Mostly fixes and smoothness: a memory leak that got Android killed, a shutdown
hang, a charge hum that could loop forever, an invisible wall in Magmoor, and
less stutter from the overlay, Archipelago and audio threads. The experimental
Remastered import gains colour grading, bloom, auto exposure, glass, suits and
beams, and an opt-in particle effect step.
Linux, Windows and Android, all built from one commit (58d81700).
You need your own disc image. Metroid Prime (USA) v1.00, GM8E01 disc 0
revision 0. Nothing here contains any part of the game — no disc, no assets.
What changed
Fixes
- Memory leak while walking around (most visible in Magmoor and on
Android, where the game was eventually killed). Old screen-copy sizes for
fog volumes were never freed. Android also caps mod textures at 1024. - Closing the window (Alt+F4) could hang the game on shutdown.
- A charged beam's hum could keep playing after the shot. The PC mixer
now retires a stopped looping voice every frame, as the GameCube does. - Magmoor Caverns, Workstation: an invisible wall over the lava crust with
a model mod installed. Solid scenery now takes its collision box from the
disc's model, as retail does, not from the mod's. - A game with some PBR materials could abort while building a shader
("Uniform size exceeds maximum"). - A missing UV set no longer aborts the game (a mod model that reads one
now logs a warning naming the model and draws). - Controller connected mid-game: a real pad now takes player 1 even when
the Android touch overlay was holding it. - Smoother play: settings save when a slider is let go rather than every
frame, button prompts update a few times a second, frame pacing sleeps in
one go, and the Archipelago client, debug console, log and audio threads no
longer stall the game. Archipelago checks are sent within a tenth of a second.
New
- Start without a prompt when the disc image is beside the executable (or
in a subfolder of it; for an AppImage, beside the AppImage). - Log to a file: F1 > Debug > Log,
MP_LOG_FILE=1(also on Android). - Exit game button in F1 > Session, and teleport to an area that isn't
loaded in the cheats panel. - Empty lock-on: with mouse aim or twin stick, L with nothing to target
strafes like holding L on a GameCube pad. - Free camera can show Samus's body, and F1 > Audio's sample list is
sorted and can be frozen.
Remastered import (very experimental, unsupported)
As before: the Remastered import and everything built on it are very
experimental and currently unsupported. Expect wrong or missing models,
lighting that is off, crashes and heavy memory use, and a re-import after
most updates — this release needs one. Removemods/remastered-models
to get the retail game back. Nothing changes unless you run the import
yourself, and nothing of Remastered ships with the port.
- Rooms take Remastered's look: each room's colour grade (with its local
grade hints, under water and in fights), bloom, auto exposure eased between
rooms, blended reflection probes, and glow at the room's own exposure. - Every suit and beam gets its Remastered model, ball and gun, with the
Wave/Plasma glow animated. Door shields, glass, waterfalls and two-sided
surfaces draw by Remastered's own rules, and UVs keep each map's wrap mode. - Room geometry follows Remastered's scripts (scenery and geometry that
appears or hides with the story) and can stay on the GPU (setting). - Particle effects (opt-in): a checkbox in the import panel (or
MP_REMASTERED_EFFECTS=1) converts Remastered's effects to the game's
format. Off by default. - The import is faster and uses less memory, and resources past 2 GiB spill
into extra PAKs instead of failing to boot.
Details for mod authors are in docs/NATIVE_PORT.md.
Downloads
| Platform | File | Notes |
|---|---|---|
| Linux | MetroidPrime-x86_64.AppImage
| Self-contained. chmod +x, then run.
|
| Linux | MetroidPrimePort.flatpak
| flatpak install --user ./MetroidPrimePort.flatpak
|
| Linux | metroid-prime-port-0.10.0-linux-x86_64.tar.gz
| Bare binary, textures and licences |
| Windows | metroid-prime-port-0.10.0-windows-x86_64.zip
| Unzip anywhere; needs a Visual C++ redistributable |
| Android | metroid-prime-port-0.10.0-android-arm64.apk
| Sideload; arm64-v8a, Android 9+ |
Licence
Unchanged. MIT covers this project's own work, but not the game code under
src/ and include/, which remains Nintendo's. See LICENSE and NOTICE.
Metroid Prime is a trademark of Nintendo. This project is unaffiliated with
Nintendo and Retro Studios.