Dullahan Software
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dullahansoft.bsky.social
Dullahan Software
@dullahansoft.bsky.social
Official account for Dullahan Software. NES homebrew. https://nebsndebs.com/
Working thru bugs with the soccer ball anim. The diagonal cases are a lil wonky... #nesdev #indiedev
January 13, 2026 at 3:13 AM
The soccer ball didn't want to be left out I guess?... #nesdev #gamedev
January 10, 2026 at 1:38 AM
Game mode select screen finished for now...including tanks and cursed game breaking soccer ball #nesdev #indiedev
January 9, 2026 at 11:29 PM
Experimenting with a concept for the game mode selection screen... #nesdev #homebrew
January 8, 2026 at 10:53 PM
Finishing touches for the title screen. On to the post-race screen! #nesdev #homebrew
January 6, 2026 at 11:40 PM
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
January 6, 2026 at 4:02 AM
Working on the Rally Rally Rally title screen this afternoon #nesdev #gamedev
January 6, 2026 at 12:08 AM
New cup select screen going in for Rally Rally Rally. #nesdev #gamedev
January 5, 2026 at 7:18 PM
put-put-put-ing into the new year. Lots of new stuff coming so stay tuned! #nesdev #gamedev
December 31, 2025 at 6:24 PM
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