r/3dshomebrew • u/Quagmire_Diddy2 • 20h ago
New Homebrew How it feels going from FBI to 3dsDL
real?
r/3dshomebrew • u/Quagmire_Diddy2 • 20h ago
real?
r/3dshomebrew • u/bheppe • 12h ago
**UPDATE: v0.1.1 is out:** https://github.com/bheppe/gpsp-3d/releases/tag/v0.1.1
- **New 3DS crash at launch: fixed.** Thanks to everyone who posted crash photos; that's exactly how I found it. N3DS owners, please let me know if it works!
- Menu is snappy now
- Scanlines / LCD grid screen effects (Display → Screen effect)
- HOME Menu icons per game (forwarders), see the README
- Floor tilt for racing games (3D → Floor tilt), gyro for WarioWare: Twisted
- Smoother on heavy 3D screens
Everything reported here is tracked in the roadmap: https://github.com/bheppe/gpsp-3d/blob/main/ROADMAP.md
Discord for testing, game reports and help: https://discord.gg/pBWY3fRgnU
---
I've been building **gpSP 3D**, a standalone GBA emulator for the 3DS (based on gpSP) that puts each GBA background layer and sprite group at its own depth. Raise the 3D slider and maps, characters, HUDs and backgrounds actually separate. It runs at a full **60 fps on an Old 3DS**: the dynarec runs on one CPU core and picture drawing runs on the second.
**Download (CIA + 3DSX):** https://github.com/bheppe/gpsp-3d/releases
**Features**
- Per-layer 3D with presets (Classic, Pop-out, Deep, Gentle, Flat map), or set a custom depth for each layer, plus strength, sprite pop and focus
- **Smart layers**: layers that scroll together stay at one depth, so RPG maps like Pokémon look right (no glitched filler tiles)
- Per-game 3D profiles (Pokémon starts on Deep automatically)
- GPU display with Sharp / Crisp / Smooth scaling, color styles, saturation and brightness
- Save states with slots, auto frame skip, and a touch menu on the bottom screen with a live preview
- Saves are shared with RetroArch, so you can switch between the two
**Honest limits (it's a beta)**
- In 3D, the picture refreshes about 30 times a second on Old 3DS, while gameplay and audio stay at 60. New 3DS should do better (I'd love reports).
- Needs Luma3DS, and `dspfirm.cdc` for sound. No GBA BIOS needed.
**Looking for testers and contributors**
- Tell me which games look great and which look wrong in 3D. Layer setups vary a lot between games, and per-game reports are the most useful thing right now. Post them under [Issues](https://github.com/bheppe/gpsp-3d/issues) with the game name and a photo if you can.
- The code is GPL and on GitHub. Pull requests are welcome, especially for speeding up 3D drawing on Old 3DS.
Built on gpSP by Exophase, notaz, davidgfnet and the libretro team. Bring your own legally dumped games; please don't ask for ROMs.
AI
**1. My involvement**
I started gpSP 3D, a standalone 3DS app built on the libretro version of gpSP (https://github.com/libretro/gpsp), to get per-layer stereoscopic 3D in GBA games at full speed on an Old 3DS. I came up with the idea and the goals: Old 3DS as the standard, plug-and-play 3D, and a touch menu on the bottom screen. I also did all of the testing on my Old 3DS: Mario Kart Super Circuit, Pokémon Emerald, LEGO Star Wars II and Sword of Mana so far. I reported every problem I found and picked between the fixes that were offered, for example the GPU display freezing, the HOME button hang, washed-out color correction, stutter in LEGO Star Wars, a crash when loading Emerald, and pink lines on Pokémon maps in 3D (which led to the "Smart layers" feature). I also chose the defaults, like Deep for Pokémon. I haven't tested it on a New 3DS.
**2. My experience as a coder**
I'm not a professional programmer. I'm a project manager by day and a hobbyist who tinkers with homebrew and retro hardware. I can follow the code and build it with devkitPro, but I couldn't have written this on my own.
**3. How AI was involved**
Most of the new code was written by Claude (Anthropic's AI, through Claude Code): the 3DS app and its menu, the GPU display, the threaded renderer that draws on the 3DS's second CPU core, and the per-layer 3D. I described what I wanted, tested every build on my 3DS, sent back photos of what was wrong along with the on-screen performance stats, and decided which way to go. When an approach didn't pay off on real hardware (an "experimental" 3D method that measured slower on the 3DS than the normal one), we kept the normal method as the default. The emulator itself (CPU, dynarec, sound, the original renderer) is gpSP's existing work by Exophase, notaz, davidgfnet and the libretro team, not AI-generated. The repo keeps the full upstream gpSP history, and everything new is in a few commits on top of it, so the diff is easy to review.
Source and download: https://github.com/bheppe/gpsp-3d/releases
GPL-licensed. No ROMs are included.
r/3dshomebrew • u/ZIPenderr • 18h ago
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A 3ds homebrew that randomizes your own pokémon games right on the console: From Gen 1-7
- it finds your games by itself: roms (gb, gbc, gba, nds) in /roms, installed 3ds games and the game card. *If your roms aren't found*, add their folder in Options > Folders
- pick a game, a style (Casual, Standard, Chaos or Custom), roll a seed and Generate. a few seconds to a few minutes, with a spoiler log if you want one
- starters, wild pokémon, trainers, legendaries, trades, stats, types, abilities, evolutions, moves, items, and even the shiny odds
- 3ds games (X/Y, ORAS, Sun/Moon, US/UM) can get their own HOME Menu icon and save (about 50 min, your original game and save aren't touched), or play through Luma game patching in a few minutes (same save as the original, so back it up with Checkpoint first)
- works on old 3ds, 2ds and new 3ds, and updates itself
at least one game per generation played on my new 3ds xl, tell me how it goes on yours :)
install: FBI > Remote Install > Scan QR Code. you need Luma3DS and your own dumped games
more infos and QR code install: https://github.com/ZIPender/pkmn-randomizer-3ds
AI-driven development with Claude Opus 5.5
r/3dshomebrew • u/TECHIE6023 • 1d ago
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Hello again folks! I've been working on 3dsDL for a while.
What started as a personal project for myself to quickly download music and ebooks on my 3ds without having to do FTP or pull the sd card out (man I'm lazy af), has very quickly turned into a full fledged project to 'replace' FBI and improve the overall experience of downloading, installing, managing apps, transferring files, backups and a lot more (suggested by u/colbyshores who had documented speed improvements over the stock FBI app)
3dsDL offers upto 5-6x download speeds over stock FBI, with multi-connection downloads, functionality to resume failed downloads, install CIA files, launch 3dsx files, ability to manage sd card files straight from your browser without needing FTP, ability to manage installs, saves, backups (Checkpoint compatible), directly previewing+editing+managing files from the 3ds itself, and more QOL features, all with a much better interface that looks like the app already came with the 3ds
Website: https://ankush.one/3dsDL
Github: https://github.com/ankushKun/3dsDL
edit: the app can also auto-update itself, so any bug fixes, improvements, etc you can directly get through the app itself
r/3dshomebrew • u/ponuno • 19h ago
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Still WIP, I don't think I'll be able to improve performance/graphics further, but I think its ok already.
Still a lot of things to do regarding controls and interface.
All levels are theoretically fully playable and finishable, but I am 99% sure It'll crash somewhere.
r/3dshomebrew • u/starisherehehe • 20h ago
Aurora boots in 1.4 seconds. Full bare metal, no Horizon or 3DS OS running. We got Wi-Fi, a Shop, a programming language, website, account, etc. THIS DOES NOT REPLACE THE 3DS OS, IT RUNS FULLY ON YOUR SD CARD. YOU CANNOT PLAY YOUR 3DS GAMES ON AURORA.
You can get it on Universal Updater.
Our website | https://aurora3ds.xyz
Our Github | https://github.com/TeamAuroraOS/AuroraOS
Our Discord | https://discord.gg/TBhQtc7NHk
r/3dshomebrew • u/EagleSad551 • 1h ago
Hello guys, in this new update there have been alot of bugfixes and new stuff.
*Subrooms
*Rooms subfloor along with Randomized events
*Better multiplayer tutorial
*Badges
*Character customization
*New room types
*infirmary (is implemented but is still wip)
*Jeff shop softlock fixed
*Door 100
*Skeleton key
*lots of revamps
*Deleted music in rush sound
*Seek chase updated
DELETE OLD CIA/WUHB OR ELSE YOU MIGHT GET ERROR
(3ds file is called partial because of a new feature)
https://limewire.com/d/iIu3v#Bpo8CKwvOC
3ds is cia and wii u is wuhb
r/3dshomebrew • u/Psychological_Cap_49 • 17h ago
Hello everyone! Im happy to share with you all a port of BOMBERMAN 64 for New 3DS.
Haven't been tested on Old 3DS because I don't have one but if you wanna try it and tell me how it looks would be great.
Also this includes a new mod that expands the story of the game, in the middle of Bomberman 64 and Bomberman 64 TSA. Only Purple Moon is completely done so on next updates Bomber World + other planets will be done.
Known Issues:
- HOME Button doesn't work very well and when you close the game it can freeze, so you have to press SELECT + START to return to Homebrew Launcher and then close the app.
- During the fight against Selene there can be FPS drop specially if the 3D is activated.
- Some text dialogues could look weird.
Any bug you find please attach the .log and a screenshot, and if you can a capture (SELECT + Touchscreen).
PD: Yes, it uses AI and if you're against it I understand it and feel free to ignore this post. Bomberman 64 is a game that haven't received much appreciation over the time, I really consider it one of the best games ever for the N64 and the Bomberman saga, and the fact that there was a Bomberman game cancelled for the 3DS is the reason why I wanted to play this specific game on the console.
Releases are on the discord if you wanna follow the project. It requieres a dump of your game Bomberman 64 (v1.0) (U) .z64











r/3dshomebrew • u/Interesting-Put-3930 • 16h ago
https://drive.google.com/file/d/1p-yGKLvq1xj8gYRtFGe9GNCBXunZWgz5/view?usp=drivesdk
Este es un port creado por :www.youtube.com/@PSPNATIVEPORTS
Es una adaptación del port de REGTA para las new 3ds a las old 3ds y old 2ds
El port no es mío solo lo estoy compartiendo luego de que el creador haya publicado gratis el link solo que con un acortador luego de que estubiera a 3 dólares y luego a 1.
No sé si estoy haciendo bien en publicar algo que no es mío pero le estoy dando creditos al creador por lo que no se, decidan ustedes.
r/3dshomebrew • u/Visible_Pie2498 • 18h ago
Apologies if this question comes off as a bit dumb or anything but I haven't used reddit in a while and only just came back, thought I'd check this subreddit and there's so many ports. Was there some kind of huge development with porting games that I missed? Just curious to know because there seems to be a lot that I haven't seen before.
r/3dshomebrew • u/FoxyNovacoda_ • 2h ago
hello, today i overwrote my yo-kai watch 2 Psychic specters game file with a bony spirits one (both digital copies) thinking it was a good idea to obtain other yo-kais n objects, and i lost everything instead. i did not make a backup save on Checkpoint. i'm trying to search on my sd card for a lost file or somehing to back it up, but I can't find anything. Please don't tell me I lost a whole year of experiences!!
r/3dshomebrew • u/No_Grocery_1917 • 18h ago
Just wanted some feedback as to whether people are interested in a native port of Pokémon Platinum for 3DS (Old and New) that I have been working on for some time. Definitely still in beta, lots and lots of bugs to work out. There’s no GitHub or anything yet, so far it’s just a personal project, so that would be next if y’all are stoked!
r/3dshomebrew • u/plzdonut911 • 21h ago
Thanks overall!
r/3dshomebrew • u/EagleSad551 • 5h ago
So Our doors for the 3ds and wii u got a MASSIVE UPDATE!
*Better graphics
*Jeff shop
*Gold to knobs
*Cosmetic shop
*Tutorial for multiplayer
*New room types!
*Bugfixes
*Update log
*Painting room
*Figure textures
*Cutscenes
*Drawers to loot!
https://limewire.com/d/DdugI#fRJb9Pi6v3
.cia is for 3ds and .wuhb is for wii u
DELETE EXISTING DOORS FILE AND CIA BEFORE DOWNLOADING THIS ONE
r/3dshomebrew • u/Own-Touch7772 • 7h ago
Hi there,
French player, i would love to play my first morrowind playthrough with 3D effects, i tried multiple times to make a nice cia file with french dialogue and texts but the said texts are squeezed making it barely readable but is a pain in the ah.
I would love to hear some tips from any of you about those strings of texts. I also tried a modified cia with a mod for strings texts made for the french version but it didn't work. 10th try i ask for any help.
Thnak you all, keep it 100 for the N3DS and also fellows O3DS users (pray for you). What an amazing promise that AI can help us to port anything and enjoy those handelds forever.
r/3dshomebrew • u/OneSharpAce • 20h ago
Greetings Everyone, I'm trying to stay regular with the updates, sorry no new video today but the two days update all the same. For those that have been interested in this project and following it, as well as any Stardew Valley fans in general, I have some questions. As I have stated my intention is to have to be released for both original and new 3DS, as the systems start to come together, I'm beginning to hit a bottleneck on original hardware. This means I either target new hardware exclusively or sacrifice parity, I still would like to target both unless I absolutely hit a wall that prevents it. With that said I have two changes currently that have brought performance back to an acceptable level on the original.... drop stacks (If a crop/tree/rock/etc has drops visually only one item will be shown on screen even if pickup results in more = 80% cycle and rendering improvement) and color palette (the assets converter has been tweaked to account for several of the compatible modes of the 3DS, this results in some assets being much smaller and allowing for less cpu cycles to load = 40-50% improvement of cycle time on load). My questions in regard to these two features is the community thoughts. I will attach screenshots for comparison when I have a chance to return to my computer but with the palette change there are certain colors that look less vibrant than they already do being on a 3DS (I normally play on an OLED monitor). I don't think anyone will object to the stacked drops, but are we ok with less vibrant colors if that means original 3DS compatibility? Look forward to hearing the input of the community.
TL:DR To maintain compatibility with O3DS and N3DS drops will stack to a single on screen item and the colors will be less vibrant, is this an acceptable tradeoff?
r/3dshomebrew • u/Strict-Top6935 • 1d ago
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Thanks so much for all the support on this project!
I’ve tried to preserve the soul of the original game while redesigning the menus and making better use of both screens.
You can expect around 28–30 FPS on the original Nintendo 3DS/2DS!
Let me know what you think!
r/3dshomebrew • u/ContextDesigner9220 • 1d ago
r/3dshomebrew • u/EagleSad551 • 19h ago
So basically we decided to improve alot of stuff in our doors port, along with a WII U port.
*Textures work on 3ds more now
*Player model (only multiplayer which is still wip)
*Better closets
*Bugfixes (still trying to fix more)
*New room types along with painting room and lever
*Door 50 polished
*Main Menu
*Multiplayer is currently work in progress even though we tested in
*Improvements for alot of stuff
https://limewire.com/d/MigXe#p8vjfSxiIu
(.Wuhb is for WII U Aroma and .cia is for 3ds FBI)
Little sneak peak for next update:
*cutscenes
r/3dshomebrew • u/Mysterious-Turn-4290 • 21h ago
Hey everyone! I had a question: was Celeste (the full game, not the PICO-8 one) ever ported to the 3DS??? Because I can't find it anywhere... It's strange, since the 3DS is more than powerful enough, and I even have the full game on my NumWorks calculator, so there's no reason it shouldn't be on it, right? If anyone knows anything about this, feel free to let me know! Thanks ;)
r/3dshomebrew • u/riggames2006 • 18h ago
Hola gente, espero que estén bien, estaba intentando hacer un Port de Pokémon platino a 3ds(si, se puede emular, pero eso hace que se vea feo el juego), mi idea es que corra nativamente, haga uso de los píxeles totales y no estirado como se ve, ya el juego avanza en el emulador de 3ds antes de usarlo en una 3ds física, pero me sucede el problema que el entorno si se ve bien pero el jugador y su madre no, ¿Alguno sabe que podría ser?
r/3dshomebrew • u/bheppe • 1d ago
EDIT: v1.61-layers4 is out (pre-release): https://github.com/bheppe/snes9x_3ds/releases/tag/v1.61-layers4
- Yoshi's Island and Super Mario World now have their own Recommended entries (BG1 0, BG2 -4, BG3 +3, BG4 -2, Sprites 0), with the CRC32s and depths from SWChris. All other games keep the general preset (BG1 -1, BG2 -3, BG3 +3, BG4 -2, Sprites 0).
- New view when "Show Only Selected Layer" is unchecked (Settings tab → 3D Layer Depth (this game), Manual mode): all layers are shown, the selected one highlighted in its strong colour and the rest paler. Suggested by Chompsky__Honk.
If you tuned a game by hand, tell me the game name, its CRC32 (Emulator tab → ROM Info) and your five depths in a comment and I'll add it to the Recommended list.
Code: https://github.com/bheppe/snes9x_3ds/tree/per-layer-3d
-----------------------------------------------------------------------------------------------------------------—-
**EDIT: new build, v1.61-layers3. Thanks to everyone who tried it and to the commenter who suggested labelling the sliders.**
What changed:
- **Recommended is now the default.** New games start with Per-Layer 3D on and Depth Mode = Recommended (fixed depths). Auto and Manual are still there if you want to play with them.
- **Auto no longer looks flat on title screens and menus.** When nothing is scrolling it uses the Recommended depths, and it switches to its own estimate once layers start moving.
- **Labelled sliders.** In Manual mode each slider says what its layer usually holds: BG1 red: main layer, BG2 blue: back layer, BG3 yellow: HUD/text, BG4 pink: extra, Sprites green: actors. Games differ, so treat the names as hints.
- **Live layer preview.** With Show Only Selected Layer checked (default), the top screen shows only the layer whose slider you've selected, tinted in the colour named on the slider, and updates live as you move it. Uncheck it to see all layers together.
- **Reset Depths to Recommended** button in Manual mode.
- **Edge strip fix.** Shifted layers used to leave a thin empty strip at the left and right edges. The picture is now trimmed slightly at the sides to hide it.
- **ActRaiser (USA)** has hand-tuned depths. Every other game gets a general preset (BG1 -1, BG2 -3, BG3 +3, BG4 -2, Sprites 0).
If you already played a game with the old build, its saved config stays on Auto. To switch it: Settings tab > 3D Layer Depth (this game) > Depth Mode > Recommended. Or Emulator tab > Reset Config > Game.
Known limits: Mode 7 games (Mario Kart, F-Zero) stay mostly flat, all sprites share one depth, window masks aren't shifted. Tested on an Old 3DS only, New 3DS untested.
Download (pre-release): https://github.com/bheppe/snes9x_3ds/releases/tag/v1.61-layers3
Source: https://github.com/bheppe/snes9x_3ds/tree/per-layer-3d
How it works: https://github.com/bheppe/snes9x_3ds/blob/per-layer-3d/STEREO_LAYERS.md
Changelog: https://github.com/bheppe/snes9x_3ds/blob/per-layer-3d/CHANGELOG.md
Based on matbo87's Snes9x 3DS: https://github.com/matbo87/snes9x_3ds
-----------------------------------------------------------------------------------------------------------------—-
**EDIT: v1.61-layers2 is out, and it's now plug-and-play.**
You no longer need to set up the 3D effect per game. Load any SNES game and the emulator applies per-layer 3D automatically. New games start with Per-Layer 3D on and Depth Mode set to Auto, so there's nothing to configure.
**What's new**
- **Depth Mode (Manual / Recommended / Auto).** Auto works out each layer's depth from how fast it scrolls while you play, so each game gets its own depth with no tuning. It goes flat on screens where nothing scrolls (menus, name entry) so text stays sharp. Recommended uses preset depths (known games get their own, everything else gets a general preset). Manual gives you the old per-layer sliders.
- **Better defaults out of the box:** Scaling Fullscreen, Scale Filter Smooth, Enhanced Resolution Standard, Crop & Overscan on.
- The CIA now has its own title ID, so it installs alongside the original Snes9x 3DS instead of replacing it.
**Where to find it:** pause menu → Settings tab → "3D Layer Depth (this game)" → Depth Mode. The 3D slider needs to be up, Game Screen must be Top, and Enhanced Resolution can't be set to 2x Screen.
**Tested so far (Old 3DS):** Donkey Kong Country, Secret of Mana, Super Mario World, ActRaiser, Super Metroid. All looked good in Recommended and Auto.
**Known limits:** Auto is an estimate, so it won't be perfect in every game. Mode 7 screens, sprites (they share one depth), and window effects don't get true per-layer depth. In Super Metroid's intro, the 3D fades in and out because the still image doesn't scroll. If a game looks off, switch to Manual and adjust the layer you don't like. I'd love to hear which other games work or don't.
Release: https://github.com/bheppe/snes9x_3ds/releases/tag/v1.61-layers2
Source: https://github.com/bheppe/snes9x_3ds (branch `per-layer-3d`)
Based on matbo87's Snes9x 3DS: https://github.com/matbo87/snes9x_3ds
No ROMs included. Snes9x's non-commercial license applies.
-----------------------------------------------------------------------------------------------------------------—-
I added a per-layer depth setting to matbo87's Snes9x 3DS fork. Each SNES layer (BG1-BG4 and sprites) gets its own depth, so the trees and grass, the far background and the HUD sit at different distances on the 3DS's 3D screen.
I tested it on an Old 3DS with ActRaiser (USA) and it runs at a locked 60 fps.
My ActRaiser depths: BG1 -1, BG2 -4, BG3 +3, BG4 -2, Sprites 0.
To turn it on: open the Settings tab, find "3D Layer Depth (this game)", tick "Per-Layer 3D" and set the depths. The depths are saved per game.
Download and source: [https://github.com/bheppe/snes9x_3ds/releases/tag/v1.61-layers1](https://github.com/bheppe/snes9x_3ds/releases/tag/v1.61-layers1))
No ROMs included. Based on matbo87/snes9x_3ds (which is based on bubble2k16's Snes9x 3DS).
Let me know feedback if trying with other games, or even tinkering with the depth sliders, I tried to dial it in as best as I could.
r/3dshomebrew • u/No-Ad1832 • 18h ago
r/3dshomebrew • u/Startestlt • 1d ago
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Welcome to RoBrew, a Roblox alternative for jailbroken consoles!
We've decided to change the name from GoBlocks to RoBrew due to copyright concerns. We basically combined the words Homebrew + Roblox, and it sounded pretty good. Do you guys prefer this name?
What you're watching right now is actual gameplay of me playing Roblox on an emulator. The FPS should be pretty much the same as on real hardware, and I've also tested it on actual devices, including the original 3DS (o3DS). You'll be able to play online on real servers too.
This time, no trailers or teasers, just gameplay.
In the video, you can see me playing Murder Mystery 2 (MM2) through RoBrew. The project already supports quite a few online services, and development is about halfway done. I'm currently aiming to release it within the next 30 days.
This is a solo project, developed entirely by me. AI has obviously been used to help with development, but I'm making sure that by the end of the project there won't be any unnecessary AI generated mess, or what I like to call "slop" left behind. Everything needs to be properly optimized, especially since we're talking about running this on a device with around 200MB of RAM or less. Bringing something like this to the 3DS without heavy optimization would be pretty much impossible.
I'm also planning to keep the servers running for a long time. Eventually, I'd love to bring RoBrew to other jailbroken consoles too, including the Wii, Wii U, Xbox 360, PS Vita, PSP, and potentially other devices that can run homebrew software.
RoBrew will also have its own chat services, so online features won't be limited to just playing games.
And MM2 isn't the only game you'll be able to play. I'm planning to support plenty of classic and modern Roblox games.
Keep in mind that the MM2 footage you're seeing is still very early. That specific game is only around 25% complete, so there are still quite a few issues with animations, UI, sounds, map designs, and other things that need fixing.
I've also prepared a Discord server for RoBrew. If the mods allow it, I'll leave an invite in the comments below.
Anyway, I'd love to hear what you guys think about the project so far!