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Topics - The Tomato Watcher

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I went and recorded all the sound effects from (almost) every version of Lemmings that does NOT just reuse the original samples (plus a couple extra games). I've given them all NL-compatible filenames and put them in a big collection to download. This collection includes sounds from:
  • Atari ST Lemmings
  • Atari ST ONML
  • MS-DOS Lemmings (PC Speaker, Tandy 3-Voice, and AdLib)
  • ZX Spectrum Lemmings
  • PC-98 Lemmings (PC Speaker and PC-9801-26K)
  • Amstrad CPC Lemmings
  • NES Lemmings
  • NES Lemmings Improvement
  • SMS Lemmings
  • Genesis Lemmings
  • Game Boy Lemmings
  • SAM CoupĂ© Lemmings
  • Commodore 64 Lemmings
  • GBC Lemmings (the sound effects in the sound test are copied almost verbatim from the Windows version, but they are used very differently in game; as such, there are two different packs for this version, one matching the sounds to their Windows counterparts, and the other reflecting how they are used in game)
  • PSP Lemmings

You'll also notice a folder named "_dummy" which just exists to more-or-less "turn off" some sound effects. For example, if you wanted to play with Atari ST L1 sounds (which don't include ANY equivalent of the "Let's go!" sound and the like) and don't wish to hear the Amiga Lemmings voice samples mixed together with them, you could copy the dummy folder first to silence all sound effects, then copy the ST L1 folder. The dummy folder also contains the default "success" and "failure" jingles, since a couple soundpacks include them and you can simply turn them off in the audio settings in-game.

I can almost guarantee there's several sounds in here you'll have never heard before, so play around with them to see if you like any. Even try mixing and matching them if you want, though there are NO guarantees that the volume mixing between different soundpacks is any good at all. Enjoy! :)

EDIT 1/19/2024: I have updated the folder to include the sample-based versions as well!

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Other Projects / NES Lemmings Improvement Hack [V1.4 Out Now!]
« on: April 03, 2023, 07:47:37 PM »
EDIT 08/27: Version 1.4 out now! Among other things, it features the classic "Let's go!" speech sample we all know and love, with everything crammed into the same 256 KB as the vanilla game! More details in the readme and most recent posts! https://www.romhacking.net/hacks/7748/
For anyone who isn't too familiar with IPS patches, you will need to obtain a copy of the US Lemmings ROM yourself, then download a program like LunarIPS which will let you select the ROM and the patch and apply it for you.

Yeah I should stop running my mouth nonstop in the Discord server and actually make a proper post about this, shouldn't I :P

Anyway, I'm working on an improvement romhack for this utterly terrible version of Lemmings. I originally just wanted to see if I could fix an issue with the sound driver, but then I experimented with fixing other issues, just on a whim at times, and eventually I found myself working on a full improvement hack. Here's the title screen :)


Plus a menu screen, with the background removed so this 3-color font, provided by CindySparks, can work with no issue.


Here's some palette changes along with a lovely skill bar graphic, also by CindySparks ^^


It's not just graphics, though. Here's the bulk of the changes made so far:
  • Added code to music driver to handle the noise channel specially, so no more broken drums
  • Tweaked instrument and music data to make the soundtrack sound significantly nicer overall
  • Changed some sound effects
  • The music rotation now includes all 8 tracks (including what used to be only the credits track) in every rank
  • Added the ability to SWITCH SKILLS WHILE THE GAME IS PAUSED(!!!)
  • Pausing the game no longer obscures the HUD
  • Builders now turn around and keep building when hitting a wall (Game Boy behavior), which also means that assigning a Builder to a lemming whose back is against a wall when they start building is no longer stupidly precise (lookin' at you, Mayhem 1)
  • In any situation where a Builder cannot build at all, either hitting a ceiling or being stuck between two ramps when they try to start building, the lemming will ALWAYS turn around
  • Any levels either broken or trivial as a result of the previous two changes have had their skill sets/solutions altered
  • Builders assigned to Bashers who are very near a ledge no longer get eaten
  • Diggers assigned to Hoisters no longer get eaten

Those gameplay issues are certainly not the ONLY ones in the game but they are certainly the most annoying. There is one last oddity I intend to look into--Bashers sometimes pass through the first tile of terrain in their way without deleting it for reasons I don't yet understand. It doesn't happen often but it never feels good when it does.

Now, since I had to adjust the skill sets of some levels anyway, I have begun experimenting with tweaking the properties of other levels, particularly ones in Taxing which, in my opinion, is BY FAR the dullest rating in this version. For example, POOR WEE CREATURES was reduced to a pure Builderfest in this version, but with my edits to the skill set, save requirement, and release rate, it has at least a little more depth now.

I'll have to get into the specifics of these level changes later, as well as perhaps recruiting a couple playtesters... assuming anyone would actually be interested in that :P

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Tech & Research / Amstrad CPC Lemmings Data Observations
« on: July 14, 2022, 10:19:01 PM »
I've recently learned how to watch RAM among other things, and I recently tried to use that to better understand the cursor glitch in CPC Lemmings (a quick video of it in case you aren't sure of what I'm talking about: https://www.youtube.com/watch?v=iStAIX0WYoU). I found out some interesting stuff, including some things that aren't directly related to the glitch, and I thought I would share these. I'll share more as time goes on. This post is 100% inspired by Gronkling's update in the Genesis Lemmings data topic.

At this point, all observations are of the disk release of the game, not the buggier tape release. Values prefixed with a $ are in hexadecimal.


LEVEL DATA

The data for the current level is loaded into RAM from disk starting from address $2470. I don't know exactly where the level data ends, but as far as I can tell, it's only terrain data from very early on all the way to the end.

$2470: Current level's number, starting from 1 at JUST DIG! and counting up 1 by 1 independent of difficulty rank going up to 60 at the last level.

$2471: Total number of lemmings in the level. Capped at 20 ($14) under normal circumstances.

$2472: Minimum release rate. Values above 99 are slower than 1, similar to other versions.

$2473-$2475: Position of the hatch in the level.
Format... (click to show/hide)

$2476: The time (in minutes) - 1 that you have to beat the level. $00 would correspond to 1 minute, $01 to 2, etc.

$2477-$247E: The number of each skill, in the standard order.

$247F: UNKNOWN

$2480: Save requirement.

$2481-$2483: Position of the exit in the level. Format is identical to the hatch data.

$2484: UNKNOWN

$2485-$24A4: Current level's title in ASCII, starting from the very left side of the screen going to the very right. The SPACE character is used to center the text.

$2485 onwards: Seems to be all terrain data, with each byte corresponding to two adjacent pixels.

Addresses near $0000 in RAM appear to be used as video memory of sorts? I would not know the full details on that. Higher up on the screen corresponds to a lower RAM address. When the cursor glitch is performed, the cursor is forced past the top of the screen and its graphics data underflows to ~$4000 in RAM, which is right in the middle of terrain data. This corrupts the terrain data, and when you move the cursor's ghost image to the very top of the screen, it then affects the other level data sitting above the terrain data in RAM, and now that I know what all is stored right there with the level, the effects of the cursor glitch make a lot more sense. A lot of weird effects are due to data about the lemmings themselves overflowing into other data in RAM, since there are way more in the level than are normally supposed to be there. Speaking of...


LEMMING DATA

The lemmings' data is split into 17-byte chunks (yes, 17!) for each lemming. The data starts at address $F540.

BYTE 1: Lower 5 bits are the lemming's current state. Upper 3 bits used for flags.
States... (click to show/hide)
Flags... (click to show/hide)

BYTE 2: UNKNOWN, set to $FF on every single frame that the lemming exists and never seems to get overwritten.

BYTE 3: X-position relative to the camera

BYTES 4-5: X-position relative to level. Byte 4 is the low byte and byte 5 is the high byte.

BYTE 6: Y-position. A value of above $7F instantly kills the lemming. A value below ~$10 may cause the lemming's graphics to corrupt the terrain data, much like the cursor glitch, but won't kill the lemming.

BYTES 7-8: Cursor offset for lemming lock-on feature. Byte 7 is x and 8 is y.

BYTE 9: Direction. $00 (and all even numbers) means left and $FF (and all odd numbers) means right.

BYTE 10: Builder bricks remaining.

BYTES 11-12: Bomber countdown timer. Byte 11 is set to 13 and decrements every physics cycle, while byte 12 is set to 5. When byte 11 reaches 0, it is immediately reset to 13, while byte 12 is decremented. Byte 12 reflects the number on screen. When byte 12 reaches 0, the lemming becomes an Oh-noer.

BYTE 13: Fall distance counter.

BYTES 14-17: Determine the animation of the lemming.
Details... (click to show/hide)

It looks like some sort of video memory (or perhaps a mirror of it) sits below this data, which explains the mild graphical glitches when you spawn too many lemmings on the disk version, and why some lemmings seem to disappear, as their data gets overwritten by video data. This is speculation on my part, so please correct me if I'm wrong on that.

I don't know if I'm ready for the tape version ;P

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Lemmings Main / A Full GM 1 Lemmings Soundfont!
« on: March 10, 2022, 05:01:09 AM »
A while back I saw someone mention they were looking for a Lemmings soundfont, specifically one with some Amiga instruments. I recently was reminded of this, and I thought I'd give it a try. Originally I was gonna just fill in the instruments I could with samples from the Amiga games, but then I remembered I have a program that can easily open and convert Gravis UltraSound patches, and DOS L3 has Gravis support, and indeed, TONS of instrument samples, including many sorely needed percussion samples. With all these extra instruments to play with, I figured that making a full General MIDI Level 1 soundfont with just Lemmings instruments wouldn't be too unrealistic.

Since I was already using non-Amiga samples, I decided that any Lemmings instrument samples, from any version of any game, so long as they aren't synthesized in real time or aren't just MIDI instruments, were fair game. This didn't actually increase my pool that much, mind you. It mostly meant I could use samples from the Acorn Lemmings games, SNES L1 and L2, and a couple other weird places. Technically, this included games with streamed music as well (e.g. CD soundtracks or whatever formats are used in the newer ones), but situations where you can actually get a good single instrument sample from streamed audio are few and far between. Besides, I tried to prioritize Amiga samples when possible, anyway. They're the most iconic, after all.

I was able to fill in most instruments directly, or at least use a sample that approximated it well enough, but some required some fudging since I was simply out of options, and I really didn't want two instruments to sound exactly the same as each other. So some groups of instruments in the same family share a sample, but have different samples for the attack periods. Many of the leads, pads, and effects are just combinations of other sounds, but plenty of actual MIDI synthesizers pull the same trick, so I didn't feel too bad about that. I'll admit that some of my fudged instruments sound kinda silly and some are downright scuffed. Notably, all of the solo string instruments, one of the organs, some of the instruments under the "ethnic," "percussive," and "sound effects" categories, the Voice Oohs sound, etc. Still, they're at least functional, and when used in actual tunes with other instruments, their scuffed-ness becomes less noticeable.

I did not bother supporting GS features like the ones included in Windows's default synthesizer because that would be too many percussion instruments to fudge (and I also I just really didn't feel like putting up with it) so sequences that take advantages of them will sound a little off, but not unlistenable.

The soundfont is attached below, along with a spreadsheet detailing where each instrument and percussion sample came from, if you're interested in that kinda thing. And a few Lemmings-y examples of MIDIs being played with this soundfont are linked below.

https://youtu.be/doTNCAaEj48

UPDATE 5/30/2022: I made some instruments loop and did some other stuff. I don't fully remember all the changes and I cannot be bothered to update the spreadsheet right now but here you go.

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All this time, there's been one last official Lemmings game out there that used pixel graphics that could be imported directly into NeoLemmix, but hadn't been yet... Until now.

Introducing the official Lemmings Tribes styles!

The Classic Tribe:

Features:
  • 43 terrain pieces (though some groups work best as one) including a resizable "filler" piece and a steel block
  • 2 infinite-use traps
  • water resizable in both directions
  • mostly unmodified background from the original game (luckily enough, it almost tiled perfectly already, at least horizontally)

Medieval Tribe:

Features:
  • 44 terrain pieces (though, again, some groups work best as one) including a resizable "filler" piece and a steel block
  • 1 very, very big infinite-use trap (slightly modified as the original animation was mildly bugged)
  • water resizable in both directions
  • significantly modified background to make it tile without looking broken

Space Tribe:

Features:
  • 24 terrain pieces including a steel block
  • 1 infinite-use trap (modified to be a bit smaller)
  • added locked exit
  • significantly modified background to make it tile without looking broken
  • (and, hopefully in the not-too-distant future, portals! in the form of weird laser machine things :P )

These styles and the levels pictured here are attached below.

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In Development / The Lemmings Chronicles... Remastered! [50+% COMPLETE]
« on: December 17, 2021, 04:26:39 AM »
I've seen some discussion on here about converting some L2 levels to NeoLemmix. That got me thinking: what about L3? Sure, the physics are entirely different from both L1 and L2, but that doesn't need to be a problem as long as you redesign the levels to better fit NL physics. The enemies could be replaced with zombies in most cases, and with all the new skills in NeoLemmix nowadays, almost every skill in L3 is in NeoLemmix in one form or another, minus a couple of the more situational or finicky ones. I don't think it's too much of a stretch to say the that the entire game, more or less, could be converted to NeoLemmix. So that's what I set out to do. And so far, it's going quite well.

At the moment, I've converted the first 10 levels from each of the 3 tribes. When possible, I tried to preserve the look and layout of the original level, but whenever that caused a problem, gameplay always took priority. Some of the recurring changes you'll see are...
  • 8-pixel-tall stairs being made less steep or replaced with slopes
  • Traps added to enforce something close to the original solution (though a few levels have mostly different solutions to avoid absolute insanity and hideous looking levels)
  • Tall levels being shortened due to the shorter splat height
  • Big levels being miniaturized in general
  • Entirely different ways of dealing with enemies/zombies due to a lack of a certain copyrighted fireball...


Egyptian 8 - Choose Wisely... (heavily miniaturized)

I also did a few things to get closer to the original gameplay, where pick-up skills are individual instead of global. In some cases, if said skill was an L1 permanent skill, I put it on a pre-placed lemming instead, and made sure that skill wasn't available anywhere else, so only that lemming can do the task you need. I should also note that I didn't strictly follow L3's rules for skills. By that I mean, in some levels, walkers, blockers, and/or jumpers are finite, or skills that aren't those three are available right away. Additionally, the straggler lemmings are required to be saved to move on (unless one has to be a bomber or something). I have a feeling most people here would agree that that's the right move, but if someone presents a convincing case for them to be for talismans instead, I'll reconsider. I've also given the levels new titles, as, weirdly, L3 is the only mainline Lemmings game that doesn't title its levels at all. I'm proud of some of them, but I'm definitely open for suggestions there. Finally, I condensed the story and lore from the bloated intro cutscene into a few preview screens.

The attached .ZIP is the initial demo. This demo contains the first 10 levels of each tribe (probably a bit much but whatever). Later levels will definitely need more drastic changes and a few may need to be outright replaced, so before I mess with all that, I'd like to see how you all like the idea and what you think of my current progress. Again, I'm open for any suggestions you may have.

The music can be downloaded from here: https://www.dropbox.com/s/wpj2rggwirovhlg/L3Remastered.zip?dl=1. The music is from the CD-ROM version of the game, with two tracks from different versions of L2 to make all the tribes have three tracks. Unzip the levels into your levels folder, unzip the music into your music folder, and enjoy!

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NeoLemmix Main / Just another rendition of the Lemmings soundtrack
« on: July 04, 2021, 07:31:45 AM »
This is something I've been wanting to do for a while now, and this summer I decided to do it! I've recreated every original Lemmings tune in Renoise, a very nice tracker program, converted them to OGGs, and set them to loop when appropriate. Some of them may sound a little strange when listening to them standalone, as some of them fade out after the loop point, while others I couldn't be bothered, but they should all sound fine in-game. The tracks are in the default order, so Amiga order for the original game, and DOS order for Oh No!

I didn't use the MIDIs directly, but I did use them as reference, along with the Amiga MODs and occasionally the DOS VGMs. I tried to include the best parts of every version of each song, as well as slightly extend each track if possible. For example, the first half of "Can-Can" is based on the MIDI and the Amiga version, while the second half is based off the Archimedes version, with my own embellishment at the end. For several tunes, I didn't have much to work with and/or anything I tried to add to it or change just didn't sound good, so I was mostly faithful to the Amiga version, DOS version, or MIDI in those cases. My top priority was to make sure the tunes sounded pleasant enough, and I think I accomplished that decently well.

Huge thanks to freewavesamples.com, which provided the vast majority of the instruments I used to make this. I sampled a few instruments that I really like from a few versions of the original game, such as the brass section from the Amiga version and the synth bass from the DOS version. The rest just came with Renoise, with the exception of the stock dog bark sound effect I used in "Doggie."

And of course, this wouldn't be possible without all of these wonderful composers: Brian Johnston, Tim Wright, Justin Scharvona, Tony Williams, Matt Furniss, Tomomi Hatekeyama, Jeroen Tel, Colin Andersen, and Phil Stringer. :thumbsup:

This rendition isn't anything too special, but I don't think it sounds too bad. If you simply want to hear another version of the soundtrack, you might enjoy this. :) Feel free to use these tracks for whatever you want if you wish, be it level packs, a video, or anything else. Just be sure to credit me in some way. ;)

Download link: https://www.dropbox.com/s/zflk80qbgfuud14/Tomato%27s_Lemmings.zip?dl=1

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Lemmings Main / Lemmings 2: the Tribes Sound Effects
« on: June 23, 2021, 03:51:59 AM »
I've noticed that there aren't any Lemmings 2 sound sets to download anywhere, so I decided I'd fix that! Maybe these could be useful for traps or other objects, but maybe that's not practical? I don't know, but they're here now! Hope you can find some uses for these. Taken from the PC version.

I want to note that this collection is by no means perfect. Instead of opening the raw sound data in Sound Forge, slicing it up and pitch-shifting the individual clips appropriately like I did for my Lemmings Voices video (because apparently, the .VOC file for Lemmings 2 isn't a regular one), I somehow happened upon a program whose sole purpose was to turn that one file into a bunch of regular .VOCs for me. It did a decent job, and the pitches are perfect, but it seemed to cut a tiny bit off the end of each sound. On some sounds, it was basically unnoticeable, but on others, there was a pronounced pop or click at the end. One sound might have been reduced to nothing but a click (unless that's what it was supposed to be, haven't played in a long time), and a couple frog-croaking sounds didn't get converted at all for whatever reason. I tried to convert them to a more popular sound format with VLC, but it did an awful job. It cut EVEN MORE off the ends and the clips just sounded like crap. So I ended up switching between various online converters (because I'm a freeloader that doesn't like paying for things), and the results were much better. I then applied a very short fade out to the clips that ended in clicks or pops (though, depending on the audio player, you might still hear one) and gave them somewhat fitting names.

If you all really want the frog-croak sound effects, I'll get them from the raw sound data and add them here.

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So this is actually the first time I've ever drawn the little critters, and I think this turned out pretty well. I tried to incorporate an angled 3D perspective, and while I think its a bit wonky, I find it a cool effect. I'm thinking about making this a fully colored, fully detailed drawing, either digitally or by hand. I'll be sure to post it here when I get around to it. For now, enjoy my little sketch. :D

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Lemmings Main / Lemmings PC-98 ROMs?
« on: December 14, 2018, 01:44:55 AM »
This is just a desperate attempt to locate the ROM for the PC-98 version of Lemmings. I can find the ROMs for literally every other version, but not the PC-98. I have looked everywhere and sifted through so-called "complete" ROM sets, but I have no clue where it could be. If anyone here could tell me where the ROM is, or can even upload the ROM, that would be wonderful.

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Lemmings Main / Lemmings Arcade Prototype
« on: November 20, 2018, 04:17:51 AM »
I want to have a discussion on the Arcade Prototype of Lemmings, as I rarely see any mention of it on the internet. I've looked at it, and it is a pretty strange game. I find it to be an interesting piece of Lemmings history.

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