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Topics - EricLang

#1
Lemmings Main / The Neverending Lemmix Story
November 01, 2024, 11:01:21 AM
A little update:
After trying a better remake of Lemmix with
-the programming language C# (no control over memory, too slow: discarded)
-then in the programming language Rust (I gave up after 6 months, the language is too complicated and too restrictive)

I discovered the (not even finished) language "Zig" which is very promising.
I started with the lemming-mechanics which work now and I have a bet with a friend:
He thinks A.I. can solve lemminglevels and I think not. The easy levels yes, difficult levels no.

So now I am building a simulator to be used with A.I. and we need insane speed for that. That is where this Zig-language comes in.

My original plan was anyway to slightly change the mechanics and I was wondering what people think about it.
Here is a short list:

-If a lemming exits the world (bottom, top, right, left) he will always die.
-(not sure yet) when reaching the top of the level they do *not* turn around.
-Steel is pixel-based instead of block-based.
-Steel is really really indestructable  (even if it is hidden behind other terrain).
-Bashers, miners and diggers will immediately stop when encountering a (masked) collision with steel, even if it is one pixel.
-Bashers, miners and diggers *always* accept their job even if they will fail because of steel. I think this reflects their brainpower better :)

There is one exception to the rule: the miner does not stop if there is steel at the first (high) stroke. I discovered that is irritating.

-The 'jumper elevator bug' is kept intact. That one is to cool to remove.

edit: Ah I forgot one thing. the sprites and mechanics will be 100% symmetrical (for example the difference for LeftToRight or RightToLeft builders will be gone).

To be continued...
#2
Hello there,

I was browsing a bit through the neolemmix code and would like to know if my assumptions are right...

The highresolution mechanics is basically lowresolution.
For this purpose a "Physics" bitmap is created, which - I presume - is a downscaled version of the highres actual terrainbitmap which is rendered to screen.
When changing the terrain (building, digging, exploding etc.) *both* bitmaps (lowres physics and acual highres terrain) are updated.
Is this about correct?
And how about the FootX and FootY position of lemmings and triggerarea's?

Thanks in advance!
#3
SuperLemmix / SuperLemmix Source Code
April 11, 2023, 10:48:14 AM
EDIT by WillLem: If you're looking for the SuperLemmix Source Code, here are the relevant links:

SuperLemmix Player on GitHub
SuperLemmix Editor on GitHub

Instructions for compiling SuperLemmix Player in RAD Studio - Please read this in full before attempting to compile.



Superlemmix is a fork of NeoLemmix isnt it? Is the source online as well? There are some interesting things I would like to study. (hi res mechanics for example).
Interesting would be a background (tiled or stretched) image I think. I even was thinking about snow, rain etc. :)
#4
Lemmings Main / Lemmix
March 22, 2023, 08:17:38 PM
Working (again) on a new Lemmix version. I quit Delphi and moved to C#.
The first results are promising, but it will take a while...
I will change the mechanics a bit (goal: "perfect" mechanics), abandon the old file formats (replace that with a home grown one), create an editor and support higher resolution.
Also I will add some settings in levels like falling with gravity acceleration. That kind of stuff.
See you later :)
#5
Tech & Research / lemmings mac levels
July 07, 2022, 07:19:07 PM
Are the lemmings for Mac levels somewhere? I think they contained more details (because of less graphic / memory) limitations.
I got a very long time ago all the graphics (tiles / traps / lemmings), and would like to play around with it.
#6
Site Discussion / my sent messages
July 04, 2022, 08:34:10 AM
Hello there,

If I send a PM to someone, can I somewhere find this?

Thx
#7
NeoLemmix Main / Where is the NeoLemmix source?
February 13, 2021, 03:17:06 PM
is neolemmix still written with dephi? and is the sourcecode available from neolemmix.com?
#8
Tech & Research / Artificial Intelligence
April 10, 2020, 11:29:58 AM
Now I created a side-project: a lemmings engine, stripped down to a kind of state-machine with the same mechanics as my player.
I still have to optimize a few things, but the framerate is now between 3,5 to 5 million frames per second, which is around 800 entire games "Just Dig" per second.
All game features are available as commands and I was wondering if it is possible to write a A.I. that can solve a level.
Brute force or some kind of AlphaBeta search algorithm are probably not sufficient at all: after a few frames the amount of possibilities is already insane.

So: if there are any ideas...

#9
Tech & Research / validation
March 20, 2020, 04:48:38 PM
http://lemmings-db.camanis.net/levelpack/ag1zfmxlbW1pbmdzLWRichYLEglMZXZlbFBhY2sYgICAgMaOhAkM/

Testing...
Can anyone confirm that there is an invalid terrain in the Snow Lev 6 level?
Thanks Eric
#10
Tech & Research / lemmix player revisited
March 02, 2020, 05:47:35 PM
Able to compile my old Lemmixplayer again about 15 years later, I started refactoring it, cleaning it as well as speeding it up because of some new language features like inlining.
Instead of compiling different lemmixplayers for each DOS-game I decided to include all DOS-games in it as a resource. After that it occurred to me that supporting custom levels would be nice as well. Just looking in a "styles" folder and analyzing the files. Because there are a *lot* of custom LVL files and .DAT files around.
In the near future (and after beta-testing the source code) the exe will be available for testing.

When supporting custom levels it will not be possible to decide - reading the LVL or DAT files - what graphics should be loaded unless there are ground and vgagr files in the folder as well.
In case of LVL files only probably some config-file should be included.

I'll post a message here when the player is ready for testing and share the github location.
#11
Tech & Research / Rendering speed in Lemmings-like games
February 16, 2020, 10:43:04 AM
I was reading Object-oriented design with Simon and was wondering: how is it possible that in 2017 we have framerateproblems while in 1991 there were already lemmings walking around.
#12
Tech & Research / graphics of lemmings 2
February 08, 2020, 10:37:33 PM
Hello,
I have some information about how to extract graphics data from lemmings 3 2, the one with the space lemmings etc.
But that is a LOT of work
Does anyone have data that is already extracted? Tiles, Objects, Lemmings.
Regards Eric
#13
Lemmings Main / Lemmix URL changed
October 24, 2018, 11:23:26 AM
#14
Tech & Research / PSP graphics
April 20, 2015, 12:08:07 PM
Is there a way to obtain alle graphics and animations from PSP lemmings?
I don't know PSP but I think there should be some different versions.
The post about "Lemming in C#" contains some nice graphics which I would like to try in Lemmix.
#15
Tech & Research / compression Lemmings 2 styles
January 05, 2014, 06:41:32 PM
Trying to import the styles from the original tribe lemmings.
I know that CAVEMAN.DAT is not compressed. All goes well there.
How is the compression of the other files done?
#16
Tech & Research / How many
January 05, 2014, 01:28:21 AM
What is the estimate of you guys here of a reasonably large database containing different styles and custom made levels?
How may Styles?
How many Tilesets?
How may Levels?
#17
Tech & Research / just a minute part I and II
January 04, 2014, 08:16:17 PM
I just discovered that these two levels are a very little bit different, graphically.
I always thought it was one of the 'duplicate' levels...
#18
Tech & Research / special graphic set implementation
January 02, 2014, 12:13:32 AM
Tip needed for importing a lemmings system into the new lemmix database which is arising...

Special graphic sets are not belonging to a tileset but separate entities.
Should I 'wrap' them somehow into a tileset or keep them apart and create a 'special graphics picture' dataset?

STYLE
    SOUNDS
    MUSICS
    FONTS
    PICTURES
    ANIMATIONS
    SPECIAL
    TRIBES
        LEMMINGS
    TILESETS
        TILES
        STRUCS
    PACKS
        SECTIONS
            LEVELS
                LEVELSTRUCS
                LEVELTILES
                LEVELSTEELS
#19
Tech & Research / abstract drawing speed test for Lemmix
December 26, 2013, 12:08:40 PM
I am testing full screen drawing speed.
On my machine this is quite fast (almost 300 frames per second on a huge monitor), probably because of hardware acceleration.

If you would like to test it I would like to get back some results here (windows version and the frames per second).
Down here a link with a zipfile and a windows executable in it.

Press <ENTER> to start drawing and press <ENTER> again to stop drawing.
When stopped you see a messagebox with the number of frames per second.
<ESCAPE> of <Alt + F4> stops the program.

http://ericenzwaan.nl/eric/lemmings/Temp/RenderTest.zip" class="bbc_link" target="_blank">http://ericenzwaan.nl/eric/lemmings/Temp/RenderTest.zip

The programs draws 400 random 64x64 blocks to a buffer and then draws the buffer to the screen.

Thanks in advance.
#20
Other Projects / Working on Lemmix again
December 26, 2013, 10:56:25 AM
Since a long time started with the Lemmix program (editor and player and database in one) again. The program can import different types of lemmings and custom levelpacks.
I was wondering if it is an idea to add some drawingmodes:
- tile flip horizontal
- tile rotation (90, 180, 270 degrees)
- tile stretchfactor (stretch horizontal and vertical)

(I added 2 stretch examples (x=4, y=1.5) and (x=0.5 y=2)