A new experience for those who love Super Smash Bros melee (a mod)
Created using these fine tools:
- Crazy Hand
- DAT Texture Wizard
- Melee Code Manager
- Melee Mod Manager
- The Melee Decompilation Effort
Engine changes from base game:
- Universal Wall Jump Mechanic
- I.e. all characters can now wall jump
- Universal 4-Frame L-Cancelling:
- Every L-cancelled aerial has a lag of 4 frame instead of the lag getting divided by some factor. Very similar to Smash 64's Z-cancelling
- No longer feels like "negative when missed" but rather "positive when hit."
- Also, bigger L-Cancel window (10 frames)
- 4 Frames so you don't accidentally shield after (4-frames is typically base landing lag as well)
- Universal 4-Frame Jump Squat
- Consequence of consistent wave dash as well
- 4 Frames because that's the most common jump squat
- Not really Nerf/Buff I think (except maybe Fox nerf bc he's so technical and a huge buff to G-dorf and Bowser), but potentially:
- Buffs:
- DK
- Ganondorf
- Falco
- Bowser
- Puff
- Link
- Mewtwo
- Roy
- Yoshi
- Zelda
- Nerfs:
- Fox
- ICs
- Kirby
- Pichu
- Pikachu
- Samus
- Buffs:
- Default to tournament settings and characters and stages unlocked by default
- C-Stick in 1P modes
Character-specific changes from base game:
- Default to Sheik at CSS
- Bowser:
- 1.00 Flame Cancelling returns
- Game & Watch as a Functioning Character (ongoing):
- All Aerials L-Cancellable
- Shield Size: 10.75 -> 18 (just enough to cover himself)
- Weight: 60 -> 70 (same as Kirby but higher than Puff; still dies early, but not absurdly so since he doesn't have a kit to make up for it)
- Wall Jump H Vel and V Vel: 1.3, 2.3 -> 1.0, 1.8 (makes it so he doesn't just die from using it now that he has one)
- Up-B
- Angle: .524 (30 degrees) -> 1.047 (60 degrees)
- Landing Lag: 40 -> 30
- Can face any direction
- Down-Smash: (actually a kill move):
- Angles: 20, 80 -> 361, 90 (kill top easier and down sdi causes off stage bad angle)
- Knockback: 10, 60 -> 40, 60 (stronger edge hitbox)
- Knockback Growth: 50, 90 -> 70, 90 (strong edge hitbox)
- Swap X Offsets and to 3400, 2000 and size to 600, 1600 (bc it makes more sense; edge of hammer sends out, while meat of it sends up)
- Spot Dodge: 2-12-20 -> 2-16-8 (based on Fox's; an actually useful spot dodge)
- Bacon:
- Angle: 70 -> 90 (Help in setting up follow ups for getting in)
- Attribute: Normal -> Fire (It's hot bacon; makes sense)
- Damage: 4 -> 6 (Indirectly increases hitstun)
- Frame Rep Hit Starts On: 3 -> 1 (can shoot out the bacon quickly)
- Count: 5 -> 3 (nerf to couteract speed buffs)
- Hspeed, Vspeed: 1.0, 1.0 -> 2.5, 0.5 (more useful in neutral than slow up)
- Duration stale rests on ground: 30 -> 60 (can be used to set traps)
- Ground: 1, 18, 20, 22, 35 -> 1, 8, 1, 1, 13 (to make the 3 come out faster)
- I would do Air: 1, 16, 30 -> 1, 6, 11 (same but air) BUT it messes up side-b for some reason, so it's left alone. Air is now slower than ground
- TODO: Fix absurd down-b lag and incentivize use
- Young Link + Link Merge -> Link
- Link is base as he is the better overall character with stronger attacks
- Link gets a bit of a speed boost and movement boost; still slow, but a bit faster
- Dash: 1.3 -> 1.6 (YL's)
- Lower Traction: 1.0 -> 0.8 (YL's)
- Full Hop: 2.5 -> 2.6 (YL's)
- Term Vel: 1.3 -> 1.6 (YL's)
- D-Air
- Copy over YL's 3rd hitbox w/ Meteor smash
- Y-Offset: 500, Size: 500
- Existing Ones Moved up: 1800 -> 2000, 1080 -> 1400
- Arrow (Match YL Fire Arrow)
- Attr: Slash -> Fire
- Model: 64 -> 65
- Gravity: 0.053 -> 0.08 (greater than YL's)
- Weight: 0.698 -> 1.5 (greater drop than YL's)
- Damage: 5 -> 8
- Arrow Lifetime: 50 -> 100 (helps with traps as you can't L-cancel on them)
- Boomerang:
- Smash Launch: 3.1 -> 2.1
- Regular: 2.4 -> 2.0
- Angle: 0.4537856 -> 0.87266463 (YL's)
- Shortening: Model Scale 1.22 -> 1.15
- YL Removed from CSS (TODO; rn he just is a second Link icon)
Dependencies:
- A legally obtained copy of Super Smash Bros. Melee. Why?
- The decomp is not complete
- The art assets are not owned by you or I and cannot under any circumstances be distributed
- xdelta3
- Create a copy of your Melee iso in the repo (since you probably don't want to alter your main one)
- Download the patch from the Releases section
- Run the command
xdelta3 -d -s vanilla-melee.iso melee-dylans-edition-<version>.patch SSBMDE.iso
This should only be done if developing new changes to the mod.
Dependencies:
- Clone the repo then do:
git submodule update --init --recursive
- Crazy Hand v1.31 (rename in your repo to
crazy-hand
) - DAT Texture Wizard v6.1.4 (rename in your repo to
dat-tex-wiz
) - Melee Code Manager v4.4.1 (rename in your repo to
melee-code-mgr
) - A legally obtained copy of Super Smash Bros. Melee. Why?
- The decomp is not complete
- The art assets are not owned by you or I and cannot under any circumstances be distributed
- Python
- Ninja
- Java (only need runtime)
- Wine (if on Linux)
- xdelta3
- Create a copy of your Melee iso in the repo (since you probably don't want to alter your main one).
- Open up DAT Texture Wizard (on Linux do
WINEARCH=win64 WINEPREFIX=$(pwd)/.wine wine dat-tex-wiz/DAT\ Texture\ Wizard.exe
) and then load your (copy) iso - Optionally, go to Disc Details and do the following steps:
- Import banner.png as the iso image
- Change the Image Name to "Super Smash Bros. Melee: Dylan's Edition" and press enter
- Change the Short Title to "SSBM: DE" and press enter
- Change the Short Maker to "Melee DE" and press enter
- Change the Long Title to "SUPER SMASH BROS. Melee: Dylan's Edition" and press enter
- Change the Long Maker to add "/Dylan Turner" and press enter
- Hit Ctrl+S to save
- In the Disc File Tree, under GALE01/System Files/, select "Start.dol," hit "Export" and save it as "main.dol" under
<repo>/code/orig/GALE01/sys/main.dol
- Open a terminal and navigate to
<repo>/code/
- Run
python configure.py
thenninja
to build a new main.dol in<repo>/code/build/main.dol
- Go back to GALE01/System Files/ and select "Start.dol" again, but this time import the new
<repo>/code/build/main.dol
and save - Replace Y.L.'s CSS icon with Link's to make a duplicate
- Close D.T.W
- Open up Melee Code Manager and open the iso in it
- Go to "Default Game Settings," select set to Tournament Defaults and save
- Go to "Mods Library" and add a path to "mcm-mods.txt"
- Enable the mods of the library
- Open a terminal and navigate to the
<repo>/crazy-hand/
folder you created. Start crazy hand with the commandjava -jar Crazy\ Hand\ v1.31.jar
- Select each of the changed characters and load their patch from
<repo>/char-mods/<character>.dat
- Save your changes and close Crazy Hand
- Create a patch via
xdelta3 -e -s vanilla-melee.iso dylans-edition.iso melee-dylans-edition-<version>.patch