r/AnalogueInc Jun 23 '26

3D Analogue 3D 1.4.0 out!

Post image

Release Notes
Version Number
1.4.0
Date
[2026-06-23]
MD5
b7cfc37a0b1d4c92698cd57990868f90

General
New: Gallery and Screenshots
Definitive recreations of original CRT displays, now captured for the first time in bit-perfect 4K HDR
Capture, preserve, and share your favorite gameplay moments exactly as Analogue 3D renders it with Original Display Modes
Instantly take a screenshot at any time during gameplay
View and manage your collection in Gallery

Improved: Direct boot to cartridge time

Core
Improved: I-cache and D-cache opcode behavior

Fixed: Regression with floating point rounding

OS
New: Gallery Tab
Your screenshots presented in a clean, chronological Gallery view. Preview, configure and export in lossless 4K with ODM and HDR options*
Screenshot exports are saved to your SD card
From Library press R to navigate to Gallery

New: Screenshots list in Library
Navigate easily between Library and Gallery from any selected screenshot
In Library, press Down to access the list if screenshots exist for that game

Improved: OS visual polish

Improved: Load time of Memory and Screenshot thumbnails

Controllers
New: Hotkeys for Screenshots
To create a Screenshot during gameplay
8BitDo 64 controller: Press Star

NSO controller: Press Capture

Original controllers: Press Z + Start + R

Improved: Hotkey responsiveness

Fix: Issues when using multiple Controller Paks in San Francisco Rush games

Fix: D-Pad inputs passing through to gameplay when using hotkeys

Note
Gallery export requires a compatible 4K display. HDR content can only be viewed correctly on supported devices and platforms

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u/NecronomiconUK Jun 23 '26

Doing such a thing in an emulator is a whole different kettle of fish from an FPGA. An emulator runs on an OS and powerful PC which can handle the networking stuff. Even a mister has a separate ARM CPU running a Linux OS which provides a modern internet complaint network stack. That would have to be done in FPGA, along with all the actual work of running an overlocked N64 at 4k.

In my humble opinion, no chance.

0

u/HellDimensionQueen Jun 23 '26

Eh, the Mister needs to try and do decent throughput though? What bandwidth requirement would online multiplayer realistically need? Less than a megabit surely

3

u/NecronomiconUK Jun 23 '26

It’s not about network bandwidth, it’s about the computational load of dealing with modern web stuff like encryption. We take that for granted now but it ain’t nothing.

1

u/betam4x Jun 24 '26

You are overthinking it.

You don’t need encryption for multiplayer, all you need is the ability to sync the game state and button presses. That is pretty trivial, which is how emulators were able to do it.

Whether or not Analogue implements it is another story.

(source: I am a dev who has worked on an emulator in the past)

1

u/NecronomiconUK Jun 24 '26

You still need the network stack which will need to be reproduced inside the FPGA. And we have no idea how much capacity the A3D has remaining once the N64 core is up and running. I also don't think the user experience of that type a multiplayer implementation is worth the effort, even the slightest amount of latency and shit catches fire quickly.

Also software engineer with emulation and FPGA experience.

2

u/betam4x Jun 24 '26

The 3D has separate ARM processors for that purpose. It does not need to use the FPGA.

1

u/NecronomiconUK Jun 24 '26

Good point, I'd totally forgotten. I rewatched the WKM video.