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.
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.
spicyjpeg 2 hours ago [-]
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.
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.
shoobiedoo 5 hours ago [-]
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
pizza234 2 hours ago [-]
> "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.
officeplant 1 hours ago [-]
it should instead say "AAA gaming is dead now"
All we see out of mainstream AAA gaming is abused devs, private equity scalping, and mindless remaster regurgitation. Basically going through the same problems as Hollywood is with major films. You get a massive banger of a production every few years, and the rest is just endless money burning and developer harm.
Meanwhile the good indie devs are a dice roll on if they are gonna get recognized by the world at large and find success, just like small budget films.
My game library gets older by the day and I prefer it that way, but love it when an indie game bubbles to the surface and gets beloved by enough fans to break into the news cycle. Itch.io is the only place I look for games anymore unless something I need for the collection hits GoG finally.
LarsDu88 35 minutes ago [-]
This is a very rose tinted take.
AAA game development was far more brutal in the 90s.
Go look up the development of Sonic Xtreme in the 90s. A brutal development process in the 90s that led to more thsn half the development team camping out in Redwood City Sega office building for months until they all got so sick half the team went on medical leave. Or Quake, where the game development process literally broke the team.
Forgeties79 1 hours ago [-]
Hell with emulation the sky is the limit now too. I’d be bummed if my steam account exploded today but I’ve got countless other options available to me. Whenever I hear people act all snobby and claim there’s nothing to play today i tell them stop playing modern games and go play all the old games that are allegedly so much better and perfect. How they can’t find anything among modern Indies in particular is beyond me, but hey, emulation’s right there waiting for them. Hell I have RetroArch on my iPhone. I was playing a PSP game all last week on mine.
bluedino 15 minutes ago [-]
> you could tell at a passing glance which system was displaying on the screen even if you didn't know what game it was
I always felt the same about the look of PS2 games
kevinminehart 3 hours ago [-]
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.
operation_moose 2 hours ago [-]
One thing that's absolutely shocking is how "hard" it is to actually play games these days. Sit down with anything modern and between software updates, EULAs, load times, network congestion, etc. it can easily be 15-20 minutes before you actually do something; especially if you're an infrequent player.
Pop in a game on N64/Gamecube and you're controlling the character within 10 seconds every time.
The modern upgrades for those generations really make them great - the 8BitDo kit to make an N64 controller wireless, N64 Summercarts, replacing the optical drive in Gamecubes with a memory card reader...
inigyou 2 hours ago [-]
Let your kid go over to their friend's house to play Fortnite or Valorant. And let your kid's friend come over to yours to play Mario Kart.
I think as adults we get locked into a few things. I remember as a kid I would play anything I had access to and liked. Now it's more of one or two games at a time.
3form 3 hours ago [-]
>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?
newswasboring 3 hours ago [-]
The hardware thing is a yes and no type of deal. Yes next gen hardware is largely boring but retro gaming hardware is amazing right now. I recently acquired a r36s which is an amazing system and apparently can also run things like Undertale or Stardew valley (yet to try out this part). I'm having a blast playing the Pokemon games.
wsc981 3 hours ago [-]
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.
ryan_n 2 hours ago [-]
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.
dottjt 5 hours ago [-]
How did they do it back in the day? Was basically everything from the tooling etc. just created inhouse from scratch?
spicyjpeg 2 hours ago [-]
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).
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.
inigyou 2 hours ago [-]
The N64 SDK docs, if not the SDK itself, leaked at one point. I would expect that by now the whole thing has leaked long ago.
Come to think of it, it must have, because the bit-perfect recompilation projects are using the exact compilers from the SDK.
Bad_CRC 4 hours ago [-]
The Dreamcast dev kits came with CodeWarrior as an IDE iirc.
doublerabbit 4 hours ago [-]
Yeah, pretty much.
They provide the devkit hardware, the specification technical documentation and the tool chain to compile the binary.
coryadams 3 hours ago [-]
"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.
dabluecaboose 51 minutes ago [-]
> Does Modretro's target market buy this type of stuff? Or are they the type to just download and emulator and ROM.
Speaking as someone who spent all weekend playing his new M64: Yes, the target market often does buy the cartridge. I've got a brand new copy of Xeno Crisis sitting on my shelf, although Xibalba was a close 2nd. And also Buck Bumble ;)
That said, there's definitely a crowd that would rather buy a summercart and pirate all their roms. Personally, I'm interested in more thoughtful and deliberate electronics, so I'm attracted to the idea of old school "buy the game on a cartridge" mentality.
FlavioMacedo 3 hours ago [-]
Great work! I didn't even know it was still possible to publish new games for old consoles like the N64.
101008 3 hours ago [-]
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.
cubefox 3 hours ago [-]
> 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.
phoboslab 1 hours ago [-]
Related to this, every ROM needs a "boot loader" that has to be signed and is verified by the lockout chip.
Nintendo's boot code is under copyright and thus cannot be used. So the boot code distributed with Libdragon is signed by finding a hash collision with a brute force tool running on the GPU[1]. Fun stuff!
Fairly recently the chip was studied in detail and replicated. But like most systems of that era, I believe it was circumvented fairly quickly by pirates. The easiest way would be to piggyback a licensed cartridge - unlike the NES, it has to be one with the same region and bootloader as there are several lockout chip variants, but that basic technique still works.
cubefox 2 hours ago [-]
I never saw a piggyback cartridge at the time though, or one that was obviously unlicensed. Of course, this could have more to do with Nintendo's legal pressure than with technological possibility.
inigyou 2 hours ago [-]
I think a lot of the early flashcarts were piggybacks. I was never into that scene though.
negative_zero 4 hours ago [-]
Obligatory link to an interview with three of the Goldeneye developers about the development of the game. I found it very fascinating.
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.
bakugo 4 hours ago [-]
If you go into the "Specs" tab on the right, it explicitly lists the original N64 as compatible.
ayanb 6 hours 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 7 hours ago [-]
At some point I reallly gotta sit down and play around with Pyrite64, it looks super cool
Taikhoom2010 2 hours ago [-]
So is Nintendo Online a popular service? I'm curious if I should get it.
ltsSmitty 3 hours ago [-]
Great writeup. Thanks author!
TZubiri 2 hours ago [-]
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.
crest 2 hours ago [-]
Strange choice to go for a raycaster with sprites on the N64. The hardware is basically begging to be fed textured polygons.
phoboslab 2 hours ago [-]
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.
functionmouse 2 hours ago [-]
Raycasters in the modern age are generally an artistic decision, not a technical one.
pelasaco 5 hours ago [-]
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.
Each person that dies by his weapons of war makes him stronger.
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jjen0206 1 hours ago [-]
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deton3991 3 hours ago [-]
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songhonglei1985 5 hours ago [-]
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ndiddy 4 hours ago [-]
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throwawayben 2 hours ago [-]
what makes him/them a war criminal?
ndiddy 9 minutes ago [-]
The whole point of Anduril is to create autonomous weapon systems that can kill people autonomously without human involvement. When you look at interviews and speeches that Palmer Luckey has given, they are always deeply unsettling. In a 2024 speech, he said "Societies have always needed a warrior class that is enthused and excited about enacting violence on others in pursuit of good aims. You need people like me who are sick in that way and who don't lose any sleep making tools of violence in order to preserve freedom." ( https://techcrunch.com/2024/10/01/palmer-luckey-every-countr... ). He's said in a Bloomberg interview that "there are actually things I would like to build that the DoD would not use and would not deploy, that they do think are beyond the pale" ( https://www.youtube.com/watch?v=ItLFpYha6Wc ), and he's said in an Axios interview that he would be willing to build nuclear weapons, as well as chemical weapons "in a specific vertical". He elaborates by saying that it's a huge mistake that the US military isn't allowed to use tear gas in combat. ( https://www.youtube.com/watch?v=VZfW3YTJ5Eg )
inigyou 2 hours ago [-]
Sponsoring a genocide, I would guess?
wolfgangK 2 hours ago [-]
You understand that drones are used for precision strikes instead of indiscriminate bombing, right ?
It's the opposite of "sponsoring a genocide" (if there actually ever was one happening…)
inigyou 2 hours ago [-]
What?
TiredOfLife 2 hours ago [-]
Only military using Anduril in combat is Ukraine defending from russia
spankibalt 1 hours ago [-]
That is patently false as a look through the company's wiki page(s) will confirm [1].
Nah this money came from selling Oculus. That’s what made him a billionaire…
fzeroracer 2 hours ago [-]
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).
4 hours ago [-]
Nancylily 5 hours ago [-]
[dead]
stewx 5 hours 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 5 hours 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?
hnlmorg 5 hours 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.
pelasaco 5 hours ago [-]
> My point is, people get enjoyment out of game design too.
The plot-twist here is: The game design is made by Claude too :)
lucideer 5 hours ago [-]
I guess the curiosity here is in why game design for a modern target platform wouldn't garner the same enjoyment.
gambiting 5 hours ago [-]
It's just not the same. I made games for the PSP and Vita and it's "different" than making games for Windows or Playstation/Xbox. There's something about seeing your creation on a tiny handheld. I guess maybe nowadays we got desensitized to it because our phones are actual supercomputers which can run Fortnite without breaking a sweat, but making a device with 2MB of ram play your game as you imagined it is just hyper cool and (for me personally) is incredibly satisfying.
lucideer 2 hours ago [-]
I'm not trying to be dismissive here - I am the type to be into the nitty gritty nerdy stuff that using Claude skips, BUT I have exactly zero experience developing anything for a legacy hardware platform in any capacity (with or without Claude) so genuinely curious to learn varying perspectives here.
Is it about the idea of the platform having limited capabilities (e.g. akin to Game Bub or MiSTer) or about tactile aesthetics (e.g. possibly vaguely comparable - though not really - to r36t or play.date) or something different entirely.
AussieWog93 2 hours ago [-]
Honestly I think part of it is just that it's cool to see software running on this platform. I remember coding some trash apps on the 3DS back in the day simply because I could. It was great seeing code running somewhere it isn't strictly "supposed to"
trescenzi 5 hours ago [-]
If you enjoy this sort of thing I’d highly recommend pico-8 and tic-80. Both have pretty full featured dev environments and have a set of restrictions that make developing for them fun.
inigyou 4 hours ago [-]
But they aren't real hardware platforms.
gambiting 2 hours ago [-]
Yep, I made several games for the Pico-8, it's really really fun.
rowanG077 3 hours ago [-]
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.
gambiting 5 hours 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.
bilekas 4 hours ago [-]
> 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.
gambiting 1 hours ago [-]
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.
dwroberts 5 hours 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
Hugsbox 4 hours ago [-]
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"
AussieWog93 5 hours 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 5 hours 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
AussieWog93 2 hours ago [-]
I don't think anyone's implying that people writing software by hand, especially as a hobby, are wasting their time. Like not even if you attribute unreasonably bad faith can you extract that out.
We're living in an amazing time where an algorithm running on a GPU can create novel things by itself and it's just exciting to share what it can do.
I love reading about what people have managed to get running with Claude, because honestly it's amazing that these models can do any of the things they're now doing.
I also enjoy seeing what crazy, cool creative things people are doing.
bakugo 4 hours ago [-]
I agree with dwroberts here. Flashtoo's comment is indeed a better faith engagement on paper, but you should consider the question whether the root comment was deserving of such good faith engagement in the first place.
Going into a post where someone talks about their cool programming hobby project that they do for fun to say "I just made this with AI instead, it was so easy and I didn't even have to do anything myself" is effectively also dunking on the author and disrespecting/devaluing the effort they put into whatever they submitted, just in a slightly more indirect way. Personally, if I read such a comment under something I created, I'd feel way more insulted than if they just called me a slur or something.
These sorts of comments are everywhere on HN now, every single post not directly related to AI has someone in the comments mentioning [latest AI product] and how they used it in relation to the topic of the post somehow, to the point that I'm starting to believe it's straight up astroturfing. I'd argue that such comments deserve to be dunked on, downvoted, or even flagged, unless you want all non-AI discussion on HN to die off.
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...
Demos: https://www.youtube.com/watch?v=XP8g2ngHftY
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] https://github.com/spicyjpeg/ps1-bare-metal
[2] https://github.com/grumpycoders/pcsx-redux/tree/main/src/mip...
Until then, only arcades had already made the switch.
On PS2, PS2Linux, Dreamcast there was already C++ support, by the way.
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
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.
All we see out of mainstream AAA gaming is abused devs, private equity scalping, and mindless remaster regurgitation. Basically going through the same problems as Hollywood is with major films. You get a massive banger of a production every few years, and the rest is just endless money burning and developer harm.
Meanwhile the good indie devs are a dice roll on if they are gonna get recognized by the world at large and find success, just like small budget films.
My game library gets older by the day and I prefer it that way, but love it when an indie game bubbles to the surface and gets beloved by enough fans to break into the news cycle. Itch.io is the only place I look for games anymore unless something I need for the collection hits GoG finally.
Go look up the development of Sonic Xtreme in the 90s. A brutal development process in the 90s that led to more thsn half the development team camping out in Redwood City Sega office building for months until they all got so sick half the team went on medical leave. Or Quake, where the game development process literally broke the team.
I always felt the same about the look of PS2 games
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.
Pop in a game on N64/Gamecube and you're controlling the character within 10 seconds every time.
The modern upgrades for those generations really make them great - the 8BitDo kit to make an N64 controller wireless, N64 Summercarts, replacing the optical drive in Gamecubes with a memory card reader...
I think as adults we get locked into a few things. I remember as a kid I would play anything I had access to and liked. Now it's more of one or two games at a time.
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?
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/
Come to think of it, it must have, because the bit-perfect recompilation projects are using the exact compilers from the SDK.
They provide the devkit hardware, the specification technical documentation and the tool chain to compile the binary.
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.
Speaking as someone who spent all weekend playing his new M64: Yes, the target market often does buy the cartridge. I've got a brand new copy of Xeno Crisis sitting on my shelf, although Xibalba was a close 2nd. And also Buck Bumble ;)
That said, there's definitely a crowd that would rather buy a summercart and pirate all their roms. Personally, I'm interested in more thoughtful and deliberate electronics, so I'm attracted to the idea of old school "buy the game on a cartridge" mentality.
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.
Nintendo's boot code is under copyright and thus cannot be used. So the boot code distributed with Libdragon is signed by finding a hash collision with a brute force tool running on the GPU[1]. Fun stuff!
[1] https://github.com/DragonMinded/libdragon/tree/trunk/boot#bu...
https://youtube.com/watch?v=bNN9XhGZ3Yw
(Also The Centre for Computing History YouTube channel is seriously underrated)
https://modretro.com/products/xibalba-64
The cartridges from Modretro only work on NTSC N64s, though. I'm told the next production run should work on PAL, too.
Also,
2026 web dev: 4MB of JavaScript to render a button. 2026 N64 dev: entire FPS in 1MB
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.
References: [1] https://en.wikipedia.org/wiki/Palmer_Luckey
1. [https://en.wikipedia.org/wiki/Anduril_Industries]
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.
My point is, people get enjoyment out of game design too. It’s not just about nerding out on technical specs.
The plot-twist here is: The game design is made by Claude too :)
Is it about the idea of the platform having limited capabilities (e.g. akin to Game Bub or MiSTer) or about tactile aesthetics (e.g. possibly vaguely comparable - though not really - to r36t or play.date) or something different entirely.
There's a time and place for everything.
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.
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.
“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
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
We're living in an amazing time where an algorithm running on a GPU can create novel things by itself and it's just exciting to share what it can do.
I love reading about what people have managed to get running with Claude, because honestly it's amazing that these models can do any of the things they're now doing.
I also enjoy seeing what crazy, cool creative things people are doing.
Going into a post where someone talks about their cool programming hobby project that they do for fun to say "I just made this with AI instead, it was so easy and I didn't even have to do anything myself" is effectively also dunking on the author and disrespecting/devaluing the effort they put into whatever they submitted, just in a slightly more indirect way. Personally, if I read such a comment under something I created, I'd feel way more insulted than if they just called me a slur or something.
These sorts of comments are everywhere on HN now, every single post not directly related to AI has someone in the comments mentioning [latest AI product] and how they used it in relation to the topic of the post somehow, to the point that I'm starting to believe it's straight up astroturfing. I'd argue that such comments deserve to be dunked on, downvoted, or even flagged, unless you want all non-AI discussion on HN to die off.