Super Mario 3d Land 60fps Code Fix ^hot^ Jun 2026
[60FPS] D3000000 15000000 2091621C 00000001 D2000000 00000000 Use code with caution. Source: Reshiban GitHub (USA)
The following codes are designed for Citra. Choose the code based on your game region. These codes are sourced from community efforts, notably from Reshiban's 60FPS GitHub . USA Version (0004000000054000)
Start the game and enjoy the fluid performance. On Android Mobile super mario 3d land 60fps code fix
; Original assembly (approximate) loop: call update_game_logic call render_scene ; Wait for next VBlank, but skip one mov r0, #2 ; frame_skip_count = 2 wait_for_vblank: sub r0, #1 bne wait_for_vblank b loop
In this article, we will break down what this fix is, why it works, how to install it safely (via Citra or real hardware hacks), and the visual bugs you need to watch out for. These codes are sourced from community efforts, notably
Save the code in a text file named after the Title ID (e.g., 0004000000054000.txt ) in your SD card's Rosalina Menu
If you have a or New 3DS XL (with the extra CPU core and L2 cache), you can use Luma3DS custom firmware to run the 60fps cheat. Save the code in a text file named after the Title ID (e
Note: Codes are version specific. Below is a commonly circulated code for the USA version. Paste this into a text file named 0004000000054000.txt inside the luma/titles folder.
On an actual Nintendo 3DS, Super Mario 3D Land utilizes a dynamic framerate scaling system. While Mario's movement and core stages run smoothly, the game frequently shifts gears:
To execute these codes on real hardware, you must use the Luma3DS plugin environment:
In original game, rotating logs turn 180° over 30 frames. Mario must jump at the flat side. At 60 FPS, logs turn 180° in 15 frames, requiring double the reaction speed. Speedrunners using the 60 FPS code treat it as a separate category (”60Hz TAS-like”).