Monster Hunter Portable 3rd gets a static recompilation port for Windows, Linux, Mac, and Android

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The third generation of Monster Hunter contained, in my opinion, some of the best games of the series. Going back to it nowadays, it manages to strike a solid balance of old world charm, all while managing to hold off a good chunk of the awkwardness associated with the earlier titles. Though those in the west will largely know the third generation as the first where the series made the jump to Nintendo consoles, with Tri and 3 Ultimate both being incredibly popular titles, many do forget that Sony had one last hurrah here. And it's a pretty great game.

Monster Hunter Portable 3rd was released on the PSP in 2010, with a PS3 port following a year later. This was released between Tri and 3 Ultimate, and featured many of the same mechanics, monsters, and environments, albeit with a different base of operations and storyline. For those wanting to play it outside of Japan, a very good English translation is available. One that I've been having a blast with myself lately. Though you're obviously limited to the PSP hardware or PSP emulation. Another option to play now exists.

Releasing just yesterday, Yakumo is a static recompilation port of the game. At the time of writing the port remains in active development, with it being described as playable by the project page. Taking a similar approach to the Twilight Princess port Dusklight, it makes use of frame interpolation to achieve higher framerates, while keeping the internal game logic running at the same 30fps as was seen on the original PSP hardware. You can find an overview of the features below:

WorksMissing 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 menuCurved 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

With the game available across Windows, Mac, Linux, and Android, there are platform specific compatibility issues still being resolved. A more detailed breakdown of known issues, along with tested hardware setups, can be found here. As with other ports, no game assets are bundled with the release, requiring you to provide your own disc image to play.

Note for those interested that AI was used in this project, with Claude being listed as a contributor. No further context is provided.

:arrow: GitHub Repo
 
Note for those interested that AI was used in this project, with Claude being listed as a contributor. No further context is provided.
I'm going to ask the obvious question here, in case the project lead is lurking around: how much of this was vibecoded? And how much of it is code that the devs could reasonably point to in a timely manner when figuring out where issues are happening, and thus can know where to start when fixing those issues?
 
I'm sick of a lot of the vibe coded recomps coming out lately. A lot of these end up releasing in really crummy states that on paper could be improved into something solid, but in practice the codebases are too much of a mess to work with and a lot of them get abandoned quickly anyway, and then in the rare cases they aren't updates tend to create plenty of regressions, so on and so forth. That recent Sonic the Fighters recomp that's already ceased development pretty much encapsulated all that. Oh, and a lot of these "recomps" are practically just emulator wrappers anyway (lookin' at you, psxrecomp) and 90% of the time you're better off just using a generic software emulator. And then you've got content creators churning out coverage of this crap like it's actually going to get good results in the future and it's always just a letdown actually looking into these and/or trying them.

Hoping this isn't one of those and has actual polish and programming knowledge going into it, but the lack of proper disclosure makes my initial impression pretty dismal. EDIT: Just took a look through the commit history and the main contributor's issue/pull request descriptions, looks like a REAL 4 at a bare minimum to me and probably an outright REAL 5 (higher REAL score = worse, scale is 0-5). Hard pass.
 
Last edited by FateForWindows,
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Great, another vibe coded way to natively run a game that i can emulate on my last 4 phones, thank god a bunch of very bad things were done so that AI can help with this!
 

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