github Odrannnn/MetroidPrimePort v0.22.0

4 hours ago

Smoother high-FPS presentation, standard and rebindable menu buttons, options for auto-aim, secondary crosshairs and scan speed, a PAL intro crash fix, and Remastered prop lighting.

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

Smooth frames

  • More of the scene is blended between game ticks at high frame rates: trails, newborn particles, visor billboards and reticles, more effects, space warps, lights, water and world-material clocks, HUD lag and the HUD clock (#76).

Controls

  • Separate menu buttons (on by default): the pause screen, front end and map use the pad's standard A/B/X/Y, bumpers and D-pad even when gameplay buttons are remapped (#57). They have their own Remap rows ("Menus and map"); turn the option off to have menus follow gameplay bindings again.
  • Port menu (F1, Back+Start), save state (F5), load state (F9) and screenshot (F12) are now ordinary bindings that Remap can show and change. The Port menu always keeps a binding.
  • Nintendo pads (Switch Pro Controller, Joy-Con pair) map by printed label, so the button labelled A confirms (#79). Saved controller profiles and Remap overrides still take precedence.

Gameplay options

  • Auto-aim can be turned off (Controls > Options > Aiming): shots go where the crosshair points unless you are locked on (#76).
  • Secondary crosshairs (combat seeker, X-ray ring, thermal crosshair) can be hidden (Video > Display) (#76).
  • Scan speed (Game > Cutscenes, 100–500 %) speeds up long logbook scans. "Original experience" keeps 100 %.

Fixes

  • PAL discs no longer crash at the intro ("the cosmos"); its narration subtitles are drawn (#78).
  • PCM16 sound streams no longer get garbage positions on 64-bit high-memory heaps.
  • The update, shader-compilation and disc-error notices stack instead of covering each other.

Remastered import — very experimental and unsupported

Re-import is required. Nothing changes unless you import your own Remastered copy; none of its assets ship here. Remove mods/remastered-models to return to retail.

  • Props lit by Remastered's single-texel lightmap lookup are now lit instead of falling back, which fixes many dark props.
  • Lightmap UV selection covers fourteen more Remastered shader families.
  • Lighting accuracy is still not verified everywhere; beam effects remain incomplete; 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-0.22.0-linux-x86_64.tar.gz Bare binary and licences; OpenSSL 3 required
Windows metroid-prime-port-0.22.0-windows-x86_64.zip Unzip; Visual C++ redistributable required
macOS metroid-prime-port-0.22.0-macos-arm64.zip Very experimental; Apple Silicon, macOS 13+
Android metroid-prime-port-0.22.0-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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