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Metroid Prime Native Port
PORTSNATIVE

Metroid Prime Native Port

NATIVE PORTSHOOTER / ACTIONWINDOWSLINUXMACOSALPHA

Metroid Prime Native Port

Metroid Prime

OriginGameCube

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows, Linux, macOS

View official project

About the project

Metroid Prime es un videojuego de acción-aventura en primera persona con componentes de disparos y plataformas, desarrollado por Retro Studios y distribuido por Nintendo para la consola Nintendo GameCube, fue lanzado el 19 de noviembre de 2002 en América, el 28 de febrero de 2003 en Japón y el 21 de marzo de 2003 en Europa. Es el primero de la serie Metroid en ser tridimensional y usar la vista en primera persona, también fue el primer videojuego de la serie Metroid en no haber sido desarrollado en Japón.

2 versions of Metroid Prime

You're viewing: Metroid Prime Native Port

Metroid Prime Native Portgithub.com/Odrannnn/MetroidPrimePort
Windows
Linux
macOS
Current
Metroid Prime Decompilationgithub.com/PrimeDecomp/prime
Windows
Linux
macOS
›

Official project information

Author's original READMEOpen on GitHub ↗

Metroid Prime Unbound - native port

Disclaimer: this is an independent project, not affiliated with or endorsed by PrimeDecomp. It builds on their decompilation, but they don't maintain or support this port: please report problems here, not to them.

Looking for the sequel? See the Metroid Prime 2: Echoes native port.

Make sure to check out the F1 (Or start+back on controller) menu for all the additional features and QoL!

You can load prime remastered models and textures in the game (check F1 > mods), you must provide your personal Metroid Prime Remastered dumped image, no assets are provided in this repo

A native build of Metroid Prime for Linux, Windows, Android, macOS and iPhone/iPad, compiled from the PrimeDecomp decompilation and rendered through Aurora (SDL3/WebGPU). There's no emulator involved. Supported discs: USA 1.00, 1.01 and 1.02, PAL and Trilogy, both USA and PAL.

No game content is included. You need your own copy of the game: the port reads it from a disc image and never ships any of its assets. This repository ships no disc image, and neither does any package or release built from it.

What it adds over the console release

  • Modern controls: Mouse & Keyboard, Dual stick camera, Gyro controls, Native touch controls for mobile!
  • Remastered assets: (Experimental) import models, effects and lighting from your own Metroid Prime Remastered dump (F1 > Remastered)
  • Metroid Prime Trilogy: run Trilogy's Metroid Prime from a Wii disc, with Trilogy's HUD, scan visor and radial beam and visor menus
  • Metroid Dread Samus: import Samus's suits from your own Metroid Dread dump, first-person arm cannon included
  • Third-person camera with an aiming cannon arm, and suit colour customisation
  • Widescreen: with an edge-to-edge HUD, and uncapped frame rate
  • Graphics: FOV, MSAA, anisotropic filtering, resolution scale and dynamic resolution, HUD scale, arm cannon offset, toggles to hide the helmet and visor effects, and a choice of renderer, OpenGL included
  • Controls: mouse and twin-stick aim, gyro, lock-on free aim, full rebinding and presets, separate Morph Ball binds
  • Optional tweaks: Fast Morph, Spring Ball, Toggle Lock-On, Sticky Charge... And so many more!
  • Skippable cutscenes
  • Save states and quick resume after quitting
  • Saves: import from and export to USA/PAL GameCube, Wii Trilogy and Dolphin
  • Photo mode with free-cam and high-resolution capture
  • Map and tracker: reveal the map, plus item, scan and room tracking
  • Dolphin texture packs, including HD texture replacements
  • Mods: drop-in mod folders that replace disc data, plus community mods
  • Discord Rich Presence on desktop, and a touch overlay with a layout editor on Android and iOS
  • The F1 overlay has every setting
  • And more..!

Randomizer and Archipelago Multiworld

  • Randomizer - Generate your own randomizer games
  • Archipelago multiworld - Generate a game in archipelago with the Metroid Prime APWorld and host it. Open F1 > Archipelago, enter the server (host:port), your slot name and the password if any, and connect; no seed file is needed. Each seed and slot gets its own separate save, checks made offline are sent on the next connect, chat with command support, DeathLink.

Downloads

Releases are published on the GitHub releases page. Every build needs your own disc image; none of them contains one.

Quick start: download the build for your platform, start it, and pick your disc image when it asks. Supported discs are the GameCube USA 1.00, 1.01 and 1.02 (GM8E01), PAL (GM8P01) and Trilogy (USA R3ME01 and PAL R3MP01), as .iso, .gcm, .rvz, .wbfs, .ciso or .nkit.

Press F1 for every setting.

Building

CMake 3.25+, Ninja and a C++20 toolchain; a normal clone is enough. The requirements, the configure, build and test commands for Linux, Windows and macOS, the CMake options and what CI runs are in docs/NATIVE_PORT.md; the Android build is in docs/ANDROID.md. Before changing the game code, read where port code goes.

Running

./build/native/metroid_prime_port "/path/to/Metroid Prime (USA) (v1.00).iso"

Troubleshooting

  • Where are the logs? metroid_prime_port.log in the user folder (F1 > System shows its path); the previous run's is metroid_prime_port.old.log. On Android a copy goes to Documents/MetroidPrime/; on iOS it is in Files > On My iPhone (or iPad) > Metroid Prime. Attach it to a bug report.
  • "unsupported disc": the image is not one of the revisions above (see the log for the disc id it found). Re-dump it, or check you picked the GameCube disc.
  • Settings in a bad state: F1 > System > Settings > Reset configuration... backs up and resets every setting and mapping; saves are not touched.

Credits

This port would not exist without the work of these projects. Thank you.

Foundation

  • PrimeDecomp: the decompilation the game code is built from, and the decompiled Dolphin SDK.
  • Aurora: the GameCube graphics, input and platform layer over SDL3 and WebGPU.
  • MusyX: the audio mixer.
  • nod: the disc image reader.

Randomizer and Archipelago

  • randomprime: the room patches for skippable cutscenes and Archipelago pickups, the room and elevator tables, and the custom pickup and door assets are generated from it.
  • The Metroid Prime APWorld: the door table, and the game this client connects to.
  • The Metroid Prime AP PopTracker pack: the Archipelago logic rules.
  • Archipelago: the multiworld itself.

Remastered import

  • astc-encoder: the ASTC texture encoder.
  • tegra_swizzle, bcdec_rs and astc-decode, ported to C++ for the texture importer.

Platform and input

  • libadrenotools: custom Vulkan drivers on Android.
  • GamepadMotionHelpers: gyro calibration and aiming spaces.
  • Kenney Input Prompts (CC0): the controller button icons.
  • Dolphin: the texture pack and save formats the port reads and writes.

Libraries

SDL3, Dawn, Dear ImGui, RmlUi, fmt, Abseil, FreeType, libpng, zlib-ng, zstd, xxHash, SQLite and OpenSSL.

Licensing

Every third-party component keeps its own licence; the full list, with where each licence text lives, is in NOTICE, and the texts are copied into every release package.

LICENSE covers this project's own work — the platform layer, the build and packaging scripts, and the Android and Flatpak integration. It does not cover the game code under src/ and include/, which comes from the decompilation and remains Nintendo's. See NOTICE.

Metroid Prime is a trademark of Nintendo. This project is unaffiliated with Nintendo and Retro Studios, and ships no game data.

Documentation

DocumentWhat it covers
docs/SETTINGS.mdEvery control, setting and environment variable
docs/NATIVE_PORT.mdThe detailed reference: build options, smoke-test hooks, platform notes
docs/MODS.mdHD texture packs and the mods folder
docs/MOD_FORMATS.mdMod file formats, for mod authors
docs/DREAD_SAMUS.mdThe Metroid Dread Samus model import
docs/RANDOMIZER.mdThe built-in randomizer
docs/ARCHIPELAGO.mdThe Archipelago multiworld client
docs/CONSOLE.mdThe debug console (MP_CONSOLE)
docs/DEBUGGING.mdHeadless debugging with tools/mprig.py
tools/README.mdWhat each script in tools/ does and what runs it
docs/RELEASING.mdWhat a release contains and must carry
docs/ANDROID.mdThe Android port's status and build
docs/IOS.mdThe experimental iPhone/iPad build: sideloading, the disc, where files are
docs/REMASTERED_EFFECTS.mdImporting Remastered particle effects
docs/FRAME_INTERPOLATION.md, docs/HIGH_FPS_AUDIT.mdHigh frame rate design notes
decomp/The original decompilation's GameCube build and notes (not used by the port)
PORT_NOTES.mdOpen follow-ups and non-obvious facts

AI assistance

Parts of this port were written with AI coding assistants, under my oversight.

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Shooter / Action
Status
alpha
Original platform
GameCube
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 3

Windows
Linux
macOS
View on GitHub
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