Super Smash Bros. Melee

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Super Smash Bros. Melee
Developer(s) HAL Laboratory
Publisher(s) Nintendo
Series Super Smash Bros.
Release date(s) JP November 21, 2001
NA December 3, 2001
EU May 24, 2002
AUS May 31, 2002
Genre(s) Fighting, Platform
Mode(s) Single-player, Multiplayer (4)
Input methods GameCube Controller
Compatibility 5PerfectEdit rating: Super Smash Bros. Melee
See also...

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Super Smash Bros. Melee, known in Japan as Great Melee Smash Brothers Deluxe (大乱闘スマッシュブラザーズDX, Dairantō Sumasshu Burazāzu Derakkusu), often abbreviated as SSBM or simply as Melee, is a crossover fighting game released for the Nintendo GameCube shortly after its launch in 2001.

Like its predecessor, Super Smash Bros. Melee differs from traditional fighting games in that inflicting the most damage does not guarantee victory. Instead, opposing players must inflict damage to add to the opponents percentage, to make them lighter, then force their opponents beyond the boundaries of the stage. Unlike other games of the same genre, in which moves are entered by button-input combinations, most moves in Super Smash Bros. Melee can be accessed via one-button presses and a joystick direction.

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.


[edit] Patches

[edit] 16:9 Aspect Ratio Fix

The following AR codes work as a widescreen hack for the PAL version of the game. Be sure that "Enable cheats" is on in the game menu and "Force 16:9" is selected in the graphics options!


[edit] Problems

[edit] Multiple Shadows in OpenGL

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 4.0-5445.

[edit] Minor Lighting Issue on Termina Bay

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 4.0-5225.

[edit] Single-frame Garbage in Stage Backgrounds

As of 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 4.0-1192.

[edit] Configuration

This game doesn't need non-default settings to run properly. If you want to get an overview about settings related to performance, please see the performance guide. A full list of config options is available at Template:Config/doc

[edit] Version Compatibility

The graph below charts the compatibility with Super Smash Bros. Melee since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

4.0-6310 (current)
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

[edit] Testing

This game has been tested on the environments listed below:

[edit] Gameplay Videos