github Odrannnn/MetroidPrimePort v0.21.0

3 hours ago

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.

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