Uploaded May 2025 | Updated September 2026, 1 week ago
A test at forcing the prototype inventory screen to display without crashing the prerelease demo of Metroid Prime.
D-pad Left on the map screen would have been used to access inventory but the demo deliberately leaves this unbound in its control tweak data. Left thumbstick controls the left side of the menu and right thumbstick controls the right side. D-pad Right will return to the map screen.
The screen is very barebones, but it will show you each of the beam arm cannon models when you select a different one while on the menu. It tries to load a new model for each suit option too, but due to how I forced this to work it will only show the Varia Suit.
The inventory screen suffers from at least two issues that would normally make it crash when attempting to load it. One appears to be a different structure of data in the Inventory Screen frame, and the other is the game trying to load Samus with an asset id (token) of null.
I can work around this by supplying valid Samus model data named with an id of null, but it is not a true solution. I do not know if the way the border geometry and menu colours are displaying is accurate at this time.
A test at forcing the prototype inventory screen to display without crashing the prerelease demo of Metroid Prime.
D-pad Left on the map screen would have been used to access inventory but the demo deliberately leaves this unbound in its control tweak data. Left thumbstick controls the left side of the menu and right thumbstick controls the right side. D-pad Right will return to the map screen.
The screen is very barebones, but it will show you each of the beam arm cannon models when you select a different one while on the menu. It tries to load a new model for each suit option too, but due to how I forced this to work it will only show the Varia Suit.
The inventory screen suffers from at least two issues that would normally make it crash when attempting to load it. One appears to be a different structure of data in the Inventory Screen frame, and the other is the game trying to load Samus with an asset id (token) of null.
I can work around this by supplying valid Samus model data named with an id of null, but it is not a true solution. I do not know if the way the border geometry and menu colours are displaying is accurate at this time.










