Dominic Szablewski details how he built Xibalba 64, a Wolfenstein 3D-style FPS for the Nintendo 64, published as a physical cartridge by Modretro for their M64 console. He covers porting his C game engine (high_impact) to the N64 using Libdragon and Tiny3D, the hardware quirks of the RDP/RSP coprocessors, raycasting-based visibility, texture batching to work within the N64's 4 KB texture memory limit, achieving a stable 60 FPS, audio compression using VADPCM, and the publishing process with Modretro. The post includes code snippets for key data structures and practical advice on dev tooling including emulators and the SummerCart64 flash cart.
Table of contents
The EngineN64 Hardware and Platform LibraryDev EnvironmentThe GameRenderingSound & MusicPublishing & SalesResources118 Impressions