I guess Michael Abrash's Graphics Programming Black Book fits the bill, though no amount of literature replaces getting your hands dirty in late 80s-early 90s level hardware+software. However, while you can do this, you're still missing the things you learned by being part of a team (of the kind which there are probably in the low hundreds right now). How much I'd give to be part of Nintendo or Id software or some other era-appropriate team figuring out how to make the early big 3D games like Mario 64 or its contemporaries on the PSX. Of course you can bust out an SDK and try it out but it probably won't be the same.
Those teams built up that kind of tacit knowledge like in this video about software texture mapping https://youtube.com/watch?v=xn76r0JxqNM