And I wrote two other articles like this one, that try to cover "how the console works" and their limitations I faced during each project:
- Making a Game Boy Game in 2017: https://www.gamasutra.com/blogs/DoctorLudos/20171207/311143/
- Making a Mega Drive /Genesis game in 2019: https://www.gamasutra.com/blogs/DoctorLudos/20191019/352537/
I hope you'll enjoy them too! :)
For the Nintendo 64, this is way beyond my current programming skills (3d and all that). But I know that Matt Philips (who made the incredible Mega Drive game Tanglewood in 2018) was toying with N64 development and sharing about his experiments on Twitter: https://twitter.com/bigevilboss
Or do you carts only work on a modded SNES?
These days, the SNES CIC algorithm is fully understood, and you can program an ordinary microcontroller to run either the "cartridge" or "console" ends of the algorithm for every region, or even for a cartridge to detect at runtime what region the console expects. See https://sd2snes.de/blog/cool-stuff/supercic
Today, there are several different lockoutchip available on the market, including the opensource "SuperCIC" one: https://sd2snes.de/blog/cool-stuff/supercic
For Yo-Yo Shuriken, we used the CIC chip made by Infinite NES Lives (a great producer of NES and SNES hardware supplies!): http://www.infiniteneslives.com/snessupplies.php
Here is an article I've just published about making a brand new game for the Super Nintendo (SNES) console using today's technology. It starts with the various steps to designing and program the game, and then details how me manufacture new cartridges (with box and manual) for a console whose commercial support ceased more than 20 years ago!
I hope you'll enjoy it, and don't hesitate to ask me if you have any question!