Remastered clustered lighting for lit effects, every Remastered point-light effect lit, the last effects that failed to load now converting, separate vertical aim sensitivity, Archipelago and randomizer fixes, and savestate fixes for Omega Pirate, moving platforms and spider tracks.
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
- Lit effects gather the area's lights through Remastered's clustered light lists, starting with the Ice Beam's charge collision, which now uses its own lit material.
- Every Remastered effect that emits a point light lights the scene, not only the Plasma Beam's child effect.
- Lit particles take the area's ambient colour, and a VFX material's two-channel textures keep their red and green.
- More particle elements convert exactly (system scale, initial rotation and spin, vector-field and position modifiers, CMRT and others), so the last two effects that failed to load whole now load.
- Electric bolts (ELC2) match the original: one radius and colour per bolt, at the bolt's own age, with the original depth state.
- Particles that opt out of fog are no longer covered by volumetric fog.
- The Remastered effects are re-imported once on the first start.
Controls
- Mouse, touch and gyro aim each get a separate vertical sensitivity setting.
- Under direct aim, an empty lock-on can hold the camera pitch.
Randomizer and Archipelago (#170)
- Pickup jingles follow the item placed there, online and in offline seeds.
- Scanning an artifact hint sends it to the server as a hint.
- When the world's load pause ends, every area's pending load resumes, not just one.
Savestates
- Omega Pirate's path, intro and heart health are restored.
- A restored moving platform carries its attached objects, and spider ball tracks are rebuilt (#172).
Fixes
- Fungal Hall Access's beam doors unlock once opened with "Unlock beam doors once opened" enabled (#174).
Issues addressed
- #170 Archipelago implementation bugs
- #172 Magnetic ball
- #174 Door exits in Fungal Hall Access retain the Plasma Beam requirement with "Unlock beam doors once opened"
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-0.31.0-linux-x86_64.tar.gz
| Bare binary and licences; OpenSSL 3 required |
| Windows | metroid-prime-port-0.31.0-windows-x86_64.zip
| Unzip; Visual C++ redistributable required |
| Windows | metroid-prime-port-0.31.0-windows-arm64.zip
| Experimental; Windows on Arm |
| macOS | metroid-prime-port-0.31.0-macos-arm64.zip
| Very experimental; Apple Silicon, macOS 13+ |
| Android | metroid-prime-port-0.31.0-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.