How to Make a Nintendo 64 Game in 2026

(phoboslab.org)

78 points | by atan2 2 days ago ago

11 comments

  • boricj an hour ago

    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 work.

    • dottjt a minute ago

      How did they do it back in the day? Was basically everything from the tooling etc. just created inhouse from scratch?

  • stewx 33 minutes ago

    I am in the process of using Claude Opus 5 to build an N64 game, and it really works. I've written no code and it is able to build a fully functional game.

    I got it to write a skill for driving the Ares emulator via GDB Remote Serial Protocol and it uses that for its feedback loop.

    • Flashtoo 24 minutes ago

      What do you get out of that? The utility of having the end product (a generated game for an obsolete console) seems pretty small, and personally I would think the fun is in learning about the inner workings of the time capsule that is 90s hardware. Would you mind explaining?

      • gambiting a minute ago

        I mean, there is plenty of people out there who enjoy the process of making a game(they have a really clear idea of gameplay mechanics they think would be fun when put together) but they really don't enjoy programming at all. I guess it's kinda the same - I Want to see my game happen, I don't want to code it. Which isn't that different from where all the other tools are leading us anyway. Nowadays you can make a video game by just downloading an engine and building everything using the included scripting language most of the time - no need to understand rendering, IO, input or anything else.

        There's a time and place for everything.

      • hnlmorg 20 minutes ago

        Not the OP, but when I was kid I used to draw game level for 8-bit systems back when I wasn’t allowed on a computer (screen time).

        My point is, people get enjoyment out of game design too. It’s not just about nerding out on technical specs.

    • dwroberts 21 minutes ago

      Post about learning and understanding how to do something

      “Here’s how I’m doing the same thing, but also doing it in a way that totally avoids understanding or learning anything”

      Cool story

      • AussieWog93 13 minutes ago

        On the subject of learning something... Compare your comment to the sibling from Flashtoo. One is genuinely inquisitive and displaying willingness to learn, the other is just dunking all over someone.

        • dwroberts 6 minutes ago

          One thing that grates with that style of comment though is the implication (whether intended or not) that the link/post author wasted time and could have just had an LLM do it instead. And I think it’s important that we make clear that that style of comment is not welcome here.

          If there’s elaboration on why an LLM is being used… do it in the original comment? Otherwise it’s just annoying and serves no purpose

  • ayanb an hour ago

    Super interesting article - thanks for sharing your journey. As AI slop takes over the internet, well written and original technical content like these will be important.

    Also,

    2026 web dev: 4MB of JavaScript to render a button. 2026 N64 dev: entire FPS in 1MB

  • valorzard 2 hours ago

    At some point I reallly gotta sit down and play around with Pyrite64, it looks super cool