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MH4U PC port 0.1.2
Monster Hunter 4 Ultimate on PC, through Azahar's 3DS core with the game's own code recompiled for your CPU, plus PC options: higher frame rates, widescreen up to 32:9, the touch screen over the game, and multiplayer over the internet.
🇲🇽 Port de MH4U para PC: 60/120 fps, pantalla ancha, la pantalla táctil encima del juego y multijugador por internet. Necesitas tu propia copia del juego y su actualización v1.3.0.
What's new in 0.1.2
- End the quest together. Hold ZL+ZR (Q+C) for a second once a quest is complete to end the wait before the return, as if the carving time had run out. Online, the quest ends once every player with the port has held it, and the screen names who hasn't.
skip_end/skip_end_holdinmh4u.iniand the menu. - The scene skip is just that again, weapon drawn or not. ZR / C taps the touch screen's own Skip (the scene of the monster's end) and leaves the carving time alone. 0.1.1 ended the quest instead when the tap didn't take.
- An icon of its own for
mh4u.exe, the Mac app, the AppImage and the windows. - CPU clock speed in the menu's Game tab (
cpu_clockinmh4u-app.ini), Azahar's, for high frame rates in busy scenes; and the game's anti-aliasing switchable (antialiasing), to save its pass at a high internal resolution.
What's new in 0.1.1
- Skip with the weapon drawn. The Skip button after a quest (ZR / C) did nothing while the weapon was out, because its tap is the kick's action; the port ended the wait itself when the tap didn't take (changed in 0.1.2). Rebuild the code library once (the launcher asks).
- Sharper picture. The game drew the top screen twice (one pass per eye) even with Azahar's 3D at 0, which showed as a doubled, soft image;
stereo_3d = off(the default, also in Esc → Game → Picture) draws it once and saves a scene pass. - Faster rebuilds. Unpacking a new package no longer recompiles the whole code library: only the files that changed.
No game data
These packages contain no game code or data. You need your own decrypted copy of Monster Hunter 4 Ultimate (USA) and its v1.3.0 update (.cia). The game's code library is built on your computer from your update, in one step.
Downloads
| System | File | Status |
|---|---|---|
| Windows 10/11 (x64) | mh4u-port-windows.zip |
played for hours, hunts included, at 120 fps; the app tried by the maintainer before this release |
| Linux (x86-64, Steam Deck too) | mh4u-port-linux.tar.gz |
two AppImages, the app and Azahar; Azahar tried on Ubuntu 24.04 |
| macOS (Apple silicon) | mh4u-port-macos.zip |
two apps, MH4U and Azahar; builds, not tried on a Mac yet |
Each package has the port's own app (mh4u.exe, mh4u.AppImage, MH4U.app), which opens the game directly, and Azahar with the port (azahar.exe, azahar-mh4u.AppImage, Azahar-mh4u.app) for everything the app doesn't do yet.
How to play (Windows)
- Install Python 3.10 or newer (tick Add python.exe to PATH).
- Unzip and double-click
mh4u.exe. The first time its launcher opens on Setup: choose your game and your v1.3.0 update.cia; it installs the update and builds the game's code library (the first time it downloads the C compiler, about 180 MB). (Build code library.batstill does the same from a console.) - PLAY. The game opens full screen (F11: a window); Esc (or a controller's Guide, or Back+Start) opens the menu over the game.
The launcher also has Mods (several at once, in an order, conflicts shown), Online (a lobby's rooms, joining, hosting) and Settings. The in-game menu changes the game's options (frame rate, widescreen, the touch screen, filters…), the display, sound and controls, mostly at once, and saves them in mh4u.ini and mh4u-app.ini (in %APPDATA%\Azahar). azahar.exe plays the game too (File → Load File…), installs other CIAs and has Azahar's own settings. If Windows 11's Smart App Control blocks mh4u.exe or azahar.exe (unsigned), it has to be turned off. Linux and macOS: the steps are in README-mh4u.txt in each package.
What's in it
- The port's own app: a launcher (setup, mods, online rooms, settings), then the game in a window of its own, full screen, with the keyboard, a controller mapped on its own (like MH3U on a Wii U) and the mouse as the stylus; Vulkan, OpenGL or software rendering; a menu over the game (Esc) for options and controls; the 3DS keyboard (names, chat) drawn by the app; a frame-rate counter (F3, off by default).
- Rooms while you play: join, host or leave a room from the menu's Multiplayer tab without restarting the game; the host copies an invite (
mh4u://…), friends paste it and join; a lobby's rooms are listed there too. - Mod catalog: the launcher's Mods → Catalog installs the HD texture pack and four other community mods with one click (from their authors' own downloads).
- Servers of our own: a lobby server that brings back public room lists (in the app's Online screen and Azahar's Browse Public Game Lobby), and scripts or Docker for dedicated rooms (
mh4u-server,SERVER.md). - Frame rate: 60, 120 or your monitor's rate (
fps = 120); the game keeps its normal speed. - Widescreen drawn at full width: 16:9, 21:9 and 32:9, with the hunting HUD at the screen's edges; 16:10 and 4:3 without distortion.
- The touch screen as an overlay in a corner of a full-window game (View → Screen Layout → Custom Layout); in quests just the map, which you can move and resize (the app's Edit HUD layout), with the target camera panel in a view of its own so you can see whom you target; the kick, the target camera and the Skip after a quest on buttons, with a hint when you can skip.
- No dither grid at high internal resolutions (
dither = off), and no second-eye pass: the game draws the top screen twice (stereoscopic 3D) even with the 3D slider at 0, which doubled and softened the picture;stereo_3d = off(the default) draws it once. - Multiplayer (Gathering Hall) over Azahar's network rooms: two to four players, also with friends on official Azahar (2125 or later), at different frame rates if they like; the port keeps its players together when a PC stalls, and fixes a drop when two consoles join at the same moment.
- Everything Azahar has: internal resolution, texture packs, controllers, mods (code mods are built into the library).
Multiplayer in short
In the app: Esc → Multiplayer → Host a room, Copy the invite and send it; your friends Paste invite → Join, also with the game already running, then go to the Gathering Hall's local play. With a lobby server (yours or a friend's, SERVER.md), the app's Online screen and the menu list its rooms. Without one, one player hosts: Multiplayer → Create Room, type Unlisted, with UDP port 24872 forwarded on the router (or everyone in one virtual network: Tailscale, ZeroTier, Radmin VPN). The others use Multiplayer → Direct Connect to Room. Everyone needs their own name in Emulation → Configure → System → Username. In the app, the same is host = 24872 or join = <the host's address>, and nickname, in mh4u-app.ini.
Known limits
- The app is new: it can't install other CIAs or change Azahar's own settings (Azahar, in the same package, does); it has been tried on Windows and in the cloud (Vulkan and OpenGL), less than Azahar.
- Save states don't work with the recompiled code: save in the game.
- Cheats that rewrite code don't apply (ones that change data do).
- The macOS build hasn't been tried on a Mac yet.
- Azahar doesn't draw the 3DS GPU's "gas" mode (a few smoke effects).
Source
GPL-3.0-or-later. The source: this repository at this release's tag (956a29f05185dc0f6d70b44b8f3e19105bb716fc), and Azahar at commit 5f3306d13cab40bbd5cf38f2cf3ae8b6e6eedca6 with port/azahar/azahar.patch. Full guide: docs/PLAYING.md.