Then why not mod the games to have a different memory size in mind? Probably a stupid question, because adding ram doesn't work well, but what if there was a way to make the 3ds think it has more ram? Instead of directly adding it in different ways?
What if the 3ds thought it had a gigabyte of ram? Would it try to use the memory that doesn't exist in the slightest bit? What if a game thought it had a gigabyte of ram to play around with?
How would the 3ds react if it realized it had a battery bigger than 2,000 mah? Would the battery percantage not work? Could there be a software on boot that recognizes said large battery? If one that can fit in the 3ds even exists?
I have so many thoughts in my head on if theres any possible way to make the 3ds run better other than finding a magical spell from narnia that could allow the 3ds to overclock..
Both the switch and 3ds run on arm, no? I know they're different versions of arm and the switch is significantly more powerful than the 3ds, but why not have a version of atmosphere running on n3ds? It'll probably take a lot of work, as luma is made for the lower power of the n3ds compared to the vita. I personally think atmosphere on n3ds won't happen anytime soon, as luma already works amazing. It would also be pretty weird to say "Oh I run atmosphere cfw!" "which one?"
I want to finish typing this comment but I gotta go do something but I just want to post what I want to say
oof, I'm way too crippled atm to answer all of these correctly >.<
Pretty sure games have a hardcoded RAM amount, so changing it should be effectively impossible due to having to search the entire code for references, and modify them. But even then, there is no guarantee that the game will ever use that much RAM, considering that these games are designed with fixed and limited amount of RAM available.
I'm pretty sure the 3DS OS couldn't do anything with the extra RAM either. The memory sizes are hardcoded into the kernel, and the virtual memory regions are downsized to the exact amount of RAM we have available.
Even if you managed to somehow find and hack every occurrance in the kernel, you would most likely just cause a nullptr deref afaik, as the memory size would be out of bounds of what the SDK is hardcoded to do. As for what happens if you also hacked the game to not crash... idk, it's already a really stupid idea due to how extremely difficult and time-consuming it is, sorry. No idea how games would react though if you did manage to do all patches, as the way I keep repeating myself, they were simply just designed with fixed amount of RAM, and not ready to handle a sudden change in RAM size.
My guess is that the game would just keep running like nothing happened, although I do expect a few outliars to simply just crash or something. We may never know...
Batteries, hmm...
I know that there are weird tables inside of the MCU_FIRM, probably used for capacity-to-percentage mapping, but that aside I have no idea, as I don't have the tools to be able to investigate this any further.
In this case all I can do is speculate. Considering that I don't know the source of the data, my guess is that they map voltage to percentage, and call it a day. So my guess is that as long as the modified battery has the same voltage curve when charging/discharging, then it should work without any issues.
Also, can't detect battery capacity, pretty sure the 3DS lacks hardware for that. I think it's simply just voltage measurement, and trying to curve it.
A higher capacity battery can't fit into the 3DS without modifying the entire shell, as we're limited by energy density, meaning that bigger batteries simply just need more space, and anyone else claiming otherwise is a scam.
No idea what Atmosphere does, as none of my Switch consoles are hackable (without a shill modchip, which I refuse to install due to lacking funds and trust).
As for overclocking the old3DS, pretty sure that idea should be thrown out the window.
Two things I feel *might* be overclockable: the FCRAM, and the GPU.
The FCRAM is simply just an underexplored hardware, as it's only ever poked in GBA mode, and that's how we found that these registers even exist in the first place.
As for the GPU, who knows if some of the glitch bits actually overclock the GPU, which cause the glitches. We may not know for some time...