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F-Zero X on Nintendo 3DS

112 points • by bpierre • yesterday at 11:27 PM • 55 comments • view on HN

Comments

rustyhancock • today at 8:33 AM

Really grateful the costs were included - just shy of 5K USD. Really out of morbid curiosity. And they estimate it was the equivalent of 250-400k for human work.

https://hypnotize.works/gdx-3ds/postmortem/cost.html

coffeesoda • today at 12:07 AM

Hey, author of the project here! Thanks for posting! It's been a really fun project to work on, and a great way to learn about how to use Claude more efficiently. I'm just a few hours away from posting a big update with:

64dd on original 3DS

Local & Online Multiplayer

QR Code sharing for Custom Courses

I hope ya'll check out the authors notes, post-morterm, and give it a try on your 3DS.

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cdnutter • today at 1:05 AM

I’m curious why people have started using the 3DS as the gateway device for ports of games, like Melee and F-Zero X.

Don’t get me wrong, the 3DS is a gem of a console, and it harks back to when Nintendo put more thought into what they released instead of just another Mario sports game; but since the Switch is so much more powerful, I’d expect ports to that be more of a priority.

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Gigachad • today at 12:45 AM

The costings here are based on API pricing, but my understanding is that no one is paying the API pricing and everyone uses the subscription pricing, or even multiple accounts with a subscription each. I'd be interested to know the actual cost incurred here.

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daniel_rh • today at 4:30 AM

This is so cool! I've been working on trying to minimize the F-zero render loop to fit on gameboy and multiplayer over the link cable...it's been a journey. (I rushed the writeup cus of this article--still polishing the text), but give the game a try on the in-browser emulator: https://fireflyk64.github.io/makingfsub/

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ndesaulniers • today at 6:14 AM

This is cool!

I had been working on getting claude to port Super Metroid to the Gameboy Advance. Was mostly curious if the GBA could run it at full speed. Looks like, yes!

https://github.com/nickdesaulniers/sm/tree/gba-port

matthewfcarlson • today at 1:54 AM

I’m almost done with a port of two games from the original Xbox to modern platforms. While having a good background in assembly and understand of why x87 is problematic and SSE makes life a little easier to understand what it’s doing. And I’ve offered a few suggestions that I thought were useful but it’s been shockingly hands off

kingofspain • today at 3:18 AM

Well this is interesting to see. I was thinking of porting my game to 3DS which is based on my memories of playing F-Zero X (mainly trying to make it as fast as possible!)

Now I’ll have to do it and see how they compare. I purposefully avoided playing it again during development so it’ll be most curious.

sara_kumodeck • today at 1:55 AM

how are u planning to handle netcode for online muktiplayer on the 3ds?

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peggigulgow • today at 1:38 AM

The 3DS fillrate budget is the interesting constraint here. F-Zero X was already doing a lot with the N64 T&L pipeline; mapping that onto a tiled GPU without dropping the 60fps target is the part I'd want more numbers on.

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26d0 • today at 1:07 AM

[flagged]

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