github Odrannnn/MetroidPrimePort v0.27.0
0.27.0

2 hours ago

Mouse and touch in the menus and the map, optional Trilogy-style pointer aim, Remastered room animations, waterfalls and shader fixes, movement accuracy, and a memory card shared with Dolphin or PrimeHack.

You need your own disc image: Metroid Prime USA (GM8E01, revisions 1.00, 1.01 and 1.02) or the experimental PAL release (GM8P01). No disc image or game assets are included.

What changed

Menus and controls

  • Point and click menus: the mouse or touch works in the front end, the pause screens (log book, options sliders, Samus doll), save and message dialogs, and the map (drag to rotate or pan, wheel or pinch to zoom, click to select). Escape backs out of menus. Toggle it in Remap > "Point and click menus".
  • On the map, zooming out past the farthest distance or tapping the A prompt opens the world map. On touch, a two-finger twist rotates the map.
  • Optional Trilogy-style pointer aim (Controls > Options > Aiming, off by default): the crosshair moves over the screen and the view turns once it nears the edge. Works with the mouse, twin stick, gyro and touch.
  • The free-aim crosshair hides while locked on (#112).
  • The mouse sensitivity slider goes much lower, for high-DPI mice (thanks @Sol1vaN, #89).

Movement

  • Jumps rise as high and runs reach the same top speed at any tick rate as at 60 Hz.
  • With direct aim, movement matches retail and Remastered in every stick direction.
  • With Remastered movement, jumps carry as far as retail again, so ledges like the Observatory bomb slot are reachable (#114).

Remastered

  • One Import button converts everything, room geometry and effects included; the mod's on/off switch is on the Remastered page.
  • Room actor animations play, including Crater's skinned model and animations that scale joints.
  • Timed waterfalls fade in and out as in Remastered; rooms ease between exposures and keep the last colour grade.
  • Cutout meshes cast alpha-tested sun shadows; matcap and rim shader fixes (kinds 4 and 13); glow on fallback materials follows the exposure.
  • Room environments load off the main thread, removing a hitch on area loads.
  • The Wave Beam's electric swoosh effects are imported.
  • These need a re-import: the port reminds you at launch; run it from F1 > Remastered.

Graphics

  • Optional per-pixel lighting (Video > Quality, off by default) (#113).
  • Acid, lava and water fog volumes draw in one pass on PC, much cheaper at high resolutions (#111).
  • "Scan image spread" (Video > Display) sets how far the scan side panels move out on widescreen; 0 on Android by default (#56).

Other

  • The memory card can be shared with Dolphin or PrimeHack (F1 > Memory card; the PrimeHack Flatpak is found automatically) (#115).
  • Photo mode's free camera moves smoothly at high refresh rates (#110).

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-0.27.0-linux-x86_64.tar.gz Bare binary and licences; OpenSSL 3 required
Windows metroid-prime-port-0.27.0-windows-x86_64.zip Unzip; Visual C++ redistributable required
macOS metroid-prime-port-0.27.0-macos-arm64.zip Very experimental; Apple Silicon, macOS 13+
Android metroid-prime-port-0.27.0-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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