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Messages - ccexplore

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5131
Lemmings Main / Re: original-music version of CustLemm now availab
« on: October 02, 2005, 09:05:56 PM »
Quote from: finlay  link=1124711479/15#20 date=1128271397
Why don't you implement it in the double-byte next to it which is for the special graphics levels? Or can they be used in CustLemm?

You can use special graphics in CustLemm (in fact, I even made a program allowing you to create your own special graphics for CustLemm use).  But I think only 1 of the 2 bytes reserved there are actually used.

Anyway, it's simple to change which bytes to use (and thanks all for the valuable information on this), the reason I haven't finished this yet is because I wanted to first finish a few more MIDIs Ahribar requested.

5132
Lemmings Main / Re: original-music version of CustLemm now availab
« on: October 02, 2005, 09:01:38 PM »
Quote from: finlay  link=1124711479/15#20 date=1128271397
(which may be a slight problem, cos I think lemedit puts something there which, when I imported levels into Mac ONML, makes them go at superlemming speed)

Yep, the bonehead that is the author of LemEdit put the LemEdit version number into those 2 bytes.  It didn't seem to have an effect in CustLemm despite its support of SuperLemmings according to Mindless, but it's quite possible that Mac ONML checks the bytes differently (eg. check for 0 vs. check for FF).

I suppose I could try hacking CustLemm to leave those 2 bytes as 0s, although it's probably easier if you just use a hex editor yourself to fix it.

5133
Challenges / Re: Lemmings Challenges
« on: October 02, 2005, 08:53:26 PM »
Quote from: guest  link=1117597280/345#356 date=1128276404
Oooo...On the genesis it is possible to do any of the "We All Fall Down" levels with only 3 diggers. Take that as a challenge.

Good job! :thumbsup: But why 3?

On the Mac I just confirmed that you can do it with only 2 diggers, I would think that the same is true on the Genesis as well.

Interestingly (though not too surprising, given previous experience), it doesn't work on the PC version.  I'll try other versions later.

5134
Level Design / Re: Bizarre Custlemm/nocdlem Problem
« on: October 02, 2005, 08:21:49 PM »
Quote from: Shvegait  link=1128268334/0#1 date=1128270085
Make sure your interactive objects (traps, exits) line up at a Y value divisible by 8 (I think it's 8, anyway).

4, actually.  (Of course, 8 would work too)

Quote
Make sure your Z-order of traps and exits is 14 (15?) or less.

15

Incidentally, since entrances don't work the same way as traps, you can set your entrances' z-orders to 16 and above to free up slots for traps.  Ditto for decorative objects that have no effect on Lemmings.

5135
Tech & Research / Re: amiga lemmings rom
« on: October 02, 2005, 08:15:47 PM »
Quote from: Mindless  link=1126641630/15#25 date=1128274576
IPFs are better than ADFs.

Well, if Finlay has the IPFs that should work fine too, I'll let you help him with downloading whatever else you need to use IPFs.

Quote
Does that work for you? &#A0;Somehow, I can't get Lemmings 2 to recognize my savegame disk...

It works perfectly fine.  What happens when you try it?

Wouldn't it be ironic if your IPF is at fault?  (Well that's the only difference I can think of off top of my head. ;P)

5136
Tech & Research / Re: amiga lemmings rom
« on: October 02, 2005, 12:41:43 PM »
Ok, on second thought, maybe it's easier to just talk about it.

First, you need the Kickstart ROM file.  I can e-mail you that if you don't have it, it's hard to find on the Internet.

Next, find the games you want in .adf format, which are basically floppy disk images.  Although that does mean there's this annoying bit of load time to deal with when you play the game, it does make life easier then trying to install games into a simulated hard drive volume.

Now, you need to create a configuration file to specify the appropriate settings.  Most importantly, the configuration file is where you specified which floppy disk images goes into which disk drive, and what ROM to use, etc:

1) Go to "ROM" on the tree view at the left, then under "Boot-ROM Settings" on the right, for "ROM File", point it to where you have the file for the Kickstart ROM

2) Now go to "Disk Drives" on the tree view at the left.  You see that on the right side, you have a choice of up to 4 floppy drives.  Some may be "disabled" meaning that the emulator treats those drives as not being there.

For Lemmings, it should come on two floppies, likely named something like "Lemmings Disk 1 of 2.adf" and "Lemmings Disk 2 of 2.adf".  Set DF0 to 3.5" DD, then point it to the "...Disk 1 of 2.adf" file.  Set DF1 to 3.5"" DD, then point it to the "...Disk 2 of 2.adf" file.  Set DF2 and DF3 to "disabled".

For ONML, it should come on 1 floppy, likely named "On No! More Lemmings.adf".  Set DF0 to 3.5" DD and point it to the .adf file.  Set the other 3 drives as disabled.

For Lemmings 2, it should come on 3 floppies, named "Lemmings2_1.adf", "Lemmings2_2.adf" and "Lemmings2_3.adf".  Set DF0 thru DF2 to 3.5" DD and point each to the corresponding .adf file.  You will also want to create a "blank floppy" .adf file for storing savegames for Lemmings 2.  To do this, go to where it says "New Disk Image".  Set it to 3.5" DD, then click on "Create Standard Floppy".  You will then be prompted for a filename for the resulting .adf file.

Once the .adf file is created, set DF3 to 3.5" DD and leave it blank for now.  What happens is, while running the game, if you try to load the game will prompt you to "insert your save disk in drive 0".  To do that, press F12 to bring up the config screen again, go to "Disk Drives", and then switch DF0 to point to the save disk .adf  you created earlier, and set DF3 to point to Lemmings2_1.adf instead.  You can leave it that way for the rest of the game.  Click OK to get back to the game.

============

Anyway, once you made the settings as explained above, you should save the configuration.  You should create a configuration for each game.  To save the configuration, click "Configuration" at the tree view on the left, then type a name for it under "Name:", and then click "Save".

With a configuration saved for each game, later when you need to run a particular game, you can just load the configuration for that game, instead of having to redo all these settings again.

There are many other settings you can fiddle with on the config window, although I don't remember having to fiddle anything to get the 3 games I had (Lemmings, ONML and Lemmings 2) running.  In worst case I can e-mail you my config files, although you then need to make sure to visit the ROM and Disk Drive section of the configuration and make sure they point to the files in the location you saved them on your machine (which of course may differ from where I choose to save them).

Let me note that if you need savestates, you can deal with them via the configuration window.  Commands for loading and saving savestates can be found if you select "Misc" from the tree view on the left.

Hope this helps, don't hesitate to ask questions if you're stuck.

5137
Challenges / Re: Lemmings Challenges
« on: October 02, 2005, 07:04:32 AM »
Quote from: ccexplore (not logged in)  link=1117597280/345#352 date=1128154712
Still, I don't think I'm even going bother with the Mac until I actually confirm the 9-builder solution for real on the PC first.

Ok, 9-builder solution for Wicked 13 finally confirmed on PC.  I got lucky with the LemSteven half of the solution, that went without a hitch.

My guess is that you won't have enough skills to lower the number of builders further down, but feel free to prove otherwise.

I'll leave the Mac version for some other weekend, although I think it has a good chance of working on that version also, though more difficult.

5138
Challenges / Re: Lemmings Challenges
« on: October 02, 2005, 04:39:22 AM »
Quote from: ccexplore (not logged in)  link=1117597280/330#335 date=1128000746
Wild 15: &#A0;sadly, it looks like 48/50 might not be achievable on the Mac. &#A0;Why? &#A0;Well, recall how I said on the PC, there are 3 different ways you can handle the final obstacle and get 47/50.

Well, on the Mac, it turns out that two of the ways doesn't work. &#A0;The only method that works is the glitch-free, "guest-inspired" method. &#A0;And no one has yet successfully adapted that solution to 48/50 at this point, so until then

Then is now!  I finally found a way to adapt the "guest-inspired" 47/50 solution for 48/50, and so I have now confirmed on the Mac that it's possible to achieve 48/50 on Wild 15.  (The solution should also work on the PC.)

Although the "guest-inspired" 47/50 is glitch-free, I need to use the bomberless Mayhem 2 glitch for the 48/50.  Previous experience with adapting the solution to 48/50 suggests that you probably have to use that glitch to get a working solution.  In any case it certainly makes life much easier.

5139
Lemmings Main / Re: New PSP Lemmings Screenshots.
« on: October 01, 2005, 11:29:03 PM »
Incidentally, I never seen anything from the Playstation version, do the graphics look just like the Mac or Amiga versions, or does it look a little different?

5140
Reviews / Re: Cheapo Level List Game
« on: October 01, 2005, 11:22:18 PM »
Quote from: Ahribar  link=1102948574/120#131 date=1128201974
The four fire traps to the left of the exit aren't placed right; lemmings walking left along the platform fall to their deaths rather than being burned.

Sorry to digress, but what you said reminded me of Mayhem 2.

On many versions of the game (DOS version being one notable exception, since it lacked the fire traps altogether on that level), there are 5 fire traps placed along the pit below the entrance area, with 4 cone-shaped terrain, each placed in between every 2 traps.  If you build from the starting platform so that the lemmings falling off the bridge land on the tip of one of the cones, you'll find that as they walk down the cone they will fall to their death rather than getting burned.

5141
Challenges / Re: Lemmings Challenges
« on: October 01, 2005, 01:31:20 PM »
Quote from: ccexplore (not logged in)  link=1123112669/15#22 date=1127675677
I discovered that the builderless Tame 14 solution I used on the PC doesn't seem to work on the Mac.  But rather than a game-mechanical difference, I think the reason is more of a terrain difference.

But that doesn't mean there isn't another solution that could work.  I'll get to it when I have time.

I have now confirmed that you can save 100% with no builders on the Mac version of Tame 14.

Basically I just used the Tame 20 glitch, although setting it up properly on Tame 14 can sometimes be a little less straightforward.

I actually think you can also have a builderless 100% solution that uses no glitches, although that would be very difficult to execute, so I'm going to leave that alone for a while.

5142
Challenges / Re: Lemmings Challenges
« on: October 01, 2005, 08:18:32 AM »
Ok, I now have evidence that you can save 100% on Wicked 13 with no more than 9 builders.

I said "evidence" because my attempt was screwed up in a number of places.  First, I used 2 more builders than intended, because I failed to build at the intended places (basically, the same frustration LemSteven went thru when confirm the 10-builder solution, except I didn't feel like starting over).  Second, at the beginning I accidentally lost one.  And I probably used more skills towards the end than really necessary (but fortunately there was enough).

Still, the solution idea definitely will work.  It is actually just the 10-builder solution with a different way to deal with the "ending".  No differences until after you got past the application of the Mayhem 12 glitch.

--------------------

As for the Mac, with great difficulty (it's very hard to do precision moves on it reliably), I managed to confirm the 10-builder solution.

Although earlier I said that the 9-builder solution is probably PC-specific, I'm beginning to think that might not necessarily be the case.  In particular, since the glitch for the builderless Tricky 9 seems to work to some extent on the Mac......

Still, I don't think I'm even going bother with the Mac until I actually confirm the 9-builder solution for real on the PC first.

5143
Challenges / Re: Lemmings Challenges
« on: October 01, 2005, 05:45:52 AM »
Turns out LemSteven's 10-builder solution is actually not too different from the 11-builder solution mentioned above.  Unfortunately, it does look like the 3 bashers, 1 digger and 1 climber are all needed.

So looks like time to move onto fewer than 10 builders, although such solutions likely will only work on the PC version if at all.  I guess I can verify the 10-builder solution on the Mac first though.

5144
Challenges / Re: Lemmings Challenges
« on: October 01, 2005, 05:27:38 AM »
Quote from: ccexplore (not logged in)  link=1117597280/345#349 date=1128144378
But before that, I ended up making minor improvements to the 11-builder solution:

1 blocker, 3 bashers, 11 builders, 1 digger

So one more basher than before, but in total 1 less skill used. &#A0;I suppose I should confirm it on the Mac

Just to be clear, I did confirm the above on the PC, just not the Mac.

Now, onto 10 builders or less......

5145
Challenges / Re: Lemmings Challenges
« on: October 01, 2005, 05:26:18 AM »
Quote from: ccexplore (not logged in)  link=1117597280/345#347 date=1128142647
Now to see what I can do with LemSteven's 10 "digger" ;P solution.

But before that, I ended up making minor improvements to the 11-builder solution:

1 blocker, 3 bashers, 11 builders, 1 digger

So one more basher than before, but in total 1 less skill used.  I suppose I should confirm it on the Mac, but I figure the 10-builder solutions would be more interesting anyway, so maybe later on this if requested.

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