github Odrannnn/MetroidPrimePort v0.20.0

4 hours ago

Faster rendering, a very experimental macOS build, experimental PAL disc support, Remastered-style movement under
twin stick and mouse aim, and fixes for music after loading a save state (#52),
options lost on restart (#45), a stuck control lock after Hall of the Elders
(#44), Steam Deck trigger mappings (#53) and TLS errors connecting to
Archipelago on Windows (#51).

You need your own disc image. Metroid Prime (USA) v1.00, GM8E01 disc 0
revision 0, or (experimental) the PAL release GM8P01. Nothing here contains
any part of the game — no disc, no assets.

What changed

Performance

  • Cheaper graphics command processing: far fewer pipeline rebuilds and less
    work per draw.
  • Shaders compile on several threads at startup, so the startup compile
    finishes several times faster.
  • The Remastered room import is faster on Android.

New

  • macOS (very experimental, needs testing): a first build for Apple
    Silicon Macs (arm64, macOS 13 or later). It builds and passes its tests on
    CI, but it has never been run on a real Mac, so rendering (Metal),
    input, audio and saves are all unverified. Expect problems, and please
    report what works and what doesn't. The app is ad-hoc signed, not notarized:
    after unzipping, run
    xattr -dr com.apple.quarantine "Metroid Prime Port.app" (or right-click >
    Open) before the first launch. Settings and saves go to
    ~/Library/Application Support/Metroid Prime/. Intel Macs aren't supported.
  • PAL discs (experimental): Metroid Prime PAL (GM8P01) is accepted and
    plays in its own languages (F1 > Game > Language). A USA game can also borrow
    a PAL disc's languages: F1 > Game > Language > "Add languages from a PAL
    disc...".
  • Remastered movement (F1 > Controls, on by default under twin stick and
    mouse aim): movement follows the stick directly with Remastered's air drag, so
    jumps keep a smooth arc (#46). Scan dashes still work as in the original.
  • Crosshair opacity and colour (F1 > Video > Display) for the centre
    crosshair of free aim, mouse aim and twin stick.
  • Faster stick aim: the stick aim speed goes up to 8100 (#34). The setting
    now shows only with twin stick on.
  • Sharp scan window (optional, F1 > Video > Display): the scan visor's
    magnified window renders the world again instead of zooming the screen, so
    HD textures stay sharp (#25).
  • A "Press F1 for settings" hint at launch (can be turned off in F1 > Video >
    Quality).
  • Every setting is written to the log, which helps with bug reports.

Fixes

  • The title screen and file select no longer crawl on Direct3D 11
    (older GPUs, #54): startup shader builds wait until a game is loaded there.
  • The scan's "recording to logbook" sound plays in full (#55); every
    sound with timed pauses now keeps the original's timing.
  • Music keeps playing after loading a save state (#52).
  • Invert Y, rumble, volumes and the game's other options are kept across
    launches and save files (#45).
  • All abilities work after Hall of the Elders' wave throw with skippable
    cutscenes (#44); only the Spring Ball did.
  • A trigger mapped next to a face button (Steam Deck, #53) no longer pages
    the pause menu instead of selecting.
  • A shoulder button bound to a visor works under twin stick instead of
    switching beams (#47).
  • Archipelago over TLS on Windows (#51): certificates are checked through
    Windows when its root store doesn't have the root yet.
  • Mouse aim switches twin stick on too, and the number keys pick beams under
    mouse aim (#30).
  • Toggle Lock-On latches only when something is locked on, instead of
    leaving Samus strafing.
  • No thin vertical lines in the visor at non-integer render scales (#23).
  • Run speed no longer depends on the simulation rate, and diagonal jumps no
    longer outrun the original's top speed.
  • Archipelago: the gate of Save Station Mines A opens again (#39), and frozen
    Jelzaps' ice no longer spikes.
  • The Linux build links its libraries statically; it needs only OpenSSL 3 and
    the C/C++ runtime (#27).

Remastered import (very experimental, unsupported)

The Remastered import and everything built on it are very
experimental and currently unsupported.
Remove mods/remastered-models
to get the retail game back. Nothing changes unless you run the import
yourself, and nothing of Remastered ships with the port. Re-import to get
the new effects.

  • The gun behaves closer to Remastered: projectile and charged-shot effects,
    no plasma muzzle flash or charge light, the holo wipe, lock-on extension,
    the Ice frost shell and Phazon charge. The Wave Beam's secondary
    electricity uses Remastered's effect.
  • The Morph Ball's boost trail and colours match Remastered's.
  • The Phazon Beam uses Remastered's materials and fades in as Remastered's
    does.
  • Remastered particle variables, so effects that change colour or size with
    the game's state follow it.
  • The import also works from a PAL disc.

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-0.20.0-linux-x86_64.tar.gz Bare binary and licences
Windows metroid-prime-port-0.20.0-windows-x86_64.zip Unzip anywhere; needs a Visual C++ redistributable
macOS metroid-prime-port-0.20.0-macos-arm64.zip Very experimental, untested on a real Mac. Apple Silicon, macOS 13+; clear the quarantine flag first (see above)
Android metroid-prime-port-0.20.0-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.

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