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Messages - ccexplore

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5431
Levels for other engines / Re: Cheapo Level Pak topic
« on: September 01, 2005, 09:49:11 PM »
Hmm, I look at geoo89's new version of the level.

The change makes me wonder now whether Shvegait's solution is the one I've kept trying but simply couldn't get it to work, because Cheapo was uncooperative.  I would hope not, but you never know.  A PM will be heading in Shvegait's inbox to see if what I'm thinking is what he did.

I'm also confused about geoo89's comments about Shvegait's backroute.  The new level with the barrel added in fixes the backroute, correct?

geoo89's addition of the barrel now makes me wonder whether a solution idea I ruled out as impossible might in fact work, if I use the skills correctly and with good timing.  Hope not, but then again you never know, given my experience with level 7.  It's no secret that I'm less versed in how Cheapo's game mechanics work, as you can tell by how I serendipitously discovered that climber/walker difference in relation to level 7.

5432
Lemmings Main / Re: New PSP Lemmings Screenshots.
« on: September 01, 2005, 09:29:45 PM »
Quote from: Jazzem  link=1125415222/30#34 date=1125609961
I still don't like the Oh No ones though. That icicle one is pretty gruesome, and it certainly doesn't go well with elevator music!

Oh c'mon, elevator music? X_X It's not that bad.

I do agree though that something is lost in translation when they have to port the Amiga music to fit the limited sound hardware of PCs of the day.  I'll try to upload MP3s of what the music are really supposed to sound like (Amiga MOD version) someday in the near future.

5433
Lemmings Main / Re: Lemmings DAT Anticompressor
« on: September 01, 2005, 08:50:11 PM »
Quote from: Shvegait  link=1125127380/15#29 date=1125583475
I think I know what the other set of characters is for. Could they be the green text when playing the game in IBM PS2 or "High Performance" mode? (These characters are different from the ones when playing with PC Compatible or AMSTRAD modes).

That sounds quite plausible.  So you got the PS2/High Perf mode to work?  Is it DOSBox or just plain Windows DOS?

5434
Levels for other engines / Re: Cheapo Level Pak topic
« on: September 01, 2005, 08:29:22 PM »
Quote from: ccexplore (not logged in)  link=1089162351/600#603 date=1125605735
Interesting, I'll need to try it out to see that it really works. &#A0;I've sort of try something somewhat similar, but it didn't work and I convinced myself that it couldn't work, but maybe it's a timing thing.

Ah, turns out it's a Cheapo glitch and not a timing thing that prevented what I was trying from working.  You see, it turns out thanks to Cheapo glitchiness, one of the moves you used only works if it's a walker doing it.  If you use a climber instead its position will be off by one pixel and ruins your solution.  I'll PM you about it now.

5435
Levels for other engines / Re: Cheapo Level Pak topic
« on: September 01, 2005, 08:15:35 PM »
Quote from: geoo89  link=1089162351/600#600 date=1125601546
(level 7)To avoid another delay of one day, I send you my solution right now, in Wingdings, if you don't want to read it but have to look up your IM box.

I didn't really want to read it, but in the interest of not being too overly selfish, I decided to save both of us time and read your solution.

Interesting, I'll need to try it out to see that it really works.  I've sort of try something somewhat similar, but it didn't work and I convinced myself that it couldn't work, but maybe it's a timing thing.

Unfortunately, your solution contains neither of the two tricks I used for the infamous solution and other solutions.  And the no-timing part is fundamentally difficult to eliminate, because the reason the trick works specifically has to do with steps (the height doesn't matter, just the fact that you have these steps).  So you can see now why it could be a little difficult to eliminate.  I'll get back to you later tonight.

I'm going to IM you now my thoughts on your intended solution.

5436
Levels for other engines / Re: Level pack topic
« on: September 01, 2005, 08:07:37 PM »
I haven't actually tried any of your levels yet, but I'm willing to take a shot at it......6 hours past now.

5437
Levels for other engines / Re: Cheapo Level Pak topic
« on: September 01, 2005, 08:01:12 PM »
Quote from: geoo89  link=1089162351/600#600 date=1125601546
I don't know whether I checked the Level in WinLemm, CustLemm or Original Lemmings

Ah I see.  With WinLemm, one of the differences that would affect the Cheapo solution no longer applies.  I'll look at the level later this weekend when I have time.

5438
Levels for other engines / Re: Cheapo Level Pak topic
« on: September 01, 2005, 07:57:47 PM »
Quote from: ccexplore (not logged in)  link=1089162351/585#599 date=1125600631
By the way, seems to me your proposed change above doesn't actually eliminate the backroute you were concerned about.

I've just now checked your actual fix for the level, so the above statement is longer true or relevant.

5439
Levels for other engines / Re: Cheapo Level Pak topic
« on: September 01, 2005, 06:50:31 PM »
Quote from: geoo89  link=1089162351/570#576 date=1125331666
(L8 ) @ccexplore: would a 12 pixel block on the ground right to the very left bottom
staircase make you solution impossible?

By the way, seems to me your proposed change above doesn't actually eliminate the backroute you were concerned about.  You'll need to adjust other terrain as well.

5440
Lemmings Main / Re: New PSP Lemmings Screenshots.
« on: September 01, 2005, 06:15:23 PM »
Quote from: DragonsLover  link=1125415222/15#21 date=1125579090
For now, I'm back from the Team17 forum, and they're talking about if Lemmings should have blood when killled by traps or not. Or maybe green blood?

Well, I don't have a strong preference either way.  Note though that in the original game, one of the traps (the rock squisher trap in the dirt style) does show some blood when killing a lemming, and it's red.

I don't think green blood is right.  Real-life lemmings are mammals after all, so their blood would be red just like ours.  There's nothing alien-y or monster-y about lemmings to warrant green blood, unless they have some concerns about parents complaining about graphic goriness (doubtful, I mean, it's Lemmings! not Doom 3!)

5441
Lemmings Main / Re: New PSP Lemmings Screenshots.
« on: September 01, 2005, 06:10:02 PM »
Hmm, anyone has a screenshot of nuking?   Can you even nuke a level?

The icon for it certainly isn't there, but then again the "paws" icon is missing too, and that's understandable since console systems have a dedicated pause button anyhow.  Maybe it's just a certain button combination to nuke?

I'm just a little, um, concerned that I'm going to see 80 little "boom" captions strewn across the screen when you nuke 80 lemmings.  Definitely the worst use of onamatopoeia in the game if that's the case.

5442
Lemmings Main / Re: New PSP Lemmings Screenshots.
« on: September 01, 2005, 06:05:15 PM »
Hmm, new screenshots, new comments:

1) Yeah they murdered the old Pink style, but the new one isn't bad either.  It's actually nice how they re-imagine that style.  Ironic that they choose to give it a somewhat "Roman" look, I remembered how Tumbleweed was complaining that one of Hubbart's levels, "Remains of the Roman Empire" or something, should not have used the Pink Style because the Column Style was more Roman-like.  One complain:  the spinner trap in the Pink Style looks ugly!  (Though maybe it's just because of the stillness of a screenshot.)

Maybe the remake of the Pink Style is a blessing in disguise:  imagine the general clean-and-cutesiness of the Team17 graphics in hues of bright, vibrant pink?  That might be a bit much methinks.  :-/

(Oh, and the death animation of the spinner trap looks intriguing)

2) The Hell Exit:  well, it looks about the same as all the other exits.  I still think they could make the doorway part of the exit more interesting than just a black rectangle.  More generally, they definitely can use a little more creativity with the exits I think.  

3) "Let's Go":  eek!  That's horrible!  It's so, I don't know, tacky?  What's wrong with just a simple sound effect?  :???:

In fact, although the "splat" etc. bothers me far less than that "Let's Go", it strikes me as pointlessly redundant ;) to have both sound effects (I'd hope?) and onamatopoeia at the same time.  If it's a cartoonish effect they're trying to create, well I'm not convinced that it's working.  I hope they at least have an option to turn off the onamatopoeia.

4) 666:  Sorry, the original graphics of the 666 kicks the new one to high noon.  In the original 666 you don't notice on first impression the separate terrain pieces that comprises the "6"s, they blend together fairly well into one whole "6".  Here, you can very distinctly see the "6" as a pile of terrain pieces (giant chunks of rock basically) thrown together.  Blergh!

5443
Lemmings Main / Re: Lemmings DAT Anticompressor
« on: September 01, 2005, 12:20:28 PM »
I seem to do best with the font graphics in all sections so far:
Code: [Select]
main.dat section 6:
 Green text characters:
 [0x1900]  "%", 1 frame, 8x16, 3bpp
 ...

% 0 1 2 3 4 5 6 7 8 9 - A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Again, located at end of section.  Notice parallel with end of section 2 (note correction:  my earlier description of end of section 2 listed the character '.' after '9'.  It should be a '-' instead just like here, the '-' is the minute-second separator in the display of time remaining).  These characters are the ones actually used in the game when playing a level.

5444
Lemmings Main / Re: Lemmings DAT Anticompressor
« on: September 01, 2005, 11:51:05 AM »
Only partially figured out parts of sections #3 and #4 so far:

Code: [Select]
main.dat section 3:
 Lemmmings holding signs
   [0x9488]  F1 sign, 1 frame, 120x61, 4 bpp
   [0xA2D4]  F2 sign, 1 frame, 120x61, 4 bpp
   [0xB120]  F3 sign*, 1 frame, 120x61, 4 bpp
   [0xBF6C]  Difficulty Selection sign**, 1 frame, 120x61, 4 bpp
   [0xCDB8]  Exit to DOS sign, 1 frame, 120x61, 4 bpp
   [0xDC04]  F4 sign, 1 frame, 120x61, 4 bpp
*with the music/fx set to blank
**with the difficulty set to FUN

This is the end of section 3, contains the "Lemmings holding signs" graphics you see on the main menu screen.

Code: [Select]
main.dat section 4:
 purple text
    [0x69B0] "!", 1 frame, 16x16, 3bpp
    ...
 (contains the ASCII characters, in order, from '!' to "~")

This is end of section 4, contains all the purple text characters you see throughout the game.

5445
Lemmings Main / Re: Lemmings DAT Anticompressor
« on: September 01, 2005, 10:38:01 AM »
Well, here's my attempt at section #2.  Unfortunately, most of it is still indecipherable junk to me, and I also found things that doesn't seem to be used in the game.  Anyhow:

Code: [Select]
main.dat section 2:
 skill number digits
    [0x1900] right "0", 1 frame, 8x8, 1bpp
    [0x1908]  left "0", 1 frame, 8x8, 1bpp
    [0x1910] right "1", 1 frame, 8x8, 1bpp
    [0x1918]  left "1", 1 frame, 8x8, 1bpp
    [0x1920] right "2", 1 frame, 8x8, 1bpp
    [0x1928]  left "2", 1 frame, 8x8, 1bpp
    [0x1930] right "3", 1 frame, 8x8, 1bpp
    [0x1938]  left "3", 1 frame, 8x8, 1bpp
    [0x1940] right "4", 1 frame, 8x8, 1bpp
    [0x1948]  left "4", 1 frame, 8x8, 1bpp
    [0x1950] right "5", 1 frame, 8x8, 1bpp
    [0x1958]  left "5", 1 frame, 8x8, 1bpp
    [0x1960] right "6", 1 frame, 8x8, 1bpp
    [0x1968]  left "6", 1 frame, 8x8, 1bpp
    [0x1970] right "7", 1 frame, 8x8, 1bpp
    [0x1978]  left "7", 1 frame, 8x8, 1bpp
    [0x1980] right "8", 1 frame, 8x8, 1bpp
    [0x1988]  left "8", 1 frame, 8x8, 1bpp
    [0x1990] right "9", 1 frame, 8x8, 1bpp
    [0x1998]  left "9", 1 frame, 8x8, 1bpp

Each digit is actually only 4 pixels wide, so they made two versions of each digit, one with the digit on the left half of the 8x8 box, the other with the digit on the right half of the 8x8 box.  This makes it convenient to construct any 2-digit number within an 8x8 box, like the numbers in the skill toolbar.


Code: [Select]
 mystery 8x16 characters
    [0x19A0] "%", 1 frame, 8x16, 3bpp
    ...
(characters included, in order)
% 0 1 2 3 4 5 6 7 8 9 . A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

These 8x16 characters takes up all the space up to the end of section #2.  The intended palette is clearly not the one from groundXo.dat.  I'm not able to figure out where they are actually used; maybe they aren't.  Note: they are not the green letters you see when playing a level.

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