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PrimedGun v2.0.0-alpha.4

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@Nobbie248 Nobbie248 released this 15 Oct 09:08

Quest players: preserve your saves before updating from alpha.3. Alpha.4 returns to iChris4's signing key (the same certificate as his alpha.2 APK). The published alpha.3 APK used a different key, so it cannot be updated directly. Do not uninstall alpha.3 until you have copied and checked your backup.

  1. Save normally at an in-game Save Station, then quit PrimedGun.
  2. Connect your Quest to a PC and copy the entire Android/data/org.primedgun.v2/files folder somewhere safe on the PC using USB file transfer, SideQuest's file manager, or ADB. Check the backup contains your .gci save in USA/Card A (USA) or EUR/Card A (PAL). port_settings.ini holds your settings. If you cannot access or verify these files, keep the old app installed until you have a working backup.
  3. After verifying the backup, uninstall alpha.3, install PrimedGun-v2.0.0-alpha.4-Quest.apk, open it once, then quit it. Copy the contents of the backed-up files folder into the new Android/data/org.primedgun.v2/files folder. Use the same game region. If you only backed up the .gci, copy it to Quest's Download folder and select it through Setup > Transfer PrimedGun Memory Card / Settings, then press Play to import it.
  4. Launch the game and check your save. Keep the backup until you have confirmed your progress.

From alpha.4 onward, all new official Quest releases will use this signing key and preserve saves automatically when installed as updates. Install future APKs over the existing app (SideQuest update or adb install -r); do not uninstall or clear app data. Builds already signed with iChris4's matching key, including his alpha.2 APK, can update directly to alpha.4. Backups are still recommended.

PrimedGun v2 is Metroid Prime in VR, running natively with no emulator. PrimedGun v1 ran the game inside Dolphin. v2 builds the game from the PrimeDecomp decompilation, through Odran's Metroid Prime native port, and adds PrimedGun's @Nobbie248 VR controls and features on top. It runs on PC VR (Windows, OpenXR) and as a standalone app on Meta Quest. This is alpha.4, an early alpha, published as a pre-release. Expect bugs and missing features, and read the known issues before you start. You need your own Metroid Prime disc image: USA v1.00 is supported, and PAL support is experimental. No game data is included.

What's new in alpha.4

  • Walk over small steps using real-world movement in roomscale mode.
  • Locking on or starting a grapple no longer spins your view to match Samus's direction, including when looking behind. Looking around does not steer an active orbit or grapple swing.
  • Restored target-following camera behavior when No Camera Turn on Lock is disabled.
  • Samus faces the headset direction when leaving Morph Ball.
  • Smoother transitions into and out of special Morph Ball cameras.
  • Weapon and arm models are mirrored in left-handed mode, including the grapple arm.
  • Stick clicks stay the same in either handedness mode: left click opens the VR menu; right click sets height.
  • A-to-jump uses A in right-handed mode and X in left-handed mode.
  • Left-handed Morph Ball uses X for bombs and A to unmorph, regardless of A-to-jump.
  • The VR menu pointer follows your selected weapon hand.
  • Improved shader caching on Quest and PC VR to reduce interruptions when entering areas. The first launch can take longer while shaders compile; later launches reuse the cache.
  • Added an in-headset shader compilation progress display.
  • Added Split rumble as the default: weapon effects rumble the weapon hand, grapple effects the other hand, and general effects both.
  • Restored rumble for charged shots, charged Plasma, Super Missiles, Flamethrower and Wave Buster.
  • Item messages, save confirmations and save prompts now stay in the headset view by default, with the world remaining head-tracked behind them.
  • Message panels stay where you were looking when they opened, so you can look around naturally. Removed the dark vignette around messages.
  • Pause menus, the logbook and map stay in view by default, with Detach game menu and map from view off for new settings.
  • Menu models appear with 3D depth, and the map opens in front of you with a smooth transition from the minimap.
  • The HUD fades smoothly when opening and closing pause menus.
  • Added an optional floating HUD for Morph Ball and messages, off by default.
  • Fixed performance drops and errors when adjusting render scale.
  • Improved map and minimap performance, especially on Quest.
  • Quest updates now use Chris's signing key. Follow the save-transfer notice above when switching from alpha.3; future official updates will preserve saves when installed over alpha.4.

Updating from earlier alphas

  • PC: extract the alpha.4 ZIP into a new writable folder, then copy your existing user folder into it. Alternatively, copy the new files over the old installation. The ZIP contains no user folder, so it does not overwrite saves or settings.
  • Quest alpha.3: follow the backup, uninstall, install and restore instructions at the very top. Regular in-game saves remain compatible; the signing-key change is what prevents a direct APK update. Save states are not a replacement for an in-game save.
  • Quest builds signed with iChris4's matching key: install alpha.4 as an update without uninstalling. Future official releases will retain this key so updates preserve app data automatically.
  • INSTALL_FAILED_UPDATE_INCOMPATIBLE means the installed app uses a different signing key. Back up and verify your save before uninstalling. adb install -r cannot bypass that mismatch.
  • Existing saved settings are retained when updating or restoring them. New installations enable Room Scale and Cannon Targeting by default. Detach VR Menu and Detach Pause/Map are off by default; existing saved choices remain in effect.
  • Expect shader compilation stutter when the game needs new pipelines. Quit normally so caches are saved.

Downloads

File What it is Who needs it
PrimedGun-v2.0.0-alpha.4-Windows-x64.zip PC build: the PrimedGun.exe launcher and the game PC VR players. This includes Quest players who stream from a PC with Virtual Desktop or Link.
PrimedGun-v2.0.0-alpha.4-Quest.apk Standalone Quest app, for sideloading Quest players who play without a PC
PrimedGun-v2.0.0-alpha.4-Windows-x64-symbols.zip Debug symbols (.pdb) for the two PC programs Nobody, to play. They let anyone read the PC crash dumps of this exact build. With metroid_prime_port.pdb next to metroid_prime_port.exe, the crash report in the log also names functions and lines.
PrimedGun-v2.0.0-alpha.4-licenses.zip Licence texts: the PC zip's licenses folder, which also covers the Quest APK Anyone who wants the licence texts on their own, mainly Quest users
PrimedGun-v2.0.0-alpha.4-source.zip Exact source snapshot used to build this release Developers and anyone rebuilding the release
SHA256SUMS.txt SHA-256 checksums of the files above Optional, to check your downloads

PrimedGun.exe, the game and the Quest app all report revision 4270e791b96d (shown on the launcher's About tab).

What you need

Your game disc

  • Your own Metroid Prime for GameCube, USA, v1.00: game ID GM8E01, revision 0. This is the "NTSC Revision 0 (1.0)" disc that PrimedGun v1 needed.
  • Formats: ISO, GCM, NKit ISO, RVZ, CISO, WBFS. GCZ is not supported.
  • PAL discs (GM8P01) are supported experimentally. USA revisions other than v1.00 and Japanese discs are not supported. PAL saves use EUR/Card A; USA saves use USA/Card A.

PC

  • Windows 10 or 11, 64-bit, with a Direct3D 12 graphics card. The VR path is Direct3D 12 only.
  • The latest Microsoft Visual C++ Redistributable (x64): https://aka.ms/vc14/vc_redist.x64.exe. It is not in the zip. Install it even if you already have an older copy: this build needs a recent one.
  • An OpenXR runtime, set as the active runtime. It must support Direct3D 12.
    • SteamVR: tested with PSVR2 at 90 Hz.
    • Virtual Desktop (VDXR): tested with a Quest 3 streaming from the PC.
    • Meta Horizon Link (Link cable or Air Link): untested. PrimedGun v1 recommended SteamVR or Virtual Desktop over Meta's runtime.
  • With no OpenXR runtime, the game opens flat on the desktop.
  • About 98 MiB of disk space, plus shader caches and saves.

Quest

  • Earlier builds were tested on Quest 3. The alpha.4 APK has passed build, content, signing and alignment checks, but headset testing of the latest changes is still pending. Quest 2, Quest 3S and Quest Pro performance has not been verified.
  • Developer mode, to sideload the APK with SideQuest or adb. SideQuest's guide explains how to turn it on: https://sidequestvr.com/setup-howto
  • Controllers. Hand tracking is not used.
  • Space for the disc copy: about 1.3 GB (NKit ISO) to 1.5 GB (full ISO). The image you pick also needs space until you delete it.

Install and play on PC

  1. Extract the whole zip into a normal folder you can write to, such as C:\Games. Do not run it from inside the zip. Do not use Program Files or a folder that OneDrive syncs (Documents and Desktop often are). The zip holds one folder, PrimedGun-v2.0.0-alpha.4-Windows-x64. Windows' Extract All may put it inside a second folder with the same name, which is fine.
  2. Install the Visual C++ Redistributable from the link above.
  3. Set your OpenXR runtime as active, and start it.
    • SteamVR: Settings > OpenXR > Set SteamVR as OpenXR Runtime (older SteamVR versions: Settings > Developer).
    • Virtual Desktop: VDXR becomes the runtime while you stream. If SteamVR starts instead, set Virtual Desktop's "Preferred OpenXR runtime" option to VDXR.
    • Meta Horizon Link app (formerly Meta Quest Link): Settings > General > OpenXR Runtime > Set Meta Horizon Link as active.
  4. Run PrimedGun.exe. The programs are not signed. If Windows shows "Windows protected your PC", click More info, then Run anyway.
  5. On the Setup tab, click Select Game... and pick your disc image. A wrong disc shows "Wrong game", "Wrong revision" or "Format not supported".
  6. Optional, coming from PrimedGun v1: click Transfer PrimedGun Memory Card / Settings.
    • Transfer searches for an old PrimedGun folder near this install. Choose Folder... lets you pick it. If none is found, it offers Dolphin's own memory card.
    • Your Metroid Prime saves go into user\USA\Card A. Your old PrimedGun.ini settings load as unsaved changes: click Save Settings to keep them.
    • Save states do not carry over from Dolphin. Save in the game with v1 before you transfer.
  7. Optional: adjust the Controller, Calibration, Cannon Textures and Port Config tabs, then click Save Settings. Play also saves.
  8. Click Play and put on your headset. Click the right stick to set your height. Click the left stick to open the VR menu.
  9. To quit, click EXIT GAME twice in the VR menu, close the game window, or click Stop in the launcher. The game saves its settings and shader caches as it exits.

While the game runs, settings you change in the launcher apply in the game at once. The VR menu and F1 on the game's desktop window also change settings live. Enable VR waits for the next start, and Select Game and Transfer wait until the game closes.

Install and play on Quest

  1. If updating from alpha.3 or another differently signed build, complete the backup and restore steps at the top first. For a matching-key update, keep the existing app installed and use the APK installer's update option or adb install -r PrimedGun-v2.0.0-alpha.4-Quest.apk. Turn on developer mode for your headset. Install PrimedGun-v2.0.0-alpha.4-Quest.apk with SideQuest, or run adb install PrimedGun-v2.0.0-alpha.4-Quest.apk. The app has its own package (org.primedgun.v2), so it installs next to the Dolphin-based PrimedGun app and does not replace it.
  2. Connect the headset to your PC with a USB cable, put it on and allow access to data when it asks. Then copy your disc image to it, for example into Download.
  3. Open PrimedGun v2 from your Library, under Unknown Sources. It opens on the launcher panel, with the same tabs as on PC.
  4. On the Setup tab, tap Select Game... and pick your image. The app checks it and copies it into its own folder as disc.iso. When it says "... is ready. Press Play.", you can delete the original.
    • Select Game has not been confirmed on a headset yet. If it fails, open the app once so its folder exists, then copy your image to /sdcard/Android/data/org.primedgun.v2/files/ yourself and name it disc.iso, whatever its format (the game reads the format from the file itself). From a PC over USB that is Android\data\org.primedgun.v2\files. You can also run adb push <your image> /sdcard/Android/data/org.primedgun.v2/files/disc.iso.
  5. Optional, coming from PrimedGun v1: first use Export User Data in v1 to save a zip into Download (the file picker cannot open the v1 app's own folder), or copy your v1 memory card into Download from a PC. Then tap Transfer PrimedGun Memory Card / Settings and pick the zip, the memory card (.raw, .gcp or .gci) or your PrimedGun.ini. The game imports the card the next time you press Play, and shows a report. Imported settings appear as unsaved changes: tap Save Settings to keep them (Play also saves). Save states are not transferred.
  6. Tap Play. The game opens in VR, and the panel locks until it closes. Click the right stick to set your height, and the left stick for the VR menu.
  7. To quit, click EXIT GAME twice in the VR menu, press the Meta button and choose Quit, or tap Stop on the panel. The game saves its settings as it exits.

About the signing key. Alpha.4 uses iChris4's certificate, SHA-256 6b73e68cee5ab38944ef2917473f075d92f09061fccc3deeff416497363ee8f7, verified against his alpha.2 APK. The published alpha.3 APK used a different certificate. See the backup and restore notice at the top. Future official updates will use this same key and retain saves when installed over alpha.4.

Controls

Default scheme: PrimedGun, right-handed. The launcher's Layout tab and the VR menu's LAYOUT tab show the same bindings. Buttons use Quest Touch names: on other controllers, A and X are the lower face buttons and B and Y the upper ones (PSVR2: Cross / Square and Circle / Triangle).

Action Control
Walk and strafe Left stick, toward where the left controller points
Turn Right stick left / right
Strafe around a target Left stick left / right while locked on
Jump Right stick up
Shoot (hold to charge) Right trigger
Lock on / scan Left trigger. Cannon direction selects combat targets by default; gaze selects Scan Visor targets.
Missile Right grip
Map Left grip
Morph ball Left X
Pause Left Y
Beam wheel Hold right B, point the cannon, release B
Visor select Left hand next to your head + left stick
Set height Click the right stick
VR menu Click the left stick (or press the left menu button)
  • Menus, pause, map, logbook, message boxes and cutscenes switch to a plain GameCube layout. Left stick = Control Stick, right stick = C-Stick, right A = A, right B = B, left X = X, left Y = Start, left trigger = L, right trigger = R, left grip = Z, right grip = Y.
  • Morph Ball: right-handed mode uses A for bombs and X to unmorph; left-handed mode uses X for bombs and A to unmorph. These bindings are independent of A-to-jump.
  • Visor gesture: hold your left controller next to your head and push its stick: up = Combat, right = X-ray, down = Thermal, left = Scan. While your hand is there, that stick does not move you.
  • Beam wheel: hold right B and point the cannon up = Power, right = Wave, down = Ice, left = Plasma, starting from where it pointed when you pressed B. The chosen beam's box lights up on the HUD. Release B to switch.
  • Set height: re-centers your position on your head (not your facing). It is ignored while your left hand is at your head.
  • Roomscale: physical movement moves the player and arm cannon. Room Scale can be disabled in Port Config, the VR menu's CONFIG tab or F1 > VR.
  • Cannon targeting: enabled by default for combat. Toggle CANNON TARGETING in the VR menu's CONFIG tab or Cannon targeting in F1 > VR. It does not change Scan Visor targeting.
  • Movement: the left stick walks and strafes toward where the left controller points, at v1's speed and acceleration. "HMD direction" in the Controller tab (MOVEMENT DIRECTION in the VR menu) uses your head's direction instead. While locked on, left / right strafes around the target. In a grapple swing, left / right turns the swing. With "Left stick strafe movement" off (LEFT STICK STRAFE in the VR menu), left / right turns, as in alpha.1.
  • Snap turn: off by default. Turn it on in the launcher's Controller tab or the VR menu's MOVEMENT tab. Flick the right stick to turn by 45 degrees (30, 60 or 90 also available). Let the stick return to the center before the next flick. With snap turn on, the right stick does not turn smoothly.
  • VR menu: point with the weapon-hand controller's laser. Its trigger or primary face button clicks. On a number, click the left half of its box to lower it and the right half to raise it. Resets, EXIT GAME and save-state actions need a second click. Changes apply at once, except rows marked NEXT START. SAVE SETTINGS writes them to disk now. The game keeps running behind the menu.
  • Options: "Longer held press for VR menu" (hold for 1 s) and "VR menu requires controller near head to activate". "Use A button for jump" moves jump to right A in right-handed mode or left X in left-handed mode.
  • Left-handed ("Left hand" in the Controller tab): shoot = left trigger, lock on = right trigger, missile = left grip, map = right grip, beam wheel = left Y, morph ball = right A, pause = right B. The visor gesture uses the right hand and right stick. The VR menu stays on the physical left stick click and set height stays on the physical right stick click. The weapon and arm models are mirrored. With A-to-jump enabled, X jumps. In Morph Ball, X drops bombs and A unmorphs regardless of that option. Movement stays on the left stick. The movement stick setting (Left stick / Right stick) swaps the sticks. With the right stick, the right controller sets the direction.
  • Other schemes (Port Config): Gamepad makes the controllers act as a gamepad that you bind in the port's Controls page (click both sticks for the VR menu). None ignores the controllers, so you can play with a real gamepad or keyboard (left Y opens the VR menu).
  • PC desktop window: F1 opens the port's overlay, with a VR tab for live settings. F5 / F9 save / load a state.

Not in this alpha yet

  • Linux, SteamOS and macOS. PC VR is Windows only for now.
  • v1's MultiworldGG setup. It used the Dolphin Memory Engine, and v2 has no Dolphin. Use the built-in Archipelago client instead (F1 > Archipelago, PC).

Your saves, updating and uninstalling

  • PC: saves live in the user folder next to the game: memory card in user\USA\Card A (or user\EUR\Card A for PAL), plus settings, save states, logs and shader caches. To update, copy user into the new version's folder, or copy the new version's files over the old folder: the zip has no user folder, so your saves are not overwritten. To uninstall, delete the folder; copy user somewhere first if you want to keep your saves. The game keeps its data in that folder, except in the two %APPDATA%\Metroid Prime cases below.
  • Players of Odran's Metroid Prime Port: if %APPDATA%\Metroid Prime\port_settings.ini exists and user\ has no port_settings.ini (as in a fresh install), v2 uses that folder for settings, save states, mods, logs and caches, and shares it with the native port. The memory card still goes to user\USA\Card A. The About tab shows which user folder is in use. To keep v2 separate, copy port_settings.ini from that folder into user\ next to the game.
  • Read-only install folder (such as Program Files): everything moves to %APPDATA%\Metroid Prime, memory card included.
  • Quest: everything is in /sdcard/Android/data/org.primedgun.v2/files: memory card (USA/Card A, or EUR/Card A for PAL), settings (port_settings.ini), save states, logs and the disc copy. A later APK signed with the same key installs over this one and keeps it all. Uninstalling deletes it, so back up USA/Card A (or EUR/Card A for PAL) and port_settings.ini first (see "About the signing key" above).

Known issues

  • Paused message boxes: the GameCube layout (A to continue) has not been tried on a real in-game message yet.
  • Incomplete settings: some legacy calibration and helmet options remain unimplemented. Controls labeled "not active yet" may save their values without affecting gameplay.
  • Archipelago: the Windows build includes OpenSSL for TLS support. The Quest build is compiled without TLS and still requires ws:// servers. Archipelago has not been fully validated in VR.
  • Metroid Prime Remastered import: the full import workflow has not been validated for alpha.4. Windows now includes OpenSSL, but movie conversion still needs an external ffmpeg.exe, which is not bundled. Quest is built without TLS/OpenSSL. Imported Remastered rendering may still have VR lighting issues.
  • First start: the game compiles shaders in the background, so expect some stutter at first. Later starts are faster. Quit with EXIT GAME, Stop or the window's close button, so the caches are saved.
  • Quest settings: "Pipelined rendering" does nothing on Quest. Foveated rendering costs GPU time on Quest 3 instead of saving it. Going from Off to a level needs a restart.
  • Windows security: the programs are unsigned. If Windows 11 Smart App Control is on, it can block them, and it has no per-app exception.

Reporting bugs

Open an issue at https://github.com/iChris4/MetroidPrimePortVR/issues. Please include:

  • The version and revision from the About tab: 2.0.0-alpha.4, revision 4270e791b96d.
  • PC or Quest, your headset and runtime (SteamVR, Virtual Desktop, Link), and on PC your graphics card.
  • What you did, what you expected, and what happened.
  • PC files. They are in the user folder, normally user next to the game. Port Config > Open User Folder opens it, and so does Setup > Game Options... > Open User Folder once a game is selected. The About tab shows its path. Attach:
    • metroid_prime_port.log
    • metroid_prime_port.old.log (the run before, if you restarted the game since)
    • primedgun_last_run.log
    • metroid_prime_port.dmp, if the game crashed. It is in the user folder too: Port Config's Open Crash Dumps button opens the wrong folder.
    • Put them in a .zip, because GitHub does not accept .dmp files directly. You do not need to send the symbols zip.
  • Quest files. Copy metroid_prime_port.log (and last_error.txt if it is there) from Android\data\org.primedgun.v2\files over USB. Setup > Game Options... > Last Run Log shows the log in the panel.

Checksums

SHA-256 of each file, also in SHA256SUMS.txt. To check a file, run Get-FileHash <file> -Algorithm SHA256 in PowerShell and compare; upper or lower case does not matter.

bfd0381e817e5044ec6e836e522f5dea7071bc677ff1fde4710fcb2aae9d0723  PrimedGun-v2.0.0-alpha.4-licenses.zip
f0928cb4f2495a2e432bdea0e6621f4854bb997aa5ed01ba506809d5c1189a0c  PrimedGun-v2.0.0-alpha.4-Quest.apk
d9b0501d48d763bc23b11677760ea0c7944a15aeefb04c2f9271e19ae8081c22  PrimedGun-v2.0.0-alpha.4-source.zip
b250e7bc437cc474de0f5e8eaa2c1e70a9a3b0c49e9e5a60129ee861d3de67e5  PrimedGun-v2.0.0-alpha.4-Windows-x64-symbols.zip
ed699b7200ff5bab3a3a52eb81690dc2dc585593b602e92601a3b4be485c8224  PrimedGun-v2.0.0-alpha.4-Windows-x64.zip

Credits

  • PrimedGun v2 created by @Nobbie248 and @iChris4. DolphinVR Redux by @iChris4.
    • v2 ports PrimedGun v1's code to the native game: the controls, VR menu, launcher, look to scan and beam wheel.
    • The v2 native VR port is by @iChris4. Its OpenXR stereo and head tracking come from @iChris4's Wiicompiled VR work.
  • Odran, for the Metroid Prime native port that v2 is a fork of: https://github.com/Odrannnn/MetroidPrimePort
  • The PrimeDecomp team, for the Metroid Prime decompilation: https://github.com/PrimeDecomp/prime
  • Aurora, by Luke Street (encounter) and contributors, which draws the game.
  • The Dolphin team. PrimedGun v1 was built on Dolphin, and parts of the launcher come from it.
  • Kenney, for the Input Prompts icons (CC0).
  • The randomprime contributors, Electro1512 and lil David, for the data behind the randomizer, Archipelago and skippable cutscenes (see the port's NOTICE: https://github.com/iChris4/MetroidPrimePortVR/blob/v2.0.0-alpha.4/NOTICE).
  • v1's thanks still apply: the Metroid Prime modding community, Metaforce and PrimeHack, v1's early testers, and budwheizzah for Quest testing. The full list is in the launcher's About tab.

Licences

  • PrimedGun v2's VR code and the PrimedGun launcher: GPL-3.0-or-later. Parts come from PrimedGun v1 (GPL-2.0-or-later) and Wiicompiled VR (GPL-3.0).
  • The Metroid Prime native port's own code: MIT. It does not cover the decompiled game code; see NOTICE: https://github.com/iChris4/MetroidPrimePortVR/blob/v2.0.0-alpha.4/NOTICE
  • The PC launcher uses Qt 6.5.1 under the LGPL-3.0. The Qt DLLs are separate files that you can replace. Qt source: https://download.qt.io/archive/qt/6.5/6.5.1/
  • The Windows build also includes OpenSSL 3.5.8 under Apache-2.0; its license is included in the release notices.
  • Every other component keeps its own licence (MIT, BSD, Apache-2.0, zlib and others). This includes Dawn, SDL3, nod, the OpenXR loader, MusyX and Dear ImGui.
  • Portions of this software are copyright (c) 2026 The FreeType Project (www.freetype.org). All rights reserved. (FreeType 2.14.3 in the game. Qt's FreeType 2.13.0 in the PC launcher: portions copyright (c) 2023 The FreeType Project, www.freetype.org.)
  • The licence texts are in the licenses folder, in the PC zip and on its own as PrimedGun-v2.0.0-alpha.4-licenses.zip. That folder also covers the Quest APK, whose built-in licence list is incomplete in this alpha.
  • Source code: the v2.0.0-alpha.4 tag, https://github.com/iChris4/MetroidPrimePortVR/tree/v2.0.0-alpha.4, the exact PrimedGun-v2.0.0-alpha.4-source.zip snapshot, and GitHub's "Source code" archives on this page.

Metroid Prime is a trademark of Nintendo. PrimedGun is not affiliated with Nintendo or Retro Studios. No game data is included: you need your own disc image.