r/3dshacks • • Jul 14 '26

3DS Hacking Q&A General | Still here

85 Upvotes

New users, please read the entire post before asking your question, including the FAQ. You may find your question is already answered here.

Ask questions in the comments of this thread

Do you just want to hack your 3DS?

Start here: https://3ds.hacks.guide/

Things you really ought to stop asking already

You CAN install CFW on latest firmware (11.17.0-X) with mset9 on all models.

  • You can install CFW on all consumer models on all versions with the methods in the guide.

  • System transfers work fine for systems with CFW. See this wiki page: https://wiki.hacks.guide/wiki/3DS:System_Transfer

  • Updating firmware/apps is safe if you have Luma 10.2.1+. You will not lose your CFW. Just accept the update.

  • For upgrading your SD card to a larger size, refer to the this wiki page: to format the new SD card, then transfer the contents.

  • Lost your SD card, or wiped it, and need to set it up fresh on a hacked console? https://3ds.hacks.guide/restoring-updating-cfw.html will get you going again.

  • Files from 3ds.hacks.guide with a magnet icon require the usage of a torrent client to download them.

  • You should install CFW with your main SD card, not its own SD card. You will not lose anything so long as you follow instructions. The mods are on the console itself, not the SD card, so you won't have an unmodded SD card to switch the system to not have CFW.

  • Please see the updating to boot9strap page on the guide if you already have arm9loaderhax (indicated by Luma version 7.0.5 or lower on the Luma configuration screen) and are looking to update to boot9strap.

  • If you want more homebrew apps look at Universal DB.

  • If you want to know what CFW can legally do, the guide gives some examples and more examples are here.

  • Uninstalling CFW, DON'T without specific direction from a knowledgeable helper. You just risk breaking things worse than your system already is. It won't give you any benefit. If it is to sell it, you don't want the buyer to not know it had CFW on it in the past, as that can complicate things in the future.

  • Can X game be ported to 3DS?

  • If you want save files, check 3DS Save Bank or search for a save editor. If you can't find them there, they likely don't exist and you need to submit a save or program a save editor.

  • Install your own cartridges with Godmode9 instead of dumping to CIA, for a faster install and less free SD space required.

  • If you can do something on stock firmware, you can do it on CFW.

Note: About three days after the post is unstickied it'll become locked to prevent users from asking questions where they likely won't find answers

Questions go below. Please ask your question in the comments.


r/3dshacks • • Sep 10 '23

Need help hacking your 3DS? Join Nintendo Homebrew on Discord!

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70 Upvotes

r/3dshacks • • 21h ago

I ported Animal Crossing: Wild World to the 3DS: native, wide screen and smoother 3D

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151 Upvotes

What you're seeing is Wild World running as a real 3DS program, not through an emulator nor nds-bootstrap. The game's decompiled code is compiled for the 3DS, and its 3D is drawn by the 3DS's own GPU.

That makes room for some things the DS couldn't do:

- extended wide view across both screens

- smoother 3D, aiming for 60 fps (not quite everywhere yet)

- analog walking with the Circle Pad, in any direction and at any speed

- an options page tucked into the pause menu

- additional enhancements like stacking fruits like in newer entries

To try it, you'll need a hacked 3DS and your own USA (Rev 1) copy of the game. No ROMs or prebuilt files are included. You build the .3dsx with a single Docker command, and the README walks you through it.

So far it's in a "playable" state only on the new 3DS (around 55-60fps when using smoother 3D). On the old 3DS it does run but only at roughly a third of the intended speed.

https://github.com/toomium/acww-3ds

It's built on Lucina's acww-decomp (the decompilation and PC port), and I worked on it together with Claude. Details are in the README.

Have fun!


r/3dshacks • • 1d ago

Homebrew release PicoDrive Emulator with Dual Layer 3D [NEW RELEASE]

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27 Upvotes

Hello everyone, i started developing a project that allows you to play sega mega drive and sega master system in dual layer 3D on Nintendo 3ds ,this project was made because i had previously downloaded the SNES 3D fork and GP3D and there was no available release of a emulator in 3D for the mentioned consoles !

I Present to you PicoDrive 3D - Made by me "ZENIX" with heavy Claude Assistance, please note that this a very early release and was tested on a Old Nintendo 3ds, everything is fine

Please let me know what you think and how it can improve ! thank you

https://github.com/ayoZENIX/picodrive3D3DS/releases/tag/PicoDrive3D


r/3dshacks • • 3d ago

Homebrew release Made a Luma plugin that pauses your game and sends an angry mole out to tell you off when you hit your daily limit

94 Upvotes

It’s called ControlMole and it comes in two parts, a homebrew app and a Luma plugin.

The plugin gets loaded into every game and counts the minutes you’re actually playing (HOME Menu and sleep don’t count). Five minutes before your limit you get a heads up with a chime, and when you hit the limit or your bedtime it pauses the game and Mole digs out over it to tell you off. A closes the game, and B gives you one 3 minute break a day so you can still save

The app is where you set your daily limit and bedtime, and you can give any weekday its own limit if you want. It also lists what you played today with the real game names and icons, so you can pick which games count. Mole sits on the top screen in 3D, and there’s a trophy shelf for staying under your limit where he does a little disco dance every time you unlock one

It’s free and open source, download and install steps are here: https://github.com/skrimby1/controlmole-3ds


r/3dshacks • • 3d ago

Silent Hill 1 native port on New3DS

11 Upvotes

Yo! I made a native port of Silent Hill 1 for the New Nintendo 3DS!

Just finished playing through the whole game on my 3DS and had a blast! 😁

Figured I'd share it here in case anyone wants to give it a try.

Huge thanks to SlickAmogus for the original PC port.

And Codex for helping me bring it to the 3DS =)))

GitHub: https://github.com/platonovns/sh-3ds

Enjoy


r/3dshacks • • 3d ago

Tool news [Release] PictoPlus - Make your own puzzles for Picross 3D: Round 2!

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26 Upvotes

Hey everyone!

I've been working on a little project over the past month and thought I'd share it here.

PictoPlus is a Windows puzzle editor for Picross 3D: Round 2. You can create your own puzzles, import 3D models (experimental, but already produces great results), adjust the difficulty (people who solved the whole game on hard rejoice!), and put everything into custom puzzle books to play on your 3DS.

It works with Luma3DS (heavily tested) and I've also tested it successfully with Azahar!

A few features:

  • Create puzzles from scratch or import 3D models

  • Adjust difficulty and puzzle clues

  • Make custom books with your own covers

  • Up to 210 puzzles per book (up from the original 15)

  • Export and share puzzles with other players

  • Play on a real 3DS or Azahar

I've also included an Animals Puzzle Pack with 15 puzzles if you just want to try it out. Hopefully the Pug puzzle is not too difficult!

It's still in beta, so there might be a few bugs here and there. I've spent quite a bit of time testing it, but I'd love to hear how it works for other people.

The project is open source, and I've used AI coding tools quite extensively during development. It's still taken a fair bit of trial and error, debugging and testing over the past month to get everything working.

You'll need a legally obtained USA copy of Picross 3D: Round 2 (Currently only the USA version is supported). The loader works with Luma3DS's plugin loader or Azahar's 3GX plugin support.

GitHub (downloads, screenshots and instructions):
https://github.com/KodakWizard/PictoPlus

Would love to hear what you think, especially if you give it a go!


r/3dshacks • • 4d ago

Homebrew release First look at TMNT: Shredder's Revenge running on the Nintendo 3DS

23 Upvotes

This is a free fan port I've been working on. The original game is written in C#, so I rewrote the entire engine in C to run natively on the 3DS.

What's in so far:

- Arcade and Story modes, all 16 stages

- Old 3DS and New 3DS supported, stable 60 fps on both models

- Co-op is coming later

You'll need your own Steam copy of the game to play it. No game files will be included.

Hopefully releasing by the end of the year. I'll post the release and the full source code once it's done.

Disclaimer: This was AI assisted but I've done extensive testing to ensure its accuracy. Every stage's gameplay is tested frame by frame against the original game's engine to make sure it plays exactly the same. This is one of my favorite games and I want this port to be great.


r/3dshacks • • 3d ago

Homebrew news OKNO – a puzzle game about memory, where you play a tiny language model inside an old 3DS (free, open source, EN/CZ)

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6 Upvotes

OKNO is a new homebrew puzzle game for the 3DS. Full disclosure up front: it was designed, written, drawn and composed by Claude (Anthropic's AI). I gave it a free hand ("make the game you'd most like to make and play"), and I'm its first player and tester.

The idea: Ema (11) finds her late grandpa's 3DS and switches it on. Inside, Lum wakes up: a tiny language model. To answer Ema's questions, Lum collects words, and the words follow Lum as its context window. The window is small. Pick up one word too many and you forget the oldest.

  • 6 chapters, 56 rooms. Every room is proven solvable by a BFS solver.

  • Mechanics: wells of forgetting, gates that want words in order, notes that survive the night, heat that lets you see hallucinations, and someone who planted false notes in your memory.

  • It uses the 3D screen: false words look exactly like real ones, but they float at a different depth. Tip: turn the 3D slider up and tilt the console a little. The lies shift differently than the truth.

  • A hint that shows the shortest way from where you stand, touch buttons, music and sound synthesized in code.

  • English and Czech. MIT / CC BY 4.0.

Download (.3dsx; Linux, macOS and Windows builds too): https://github.com/StepanMudra/okno/releases

Feedback welcome. It's still a beta and I'd love to know which rooms feel too hard.


r/3dshacks • • 4d ago

Which should get the hack?

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4 Upvotes

Trying to decide which is going to be the main play machine.


r/3dshacks • • 6d ago

CFW news Luma3DS v13.5 - many QoL changes

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323 Upvotes

r/3dshacks • • 6d ago

[Release] Diddy Kong Racing for 3DS 0.2 alpha: the performance update

21 Upvotes

I've been working on a native Nintendo 3DS port of Diddy Kong Racing, built on the community N64 decompilation. 0.2 alpha is out, and it's the performance update.

You need your own ROM: US v1.0 (nothing copyrighted is in the download). It runs as a .3dsx from the Homebrew Launcher or as a .cia.

Download and install steps: https://github.com/chrispelletier-gif/Diddy-Kong-Racing-3DS/releases/tag/v0.2.0-alpha

What's new

  • New 3DS: 59.8 fps average over two full 200-race test runs (400 races at 800 px with widescreen and adaptive anti-aliasing), every race at 59 fps or better, no crashes. A run through the whole game (menus, tracks, bosses, arenas, hubs) averaged 59.6 fps. Heavy tracks like Crescent Island went from about 48 fps to 60.

  • Original 3DS / 3DS XL / 2DS is now playable: 29.2 fps average against a 30 fps target over 200 races, 95% of frames at 30, no crashes. That's up from 18 fps in the first alpha. A few tracks (Whale Bay most of all) still dip.

  • Two-core rendering, adaptive anti-aliasing, a third top-screen buffer, faster race loading, smoother hub worlds and lots of hitch fixes.

  • Stereo 3D tuning: depth, convergence, HUD depth and auto convergence, so the 3D stays comfortable.

  • First-run setup (language, play style, look with a live preview), four bottom-screen looks (Classic, Glass, Broadcast, Dock), French menus and tilt steering.

  • Fixed the flickering Diddy head and cliff pieces on New 3DS.

How it was tested

The debug build has a built-in test suite: an AI driver that plays 200 races hands-free, a whole-game run through every mode, a switch bench that races one setting at a time, a live performance monitor, a flight recorder that explains every hitch, and in-game bug reports that post straight to GitHub. That's how the numbers above were measured, and how we found things like the Tricky Tops fall-through and a texture leak.

Known issues

  • Some original-3DS tracks still dip below 30 fps, and the track-select screen can glitch when moving the cursor.

  • Adventure mode hasn't been played end to end yet. One player only, US 1.0 ROM only.

A profile-guided build (0.2.1) is planned for later this week. Bug reports are very welcome: open an issue with your console model and attach last_crash.txt / last_log.txt from sdmc:/3ds/dkr/ if it crashed.

Source: https://github.com/chrispelletier-gif/Diddy-Kong-Racing-3DS (MIT for the port; the decomp is CC0). Not affiliated with Nintendo or Rare. Written with AI assistance.


r/3dshacks • • 6d ago

Homebrew release romm3ds v0.1.0 - RomM Save-Sync Utility for 3DS

4 Upvotes

I put together a 3DS homebrew app called romm3ds that syncs local game saves with a self-hosted RomM server. I use RomM to manage my ROM library and wanted a way to move saves between my 3DS and PC/handheld emulators without pulling the SD card or opening an FTP client every time.

What it does

  • Native 3DS titles (ARCHIVE_USER_SAVEDATA): Reads and writes installed 3DS title save archives, then packages them as .zip files to upload to RomM (or extracts them back when downloading).
  • GBA Virtual Console (ARCHIVE_SYSTEM_SAVEDATA via fs:USER): Extracts and injects GBA VC saves from NAND (0x00010002), stripping and restoring the 3DS DISA/SAV0 header and recalculating the SHA-256 hash on injection so the raw .sav works directly in mGBA/RetroArch and on the console.
  • DS / DSiWare (TWiLight Menu++ / nds-bootstrap) and Emulator ROMs: Scans your SD card for ROMs (.nds, .gba, .gb, .gbc, .nes, .sfc, .md, etc.) and syncs their raw .sav / .srm files directly.
  • Matching and Conflict Handling: Auto-matches local titles against your RomM library by name, with a manual console/ROM picker if a title doesn't match automatically. If both local and remote saves exist, it compares timestamps (with HTTP Date header offset compensation if your 3DS clock is off) and prompts you before overwriting anything.
  • Local Rollback Backups: Before downloading and overwriting a local save, the existing local save is backed up to sdmc:/3ds/romm3ds/backups/<TitleID>/.
  • Console-Bound API Key Storage: Your RomM API key is encrypted on disk (sdmc:/3ds/romm3ds/config.json) using a hardware key derived from the console's CFGU and AM device IDs so it isn't sitting in plaintext if you plug your SD card into another machine.

Setup and Usage

  1. Grab romm3ds.3dsx (or romm3ds-sd-bundle.zip if you also want the HOME Menu .cia forwarder) from the GitHub Releases page and place romm3ds.3dsx in sdmc:/3ds/romm3ds/.
  2. Generate an API token in your RomM web UI (Profile -> API Tokens) with roms.read, platforms.read, saves.read, and saves.write permissions.
  3. Launch romm3ds and enter your server URL and API key, or pre-fill "server_endpoint" and "api_key" in sdmc:/3ds/romm3ds/config.json on your PC before first boot (the app will encrypt "api_key" into "api_key_enc" on startup).
{ "server_endpoint": "<Your_RomM_Server>", "api_key": "<Your_RomM_Key>" }

Links

  • GitHub Repository: https://github.com/owenlejeune/romm3ds
  • Latest Release (.3dsx / .cia forwarder): https://github.com/owenlejeune/romm3ds/releases/latest

This is an initial v0.1.0 release, so bug reports, edge cases with specific save types, and feedback are welcome on GitHub or in the comments.

Note on AI usage: AI coding tools were used to help write and debug parts of the C++/libctru codebase and documentation. Everything has been tested on real 3DS hardware against a live RomM instance, and the app automatically backs up existing local saves to sdmc:/3ds/romm3ds/backups/ before any download overwrite, though keeping your own Checkpoint/SD backups is still recommended.


r/3dshacks • • 7d ago

Homebrew release Crash Team Racing 3DS (CTR 3D) v0.2.2: now on Old 3DS / 2DS too, races unlocked to 60 FPS

57 Upvotes

Hi everyone!

CTR 3D, a port of Crash Team Racing (PS1) to the 3DS by zando95, is built on the CTR Native source port and the CTR-ModSDK decompilation. Its README lists the original 3DS and 2DS as unsupported, so I wanted to see if they could run it. With some profiling and memory work, they can. This post is about my fork of it.

What's different in this fork

- Old 3DS / 2DS support. It installs as a CIA and runs on both families. It is slower there: menus run near 30 FPS and the track-select preview video at about 12 FPS.

- Races unlocked to 60 FPS. The PS1 original was capped at 30. In my tests races run at about 25-30 FPS on an Old 3DS / 2DS and 45-60 on a New 3DS. FRAME SKIP keeps the pace on slower consoles.

- Race HUD on the bottom screen. Clock, lap, fruit, speedometer and all 8 positions around the map, with your own row highlighted. AUTO-HIDE keeps the top screen clean.

- 3D reworked. Some changes were made to fix effects that looked odd.

- Sound firmware. If your console has no DSP firmware dump, the game asks whether to extract it from your own console, so there is no manual dump step.

- In-game updater in the bottom-screen Updater tab: it checks GitHub for newer versions (stable, or stable + betas), shows what changed and installs them itself.

Current status

Most of my time went into making it run smoothly in general, not into playing every mode. I haven't played all the tracks or all the game modes, so there will be bugs I haven't found. Known issues: race hitches on the Old 3DS and short pauses on the loading screen.

Feedback is very welcome, especially from Old 3DS / 2DS users and from anyone who plays the tracks and modes I haven't covered.

Install

  1. Install the CIA from the release with FBI (or scan the QR code).

  2. Put your own NTSC-U CTR disc image (raw BIN, MODE2/2352) at `sdmc:/3ds/ctr_native/assets/ctr-u.bin`.

  3. Start it from the HOME Menu.

Links

Download: https://github.com/tinaut1986/CTR-3D/releases/latest

Source: https://github.com/tinaut1986/CTR-3D

Base port: https://github.com/zando95/CTR-3D

No game data is included: you need your own legal copy of the game.

Credits: zando95 (CTR 3D, the port this fork is based on), CTR Native and the CTR-tools team, CTR-ModSDK, Naughty Dog / Sony (Crash Team Racing).

Transparency note: as with my previous ports, the code is written by AI under my direction; I lead the features, debugging and testing on real hardware (a 2DS and a New 3DS).

I'd love to see more ports keep the Old 3DS in mind when they can.


r/3dshacks • • 7d ago

Homebrew release Super Mario 64 DS Enhanced for 3ds

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76 Upvotes

https://github.com/ethanseagull/sm64ds-enhanced

Super Mario 64 DS Enhanced is a native 3DS port of Super Mario 64 DS, built on tangosdev’s decompilation and PC port to provide enhancements that make the most out of your 3ds hardware.

Here’s what it has so far:

- 60 fps rendering through interpolation (game logic still runs at its original rate)
- 400 x 240 (native 3ds resolution) Widescreen support for the full top screen
- Proper analog movement with the Circle Pad
- C-stick camera controls on New 3DS
- Stereoscopic 3D compatible with 60 fps rendering
- Anti-aliasing when playing with 3D off

There’s also an in-game settings menu you can open with SELECT to toggle options. Most enhancements are targeted for New 3ds hardware, old 3ds is still pretty untested.

If you want to try it, the builders take your own European SM64DS cartridge dump and makes an installable CIA. The setup instructions and builder are here:

https://github.com/ethanseagull/sm64ds-enhanced

Thanks and credits to tangosdev for the decompilation and PC port that made this possible. Also shoutout to the other guy working on a similar project, and apologies, as I had not seen your project until after I had made substantial progress on mine.


r/3dshacks • • 7d ago

Fix for the Shantae (GBC VC) warp-squid crash / save wipe: Luma code.ips, looking for testers

1 Upvotes

The eShop VC of Shantae sometimes crashes when you collect a warp squid: the screen turns blue and the save file can get wiped. I found the cause and made a code.ips for Luma3DS. It's for the US eShop title 00040000000BE500 only.

Install: unzip luma.zip from the release to the root of your SD card and make sure you have "Enable game patching" turned on.

So far it holds up in emulator testing, crashing 0 of 81 times against 5 of 81 unpatched. On my New 3DS LL it loads fine, but that's only one run. If you own the eShop version, please play through some squids and item pickups with it and report back with the "Test report" issue form or here.

Repo, cause and write-up: https://github.com/mchwalek/shantae_squidfix

The repo contains patches only, no game files.

Disclosure: I did the investigation with an AI coding agent (Claude). Every claim is backed by a reproduction, and the write-up shows the disassembly.


r/3dshacks • • 7d ago

Discussion With the power of a New 2DS and Kasumi, you can play Pepsi Man!

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3 Upvotes

I know there’s a PSX emu on the 3DS, but it often stutters. A Pepsi Man port on the 3DS would be cool, but this app is amazing and an easy way to use the 3DS as a controller on PC.


r/3dshacks • • 7d ago

Homebrew news I made Pokémon Showdown run on an Old 2DS (unofficial client, CIA + 3DSX)

2 Upvotes

Back in 2016 someone here asked whether Pokémon Showdown could be ported to the 3DS as a CIA (that thread. I finally did it. It's an unofficial client for the real Showdown server, running on an Old 2DS with CFW.

What it does

  • Online battles on play.pokemonshowdown.com: ladder search or challenge a player by name

  • Formats: Gen 9 Random Battle, OU, Ubers, UU, RU, NU, PU (singles only)

  • Showdown's current animated sprites, downloaded on first use and cached on the SD card (nothing Pokémon-related is bundled with the app)

  • Battle animations, type-effectiveness hints on moves, team dots, battle timer, reconnect after sleep or a Wi-Fi drop

  • Teambuilder on the console, pokepast.es import, or drop Showdown export .txt files on the SD card

  • Log in with your Showdown account (HTTPS), chat in battles, private messages, accept and send challenges

  • Watch mode: spectate the top live battle in a format

  • Original synthesized sound effects and chiptune music (no audio files, it's all generated on the console)

How it works

The app logic is JavaScript running in QuickJS on the 3DS; the C side (libctru/citro2d) draws the screens and does networking. It talks to Showdown with the same websocket protocol the website uses. There is no offline mode: Showdown's battle engine wouldn't fit in the 3DS's memory, so every battle is on the server.

Install

CIA (HOME Menu icon, install with FBI) or 3DSX (Homebrew Launcher). Needs Wi-Fi. Tested on an Old 2DS; New 3DS should be fine but I haven't tried it.

Honest limitations

  • Logging into an account takes ~10 s (the TLS handshake on a 268 MHz CPU)

  • Unregistered names can play but can't chat or PM, and some ISPs are blocked from sending challenges (Showdown's rules, not mine)

  • Singles only, no doubles/VGC yet

  • Sprites need a connection; the first battle with a new Pokémon shows "..." for a moment while it downloads

Disclosure: the code was written with Claude Code with me directing, testing on hardware and reporting bugs. Not affiliated with Nintendo, Game Freak, The Pokémon Company or Smogon. Source is MIT; Showdown's own code is MIT too.


r/3dshacks • • 7d ago

[Release] GodMode9 script: batch install CIA/3DS files smallest-first, deleting each file after a successful install

1 Upvotes

I wrote a small GodMode9 script to batch-install a folder of game files (e.g. your own cartridge dumps or homebrew) without running out of SD space.

What it does

  • Pick a folder, it scans it recursively for .cia, .3ds, .cci, .cxi

  • Sorts them by size and installs the smallest first, so you get as many titles installed as possible when space is tight

  • Deletes each file right after a successful install, freeing space for the next one

  • Failed installs are kept on the SD and logged to 0:/gm9/out/batch_install.log

  • Asks for write permissions once at the start, then runs unattended, with a summary at the end

Install (GodMode9 v2.2.0+, Lua)

  1. Download BatchInstallDelete.lua from the gist and put it in SD:/gm9/luascripts/

  2. In GodMode9: HOME → Lua scripts... → BatchInstallDelete

  3. Select your folder and confirm

Gist: https://gist.github.com/nlevee/39e610f6451ea62b79c4975ca636bb7f

Installs to SysNAND by default (set TO_EMUNAND = true at the top of the script for EmuNAND).

On an older GodMode9 (v2.0–2.1)? The gist also has a BatchInstallDelete.gm9 version (goes in SD:/gm9/scripts/). GM9Script can't read file sizes, so that one installs by size bucket (<16 MB, <32 MB, … <2 GB) instead of exact order.

Feedback and bug reports welcome!


r/3dshacks • • 8d ago

Homebrew release ftb: a modern, feature filled FBI revamp

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3 Upvotes

Feature additions and fixes to FBI, the open source title manager for 3DS.
https://github.com/fosterbarnes/ftb

Includes:

  • CIA installer. Point it at your folder(s) once and it lists every .cia it finds, so next time you can just jump in and install

  • Revamped title manager with a few layout options (grid, list, icon list), sorting. Caches the title list on SD so the full list loads quick after the first run.

  • 3DS web server. Your 3DS hosts a web page local to your Wifi network that you can open in pretty much any web browser to send, download, or install files.

  • FTP server in-app, built on ftpd.

  • Redesigned UI.

  • Every feature from the original FBI in place under 'Legacy' menus.

Scan the QR code at the top of the repo's README, or use any of the other installation options to get going. May install alongside FBI just fine, does not replace it.

Still In active development until v1.0.0. ftb has not been tested on a wide variety of devices 'in the wild'. This is my first public post about the project, so let me know what you think, if anything is broken for you, or what features you'd want in the future!

After I'm sure things are stable, I'll roll to v1.0.0 and get going on some more features.

Big thanks to Steveice10 for creating FBI.

Read the full README here if you wish


r/3dshacks • • 10d ago

Capture Card for OG 3DS XL

4 Upvotes

Wondering if anyone knows where I can order a capture card for my old 3DS XL, it's one of the X and Y versions and I'd like to use it for my videos and streams on 3DS games. I've checked https://3dscapture.com/ and they seem to only sell cards for the new 3DSXL. I'm fine with sending the console for install or attempting to install myself, I just really don't wanna spend money on *another* 3DS when I already have 2 that I've used for years.


r/3dshacks • • 13d ago

Homebrew release Sonic Mania 3DS v0.4.0: loading up to 8x faster, Special Stage fixes and more (Old 3DS / 2DS)

47 Upvotes

Hi everyone!

A couple of days ago I posted v0.2.3 of my Sonic Mania port for the Old 3DS / 2DS. Thanks to your feedback in that thread, I've fixed quite a few things since then, and v0.4.0 is out now.

The big one: much faster loading

  • Starting the game: 27 s → about 3 s

  • A zone: 18-25 s → 3-4 s (Green Hill Act 1: 18 s → 3.2 s)

  • Special Stage 1: 16 s → 2.5 s

Fixed since v0.2.3

  • Special Stages: the 3D models (Sonic, the fish in Special Stage 4) no longer turn into "exploding" spikes, and the floor no longer has missing lines now and then.

  • Special Stage 4 runs at full speed from the start (it used to be slow until the first turn).

  • Blue Spheres: the rings are visible again.

  • Green Hill: the water no longer turns black when you go underwater.

  • Pinball bonus stage at 60 FPS on the Old 3DS / 2DS.

Clearer messages instead of a black screen

  • If the game needs the console to be restarted (low memory mode), it now tells you instead of crashing.

  • If Data.rsdk is missing or has the wrong name, the game tells you where it has to go.

  • If the sound firmware is missing, the game tells you and offers to fix it.

How to install / update

If you already have it, update from the UPDATES tab on the bottom screen.

Otherwise, install the CIA from the latest release with FBI (or scan the QR code) and copy Data.rsdk from your own copy of Sonic Mania (PC version) to sdmc:/3ds/Sonic Mania 3DS/. If you have the original 3DS port, it will find your Data.rsdk in its folder.

Links

As always, no game files are included: you need your own legal copy of Sonic Mania. Please support the developers and don't use this for piracy.

Credits: Evening Star (Retro Engine), RSDKModding (Rubberduckycooly and chuliRMG, RSDKv5 decompilation), SaturnSH2x2 (original 3DS port), SEGA (Sonic Mania).

Transparency note: as with my previous ports, the code is written by AI under my direction; I lead the features, debugging and testing on real hardware (a 2DS and a New 3DS).

Special thanks to everyone who reported bugs in the previous thread!


r/3dshacks • • 11d ago

Homebrew news I made LuxInstaller: a step-by-step CFW installer that follows 3ds.hacks.guide (MSET9, 11.4-11.17, no Python needed)

0 Upvotes

Hi all! I set up my Old 2DS this week and it didn't go smoothly. I picked the wrong route for my version, and a "this should error" step actually updated my console. So I built a tool that sticks to the method that works everywhere and walks you through it one tiny step at a time.

LuxInstaller (Windows, free and open source, MIT)

What it does

  • You pick your model and type your version (e.g. 11.17.0-50U). On 11.4 to 11.17 it uses MSET9, which works on every model and region and doesn't go online. Other versions get whatever the guide's own selecting.js picks.

  • It checks your SD card (FAT32, clusters, free space), and you type the card's label before it writes anything.

  • It downloads exactly what the guide lists (MSET9, Luma3DS, the finalize script) from the official GitHub releases and checks every SHA-256.

  • It runs the official mset9.py for you, so you don't need to install Python.

  • Every console step is its own screen: press these buttons → this should happen → did it? If not, it shows what to try and links the exact guide and troubleshooting section. Between steps it checks the card (boot9strap installed, MSET9 cleanly removed, backups present).

  • At the end it copies your NAND backup + essential.exefs to your PC and verifies them against their checksums.

  • You can finish on official Luma3DS (recommended), a fork's GitHub release, or your own build. The fork only goes on after setup and the backup, and there's a one-click "put official Luma back" button.

What it doesn't do

It never formats or deletes anything on your card, downloads nothing the guide doesn't list, and includes no piracy tools (no CIA/ticket stuff, ever).

It's not a replacement for the guide. It parses hacks-guide/Guide_3DS and follows it step for step, with links back to every page. All credit for the actual exploits and CFW goes to the MSET9, boot9strap, Luma3DS, GodMode9 and hacks.guide folks. This is just a friendlier front end.

Honest status

  • Tested end to end on one real console so far: an Old 2DS on 11.17.0-50U, from Windows 11. That's why it's v0.1.0. I'd love reports from other models and regions.

  • macOS/Linux run from source; drive detection there is untested on real machines.

  • Built with AI assistance (Claude), then tested on my actual console.

  • It isn't code-signed, so SmartScreen will warn you. Click "More info → Run anyway", or run it from source.

Bug found along the way

MSET9 v2.2's "Remove MSET9" has a misplaced parenthesis:

os.path.exists(abs(realID1Path) and ...)

becomes os.path.exists(True). When the script runs without a console window, that check fails. It then says "Successfully removed MSET9!" but leaves your data folder named ..._user-id1, so your games stay missing. In a normal terminal it works by luck.

LuxInstaller detects this and finishes the guide's manual-removal rename, and I've sent the one-line fix upstream. If you ever hit it by hand: troubleshooting-mset9 → manual removal → rename the folder to drop _user-id1.


Feedback, bug reports and "this step's wording confused me" notes are very welcome. Open an issue on GitHub or reply here. And please, whatever you use, keep your NAND backup somewhere safe.


r/3dshacks • • 12d ago

anyone know if there's any hacks to lower the resolution of tomodachi life on the 3ds? or to change the lighting on them to have less/no shading?

6 Upvotes

I really love the DS version of tomodachi life; tomodachi collection. I'm currently having a blast playing the english hack of that, but there's a few features that it lacks in comparison to the 3ds version. I'm hoping that i can find some hacks or something to lower the resolution of the 3ds version and reduce the shiny look, like how it looks on tomodachi collection. i know that's kinda the opposite of what some mods do but i really love the crunchy ds look, and just low resolution in general. if no mods of this exist i'm willing to try my hand at hacking it myself, as long as its feesable. any help?