{
  "added_at": "2026-10-18",
  "additional_evidence_urls": [
    "https://github.com/Odrannnn/MetroidPrimePort/blob/26febe4e09685ab68e7e0a9822934c0daa306a22/NOTICE",
    "https://github.com/Odrannnn/MetroidPrimePort/blob/26febe4e09685ab68e7e0a9822934c0daa306a22/LICENSE",
    "https://github.com/Odrannnn/MetroidPrimePort/blob/26febe4e09685ab68e7e0a9822934c0daa306a22/docs/NATIVE_PORT.md",
    "https://github.com/Odrannnn/MetroidPrimePort/blob/26febe4e09685ab68e7e0a9822934c0daa306a22/.github/workflows/native-linux.yml",
    "https://github.com/Odrannnn/MetroidPrimePort/releases/tag/v0.29.0"
  ],
  "category": "reconstruction-cases",
  "description_en": "Compiles the PrimeDecomp decompilation of Metroid Prime’s game and engine code as native C++20 for Linux, Windows and Android, with an experimental macOS build. Aurora supplies the GameCube SDK compatibility layer and rendering, and the port reads a user-supplied disc image at run time. The author states that parts were written with AI coding assistants under their oversight.",
  "description_zh": "将 PrimeDecomp 对《密特罗德 Prime》游戏与引擎代码的反编译结果编译为原生 C++20 程序，支持 Linux、Windows 和 Android，另有实验性 macOS 版本。Aurora 提供 GameCube SDK 兼容层和渲染，移植版在运行时读取使用者自备的光盘镜像。作者声明部分代码是在其监督下借助 AI 编程助手编写的。",
  "entry_url": "https://awesomerea.org/resources/metroid-prime-port-case/",
  "entry_url_zh": "https://awesomerea.org/zh/resources/metroid-prime-port-case/",
  "evidence_url": "https://github.com/Odrannnn/MetroidPrimePort/blob/26febe4e09685ab68e7e0a9822934c0daa306a22/README.md",
  "group": "cases",
  "id": "metroid-prime-port-case",
  "json_url": "https://awesomerea.org/resources/metroid-prime-port-case/record.json",
  "kind": "case-study",
  "markdown_url": "https://awesomerea.org/resources/metroid-prime-port-case/index.md",
  "markdown_url_zh": "https://awesomerea.org/zh/resources/metroid-prime-port-case/index.md",
  "name": "Metroid Prime Port: an AI-assisted native port of the PrimeDecomp decompilation",
  "name_zh": "Metroid Prime Port：AI 辅助完成的 PrimeDecomp 反编译原生移植",
  "reconstruction_method": "port",
  "record_type": "resource",
  "relationship": "independent-reconstruction",
  "requirement_facets": [
    "scope",
    "prerequisites",
    "prerequisites",
    "testing",
    "license"
  ],
  "requirements": [
    "The reviewed port-branch commit is 16 commits after release v0.29.0 (2026-10-17), which ships Windows, Linux tarball, AppImage, Flatpak, Android and macOS arm64 packages; the macOS build is experimental and has not been played on a real Mac. The repository forks PrimeDecomp/prime and adds widescreen, uncapped frame rate, controls, save conversion, a randomizer and an Archipelago client. It does not link the separate DolRecomp recompilation experiment, and its decomp/ GameCube build is not used by the port.",
    "No game content is included: supply a GameCube USA 1.00, 1.01 or 1.02 (GM8E01) or PAL (GM8P01) disc image as .iso, .gcm, .rvz, .wbfs, .ciso or .nkit. Japanese, Korean, Wii Trilogy and Remastered releases are not run as the base game; an experimental importer can read models and effects from the user’s own Remastered dump.",
    "Builds need CMake 3.25+, Ninja, a C++20 compiler and a C23-capable C compiler for MusyX; Windows uses clang-cl from LLVM in an MSVC developer environment, and Android builds through Gradle. Configuring downloads about a dozen SHA-256-checked dependencies; Linux links several statically and then needs only OpenSSL 3 and the C/C++ runtime. The macOS app is ad-hoc signed and not notarized.",
    "CI builds and runs the disc-free CTest port suite on Linux with GCC 14 and Clang 18 for pushes and pull requests; Windows and macOS workflows run weekly or by hand, and the Windows job also checks that the package reaches main and reports the missing disc. Opt-in real-disc smoke drivers cover lifecycle, mouse, area-reload and world-jump scenarios, with results reported by the author. The 1.00 sequence-break option restores named script locks, not missing 1.00 geometry.",
    "MIT covers only the project’s platform layer, scripts, tests, tools and docs. NOTICE says the game code in src/ and include/, the decompiled Dolphin SDK and the config/ symbol data derive from the retail executable, remain with their owners and are outside that grant, and that no game assets may be packaged; vendored and fetched components keep their own licenses. AI coding assistance is author-disclosed."
  ],
  "requirements_zh": [
    "所审阅的 port 分支提交位于 v0.29.0 版（2026-10-17）之后 16 个提交；该版本提供 Windows、Linux 压缩包、AppImage、Flatpak、Android 和 macOS arm64 安装包，其中 macOS 版本仍属实验性质，尚无人在真实 Mac 上游玩。仓库派生自 PrimeDecomp/prime，增加了宽屏、不锁帧率、操作、存档转换、随机化和 Archipelago 客户端等功能。它不链接另一个 DolRecomp 重编译实验，decomp/ 中的 GameCube 构建也不用于移植版。",
    "仓库不含任何游戏内容：需自备 GameCube 美版 1.00、1.01 或 1.02（GM8E01）或 PAL 版（GM8P01）光盘镜像，格式可为 .iso、.gcm、.rvz、.wbfs、.ciso 或 .nkit。日版、韩版、Wii 三部曲和重制版不能作为基础游戏运行；实验性导入功能可从使用者自备的重制版镜像读取模型和特效。",
    "构建需要 CMake 3.25+、Ninja、C++20 编译器，以及支持 C23 的 C 编译器（供 MusyX 使用）；Windows 在 MSVC 开发者环境中使用 LLVM 的 clang-cl，Android 通过 Gradle 构建。配置时会下载约十几个经 SHA-256 校验的依赖；Linux 版本静态链接其中多项，运行时只需 OpenSSL 3 和 C/C++ 运行库。macOS 应用仅作临时签名，未经公证。",
    "CI 在推送和拉取请求时于 Linux 上用 GCC 14 与 Clang 18 构建并运行无需光盘的 CTest 移植测试；Windows 和 macOS 工作流每周运行或手动触发，Windows 作业还检查安装包能进入 main 并报告缺少光盘。可选的真实光盘冒烟驱动覆盖生命周期、鼠标、区域重载和世界跳转等场景，结果由作者报告。1.00 版速通兼容选项只恢复指定的脚本锁，不恢复 1.00 版缺失的几何结构。",
    "MIT 仅覆盖项目自身的平台层、脚本、测试、工具和文档。NOTICE 说明 src/ 与 include/ 中的游戏代码、反编译的 Dolphin SDK 以及 config/ 中的符号数据均源自零售版可执行文件，归各自所有者，不在该授权范围内，且不得随构建打包任何游戏素材；内置和下载的组件保留各自许可。AI 编程辅助由作者自行披露。"
  ],
  "targets": [
    "game"
  ],
  "url": "https://github.com/Odrannnn/MetroidPrimePort",
  "verification": "source-reviewed",
  "verified_at": "2026-10-18"
}
