Super Smash Bros. Melee: Difference between revisions

Jump to navigation Jump to search
No edit summary
No edit summary
Line 17: Line 17:
In addition to highly refining the gameplay of ''[[Super Smash Bros.]]'', ''Melee'' also sports additional stages and characters, and an expanded single player mode, called "Adventure Mode". The game also introduced many of the staples of its sequel, ''[[Super Smash Bros. Brawl]]''. ''Melee'' received universal acclaim from critics, and went on to become the best selling GameCube game of all time.
In addition to highly refining the gameplay of ''[[Super Smash Bros.]]'', ''Melee'' also sports additional stages and characters, and an expanded single player mode, called "Adventure Mode". The game also introduced many of the staples of its sequel, ''[[Super Smash Bros. Brawl]]''. ''Melee'' received universal acclaim from critics, and went on to become the best selling GameCube game of all time.


== Patches ==
== Problems ==
=== {{s}}Multiple Shadows in OpenGL{{/s}} ===
If Anisotropic Filtering (AF) is used with OpenGL, shadows will be duplicated and offset. D3D operates differently so it is not affected. Keep AF off when using OpenGL to avoid the problem. Forced Texture Filtering can also be used to correct it. Fixed by pixel offset correction in {{revision|4.0-5445}}.
{{image|Super Smash Bros. Melee Multiple Shadows.png|Duplicate shadows are offset from the characters|br}}
 
=== {{s}}Minor Lighting Issue on Termina Bay{{/s}} ===
Regardless of back-end or settings, Termina Bay has very minor lighting glitches.  Polygons on the the building will pop between full and no specular lighting as the camera moves and rotates.  To see how it's supposed to be, you can use the software renderer.  See more information at {{issue|6398}}. Fixed by {{revision|4.0-5225}}.
 
=== {{s}}Single-frame Garbage in Stage Backgrounds{{/s}} ===
As of {{revision|3.5-1025}}, when using a NVIDIA card along with the OpenGL plugin the backgrounds will intermittently flash rainbow/white colors instead of the proper pattern on the Battlefield, Final Destination, and Fountain of Dreams stages. It is very minor and only lasts for a single frame, but at the same time can be distracting.  To avoid this issue use D3D. See {{issue|6391}}. Fixed by the merger of the tev-fixes-new branch in {{revision|4.0-1192}}.
 
== Enhancements ==
=== 16:9 Aspect Ratio Fix ===
=== 16:9 Aspect Ratio Fix ===
The built-in Widescreen Hack causes clipping issues. The following AR codes work as a replacement, causing less issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.
The built-in Widescreen Hack causes clipping issues. The following AR codes work as a replacement, causing less issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.
Line 35: Line 46:
0436A4A8 C02D809C
0436A4A8 C02D809C
044D373C 3FE38E39</pre>
044D373C 3FE38E39</pre>


===== PAL =====
===== PAL =====
Line 42: Line 52:
044C47BC 3FE38E39</pre>
044C47BC 3FE38E39</pre>


=== Revision patch for Netplay ===
Recommended revision: '''1.02''' (MD5: 0e63d4223b01d9aba596259dc155a174)


== Problems ==
Download the xDelta patch for your revision from below. Then use [http://www.romhacking.net/utilities/598/ xDelta patcher] to patch your disc image with the patch file for either revision depending on the revision of your disc image.
=== {{s}}Multiple Shadows in OpenGL{{/s}} ===
If Anisotropic Filtering (AF) is used with OpenGL, shadows will be duplicated and offset. D3D operates differently so it is not affected. Keep AF off when using OpenGL to avoid the problem. Forced Texture Filtering can also be used to correct it. Fixed by pixel offset correction in {{revision|4.0-5445}}.
{{image|Super Smash Bros. Melee Multiple Shadows.png|Duplicate shadows are offset from the characters|br}}
 
=== {{s}}Minor Lighting Issue on Termina Bay{{/s}} ===
Regardless of back-end or settings, Termina Bay has very minor lighting glitches.  Polygons on the the building will pop between full and no specular lighting as the camera moves and rotates.  To see how it's supposed to be, you can use the software renderer.  See more information at {{issue|6398}}. Fixed by {{revision|4.0-5225}}.


=== {{s}}Single-frame Garbage in Stage Backgrounds{{/s}} ===
'''1.00''' (MD5: 3a62f8d10fd210d4928ad37e3816e33c) - [https://mega.nz/#F!u8JkjAjQ!o562abzuCXY0TgRJa7B2NQ MEGA] (4.4MB)<br />
As of {{revision|3.5-1025}}, when using a NVIDIA card along with the OpenGL plugin the backgrounds will intermittently flash rainbow/white colors instead of the proper pattern on the Battlefield, Final Destination, and Fountain of Dreams stages. It is very minor and only lasts for a single frame, but at the same time can be distracting.  To avoid this issue use D3D. See {{issue|6391}}. Fixed by the merger of the tev-fixes-new branch in {{revision|4.0-1192}}.
'''1.01''' (MD5: 67136bd167b471e0ad72e98d10cf4356) - [https://mega.nz/#F!u8JkjAjQ!o562abzuCXY0TgRJa7B2NQ MEGA] (4.4MB)


== Configuration ==
== Configuration ==