Hi guys, I'm embarassed to say that I've admitted defeat on a level of Lemmings and have to ask for your help! (As you may have noticed I'm currently doing a Longplay of Lemmings in 4 parts for each bunch of 15 levels)
Taxing Level 8 (level 38 in total) - "King Of The Castle" has me stumped.
The code for this level to be taken straight there is - DICIJNNGEU
You need to rescue 18 out of 20 lemmings within a ridiculous time limit.
The closest I have got is 13 lemmings rescued by utilising something that you shouldn't be able to do which is to build 'through' a floor if the builder lemming encounters it at waist height -
(http://gx4000.co.uk/misc/lemmings/lemmings_solutionish_amstrad.jpg)
See how I've done that on the builder in the top-right corner? The timing for this has to be absolutely spot-on / milliseconds!
First please note that the 8 bit versions of lemmings the levels can vary greatly from the 16 bit versions, so videos of PC/Amiga/Megadrive versions are no good because on those versions for this level the entrance is to the far right requiring you to first build over the hole in the floor which we (8-bit) avoid from the start. Anyway...
I have a RZX recording of the Specturm version which is the same layout, number of builders available and same time limit, and by the feel of it based on the same code....
The correct way to do this is as follows -
(http://gx4000.co.uk/misc/lemmings/lemmings_solution_speccy.jpg)
If you follow exactly the same as this guy has done and end up at the same point - the TIME is down to only a few seconds left! >:( Not enough to rescue 1 single lemming let along 18 of the suicidal buggers! You'll notice on the CPC screen shot on my 'cheated' version the clock is at 1:12, but by the time builder reaches the top it's down way below that. Only 13 will survive....
**** The clock on the Amstrad version runs QUICKER than the Speccy version - so therefore I believe this is a bug in the game and they did not playtest this level. *****
So hopefully one of you (Axelino? Metr? etc) can come up with a winning solution! Otherwise my longplay will be a bit ... shit ... admitting defeat on a level! And believe me I've tried over and over with different ways and went to release all the lemmings
HELP!!! :(
*cries* !!
As I supose in Lemmings you must open your own way no matter what, I wont be exactly legal but I will use the dirty tricks for this one !
(http://desmond.imageshack.us/Himg19/scaled.php?server=19&filename=lemmingsy.png&res=landing)
As Lemmings never say die (hm or maybe it was the Goonies), you can save the 2 I left using the ladders as you can get some spare. The 'honest spectrum way' is not possible I'm afraid.
And go on for that longplay, you must guide your lemm.. YT followers to victory! They are counting on you! ;)
Quote from: Metr on 20:44, 06 April 12
(http://desmond.imageshack.us/Himg19/scaled.php?server=19&filename=lemmingsy.png&res=landing)
AAAaaaarrghh!!!! METR you legend!!! And gawddamnit I had tried that too a few times without success (I must have been early with the 2nd builder) because another bug happened - the lemming got stuck in the vertical wall forever trapped! He was going mental flipping left and right! Yet another bug!!
Thanks so much mate! I'm now terrified I'll find another bugged level later on in the game especially in the final Mayhem levels :( I've not played them yet, just assumed I would be able to work them out and record it!
And yep that worked! Plus if you use a couple more builders at the start whilst the first is building you can save 20 out of 20 :)
Well done mate!
Hehe yup, I had to try several times because is really easy to get the one building the ladder stuck in the middle of the column, I would say the best choice is to try to end it at the left side of the column, I think that way the column helps the lemmings to "go up" and pass the floor. When I tried to build the ladder between the exit and the column, usually the lemming with the ladder go up the platform but not the rest of them as it has bigger size than the rest of the platforms of the screen where it's easy to make them go through them.
I think that clock issue shouldn't be that way, it should be 5 minutes or slower countdown. But I agree with Syx's point of view that he used with Baby Jo issue, there's a balloon that you can't get normal way, but there's a little chance to get it and pass the screen if you use a trick (with a high % to fail), so as there is a way to end the screen, he did not fix it. With Builderland that in some way it remember me to Lemmings, there was a screen that was not possible to finish, and after study the case hard and as it was different the Atari ST version, he modified the screen.
Don't be terrified if you find another one, I'm sure you will find a way to pass it. And if it is a must, we will probably get a fixed version thanks to you! This kind of longplays are legendary! ;)
I'm sorry, i saw only today the message on youtube,
i am at my parent's house since thursday ...
I'm reading that the Mighty Metr solved it, so my help is not needed, i am happy for you ;D
I've now done all the Taxing levels, and yet again I've had to use a couple of 'cheats' or rather 'bugs/bad level design exploits' to complete a couple of levels.
Seriously, I think this is the hardest of all the versions of Lemmings I've played. Sure it moves slower, so therefore they've decreased the time limit for most the levels to compensate. The problem is the level designs are more compact also but more importantly I don't think they've properly play tested all the levels (like the one this topic is about) - the time limit it at times is simply ridiculous! The final taxing level I had to replay several times over to get the right spot - inching along each time - to dig to temporarily block the lemmings. And I got all them in with 1 second to spare. Even before that I exploited a wall bug where the miner lemming rather weirdly took a chunk out ABOVE his head allowing a higher point to mine downwards making the level completable in the first place! Meh!
Quote from: Metr on 12:04, 07 April 12
With Builderland that in some way it remember me to Lemmings, there was a screen that was not possible to finish, and after study the case hard and as it was different the Atari ST version, he modified the screen.
Metr - I'm embarrased to say I missed your Builderland vid :o :-[ Sorry!! I'm going to go watch it now I think ... (ps the link in the description for the fixed file is to a Megaupload link - Megaupload have been shut down now by the FBI! So may want to edit that to go to the CPC Power website instead :)
Quote from: Xyphoe on 18:27, 07 April 12
Metr - I'm embarrased to say I missed your Builderland vid :o :-[ Sorry!! I'm going to go watch it now I think ... (ps the link in the description for the fixed file is to a Megaupload link - Megaupload have been shut down now by the FBI! So may want to edit that to go to the CPC Power website instead :)
Hehe! Forgot about the megaupload link! Thanks, it should be fixed now :)
Hate that shut down, I still had 1 year subscription when it happened. It was evil :/
By the time you finish the game, you'll find any other Lemmings game ridiculously easy!
Spartans.. those were softcore compared to Amstrad players :D
We always send our fixes to CPC Power (since last summer, we have fixed a lot :)), you can find a fixed Builderland there and the explanation of the bug ;)
Quote from: Axelino on 16:30, 07 April 12
I'm sorry, i saw only today the message on youtube,
i am at my parent's house since thursday ...
I'm reading that the Mighty Metr solved it, so my help is not needed, i am happy for you ;D
Thanks dude!
Anyway it is nice that us longplayers all joined together to help each other out, very nice in the spirit of the scene and all that :)
I've now done the TAXING part which is online and you can see this level (and explanation and shoutout from me) at 19:05 -
[AMSTRAD CPC] Lemmings - Longplay (Part 3 of 4 - TAXING Levels) (http://www.youtube.com/watch?v=k7F8pmyZI1k#)
Not the first time I have wondered about merge everything we got and put everything in order in a site/place for easy searching with guides, tips, reviews, etc, for the games.
We have covered a nice part of the catalogue and we can do it in a nice variety of euro languages :D
Quote from: Metr on 21:13, 09 April 12
Not the first time I have wondered about merge everything we got and put everything in order in a site/place for easy searching with guides, tips, reviews, etc, for the games.
We have covered a nice part of the catalogue and we can do it in a nice variety of euro languages :D
Indeed, I've toyed with the idea of doing a new gamebase site to replace CPC Zone (RIP) but focusing on user reviews and also solutions/longplays etc. Maybe one day!
Well... I have hit another snag with another level - with stupid time limit / fast clock :(
This is Mayhem 07 (level 52) and the code for this is - JNNICMOEFS
You simply do not have enough time to build across the level.
The 'correct' way looking at the Speccy version is literally to build right across up to the first floating platform, then build onto the 2nd platform, then finally to the exit.
Doing the same in the CPC version and you're out of time by the 2nd platform!!
The closest I've got after a few tries is in the attachment building from the bottom spikes up (leaving from the 2nd spike) - but this has still left me no where near the final platform and exit :( And that's forgetting about all the other 19 lemmings you have to herd together and get up there to rescue!!
Can you help guys???
(ps I'm wondering whether the clock running down too quickly is an emulator issue ... I'm going to try the real disk version when I'm at home tomorrow evening)
Sorry I just see the post when I arrived at work, I'm trying to take a look, and after a few tries I'm like this:
(http://img339.imageshack.us/img339/2558/0001k.png)
Need to time better the releasing the other lemmings but that just that, a matter of timing to allow they reach the exit platform as the other arrives.
We lose a lot of time with ladders, so I think we should try something like this or in my opinion if that doesnt work we are screwed :D
(http://desmond.imageshack.us/Himg18/scaled.php?server=18&filename=0002s.png&res=landing)
If we reduce ladders we get more time, and if we get to 'Kaboom place' :D we can or just make everyone climbs or maybe the explosion is enough to allow the main stack of lemmings to pass.
Any other option just tell, for now I'll be trying that !
Ok! Explosion is not a great idea for now :D
(http://img4.imageshack.us/img4/3262/0003er.png)
(http://img851.imageshack.us/img851/4345/0004y.png)
It doesnt break the upper part of the last platform, and still not so much time (would need at least to save 15-20 secs) to let the other pass or make though the platform by building more ladders.
Could you post screenshots for the complete level map?
rb
(http://img707.imageshack.us/img707/7968/mayhemlevel.png)
rb <-> the level || the level <-> rb
:)
So, without playing it my take is that you have to go for the two platforms at the top. That would mean you have to employ builder upon builder, even if the previous builder hasn't finished building, to prevent any coming lemmings from falling down and to have the ladders beign built higher (and faster as you wouldn't waste time). You need a very long ladder to reach the first platform, but the next two are rather shorter, thus you won't waste time.
Ah, I have to find some time to play this :D
rb
(http://img28.imageshack.us/img28/6074/0006r.png)
If you mean this, we get out of time :D
(http://img641.imageshack.us/img641/8812/0007h.png)
As you can see the rest of the lemmings are not a problem, if we get as in the first screenshot with 15-20 secs more, we can time the lemmings trapped to get out of the hole in a pack and get through the exit. The problem is we can't get in time with 1 lemming or save builder time, ladders are so slow and would be best if we figure another way to reduce the number of them that we need.
You are right, I actually tested it (oh boy, I have gotten so lame with the joystick control for the pointer...) withought caring about dying lemmings, just to benchmark if it was possible and I too ran out of time just before reaching the final platform...
oh boy.... this is... fun?! :P
rb
Quote from: rexbeng on 19:18, 10 April 12
oh boy.... this is... fun?! :P
rb
Nop, this... is.. MAYHEM ! 8)
You trying on the real cpc? I was wondering about maybe Xyphoe was right about timer going faster than in real cpc.
No, unfortunately it is on an emulator...
rb
I have managed to save 11 , but lose the rest >:(
Got no problem getting them to the base it is just preventing loss of lemmings whilst building the bridge .
Route going from first spike to second floating platform ?
I expect someone has achieved this by now , I look forward to seeing the solution...
Can you post a screen to know how you get to the platform in time?
I managed to get one in, maybe with better timing... will need to check again
I had this 18 the platform, losed 1 when I was putting the last step of the ladder but I can solve that, maybe even have the 20, but still need a few secs to get them in :(
(http://img23.imageshack.us/img23/5788/0011u.png)
Erm I'm not sure how you capture and post screen shot , if you can explain then yes certainly , (if the question was aimed at me)
Hi guys,
Thanks for taking a look so far, especially Metr :)
I've quickly booted up this level on my real 6128+ and the clock runs just the same - if I use method 1 building up to the first platform just like in the Speccy version, I reach it with 1:00 left! Same as before, so it's not a bug created by emulation.
I just truly think they ported the basic code between the Speccy and Amstrad, but didn't play-test the CPC version - if you watch YouTube vids of the Speccy version you can even HEAR that it's slower by the music! It's like they playtested the Speccy version and went "OK! This works! And well the CPC uses the same code so we'll assume that's OK too!"
>:(
And I've hit a similar problem on Mayhem level 10 too
I think some kind soul needs to do a bug fix on this and slow the clock down, or add more seconds/minutes :(
Quote from: Puresox on 21:03, 10 April 12
Erm I'm not sure how you capture and post screen shot , if you can explain then yes certainly , (if the question was aimed at me)
Using WinApe?
Ctrl + F7 to take a screen shot in the emulator.
Or Ctrl + PrtScrn to get a whole screen shot - then just paste into Windows Paint, crop and save
I am not sure I have Windows Paint, or at least I can't find it on Win 7?
Quote from: Puresox on 21:20, 10 April 12
I am not sure I have Windows Paint, or at least I can't find it on Win 7?
It comes with all versions of Win7 :)
Start button > All Programs > Acccessories > Paint
Or write on start - run/search -> mspaint
:D
Right I have it pasted on to win paint , now for the next part?
I know this is like pulling teeth , but what is the next procedure? how do I attach etc
oh , I'm sure you guys will work it out , i haven't the patience to work this out .
Sorry, I was working and had to come back home. To attach it just simple write a message and you will find below the box a + attachments and other options, you just have to select the file and it will add to the post message !
pic..[attachimg=1]
Thank goodness for that! I know now, at least.
Wow :D I dont know where I'm losing the time then :D
Awesome job and thanks for posting it ! :)
Possibly by keeping your lemmings alive maybe? I just don't know how to prevent them from getting lost it is difficult to manage them building other bridges to keep em occupied and not dieing ??
Hmm nope, because I start building the first bridge, then I make a hole with the second lemming, and that leaves all the lemmings stopped there before I need to build the second bridge, I mean when the first lemming stops building I'm clicking him like mad so he continues and I can use that single one to do all the way and I cant manage to get there using that one only. There should not be time lost on that...
Ahhh
Oh nice work dude! Did you manage to get them all in?
I totally forgot to try that, annoying when I've used similar methods on previous levels!
I need half a second to get the lot in! >:(
What did you do to keep the Lemmings at bay for most of it before starting them building to delay them?
It is possible, just ridiculously close. I stalled the lemmings as metr described , by blowing the spare lemming up straight a way , but you need to start him digging to make the hole deep enough
I still can't get that 'main' builder as far up as you did?? Can you advise?
Here's what I'm doing so far -
* Start builder at edge
* Dig a pit close to first bridge so they can't go left....
* Place a blocker at the top of first spike so they can't go right - but means all Lemmings are closely boxed together
* Start building from first 'drop-down' on the first spike
(http://gx4000.co.uk/misc/lemmings/mayhem_07_test_1.jpg)
Which results in this -
(http://gx4000.co.uk/misc/lemmings/mayhem_07_test_2.jpg)
Blocker needs to be blown up at exactly the right second...
BUT my main builder never even reaches the final ledge before time hits zero -
(http://gx4000.co.uk/misc/lemmings/mayhem_07_test_3.jpg)
:( :( :(
Ahhh hang on - did you you use 2 Lemmings to build bridges .... one starting half way through the other to save a few milliseconds when the first lemming finishes and looks at you to continue? Like Metr I'm clicking him like mad!!
(http://img585.imageshack.us/img585/3315/0001ju.png)
Half a second literally ^^
PD: 16 by now... :/
Well done mate! We're nearly there now! :o What did you do differently here?
Quote from: Metr on 05:28, 11 April 12
(http://img585.imageshack.us/img585/3315/0001ju.png)
Half a second literally ^^
PD: 16 by now... :/
That is exactly where I was at and how I did it ,It is so tight the timing .
I build the bridges with one lemming
the second lemming I set to explode , but also set to dig down at same time
this traps the rest of the lemmings in a pit
then it is all about timing the lemmings in the pit to build a bridge out of pit and head home
just as the main bridge builder is completing the final bridge( I have to get him to tunnel to cut him from continuing building the bridge too long also) else he won't make it back home in time.
(http://img846.imageshack.us/img846/9777/0004u.png)
(http://img827.imageshack.us/img827/5875/0002kx.png)
;)
Good stuff!
Ooooh, Metr you little devil, you! 8)
So, where did you buy those 4 secs from?
rb
just build the first ladder, second lenming dig hole. you have time to dig enough and put tjat lemming to build a bridge so it stops. it should be enough to stop and the third lemming cant get out. move to the first one, when he builds, he puts a "floor" and then he steps up, you should put him at that moment to cave horizontal so he doesnt break that piece of ladder and he has the perfect time to step at the spike. Make him to cave horizontal through the spike where you can see at the snapshot. there's a moment he goes up and stop digging (just a milisecond), put him to build ladder. Then you are done. make the lemming go out at 99 speed and go oh building a ladder to the 2nd platform. when he's building the 4th and final ladder to the 2nd platform, go to the lemmings trapped at the hole. Put the cursor at the left side wlof the hole next to it so you convert the cursor on square and wait for the timer to be 58 secs. Build a ladder and make sure you see one lemming building to the right. Time to go back to the first lemming, he should be arriving to the 2nd platform. To gain a time, wait for him to put the final step of the ladder, go up on it and cave horizontal so he gains the time that he usually stops and you should be om thr platform. Build another bridge for the last gap, and pray for it to be the the correct timing so the other lemming arrives when he's putting the steps that fits with the distance of the gap and all of them can pass to the exit. Put the lemming building ladderto cave horizontal so he stops building and go to the exit elwith the others and you should be able to rescue all in the last second (or pray for it to be 19 of them). Hope it works!
Quick reply because I'm in a rush!
That's awesome mate!!!! Well done - gonna try it out later tonight :)
:) :) :)
Quote from: Metr on 17:38, 11 April 12
just build the first ladder, second lenming dig hole. you have time to dig enough and put tjat lemming to build a bridge so it stops. it should be enough to stop and the third lemming cant get out. move to the first one, when he builds, he puts a "floor" and then he steps up, you should put him at that moment to cave horizontal so he doesnt break that piece of ladder and he has the perfect time to step at the spike. Make him to cave horizontal through the spike where you can see at the snapshot. there's a moment he goes up and stop digging (just a milisecond), put him to build ladder. Then you are done. make the lemming go out at 99 speed and go oh building a ladder to the 2nd platform. when he's building the 4th and final ladder to the 2nd platform, go to the lemmings trapped at the hole. Put the cursor at the left side wlof the hole next to it so you convert the cursor on square and wait for the timer to be 58 secs. Build a ladder and make sure you see one lemming building to the right. Time to go back to the first lemming, he should be arriving to the 2nd platform. To gain a time, wait for him to put the final step of the ladder, go up on it and cave horizontal so he gains the time that he usually stops and you should be om thr platform. Build another bridge for the last gap, and pray for it to be the the correct timing so the other lemming arrives when he's putting the steps that fits with the distance of the gap and all of them can pass to the exit. Put the lemming building ladderto cave horizontal so he stops building and go to the exit elwith the others and you should be able to rescue all in the last second (or pray for it to be 19 of them). Hope it works!
Hi Metr,
I don't understand what I'm doing wrong with the main builder.
He seems to be a nearly a whole bridge length short compared to you?
I released the lemmings at 58secs as you said and I've compared positioning. Where am I losing about 10-15secs worth at least on him?!
Sorry :(
Sorry you can use this *.SNP for CPCE 1.90.
First lemming fall and died for just a little while, and last one used the exit, but didn't count. So it's only 18 saved but you can see how it works.
Regards !
Thanks!
I look at that and think/see - I'm doing the same thing but my builder is still a few milliseconds too slow!
I improved by simply holding down the fire button on the builder to make him start the next bridge as quickly as possible, where as before I was hammering the fire button rapidly and it wasn't always successful. I've now got 12 lemmings saved ... but jeeeez.... am I fed up of this now!! Losing patience and the will to live with this sodding game!!
*edit* I just noticed you punched through the spike very slightly higher than I do, and have to use 2 x punch so maybe that might save a vital millisecond!
On the upside, I think I've cracked Mayhem 10 now which I mentioned earlier also has a silly time limit.
So if I can beat Mayhem7 and record it then we only have 5 levels to go... which I haven't looked at yet!! lol!
Don't despair when the finish line is so near! :D
Finally done it! 19 out of 20 - but that's enough to win the level!
Jeeez.... I did it by putting the emulator speed at 50% and timing the furthest possible points to build before falling off ledges etc. Now I need to do this at 100% and set a vid recording of it!!
Yay! I've done it and vid recorded!
Plus Mayhem 10 done, found an easy way to beat it :)
Onto Mayhem 11 now ... only 5 levels to go! woohoo!
OMFG.
Mayhem11 ... I did it and got all my required Lemmings to the exit with time to spare.... but none of them will go in the EXIT !!!
Check out the attachment below ... as you can see the first group of Lemmings and the first builder have completely walked passed the exit...
Bug???
Or planned design?
Regarding the latter... is this a hidden dip? If so then why isn't it in the Spectrum version! And there are no more builders left to perhaps build a small step - it's impossible to reach that exit without using all the builders!
??? ??? ???
This is how I got there (see attachment)
I have 2 blockers either side of the entrance leaving 1 Lemming to build. I use a combination of punch and miner to cut short ladder builds to drop onto the lower rock below quicker to save lots of time.
I can't see anywhere you could save 1 builder though??! So I can use him to build a step where the exit is.
It does look like you can walk on the 'stars' there so maybe you can build to them.
Mayhem 11 Level code = BINNNFIIFM
Hey man, this game is taking the life out of you... :P
Quote from: robcfg on 08:41, 13 April 12
Hey man, this game is taking the life out of you... :P
Yeah, I am beginning to wonder how a mere mortal will ever be able to finish the game, when our game gods Xyphoe and Metr are barely able to finish it.
Based on the facts the game should be declared broken, and someone release a version with better time limits.
OK I've now completed the game.
But Mayhem 11 remains a problem.....
And guess what Mayhem 12 has the SAME EXIT ISSUE. I shit you not .... see below .... you can see some Lemmings have walked straight by the exit. Just in case the exit is too LOW I also dug just a little below it but that wasn't the issue.
Either the exit is BROKEN completely or you need to build a step up with a builder on both Mayhem 11 and 12 because it is too high ......... but you do not have any builders left. In fact, if there was a spare builder on Mayhem 12 it would mean the level would be too easy!
Unless Metr or anyone else can find any different - I'm declaring this a bug and broken therefore in need of a fix :(
New test! You can poke at &247B a value for builders so I added one more at the end of the level and started him building.... PIC 1
... and AHH ... as the Lemmings climb the bridge they go into the exit! ... but sadly your builder will die as there's no way for him to turn back! ... PIC 2
Can someone take a look for the appropriate fix for Mayhem 11 and 12 please? It's like the EXIT has been set 'too high' - possibly bad level design and placement.
Either the EXIT needs to be lowered on both levels, or +1 builder on Mayhem 11 and +3 builders on Mayhem 12 (the 2 extra builders will allow the builder to continue to build up to the ceiling, hit his head and turn around and thus escape)
Many many thanks for whoever looks at this in advance!!
I'll take a look, on the way to work. But I recall that problem from other versions of the game, not sure atm but as you said I think building a step or caving should fix that, but if that's impossible it will be a problem :D
These cpc lemmings know how to find trouble!!
Hi guys,
Is anyone taking a look at this at all?
Just to confirm re Mayhem 11 that also requires a 'step up' to get them in - see attachment!
(I used the poke to give me an extra builder as before and started building just before the exit)
My only other thought would be - could this be a bad dump? I'll try if I can find time on my real CPC.
I've been trying to find a way to save a ladder in several, but no luck for now! :(
Will try 2-3 things more but I don't think they'll work :D
Quote from: Metr on 16:56, 16 April 12
I've been trying to find a way to save a ladder in several, but no luck for now! :(
Will try 2-3 things more but I don't think they'll work :D
I take it you've had no more joy with this dude? :(
Just to confirm - this exit 'bug' is on the real disk version so it isn't a bad dump issue -
Amstrad Lemmings Bug! (http://www.youtube.com/watch?v=n4ucwl1hOVs#)
I think I'm going to record the final part of this Lonplay using a poke to give me more builders for Mayhem 11 and 12 ... I hate to do this, but I've had enough of this saga now!!
Hopefully someone can do a fixed/patched version at some point, but I really don't want to wait any longer as it's holding up the other videos I want to do.
OK! That's it! I'm done with this game and longplay!!! :P
[AMSTRAD CPC] Lemmings - Longplay (Part 4 of 4 - MAYHEM Levels) (http://www.youtube.com/watch?v=N9QfyCwSbPI#)
Thank you again for all your help, especially Metr and Puresox! Much appreciated again guys!! Cheers!!! :)
Hi
Is it possible to make a ladder from the platform just below to the exit ?
johnny
Hmpf! Sorry didn't have time to check that lvl 11 ideas, but I think they won't work anyways.
I didn't checked lvl 12 but I have to say that unlikely lvl 11, it's so easy to save a ladder and finish it doing the trick you used.
(http://img594.imageshack.us/img594/2710/0012i.png)
I leave you the CPCe 1.90 SNP attached in case.
Sorry about that :/
Quote from: Metr on 09:00, 21 April 12
Hmpf! Sorry didn't have time to check that lvl 11 ideas, but I think they won't work anyways.
I didn't checked lvl 12 but I have to say that unlikely lvl 11, it's so easy to save a ladder and finish it doing the trick you used.
(http://img594.imageshack.us/img594/2710/0012i.png)
I leave you the CPCe 1.90 SNP attached in case.
Sorry about that :/
That's ok dude ... thank you for all your hard work anyway mate! I just couldn't waste any more time and energy on this! Whilst I declare Mayhem11 impossible, I did have some fiddling with Mayhem12 prior to putting this last part online where I got through saving 1 builder free for the exit but unable to stop most the Lemmings from wandering off where they shouldn't be by tunnelling to the lower part of the level and going that way. So, I haven't taken a look at your snapshot recording yet but I guess it's a variation on that - so well done, and maybe I'll upload a private video and link to it in the description if I can do it too. Otherwise, Mayhem11 remains unbeatable without cheating I guess!
Hehe, yep, if I go on trying lvl 11 I'll do the lemming in the Mediterranean Sea, so I'll call it unbeatable also ;)
It was just sending first lemming up, and building bridge to exit, and other between the 2 colums at bottom.
The others are just caving horizontal, building a bridge for the gap and caving diagonal, the first one have enough time to do that '2 ladder trick' so everyone can get in.
Anyways, congratulations, you brought the game to the end!! (hmm this sentence could be a random ending for a cpc game haha) :ยท)
Regards!
Thanks mate again!
I've put a vid up of that level now :)
[AMSTRAD CPC] Lemmings - Mayhem 12 Done! (without cheats!) (http://www.youtube.com/watch?v=FW1aglJtbsU#)
Sadly Mayhem 11 still needs a patch then I guess! :(
Up! back to 2017.
mayhem 12.
The game compare the position of the lemming with a variable memory f774(exit horizontal position) f775 (exit vertical position).
When he compare the register de e=&f774 and d= &7775 in ram &a725..The game considerer the lemming is in the exit and enter it.
In the case of mayhem 12 the value in &f774/f776 is &2750
When the lemming is in front of the exit they send to register de=5427 and compare it with 5027 and he conclude is four pixels down of the exit.
So simply putting &2754 in &f774/75 make the lemmings go in to the exit.
Mayhem 11 should be the same, but i unkwon the value first i need go to the exit XDDDD.
Put a breakpoint in &a72b, play mayhem 11 and when the lemming cross in front in the exit winape emerge the breakpoint. The content of register de is the content should be &f774/5 in these level to the lemmning enter normally.
O.k, i go to exit using pokes infinite builders/time etc etc... in mayhem 11 to test it.
Its the same. lemmings reports he is coordinates 4803 in the exit where is programmed to enter in 0344 So is 4 pixels same is mayhem 12
Change f775 from vertical 44 cordinate to vertical 48 and voila.
I think for some obscure reason the programmer copy bad the exit coordinates, or the level editor they use,have a bug displaying the graphical coordinates not match internally Game coordinates.
Anyway It appears a simple error with easy fix.
About time. Each level can be modified inicial time. But i take a look if i can make clock more slow to match spectrum.
edit: o.k i have it :) . Slowdown the clock for all levels is easy to.
The game have a subrutine in &b822 call b6de that controls the clock. Inside her he only enter the part decrease one second 1 of 9 times he enter in the subrutine.
This is controled by the cp 32 located in &b6e6. In each call to subrutine A increases. If a>32 then clock is down one second.
So to slowdown the clock only is necesary change the 32 to other values. More high, more slowdown,more low, more faster :) .
So poke &b6e7 >32. :) . This affect all levels, load diferent levels not modifiy the speed.
The only question who is the perfect number to match spectrum speed. The .sna is a example wiith 64.