github Odrannnn/MetroidPrimePort v0.29.0
0.29.0

3 hours ago

New HUD and crosshair options, beam doors that stay unlocked, Remastered movement improvements, an Android setting to hide the on-screen controls, and a batch of fixes, including rapid charge locking every weapon.

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

Display

  • Per-visor HUD opacity: separate opacity for the X-Ray, Thermal and Scan visors and for the energy readout (Video > Display, console hudopacity) (#144).
  • Crosshair style: "Remastered" draws the combat aiming cursor of Metroid Prime Remastered, which shrinks with distance and turns red over targets (Video > Display, crosshair_style). No Remastered files are needed.
  • The credits text now stays inside the 4:3 movie on wide screens instead of scrolling over the black bars.

Gameplay

  • New setting "Unlock beam doors once opened" (off by default): once you break a Wave, Ice, Plasma or Power Beam door, both sides of that doorway become plain blue doors for the rest of the save (#149).
  • Rapid charge no longer locks beams, missiles and bombs when you switch beams while holding a charge (#154).
  • Loading a savestate in morph ball no longer stops bombs from working until you unmorph.
  • Loading a savestate puts the flame jets on Monitor Tunnel's pistons back on their pistons (#148).

Controls

  • Twin-stick aim reaches its full speed: full tilt of the C-stick used to turn at under half the set speed, and slower still on diagonals.
  • Rumble toggle in F1 > Controls, and a controller left plugged in no longer rumbles while you play on keyboard and mouse (#138).
  • Android: F1 > Controls > Touch & gyro "On-screen controls" turns the touch overlay off for pad players; MENU and START stay so you can turn it back on (#137).
  • The memory card sharing settings are now saved the first time you change them (#115).

Archipelago

  • Works with the released Metroid Prime AP world (Electro1512's v0.5.0): item ids are now read by name from the server, so the Missile Launcher, main Power Bomb, beams and Charge Beams arrive as the right items (#136).

Remastered visuals

  • The Power Beam charge effect points forward out of the cannon and its glow sits on the muzzle, and the held charge sphere keeps its brightness and opacity under HDR. The Remastered effects are re-imported once on the first start.
  • Faint additive effects such as rain no longer turn into a bright curtain with HDR on.

Issues addressed

  • #115 Save import/export Primehack (memory card sharing settings now saved)
  • #117 Jumping momentum regression (Remastered movement on moving platforms)
  • #136 Missile launcher isn't collected when playing on Archipelago
  • #137 Allow permanently disabling on-screen overlay
  • #138 Controller rumble
  • #144 Opacity sliders for separate visor functions
  • #147 Unstable support and unreliable jumps on vertically moving platforms
  • #148 Quicksave/load restores moving platforms without their flame/effect transforms
  • #149 Keep beam-dependent doors unlocked after you unlock them the first time
  • #154 Unable to use any weapon after switching beams while charging Power Beam

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-0.29.0-linux-x86_64.tar.gz Bare binary and licences; OpenSSL 3 required
Windows metroid-prime-port-0.29.0-windows-x86_64.zip Unzip; Visual C++ redistributable required
macOS metroid-prime-port-0.29.0-macos-arm64.zip Very experimental; Apple Silicon, macOS 13+
Android metroid-prime-port-0.29.0-android-arm64.apk Signed update; arm64-v8a, Android 9+

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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