Yakumo README

The project's README from github.com/TeamGDB/Yakumo. As one markdown file: README.md.

Yakumo

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Yakumo

A native port of Monster Hunter Portable 3rd HD Ver. made by static recompilation: the game's PSP code is translated ahead of time into C++ and compiled for your machine, then run on a reimplementation of the PSP system software. It is not an emulator — there is no interpreter or JIT at the heart of it — and it is not a decompilation.

This project does not include any game assets. You must provide the files from your own legally obtained copy of Monster Hunter Portable 3rd HD Ver. (NPJB-40001) to install or build Yakumo.

Yakumo is an independent, open-source project and is not affiliated with, authorized by, sponsored by, or endorsed by CAPCOM, Sony, or any of their affiliates.

Monster Hunter, Monster Hunter Portable 3rd HD Ver., CAPCOM, PlayStation, PSP, and all related trademarks, game assets, artwork, audio, characters, and other intellectual property belong to their respective owners.

Yakumo does not include any game assets or original game files: no disc image, no copy of the game's executable or data, and no textures, models, audio or video from the game. You must provide the files from your own legally obtained copy of Monster Hunter Portable 3rd HD Ver. to install or build Yakumo; the installer checks that copy and accepts only the original release.

To use Yakumo, users must provide the required files from their own legally obtained copy of Monster Hunter Portable 3rd HD Ver. for PlayStation 3.

Users are solely responsible for obtaining, dumping, extracting, and using their game copy in accordance with the laws applicable in their jurisdiction.

Yakumo does not support, provide, link to, or encourage the use of unauthorized or pirated copies of the game.

Any references to the original game or its trademarks are made solely for identification, compatibility, and interoperability purposes.

Screenshots and other depictions of the original game may be used solely to document or demonstrate Yakumo's functionality. All depicted third-party game content remains the property of its respective rights holders.

The license covering Yakumo applies only to the project's own original code and materials and does not grant any rights to third-party intellectual property.

Yakumo provides the software, not the game. You must provide your own legally obtained copy.

Status: playable

You can load a save copied from a PSP or start a new game, hunt, play with other hunters and save your progress, with music, movies and lighting. The game simulation stays at the PSP's 30 frames per second; optional frame interpolation presents it at 45, 60, 90, 120 or the display's refresh rate without changing game speed. Loads are shorter than on a PSP: while the game loads in silence, it runs ahead of real time (Fast loading, on by default).

Works Missing or rough
Booting, menus, character creation, the village and hunting areas
Saves in the PSP's own format, including saves and downloaded quests copied from a PSP; import, export and backups from the menu Curved surfaces (#10); the save-data dialogs draw nothing yet (#33)
Vulkan graphics: models, animation, textures, transparency, lighting and fog; adjustable internal resolution, arbitrary window shapes and frame interpolation
PPSSPP-compatible HD texture packs, installed from the menu or copied into the data directory
Mods in the community's mhp3reload format: file replacements and patches, managed from the menu (see the profile README) Code mods (#81)
Sound effects, streamed music and cutscene movies
Fully rebindable keyboard and mouse controls; gamepads with an analog right-stick camera and aim, plus bow and bowgun trigger profiles
Yakumo's in-game menu, first-run setup, file browser and on-screen keyboard, all usable with a gamepad, keyboard or mouse
All 355 code overlays recompiled
Multiplayer: through the ad hoc servers PSP players use, or hosted from the game on a LAN or VPN

Tested on macOS (Apple Silicon, Vulkan through MoltenVK), on a Steam Deck in Game Mode with native Vulkan and the built-in controls, and on Windows 11 with MSVC.

The state of each part of the game on each platform is in docs/COMPATIBILITY.md.

Play

A prebuilt release needs nothing but your disc image. Download one from the releases page, start it, and point the first-run setup at your image: it checks the image, prepares the game from it and keeps everything in a per-user directory.

Requirements

Building from source is a fully supported way to play. It needs:

Getting started

In short:

  1. Prepare the game's executable from your disc image: build Yakumo once without recompiled code and run it with --install /path/to/image.iso. No external decryption tool is needed. Then link the image and that executable into the profile with profiles/mhp3rd/scripts/prepare_game.sh.
  2. Configure, generate the recompiled code with profiles/mhp3rd/scripts/generate.sh, and build Yakumo.
  3. Recompile the code overlays with profiles/mhp3rd/scripts/build_overlays.sh (about 40 minutes the first time; resumable).
  4. Run out/mhp3rd/bin/Yakumo.

The full instructions, including every setting, are in profiles/mhp3rd/README.md. Building on every platform, Windows included, how long each stage takes, and how to work on the code without full rebuilds: docs/BUILDING.md.

Controls

On a gamepad the buttons are where you expect them: on a PlayStation pad circle confirms and cross backs out, as the game's prompts say, and the right stick drives the camera and aiming. Optional trigger profiles put aiming on L2 and a bow or bowgun attack on R2. Keyboard and mouse play is complete and rebindable; by default WASD moves, the mouse controls the camera, and its buttons attack. The full tables are in the profile README.

Esc, or both sticks pressed together (L3+R3), opens Yakumo's own menu. It holds video, audio, control, network and save settings, including aspect ratio, frame rate, internal resolution and HD texture pack import. The first start sets the game up from your disc image in the same window, and works with a gamepad alone.

Roadmap

How it works

The executable is analyzed and every instruction of its code is emitted as C++, which is compiled into the program. The game also loads 355 code overlays at run time into a handful of shared memory slots; each is recompiled into its own library, and when the game loads one, the matching library is installed between frames. An interpreter covers any code the recompiled set does not reach, so nothing stops the game — it only runs slower there.

Around that code sits a reimplementation of the PSP system: a kernel with threads, semaphores, event flags and timers; disc I/O read straight from the image; a Vulkan renderer for the PSP's graphics engine; software voice mixing for audio; and input from SDL3.

docs/ARCHITECTURE.md describes the execution model and docs/DATA_BIN.md the game's archive format. docs/TESTING.md has the smoke test and how to report results.

Repository layout

include/psprecomp/   Framework interfaces: runtime, memory, Allegrex state
src/                 Framework: ELF loading, decoder, runtime, interpreter
tools/               Framework: analyzer and C++ code generator
tests/               Framework regression tests
configs/             PSP NID data and generic examples
profiles/mhp3rd/     Everything specific to this game: host, kernel, renderer,
                     audio, input, configuration and build scripts
docs/                Architecture, archive format, profile guide, source rules

The recompiled code itself is generated locally from your copy of the game and is never committed.

Built on PSPRecomp

Yakumo is built on PSPRecomp, a static recompilation framework for PSP software. The framework is game-neutral and can be built on its own:

cmake -S . -B out/framework -DPSPRECOMP_PROFILE=""
cmake --build out/framework --config Release
ctest --test-dir out/framework -C Release --output-on-failure

To target another title, see docs/PROFILE_GUIDE.md. docs/SOURCE_PROVENANCE.md sets out the rules for independently written code and third-party source.

Authors

Credits

License

The repository is distributed under the MIT License; see LICENSE. Third-party files keep their own notices beside them; docs/SOURCE_PROVENANCE.md lists their origins and licences.

Yakumo (TeamGDB/Yakumo)

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458 ·GitHub
What is this?Yakumo is a static recompilation of the PSP game Monster Hunter Portable 3rd HD Ver. into a native executable: the game's PSP code is translated ahead of time into C++, compiled for your machine, and run on a reimplementation of the PSP system software.
Is this an emulator like PPSSPP?No. It is not an emulator and has no interpreter or JIT at its core for most code, and it is also not a decompilation — the game's binary instructions are converted directly into compiled C++.
How do I get the game running?Grab a prebuilt release for your platform (Linux/Steam Deck Flatpak, Windows portable archive, macOS disk image, or Android APK), start it, and point the first-run setup at your own disc image; it checks the image and sets everything up in a per-user directory. Building from source with CMake is also fully supported.
What do I need besides the installer?You need your own legally obtained copy of Monster Hunter Portable 3rd HD Ver. (NPJB-40001); building from source additionally needs CMake 3.20+, Ninja, a C++20 compiler, Python 3, SDL3 and Vulkan.
What's still missing or rough?Curved surfaces aren't rendered yet and the save-data dialogs draw nothing; the Android build has only been tested on an emulator so far, not real phones.
Which platforms can I actually run it on?Linux and Steam Deck get a Flatpak and portable tarball, Windows gets a portable x86-64 archive, and macOS (Apple Silicon, macOS 13+) gets a disk image; there's also an Android APK for 64-bit devices with Vulkan 1.1.
Does multiplayer work?Yes — you can play through the ad hoc servers PSP players already use, or host a session yourself over LAN or VPN.
Can I use mods and HD texture packs?Yes, PPSSPP-compatible HD texture packs and mhp3reload-format mods (file replacements and patches) can be installed and managed from the in-game menu; code mods aren't supported yet.
What is PSPRecomp?It's the game-neutral static recompilation framework Yakumo is built on top of; it can be used standalone to target other PSP titles.
Is the game simulation sped up or does it feel different from the original PSP version?Game logic still runs at the PSP's original 30 FPS, but you can enable optional frame interpolation up to your display's refresh rate without changing game speed, and loading is faster than on real PSP hardware.
What are similar projects?bbhost, Fable-2-Recomp, KytyPS5, OpenRCT2, pt-pc, RingOut, MAKO, LASRecomp
Creator
TeamGDB
Size
18.3 MB
Stars
458
Age
29d
Commits · 90 Days