Repository navigation
Pokee v0.4.7
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 Linux x86-64 and Windows x86-64. macOS, Android and the Flatpak are not part of it.
Downloads
| File | What it is |
|---|---|
pokee-0.4.7-linux-x86_64.tar.gz |
Portable Linux: pokee, Pokee, overlay libraries, SDL3, FFmpeg, the fallback font, and licenses |
pokee-0.4.7-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-0.4.7-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), SHA-256:
c3dda24f55d739a71337198712a53adca383991469f04979c2887f34c88b8625 pokee-0.4.7-windows-x86_64.zip
fb1f38a24672af4990efdd3bb40c58326e4eb645ba22c1be709a08d1bd249329 pokee-0.4.7-windows-x86_64-portable.zip
What changed since v0.4.6
UI scaling knows which part of the HUD it is sizing
UI Scaling used to tell the quest HUD's parts apart by their place and size on screen, with a rule for every menu or window that crossed a part. Each rule could break another screen. Now every HUD draw is told apart by the game code that drew it:
- the clock, health and stamina and the party list take Status;
- the weapon's gauges (sharpness, a horn's notes, a bowgun's rounds, a bow's coatings, a gunlance's shells, the spirit gauge) stay under stamina;
- the area map takes Map;
- the item bar, the ammo bar and the ammo menu take Items.
Menus, Combine, the item box, banners and the aim's reticle are their own code, so they always stay at the game's size, wherever they are drawn.
What this fixes:
- the quest menu's hint bar (Beacon, Map Zoom In) no longer shrinks toward the item bar on some frames;
- the item bar's corner, the sharpness caps and marks on the map no longer flick back to full size for a frame;
- the red marks beside the party names all take the same size.
MHFU_HUD_SCALE_SITES=0 goes back to telling the parts apart by place and size. Commits 7d7fa8f, 9a8fa63, c3b2a97, ac94b34, f5b284b.
Names over hunters in the Guild Hall stay on their own hunter
In the Guild Hall, a quest paper or a ready mark could jump to the wrong name when two hunters stood together, and two names a pixel apart could be taken for one. The labels are now told apart by the order the game draws them: each hunter's badge, name and marks, then the next hunter's. A mark always stays with its own name, and a name stays on its hunter when the camera turns. Commits 743731c, bbf21f6, 679517d.
The monster icon and the sharpness gauge
The monster icon shows while the quest HUD is drawn, read from the game's own HUD code rather than looking for the clock's shape. The sharpness gauge finds the colour bar, its cap, the spirit fill and the colour on the knife by the code that draws each one. Commit c473351.
Gather with ○
Gather with ○ (Game, on by default) mines and catches bugs with ○ when the right tool is in your pouch:
- the game sees □ with the tool selected, and the item bar goes back to the item you had selected half a second later;
- without the tool, ○ is left alone, and a carvable body keeps ○ a carve;
- the gather mark shows the pickaxe or net ○ would use and how many you have, with the game's own button glyph (or your texture pack's).
MHFU_GATHER_CIRCLE=0 turns it off. Commit 2f35042.
Follow camera and menu
- Follow camera: the analog camera no longer catches on walls or goes under the floor, and it can tilt up further.
MHFU_CAMERA_EYE_SWEEP=1andMHFU_CAMERA_LOW_EYE=1restore the earlier behaviour. Commitd7aea7f. - Pokee menu: the menu opens with no row selected, so a button pressed just after opening it, or after switching pages, no longer changes the row it was on. Commit
1754dd6.
For developers
MHFU_TRACE_CAPTURE(F12 tracing) no longer breaks the level's geometry for the rest of the area: the frames it traced were stored in the vertex cache in the wrong layout. Commit5acbb72.MHFU_TRACE_HUDandMHFU_TRACE_CAPTUREprint each HUD packet's part (site=), the call that drew it, the registers at the call, and which text each call queued. Sprite lines carrysite=andcall=, which the HUD replay test reads.- With
MHFU_HUD_SCALE_SITES=0, the arrow beside the gathering notice in Jungle area 4 now follows the map. Commit23c1406.
Build
Linux
Pokee 0.4.7 for Linux (x86-64)
Built from: 2f35042ebad0d8c28dc28b25fb768cf9435c4fba
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: v0.4.7
Commit: 2f35042ebad0d8c28dc28b25fb768cf9435c4fba
Built: 2026-10-26 23:42:25 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 are v0.4.3's: the framework (include/psprecomp, src) has not changed since.
Checked
- Linux: built from tag
v0.4.7(2f35042) in the Steam Runtime 3 sniper SDK container and packed byrelease_linux.sh. The script found no game data in the staged build or the tarball, and a separate scan of all 314 unpacked files, 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
Pokeeis stampedv0.4.7and, booted headless for 40 seconds against a scratch data directory, reportsFunctions: 272890and installs its overlays. - 73 of 73 unit tests pass on Linux (
ctest, the development build of the same code), including the HUD site, hall label, sharpness gauge and gather tests. - In game on Linux (development build of the same code, two ad hoc instances):
- the quest HUD at sizes away from 100 with each weapon, the map with and without the Map item and in Map Zoom In, and the menus, Combine, the item box and the banners staying at the game's size;
- the monster icon, the sharpness gauge, a Felyne Comrade's face and name;
- two hunters' names and marks in the Guild Hall, and the player's own name in the village;
- mining with ○ with the item bar scaled.
- Windows: built from tag
v0.4.7(2f35042) with MSVC and packed byrelease_windows.sh. A scan of all unpacked files in both zips (308 and 309), binaries included, found no path, user name or computer name of the build machine;DATA.BINandEBOOT.BINoccur only as file names inPokee.exe. - The Windows zip boots: unpacked into a folder of its own, its
Pokee.exeis stampedv0.4.7and, booted headless for 40 seconds against a scratch data directory, reportsFunctions: 272890and installs its overlays.
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, and it was not run on a Steam Deck.
- Windows: the game was not played from the zips; the HUD changes were played only on Linux.
- Gather with ○ on bug points and the Pokke Farm, and the follow camera's final form, were not checked in game.
- No full
TESTING.mdsmoke test.