
I am writing a book somewhat similar to this (currently in Portuguese, but later in English and other languages) using the Digital simulator in Java for the examples as schematics, though they can be exported as Verilog for implementation in FPGA boards.
https://github.com/jeceljr/LivroComputadoresEVideogames
Each chapter represents a video-game console generation, with hardwired Pong and Soccer in the first chapter. I am now working on replacing the game logic in Soccer with a 16 bit version of RISC-V for the second chapter and then improving the video and sound to Colecovision levels. In chapter 3 we will have a 32 bit RISC-V with NES level graphics and sound, with a pipelined RISC-V with something like the Gameduino for chapter 4. The 8 Bit Workshop will let readers program the actual consoles from each era and not just our retro designs.
Other than that I really recommend 8bitworkshop and the Designing Video Game Hardware in Verilog. It's a great way to get started without an actual fpga board to test with.
Alternatively, if you really want to try Verilog first (not a bad idea), I enjoyed reading a book "Designing Video Game Hardware in Verilog" ([6]).
2. https://m-labs.hk/gateware/nmigen/
3. http://www.clifford.at/yosys/
4. https://github.com/RobertBaruch/nmigen-tutorial
5. https://www.youtube.com/watch?v=85ZCTuekjGA&list=PLEeZWGE3Pw...
6. https://www.amazon.com/gp/product/1728619440/ref=ppx_yo_dt_b...
If you're looking for the former, the canonical course is "NAND2Tetris". If you take the class on Coursera, the first (of two parts) covers the hardware.
I've also seen two very interesting books, but I haven't read them - "The ZX Spectrum Ula: How to Design a Microcomputer", and "Designing Video Game Hardware in Verilog".
Courses at this level are generally exactly defined.
In the second case - emulating at the ISA level, the canonical entry is to emulate a CHIP-8, since it's simple and relatively well defined.
At this level, targets are rarely exactly defined. CHIP-8 for example is well-defined in theory, however, for example, looking at the Wikipedia page won't suffice, because there are many extensions. Additionally, CHIP-8 has no standard clock speed. But it's easy to find the resources, and you can end with an exactly working system (the same can't be easily say, for example, of a NES or a C64 - you'll find conflicting information).