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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468 ·GitHub
这是什么?Yakumo 是把 PSP 游戏 Monster Hunter Portable 3rd HD Ver. 静态重编译成本机可执行文件的项目:游戏的 PSP 代码被提前翻译成 C++,针对你的机器编译,并运行在一个重新实现的 PSP 系统软件之上。
这是像 PPSSPP 那样的模拟器吗?不是。它不是模拟器,核心对大部分代码既没有解释器也没有 JIT,它也不是反编译——游戏的二进制指令被直接转换成编译好的 C++。
怎么让游戏跑起来?获取你所用平台的预编译版本(Linux/Steam Deck 的 Flatpak、Windows 便携压缩包、macOS 磁盘映像或 Android APK),启动它,并在首次运行设置中指向你自己的光盘镜像;它会校验镜像并在用户各自的目录里完成全部设置。也完全支持用 CMake 从源码构建。
除了安装包还需要什么?你需要自己合法获得的 Monster Hunter Portable 3rd HD Ver.(NPJB-40001);从源码构建还需要 CMake 3.20+、Ninja、C++20 编译器、Python 3、SDL3 和 Vulkan。
还有什么缺失或粗糙的地方?曲面还没有渲染,存档对话框什么也不显示;Android 版目前只在模拟器上测试过,还没在真机上测过。
实际能在哪些平台上运行?Linux 和 Steam Deck 有 Flatpak 和便携压缩包,Windows 有便携 x86-64 压缩包,macOS(Apple Silicon,macOS 13+)有磁盘映像;还有面向配备 Vulkan 1.1 的 64 位设备的 Android APK。
多人联机能用吗?可以——你可以通过 PSP 玩家已经在用的 ad hoc 服务器游玩,也可以通过局域网或 VPN 自己开一场对局。
能用 mod 和高清材质包吗?可以,兼容 PPSSPP 的高清材质包和 mhp3reload 格式的 mod(文件替换和补丁)可以在游戏内菜单里安装和管理;代码 mod 暂不支持。
PSPRecomp 是什么?它是 Yakumo 所依托的、与具体游戏无关的静态重编译框架;可以单独使用,面向其他 PSP 游戏。
游戏模拟被加速了吗?玩起来和原版 PSP 有没有不同?游戏逻辑仍以 PSP 原生的 30 FPS 运行,但你可以开启可选的插帧,最高到显示器刷新率,且不改变游戏速度;加载也比真实 PSP 硬件更快。
What are similar projects?bbhost, Fable-2-Recomp, KytyPS5, OpenRCT2, pt-pc, RingOut, MAKO, LASRecomp
Creator
TeamGDB
Size
18.4 MB
Stars
468
Age
30d
Commits · 90 Days