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Pokee v0.4.6

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@LocalBBQ LocalBBQ released this 25 Oct 02:47
· 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-0.4.6-linux-x86_64.tar.gz Portable Linux: pokee, Pokee, overlay libraries, SDL3, FFmpeg, the fallback font, and licenses
pokee-0.4.6-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-0.4.6-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):

d08ff8f2010866fd291fde80f1b2dc6f2c18a875f55c0961bff9322efe1c9871  pokee-0.4.6-windows-x86_64.zip
082955f6d931d99c57ccc4396fd3d2e2c97b06ab895c28d0db2a92861adc47fe  pokee-0.4.6-windows-x86_64-portable.zip

What changed since v0.4.5

Damage numbers from the hit the game computed

Damage numbers (Game) is now Off, Mine or Everyone. A number is the hit as the game computed it, read where the game adds it to the part that was struck. Before, it was the drop in health. A killing blow shows the whole hit, and several hits in one update stay apart.

  • Where the hit landed. A number stays at the point where the game put the hit's spark, or where a shot or arrow struck. It holds still, then rises as it fades. It no longer rides the monster.
  • Damage breakdown: the total, the raw part with the element part beside it, or the total with the element part beside it, after an element glyph.
  • Weak points are yellow (effective hitzone 45 or more), and other parts are white. A critical hit has a pink sparkle and a negative one a faded blue-gray one.
  • Poison ticks are light purple numbers that ride the monster.

Off switches: MHFU_DAMAGE_NUMBERS_COMPUTED=0 shows only the health drop, MHFU_DAMAGE_NUMBERS_GAME_CONTACT=0 and MHFU_DAMAGE_NUMBERS_CONTACT=0 use the earlier placement, MHFU_DAMAGE_NUMBERS_FOLLOW=1 rides the monster as before, and MHFU_DAMAGE_NUMBERS_POISON=0 hides poison. Commits b5586f5, de1fb50.

Damage numbers shared in ad hoc play

In ad hoc play only one console works out each hit, and the others used to see it late, merged and white, as a health drop. Now the console that applies a hunter's hit on a large monster sends it to the other Pokee players, so they see it at once with its breakdown and marks. A small monster is different on each console, so hits on small monsters are not shared. Your own hits are sent whatever your Damage numbers setting. A health drop the received hits do not explain still shows, white, half a second later.

The hits go out once a game frame on ad hoc port 30000, which the game does not use. A player on another emulator or an older version has no socket there and is not affected. With Mine, each player sees only their own hunter's hits, told apart by the hunter their camera follows. MHFU_DAMAGE_NUMBERS_SYNC=0 neither sends nor receives. Commits bdd065d, 31d08d4, b0c4882, 09f8a3e.

Field of view

Field of view (Video) sets the vertical view on a hunt from 30 to 90 degrees. 50 is the game's own, and the slider has a mark there. A bowgun's zoom and the game's other view changes scale with it. The village and the Guild Hall keep the game's view. MHFU_FIELD_OF_VIEW sets it for one run. Commits 1ef70b2, dc97d89.

Gather icon

The gather icon now marks each thing the hunter can gather, carve or fish at once, side by side, instead of only one of them. A body over a plant gets no mark, as ○ would gather the plant. Commit 1e780ac.

Fewer hitches

  • In fights: at a change of music segment, a few times a fight, the game waited 22 to 43 ms for the music still queued and missed a frame. It now waits only for what it needs. MHFU_OLD_AUDIO_DRAIN=1 restores the old wait. Commit 6a3df18.
  • At quest start: key quests copied all 32 MiB of the game's memory each time a quest pack was read, which cost about 50 ms on the first frames of every quest. They now search it in place. Commit 5658b24.

Fixes

  • UI scaling: a quest NPC's dialogue no longer passes for a party menu, which left the buffs and the cat's name off their shrunken plates. Commit b69353c.

For developers

  • MHFU_TRACE_STALLS names a slow frame's slowest call. On Linux, MHFU_TRACE_STALL_STACKS=1 prints the game thread's stack in a long call. MHFU_TRACE_HITS gains roster and hunter lines for two-console traces. docs/STUTTERS.md records the fight stutter measurements.
  • Five unit test suites that failed outside Windows now pass: the settings tests cleared variables with an empty value, which Linux keeps as set, and the splash interpolation test depended on how the standard library breaks ties. The game is unchanged by these. Commits 6aeb9fd, a6427ad.

Build

Linux

Pokee 0.4.6 for Linux (x86-64)
Built from: 8392e12bc10598f93e6bbcdd44598729e348707d
Build environment: registry.gitlab.steamos.cloud/steamrt/sniper/sdk@sha256:1c33c507bc75d012e77df5727f93b0d5b8c3f7c8d4142ba5f7a16882cc92e014
Flatpak runtime: org.freedesktop.Platform//25.08
Needs glibc: 2.29 or newer
SDL3 3.4.16, FFmpeg 7.1.5
FFmpeg configured with: ./configure --prefix=<prefix> --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

Windows

Version: v0.4.6
Commit: 8392e12bc10598f93e6bbcdd44598729e348707d
Built: 2026-10-25 02:46:02 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 libraries and DLLs are v0.4.3's: the framework (include/psprecomp, src) has not changed since.

Checked

  • Linux: built from tag v0.4.6 (8392e12) 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 v0.4.6 and, booted headless for 40 seconds against a scratch data directory, reports Functions: 272890 and installs its overlays.
  • 73 of 73 unit tests pass on Linux (ctest, the development build of the same code), including the damage number, field of view, gather icon and audio channel queue tests.
  • Windows: built from tag v0.4.6 (8392e12) and packed by release_windows.sh; the packaged Pokee.exe is stamped v0.4.6. 64 of 64 unit tests pass on Windows (ctest, the release build).
  • Both Windows zips are clean: unpacked and scanned, they contain no game data and no personal paths, and each holds 290 overlay DLLs.
  • The Windows build starts: booted headless from the unpacked portable zip against a scratch data directory, it loads all 290 overlay corpora and reports Functions: 272890.
  • The music drain was compared by ear on Linux: each of five drains with the old wait missed a frame, and none with the new one. The quest start frame of about 50 ms is gone in MHFU_TRACE_STALLS.

Not verified

  • Ad hoc damage sharing in its final form has not been played on two consoles. The last three changes (only hunters' hits, only large monsters, and the removal of damage player colours) were checked with unit tests only. It was not tried with PPSSPP players or on a public server.
  • Field of view, the gather marks and the computed damage numbers were played in development sessions; those sessions are not recorded here.
  • 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, and it was not run on a Steam Deck.
  • Windows: the headless boot had no disc image, so it did not get as far as installing overlays, and the game was not played from the zips.
  • No full TESTING.md smoke test.