github Odrannnn/MetroidPrimePort v0.9.0

latest releases: v0.46.0, v0.45.0, v0.44.0...
one month ago

Archipelago seeds now shape the game itself (start room, items, elevators,
doors, blast shields, the temple), with a logic tracker on the map. This
release also adds new control options, fullscreen, and a movable data folder
on Android. The experimental Remastered import grows to cover the HUD, map
screen, menu movies, liquids, font and text.
Linux, Windows and Android, all built from one commit (d6a48dd8).

You need your own disc image. Metroid Prime (USA) v1.00, GM8E01 disc 0
revision 0. Nothing here contains any part of the game — no disc, no assets.

What changed

Fixes

  • Android: the first launch could crash right after picking the disc (the
    picker took the window's surface away while the renderer still used it).
  • Android: gyro aim turned the wrong way horizontally.
  • Rooms with PBR mod textures no longer streak towards the horizon on
    tiled floors (anisotropic filtering is capped at 2x for those maps).

Archipelago

  • The game follows the seed's layout: starting room and items, elevator
    destinations, artifact count and final bosses, door colours, locked doors,
    blast shields, the seed's smaller options, and randomprime's standard
    patches and softlock fixes. Elevator scans, the temple objective and the
    save prompt use the seed's text, and the completion screen names the seed
    and slot.
  • Logic tracker: F1 > Tracker lists the checks in reach, and the map's
    pickup dots are coloured by logic.
  • Warp to start: hold L+R and decline a save station's prompt.
  • Staggered suit damage as a setting, and a seed's game can hold up to 999
    missiles and 99 power bombs.

Controls and display

  • Control presets: Classic and Mouse & keyboard for the keyboard, and a
    Remastered (Dual Sticks) pad layout, in the Controls tab.
  • A beam shift (hold it and use the D-pad to pick a beam), remappable
    mouse buttons
    , and a second controller button for every GameCube
    button.
  • Fullscreen setting in F1 > Render, and F11 on desktop. Android hides the
    system bars by default.

Data and Android

  • Portable data folder (desktop). A fresh install keeps its settings,
    mods and save states next to the executable when that folder is writable
    (for an AppImage, the folder holding the AppImage). An existing install with
    its settings in the per-user folder keeps using it, so nothing moves.
  • Android: move your data to shared storage, F1 > Extras > Data folder
    (/storage/emulated/0/MetroidPrime/). Saves, settings, mods, save states
    and texture packs are copied over with progress. It needs "All files access".
  • Debug tools: the debug console is in every build, plus a free camera and
    rendering debug views in F1 > Debug.

Remastered import (very experimental, unsupported)

As before: the Remastered import and everything built on it are very
experimental and currently unsupported.
Expect wrong or missing models,
lighting that is off, crashes and heavy memory use, and a re-import after
most updates. Remove mods/remastered-models to get the retail game back.
Nothing changes unless you run the import yourself, and nothing of
Remastered ships with the port.

  • The import now also brings over the in-game HUD, the map screen
    (frame, icons, reshaped rooms, compass), the title and attract movies
    (decoded with a bundled ffmpeg on Windows, MediaCodec on Android), the
    water, poison and lava surfaces, the font (drawn as a sharp distance
    field), and Remastered's rewording of the English text (scans, logbook,
    pickups).
  • Room geometry is a checkbox in the import panel. The panel remembers your
    .nsp and keys, runs below the game's priority, and is available on Android.
  • Many room geometry fixes: placement, cutout materials, finest level of
    detail only, baked lighting, door frames and scenery, and several of
    Remastered's shaders (snow, lava glow, ice, waterfalls).
  • The arm cannon now draws with PBR in game (it used to fall back to the
    retail shading).

Details for mod authors are in docs/NATIVE_PORT.md.

Downloads

Platform File Notes
Linux MetroidPrime-x86_64.AppImage Self-contained. chmod +x, then run.
Linux MetroidPrimePort.flatpak flatpak install --user ./MetroidPrimePort.flatpak
Linux metroid-prime-port-0.9.0-linux-x86_64.tar.gz Bare binary, textures and licences
Windows metroid-prime-port-0.9.0-windows-x86_64.zip Unzip anywhere; needs a Visual C++ redistributable
Android metroid-prime-port-0.9.0-android-arm64.apk Sideload; arm64-v8a, Android 9+

Licence

MIT covers this project's own work, but not the game code under
src/ and include/, which remains Nintendo's. See LICENSE and NOTICE.
Metroid Prime is a trademark of Nintendo. This project is unaffiliated with
Nintendo and Retro Studios.

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