Quote from: Crane on Today at 06:40:36 PMApologies, yes, I have the MegaDrive/Genesis music tracks in a 'genesis' subfolder. It didn't click that maybe not everyone would have it configured that way - sorry.
These are the music tracks in question. Download them to 'music/genesis'.
Quote from: IchoTolot on Today at 03:01:50 PMI also should mention that when i was designing this i ran into a problem that this many teleporters wouldn't work unless I made sure that all the teleporter objects were listed before any other of the interactive objects. since that interactive object list system only has 256 slots which allows for a max of 128 teleporter pairs and I include 126. So getting it to run took a little text editor work.
Those that don't will just have a music track from the standard rotation playing instead!
Quote from: JawaJuice on Today at 04:09:09 PMCongrats to everyone on submitting these levels, very much looking forward to playing them
@IchoTolot Thanks for organizing the contest! Just one thing - I notice the Music DropBox link in your post has '=0' at the end of the URL. If you change it to '=1', it will result in a direct download, rather than having to click through a bunch of things to get there. Something Armani pointed out to me on the Reverse Lemmings: Megadrive topic.
QuoteI also should mention that when i was designing this i ran into a problem that this many teleporters wouldn't work unless I made sure that all the teleporter objects were listed before any other of the interactive objects. since that interactive object list system only has 256 slots which allows for a max of 128 teleporter pairs and I include 126. So getting it to run took a little text editor work.
QuoteIn cpm each teleporter/receiver pair(also portals, in the same way) gets a helper icon showing a letter A, B, C, ... The renderer use the pair number directly as an index into the helper icon enum but that enum has only 26 letter icons A~Z. this is where the problem arises
So..
1) From the 27th pair onward, the index points to unrelated icons so the label shows a wrong one.
This doesn't break the NL but ideally should be fixed anyway.
2) From the 55th(could be slightly wrong) pair on, the index goes past the end of the helper image array, which triggers an error message.
The game is still playable as long as you don't turn on the cpm and hover your mouse over the broken objects.
The cleanest fix I can think of: instead of the direct enum cast, add a local procedure and pair 26 and up are drawn as two alphabets (AA, AB, ..., AZ, BA ... and so on)