How to Make a Nintendo 64 Game in 2026

(phoboslab.org)

70 points | by atan2 1 day ago

4 comments

  • boricj 38 minutes 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.

  • stewx 6 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.

  • ayanb 36 minutes 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 1 hour ago
    At some point I reallly gotta sit down and play around with Pyrite64, it looks super cool