When working on an emulator container, getting the game completely up and running ends up being one of the first tasks you tackle. After that, it's the surprisingly labor-intensive act of implementing all the bits we take for granted in a modern game, like an Options menu.

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Crossing a bridge towards the final castle while carrying the requisite Macguffin sword will spark a boss battle that will open up a path to the end of the game.

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I've been pretty quiet about this, but I recently restarted my emulator container project that will allow me to release my NES games on Steam, consoles, etc.

Decided to build on SDL3 since modern game engines have too much overhead for me.

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One of the earlier creatures you will encounter in Even Goblins Fall In Love is the Haniwa, an animated clay statue.

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Here's a first look at the Jabberwock, the final boss of Even Goblins Fall In Love.

It took a lot of work and a bit of trickery to get this image into the game, but it was totally worth it.

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My game production super power is having a compiler that literally stops working if I try to add too many features to my game.

Here is build output for Even Goblins Fall In Love that tells me I have an estimated 958 bytes of space left in PRG ROM.

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