Dullahan Software
@dullahansoft.bsky.social
250 followers 34 following 58 posts
Official account for Dullahan Software. NES homebrew. https://nebsndebs.com/
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Reposted by Dullahan Software
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: [email protected]
Never seen a vulture in the wild do that before! #nesdev #rx3
Room transitions working in Janus. Kept it simple and dropped about 80% of the IRQ nonsense I was attempting before...#nesdev #gamedev
Reposted by Dullahan Software
Great news for our American customers! 🎉
Orders to the USA are finally back! 🇺🇸

We’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.
"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
Trap deployments working. Guess I have to implement an enemy real quick so they can do something! #nesdev #gamedev
OK, just implemented simple input buffering for movement and actions and glad I did. Rolling into a buffered shot is so cool! #nesdev #gamedev
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.
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.
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.
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.
Listen to 10 times a day for 2 weeks and let me know if your symptoms persist after that...
oops I kinda fell off with my music posting, here's a city theme for @dullahansoft.bsky.social's top-down NES+VRC6 racing game

"Cool Sneakers Crew"
Basic state machine with movement and projectiles now working. Up next, rolls & traps! #nesdev #gamedev
Workshopping movement today. For now going with simple 4-directional with velocity a little under 1 px a frame. #nesdev #gamedev
But how much boost is too much boost? #nesdev #gamedev
Inspecting drivetrain power levels. Something is up with my primitive rubber-banding and why isn't the power dipping on collisions?! #nesdev #gamedev
It does look like that. I use CA65 scopes to encapsulate data and subroutines like a class would.
So maybe you have a point about the boost having too much juice.... #nesdev #gamedev
Reposted by Dullahan Software
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
although, after uploading with dropped frames of course you can barely tell....
Increased drag and a lil' Y bounce and cobblestone driving feels good--I mean bad....I mean you know what I mean #nesdev #gamedev