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Messages - DragonsLover

#1
Non-Lemmings Projects / Re: Pushover
August 16, 2026, 09:38:14 AM
Quotethere is a cheat/debug code nobody seems to have written/published anything about. In the main menu you can enter the level code + BOWIE and then OK and the level will automatically play through following a "solution tape" included in every level file. (there are, interestingly enough, a handful of tapes which don't resolve)

Ah, so that's finally how you can get to play the solution of a level. I was always wondering how the solution data in level files would be read. Nice find!
The reason why some of these solutions wouldn't resolve was probably because of file limitation in some sort.

There's also an unused music track in the game as heard here:
https://www.youtube.com/watch?v=0Mn3xwZcKr0&t=2607s (Adlib)
https://www.youtube.com/watch?v=ekdaTpIHiTI&t=2644s (Roland)
This is the same track used for "Candy World" in the video game "Cool World" for SNES.

EDIT: The BOWIE cheat was documented actually, during the interview of Keith Watterson: https://codetapper.com/amiga/interviews/keith-watterson/
#2
Other Projects / C64 - Lemmings Reloaded
August 16, 2026, 09:23:40 AM
Hey there, it's been a while.

I just stumbled upon this project released recently for the Commodore 64 and immediately thought about the community, I don't know if it was posted already.

https://lunaticlab.itch.io/lemmings-reloaded
https://www.youtube.com/watch?v=_epMdEmkBDo
#3
NeoLemmix Main / Re: Questions about the default GUI
November 29, 2018, 02:32:44 AM
Thanks for the info. I already knew about the styles/default/panel folder.

Considering the recolouring is hard-coded, wouldn't that be preferable to use an additional file for the red digits so that it could be easily customized as well? That would be a nice touch. :)
#4
NeoLemmix Main / Questions about the default GUI
November 28, 2018, 04:00:05 AM
Hello again!

There was something I've been wondering about NeoLemmix: why does it use the standard VGA style for the GUI in-game (the skill bar especially)? Why not using the better High Perf style instead, or the Amiga style to some extent? Is it because of nostalgia? Simplicity?

I wanted to bring the changes on my own, but it appears I couldn't find the red digits for the game timer, only the green ones. I assume it's something handled by the game code? Does that mean that it's not possible for me to customize it? :(

Thanks!
#5
NeoLemmix Levels / Re: [NeoLemmix] Deceit's Lemmings
November 15, 2018, 01:34:49 AM
Quote from: joshescue18 on July 15, 2018, 05:43:05 PM
I have redone this pack.

Is that the final updated version? Because I've also encountered that dead ceiling thing in Mayhem 12.
#6
Alright :thumbsup:
#7
Hey! I'm back!

That was a nice discussion. And indeed, there's nothing to be changed. Like I said, I'm gonna deal with it and play with that behavior.

However, the bomber pixels bug is still there. :( At the 52th frame after the explosion sprite from a bomber (where the pixels are first shown (counted as frame 1)), the glitchy pixels are visible. I've played version v12.3.1.
#8
Quote from: Flopsy on September 10, 2018, 08:09:22 AMAlso, welcome back DragonsLover :)

Thanks! :)

Quote from: Nepster on September 10, 2018, 05:57:09 PMI fixed the exploder sprite issue for the next release.

Cool! 8-) Although it was not really about a sprite, but those flying pixels from the bomber explosion.

Quote from: Nepster on September 10, 2018, 05:57:09 PMAnd yes, coming from the original mechanics, the new builder behavior takes a while to get used to. I remember being annoyed by it, when I first encountered it in namida's Lemmings Plus packs, but I can certainly say: After a while you will get used to it. ;)

I think so, yeah. I think I'll just deal with it. 8-) But that still doesn't answer my question: Why? Why is it like that?
#9
Quote from: namida on September 09, 2018, 08:59:36 AMIf I remember correctly, the NeoLemmix version of this level has an extra basher, which makes it solvable.

Indeed, I didn't notice the extra basher. But still, I'm finding it so-so about that change of gameplay rule. Why is it like that?

Quote from: IchoTolot on September 09, 2018, 09:06:23 AMBut reaching a thin ceiling with just 1 builder feels just totally wrong for me (also in the original game as you mentioned that Sunsoft level).

Most ceilings are especially there to interrupt and turn builders and I include thin ones in there as well. A hole is needed to reach up in one builder or you have to invest more builders.

I somehow agree with that, but even with the bomber used in that level to make a hole in that thin floor above, I could even not pass through it (see screenshot). I need to remove the extra thin floor next to it to allow the builder to close that gap. That's why I'm saying it's kind of ridiculous. Perhaps that a lot of you agree on that change, and I respect that, but from a standard Lemmings player, it makes it different and maybe even a bit more irritating. I assume there's a good reason and a good purpose for that change, I just don't totally agree with it.
#10
Archived Bugs & Suggestions / Extended builder foot check
September 09, 2018, 04:17:41 AM
Hey there everyone. Remember me? It's been a while.

I've just tried the NeoLemmix player with the "Extra Official Levels" set on the website. Great job about that! However, there's a few things here that bug me:

1. The animation of the particles from a bomber explosion is one frame too long, leaving coloured pixels at a weird positions at the end of the animation.
2. The builder behaviour is different when it has to build through a thin floor from below. Instead of continuing building to reach that floor, the builder stops when there's two extra platforms that should be built, which means you have to build two extra times in order to reach it. I don't know if it's an intended behaviour, but if it is, that makes the Genesis Sunsoft level 24 (Out, away from the tune) impossible to solve. Here's a screenshot to show you what I mean.
#12
Help & Guides / Re: Level Editors
May 12, 2014, 08:29:31 AM
I really think http://tcrf.net/Lemmings_Paintball" class="bbc_link" target="_blank">THIS is going to interest you. They even show the dialog boxes that I could also get myself through ResourceHacker.

The level editor was clearly inside, but as stated: "...the EXE only contains code to display one dialog: the About box. It seems that prior to release, the developers decided to simply render the level editor unusable rather than removing it completely."

They tell how to make the /EDIT@ command working by changing one byte in the executable to double the amount of memory available. I tried and it indeed works, but there's no edition possible.

Now the trick is to make these windows usable again and if you manage to get this to work... http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" /> Otherwise, what a shame. http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" />
#13
Help & Guides / Re: Level Editors
May 11, 2014, 07:52:31 PM
Files sent.
#14
Help & Guides / Re: Level Editors
May 10, 2014, 04:51:42 PM
http://www.lemmingsforums.com/index.php?topic=979.msg20201#msg20201">Quote from: ccexplore on 2014-05-05 22:37:04
I made progress with regards to extracting individual level files from the VSR.  Attached is Fun 2 extracted from the demo version's VSR.

As far as I can tell, the level loads and plays successfully if you run lemball.exe in Command Prompt with option /PLAY@TEST.LVL

The level also loads successfully with /EDIT@TEST.LVL, however after clicking on "OK", the program eventually displays an error message and quits. http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" />

That could mean a number of things:
  - the code for the level editor is missing in the game EXE (despite the presence of the dialog resources), and so the attempt to go into editor mode ultimately fails and this is futile; or
  - additional data needs to be included in the level file in order to edit it; or
  - there may be different file formats between editable levels vs the release versions of levels found in the VSR

Bottom line:  more investigations needed, and potentially no editor in the game EXE.  The easy part is more or less over so don't hold your hopes up..... http://www.lemmingsforums.com/Smileys/lemmings/undecided.gif" alt=":-\" title="Undecided" class="smiley" />

Yeah, that's exactly what I tried myself. It gives me a memory error.
I have all of the levels extracted if you're interested. Also, I have some kind of alternative files for LEMBALL.EXE and PBAIMOG.VSR. The executable contains extra commands to use (such as displaying the console) and the PBAIMOG.VSR file size is strangely smaller. How can I send the stuff to you?
#15
Help & Guides / Re: Level Editors
April 30, 2014, 01:12:29 AM
I think for these days, a 3D Lemmings clone in Minecraft would be much better. It would be easier to build levels and customize everything. With the Spectator mode Mojang have implemented, it would become handy to move around and take a look at the "levels"and assign skills. The only downside: you must have Minecraft, which isn't free.