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. Removemods/remastered-modelsto 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
.nspand 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.