ROM Hack Is it possible to speedhack MK7 without an emulator and why?

EthanDaHacker

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What I mean by this is if you can speed hack (Like in Citra) on an actual (n)3ds. For example, on Darkflare's Mk7 plugin, in "Menu & Other Codes" there is an option to make the game fast. I want to be able to do that but the opposite, make the game slower. Any suggestions or comments?
 
Three general approaches

1) CPU flooding.
2) Code bothering
3) Underclocking. Most times overclocking is how you do faster on real hardware like your favourite emulators, indeed might be the only way, and that generally implies the ability to underclock as well. I don't know what goes for the 3ds here and whether it is a custom firmware option, needs a hardware mod or can be triggered by a command from the game itself.

Different games are coded in different ways and might be more or less resilient to things, and some things also bother the hardware (100%ing the CPU does tend to nail battery and heat, overclocking even more so but possibly also brings screen issues into things).

1) Can often by done by various cheat programs (cheats usually work by once a frame doing a bunch of things, easy enough to add time wasting instructions in that to various amounts). If not then that is how you do it.

2) This one gets fun and into the weeds somewhat in coding, and varies by what you want to do and how much you are willing to tolerate on the jank front.
i) You disable vblank options such that they run all the time rather than waiting for the vblank. As most major code updates/screen redraws happen here then having them happen all the time speeds things up, could do something to slow it down as well, indeed might even be safer to say skip rendering every other vblank (technically then half speed) than some the disabling stuff that risks issues with screens.

ii) Technical slowdown. Here you figure out the animations, timings and whatever else and adjust within the parameters of the game (AI, own player, track animations/hazards, timer...)

iii) Hacky slowdown. If a normal move does one tile then do two is how the speedup works, reverse the idea to do slowdown, however where speed up might see you walk through walls then this might see you not move at all.

iv) Game dependent slowdown. Game text speed for instance might be a variable the menu sets, you set another one with a cheat even and the draw speed might be way slower. Have seen something like it for Mario kart before as well https://gbatemp.net/threads/mario-kart-7-trainer-plugin-200cc-500cc-9000cc.394098/ being one such example for this game, though has elements of ii) as well.
 
Three general approaches

1) CPU flooding.
2) Code bothering
3) Underclocking. Most times overclocking is how you do faster on real hardware like your favourite emulators, indeed might be the only way, and that generally implies the ability to underclock as well. I don't know what goes for the 3ds here and whether it is a custom firmware option, needs a hardware mod or can be triggered by a command from the game itself.

Different games are coded in different ways and might be more or less resilient to things, and some things also bother the hardware (100%ing the CPU does tend to nail battery and heat, overclocking even more so but possibly also brings screen issues into things).

1) Can often by done by various cheat programs (cheats usually work by once a frame doing a bunch of things, easy enough to add time wasting instructions in that to various amounts). If not then that is how you do it.

2) This one gets fun and into the weeds somewhat in coding, and varies by what you want to do and how much you are willing to tolerate on the jank front.
i) You disable vblank options such that they run all the time rather than waiting for the vblank. As most major code updates/screen redraws happen here then having them happen all the time speeds things up, could do something to slow it down as well, indeed might even be safer to say skip rendering every other vblank (technically then half speed) than some the disabling stuff that risks issues with screens.

ii) Technical slowdown. Here you figure out the animations, timings and whatever else and adjust within the parameters of the game (AI, own player, track animations/hazards, timer...)

iii) Hacky slowdown. If a normal move does one tile then do two is how the speedup works, reverse the idea to do slowdown, however where speed up might see you walk through walls then this might see you not move at all.

iv) Game dependent slowdown. Game text speed for instance might be a variable the menu sets, you set another one with a cheat even and the draw speed might be way slower. Have seen something like it for Mario kart before as well https://gbatemp.net/threads/mario-kart-7-trainer-plugin-200cc-500cc-9000cc.394098/ being one such example for this game, though has elements of ii) as well.

Do you know a way on how to underclock a 3ds on mk7? (or just make it way slower in general) Looking into it rn ^_^
 

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