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Releases: LocalBBQ/Pokee-MHFU_Recomp

Pokee v0.4.8

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@LocalBBQ LocalBBQ released this 29 Oct 23:41

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. Linux, macOS, Android and the Flatpak are not part of it yet.

Downloads

File What it is
pokee-0.4.8-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-0.4.8-windows-x86_64-portable.zip The same, plus portable.txt: keeps all data in data\ next to Pokee.exe

Windows (Get-FileHash <file> in PowerShell), SHA-256:

ae315ba26e10d3101531b045fbba07ae1b583390179907cefa58d13b8718a052  pokee-0.4.8-windows-x86_64.zip
c550e2c3b4530e56e5a01c4ce4f95890b3b7ce011b0e4340726de69bff405b5d  pokee-0.4.8-windows-x86_64-portable.zip

What changed since v0.4.7

Gathering acts on the hunter, not the controller

Hold to gather and Gather with ○ were rebuilt on the game's own input. The game keeps a copy of the controller for the hunter, which only the hunter's actions read, and the hold and ○ now work on that copy. They no longer rewrite the controller:

  • menus, the map and the item bar see your buttons exactly as you press them;
  • mining or catching bugs with ○ no longer switches your selected item to the pickaxe or net and back: the item bar stays on the item you chose the whole time;
  • a button held through a menu does not start gathering when the menu closes until you press it again.

Commit 48f0176.

Hold to gather keeps going while you hold RB

Holding R (RB on an Xbox pad, the run with your weapon away) used to stop a hold or keep it from starting. Now ○ pressed while running starts the hold, and once a hold is going every other button, △ and × included, is ignored until you let go or walk off: the gather comes first. △ or × pressed together with ○ at the start is still an attack, so the draw attack beside a gather point or a carcass works as before. Commit c018537.

A carve mark on every body

When two monsters fall together, or a monster lies next to its cut tail, each body now gets its own mark. Only the one ○ will carve shows the ○ button: the game always carves the first body in reach in its own list, so the others show no button until it is gone or you step off it. Each mark fades and moves on its own, and marks that would overlap sit side by side. Commit bedacc8.

Gather marks made of the game's own art

The gather mark is now built only from pieces of the game's own interface, with nothing drawn by Pokee:

  • the frame is the hexagon the item bar draws behind your selected item, and with a texture pack it is the pack's;
  • in it, the item, the monster's icon, or the game's red ?;
  • the ○ or □ that does it, in the game's glyph (or your texture pack's button set);
  • for a pickaxe or net, how many you carry, as x3, in the game's own letters.

A piece the game has not drawn yet at the start of a quest appears as soon as it has. Commit d4dbd0d.

Built-in event quests and challenges

  • The Guild Hall lists built-in event quests, and the Training School lists built-in challenges.
  • Event quests can also be imported from a folder.
  • The game's Data Install is served straight from DATA.BIN, so the title menu leaves Data Install out.

Commits 98297db, 596e1ac, 5045a68, 7d30022, 6425b51.

For developers

  • psp_recomp --dispatch <address> compiles every call to an address through the runtime, so a host wrapper there sees calls from the same unit too. A profile lists them per overlay in config/overlay_dispatch.txt, and build_overlays.sh regenerates an overlay whose list changed. Commit 256f58c.
  • MHFU_TRACE_IO also logs memory-stick writes and renames, and MHFU_DUMP_RAM dumps guest RAM with the screenshot bind. Commits bdb2740, 86afc8b.
  • The save-data modes the Data Install uses are implemented. Commit a8b7b32.

Build

Windows

Version: v0.4.8
Commit: 44db033366677d2fe53b28e9a5f459cd769b9f48
Built: 2026-10-29 23:29:58 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.

289 of the overlay libraries are v0.4.3's: the framework (include/psprecomp, src) has not changed since. lobby_task was recompiled for this release with its event quest calls dispatched (config/overlay_dispatch.txt) and rebuilt; it exports mhfu_overlay_dispatched_calls.

Checked

  • Windows: built from tag v0.4.8 (44db033) with MSVC and packed by release_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.BIN and EBOOT.BIN occur only as file names in Pokee.exe.
  • The Windows zip boots: unpacked into a folder of its own, its Pokee.exe is stamped v0.4.8 and, booted headless for 40 seconds against a scratch data directory, reports Functions: 272890, finds its 290 overlays and installs them.
  • 66 of 66 unit tests pass on Windows (ctest, the development build of the same code), including the gather, carve, game-art mark, font, texture pack, event quest, install data and save-data tests.
  • In game on Windows (development builds): holding ○ to gather and mine, mining and catching bugs with ○ with the item bar staying put, carving, and the new gather marks with their frame, glyph and count.

Not verified

  • Linux, macOS and Android were not built or run for this release, and there is no Flatpak.
  • Windows: the game was not played from the zips.
  • The built-in event quests, challenges and the served Data Install were not played on Windows.
  • The last fixes to the gather marks (the faint square around the frame, the x before the count) and holding RB while gathering were not seen in game.
  • No full TESTING.md smoke test.

Pokee v0.4.7

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@LocalBBQ LocalBBQ released this 26 Oct 23:35

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=1 and MHFU_CAMERA_LOW_EYE=1 restore the earlier behaviour. Commit d7aea7f.
  • 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. Commit 5acbb72.
  • MHFU_TRACE_HUD and MHFU_TRACE_CAPTURE print each HUD packet's part (site=), the call that drew it, the registers at the call, and which text each call queued. Sprite lines carry site= and call=, 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. Commit 23c1406.

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 by release_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 Pokee is stamped v0.4.7 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 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 by release_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.BIN and EBOOT.BIN occur only as file names in Pokee.exe.
  • The Windows zip boots: unpacked into a folder of its own, its Pokee.exe is stamped v0.4.7 and, booted headless for 40 seconds against a scratch data directory, reports Functions: 272890 and 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.md smoke test.

Pokee v0.4.6

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@LocalBBQ LocalBBQ released this 25 Oct 02:47

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.

Pokee v0.4.5

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@LocalBBQ LocalBBQ released this 23 Oct 02:22

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.

Pokee v0.4.4

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@LocalBBQ LocalBBQ released this 22 Oct 00:41

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. Linux, macOS, Android and the Flatpak are not part of it; v0.4.3 remains the latest Linux build.

Downloads

File What it is
pokee-0.4.4-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-0.4.4-windows-x86_64-portable.zip The same, plus portable.txt: keeps all data in data\ next to Pokee.exe

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

fa69f7f979c87966962a871adab7bee65f8680732c3313c7391ccb0a2fd6f058  pokee-0.4.4-windows-x86_64.zip
93985bea7d4bfac2cef423613f718dbd965edd2accf4860eecc08dd4cd7cbd2b  pokee-0.4.4-windows-x86_64-portable.zip

What changed since v0.4.3

True Attack Value covers element and status

True Attack Value (Game tab, Hunting, off by default) now shows a weapon's element and status as the game counts them too, as FUComplete's True Raw/Ele/Status does: fire shown as 250 shows 25, and poison, sleep and paralysis lose their zero the same way. Attack still loses its class factor (a great sword shown as 672 shows 140). Damage is the same either way; only the numbers on the equipment screens change. game.true_attack / MHFU_TRUE_ATTACK.

The game keeps element and status as it counts them, and its text adds a literal zero after the number (:~C%02d%3d0 in English). With the switch on, that text prints the number without the zero, in every language, and turning the switch off puts the game's text back. MHFU_TRACE_ELEMENT=1 logs each change. Commit 7ab52fd.

Interface sizes

  • The bowgun reticle keeps its size. As an aim starts, the reticle's four arms fly in from off the picture, and they were taken for the map, Status, the item bar or the ammo bar and shrank toward their corners. They now stay as drawn.
  • An empty stamina bar's last sliver moves with Status. Stamina run dry draws a fill one pixel wide before it refills; that sliver stayed at the game's place beside a smaller bar.

Commit f6612a9.

Build

Windows

Version: v0.4.4
Commit: 25ab45658e6759c5a9952de7521a064775208747
Built: 2026-10-22 00:34:29 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

  • 62 of 62 unit tests pass on Windows (ctest, Release), including the new tests for the element and status change.
  • The release build boots: the packaged Pokee.exe is stamped v0.4.4, installs from a disc image into a fresh data directory, and booted headless from its own folder reports Functions: 272890, installs its overlays and puts True Attack Value in place.
  • Element and status were checked in game on Windows: a fire weapon shows 25 instead of 250 with the switch on.
  • The reticle and stamina fix was traced in an ad hoc quest on Windows.
  • Both zips are clean: unpacked and scanned, they contain no game data and no personal paths.

Not verified

  • Linux, macOS and Android were not built or run for this release, and there is no Flatpak.
  • The in-quest Start > Status screen was not checked with True Attack Value on.
  • Not in a full smoke test: the Windows build of this exact commit has not been through the full TESTING.md run.
  • Speed with the switch on: once True Attack Value has been on in a session, the game's C library code is called through a slower path until Pokee closes. It was not measured.

Pokee v0.4.3

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@LocalBBQ LocalBBQ released this 20 Oct 23:13

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-0.4.3-linux-x86_64.tar.gz Portable Linux: pokee, Pokee, overlay libraries, SDL3, FFmpeg, the fallback font, and licenses
pokee-0.4.3-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-0.4.3-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):

d1f88ab6c70e60bec7cdf04c6410a36ed82a699616609297da12f988d72d226b  pokee-0.4.3-windows-x86_64.zip
b3e80ebf82a63832db34afa6798075eaa0105ee81197577f0590e7350dba3296  pokee-0.4.3-windows-x86_64-portable.zip

What changed since v0.4.2

Analog camera

  • D-pad camera (Controls, off by default). With the analog camera on, the D-pad no longer also turns the game's camera or steps its height, so the two cameras stop fighting over the view. Turn it on to have the D-pad move the game's camera as before. input.dpad_camera / MHFU_DPAD_CAMERA.
  • The right stick keeps the camera after a bowgun aim. When R is released, the game drops the reticle but the hunter stays in the aim for a second or more. The stick now goes back to the camera at the release instead of aiming on.
  • The game's soft follow no longer takes the stick away. After an aim, and at other times, the game can stay in a mode that pulls the camera back behind the hunter for many seconds, and the right stick did nothing during it. The stick now keeps the camera.
  • No more snapping with your back to a wall. Behind the hunter, the game held a blocked camera on the near side of the wall while the view turned, then snapped it round. The camera is now pulled in along the view line from any side, as the game already did in front of the hunter, and eases back out rather than snapping.
  • Looking up stops at −30°, the game's own limit. Below that the game moved the point it looks at instead, and the view flipped when it let go, especially when turning through a wall.

Each change has an off switch that brings back the old behaviour (MHFU_CAMERA_GAME_FOLLOW, MHFU_CAMERA_AIM_AFTER_R, MHFU_CAMERA_WALL_SLIDE, MHFU_CAMERA_WALL_SNAP, MHFU_CAMERA_LOW_TILT; see the profile README). Commit 1e35e53.

Also new

  • True Attack (Mods, off by default, listed in the Game tab's Hunting section). The equipment screens show the attack the game actually counts instead of the displayed value multiplied by the weapon class's factor. game.true_attack / MHFU_TRUE_ATTACK.
  • Show Key Quests (Mods, off by default). Quests that count towards a level's Urgent Quest are named "[Key] …" in the quest lists and wherever the game shows the name. game.key_quests.
  • Mute in background, Gamepad in background (for two instances side by side) and a compact performance line (MHFU_PERF=compact). Ported from upstream Yakumo.
  • The item bar's Nothing Selected stop is kept when the pouch is full. The bar no longer wraps from the last item to the first, and a gather that fills the last slot no longer replaces the stop.
  • The window frame uses the game's crenellated bands.
  • The READMEs no longer list curved surfaces as missing: MHFU never draws them.

Build

Linux

Version: v0.4.3
Commit: 1e35e5371e90f84088648b1baea1ab4afc9723f8
Built: 2026-10-20
Platform: Linux x86-64
Configuration: Release; MHFU_RELEASE=ON
Build environment: Steam Runtime 3 sniper SDK
Needs glibc: 2.29 or newer
SDL3: 3.4.16
FFmpeg: 7.1.5 (LGPL)
Overlay libraries: 298

Windows

Version: v0.4.3
Commit: 1e35e5371e90f84088648b1baea1ab4afc9723f8
Built: 2026-10-20 23:07:03 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.

Checked

  • Linux: built from tag v0.4.3 (1e35e53) 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 v0.4.3 and, booted headless for 40 seconds against a scratch data directory, reports Functions: 272890 and installs its overlays.
  • 61 of 61 unit tests pass on Windows (ctest, Release).
  • The release build boots: the packaged Pokee.exe is stamped v0.4.3, boots headless and installs its overlays from its own folder.
  • The camera changes were played in a quest on Windows, including the bowgun aim release and orbiting with the back against a wall. Traces confirm the camera no longer lags behind the stick against a wall.
  • 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.
  • Not in a full smoke test: the Windows build of this exact commit has not been through the full TESTING.md run.
  • The −30° tilt limit was measured from traces, not read from the game's code.

Pokee v0.4.2

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@LocalBBQ LocalBBQ released this 20 Oct 04:12

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-0.4.2-linux-x86_64.tar.gz Portable Linux: pokee, Pokee, overlay libraries, SDL3, FFmpeg, the fallback font, and licenses
pokee-0.4.2-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-0.4.2-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):

d832f727db8037891e9d4ec68836198c8b034630257a89f243ae1361208b6fb8  pokee-0.4.2-windows-x86_64.zip
b6d982fbe012b0dc87829281bfd71d1623bdd8530e36c5094a9406b106ac4076  pokee-0.4.2-windows-x86_64-portable.zip

What changed since v0.4.1

  • Quest papers stay on their hunter's name. In the Guild Hall, the quest paper and the blinking ready mark over another hunter jittered heavily and, when hunters stood close together, were pushed off their own name toward someone else's. The game files these marks with no position or with the next hunter's, and each was matched to the nearest name. Each mark is now given to the name it sits on (the paper 3 pixels right of its hunter's name and 1 pixel above it, the ready mark 7), sized with that name, and moved with it between frames, so it no longer steps at 30 fps under smoothly gliding names. MHFU_TRACE_HALL_NAMES=1 shows where each mark was placed. Commit b17c21f.

Build

Linux

Version: v0.4.2
Commit: b17c21f3e970dafff2af7262adf2c46ead9fad0a
Built: 2026-10-20
Platform: Linux x86-64
Configuration: Release; MHFU_RELEASE=ON
Build environment: Steam Runtime 3 sniper SDK
Needs glibc: 2.29 or newer
SDL3: 3.4.16
FFmpeg: 7.1.5 (LGPL)
Overlay libraries: 298

Windows

Version: v0.4.2
Commit: b17c21f3e970dafff2af7262adf2c46ead9fad0a
Built: 2026-10-20 04:04:43 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.

Checked

  • Linux: built from tag v0.4.2 (b17c21f) by release_linux.sh in the Steam Runtime 3 sniper SDK container. The script found no game data in the staged build or the tarball, and a separate scan of every file, binaries included, found no path, user name or computer name of the build machine.
  • Linux: the tarball was unpacked into a folder of its own and booted headless for 40 seconds against a scratch data directory: Functions: 272890, and overlays installed.
  • Windows: built with MSVC from tag v0.4.2 (b17c21f) with -DMHFU_RELEASE=ON. include/psprecomp/ and src/ are unchanged since v0.4.1, so the 290 overlay DLLs are the same as in earlier 0.4 builds.
  • All 59 ctest unit tests passed on this machine, including new tests for two hunters side by side, a mark filed with another hunter's position or none, hunters walking, and a mark with no name under it.
  • The fix was tried on a development build of this code in an online Guild Hall, walking past another hunter who had posted a quest, before tagging.
  • Both zips were packed by release_windows.sh, then unpacked and checked: 290 overlay DLLs each, no game-data files, and no path, user name or email address of this machine. The script's own path search aborted inside Git Bash, as for earlier releases, so that search was repeated separately.
  • The normal zip was installed from a disc image into a scratch data folder and booted headless for 40 seconds: it reports v0.4.2, Functions: 272890, and overlays installed.

Not verified

  • The tagged release build itself was not played; the fix was checked on screen on a development build of the same code.
  • The portable zip was scanned but not booted.
  • The game was not played from the Linux tarball, and it was not run on a Steam Deck. ctest was not run in the Linux release build.
  • No macOS, Android or Flatpak package for this tag.
  • No full TESTING.md smoke test is recorded in COMPATIBILITY.md for this release.

Pokee v0.4.1

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@LocalBBQ LocalBBQ released this 20 Oct 02:58

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. Linux, macOS, Android and the Flatpak are not part of it; v0.4.0 remains the latest Linux build.

Downloads

File What it is
pokee-0.4.1-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-0.4.1-windows-x86_64-portable.zip The same, plus portable.txt: keeps all data in data\ next to Pokee.exe

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

76fa95a2143b7d951ab295f2331e82174faebfaf9a665fed65e555f2c1eac90a  pokee-0.4.1-windows-x86_64.zip
f046a006a2a4c9c1e3534244a180618d1bde02878c5aa7fb1dbdaa1eedad52e6  pokee-0.4.1-windows-x86_64-portable.zip

What changed since v0.4.0

  • Eat in the Guild Hall. Sit down at one of the Guild Hall's tables with □ and press △: your home Felyne Kitchen's menu opens, as Order Food does in the house, with the same meals, prices, effects, kitchen skills and messages. The chefs' cooking scene does not play and the hunter stays seated. The game's rule stays: one meal until the next quest, wherever it was eaten; △ again, or before the kitchen is open, plays the refusal. Backing out costs nothing. Works online or off. On by default; Mods page or MHFU_HALL_MEAL=0 turns it off. MHFU_TRACE_HALL_MEAL=1 traces it. Commit f909750.
  • Order Food hint. While a meal can be ordered, the bar at the top left keeps the game's □ :Stand Up and gets a second row under it, △ :Order Food, drawn with the game's own bar, icon and words; the △ blinks together with the □. Commit c9a0a8c.

Build

Version: v0.4.1
Commit: c9a0a8cfff9d0e5f085d1d526500139b2ce0d47c
Built: 2026-10-20 02:49:29 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.

Checked

  • Windows: built with MSVC from tag v0.4.1 (c9a0a8c) with -DMHFU_RELEASE=ON. The 290 overlay DLLs are v0.4.0's: include/psprecomp/ and src/ are unchanged since v0.4.0.
  • All 59 ctest unit tests passed on this machine, including the hall meal tests for the menu, the meal, the refusal and the second row's calls and shared blink.
  • The two-row hint and ordering a meal were tried on a development build of this code in an online Guild Hall with another player before tagging.
  • Both zips were packed by release_windows.sh, unpacked again, and checked: 290 overlay DLLs each, no game-data files, and no path, user name, address or computer name of this machine. The script's own path search aborted inside Git Bash, as for earlier releases, so that search was repeated separately.
  • The normal zip was installed from a disc image into a scratch data folder and booted headless for 40 seconds: Functions: 272890, and overlays installed.

Not verified

  • The tagged release build itself was not played; the meal was checked on screen on a development build of the same code.
  • Whether the food's effects carry into a quest started from the Guild Hall right after eating there was not checked in a quest.
  • The portable zip was scanned but not booted.
  • No Linux, macOS, Android or Flatpak package for this tag.
  • No full TESTING.md smoke test is recorded in COMPATIBILITY.md for this release.

Pokee v0.4.0

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@LocalBBQ LocalBBQ released this 19 Oct 22:08

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-0.4.0-linux-x86_64.tar.gz Portable Linux: pokee, Pokee, overlay libraries, SDL3, FFmpeg, the fallback font, and licenses
pokee-0.4.0-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-0.4.0-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):

23965d58db189e723ce467d2b1c1c7695de8994a9482ea16b271d3f7c2a7908e  pokee-0.4.0-windows-x86_64.zip
1981a6136c5c12a36fea523b734695be98b1b2664362f55b84da0301384c49c8  pokee-0.4.0-windows-x86_64-portable.zip

What changed since v0.3.7

  • Item Sets. The item box menu, at home and in the Guild Hall, has a seventh entry, Item Sets, after Combine Items: register the pouch as a set and load a set again from the box, in the game's own windows. Sets are kept per hunter in item_sets.txt in the data folder. On by default; Mods page or MHFU_ITEM_SETS=0 turns it off. Commit 85b48b0.
  • Change Equipment in the Guild Hall. The Guild Hall's item box offers Change Equipment as the box at home does, online or not, except while you are readied for a quest. When the equipment screen closes in an online hall, the other hunters load you again in the new equipment, both those already in the hall and those who join later, in a full hall of four too. On by default; Mods page or MHFU_HALL_EQUIPMENT=0 turns it off. MHFU_TRACE_HALL_EQUIPMENT=1 traces it. Commits f273c66, afef50f.
  • Item Sets and Change Equipment together. Both change the Guild Hall's item box; they now share it, with Item Sets' row above Change Equipment. Commits 60ccc46, eb8c711.
  • Fewer stutters walking back into an area. The vertex cache keeps what it has decoded until it is full instead of dropping it after three frames, so returning to an area or turning the camera back no longer decodes everything again: on the test route the first frame back in an area went from 46 to 79 ms to no slow frame at all. The first visit to an area writes its vertices once instead of three times. MHFU_OLD_VERTEX_CACHE=1 and MHFU_NO_MISS_TO_HOLD=1 restore the old behaviour. Commits de8b352, 1918cb7.
  • Smoother frame interpolation after leaving town. The first two seconds of a quest no longer show the older frame again in place of a blend. MHFU_INTERPOLATION_SLOW_DELAY=1 restores the old estimate. Commit 1918cb7.
  • HD texture packs load with the machine's cores and memory instead of a fixed number of loaders. Commit 6924c27.
  • Menu section titles are smaller, without the orange rule across the panel. Commit 0cf2dd6.
  • Diagnostics (nothing changes unless a variable is set): the [stalls]/[slow-frame] trace times texture creation, allocations, pipeline cache saves, texture pack work and each draw's vertex writes, and gives each slow frame its emulated time and draw count; MHFU_TRACE_KERNEL=<thread name> traces one thread; MHFU_TRACE_BODIES_WATCH watches a field of a dead raptor. docs/STUTTERS.md records the stutter investigation.

Build

Linux

Version: v0.4.0
Commit: 0cf2dd6a3eaa2347e436bd2c4a045426a74dca2e
Built: 2026-10-19
Platform: Linux x86-64
Configuration: Release; MHFU_RELEASE=ON
Build environment: Steam Runtime 3 sniper SDK
Needs glibc: 2.29 or newer
SDL3: 3.4.16
FFmpeg: 7.1.5 (LGPL)
Overlay libraries: 298

Windows

Version: v0.4.0
Commit: 0cf2dd6a3eaa2347e436bd2c4a045426a74dca2e
Built: 2026-10-19 22:01:09 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.

Checked

  • Linux: built from tag v0.4.0 (0cf2dd6) by release_linux.sh in the Steam Runtime 3 sniper SDK container. The script found no game data in the staged build or the tarball, and a separate scan of every file, binaries included, found no path, user name or computer name of the build machine.
  • Linux: the tarball was unpacked into a folder of its own, installed from a disc image into a temporary data directory and booted headless: the executable's SHA-256, Functions: 272890, and overlays installed.
  • Windows: built with MSVC from tag v0.4.0 (0cf2dd6) with -DMHFU_RELEASE=ON.
  • All 58 ctest unit tests passed on this machine, including new tests for item sets, hall equipment, the two sharing the item box, and the hook chain.
  • Item Sets and Change Equipment in the Guild Hall were played with four instances in one online hall over a WireGuard ad hoc server, including a change of equipment in a full hall seen by the other three, on a build of this branch before commits eb8c711, afef50f and 0cf2dd6.
  • Both zips were packed by release_windows.sh, unpacked again, and checked: 290 overlay DLLs each, no game-data files, and no path, user name, address or computer name of this machine. The script's own path search aborted inside Git Bash, as for earlier releases, so that search was repeated separately.
  • The normal zip's Pokee.exe was booted headless for 40 seconds against an installed data folder: Functions: 272890, and overlays installed.

Not verified

  • The tagged build was not played: Item Sets in the Guild Hall with Change Equipment on (eb8c711), the new defaults (afef50f) and the smaller section titles (0cf2dd6, seen only in a scripted capture) were not checked on screen in a game session.
  • A quest started from the Guild Hall right after changing equipment there.
  • The renderer/UI test binary, which ctest does not run in this build, was not run.
  • The portable zip was scanned but not booted.
  • The game was not played from the Linux tarball, and it was not run on a Steam Deck. ctest was not run in the Linux release build.
  • No macOS, Android or Flatpak package for this tag.
  • No full TESTING.md smoke test is recorded in COMPATIBILITY.md for this release.

Pokee v0.3.7

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@LocalBBQ LocalBBQ released this 18 Oct 03:31

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-0.3.7-linux-x86_64.tar.gz Portable Linux: pokee, Pokee, overlay libraries, SDL3, FFmpeg, the fallback font, and licenses
pokee-0.3.7-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-0.3.7-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):

c63e7dd42a4f57a43b4746091a44be501c590b3c6df3ad72d0477a7c887840a1  pokee-0.3.7-windows-x86_64.zip
0b7910da0ce749d1953b07f56e5d06dddcc935b44c1441393e5761bab9cda8ad  pokee-0.3.7-windows-x86_64-portable.zip

What changed since v0.3.6

  • Join from the command line. Pokee --join [address] starts with Ad hoc play on and the server set to address (host or host:port) for that run only; settings.ini and the recent servers are left alone. Without an address it joins the session hosted on this machine, and gives the run a player address of its own so two instances on one PC are not taken for one player. Commit 5109ff2.
  • Steadier names in the gathering hall. A name over a hunter no longer jumps when that hunter takes a quest or readies up, or as the ready mark blinks, and stays over its hunter while the camera turns. The quest paper and ready mark stay on the name they belong to. MHFU_TRACE_HALL_NAMES=1 traces these labels. Commit 53687d9.
  • Give Any Rarity Item is off by default. The Guild Hall's Give is back at the game's own limit, Rare 1 to 3, unless you turn the option on in the Mods page (or MHFU_GIVE_ANY_RARITY=1). v0.3.6 saved it as on in every settings file, so it is switched off once on update; turn it on again if you want it. Commit a1f2615.
  • Gather icon thickness removed. The gather mark is always a thin ring with the font's own ?, scaled with Gather icon size. A saved thickness is ignored. Commit a1f2615.
  • MHFU_TRACE_BODIES. A diagnostic trace of how long a dead monster lies before the game removes it. It does nothing unless the variable is set. Commit 9a4ce83.

Build

Linux

Version: v0.3.7
Commit: a1f261548e5b78118aa5a1ba90ed86048afc0c18
Built: 2026-10-18
Platform: Linux x86-64
Configuration: Release; MHFU_RELEASE=ON
Build environment: Steam Runtime 3 sniper SDK
Needs glibc: 2.29 or newer
SDL3: 3.4.16
FFmpeg: 7.1.5 (LGPL)
Overlay libraries: 298

Windows

Version: v0.3.7
Commit: a1f261548e5b78118aa5a1ba90ed86048afc0c18
Built: 2026-10-18 03:23:47 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.

Checked

  • Linux: built from tag v0.3.7 (a1f2615) by release_linux.sh in the Steam Runtime 3 sniper SDK container. The script found no game data in the staged build or the tarball, and a separate scan found no path or user name of the build machine.
  • Linux: the tarball was unpacked into a folder of its own, installed from a disc image into a temporary data directory and booted headless: the executable's SHA-256, Functions: 272890, and overlays installed.
  • Windows: built with MSVC from tag v0.3.7 (a1f2615) with -DMHFU_RELEASE=ON.
  • All 53 ctest unit tests passed on this machine.
  • Both zips were packed by release_windows.sh, unpacked again, and checked: 290 overlay DLLs each, no game-data files, and no path, user name or computer name of this machine. The script's own path search aborted inside Git Bash, as for earlier releases, so that search was repeated separately.
  • The normal zip was installed from a disc image into a folder of its own and booted headless for 40 seconds: Functions: 272890, 290 overlay corpora, and overlays installed.

Not verified

  • The game was not played from these zips. --join, the hall names, the Give default and the gather mark were not looked at on screen from the release build, and --join was not tried between two instances.
  • The renderer/UI test binary, which ctest does not run in this build, reports 24 failures in camera, gamepad and diagnostic checks; its gather mark checks pass. Whether those failures also occur on v0.3.6 was not checked.
  • The portable zip was scanned but not installed or booted.
  • The game was not played from the Linux tarball either, and it was not run on a Steam Deck. ctest was not run in the Linux release build.
  • No macOS, Android or Flatpak package for this tag.
  • No full TESTING.md smoke test is recorded in COMPATIBILITY.md for this release.