Player 3DS Port

The screen has small details when rendering. The 1 pixel line detail happening in WATGBS I mentioned about the continuous builds seemed to spread to every test when testing the .3dsx you linked. The screen wouldn’t move properly, like, the stuff that gets moved whether it’s a frame or the whole screen it looks like resizing for a frame, moving, then resizing back after the movement. What I noticed the most in the .3dsx you linked was that the fps counter which I keep enabled most of the time, seemed to go darker at times, also the numbers would get overlapped when the framerate was low. And don’t get me wrong, it crashed, got the red screen with instructions, although in the 3ds port causes it forces the user to restart the console.
Added to this, there’s this triangle that seems to desynchronize when the player has issues to draw the screen (mostly at framedrops), which is prefectly noticeable the moment the 3ds runs out of memory and the triangle gets caught drawing something different (image cropped with Ps) :

Here’s a show of the pixel line issue, when the movement starts (it pans from bottom to top) :

But when it’s done…

In case you’re wondering, no, it still remains when stretching the screen with R or resetting the size