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Dullahan Software

@dullahansoft.bsky.social

Official account for Dullahan Software. NES homebrew. https://nebsndebs.com/

262 Followers  |  38 Following  |  71 Posts  |  Joined: 06.02.2024  |  2.1129

Latest posts by dullahansoft.bsky.social on Bluesky

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Added new soccer sub-menu with the different maps....it's tough, but I like the meteor the best #nesdev #indiedev

17.01.2026 00:41 โ€” ๐Ÿ‘ 12    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

That's what I'm aiming for :)

13.01.2026 16:38 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Working thru bugs with the soccer ball anim. The diagonal cases are a lil wonky... #nesdev #indiedev

13.01.2026 03:13 โ€” ๐Ÿ‘ 22    ๐Ÿ” 6    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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The soccer ball didn't want to be left out I guess?... #nesdev #gamedev

10.01.2026 01:38 โ€” ๐Ÿ‘ 20    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Game mode select screen finished for now...including tanks and cursed game breaking soccer ball #nesdev #indiedev

09.01.2026 23:29 โ€” ๐Ÿ‘ 10    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Experimenting with a concept for the game mode selection screen... #nesdev #homebrew

08.01.2026 22:53 โ€” ๐Ÿ‘ 15    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Finishing touches for the title screen. On to the post-race screen! #nesdev #homebrew

06.01.2026 23:40 โ€” ๐Ÿ‘ 17    ๐Ÿ” 4    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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It has been 0 days since I finally got 2 VRC6 IRQs firing in one frame on the NES. Using them to swap in the flag animations for Rally Rally Rally title screen. #nesdev #gamedev

06.01.2026 04:02 โ€” ๐Ÿ‘ 23    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Working on the Rally Rally Rally title screen this afternoon #nesdev #gamedev

06.01.2026 00:08 โ€” ๐Ÿ‘ 14    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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New cup select screen going in for Rally Rally Rally. #nesdev #gamedev

05.01.2026 19:18 โ€” ๐Ÿ‘ 21    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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put-put-put-ing into the new year. Lots of new stuff coming so stay tuned! #nesdev #gamedev

31.12.2025 18:24 โ€” ๐Ÿ‘ 27    ๐Ÿ” 5    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Cool cool. I haven't been to SGX in a couple years, so might have to come out for this one!

08.12.2025 19:57 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Hey Sleepy Bits, I was at the PRGE '25 NES101. Sacramento is my neck of the woods, are you all based around here too?!?!

08.12.2025 17:31 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Hey #PortfolioDay I do chunky Pixel art & Animation
Do you have a game that needs a bunch of enemies?
I am ready to unleash my power !!

Portfolio: kevynstott.tumblr.com/
Email: Kevynstott@gmail.com

14.10.2025 23:57 โ€” ๐Ÿ‘ 280    ๐Ÿ” 61    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Never seen a vulture in the wild do that before! #nesdev #rx3

11.10.2025 19:27 โ€” ๐Ÿ‘ 25    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Room transitions working in Janus. Kept it simple and dropped about 80% of the IRQ nonsense I was attempting before...#nesdev #gamedev

11.10.2025 19:20 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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Great news for our American customers! ๐ŸŽ‰
Orders to the USA are finally back! ๐Ÿ‡บ๐Ÿ‡ธ

Weโ€™re now working with @dalyengames.bsky.social, a true homebrew enthusiast, who will act as our distributor in the US. Shipping fees stay the same, no extra charges, and no new customs taxes for you.

28.08.2025 13:19 โ€” ๐Ÿ‘ 61    ๐Ÿ” 17    ๐Ÿ’ฌ 8    ๐Ÿ“Œ 1
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"Joust" races have been a tricky mechanic in Rally Rally Rally. Still trying to find the right mix to make it interesting for 1-player... #nesdev #gamedev

17.08.2025 17:11 โ€” ๐Ÿ‘ 35    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Trap deployments working. Guess I have to implement an enemy real quick so they can do something! #nesdev #gamedev

14.07.2025 21:17 โ€” ๐Ÿ‘ 21    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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OK, just implemented simple input buffering for movement and actions and glad I did. Rolling into a buffered shot is so cool! #nesdev #gamedev

11.07.2025 01:15 โ€” ๐Ÿ‘ 21    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

It's my understanding that Maniac Mansion does something similar with coroutines and costumes. This makes certain things easier with timing since the animation and gameplay logic are decoupled.

10.07.2025 20:28 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The change_costume macro is effectively inter-thread comm. to tell the costume to change to a different animation. In my NES game engine "veil engine" each actor gets 2 coroutines one for logic and the other a costume thread.

10.07.2025 20:28 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

The code shown previously was from the actor's coroutine. This has all the logic for physics and gameplay. There is another coroutine that is the costume thread.

10.07.2025 20:28 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Yeah, with this I am using a jump table. So on the left is a CA65 enum with all the states (including transition states). The middle shows the jump code and part of the table, and then the last are all the subroutines that execute for each state.

09.07.2025 23:57 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Listen to 10 times a day for 2 weeks and let me know if your symptoms persist after that...

09.07.2025 23:51 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

6502 assembly

09.07.2025 05:04 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Basic state machine with movement and projectiles now working. Up next, rolls & traps! #nesdev #gamedev

09.07.2025 04:00 โ€” ๐Ÿ‘ 35    ๐Ÿ” 8    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Workshopping movement today. For now going with simple 4-directional with velocity a little under 1 px a frame. #nesdev #gamedev

08.07.2025 02:45 โ€” ๐Ÿ‘ 20    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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But how much boost is too much boost? #nesdev #gamedev

28.06.2025 18:26 โ€” ๐Ÿ‘ 12    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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