‹ BackHN Continuity

Thread

How to Make a Nintendo 64 Game in 2026

408 points · 177 comments · atan2

  1. boricj · · focus · HN ↗
    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.

    1. yellowapple · · focus · HN ↗
      I've been on-and-off writing a Zig library for writing N64 games and it's indeed pretty wild how getting working code was as simple as telling the compiler to use LLVM's MIPS III target.

      Of course, getting working code that actually does anything useful is a much different story (it's taking multiple days just to write the wrappers for RDP commands, for example; lots of cross-referencing between N64Brew wiki pages v. official SGI docs v. libdragon source code v. Peter Lemon's assembly code to figure out what all the different bitpacked fields really mean and how to best represent them), but it still feels magical that I can just use an ordinary toolchain and not some ancient proprietary monstrosity.

Open on Hacker News to reply ↗

Unofficial Hacker News client; not affiliated with Y Combinator.