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Messages - ccexplore

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5461
Lemmings Main / Re: New PSP Lemmings Screenshots.
« on: August 31, 2005, 09:52:48 PM »
Quote from: Mindless  link=1125415222/0#9 date=1125523995
You mean ladder :D
I guess its a replacement of the climber ability.

I think it's still the climber ability, just that they use the ladder to depict it in the skills toolbar.

It's just like how they are using an ax and a shovel to depict the miner and digger for example.

I'm guessing that since the PSP screen is smaller, it's better if they make the skill icons as distinctive as possible.  The old ones might look a little too similar on a small screen.  But on that note, the blocker and basher icons don't look different enough......  :-/

5462
Levels for other engines / Re: Cheapo Level Pak topic
« on: August 31, 2005, 07:57:46 PM »
Quote from: geoo89  link=1089162351/570#583 date=1125504115
Level 7:<snip>

Let me look at the level again later tonight.  The fact that you are talking about making some of the steps 8-pixel tall should help me figure out what you intended solution is, so that I can determine what level of details to discuss with you.  I just need to make sure what I'm thinking works with the modification.

5463
Levels for other engines / Re: Cheapo Level Pak topic
« on: August 31, 2005, 07:50:28 PM »
Quote from: Shvegait  link=1089162351/585#587 date=1125515184
I've managed to save 17/20 using a route that ignores the left side of the level, but I'm not sure if 18/20 is possible this way.

Don't hold you breath on it.  My original 18/20 solution also ignores the left side of the level, but as soon as I found the intended solution I know my original solution is clearly a backroute and I have already told geoo89 about it, so if he did his fix right it'll probably eliminate whatever you have in mind too (or maybe not, we'll see).

5464
Levels for other engines / Re: Cheapo Level Pak topic
« on: August 31, 2005, 07:44:55 PM »
Quote from: Shvegait  link=1089162351/585#586 date=1125511779
Just hope that ccexplore doesn't read the hint... (He has stated before he doesn't want to read the hints. And if I could solve it after seeing the hint, well, he would get it in 5 seconds :P )

Isu has edited his post before I read it, so you're safe for now.  Just as well, I wouldn't want to have accidentally read it.

Good job on #2 and #10. :thumbsup: I guess poetic justice for my earlier comment on #7 eh?  ;)  Incidentally, is #10 very tricky to execute? (not figuring out, just the executing part)  I was trying it again last night and almost gotten it to work, but the execution wasn't quite right yet.  Doing the left side of the 100% Wicked 6 solution would've been easier.

I haven't tried #2 again after about the 2nd day after the initial release of the set.  I can't help but wonder if what Isu was trying to do was similar to the one solution that couldn't work because I need one more exploder to release the crowd (because I needed to control the crowd by blocking).  I don't think that approach can be adapted to the given skills though, so it should be something else.  Guess I should look at it again later tonight.

5465
General Discussion / Re: Pointless Information
« on: August 31, 2005, 12:24:28 PM »
Really?  Strange, I'm pretty sure the graphics on mine is either perfect or close to it.  Maybe your version of SNES9x isn't current?

I do experience the problem ISU mentioned for ZSNES, but like him, I haven't updated my ZSNES for ages.

5466
Levels for other engines / Re: Cheapo Level Pak topic
« on: August 31, 2005, 11:41:40 AM »
A quick update on level 7:  at this point I have 4 solutions for that level, some saving 22/25, some 23/25, some requiring timing and some doesn't.  All have been playtested to work.

I have PM geoo89 two selected solution, neither of which is my very first solution which I probably won't reveal for a while.

I did however point out to geoo89 a simple, no-timing 23/25 solution that leaves the floater and blocker unused.  It is simple enough that even Shvegait should be able to do it.  ;)

5467
Challenges / Re: Lemmings Challenges
« on: August 31, 2005, 01:20:14 AM »
Quote from: LemSteven  link=1117597280/210#219 date=1125449891
Where exactly is the trigger area?

I don't know exactly, but basically a bit left of the wheel's center.

5468
Lemmings Main / Re: Lemmings DAT Anticompressor
« on: August 30, 2005, 11:58:38 PM »
Quote from: Mindless  link=1125127380/15#16 date=1125443269
Some of the other animations (mining, basing, exploding?) require more planes. (possibly different dimensions, 8x10?)

I would expect them to be larger, not smaller......

One thing I've planned in mind (but will probably take some time to implement, if ever) currently is an app that helps explore this sea of uncharted bits.  I envision it to be like this:  There are 5 columns:  one that interprets the bits as just monochrome bitmaps (in effect, displaying the planes individually), next column interprets them as 2 bpp, the next as 3 bpp, another as 4 bpp, and yet another as 5 bpp (4 bpp+mask, in essense).  You can set the program to start interpreting from a particular offset, and also to set the width.  The program will then go thru a certain number of scanlines (say, 300) assuming that you have a sequence of bitmaps of the specified width.  If you guess right, then you'll get something legible, otherwise you get garbage and should try another width.

This should hopefully help with figuring out how exactly the bitmap are laid out.

5469
Lemmings Main / Re: Lemmings DAT Anticompressor
« on: August 30, 2005, 11:44:35 PM »
Quote from: ccexplore (not logged in)  link=1125127380/0#14 date=1125427446
If possible, I'd love for you to give us the offsets to the various bitmaps you found in main.dat.

Alternatively, since we can calculate, you just need to give for each section the sequence of bitmaps, and their dimensions, how many bpp, and whether there's a mask.  (This is assuming there are no unused or non-graphics bytes between one bitmap and the next.)

Thanks again, actually I'll probably look into this too as soon as I have a chance.

5470
Lemmings Main / Re: Lemmings DAT Anticompressor
« on: August 30, 2005, 11:39:25 PM »
Quote from: Mindless  link=1125127380/15#15 date=1125441750
Hmm? I'm numbering the data sections from 0 to 6, so section 5 decompressed is 758 bytes.

I was just venturing a wild guess for the section you listed as "unknown".  Well, 758 bytes is clearly not the intro graphics.

What happens when you modify the data of that section?  Where the game messes up/crashes/changes should give us a clue about that section

Quote
On a similar note, it's interesting that the shadow behind the Lemmings logo and the Lemmings holding signs is dynamic,

Wow, didn't think the programmers/Mike would pull something that fancy (well okay, it's not that hard, but still).  Cool.

5471
Challenges / Re: Lemmings Challenges
« on: August 30, 2005, 08:56:24 PM »
To make up for not saying anything about the new glitch/trick/whatever I used for my 48/50, I'll instead mention this, which I guess some people should know already anyway:

The wheel trap looks much bigger than its trigger area actually is.

I should also add that a no-glitch 48/50 solution (based on the "guest-inspired" 47/50) isn't totally ruled out, but still it is very unlikely to work and definitely not the easy way to go.

5472
Lemmings Main / Re: Lemmings DAT Anticompressor
« on: August 30, 2005, 06:44:06 PM »
Cool!  B)  The final missing piece of information finally falls into place.

Did you figure this out by examining the data in the actual file, or did you ask Mike for help?

If possible, I'd love for you to give us the offsets to the various bitmaps you found in main.dat.  I presume the format should be either some version of a planar bitmap.  Most likely a 3-bit one, possibly with an additional mask.

Is section #5 (decompressed) large?  If so it's most likely the intro screen (main menu) as a single bitmap.

Thanks!  B)

P.S.  Oh, and don't forget to do it for the Xmas Lemmings, which have different graphics in particular the lemmings animations.

5473
Lemmings Main / Re: Graphics set for some special levels
« on: August 30, 2005, 06:38:15 PM »
Note by the way that the special graphics level do not use tilesets.  The game really does store the entire terrain as one bitmap.

If you want terrain pieces, ask Ahribar, who has done some work trying to manually separate out the various pieces from the bitmap.

5474
Lemmings Main / Re: Graphics set for some special levels
« on: August 30, 2005, 06:36:33 PM »
Lucky you. I already have the bitmaps for the DOS version of the special graphics, extracted directly from the game and converted to Windows BMP format.  You can convert them yourself to whatever format you plan to use:

http://www.geocities.com/guestlevels/myvgaspec/original_vgaspec_bitmaps.zip

Although of course, you could probably have gotten something similar if you download an SNES/Genesis emulator and a suitable copy of the Lemmings ROM, then take screenshots.

And yes, those 4 levels are missing in the Windows version.

5475
Levels for other engines / Re: Cheapo Level Pak topic
« on: August 30, 2005, 07:30:34 AM »
Ok, regarding level 7, funny thing happen. &#A0;Because I didn't really try it out, one thing I overlooked is that I needed 1 more climber than there is.  So what I thought was your intended solution doesn't work.  (Yes, my own 23/25, no-timing solution I have definitely tested.)

But more interestingly, I was then able to modify the solution such that it still saves 23/25 with the skills given, even though this time it does require very good timing.

So, here's the deal: &#A0;I will keep the 23/25 solution that doesn't require much timing, but I will tell you (PM) the timing-required 23/25. &#A0;The fact is, they are actually somewhat similar. &#A0;Since I no longer know for sure what your intended 22/25 solution is, you'll have to fix it yourself, although I'm always here to help you playtest it.

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