before that doesnt count into the IL time (it does however count into the full TAS time) timing for IL ends the first frame the start button (S) is pressed in combination with select (s) to end a level. Lag will be included in both IL and full game times, i will also not do lag reduction because it is less fun to watch and on both the Best ending TAS and Genesis all levels TAS people where complaining that it makes it hard to watch because you cant really see what is happening well.

The spreadsheet will be updated throughout the process of the TAS, meaning it will always be up to date.

Previous Video Updates can be found in the description of the 2nd and onward updates.

Shorthands for Ratings:
  • 2Player = TP
  • Fun = F
  • Tricky = TR
  • Taxing = TX
  • Mayhem = M
  • Sunsoft = S

Major Updates
[Update: 28.12.2024]
finished TP7-TP20 rework
saved 8s~ total
drive file updated
#15
i managed to recreate it, 13 skills proven, it was kinda obvious where to try to reduce builders, got wallzip with 1 builder less https://youtu.be/iJIHpHvkBBw