RG34XX / muOS NATIVE PORT

The Legend of Zelda: The Minish Cap — Native port for RG34XX

An unofficial native port for the RG34XX handheld, running muOS.

Built on EstebanPdN's Project Picori-derived source.

SOURCE AND GUIDES AVAILABLENo public game download~120 Hz display · 119.455 Hz

01 / HANDHELD SETUP

How is the game presented on the RG34XX?

Original image, integer scale

The reference presents the game's 240 × 160 image at 3× scale. Port instructions stay off the game image.

Check presentation and controls

Settings when needed

Press MENU+R2 to open port settings. GBA buttons remain assigned to gameplay; additional shortcuts use the handheld's extra controls.

Learn how the controls are separated

Return to muOS

MENU+L2 exits the game. Port settings use the handheld's extra buttons, separate from the original GBA controls.

Inspect the exit test and its limits

02 / ~120 HZ DISPLAY

A ~120 Hz display mode, with the original game pace

During play, the launcher selects a 119.455 Hz display mode on the RG34XX with muOS. Game logic stays at 59.7275 Hz.

The display rate is twice the logic rate. It does not make the game run twice as fast or turn it into 120 FPS gameplay.

The launcher restores the previous display timings on exit. It keeps the normal mode if the high-refresh check fails.

Display setup, recorded results and fallback

03 / WHY THIS APPROACH

Why this approach?

A personal link to the GBA

I grew up with PC games. My father gave me my first console, a Game Boy Advance. I chose the RG34XX for its close physical resemblance to that handheld.

Its 720 × 480 display also fits the game's 240 × 160 image at exactly 3× scale. Each original pixel becomes a 3 × 3 block.

Restoration, not new content

The aim is to preserve the content, artwork, music, mechanics and original controls. Technical changes should help that same work run reliably.

Painting restoration is the guiding analogy: retain the image rather than add new details. A demonstrated technical defect can be addressed without redesigning the work.

A curated starting point

The player should not need dozens of adjustments. The reference policy favours original imagery, unobstructed gameplay and accessible menus.

Native execution supports the handheld integration. Spare capacity can remain a reserve instead of being spent on extra effects.

Read the complete principles and their scope

04 / LEARN

What can you learn here?

Understand a decision

Short explanations connect a player need or engineering question to the decision and its evidence.

Start with the learning guide

Check the evidence

Read the measurements, source files and limits behind a claim.

Choose a level of technical detail

Study a rebuild

See what is available and what a complete rebuild still needs.

Read reconstruction status

New to the terms? Open the short glossary.

05 / RESULTS

What did the tests show?

The results below come from archived device sessions. The timing statistics were recalculated on 7 September 2026.

Timing: lower typical lateness

The p95 tick lateness fell from 5.791 to 0.028 ms in two archived captures. This means about 95% of recorded values were at or below those thresholds.

Delays still occurred. The largest presentation-call duration increased from 46.451 to 60.917 ms.

Audio: two different observations

An earlier machine test reported an audio regression. The later manual session received audio OK.

Both observations remain in the report. Listening acceptance does not erase the earlier result.

Lower clocks: a selected configuration

The accepted record uses CPU/GPU ceilings of 936/420 MHz. Lower energy use was a goal, not a measured result.

The final session has 874 monitor samples. Its highest recorded temperature was 52.6 °C.

Testing covers the listed sessions on the RG34XX with muOS, rather than a complete playthrough.

Read sample sizes, exact values and open diagnostic questions

The timing pair contains 10,203 and 10,449 ticks, with one capture per variant. The observations are not independent test runs.

Tests, units and complete results · Unresolved log questions

06 / AVAILABILITY

What is available now?

Public: 15 historical integration patches, a launcher, selected test records and learning guides.

Not included: the game ROM, extracted Nintendo assets, saves or the private V1 executable. There is no public game download.

The patches record different stages. They are not one ready-to-apply build recipe.

Browse the repository · Understand the rebuild requirements

Source and evidence details

Fixed integration source and launcher

Archived records and log excerpts

Timing and monitor calculations

Full raw traces remain in the private archive. Selected public records do not reproduce every statistic alone.

07 / PORTMASTER

Why no PortMaster package yet?

The recorded VirtuaAPU distribution restriction is unresolved. A package also needs its own preparation and target testing.

The integration source and learning material are available independently of that package.

Read the current packaging requirements

08 / NEXT LESSON

Start with one lesson

How can a screen refresh faster without making the game run faster?

Learn why game speed and screen refresh are different