Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
Either my connection was down at the time (acmlm.cjb.net is hosted on my computer) or port 2 is blocked, but here they are anyway: (both use the V1.1 ROM and will desync in V1.0) Old: http://dehacked.2y.net/microstorage.php/info/2564/Lemmings-4.smv New: http://dehacked.2y.net/microstorage.php/info/2565/Lemmings-b1.smv (now with level 4 done) Level 4 should be optimal, I just had to make sure only one lemming could cross the hole (as soon as possible) and would also be the last to fall down. 5 and 6 are simple enough, so I'll probably see what I can do about 7 tonight ...
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Yes, IRC is notified whenever a new topic, post, or major edit occurs. It only knows if an edit is minor or major depending on whether the poster clarifies it, so all edits are assumed major. Don't worry about it, though; most people don't know about it. Now that you do, though, you have no excuse for the future. (not a threat)
hi nitrodon streamline: cyn-chine
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
Two things, first, is there a reason you dig so early in level 1? I think it might be faster to wait a bit and do what you did where the platform is thinner. My other question is why you use the 1.1 rom. Is there something preferable about it? Should I switch to it, or does it not matter? My observation is that existing TASes seem to prefer 1.0 versions (probably because of bug abuse) so I figured I would follow suit.
Has never colored a dinosaur.
Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
I forgot why I picked 1.1, I guess there was no particular reason ... but it's not really going to matter unless there happens to be a bug in 1.0 that can save time. Both spots we picked for digging in level 1 have the same height, so they should be equally as good ... the time I lost by keeping the lemmings in the hole longer is regained by finishing the hole sooner.
Joined: 1/14/2005
Posts: 216
I think Lemmings TAS's would be some of the sexiest things around, especially 2 since it has fast forward. Quite an insane undertaking, since new improvements might be found constantly, although maybe hexediting would work well here.
Acmlm wrote:
01 -- 2536 - 2398 --> +138 (gain: +138) A new trick I found: 10 lemmings together dig faster than one!
I'm impressed that you figured that out. Several of us at SDA tried running the first 5-6 levels for fun, and usually nobody else realizes this. ;) It's just like a modified "We All Fall Down" level.
"I think happiness is just being able to loaf without stress." http://speeddemosarchive.com/
Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
Up to level 7 now: http://acmlm.cjb.net:2/emu/snes/snes9x/smv1/lemmings-b2.smv Gained frames per level compared to my old one and Twelvepack's: 01: 165, 138 02: 5, -1 03: 99, 209 04: 61, 218 05: 101, 84 06: 80, 168 07: 432, 164 Total: 942, 981 Level 7 still seems improvable, if I could stop just a few more from turning back or falling down ...
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
It looks like it's the first level that you've done faster. I'll have another look at it.
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
I would go so far as to say he has done every level except 2 faster, and each one by a fair amount.
Has never colored a dinosaur.
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
The real problem here is not shaving a few hundred frames off the first 13 levels, the problem is that there are 120 levels, and finishing all of them will take an epic amount of time and effort. I dont thing I could ever finish a run this long.
Has never colored a dinosaur.
Joined: 8/31/2004
Posts: 298
Location: Falun, Sweden
But how cool wouldn't it be too have all 120 levels in one run? I'd watch that as a bedtime-story ;)
Bein' away for like five years, and not a single new post in the ZSNES forum... :'-(
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
I agree it would make a hell of a tas, but my best efforts have lead me to restert the run 3 times now. Im too much of a perfectionist to keep going without restarting a 4th =P Now we can only hope Admiral or acmlm pull through for us!
Has never colored a dinosaur.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Hmm... my previous post was meant to be before Acclm's 7 level post. I didn't realise it was posted. And now I can't seem to access that run... Edit: And I can't seem to get more than one lemming digging on the same spot. The pointer always seems to select the digger.
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
you have to move the cursor to the right (or left would work I guess). the result will be a hole that digs at an angle.
Has never colored a dinosaur.
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
I roughed out a solution to level 14, and try as I may, I cant get it any faster. http://dehacked.2y.net/microstorage.php/info/2657/implem.smv I know that all the levels before 14 (with the possable exception of 13) have been improved, all I was tryign to do was figure out the best way through 14.
Has never colored a dinosaur.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Well, if I can get my head down and concentrate I may be able to do this, but the liklihood of that happening... I still can't get that digging trick to work the same as Acclm did in that run, but I managed to get a similar/faster time for the first level (It's all about where you dig). I don't have enough patience to do the music thing with the buttons. I'll post up my run soon, as soon as i get to the computer with it on. It may not be anywhere near as far as you guys, but it's a start.
Joined: 11/15/2004
Posts: 804
Location: Canada
I'm glad to see the work continuing on this game. 120 levels is a lot, but the levels so far really seem to fly by. I love the musical touch in Acmlm's runs, though I don't blame you for not having the patience to do the same, AdmiralJonB. TwelvePack's run has the most levels at the moment, but try to at least keep the Lemmings on the screen so that we have something to watch between inputs. Good job, everyone. Lemmings is one of the first games I ever played on the PC, and the SNES version seems to be a very good port.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
If you have level one as fast as acmlm, I think you are further then me... My run needs to be restarted, as much as it kills me to say it.
Has never colored a dinosaur.
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
Resurrecting this thread as I've been working on a Mayhem-only version for a couple months, previously discussed (for arcane reasons) in the NES forum. Here's a wip through the 1st 16 (of 30) levels. I've been told that the password is not necessary to start at Mayhem; will attempt to splice it out after completion. (it only uses a second or so anyway) http://tom.seufert.googlepages.com/tomsneslemmingswip.smv
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
Here's an updated wip that goes through level 20. What to look for in the new levels: 17: cool shortcut thru the ceiling 18: busiest level so far; 4 lemming start points w/ release rate bumped to 99! 19: no blockers necessitates some crazy moves; the timing on this level is insane, but I think it worked out well 20: grrr...the wait for the last lemming can't be avoided; having him mine to the right will trap other lemmings in his tunnel Generally: I just found out about holding B for fast scrolling/cursor movement. This will affect a minority of levels already done, though except for level 15 the savings will likely be much less than 1 second. http://tom.seufert.googlepages.com/tomsneslemmingswip.smv
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Hey, I still only get the 16 levels with the movie you posted now (which is the same adress as previously). Did you post the wrong link, forgot to upload the new version, or is something wrong on my end?
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
My bad, it seems I forgot the crucial step of actually uploading the new file...the link is the same, but it should have all 20 levels now. ;) http://tom.seufert.googlepages.com/tomsneslemmingswip.smv For those who weren't following from the NES forum, there are some known issues with the wip that I hope to splice in fixes for when I'm done: 1. No password is needed to get to Mayhem (you press select from the intro screen to level 1...duh!) 2. Fairly substantial improvements to the 1st 2 levels due to better techniques 3. Fairly minor improvements to a few levels due to fast-scrolling, not known until level 18
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
Another update to the wip...complete through level 24! 21: not much to say; a typical lemmings puzzler 22: unexpectedly interesting level in that several lemmings are sent ahead of the pack, and managed simultaneously to clear the way 23: a very difficult level, requiring precise timing all over. Those lemmings I bomb walking right toward the end aren't just for show; their craters slows down the oncoming pack of lemmings just enough so they don't fall into the water 24: easiest level so far due to frame-by-frame! Any suggestions or improvements? Speak now! 1 more wip and then it's onto the workbench! http://tom.seufert.googlepages.com/tomsneslemmingswip.smv
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
Final wip, through level 28...with any luck, will be on the workbench in a week or two. 25: rapid horizontal bridge building really comes into its own here, resulting in a solution having nothing to do with what the authors intended 26: Most difficult level so far; hugely difficult to plan all those explosions, synch with the builders/stoppers, and still save 90% 27: All the fast levels are easy... 28: Cool glitching through solid steel saves minutes! http://tom.seufert.googlepages.com/tomsneslemmingswip.smv
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
Ugh...was putting the finishing touches on Mayhem level 30, finished the level just to see the ending...it turns out there's 5 "bonus" levels in the SNES port. Thought I was just about done, now it'll be at least a few more weeks.
Experienced player (575)
Joined: 1/11/2007
Posts: 103
I recommend you do those in a separate movie, accessed with a password. Because there will be an hour of gameplay in front, and you don't want to have to cut off the ending movie of Mayhem. The Sunsoft levels shouldn't be too hard, as they are all precision dependent.