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. 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. 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.