Nintendo 3DS News
Jayenkai’s A Game A Week Coming to Nintendo 3DS? Part 2 (Nintendo 3DS misc)

Jayenkai of A Game A Week fame shows some slight progress tweaking his AGameAWeek C++ Framework for the Nintendo 3DS. Read more at GBAtemp.

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mGBA v0.6.3 (GBA emu for Nintendo 3DS)

mGBA is a Game Boy Advance emulator written in C. The project started in April 2013 with the goal of being fast enough to run on lower end hardware than other emulators support, without sacrificing accuracy or portability. Even in the initial version, games generally play without problems. It is loosely based on the previous GBA.js emulator, although very little of GBA.js can still be seen in mGBA.

mgba-logo

Changes:

Bugfixes:
* GB Audio: Revert unsigned audio changes
* GB Video: Fix bad merge (fixes #1040)
* GBA Video: Fix OBJ blending regression (fixes #1037)

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Jayenkai’s A Game A Week Coming to Nintendo 3DS? (Nintendo 3DS misc)

Jayenkai of A Game A Week fame is tweaking his AGameAWeek C++ Framework in a way, that it can compile these games for Nintendo 3DS as well. One of the smaller challenges which are still present are fights with the memory limitation. Read more at GBAtemp.

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mGBA v0.6.2 (GBA emu for Nintendo 3DS)

mGBA is a Game Boy Advance emulator written in C. The project started in April 2013 with the goal of being fast enough to run on lower end hardware than other emulators support, without sacrificing accuracy or portability. Even in the initial version, games generally play without problems. It is loosely based on the previous GBA.js emulator, although very little of GBA.js can still be seen in mGBA.

mgba-logo

Changes:

Bugfixes:
* Core: Fix ROM patches not being unloaded when disabled (fixes mgba.io/i/962)
* 3DS: Fix opening files in directory names with trailing slashes
* LR35902: Fix watchpoints not reporting new value
* GB MBC: Fix MBC2 saves (fixes mgba.io/i/954)
* GB Memory: HDMAs should not start when LCD is off (fixes mgba.io/i/310)
* GB Memory: Fix OAM DMA blocking regions (fixes mgba.io/i/1013)
* GB Video: Only trigger STAT write IRQs when screen is on (fixes mgba.io/i/912)
* GBA: Fix some GBA ROM misdetection (fixes mgba.io/i/978)
* GBA: Fix SharkPort saves for EEPROM games
* GBA Audio: Increase PSG volume (fixes mgba.io/i/932)
* GBA BIOS: Fix incorrect exit condition in LZ77
* GBA Cheats: Fix PARv3 slide codes (fixes mgba.io/i/919)
* GBA Cheats: Fix slide codes not initializing properly
* GBA DMA: ROM reads are forced to increment
* GBA Hardware: RTC accuracy improvements
* GBA I/O: Fix writing to DISPCNT CGB flag (fixes mgba.io/i/902)
* GBA Memory: Fix copy-on-write memory leak
* GBA Memory: Partially revert prefetch changes (fixes mgba.io/i/840)
* GBA Savedata: Fix crash when resizing flash
* GBA Video: Force align 256-color tiles
* GBA Video: OBJWIN can change blend params after OBJ is drawn (fixes mgba.io/i/921)
* PSP2: Fix issues causing poor audio
* Python: Fix package directory
* Qt: Fix locale being set to English on settings save (fixes mgba.io/i/906)
* Qt: Fix opening in fullscreen (fixes mgba.io/i/993)
* Wii: Fix screen tear when unpausing
* Wii: Fix various setup and teardown drawing issues (fixes mgba.io/i/988)

Misc:
* 3DS: Scale font based on glyph heights (fixes mgba.io/i/961)
* GB MBC: Remove erroneous bank 0 wrapping
* GBA: Improve multiboot image detection
* PSP2: Use system enter key by default

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Colossal Cave Adventure v1.1 (3DS Game)

Colossal Cave Adventure (also known as ADVENT, Colossal Cave, or Adventure) is a text adventure game, developed originally in 1976, by Will Crowther for the PDP-10 mainframe. The game was expanded upon in 1977, with help from Don Woods, and other programmers created variations on the game and ports to other systems in the following years. [Text from Wikipedia]

Changes:

– Added coll pause after a page of text (press A to continua)
– Changed text color to green
– Added possibility to swap color to white with R+UP
– Added possibility to swap again color to green with R+DOWN
– Started formatting textes to the narrow 3ds screen
– Starting the game with R pressed, forces an update of the game data on SD (needed to load the new formatted textes)

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Puzzle3DS​ v2.0 (3DS Game)

Puzzle3DS​ is a simple memory game for the 3DS by trainboy2019. All you have to do is memorize the pattern shown on the bottom, then when the indicator in the top left is green, repeat the pattern.

Release notes:

Made the patterns more random. Thanks, @MaiconErick

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SNES9x 3DS v1.30 (SNES emu for 3DS)

Snes9x for 3DS is a high-compatibility SNES emulator for your Old 3DS / 2DS. It runs many games at full speed (60 fps). It supports games that use CX4 chip (Megaman X2/X3), and the SDD-1 chip (Star Ocean, Super Street Fighter 2 Alpha). It can also play games that use the SuperFX chip (Yoshi’s Island, etc), and the SA-1 chip (Super Mario RPG, Kirby’s Dreamland, Kirby Super Star) but it runs slowly. It generally supports higher compatibility than existing SNES emulators on the old 3DS, because it uses Snes9x 1.43 as a base, and is a good alternative if your existing emulators cannot play all games. It also runs on your New 3DS, and performs much faster! Use your New 3DS if you want to play SuperFX and SA-1 games!

Changes:

* Added BlargSNES DSP Core (experimental) for performance. The original Snes9X DSP core (default) suffers from sound skipping in some games. You can choose which DSP core to use from the Options menu.
* Added support for Tengai Makyou Zero English Patch (for hopefully all future versions)

Thanks to Nintendomax for the news.

If you look for a 3DS Emulator  for Windows and/or Android, you might check the linked page at TechInDroid.

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VirtuaNES 3DS v1.02 (NES emu for 3DS)

Norix‘s NES/Famicom emulator VirtuaNES has been ported to the Nintendo 3DS by bubble2k16.

It used to be considered one of the best emulators before FCE and Nestopia, and it runs quite fast for lower spec-ed computers (at the cost of some emulation accuracy). But because of that, the Old 3DS / 2DS is able to benefit from this fast running emulator core. This runs full speed on an old 3DS / 2DS with support for tonnes of mappers. Although it doesn’t support every single mapper, the library of games that can run on this are probably fairly huge already.

Thanks to Nintendomax for the hint!

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PicoDrive for 3DS v0.94b (Multiple emus for 3DS)

PicoDrive for 3DS is a port of notaz’s PicoDrive emulator by bubble2k16 to the old 3DS / 2DS. Although PicoDrive is already highly optimized for ARM processors, if ported as is, it still doesn’t run full speed for all Mega Drive games on the old 3DS / 2DS, as it’s evident in the RetroArch’s version. So this port heavily relies on the 3DS’s 2nd core to emulate the FM synthesized music for the YM2612 FM chip to achieve 60 FPS. But the 2nd core on the old 3DS is unfortunately not fast enough to generate the FM synthesized music at a full 44100Hz, so sounds are generated at 30000Hz on an Old 3DS. It sounds ok for many games, except for those that use high-pitched notes or sound samples. The screen rendering is done completely using the original PicoDrive’s ARM processor-optimized renderer.

You can play Master System, Mega Drive games and Sega CD games, and 32X games. CD games run a little slower (you should enable 1-2 frameskips) on an old 3DS, but it runs very well on a new 3DS. 32X games can only played at a reasonable speed on a New 3DS using the .CIA version of the emulator. Some dynarec instructions for 32X games will crash the emulator (Virtual Fighter, Virtual Racing Deluxe have this issue).

Release notes:

I’m putting up v0.94b for testing for anyone who would like the latest. 🙂

Fixes include:
– Added support to save battery-backed RAM for CD games
– Fixed problems with games that show parts of the previous screens at the left/right edges
– Added support for cheats.

No emulation-related fixes, so in terms of compatibility, it should remain the same as v0.93.

Some explanation on the cheat format:

The .CHX is a cheat file format that you can create with any text editor. Each line in the file corresponds to one cheat, and is of the following format:

[Y/N],[CheatCode],[Name]

1. [Y/N] represents whether the cheat is enabled. Whenever you enable/disable it in the emulator, the .CHX cheat file will be modified to save your changes.
2. [CheatCode] must be an Genesis / Mega Drive Game Genie or Pro Action Replay cheat code. The cheat code looks like one of the following:
– **RHVA-A6WR** (Game Genie)
– **FFFE0D:0099** (Pro Action Replay)
– **FFB933:00** (Pro Action Replay)
– **FFB9 3300** (Pro Action Replay)
3. [Name] is a short name that represents this cheat. Since this will appear in the emulator, keep it short (< 30 characters).

The .CHX must have the same name as your ROM. This is an example of a .CHX file:

Filename: **Contra – Hard Corps (USA).chx**
“`
N,RHVA-A6WR,Invincible
N,NNCT-AAH4,Start with 99 lives
N,H9GA-AAE6,Start with all weapons
N,AM4A-AA8C,You don’t lose a weapon when you die
“`

NOTE: Some games may not boot when cheat codes are enabled at the start. Disable the cheat codes when booting the games, and enable them only after the game has started.

Thanks to Nintendomax for the news.

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TemperPCE v1.02 (PCE emu for 3DS)

bubble2k16 updated Exophase‘s TemperPCE for the Nintendo 3DS. It’s a TurboGrafx / PC-Engine emulator to the old 3DS and old 2DS. This port heavily relies on the 3DS’s 3D GPU hardware to achieve 60 FPS (or close to 60 with frame skips).

Release notes:

Hey people, just a very small release (v1.02) to fix the sound lag problem.

Thanks to Nintendomax for the news.

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