the cross platform is a pain.
It doesn't have to be with libraries like SDL. Years ago I got stuck fighting all-in-one game engines that didn't fit my design choices, precisely because I thought it would be worth it for platform independence. Then I found out about SDL, which was what I actually wanted.
If someone thinks that not using a pre-rolled engine with a full editing suite included is a waste of time, I can respect that. But there are options if you'd rather make your own but still don't want to have to learn the ins and outs of multiple hardware architectures and operating systems.
Years ago I used to have Lakka on a bootable USB drive to turn an old, low-powered laptop into a dedicated emulation machine.
The specs are hard to read, but I believe the main processor is an AMD A6-1450 APU, designed for tablets and released some time in or after 2013. Not a powerful chip by modern standards, but IMO still useable depending on your expectations. It's definitely capable of emulating SNES without breaking a sweat. Even PS1 shouldn't be a problem at native resolution. N64, Saturn, and Dreamcast are probably where you'll start seeing slowdown in some games, and anything more, like PS2 or GCN, is unlikely to be playable.