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The Getaway - High Speed II 64 color Edition


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gdrive updated with source files, download here updated to V0.1.2

Scenese still not done:
Donut Heaven with 2 cops
Helicopter chase into tunnel
Explosion after jackpot
I need to clean up the triggering for jackpot

Release Change Log:

.12     Lots of bug fixes release!

    2x4x6x8x
        -Changed to Green to match playfield inserts
        -Completely redone, AGAIN
        -1 to 1 frame matching for after drain bonus
        -Same color masks used for non drain graphics since the red is not shown
        -Deleted all the old triggers and color masks
        -2 hours of my life, gone.
    SHIFT
        -Changed to Orange to match playfield insert
    Bonus Held
        -Changed to Orange to match playfield inserts
    After Drain Bonus tally
        -Recut, masked, and colored frame to work with new multiplier frames
    Slanted 1 Million (+ freeway)
        -Redid trigger frame to ensure its a replacement scene and not a colormask scene
    Slanted 2 Million (+ freeway)
        -Redid trigger frame to ensure its a replacement scene and not a colormask scene
    Free Ride
        -Redid trigger frame to ensure its a replacement scene and not a colormask scene
        -Same for parts 2 and 3 of free ride
    Super Charger Millions
        -Finished 6 , 7 , 8 , 9, and 10
        -Judging by frame count Im missing a few for 8

    Traffic Lights
        -Redid keyframe triggering to try and remove the green showing up during the yellow light
    Burn Rubber
        -Reduced delay of the repeated frame, so the map appears sooner
    RPM Redline
        -Changed keyframe mask to trigger from the right
        -This should fix lambo wipes from the right
        -May break lambo wipes fromt he left, TBD
    Score
        -Made the red darker
        -Made the blue softer
        -Still not sold on the color scheme, but cant think of anything better.
    KickBack Lit
        -Cut , colored, and triggered
        -Divided into sections to prevent loops, delays, and overlaps
        -Ghost frames eliminated
    Extra Ball
        -Cut, colored, and triggered
        -Divided into sections to prevent loops, delays, and overlaps.
    Design Team Credits
        -Cut, colored, and triggered
        -Altered to match special thanks scene
        -TOASTY!
    Two-Way Combo
        -Redid Palette
    Credit 0 (Insert Coin)
        -Keyframed to trigger on credit/pushstart
        -This should eliminate the "blue blip" on the scene
    CREDITS
        -Cut, colored, and triggered
        -Gradient mask over words
    HitchHiker Sequence
        -Separated first and last frame (it was a dupe)
        -Triggered first/last frame indepedantly
        -Triggered speaking frames independantly
        -This prevents the speaking frames from looping after shes done talking
    Chopper Chase Left
        -Finished Coloring
        -Finished Triggering
    Super Charger (5 millions plus per loop)
        -Changed maske to make enire bottom line blue
        -Added keyframe for when the screen is inverse
    Game Over
        -Cut, colored, and trigger
    Video Mode
        -Key framed the "crashed" screen to trigger the You win colormask

 

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  • 1 month later...
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I updated my google drive files, but not the source or download here.

 

I need to find, cut, and color the 2 cop car scene in front of donut heaven then I think all the colorization is done and then its just trigger fixing.

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There will be at least 1 more release for vpins.
I need to remask the match sequence for 4 players, anything more than a single player game
and the match sequence is broken.

Release Change Log:
.13    This is the colorization that never ends.......
    Speed Trap Cop
        -Made his sunglasses trim darker
        -Made his sunglass lenses match playfield (red)
        -Added gold shield to hat to match play field
    Super Charger Millions
        -Verified all frames have the same red and blue
    Tunnel Left
        -Finished coloring frames
    Altered Easter Eggs:
        -Hello World -> Hello WOB
        -Hello Xaqery-> Hello Mr_Tantrum
        -Doc X -> Hello Bobby (my bestie!)
        -Hello Anna -> Hello Bonnie (my wife)
        -These can be returned to stock by removing the hello triggers
            -Hello World
            -Hello Xaqery
            -Hello Anna
            -Hello Doc X
        -These can easily be altered by  changing the sequence for each
    Chopper Chase Left
        -Added grass to bottom of frame, for all 23 frames
    Helicopter chase into tunnel
        -Colored and Triggered!
    Jackpot Explosion
        -Pal jumped to grey
    Donut Heaven 1 Cop
        -cut the intro frame
        -cut the burnout sequence
        -triggered both intro and burnout
        -colored intro frame
        -colored burnout sequence
    Donut Heaven 2 Cops
        -cut the intro frame
        -cut the burnout sequence
        -triggered both intro and burnout
        -colored intro frame
        -colored burnout sequence
    TILT
        -Cut colored and triggered per WOB's suggestion
    Game Over
        -Cut,REDRAWN, and triggered
        -car based on the AmstradCPC game "Crazy Cars II"
        -original sprite ripped by Yawackhary , and used as a base
    KickBack
        -recolored white out frame to look less "colorbleedy"
    Secret Mania
        -triggered by downshifting twice with 3 cop cars on screen
        -keyframe trigger pointing to SuperCharger Mode color mask
    Design Team Credits
        -added extra trigger
    Two-Way Combo
        -Redid Palette (again)
        -New Color Mask to make score different color
    Super Jackpot
        -Added trigger to pal swap the numbers
        -Cut, Colored, and triggered "letter sequence"
    ACE DRIVERS
        -made initials mask 3 pixels wider for WOBlike names
    Traffic Lights
        -Redid color mask to trigger white text when no light is lit
        -this will make all the color's text flash white behind the colored text


uploading files now

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Release Change Log:

.14	Final Vpin release, unless there is some MAJOR BUG I missed, so not likely
	Super Jackpot
		-Correct Palette applied
		-minor recoloring
	Highest Score
		-kept forgetting to trigger this one, its done now.
	Slanted Millions
		-changed to pal jump to account for all numbers
	Match Game
		-new mask to allow for 2,3, and 4 player games
		-new colors mask highlights each players match number in a different color
		-new triggers for all 43 frames

 

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rut roh!

5hours.gif.df6fa63ab63d0aeb2c123d695a8e4e93.gif

 

So Im going to do a bunch of map pieces in chunks. I dont think the map is as random as I thought it was and this should get the majority of them colored.
Whichever ones dont get colored will still get a different palette applied, so it should work well 90% of the time.

 

I was watching the video WOB supplied to me for v14 and theres some helicopter right frames that didnt get triggered correctly, so there will be at least 1 more vpin release. I also need to delete the purple jackpot triggers, they are just ugly.

Lucky may need to help with some triggering issues where 1 animation color mask is getting stopped by a new animation. Im not 100% of the easiest way to change priority.

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I must say malenko, watching this from going to just a forum comment to steady wip releases. I am amazed at the work and apparent effort that has gone into the colorization. I have been with you on this since the first release. It came out really nice. I can't even imagine the hours that you have poured into this one. especially since i know that with all the different scenes it was very difficult and as previous comments state. I know i could not have the patience to do what you have. I just wanted to say thank you for sharing your creative take on this with us all . Well done !

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On 10/29/2019 at 6:57 PM, malenko said:

Lucky may need to help with some triggering issues where 1 animation color mask is getting stopped by a new animation. Im not 100% of the easiest way to change priority.

I don't know this is the exact inner workings, but its my interpretation of it and seems to hold true - @DJRobX did discover this previously elsewhere on the forum.

So the DMD is displaying a scene made up of X planes. 

For each plane, starting with plane 1 and working up:

The current scene hash with no mask applied is calculated. If a matching trigger is found, it displays.
The current scene hash with mask 0 applied is calculated. If a matching trigger is found, it displays.
The current scene hash with mask 1 applied is calculated. If a matching trigger is found, it displays.
The current scene hash with mask 2 applied is calculated. If a matching trigger is found, it displays.
The current scene hash with mask 3 applied is calculated. If a matching trigger is found, it displays.
... you get the idea...

When plane 1 has been checked against all masks and no trigger has been found, it moves to plane 2, and so on.


So, for example, a trigger on plane 1 using mask 10 will take priority over a trigger using mask 2 on plane 2. Triggers with no mask will always take priority over triggers with a mask.

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52 minutes ago, slippifishi said:


So, for example, a trigger on plane 1 using mask 10 will take priority over a trigger using mask 2 on plane 2. Triggers with no mask will always take priority over triggers with a mask.

I get that part of it, but I dont know how to make certain sequences have a higher priority without breaking anything.  I'd like the car wipe to have the highest priority but at the same time that animation gets cut off off by numerous other triggers.  I tried to go through and adjust triggers but it ended up being MUUUUUCH worse

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Ah, I see - it's like you want to say "once triggered, run this animation all the way to the end, no matter what".  Unless you trigger each individual frame of the wipe animation, and at a higher priority than all the other triggers, I don't think you can do this with the current editor :( 

There is a similar wipe in Indi 500, though much quicker and easier for me to cover the crimes than the wipe you are contending with :) You might also take a closer look at the offending other triggers and see if you can retrigger them in any way to delay them from triggering. For instance, imagine this scene and mask is the offending trigger that interrupts your wipe:

image.png.75b64d36ecf1c8a7fed397bbb805ef97.png

If the car wipe goes from left to right, that will trigger once the car is halfway across the screen. If the wipe goes from right to left, it will trigger at the end as you expect and desire. With a slightly different mask however:

image.png.5f16a20c3d3c2a3fddcc38d8869d1787.png

Now regardless of which side teh wipe begins or ends, the entirety of the skill shot text must be present before the trigger would fire.

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In a perfect word that would work, but its other things killing the animations and over writing the wipes that trigger from all over.
Very few of my masks can cover the entire screen, I had a lot to trigger and had to get pretty creative in re-using masks.  Its really tough to put into words but if you look at the source you'll be able to get a better idea how weird this game is.

 

All I know is I really wanna see your Indy colorization!
 

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On 10/31/2019 at 10:34 PM, malenko said:

Very few of my masks can cover the entire screen, I had a lot to trigger and had to get pretty creative in re-using masks.  Its really tough to put into words but if you look at the source you'll be able to get a better idea how weird this game is.

I took a quick look, but to be honest I am stuck in Indi and really trying to get this out of the door in the coming week/s so don't want to get too distracted :)

From what I can see, I think mask 1 is your worst enemy, especially in mid-game related scenes (it's fine for attract?), I also saw a few using mask 7 which I think will fire earlier than you want (SCBoostEquals 3 & SCTotal), change these to use more of the text. I will say you have still got plenty of free mask slots so don't be shy in creating new ones

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  • 2 weeks later...
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I took your advice and reworked things triggered by mask 1. I've basically redone almost the entire attract sequence and a ton of other stuff, probably another 30 hours of work poured into this. Im hoping I can finish my surprise  part of the update but its taking a considerable amount of time.

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Final version for VPINs is up, beta for real pins as well.  If you want the broken map and video mode, you have to download the gdrive files instead.

 

.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 variable math but Id guess around 800 possible sequences

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This is very cool @malenko

I know that it has been a long time coming. No wonder. There is very few DMD' that has this much dynamic content in the DMD. You never learn to pick the easy ones - do you ? ;)

Thank you so much for your persistence and the way you ploughed the way for @NetzZWerg and @slippifishi especially. There was a time I though that all we would see was half finished work. All of you are heroes and I wish one day that pindmd3 LAG will be solved so I can really appreciate your work in all the games.

Thanks a bunch guys !

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Ah. Thank you - that is a new reminder. I tried r181 or I think it was. At least, pretty recent. And once I did I got a copy of the dmd on the pf and I've been having so many issues with that freezy and well - to be perfectly honest. When someone gets pissed when I ask for progress of something that is perpetrated as being testing within weeks and they get pissed of you asking for progress well of a year afterwards. I don't really care to be guinea pig any more.

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The fact that the video mode "display window" translates left and right as the player car moves across the road for sure adds way too much complexity for my liking. I even struggled to think of a way to reliably colour the hills in the background without bleeding into the main action...

Anyway, great work; always love reading your release notes too "really high scores that only WOB can get" :D  

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48 minutes ago, slippifishi said:

The fact that the video mode "display window" translates left and right as the player car moves across the road for sure adds way too much complexity for my liking. I even struggled to think of a way to reliably colour the hills in the background without bleeding into the main action...

Anyway, great work; always love reading your release notes too "really high scores that only WOB can get" :D  

the easiest way would be to make the  mask be a little lower and trigger all the variables which is over 50 combinations. I triggered and colored over 220 frames to see how plausible a brute force would be, and even though WOB almost always goes to the right when he plays, I really only colored about 5% of the frames that were displayed.  I had the idea to make the frame mask not get triggered by the road lines so that there were only 20,000 or so frames to do, but I just cant justify the time. Pin2DMD needs a better colorization method for video modes that relies on object/sprite colorization and not frame colorization.

5 CPU cars (1 for each distance from the player)
6 Player car frames (straight, 2 changing lanes sprites, 3 spin out sprites)
3 signs
1 mountain

I just dont know how pin2DMD could compile the frames in real time. I have a customization to do for this game for someone who is re-theming the pin; so I get to do what I like and make some redraws!
Prolly take a long break from coloring, I dont feel as obligated to work on games with all the new people that are doing amazing work. @Thalamus  Im pretty sure @NetzZWerg was coloring games before me I was just doing redraws and gottliebs before anyone else :)

 

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