Skip to content

v0.23.0

Choose a tag to compare

@Odrannnn Odrannnn released this 12 Oct 21:25
· 19 commits to port since this release

Photo mode, quick resume after closing the app or a crash, skippable boot logos, save states improvements, save import and conversion between every Metroid Prime release: PAL, USA 1.01 and 1.02 discs supported by default, a 1.00 sequence-break compatibility option, button prompts that follow your rebinds, and Remastered sun shadow cascades.

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

What changed

New

  • Photo mode: the pause menu's "Photo mode" row (touch works too), F8 (rebindable), F1 > Game or the console photo. Freezes the game with a free camera, FOV and roll, an option to show or hide Samus, and PNG capture at 1x, 2x or 4x resolution. Works during cutscenes too. On Android the panel fits the screen, an invisible stick on the left flies the camera and dragging looks around, and photos go to Pictures/Metroid Prime.
  • Quick resume (F1 > Save states, on by default): the game keeps a resume state at most about 30 seconds old, written as it goes, so it survives quitting, sending the app to the background on Android, crashes and power loss. A window asks whether to continue from the Nintendo logo onwards; Yes goes straight into the game, skipping the remaining logos and the file-select animation. No keeps the state for next time.
  • Boot logos (F1 > Game > Cutscenes): A or Start skips each logo by default; they can also be turned off or shown in full.
  • Save states keep the room (F1 > Save states, on by default): loading a state brings back the rooms' enemies (alive or dead, health, position), doors, moving platforms, timers and counters as they were saved. Enemy AI state and boss fight progress are not kept.
  • Arm cannon offset (Video > Display): sliders move the arm cannon up to 1 m right, forward and up (#72).

Saves

  • Import from any release: saves from the Wii Trilogy (save.bin, or a Wii SD export's data.bin), the USA and PAL GameCube discs and Dolphin are converted to the mounted disc's format (F1 > System > Memory card). Things the disc doesn't have are dropped.
  • Export as: the card's files as they are, a USA or PAL GameCube save, or the Wii Trilogy's save.bin (written into an existing one, backed up to save.bin.bak; Echoes and Corruption are kept). A Wii data.bin is console-signed and can't be written.
  • The PAL disc now writes PAL Metroid Prime's own save file, so PAL saves work on a GameCube or in Dolphin and keep every cinematic flag. Saves from earlier port versions are converted once at startup; the old files are kept in _replaced. PAL saves also store the selected language.

Disc versions

  • USA 1.01 and 1.02 discs are now accepted, with cutscene skips, pickups, softlock fixes and Archipelago patches working as on 1.00.
  • 1.00 sequence-break compatibility (F1 > Game > Revision compatibility, off by default, reload needed): brings back the 1.00 script behaviour that later USA revisions and PAL removed (Geothermal Core, Main Quarry, Ore Processing, Ruined Courtyard, Elite Research, Hive Totem, Central Dynamo). Always on in randomizer and Archipelago games.

Controls

  • Button prompts follow your Remap bindings when "Follow the input in use" is on, instead of always showing the defaults (#83).
  • Keyboard-only players can use keys bound to the "Menus and map" rows (#84).
  • Android handhelds whose L2/R2 arrive as plain buttons (e.g. the RG Rotate) can use and rebind the triggers (#81).
  • Linux release builds include SDL's hidraw backend, so Switch Pro, DualShock 4 and 8BitDo pads are fully recognised, gyro included. The Flatpak now asks for device access to reach them (#82).

Fixes

  • The widescreen HUD no longer stretches the X-ray and thermal side elements while turning (#64).
  • USA 1.01 boots and PAL saves no longer log bogus errors.

Remastered import — very experimental and unsupported

The inventory and Wave Beam changes need a re-import of an existing import (the Mods and import panels say "re-import needed"). Nothing changes unless you import your own Remastered copy; none of its assets ship here. Remove mods/remastered-models to return to retail.

  • The sun shadow uses Remastered's four cascades out to 350 units, so distant structures are shadowed too and near shadows are sharper.
  • Actors outside the view still cast sun shadows, as in Remastered.
  • One family of Remastered blended effects no longer tints the scene behind it.
  • The inventory screen's visor and Samus model use Remastered's coverage, pulse and reflection materials.
  • The Wave Beam orb uses Remastered's additive blend, so it is brighter and translucent (its HDR glow is still missing).
  • Lighting accuracy is still not verified everywhere; beam effects remain incomplete; HDR scene rendering is not included.

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-0.23.0-linux-x86_64.tar.gz Bare binary and licences; OpenSSL 3 required
Windows metroid-prime-port-0.23.0-windows-x86_64.zip Unzip; Visual C++ redistributable required
macOS metroid-prime-port-0.23.0-macos-arm64.zip Very experimental; Apple Silicon, macOS 13+
Android metroid-prime-port-0.23.0-android-arm64.apk Signed update; arm64-v8a, Android 9+

The macOS app is ad-hoc signed, not notarized. Clear quarantine with xattr -dr com.apple.quarantine "Metroid Prime Port.app" if needed. Metal rendering, input and audio still need broader real-device testing.

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.