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[GH-ISSUE #5709] [Feature] Nintendo 3DS static analysis through Ghidra and a reusable verification workflow #3459
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opened 2026-10-31 00:40:42 +00:00 by bsakaguchi
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Originally created by @thepoppfish on GitHub (Oct 20, 2026).
Original GitHub issue: https://github.com/morluto/rea/issues/5709
Before submitting
Area
Native analysis or decompilation
Current limitation
Corrected submission: An earlier copy, #5704, was accidentally submitted through a different connected account. This is the request from my intended account. Could the repository owner please delete the earlier copy and use this issue going forward?
I'm developing an AI-assisted native Windows companion/port for the European Nintendo 3DS release of Tomodachi Life, using my own copy. I'd like to contribute reusable analysis and verification work to REA instead of maintaining all of the tooling separately.
This is a documentation-based support request, not a reproduced REA bug: I have not tested a REA integration on this target. The raw-binary guide documents a generic ARMv7 profile and excludes raw ARM from the native Windows Ghidra boundary. A verified 3DS workflow would need to establish ARM11/ARMv6K, ARM/Thumb interworking, floating-point conventions and the actual executable layout.
The initial analyst task would be to inspect a selected function, its instructions, callers and data references from an already-extracted 3DS executable plus explicit layout metadata, preserving the distinction between file offsets and loaded addresses.
Use cases
Our separate project currently has:
These are separate project capabilities, not proof of REA/3DS support or a complete general-purpose recompiler. No private comparison results or captured reference state are attached.
Desired outcome and success criteria
A focused static-analysis path through the existing CLI/MCP workflows:
A supported Linux/WSL analysis path would be useful if native Windows support needs a separate follow-up. This is not a request for an automatic whole-game port.
Expected interaction with targets
Read existing files or captured data, Launch or attach to a process, Write or change files/configuration
Target and scope details (optional)
The proposed first step reads caller-supplied files, launches Ghidra for static analysis, and writes isolated analysis output. It does not run the game or attach to it. Emulator/debugger reference execution, if useful later, would need a separate scope discussion.
ROMs, extracted game files, firmware, keys, assets, saves, captured memory, disassembly, title-specific recovered code and private evidence would stay out of public contributions. No decryption or protection-bypass capability is requested.
Verification available so far
I can suggest a sample or manual check
Verification details (optional)
We have a separate working component-verification toolkit and privately recorded project results. No REA/3DS runtime reproduction, public 3DS fixture suite or performance comparison has been completed. The acceptance checks above are proposed, and any speed benefit is unmeasured.
Alternatives considered
Continue using our separate Native Bench workflow, or investigate an existing Ghidra CTR loader. The existing loader and its maintenance fork are relevant starting points to evaluate instead of duplicating their format work; REA/Ghidra compatibility still needs testing.
Possible direction
Subject to maintainer direction, we could prepare focused contributions from the generic parts of our workflow: sanitized build/result contracts, reusable verification adapters, failure/resource-boundary handling, reproducible homebrew fixtures and documentation. Any code would first be separated from title-specific material and reviewed for third-party dependencies and licensing.
Would this fit REA's direction? Would you prefer an extension of existing Ghidra admission/layout profiles or integration with a CTR loader, and which host platform and smallest first contribution would be most useful?
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