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How to Make a Nintendo 64 Game in 2026

https://phoboslab.org/log/2026/08/xibalba64-making-of
ModRetro is owned by the same war profiteer who runs Anduril Industries which makes human-killing robots.

Their previous console had an edition made of the same metal as Anduril's lethal drones.

[1]: https://www.timeextension.com/news/2025/12/site-news-why-we-... [2]: https://kotaku.com/modretro-anduril-chromatic-attack-drone-m...

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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

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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.

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 people started using those ancient libraries and example code with modern GCC). We even have bleeding-edge C++ SDK options [2] complete with an STL and coroutine support, so if anybody here wants to try their hand at PS1 homebrew development I would highly encourage checking out the modern tooling we have now.

[1] https://github.com/spicyjpeg/ps1-bare-metal

[2] https://github.com/grumpycoders/pcsx-redux/tree/main/src/mip...

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.

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 now" outlook since he doesn't really have any interest in new systems or games anymore

> "gaming is dead now"

One gets the impression that gaming is dead when one's only contact with modern gaming consists of reading headlines about a handful of AAA games.

In reality, the gaming landscape has never been better, as game production has expanded in several directions:

- The barrier to entry into game development has been lowered; People who are talented in design but not programming now have the opportunity to create games

- AAA budgets have increased; those who enjoy large-scale productions will find increasingly large games

- There is still a market for old-school games, so plenty of (especially smaller) companies produce retromodern games

Heck, they even still produce commercial Commodore 64 games o_O

Of course, there is less room for radical innovation, but people do not play only radically innovative games. And regardless, innovation still exists today, especially in smaller-scale productions.

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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 out-earn non-service ones.

I hope it works out. I can see it working in the reverse: I play n64/ps1/ps2/gamecube games with my kid, they go to school and their friends are playing fortnight or valorant, and then you become the bad guy for trying to be an obstacle in that.

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>I think he picked up my "gaming is dead now" outlook since he doesn't really have any interest in new systems or games anymore

This is interesting, as I was about to say that gaming has never been more alive than it is now - but it's true that at least the developments in hardware are not nearly as exciting as they used to be in the past. Maybe that's what he's feeling?

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I'm a bit of an old-timer now (almost 45), but I enjoy a lot of the classics on GOG. And at a price that can't be beat. Totally no interest in playing modern games.
I grew up playing diablo II and super smash bros (super nintendo before that!). While I don't have as much time for it these days, gaming couldn't be farther from dead, IMO. There are incredible games and worlds being created both from AAA and indie studios alike.
How did they do it back in the day? Was basically everything from the tooling etc. just created inhouse from scratch?
The same way it's done now with current generation consoles: the manufacturer would provide you with SDKs and development hardware once you paid them a decent chunk of money and signed an NDA. Prior to the fifth generation it was common for the SDK to be just an assembler, debugger and register-level hardware documentation, leaving the implementation of a kernel and game engine up to the game developer.

Sony however decided to provide a full C toolchain based on GCC as well as a set of very high level libraries that abstracted away basically all aspects of the PS1 [1], all the way up to implementing a ready-to-go 3D engine and MIDI sequencer. This was an unpopular move as the libraries were slow, inefficient and most game developers were used to having full control over the hardware, but it also allowed inexperienced devs to get started quickly (as proven by the thousands of low budget PS1 titles that used the high level APIs) and eventually contributed to the popularity of the console over its peers with worse tooling.

Sony would eventually go on to release some slightly lower level documentation for certain aspects of the console as well as APIs that better mapped to how the hardware actually worked under the hood. It wasn't however until years later that the hardware would be fully reverse engineered at the register level [2], and it took even longer for most homebrew to move away from the official SDK (which only really started happening a few years ago as accurate emulators and homebrew SDKs started popping up).

[1] https://psx.schnappy.xyz/sdk/Psy-Q/DOCS/LibOver47.pdf

[2] https://psx-spx.consoledev.net/

They had stuff, but it was all proprietary. The N64 was a stripped-down implementation of the technology used on (high-end) SGI graphics workstations of the time. SGI certainly had all the required tools.
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The Dreamcast dev kits came with CodeWarrior as an IDE iirc.
Yeah, pretty much.

They provide the devkit hardware, the specification technical documentation and the tool chain to compile the binary.

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"Modretro customer service address and, to my surprise, heard back from the head of publishing within a day."

This makes me want to jump in. But also, I wonder how many people will ever buy and play your game.

Does Modretro's target market buy this type of stuff? Or are they the type to just download and emulator and ROM.

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Great work! I didn't even know it was still possible to publish new games for old consoles like the N64.
It may be counterintuitive at first, but why wouldn't be possible? It's one of the perks of "offline" hardware without subscriptions or DRM. You build a piece of hardware (cartridge) that attaches to another one (console) and it works. As long as the console works, there shouldn't be a problem.
> It may be counterintuitive at first, but why wouldn't be possible?

For the same reason it wasn't possible at the time for a third-party to make N64 cartridges themselves to avoid Nintendo's fees. But I assume these lockout chips are replicated or circumvented by now.

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Obligatory link to an interview with three of the Goldeneye developers about the development of the game. I found it very fascinating.

https://youtube.com/watch?v=bNN9XhGZ3Yw

(Also The Centre for Computing History YouTube channel is seriously underrated)

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Tried to see if it was possible to buy the Rom itself. But it seems like you would need to buy a physical copy at this point:

https://modretro.com/products/xibalba-64

Does compatibility with M64 imply N64 compat?
Yes. The game was mostly developed with an original N64.

The cartridges from Modretro only work on NTSC N64s, though. I'm told the next production run should work on PAL, too.

If you go into the "Specs" tab on the right, it explicitly lists the original N64 as compatible.
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

At some point I reallly gotta sit down and play around with Pyrite64, it looks super cool
Great writeup. Thanks author!
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if I am not wrong, the game described in this article, is presented in this video https://www.youtube.com/watch?v=9gOJUEcKYRk, from Palmer Luckey[1]. Wild this guy find time and energy for this side quest. That's passion.

References: [1] https://en.wikipedia.org/wiki/Palmer_Luckey

Each person that dies by his weapons of war makes him stronger.
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Anyone know a vendor that might sell SummerCart in amateur quantities? Doesn't need to do that specifically, but maybe there's custom low volume board makers, like with 3D printer economics.
Strange choice to go for a raycaster with sprites on the N64. The hardware is basically begging to be fed textured polygons.
All geometry is rendered as textured polygons. The raycasting step only determines visibility.

But yes, the N64 isn't particularly well suited for this type of game (or anything 2D, really). I didn't know that when I started the project.

Raycasters in the modern age are generally an artistic decision, not a technical one.
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what makes him/them a war criminal?
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Sponsoring a genocide, I would guess?
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Only military using Anduril in combat is Ukraine defending from russia
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Nah this money came from selling Oculus. That’s what made him a billionaire…
I came here to say the same thing. ModRetro is like if Palantir decided to start selling board games. The company is poison by association and Palmer Luckey certainly doesn't hide it (the drone part, for example).
{"deleted":true,"id":49195042,"parent":49195031,"time":1786013761,"type":"comment"}
So is Nintendo Online a popular service? I'm curious if I should get it.
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.

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?
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.

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If your game fits in the bounds of N64 hardware it makes perfect sense IMO. You basically get virtually all modern platforms for free. Much easier than wrestling with all the modern API that are "platform independent" but not really.
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.

> 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.

I don't disagree, but I don't see it as a positive, looking at the current game releases and their performance being shockingly unoptimised, there is a lot of lost real world value in knowing the lower level details, it's like anything really, sometimes you have to do the hard/unappealing work to create your best work.

Hmmm look, I can offer you my perspective on this.

I've been a low level engine programmer in video games all my working life. I worked on a few AAA games that sold 20M+ copies, I'm not saying this to boast, I'm saying this to say I know how the sausage is made. My literal day to day job is fixing issues like "The RHI thread on the Switch takes 0.5ms longer than it should" and optimizing things as much as possible.

I think if you asked me few years ago, I would have also taken the same stance you did - that these tools make it "too easy" and we get unoptimized crap out there.

But you know what, nowadays I feel like I mellowed out a lot. A lot of these so called "friendslop" games are horrible in terms of technical work. And you know what? They still bring joy to people. They still make people laugh and have a great time with the people they like. One of my favourite memories from a game I worked on was reading comments from people who said they were looking forward to just playing the game after work in the evening with their friends. Was optimizing the IO performance on PS4 essential to make the game happen? Sure. But what mattered more was that the game was actually fun to play.

Nowadays I see the improvement in tooling as nothing but a positive. There will always be hardcore engine programmers who know how to do this stuff, I have zero doubt about it. But allowing people to just download an engine and make the thing is absolutely fantastic. To say that it's bad - to me personally - that's gatekeeping. Saying you can't make a game unless you know how to write a renderer or a physics system is so offputting to people who want to make a game but just don't know how - we should be encouraging them, not chastising them for it. Little Big Planet did it well as one of the first games of that kind, if you recall that - just saying, here's a sandbox, make a thing that brings joy to other people. Isn't that what gaming is about?

And on a more serious, business side - it's kinda crazy that Epic lets you use UE for FREE until you start making serious money on the game that you made. You can start a company, hire people, and just start making the game you want to make without paying anything for the tooling. Very few other companies in the world let you do this.

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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

I saw a comment on HN a few weeks ago, can't remember the context but it was something along the lines of "listening to somebody talk about their vibecoded project is like listening to somebody describe a dream they had last night - you end up just tuning them out, because nobody gives a shit"
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.
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Urgh. Cool story...