MASAMI Sushi Ace - Columns clone
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MASAMI Sushi Ace - Columns clone
This is one of my previously completed PC games that became the candidate for stepping foot into 6502 ASM with CA65, and homebrewing in general. Lot of frightening new territory
Title on the completed PC game, fun TV filter
Current Title running in Mesen
So this is obviously my effort to take the game to home plate. The PC game is free and should be pretty telling of the project: https://www.foxyboxygames.com/games_mas ... i_ace.html
Let's see if we make it out alive
Title on the completed PC game, fun TV filter
Current Title running in Mesen
So this is obviously my effort to take the game to home plate. The PC game is free and should be pretty telling of the project: https://www.foxyboxygames.com/games_mas ... i_ace.html
Let's see if we make it out alive
Re: MASAMI Sushi Ace - Columns clone
It's been a rough first few weeks of development, crash coursing the architecture and ASM as a language and concept simultaneously. We're not in Python Kansas anymore, or even C Kansas. The discussions here aided tremendously to get the wheels rolling
Some functioning screens in Mesen. No game yet, but these screens play out accurate to my PC game. There were graphical trimmings to honor 8kb tile data
Some functioning screens in Mesen. No game yet, but these screens play out accurate to my PC game. There were graphical trimmings to honor 8kb tile data
Re: MASAMI Sushi Ace - Columns clone
Week 3 went a lot better
The background for the action screen was adjusted to be attribute table friendly (again). Blocks will drop, rotate, copy to grid, with a leniency timer that allows input for a moment before copy, and give the player another block
Next to do:
Modify attribute table when blocks copy to grid.
Randomize blocks given to player.
Define an area on top of screen where sprites hopefully will not render.
And of course lots more to do after that
The background for the action screen was adjusted to be attribute table friendly (again). Blocks will drop, rotate, copy to grid, with a leniency timer that allows input for a moment before copy, and give the player another block
Next to do:
Modify attribute table when blocks copy to grid.
Randomize blocks given to player.
Define an area on top of screen where sprites hopefully will not render.
And of course lots more to do after that
Re: MASAMI Sushi Ace - Columns clone
Wow very nice work for just 3 weeks! Can't wait to see how it all turns out.
(I've shared it on the new channel here: https://discord.gg/NHwCb2yuyF)
(I've shared it on the new channel here: https://discord.gg/NHwCb2yuyF)
Re: MASAMI Sushi Ace - Columns clone
Thank you for the share Goose2k!
Smooth and productive week 4
No score-keeping or much "magic" happening yet, but game will process matches. "Hid" sprites just above the grid, using a simple "dummy sprites" method. Holding dpad will make the falling block shift or drop faster. Blocks are properly randomized now, using a timer and inputs to poke the seed. Sushi appears on the plates after matching, which is one step in a bigger animation sequence to do. Lost the battle with the attribute table, when trying to color the original blocks to the grid. So I followed the example of Tetris and Dr Mario and gave all the blocks just 1 palette. Lastly, made the game text brighter in general for all game screens
Next to do:
Finish animating the magic when player makes a match.
Randomize customers and what sushi they're thinking of.
Score-keeping and processing.
And lots more

Smooth and productive week 4
No score-keeping or much "magic" happening yet, but game will process matches. "Hid" sprites just above the grid, using a simple "dummy sprites" method. Holding dpad will make the falling block shift or drop faster. Blocks are properly randomized now, using a timer and inputs to poke the seed. Sushi appears on the plates after matching, which is one step in a bigger animation sequence to do. Lost the battle with the attribute table, when trying to color the original blocks to the grid. So I followed the example of Tetris and Dr Mario and gave all the blocks just 1 palette. Lastly, made the game text brighter in general for all game screens
Next to do:
Finish animating the magic when player makes a match.
Randomize customers and what sushi they're thinking of.
Score-keeping and processing.
And lots more
Re: MASAMI Sushi Ace - Columns clone
Week 5! Juggled a birthday, anniversary, and playing that awesome new game Bravely Default II
Finished out the animations when the player makes a match: palette-swapping numbers appear on the grid when score made, hands give the sushi to the customer, and next customer is randomized. Implemented a simple sprite flickering with reverse indexing, which will happen depending where the digits on the grid are vertically and how many. Most of the score-keeping and processing is done. The sushi plates now disappear more gracefully, modifying the BG tiles by an amount that doesn't look as "patchy". I didn't finish writing the sushi that the customer is thinking about, so that will be pushed into the new week
Next to do:
Finish writing for what sushi customers are thinking of.
'Maneki Neko' block.
Increment levels and modify drop speed.
And more
Animations
Grid Full -> Statistics
Finished out the animations when the player makes a match: palette-swapping numbers appear on the grid when score made, hands give the sushi to the customer, and next customer is randomized. Implemented a simple sprite flickering with reverse indexing, which will happen depending where the digits on the grid are vertically and how many. Most of the score-keeping and processing is done. The sushi plates now disappear more gracefully, modifying the BG tiles by an amount that doesn't look as "patchy". I didn't finish writing the sushi that the customer is thinking about, so that will be pushed into the new week
Next to do:
Finish writing for what sushi customers are thinking of.
'Maneki Neko' block.
Increment levels and modify drop speed.
And more
Animations
Grid Full -> Statistics
Re: MASAMI Sushi Ace - Columns clone
Looking good 

Re: MASAMI Sushi Ace - Columns clone
Thanks dink!
Hit some walls in week 6 that ate time, but got important things done
The sushi the customer is thinking about randomizes after you match it, and serves to double the score made which is called an 'ace'. The 'Maneki Neko' block is functional and appears after making at least one of each type of sushi. Will clear all of the type it lands on, or awards some points if it lands on nothing. I'm not satisfied with how slowly the grid blocks blink to indicate they will disappear- especially bigger combos, so I'd like to improve those vram writes, or do something that looks better or goes faster
Next to do:
Increment levels and modify drop speed.
Finish scoring related to 'Maneki Neko' and aces.
Wrap up Arcade Mode, improve various code parts of before working on Story Mode.
And more
Maneki Neko block
Hit some walls in week 6 that ate time, but got important things done
The sushi the customer is thinking about randomizes after you match it, and serves to double the score made which is called an 'ace'. The 'Maneki Neko' block is functional and appears after making at least one of each type of sushi. Will clear all of the type it lands on, or awards some points if it lands on nothing. I'm not satisfied with how slowly the grid blocks blink to indicate they will disappear- especially bigger combos, so I'd like to improve those vram writes, or do something that looks better or goes faster
Next to do:
Increment levels and modify drop speed.
Finish scoring related to 'Maneki Neko' and aces.
Wrap up Arcade Mode, improve various code parts of before working on Story Mode.
And more
Maneki Neko block
Re: MASAMI Sushi Ace - Columns clone
Swapping this project with another that was on backburner- PC game built very similarly to this game's PC version
Will update more when I come back to this one
Will update more when I come back to this one