TL;DR To hack your 3DS firmware, you will typically need to follow a series of steps involving downloading specific software tools, using custom firmware (CFW), and exploiting vulnerabilities in the system. This process can vary depending on the model and version of your 3DS.
Understanding the Process
Hacking a 3DS involves installing custom firmware (CFW) that allows you to run homebrew applications, backup games, and unlock additional features. The process generally includes exploiting vulnerabilities present in the system's firmware. It's essential to have a clear understanding of the risks involved, including potential bricking of the device if done incorrectly.
Tools and Resources
Several tools are commonly used for hacking the 3DS firmware. These include software like Luma3DS, GodMode9, and FBI, which help manage and install homebrew applications. Additionally, hardware tools such as an ESP32 Bus Pirate can be useful for more advanced hacking tasks [5]. Online resources, forums, and guides provide step-by-step instructions tailored to different 3DS models and firmware versions.
Customization and Modifications
Once hacked, the 3DS can be customized extensively. Users often swap shells or add decals to personalize their devices [4:1]
[4:2]. Customization can also extend to the software side, where users can install themes and modify system settings to suit their preferences.
Community and Support
The hacking community is extensive, with many forums and subreddits offering support and guidance. Engaging with these communities can provide valuable insights and troubleshooting tips. Sharing experiences and solutions helps others who might encounter similar issues during the hacking process.
Important Considerations
Before proceeding with any hacking attempt, it's crucial to consider the legal implications and warranty voiding associated with modifying your device. Ensure you have backups of important data and understand the potential consequences of firmware modification. Always follow trusted guides and verify information from reputable sources to minimize risks.
For those interested in exploring this further, detailed guides and discussions are available across various online platforms dedicated to gaming and hardware hacking.
It’s great to see a collection of concrete advice instead of just helpline numbers. It’s devastating to hear people say after a suicide that they would’ve reached out if they’d known what to say.
Leaving the full burden of reaching out for support on someone who’s already struggling is unfair and unhelpful. Boundaries are important to respect, but looking away is never the right response to suffering.
My FC is: 0148-8557-2039 ☺️🤗
Will add you soon, currently transferring some stuff with FTPD!
No worries!! Looking forward to being added ^^
tl;dw version:
Fishing EXP Boosters: Lucky Fishing Hat (+25%), Roasted Seaweed Snack (+5%, 10m). Crafted from a Roasted Nori Tray, which needs to be placed on a surface to collect its segments.
All rare fish can only be captured if you have the appropriate bait/item equipped. This means for all fish excluding Chordfish and Inkfish, you need to have captured their common variants at least once. Make bait, and load them up by 'R'eloading your rod. For the two excluded, you need a Fog Lantern, found in a Cacophonous Chest and >!deep inside the Night Realm's inky pool; just sink by holding ctrl at the center with a diving suit; you'll find it soon enough.!< They need to be equipped on your person.
All rare fish excluding the two: Portal Fish and Eels, only have one rare variant. For the two mentioned:
Portal Fish:
Corruscating Portal Fish: "Common" rare variant of the Portal Fish. Capture with a bait and hope you get it.
Entropic Portal Fish: As above, but fish in >!Some Distant Shore, accessible by having a potty incident on a portal toilet, which will send you there.!<
Portal Koi: Rare Fish in Torii. This fish does not exist on your GATEPal if you disable Homeworlds.
Gutfish Eel:
Note: Gutfish Eel need an insulated rod, obtained by spamming the Fisherman in Canaan until he gives the recipe.
Nacreous Gutfish Eel: "Common" rare variant of the Gutfish Eel. Capture with a bait in Canaan and hope you get it.
Wraith Gutfish Eel: As above, but fish in Canaan at night or dusk.
Auric Gutfish Eel: As above, but fish in Canaan at dawn or noon.
The most expensive bait is related to the eels. They each need 2 Snag Vine seeds per 4x bait, each which will require farming an item that does not get produced en masse any other way. If farming for fish, consider doing eels last, and farming the below for snag vine seeds:
Good video! And thank you for the effort. Pretty lengthy and monotonous to go through. You dont have to go into every items build recipe as its already listed upon unlock. I sped up to 1.5 speed and that solved any issue I had with it. You had good info and details that'll stick into my gameplay
Thanks! Haha yea I get that, some people asked for crafting recipes in another one of my vids so I tried to be thorough. It did feel like a lot editing it all lol. Thanks for watching!
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My 3DS XL had a pretty nasty beat up blue shell so thought why not shell swap it to a fresh pink one and add some decals of my favourite pokemon! I’d love to see other peoples customised 3DS consoles!!
Did you do a full shell swap or just the back plate and bottom?
Just back plate and bottom cause I quite liked the black and pink look for contrast and so it looks different from the standard pink 3DS XL!
Think I’m gonna change the thumb stick and shoulder buttons though
Good call, way easier and OEM parts are best! Surprised more people don't do this given how hard a full shell swap is
Sick. Is there I place I can get this? Or can you explain how you did it?
Of course! I watched a couple of videos on top and bottom shell swaps and it seemed fairly straightforward!
Grabbed some pink shells from Aliexpress, top one had slight fitment issues on the left side so I clipped off the locking clips with a flush cutter and this let it slide on seamlessly, not an issue as the other clips and the screws hold it in place.
Bottom shell is as simple as removing a couple of screws from the OEM shell and swapping them over to the new shell
You can’t see on this photo but I also swapped out the SD card cover for a white one, couldn’t find a pink that matched it correctly, this was a little more awkward but Ifixit has a great guide!
As for the decals I grabbed a bunch of mew arts that I liked made them all solid pink and then sent them over to my mum to cut out on her vinyl cutter, after that it was as simple as sticking them on and putting a clear protective case over the top!
unown folders go hard af
fresh
but the esp32 doesn't have any of the needed hardware by default . wick rf module you used
Bro that's the same thing that happened to me and I've been looking everywhere for the files.
Would you be able to do a version for the cardputer adv?
I’ll try again to get this running on mine. I had issues connecting to wi-fi with the previous version.
Thanks for your hard work! 🙌✨
Thanks,
If you can't connect to Wi-Fi, open an issue on GitHub to explain your problem. I have no trouble connecting with my Tembed CC1101
This is an (almost) complete guide about control brawlers. Specifically I'll breakdown every brawler under the class "controllers" and not any other pseudo control brawler (i.e. crow, pam, spike). This guide unfortunately doesn't cover everything as for that I'd have to put clips to show specific clips. It also doesn't cover specific mu, but it covers most of controllers mechanics through text. Before I get to the brawlers, I'll explain first general things about control brawlers. I'll cover the following points:
- what's a control brawler;
- types of controllers;
- best/worst mu and types of maps;
- general tips.
P.S. I decided to split this into two parts. This is already 22997 characters long and I don't want to hit the word limit. I had way too much fun and way too much to say on each brawler. This currently covers just super rare and epic controllers, but also a brief introduction to the class. If you like this let me know and I will publish part 2.
a control brawler is a brawler that specializes in consistent passive pressure in order to push back the enemy team and gain "control" of a specific part of the map (usually the middle). They are versatile brawlers, they have usually very few bad matchups and often have "control effects" in their base kit (i.e. stuns, slows, knockbacks).
There are mainly 2 types of control brawlers:
. brawlers who specialize in range;
. brawlers who specialize in control effects;
. brawlers who specialize in damage.
the first type are the following (in order of rarity): Jessie, Penny, Gene, Mr.P, Willow, Finx and Charlie.
they lack dps, but the range almost rivals the one of a marksmen. They make up the majority of control brawlers.
in the second type there are: Emz, Gale, Squeak, Lou and Sandy.
they mainly rely on their control effect to create pressure. most of them have lackluster range, but have really good control effects to makeup for them. They are the most aggressive compared to the other control brawlers.
the third and last type are: Bo, Griff, Meeple, Otis, Chuck and Amber.
they rely mainly on creating pressure with dps and positioning. Usually they're able to get a kill whenever an opponent enters their range that's in their sight (not behind walls).
Controllers don't have many good matchups. they mainly counter other passive brawlers, more specifically damage dealers and assassins. damage dealers mostly have low hp and are rather susceptible to control effects, while assassins are really susceptible to control effects.
controllers also don't have many bad mu either. mainly tanks and support brawlers as many controllers don't have good dps. Another interesting counter are artillery brawlers as they're the ultimate counter to passive brawlers when the map allows it.
Controllers also work well in the majority of maps. Mostly depends on the type of control brawler. A range type wants mainly more open maps, but struggles in more wall filled maps, while does decent in bushy maps. A control effect type wants mainly bushy maps and wally maps, and struggle a lot on open maps. Damage type are good in wally maps, good in bushy maps and struggle a little in open maps.
they work mainly as a mid option, as that gives them the ability to help the lanes if necessary. Their control capabilities are usually slightly hindered when they're on the lanes.
the best tactic against control brawlers (especially for assassins) is to "bait" out the control effect early, and then push you. The main way to counter this is to be wary of when the enemy actually intends to push. Wait for them to get closer to you, and make sure you move accordingly. depending on the control effect you may want to go forward and then backwards (knockbacks and pushbacks), just forward (stuns), or just backwards (slows, other control effects) all depending on where the opponent is.
All controllers are very passive brawlers. You rarely make an actual push with them. The best you do is support your teammates when they make a push. There are times where you do make pushes, but they are far and few in between.
________________________________________________________________________________
Now that we have that out of the way, let's talk about singular brawlers. The list is in order of rarity and release date. I will not cover stats for the most part as that will take too long. You can check the wiki if you wanna know more about it.
- Jessie: She mainly relies on her turret to control the game, but also around her attacks as it bounces (always) towards the nearest opponent.
Her build may vary depending on the gamemode, but generally her best build is: Spark plug (1st gadget), Energize (1st sp), shield gear and either vision gear, speed or damage. heist is the only gamemode where you would want to swap the gadget to recoil spring. Her second sp is rather bad, as each bounce shot doesn't recharge your super and it's very rare that your turret hits an opponent near another opponent. You'd always rather have the survivability of your turret especially since your whole build revolves around scrappy. Depending on which brawler you're facing you want to place it in different areas of the map:
> behind walls against longer range opponents. it's harder for them to destroy it and in this way they can't go past that wall otherwise they'll take a whole bunch of damage;
> in the open towards close range brawlers. Probably the best case scenario when playing jessie. Specifically against tanks. it's a whole area where they can't go as they have very limited ways to take it down without taking a bunch of damage.
> in bushes when against throwers. they are really good against scrappy. Hiding it in bushes may catch them off guard and delay the inevitable destruction of it.
there's a special case scenario against close range interactions. you mainly want to keep the turret and if they push you place it nearby you and gadget (preferably spark plug) and if the attack of the opponent doesn't pierce, you try to stay behind the turret. If it pierces you get away from it. While if the opponent isn't trying to push you, you can place the turret slightly towards the opponent (not on top of him), gadget and hopefully kill him. The close you throw the turret nearby you the better.
She is great mainly against brawlers that struggle against her turret and non aggressive brawlers. She struggle a lot against aggressive brawler and those who can destroy her turret easily. She's also much worse than other controllers at the beginning of the match. If she can't get a super she's rather bad. Her hypercharge doesn't add anything significant to her gameplay. It does give a decent buff to the turret but it's not very significant. You often play multiple turrets so it may happen that you have to play a turret when her hypercharged turret is still placed.
- Penny: my favorite brawler. Just like Jessie, she relies on her turret to control the game. Her kit tho is very different.
Her best build is: salty barrel (1st gadget), heavy coffers (1st sp), shield gear and either vision gear or damage/health gear (mostly vision). The extra damage pet gear gives is not enough to justify not having another passive ability from gears (unless in heist). Her sp can be swapped if you don't feel confident in your abilities with salty barrel or are playing an aggressive mode/map (i.e. brawl ball, double swoosh). You need salty barrel. It is the only reason penny is not out of the meta yet. She has no innate dps, has no knockback outside of second sp and 3 attacks don't deal enough damage to defeat any aggressive brawler. Her gadget gives her enough damage to phase a heist with 3 attacks (up to 4410/7350 dmg). It's not 100% consistent (as I'll explain later), but it's either that or getting completely destroyed by any brawler up close. The same tech with the turret against a brawler up close with Jessie applies with her as well.
Her main attack, after it hits a target, splits to 3 projectiles (or 5 with 2nd sp). The split projectiles do 25% less damage. Using this knowledge you can use any target to deal massive damage to another target behind it. The hitbox of said attack is a bit wanky when the target is very close to you. When two targets are like that you hit in the following way: suppose you shoot up, you have a target slightly below or on top of you and one slightly above you (and are able to hit both). The attack will hit the opponent it front of you even tho technically speaking the target below you is "closer" to you. If they're both in front of you then the attack hits first the target closest to you.
Her super is a mortar that can shoot over walls over a radius of 13.33 tiles. It's rather easy to dodge and doesn't work very well in bushy maps unless you have vision gear (hence the suggestion), but it can reduce the opponent movement option since it forces them to go in a specific direction or take damage. Because of this the mortar plays pretty much for yourself. You want to primarily play it behind walls save for specific mu or situations. Especially against throwers or other brawlers of the sort, you want to play it more afar from the wall, to hopefully having them put themself in danger when trying to take it out.
Her hypercharge enhances the control capabilities of the mortar. A double shot does give more control especially since it's after it fires the first shot since it hinders the opponent's movement options even further. Other than that it doesn't change her gameplay much, just enhances it.
- Bo: he's a very basic brawler. Even then there's a lot to talk about him.
His best kit is: super totem (1st gadget), snare a bear (2nd sp), Reload speed gear and either damage, health or vision (this one is less important). His second gadget is usually only useful in heist as it may allow you to skip 1 phase of the safe, but it can also be used to easily break specific walls to shape the map. His 1so (circling eagle) while it sounds like it would be good in more bushy maps, you'd rather have vision gear than it. Vision gear pretty much killed this sp as it does the same job but better.
His main attack is the only attack among control brawler that is arc-like with multiple projectile (you could include Emz but it's slightly different). Because of this depending on how you move the attack "changes". Let's say you attack upward. If you move to the left the attack will be concentrated into one point, while if you move right the attack will cover a greater area. The attack also does area damage so his range is 0.66 tiles longer than it's shown. being multi-hit and with a decent delay between each projectile, his attack is less consistent in damage especially at close range. Because of this you should try to follow the opponent movement on the sides (from the direction of the opponent, left or right) when shooting to make it more consistent at dealing damage. Also move in the opposite direction of where you shoot when the opponent is nearby you or outranges you. This forces the opponent to seek you to hit you and not the other way around. Makes it easier to hit them. The attack does really good damage and has decent range.
His super is very peculiar. It's not very good, it's very predictable and slow to activate. A decent players will react just in time to dodge most of the times. Where it really shines is when placed in a choke point. More specifically somewhere where the opponent has to pass through to go to a specific part of the map. It will slowdown opponents if you place them when they're still around, but if they're not there you may place them and catch them off guard. It's rather rare for it to happen so generally you should place them when you have them. If against an assassin or an aggressive brawler you want to place them between you and the opponent but still closer to you (and in a choke point), so if they push you, you run towards them.
His hyper changes little for his playstyle. just like the previous brawlers, it enhances what he already does best. The hyper is especially good in heist where it can deal up to 18k dmg to it. Other than that it doesnt' really do anything special. It does allow you to block two choke points instead of 1.
Emz: She's very interesting, as she technically has 2 ways she controls the game, but it's mainly through her super.
Her best build is: friendzoner (1st gadget), Bad karma (1st sp), damage or shield gear and vision, shield or gadget gear. just like penny, her 1st gadget is essential. with the way her attack works she doesn't deal any damage up close so the first gadget is a must. Her 1st sp is objectively better as the damage increase is really good and essential to her, but her 2nd sp is still good especially in gamemodes where the opponents are more likely to group up. If you're running 2nd sp you want dmg gear otherwise go for shield.
Her main attack is arc-like, with multiple projectiles shot at once (like shelly). Her projectiles act as a singular one (like pocho), has 5 total projectiles and can deal damage multiple times against 1 target. Usually it's up to 3 times (save special case scenarios). The attack lingers between 4 tiles away from you and max range. because of this any brawler within 4 tiles of you take very little damage. This is why you need her 1st gadget, otherwise you get countered by any brawler that's within 4 tiles of you. general tip is, if an opponent is nearby wait to use the gadget. If the opponent hits a wall or you don't have enough ammos to punish them, they can just push you again without repercussions. Instead, make sure the line between you and the opponent doesn't hit a wall and have at least 1.3 ammos ready (depending on the brawler you may want 2). after you gadget, shoot immediately. This makes sure the opponent takes the most amount of damage from your attacks. It's also very good with the 1st sp (for obvious reasons). You can also use her gadget if an opponent is around a wall. You can knock them away from it then attack it and most likely kill it if they have around 6k hp. Since her attack lingers its rather good at controlling. But her best way to gain control is through her super.
her super is really good at controlling a huge area around her. The slow it provides as well as the passive damage synergizes really well with her attack. It's especially good around walls and it's easily rechargeable after you get your first one. Her whole kit synergizes with her super really well.
Her hyper is basically just another gadget. The closer the opponent is to you the further it gets knocked back and the more damage it takes. Pretty much the opposite to her main attack which she needs. It makes her slightly more aggressive because of the speed boost mainly.
- Griff: at first glance he looks like a damage dealer. I believe in the past he was classified as one. But he does have some form of control in his kit. Mainly though his super and gadget.
His best kit is: piggy bank (1st gadget), business resilience (2nd sp), reload speed gear and damage gear. his 2nd gadget makes his attack worse because of how it works. Since it increases the unload speed it makes it much easier to dodge attacks at close range and from afar as well. his 1st gadget instead is really good at breaking the map. If you need to open a map usually Griff is the way to go. His 1st sp is mainly good if you're playing mainly against close range opponents, otherwise the healing provided from his 2nd sp is really good. It synergizes with damage gear since it lets you attack without the need to naturally heal, so you can stay longer below 50% hp without perishing.
His attack is a 3 wave, arc-like, high damage type. each wave has a bit of a delay between each other, so it's really easy to dodge it up close. Just like Bo, you should try to mimic the opponent movement on the sides and move in the opposite direction of where you shoot (when nearby or if you get outranged) to maximize damage especially at close range.
His super is also arc-like similar to his attack, but it covers a much larger area and it's not in waves. It has 5 total projectile, can hit an opponent twice (once when going and once when returning) and doesn't actually deal consistent damage. It deals more damage the further you are from the attack unless you use the super directly on top of a target. If the super hits you at near max range there is a chance it may hit you twice. The least it can deal is half the damage shown per projectile but it's really hard to get. Because of the way it works, you can use it to either burst down an opponent nearby or use it to pushback any opponent within range.
His hyper allows him to control the area even better. at near max range now it can hit an opponent three times and it's much faster, so if an opponent is within range he's pretty much done for. It does a ridiculous amount of damage and since it goes through walls it can and will defeat any throwers within range. It doesn't change much his gameplay tho and it does charge rather slowly. Once per game mainly so it has to be used wisely in situations where you can get at least 2 kills.
- Gale: He has an interesting kit. His gameplay purely depends on what sp you use, so I'm gonna cover both types of playstyles.
His best kit is: twister (2nd gadget), freezing slow (2nd sp), shield gear and either damage gear or vision gear. As I said his gameplay depends on which sp you use, but his best is the 2nd one. His 1st sp instead is my personal choice as it makes his super from a get out of jail option and a kill option, to a straight up killing machine. Whoever is stunned with it is automatically dead. His 1st gadget can be good in specifically in maps where you can aid your team to reach a specific part of the map faster (i.e. open business, safe zone). otherwise his 2nd gadget is better. it's knockback is closer to an involuntary jump. Because of it once you use it, if the opponent is nearby a wall it may jump over it. You should also try to hit the targe as it lands, not earlier. If against a close range opponent try to stay nearby the twister while being outside the range of the opponent. otherwise just go in the opposite direction after use. Other than a mean to protection and to sneak in 1 extra attack it can be used to block off a lane for 5s. Not very practical because of the duration, but it is an option.
for his attack he shoots 6 projectiles at once forward. realistically the maximum you'll hit an opponent is with 4 projectiles. The attack is rather slow so it's harder to hit an opponent multiple times without the 2nd sp. It allows not only you but your teammates as well to destroy whoever gets within range. Just make sure you space out each attacks to maximize the slow and not shoot them all at once. It makes his main attack the main source of control and his super is just to aid you in critical situations. Without it you have to space out the attacks even more since you have to be sure you hit the opponent. You often will have to juggle the attack stick so you attack at the right moment.
His super is similar to his attack. It's technically made of 4 projectiles that act as one (there are a lot of attacks like that in this game). The opponent is pushed back in the same direction of where you aim the super, so it can be manipulated. You want to aim his super all the times because of this. With the 1st sp you want to make sure you aim it so the imaginary line that goes through the opponent (and has the thickness of its hitbox) hits a wall (not if you're not using the sp). It looks complicated, and at first it is. I've seen lots of players struggle with it, but it's the same thing as for the emz gadget, just slightly easier.
His hyper is ridiculously broken. It can and will get team-wipes. The double damage, the increased pushback as well as the added area of effect makes sure you can hit most of the times more than one opponent, and that you can get multiple supers with one hyper. His 1st sp works best with it, as it can and will stun lock any opponent that you hit. The main thing that hinders this hyper is the charge rate as well as the super charge rate. they both charge very slowly and you might not even get 1 in a game.
- Meeple: I put him into the damage type because he can defeat anyone that gets within range mainly. He can 3 shot most brawlers usually (max of 7560 dmg or 9360 dmg).
His best kit is: mansion of meeple (1st gadget), do not pass go (1st sp), shield gear and either vision, gadget or damage gear (depends on preference or situations). 1st gadget is mainly good to guarantee kills with his super, or if you have any brawler that can shoot over walls in the team. THis gadget is basically a free kill whenever you have a super which it's why it's better. His 2nd gadget is useful, but you're mainly gonna use it if you're playing against aggressive brawlers or aggressive modes. It can also help you to get 1 guaranteed hit, 2 if you're low enough on hp. Originally I thought his 2nd sp was gonna be better, but I then realized his 1st sp was better in most cases. You want the extra damage since the opponent can just run away from you, so dealing as much damage as possible before they get away might get you a kill. It also works really well with his 1st gadget (for obvious reasons). His 2nd sp you're gonna use mainly in much more open maps where you're not gonna be able to use the main function of the super as much.
His attack is rather peculiar. his attack has a slight homing effect and it does increase his effective range by <0.33 tiles when homing (which isn't very significant). because of this you can easily hit shots with autoaim. it is suggested that you aim with him as it is slightly more consistent than autoaim, but still. It's very easy to hit.
His super is also peculiar. It allows him and his teammates to shoot over walls. You mainly wanna use this super when you know you can 2 shot a slightly far opponent or 3 shot a nearby opponent that's behind a wall. This is to make sure you defeat them before they escape out of range. This is also the reason why 1st sp is usually better. You're mainly gonna use the super for yourself than with your teammates as well. when you can tho it does provide really good value especially in more closed maps where you might run a dps brawler.
His hyper, while not yet released at the time of writing, looks really good. The increase in area, as well as the ability to go through wals and above water is really strong. It's gonna be really good to just guarantee teamwipes with your whole team, and mainly 1, maybe 2 kills alone. It's mainly good if used together with the whole team but it's still good when used alone. Make sure when you have it that you place it in such a way that benefits both you and your teammates.
I do not have the time to read all that.
But it has a lot of text.
And a lot of text means effort.
And effort means upvote.
Keep up the good work my man
I divided the post into two sections: a general guide, and a specific brawler guide. If you're interested in just 1 brawler I suggest you just look up that specific brawler.
I had a lot to say, and I may have written a bit much. Or maybe not enough. I had more to say either way.
I started and then read up to penny... Too much content... Kudos for the effort though
There's always more to be said. I could have written 20k words for just 1 brawler. There's some tech that I missed, I could have talked about specific mu, could have talked about how to counter said mu, best strategy for every gamemode, best strategy for every map in rotation in ranked, best way to optimize ammos for the specific brawler and much more.
This post is basically a loading screen tips.
If you wanted to make a actual guide at least attach pictures or highlight some bullet point. Reading the post just makes me uneasy as most of the stuff you mentioned are well known.
I will most likely do a pdf file of a full guide rather than a part 2 then. There is a lot more to talk about and I don't think I can fit it all in a reddit post (even about the things I just wrote here). Definitely appreciate the comment.
This is really good. Thanks. Upvoting for part 2.
nice
My old 3ds is gonna die anyday now so i had to buy a new one but the new one is modded. I really want to preserve my VC copy of crystal and send over all my shiny pokemon to the new 3ds. Any help would be appreciated. And if i try to download a hack crystal rom will it have its own unique save file? I tried reading the FAQs on transfers but couldnt seem to find an answer to this.
Hello. It seems like you are talking about SD Cards. Please review the 3DS SD Card guide. Your question/issue is likely resolved there.
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Hello. It seems like you are asking about Pokémon games. Please review the 3DS CFW Pokémon guide. Your question/issue may be resolved there.
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should be as simple as a regular system transfer, followed by redoing the finalizing setup.
if that doesnt work, mod the old console aswell (https://3ds.hacks.guide), then perform a movable moveover.
Ty very much!
the eevee one looks slick af!
i like the colors, contrast and stripes.
and the UI matches the case perfectly.
hats off to you! :)
Okay the mint one looks awesome!!!
I’ve been experimenting with some custom button hardware mods for the 3DS XL console line lately, and one project I’m really excited about is replacement button sets for the New 3DS XL.
They’re fully 3D-printed, come in different colors/finishes, and are designed to swap straight into the console without any funky modifications. I wanted to make something that feels close to OEM quality while still letting people personalize their handhelds.
The buttons are smooth to the touch and act 1:1 to OEM buttons in terms of fit, function and tactility.
Here are a few photos of how two custom designs they turned out. We especially love the Eevee one - the thumbstick is actually made of metal and feels exceptional to use!
I’d love to hear your thoughts—what colorways do you think would look best on a 3DS XL?
3ds firmware hacking guide
Key Considerations for 3DS Firmware Hacking:
Understand the Risks: Hacking your 3DS can void your warranty, potentially brick your device, and may lead to bans from online services. Proceed with caution.
Firmware Version: Ensure your 3DS is on a compatible firmware version for the hacking method you choose. Some methods are specific to certain firmware versions.
Backup Your Data: Always back up your save data and system files before attempting any hacks. This can save you from losing important data if something goes wrong.
Choose a Reliable Guide: Use well-established guides from trusted sources like the 3DS hacking community (e.g., 3ds.hacks.guide) to ensure you follow the correct steps.
Required Tools: Familiarize yourself with the tools needed for hacking, such as an SD card, a computer, and specific software (like Homebrew Launcher or custom firmware).
Recommendation: For a comprehensive and safe approach, I recommend following the guide at 3ds.hacks.guide. It provides step-by-step instructions tailored to different firmware versions and includes troubleshooting tips. Always ensure you read through the entire guide before starting to understand the process fully.
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