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#11
Lemmini / Re: [RELEASE] RetroLemmini 3.2
Last post by WillLem - Today at 01:24:33 AM
EDIT: Fixed broken link, apologies to anyone who tried to download in the meantime.


Get RetroLemmini 3.2 here.

#12
Lemmini / Re: [RELEASE] RetroLemmini 3.2
Last post by WillLem - Today at 01:10:05 AM
Version 3.2 update

A small but chunky update! :lemcat:

Here's what's changed:

:lemming: Batch Replay Checker

• RetroLemmini now features a 'Batch Replay Checker' which can check, and display the results for, an entire folder of replays!
• The process is very fast and the results list is displayed in a dialog
• It's possible to organise the replays into folders from the results list, although they cannot be renamed from here (yet!)
• It's also possible to load a replay directly from the results list
• Batch Replay Check can be run from Level > Batch Replay Check or via a configurable hotkey (Ctrl + B by default)

:lemming: Styles/Mods

• 'Classic' style expanded to include all tiles as individual pieces - thanks to ericderkovits for porting the style over from NeoLemmix
• Bugfix - 'Flapper' is now 'Ohnoer' and 'Flipper' is now 'Hoister' in the xmas mod following the 3.1 update

:lemming: DMA Levels

Lemmings 2: Classic Tribe levels re-converted by ericderkovits using the expanded 'classic' style
• Music for the Classic Tribe levels is now included with the download

A reminder of what's new as of 3.0.


Get the latest version here.

#13
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by Simon - July 22, 2026, 11:51:29 PM
Quote from: WillLem on July 22, 2026, 10:11:55 PM
Quote from: Simon on July 22, 2026, 04:17:27 PMThe default shouldn't remove a useful shortcut (global-future-cutting air click) that does no damage for them: They won't LMB into the map for other reasons.
Not so! There is at least one more reason to airclick, and that is to advance gameplay by 1 frame whilst paused. Sometimes, this is done after rewinding, and with no intention to erase the global future. This is one of the main reasons I engage insert mode, and don't want airclicks to cut the replay.

I strongly suspect that those who don't sympathise with this only use either non-mouse hotkeys or the dedicated panel buttons to framestep.

Ah, I didn't have this LMB-stepping in mind. Yeah, I single-step by hotkey.

It's an odd design history. The usual meaning of LMB into the map to cut/assign. After assigning, it makes sense to advance one step to show the physical result of the assignment. I don't remember who/which program started to advance on airclick in general. At the end of the replay, the airclick cuts (nothing to cut) and advances. And this is common enough to make it natural to rely on it. I believe that namida relies on it, too.

And finally the two meanings of airclick clash in the new mixed mode. After decades.

I'd like to hear namida's opinion.

-- Simon
#14
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by WillLem - July 22, 2026, 10:11:55 PM
Quote from: Simon on July 22, 2026, 04:17:27 PMI recommend that you keep the default that airclicks cut the global future.

This seems to be the consensus, so yeah let's keep this as the default. It's what users have come to expect anyway, particularly those that don't use insert mode.

I almost exclusively use insert mode, so I would toggle the option off. Here's why:

Quote from: Simon on July 22, 2026, 04:17:27 PMThe default shouldn't remove a useful shortcut (global-future-cutting air click) that does no damage for them: They won't LMB into the map for other reasons.

Not so! There is at least one more reason to airclick, and that is to advance gameplay by 1 frame whilst paused. Sometimes, this is done after rewinding, and with no intention to erase the global future. This is one of the main reasons I engage insert mode, and don't want airclicks to cut the replay.

I strongly suspect that those who don't sympathise with this only use either non-mouse hotkeys or the dedicated panel buttons to framestep.

Quote from: IchoTolot on July 22, 2026, 05:37:37 PM- For shorter and medium sections: I often rather just replay the section than using the blue "R" as I tend to play faster than I editing the history by now.
- For longer sections I do use the blue "R", which is only a minority of levels though.

Would you mind always having to airclick to cancel the replay? (i.e. the proposed 'single replay mode' would no longer cut the global future on lem assigments or RR changes).

Note that airclick-to-cancel is staying, and will be default behaviour (just to be clear).

Quote from: Guigui on July 22, 2026, 09:13:44 PMNever tried insert replay though, mainly because I do not even know how to trigger it.

This is probably the main reason it should be a single mode. Users should get the benefit of NeoLemmix's replay editing capabilities whether or not they know the hotkeys.

Quote from: Guigui on July 22, 2026, 09:13:44 PMAlso I have trouble imagining how inserting an assignation may not break the rest of the coming replay.

Sometimes, it does! Most of the time though, it doesn't. It really depends on the situation.

Quote from: Guigui on July 22, 2026, 09:13:44 PMFinally I am very used to airclick for replay cancel and never use anything else, please do not remove it.

Again, to be very clear, airclick-to-cancel is not going to be removed from CE. The proposal is only to make it optional.

Meanwhile, I've replied to your replay-for-playtesting suggestion here.
#15
Game Bugs & Suggestions / Re: [+][SUG][PL/ED] Keep playt...
Last post by WillLem - July 22, 2026, 10:11:17 PM
Good idea.

The question is really how to do this. We can store a temporary replay file in the directory which always keeps the same name, updating the internal data whenever a level is playtested. If we're in Playtest Mode and the replay data matches the level, we load the replay. Otherwise, we only overwrite.

There may be a better way, though. My goal would be to not litter the directory with temporary replays, ideally.

Suggestions welcome.
#16
Game Bugs & Suggestions / [+][SUG][PL/ED] Keep playtest ...
Last post by WillLem - July 22, 2026, 10:08:22 PM
From Guigui in this topic.

Quote from: Guigui on July 22, 2026, 09:13:44 PMI'd appreciate if replay carries when using the editor.
To be clearer : create a level, playtest it, exit to editor to make changes, play test the level again and find your previous replay ready for you.
#17
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by Guigui - July 22, 2026, 09:13:44 PM
My 2 cents.

Replay annoyed me the first week I spent with the game.
Then I understood how it works and use it at all the time.

Never tried insert replay though, mainly because I do not even know how to trigger it. Also I have trouble imagining how inserting an assignation may not break the rest of the coming replay. Though about this point I trust everyone saying this is actually useful, so I plan on trying it when I finally find how to trigger it !

Finally I am very used to airclick for replay cancel and never use anything else, please do not remove it.

On another note, sorry if it is not the right place to mention it, I'd appreciate if replay carries when using the editor.
To be clearer : create a level, playtest it, exit to editor to make changes, play test the level again and find your previous replay ready for you.
#18
Lemmings Main / Re: Hi, my name is …
Last post by IchoTolot - July 22, 2026, 08:42:38 PM
Welcome from me, too!  :)

Also, german here as well.  ;) 
#19
Other Projects / Re: Level Editor for the Sega ...
Last post by Ron_Stard - July 22, 2026, 07:32:32 PM
Quote from: Adrian060756 on July 08, 2026, 08:25:45 AMThis is the new link to the ROM hack patch, the one above takes you to a dead page as that one was before the site's migration to a new server.

https://romhackplaza.org/romhacks/lemmings-mega-edition-sega-master-system-romhack

Your levels are outstanding! I wish I had those levels on the 1994 Lemmings cartridge my mother bought me for my birthday!

Also, @Squidgy, your editor is impressive and very complete. I have to try it and adapt some of the levels I made for Lemmix, in order to try how well they behave on the SMS.
#20
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by IchoTolot - July 22, 2026, 05:37:37 PM
I have no energy to read everything here as I think the current system is fine, but here is my usecase reagarding the last question:

- I always click air to stop the replay. If this isn't the standard I would become confused and frustrated. I can see the option of turning it of useful though.
- For shorter and medium sections: I often rather just replay the section than using the blue "R" as I tend to play faster than I editing the history by now.
- For longer sections I do use the blue "R", which is only a minority of levels though.