Unified control remapping, smoother high-FPS presentation, faster movie decoding, and fixes for sound settings, PAL map icons and cached GLES shaders.
You need your own disc image: Metroid Prime USA v1.00 (GM8E01) or the experimental PAL release (GM8P01). No disc image or game assets are included.
What changed
Controls
- One F1 > Controls > Remap list for keyboard, mouse, touch and controllers, with inline editing and recording, chords, trigger modes and per-controller profiles.
- Choose the active controller beside the binding profile.
- Mouse wheel cycles owned beams by default; next/previous beam and visor actions can be remapped (#61).
- Choose on-screen button glyphs. Pads without GameCube trigger-click buttons no longer keep unusable L/R click mappings (#59).
Fixes and improvements
- Rolling Morph Ball interpolation and stale camera motion during scan freezes fixed (#70).
- Slow front-end ticks no longer spiral into excessive catch-up work; faster, output-equivalent THP movie decoding (#54).
- Saved Mono/Stereo/Dolby Surround sound mode is preserved, with an F1 audio setting (#65).
- F1 > System can reset configuration after confirmation, backing it up while preserving saves, mods and source paths (#68).
- Imported PAL map-legend icons are mapped correctly (#67).
- GLES skips incompatible cached lightmap pipelines instead of trying to build them.
- Widescreen HUD shape under HUD lag and thermal/X-ray HUD bands corrected (#64); scan text and progress bar retain their authored proportions.
- An adjustable FPS cap for uncapped rendering; Direct3D uses Immediate presentation with vsync off to avoid a fullscreen 60-FPS limit (#37).
- Android keeps the launcher icon visible until the first rendered frame and suggests a filename for GCI save exports.
- macOS saves stay outside the app bundle, and macOS vsync is enabled by default (other platforms are unchanged).
- Refreshed whole-game retail shader seed.
Remastered import — very experimental and unsupported
Re-import is required for the new lighting, effects and visor data. Nothing changes unless you import your own Remastered copy; none of its assets ship here. Remove mods/remastered-models to return to retail.
- Family-specific baked-lightmap UV selection fixes some incorrectly dark surfaces, including the tested Landing Site boulders. This is not a fix for every black surface or shadow; broader lighting accuracy remains unverified.
- More muzzle, bomb, Morph Ball, flamethrower and Wave Buster effects; scan-indicator visibility/fades and thermal/X-ray post-processing changes.
- Shared retail effect IDs can select separate Remastered effects per weapon. Additional colour, sprite-shape and swoosh data improve beam effects, including Ice.
- Beam effects remain incomplete; Ice visual accuracy is not fully device-verified. HDR scene rendering is not included.
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-0.21.0-linux-x86_64.tar.gz
| Bare binary and licences; OpenSSL 3 required |
| Windows | metroid-prime-port-0.21.0-windows-x86_64.zip
| Unzip; Visual C++ redistributable required |
| macOS | metroid-prime-port-0.21.0-macos-arm64.zip
| Very experimental; Apple Silicon, macOS 13+ |
| Android | metroid-prime-port-0.21.0-android-arm64.apk
| Signed update; arm64-v8a, Android 9+ |
The macOS app is ad-hoc signed, not notarized. Clear quarantine with xattr -dr com.apple.quarantine "Metroid Prime Port.app" if needed. Metal rendering, input and audio still need broader real-device testing.
Licence
MIT covers this project's own work, not Nintendo's game code under src/ and include/. See LICENSE and NOTICE. Metroid Prime is a Nintendo trademark; this project is unaffiliated with Nintendo and Retro Studios.