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Monster Hunter Tri G Mod

A Monster Hunter Tri mod for general experimentation.

Features include:

Item Wheel

Keep your hunting essentials within easy reach with an eight-slot item wheel.

  1. Hold A to open the wheel.
  2. Point the Wii Remote at an item. Its name appears in the center.
  3. Release A to use the highlighted item when your hunter can act.

You still need to carry the item, and the game's usual restrictions on item use apply. Releasing A without an item highlighted closes the wheel without using anything.

The wheel is enabled by default. Open the Mod tab in the in-game menu to turn it on or off, choose a loadout, or customize your slots:

  • Item wheel: turn the wheel On or Off.
  • Wheel loadout: choose Automatic to show the first eight non-empty slots in your pouch, or select one of five custom loadouts.
  • Configure loadouts: choose a loadout, then pick an item for each of its eight slots. Select Empty to leave a slot blank. Press B from the slot screen to save and return, then choose that loadout under Wheel loadout to use it.

Custom loadouts remember your chosen items and their positions, even after you rearrange your pouch. If you run out of an item or leave it behind, its wheel slot stays empty until you carry it again. Your loadouts and settings are saved for your next play session.

Build Requirements

  • Git, to clone the project and its converter submodule.
  • CMake 3.21 or newer.
  • Ninja (1.11 or newer recommended).
  • devkitPPC, to compile the Wii module.
  • A native C/C++17 compiler for the converter:
    • Windows default: Visual Studio 2022 or Build Tools with the C++ build tools and Windows SDK.
    • Linux/macOS: GCC or Clang.

The supported game target is US/RMHE08.

Building

git clone --recurse-submodules https://github.com/InusualZ/MH3G.git
cd MH3G
cmake --preset wii
cmake --build --preset wii

For an existing clone, initialize the pinned converter source before configuring:

git submodule update --init --recursive
cmake --preset wii
cmake --build --preset wii

CMake builds the native elf2rso submodule and the PowerPC module separately, then converts and deploys riivolution/MH3G/MH3G.rso. The generated converter lives in build/cmake/host/<generator>/<platform>/bin/elf2rso (.exe on Windows). The intermediate ELF and RSO live in build/cmake/.

To clean and rebuild:

cmake --build --preset wii --clean-first

For a nonstandard devkitPPC installation, configure with cmake --preset wii -DDEVKITPPC=/path/to/devkitPPC (use a native Windows path on Windows). CMake also checks DEVKITPPC/DEVKITPRO environment variables and PATH. The converter defaults to the host architecture. With Visual Studio, an optional override is cmake --preset wii -DMH3G_HOST_PLATFORM=Win32 (also accepts x64 or ARM64). Reset with -DMH3G_HOST_PLATFORM=. The selected architecture must be runnable on your computer and have its compiler tools installed. This changes only the converter; the game module is always PowerPC.

To select native compilers for the converter with Ninja, configure with:

cmake --preset wii -DMH3G_HOST_GENERATOR=Ninja -DMH3G_HOST_C_COMPILER=/path/to/cc -DMH3G_HOST_CXX_COMPILER=/path/to/c++

The Ninja host override requires a working native compiler environment (including a matching developer prompt if selecting MSVC). The default Windows setup handles that automatically. Use a fresh build directory when changing compilers. If set, the CC/CXX environment variables should select native host compilers; devkitPPC is selected separately by the Wii toolchain. To choose a different deployment folder, pass -DMH3G_DEPLOY_DIR=/path/to/output when configuring.

Formatting source code

The project uses .clang-format: four-space indentation, indented namespaces, a 120-column limit, and blank lines between definitions. Short functions and control flow use multiple lines; include order and research comments are preserved. Install clang-format 16 or newer and make it available on PATH, or select it with:

cmake --preset wii -DCLANG_FORMAT_EXE=/path/to/clang-format

Check formatting or apply it to the C/C++ sources and headers under rso/:

cmake --build build/cmake --target format-check
cmake --build build/cmake --target format

Continuous integration

GitHub Actions checks pull requests, pushes to main, and manual runs. It checks formatting with clang-format 16, builds US/RMHE08 with the pinned elf2rso submodule, and verifies RSO sections, required data, relocations, and deployment-copy equality.

The Wii job uses the dated devkitPro image devkitpro/devkitppc:20260503, pinned by digest. Successful builds retain the ELF, loose RSO, and source/compiler/hash metadata as a downloadable Actions artifact for 14 days. These checks do not launch the game or establish runtime compatibility.

The tracked RSO check also runs locally after building:

python3 tools/check_rso.py

Using the mod

Right now the mod could only be used with a Riivolution patch

Dolphin

Start with Riivolution -> Select MH3G.xml from the riivolution/ folder

Wii

  • Copy the riivolution folder to the root of your SD card.

  • Insert your Monster Hunter Tri disk and load Riivolution. You should see the patch options appear with default settings; do not change these settings from their defaults.

  • Launch the game with the patches via Riivolution and enjoy!

Credits

Thank you to:

ComplexSphere for ApeSphere template mod

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