github Odrannnn/MetroidPrimePort v0.36.0
0.36.0

3 hours ago

The Metroid Prime 2: Echoes native port is also now available!

You need your own disc image: Metroid Prime Trilogy (R3ME01 USA, R3MP01 PAL), Metroid Prime USA (GM8E01, revisions 1.00, 1.01 and 1.02), PAL (GM8P01). No disc image or game assets are included.

What changed

Metroid Prime Remastered graphics (#230)

  • Room trigger volumes switch the room's fog and grading, as on Switch (including the Frigate's fog).
  • The X-ray visor draws the room geometry.
  • The Chozo Lore sheets draw with Remastered's shader.
  • Frozen enemies draw Remastered's icy shell (a re-import writes the material).
  • Cutscene suit bodies use Remastered's cutscene models, with the face and visor glass.
  • Many sprite, glow and particle effects take the frame's exposure, so they no longer flash or dim with whatever model drew last.
  • Stacked beam spam no longer makes the HUD and suit flicker.
  • A setting turns the Phazon Suit aura off, and you can pick which parts of the installed import load.
  • Several retail models that were wrongly replaced keep their own mesh again (Phazon stream, minimap depth mask, Parasite Queen barrier).

Input

  • Save your own binding presets in Remap > Presets..., plus a quick setup.
  • Rebinding a trigger records one input, not RT + RT click + RT.
  • Options to invert map rotation (#225).
  • Button prompt icons draw at twice the size, centred on the text line (#229); Trilogy's Spider Ball text shows the R binding.
  • Trilogy corner menus keep GameCube's item directions without radial menus.
  • Twin stick: no R-trigger free look outside the Morph Ball; LB beam chords work with the touch overlay on.

Fixes

  • Skipping the Frigate cutscene where Samus loses her items now actually takes the items (#233).
  • The F1 menu opens once per press at high frame rates (#235); simulation at non-60 Hz rates keeps clocks, aim and presentation right.
  • Stacked beams no longer use up the room's object slots (Hopefully I did not break anything badly!!).
  • Saves are flushed to disk before replacing the old file.
  • A second running instance writes its own log.
  • The cheat menu toggles the twelve Chozo Artifacts and lights their Artifact Temple totems.
  • Audio renders just in time from the SDL stream callback (lower latency).
  • A world PAK's table stays in memory when ARAM is full.
  • Switch back to the normal game from the Randomizer page.
  • OpenGL: anisotropy is capped at 4x on adapters without compute; Dawn update.
  • Flatpak: PulseAudio socket.
  • Various third person camera improvements

Issues addressed

  • #216 Samus walks strangely backwards in third person
  • #225 World map is hard to control with inverted control
  • #226 Dread samus shoulder pad is messed up
  • #229 PC Port's button prompts image size is too low
  • #230 Multiple MPR Issues after 5 playthroughs
  • #233 Skipping cutscene where Samus loses her Powerups causes her to temporarily retain them
  • #235 Options menu button bugged on higher framerates

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-0.36.0-linux-x86_64.tar.gz Bare binary
Linux MetroidPrime-aarch64.AppImage Experimental; arm64 Linux, chmod +x, then run
Linux metroid-prime-port-0.36.0-linux-aarch64.tar.gz Experimental; arm64 Linux
Linux metroid-prime-port-0.36.0-linux-*.debug Debug info for the tarball binaries (crash reports only)
Windows metroid-prime-port-0.36.0-windows-x86_64.zip Visual C++ redistributable required
Windows metroid-prime-port-0.36.0-windows-arm64.zip Experimental; Windows on Arm
macOS metroid-prime-port-0.36.0-macos-arm64.zip Apple Silicon, macOS 13+
Android metroid-prime-port-0.36.0-android-arm64.apk Arm64-v8a, Android 9+
iPhone / iPad MetroidPrimePort.ipa iOS / iPadOS 16+

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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