Author Topic: SEGA Master System level modifying  (Read 35263 times)

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Offline Pooty

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Re: SEGA Master System level modifying
« Reply #30 on: July 28, 2011, 10:40:20 PM »
Ooh, nice! I'll definitely have to give that a go.  :thumbsup:
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline Adam

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Re: SEGA Master System level modifying
« Reply #31 on: July 28, 2011, 10:55:45 PM »
Quote from: Pooty on 2011-07-28 16:40:20
Quote
Ooh, nice! I'll definitely have to give that a go. 
I've attached the mlm and leveldata files for anyone who wants to play this level. Obviously, you have to fill in your ROM details.
Edit: Updated the 'mlm' file.
Edit2: This level may not be possible with some tweaks.. leave it with me.


Mod Edit: Restored attachments.
« Last Edit: December 28, 2014, 09:37:34 PM by Prob Lem »

Offline ccexplore

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Re: SEGA Master System level modifying
« Reply #32 on: July 29, 2011, 12:12:52 AM »
On a slightly unrelated note.. I've just made a hideous looking conversion of Lemmings' Ark.  I'll release this if there is demand, but I will warn you in advance, it will make you vomit whilst playing.

Hmm, frankly I now wonder how anyone can play any of the levels in that tileset without vomitting or going blind. ;P  There's something about that neon-blue color that just doesn't work for me.  Were they really unable to come up with a better color scheme?

Offline Adam

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Re: SEGA Master System level modifying
« Reply #33 on: July 29, 2011, 12:45:20 AM »
I do sorta agree there, ccexplore - the colours are a little bit garish, but I'm used to them - the other brick styles look bland to me!!

Offline Pooty

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Re: SEGA Master System level modifying
« Reply #34 on: July 29, 2011, 01:24:01 AM »
I've converted all the levels now. You'll find them on the original post. :)
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline Adam

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Re: SEGA Master System level modifying
« Reply #35 on: July 29, 2011, 02:06:52 AM »
Thanks, Pooty! I've just applauded you - I hope others do the same! :D

Offline Adam

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Re: SEGA Master System level modifying
« Reply #36 on: July 29, 2011, 06:41:38 PM »
I'm having real trouble getting this level to look half-decent, and solveable.. I may have to give up work on this level for now!

Offline Pooty

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Re: SEGA Master System level modifying
« Reply #37 on: July 29, 2011, 07:00:37 PM »
Yeah, it definitely looks hard to get right. The way builders stop building when in contact with the terrain is very different from the other versions.

I've been creating a level today, and it seems just about ready. You might recognise this level from somewhere...
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline Adam

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Re: SEGA Master System level modifying
« Reply #38 on: July 29, 2011, 07:13:27 PM »
Ooh, very interesting! :D

This level's nasty, in a good way! My first instinct was to use the water glitch, but it doesn't work! ¬_¬

How're you getting on with the traps?

Offline Pooty

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Re: SEGA Master System level modifying
« Reply #39 on: July 29, 2011, 07:47:50 PM »
I haven't been working on it today, so the situation is roughly the same. Now that I know where the traps are implemented (in the set of processes from address $2248 onwards), I might be able to work it out if I load a level that uses traps, and watch the debugger on MEKA.
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline Adam

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Re: SEGA Master System level modifying
« Reply #40 on: July 29, 2011, 08:13:08 PM »
Ah, I see!

Not sure how I can help there, but if there is a way, let me know.

Video of my (possible backroute) solution for Moon Glow is now up:
MoonGlow

Offline Pooty

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Re: SEGA Master System level modifying
« Reply #41 on: July 30, 2011, 09:59:19 PM »
Yeah, it's a backroute. Then again, when I made that level as my forum avatar, the solution I had in mind would rescue 90%. I plan on redesigning the level slightly to make it look less cramped, and try to implement the original solution once more.
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline Adam

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Re: SEGA Master System level modifying
« Reply #42 on: July 30, 2011, 10:22:16 PM »
Yeah, it's a backroute. Then again, when I made that level as my forum avatar, the solution I had in mind would rescue 90%. I plan on redesigning the level slightly to make it look less cramped, and try to implement the original solution once more.

Looking forward to it, Pooty!

Currently working on making an SMS version of every missing level (bar the special levels) - so far, I've got The Far Side, Cascade, Stepping Stones and Save Me done.

I'm also needing a level to replace Sega Five (Taxing 30) - I can't use We All Fall Down, but want to use an existing level, due to my lack of imagination!

Offline namida

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Re: SEGA Master System level modifying
« Reply #43 on: July 31, 2011, 04:48:03 AM »
A repeat of Fun 3, or perhaps Going Their Seperate Ways?

EDIT: Also, why can't the space of the default levels be used for new ones?
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)

Offline namida

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Re: SEGA Master System level modifying
« Reply #44 on: August 04, 2011, 01:06:23 PM »
Anyway, here's an addition to the topic. It's nothing new, but I've remade one of the more noticable levels from Lemmings Plus DOS Project... no, not Oblivion (I seriously doubt that'd work on SMS, getting it to work on DOS was hard enough)... Variety Day! (PSYCHO 1)

It actually looks quite decent on SMS, as far as I can tell even with having to modify the level to avoid glitches there's no new backroutes (in fact, I think at least one old one is impossible on this version), and the original solution is 100% intact. I didn't even have to scale it down to less lemmings since the original level already only had 20 (although to be fair, the intended solution can be enforced with as few as 4 lemmings, so it wouldn't've mattered if the amount had to be reduced anyway).

Enjoy!


...by the way, out of interest, what would happen if you set (in the game data) an 'illegal' number of lemmings?
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)