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 rotating the HMAC key before a public release.
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
- Register your game in the Steamworks partner dashboard and obtain your App ID.
- Replace the contents of
NEShim/NEShim/steam_appid.txtwith 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.state … slot7.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
- Navigate to your app and open Cloud → Cloud Settings.
- Set the Quota to at least 10 MB (NES states are typically 10–50 KB each).
- Under Root Overrides, add two entries with root
GameInstall: one forsaves\*and one forgame.srm. - Publish the cloud configuration.
Limitations
- Conflict resolution is opaque. Steam uses last-write-wins. There is no in-game conflict UI.
- The auto-save is not crash-safe. It is written only on graceful exit. 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.
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
- Open the Steamworks partner dashboard for your app.
- Go to Steam Input → Default Configuration.
- Upload
game_actions_<YourAppID>.vdfas 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 new HMAC key
The default HMAC key in the source is publicly known. Replace it before shipping any public build.
seal-achievements --gen-key
Paste the printed key into the HmacKeyBase64 constant in NEShim/NEShim.AchievementSigning/AchievementSigner.cs:
private const string HmacKeyBase64 = "YOUR_NEW_KEY_HERE=";
Rebuild after this change. The key only needs to be rotated once for the lifetime of the game.
10. Set up achievements in Steamworks
Before achievements can fire in-game, they must be registered in the Steamworks partner dashboard:
- Navigate to Achievements for your app.
- Create each achievement with an API Name (e.g.
ACH_FIRST_WIN). This name is thesteamIdfield inachievements.json. - Add a name, description, and icon for each achievement.
- Publish the achievements from the dashboard.
11. Author and seal achievements.json
- Create
achievements.jsonin the game’s output directory (alongside the exe). - Compute your ROM’s SHA1 hash (see Finding the ROM SHA1 hash).
- 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
}
]
}
}
- Seal the file:
seal-achievements 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 | Drawn at 1:1 pixel resolution, centered, cropped to bar width. |
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:
- Copy the entire output directory to a machine without .NET installed to verify the self-contained runtime works.
- 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.
- Verify the auto-save and save state slots work (save, quit, reload).
- Verify battery RAM persistence if the game uses it.
Release checklist
windowTitleset inconfig.jsonicon.icoreplaced with your game artwork<AssemblyName>changed inNEShim.csprojif renaming the assembly (optional)- HMAC key rotated in
AchievementSigner.csand solution rebuilt steam_appid.txtupdated with your production App IDgame_actions_0.vdfrenamed togame_actions_<appid>.vdfin sourcesteam_api64.dllcopied from Steamworks.NET release zip into the output directory and included in your Steam depot- Steam Auto-Cloud configured in the Steamworks dashboard (
saves\*andgame.srmunderGameInstallroot;config.jsonexcluded) - Renamed VDF uploaded to Steamworks dashboard under Steam Input → Default Configuration
- Each
controller_bindings/*.vdfuploaded as Default Configuration for its controller type - All achievements created in the Steamworks dashboard with matching API names
achievements.jsonauthored and sealed withseal-achievements- 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)
THIRD-PARTY-NOTICES.mdupdated 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).