Metroid Prime Unbound - native port
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.login the user folder (F1 > System shows its path); the previous run's ismetroid_prime_port.old.log. On Android a copy goes toDocuments/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 and licensing
This is a fork of the PrimeDecomp/prime
decompilation, which the game logic is built from. Aurora (extern/aurora) and
MusyX (extern/musyx) are MIT-licensed vendored snapshots, and the button
prompt icons come from Kenney's Input Prompts pack (CC0), vendored under
tools/prompt_icons. Their licences are kept alongside them and are copied into
release packages.
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
| Document | What it covers |
|---|---|
docs/SETTINGS.md | Every control, setting and environment variable |
docs/NATIVE_PORT.md | The detailed reference: build options, smoke-test hooks, platform notes |
docs/MODS.md | HD texture packs and the mods folder |
docs/MOD_FORMATS.md | Mod file formats, for mod authors |
docs/DREAD_SAMUS.md | The Metroid Dread Samus model import |
docs/RANDOMIZER.md | The built-in randomizer |
docs/ARCHIPELAGO.md | The Archipelago multiworld client |
docs/CONSOLE.md | The debug console (MP_CONSOLE) |
docs/DEBUGGING.md | Headless debugging with tools/mprig.py |
tools/README.md | What each script in tools/ does and what runs it |
docs/RELEASING.md | What a release contains and must carry |
docs/ANDROID.md | The Android port's status and build |
docs/IOS.md | The experimental iPhone/iPad build: sideloading, the disc, where files are |
docs/REMASTERED_EFFECTS.md | Importing Remastered particle effects |
docs/FRAME_INTERPOLATION.md, docs/HIGH_FPS_AUDIT.md | High frame rate design notes |
decomp/ | The original decompilation's GameCube build and notes (not used by the port) |
PORT_NOTES.md | Open follow-ups and non-obvious facts |
AI assistance
Parts of this port were written with AI coding assistants, under my oversight.