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malenko

The Getaway - High Speed II Malenko Edition

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On 7/19/2019 at 5:10 PM, malenko said:

V.09 is up. It was supposed to be a "pre-release" to work out some bugs but its been too long since a release and I dont want you guys thinking I quit. 😛
Judging by time stamps and best recollection, Im up at like 60 hours so far on this 😕

 

 

 

I see ya working "one time!"!!!   lol

 

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thanks for the update.. coming along good,  triggers need some work, but im sure you are aware of that...good job and I enjoy the work.

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yeah cut and colored is primary, triggering can be done later. WOB's videos are a HUUUUUUUGE help. I'm almost done the chopper chasing the car going left , I already fixed a bunch of triggers from .09 as well.  Ialso went through and added some shading to replacement scenes.

I do need a capture of 2 cars in front of donut heaven, I have 3 and 4 done. Is there any chance of only 1 car showing up?

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so do you guys prefer these intermittent releases or should I just wait till its done for the next release?

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The intermittent release are cool. as i get to see the progression real time , and what it takes to make this a reality and the hours you put in i can't imagine. But am very thankful that you are sharing with us .. As i said before this combined with pinsound is Amazing and brings this game to life!!

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Im going to try and get V.10 up tomorrow, I have a shit load done. What do you guys think of this for the chopper?
I'm trying to match the backglass without having to redraw the entire thing with more detail.
Capture2.thumb.png.72075c624f24833bc0e71a37bde851a7.png

I might go through and add some greys to represent the guns / missiles from the backglass. Theres only like 10 actual chopper frames and its the same static image in all of them

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that looks awesome!! and getting v.1 up by tomorrow would be killer...

I think the chopper looks good, like it is, but a little grey for the guns maybe... also, i never even got to the chopper. so time to start playing and getting good. lol

 

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I trust your judgement in color selection is better than mine ;)

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I didnt quite finish all the helicopter stuff, so maybe I'll call this version .95
it'll go up tonight or tomorrow, but most likely monday.

 

here is WOB's v.90 video

 

As you can see, there are a few bugs to squash but overall it very close to completion

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Colorization is coming along great, and I really like what you did with the helicopter.  Funny, in the real game during video mode the flippers are disabled (at least on v2 firmware).  Only color comment I have occurs a 6:18 for "Shoot the Supercharger".  I don't know if you are still working on it or if this was your plan, but teal colorization of the teal font on the teal background makes it nearly impossible to read both in the video and on the live pin.

Also, I love seeing my original design Donut Heaven ball lock cover decal in the VP game.  Not sure who put it there (didn't bother to ask me), but it's cool.

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That had the wrong palette applied to it, its been fixed for the next release. I have to grab and color when there's 2 cop cars in front of donut heaven, and look at the mask/triggering for 3 and 4 cop cars, the scene kind of drops out half way done. After this you get to take videos on your real machine while making dump files ;)


The last thing I'm going to do is all of the spinning millions, if there was a way to chroma key, it'd already be done. The gist is, there are 8 frames per number, but the start and end is random, so I cant color a sequence. I have to color them 1 to 1 matching and trigger them 1 to 1. I *strongly* considered just palette jumping them per number. For example, the #1 would have a blue background, and the #2 would have red, #3 would either go back to blue ,etc  this means I'd have to make 80 trigger frames but no colormasks but.... Im half way done already so mine as well finish.

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@malenko <-- Thank you for your Fantastic work on the color roms

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Looking forward to next version 🙂 One suggestion: the credits number when in attract mode is very light grey and barely visible, could be  more intense.

Thanks.

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ok version 0.1.0 is up meow.  I'd like some thoughts on what I could do to improve video mode.


Triggering anomolies:
V.09
Million1-C is triggered corectly with only 1 possible key frame, yet it doesnt get triggered in WOB's video
Million2-H is triggered corectly with only 1 possible key frame, yet it doesnt get triggered in WOB's video
1 trigger of PoliceWipe is triggered correctly in WOB's v.09 dump but its not triggered in WOB's video
1 trigger of LamboWipe is triggered correctly in WOB's v.09 dump, but its not triggered in WOB's video

Scenes missing for sure:
Extra Ball

 

 

Release Change Log:

.10    Shoot the SC to Lite Jackpot
        -Applied correct palette, looks better
    Shoot the SC millions plus per
        -new trigger, new colormask.
        -removed gradient text from supercharger and made the scene more colorful
    AND frame between extra ball awards
        -Recolored and added gradient
        -Might make make it even fancier later
    Post Ball Multiplier Bonus
        -Bonus trigger is cutting off the big number Mulitplier (gw_l5_007, frame 3,296 mask 5)
        -created new wider mask for bonus trigger, that should prevent the numbers from getting cut off
        -Scoring behind the 4x and 6x multiplers prevented them from being triggered after draining
        -created new keyframe mask just for the multipliers
        -new triggers using the new key frame mask
    Helicopter Chase Left
        - Keyframing 1:1 because the ghost frames duplicate triggers so I cant just color a sequence
        - Order may be random, this will resolve that
        - Not sure if I should shade the car; same "sprite" as the match & burnout scenes , cant shade those
        - I believe some of these frames are also used in other sequences, so this will colorize those parts as well
        - This is not completely colored, but the part that is done is triggered and colored
    SuperCharger Mode
        -Redid mask to remove ghosting
        -Altered colors to keep score color consistent and add some much needed green.
    MultiBall-
        -Recolored letters to differentiate from ColorDMD's choices
        -changed blue letters to white
        -cherry light stayed red to match topper
    Gears-
        -Forgot the gear display was 3 or 4 frames
        -copied first colored frame to the rest (ooops)
        -cut, colored, and triggered 5th gear
        -added gradient to the 4th gear frame
    JACKPOT
        -fleshed out the gradient colormask for sequence 1, final colors to be determined
        -All 4 jackpot sequences cut masked and trigger
        -I wont lie , I kind of like the unexpected purple
    Traffic Lights
        -These really are a cluster
        -removing the old keymask 5 and using the new keyframe mask 8
        -may redo triggering based on the WORD on the screen and not the bulb lit up on the tree
        -These will likely get redone completely using the color words as triggers and colormasks
    Credits + Push Start
        -removed colormask
        -removed keyframe
        -will just use default palette
    Replay At
        -new and additional keyframes
    FreeRide
        -Converted to replacement scene instead of color mask.
        -retriggered split to hide transition frames
    Burn Rubber
        -cut, colored , and trigger word prompt
        -same for the award screen
    4th & 5th Gear Award
        -cut, colored , and trigger word prompt
    Red Line Mania
        -cut, colored , and trigger word prompt
    Video Mode
        -Colored instruction screen
        -added a simple mask to put the scores and gear in color, better than nothing
        -You Win Screen keyed and colored
    Tunnel Shots
        -cut, colored , and trigger word prompt
    Speed Trap
        -colored the missing pixel on SpeedTrap2C frame, merp
    Replay
        -added scene
        -not set on colors, want to make it POP
    Status Report
        -First screen added, need to capture and color the rest.
    SC Boost
        -Added value screens for 4,5,6,7,8, and 9

 

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You're a coloring machine, meow

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WOB's gonna make me another video in a few days, I'll go through and try to fix up any remaining triggering issues, then I'll finish coloring the numbers with the background that plays when you hit the super charger, finish the chopper screens, and cut trigger and color extra ball then it *should* be 100%

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Looks awesome , ready to donate for real pin !

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Donation, as always, is optional. The real files are in the gdrive link above. There are more triggering issues with the real pin over the vpin because the real pin misses frames on occasion. Once the last of the vpin stuff is done I'll start trouble shooting on my real pin.

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The files were up on my gdrive but I finally uploaded them here.

 

Scenese still not done:
Extra Ball
Helicopter chase
Helicopter chase into tunnel
Super Charger Millions 6 to 10

Release Change Log:

.11    Default Pallette
        -Changed back to "VGA" aka Pal0
        -Makes Burn Rubber map look less dumb
        -Doesnt help video mode sinces its in 2 bit (aka black and white)
    5th Gear
        -added additional triggers
    Push Start with Credits (00:46)
        -Cut new scene
        -colored and triggered
    KickBack- (02:33)
        -removed "ghost frames"
        -changed sequence to replace instead of colormask
    SuperChargerMillions
        -added missing 2 million frame and trigger (03:28)
    Wipe Lambo (03:32) and (07:09)
        -duplicated sequence, chopped first frame
        -added trigger to second frame of sequence
        -this means that if the first frame doesnt get triggered the 2nd will trigger the 1 frame shorter sequence
        -Did the same thing for Lambo wipes from the left
        -same for cop car triggers
    Jackpot
        -Recolored 25,000,000 to gold with white inlays
        -left jackpot purple, it just pops but Im open to suggestions
    Williams (01:07)
        -added additional palette trigger to red
    Credit Reset (00:56)
        -changed white credit number to red
    VideoMode
        -more "fake" frames added
    Tunnel Shots
        -changed color mask to something more appealing
    Tunnel Sequence
        -1 to 1 framing / triggering
        -converted to replace instead of color mask
        -additional frames colored
    Replay (10:20)
        -added additional trigger
    6X Bonus (10:16)
        -added additional trigger
    8X Bonus
        -cut colored and triggered
    RPM    (11:36)
        -adjusted color mask for when the speed exceeds 200mph
    Traffic Lights
        -Redid ALL OF THEM
        -created new palette , color mask, and triggers etc
    VideoMode Fake
        -removed. Too many variables to make even a simple mask work.
        -I left a ton of colored scenes in the source in case Lucky1 can find a way to make it happen
    Multiball
        -Blue text added back, just red made the scene look weak.
    Score
        -added mask, trigger and scene with credit dot.

 

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What do it need to do to get this working on a real HS2 MAchine with Pin2DMD - these files look different than the ones im used to... 😕

Sorry for being a noob with this.

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