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DS and 3DS

The dual-screen handhelds are the ones where a headset earns its keep. A DS has a screen you touch; a 3DS has one with depth. Both work here, and the 3DS’s 3D is real per-eye stereo rather than the parallax barrier the hardware faked.

The DS, open. Two 256×192 screens in a clamshell.
The DS with two system controls circled: the volume slider marked 1 and the power light marked 2.

① Volume slider · ② Power light

The default model is the original “Phat”. The later DS Lite is a variant that swaps only the shell — every dual-screen behavior below is shared.

This is the part that is simply better in VR: you reach out and touch it.

Taps arrive as a libretro pointer, and RetroXR forces both DS cores into touch mode to receive them. That is not cosmetic — melonDS defaults to a “Mouse” pointer mode and DeSmuME to pointer_type = "mouse", and both of those ignore a pointer. Left alone, tapping the screen would do nothing at all.

Both DS cores render the two screens into a single stacked 256×384 image — top half is the top screen, bottom half is the touch screen. RetroXR slices that one picture into the two screen panels on the shell, so what you see is one core output shown twice through different windows.

That is why the layout options are forced: Top/Bottom with a zero screen gap, so the slicing lands where the shell expects it.

The DS has L and R and nothing else on its shoulders — no triggers, no stick clicks. Both cores bind hotkeys to the four buttons it lacks, and neither lets you turn them off:

Core Hotkey On
melonDS Swap screens R2
melonDS Close lid L3
DeSmuME Lid close/open L2
DeSmuME Quick screen switch R3

RetroXR masks all four. A DS in the room has no L2, R2, L3 or R3 to press, so nothing can accidentally close the lid or swap your screens mid-game.

The 3DS. Asymmetric screens — a wide top and a smaller touch screen below.

Everything above applies, plus the thing worth putting a headset on for.

The 3DS’s own 3D worked by a parallax barrier over the top screen: one display, split so each eye saw different columns, with a narrow sweet spot you had to hold your head inside.

RetroXR does not reproduce the barrier. It runs a patched core that renders the whole layout twice — once per eye — into a side-by-side frame, and hands the left half to your left eye and the right half to your right. That is genuine stereoscopic depth, with no sweet spot to sit in and no head-in-a-vice.

The real 3DS had a physical slider on the right edge of its lid for 3D strength, and so does this one. It drives the core’s depth factor from 0 to 100%:

  • Slider down — flat. Both eyes see the same thing.
  • Slider up — full depth.

It works live, while a game is running — the core re-reads the setting mid-run — and the position is remembered for the next time you boot.

The 3DS with three system controls circled: the 3D depth slider on the lid's right edge marked 1, the volume slider on the left edge marked 2, and the power button marked 3.

① 3D depth slider — on the lid’s right edge, printed 3D beside it, exactly where the hardware put it. ② Volume slider. ③ Power.

Both machines are clamshells with a grabbable hinge. Grip the lid and swing it: closed sits flat against the base, open lies back at the angle you would hold it.

Folding is cosmetic — closing the lid does not sleep the machine, because the “close lid” hotkeys the cores bind are exactly the ones RetroXR masks out.

Spawn a game from SPAWNCartridges and push it into the slot. Same as any other machine — see cartridges, discs and memory cards.