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How to Make a Nintendo 64 Game in 2026

phoboslab.org

131–140 of 313 posts

Re: How to Make a Nintendo 64 Game in 2026

#132
I’ve been building quite an ambitious flash cart menu system for the N64 recently, and it’s been an absolute joy! Would really recommend anyone with a curious, hacker mindset that grew up with these consoles to explore this platform - it’s fascinating!

Here’s what I’m working on - it contains a comprehensive retail game metadata library & cheats database, can screenshot running games and execute frame-perfect tool-assisted speedruns: https://youtu.be/UyqtU0hgGRA?si=_YisdNOrQrSpdpNT

Re: How to Make a Nintendo 64 Game in 2026

#134
post #3

I'm tinkering with a PlayStation homebrew (voxel space renderer) and development for fifth generation consoles has never been easier. Modern toolchains, programming languages, dev cartridges and libraries from the community makes all the difference. Outside of some niceties like ICE (gotta write that GDB stub for target hardware at some point), it's not that different from what you'd experience with modern embedded w…

There is something so charming about the N64/PS1 era. They were so unique in their own right and you could tell at a passing glance which system was displaying on the screen even if you didn't know what game it was. Two radically different systems at the dawning of 3D console games. I bought a MiSTer for me and my son and we played the heck out of Mario Kart 64 and Mario Golf. I think he picked up my "gaming is dead…

I demand Sega Saturn representation in this list!

Re: How to Make a Nintendo 64 Game in 2026

#136
post #64

Libdragon has been improved massively in the past year or so, there are now simple demo games that show capabilities far beyond the original N64 games (bump mapping textures, HDR, seamless loading of massive overworld maps, etc.) Really talented core team, fun to give them a follow. Demos: https://www.youtube.com/watch?v=XP8g2ngHftY

I recall seeing a demo of an N64 driving an Oculus Rift.

Re: How to Make a Nintendo 64 Game in 2026

#137

Earlier quoted context omitted.

There is something so charming about the N64/PS1 era. They were so unique in their own right and you could tell at a passing glance which system was displaying on the screen even if you didn't know what game it was. Two radically different systems at the dawning of 3D console games. I bought a MiSTer for me and my son and we played the heck out of Mario Kart 64 and Mario Golf. I think he picked up my "gaming is dead…

I love that. My wife and I are hopefully having kids soon and that's one thing I really want to encourage. Not to say that modern games aren't any good, but there's an increasing lack of respect for the player's time and wallet. The goal is shifting to maximizing value because they're getting more expensive to produce, but increasing the game price itself is a cardinal sin. Not to mention that live service games just…

I dug out the Wii I bought for my daughter for my 6yo grandson. He thinks it's great...it's about the only thing that he'll put down Roblox for.

Re: How to Make a Nintendo 64 Game in 2026

#139
post #69

Earlier quoted context omitted.

I am still amazed my own minimalist PS1 tutorial series [1] became as popular as it did, given that prior to it basically all learning material on the internet was written around the decent-for-the-time-but-horrible-now Sony SDK and often based on 30-year-old example code full of 30-year-old C practices (in particular the complete disregard for aliasing and concurrency, which resulted in plenty of headaches once peop…

To put this into perspective for youngsters, that horrible Sony SDK was considered a wonder for its time, and what kickstarted the movement away from Assembly into C for home console development, as main language. Until then, only arcades had already made the switch. On PS2, PS2Linux, Dreamcast there was already C++ support, by the way.

I’ve started to adapt my historic accounting of gaming away from hardware centric (console generations) and toward languages and compilers, and the force-multiplication they provided to developers which is tangibly evident in the products. Though these do correlate strongly with orders of magnitude of RAM being made available.

- Physical logic gate era of gaming.

- Assembly era

- C era

- OOP era

- Interpreted languages and game logic living in scripts on top of c++ engines

- Fully Gen-AI era?

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