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Pokee v0.4.5

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@LocalBBQ LocalBBQ released this 23 Oct 02:22
· 127 commits to main since this release

Pokee for Monster Hunter Freedom Unite (USA, ULUS-10391, version 1.01). It does not include the game. On first start it asks for your own disc image and accepts only that release.

This release is for Windows x86-64 and Linux x86-64. macOS, Android and the Flatpak are not part of it.

Downloads

File What it is
pokee-0.4.5-linux-x86_64.tar.gz Portable Linux: pokee, Pokee, overlay libraries, SDL3, FFmpeg, the fallback font, and licenses
pokee-0.4.5-windows-x86_64.zip Windows: Pokee.exe, overlay DLLs, SDL3, FFmpeg, the Visual C++ runtime and licenses. Keeps its data in %APPDATA%\Pokee\MHFU
pokee-0.4.5-windows-x86_64-portable.zip The same, plus portable.txt: keeps all data in data\ next to Pokee.exe
ffmpeg-7.1.5.tar.xz Unmodified FFmpeg source for the LGPL libraries in the Linux build
SHA256SUMS Checksums of the Linux tarball and the FFmpeg source

Linux: sha256sum -c SHA256SUMS --ignore-missing.

Windows (Get-FileHash <file> in PowerShell):

711ab1ed332a1d5f3b47f8180e0c7430b9803ab77d117ce0e181f40006a85f84  pokee-0.4.5-windows-x86_64.zip
4177aa1ba41c3eb8ab5cb592af40af9560e31b15e0c77434d251528547d62d1b  pokee-0.4.5-windows-x86_64-portable.zip

What changed since v0.4.4

Smooth frame rate with a monster in the water

With Frame rate above 30, a monster in the water in the Old Jungle's waterfall area (area 8) made the picture look as if it dropped to 30 frames a second, although the game itself kept full speed. Frame interpolation measures how the camera moved between two game frames from the scenery, and the monster's splash adds about 6,000 draws that share one position, which the game moves thousands of units at once. The camera's motion was often taken from those, and the frame was then treated as a camera cut and shown without the frames in between.

A draw that seems to move the camera more than 800 units in one game frame (a cut in any case) is no longer taken for the camera while at least a third of the scenery moved less. A real cut still moves nearly all the scenery and stays a cut, and frames without such a draw are measured as before. MHFU_INTERPOLATION_NO_FAR_SAMPLES=1 turns this off. Commit 18073aa.

Bowgun aim

  • The right stick aims a bowgun's zoom. A tapped R's zoom only moved with the left stick; the right stick now aims it as well, as it does while R is held.
  • Up and down at the game's speed. The aim moved its pitch as fast as its turn; it now moves the pitch at the game's own share of Aim speed, about a third. MHFU_AIM_PITCH_SHARE sets another share; 1 restores the old speed. The bow keeps Aim speed on both axes.
  • The aim no longer keeps settling after the stick is let go.

Commit b541616.

  • The bowgun slot's ammo count shrinks with the slot. A letter of an overhead name could be taken for the reticle while aiming, and digits of the same font then kept the game's size. Commit 825d581.

Build

Windows

Version: v0.4.5
Commit: 18073aae01774fb4981dc22cf53e1c8015ad347f
Built: 2026-10-23 02:14:33 UTC
Platform: Windows x86-64
Configuration: Release; MHFU_RELEASE=ON
Compiler: MSVC 19.44.35229
SDL3: 3.4.16
FFmpeg: bundled LGPL shared build (ffmpeg-n7.1.5-1-g7d0e842004-win64-lgpl-shared-7.1.zip)
Overlay DLLs: 290

The FFmpeg source for the Windows DLLs is named in licenses/FFmpeg-SOURCE.txt inside each zip. The overlay DLLs are v0.4.3's: the framework (include/psprecomp, src) has not changed since.

Checked

  • Linux: built from tag v0.4.5 (18073aa) in the Steam Runtime 3 sniper SDK container and packed by release_linux.sh. The script found no game data in the staged build or the tarball, and a separate scan of every unpacked file, binaries included, found no path, user name or computer name of the build machine.
  • The Linux tarball boots: unpacked into a folder of its own, its Pokee is stamped v0.4.5 and, booted headless for 40 seconds against a scratch data directory, reports Functions: 272890 and installs its overlays.
  • 62 of 62 unit tests pass on Windows (ctest, Release), including new tests for the splash, a level drawn with one shared position, and a real camera cut.
  • The release build boots: the packaged Pokee.exe is stamped v0.4.5, installs from a disc image into a fresh data directory, and booted headless from its own folder reports Functions: 272890 and installs its overlays.
  • Frame interpolation in the water was played on Windows (RTX 4090, 240 Hz) in the Old Jungle's area 8 with a monster in the water, and in the village: no false camera cuts in the trace, and about 210 of 230 presents a second blended where there had been as few as 98 of 216.
  • The bowgun changes were traced in a quest on Windows.
  • Both zips are clean: unpacked and scanned, they contain no game data and no personal paths.

Not verified

  • macOS and Android were not built or run for this release, and there is no Flatpak.
  • Linux: the game was not played from the tarball, it was not run on a Steam Deck, and ctest was not run in the Linux release build. The water and bowgun changes were checked on Windows only.
  • Other areas with large effects were not checked separately beyond normal play.
  • Not in a full smoke test: the Windows build of this exact commit has not been through the full TESTING.md run.