The Minish Cap gets a native 3DS port with dual/widescreen support

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Thanks to the recent decomplication efforts; The Minish Cap 3DS brings the Game Boy Advance classic Zelda title to your 3DS.

The port takes full advantage of the 3DS (sans 3D) and offers various display and layout options including widescreen , stretched and original aspect ratios with the bottom screen containing a map and dungeon/current quest information. New 3DS is also supported with several further enhancements such as improved performance, multi-core rendering and an optional C-Stick turbo mode for fastforwarding gameplay.

The Minish Cap 3DS also includes support for the Project Picori Randomizer, with separate save data for normal and randomized playthroughs.

As with similar fan-made ports like this, no ROM or copyrighted assets are included with the project. Players must provide their own legally obtained copy of the game.

:arrow: zelda-tmc-3ds (GitHub)
 
I wish there was a decent PC port with widescreen. There are two decompilation projects. One crashes instantly on both Windows and Linux and appears abandoned. The other shows more promise, but loses saves on both Windows and Linux and is still a buggy mess, and after a flurry of updates the dev seems to have disappeared.

I suppose for the time being the best way to play with widescreen on PC and Deck is this version emulated through Azahar, which is ridiculous.
Trust me, it does not look that good on 3DS (GBA resolutions does not mesh well with screen resolutions on 3DS)
 
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Have they fixed the scaling on the bottom screen? The oddly scaled icons (like the hearts and R) at the bottom drive me crazy while playing. I remember the scaling was kind of all over the place where you either had to pick between text or the pixel art being good.
 
Trust me, it does not look that good on 3DS (GBA resolutions does not mesh well with screen resolutions on 3DS)
Boo! So we're out of luck!

I had high hopes for the PC mod until I lost saves on both PC and Deck. I didn't really want to play through the first dungeon a third time. :(
 
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Honestly those dual screen optimized ports will be amazing for the upcoming setup of a PC/Steam Machine in combination with a Wii U Gamepad using Chocolate (by far my most anticipated project currently):
 
Boo! So we're out of luck!

I had high hopes for the PC mod until I lost saves on both PC and Deck. I didn't really want to play through the first dungeon a third time. :(

Well, you did mention playing on Azahar. I don't know how the game would look on the emulator, with all the resolution scaling options and such. On my N3DSLL, it looked quite a bit worse than it does on my DSi XL. Maybe if you add those LCD shaders somehow, to emulate the grid of the GBA? That coooooooooooould work in making it similar to how it looks on GBA and consequently DS.

Good luck if you try.
 
What? Codex is just OpenAI's coding agent based on ChatGPT. It's absolutely used by and advertised to the general public.

The Slack integration and token costs are what make it corpo, a free user won't be able to get much use out of it.
 
It was done on Shovel Knight tbh and it does look quite nice. I doubt it CAN really be done for Minish Cap tho (not without being fully remade in another engine).
Theoretically it absolutely could be done without being remade in a different engine. It would just take alot of effort. You could absolutely set up a separate renderer that takes the data from the game and renders something else. For example, 3dsen does this. You could absolutely build a custom renderer that renders the game twice with sprites set being 'higher or lower' on the 3ds screen based on sprite id and what layer they're on, but that would be a shitton of extra work XD
Side thing: Hot take, I dont actually think shovel knights 3d looks good. it does when you stand still, but the screen darkens and smears as you move and it makes it look like a flickery mess
 
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Theoretically it absolutely could be done without being remade in a different engine. It would just take alot of effort. You could absolutely set up a separate renderer that takes the data from the game and renders something else. For example, 3dsen does this. You could absolutely build a custom renderer that renders the game twice with sprites set being 'higher or lower' on the 3ds screen based on sprite id and what layer they're on, but that would be a shitton of extra work XD
Side thing: Hot take, I dont actually think shovel knights 3d looks good. it does when you stand still, but the screen darkens and smears as you move and it makes it look like a flickery mess
Hmmmm. Good point. I suppose it could be done without being remade in another engine, but what you suggest would be colossal amount of effort.

Idk if it's a hot take tbh. People in general seem to despise the 3D effect. Personally liked it very much in every title I tried.

For Shovel Knight itself, there were no graphical issues that I noticed, but I use N3DSLL, so maybe it's just with 'New' lineup having improved 3D effect. No darkening or any flickers, that I noticed.
 
For Shovel Knight itself, there were no graphical issues that I noticed, but I use N3DSLL, so maybe it's just with 'New' lineup having improved 3D effect. No darkening or any flickers, that I noticed.
I have the non-xl new 3ds and it still does the weird smeary darkening thing. They might have used the same screen as an old 3ds maybe and thats why it still does it? I dunno.
 
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I have the non-xl new 3ds and it still does the weird smeary darkening thing. They might have used the same screen as an old 3ds maybe and thats why it still does it? I dunno.
No idea man. Shovel Knight looks fine with or without 3D, so it doesn't matter that much.
 

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