LEMEDIT version 1.0 user manual =============================== Contents: --------- 1. Introduction 1.1 - License Agreement 1.2 - Legal Notes 1.3 - Introduction to Lemmings 1.4 - Introduction to LemEdit 1.5 - LemEdit Installation 2. Functions description 2.1 - Workbench and Context menu 2.2 - Main Menu plus Direct controls 2.3 - Files Menu 2.4 - Prefs Menu 2.5 - Edit Menu 2.6 - Misc Menu 2.5 - General Menu 2.6 - Skill # Menu 2.7 - Terrain Menu 2.8 - Objects Menu 3. User Guide and How to ... section 4. Troubleshooting 5. Greetings 1. Introduction =============== 1.1 - License Agreement ----------------------- Important --------- By using this software, you accept the following terms of this License Agreement. If you do not agree with the terms below, please do not use the software. Warranty -------- This software is supplied "as is" without warranty or representation either express or implied with respect to the program or its documentation including their quality, performance, merchantability, or fitness for a particular purpose. In no event will VTM Software or any of its agents or assigns, or any organization distributing LemEdit on its behalf be liable for direct, indirect, special, incidental, or consequential damages arising out of the use of, or inability to use the program. Ownership --------- VTM Software retains the ownership of the downloadable software package. It is licensed to you for use under the following conditions in the sections below: Grant of License ---------------- You have the right, and in fact you are encouraged, to distribute copies of LemEdit. You may assume you have our authority to distribute this product version, unless we explicitly tell you otherwise. It must, however remain in its original, unmodified state, and all its constituent files must be included. No one may charge for the product itself. This product is Freeware and it will remain as such. This license is effective until terminated. You may terminate it by destroying the software, the documentation and copies thereof. This license will also terminate if you fail to comply with any terms or conditions of this agreement. You agree upon such termination to destroy all copies of the program and of the documentation. Restrictions ------------ You may not rent, sublicense or lease the software or documentation, including translating, de-compiling, disassembling, or creating derivative works. You may not reverse-engineer any part of this software, or produce any derivative work. Termination ----------- This license and your right to use this software will automatically terminate if you fail to comply with any provision of this license agreement. Rights ------ VTM Software retains all rights not expressly granted. Nothing in this license agreement constitutes a waiver of VTM Software's rights under the U.S. copyright laws or any other Federal or State law. 1.2 - Legal Notes ----------------- - LemEdit(tm) is copyrighted and it is a registered trademark of VTM Software ltd. . - Lemmings(tm) games are also copyrighted and are property of Psygnosis Corporation. - Lemmings compression scheme is probably copyrighted too and owned by DMA-Design. - All product names mentioned in this software and document are trademarks or registered trademarks of their respective owners. - I suppose You should own at least one full retail version of Lemmings Original games. I am not sure if it is legal to edit parts of demo versions and distribute them. - You may not charge money for any of You made Lemmings Original levels without previous contacting Psygnosis and getting their permission. - In case of misunderstanding send questions via the e-mail address set out in the Troubleshooting section below. 1.3 - Introduction to Lemmings ------------------------------ There are only few games which are world known and still amusing after years. And even less games You can play on almost every computer platform. One of those treasures are surely the legendary Lemmings games. After years they are still being re-released. Lemmings are mostly treated as a strategy game. You have to more think than quickly move Your fingers. But still You will have to become very handy sometimes to finish the level. Lemmings Original games consists of more levels sorted in few difficulty classes. Your task is to complete each level with enough saved Lemmings and so advance in the next level. Once You have finished the level successfully, You get the level code, which You can use to access next level immediately. The game's story simply says save lemmings on their voyage through various caves. The structure of all levels is similar. There is some ground, on which lemmings walk, one or more trap doors, whereof they fall, small gate as the exit from the cave they need to jump in and sometimes water or traps which will kill Your lemmings when they get in touch with them. After opening the trap door all hangs up You. All lemmings fall from the trap door and after landing on ground start mindlessly walking forward. They do not care whether they drown, fall down from a cliff or if they get out of level borders so You will loose them. It is Your task is to assign some lemmings one of the eight skills in right order on right places so the required amount of them will end in their home. There is also a time limit which forces You to find the fastest possible way. There are eight skills You can assign a lemming to save the rest. What makes the game more difficult is that You mostly have limited amount of each skill so one mistake means level restart. Now follow short descriptions of all lemmings tasks. Climber - this lemming can climb on perpendicular walls. Where other lemmings change their walk direction, a climber tries to continue until it reaches the ceiling or other horizontal platform. This skill is permanent. Floater - where the fall is getting fatal for other lemmings, a floater pulls out an umbrella like a parachute and softly land on the ground. This skill is permanent too. Bomber - this skill is the worst one. You adjust a time bomb on a lemming and after five seconds it will blow up to save the lemmings nation. Of course it will die during the explosion, so You will loose it. Sometimes You have to use bombers to remove parts of terrain, but I think it is sad solution. Blocker - once You assign a lemming the blocker skill, it stops on place it stands and will not let the other ones go further. This skill is also permanent, but You can use small trick to return the lemming into its natural state. When You remove the ground under the blocker, it will fall and after landing it walks like others again. Builder - a builders task is to make a stairs in direction it walks to let other lemmings continue over water, trap, etc. . But the amount of stairs steps it can build is limited and often You have to assign the same lemming builder skill more times to reach desired location. Basher - this task enables lemming to rake a horizontal corridor through the ground. Time to time Your basher will get in touch with iron plates, which it can not remove. Do not get fooled, it is the author intention to disable the "simple way" . A basher will not stop alone until it will reach the other side of hill or bash the air. You can stop it by re-assigning it another non-permanent skill. Miner - like bashers creates horizontal corridors, miner makes under same conditions the corridors going diagonally down. No big differences between these two skills. Digger - and like a last one skill there is a digger, lemming creating a corridor vertically down. Same conditions like the two above. Be careful not to dig too deep holes, so Your lemmings will not alive the fall on the hole bottom. These eight skill You can assign Your lemmings directly but there are few more "skills" describing current state of a lemming. Walker - saying rather an ordinary lemming. It just walks and if can not continue, changes the direction. These lemmings especially tend to commit a suicide if You do not care what they are doing. Faller - this lemming just falls. Nothing bad if the fall is not too long. You can save it by giving it the floater skill. It will save it immediately. Athlete - You can gain an athlete by giving the same lemming the climber and floater skill. But attention, although lemming athletes seem to be self-sufficient, they can not swim. Quite bad for an athlete. As the Lemmings glory rose, more Lemmings versions were released. The number of Lemmings Original games stopped on ten. Ten different versions, some full, some demos are listed in the table. First name, then release date and last amount of the levels You can find in the game. Comments to the table are below it. Lemmings Demo - released 1991 - 4 levels Lemmings Retail - released 1991 - 120 levels Oh-No! More Lemmings Demo - released 1991 - 5 levels Oh-No! More Lemmings Retail - released 1991 - 100 levels Xmas Lemmings Demo 1991 - released 1991 - 4 levels Xmas Lemmings Demo 1992 - released 1992 - 4 levels Holiday Lemmings 1993 Demo - released 1993 - 4 levels Holiday Lemmings 1993 Retail - released 1993 - 32 levels Holiday Lemmings 1994 Demo - released 1994 - 4 levels Holiday Lemmings 1994 retail - released 1994 - 64 levels The main version difference can be found between "summer" and "winter" lemmings. In the four first versions in the table above, You will see lemmings as green-haired creatures in blue overalls. In the Xmas and Holiday versions, the lemmings wear red coats and red caps with white tops like small Santa Claus. Also there are no traps nor water in Xmas and Holiday versions. Certainly the christmas fireplace nor jumping snowman will not kill Your lemmings. Christmas is a time of piece. Next thing to mention is that in Lemmings Retail version there is 120 levels, but only 80 different caves. Some caves are doubled, this means You play on the same ground but under other conditions. And as a last comment to "versions table" will point out, that the Holiday 1994 version contains 64 levels, but only 32 of them are brand new. The rest is a bonus from the Holiday 1993 version and the same as the year before. Of course the levels You can play in demos You will find in the retails. This is nothing new for anyone. This small introduction is rather a lighter manual version. You have to play Lemmings game to love it, not read the description, but once it is here for all people who never played this games so be it. Let the theories for scientists and make some practical steps like won levels. 1.4 - Introduction to LemEdit ----------------------------- The Lemming Original games are as nice as a man can wish, but there is something what became a standard in last years but what they miss. This is the level editor. Although it is strange, the original DMA level editor is not available to wide Lemmings players public. It was not distributed along with the game and during the years DMA did not release it, because it seemed them too difficult to handle . Strange, isn't it? My own opinion is that it was (and is) just a "marketing tactic". But what can an ordinary player do when the international corporation's policy is so restrictive? LemEdit gives You the helping hand and it will try to bring back the old Lemmings glory back on the light. Because LemEdit is an unofficial editor it is not supported by Psygnosis nor DMA ( maybe I will get in some troubles with them ). It works only on authors exploration and discoveries basics. I do not have any documents nor source code from DMA. It is was and is just the try-error method which has build up the Lemmings Knowledge Base. On the other hand, LemEdit is created quite professionally and gives You possibility to incorporate every level feature in Your work. Also the non-commercial Lemedit origin make the touch with its author tighter and more dynamic. One day You announce a bug and the other day You can download new version fixing it. LemEdit is a real web-based software and I need to be in contact with its users to make the program as useful and stable as it can be. Lets point out some LemEdit highlights : + User friendly graphic interface ( GUI ) A standard in all professional applications, not as common at "amateur" game editors. If You are common with Windows or X-windows or even with Amiga's Workbench, You are able to work with LemEdit without reading any manual. The same controls shapes gives You a feel of known and You do not have to learn nothing new. + LemEdit is powerful level editor LemEdit is a WYSIWYG ( "What You See Is What You Get" ) editor. This rapidly simplifies level editing and debugging. Your level is displayed in exactly the same manner as You will see it in Lemmings game window. No level feature known to me is hidden before You as the user. If You find something what can not be done, it is not my fault. It is the game itself limitation. ( Except some things LemEdit will not allow You to do to prevent the game crash). What is allowed, LemEdit can do. + Extremely low machine requirements You do not need to buy new Windows version to run LemEdit. It will run on old 286 with 1 MB RAM and DOS 3.1 . LemEdit requires almost the same as Lemmings games require. This makes it 100% compatible, although it can be slow on older processors. For full system requirements listing look Installation paragraph below. + Highest possible level compatibility LemEdit is compatible with all Lemmings Original versions (See the version table in Lemmings Introduction paragraph above for full versions listing ). This is not as surprising when think about it. The games look quite similar, the skills are the same, nothing special, but it is comfortable, isn't it? + LemEdit is Freeware !! As a beloved game editor was LemEdit made to please its author and all real players around. It was not intended to make me richer nor more famous. Therefore it is freeware available to everyone. I do not refuse donations, but I do not require them. Eh, let it be. Just take Lemedit as it is, check out sometimes if a new version is available and as first of all create new levels. So now You are informed generally about LemEdit, the Lemmings Original games level editor. To proper usage I encourage You to read Installation paragraph and the main manual part Functions description to use LemEdit power on 100%. Best wishes in level editing. 1.5 - LemEdit Installation -------------------------- The installation of LemEdit is as simple as possible. LemEdit is distributed via web in a ZIP archive. Firstly I recommend You to insure Your LemEdit version is the newest one. Many problems could be fixed in the new versions and You can avoid them so. If You get LemEdit from some other source as web, inform Yourself about the download date. Next step is unzip the archive. If You use for example PK ZIP, type on DOS command line "PKUNZIP LEMEDIT.ZIP" . This will unzip all files from the archive into current directory. The original ZIP archive contains these three files : LEMEDIT.EXE - THE executable, object of Your interest LEMEDIT.DAT - necessary datafile, LemEdit can not run without it LEMEDIT.TXT - This file, containing LemEdit manual and other stuff The files "LEMEDIT.EXE" and "LEMEDIT.DAT" must reside in the same directory. This directory should be one of Your Lemmings directories. For example if You have Lemmings in "C:\LEMM", copy LemEdit there. The reason is that LemEdit requires the Lemmings graphic files to display the levels. If You do not want LemEdit to be in Your Lemmings folder, copy all "VGAGRx.DAT"s ( or "GROUNDx.DAT"s ) and all those "GROUNDxO.DAT"s in LemEdit directory. This will assure full Lemedit functionality. Do not mix the graphic files from different Lemmings games versions, unexpected problems may occur. And as the last make all necessary to run LemEdit. Here is the complete LemEdit system requirements listing : - Intel 80286 or better 100% compatible processor - Machine and BIOS compatible with IBM PC-AT - 540 kB of free conventional memory - VGA or MCGA graphic card and BIOS able to display 256 colors in 320x200 resolution - Disk operation system fully compatible with MS-DOS 3.1 - Microsoft compatible mouse and mouse driver - About 250 kB disc or floppy space - At least one of supported Lemmings Original games When Your computer meets these requirements, LemEdit should run flawlessly and as fast as possible. Simply type "LEMEDIT" on the command line. No other setup utility is needed to execute before. Attention! LemEdit is made as a pure DOS program. Although it can be run from Windows, it is not recommended to do so. When You want to run Lemedit, shut down to DOS mode. Otherwise may special problems occur, even LemEdit can be terminated by Windows. If You observe problems when running LemEdit under Windows, which do not appear in DOS mode, please do not send me bug reports. If You are sure You have done everything written here, but still some kind of problem will not let You use LemEdit properly, please refer the Troubleshooting chapter. 2. Functions description ======================== 2.1 - WorkBench and Context menu functions ------------------------------------------ Maybe the best is to explain why I named the main editing place with such a name - Workbench. This name is taken from Amiga and it describes something very similar to Window's desktop. I did not want to call the area Desktop and because Lemmings were originally created for Amiga, I borrowed the name form it. I hope it is not as much irritating, rather get used to it, I would refer to workbench many times in following lines. Simply workbench in LemEdit is the screen area where the Lemmings level is displayed and editable. Below the workbench You see the main menu, the menu which leads to all LemEdit functions, but this we will discuss later. Now I need to explain a bit of level editing theory. It could be boring, but believe me, You need some basic knowledge. First You should know is from what the level actually consists. This is not my idea to divide the level parts ( if I say level part, I mean anything You can place in the level ) in three groups, but a consequence of DMA Lemmings Original games level file format. I gave it only the names, because I do not want to call it "thing01" . So, which three groups of level parts do we have? Primarily is here the group of interactive objects. They are interactive, because they may react on a lemming, when it gets in touch with them. Basic examples of interactive objects are all traps, water, the exit house, the trap door whereof lemmings fall and even some level "decorations" which can lemmings freely pass through. The next group of level parts is the big one and fundamental group of terrain pieces. The terrain pieces are the smallest parts You can use to create the level landscape. On the terrain pieces lemmings walk, through the terrain pieces they bash and sometimes die when falling from big height. Terrain piece is not anyway animated and does not react on a lemming presence. Just sits and looks around. And as the third part we have here the steel areas. Although You may think the steel areas are created by those iron plates, it is not true. The iron plates are just a terrain pieces looking so and their "magic" characteristic are created by invisible steel areas placed over. If You would not place a steel area over such a plate, the lemmings can freely bash it through or make holes in plate by exploding on it. All essential is for eyes invisible ... A good idea is to mention what a level should contain to be at least playable. First You need to place the trap door somewhere in Your level. I suppose You do not want the lemmings to fall from top left screen corner. And the next important thing is to not forget include the exit doorway. Maybe it sounds funny, but is not. Also a good level should have a solution. Making an unbeatable level because of solution loss is not a great artwork. It just shows that author is at least a bit stupid. The conditions in level like time and lemming skills amount play a great role too, but the functions handling them will be described later. If You still remember, we wanted to talk about workbench. Well, because the lemmings level is pretty long, we can display on the screen only a cut-out and the bigger rest is out of borders. Solution? Simple scrolling. As You surely notice, the cursor is the traditional arrow following Your mouse moves. Now how to make the screen scroll. Simply try to push the cursor out of screen either on left or right side. Soon You will see the results. The cursor will morf into a flash pointing in direction the screen shifts. Stop the scrolling by placing the cursor back somewhere not so near borders. To observe the effect properly You need to load a level, because what can You see if there are no level parts to display? Yes, this is a non-logical jump, but I please You first to load a Lemmings game level in the editor and only then continue reading. The purpose is very clear. You must have something to work with. If You are not sure how to load the level, please look below in the chapter describing the files menu. Continue reading only when You have already loaded at least one level successfully. So now I suppose there are some level parts on Your LemEdit workbench. To perform an action on a level part You first need to select it. There are more ways how to select a level part, but the simplest one is to click on it from workbench. If the part is selected, You see a red-blue pulsating frame around it. This frame marks the current selection. In the first LemEdit release are not allowed the multiple selections, so only one level part may be selected at time. If You find it awful, well it is, but You see, this software is being developed by only one person and I can not implement all at once. If there is no a level part under cursors blinking hot spot and You pressed the left mouse button, the current selection is cancelled and nothing is selected. Now it is a good time to say what all describes a level part. As a first we already talked about is to which level part group it belongs. Then it is so called type number. A type number determines how the level part would look like. I am sure You know that there is for example water and trapdoor. Although they both belong to interactive objects, each looks differently and the type number is the reason. Then the level part is surely described by its coordinates. Each part has its own X-position and Y-position attached to the level area grid. Maybe it is good mention that here are few limitations and not all possible positions are really allowed. The first limit is because of DMA Lemmings Original level file format, with this I personally can not do anything, if You would not respect it, the game would crash or it is just impossible to store such an information in the level file. The second limitation is my own idea and I think it is quite reasonable. Simply is says You can not have level parts out of level area borders. LemEdit will not let You move any level parts so, that it exist outside borders and would be invisible. Such a part is useless, just takes a place in memory. If You do not agree, we can discuss about it. LemEdit also gives You a management tool to delete all level parts outside borders without any effort, because it is fully automated, but this will be described later. Back to DMA level parts positions limits. As a first we will describe interactive objects position limits. Both X and Y coordinates must be in range from -32768 to +32767 . This is not a problem, if You consider the visible level area is only 1584x160 pixels. A bit worse is that X-position number must be dividable by eight. If it is not, the number is rounded down and the object is displayed on the rounded position. Simple conclusion. First place the interactive objects and only then tune pixel by pixel the positions of terrain pieces. Doing it viceversa is sometimes impossible. The Y-position can be any number in given range. The terrain pieces have their position limits different. The terrain piece X-position can be any number between -16 and 4079. The higher limit is enough, but the lower one You will find sometimes very unhappy. We must simply accept it. The terrain piece valid Y-position is between -256 and 255, without any other restrictions. And finally the steel areas. Their position limits are different too. Steel area X-position can be a number between -16 and 2028 . Steel area Y-position range is from 0 to 508 . Quite reasonable, but there is one more condition. Both X- and Y- positions must be a numbers dividable by four, otherwise they are rounded down. Here comes the LemEdit position check to play. LemEdit checks automatically, if the level parts reside on correct position and it will not let You enter an invalid level part position. Although it checks if You are not placing level parts outside visible level borders, so You do not have to bother with those numbers. What You as user will see is that something just does not go. This section is quite important please read it rather twice, it contains necessary information. Everything is clear, until two level parts lay over themselves. Then one of those two will overdraw the second one. We have now in the level two layers. And there can be even more layers, theoretically as much as the maximum amount of level parts in given group. What are the amounts ? The Lemmings Original level can contain 32 interactive objects, 400 terrain pieces and 32 steel areas. If You would try to add any level part above limit in its group, LemEdit will tell You it is impossible. You just can not store more things in such level format. But back to layers. You can have up to 400 terrain pieces stored in an array inside the level file. What determines which piece will overwrite previous ones is the position in this array. The first piece starts on a blank screen. Here is not problem. The second will be drawn somewhere in the level and here is some probability it can overdraw the first piece. And so it continues until all pieces are displayed. Here is important the position in the terrain pieces array. The higher number, the lower chance to be overwritten. The object with number 399 can not be overwritten anyway. So we can say it lies on the top and the rest is lower and lower and the object stored on the array beginning lies on the bottom. Actually we have added to X- and Y- coordinates the third one. The ordinal number, or as I call it, Z-ordinal number. Now is the level part fully described. The higher Z-order it has, the less other parts can overwrite it and the easier is to select it. It is just like a box with papers. It is simple to pull out the paper on the top, just take it, but if You want to access the papers on the bottom You must first remove the top ones. The same with select-by-click. If You click You will select the top terrain piece, the piece with highest Z-ordinal number. If You want to select by click the pieces under, You have to shift the top pieces away and only then You can be successful. Surely this can be sometimes quite impossible, so LemEdit tries to be helpful and it has some special function, but they will be described later. Now it is enough to say that when You click on an place where to pieces lay over, the one with higher Z-ordinal number is selected. The last comment to Z-order topic is what decides when a terrain piece and interactive object lay over. When displaying the level, the interactive objects are preferred. First the terrain is drawn, then interactive objects. When selecting, You can choose whether You want to prefer to select the terrain piece or interactive object. This can be done via preferences menu, which is described below. Now You should understand the way the level parts can be selected and the description of what everything You can with mouse on workbench follows. As a first we talked quite long is the selecting. Click on a part to select it, click on free area to cancel current selection. If more parts are under cursor hot spot, the one with highest Z-order is selected. If You have already a terrain part, selected, when You click inside the selection box, the selected part is preferred above all with no regards to Z-order or part group. The next very handy workbench ability is the drag move support. Click on the object, hold left mouse button down and use mouse to place the selection on desired place. There can not be any simpler way how to change selected part position as this. Surely, LemEdit cares automatically about position limits, so do not worry, if You move cursor with steel area selected by three pixels and nothing happens. It is not a bug, but the only possible solution. When You click and hold the left button, the cursor will morf into a small hand with finger pointing on place You have started to drag. As long as You see this hand, You can move with the selected part. After left button release, the cursor will morf back to an arrow. And something for people used to work with Windows. The workbench handles the right-button click as Windows. This means when You click with right button on a place, the selection first changes like at left button select-by-click and then a short menu pops out. This menu I call context menu and it is very similar to Windows desktop context menu in a way that it changes depending on a group the level part belongs to. There is one menu for right-click on clear area, another one for interactive objects etc. Now I will describe those different menus in bigger details. I suppose You will be mostly using the context menu on clear places. Right button click on a clear place will bring up a menu with following options. On the top You will see |NEW INTER. OBJECT| button. Clicking on this button leads to another menu handling the interactive objects adding. For more details please see the the objects menu description below. The same with |NEW TERRAIN PIECE| button. This will also bring up a menu, which will let You to add a new terrain piece. For more details read the terrain menu chapter below. The third button to this group will let You add a generic steel area in the level. More details available in edit menu chapter, paragraph about special functions, exactly |ADD STEEL AREA| button. What those three buttons have common is a bit different behavior as adding level parts via standard menus. When You add a level parts using the standard way, the part is places in the center of screen. If You use context menu to add a level part, the parts top left corner is set up on the place the cursor hot spot was. The level part position will be the same as the cursor hot spot position in the time of right button click was. This is sometimes very handy. And finally the last button is |FAST SCREEN JUMP| . This will let You change very fast the cut-out of level You see. To fully understand all features this function offers, please refer to misc menu, exactly the |FAST SCREEN JUMP| button. In that paragraph is the fast screen jump menu described properly. What happens if Your right click is performed on a level part or on inside the selection frame? The menu has a bit different look and strictly refers to level part group. There are instead of add something buttons another three button called properties, replicate and remove. The titles are quite self-explaining. If You want to know further details, see edit menu description and appropriate button paragraphs. As at adding level parts above, there is a difference, where the new part created by replicate function will appear. Using edit menu will place it in the screen center, using context menu will place it on the former cursor hot spot position. This was a short description of all workbench functions. If You do not agree with the word "short", look closer and You will see there is lot of level parts theory, but the real workbench functions guide consists of few paragraphs. There are no more workbench functions ( remember, it handles only mouse ) , but still a piece of theory remains. Not as important as the previous were, but it is good to know, that it is possible. Topic of this section are the displaying flags. Displaying flags is my name for a few bits, which decide how the whole level part is drawn on the screen. Now maybe it is good to say it touches only interactive objects and terrain pieces, the steel areas are in the Lemmings game invisible. Three different displaying flags are ready to change look of selected level part. Two flags are identical on both part groups, the third one gives different results. The first of displaying flags available on both visible level part groups, is the No-overdrawing or shortly No flag. Changing the flag state can be done by checking/unchecking the checkbox in properties menu or switching the direct controls |No| switch. But this will be described later, now what it actually does. As You remember, we talked about the Z-order. The level part with higher Z-ord will overwrite everything with lower Z-ord. The No flag helps You in the way that the level part with No flag set, will not overwrite the parts with lower Z-ord, it will just draw itself on places, where the screen is black. It is maybe difficult to understand from the text, so I encourage You to experiment a bit and You will see alone, that it is simple. Even if an interactive object has the No flag set, it will not overwrite the terrain. This sounds good, no? If two parts from same group has the No flag set, You will see the one with lower Z-ord. It is because it was drawn on the black and then came the second part and there was already something. As I said, play with it and You will see. The second displaying flag common to both groups is the one funny called upside-down or shortly Ud. To explain this displaying flag is much more simpler as the one above. If this flag is set, the level part will be draw upside down, just imagine the snowman attached to the ceiling or even a small lake above poor lemmings. It could look quite funny. It is up You how You would use it. Sometimes it is necessary to use this flag, because for example some diagonal lines are in the set only in one direction and You have to flip them to gain the other one. How to change this flag state is written in direct controls or properties menu description in their own sections below. Cool feature, the only pity is there is nothing similar to mirror the level part horizontally. The third flag behaves at interactive objects differently as at terrain pieces. Once are those objects preferred, so we will describe their flag first. The flag is called Ground-only or with Gr shortcut. As You maybe already guessed, setting this flag will force the interactive object to display itself only on ground, this means on places covered by terrain pieces. On the black are not the pixels of such interactive object displayed. This is useful mostly for the one-way arrows. As You surely know, they are displayed only on the level terrain. This is all what the Gr flag is capable to do. Nothing outstanding, but if it is here, LemEdit is able to use it. And finally the third flag for the terrain pieces. This flag has name Black-color and its shortcut is Bc. It is extremely useful, because it will force the terrain piece to display all its colors in black and so You can make for example empty holes in other terrain pieces or just cut off redundant parts of some other piece by placing a black-color piece over them. The black color in such piece is still treated as transparent, but all other colors will get the ability to be drawn black. I advice You again to take time and try it. You will see, it is really great feature and very simple to handle This is all for now to workbench and context menu. I hope it is not too much difficult to handle them. It was my aim to create editor as simple and powerful as could be. I inspired a lot from Windows and the GUI is on some exceptions almost identical. The description of workbench could be probably more consistent, but I needed to explain also the level parts theory. If I would store workbench description apart from this theory, everyone would skip the theory section and then will not be able to understand the sometimes difficult to imagine paragraphs. If You think it would be better to rewrite this manual section, I will appreciate any comments. I suppose You should not have any problems, because of the native control way, but if You do, use the e-mail address on the document bottom to report any bug or just ask if something seems to be strange or non-logical. 2.2 - Main Menu plus Direct controls user guide ----------------------------------------------- The main menu is the stripe with buttons and text boxes on the screen bottom. As its name says, You will use this menu to access all LemEdit functions. The main menu also includes the set of very handy so called direct controls. First You probably would want to know is how to quit LemEdit without using Your computer's reset button. There are more ways, but I think You will be using mostly these two. The first is to press on workbench the Esc key, the second is to click on the most right button. Probably it is hard to read, but it has the |EXIT| caption. Anyway, after using any of exit ways, You will be prompted to confirm the action. Think rather twice to not loose Your work by simple |YES| clicking. Insure You have saved Your level if it was worthy of saving, I am sure You know. With further description we will start from the left side. As You see, eight quite large buttons take more then half of place. Pressing each of them will call one top-level menu, which will let You access the special LemEdit functions. Because those menus are well described below, I will only enumerate the buttons and explain which button will lead to which menu. Inspired by Chinese, I will describe the columns from top downwards. |FILES| button leads to files menu and cares about all LemEdit file operations. The |PREFS| button will bring up the preferences menu. Use this menu to set Your own instead of company defaults. |EDIT| menu will help You in level editing. It includes a lot of cool functions which will save You a lot of time. The |MISC| button will bring up the miscellaneous menu with various useful operations. Button with |GENERAL| caption will call a menu able to set all of the level start conditions, level title etc. The |SKILL #| button lets You specify the amount of lemmings skills available to the player to successfully complete the level. The |OBJECTS| button You will mostly use to add an interactive object inside Your level. Almost the same with |TERRAIN| button, except it lets You add the terrain pieces. So this was the brief description of main menu. There is not much more to say, because all menus are being described in detail below in following chapters. It is up You if You would start exploring the menus alone or if You will first read the documentation. Surely You can return to it whenever You want. And now to the promised direct controls. First what exactly do I mean when I say "direct controls". It is my own name for a set of text boxes, buttons and switches, which gives You ability to change the selection state by few clicks or keystrokes. This direct controls set is positioned on the right main menu side between last large buttons and the vertical |EXIT| button. These controls are very handy to tune up the selection position and other states with single pixel precision mode. The next important thing to say is that the direct controls layout and composition strongly depends on the level part group the selection belongs to ( like already context menu does ). Because there are big differences, I will describe the direct controls for each level parts group separately. First we will start with state, when nothing is selected. Although it seems the direct controls will disappear, it is not so. Here is plenty of useful functions being offered to You. We will start from the top. The text boxes labeled with "CuX" or "CuY" keep track of the cursor hot spot position. Surely You can not change their contents, they provide You only useful information. Not the same with "Sp" text box. This text box contains the screen start position. Because the Lemmings Original games level horizontal dimension is 1584 pixels, it is logical the numbers between 0 and 1264 will be accepted. Higher numbers will be automatically corrected to fit in this borders. Just click on the text box, enter the number and confirm the change by pressing Enter or cancel by Esc keys hit. Finally the last direct control for non-selection mode is the horizontal scroll bar like at the bottom. Use the buttons with left and right arrows to shift the screen start by the same amount of pixels as specified in preferences menu shift size edit box, in the arrow direction. The slider between the arrow buttons shows the position of level cut-out You seen on the screen. Surely You can use it to quickly change the screen position. This is all to this direct controls set. I think there is no need to explain more, it is clear enough, isn't it? Now come direct control sets for terrain and interactive objects. Because they are almost identical, I will describe them together, pointing out only the differences. As You probably anticipate, they have something to do with the displaying flags. Now we will start from the left side. The "X:" resp. "Y:" labeled text boxes contain the selection X- resp. Y- position. Freely click on desired box and type in the new selected part position. Use the "+" resp. "-" button in front of each box to switch the number sign. Do not forget level parts positions limits, so do not be surprised if some of You entered numbers will be adjusted to comply with those rules. The "Z:" labeled text box contains selected level part Z-ordinal number. Use it to change the Z-order, LemEdit will perform position correctness check automatically. The two diagonals arrows on the Z-ord text box right side You can use to increase resp. decrease the selected part Z-ordinal number. The arrow pointing upwards-left lowers ( if possible ) the number by one, the downwards-right arrow will increase it ( if possible ) by one too. If You want to send the selection to the back, enter "000" in the text box, if You want to bring it forwards, use for example "999" ( LemEdit will set the correct number automatically ) . The most eye-attracting thing is the arrow cross in the middle. The arrow buttons serve to shift selection by the smallest possible amount of pixels in arrow direction. If it is possible, LemEdit will perform the move, otherwise check if You do not want to break the level part position limit. The button with round on the top in the middle of the arrows cross can be used as simple undo button. When You select or click on a level part, its position is recorded and pressing the button with round will return the part on its last recorded position. And finally on the right You see the switches handling the level parts displaying flags. The switch down- position indicates the appropriate level flag is on, the up- position means it is off. Usage is extremely simple. Just click on the switch to turn the flag alternatively on or off. As we talked before, the switch with "No" caption toggles No-overdrawing flag, the "Ud" labeled switch mirrors Upside-down flag state. Now comes the difference. If an interactive object is selected, the third switch has "Gr" on the top and the switch controls Ground-only flag. In case the selection is a terrain piece, You will see on the down switch the "Bc" letters and it will let You change the state of piece Black-color flag. And as for the last possible level parts group here comes the description for the steel areas direct controls. Some of them are same as above, some are very different. The same controls are the X- and Y- position text boxes on the left. Their usage is identical to usage of position text boxes for interactive objects and terrain pieces. Surely now Your numbers must comply with steel areas position limits. Also the arrow cross provides You the same function moving Your steel area by four pixels ( this is the steel area position limit ) in desired direction. Undo button works in the same manner. Nothing new for now, but wait a second. I am sure You have noticed under the X- and Y- position boxes are now two text boxes separated by multiply sign and labeled with "S:" . The left box contains selected steel area horizontal size in pixels, the right one hold its vertical size also in pixels. The steel area dimension in both direction size must be a number dividable by four, the minimum size is 4 pixels, the maximum 64. This applies also on both directions. Use the appropriate text box to enter the desired size, LemEdit will perform the correctness check and potentially it will set the first possible down rounded number. And as last direct controls here we have the two switches and two buttons on the right side. First what the two small buttons on the bottom do. Pressing a button with an arrow will change the selected steel area dimensions in buttons arrow direction by four pixels, if it is possible. The two switches above gives You possibility to choose the direction in which the size change cause by arrow button press will take effect. If the upper switch with horizontal arrows is on, the changes will take effect in horizontal way, if it is off, pressing any of arrow buttons below will not affect the steel area horizontal size. The same with the switch in the middle with vertical arrows. If it is off, there are changes in vertical way, otherwise the steel area vertical dimension can be changed by arrow button click. If both switches are on, You can set steel area dimensions diagonally. If the size change in one direction is impossible, it is of course not performed, although the other may be. If both switches are off, clicking on "size arrow" buttons has no effect. The direct controls have proven to be extremely quick and useful. On small place there is an incredible function amount concentration, which will make this part of main menu probably the most busy. I have tried to do my best work to design the controls layout in ergonomic way. I agree, I have no solution for left handed people. Sorry, but this would take a lot of time, probably in future version. Anyway You can ask me on whatever touching direct controls on the e-mail address below. Also in case You do not understand what exactly I wanted to say, do not be afraid to ask. I hope the direct controls will boost up Your performance by hundreds percents. 2.3 - FILES menu description ---------------------------- The |FILES| button You will find as the first button on the left. This button leads to simple menu which provides access to all LemEdit file managing functions. To better understand all these features, I will describe in the next paragraph the way of Lemmings game levels storing used by DMA. If You think You do not need to know these "technical details" You can freely skip the paragraph after the first sentence, which contains enough information for normal user to be able work with LemEdit file functions. The Lemmings game levels are stored in level "packs", this means in one level file ( You know these "LEVELxxx.DAT" or "DLVELxxx.DAT" files residing in Your Lemmings game directory ) are stored more Lemmings game levels, mostly eight or four. As You see, it is more practical, when the game has about 100 levels, which would mean 100 files and You must admit this is uncomfortable. Next thing worth of comment is that the levels are compressed. Basically the Lemmings game level is 2048 bytes long dataset. You will see the compression advantage when You compare counted uncompressed levels size ( about 204 kB) with the size of compressed level files in Lemmings game directory ( about 55 kB ). Simply level packs are something like ZIP archives ( more compressed files put together ). The theoretical amount of levels stored in a level pack is unlimited, but the Lemmings game can not reach and load levels above eighth level so, LemEdit lets You store up to ten levels in single level pack. First eight levels reachable by Lemmings game plus two additional, for Your own purposes. I think it is not necessary to handle bigger archives. But back to |FILES| menu. The important and most simple to explain is the function of |CANCEL| button. This will bring You immediately back to workbench without any actions. Now there are five other buttons in two groups. First group of buttons concerns work with level packs, the second group handle uncompressed levels. Pressing |LOAD LEVEL FROM PACK| will make small window asking for level pack filename appear. Every time when You are prompted to enter a value, pressing |Esc| will cancel the action, pressing |Enter| will confirm the entered text. The same is here. Type in box the level pack filename and press |Enter| to open the file. I recommend You to put Your level files as close to LemEdit as possible, because the longest filename the text box can hold is 32 characters long. Once You have entered the filename, LemEdit will try to open the file. If the open fails, it will tell You it could not open the file. If the open action was successful, LemEdit will begin to explore the file. If Your file is not valid Lemmings game level pack, LemEdit will tell You where the error occurred. If there were no errors, LemEdit will let You choose the level You want to load from pack. Simply click on the level title, so it will appear highlighted, and press |LOAD| button to load this level or |CANCEL| button to cancel the action. Once the level is loaded, LemEdit will also try to load the level graphics set required to display level correctly. If it could not open it, You will get the message and LemEdit will use current graphics set, but You may see totally different landscape. Also some of the Lemmings level files require an extended graphic set to be displayed. The format of these sets is still unknown. See Troubleshooting section below for more information. If there were no problems, the result is ability to edit the new loaded level displayed in appropriate graphic set. Use |STORE LEVEL IN PACK| to save the level You are currently editing in some of level packs. First You will be asked for level pack filename, in which Your level should be stored. Type it in, but do not forget 32 characters length limitation. Confirm by pressing |Enter| cancel with |Esc|. After confirming the filename LemEdit will try to open You specified file. If the open fails, LemEdit will ask You if You would like to create so called file and save Your level in it, or cancel the action. Confirming will make LemEdit try to create a file with name You put in. If an error during file creation occurs, You will receive the message. If the file with name You wrote can be opened, LemEdit will begin with the level pack analysis. If the file is not valid Lemmings game level pack, LemEdit will tell You the place where the error occurred, it will stop pack exploring and return back to file operations menu. In case that Your file is valid Lemmings game level pack You will see the list of level titles stored in this level pack. |CANCEL| button will bring You immediately back without any changes made. |REPLACE| button will save the level You are currently editing in the level pack on the position of the selected level replacing the old one, which will be lost. If You want only insert You level into a pack, use the two remaining buttons. |INSERT BEFORE| will save Your level on the place of the selected level shifting all levels after including the selected one back. If You are inserting in level pack containing all ten levels, LemEdit will ask You if You want insert and so loose the last level. Confirm or cancel the action. To save Your level after the selected one, use |INSERT AFTER| button. As above, all levels following the selected one will be shifted back. If the pack is fully used, You will be asked to confirm last level lost. Remember You can not insert after the level #9, because no more place is left. The result of successful level saving is level pack containing Your level, which can be loaded a played in Lemmings game. If You saved Your level in a new file, new level pack is created. The button |REMOVE LEVEL FROM PACK| will delete the level You do not need from the level pack. As always in file operations You will be asked to enter the filename. Confirm with |Enter|, cancel with |Esc|. After confirming the pack filename, LemEdit will try to open the file. If the open was not successful, it will tell You. If the file is valid level pack, You will see the list of levels stored in this level pack, otherwise Lemedit will stop level pack exploring and You will receive the message, where the problem occurred. If You see the list of level titles, select the level You want to remove from the level pack and press |REMOVE| to proceed or |CANCEL| to go back. LemEdit will once again ask You if You really want to delete the selected level or not. If You are sure, confirm the action. If You want to remove the last level from the level pack, it would mean zero long file, which I think is a bit luxury, so LemEdit will ask You if You want or not completely delete the file. Confirm or cancel by pressing appropriate button. The result of the action is deletion of a level from level pack, or complete deletion of the level pack file. First button under the line is |LOAD DIRECTLY| . It lets You to load directly saved lemmings levels. The levels, which are saved directly are not compressed and can not be load by Lemmings game. The possibility to directly load and save files is there originally because of my exploring what is in the level stored, but now it is here to recover possible errors during the level compression. When a compression error occurs, You can after recovering run LemEdit again and load Your work via this function. To find more about this see Troubleshooting section of the manual. The ability to load and save levels directly gives You also a great chance to explore the format of the lemmings level Yourself. So when You click on the |DIRECT LOAD| button, You will be again asked to specify the file name, if the file does not exist, or can not be open for reading, You will get a message, if it seems that Your file is not a directly saved Lemmings game level, the program will tell You and will stop loading the file. And finally the last button is |DIRECT SAVE| . This will save the level, which You are currently editing, directly so You can then edit it Yourself with an hex editor, or share it with other people who use LemEdit. You have to enter the name of the file, if it already exists, You will be asked if You want or not overwrite it. If it will be possible, LemEdit will overwrite the file, if not, it will tell You, that the file can not be replaced. If the file You have entered can not be created, You will get the message. I hope this is quite detailed description of Files menu functions but in case of any questions e-mail me on the address below. 2.4 - PREFS menu description ---------------------------- The |PREFS| button will bring up quite large menu with a lot of check boxes and some other controls. They are divided in five parts, by topics they touch. Changing these preferences takes effect when |CONFIRM| button is pressed, as always |CANCEL| button lets You leave the menu without any changes. The controls in top left corner under headline GENERAL DISPLAYING manage which types of level parts You will see on workbench. It is very straightforward. If the SHOW ---- check box is checked, the part is drawn and selectable via mouse click, otherwise it is not displayed and thus unselectable using cursor. If You have a part selected, which will not be displayed after changing the displaying status, it will be automatically unselected. A bit below with headline SELECTING SETTINGS are controls which have something to do with selecting. Toggling DRAW SELECT BOX will make the red/blue pulsating box around selected part either appear or not. Turning is off lets You work pixel-by-pixel without border at which You do not know what is under, but You have to remember, which part is currently selected and when selecting new one, You have to do something to see if the right one is selected. Also the select-by-drag ability does not take wanted effect. The second control combines a list box and two buttons together. The title SELECTING PRIORITY explains it can be used to change the priority when using mouse-click-select. In the listbox You see the part types and beside it the up and down arrow buttons. Which part is on the top, that part has the highest priority when selecting. For example there is a stone terrain piece and one-way arrows interactive object. When INTERACTIVE O. is on the top, by clicking on the place, where both part lay over themselves, the arrows are selected, if TERRAIN PIECES is on the top of the listbox, the stone piece will be selected. Simply use list box to select type of part and using arrow buttons shift it up or down. The arrow on the left of list box shows growing priority. Two sets of check boxes in top right corner lets You change the way, how are the parts displaying flags treated. Checking the check boxes under both headlines called FORCE OVERDRAWING will make LemEdit ignore No-OverDrawing (No) flag and will draw the part always. In case of interactive objects checking IGNORE GROUND FLAG forces LemEdit to draw interactive object not only in terrain but also in black space and so ignore the Ground-Only (Gr) flag. And the last check box with SHOW BLACK PIECES title will force LemEdit to ignore Black-Color (Bc) flag at terrain pieces and to draw them in colors every time. Last preferences You can set concern workbench scrolling. When the PUSH TO SCROLL check box is checked, You have move the mouse in desired scroll direction all the time during the scrolling. Otherwise You need only to move the cursor once at desired screen end, wait until the position is reached and then stop the scrolling by moving cursor back. The number in edit box above with SHIFT SIZE title lets You specify the amount of pixels by which the screen will be shifted when scrolling. Setting it to zero will make scrolling without effect. When Your computer is fast enough, You can set the shift size to 1, so scrolling is smooth, on the other side if it is too slow You can set shift size to 99. The default is 8, which seemed to me the compromise with some special advantages during the time I was creating LemEdit. This is all what can change LemEdit behavior. I am sure there could be ( and should be? ) more preferences to set, but say honestly, You would use them once a year. Anyway if You think You are really missing some very practical customization, e-mail me on the address below. 2.5 - EDIT menu description ---------------------------- The |EDIT| button of main menu leads to menu which handle editing related functions. These functions are divided in four groups, by things the functions provide. As ever |CANCEL| button leaves menu with nothing done. The group in top left corner with CURRENT SELECTION title takes effect only if a level part is selected and offers an alternative to context menu with same options. The buttons here and on the right side can take effect only if a part is selected, otherwise are those buttons disabled with |-----| captions. The |PROPERTIES| button brings up the part properties menu. PROPERTIES menu --------------- This menu can be used to change everything what describes selected part, except part type. The properties menu is very simple to understand. |CANCEL| button will take You back without any changes, the changes will take effect when |CONFIRM| button is pressed. TYPE NUMBER describes how the part looks out ( in case of terrain piece or interactive object ) . To change the appearance of the part either enter appropriate number in the edit box, either press |MENU| button to use a simple gallery menu to choose the right one. The DISPLAYING FLAGS check boxes are entitled so clearly, that there is no need to describe them more. Simply use them to change No,Ud and Bc or Gr drawing flags. For detailed description see workbench usage instructions above. The edit box DRAWING Z-ORDER ( or ORDINAL NUMBER, depends on part type ) holds the drawing ordinal number of selected part. The higher number, the later is the part drawn and can overwrite ( or not if no-overwriting flag is set ) more parts before it. To change the z-order simply enter desired number. At terrain pieces there is of course the limitation of the amount of them present in the level. If a steel area is selected, the You will get the chance to edit the STEEL AREA DIMENSIONS. Just enter the number of pixels in each direction the steel area should enclose. The limit is in both 64 and the number must be dividable by four. OBJECT/PIECE/AREA POSITION determines the position of the selected part. Use sign buttons ( |+| or |-| ) to switch the number sign. If |+| is displayed the value is positive, if |-| then it is negative. LemEdit will not let You set a value which will throw the part out of level borders so it would not be selectable via cursor click. Also there is a limitation of DMA level format so terrain pieces can not have lower position as -16 . The TECHNICAL DATA paragraph gives You some not necessary data. I do not think You will ever need them. They are just interesting and were useful during program development. The |REPLICATE| button will clone current selection with all displaying modifiers such as drawing flags, type number etc. The only one thing which is changed is the position. The new created object is centered in the screen. If the part amount limit number was already reached, LemEdit will tell You and the new part is logically not created. The |REMOVE| button will remove the selected part from the level, so it will not be displayed nor selectable. If a terrain piece is selected, it is deleted and all pieces with drawing z-order higher than this part have the z-order shifted by one down. After pressing the button confirm or cancel the part deletion. In the top right corner the Z-ORDER ARRANGING functions take place. These function are useful mostly during level terrain editing, when one click can save You effort with typing ordinal number or boring z-order button clicking. As the buttons captions tells, use |BRING TO FRONT| button to assign selected part the highest possible drawing ordinal number, so it will appear on the top of all same part type parts. As always the z-order works together with drawing flags, which will not be by this operation affected. When You bring a part to front, it will get the last available ordinal number ( 31 in case of interactive object or steel area ) and all parts with ordinal number higher than selected part had before will be shifted back by one. Also the parts with higher z-order are selected by mouse click selecting when two object lay over themselves. To restore the status before the operation You have to remember the old part drawing ordinal and type it in properties menu z-order edit box or direct controls edit box handling z-order. As opposite to bringing to front use |SEND TO BACK| button, which will assign the selected part z-order equal to zero, so it will be displayed as first and thus probably first overwritten. Also by mouse click selecting it has no chance to be selected in place of overlay. As above, all objects with lower z-ordinal will have shifted their z-order number by one forward. Right bottom corner under title SELECTING RELATED encloses functions which let You change current selection ( if any ). You have three options. The first one is named SELECT BY ORDER leads to SELECT BY ORDINAL NUMBER menu, which will perform the action. SELECT BY ORDINAL NUMBER menu ----------------------------- This menu consists (except obvious confirming/escaping buttons) of one drop box and one edit box. Select part type via drop box and type in the Z-ORDINAL NUMBER edit box appropriate number. Confirm with |SELECT| button, cancel by |CANCEL| . In case of success the result is selected part with z-ordinal You entered. If there is no part of the selected part type, LemEdit will tell You. If the part with the ordinal number You have entered does not exist, LemEdit will tell it to You and it will ask if You want to select the part with closest z-ordinal. Confirming will make LemEdit search on both sides of the non-existing number (up and down) for a part. When successful, it automatically select it. If You used this function to select a part type which You set to be invisible ( via preferences menu , see above ), the displaying preferences are changed so You can view the parts of that type. Also the screen is automatically centered on the newly selected part when the select action was successful. The second button with SELECT THROUGH caption will bring up a menu very similar to the previous one called SELECT BY POSITION AND HIT . This function handles a situation which can be described so : One large part lays over smaller one, being whole inside the big. Next problem is that the small part has lower z-ordinal ( can not be selected via simple mouse-click ) and actually You do not know it current z-order ( excludes selecting by ordinal number ). If You do not want to move the big part ( because there can be dozens of parts above the small one ) , can help only this function. SELECT BY POSITION AND HIT menu ------------------------------- This menu will help You select a part in quite hopeless situation. It is very similar to select by ordinal menu, but You have to specify different data. As above first You have to select the part type. Then You must specify virtual cursor position ( the function behaves much more like enhanced select-by-click ) . The desired screen position can be obtained from direct controls cursor position edit boxes, when nothing is selected ( see direct control above ) . You can type only positive values with maximum 1263 in X-axis and 159 in Y-axis ( the maximum position You can reach by cursor ) . Last needed thing is the amount of HITS BEFORE SELECT . This will tell LemEdit where stop when performing virtual click selecting. In case You let the default zero in the edit box or fill in number 1, it will select the first part of selected type which will the virtual cursor meet. The higher number You enter, the more hits are required to select the part, the deeper part is selected and the lower z-ordinal number it has. ( This is very logic, think about it a while, You will see it is closely connected together ) . If there was no part of selected type on place You specified, LemEdit will tell You and will cancel the action. If there were some hits, but Your number is too high, LemEdit will ask You whether or not You want to select the part with highest hit number. Confirm or cancel as You wish. The result of successful action is selecting a part of desired type covering desired position. The screen will be automatically centered on this part and if Your preferences disable showing parts of its type, they will be changed so the part will be displayed. The last remaining button labeled UNSELECT PART provides quite simple, but sometimes very useful function. It will cancel current selection ( if any ) and so You will get chance ( especially on the screen full of other parts, where You can not click without selecting something other ) to access direct screen controls such as cursor and screen position. See above for direct controls details. And the last function group entitled SPECIAL OPERATIONS groups two quite different actions. The button with ADD STEEL AREA will simply add in the center of screen a generic steel area ( sized 32x32 pixels ) , if it is possible. If there are already 32 steel areas present in the level, LemEdit will tell You. Finally the last function accessible via CLEAR THE LEVEL button, behaves as You probably think. It will clear the whole level ( all parts will be removed ) and it will set default settings such as skill numbers, "LemEdit generated Level" level title etc. The graphic set is left the same as the last one loaded was. All those operations are simply to use, but maybe difficult to understand from the manual only. I encourage You to experiment with them during level editing a bit and in case of some strange feelings, that You never will be able to handle them correctly ask me via e-mail using the address in Troubleshooting section below. 2.4 - MISC menu description ---------------------------- The |MISC| button of main menu leads to next level menu with, as the button caption foretells, miscellaneous operations. Some of them are for everyday use, some of them You will use only once. But still they are useful and thus integrated in Lemedit. As You see, the buttons in this menu are divided in two columns, with three buttons in each. Surely, here is also the |CANCEL| button to bring You back into workbench editing. Lets start the real description with the left column and the top button. Button signed with |ABOUT LemEdit| will bring up an information table about LemEdit. Starting from the top, here is the LemEdit logo, a sign what LemEdit exactly is ( "Lemmings Original Games Level Editor" ) and a copyright notice about program creator and year when the program was released. Something not much interesting. The next label contains an important information about LemEdit version. The version number is required when You post a bug report, by this number check if Your program is the newest one available. And finally the last sign contains the information about this program owner. Because LemEdit is freeware, do not bother with the "UNREGISTERED TRIAL" message. Currently there is no "registered" version of LemEdit nor "shareware" or "retail". The version You have is not crippled anyway. This just tells You can use the program, but not sell it or anyway charge money for distributing it. A simple copyrights protection. And as the last but most used the |OK| button which will bring You back to the workbench screen. If You did not noticed all this at the startup, You can call the about menu via this command through miscellaneous menu anytime. The middle left button signed |EDITOR COLORS| lets You set Your own editor colors instead of the boring company defaults. Because the colors menu is quite large, it deserves its own paragraph. EDITOR COLORS menu ------------------ Use this menu when You want to change the colors of buttons, text and other controls. Changing the editor color does not affect the colors of the Lemmings levels nor the level background, though it seems so. The main access controls are the two drop boxes on the top. The first one is entitled CONTROL TYPE . By clicking on the down arrow, choose from the drop down menu the control which colors You want to set. For example if You think the panels are too gray, choose "MENU PANEL" from the menu. The next step is to choose the own color You want to set. For this follow the arrow ("->") and use the second drop box entitled COLOR TO SET to choose the color. Now is the color determined exactly. Once You have set both boxes, look more down. From the top left You see the box signed CURRENT COLOR filled with the color on which Your setting will take effect. By this simple "window" You can check it is just the right color You want to change and here You will observe the changes. On the whole right side of the colors menu the three sliders and edit boxes take place. As entitled above, use the sliders by moving them up or down change color via setting its red, green or blue parts. If You want to see or enter a precise value without troubles with setting the slider precisely, use the text box at each part's slider below. Here You can enter numbers from 0 up to 63 as the VGA's color resolution allows. Because the color changes takes effect immediately, avoid changing the colors of one control so You will not see the control parts or even the whole control on the menu top. And finally when all is set or You want to cancel the operation, look at the six buttons on the down left menu corner. We will describe them in a logical order. Probably the most important are the buttons |CONFIRM| and |CANCEL| . If You are satisfied with color changes You have made, press the |CONFIRM| button to let the editor color state as it is after You settings. If You have changed Your mind or it was an error which brought You to color menu, pressing |CANCEL| will restore the original color state. Because LemEdit lets You to save the colors status You need some operations handling this ability. They can be found in the color menu. First You would probably use the |SAVE| button which saves the current color status to the "LEMEDIT.DAT" file so it is loaded as default after each LemEdit start. When You are setting the colors for the first time, take time to set them, so You are used to in Your Windows or any program with GUI You are using and then save the status with |SAVE| button. After pressing it You will get the operation result in the message window. Important is the next thing. Although You saved the color changes You have made, You must press |CONFIRM| if You want preserve them during this editing session. When You press |CANCEL| , LemEdit will restore the colors before the changes and You will not see the color changes till You restart the program or use the |LOAD| button. As a simple counterpart to saving You will need sometimes a function loading colors. This You can access via |LOAD| button. This button will load Your preferred color settings, the same as it loads at the startup, or if You were editing and saving Your colors during this session, the last saved. As always, You must press |CONFIRM| to enable the color changes for current session. After loading the colors LemEdit will tell You the action result. The |RESTORE| button will restore the colors You have set before entering the color menu and changing any color. It restores all colors at once. It is useful sometimes when Your new changes are too crazy, but You want continue with colors editing. Simply restores old colors without quitting the menu. And finally the |DEFAULT| button will restore the company default colors. This means gray menu faces, black labels, red text boxes etc. After pressing the button You will see the action result in a message box. Confirm the colors for this session with clicking |CONFIRM| otherwise the colors before entering menu will be restored. This function will not overwrite Your startup colors settings, so if You want LemEdit to load the company defaults at the startup, You must first save them using the |SAVE| button. Handling the color menu seems to me quite easy and without any more comments. Just remember that You must press the |CONFIRM| button to enable any color changes in the current editing session. The down button in the left column called |CHANGE GRAPHICS| lets You to change the whole level graphic set. CHANGE GRAPHICS menu -------------------- This is exactly not a menu, but rather an enlarged edit box, as You will see. To change the graphic set means to totally change the level look. All interactive objects and all terrain pieces will look differently and will change their dimensions, even some of them may become invalid for current graphic set. I strongly recommend You to change the graphic set of an empty level, but not of the one already containing some level parts. First decide which graphic set to use and only then start the real level creation. If You change the set in a non-empty level first run the level check ( see below for level check menu description ) to eliminate possible problems. Once You are sure You want to change the set, You will be prompted to enter the new set number. Enter the number and confirm by Enter key or cancel by Esc key press. If it is possible to load You specified level graphic set (i.e. all needed files like "VGAGRx.DAT" or "GROUNDx.DAT" and "GROUNDxO.DAT" are present and can be opened for reading ) the new level set is loaded and used immediately. In case You have entered a number of set currently unavailable, LemEdit will inform You that it can not load it and the old graphic set will be preserved. The button on the right top of the miscellaneous menu with caption |FAST SCREEN JUMP| is useful when jumping from one end of level screen to the other one. Pressing it will bring up a bit strange menu which makes these jumps fast and simple. FAST SCREEN JUMP menu --------------------- Fast screen jump menu will come handy especially users running LemEdit on a slower machine. What is needed to say is that jump menu behavior is different if a level part is or not selected. When there is a selected part in the level, first jump menu action is to center the screen on the selection. This comes handy when You are not sure where Your selection currently is. Then look on the frame over the black area. The frame shows the screen position in the level which is the black rectangle. Originally it was meant to show the level minimap in the black window, like the Lemmings game does, but this feature is not yet implemented. There are two ways how to change the screen position. The first is fast, the second is precise. The fast one means to click somewhere in the black rectangle and the screen-like frame will be centered around the cursor within moving the screen. The precise way is to enter the screen start position in the text box below. Both actions have the same effect, although the first lets You move the screen just by ten multiples. If You enter an invalid position the screen is moved on the last allowed one. Here comes the second difference between using fast screen jump menu with or without selection. If You have a part selected, it stays on the same place on Your monitor, but it is moved across the level like the virtual screen does. This is extremely useful when moving the selected part from one level start to another. If nothing is selected, surely any parts are moved with the screen. The only one button in this menu with |OK| caption will return You back to the workbench. Because I think the change is so small, there is no button which enables You to "cancel" what You have done. The right middle button |USAGE STATISTICS| leads to small table informing You how the level is used. There are three progress bars every assigned to different level part type. Each of the bars is followed by two numbers. The first number means the actual amount of parts of such type in the level, the second is the maximum which You can not step over. Sorry, this is the DMA level format limitation. I do not think this much useful for everyday editing, but once You will need it, You will appreciate that it exists. It is much better then counting the parts around the level manually. The small button with |OK| caption will return You back to workbench. No more are needed or not ? And as the last of miscellaneous menu buttons comes the right down one. It is called |LEVEL CHECK| and its task is to assure the level will be successfully loaded and interpreted by the Lemmings games without any problems. LEVEL CHECK MENU ---------------- This menu is a simple guard, which is here to prevent Lemmings game from crashing because of invalid level parts presence in the level. I will describe the problems which may occur during the edit time without You have noticed them and which may show fatal during the game play. Checking for each problem can be turned on or off by (un)checking appropriate checkbox. The first group of problems is that in the level may be exist objects which LemEdit does not display, because they are invalid with dimensions 0x0 . Such objects LemEdit will not allow You to add via the terrain or object menus ( see below for their detailed description ) but they may appear in the level during the graphic set change. Therefore it is recommended to run the level check after each graphic set change performed on non-empty level. The next source of possible errors are level parts lying totally outside the visible level area. You can not select them via click or via select-by-position menu and I doubt You remember their ordinal numbers. They are just useless and are taking place, which can be used otherwise. Lets suppose You have checked the problems for which LemEdit have to look for and now You have two options. Press |CANCEL| button to quit this menu without any changes made to level or press the |START| button to proceed with the level check. If You have pressed the |START| button, LemEdit is checking for problems You have specified and if such problems really exists, You are prompted to confirm the only possible solution which means to delete such parts. As always confirm the deletion by pressing |YES| , disable by pressing |NO| . You may try to save such level parts by reverse graphic set change or by selecting them via select-by-order menu ( only if they are valid but just lying out of cursor reach ) and moving them back anywhere in level visible area. If there were not any problems You wanted to solve, LemEdit will tell You it did not detect none of selected problems. It can be a simple test to run level check again after confirming the deletion of all invalid objects before. Then You should receive this message, confirming everything is in order. And finally the last recommendation to You. Run level check before every testing in the Lemmings games. So You will avoid possible game crashes and unexpected results. Also run the check before giving Your level to friends to be sure it would work. For now this is all to miscellaneous actions menu. If there are still some questions You have and on which You did not find the responses here, please use the e-mail address below to ask and I will try to explain it all to You. 2.5 - GENERAL menu description ------------------------------ When we have discussed in last four articles the four big menus overloaded with useful functions, now it is the time to describe the four smaller, but still important, ones which remain. The general features menu accessible from main menu by pressing |GENERAL| is the first of them. The general menu lets You specify the general level features, as its title prompts. It is done by filling appropriate text boxes, labeled on the left side. As always, by clicking on text box which contents You want to change, the arrow cursor disappears and You will see only the blinking text cursor in the text box. Confirm what You have entered by pressing Enter, return to previous state by Esc key press. When You finish Your work, let the changes take effect by pressing |CONFIRM| button or return back to workbench without any changes by clicking on |CANCEL| button. The first text box contains the level TITLE. It can be whatever You want, only I do not recommend to enter some of semi-graphical symbols which may not be present in font which Lemmings games use. Next limitation is title length, it may be up to 32 characters long. Longer titles can not be stored in the level. The default title LemEdit sets on the startup or after clearing the level is the well known "LemEdit generated Level". The next two edit boxes are grouped under NUMBER OF LEMMINGS caption. Use the upper one to set amount of lemmings which will fall out of the trap door. This number may not be higher than 80, otherwise the Lemmings game will crash. Of course LemEdit will not let You to enter a higher number. The second of text boxes contains the number of lemmings You need to jump in the exit doorway, required to successful level completing. As You see, although the Lemmings game tells You it wants 33% to be saved, exactly it decides by the exact number, if You was or not skilled enough. There is no limitation of number of lemmings to save originally by Lemmings game, but tell me, how would You save 99 lemmings out of 40 ? Such a nonsenses will not LemEdit accept. You are forced to enter a number less or equal to number of lemmings, which You will let to fall out. The next edit box contains the number of GRAPHIC SET which will be used to display the level. Here gives You LemEdit a free hand, because of special purposes. If You do not want to read the following more theoretical part, jump without thinking to next paragraph, and avoid changing this number, simply ignore it. For the others we have a small mind experiment, which will prove its existence right. Lets suppose, You plan to release a game using all graphic sets, which will be renumbered because You need to place them in the same directory. Now You can use LemEdit and for example set #2 to create the level, but in Your plans You can count this set #2 will become #6 in the new project. So enter the number 6 in this box and then save the level. Now the levels contains information it needs graphic set #6, although You have created it using set #2. Something which is not as useful on the first sight, but which can proove useful after a long time. If You still doubt about its sense, as I said, ignore it and rather do not touch it to avoid complications. Now it's time to enter the PLAYING TIME. As You surely know, the time limit is in minutes. LemEdit will let You enter the time up to 99 minutes. But say truly, would You keep playing one level so long on one attempt? I do not think so. Enter a reasonable number. Under the time box You can find another one labeled RELEASE RATE. Nothing surprising, this number must be between 0 and 99 , the higher number, the faster lemmings follow others when falling down. And as the last what is required is to fill in the position of screen on the startup up. As always enter a reasonable number between 0 and 1264, the number can not be higher. Probably the best way how to set the screen start is to set the screen as You wish using mouse, or whatever what moves the screen and then press |SET TO CURRENT| button. This will use the position number which is used to display the current screen. There is nothing simpler as set it so. I hope as simple menu does not require further comments. If You still do not understand why here is the graphic set number text box, let it be, think I am crazy and do not change it. Anyway You know You can ask me via e-mail address on the document bottom. 2.6 - SKILL # menu description ------------------------------ Finally we are here, now You can specify which of lemmings skills would be possible to use and how many of them. Look at the menu, do not the icons look cool? I am sure they do! As the interactive title says, click on appropriate button to enter the number of lemmings each skill can be assigned to. I do not think this is needed to explain but still, it could. Simply, entering zero means this skill is unavailable, entering any other value will give the player possibility to use the specified amount of edited skill. As You probably know, You can not enter a number higher than 99, this is a Lemmings game limitation. Nothing more to this menu, but admit, it looks nice ... 2.7 - TERRAIN menu description ------------------------------ In the terrain menu comes to word the real level editing. This button I suppose will be most used of all. The |TERRAIN| button will let You add a new terrain piece into the level. It leads to quite big, but straightforward menu which will satisfy all Your needs. Once You will enter this menu, the terrain piece picture will attract Your eyes, so we will start from here. What terrain piece the picture displays, this piece will be added. If instead of nice picture You see an ugly sign "INVALID PIECE#" , simply it means the piece You have chosen is invalid and that it does not exist in current graphic set. Of course such a piece will not LemEdit let You to add. Because the controls of this menu are bounded together, it is almost impossible to describe one without saying something about the others. The edit box below the picture labeled PIECE# contains the piece graphic set ordinal number. There may be up to 64 different terrain pieces in one graphic set, but mostly the ones above sixty or fifty five are unused and thus invalid. Use the edit box to enter exact piece number if You remember it to add such a piece quickly without need to browse the rest. Maybe You are wondering which piece number is chosen when You enter the menu. Is it zero or five or what ? It changes... Yes it depends on Your selection. If You have a terrain piece selected, LemEdit will use the number of current selection, if Your selection is not a terrain piece or even You do not have anything selected, the zero is set at the startup. The thought behind it is that when You have a terrain piece selected, You would probably want to insert a similar object beside. This would save You long pieces browsing. If You want to add the same object as You already have somewhere on the screen, either select it and replicate or use the automatically set terrain menu and just click the |ADD THIS| button. Now we touched the |ADD THIS| button, so lets describe it in details. This button will add the currently selected piece in the level and will set it as a selection. If there are already 400 terrain pieces present in the level, LemEdit will tell You that it can not add the piece. To solve this problem You must remove some other piece. Sorry, this is the DMA Lemmings game level format limit. LemEdit can not go further. If You see the invalid piece number message instead of picure, the add button is disabled with |----| caption. LemEdit will not allow You to add it. Below the |ADD THIS| button You can see the two browse button, entitled logically |PREVIOUS| and |NEXT| . Use these to button to browse through the terrain pieces. The |PREVIOUS| button will decrease the number in the text box under the picture and if it is zero, the button will be disabled with |----| caption. The same with the |NEXT| button, only that it will increase the number and it will be disabled, when the piece number will reach 63. I do not have any other ideas about these two buttons. As always, the |CANCEL| button will cancel the action without any changes. But attention, if You would use the |CHANGE SET| button to change current graphic set ( this is described below ), the |CANCEL| button will not save You. You would have to change the graphic set back manually. So now finally to the |CHANGE SET| button. If You think, the current graphic set is to the one You want, use this button to change the set number. Pressing it will bring up the specific menu, which is being described above in the miscellaneous menu section. If You would change the graphic set, all level parts will change their look. You can not use in one level two graphic sets. You have to decide for one among all. Please read carefully the documentation to change graphics menu. The |CHANGE SET| button is just a logical shortcut, which is recommended to use only once on the level creation start. OK. That's all for now to the terrain menu. As always, I think some parts may appear unclear to You, so do not wait and send Your questions. I hope I will be able to reply them. 2.8 - OBJECTS menu description ------------------------------ This menu resembles so much to the terrain menu that I advice You to read first that one and only then this, because the description will be extremely brief. I will only point out the differences between these two menus, the same thing will be skipped. As terrain menu adds terrain pieces in the level, objects menu adds interactive objects. You can choose from 16 different types of interactive objects, some of them may be invalid, so such ones You surely can not add. There is a limit of 32 interactive objects in one level, if You are trying to add 33rd interactive object, You will get message, it can not be performed. The browse buttons remains the same, the |ADD THIS| , |CANCEL| and |CHANGE SET| also. That was all to the objects menu. As I said it is same as the terrain menu, if You think You do not know what to do, look first in the terrain menu description above. The only difference is between the number limits and that the interactive objects pictures may be animated. If they are, LemEdit lets You enjoy it. Well friends, this was the complete description of all LemEdit functions. 3. User Guide and How to ... section ==================================== Sorry folks, this section is not yet completed. I think I will build it up during next months on Your e-mails basis. If You think You need a tutorial, use the e-mail address on the document bottom and maybe next week You can find the solution here in the How to ... section. 4. Troubleshooting ================== In this section we will discuss known problems when running LemEdit. This article is build up from questions and answers giving the problem solutions. Before You will start finding Your question, please reply this my question. Are You running LemEdit under Windows ? If this is true, do not bother with further reading and directly shut down to DOS mode. Only if the problem still remains it has sense to look here. Q: Running LemEdit will stop with "Memory allocation FAILED" message. A: You must free up some conventional memory. This does not mean You need to buy new memory, but You have to remove some drivers or disk cache programs like SMARTDRV.EXE etc. from AUTOEXEC.BAT or CONFIG.SYS to provide more space to LemEdit. Please refer Your DOS manual. This problem is quite common, so You will surely find the solution. Q: Running LemEdit will stop with "Can not open LEMEDIT.DAT" . A: When You download LemEdit from the web, there are two important files in the package. LEMEDIT.EXE and LEMEDIT.DAT . If You want to run LemEdit, You must put these files in the same directory. If they are in the same directory, there is some DOS related problem, such as "File is already open" etc. Try to re-unpack LemEdit. Q: Running LemEdit will stop with "Datafile is corrupted" message. A: This message is quite self-explaining. There is something wrong with the datafile. The solution is simple. Re-unpack the datafile from the original ZIP archive downloaded from web and avoid changing the datafile manually. Q: Running LemEdit will stop with "DataFile version does not match" . A: This simply means LEMEDIT.EXE version and LEMEDIT.DAT version are different. The solution is also straightforward. Download the whole newest version archive from web and replace ALL old files or just re-unpack the ORIGINAL ZIP archive. It will surely solve this problem. Q: Running LemEdit will stop with "Enhanced keyboard required" . A: Actually You do not need enhanced keyboard, but You need the enhanced keyboard compatible BIOS. If You are sure You have it, check if You are not holding the Shift/Ctrl/Alt keys during boot process, otherwise I can not think of any solution. Q: Running LemEdit will stop with "MicroSoft mouse driver required" . A: You really need a mouse installed to work with LemEdit. Running it without a mouse is like running Windows without mouse. If You are sure You have mouse driver installed, try to re-install it or use different driver. Q: Running LemEdit will stop with "On-board timer can not be set" . A: This problem occurs mostly in multi-tasking environments. LemEdit needs a precise time base to work correctly. LemEdit performs a small time measure, if the PC hardware timer can or not be set properly ( this does not have nothing to do with the real-time clock and date ! ). Try to remove some screen savers or similar resident time handling applications. If the problem remains, there might be another one. Your computer is too slow. Q: Running LemEdit will stop with "VGA or MCGA adapter required" . A: To set graphic mode 320x200 in 256 colors only these and better video cards can set this mode. LemEdit exactly does not test the card, but the BIOS, but both things are needed. Anyway insure You computer meets these requirements. Q: When LemEdit boots in the GUI, I can not move with mouse cursor. A: There are two possibilities of problem origin. First is that You do not have mouse installed on COM1 port. The solution is to plug it there. The second one is that the direct access to COM1 port is denied. This typically occurs under Windows. Leave LemEdit by pressing Esc or Alt-X and confirm exit by Enter or Y key. Shut down to DOS mode and try again. Now the mouse should work. Q: When LemEdit starts, it tells me something about "Missing Lemmings graphic files" and that it can not continue. A: To run LemEdit properly You need at least one of more Lemmings graphics sets ( You surely know X-mas set or Egypt set etc. ) The graphic sets are stored in files like "VGAGRx.DAT" ( or in Lemmings Demo "GROUNDx.DAT" ) plus file vith same number instead of x called "GROUNxO.DAT" . This files must be in LemEdit directory to enable You view and edit levels. The solution is straightforward. Either move LemEdit directly in Lemmings directory, either copy the required files to LemEdit directory. Remember to not mix those "VGAGRx.DAT"s ( "GROUNDx.DAT"s ) and "GROUNDxO.DAT"s from different Lemmings games together. This will display Your level totally false, even LemEdit could crash. Q: When saving/loading a level/set, a "Compression error" occurs. A: This error is caused by insufficient knowledge of Psygnosis compression algorithm. If You already had this problem, You know You was asked to write down the error listing. Now please send on my address an e-mail describing as detailed as possible what You were doing, the error listing You wrote down and also please send all files which You used to allow me reconstruct the fault. For example if this occurred during level compression, send the directly saved level. Q: When I load a level, LemEdit will tell me that the level uses some "special extended graphic" and that it will not display it. A: Yes, some levels use special graphic which is stored in the files named "VGASPECx.DAT" . I currently do not know which file format the extended graphic uses, nor if it will be editeable. Please be patient and wait until new LemEdit version will be released. The next major version ( 2.0 , not the update like 1.xx ) should be able to display and edit such levels. Q: During the ordinary work LemEdit freezes/crashes . A: I tried to do the best work to catch all possible problems during the boot-up, but I can not avoid some problems under some specific conditions and configurations. Try experimenting with Your "Config.sys" and "Autoexec.bat". The best test is to skip everything and only load the mouse driver. Also as said above, this programm is not designed fro running under Windows. You can try if it will, but it is more exception than rule. And if You run LemEdit with the best condition and still some strange error occurs I recommend You to e-mail me as exact description of Your computer as You can, but I can not assure the problem solution. Sorry, that's the life ... Do You have any other problem not discussed here ? Do You know about some bug which should be fixed ? Do You think You did everything needed but still it doesn't work ? Or do You want just to ask something more special ? Please send E-mail on the address here : +------------------------------+ | | | lemedit@vtm.hypermart.net | | | +------------------------------+ This contact address will bring Your letter directly to author. 5. Greetings ============ As last but not least of all I want to thank all people who helped me to finish LemEdit or just to say that I appreciate their work. Here they go: Herrman Schinagl : Thanks for all Your utilities and Your info about Lemmings II, although I have never used it. Maybe next time, who knows ... Thomas Linder : Your Lemmings page is the ultimate source of all planet lemmings knowledge. One reason why I have started programing LemEdit was I did not find any Original Lemmings games editor just on Your page. I told myself, if it is not there, it can not exist. Chris Hodges : Your Lemmings II editor is really cool. Pitty it is only for Amiga, but it was You who made me to find out more about this marvellous computer. Once again, hat down. Deinonych : Thanks for Your nice page. It is the only one which is updated regulary, providing important hot news for all Lemmings lovers. DMA : I hope Your company name will be put into gaming chronicles in golden lettres. But say, why did You not include an editor? UAE Creators : Guys and girls, Your work deserves big medal. I never thought it is possible... All my friends : You are the best side of my life ! And You : Why just You? Because You have all read it ! Keep Lemmings alive, they need You. The free-time LemEdit programmer Tomas Pavlicek