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Messages - ccexplore

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5236
Lemmings Main / Re: Lemmings MODs (Amiga)
« on: September 23, 2005, 05:09:53 AM »
Quote from: Mindless  link=1127369568/0#6 date=1127448219
Tune4 ripped, and split channels... I think I got it right this time. :D

Yep, that's it!  Thanks! :D

Quote
Anyway, I wouldn't mind if you'd take a look at the [link=http://it.travisbsd.org/lemmings/_misc/LemmingsAmigaHD.zip]original music files[/link], since I can't figure out how they are stored...

I'll try, but be warned that I know less than you do at this point on this.  Incidentally, did you by any chance try and see whether the DOS DAT decompression works on these files?

5237
Level Design / Re: Beat the timer
« on: September 22, 2005, 11:31:34 PM »
Quote from: Timballisto  link=1127011094/0#0 date=1127011094
If not, tell me any time glitches you know &#A0; :-/

This one is pretty well known and if I recall correctly, works on the DOS version but I don't know about the others.

In the DOS version, if you pause the game as soon as the level shows up, and wait until it finishes the "Let's Go" sound effect before unpausing, the entrance will more or less open up soon after unpausing.  But since the clock is stopped while pausing, in effect you got the entrance to open up earlier relative to the clock than you would if you never pause the game, since the entrance always waits until the "Let's Go" sound effect is over before it would open.

This can potentially allow you an extra second or two of playtime to complete a level.  This is generally not much but it might come in handy every now and then.

5238
Levels for other engines / Re: Level pack topic
« on: September 22, 2005, 11:26:56 PM »
Quote from: JM  link=1089136533/345#351 date=1127398164
Has anyone got a Lemedit version if the level?

Sorry, not at the moment.  LemEdit doesn't support pasting in arbitrary terrain graphics, so I'd actually have to do a bit of work (either manually or writing a program) in order to come up with a LemEdit remake with how ever many terrain pieces necessary to reconstruct the level.

You can always try remaking it yourself though.  A screenshot can be found at http://www.neolemmix.com/levelimg/extra/0217.png

5239
Level Design / Re: Beat the timer
« on: September 22, 2005, 11:21:29 PM »
Incidentally, Tim, it would be great if you can e-mail me some samples of your various versions of the wall (and surrounding terrain).  That way I can do more tests to ensure that I have the correct information regarding the climber.

5240
Lemmings Main / Re: Lemmings MODs (Amiga)
« on: September 22, 2005, 01:24:45 PM »
Thanks, but unfortunately that wasn't the tune I was looking for.

I'm looking for the tune that is played every 6th level in Amiga ONML, ie., Tame 6, Tame 12, etc.  It (very roughly) corresponds to the music played 4th in DOS ONML.

5241
Levels for other engines / Re: Level pack topic
« on: September 22, 2005, 01:03:14 PM »
Here's my Cheapo remake attempt for Genesis Present 17, "Electric circuit":

http://www.geocities.com/guestlevels/lemmings/electriccircuit.zip

It uses Ahribar's "MichaelBlue" style (note: it's over 1MB):

http://www.geocities.com/guestlevels/lemmings/michaelblue.zip

It's a rather "lazy" remake.  I basically just copied and pasted the screenshot (modified as noted in earlier posts) into Cheapo, erased the entrances, traps and exits that were in the screenshot, and then put in the actual objects and metal areas.

Ideally, since Cheapo levels have a vertical height of 200 rather than 160, the "correct" thing to do would be to proportionally scale (horizontally and vertically) the position of the lines accordingly.  But it seems to me that an unscaled copy-and-paste works just fine and looks fine.

Anyway, check it out and see for yourself.  PM me if you find ways to solve the level (especially without using glitches in Cheapo) which isn't possible in the actual Genesis version.

5242
Level Design / Re: Beat the timer
« on: September 22, 2005, 08:13:55 AM »
Quote from: Timballisto  link=1127011094/0#4 date=1127350406
I found another weird glitch. &#A0;It involves climbers being able to go through ceilings. &#A0;I've seen climbers, tonight, climb through ceilings from one to three pixels thick.

Sure.  I had seen this a few times already in my own experience, especially on walls that are short (like 7-9 pixels tall).  I think I can even give you a fairly exact condition for climbing thru vs. not.  Check your PM in a few minutes.

5243
Levels for other engines / Re: Level pack topic
« on: September 22, 2005, 08:07:08 AM »
So does it sound like my modifications would be suitable for a Cheapo remake of that level?

Well, either way, I think I'm going to go ahead and remake the level based on that modification, and then someone here can playtest and decide whether it's close enough to the actual Genesis version.

...hmm, and guess what, I'm now going to ask Ahribar to e-mail me one of his styles (the Genesis crystal style) he's sitting on because I haven't finished the MIDIs......  X_X

5244
Lemmings Main / Re: Lemming Rules
« on: September 22, 2005, 08:02:19 AM »
Interesting.  Then again, knowing that for example Tricky 15 requires 4 bombers on the Mac but only 3 on the PC, I guess this isn't totally surprising.

Now I really wish I either have a Mac or a Mac emulator.  The Mac version seems to be an interesting case where the levels and game mechanics are in essense the same as the more "official" versions (ie. PC & esp. Amiga), but have some difference in details here and there.

5245
Challenges / Re: Lemmings Challenges
« on: September 22, 2005, 07:45:45 AM »
Quote from: LemSteven  link=1117597280/300#301 date=1127324123
Complete all of tame (with 100%) using a total of 40 skills (I forget the exact number, but I'm sure it was either 39 or 40).

Looks like it's 40, at least that's the best I could do for now.  Here's an aggregate breakdown of how many levels requires how many skills:

1 skill:  5 levels
2 skills: 11 levels
3 skills: 3 levels
4 skills: 1 level

An exact breakdown of which levels require how many skills is available upon request.

5246
Levels for other engines / Re: Level pack topic
« on: September 22, 2005, 06:44:20 AM »
Quote from: Ahribar  link=1089136533/330#339 date=1127335944
I'm afraid not; for instance, if you look at where the wires cross in the top-left corner just after the trapdoor, imagine the lemmings are coming from the lower left. On your version they'll fall through immediately and reach the lower platform (the one just right of the plus and above another plus); on the actual level they would only fall through at the intersection of the wires, and reach the middle platform.

Well, my Genesis emulator is contradicting what you said above:

http://www.geocities.com/guestlevels/lemmings/electric_circuits.png

Lemmings coming from the lower left falls immediately, as I would expect from the game mechanics observed in DOS and a few other versions.

5247
Lemmings Main / Re: Lemmings MODs (Amiga)
« on: September 22, 2005, 06:31:31 AM »
Quote from: Mindless  link=1127369568/0#0 date=1127369568
Since the MODs that I posted earlier were, IMHO, not satisfactory1, I've started ripping the music myself. &#A0;So far, I've ripped Awesome, and BeastI. &#A0;They sound quite good, except the pan might be a bit off... perhaps the tempo, too, though I used the tempo from the earlier rips, since this sounds correct.

I am still confused by a few things in the .sjs file format, so if anyone finds any problems in the music, let me know.

http://it.travisbsd.org/lemmings/files/music/

I didn't notice any flaws in the two MODs you posted, except the panning.  I played your MODs in DeliPlayer.

I'm not even sure if the real Amiga actually supports stereo sound, so you could probably fix the panning by making everything mono.  In DeliPlayer, using the "Wide Stereo" sound effect (which presumably overrides whatever panning the MOD specifies) and the music sounds pretty perfect to me.

Where are you getting information on the sjs format by the way?  While I don't pretend to know anything about it, having two people look at things could be helpful.

(By the way, I would really love for you to rip the last music of the 6 in Amiga ONML.  Preferably as 4 separate MODs each containing one of the 4 channels.)

5248
Levels for other engines / Re: Level pack topic
« on: September 21, 2005, 09:44:54 PM »
Ooops, nevermind, disregard the post above.

The screenshot's at fault.  Every black pixel shows up as dark blue in MS Paint in the screenshot at deveria.com.

5249
Levels for other engines / Re: Level pack topic
« on: September 21, 2005, 09:42:06 PM »
Ah, after examining the image more closely in MS Paint, I discovered that some of the pixels only look black, but are actually a very dark shade of blue.

This makes more sense now, so it's actually not true that the original terrrain acts like this:

 X
X
X
even though that's what it looks like in the screenshot.

I'll now figure out exactly which pixels are truly black (ie. empty space) and rework the level from there.

5250
Levels for other engines / Re: Level pack topic
« on: September 21, 2005, 09:34:02 PM »
Quote from: Ahribar  link=1089136533/330#339 date=1127335944
I'm afraid not; for instance, if you look at where the wires cross in the top-left corner just after the trapdoor, imagine the lemmings are coming from the lower left. On your version they'll fall through immediately and reach the lower platform (the one just right of the plus and above another plus); on the actual level they would only fall through at the intersection of the wires, and reach the middle platform.

Are you sure?  Based on the screenshot at http://www.neolemmix.com/levelimg/extra/0217.png, this isn't what the behavior would be in the DOS version (and possibly other versions) of the game, if the level were to exist on other versions.

Coming from the lower left (marked with the '!'), the terrain in question is something like this:

 X
  X  X
   XX
   XX
  X  X
! X
XX
The lemming would fall immediately and never reaches the intersection, if this is the DOS version.

In contrast, in Cheapo with the exact swame terrain, the lemming would be able to reach the intersection, but it will also proceed to continue up instead of falling down after going past the intersection.

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