Building from source

Use this path if you have the NEShim source and want to build your own binary. Required for a custom embedded exe icon, renaming the underlying assembly, or baking the signing public key into the binary.


1. Set the window title

In config.json, set windowTitle to your game’s name:

{
  "windowTitle": "My Game Title"
}

2. Set the executable icon

Replace NEShim/NEShim/icon.ico with your game’s icon. No project file changes are required — the csproj already references this file for both the embedded exe icon and the runtime window icon.

The .ico file must contain at minimum: 16×16, 32×32, 48×48, and 256×256. Most icon editors export all sizes in one pass.

Icon behaviour

Context Mechanism When it applies
Windows Explorer file icon, Steam library Win32 resource embedded in the exe at publish time dotnet publish (self-contained) builds only
Taskbar, title bar, alt-tab thumbnail Form.Icon loaded from the managed embedded resource at startup All builds, including debug

Both are driven from the same icon.ico file. In debug builds the exe file in Explorer will still show a generic icon, but the running application’s taskbar and window icon will show your artwork.


3. Rename the assembly (optional)

By default the output binary is NEShim.exe / NEShim.dll. If you want everything to appear under your game’s name, change <AssemblyName> in NEShim/NEShim/NEShim.csproj:

<PropertyGroup>
  <AssemblyName>MyGame</AssemblyName>
</PropertyGroup>

Rebuild after this change. The publish output will contain MyGame.exe, MyGame.dll, MyGame.deps.json, and MyGame.runtimeconfig.json. All four names are derived from <AssemblyName> at build time — do not rename them individually after the build.

If you skip this step, only NEShim.exe can be renamed manually (see Deployed file layout).


4. Configure Steam App ID

  1. Register your game in the Steamworks partner dashboard and obtain your App ID.
  2. Replace the contents of NEShim/NEShim/steam_appid.txt with your App ID — a plain integer, no trailing newline:
1234560

This file is copied to the output directory at build time. During development it lets the game connect to Steam without going through the Steam client’s launch process.


5. steam_api64.dll

steam_api64.dll is not stored in the repository (Valve SDK license). After dotnet publish, copy it from the Steamworks.NET 2025.163.0 release zip into the output directory alongside the exe. Use the copy bundled with the wrapper — it is matched to the wrapper version and must not be sourced separately from the Steamworks SDK partner dashboard. The current build targets Steamworks.NET 2025.163.0.

Include it in your Steam depot when uploading; Valve does not inject it automatically. Once it is in your depot, Steam distributes it to players as part of the normal game install.

If you ever need to upgrade Steamworks.NET, replace lib/Steamworks.NET.dll with the new version from the Steamworks.NET release zip and supply the matching steam_api64.dll from the same zip at packaging time — they must be kept in sync.


6. Configure Steam Auto-Cloud

NEShim reads and writes save files to the local filesystem only. Cloud sync is handled entirely by Steam Auto-Cloud configured in the Steamworks partner dashboard — no code changes are required.

Files to sync

Path pattern Contents
saves\* Manual save states (slot0.stateslot7.state), slot metadata (.meta), and the auto-save (autosave.state)
game.srm Battery-backed RAM — the cartridge save for games like Zelda and Metroid

Do not sync config.json. Settings like windowMode and volume are machine-specific; syncing them will overwrite a player’s preferences on every machine they use.

Steamworks dashboard setup

  1. Navigate to your app and open Cloud → Cloud Settings.
  2. Set the Quota to at least 10 MB (NES states are typically 10–50 KB each).
  3. Under Root Overrides, add two entries with root GameInstall: one for saves\* and one for game.srm.
  4. Publish the cloud configuration.

Limitations

  • Conflict resolution is opaque. Steam uses last-write-wins. There is no in-game conflict UI.
  • A crash can lose up to ~5 minutes of progress. The auto-save fires when the in-game menu opens, every ~5 minutes during active play, and on graceful exit — so the worst-case exposure window on a crash is one periodic interval. See Auto-save in the configuration reference.
  • Manual slot saves are immediately safe. Each manual save writes synchronously; Steam picks it up on the next sync.
  • NEShim collects no data. There is no telemetry or automatic crash reporting. A crash.log is written locally on crash but never transmitted. For your Steam store privacy policy, any applicable data collection comes from Steam itself (playtime, achievements, cloud saves) and is covered by Valve’s Privacy Policy. See Network activity and telemetry.

7. Rename the Steam Input VDF

In the source tree, rename NEShim/NEShim/game_actions_0.vdf to game_actions_<YourAppID>.vdf. The file contents do not change — only the filename. The renamed file is copied to the output directory at build time.


8. Configure Steam Input

Upload the action definition file and the default controller bindings to the Steamworks partner dashboard.

Upload the action definition file

  1. Open the Steamworks partner dashboard for your app.
  2. Go to Steam Input → Default Configuration.
  3. Upload game_actions_<YourAppID>.vdf as the Game Actions file.

The VDF defines two action sets — Gameplay and Menu — that NEShim switches between automatically. Optionally customise the localization block with your game’s terminology.

Upload default controller bindings

The controller_bindings/ directory (built to the output directory automatically) contains a pre-built default configuration for each supported controller type. Upload each file in the Steamworks dashboard as the Default Configuration for its controller type:

File Controller type
xbox360.vdf Xbox 360
xboxone.vdf Xbox One / Xbox Series X|S / Xbox One Elite
neptune.vdf Steam Deck
ps4.vdf PlayStation 4 DualShock 4
ps5.vdf PlayStation 5 DualSense
switch_pro.vdf Nintendo Switch Pro Controller
steam_controller.vdf Valve Steam Controller

Without these defaults, players must configure their controller bindings manually from the Steam overlay. With them, supported controllers work immediately at first launch.


9. Generate a signing keypair

NEShim uses ECDSA-P256 asymmetric signing. The default keypair in the source is publicly known — generate your own before shipping.

seal-achievements --gen-keypair

Output:

Private key (keep secret — never commit; store in 1Password, a local file, or a CI secret):
<base64>

Public key (embed in AchievementSigner.DefaultPublicKeyBase64 OR set as achievementPublicKey in config.json):
<base64>
  1. Store the private key securely outside source control (local file, 1Password, or CI secret).
  2. Set EmbeddedPublicKeyBase64 in NEShim/NEShim.AchievementSigning/AchievementSigner.cs to the printed public key:

    public const string? EmbeddedPublicKeyBase64 = "MFkwEwYHKo..."; // your public key
    

    This bakes the key into the binary. It takes precedence over achievementPublicKey in config.json and cannot be overridden without recompiling.

  3. Rebuild the solution.
  4. Re-seal all achievements.json files: seal-achievements --key-file private_key.txt achievements.json.

The keypair only needs to be generated once for the lifetime of the game. Achievements will not fire until a key is configured. See Achievement system — Key management.


10. Set up achievements in Steamworks

Before achievements can fire in-game, they must be registered in the Steamworks partner dashboard:

  1. Navigate to Achievements for your app.
  2. Create each achievement with an API Name (e.g. ACH_FIRST_WIN). This name is the steamId field in achievements.json.
  3. Add a name, description, and icon for each achievement.
  4. Add translated names and descriptions for each supported language. Steam returns the achievement display name in the user’s current game language — the unlock pop-up shown in-game pulls the name directly from Steam, so translations entered here appear automatically with no extra code. Missing languages fall back to the English name.
  5. Publish the achievements from the dashboard.

11. Author and seal achievements.json

  1. Create achievements.json in the game’s output directory (alongside the exe).
  2. Compute your ROM’s SHA1 hash (see Finding the ROM SHA1 hash).
  3. Author the achievement definitions. See Achievement system for the full field reference.

Example:

{
  "A1B2C3D4E5F60718293A4B5C6D7E8F90A1B2C3D4": {
    "memoryDomain": "System Bus",
    "achievements": [
      {
        "steamId":    "ACH_FIRST_WIN",
        "address":    255,
        "bytes":      1,
        "encoding":   "binary",
        "comparison": "equals",
        "value":      1
      }
    ]
  }
}
  1. Seal the file using your private key:
seal-achievements --key-file private_key.txt achievements.json

Verify all definitions are listed as [sealed] in the output. Never edit achievements.json after sealing without re-sealing — any changed definition will fail signature verification and silently stop firing.


12. Prepare artwork and audio assets

All artwork paths in config.json are relative to the executable directory.

Config field Purpose Notes
mainMenuBackgroundPath Full-screen background on the pre-game menu Any common image format. Stretched/filled to the window size.
sidebarLeftPath Image in the left letterbox bar during gameplay Scaled to fill the full bar area (cover, maintaining aspect ratio), centered, overflow cropped.
sidebarRightPath Image in the right letterbox bar during gameplay Same rules as left sidebar.
mainMenuMusicPath Looping audio for the pre-game menu MP3 or WAV recommended. Plays with fade-in/fade-out transitions.

13. Verify audio settings

Setting Recommendation
volume Set a comfortable default (e.g. 80) so the game doesn’t start at maximum volume.
soundScrubberEnabled Test both settings. On high-quality speakers the scrubber mode (true) is warmer. On laptop or TV speakers the default NES filter (false) may be fine.

14. Build and publish

dotnet publish NEShim/NEShim/NEShim.csproj \
  -c Release \
  -r win-x64 \
  --self-contained true \
  -o publish/MyGame

After the build completes, copy your game assets (config.json, achievements.json, game.nes, artwork, audio) into the output directory, then copy steam_api64.dll from the Steamworks.NET release zip alongside the exe (see step 5).


15. Test the release build

Before uploading to Steam:

  1. Copy the entire output directory to a machine without .NET installed to verify the self-contained runtime works.
  2. Launch through Steam (not directly from Explorer) to verify:
    • Steam overlay appears when Shift+Tab is pressed.
    • Gamepad input works via Steam Input if configured.
    • Achievements fire when conditions are met.
    • The game icon appears correctly in the Steam library.
  3. Verify the auto-save and save state slots work (save, quit, reload).
  4. Verify battery RAM persistence if the game uses it.

Release checklist

  • windowTitle set in config.json
  • icon.ico replaced with your game artwork
  • <AssemblyName> changed in NEShim.csproj if renaming the assembly (optional)
  • Signing keypair generated with seal-achievements --gen-keypair; public key set in AchievementSigner.EmbeddedPublicKeyBase64 and solution rebuilt; private key stored outside source control
  • steam_appid.txt updated with your production App ID
  • game_actions_0.vdf renamed to game_actions_<appid>.vdf in source
  • steam_api64.dll copied from Steamworks.NET release zip into the output directory and included in your Steam depot
  • Steam Auto-Cloud configured in the Steamworks dashboard (saves\* and game.srm under GameInstall root; config.json excluded)
  • Renamed VDF uploaded to Steamworks dashboard under Steam Input → Default Configuration
  • Each controller_bindings/*.vdf uploaded as Default Configuration for its controller type
  • All achievements created in the Steamworks dashboard with matching API names
  • Translated achievement names and descriptions added in Steamworks dashboard for each supported language
  • achievements.json authored and sealed with seal-achievements --key-file <keyfile>
  • lang/*.json files present for each supported language (built-in files are compiled in; confirm lang\*.json content items copy to output)
  • Supported languages list set in Steamworks dashboard under Store Presence → Basic Info
  • Localized store descriptions and screenshots uploaded in Steamworks dashboard for each supported language
  • Artwork and music assets in place and referenced in config.json
  • Audio defaults verified in config.json
  • Release build passes local smoke test (saves, Steam overlay, achievements)
  • Localization tested locally for each supported language (set "language": "<code>" in config.json, launch outside Steam)
  • THIRD-PARTY-NOTICES.md updated if any new dependencies were added

Deployed file layout

If you set <AssemblyName>MyGame</AssemblyName>, the output will look like:

MyGame/
├── MyGame.exe
├── MyGame.dll
├── MyGame.deps.json
├── MyGame.runtimeconfig.json
├── NEShim.AchievementSigning.dll
├── BizHawk.dll
├── steam_api64.dll             ← from Steamworks.NET release zip; must be included in your Steam depot
├── steam_appid.txt
├── game_actions_1234560.vdf
├── controller_bindings/
│   ├── xbox360.vdf
│   ├── xboxone.vdf
│   ├── neptune.vdf
│   ├── ps4.vdf
│   ├── ps5.vdf
│   ├── switch_pro.vdf
│   └── steam_controller.vdf
├── config.json
├── achievements.json
├── game.nes
├── saves/                      ← created automatically on first save
├── game.srm                    ← created automatically if game uses battery RAM
├── art/
│   ├── menu_bg.png
│   ├── sidebar_left.png
│   └── sidebar_right.png
├── audio/
│   └── menu_theme.mp3
└── [.NET runtime files...]

Without <AssemblyName>, replace the top four entries with MyGame.exe (renamed manually) and NEShim.dll, NEShim.deps.json, NEShim.runtimeconfig.json (unchanged).