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 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.
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
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.
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
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