Reverse-engineer 3DS game binaries to add stereoscopic 3D

A Redditor had Claude Code disassemble the 3DS builds of Minecraft and Terraria with no source code and add working stereoscopic 3D to both, at roughly $670 of API-equivalent usage.

Done withClaude Code· Nov 4, 2026

What they did

The poster, u/BeginningRealistic49, wanted 3D on two Nintendo 3DS games that never shipped with it: Minecraft and Terraria. Claude Code worked from the raw machine code alone, with no source, spending hours in disassembly. The run used Opus 5.5 at medium effort as an orchestrator directing Sonnet subagents. For Minecraft, it found that the first release carried a 3D renderer that was turned off after the first frame and later removed, recovered it from that old build and rebuilt 3D for the current version. Terraria had no 3D path at all, so it worked out which draw layer was which and gave each layer its own depth.

How it went

Both mods work and are published as open source on GitHub, and the poster says they hold close to the games' original performance targets. Terraria's mod even runs on the original 3DS with its smaller memory. The poster's own role was mostly testing on the console and reporting crashes; builds that ran in the emulator often crashed on real hardware. They also posted a video of the whole process.

Worth knowing

Usage would have cost about $670 at API prices for both mods; the poster ran it on the $100 Max plan. Expect the emulator to hide crashes, so test on real hardware. The poster notes the demo animations simplify the real layering. The thread had only a handful of comments, so there is no outside confirmation yet.

Try it

With Claude Code· 9 parts to fill in

Help me mod [game] for [console], for which I have no source code, to add [feature]. You have [the game binary or dump], [a disassembler] and [an emulator]. First map how the game currently draws [the relevant system] and write up what you find, including any leftover or disabled code paths in [older builds]. Then propose a plan, implement it, and use subagents for separate areas of the disassembly. After each build, tell me exactly what to test on real hardware and wait for my report, since the emulator may hide crashes. Keep [the original frame rate target]. Stop when the feature works on real hardware without crashing.

Square brackets are the parts to fill in. The prompt is ours; the story is theirs.

Where they said it

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