If you can emulate it (and DOS emulation is a thing for the 3ds so there was some scope for Daggerfall, not sure of the final results) then do that if possible.
If there is source code in a language with an available compiler or runtime that works in real time then do that.
If there is source code in a language without a compiler or that won't do good results then you get to convert it and optimise it.
If there is no source code for that game but for one with a similar engine then see if you can transfer things across somehow.
If there is no source code (be it official or generated by fans -- https://osgameclones.com/ being a nice start for a list) then you get to generate your own. Even with skills and experience this is not a quick and easy process. If you don't have skills then be prepared to spend several years getting them -- the ability to reverse engineer and reimplement (never mind for the limited power of the 3ds) a typical commercial release game for which there is no sensible decompiler or alternative engine for is right up there with the hardest things one might have to do in computing.
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