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Releases: tinaut1986/zelda-tmc-3ds

Release v0.3.2

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@github-actions github-actions released this 18 Oct 12:26

QR code for the v0.3.2 CIA

What's new

  • Top screen: GBA GRID and GBA FRAME like the original handheld, TOP HUD AUTO, and WIDE + AI extra scene art (asked once, off if you say no).
  • More 3D with the console's slider: sun rays, Minish Paths leaves, title, file select, logos, boot splash and the Game Over letters; 3D is also cheaper, and map hints are flat in 3D.
  • The Minish barrel runs on the GPU and leaving it no longer breaks the view; the Minish Paths corridor is centred and the village intro has the Minish walking in.
  • Bars beside a narrow view fade with the picture; fixes for dark rooms, narrow rooms and the Minish village.
  • Bottom screen: the heart in use is bigger, and RetroAchievements (log in, unlock with a notice and sound, USA and European ROM).
  • Save states load correctly inside map screens; developers can install a build of any version over FTP.

Downloads

Based on EstebanPdN/zelda-tmc-3ds 2.2-E1.
The ROM is not included: put your own USA or European ROM in
sdmc:/3ds/Minish Cap 3DS/, see the README.

Changelog

  • docs: release notes for v0.3.2 (29e1090)
  • feat: the game over screen in stereoscopic 3D (6ff2668)
  • docs: PLAN decisions for the barrel on the GPU, its Full View exit and the fade bars; FTP install of any version (235f6b3)
  • perf: draw a 512x512 wrapping affine BG2 on the GPU (Minish Shrine barrel) (79402ee)
  • fix: the bars beside a narrow view fade like the picture (abc64ef)
  • fix: draw the rolling barrel's exit fade as the fixed canvas in Full View (888a201)
  • feat: install any CIA version over FTP, downgrades included (94ef100)
  • docs: PLAN after the other sessions' merges: #30's lead, #33, console note (cceb86c)
  • perf: build the GPU frame while the GPU draws the previous one (8006d11)
  • perf: stereo 3D draws the screen-plane layers once (472333d)
  • fix: dark rooms stay in Full View (2af16d4)
  • docs: PLAN, stereo and debug-tools notes for the end of the 2026-10-17 session (13f158d)
  • feat: the bottom map shows what the game's map shows, and in its colours (ee2816c)
  • fix: a state saved inside a subtask keeps the room's entities (c06a288)
  • feat: the map hints get depth by layer; PLANE TINT and FORCE 3D debug views (78d0ea3)
  • fix: a door into an interior holds the faded top frame like an outdoor one (c4d040e)
  • fix: village cells outside every zone region take the nearest zone's graphics (9e767c4)
  • fix: no garbage beside a narrow room when its BG3 has no blank tile 0 (ab32e4b)
  • docs: PLAN after tagging v0.3.1 (beta) and renaming the release branch (100dad0)

Beta v0.3.1

Beta v0.3.1 Pre-release
Pre-release

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@github-actions github-actions released this 17 Oct 16:46

Beta build. This comes off a release/* branch that has not
been merged into main yet, so it is not a stable version.

QR code for the v0.3.1 CIA

What's new

  • GBA GRID and GBA FRAME on the top screen (OPTIONS): a pixel grid and a frame like the original handheld.
  • WIDE + AI: extra scene art for the wide view (title, file select, portal), asked once and off if you say no.
  • TOP HUD: AUTO hides the top HUD while the bottom screen shows its sidebar.
  • More 3D with the console's slider: sun rays, Minish Paths leaves, title, file select, logos and the boot splash.
  • Minish Paths corridor centred; the Minish village intro now has the Minish walking in from off screen.
  • Bottom-screen hearts: the one in use is bigger, as in the game.

Downloads

Based on EstebanPdN/zelda-tmc-3ds 2.2-E1.
The ROM is not included: put your own USA or European ROM in
sdmc:/3ds/Minish Cap 3DS/, see the README.

Changelog

  • docs: release notes for v0.3.1 (aeec910)
  • fix: the village intro's Minish walk in from outside the wider view (899b91d)
  • feat: the heart in use is drawn bigger on the bottom screen (#20); C line in the numbers box (56de013)
  • docs: PLAN, stereo and debug-tools notes for the 2026-10-17 session (2654c6e)
  • feat: the boot splash is in 3D and its logo is centred (7d5344a)
  • feat: 3D for the file select and the Nintendo/Capcom logos (P5.1) (833265b)
  • feat: the numbers box (SHOW FPS) takes the HUD's depth in 3D (f605dd8)
  • docs: PLAN branch table after merging the six tested branches into the release (4a42f00)
  • chore(tools): check_extension.py knows the 240-wide corridor in a 400 picture (b1475e8)
  • fix: GBA GRID covers the whole screen in WIDE, border included (64ec1e1)
  • fix: the title's light rays get their 3D depth; logo and sword go in front of them (e6f3c1e)
  • fix: GBA FRAME is only available in VIEW: ORIGINAL (572cc4d)
  • feat: WIDE + AI: generated scene art only when the player wants it, asked once (21511f7)
  • feat: 3D depth for the sun rays and the Minish Paths leaves (P5.1) (9b3f973)
  • feat: TOP HUD: AUTO hides the top HUD while the bottom screen shows its sidebar (P2.9) (8ba46bc)
  • fix: title objects follow the live Full View state when VIEW or STYLE changes (b70a8ac)
  • feat: GBA GRID and GBA FRAME options on the top screen (P4.7) (a7d0e87)
  • fix: Minish Paths leaf layer wrapped to the wrong rows in the 240-line view (c7bc3e7)
  • feat: Minish Paths corridor centred in Full View with black borders (WIP) (3bcb15a)

Release v0.3.0

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@github-actions github-actions released this 15 Oct 14:55

QR code for the v0.3.0 CIA

What's new

  • RetroAchievements tab: log in, see the set, unlock with a notice and sound (softcore), USA and European ROM.
  • Stereoscopic 3D with the console's slider: HUD and text boxes come in front of the game.
  • Full View in every room: interiors and small rooms centred with black borders, smoother room scrolls, the new-game intro in wide.
  • European ROM: the third bomb bag in Stockwell's shop, in your language. The updater offers the right channel and shows every release's notes.
  • Map: follow and Wind Crest pins switch from the map itself. FTP installs show their progress.
  • Fixes: crashes leaving a room after loading a save state and waking up in Link's room, wrong building graphics in some zones, the map marker.

Downloads

Based on EstebanPdN/zelda-tmc-3ds 2.2-E1.
The ROM is not included: put your own USA or European ROM in
sdmc:/3ds/Minish Cap 3DS/, see the README.

Changelog

  • docs: v0.3.0 release notes (stable, everything since v0.2.0) and PLAN for the stable release (7157cff)
  • fix: save states: rebuild the entity lists on load (#31) (c363f1f)
  • fix: save states: a word that is a slot of the entity pools is a pointer in any holder (#31) (c840af2)
  • docs: PLAN, debug tools and save states after the 2026-10-15 session (crashes, #30, #31, branches, consoles); how to read a Luma dump (3db28c1)
  • fix: no crash destroying the script context of a scripted entity that has none (Luma dump 15) (0f85497)
  • fix: wake-up deletes the sleep bubbles attached to the player by scanning the pool, not through a stale static pointer (f0a4a58)
  • feat: map toggles on the map: MAP FOLLOW and CREST PINS on the overworld map, FLOOR BACK on the dungeon map, out of OPTIONS (ca76886)
  • fix: the sleep bubble is only deleted when it is still the bubble (stale pointer crashed in zFree, Luma dump 14) (fc3784c)
  • fix: Full View: border scrolls into rooms smaller than the view end centred, not at 266x160 (#11) (af7059f)
  • fix: Full View: border scrolls at 400x240 in interiors too, not only exteriors (#11) (933b3f8)
  • fix: Full View: the new game's opening shot of Link's house (AuxCutscene 1) takes the wide view instead of the fixed 240x160 canvas (449fd9e)
  • fix: updater: + BETAS also finds stable releases, and the notes cover every release between the installed build and the one offered (0d47f18)
  • docs: release notes for v0.3.0; PLAN: the release line is v0.3.0 (c62447f)
  • feat: EU backport: the bomb bag offer in the player's language; RetroAchievements gets the backport edition's hash for the clean EU ROM; the patched EU ROM is accepted (98dac5e)
  • docs: PLAN: the locally built EU backport does not give RA's hash (a57cd45)
  • docs: RetroAchievements: the clean EU ROM is listed as needing a patch, not unknown (cebfa53)
  • docs: PLAN: session 2026-10-15 (RetroAchievements on the EU ROM, FTP install notice merged, consoles); retroachievements.md: which ROM (13004fe)
  • docs: PLAN: FTP install progress checked on the console; merged branches removed from the table (6ca7d34)
  • docs: PLAN: RetroAchievements merged, stereo 3D always on, pins raised (b9a8693)
  • docs: README for this repository, platform README brought up to date (9156448)
  • feat: stereo 3D always on, the TEST mode removed (acf75a1)
  • build: raise the pinned .data/.bss by 0x10000 for rcheevos on release/v0.2.1 (bde7392)
  • feat: FTP install shows progress: percent and bar while receiving and installing, then a 10 s restart countdown (5359896)
  • feat: Full View in every room, small rooms centred with black borders (P4.6) (ecac2b6)
  • docs: PLAN: start here and consoles after the 2026-10-14 evening session (8c5b8e9)
  • docs: PLAN: the branch table after deleting every merged branch (82c6e23)
  • docs: PLAN: zone tilesets, map marker and stereo 3D merged; consoles (8be39c5)
  • docs: stereo 3D: ON's depths, the shared depth-stencil, scissors moving with their layer (332ba88)
  • fix: stereo 3D: each eye starts from a clear depth buffer (7fc642d)
  • fix: stereo 3D: a moved layer's scissor moves with it, by whole pixels (7437bf7)
  • fix: stereo 3D: the right eye shares the left's depth-stencil; HUD and text boxes in front in ON (7709517)
  • fix: the bottom screen's map marks Link where the game's pause map does when off the overworld (3eb4f68)
  • fix: Full View draws each zone's buildings from its own graphics (#26) (8128f6b)
  • feat: the structure for stereoscopic 3D (P5.1), off by default (0cc3204)
  • feat: RetroAchievements tab (P2.8) (5d1d1d0)

Release v0.2.0

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@github-actions github-actions released this 14 Oct 12:10

QR code for the v0.2.0 CIA

What's new

  • Title screen, file select and the Minish portal fall now fill the 400x240 screen in Full View.
  • Full View stays at 400x240 through border scrolls, door fades, circle wipes and soft resets.
  • X and Y buttons for items, shown as the console's A/B/X/Y diamond in the HUD and on the bottom screen.
  • Bottom screen: game-style windows, readable themes, tabs at the top or bottom, HUD updated at once.
  • Uses the original port's ROM if ours is missing, and offers once to copy its saves.
  • Smoother title on Old 3DS, no sound breakups during the update check, and fixes for widescreen text boxes, light rays and save states.

Downloads

Based on EstebanPdN/zelda-tmc-3ds 2.2-E1.
The ROM is not included: put your own USA or European ROM in
sdmc:/3ds/Minish Cap 3DS/, see the README.

Changelog

  • docs: release notes for v0.2.0 (ad83acf)
  • feat: the file select at 400x240 in Full View (P4.5) (dc2ab96)
  • docs: PLAN: end of 2026-10-14 (P4.5 next, consoles, issues #8 #24 closed, #25) (0a002ab)
  • docs: PLAN: perf/title-rings checked by the owner (8cef44d)
  • perf: the 400x240 title at 60 fps on the Old 3DS: rings in mode 1, wide maps, the sword as one quad (b872d16)
  • feat: tmc-link.py perf start/stop: the perf recorder over the link (415e65a)
  • docs: PLAN: start here after the title merge (0708631)
  • docs: PLAN: P4.4 done, feat/title-wide merged (fe824a8)
  • feat: title rays to the edges, logos and fades as one picture, file select cave (e9c3844)
  • docs: PLAN: end of 2026-10-13 (title branch, consoles, next steps); install wait, FTP listing (7e68013)
  • fix: the 400x240 title as meant: wide frame, game's forest in the middle, sword clean (1b2b129)
  • feat: the title screen drawn at 400x240 in Full View (0a1ecbc)
  • docs: PLAN: scene extensions ship in the romfs (owner's decision) (96c1f99)
  • feat: the title screen's forest extended in Full View; extensions shipped (ab3ab32)
  • docs: extending a scene's picture for the 400x240 view (a07486f)
  • docs: PLAN: install relaunch merged on the owner's word (8165a91)
  • docs: PLAN: soft-reset fix and scene recorder merged; install relaunch; P4.4 (b3cc05c)
  • fix: relaunch 10 s after SITE INSTALL, through libctru's chainloader (5ecdb26)
  • feat: scene recorder (P1.6): the top screen at full size into RAM (4de7150)
  • fix: Full View off after a soft reset to the intro (0d92bd3)
  • docs: PLAN: portal, bottom-screen and cutscene branches merged (a033a42)
  • docs: PLAN: the owner checked the portal cutscene at 400x240 (2177e4a)
  • fix: portal cutscene strips match the picture's colours and scroll (ac64d71)
  • docs: PLAN: portal, bottom-screen and portal-cutscene branches; P4.3 (4c6da58)
  • feat: the Minish portal cutscene at 400x240 in Full View (2774156)
  • fix: bottom screen keeps up with the game on the Old 3DS (30877f1)
  • fix: Full View through a Minish portal's shrink and closing circle (ae41c2c)
  • docs: PLAN: updater labels checked by the owner; 2DS on 0.1.3-dev.72 (91d9e89)
  • docs: PLAN: the owner checked the iris, hearts, scroll HUD and install-only FTP (221902f)
  • docs: PLAN: v0.1.2 beta session (start here, consoles, decisions, issue links) (df3edfc)
  • fix: updater: dev builds come before their beta; BETA shown on the update page (dbe33c6)
  • feat: install-only FTP server in production builds (dev-ftp.txt) (076b951)
  • docs: v0.1.2 beta release notes; PLAN: four fixes merged, release line v0.1.3 (0f094da)
  • fix: wide message band follows the box as drawn (23772a6)
  • fix: the iris fade drawn across the whole wide view (4fc1764)
  • fix: HUD diamond: buttons hidden all the way during a message (cf46fa3)
  • fix: Full View border scroll: HUD buttons kept at the right edge (9aeb557)
  • docs: /document skill; PLAN: where to start, consoles, save-state notes; recorder cost (85941f1)
  • docs: PLAN: scroll line-up and state script contexts merged; issue #11 checks done (2670dfa)
  • fix: save states keep an entity's script context across builds (99dc2f4)
  • fix: a Full View border scroll lines the camera up before it crosses (issue #11) (f6eb20a)
  • docs: PLAN: P2.6 and P2.7 confirmed by the owner (a8a9ee8)
  • docs: PLAN: rays, TABS, X/Y diamond, Chuchu guard and tmc-link --elf merged; where to start next (e45647d)
  • docs: PLAN: fix/chuchu-bad-child links issue #13 (37e7af6)
  • chore: tmc-link --elf takes the symbols from another build's ELF (779902c)
  • feat: X and Y in the top HUD, A/B/X/Y as a diamond (P2.6) (4cab78d)
  • fix: a Chuchu reads its FX child only if it is an entity (e075933)
  • feat: OPTIONS -> TABS puts the tab bar on top or below (P2.7) (0f50a91)
  • fix: Minish Woods light rays in Full View enter from the view's right edge (4e95f93)
  • docs: PLAN: P2.4/P2.5 done, P2.6 spec, where to start next session; README: X/Y controls (f624c57)
  • feat: X and Y fire their own items; the sidebar in the game's HUD style (d2fa888)
  • fix: a room-border scroll keeps Full View (issue #11) (3a7b78d)
  • docs: PLAN: game-style windows merged (adaf664)
  • feat: the bottom screen's own menu style in every tab (03c7e1a)
  • docs: PLAN: updater audio checked by the owner and merged (b044081)
  • docs: PLAN: FTP stop freeze fixed and merged, updater audio branch, network service kept up (fb9575c)
  • fix: the update check no longer breaks up the sound on the Old 3DS (8649295)
  • fix: stopping the FTP server no longer freezes the game (issue #9) (762f9dc)
  • docs: PLAN: room-change hold and theme contrast checked by the owner, merged (09acd6b)
  • docs: PLAN: room-change hold and theme contrast branches, the 2DS at .132, status of 2026-10-13 (03e425a)
  • fix: readable status icons, panels and buttons in every bottom-screen theme (b9e2229)
  • fix: Full View is on through the fade-in of an area change, no 266x160 frames before it (7e81599)
  • perf: a scaled affine BG2 drawn as one quad a tile, shared by every band (title intro at 60 fps) (ee2e991)
  • perf: CGB voices resampled by a box filter on 3DS (fanfares no longer drop to 20-30 fps) (0789da4)
  • feat: use the original port's ROM and offer its saves; boot messages styled and translated (88cdcea)
  • fix: the dialogue box in Wide is shifted on the rows it is drawn on (572e27c)

Beta v0.1.2

Beta v0.1.2 Pre-release
Pre-release

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@github-actions github-actions released this 13 Oct 10:34

Beta build. This comes off a release/* branch that has not
been merged into main yet, so it is not a stable version.

QR code for the v0.1.2 CIA

What's new

  • Uses the original port's ROM if ours is missing, and offers once to copy its saves.
  • Full View stays at 400x240 through border scrolls, door fades and the circle wipes of cutscenes.
  • X and Y buttons for items, shown as the console's A/B/X/Y diamond in the HUD and on the bottom screen.
  • Bottom screen: game-style windows, readable themes, tab bar at the top or bottom (OPTIONS -> TABS).
  • Smoother title intro and item fanfares on Old 3DS; no sound breakups during the update check.
  • Fixes: dialogue boxes and HUD in widescreen, Minish Woods light rays, a crash after loading some save states.

Downloads

Based on EstebanPdN/zelda-tmc-3ds 2.2-E1.
The ROM is not included: put your own USA or European ROM in
sdmc:/3ds/Minish Cap 3DS/, see the README.

Changelog

  • docs: v0.1.2 beta release notes; PLAN: four fixes merged, release line v0.1.3 (0f094da)
  • fix: wide message band follows the box as drawn (23772a6)
  • fix: the iris fade drawn across the whole wide view (4fc1764)
  • fix: HUD diamond: buttons hidden all the way during a message (cf46fa3)
  • fix: Full View border scroll: HUD buttons kept at the right edge (9aeb557)
  • docs: /document skill; PLAN: where to start, consoles, save-state notes; recorder cost (85941f1)
  • docs: PLAN: scroll line-up and state script contexts merged; issue #11 checks done (2670dfa)
  • fix: save states keep an entity's script context across builds (99dc2f4)
  • fix: a Full View border scroll lines the camera up before it crosses (issue #11) (f6eb20a)
  • docs: PLAN: P2.6 and P2.7 confirmed by the owner (a8a9ee8)
  • docs: PLAN: rays, TABS, X/Y diamond, Chuchu guard and tmc-link --elf merged; where to start next (e45647d)
  • docs: PLAN: fix/chuchu-bad-child links issue #13 (37e7af6)
  • chore: tmc-link --elf takes the symbols from another build's ELF (779902c)
  • feat: X and Y in the top HUD, A/B/X/Y as a diamond (P2.6) (4cab78d)
  • fix: a Chuchu reads its FX child only if it is an entity (e075933)
  • feat: OPTIONS -> TABS puts the tab bar on top or below (P2.7) (0f50a91)
  • fix: Minish Woods light rays in Full View enter from the view's right edge (4e95f93)
  • docs: PLAN: P2.4/P2.5 done, P2.6 spec, where to start next session; README: X/Y controls (f624c57)
  • feat: X and Y fire their own items; the sidebar in the game's HUD style (d2fa888)
  • fix: a room-border scroll keeps Full View (issue #11) (3a7b78d)
  • docs: PLAN: game-style windows merged (adaf664)
  • feat: the bottom screen's own menu style in every tab (03c7e1a)
  • docs: PLAN: updater audio checked by the owner and merged (b044081)
  • docs: PLAN: FTP stop freeze fixed and merged, updater audio branch, network service kept up (fb9575c)
  • fix: the update check no longer breaks up the sound on the Old 3DS (8649295)
  • fix: stopping the FTP server no longer freezes the game (issue #9) (762f9dc)
  • docs: PLAN: room-change hold and theme contrast checked by the owner, merged (09acd6b)
  • docs: PLAN: room-change hold and theme contrast branches, the 2DS at .132, status of 2026-10-13 (03e425a)
  • fix: readable status icons, panels and buttons in every bottom-screen theme (b9e2229)
  • fix: Full View is on through the fade-in of an area change, no 266x160 frames before it (7e81599)
  • perf: a scaled affine BG2 drawn as one quad a tile, shared by every band (title intro at 60 fps) (ee2e991)
  • perf: CGB voices resampled by a box filter on 3DS (fanfares no longer drop to 20-30 fps) (0789da4)
  • feat: use the original port's ROM and offer its saves; boot messages styled and translated (88cdcea)
  • fix: the dialogue box in Wide is shifted on the rows it is drawn on (572e27c)
  • docs: release notes for v0.1.1, the first stable release (5bf4234)
  • docs: investigation: BG3 dissolve fixed in fix/bg3-native-bounds-gpu; version override for installs (d0e0f06)
  • fix: BG3 dissolve in Wide: the silhouette appears where the enemy is (bb8c7ab)
  • docs: PLAN: open investigation: BG3 dissolve in Wide (c552fdf)
  • docs: investigation: the enemy's dissolve is wrong in Wide (BG3 HDMA native bounds) (b9447b7)
  • wip: BG3 native bounds sampled at the view's y (experiment, GPU CHECK 662 px off) (d7f576f)
  • fix: BG3 HDMA effect lines carry the wide camera's offset; recorder marks BG3-native frames (e7731dc)
  • fix: BG3 driven by HBlank DMA in Full View is drawn in the native canvas (6285a45)
  • fix: affine OBJ tiles sample inside their atlas slot (115fb39)
  • docs: PLAN: debug, fade and UI-language branches merged into release (b5ff600)
  • Translate the compact bottom UI; fix the fade include in production builds (552c995)
  • feat: frame recorder starts at a fade, REC NOW, per-frame fade in the contact sheet (0150459)
  • fix: the full-screen reset quad covered three quarters of the screen (fd32744)
  • chore: upstream's debug options out, sm-3ds style in: no L+R+A, numbered deferred screen dump, no LOAD STATE (c7b4fe5)
  • Show the port's own UI text in the in-game language (b37b056)
  • docs: CLAUDE: main has no CLAUDE.md until the first release merge; a clone must check out the release branch (34fe965)
  • perf: uniform screen fades on the GPU: unfaded palettes and one blended quad (6c80ee5)
  • perf: ring cells copy an identical cell decoded earlier in the frame; per-frame builder counters in the perf recorder (bb6a171)
  • GPU CHECK no longer retires the GPU renderer on a structural difference (9dbf7cd)
  • perf: view rings skip palette redecode of blank tiles (fades: 48 -> 60 fps on a 2DS) (c3fbc8f)
  • bottom UI in one style, dialogue and Full View fixes (927a9ea)
  • perf: Full View on the Old 3DS, backgrounds drawn from view rings (d5c3f01)
  • docs: PLAN: the 2DS on the network, first numbers, next steps; CLAUDE: two consoles (0727795)
  • docs: PLAN: location-name banner keeps Full View (f156727)
  • fix: the location-name banner keeps Full View (400x240) and the camera continuous (96af74d)
  • docs: PLAN: busy window, HUD buttons hide (1c343e4)
  • fix: the HUD buttons leave from their own corner in Wide / Full View; SITE REC also starts on a HUD hide (82e9c8a)
  • feat: a window tells the bottom screen is busy while a state is saved, loaded or deleted (00ba046)
  • docs: PLAN: boot screen, state pointer repairs, tab taps; status of 2026-10-12 (1d0dafc)
  • fix: a tap on a tab is not dropped while another panel's repaint is in flight (6aa216b)
  • feat: boot screen without console text, whole splash, numbers box like mzm (042b5eb)
  • fix: save states from older builds no longer leave stale pointers (b38117d)
  • feat: the bars beside a narrow view take the fade's colour (f653b53)
  • feat: frame recorder (SITE REC); fix: hold starts at the door's room change (c885a6e)
  • fix: hold the top screen while a door's field loads into Full View (3f4a222)
  • fix: Full View stays through the fade-out of a door; the switch happens at the room load (e284b8e)
  • fix: Full View starts during the fade-in after a door, not after it (cbd3711)
  • feat: dialogues keep Full View (400x240), the text box is centred (436c06c)
  • docs: PLAN: where work stands, save states independent of the build (fc93d1a)
  • feat: save states independent of the build (format 2): globals by name, pointers as relocations (17df338)
  • fix: state thumbnails upside down; log every top view change; Full View entry debounced (1ea6aee)
  • docs: PLAN: relaunch jumps first, six installs in a row (2cf88af)
  • fix: relaunch jumps with the GPU alive and closes through the normal exit path (#2) (0452a20)
  • fix: interiors are never zoomed 2x in Full View, they run the 1x Wide path (cd05a19)
  • docs: CLAUDE: one topic per branch cut from release; commit only when asked (9b85ffd)
  • docs: PLAN: where work stands at the end of the session (230b570)
  • fix: drain citro3d before HOME, the lid or a relaunch takes the GPU (#2) (fe7780a)
  • docs: PLAN: fix/relaunch-hang (e503a97)
  • fix: relaunch after SITE INSTALL: no GPU teardown, the log stays open (669cb36)
  • perf: Wide BGs a tile at a time; tile cache remembers the frame's lookups (bc94169)
  • perf: Full View (Wide + Pixel Perfect) through the GPU renderer (3f705ca)
  • perf: Wide BGs: check tile runs at their ends, not pixel by pixel (964cf96)
  • fix: GPU renderer, normal Wide: right-hand columns read at the wrong stride (b1729cc)
  • docs: PLAN: save states checked on the console (e2fae79)
  • feat: save states (STATES tab, SITE SAVESTATE/LOADSTATE), no theme shortcut (6971865)
  • docs: PLAN: remote link checked on the console (ead9972)
  • perf: screenshots are built in RAM and written at once (6d9e35f)
  • fix: link requests waited 0.7 s, not 5 s (5e9 overflowed an enum) (99d1b3a)
  • fix: track tools/tmc-link/tmc-link.py (*.py is ignored); catch ftplib errors in wait (855f03e)
  • feat: drive the game from the PC (SITE commands, tools/tmc-link) (63717d1)
  • feat: the whole bottom screen outside gameplay too (b7df371)
  • docs: debug-tools: rewrap (6b99f1f)
  • feat: the DEBUG tab's log and FTP server come back at launch as left (f240599)
  • perf: log the GPU command build's phases; compare our renderer with mzm's (197ba02)
  • docs: PLAN: sm-3ds is a SNES renderer, ideas only; mzm is the GBA one (e2d366c)
  • docs: PLAN: 60 fps with Wide + Pixel Perfect on the Old 3DS too; mzm and sm-3ds renderers as reference (f8a02ff)
  • docs: PLAN: first New 3DS perf recordings in Hyrule Field (de8290d)
  • feat: warn on the bottom screen while a build arrives over FTP (8945d51)
  • feat: log every setting and each change in the SD log (f1b6f78)
  • docs: PLAN: the open branches are on origin (87946aa)
  • docs: PLAN status: v0.1.0 beta published, open branches, what is on the console (28005c7)
  • docs: PLAN P1....
Read more

Release v0.1.1

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@github-actions github-actions released this 12 Oct 17:13

QR code for the v0.1.1 CIA

What's new

  • First stable build: installs as its own app, Minish Cap 3DS, next to the original port. Put the ROM in sdmc:/3ds/Minish Cap 3DS/.
  • Full View (400x240) on New and Old 3DS at full speed, kept through doors, dialogues and the location banner; faster screen fades.
  • Save states in the STATES tab; states from older builds load safely.
  • New bottom screen: icon tabs, clock, Wi-Fi, battery, four colour themes, boot screen, and its text in the game's language.
  • OPTIONS -> FRAMES: AUTO, LOCK 30 or NO SKIP.
  • Graphics fixes: enemy dissolve effects, rotating sprites and fades in widescreen.

Downloads

Based on EstebanPdN/zelda-tmc-3ds 2.2-E1.
The ROM is not included: put your own USA or European ROM in
sdmc:/3ds/Minish Cap 3DS/, see the README.

Changelog

  • docs: release notes for v0.1.1, the first stable release (5bf4234)
  • docs: investigation: BG3 dissolve fixed in fix/bg3-native-bounds-gpu; version override for installs (d0e0f06)
  • fix: BG3 dissolve in Wide: the silhouette appears where the enemy is (bb8c7ab)
  • docs: PLAN: open investigation: BG3 dissolve in Wide (c552fdf)
  • docs: investigation: the enemy's dissolve is wrong in Wide (BG3 HDMA native bounds) (b9447b7)
  • wip: BG3 native bounds sampled at the view's y (experiment, GPU CHECK 662 px off) (d7f576f)
  • fix: BG3 HDMA effect lines carry the wide camera's offset; recorder marks BG3-native frames (e7731dc)
  • fix: BG3 driven by HBlank DMA in Full View is drawn in the native canvas (6285a45)
  • fix: affine OBJ tiles sample inside their atlas slot (115fb39)
  • docs: PLAN: debug, fade and UI-language branches merged into release (b5ff600)
  • Translate the compact bottom UI; fix the fade include in production builds (552c995)
  • feat: frame recorder starts at a fade, REC NOW, per-frame fade in the contact sheet (0150459)
  • fix: the full-screen reset quad covered three quarters of the screen (fd32744)
  • chore: upstream's debug options out, sm-3ds style in: no L+R+A, numbered deferred screen dump, no LOAD STATE (c7b4fe5)
  • Show the port's own UI text in the in-game language (b37b056)
  • docs: CLAUDE: main has no CLAUDE.md until the first release merge; a clone must check out the release branch (34fe965)
  • perf: uniform screen fades on the GPU: unfaded palettes and one blended quad (6c80ee5)
  • perf: ring cells copy an identical cell decoded earlier in the frame; per-frame builder counters in the perf recorder (bb6a171)
  • GPU CHECK no longer retires the GPU renderer on a structural difference (9dbf7cd)
  • perf: view rings skip palette redecode of blank tiles (fades: 48 -> 60 fps on a 2DS) (c3fbc8f)
  • bottom UI in one style, dialogue and Full View fixes (927a9ea)
  • perf: Full View on the Old 3DS, backgrounds drawn from view rings (d5c3f01)
  • docs: PLAN: the 2DS on the network, first numbers, next steps; CLAUDE: two consoles (0727795)
  • docs: PLAN: location-name banner keeps Full View (f156727)
  • fix: the location-name banner keeps Full View (400x240) and the camera continuous (96af74d)
  • docs: PLAN: busy window, HUD buttons hide (1c343e4)
  • fix: the HUD buttons leave from their own corner in Wide / Full View; SITE REC also starts on a HUD hide (82e9c8a)
  • feat: a window tells the bottom screen is busy while a state is saved, loaded or deleted (00ba046)
  • docs: PLAN: boot screen, state pointer repairs, tab taps; status of 2026-10-12 (1d0dafc)
  • fix: a tap on a tab is not dropped while another panel's repaint is in flight (6aa216b)
  • feat: boot screen without console text, whole splash, numbers box like mzm (042b5eb)
  • fix: save states from older builds no longer leave stale pointers (b38117d)
  • feat: the bars beside a narrow view take the fade's colour (f653b53)
  • feat: frame recorder (SITE REC); fix: hold starts at the door's room change (c885a6e)
  • fix: hold the top screen while a door's field loads into Full View (3f4a222)
  • fix: Full View stays through the fade-out of a door; the switch happens at the room load (e284b8e)
  • fix: Full View starts during the fade-in after a door, not after it (cbd3711)
  • feat: dialogues keep Full View (400x240), the text box is centred (436c06c)
  • docs: PLAN: where work stands, save states independent of the build (fc93d1a)
  • feat: save states independent of the build (format 2): globals by name, pointers as relocations (17df338)
  • fix: state thumbnails upside down; log every top view change; Full View entry debounced (1ea6aee)
  • docs: PLAN: relaunch jumps first, six installs in a row (2cf88af)
  • fix: relaunch jumps with the GPU alive and closes through the normal exit path (#2) (0452a20)
  • fix: interiors are never zoomed 2x in Full View, they run the 1x Wide path (cd05a19)
  • docs: CLAUDE: one topic per branch cut from release; commit only when asked (9b85ffd)
  • docs: PLAN: where work stands at the end of the session (230b570)
  • fix: drain citro3d before HOME, the lid or a relaunch takes the GPU (#2) (fe7780a)
  • docs: PLAN: fix/relaunch-hang (e503a97)
  • fix: relaunch after SITE INSTALL: no GPU teardown, the log stays open (669cb36)
  • perf: Wide BGs a tile at a time; tile cache remembers the frame's lookups (bc94169)
  • perf: Full View (Wide + Pixel Perfect) through the GPU renderer (3f705ca)
  • perf: Wide BGs: check tile runs at their ends, not pixel by pixel (964cf96)
  • fix: GPU renderer, normal Wide: right-hand columns read at the wrong stride (b1729cc)
  • docs: PLAN: save states checked on the console (e2fae79)
  • feat: save states (STATES tab, SITE SAVESTATE/LOADSTATE), no theme shortcut (6971865)
  • docs: PLAN: remote link checked on the console (ead9972)
  • perf: screenshots are built in RAM and written at once (6d9e35f)
  • fix: link requests waited 0.7 s, not 5 s (5e9 overflowed an enum) (99d1b3a)
  • fix: track tools/tmc-link/tmc-link.py (*.py is ignored); catch ftplib errors in wait (855f03e)
  • feat: drive the game from the PC (SITE commands, tools/tmc-link) (63717d1)
  • feat: the whole bottom screen outside gameplay too (b7df371)
  • docs: debug-tools: rewrap (6b99f1f)
  • feat: the DEBUG tab's log and FTP server come back at launch as left (f240599)
  • perf: log the GPU command build's phases; compare our renderer with mzm's (197ba02)
  • docs: PLAN: sm-3ds is a SNES renderer, ideas only; mzm is the GBA one (e2d366c)
  • docs: PLAN: 60 fps with Wide + Pixel Perfect on the Old 3DS too; mzm and sm-3ds renderers as reference (f8a02ff)
  • docs: PLAN: first New 3DS perf recordings in Hyrule Field (de8290d)
  • feat: warn on the bottom screen while a build arrives over FTP (8945d51)
  • feat: log every setting and each change in the SD log (f1b6f78)
  • docs: PLAN: the open branches are on origin (87946aa)
  • docs: PLAN status: v0.1.0 beta published, open branches, what is on the console (28005c7)
  • docs: PLAN P1.10 live debug link for Claude (6528614)
  • feat: install a build into the running game over FTP and relaunch (8c46cb2)
  • feat: FTP server inside the game (DEBUG -> FTP SERVER) (d5b5ac4)
  • ci: releases publish the CIA only (the 3DSX lacks memory to run) (6b47b3f)
  • docs: release notes for v0.1.0 (2e16b3c)
  • docs: PLAN: owner's upstream fps report and the Full View priority (b03453b)
  • docs: PLAN: why the GPU renderer is the main path (381a1e0)
  • perf: GPU renderer on both models; every DEBUG switch applies during play (fe579e2)
  • feat: OPTIONS -> FRAMES (AUTO / LOCK 30 / NO SKIP), as in the Metroid ports (544a21e)
  • feat: GPU CHECK cell on the DEBUG tab (upstream's parity check) (4445819)
  • feat: DEBUG tab tools: performance switches, SD log, perf recorder (7ef5328)
  • feat: icon tab bar with theme button, clock, Wi-Fi and battery (f03c622)
  • feat: compact UI themes (four proposals for the owner) (847745d)
  • feat: compact bottom-screen chrome and DEBUG tab, UI preview on the host (bb6eccf)
  • chore: own the fork (versions, app identity, release CI, plan) (99895e0)
  • Update README.md (5ebc387)
  • Fix normal save compatibility with inactive legacy metadata for v2.2-E1 (3be7c29)
  • The Minish Cap 3DS v2.1 (23b167d)
  • The Minish Cap 3DS v2.0 (75e3075)
  • The Minish Cap 3DS v1.2 (f919ab6)
  • The Minish Cap 3DS v1.1 (ce41e05)
  • The Minish Cap 3DS v1.0 (bb5474c)

Beta v0.1.0

Beta v0.1.0 Pre-release
Pre-release

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@github-actions github-actions released this 11 Oct 16:07

Beta build. This comes off a release/* branch that has not
been merged into main yet, so it is not a stable version.

QR code for the v0.1.0 CIA

What's new

  • First build of this fork: installs as its own app, Minish Cap 3DS, next to the original port. Put the ROM in sdmc:/3ds/Minish Cap 3DS/.
  • The GPU renderer now draws on the New 3DS too, not only on the Old 3DS.
  • New bottom screen: icon tabs, clock, Wi-Fi, battery, smaller text and four colour themes (theme button in the tab bar).
  • OPTIONS -> FRAMES: AUTO, LOCK 30 or NO SKIP, as in the Metroid ports.
  • Beta builds have a DEBUG tab: performance switches that apply during play, SD log, perf recorder, GPU check.

Downloads

Based on EstebanPdN/zelda-tmc-3ds 2.2-E1.
The ROM is not included: put your own USA or European ROM in
sdmc:/3ds/Minish Cap 3DS/, see the README.

Changelog

  • docs: release notes for v0.1.0 (2e16b3c)
  • docs: PLAN: owner's upstream fps report and the Full View priority (b03453b)
  • docs: PLAN: why the GPU renderer is the main path (381a1e0)
  • perf: GPU renderer on both models; every DEBUG switch applies during play (fe579e2)
  • feat: OPTIONS -> FRAMES (AUTO / LOCK 30 / NO SKIP), as in the Metroid ports (544a21e)
  • feat: GPU CHECK cell on the DEBUG tab (upstream's parity check) (4445819)
  • feat: DEBUG tab tools: performance switches, SD log, perf recorder (7ef5328)
  • feat: icon tab bar with theme button, clock, Wi-Fi and battery (f03c622)
  • feat: compact UI themes (four proposals for the owner) (847745d)
  • feat: compact bottom-screen chrome and DEBUG tab, UI preview on the host (bb6eccf)
  • chore: own the fork (versions, app identity, release CI, plan) (99895e0)
  • Update README.md (5ebc387)
  • Fix normal save compatibility with inactive legacy metadata for v2.2-E1 (3be7c29)
  • The Minish Cap 3DS v2.1 (23b167d)
  • The Minish Cap 3DS v2.0 (75e3075)
  • The Minish Cap 3DS v1.2 (f919ab6)
  • The Minish Cap 3DS v1.1 (ce41e05)
  • The Minish Cap 3DS v1.0 (bb5474c)