Archived. This code now lives in MHFU-ModKit/modkit, at
packages/mhp-formats(the formats) andpackages/mhfu-port(the porter). Open issues and pull requests there.
The Monster Hunter Freedom Unite file formats as a Python library, the tools that get the files out of your own copy of the game, and the MHP3rd→MHFU monster porter.
tools/mhfu_model/— PMO models, PAC archives, skeletons, animations (both the on-disk and the in-game recursive form), TMH textures. Parses and re-encodes byte-identically on all 49 big-monster PACs; a constraint validator knows the engine's rules; encoders for skeleton, animation, geometry and texture edits; a topology-grow encoder that adds vertices and faces. The TMH codec round-trips every texture in the game — 10 025 images across 4 294 banks — which is what lets an image be replaced in a bank at exactly its own size.tools/extract_iso.py— dumps and decryptsDATA.BINfrom your ISO (viamhef/mhff).- The porter —
build_p3rd_port.pyand friends: MHP3rd geometry, textures, skeleton and full moveset onto an MHFU-loadable PAC, withverify_port.py/port_anim_verify.pychecking the motion joint for joint against the source. docs/— the format specifications, written while decoding them.
git clone https://github.com/MHFU-ModKit/formats.git
cd formats
tools/setup.sh # venv, requirements, clones mhef + mhff next to the tools
source venv/bin/activate
python tools/extract_iso.py workspace/iso/game.iso workspace/extracted/ # your own dump
python -m mhfu_model.validate workspace/extracted/data_files/file_06185.binRun the library with PYTHONPATH=tools (or from a checkout that has tools/ on the path — the
editor and the Blender addon both do). tools/mhfu_model/README.md
is the library guide; docs/ASSETS.md explains every generated file and how to
reproduce it.
PMO_MODEL_FORMAT · ANIMATION_FORMAT ·
TMH_TEXTURE_FORMAT · DATA_BIN_FORMAT ·
QUEST_FORMAT · ENCRYPTION ·
MHP3RD_FILE_MAP · BRUTE_TIGREX_PORT
(the porter, end to end) · MONSTER_PORT_SKINNING_PLAN.
These were written alongside the reverse engineering and refer to tooling that lives in the
upstream research repository; where a path does not exist here, that is why.
This repository contains no game files, no extracted assets, no artwork — not the ISO, not
decrypted archives, not models or textures, not dumped tables. All of it is gitignored and is
reproduced from your own legally obtained copy of the game (see the formats repo's
docs/ASSETS.md). Everything targets MHFU EU (ULES01213); addresses will not line up with a
JP or NA build.
formats is one of the MHFU-ModKit repositories. They are cut
from one upstream research repository and re-published from it, so they move in lockstep — a
file that appears in two of them is the same file at the same commit. Pull requests are welcome
here; an accepted one is applied upstream and comes back in the next export, which is why
main only takes changes through PRs. Issues are welcome for bugs, questions and findings alike.
The siblings:
framework— the runtime mod framework: one PRX, many mods, hot-reloaded Luaexample-mods— Lua mods and port manifests to learn from and drop on a memory stickmonster-editor— the desktop editor for ported monstershud— a live read-only HUD and AI editor over the PPSSPP debuggerblender-addon— import, edit and export big monsters in Blender
GPL-3.0-or-later. tools/mhfu_model contains code derived from
mhff (Copyright 2013 Seth VanHeulen, GPL-3.0-or-later):
the TMH codec and the PMO display-list walker.
Not affiliated with or endorsed by Capcom. Monster Hunter is a trademark of Capcom Co., Ltd.
mhff and mhef by svanheulen are the foundation of the extraction; tclamb/mhp2g-decomp confirmed several struct layouts.