ScummVM 3DS README

Table of Contents:

1.0) Installation

  • 1.1 3DSX installation
  • 1.2 CIA installation
  • 1.3 Additional files

2.0) Controls

  • 2.1 Default key mappings
  • 2.2 Hover mode
  • 2.3 Drag mode

3.0) Supported Games

4.0) Compiling

  • 4.1 Prerequisites
    • 4.1.1 Compiling third-party libraries
    • 4.1.2 Manually setting up the environment
    • 4.1.3 Note on FLAC
  • 4.2 Compiling ScummVM
  • 4.3 Warning for build sizes

1.0) Installation

There are two possible formats to be used: 3DSX and CIA. The 3DSX format is considered more ethical because it does not make use of invalid title IDs, which get logged. It is also compatible with homebrew loading methods that do not involve CFW. The 3DSX format is exclusively used by the Homebrew Launcher and its derivatives. The CIA format can be installed directly to the 3DS home menu and can be launched using any CFW (Custom Firmware) of your choice.

Installing the Homebrew Launcher or any CFW is beyond the scope of this README.

1.1) 3DSX installation

You need to merely extract the ScummVM 3DSX files to your SD card so that all files reside in the /3ds/scummvm/ directory. It can then be launched by Homebrew Launcher or a similar implementation.

1.2) CIA installation

The CIA format requires a DSP binary dump saved on your SD card as /3ds/dspfirm.cdc for proper audio support. You can search online to find software to dump this. Not having this file will cause many problems with games that need audio, sometimes even crashing, so this is NOT considered optional.

Using any CIA installation software (search elsewhere for that), you need to install the scummvm.cia file. Then, just like what is done with the 3DSX installation, you need to extract all ScummVM 3DS files (scummvm.cia excluded) to the root of your SD card so that all files reside in the /3ds/scummvm/ directory.

1.3) Additional files

In order to use the Virtual Keyboard, you need to get the: backends/vkeybd/packs/vkeybd_small.zip file from ScummVM's repository, and place it on your SD card, in the /3ds/scummvm/kb folder.

In case you want a translated GUI, you need to get the: scummvm/gui/themes/translations.dat file from ScummVM's repository, and place it on your SD card, in the /3ds/scummvm/themes folder.

2.0) Controls

2.1) Default key mappings

The D-Pad and A/B/X/Y buttons have mirrored usage. So they do the same things depending on if you're right or left-handed.

Buttons Function
A / D-left Left-click
X / D-up Right-click
B / D-down ESC (skips cutscenes and such)
L Use virtual keyboard
R Toggle hover/drag modes
Start Open game menu
Select Open 3DS config menu
Circle Pad Move the cursor

2.2) Hover mode

When you use the touchscreen, you are simulating the mere moving of the mouse. You can click only with taps, meaning it is impossible to drag stuff or hold down a mouse button without using buttons mapped to right/left-click.

2.3) Drag mode

Every time you touch and release the touchscreen, you are simulating the click and release of the mouse buttons. At the moment, this is only a left-click.

3.0) Supported Games

The full game engine compatibility list can be found here: https://scummvm.org/compatibility/

While all the above games should run on the 3DS (report if they do not), there are many games which are unplayable due to the lack of CPU speed on the 3DS. So if you play any games that run really slow, this is not considered a bug, but rather a hardware limitation. Though possible GPU optimizations are always in the works. The New 3DS console has much better performance, but there are still many newer and high-resolution games that cannot be played. A list of these unplayable games and game engines will eventually be listed here.

4.0) Compiling

4.1) Prerequisites

  • Latest version of devkitPro, which comes with devkitARM and libctru
  • citro3d thorugh devkitPro's pacman
  • Optional: You should compile third-party libraries for the 3ds (commonly referred to as portlibs in the devkitPRO community). Some games requires these to operate properly.

4.1.1) Compiling third-party libraries

It is strongly recommended that you use devkitPro's pacman in order to get the most recent portlibs for your build.

The following libraries can be downloaded with pacman:

Library Package
zlib 3ds-zlib
libpng 3ds-libpng
libjpeg 3ds-libjpeg-turbo
freetype2 3ds-freetype
libmad 3ds-libmad
libogg 3ds-libogg
tremor 3ds-libvorbisidec

At the moment of writing, faad and flac are not in the devkitPro 3DS pacman repository. They can be compiled by following the instructions in the section below, in case they cannot be found through pacman.

The following pacman packages are also recommended:

  • 3ds-dev
  • devkitpro-pkgbuild-helpers

Once you have the devkitpro-pkgbuild-helpers package, you should be able to find the following scripts in your /opt/devkitpro folder:

  • devkitarm.sh
  • 3dsvars.sh

Run them one after the other with source in order to setup your environment variables for cross-compiling:

 $ source /opt/devkitpro/devkitarm.sh
 $ source /opt/devkitpro/3dsvars.sh

After that, you can download the libraries you want to cross compile, run any autoconf scripts that they may have, and then they can usually be built with the following steps from their source directory:

 $ mkdir -p $PORTLIBS
 $ ./configure --prefix=$PORTLIBS --host=arm-none-eabi --disable-shared \
     --enable-static
 $ make
 $ make install

Most libraries used can be compiled with same commands and configuration flags.

4.1.2) Manually setting up the environment

In case you don't have the helpers package downloaded, you can use the following to set-up your environment variables.

It is assumed that you have these variables already set up. If not, then do so:

  • DEVKITPRO Your root devkitPro directory
  • DEVKITARM Your root devkitARM directory (probably same as $DEVKITPRO/devkitARM)
  • CTRULIB Your root libctru directory (probably same as $DEVKITPRO/libctru)

In the source directory of the library:

 $ export PORTLIBS=$DEVKITPRO/portlibs/3ds
 $ export PATH=$DEVKITARM/bin:$PATH
 $ export PKG_CONFIG_PATH=$PORTLIBS/lib/pkgconfig
 $ export PKG_CONFIG_LIBDIR=$PORTLIBS/lib/pkgconfig
 $ export CFLAGS="-g -march=armv6k -mtune=mpcore -mfloat-abi=hard -O2
                    -mword-relocations -ffunction-sections -fdata-sections"
 $ export CPPFLAGS="-I$PORTLIBS/include -I$CTRULIB/include"
 $ export LDFLAGS="-L$PORTLIBS/lib"

4.1.3) Note on FLAC:

At the moment of writing, the libflac library cannot be compiled for the 3DS out of the box. However, the following patch (for the Nintendo Switch) can be adapted and applied to it: https://github.com/devkitPro/pacman-packages/tree/master/switch/flac

Afterwards, the library can be built with:

 $  CFLAGS="${CFLAGS} -D__3DS__ " \
    ./configure --prefix="${PORTLIBS_PREFIX}" --host=arm-none-eabi \
    --disable-shared --enable-static \
    --disable-xmms-plugin --disable-cpplibs \
    --disable-sse --without-ogg

4.2) Compiling ScummVM

Do the following in a fresh terminal.

In case you get a "compiler not found" message, add the toolchain's executables to your PATH: $ export PATH=$DEVKITARM/bin:$PATH

Note: In more recent codebases of ScummVM, you may or may not need to set the following beforehand: $ export PKG_CONFIG_LIBDIR=$PORTLIBS/lib/pkgconfig See above for $PORTLIBS.

From the root of the scummvm repository:

 $ ./configure --host=3ds
 $ make

Additionally compile to specific formats to be used on the 3DS:

 $ make scummvm.3dsx
 $ make scummvm.cia

Read the warning about build sizes below.

Assuming everything was successful, you'll be able to find the binary files in the root of your scummvm folder.

Note: for the CIA format, you will need the 'makerom' and 'bannertool' tools which are not supplied with devkitPro.

4.3) Warning for build sizes

The above configuration command will include all game engines by default and will likely be too massive to be stable using either the 3DSX or the CIA format. Until dynamic modules are figured out, you should configure engines like this:

 $ ./configure --host=3ds --disable-all-engines --enable-engine=scumm-7-8,myst,riven, \
     sword1,sword2,sword25,sci,lure,sky,agi,agos

Choose whatever engines you want, but if the ELF's .text section exceeds ~10MB-12MB, you may experience crashes in memory-intensive games such as COMI, Broken Sword and Discworld 2.