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<title>Hokago Cafe</title>
<link>https://hokagocafe.com/</link>
<description>Notes from every project on Hokago Cafe.</description>
<language>en</language>
<item>
<title>A test for every scene</title>
<link>https://hokagocafe.com/devlog/2026-10-15-a-test-for-every-scene/</link>
<guid isPermaLink="false">2026-10-15-a-test-for-every-scene</guid>
<pubDate>Thu, 15 Oct 2026 00:00:00 GMT</pubDate>
<description>Any of the game's 2,136 scenes can now be run on its own, with automatic input, to see where it breaks.</description>
</item>
<item>
<title>Checked against the real game, frame by frame</title>
<link>https://hokagocafe.com/devlog/2026-10-15-checked-against-the-console/</link>
<guid isPermaLink="false">2026-10-15-checked-against-the-console</guid>
<pubDate>Thu, 15 Oct 2026 00:00:00 GMT</pubDate>
<description>Screens from the engine are lined up with the console running the original, down to the sky.</description>
</item>
<item>
<title>The rebuild of the game's own code moves</title>
<link>https://hokagocafe.com/devlog/2026-10-15-the-rebuild-moves/</link>
<guid isPermaLink="false">2026-10-15-the-rebuild-moves</guid>
<pubDate>Thu, 15 Oct 2026 00:00:00 GMT</pubDate>
<description>Matched code went from 480 to over 1,600 bytes, with new tools to compare function by function.</description>
</item>
<item>
<title>Voices, a game pad and saved games</title>
<link>https://hokagocafe.com/devlog/2026-10-15-voices-pad-and-saves/</link>
<guid isPermaLink="false">2026-10-15-voices-pad-and-saves</guid>
<pubDate>Thu, 15 Oct 2026 00:00:00 GMT</pubDate>
<description>The Windows build now speaks, answers a controller, goes full screen and keeps your progress.</description>
</item>
<item>
<title>Music and sound effects in the port</title>
<link>https://hokagocafe.com/devlog/2026-10-14-music-and-effects/</link>
<guid isPermaLink="false">2026-10-14-music-and-effects</guid>
<pubDate>Wed, 14 Oct 2026 00:00:00 GMT</pubDate>
<description>Streamed music decodes bit-exact against the reference decoder, and effects play from the console's own sound banks.</description>
</item>
<item>
<title>The script machine and the screen objects, in C++</title>
<link>https://hokagocafe.com/devlog/2026-10-14-script-machine-and-screen-objects/</link>
<guid isPermaLink="false">2026-10-14-script-machine-and-screen-objects</guid>
<pubDate>Wed, 14 Oct 2026 00:00:00 GMT</pubDate>
<description>The C++ script machine agrees with the reference interpreter over tens of millions of instructions, and five frames render pixel-identical.</description>
</item>
<item>
<title>A Windows executable plays the first minutes of the game</title>
<link>https://hokagocafe.com/devlog/2026-10-14-windows-executable-plays/</link>
<guid isPermaLink="false">2026-10-14-windows-executable-plays</guid>
<pubDate>Wed, 14 Oct 2026 00:00:00 GMT</pubDate>
<description>A Win32 window runs the real boot from the user's own disc data, from the logos to the first line of the prologue, at 58 to 60 frames per second.</description>
</item>
<item>
<title>Characters and full pictures on screen</title>
<link>https://hokagocafe.com/devlog/2026-10-13-characters-and-pictures/</link>
<guid isPermaLink="false">2026-10-13-characters-and-pictures</guid>
<pubDate>Tue, 13 Oct 2026 00:00:00 GMT</pubDate>
<description>The reference model now draws characters and whole backgrounds, compared against the real game running in an emulator.</description>
</item>
<item>
<title>The first line of the prologue</title>
<link>https://hokagocafe.com/devlog/2026-10-13-first-line-of-the-prologue/</link>
<guid isPermaLink="false">2026-10-13-first-line-of-the-prologue</guid>
<pubDate>Tue, 13 Oct 2026 00:00:00 GMT</pubDate>
<description>From boot to the first line of dialogue, using the game's own font.</description>
</item>
<item>
<title>Compiler identified</title>
<link>https://hokagocafe.com/devlog/2026-10-12-compiler-identified/</link>
<guid isPermaLink="false">2026-10-12-compiler-identified</guid>
<pubDate>Mon, 12 Oct 2026 00:00:00 GMT</pubDate>
<description>Eleven functions now rebuild to the original bytes.</description>
</item>
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