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 ... 351 352 [353] 354 355 ... 376
5281
Challenges / Re: Lemmings Challenges
« on: September 16, 2005, 07:25:32 AM »
Quote from: LemSteven  link=1117597280/270#281 date=1126834821
Taxing 11: &#A0;Save 100% with only 7 builders.

I have not yet verified that this actually works because I don't have Lemmings in my dormitory at school. &#A0;Based on what I did to turn the crowd around in Mayhem 17, it looks like it should work, though. &#A0;I should be able to find out for sure this weekend.

Oh, I originally thought you used a blocker (that was later freed) when dealing with the crowd-control with Mayhem 17.

Now that you reminded me of that other way of builder-free crowd control, I need to review Mayhem 17 to see whether I can lower the number of builders while maintaining 100% and glitch-free, now that I can use one of the blockers elsewhere......

5282
Challenges / Re: Lemmings Challenges
« on: September 16, 2005, 12:55:03 AM »
I should add that unlike some of the previous glitches, this one actually has the power to potentially affect nearly every lemming out, so indeed the crowd does not take a "conventional" path out when using this glitch.  As I said, it's kinda like Tame 20, although the glitch itself doesn't involve climbers.

Now let's see what it can accomplish on Taxing 4......

5283
Challenges / Re: Lemmings Challenges
« on: September 15, 2005, 10:30:02 AM »
Quote from: LemSteven  link=1117597280/255#266 date=1126406694
Here's another fewer-builder challenge that is glitch-free:

Mayhem 17: &#A0;Save 100% using only 6 bridges. &#A0;Although, now that I think about it, it may be possible with 5 (I'll have to check). &#A0;It may be possible to lower the number even further with ccexplore's Tame 20 glitch, though.

I've confirmed the lowest number of builders you can get away with (at least on the PC) and still pass the level:

Mayhem 17:  Save 96% (77/80) using only the following:

2 climbers, 2 blockers, 1 builder, 3 bashers, 2 miners, and 2 diggers

In other words, I have lowered the number of builders down to 1, at the expense of not saving 100%.

This is not the Tame 20 glitch; in fact, I'm fairly sure you will not be able to attain a Tame-20-glitch type of solution, using only one builder, that passes the level even if you're allowed to use all the other skills given.  (But feel free to prove me wrong.)  You certainly won't be able to do it with the fewer number of diggers and miners allowed here.

Instead another glitch is involved.  Actually a fairly spectacular one, which unfortunately I definitely don't want to reveal at the moment.  Somewhat reminiscent of the Tame 20 glitch, but a bit crazier and more powerful.  Don't worry, I will reveal it eventually.  I'll say though that it is generally very hard to apply (much harder to apply than the Tame 20 glitch, for starters).

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

About the skillset given above:  I'm pretty sure you can trade in a miner in place of one of the diggers (so 3 miners + 1 digger instead of the 2+2 above).  Using a 2nd digger might be slightly easier for timing-precision purposes, but then again it might just be a matter of practice in either case.

About 96%:  conceivably there is a small possibility that you can achieve 97% with this basic solution, but it'd be extremely difficult to plan out a viable setup.  You definitely cannot save more than 97% with this solution idea without using additional builders, barring as yet unknown glitches.

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

As for a 100% solution using the least number of builders (all glitches allowed), it looks like you need 3 builders, and I do have such a solution in mind involving just the Tame 20 glitch, but I haven't tested it out yet.  If that 3-builder solution works, it is straightforward to convert it into a 2-builder solution that saves 98%.

Given the new glitch I introduced here, I can't definitively rule out a 100% solution using only 2 builders, but it seems quite unlikely to me at the moment.

And finally, it looks like LemSteven's 5-builder solution is indeed the lowest number you can achieve for a glitch-free solution.

5284
Lemmings Main / Re: So, what have I missed?
« on: September 15, 2005, 05:06:48 AM »
Quote from: DragonsLover  link=1126208020/30#44 date=1126746947
So, you too you sequence songs by hand? Can I have a copy of your Lemmings&Cie songs please?

I thought you converted them, but I realise that it's not. Sorry!

I did convert the ONML ones, although even there, I still needed to do the following to produce something of Ahribar's satisfaction:

1) fix incorrect conversions (sometimes the notes' pitches are an octave too high or too low).  Also I need to explicitly pick out which tracks are percussion.

2) pick a good combination of instruments (especially made challenging since general MIDI lacks good control of sound timbre)

3) balance the volume amongst the parts

4) possibly add an ending so that it loops well in Cheapo

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

For the special graphics level ones, I hand-made BeastI (it's very easy to do), and convert the BeastII one from SNES version.  For Awesome, I like the Amiga version the best, but there's no good way to do an automatic conversion for that one, so I decided to hand-sequence it--as a result I haven't finished with it yet.

5285
Lemmings Main / Re: So, what have I missed?
« on: September 15, 2005, 05:02:17 AM »
How about the Genesis version of Doggie?  It is most amenable to MIDI, and isn't too boring comparatively speaking.

5286
Lemmings Main / Re: So, what have I missed?
« on: September 15, 2005, 12:56:37 AM »
Quote from: 0xdeadbeef  link=1126208020/30#35 date=1126707407
I'm also looking for the songs for the 4 special levels (I only have a version of "menacing").
Additionally, I don't have a single song for ONML...

Well, as Ahribar have reminded all of us recently again and again, I have yet to deliver my promise to get them done.  But I haven't given up, despite all appearances to the contrary......

I did have one of the ONML ones done a while back.  I'm trying to get the other ones done as soon as possible, but note that this thing was started back in June/July.

As for the 4 special levels, I have something for BeastI and something for BeastII if you're interested.  I plan on hand-sequencing the Awesome one but that could take a little time.

Quote
There seem to be conversions/recreations of single tunes, but at the moment, I don't see a chance to get all Songs in that format

Can you point me to some URLs?

If it's a true conversion, it seems weird that they would only be able to get a single tune rather than all of them.  My understanding is that the main different between the MOD and Lemming's custom format is that with Lemming's custom format, the samples are shared amongst all the music, whereas in MOD each track specifies its own samples.  So it would seem that if someone was able to convert one, there is no reason not to be able to convert all.

Whereas if it's a re-creation, well, look forward to waiting forever for all of them to get completed.

5287
Lemmings Main / Re: So, what have I missed?
« on: September 15, 2005, 12:49:54 AM »
Quote from: geoo89  link=1126208020/30#40 date=1126726246
Oh thanks. Some sound better than the WinLemm midis, some don't I think.

A little problem is that when the song finishes, not the whole time is up, i.e. it doesn't play anything for some time. (e.g. song ends after 1:20, but the whole time of the song is 2 min, so there's 40 sec of nothing played.)
Anyone else with this problem?

40 seconds of nothing is definitely weird.  Feel free to send the problem MIDI file to me and I'll take a look when I have the time.

5288
Lemmings Main / Re: So, what have I missed?
« on: September 15, 2005, 12:48:04 AM »
Quote from: DragonsLover  link=1126208020/30#34 date=1126702738
It is very hard to sequenced if I tried the Amiga or PC version.

It's really not worth trying.  Dog barks are not something that can be handled well by MIDI, at least standard MIDI.  Even the DOS version hardly sounds like dog barks, but at least the FM-synthesis capability of Adlib cards allows some degree of control over the sound timbre.  With MIDI you're basically stuck with the standard GM set of instruments, which doesn't include any sort of dog barks.

5289
Lemmings Main / Re: Is it possible to edit WinLemm?
« on: September 15, 2005, 12:44:56 AM »
Quote from: DragonsLover  link=1126726696/0#0 date=1126726695
Do you know programs to edit the game Lemmings 95?

No, someone will have to write one.  It seems at this point 0xdeadbeef knows the most about the Windows version.

Quote
- The digging mask of the miner isn't correct (looks not like the stairs made by a builder, the steps that are dug are not correct).

Interesting.  I find the same is true in the SNES version (but I don't know whether it's incorrect in the same way as Windows).  The Amiga version does have a builder-staircase-like mining mask.

Quote
- Some sounds aren't playing or aren't good (e.g: Lemmings falling at the bottom of the level, "Oh no!" before exploding (the lemmings only said "Oh no!" when it explode, this is ugly!

What else should it do?  In the Amiga version it says "Oh no" too!  In fact, the only reason the DOS version doesn't say "Oh no" is because of limitations of sound hardware for PCs of that time, so it attempts to create a poor imitation of "Oh no" via pitch-bended music notes.

The Lemmings falling off the bottom of the level (the "Ahhh" screaming sound effect) is missing in the DOS version as well.

Of course, in the windows version they should all be just .wav files, so changing the existing sound effects should be trivial.  Adding new ones probably much messier to do though.

Quote
- When assigning a skill to a lemming, it starts the skill just one pixel in front, a little bit in front where it is supposed to be.

I'm not sure what you mean.  It seems to me that in the DOS version something similar sometimes happens.  It's possible that the game only deals with skill assignments after it first updates the position of the Lemming.  Lemmings 1 in general just isn't exactly very user-friendly when it comes to doing pixel-precise moves.

Quote
- Edit the graphics (open the .spr and .dat files) using the correct palettes (*.pal)

0xdeadbeef would know the most, followed by Mindless.  I'm too lazy to care.

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

Perhaps it'd be easier if you wait for 0xdeadbeef to finish his Java version of Lemmings.  It's much easier to fix or improve things when the source code and the human programmer is still available.

5290
Level Design / Re: Level Idea
« on: September 14, 2005, 08:09:34 AM »
Shoot!  I just realize the Cheapo group level completely slipped off my mind.  :sorry:

I'm still planning to finish my part, although I do want to make certain other long-overdue stuff a higher priority, so I think we're looking at Sept 24 for me to contribute my part.

If that's too late, I'm willing to switch places with the people following me in the group chain.

5291
Lemmings Main / Re: So, what have I missed?
« on: September 14, 2005, 06:43:09 AM »
Quote from: Ahribar  link=1126208020/30#30 date=1126664331
and I have nothing at all for "Doggie".

Didn't DragonsLover sent you his version?  Even I have it.  I'll resend it to you.

5292
Lemmings Main / Re: So, what have I missed?
« on: September 14, 2005, 06:39:17 AM »
Quote from: Timballisto  link=1126208020/15#28 date=1126659760
That reminds me. &#A0;I find that there are two ways that lemming music can sound.

Actually there are like half a dozen ways they can sound depending on which version (ie. for which system) of the game you're looking at.

The DOS version (either Adlib or Tandy) is not exactly high quality since it's limited by the sound hardware available to PC back then.  In fact, I'd probably rate it the lowest, though to some degree I guess this depends on personal preferences and familiarity.

5293
Challenges / Re: Lemmings Challenges
« on: September 14, 2005, 12:58:59 AM »
Yeah, I noticed the application in Wicked 1 too, but sadly this seems to about it for the standard Lemmings and ONML games.

Actually, if the terrain is a little different, the trick could potentially be used for Taxing 7 100%, but as it is now, it isn't even close.

5294
Lemmings Main / Re: So, what have I missed?
« on: September 14, 2005, 12:55:29 AM »
Let's not worry about this for now then.  If I were to remake Lemmings, music would be the lowest priority right below sound effects.

5295
Tech & Research / Re: amiga lemmings rom
« on: September 14, 2005, 12:51:07 AM »
I could send you my config file for Amiga Lemmings 1 later (I use the adf floppy version though).

Pages: 1 ... 351 352 [353] 354 355 ... 376