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Messages - namida

#9136
No worries.

As a point of interest, the Genesis tracks (including special graphics levels) + OhNo tracks come to 27 tracks total. If you can find 3 more tracks, then you've got enough for a different track for each level. There's 4 unique tracks in the Master System version, perhaps you could use 3 of those (or 4 of them and remove one of the other tracks). This is, of course, just a suggestion - it's up to you if you do this or not.
#9137
NeoLemmix Main / Genesis version music pack
March 23, 2015, 08:35:51 PM
https://www.dropbox.com/s/8p6gvfzect4ckk0/LemmingsGenesisMusic.dat

Just rename it to match the player name with _Music at the end. For example, "LemmixPlayerNeo_Music.dat".

You can use it with Orig, Covox, Prima, or Lemmings Plus I. (Well, you can use it with any player that supports music packs unless it needs a track higher than #21, but you won't get all of the tracks in that case (eg. with OhNo, you'd only get the first 6 tracks, since OhNo only has 6 tracks normally). The ones you can't use it with are Cust, Extra, and Lemmings Plus Flashbacks due to them using higher-numbered tracks, and LPIII, LPIII Bonus and Doomsday since they don't support music packs.)
#9138
23 for Genesis + OhNo, I think? (17 Orig musics + 6 OhNo)

But yes, you have the right idea. Just be aware that when you build an all-in-one EXE, it won't read OGG files simply placed in the same folder. You must either build them into the EXE, or create a music pack file.

To create a music pack file, you use the LemResourceBuilder included in the Flexi Toolkit (this time with the OGG files instead of the IT files being in the music folder); the ARC file is your music pack. Just rename this file, if for example your EXE is "GigaLems.exe", the music pack should be "GigaLems_Music.dat". I highly recommend doing it this way instead of including the OGG files as the built-in musics, as the filesize for just the Genesis OGGs is over 13MB. Then, you can add the music pack as a seperate download.

Note that you must include all track numbers (plus Frenzy and Gimmick) in the music pack, even if the version of them in there is identical to the one in the EXE. Basically, the way NeoLemmix works is that if a music pack exists, the music files built into the EXE are ignored completely. For example, in Lemmings Plus Omega, track_03 doesn't have a higher-quality OGG version, but track_03.it still has to be included seperately in the music pack.

Here's links for the OGG files:
Genesis Orig OGG files
OhNo DOS OGG files

Note that the Genesis ones, I've renamed the files so the songs are in the same order as the Amiga version. You'll have to swap the filenames around a bit if you want the DOS order (or a custom order) instead. Also note that the special graphics level OGGs are included; if you aren't using these too, I highly recommend you don't include them with your pack (to reduce file size).

You can use either OGGs or ITs in the music pack (for example, if you want to mix the Genesis OGGs with the Amiga OhNo IT files). If you include both an OGG and an IT with the same number, the OGG is the one that'll be used.
#9139
Just set the number of tracks to 17 in your SYSTEM.DAT file, then you don't have to configure it manually for each level. :) (Or to however many tracks you're planning to use, if you don't intend to use all 17 of them)
#9140
Yeah, it's a bit confusing. The level pack DAT files start from 0, but the text files (just like LVL files when using the LookForLVLFiles option) start from 1. I can definitely see why you'd think it was 0430, but I assure you 0530 is correct.

As for the Genesis tracks, I can clearly see you've at least tried, so I'll see if I can get them into the right format (and working) for you. :)
#9141
I think it would be 0530 for your pack? (5th rank, 30th level?)

But yes, you have the general idea of it. :)
#9142
Released a very minor update for LemSet. Updating is not critical - it just adds support for directly saving/loading files in the g_XXXX / v_XXXX naming scheme, to remove the need to manually rename these.
#9143
Along the same lines as is currently being discussed for Lix:

Would anyone like to have a fixed (probably user-configurable in later versions, but fixed for now) set of keys where "key X = skill X", rather than "key X = the Xth skill on the skill panel"? This should be very simple to implement if people want it; the biggest difficulty is likely to be deciding which keys to map them to.

These could either exist alongside the current positional ones, or as a config menu option to switch between them. In the latter case, one possibility may be to match F3 to F10 to how they are in traditional Lemmix, and 1 to 8 (or perhaps 3 to 0 would be more comfortable) to the eight new skills. This would mean needing to remap 5 (the skip level button when cheat mode is active) to a different key, but that's not an overly major issue.
#9144
Lix Main / Re: Skill keys vs. positional keys
March 23, 2015, 12:52:18 PM
Why not support both and make it a user option?
#9145
You can put a preview or postview text on any level. Create a text file named:

iXXXX.txt for preview
pXXXX.txt for postview

Put it in the data folder when building an exe.

The XXXX is the same rank / level numbers as for LVL files. For example, if you wanted a preview text on the first level of the second rank, name it i0201.txt. For a postview text on the 30th level of the 5th rank, it's p0530.txt.

These files can be up to 18 lines, and each line can have about 40 characters. There's no limit to how many levels can have them (though obviously, it'd get annoying if you overuse them), and you can have both a preview and a postview text on the same level.
#9146
General Discussion / Re: Lemmings Forums on Youtube
March 22, 2015, 11:02:36 PM
I wouldn't take my accent as being "authentic" NZ. Mine is quite unique. :p

And yes, I plan to do GigaLems blind, though I have played the first rank already from when he released it as LVL files.
#9147
Use the "Metadata Editor" under the filemenu, according to the Audacity wiki. I don't currently have it on this PC so I can't open it and check for sure where to do it.

One thing to be aware of - if I'm not mistaken, it's case sensitive, so they must be "LOOPSTART" and "LOOPLENGTH".
#9148
Fan Corner / Re: My Lego Lemmings Stopmotions
March 22, 2015, 07:30:06 PM
Looks pretty neat, though I do have to say that having a different camera position for each shot is a bit bothersome...

What kind of device are you using to take the shots? Could you attach it to some kind of makeshift tripod?
#9150
Quote from: namida on March 22, 2015, 06:32:17 PM
To convert them, just open in any audio program that supports both formats (Audacity is one such program) and save as OGG. Making them loop is a bit more complex; you need to add metainfo tags "LOOPSTART" and "LOOPLENGTH", with both values being in sample number, not time. I believe you can calculate the sample number by dividng the time (in seconds) by the frequency. You might want to google more details on this.