.15 I lied. More vpin shenanigans. This is the last release for a vpin (seriously this time) barring some sort of massive bug
Attract Mode:
Grand Champion
-deleted all old triggers
-redid from scratch
-new keyframe mask and triggers
Presents
-added frame, trigger, and mask for Williams to presents to title card
-secondary sequence of Williams to presents, and presents to title for redundant triggering
-additional triggers and resequencing
Grand Champion to Ace transition
-deleted all old triggers
-redid from scratch
-new keyframe mask and triggers
Ace drivers
-deleted all old triggers
-redid from scratch
-new keyframe mask and triggers
-looped key frames for the numbers
-this should remove the color bleeding to the "checkered flag"
-added additional keyframes for Checkered wipes
-added additional keyframes for Ace Drive scores
Title to "La Grange"
-cut, colored, triggered
"LaGrange"
-cut, colored, triggered
"LaGrange" to Grand Champion
-cut, colored, and triggered
-extra triggers added
Donut Heaven
-2 cop sequence recut to avoid the animation dropping out half way through
-1 cop sequence recut to avoid the animation dropping out half way through
Extra Ball
-Blinged up 2 of the 3 sequences a little
HitchHiker
-recut to 1 to 1 frame matching
-new triggers, should fix "blinking" issue, I hope
Loops for super jackpot
-adjusted color mask for really high scores that only WOB can get
Loops to Lite Jackpot
-adjusted palette , removed blue "glitch"
Super Charger Boost Maxed
-new sequence, mask and trigger
-neat little 3d effect
High Score Entry
-cut colored and triggered
-tried to make it work for all entries using the same trigger, will need tested
Speed Trap Cop
-better defined the collar, hat, and jacket
-adjusted greys
-adjusted skin tone
Warning/Danger
-cut colored and triggered
Burn Rubber Map
-numerous scenes colored and triggered for the version that has it, see notes after video section if you want a slightly more in depth breakdown
-default palette is grey white and green so the map looks presentable
Bonus Held
-replce palette trigger with scene replacement
-added "flag wipe" animation and trigger
Super Charge Millions
-Removed a trigger for a big number 2 that may have interfered with the rest of the triggers (namely the super charger millions with a 2)
RPM
-added Redline Trigger 11:30 in new video, it had a 2x on the screen that broke the existing trigger
-additional triggers
Match Scene
-When I redid the coloring for each player to have their own color I messed up the mask for the big number
-New color masks made for about 1/2 the frames to remove the flickering of the big number
-I found this thanks to WOBs videos
-change the match number back to white
Jackpot
-found and removed last purple trigger
-this keeps all the jackpot scenes red and white, yellow 25m, and grey explosion
-this also allows a few frames of jackpot that use the default palette to flash green.
-I like the end result
Push Start
-removed the blue
-was supposed to look like police lights, but it looked like a glitch and I didnt like it
-added extra triggers and masks for credit dot on screen
Video Mode How to
-added scene trigger and mask for gear shifter screen
Video Mode
-created simple mask to color the score red, and make the mountain green, brown, and white.
For the version with triggers:
-colored and triggered over 220 frames.
-just proving to myself it cant realistically be brute forced
-best guess is there are about 56,000+ possible frame combinations
-5 road line variations
-speed limit sign on the left
-speed limit sign on the right
-billboard on the left
-billboard on the right
-caution sign on the left
-caution sign on the right
-car in left lane
-car in right lane
-car in center lane
-player car in left lane
-player car between left and center lane
-player car in center lane
-player car between center and right lane
-player car in right lane
-there are never more than 2 cpu cars on screen
-there are never more then 2 signs on screen
-signs do not repeat
-sign are not in a specific order
-if a sign is on the left, that same sign wont be on screen at the same time on the right
-CPU cars DO NOT come at the player at the same speed
-some repeat the same lane spot for as few as 2 frames and as many as 5 frames
-CPU cars have 5 locations along the lane
this means there are 50 frames of car viables not including sign or player car variables
-realistically there are about 220 frames possible PER car lane (approx 1100 frames)
-a frame every 3 minutes means 55 hours of coloring for video mode alone
I was working on a mask to ignore the lane markers, but WOB never goes left
50,000+ frames? no waiz!
~50 car variables
each sign has ~45 variables
~5 player location variables
~5 lane marker variables
50x45x5x5 = 56,250
Map notes:
There's only 1 map and its about 4 screens tall
Map loops onto itself.
The road is always the same
Location dots are always the same
The location names are randomly/dynamically generated
The path "driven" on the road is also random/dynamic
I didnt break down the varial math but Id guess around 800 possible sequences
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