Dullahan Software
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dullahansoft.bsky.social
Dullahan Software
@dullahansoft.bsky.social
Official account for Dullahan Software. NES homebrew. https://nebsndebs.com/
Never seen a vulture in the wild do that before! #nesdev #rx3
October 11, 2025 at 7:27 PM
Room transitions working in Janus. Kept it simple and dropped about 80% of the IRQ nonsense I was attempting before...#nesdev #gamedev
October 11, 2025 at 7:20 PM
"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
August 17, 2025 at 5:11 PM
Trap deployments working. Guess I have to implement an enemy real quick so they can do something! #nesdev #gamedev
July 14, 2025 at 9:17 PM
OK, just implemented simple input buffering for movement and actions and glad I did. Rolling into a buffered shot is so cool! #nesdev #gamedev
July 11, 2025 at 1:13 AM
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.
July 9, 2025 at 11:55 PM
Basic state machine with movement and projectiles now working. Up next, rolls & traps! #nesdev #gamedev
July 9, 2025 at 3:58 AM
Workshopping movement today. For now going with simple 4-directional with velocity a little under 1 px a frame. #nesdev #gamedev
July 8, 2025 at 2:44 AM
But how much boost is too much boost? #nesdev #gamedev
June 28, 2025 at 6:25 PM
Inspecting drivetrain power levels. Something is up with my primitive rubber-banding and why isn't the power dipping on collisions?! #nesdev #gamedev
June 9, 2025 at 11:32 PM
June 7, 2025 at 12:30 AM
So maybe you have a point about the boost having too much juice.... #nesdev #gamedev
May 15, 2025 at 9:59 PM
Increased drag and a lil' Y bounce and cobblestone driving feels good--I mean bad....I mean you know what I mean #nesdev #gamedev
May 8, 2025 at 9:16 PM
I wonder if I can make driving on cobblestone here just as bad as it is in real life #nesdev #gamedev
May 5, 2025 at 9:55 PM
Space....race. #nesdev #gamedev
April 24, 2025 at 6:43 PM
Hitting the limits of 12-n vector maps for CPU piloting (map is on the left). Even with reduced speed and increased cornering it's a tough time on a course like this! #nesdev #gamedev
April 21, 2025 at 8:48 PM
Working on dino race courses, complete with palette-cycling lava... @kevynstott.bsky.social is the current speed good? #nesdev #gamedev
April 19, 2025 at 5:34 PM
The meanest thing I've ever done...and in the 2nd level! Believe it or not that part was even harder in earlier versions. #nesdev #gamedev
April 15, 2025 at 2:59 AM
You've still got options
April 14, 2025 at 4:01 AM
Scrolling down with a static HUD and a seam skip works great! Scrolling up with a static HUD and a seam skip... #nesdev #gamedev
April 14, 2025 at 3:40 AM
Making progress on VRC6 raster effects...thx to a random CV3 blog with disasm... (you can see the seam being skipped to the left) gmvania.blogspot.com/2012/08/book... #nesdev #gamedev
April 10, 2025 at 10:08 PM
It's been baby-steps with the 4-way screen transitions....Need to troubleshoot my IRQ next. #nesdev #gamedev
April 8, 2025 at 10:24 PM
Testing the new City tile-set. These straight race courses are an experiment. Will be interesting to see how ppl like them in playtesting (hoping for chaos with collisions and missiles) #nes #famicon
April 3, 2025 at 10:50 PM
The new rendering code in Janus is working fine--why do you ask? #nesdev #gamedev
March 27, 2025 at 9:41 PM
Driving through the magic wood. #nesdev #gamedev
March 18, 2025 at 12:48 AM