Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ccexplore

Pages: 1 ... 340 341 [342] 343 344 ... 376
5116
Lemmings Main / Re: New PSP Lemmings Screenshots.
« on: October 04, 2005, 12:40:20 AM »
Wow, clearly a lot has changed in the past few years. X_X

5117
Other Projects / Re: myvgaspec:
« on: October 04, 2005, 12:12:04 AM »
Here's a useful hint for those who are not clear on how to get the bitmap you want to convert to be in the format acceptable by myvgaspec.

Simply make a copy of the included example.bmp file.  Note I say to copy the file itself, not just the graphics.  Then in your copy, inside a suitable graphics program like MS Paint or Photoshop or what-not, erase all graphics and start copy-and-pasting in your own graphics, and optionally do some additional drawing as necessary.  Then just save the copy.  Since the copy started off in the correct file format, it should end up being saved in the correct format as well.

That should ensure you won't run into any errors with myvgaspec, unless there is really a bug in the program.

5118
Lemmings Main / Re: New PSP Lemmings Screenshots.
« on: October 03, 2005, 11:39:21 PM »
Quote from: DragonsLover  link=1125415222/60#68 date=1128381039
Try using a PSX emulator.

I'm not sure if there are any available now though.  There used to be this one called "Bleem" or something, but it's commercially sold or something, and later Sony sued them out of existence.

It's kinda weird that someone would have the game but not an actual PSX.  PSX emulators work directly with the game CDs, and since CDs tend to hold far too much content for downloading purposes, it's not too likely you'd be able to download PSX games off a web site.  (Though I can imagine maybe thru a peer-to-peer network you can download that sort of thing.)

5119
Lemmings Main / Re: New PSP Lemmings Screenshots.
« on: October 03, 2005, 11:36:09 PM »
Quote from: finlay  link=1125415222/60#66 date=1128273378
Many levels are missing water that goes along the bottom of the screen, which usually just serves a decorative purpose, but it makes the levels look a lot plainer. Call in the bomb squad is even missing the decorative water along the top,

That's also true in the DOS version as well, although I'd guess the DOS version did it for memory/performance reasons.  I wouldn't expect the Playstation to have such problems.

Quote
Triple Trouble has 12 builders and Steel mines of Kessel has 20 of everything,

That's also true in the DOS version (at least for Steel Mines, I don't remember off-hand about the other one), though I don't really understand why.

That being said, the Mac version is unintentionally harder.  On the original versions (Amiga, PC, Atari), there are 3 terrain areas which are traversable, but on the Mac became extra obstacles due to graphics differences.  Together with Mac's reduction to 80 lemmings out without adjust the percentage to save, and you end up with a level whose difficulty is way out of league with the rest of the game.

Quote
This makes Livin' on the edge quite difficult, although iirc the mac only has 6 builders yet the playstation has 10.

I think most versions (DOS, Amiga, SNES, etc.) also have 10.  I'll have to check the Mac version myself tonight.

5120
Other Projects / Re: myvgaspec:
« on: October 03, 2005, 11:20:02 PM »
Quote from: Leviathan  link=1123741312/45#59 date=1128383420
You said there are 4 browns and 3 reds in Menacing...

However the only colors I'm allowed to use for vgaspec.dat files are red,orange,green,yellow,blue,cyan and purple...

No, no, no.  Sorry,  looks like there's a misunderstanding.

myvgaspec will take the first 7 color it finds in your bitmap, but they can be any colors.  The example used the rainbow colors to help highlight the fact that there are 7 colors, but you're not stuck with just those specific 7.

Quote
I tried making a vgaspec.dat file with white pixels,it didn't work.I tried doing the same in orange and it didn't work either.

The problem might have nothing to do with colors.  For example, what's the dimensions (width and height) of the bitmap you're trying to use?  The width must be 960 or less.  Also, your bitmap has to be of BMP format, and must be a 24 bpp BMP (in Windows, open up your graphics in MS Paint and do a Save As, making sure to select under "Type" the one that has "24" mentioned).

myvgaspec should give you fairly descriptive error messages pinpointing why it doesn't accept your bitmap.  Tell me which error message it gave you.

5121
Level Design / Re: New Cheapo style: "Prince.sty"
« on: October 03, 2005, 09:43:18 PM »
...Maybe.  I guess some of the middle parts might sound slightly weird out-of-context, especially to someone who hasn't heard the music before in the proper context of the game's intro sequence.

Although I think some editing could help with that.

My main concern with the overly short MIDI is that, as you know, Cheapo has a bug whereby if the game's paused, the music won't loop when it reaches the end of the MIDI, until you unpause the game.  With your current Prince MIDI, this is almost guarantee to happen for anyone who's figuring out the level.

Any thoughts about sound effects?  I can help with those too.  (Well, it's really just a matter of capturing to WAV via DOSBox.)

5122
Level Design / Re: New Cheapo style: "Prince.sty"
« on: October 03, 2005, 01:12:09 PM »
I also think the MIDI is a little too short.  I just sit thru the entire intro screen of P.o.P. and notice that there's a little more music than the first 10 or so seconds the MIDI has.  Maybe when I'm done with the ONML MIDIs I can do something about the Prince MIDI too.

5123
Level Design / Re: New Cheapo style: "Prince.sty"
« on: October 03, 2005, 12:59:42 PM »
Quite interesting how well the general layout of a Prince level works as a Lemmings level also, although it does take a tiny bit of time to get use to some things (like having to bash thru pillars that the Prince would've walked thru).

One suggestion:  It would be cool to replace the normal "Let's Go" sound effect (#12) or the "window opening" sound effect (#6) with that ominous "da-da-da da" chime sound that's played at the start of each P.o.P level.  There should be a few other opportunities for sound effect replacements, like falling deaths and certain trap sounds.

Oh, and although it's not a big deal and a bit of pain to do it, I personally would get rid of the words "Prince of Persia" in the background graphics of the level intro screen.

5124
Challenges / Re: Lemmings Challenges
« on: October 03, 2005, 04:08:04 AM »
Quote from: guest  link=1117597280/360#362 date=1128298921
I should modify the challenge: no mice. (you can't use a mouse)

Um, that doesn't really make sense for either the Genesis or Cheapo version.  Clarify?

5125
Help & Guides / Lemmings 3 manual or brief synopsis
« on: October 02, 2005, 11:02:55 PM »
I was wondering if anyone can find an electronic version of the Lemmings 3 manual.  If not, at least a brief overview of how the game works.

I guess eventually I'll figure everything out (after all, that's how I went thru Lemmings 2), but help is appreciated too.  Thanks.

5126
Tech & Research / Re: Dosbox question
« on: October 02, 2005, 09:55:04 PM »
Unfortunately, it's a known bug in current version of DOSBox, sound no longer works when you raise the cycles too high.

What's your machine's specs?  I generally don't find it necessary to raise the cycle at all, the game works fine at the default, although levels with many interactive objects does take slightly longer to load.

If it's still too slow on your computer you can try increasing the frame skip, although that does make the animation more jerky since DOSBox isn't updating the screen as frequently as it needs to.

5127
Tech & Research / Re: A ScreenThief question
« on: October 02, 2005, 09:50:59 PM »
Quote from: Jazzem  link=1128180178/0#3 date=1128255496
Sprite rippers rejoice!

Except we already have the means to rip sprites without waiting forever for the next version of DOSBox.

In fact, I think the Windows version of Lemmings actually comes with a bitmap that has all the relevant sprites used for playing a level (namely, all the Lemmings animation).

What would be useful though is the ability to record solutions.  This is assuming it will not degrade performance too much (depends on your machine I guess).

5128
Challenges / Re: Lemmings Challenges
« on: October 02, 2005, 09:41:28 PM »
Quote from: ccexplore (not logged in)  link=1117597280/360#360 date=1128288874
I don't know for sure yet whether the DOS version is one of the two behaviors or a distinct third.

Looks like a distinct third.  Neither solution works on the DOS version.

5129
Challenges / Re: Lemmings Challenges
« on: October 02, 2005, 09:34:34 PM »
Quote from: ccexplore (not logged in)  link=1117597280/345#359 date=1128288485
and then since you can't change the RR while pausing in the Genesis version, it looks like you really do need 3 diggers there.

I'm wrong.  Although you still can't change the RR while pausing in the Genesis version, I found that if you pause the game at the earliest moment allowed, then unpause and raise RR immediately, you can raise the RR high enough to allow a 2-digger solution.

It's still the case though that the Genesis version's digger seem to be subtlely different from the Mac version in behavior.  I don't know for sure yet whether the DOS version is one of the two behaviors or a distinct third.

5130
Challenges / Re: Lemmings Challenges
« on: October 02, 2005, 09:28:05 PM »
Quote from: ccexplore (not logged in)  link=1117597280/345#358 date=1128286406
Good job! :thumbsup: But why 3?

Interestingly, I just tried the Genesis version and found that its behavior is not quite the same as the Mac version, and then since you can't change the RR while pausing in the Genesis version, it looks like you really do need 3 diggers there.

I think I should revisit the DOS version again actually......

Pages: 1 ... 340 341 [342] 343 344 ... 376