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Messages - The Tomato Watcher

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31
Contests / Re: Level Design Contest #27 - Playing Phase (Discussion Topic)
« on: February 06, 2023, 06:54:00 AM »
@Armani, your solution to my R3 was actually surprisingly close to the one I had in mind for the level. Seems like you experienced the overall feeling of the level I intended. :)
Spoiler (click to show/hide)

32
Contests / Re: Level Design Contest #27 - Playing Phase (Discussion Topic)
« on: February 06, 2023, 01:42:55 AM »
Alright, first of all, thank you so much @IchoTolot and @kaywhyn for the encouragement. That, along with just taking a bit of time away from everything, really helped.

@Armani, your solution to my R1 was definitely a backroute, but I incorporated a small part of it into V2's intended solution. ;) The tileset in question, by the way, is the tileset for the Medieval Tribe in Lemmings Tribes, which, to avoid any confusion, is a completely separate game from L2. Here's a wiki page about it that I put together a little while ago if you're interested: https://lemmings.fandom.com/wiki/Lemmings_Tribes. Anyway, I was the one responsible for porting the tilesets over to NeoLemmix, and since its tilesets would fall into roughly the same category as the L2 and L3 ones (and since it doesn't have trap sound effects anyway), I just stuck with the default sound effects for traps, which is why the dragon (since it is a Medieval tileset I believe it is indeed supposed to be a dragon, but its design is quite dinosaur-like so you're entirely justified calling it a dino) sounds the way it does. Since these tilesets are directly ripped from an officially licensed Lemmings game, they should probably be properly labeled and put below the L3 ones, but I didn't pay any attention to that or say anything on that matter when I uploaded them. :P

@Simon, your solution is, expectedly, another horrendous backroute. It's pretty likely I'll just throw out the Stacker entirely and adjust the level accordingly in V2. I had quite a clever use for the Stacker in mind when designing the level, but after some consideration I think it is literally impossible to enforce without completely changing the spirit of the level. :P There is indeed a reason the save requirement and exit cap are what they are.

33
Contests / Re: Level Design Contest #27 - Playing Phase (Discussion Topic)
« on: February 04, 2023, 02:16:29 AM »
ericderkovits and Simon, all of your replays are horrendous backroutes, and I don't know why I'm surprised by that considering I got no useful feedback from anyone I asked to be a tester. If one of you is reading this, please know that I understand you have a life too and that I have no hard feelings; the situation just sucks.

My intended solutions felt a lot more clever so I'm not sure I can bring myself to make these backroutes the normal solutions, yet I have no idea how I'm going to patch any of these, ESPECIALLY my R3 which is the one I was most proud of. I'm not sure I'll ever have the energy to deal with backroutes this bad. I truly have no idea why I even entered with no tester feedback; I guess I was just excited. If I even bother to update my entries it's gonna be a while from now. Should not have spent my time and energy on this when I was already hanging by a thread. Sorry everyone :(

To contribute something of value now, I'll go ahead and put the replays I have here. Garden of Love was quite nice, tan x dx, and I enjoyed the concept Splash or Splat, NieSch, though my solution seems like a mild backroute(?)

34
NeoLemmix Main / Re: [DISC] NeoLemmix sounds
« on: January 31, 2023, 06:08:54 PM »
I notice some of the default sounds have noticeable clicks at the end of them that probably weren't supposed to be there but ended up there anyway. I've got edited versions of chain, electric, and thunk attached here that just have those last few bytes at the end removed. To be fair, the clicks at the ends of chain and electric aren't that bad, but the one at the end of thunk most definitely is.

Also, I'd like to add that I think fire is significantly too loud. I find it pretty loud on its own myself, but that might just be me, but the bigger problem is that a lot of instances of the sound can play right on top of each other, and the sound is not that short, so multiple lemmings getting burned within frames of each other can get overwhelmingly loud real fast. Maybe it is just me since I haven't seen anyone else mention it, but still.

35
In Development / Re: [NeoLemmix] Lemmings Forum LDC Compilation Pack
« on: January 29, 2023, 06:22:31 PM »
* There are some levels using tilesets that you can not download via NL style manager. You have to manually download them to play the following levels.
Spoiler (click to show/hide)

Wait, isn't the style for A Roundabout Trip in Style Manager? I just checked and I was able to redownload lt_classic (and the other Lemmings Tribes styles) through the Style Manager, so did I screw up with that level somehow?

36
Lemmings Main / Re: Charting the Lemmingverse?
« on: January 28, 2023, 03:34:43 AM »
Well didn't think my silly little video would inspire a post!

This is exactly the kind of thing I like to do :P Nice list :thumbsup:

37
Glad I'm not the only one who sees Level 3 as hard. ;P I still haven't solved it, but I am having fun with these; Level 3 is definitely an interesting puzzle. :D

38
In Development / Re: The Lemmings Chronicles... Remastered! [50+% COMPLETE]
« on: December 18, 2022, 05:03:57 PM »
Added a poll because I want some input on the above question ^^

39
Tech & Research / Re: Version Differences
« on: December 14, 2022, 08:46:45 AM »
I feel that this is relevant to put here: just a little table of stats for all unique official versions of the game. Yes, there are other tables out there like it but all the ones I've seen are generally pretty inaccurate and/or are missing versions. This one should only be a little bit inaccurate. ;)

I played through quite a lot of most of these versions (that aren't either almost lost to time like the J3100 version or extremely close to the Amiga/DOS/whatever versions, anyway) because I am at least a little bit insane. I checked every single non-trivial version for mouse support, I pressed every button on the keyboard for some of the computer versions (and found some surprising things), and more. So witness the result of a long-running hyperfixation and lots of unjustified motivation. :P

There are definitely more things I could have put on here that aren't as straightforward to check. Maybe I'll investigate that someday.

40
In Development / Re: The Lemmings Chronicles... Remastered! [50+% COMPLETE]
« on: December 14, 2022, 01:09:22 AM »
My sincerest apologies for being silent on this for months. I have made very little progress on this from March to now due to a lot of things going on in my life--not all of them bad, but still a lot to juggle. Even though I have gotten embarrassingly little work done for this, I have NOT abandoned this project, and I'm hoping to get some more progress made over my month-long winter break.

With all that said, you all at least deserve another level image.


Egypt 13 - Just Gotta Do It Yourself!

This level made significant use of the Mole in the original game. NeoLemmix obviously has no Mole, which is probably for the best, so my version features the Laserer, which felt like the closest available thing. Honestly the level feels a bit trivial now, but I'll worry about that once I start getting playtesters involved. I might reduce the levels per rank to 25 or something for the levels whose spirit simply cannot be captured even remotely in NeoLemmix, and this level would be one of the first on the chopping block, but we'll see what happens.

41
In Development / Re: [NeoLemmix] [In Development] Lemmings Retribution
« on: December 14, 2022, 12:36:06 AM »
I've said this elsewhere, but those Sandbox levels are particularly intriguing to me. :D I also love the idea for the last Campaign level!

I've also said this elsewhere, but I am honored to have my SoundFont used in a pack, and the couple tracks you put in my server were awesome to listen to. :thumbsup: Very excited for this!

42
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

43
General Discussion / Re: Lemmings Forums on Youtube
« on: June 16, 2022, 08:37:37 PM »
I made a quick video explaining why my content has been a bit... sporadic lately. I felt I should share it here, in case any of you were concerned and since it's kinda important to the channel.

https://www.youtube.com/watch?v=uSWaWbwVisc

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@kaywhyn

R1 (click to show/hide)

R2 (click to show/hide)

R3 (click to show/hide)

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General Discussion / Re: Lemmings Forums on Youtube
« on: May 29, 2022, 09:17:29 AM »
I've started uploading oscilloscope deconstructions of some Lemmings tunes, and I plan to upload a bunch more, primarily the FM synth ones (AdLib, Genesis, and maybe some other I'm forgetting), and not just L1. I've seen these done for other games (especially Sonic games) and I wanted to see how Lemmings tunes would fare under this treatment. If that interests you, here's a couple links.

Lemming 1 (AdLib): https://www.youtube.com/watch?v=__UsZUbGxlM

Lemming 3 (Genesis): https://www.youtube.com/watch?v=_euCXo0dNek

Patronizingly Happy (AdLib): https://youtu.be/ACLxgAE-hXA

I figured this was just about significant enough to post here.

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