call for level packs

Started by Mindless, August 17, 2005, 04:45:09 AM

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Mindless

if you'd like your level packs put up on my site, this is the week to tell me, since next week I will be starting school again and won't have as much time to do updates and such

so far i've got:
 - tumble_weed (00-13)
 - insane steve (01-09)

JM

You could upload my packs couldnt you?

http://www.geocities.com/jmjm0052005/JMpaks.zip

I wouldn't mind having them put up on your site.

Mindless

Unfortunately, some of the levels in your packs contain errors that LemEdit does not catch.
For example, the fourth level in JM03 (Caught in a trap):
 Terrain
   T 26       X: 181        Y:-11         ID: 65        Mod:0
   T 27       X: 215        Y:-11         ID: 65        Mod:0
   T 28       X: 195        Y:-2          ID: 65        Mod:0
   T 29       X: 204        Y: 2          ID: 65        Mod:0
   T 30       X: 162        Y:-11         ID: 65        Mod:0
   T 31       X: 227        Y:-18         ID: 65        Mod:0
   T 32       X: 156        Y:-18         ID: 65        Mod:0
   T 58       X: 1145       Y:-3          ID: 66        Mod:0
   T 59       X: 1134       Y: 40         ID: 66        Mod:0
   T 60       X: 1142       Y: 42         ID: 66        Mod:0
   T 61       X: 1157       Y: 41         ID: 66        Mod:0
   T 62       X: 1121       Y: 82         ID: 66        Mod:0
   T 63       X: 1137       Y: 84         ID: 66        Mod:0
   T 64       X: 1153       Y: 83         ID: 66        Mod:0
   T 65       X: 1169       Y: 83         ID: 66        Mod:0
   T 66       X: 1107       Y: 113        ID: 66        Mod:0
   T 67       X: 1117       Y: 115        ID: 66        Mod:0
   T 69       X: 1134       Y: 118        ID: 66        Mod:0
   T 72       X: 1171       Y: 119        ID: 66        Mod:0
   T 73       X: 1183       Y: 120        ID: 66        Mod:0
   T 74       X: 1147       Y: 120        ID: 66        Mod:0
   T 75       X: 1163       Y: 79         ID: 66        Mod:0
   T 76       X: 1145       Y: 45         ID: 66        Mod:0
   T 77       X: 1148       Y: 25         ID: 65        Mod:0
   T 78       X: 1136       Y: 68         ID: 65        Mod:0
   T 79       X: 1112       Y: 113        ID: 65        Mod:0
   T 80       X: 1118       Y: 129        ID: 65        Mod:0
   T 81       X: 1163       Y: 145        ID: 65        Mod:0
   T 82       X: 1164       Y: 94         ID: 65        Mod:0
   T 83       X: 1151       Y:-11         ID: 65        Mod:0
   T 84       X: 1155       Y: 8          ID: 65        Mod:0
   T 85       X: 1156       Y: 30         ID: 65        Mod:0
   T 86       X: 1161       Y: 62         ID: 65        Mod:0
   T 119      X: 624        Y: 43         ID: 72        Mod:8
   T 120      X: 433        Y: 139        ID: 73        Mod:8
   T 121      X: 473        Y: 141        ID: 73        Mod:8
   T 122      X: 496        Y: 146        ID: 73        Mod:8
   T 123      X: 477        Y: 143        ID: 73        Mod:8
   T 124      X: 445        Y: 142        ID: 73        Mod:8
   T 125      X: 561        Y: 143        ID: 73        Mod:8
   T 126      X: 578        Y: 146        ID: 73        Mod:8
   T 127      X: 593        Y: 149        ID: 73        Mod:8
   T 128      X: 598        Y: 147        ID: 73        Mod:8
   T 129      X: 574        Y: 145        ID: 73        Mod:8
   T 130      X: 648        Y: 142        ID: 73        Mod:8
   T 131      X: 660        Y: 145        ID: 73        Mod:8
   T 132      X: 680        Y: 145        ID: 73        Mod:8
   T 133      X: 720        Y: 148        ID: 73        Mod:8
   T 134      X: 797        Y: 149        ID: 73        Mod:8
   T 135      X: 778        Y: 147        ID: 73        Mod:8
   T 136      X: 859        Y: 150        ID: 73        Mod:8
   T 137      X: 895        Y: 143        ID: 73        Mod:8
   T 138      X: 911        Y: 145        ID: 73        Mod:8
   T 139      X: 930        Y: 146        ID: 73        Mod:8
   T 140      X: 1012       Y: 145        ID: 73        Mod:8
   T 141      X: 1027       Y: 147        ID: 73        Mod:8
   T 142      X: 1036       Y: 144        ID: 73        Mod:8
   T 143      X: 1051       Y: 146        ID: 73        Mod:8
   T 144      X: 1067       Y: 145        ID: 73        Mod:8
   T 145      X: 1074       Y: 148        ID: 73        Mod:8
   T 146      X: 1089       Y: 149        ID: 73        Mod:8
   T 147      X: 746        Y: 150        ID: 73        Mod:8
   T 148      X: 736        Y: 147        ID: 73        Mod:8
   T 149      X: 768        Y: 147        ID: 73        Mod:8
   T 150      X: 694        Y: 147        ID: 73        Mod:8
   T 151      X: 698        Y: 150        ID: 73        Mod:8
   T 152      X: 417        Y: 143        ID: 72        Mod:8
   T 153      X: 457        Y: 144        ID: 72        Mod:8

Notice that all these terrain pieces have ID's above 63.  I'm not sure how you accomplished this, other than HEX editing.  In any case, I'd appreciate it if you'd fix this and the corresponding problem in JM05 level 9 (Drown).

JM

What other errors were there?

ccexplore

Quote from: Mindless  link=1124253909/0#2 date=1124283459Unfortunately, some of the levels in your packs contain errors that LemEdit does not catch.
Somehow I don't think JM would be hex-editing levels, especially for such ungainful purposes.

What happens when you examine such terrain pieces in LemEdit?

I'm pretty sure in Lemmings/CustLemm, it only looks at 6 bits for the terrain, hence that 1 extra bit is probably ignored.  Does the resulting terrain look obviously wrong (ie. out of place) in the level when played?

Finally, are you sure it isn't just your validation program?  You might want to look at the level data manually and check.

JM

I did not hex edit my levels. I made them all with Lemedit.

Mindless

Quote from: ccexplore (not logged in)  link=1124253909/0#4 date=1124298117What happens when you examine such terrain pieces in LemEdit?

I'm pretty sure in Lemmings/CustLemm, it only looks at 6 bits for the terrain, hence that 1 extra bit is probably ignored.  Does the resulting terrain look obviously wrong (ie. out of place) in the level when played?
LemEdit has strange ways for dealing with numbers that exceed the maximum allowed.  The level looks fine in LemEdit, but I haven't tried it in CustLemm.  I guess I'll change my prog to ignore that bit.

I'm not sure how that bit could possibly get set.  :???:

ccexplore

Incidentally, I'm curious what exactly counts as errors (ie. what things are checked) by your program.  Just curious.

Mindless

Actually it's not a validation program, although that is a side effect... I'm waiting for OOP in freeBASIC, then I'll be able to finish and release it.

ccexplore

Quote from: Mindless  link=1124253909/0#8 date=1124311174Actually it's not a validation program
Well, regardless, it's clearly doing some error checking, so which ones?

Conway

Mindless, how did you detect these pieces? And where did you get the table in reply 2? Lemedit aparentely doesn't detect these pieces, and the level plays okay in Custlemm.

  You can use my levelpacks if you like: Download!

Mindless

 - level is incorrect size (should be 2048 bytes)
 - object id' which exceed the maximum of 15
 - terrain id's which exceed the maximum of 63 (not needed when first bit ignored)
 - unexpected non-nulls (in steel data blocks)
 - (to be implemented) check for non-displayable characters in level name
 - (to be implemented) check for objects with the y coordinates below 0
 - (to be implemented) check for incorrect terrain and object modifers
 - (to be implemented) check for terrain and objects with the y coordinates above 159
 - (to be implemented) check for terrain and objects with the x coordinates above 1583
 - (to be implemented) check for graphics sets above 9

hmm...perhaps i should make a dedicated level verifier...  :D

Mindless

It's from a program I wrote that lists all information from a level.

JM

Is the program able to be downloaded and where at?

Mindless