When (if?) you get assignment while paused implemented, I'll download it and start running some levels.
Here you go. Summary of updates done so far:
1) fix the 3-entrance ordering for non-original-DOS-Lemmings mechanics
2) added support for the steel-digging glitch (and similar) in replays
3) added support for nuke glitch
4) added a form of support for the time pause glitch--press 'z' to toggle the glitch on/off. When active, the game resets the timer whenever entrance trapdoors start to open; you don't even have to actually pause or anything.*
5) LemmixPlayer.exe now supports all 9 graphics sets.
6) you can assign skills even when paused**
*I still can't guarantee that the amount of time gained from the time pause glitch will match the real game exactly, mainly because it's close to impossible to test it out in the real game, as it refuses to register the F11 key until the level has fully faded in, so you're almost guaranteed to pause later than theoretically allowed. I'll probably need to disassemble quite a bit more of the game's code to determine for sure the exact amount of maximum time gained. That said, LemmixPlayer should be quite close enough for most purposes.
**I've made it so that the game automatically advances one frame when you assign skills while paused (actually, the way it is right now, clicking with the left-mouse button anywhere on the level area will advance by one frame when paused, which isn't my intention but seems harmless enough). I did this because there's no clear evidence right now that it's possible to do multiple skill assignments within one frame in the real game. So I feel that until more of the game has been disassembled and analyzed to determine the verdict for sure, it makes sense to err on the safe side and not support it. Skill assignments on consecutive frames on the other hand are confirmed possible (via actually doing it) on the real game and definitely supported in LemmixPlayer (in fact easier now that you can assign skills when paused).
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For those who haven't used LemmixPlayer a lot, note that some of the keyboard commands are slightly different from Lemmix editor playtest mode. See the
Lemmix website for details. I think LemmixPlayer should support all the features in the playtest mode + more, but if there's something supported in playtest mode that seems to be missing in LemmixPlayer, let me know and I'll make sure to get it back in. Oh, and replays made in either one can be used in the other, as long as the game mechanics match.
[edit: see latest post for most update version to download]