Any screen shape now works: near-square and tall screens get the whole picture
instead of black bars (#12), ultrawide cutscenes are no longer close-ups (#14),
and Android gets touch controls you can lay out yourself plus a new twin-stick
layout (#11).
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
Screens of any shape
- Below 4:3 (near-square screens, foldables, portrait-ish windows), the game
fills the screen instead of letterboxing (#12). The view keeps retail's
width and gains height, and the HUD spreads over the extra height: the
helmet, bars, visor and beam selectors stay on the screen edges, the morph
ball view is full height, and the arm cannon sits low in the world so shots
still leave the muzzle toward the crosshair. - Menus, the file select and the save, message and options screens keep their
proportions on any shape, and nothing draws outside their panels. - Wider than 4:3, the widescreen HUD bends instead of stretching: the
helmet's curves stay curved, and the bars slide out with their struts. - Ultrawide cutscenes are framed like retail instead of zoomed-in close-ups
(#14), and the front-end Options text stays on its panel. - The 21:9 limit is gone: very wide windows and multi-monitor setups work.
New defaults
Existing settings are kept; these apply to new installs and anyone who never
changed them.
- Aspect ratio follows the window on every platform.
- Widescreen HUD is on.
- Cutscenes have no black bars: below 16:9 they fill the screen. The bars
can be turned back on in F1 > Video > Display ("Cutscene black bars").
Android touch controls
- Move and resize every touch control (#11): F1 > Touch controls > Edit
layout. - New "Twin stick (Remastered)" layout: right stick to aim, the D-pad for
visors, hold Y to switch beams with the D-pad, with Xbox-style button
prompts in game. - The touch overlay shows each button's function next to its letter:
F1 > Touch controls ("Button descriptions").
Performance
- Room geometry stays on the GPU by default, on Android and desktop. On the
phones tested this gives 8–27% more frames per second.
Remastered import (very experimental, unsupported)
the Remastered import and everything built on it are very
experimental and currently unsupported. 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. Everything below
needs a re-import.
- The flamethrower's swoosh draws with Remastered's material instead of a
white wedge. - Many more effects import: effects whose colour texture is empty now
convert, and Ridley's breastplate effects are paired. - An import with missing files is refused instead of crashing when a room
loads.
Downloads
| Platform | File | Notes |
|---|---|---|
| Linux | MetroidPrime-x86_64.AppImage
| chmod +x, then run.
|
| Linux | MetroidPrimePort.flatpak
| flatpak install --user ./MetroidPrimePort.flatpak
|
| Linux | metroid-prime-port-0.18.0-linux-x86_64.tar.gz
| Bare binary and licences |
| Windows | metroid-prime-port-0.18.0-windows-x86_64.zip
| Unzip anywhere; needs a Visual C++ redistributable |
| Android | metroid-prime-port-0.18.0-android-arm64.apk
| Sideload; arm64-v8a, Android 9+ |
Licence
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.