Recent posts

#21
Game Bugs & Suggestions / Re: [BUG][PL] Zombie levels ca...
Last post by WillLem - August 26, 2026, 01:32:21 AM
Added a Nuke status check to the second block. This fixes the bug but keeps the pre-assigned check available should it prove to be necessary for any reason.

Fixed in NLCEPlayer commit 636fdeb.
#22
Game Bugs & Suggestions / Re: [BUG][PL] Zombie levels ca...
Last post by WillLem - August 26, 2026, 01:07:00 AM
Thanks for the heads up and the suggested fix.

Just to double check, you are referring to the second block in CheckIfZombiesRemain?

function TLemmingGame.CheckIfZombiesRemain: Boolean;
var
  i: Integer;
  ReleaseOffset: Integer;
begin
  Result := True;

  for i := 0 to LemmingList.Count-1 do
    if LemmingList[i].LemIsZombie and not LemmingList[i].LemRemoved then
      Exit;

=============== FROM HERE =================

  ReleaseOffset := 0;
  if (LemmingsToRelease - ReleaseOffset > 0) then
  begin
    i := Level.Info.SpawnOrder[Level.Info.LemmingsCount - Level.PreplacedLemmings.Count - LemmingsToRelease + ReleaseOffset];
    if i >= 0 then
      if Gadgets[i].IsPreassignedZombie then
        Exit;
  end;

============== TO HERE ==============

  Result := False;
end;

Removing the second block fixes the bug, but just wanted to make sure that's exactly what you meant.
#23
Tech & Research / Re: Looking for a tool...........
Last post by Mindless - August 26, 2026, 12:16:38 AM
Try Ghidra.  Reverse engineering is a lot of work, but it can be fun if you like puzzles.
#24
Tech & Research / Looking for a tool...........
Last post by Braden12 - August 25, 2026, 11:58:25 PM
I've recently been wondering if anyone has a tool, besides Objdump, that can conver MS-DOS machine/binary code into platform-specific assembly code?

Reason being that is what I or someone else would need to even begin hacking the original games/formats! Amiga and other original Non-Windows-x64/x86 Platforms would also be great, thanks!
#25
Lix Main / Lix for kaywhyn
Last post by Simon - August 25, 2026, 10:44:43 PM


Hi kaywhyn,

New and exciting panel button.


I'll write more details after your first feedback.

-- Simon
#26
NeoLemmix Styles / Re: New 'Common' Style
Last post by Kingshadow3 - August 25, 2026, 10:25:59 PM
I love the nod to Lemmings Paintball with those balloon teleporters. Great work!  :thumbsup:
#27
Non-Lemmings Gaming / Re: What video game(s) are you...
Last post by Guigui - August 25, 2026, 10:07:15 AM
I have Neon White on my radar for a long time now, and since I love speed based game I'll certainly give it a go when time comes.
Thanks for your post Strato !
#28
Non-Lemmings Gaming / Re: What video game(s) are you...
Last post by Strato Incendus - August 25, 2026, 09:53:06 AM
I just completed Neon White (well, not 100% yet, just the main story once - still have to get the collectibles for the alternative ending).
A while ago, I asked whether somepeople here played Mirror's Edge, as it does have an occasional puzzle aspect to it, even though the focus is on movement speed.

Neon White is that same idea on steroids. The game pretty much only slows down when you have to hold on to your skill cards to reach the collectibles - aside from that, you're just blasting through the levels as quickly as possible. Much like Mirror's Edge, the levels actively want you to backroute them to find the most efficient solution - usually, there will be a much faster route than the "intended" solution.

Of course, if you don't like execution difficulty, neither Mirror's Edge nor Neon White are the right games for you. ;) For me, they're more of a nice change of pace after spending countless hours in a certain turn-based RPG, which by design has a much slower pace, and only allows for much slower progress. Neon White, in contrast, even has a mode where you have to beat all the levels in the entire main story in one piece - because most of them only take a couple of seconds, and 1-2 minutes at max.

Ah yeah, the premise is "a sinner becomes a demon hunter in heaven to earn his right to stay there". The dialogue is just as whacky as that idea, but as it slows down the speed of the gameplay, I mostly just fast-forward it. I still got the gist of the story despite of that.
#29
Lemmings Main / Re: PICO-8 Lemmings - Full Gam...
Last post by Buzzard - August 25, 2026, 09:29:14 AM
Glad to hear it! :)  Hope you enjoy working your way through them.
The level design leans heavily on the NES version, so if that's one of the Lemmings ports you're less familiar with, there should definitely be quite a few surprises in there.
Let me know how you get on!  :thumbsup:
#30
Game Bugs & Suggestions / [✓][BUG][PL] Zombie levels can...
Last post by Armani - August 25, 2026, 06:17:16 AM
This bug, although I don't intentionally try to reproduce it, pops up regularly by accident. I went ahead and fixed it myself for my copy, but I thought I'd better report it since it happens quite often in levels featuring zombies.

Setup:
Activate the nuke while the next lemming still queued to spawn is a pre-assigned zombie.

Expected outcome:
Once all lemmings die, the level ends and transitions to the postview screen.

What actually happens:
You get soft-locked even after all lemmings have died.

Reason:
StateIsUnplayable(basically the level-end check) treats a nuked level as still playable if UserSetNuking and CheckIfZombiesRemain are true, which is fine. However, CheckIfZombiesRemain(which only ever gets evaluated when UserSetNuking is already true) also checks the next lemming still queued to spawn and whether it was a pre-assigned zombie. It then keeps checking whether that permanently frozen queue slot(due to the nuke) happens to be a zombie, and reports that "a zombie remains" for a lemming that can no longer exist, causing StateIsUnplayable to remain permanently false.

Fix:
Just remove the spawn-queue-peek block so that it only considers zombies that are actually alive in the level at that moment. Its sole consumer is StateIsUnplayable, which in turn only determines whether the level should end, so there should be no physics side effects.