Yes, you will need devkitPro/devkitARM:
https://devkitpro.org/wiki/Getting_Started
...and you will need to follow the cross-compilation instructions from the README here:
https://github.com/scummvm/scummvm/tree/master/backends/platform/3ds
(the README is a combination of what the original author wrote, and what I added to it)
You can have two separate *.3dsx packages at any given time, and you
could produce different *.cias if you alter the app/scummvm.rsf file.
I also re-instated argument support because I wanted to try out having shortcuts that could be loaded in a forwarder manner, but I didn't have time to play around with that (nor do I have the time now).
Fair warning, looking at the BBVS engine, it seems to preload all assets for a given scene. It might prove difficult if not impossible to run as-is with the 3DS' memory limitations.
I'll have to do some tests with an N3DS if I manage to get my hands on one.
Note: PORTLIBS are third-party libraries such as zlib, libpng etc. that need to be cross compiled for the 3DS. If you want to add support for something that is not included in pacman, you will need to cross-compile it yourself. I think only FLAC had issues, for which I added some notes in that README.
EDIT: If you don't have a native UNIX environment, I wouldn't really advise going the msys2 route for Windows. Cross-compilation proved to be quite slow for me when I tried it.
Personally, I had no native UNIX OS at the time when I tried this, so I installed Ubuntu (yes, yes I know) in VirtualBox, and used that. It was significantly faster than msys2, at least in my experience.