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Banjo-Kazooie for the New Nintendo 3DS, as a homebrew app. No game data is included: it is made
once from your own ROM (US v1.0, US v1.1, PAL or Japanese).
Install
- Copy to the SD card. Extract
Lighthouse-3DS-v1.2.ziponto the root of the SD card, then put
your ROM (.z64,.v64or.n64) in3ds/lighthouse/. - Play. Start Banjo-Kazooie from the Homebrew Launcher. The first start makes
bk.o2rfrom the
ROM, in about a minute and a half, with a progress bar. START + SELECT quits.
Full instructions and controls are in README-3DS.txt inside the zip and in
docs/3DS.md.
An Old 3DS can't make bk.o2r itself (not enough memory). Make it on a computer with the PC
build below instead: run it, choose your ROM, and put the bk.o2r it writes in 3ds/lighthouse/.
Use the PC build from this release; README-3DS.txt says where each one writes bk.o2r.
Downloads
| File | What it is |
|---|---|
Lighthouse-3DS-v1.2.zip |
The 3DS app, for the SD card (.3dsx, and a .cia for the HOME Menu) |
Lighthouse-PC-Win64.zip |
PC build for Windows, to make bk.o2r on a computer |
Lighthouse-PC-Mac.zip |
PC build for macOS, to make bk.o2r on a computer |
Lighthouse-PC-Linux.appimage |
PC build for Linux, to make bk.o2r on a computer |
Changes
Upgrading from v1.1
- Extract this zip onto the root of the SD card, over the old files. This replaces
3ds/Lighthouse.3dsxand3ds/lighthouse/lighthouse.o2r, and adds theextractfolder. - Put your Banjo-Kazooie ROM on the SD card, in
3ds/lighthouse/. This release is based on
Lighthouse 1.2.0, whosebk.o2ris different, so the old one has to be made again. The app
does that by itself on the first start, from the ROM, in about a minute and a half, and replaces
the oldbk.o2ronly once the new one is complete.
Your saves and settings carry over.
New
- No PC needed. The app makes
bk.o2rfrom your ROM (.z64,.v64or.n64, any name) on
the first start, with a progress bar, in about 75 seconds on a New 3DS. Put the ROM in
3ds/lighthouse/, next toLighthouse.3dsxor at the root of the SD card; other games there are
skipped. Leave the ROM there to have future releases updatebk.o2ron their own; if you
delete it, a release that needs a newbk.o2rasks for it again. bk.o2rupdates itself. When a release changes what goes intobk.o2r, the first start
remakes it from the ROM ("Updating bk.o2r for this version"). A release that doesn't change it
keeps the one you have, version bump or not.- Install to the HOME Menu.
Lighthouse.ciain this zip installs with FBI and starts from the
HOME Menu, with its own banner and icon. It uses the same files and saves as the.3dsx. - Lighthouse 1.2.0. The PC port's latest changes are merged in, among them fixes like
Clanker's tooth no longer spawning Jiggies endlessly. Most of its new options need a settings
menu, which the 3DS build doesn't have yet. - 3D on the file select is tuned for that scene.
Fixes
- A rare freeze on a black or still screen, for example entering a level, after anything from
a few minutes to a few hours. The game's audio and the frame being drawn could pick the same
slot in a shared task list, and the frame was lost. A second, rarer hang in the renderer's
handoff between threads is fixed too. The game now ran 7.5 hours straight without either. - "SDL_OpenAudio error: Couldn't create audio thread" on the loading screen, seen on some
consoles: the audio thread now starts on another core when the system won't give it core 1.
Known issues
- The Old 3DS, 3DS XL and 2DS run the game far too slowly to play (about 10 fps), and can't make
bk.o2rthemselves: there isn't enough memory. Make it on a New 3DS, or with this release's PC
build (see the downloads above). - A PAL ROM has English, French and German, but choosing one needs a settings menu that isn't
there yet. Until then, setDialogLanguagein3ds/lighthouse/lighthouse.cfg.json: English (UK)
1583480766, French2092788901, German286263347. - The
bk.o2rthe 3DS makes is about 47 MB, against 26 MB from a PC: compressing it would add
almost a minute on the 3DS. - Unchanged from v1.0: a few particle effects that read back the screen are missing, the grayscale
and noise screen effects are not drawn, and entering a level can pause for about a second.