Dullahan Software's Avatar

Dullahan Software

@dullahansoft.bsky.social

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

246 Followers  |  34 Following  |  58 Posts  |  Joined: 06.02.2024  |  1.9842

Latest posts by dullahansoft.bsky.social on Bluesky

Post image Post image Post image Post image

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‘ 256    ๐Ÿ” 57    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
Video thumbnail

Never seen a vulture in the wild do that before! #nesdev #rx3

11.10.2025 19:27 โ€” ๐Ÿ‘ 23    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

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‘ 7    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
Post image

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‘ 60    ๐Ÿ” 17    ๐Ÿ’ฌ 7    ๐Ÿ“Œ 1
Video thumbnail

"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‘ 34    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

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‘ 20    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

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
Post image

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
Video thumbnail

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
Video thumbnail

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
Video thumbnail

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
Video thumbnail

Inspecting drivetrain power levels. Something is up with my primitive rubber-banding and why isn't the power dipping on collisions?! #nesdev #gamedev

09.06.2025 23:32 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

RAWR! #nesdev #gamedev

07.06.2025 00:30 โ€” ๐Ÿ‘ 17    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

It does look like that. I use CA65 scopes to encapsulate data and subroutines like a class would.

16.05.2025 17:17 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

CA65

16.05.2025 00:44 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Video thumbnail

So maybe you have a point about the boost having too much juice.... #nesdev #gamedev

15.05.2025 21:59 โ€” ๐Ÿ‘ 41    ๐Ÿ” 8    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
Video thumbnail

contrary to popular belief, I do still famitrack! here's a level theme for a burger joint deep in the primordial forest (it's called Dino-Burger), for an upcoming NES+VRC6 top-down racing game by @dullahansoft.bsky.social

14.05.2025 15:05 โ€” ๐Ÿ‘ 48    ๐Ÿ” 12    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

although, after uploading with dropped frames of course you can barely tell....

08.05.2025 21:18 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Increased drag and a lil' Y bounce and cobblestone driving feels good--I mean bad....I mean you know what I mean #nesdev #gamedev

08.05.2025 21:16 โ€” ๐Ÿ‘ 38    ๐Ÿ” 5    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 1

Def. worth a try I think.

06.05.2025 16:20 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

I wonder if I can make driving on cobblestone here just as bad as it is in real life #nesdev #gamedev

05.05.2025 21:55 โ€” ๐Ÿ‘ 23    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Video thumbnail

Space....race. #nesdev #gamedev

24.04.2025 18:43 โ€” ๐Ÿ‘ 30    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

This time we got a music post + #rexnobilis update twofer: here's a sneak peek at the 100% homegrown music engine and a WIP of one of the boss tunes for my SNES bullet hell Rex Nobilis! #screenshotsaturday #indiedev #snes #ใ‚นใƒผใƒ‘ใƒผใƒ•ใ‚กใƒŸใ‚ณใƒณ #ใ‚นใƒผใƒ•ใ‚กใƒŸ

23.04.2025 22:56 โ€” ๐Ÿ‘ 35    ๐Ÿ” 14    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Also lava will eventually hurt...not bounce.

21.04.2025 20:49 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

@dullahansoft is following 20 prominent accounts