Quite a few people have been asking for a mod that fixes all of the jank programming that resulted from the game's short development cycle and I had been working on a mod titled Melee DX that combined Melee's original design philosophy with a rebalanced cast. The overall project has been in development for over one year and a half now, so I believe now is the time to finally release it!
Introducing...
Super Smash Bros. Melee: Revision 3!
Or, in other words: Super Smash Bros. Melee v1.03.
This mod is not affiliated with Hax's 1.03 memory card!
What is the goal of Super Smash Bros. Melee: Revision 3?
Melee had a very rough development cycle: HAL Laboratory were given 13 months to finish the game in time for the GameCube's launch date. They delivered: NTSC version 1.00 was released first, followed by an immediate hotfix in the form of 1.01... and then 1.02! The final revision, PAL, was released to Europe, Australia, and other parts of the world that used the PAL television encoding format. Each of these revisions offered some degree of bug fixes, but in the end, Melee had still not been fully remedied as oversights in both character files and code continued to lurk.
Super Smash Bros. Melee: Revision 3 is a mod that aims to iron out all of these inconsistencies, mistakes, oversights and errors that were never officially fixed while also offering a fully faithful rebalancing of the original cast, simulating a final 'Nintendo-Style' patch that would have been released before development on Brawl began.
For a quick preview, here's a list of some major bugfixes:
Mr. Game & Watch's shield now fully covers his entire body!
Also, his nose is now intangible during Up Smash.
Kirby lifts Mario into the air with Up Throw...
...and lands on the top platform of Dream Land!
Yoshi's head no longer peeks into the Z-Axis as he performs dash grab.
Ganondorf aims for a ledge with his Side Special...
...and grabs it!
Link pulls airborne Mario with his hookshot.
Ness charges his Yo-Yo over the ledge.
His Forward Smash reflector is also reliable now!
Credits:
Achilles1515: Throw Hitstun Port Priority Fix
Altimor: Frame Speed Modifiers
PKFreeZZy: Lead development, character modifications & gecko codes
tauKhan: ASM codes and help
UnclePunch: Transparent HUD v1.1 and various codes
Gerbungis, Arrowshoes and Val_Zechta: playtesting
Special Thanks:
DRGN: DAT Texture Wizard & Melee Code Manager
B&D Games: Melee Myths video series
PloAJ: HSDraw & mextool
UnclePunch: research and development
sushie: Hitbox Extensions & Autolink Angle Codes, playtesting and support
...and YOU, for playing SSBM:R3!
A text file including the full changelog and credits is included in the downloadable archive below.
Conventional gecko codes such as UCF and lag reduction can be added on top!
Current version: v1.4
Compatible with Slippi!
NOTE: Running on Slippi with recording enabled may, on some rare occasions, cause conflicts with the data expansion code used in Revision 3. We appear to have successfully fixed this bug recently, however, if any crashes occur in spite of this, please let me know here in the forum! I apologize for the inconvenience.
Download here!
Introducing...
Super Smash Bros. Melee: Revision 3!
Or, in other words: Super Smash Bros. Melee v1.03.
This mod is not affiliated with Hax's 1.03 memory card!
What is the goal of Super Smash Bros. Melee: Revision 3?
Melee had a very rough development cycle: HAL Laboratory were given 13 months to finish the game in time for the GameCube's launch date. They delivered: NTSC version 1.00 was released first, followed by an immediate hotfix in the form of 1.01... and then 1.02! The final revision, PAL, was released to Europe, Australia, and other parts of the world that used the PAL television encoding format. Each of these revisions offered some degree of bug fixes, but in the end, Melee had still not been fully remedied as oversights in both character files and code continued to lurk.
Super Smash Bros. Melee: Revision 3 is a mod that aims to iron out all of these inconsistencies, mistakes, oversights and errors that were never officially fixed while also offering a fully faithful rebalancing of the original cast, simulating a final 'Nintendo-Style' patch that would have been released before development on Brawl began.
For a quick preview, here's a list of some major bugfixes:
- Shield Position Update Fix - Shield Bubbles now follow player position when performing Shield SDI
- Collision State Parser Fix - fixes an oversight in the function that changes bone collision states which causes it to ignore hurtboxes sharing the same Bone ID (i.e. Mr. Game & Watch's nose is now intangible during Up Smash)
- Cape Teleport Glitch Fix - prevents certain characters from snapping to the opposite ledge if caped by Mario or Dr. Mario during their quick ledge attack
- Update TopN Location in ECB calculation v2 - fixes model clipping through stage collisions [thanks to tauKhan for original code & UnclePunch for ASM help!]
- Box Glitch Fix - the Mario Bros. can no longer be trapped on Jungle Japes due to a collision bug [tauKhan]
- Freeze Glitch Fix - Ice Climbers are now unable to freeze opponents indefinitely [tauKhan]
- Invisible Ceiling Glitch Fix - fixes glitched vertical knockback behavior after hitting the right side of foes' shields [tauKhan]
- Throw Hitstun Priority Fix - throws no longer skip the first frame of hitstun when throwing foes due to port priority [Achilles1515]
- Samus Extender Crash Fix - cannot activate Extender on problematic frames [UnclePunch]
- Break the Targets Intangibility Glitch Fix - addresses oversight that glitches collision state updates after exiting BTT stages [UnclePunch]
Mr. Game & Watch's shield now fully covers his entire body!
Also, his nose is now intangible during Up Smash.
Kirby lifts Mario into the air with Up Throw...
...and lands on the top platform of Dream Land!
Yoshi's head no longer peeks into the Z-Axis as he performs dash grab.
Ganondorf aims for a ledge with his Side Special...
...and grabs it!
Link pulls airborne Mario with his hookshot.
Ness charges his Yo-Yo over the ledge.
His Forward Smash reflector is also reliable now!
Credits:
Achilles1515: Throw Hitstun Port Priority Fix
Altimor: Frame Speed Modifiers
PKFreeZZy: Lead development, character modifications & gecko codes
tauKhan: ASM codes and help
UnclePunch: Transparent HUD v1.1 and various codes
Gerbungis, Arrowshoes and Val_Zechta: playtesting
Special Thanks:
DRGN: DAT Texture Wizard & Melee Code Manager
B&D Games: Melee Myths video series
PloAJ: HSDraw & mextool
UnclePunch: research and development
sushie: Hitbox Extensions & Autolink Angle Codes, playtesting and support
...and YOU, for playing SSBM:R3!
A text file including the full changelog and credits is included in the downloadable archive below.
Conventional gecko codes such as UCF and lag reduction can be added on top!
Current version: v1.4
Compatible with Slippi!
NOTE: Running on Slippi with recording enabled may, on some rare occasions, cause conflicts with the data expansion code used in Revision 3. We appear to have successfully fixed this bug recently, however, if any crashes occur in spite of this, please let me know here in the forum! I apologize for the inconvenience.
Download here!
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