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I really like this approach because it’s a low-effort way to prioritize development.

I did this with the CPU for my GameBoy emulator: I picked a game I wanted to work and just kept implementing opcodes each time it crashed with an “opcode not implemented” error.



It's also a great approach to port games - replace all platform-specific code with assert(false) until it compiles and then fix the asserts as you encounter them until everything works.




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