Homebrew Minecraft Legacy Console Edition Port For The 3DS.

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GravityGRVT

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This is running on a New 3DS XL at a locked 30 FPS on 10 chunk render distance with fog disabled. It runs at a variable 45-55 FPS at 4-8 render distance. The video is older footage so skybox has been significantly improved (almost full parity) as can be seen in the picture.

Features:

-Rendering engine nearly finished.
-Parity terrain generation.
-Block interactions.
-3D (can also be fine tuned and has pop/depth presets).
-800 pixel mode (doubles horizontal resolution).
-Smooth lighting.
-Day cycle

I will go into details on technical features once I make a public release. The game is heavily optimized.
 
Last edited by GravityGRVT,
View attachment 563288

This is running on a New 3DS XL at a locked 30 FPS on 10 chunk render distance with fog disabled. It runs at a variable 45-55 FPS at 4-8 render distance. This is older footage so skybox has been significantly improved (almost full parity).

Features:

-Rendering engine nearly finished.
-Parity terrain generation.
-Block interactions.
-3D (can also be fine tuned and has pop/depth presets).
-Smooth lighting.
-Day cycle

I will go into details on technical features once I make a public release. The game is heavily optimized.
Unfortunately. I am trying to find the bottleneck but it seems to be something very fundamental since O3DS has pretty much maintained 15-20 FPS during the super early engine testing all the way up to now.
 
I tough Minecraft Pocket Edition was a better option, but this still pretty neat
Well, we do have an official pocket edition port, Minecraft New Nintendo 3DS Edition, though we don't have the source code for it.

On the other hand, the source code for an older version of legacy console did leak a little while ago, so that should give people more freedom with modding, in theory.
 
Last edited by Huschje,
It was just a matter of time that someone would attempt that. Does it support crossplay with Legacy PS3 and PC?
 
View attachment 563288

View attachment 563316

This is running on a New 3DS XL at a locked 30 FPS on 10 chunk render distance with fog disabled. It runs at a variable 45-55 FPS at 4-8 render distance. The video is older footage so skybox has been significantly improved (almost full parity) as can be seen in the picture.

Features:

-Rendering engine nearly finished.
-Parity terrain generation.
-Block interactions.
-3D (can also be fine tuned and has pop/depth presets).
-800 pixel mode (doubles horizontal resolution).
-Smooth lighting.
-Day cycle

I will go into details on technical features once I make a public release. The game is heavily optimized.
Please PLEASE make it O3DS compatible. Even if it runs like doodoo, I still want it playable! That would mean no Cstick tho...
 
It was just a matter of time that someone would attempt that. Does it support crossplay with Legacy PS3 and PC?
Hopefully it will at some point. This is not a "making it compile and fixing it from there" kinda port. It is almost a full rewrite. The original source has way too many platform dependencies.
Post automatically merged:

Are there any news on this?
Still working on it. Just at a very steep part of development, though most of the hard stuff has been taken care of.
Post automatically merged:

Is there a planned release date? And I'd like to be a beta tester!
No planned release date but public release soonish.
Post automatically merged:

Please PLEASE make it O3DS compatible. Even if it runs like doodoo, I still want it playable! That would mean no Cstick tho...
You can technically play it on O3DS; I will even provide controls for it. I just cannot guarantee that it will be enjoyable or develop around it.
Post automatically merged:

Even if it might run bad on the o3ds, do not take support for it away.
I'd rather have a slow minecraft on my o3ds, than none at all >.<
You will be able to boot it on O3DS. Check out my other reply.
Post automatically merged:

How did you make it?
I rewrote entire parts of it to translate the platform dependent calls. It is more of a remake than a straight port at this point. I am using devkitpro Citro3D/2D.
 
Last edited by GravityGRVT,
You can technically play it on O3DS; I will even provide controls for it. I just cannot guarantee that it will be enjoyable or develop around it.
Have you considered Circle Pad Pro support? It would still leave out o2DS, but theoretically the accessory could be adapted with a custom shell of some kind as it's really just infrared-based.

...of course, provided there's any hope for playable performance to begin with.
 
Unfortunately. I am trying to find the bottleneck but it seems to be something very fundamental since O3DS has pretty much maintained 15-20 FPS during the super early engine testing all the way up to now.
Is it possibly something simple like VRAM/RAM size, or the old 3ds not having higher clock speeds?
 

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