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Messages - lorcan

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1
Help & Guides / Re: Lemmini Troubleshooting
« on: July 17, 2009, 07:38:27 AM »
Which distribution/version of JAVA do you have installed on your machine? Did you install it yourself or was it already installed with the OS? Which version of Ubuntu do you use? If I remember well I had to install (manually) another version of JAVA than the version provided with the OS because it didn't work correctly. I think that the preinstalled version even didn't work in Firefox (not detected) :P I don't know if the following versions of Ubuntu fixed this. I think (I'm not sure I remember well) that the version of JAVA installed with Ubuntu wasn't the official release by Sun but a tweaked version... Again, I'm not sure. It's been ages ;P

A silly question but ... how do you launch Lemmini? Do you rightclick "lemmini.jar" and choose "Open with

2
Thank you very much Clam Spammer  ;) I'll have a look asap

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Level Design / Re: Lemmix goes Custom
« on: July 06, 2009, 09:35:36 AM »
I like efficiency. I'd favour keeping the files as small as possible (by keeping the tileset and level data separate), but if we do this we have to make absolutely sure that we don't end up with a situation where you have levels without the data files needed to run them. Someone mentioned a way of automatically detecting missing tilesets that you need to run a level. I like that idea very much.

IMHO keeping the tilesets and level data separate would be the best option. The game engine could scan for available (installed) tilesets and thus detects missing ones without having to exit brutally :D This tilesets scan could either be performed during the main game initialization (to retrieve a list of all the styles available) or on the fly when loading a level (checking if the current style(s) exists on disk and adding the style(s) to the list if they aren't already stored in that list). Doing this we could use several styles in a single level and we could also edit existing styles and create new ones  ;) This is what I thought for my project...

Anyway if we'll use embedded styles in level files, we should consider a level converter at a certain point...

4
Indeed the number of available skills doesn't decrease  ;P so I'm not able to run out of skills  :-\ Anyway I looked at the Amiga version just to check the fake doors and traps  ;) Maybe I should check another Amiga emulator or maybe my ADFs are wrong... I don't know.

BTW I noticed that the SNES has better graphics? Or do I mistake the SNES version for another version?

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Help & Guides / Re: Lemmini Troubleshooting
« on: July 06, 2009, 07:09:33 AM »
I had already installed and played Lemmini on Ubuntu in the past (version 8.04 aka Hardy Heron) and it worked like a charm. I think I just needed to set the sound profile... In short, nothing that complicated  ;)

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Help & Guides / Re: Lemmini Troubleshooting
« on: July 05, 2009, 06:36:29 AM »
Tim, don't upload a zip including Lemmini+WinLemm. I think Volker (aka 0xdeadbeef, the creator of Lemmini) wouldn't agree! (for legal and personal reasons). So I'd advise you to respect his choice  ;)

7
Quote
Re: pic: How did you get there without using any time or skills?

Well I don't know if it has something to do with "Amiga Forever" or my Lemmings ADFs, but the skill panel seems not to refresh. The only working things are the IN/OUT lemmings and the release rate. The other buttons don't change. So YES I used skills (bashers, miners, blockers and builders).

Quote
That was DragonsLover's "corrected version". I don't know how that was done exactly, but it might be worth checking.
Yes indeed. If someone knows where to find this correction version, this would interest me too :)

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Help & Guides / Re: Lemmini and Vista
« on: July 04, 2009, 09:33:55 AM »
OK so you had a bad version of WinLemm. You should be careful with uncertain/unsure data, it could cause damage to your files, or even your system...  ;)

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Level Design / Re: Lemmix goes Custom
« on: July 04, 2009, 09:26:00 AM »
or have a level filer converter? (maybe a feature of the Lemmix editor?)  :)

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Help & Guides / Re: Lemmini and Vista
« on: July 03, 2009, 09:30:33 AM »
It's maybe to one of the following reasons :
- Which version of Lemmini do you use? If it is 0.79 the extraction process fails due to a CRC check with a file you don't have.  Update then to version 0.79b (http://lemmini.de)
- Which version of WinLemm do you use? I can read "/NoCDLemm/" in your post so maybe it's a cracked version and so it could be logical that the CRC check fails since cracked files are different... Could you give us the CRC of your BLINK.SPR so that we can tell you if your are corrupted or not? You can use fsum or fsum frontend to generate hashes.

Lemmini checks files using the adler32 checksum algorithm. Don't mistake adler32 with CRC32, MD5,... Your BLINK.SPR file should have the following hashes :
  • adler32 : 1a3f9bb6
  • crc32 : FDEE8022
  • md5 : AFEEBFAD7DA1FBF5CBA8C0664D8E1C17

If you have other values Lemmini will fail at extraction for sure.

11
A first thing to know about these levels is that water only exists in the Amiga version, not in the DOS version. In the DOS version it's simply empty where the Amiga version has water. So in the DOS version lemmings die by falling into the void, and they die by drowning into the water in the Amiga version.

I've just checked Tricky 7 in the Amiga version and water on the right of the level is indeed fake (between the 2 last pillars). This confirms the index theory  ;)  Look at the attached screenshot.

EDIT: The Windows version has also no water traps in these levels ;)

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Wow! I didn't know this! I knew that there were only 32 x 8 byte slots in a level reserved for objects but I didn't know about the last 16 inactive objects. Thanks for this information ccexplore  ;)

BTW it appears to me that you know tons of things regarding the original game mechanics/data structure/etc.  and I already knew you're a Lemmings guru ;) Have you written extra articles in addition to those available in the Lemmings Archive? (aka http://camanis.net/lemmings/tools.php). Or do you know where I can find such articles/analysis documents? This could help me to learn new things and avoid mistakes in my remake project  :D

Thanks!  ;)

EDIT: I've just tested the Amiga version and the behavior is the same (doors are fake)

13
Maybe a stupid question... How does the original  Holiday Lemmings game interpret/detect/know that the other doors in this level are fake? Something to do with coordinates? Something in the level description which overwrites the trigger effects specified in the graphic sets? You told about gaps in the interactive objects indices in a level, what happens in the original DOS game concerning these indexes? I don't know such a rule which mentions that such or such indice gives a fake door... So this interests me :) Same thing with other traps?

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Lemmings Main / Re: Lemmings Music from Super Nintendo (SNES)
« on: April 29, 2009, 08:39:31 AM »
Ron_Stard: The foo_gep plugin for foobar2000 also let you play *.spc files ;)

http://kode54.foobar2000.org/
http://fb2k.org/show.php?id=246

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Lemmings Main / Re: Lemmings Music From Sega Genesis (AKA Mega Drive)
« on: April 24, 2009, 01:35:09 PM »
Or use Foobar2000 with the foo_gep.dll component ;)

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