Content Provider malenko Posted August 30, 2019 Author Content Provider Share Posted August 30, 2019 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 Link to comment Share on other sites More sharing options...
scoobie1 Posted September 2, 2019 Share Posted September 2, 2019 Thank you for your continued work on these colorization projects. They must take a lot of time and it is very much appreciated. Link to comment Share on other sites More sharing options...
Crrispy Posted September 4, 2019 Share Posted September 4, 2019 Thanks a lot for your work, indeed some scenes are buggy on the real pin but hey, already very good! Link to comment Share on other sites More sharing options...
Content Provider malenko Posted October 15, 2019 Author Content Provider Share Posted October 15, 2019 New, maybe final vpin version this friday. I need to find my spare pin2dmd so I can plug it into my getaway so I can start troubleshooting on a real pin. Link to comment Share on other sites More sharing options...
Content Provider malenko Posted October 18, 2019 Author Content Provider Share Posted October 18, 2019 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. Link to comment Share on other sites More sharing options...
Content Provider malenko Posted October 19, 2019 Author Content Provider Share Posted October 19, 2019 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 Link to comment Share on other sites More sharing options...
Content Provider malenko Posted October 25, 2019 Author Content Provider Share Posted October 25, 2019 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 Uploading now Link to comment Share on other sites More sharing options...
adamstillman Posted October 26, 2019 Share Posted October 26, 2019 thanks buddy for this update. keeps getting better and better. much appreciated Link to comment Share on other sites More sharing options...
Content Provider malenko Posted October 29, 2019 Author Content Provider Share Posted October 29, 2019 rut roh! 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. Link to comment Share on other sites More sharing options...
naeromagus Posted October 30, 2019 Share Posted October 30, 2019 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 ! Link to comment Share on other sites More sharing options...
slippifishi Posted October 31, 2019 Share Posted October 31, 2019 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. Link to comment Share on other sites More sharing options...
Content Provider malenko Posted October 31, 2019 Author Content Provider Share Posted October 31, 2019 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 Link to comment Share on other sites More sharing options...
slippifishi Posted October 31, 2019 Share Posted October 31, 2019 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: 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: 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. Link to comment Share on other sites More sharing options...
Content Provider malenko Posted October 31, 2019 Author Content Provider Share Posted October 31, 2019 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! Link to comment Share on other sites More sharing options...
Content Provider malenko Posted November 1, 2019 Author Content Provider Share Posted November 1, 2019 updated the google drive folder, still working on an actual release Link to comment Share on other sites More sharing options...
slippifishi Posted November 4, 2019 Share Posted November 4, 2019 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 Link to comment Share on other sites More sharing options...
Content Provider malenko Posted November 13, 2019 Author Content Provider Share Posted November 13, 2019 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. Link to comment Share on other sites More sharing options...
Content Provider malenko Posted November 15, 2019 Author Content Provider Share Posted November 15, 2019 I uploaded a new beta this afternoon, full fledged release likely next friday. I just need to annoy WOB some more. Link to comment Share on other sites More sharing options...
Content Provider malenko Posted November 21, 2019 Author Content Provider Share Posted November 21, 2019 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 Link to comment Share on other sites More sharing options...
Thalamus Posted November 21, 2019 Share Posted November 21, 2019 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 ! Link to comment Share on other sites More sharing options...
outhere Posted November 21, 2019 Share Posted November 21, 2019 @thalamus - You still have this with the latest freezy --> pindmd3 LAG https://ci.appveyor.com/project/freezy/dmd-extensions/history Link to comment Share on other sites More sharing options...
Thalamus Posted November 21, 2019 Share Posted November 21, 2019 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. Link to comment Share on other sites More sharing options...
slippifishi Posted November 21, 2019 Share Posted November 21, 2019 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" Link to comment Share on other sites More sharing options...
Content Provider malenko Posted November 21, 2019 Author Content Provider Share Posted November 21, 2019 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" 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 Link to comment Share on other sites More sharing options...
Content Provider Wob Posted November 22, 2019 Content Provider Share Posted November 22, 2019 Awesome work mate, a pleasure to help along the way. I too dream of a future update with some for of sprite colourisation.Sent from my Pixel 3 XL using Tapatalk Link to comment Share on other sites More sharing options...
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