Releases: TeamGDB/Yakumo
Release list
Yakumo v0.6.5
A big alpha for every platform: controls you can shape as you like, a lock-on camera, a free camera with a photo mode, sharper text, layered armor, a new touch layout for phones, a portable Windows build, and a round of fixes. It gathers everything since v0.6.0-alpha.4. Updating keeps your settings and saves.
Highlights
Controls
- Control presets and combination binds. A preset is a whole layout for the keyboard, the mouse and gamepads. Yakumo ships Default (as before), Modern (attacks on the triggers), Left-handed and Classic keyboard. Changing a binding makes a preset of your own, which you can rename, save as new or delete (#176, #165).
- A new Controls page. Bindings are grouped (movement, attacks, items, camera, system, port features). Each row shows the keyboard and gamepad bindings side by side, with up to four per device. Clear a binding, add one with +, or reset an action to its preset. Conflicts are shown with Remove from … or Keep both (#190, #188).
- The menu remembers where you were. It reopens on the same page and row (#189).
- Any chord, any buttons. A binding can be a chord of up to four inputs from one device, in any order. An action can press any set of PSP buttons. New actions Item left (L + □) and Item right (L + ○) scroll the item bar reliably. By default they sit on the mouse side buttons and a pad's upper back paddles. Your combinations adds actions of your own (#199, #198).
- Unknown gamepads. Controls → Controllers lists every controller with its live state and has a setup wizard for pads SDL doesn't know. Two-port adapters (such as "PS to USB") now work in the game, not only in the menu: the game follows the pad you press. Your layouts are kept in
gamecontrollerdb.txt(#202, #147). - Steam Deck back buttons. Under Steam Input the game sees no back buttons. Give L4/L5/R4/R5 keyboard keys in Steam and bind those keys in Yakumo. See Steam Deck in the README.
Camera and pictures
- Lock-on (R3 on a gamepad, T or the middle mouse button on the keyboard). Tap it to lock the quest camera onto the nearest large monster; tap again for the next one, or to let go. Moving the camera yourself lets go too. A small ring marks the locked monster; Lock-on and Lock-on marker are under Controls (#200, #163).
- Experimental free camera with a photo mode (Controls → Experimental → Free camera, off by default). F6, or Back + R3, detaches the view: fly with W A S D / E Q or the sticks. P or Start freezes the game for a photo;
.or D-pad right steps it one game frame (#178, #191, #162, #187). - Screenshots (F12, or R3 + D-pad left): the game's picture at the internal resolution, as a PNG, without Yakumo's own interface. System → Open the screenshots folder shows where they go (#191).
- Hide HUD (F7, or Video → Hide HUD) hides the health bars, clock, item bar, map, name tags and prompts. Menus and dialogs stay. The free camera hides the HUD while it flies (#193, #184).
Play
- Fast-forward (single player only). Hold the key under Esc (
`) to run the game 3× faster; 2×–8× and a toggle mode are under Video. Sound is muted while it runs. It is off during ad hoc play (#177, #166). - Layered armor (Mods → Layered armor, off by default). Draw your hunter in other armor, part by part, while defense, skills, the save and what other players see keep the real armor. The new look shows after the next area, quest or equipment change (#204, #172, #155).
Picture
- Sharp text (Video, on by default): at ×2 and above, the game's text is drawn again at the internal resolution instead of being magnified.
- UI textures (Video, off by default): Sharp bilinear or the MMPX pixel-art upscaler for the game's 2D interface (#195, #164).
Android
- Action-style touch layout (Controls → Touch screen → Layout → Action): a stick, a big attack button, combined attack, evade, swipes for the D-pad, and haptic feedback. Edit the action layout… lets you move, resize, rebind and hide every element. The PSP buttons layout stays the default (#179, #174).
- No more black bar beside a notch or camera hole. The picture now fills the screen, or is letterboxed evenly (#194, #170).
- GPU compatibility mode (Video → GPU compatibility): a safer rendering path for older GPU drivers. Auto turns it on for older Mali drivers and PowerVR. At start Yakumo now tests the GPU, logs what it found, and says so on screen when something is wrong (#181, #169).
Windows
- Portable mode. The new
-portable.zipkeeps all its data (settings, the copied disc image, saves, logs) in adatafolder next toYakumo.exe, for a USB drive or a folder you move around. On a PC where Yakumo is set up already, its first start offers to copy your data (#175, #152). - Unicode paths. A user or folder name outside your system's code page (for example Cyrillic on a Western Windows) no longer breaks setup, saves or texture packs (#130, #129).
Saves
- Backup reminder. The first start of a new release asks you to back up your saves, with a Back up now button that copies them into
save-backups/. You'll see it once after this update. It never moves or deletes anything, and System → Saves can turn it off (#182, #167).
Fixes
- Hot spring sparkles no longer flicker with frame interpolation (#192). The ripples of #168 are still open.
Testers wanted: MediaTek Helio
If Yakumo shows only a black screen on your phone after setup (reported on MediaTek Helio phones such as the Infinix Hot 50, #169), please help us find out why:
- Install this APK over your current one and start the game.
- Look at what happens: does the intro movie, the title screen or the village appear? Is there a message over the picture?
- If the picture stays black, open Yakumo's menu, go to Video → GPU compatibility and set it to On, then restart Yakumo and try again.
- Either way, open System → Save the log… and save the log.
- Post in #169: your phone model, its chipset and its Android version, whether the picture appeared with GPU compatibility off and on, and attach the log.
Downloads
As always, no game data is included: on first start, point the setup at the disc image of your own copy of Monster Hunter Portable 3rd HD Ver.
- Windows:
yakumo-0.6.0-alpha.5-windows-x86_64.zip. Extract the whole folder and runYakumo.exe. Oryakumo-0.6.0-alpha.5-windows-x86_64-portable.zip, which keeps all its data next toYakumo.exe. - Linux and the Steam Deck:
yakumo-0.6.0-alpha.5-linux-x86_64.flatpak, or the portable.tar.gz. - macOS (Apple Silicon):
yakumo-0.6.0-alpha.5-macos-arm64.dmg. Drag Yakumo to Applications. On first open, macOS says it can't verify the developer: open System Settings → Privacy & Security and choose Open Anyway. - Android:
yakumo-0.6.0-alpha.5-android-arm64.apk(Android 10 or newer, 64-bit, Vulkan 1.1). Pick the disc image from Yakumo's own setup screen. The image is copied into the app, so you need about 2.5 GB free. If Android says the package is invalid, download it again.
Updating over an earlier version keeps your settings and saves; at the first start the backup reminder offers to back up your saves. Don't uninstall the Android app between versions, because that deletes its saves.
Known issues
- With the HUD hidden, the talk icon over characters stays visible (#196).
- Amatsu twitches at the start of its in-engine cutscene (#197).
- The hot spring's ripples still flicker (#168); the sparkles are fixed.
- Lock-on has no touch button on Android yet (#201).
- Frame interpolation may stutter briefly every 11–17 seconds with Vsync on: the game runs at 29.97 fps and displays at 60 or 90 Hz.
- With Fill, some full-screen 2D frames made of pieces, such as the Quest Retire frame, are squeezed like the HUD (#119).
- Windows at 90/120 fps is untested and may fall back to lower rates (#124).
- Samsung (Exynos) phones: a crash when leaving the Gathering Hall has been reported and is being looked into (#149).
Verification
All builds are made from commit cf05203 on main, the target of this release's tag. Each packaging step checks that its artifact holds no game data and no path of the build machine.
- Windows: MSVC 19.44 release build; every DLL the executable and overlays import is in the package or in System32. The portable zip was unpacked into a fresh folder with a copy of a test save and booted without a window: it reported portable mode with its data in
data\, loaded the save from there and installed overlays as the game loaded them, and wrote nothing to%APPDATA%. - Linux: built on the Steam Deck in the Steam Runtime 3 "sniper" SDK container with the bundled SDL3 and LGPL-only FFmpeg; the release script checked that neither the Flatpak nor the tarball holds game data, and their checksums were verified after copying.
- macOS: Apple Silicon, ad-hoc signed, minimum macOS 13; checked with
codesign --verify --deep --strictand the macOS 13 import check. The app from the disk image started to the setup screen with an empty data folder, and booted the game from a copy of a test save (355 overlays from the bundle). - Android: signed with the same release key as earlier releases (same certificate as alpha.4) and checked with
apksigner verify; every library import checked against Android 10 (API 29); version name0.6.0-alpha.5, version code 357. On the Android 15 emulator it installed as an update over alpha.4 and started to the setup screen; the GPU self-test passed.
SHA256SUMS:
de668509caf9e35e3cd162473441fdb29538c6d96ed080292b3cf9e6fc5d558f f...
Yakumo v0.6.0-alpha.4
The next alpha for every platform: much lighter rendering, loading screens that finish in a fraction of the time, and a round of fixes. It gathers everything since v0.6.0-alpha.1, including the Android-only alpha.2 and alpha.3. Updating keeps your settings and saves.
Highlights
Faster everywhere
- Lighter renderer. The CPU and GPU now work on two frames at once instead of waiting for each other; new textures no longer stop the GPU while they upload and decode about five times faster, in the background; shaders are kept between runs and prepared at start-up, so scenes and effects don't hitch the second time; about a third as many draw calls per frame; no needless early-depth-test killers in the shaders (#139, #142). On the Steam Deck at ×6 and 90 fps the render time per frame fell from 16–18 ms to about 11 ms; on phones that lagged badly (Snapdragon and Exynos) the game now runs at full speed.
- Fast loading (on by default, Video → Fast loading): while the game loads, it runs as fast as your machine allows instead of at PSP speed, so loading screens finish 2–5× faster — for example 6.9 s → 1.7 s from the village to a quest. It never speeds up gameplay, menus, cutscenes or online play (#141).
- Android: the game tells the system it needs steady performance, so the cores don't drop to low clocks between frames (#139).
Fixes
- Garbled textures on models that use the PSP's DXT compression, such as the Metal Gear collaboration armor and Rathian's wings (#146, #144).
- Android: the game stays in landscape even with auto-rotate off, and the picture is rebuilt only when the screen really turns (#138).
- Android: a disc image picked through the system's fallback file dialog is copied like any other instead of failing with "is not a file Yakumo can open" (#150).
- A GPU hang on AMD graphics (Steam Deck) at the character select screen, caused by an experimental GPU vertex path, is gone: that path is off by default (#145).
Platforms
For developers
- A developer menu (only in builds from source, with
MHP3RD_DEBUG_MENU=1; never in releases): give items and equipment, money, and quest cheats for testing (#151). MHP3RD_GPU_BREADCRUMBS=1pinpoints the GPU work behind a hang; a lost GPU is now reported in the log (#145).
Downloads
As always, no game data is included: on first start, point the setup at the disc image of your own copy of Monster Hunter Portable 3rd HD Ver.
- Windows:
yakumo-0.6.0-alpha.4-windows-x86_64.zip. Extract the whole folder and runYakumo.exe. - Linux and the Steam Deck:
yakumo-0.6.0-alpha.4-linux-x86_64.flatpak, or the portable.tar.gz. - macOS (Apple Silicon):
yakumo-0.6.0-alpha.4-macos-arm64.dmg. Drag Yakumo to Applications. On first open, macOS says it can't verify the developer: open System Settings → Privacy & Security and choose Open Anyway. - Android:
yakumo-0.6.0-alpha.4-android-arm64.apk(Android 10 or newer, 64-bit, Vulkan 1.1). Pick the disc image from Yakumo's own setup screen. The image is copied into the app, so you need about 2.5 GB free. If Android says the package is invalid, download it again.
Updating over an earlier version keeps your settings and saves. Don't uninstall the Android app between versions, because that deletes its saves.
Known issues
- Frame interpolation may stutter briefly every 11–17 seconds with Vsync on: the game runs at 29.97 fps and displays at 60 or 90 Hz.
- With Fill, some full-screen 2D frames made of pieces, such as the Quest Retire frame, are squeezed like the HUD (#119).
- Windows at 90/120 fps is untested and may fall back to lower rates (#124).
- Windows: a user or folder name with characters outside your system's code page (for example Cyrillic on a Western Windows) can make setup, saves or texture packs fail. Keep Yakumo and its data under a plain-ASCII path until the fix lands (#129).
- Samsung (Exynos) phones: a crash when leaving the Gathering Hall has been reported and is being looked into (#149).
Verification
The Windows, Linux and Android builds are made from the tag v0.6.0-alpha.4 (commit 692e9b2); the macOS build from that tag plus one macOS-only fix, #153 (commit 41c1d32). Each packaging step checks that its artifact holds no game data and no path of the build machine.
- Windows: MSVC 19.44 release build; every DLL the executable and overlays import is in the package or in System32. The unpacked zip was set up from a disc image and played on a Radeon RX 5600 XT (Vulkan).
- Linux: built in the Steam Runtime 3 "sniper" SDK container; Flatpak and tarball. The Flatpak was installed from scratch on a Steam Deck, set up from a disc image and played from Steam in Game Mode.
- macOS: Apple Silicon, ad-hoc signed, minimum macOS 13; checked with
codesign --verify --deep --strict. Installed from the disk image and played on macOS 27. It includes #153: MoltenVK's asynchronous queue submits are off again after a test build crashed on MoltenVK's dispatch thread. - Android: played on a phone; signed with the same release key as earlier releases and checked with
apksigner verify; every library import checked against Android 10 (API 29); version name0.6.0-alpha.4.
SHA256SUMS:
de668509caf9e35e3cd162473441fdb29538c6d96ed080292b3cf9e6fc5d558f ffmpeg-7.1.5.tar.xz
75be7bcba3a406266df2984885a5c7fc1fc143a25c2ccd1ccbb318f4933de2e7 yakumo-0.6.0-alpha.4-android-arm64.apk
fa2c3a4648cbca0966eb53d7a08cc02e4fd318bd0170dcfeb7059c83d1dd3159 yakumo-0.6.0-alpha.4-linux-x86_64.flatpak
78f4877914eda00272bfc59dd3effd3c3a3968ee423a20340df27c8ae8f74897 yakumo-0.6.0-alpha.4-linux-x86_64.tar.gz
ef42c42f43a293d48909d2dafe8243f811c2261a649dd5da6a73f1951479ff4a yakumo-0.6.0-alpha.4-macos-arm64.dmg
7540fe435a03d05232c9e9432fbdd2bafbd9e3eec4b22a7f04e21fa6767c46d2 yakumo-0.6.0-alpha.4-windows-x86_64.zip
ffmpeg-7.1.5.tar.xz is the unmodified source of the FFmpeg the builds include (LGPL).
Yakumo v0.6.0-alpha.3
Note
An Android preview for players whose phones run the game slowly. Only the Android APK is here; Windows, Linux, the Steam Deck and macOS stay on v0.6.0-alpha.1 for now. It includes the rotation fix from v0.6.0-alpha.2.
What's new for Android
Speed
Several players saw low frame rates on phones that should run the game easily, from Snapdragon 8 flagships to mid-range Exynos. This build removes the renderer's worst habits on mobile GPUs:
- The CPU and GPU now work on two frames at once instead of waiting for each other (#139).
- New textures no longer stop the whole GPU while they upload, and they decode about five times faster, in the background (#139, #142).
- Shaders are kept between runs and prepared at start-up, so there are no hitches the second time a scene or effect appears (#139, #142).
- Fewer, larger draw calls: about a third as many per frame (#142).
- Shaders that don't need it no longer disable the GPU's early depth test (#139).
- The game thread tells Android it needs steady performance (ADPF), so the cores don't drop to low clocks between frames (#139).
On the emulator the render time per frame fell from 10.9 to 6.5 ms.
Also in this build
- Fast loading (on by default, Video → Fast loading): loading screens finish 2–5× faster (#141).
- Garbled textures fixed on models that use the PSP's DXT compression, such as the Metal Gear collaboration armor (#146).
If it is still slow
In the menu, set Performance to overlay and log, play for a minute where it's slow, then use Save log and attach the file to an issue at https://github.com/TeamGDB/Yakumo/issues together with your phone model and the Resolution and Frame rate settings. Video → Resolution ×2 and Frame rate 30 are the lightest settings.
Download
yakumo-0.6.0-alpha.3-android-arm64.apk: Android 11 or newer, 64-bit (arm64), Vulkan 1.1. It installs over earlier versions and keeps your saves and settings; don't uninstall the old one first. If Android says the package is invalid, download it again: the file is about 200 MB. Pick the disc image from Yakumo's own setup screen (Choose image…), not by opening the .iso from a file manager (that case is being fixed).
Verification
Built from the tag v0.6.0-alpha.3 (commit 58a6ff9), signed with the same release key as the earlier releases and checked with apksigner verify; version name 0.6.0-alpha.3. The speed-ups were measured on the Android emulator and on a Mac; this APK itself has not been tried on a real phone yet.
SHA256SUMS:
de668509caf9e35e3cd162473441fdb29538c6d96ed080292b3cf9e6fc5d558f ffmpeg-7.1.5.tar.xz
744463b97002292bf5825ef183ce7d639a86eda085e1fc8bd57b6127be4bbf23 yakumo-0.6.0-alpha.3-android-arm64.apk
ffmpeg-7.1.5.tar.xz is the unmodified source of the FFmpeg the APK includes (LGPL).
Yakumo v0.6.0-alpha.1
Important
A newer version is out: v0.6.0-alpha.4, for every platform. It is much faster (especially on phones and the Steam Deck), has 2–5× faster loading screens, fixes garbled textures and adds Android 10. It installs over this version and keeps your settings and saves.
The first alpha of the next version. It is a big step in how the game plays and looks, and it adds two new platforms, macOS on Apple Silicon and Android. Everything new since v0.5.0 is still settling, so expect rough edges and please report them.
Highlights
Camera and aiming
- Analog camera (on by default): the right stick turns and tilts the quest camera in proportion to how far it is pushed, instead of the game's fixed-speed turn and vertical presets (#107).
- Analog bow and bowgun aim: the aim moves in proportion to the stick. The game still decides when aiming may move, so rolling, walking and the scope behave as in the original (#109, #110, #113).
- Trigger profiles for shooters: Bows (R and △ on the triggers) and Bowguns (R and ○) (#114).
Frame rate and picture
- 45, 60, 90 or 120 fps through frame interpolation. The game still simulates at 30, so its speed and timings are unchanged. The rate lowers itself when the device can't keep up, which you can turn off (#123, #125).
- Fill any window: the view takes the window's shape (16:10, 16:9, 21:9…) with the HUD kept in proportion, and the resolution can follow the window (#118).
- Faster renderer: on the Mac, about a third less render CPU time per frame. On the Steam Deck, the #92 frame-time spikes at high resolution are gone (#122).
- Jhen Mohran and other 1024×1024 textures now draw (#116).
Controls and content
- Keyboard and mouse: full, rebindable controls, with the mouse turning the camera and aiming; the pointer is captured only during play (#120).
- HD texture packs in PPSSPP's
textures.iniformat, installed from the menu with Video → Import texture pack… (#93, #121). - The pad is read when the game asks for it, which reduces input latency (#8).
- Mods (experimental): replace and patch the game's files with community mods in the usual
mod.iniformat, managed from the new Mods page of the menu. It is new and has been tried with few mods, so back up your saves first (#132).
Fixes
- The HUD and parts of the ground no longer vanish in the busiest areas, such as the Flooded Forest's area 3 and the Tundra's area 2 (#134).
- The mouse aims in the bowgun scope too, and mouse aiming no longer jitters (#133).
- The menu follows a gamepad that connects while the game runs (#131).
New platforms
- macOS (Apple Silicon): an app bundle, ad-hoc signed.
- Android (11 or newer, arm64, Vulkan): touch controls with an on-screen D-pad, gamepad support, and saves and the disc image picked with Android's file picker. Tested on the emulator and on a real phone (#127).
Downloads
As always, no game data is included: on first start, point the setup at the disc image of your own copy of Monster Hunter Portable 3rd HD Ver.
- Windows:
yakumo-0.6.0-alpha.1-windows-x86_64.zip. Extract the whole folder and runYakumo.exe. - Linux and the Steam Deck:
yakumo-0.6.0-alpha.1-linux-x86_64.flatpak, or the portable.tar.gz. - macOS (Apple Silicon):
yakumo-0.6.0-alpha.1-macos-arm64.dmg. Drag Yakumo to Applications. On first open, macOS says it can't verify the developer: open System Settings → Privacy & Security and choose Open Anyway. - Android:
yakumo-0.6.0-alpha.1-android-arm64.apk. Allow installing from unknown sources and pick your disc image on first start. The image is copied into the app, so you need about 2.5 GB free.
Updating over an earlier version keeps your settings and saves. Don't uninstall the Android app between versions, because that deletes its saves.
Known issues
- Frame interpolation may stutter briefly every 11–17 seconds with Vsync on: the game runs at 29.97 fps and displays at 60 or 90 Hz.
- With Fill, some full-screen 2D frames made of pieces, such as the Quest Retire frame, are squeezed like the HUD (#119).
- Windows at 90/120 fps is untested and may fall back to lower rates (#124).
- Windows: a user or folder name with characters outside your system's code page (for example Cyrillic on a Western Windows) can make setup, saves or texture packs fail. Keep Yakumo and its data under a plain-ASCII path until the fix lands (#129).
Verification
The Linux, macOS and Android builds are made from the tag v0.6.0-alpha.1 (commit 83060fb). Each packaging script checks that its artifact holds no game data and no path of the build machine.
- Linux: built in the Steam Runtime 3 "sniper" SDK container; Flatpak and tarball. The Flatpak was installed and played on a Steam Deck, from Steam in Game Mode.
- macOS: Apple Silicon, ad-hoc signed, minimum macOS 13; checked with
codesign --verify --deep --strict. Installed from the disk image and set up from scratch on macOS 27; other versions have not been tried. - Android: signed with the release key and checked with
apksigner verify; version name0.6.0-alpha.1. Played on a real phone. - Windows: portable build, built and tested on Windows by @mojitosunrise.
SHA256SUMS:
de668509caf9e35e3cd162473441fdb29538c6d96ed080292b3cf9e6fc5d558f ffmpeg-7.1.5.tar.xz
6e90caa81a1160e6bb901d8f99c4b57aa065bf5cc3d2dc47cde5288748894031 yakumo-0.6.0-alpha.1-android-arm64.apk
a9639fa65dfa64b8033cc663f2e75d760509ac1d7e638cd7f9414e9ba1cde1c7 yakumo-0.6.0-alpha.1-linux-x86_64.flatpak
860e699b5f2ce639ace5c053245ffe27ccf1f1f9ab40765b023a8240c6221931 yakumo-0.6.0-alpha.1-linux-x86_64.tar.gz
1f003cd41cdf6ef744ba73f5211a7fa5b55087dff3145f86a55dda83fd1eeac0 yakumo-0.6.0-alpha.1-macos-arm64.dmg
1d5d9a27fcd62247e9ff249d560884cdccf13685bd286cd2dd96eabfc46d975e yakumo-0.6.0-alpha.1-windows-x86_64.zip
ffmpeg-7.1.5.tar.xz is the unmodified source of the FFmpeg the builds include (LGPL).
Yakumo v0.6.0-alpha.2
Android hotfix. Only the Android APK changes; Windows, Linux, the Steam Deck and macOS stay on v0.6.0-alpha.1, which has everything else.
Fixes
- The game stays in landscape. It no longer turns to portrait when the phone's auto-rotate is off, where it showed a narrow picture with the buttons around it. It still flips between the two landscape sides with the phone (#138).
- Fewer picture rebuilds on some GPUs. The swapchain is rebuilt only when the screen's rotation or size really changes, so a driver that keeps asking for one can no longer make it happen every frame (#138).
- Each rebuild is written to the log (Save log in the menu), with the rotation the GPU reports, so rotation problems on other phones can be traced.
Download
yakumo-0.6.0-alpha.2-android-arm64.apk: Android 11 or newer, 64-bit (arm64), Vulkan 1.1. It installs over v0.6.0-alpha.1 and keeps your saves and settings; don't uninstall the old one first. If Android says the package is invalid, download it again: the file is about 200 MB and an interrupted download looks like that.
Verification
Built from the tag v0.6.0-alpha.2 (commit cfb0daa), signed with the same release key as v0.6.0-alpha.1 and checked with apksigner verify; version name 0.6.0-alpha.2. Tested on the Android 15 emulator: it starts in landscape with auto-rotate off, turning the phone rebuilds the picture once, and the touch controls stay in place. Also tested on a real phone, an Infinix GT 30 Pro.
SHA256SUMS:
de668509caf9e35e3cd162473441fdb29538c6d96ed080292b3cf9e6fc5d558f ffmpeg-7.1.5.tar.xz
0e19d4a9aed1fe9ab9bc2a771bc49e233e8b1a1604c8669dbad15e4577cf3077 yakumo-0.6.0-alpha.2-android-arm64.apk
ffmpeg-7.1.5.tar.xz is the unmodified source of the FFmpeg the APK includes (LGPL).
Yakumo v0.5.0
Yakumo v0.5.0
Windows, Linux and the Steam Deck, all built from this tag.
Highlights
- Import, export and create timestamped backups of save data from the Yakumo menu.
- Fixed the reward screen and other graphics copied through GE block transfers.
- Fixed textures sampled from a framebuffer.
- Removed seams between 2D tiles above 1x internal resolution.
- Reduced renderer CPU time by updating lighting data only when it changes. The busiest village spot on a Steam Deck holds full speed again, where it fell to 92–94%.
- Documented working Windows save data.
- Renamed the native executable and window to Yakumo and added the project emblem as the Windows icon.
Windows
Download yakumo-0.5.0-windows-x86_64.zip, extract the complete directory and run Yakumo.exe. On first start, select the disc image from your own legally obtained copy of Monster Hunter Portable 3rd HD Ver. Yakumo checks the image and prepares the game data in the Windows user data directory.
The archive includes the 355 overlay DLLs, SDL3, the required FFmpeg DLLs, the Microsoft Visual C++ runtime DLLs and their licence notices. It contains no game assets, disc image, original game executable or save data.
Linux and the Steam Deck
Two ways to install, both x86-64 and both containing the same build:
- Flatpak:
flatpak install --user yakumo-0.5.0-linux-x86_64.flatpak, then run it from your menu, or add it to Steam as a non-Steam game for Game Mode. - Tarball: extract
yakumo-0.5.0-linux-x86_64.tar.gzanywhere and runyakumofrom it. It needs glibc 2.29 or newer.
Point it at your own disc image on first start, the same as on Windows. Updating over an earlier version keeps your settings and saves.
Verification
Built from tag v0.5.0, commit 61870a704681e03d0d50dcb1fd4b0ba00559e61c.
Windows — Windows 11 x86-64, MSVC 19.44.35229.0, Release, MHP3RD_RELEASE=ON, bundled FFmpeg 7.1.5.
- All three test suites passed.
- All 355 overlays were rebuilt from the tag; every DLL imports
Yakumo.exe. - A fresh extraction opened the first-run setup screen.
- The installer accepted the supported disc image, copied it into a throwaway data directory and prepared the executable.
- The installed game booted for 40 seconds without rendering or audio, reported 362,482 recompiled functions and installed its initial overlays.
- Matching Windows builds were manually tested for gameplay, save and reload, multiplayer and the reward screen.
Linux and the Steam Deck — built in the Steam Runtime 3 "sniper" SDK with GCC 14 and bundled FFmpeg 7.1.5; the Flatpak runs on org.freedesktop.Platform 25.08. Needs glibc 2.29 or newer. SDL3 3.4.16.
- Both artifacts were set up from a disc image into a throwaway data directory and booted headless: each reported the expected executable hash, 362,482 recompiled functions, and overlays being installed as the game loaded them.
- The Flatpak's files were checked on their runtime without installing the bundle, so no existing installation or player data was touched.
- The Flatpak was then installed on a Steam Deck and played in Game Mode.
Third-party
ffmpeg-7.1.5.tar.xz is the source for the FFmpeg included in these builds, as its licence requires. SHA256SUMS covers every file attached here.
This release contains no game assets. You must provide the files from your own legally obtained copy of the game.
v0.4.0 — prebuilt for Linux and the Steam Deck, multiplayer
The first prebuilt release: Linux and the Steam Deck. Download it, point it at your own disc image, and play. No build needed.
This release 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). On first start, Yakumo checks that copy, accepts only the original release, and prepares the game from it. Fan translation patches that change onlyDATA.BIN(such as the English patch v6.1.0) are accepted.
Download
| File | For |
|---|---|
yakumo-0.4.0-linux-x86_64.flatpak |
Steam Deck and desktop Linux: recommended |
yakumo-0.4.0-linux-x86_64.tar.gz |
Any x86-64 Linux with glibc 2.29 or newer, without Flatpak |
SHA256SUMS |
Checksums of the files above |
ffmpeg-7.1.5.tar.xz |
Source of the FFmpeg libraries included in both packages (LGPL) |
Full instructions: docs/LINUX.md.
Steam Deck
- In Desktop Mode, open the
.flatpakfile from Dolphin. Discover opens it; choose Install. - Start Yakumo from the menu. Pick your disc image with the gamepad in the built-in file browser; SD cards appear in the row of places.
- For Game Mode, add Yakumo in Steam with Add a Non-Steam Game.
- Updating from an earlier Yakumo Flatpak: Discover does not update an app from a file. Remove the old Yakumo first (your settings and saves stay), then install the new file.
Saves live in ~/.var/app/io.github.teamgdb.Yakumo/data/Yakumo/MHP3rd/ms0/PSP/SAVEDATA/ (Flatpak). A save folder copied from a PSP or PPSSPP (ULJM05800) loads as it is, and so does your downloaded-quest folder (ULJM05800QST).
New since v0.3.0
- Prebuilt Linux packages (Flatpak and tarball). They bundle SDL3 and an LGPL-only FFmpeg and need nothing else installed.
- Multiplayer (ad hoc).
- Play with others through the ad hoc servers PSP and PPSSPP players use.
- Or host a session straight from the game (Menu → Network → Host a session); friends on the same network find it automatically, or join by address over a VPN.
- Tested: a Mac and a Steam Deck met in the gathering hall and finished quests together.
- On-screen keyboard for gamepads: name your hunter and your Felynes with the Deck's controls alone. The menu's text fields use it too.
- Game text: clipped and missing glyphs are fixed, and the font can be chosen in the menu.
- Menu:
- The game can keep running behind the menu.
- During multiplayer it does so by default, so other players aren't stalled.
- Music and movies work out of the box. FFmpeg is now built with the project.
- Building from source is documented in one place, docs/BUILDING.md, with Windows included.
Verified
On a Steam Deck (SteamOS 3.8) in Game Mode:
- Installed this Flatpak and completed the first-run setup from the disc image.
- Played with music, the opening movie and lighting.
- Saved and reloaded, named characters with the on-screen keyboard.
Multiplayer was played between a Mac and a Steam Deck, through a server and with in-game hosting.
Known issues
- The quest reward screen shows noise behind its panels (#48).
- Faint seams on tiled 2D screens above ×1 resolution (#55).
- 60 fps frame interpolation is not ready yet (#39).
- No prebuilt builds for macOS or Windows yet.
Build information
- Built from:
ff76fba(tagv0.4.0), in the Steam Runtime 3 (sniper) SDK. - Flatpak runtime:
org.freedesktop.Platform//25.08. - Needs glibc 2.29 or newer.
- SDL3 3.4.16; FFmpeg 7.1.5, configured with
--enable-shared --disable-static --disable-programs --disable-doc --disable-avdevice --disable-avformat --disable-avfilter --disable-swscale --disable-swresample --disable-network --disable-autodetect --disable-everything --enable-decoder=atrac3,atrac3p,h264 --disable-x86asm --disable-debug.
v0.3.0 — saves, menu, music, movies, lighting
Status: playable, with saves. Load a save from a PSP or start a new game, hunt, and save your progress. This works on a Steam Deck in Game Mode and on macOS. Music, the opening movie, lighting and an in-game menu are in.
This release does not include any part of the game. It is source code only. You need your own copy of Monster Hunter Portable 3rd HD Ver. (
NPJB-40001), and the build recompiles the game from it on your machine. See the README.
Verified
- Steam Deck (Game Mode): built from this commit with gcc 14.2 and FFmpeg 7.1. It loaded a save copied from a PSP and was played.
- macOS (Apple Silicon): the same code was played with the same save: a hunt, then saving in game. The new save was written in the PSP format.
New since v0.2.0
- Saving and loading (#1). Saves use the PSP's own encrypted format. A save copied from a PSP or PPSSPP loads, and a save made here can be copied back. Copying back to a real PSP has not been tried yet.
- In-game menu (#11): Esc, or L3+R3 on a gamepad. It pauses the game, and every setting applies at once and is saved in
settings.ini:- Video: resolution ×1–×6, window or fullscreen, aspect ratio, filters, vsync, game speed, performance overlay.
- Audio: volume and mute.
- Controls: confirm button, dead zone, trigger point, right-stick mode, camera inversion, hunter name.
- First-run setup in the game window. A file browser that works with a gamepad, drag and drop, copy progress with cancel, and clear errors for a wrong disc image.
- Streamed music (#5) through FFmpeg's ATRAC3 decoder.
- Cutscene movies (#6), decoded with FFmpeg; START skips them.
- Lighting and fog (#3).
MHP3RD_NO_LIGHTING=1orMHP3RD_NO_FOG=1turns them off for comparison. - Faster rebuilds. The recompiled game code builds as its own library, so host changes no longer recompile it.
Known issues
- The quest reward screen's background is noise. The game uses a framebuffer as a texture there (#48).
- No multiplayer (#2).
- Only the opening movie has been checked; the other eleven use the same player.
- Quest music has not been checked separately.
- Only directional lighting has been seen in use. Point lights, spot lights and specular are implemented but untested.
- FFmpeg is optional. Without it the music is silent and the movies are skipped.
Platforms
v0.2.0 — playable on the Steam Deck
Status: playable on the Steam Deck. You can create a character, explore the village and go on hunts at a steady 30 fps and at PSP speed on a Steam Deck in Game Mode, with the built-in controls, and on macOS.
This release does not include any part of the game. It is source code only. You need your own copy of Monster Hunter Portable 3rd HD Ver. (
NPJB-40001), and the build recompiles the game from it on your machine. See the README.
Verified
This commit was built on a Steam Deck (SteamOS 3.8.16, gcc 14.2 in a Debian 13 container). The binary runs directly on SteamOS. It was then played in Game Mode, launched from Steam as a non-Steam game:
- the village and a hunt;
- about eight minutes at 1440×816, averaging 29.96 fps at 100% speed, and under 28 fps only during loads.
It also builds on macOS (Apple Silicon).
New since v0.1.0
- Steam Deck and Linux support. Native Vulkan on RADV, the built-in controls, and audio.
- The game runs at PSP speed. The emulated clock is now held to real time. Before, the game ran as fast as frames could be presented: 2× on a 60 Hz display, 3× on the Deck.
- The village runs at full speed (#7). Guest memory reads, vertex decoding and texture hashing in the renderer were the bottleneck, not the game code. Render time in the village went from about 29 ms to 10–18 ms per frame.
- Correct colours in Steam Deck Game Mode. Under gamescope the picture was washed out.
- A performance overlay and log, turned on with
MHP3RD_PERF=1or F3:- fps and the game's own frame rate;
- emulation speed;
- where each frame's time goes;
- a frame-time graph.
- First-run setup from a disc image. On first start the game asks for your
NPJB-40001image. It copies the image by default and prepares the executable from it. Building with an externally preparedEBOOT.ELFstill works as before. - Esc no longer quits the game. On a Steam Deck in Desktop Mode, Steam's layout sends Esc from the B button. Quit by closing the window.
- Safer, faster builds:
- ccache;
- one build per directory at a time;
- bounded parallelism;
- overlays built in one Ninja run;
- unchanged generated code kept on regeneration.
Known issues
- No lighting or fog yet (#3).
- Streamed music is silent (#5).
- Cutscene movies are skipped (#6).
- The game cannot save or load (#1).
- No multiplayer (#2).
- Sound effects ran ahead of the picture (#4). This may be fixed now that the game runs at PSP speed, but it has not been re-checked.
- The first-run setup's dialogs have not been clicked through on any platform, and it has not been tried on Linux or the Steam Deck.
- In Steam Deck Desktop Mode, Steam's desktop layout maps the sticks to the mouse. Play in Game Mode.
Platforms
v0.1.0 — almost playable
The first tagged version of Yakumo. Status: almost playable. You can create a character, explore the village and go on hunts, with sound, a keyboard and a gamepad.
This release does not include any part of the game. It is source code only. You need your own copy of Monster Hunter Portable 3rd HD Ver. (
NPJB-40001), and the build recompiles the game from it on your machine. See the README.
Verified
This tag was built from a fresh clone by following the README exactly, on macOS (Apple Silicon): the executable, the recompiled code and all 355 code overlays build without errors, and the game starts and reaches character creation running entirely on recompiled code.
What works
- Booting, menus and character creation
- The village and hunting areas
- 3D models with skinning, textures, transparency and soft shadows
- Sound effects and SAS-driven music
- Keyboard, and SDL3 gamepads with the HD release's right-stick camera
- All 355 code overlays recompiled and installed as the game loads them
Known issues
- No lighting or fog yet — #3
- Sound runs ahead of the picture; nothing paces the game to real time — #4
- Streamed music is silent — #5
- Cutscene movies are skipped — #6
- The game cannot save or load — #1
- No multiplayer — #2
- The village runs slower than other areas — #7
Platforms
Tested on macOS (Apple Silicon). Linux and Steam Deck (#14) and Windows (#13) are the targets and are being worked on; see the compatibility table.