github Odrannnn/MetroidPrimePort v0.30.1
0.30.1

4 hours ago

More Remastered effects drawn with their own shaders, soft particles, resuming boss fights from savestates, retail-accurate ricochets for charged shots, and fixes for beam-door unlocks after updating, Android storage use and the resume prompt.

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

Remastered visuals

  • More Remastered effects now use their own shaders instead of falling back to the GameCube look: the Ice Beam's charge block and the charged shot's impact shards, missile and fire sprites, enemy disintegration, the goo that splats on your visor (which now actually draws, placed as in Remastered), the rain runoff sheets on the visor, and the refraction warp on Babygoth, shot smoke and the Ice charge.
  • Soft particles: effects fade where they meet walls and floors instead of cutting a hard line, as in Remastered.
  • The charged Plasma ball and the Plasma Beam get their fire-spiral swooshes, which the disc's weapon data has no slot for.
  • Each area's opaque world is drawn before any area's transparent effects, so effects in one area are no longer covered by the next area's walls.
  • More particle elements convert exactly (curl noise, vector fields, cones, spawn planes and others), and the Power and Plasma charge effects sit on the barrel again instead of above or behind it.
  • The Remastered effects are re-imported once on the first start.

Gameplay

  • Charged and combo shots ricochet off reflective parts as in the original instead of vanishing: Omega Pirate's limbs, Burrowers, Tryclops and Thardus' rocks.

Savestates

  • A state saved during a boss fight loads into the running fight instead of crashing or softlocking (Flaahgra, Hive Totem's War Wasps and others).

Controls

  • Gyro (#118): Recalibrate now measures the resting pad for 3 seconds after its countdown and keeps the result, and turning auto-calibrate off keeps the drift learned so far. Reset aim recentres the crosshair under pointer aim; the new reset_aim_both setting also levels the camera every time.

Fixes

  • Unlocked beam doors and map data are found again after copying user/ into a new release folder (#164).
  • A mouse click on the resume prompt no longer accepts it: only the Yes/No buttons decide (#166).
  • Sound mutes from the F1 Audio tab are no longer saved across launches, and "Unmute all" unmutes everything.
  • Android: the old copy of the Remastered import left in the mods folder by earlier versions is deleted once the app's own copy is in place, freeing up to ~15 GB.
  • Android: GPU frame buffers no longer grow mid-frame, which may fix the device loss when opening the map (#165).

Issues addressed

  • #118 Improved gyro aiming support (follow-ups)
  • #134 Hit consistency issues with Plasma Beam & Super Missiles
  • #164 "Unlock beam doors once opened" did not work directly after updating
  • #165 Game crashed when I opened the map (possible fix)
  • #166 Cannot refuse auto save resume at first startup (mouse click wrongly accepted)

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-0.30.1-linux-x86_64.tar.gz Bare binary and licences; OpenSSL 3 required
Windows metroid-prime-port-0.30.1-windows-x86_64.zip Unzip; Visual C++ redistributable required
Windows metroid-prime-port-0.30.1-windows-arm64.zip Experimental; Windows on Arm
macOS metroid-prime-port-0.30.1-macos-arm64.zip Very experimental; Apple Silicon, macOS 13+
Android metroid-prime-port-0.30.1-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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