asiekierka propose la version 0.2.3 de "Atari800 3DS", portage de l'émulateur Atari 8-bit "Atari800" (Atari 400, 800, 600 XL, 800XL, 130XE, 5200) pour la nintendo 2DS/3DS.
A port of the atari800 8-bit home computer emulator to the 3DS.
Please remember that piracy is not encouraged! While the 8-bit Atari XE can be considered "abandonware", that does not mean games and software for it is no longer copyrighted. If you want to find freeware games for the platform, I recommend looking on Pouet. Installation Notes
Remember that this emulator requires Atari ROMs to be present in "/3ds/atari800"! However, Atari allowed the ROMs to be distributed alongside a different emulator, which is now freely available, in 1994. You can download it here - copy over the .ROM files to "/3ds/atari800".
A l'image de Snes9x 3DS, bubble2k16 propose "VirtuaNES 3DS", portage de l'émulateur NES "VirtuaNES" pour la nintendo 2DS/3DS.
This is a port of VirtuaNES to 3DS as an alternative to existing NES emulators. 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.
As always this will also work on a new 3DS.
Copy virtuanes_3ds.3dsx, virtuanes_3ds.smdh and virtuanes_3ds_top.png into the /3ds/virtuanes_3ds on your SD card. Place your NES ROMs inside any folder. Go to your Homebrew Launcher (either via Cubic Ninja, Soundhax or other entry points) and launch the virtuanes_3ds emulator.
Use your favorite CIA installer to install virtuanes_3ds.cia into your CFW. You can also use FBI to download from TitleDB. Place your NES ROMs inside any folder. Copy virtuanes_3ds_top.png to ROOT of your SD card. Exit your CIA installer and go to your CFW's home screen to launch the app.
Tap the bottom screen for the menu. Use Up/Down to choose option, and A to confirm. (Hold down X while pressing Up/Down to Page Up/Page Down) Use Left/Right to change between ROM selection and emulator options. You can quit the emulator to your homebrew launcher / your CFW's home screen.
It uses the same familiar user interface as Snes9x for 3DS.
1. Lots of mappers (*ROM mappers; MMC1,3,5,6; VRC1,2,3,4,6,7; and tonnes of others)
2. Enable/Disable of flickering sprites (sprites in the games on real hardware flicker due to hardware limitation, but an emulator can ignore these limitations for a better visual output)
3. Sound generation at a nice 32000 Hz with a low pass filter.
4. Button configuration, and setting of rapid fire rate (no rapid fire, to very very fast)
1. Cheats 2. Some odd synchronisation bugs with sound generation causing some notes / effects to sound weird once in every 10-20 seconds. (especially for games with special sound chips on their mappers)
nop90 propose une première ébauche de "SuperTux Milestone 1 3DS", portage de la première aventure de "SuperTux", jump'n run sidescroller pour la nintendo 2DS/3DS.
Supertux Milestone 1 (v0.1.3) was the first project for Super Tux.
I has only the first world, Icyland, for a total of 27 levels with a final boss. This version of the game has a basic game engine compared to the latest releases, but it uses SDL 1.2 (after Milestone 1 the project swapped to SDL 2.0) and is not too heavy to run on a handheld consiole.
This port is b ased on the original v0.1.3 release, but uses resized graphics and changes in code to run in 320x240 mode from the GCW-Zero port of the game.
Note: loading time on the 3dsx version is very long. DOn't be scared of the black screen and wait until tha game starts.
Ver. 0.1 (23 March 2017) - First reelase in 3dsx and CIA format
In the zip there is a folder with the 3dsx and the smdh files inside, to be used with a homebrew launcher, and a CIA file to be installed with FBI. All the resources are included in the executable using romfs.
The game creates a Supertux subfolder inside the 3ds folder if doesn't exist. Here will be stored the gamesave.
- D-PAD : Move - A : Jump - B : Duck - L : Fire / Run - Start: Start level from Map and skip intro - Select : Pause game and open menu - Any key to select menu options
- Exiting the game crashes the system (needs to force a reboot)
nop90 propose la version 0.2 de "Hex-a-Hop 3DS", portage du puzzle game hexagonal "Hex-a-Hop" pour la nintendo 2DS/3DS.
Hex-a-Hop is a hexagonal tile-based puzzle game with one simple goal: destroy all green tiles! There are infinite undos and no time limits -- you just have to find a way to destroy all the green tiles and step on a safe tile at the end.
Ver. 0.1 (17 March 2017) - First reelase (3dsx and CIA formats) - Music not working, only sfx - Some flickering
In the zip there is a folder with the 3dsx and the smdh files inside, to be used with a homebrew launcher, or there is a cia file to be installed with FBI. All the resources are included in the executable using romfs.
- D-pad: Move (the directions are up, down and the four diagonals) - A: Select option - B: Undo a move - Y: Pause game and open the menu - Start: Exit
nop90 propose la version 1.2 puis 1.2b de "Meritous 3DS", portage du jeu d'aventure Dungeon Crawl "Meritous" pour la nintendo 2DS/3DS.
Far below the surface of the planet is a secret. A place of limitless power. Those that seek to control such a utopia will soon bring an end to themselves.
Seeking an end to the troubles that plague him, PSI user MERIT journeys into the hallowed Orcus Dome in search of answers.
If the game is too difficult for you, you can play in 'Wuss mode' for a far more sombre gaming experience.
Meritous is a cross between a top-view dungeon crawler and a bullet-hell shoot-em-up. In it, you control main character Merit, who travels through an enormous 3000-room labyrinth, the Orcus Dome, in order to find three artifacts called the PSI Keys, and restore them to their proper locations.
Although enemies fire copious amounts of bullets at you, you don't shoot back- instead, you have an attack called a PSI Circuit, which you charge up to unleash a shockwave that hits enemies and nullifies their shots.
As you charge up the PSI Circuit, target reticules appear on nearby enemies, the circle indicating they're in range, and the cross indicating you've charged up enough to damage or kill them.
You can't just use the PSI Circuit as often as you want, though. After releasing it, there's a cooldown time before you can charge up again, and the longer you charge up, the longer you have to wait.
Destroyed enemies leave behind PSI crystals you can use to upgrade three facets of your PSI Circuit- Circuit Charge (charge up faster), Circuit Refill (less cooldown time), and Reflect Shields.
When you have at least one level in Shields, a barrier is projected around Merit, which will deflect one bullet per shield level, before having to regenerate. As you upgrade Shields, the barrier becomes bigger, then shows multiple layers as it gets stronger.
3DSX Users: Currently, the 3DSX build needs to utilize a large app installed on your 3ds. If you have used any of the similarly large RetroArch emulators or ScummVM 3ds, you have nothing to worry about. The easiest target to use is the Youtube app, so if you have that installed, you're ready to go.
CIA Users: You will first need a DSP dump on your SD card. This is a one-time process and is needed for all homebrew CIAs that use DSP audio. The source code of my port is on my github (https://github.com/nop90/Meritous-3ds). The compiled game (3dsx and CIA format) is released on github (https://github.com/nop90/Meritous-3ds/releases).
Credits: The original source is by Lancer-X/ASCEAI (http://www.asceai.net/meritous/) The 3ds port is based on the code of the dingoo port by 31, that has resized screen to 320x240 This game uses the SDL 1.2 library for 3ds
Ver. 1.2 (22 March 2017) - Released a new build using a fixed version of SDL lib that solves the screen flickering
Ver. 1.1 (05 March 2017) - Using 400x240 resolution instead of 320x240 stretched (thanks to @asiekierka) - Fixed some bugs
Ver. 1.0a (26 February 2017) - Added CIA format
Ver. 1.0 (26 February 2017) - First reelase in 3dsx format
In the zip there is a folder with the 3dsx, smdh and the xml (for target title selection) files inside, to be used with a homebrew launcher, and a CIA file to be installed with FBI. All the resources are included in the executable using romfs.
The game creates a Meritous subfolder inside the 3ds folder if doesn't exist. Here will be stored the gamesave.
- D-pad: Move - A: Select / use PSI - B: Activate tiles - X: Show artifacts - Y: Show shield meters - L: Open Help - R: Open map - Select: Exit - Start: Pause
d0k3 propose la version 1.0.6 puis 1.0.7 de "GodMode9", explorateur de fichier (Nand/EmuNand) disposant de tous les droits pour la nintendo 2DS/3DS.
Manage files on all your data storages: You wouldn't have expected this, right? Included are all standard file operations such as copy, delete, rename files and create folders. Use the L button to mark multiple files and apply file operations to multiple files at once. Make screenshots: Press R+L anywhere. Screenshots are in BMP format. Use multiple panes: Press R+left|right. This enables you to stay in one location in the first pane and open another in the second pane. Search drives and folders: Just press R+A on the drive / folder you want to search. Format your SD card / setup a RedNAND: Press the HOME button, select SD format menu. This also allows to setup a RedNAND on your SD card. You will get a warning prompt and an unlock sequence before any operation starts. Run it without an SD card / unmount the SD card: If no SD card is found, you will be offered to run without the SD card. You can also unmount and remount your SD card from the file system root at any point. Direct access to SD installed contents: Just take a look inside the A:/B: drives. One the fly crypto is taken care for, you can access this the same as any other content. Build CIAs from NCCH / NCSD (.3DS) / TMD (installed contents): Press A on the file you want converted, the option will be shown. Installed contents are found (among others) in 1:/titles/(SysNAND) and A:/titles/(SD installed). Where applicable, you will also be able to generate legit CIAs. Note: this works also from a file search. Decrypt and verify NCCH / NCSD / CIA / TMD / FIRM images: Options are found inside the A button menu. You will be able to decrypt to the standard output directory or (where applicable) in place. Batch mode for the above two operations: Just select multiple files of the same type via the L button, then press the A button on one of the selected files. Access any file inside NCCH / NCSD / CIA / FIRM images: Just mount the file via the A button menu and browse to the file you want. Generate XORpads for any NAND partition: Take a look inside the X: drive. You can use these XORpads for decryption of encrypted NAND images on PC. Additional tools such as 3dsFAT16Tool are required on PC. Directly mount and access NAND dumps or standard FAT images: Just press the A button on these files to get the option. You can only mount NAND dumps from the same console. Restore / dump NAND partitions or even full NANDs: Just take a look into the S: (or E:/ I:) drive. This is done the same as any other file operation. Compare and verify files: Press the A button on the first file, select Calculate SHA-256. Do the same for the second file. If the two files are identical, you will get a message about them being identical. On the SDCARD drive (0:) you can also write a SHA file, so you can check for any modifications at a later point. Hexview and hexedit any file: Press the A button on a file and select Show in Hexeditor. A button again enables edit mode, hold the A button and press arrow buttons to edit bytes. You will get an additional confirmation prompt to take over changes. Take note that for certain file, write permissions can't be enabled. Inject a file to another file: Put exactly one file (the file to be injected from) into the clipboard (via the Y button). Press A on the file to be injected to. There will be an option to inject the first file into it.
A new release to accompany @Plailect's update of the Guide(tm). This is not the big update you came to expect, but this time a rather small one, including mostly minor new features, maintenance and bug fixes.
This is new:
New fancy splash screen and GodMode9 logo CTRtransfer made possible (recommended on A9LH only, refer to the Guide) New NAND backup operation in HOME menu Easy restore of H&S after injection from HOME menu Improved TWL cart compatibility (thanks to @Normmatt) Red screen indicates extra dangerous operations now Allow setting up the bonus drive even if little space is available Improved devkit support for NCCH / CIA operations Automatic detection of SD card insert and ejects (you still need to unmount!) Dirs can be analyzed (for total size / # of files / # of subdirs) now "Copy to 0:/gm9out" operation for dirs is now available Images can now be mounted from ram drive and bonus drive
As always, thanks everyone involved in this release, and especially to @Plailect for putting his trust in GodMode9!
And now, something else entirely: Why you don't need SafeMode9.
First of all, know that, when running software from ARM9, a NAND backup is essential. That goes for everything, for Decrypt9, for Hourglass9, for Luma 3DS, for GodMode9 and for SafeMode9. It's not like these tools are not well tested and considered safe, but doing low level operations in ARM9 software without a NAND backup is considered foolish. You don't even have to keep your NAND backup up to date (you can, of course!), but you're supposed to have one. Permission unlock screens only turn up when required, and tell you about possible dangers. These should be paid attention to before unlocking, and that goes for SafeMode9 and GodMode9. Now, do you trust yourself to do this? When a completely red screen turns up, telling you about the dangers of unlocking that write permission and asking you to enter that button sequence, press B and do not enter that button sequence unless you know exactly what you're doing. If so, congratulations, you may now use GodMode9 instead of SafeMode9.
The one difference between SafeMode9 and GodMode9 is that SafeMode9 automatically stops before even reaching the screen mentioned under the last bullet point. Accidental entry of unlock sequences is not possible (the probability for that is somewhere in the realm of 0.001%, and that ignores several variables that make it even more improbable to happen, you also have to actually try something stupid to even reach that screen). If you're still convinced you need SafeMode9, alright, I can't stop you, but prepare to be ridiculed by your splash screen.
A new release already? Yup, on @Plailect's request, cause this has something very important for The Guide. As expected (two days after the last release), the list of changes is rather small.
This is new 1.0.7 :
New, improved CTRNAND transfer method A minor bugfix
SafeMode9 users (really, you still want that thing?): Check the last release for info. Or compile yourself. Or let someone compile for you. Whatever.
nop90 propose la version 0.6 de "SDL-3DS", portage de la bibliothèque "SDL 1.2.15" pour développer pour la nintendo 2DS/3DS.
This summer I decided to complete the SDL 1.2 port to 3ds started by @Rikku2000 in this thread: https://gbatemp.net/threads/sdl-for-3ds.374519/ After some months studying the SDL 1.2 internals and experimenting with the Citro3D lib, here is my version of the SDL lib for 3DS. The release number starts from 0.4 because the last Rikku version was v0.3.
In my version I tried to make a clean port, so when the port is completed, will be possible to easily merge it in the official SDL release (don't know if old v1.2.15 is maintained anymore, but I hope yes).
In my version I introduced a set of custom flags and functions to handle the 3ds hw peculiarity. Refer to the following post or to the github readme for details.
I'm porting only the base SDL lib, other libs (SDL_Image, SDL_TTF, SDL_Mixer) don't need any change to be compiled for 3DS, as long as SDLlib is correctly compiled and installed in your DevkitArm toolchain. To help people to compile and install the whole set of libraries, I'll provide later a set of makefiles.
I' hope that with this well known library available for the 3ds, we will see more and more developers coding for this console.
PS: After completing the SDL 1.2 port, I'm planning to reuse the code to finish the @xerpi port of SDL 2.0. I know a lot of people prefer SDL2, but I know SDL1.2 better.
v0.6 - (22/03/2017) - Fixed Video Fickering - Minor tunings
v0.5 - (17/02/2017) - Fixed Audio, Threads and Timer (by @Wenting ) - Fixed Joystick - Added 8bpp video mode (from @Wenting) - Minor tuning - Moved lib installation path from portilibs/armv6k to portilibs/3ds (reinslalling please delete the old lib and the include forlder by hand) - Fixed the makefile for compiling the pica shader file
v0.4 - (30/01/2017) Respect to Rikku's v0.3 the video device code was completly rewritten using C3D for the final rendering. This means that there is no need to rotate the screen anymore, both top and bottom screens are supported, there are no limits to video sizes (with possibility to HW stretching the video to the 3ds screen size) and there are four available video modes (RGBA8, RGB8, RGB565, RGB5A1).
Note that the internal drawing routines aren't HW acelerated, C3DS is used only for the final blitting from the videobuffer to the HW framebuffer, allowing for HW screen scaling. So do not expect high farmerate using this lib. Maybe I'll add some optimizations to one of the next releases, but this lib is for simplify the developement on the 3ds, if you need performance there are other low level tools available.
At the moment the video part is almost completed, the input part is at 50% and the sound device is under developement (so no sound support yet)
Run make install on the provided Makefile.n3ds. This will compile the lib and instal it in the portlibs directory of your devkitarm toolchain.
To use the lib remember to declare all the libraries dependencies in you makefile ( at least -lSDL -lcitro3d -lctru , for other dependencies refer to the standard SDL 1.2 documentation).
La team Libretro propose la version 1.5.0 de "RetroArch 3DS", portage pour la Nintendo 2DS/3DS de l'API multi-plateformes "RetroArch" qui regroupe principalement des émulateurs.
Changes since last version (1.4.1)
MOBILE: Single-tap for menu entry selection MOBILE: Long-tap a setting to reset to default ANDROID: Autoconf fallback ANDROID: Mouse support / Emulated mouse support AUTOCONF: Fix partial matches for pad name CHEEVOS: Fix crashes in the cheevos description menu CHEEVOS: WIP leaderboards support COMMON: Threading fixes COMMON: 9-slice texture drawing support CORETEXT/APPLE: Ability to load menu display font drivers and loading of custom font. DOS: Add keyboard driver DOS: Improve color accuracy and scaling GUI: Various settings are now only visible when advanced settings is enabled GUI: Allow changing icon theme on the fly GUI: Add a symbol page in the OSK (Onscreen Keyboard) GUI: Better dialogs for XMB LOCALIZATION: Add/update Korean translation LOCALIZATION: Rewrite German translation LOCALIZATION: Update several English sublabels LOCALIZATION: Update several Japanese labels NET: Allow manual netplay content loading NET: Announcing network games to the public lobby is optional now NET: Bake in miniupnpc NET: Fix netplay join for contentless cores NET: LAN games show next to lobbies with (LAN) and connect via the private IP address NET: Use new lobby system with MITM (Man In The Middle) support NET: Fix netplay rooms being pushed on the wrong tab NUKLEAR: Update to current version SCANNER: Always add 7z & zip to supported extensions VULKAN: Find supported composite alpha in swapchain VULKAN: Add snow/bokeh shader pipeline effects – at parity with GL now WIIU: Keyboard support WINDOWS: Logging to file no longer spawns an empty window WINDOWS: Fix loading of core/content via file menu
We’ll go into some of the important features in more detail below.
bayleef propose la version 1.2 puis 1.21 de "Minesweeper 2DS", remake du célèbre jeu du Démineur de Windows pour la nintendo 2DS/3DS.
I have added some additional features I missed in v1.1. So here is v1.2.
Flags can be placed immediately by holding L or R while tapping When game is over, tapping restarts the game Discover all non-flagged neighbours by tapping at a discovered cell Highscore No game over during first move Show cell(s) that will be discovered while the screen is touched. If a flag will be placed (touched long enough), highlighting disappears.
Note: I have not tested the build for GW. Source code of v1.2.1 has been added to the OP.
Update: v1.2.1 fixed problem with columns and mines lines in custom mode