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Super Smash Bros. Melee
|Super Smash Bros. Melee|
|Series||Super Smash Bros.|
|Release date(s)|| JP November 21, 2001|
NA December 3, 2001
EU May 24, 2002
AUS May 31, 2002
|Mode(s)||Single-player, Multiplayer (4)|
|Input methods||GameCube Controller|
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.
 AR Codes
The current AR codes included with Dolphin may crash the US version of the game, but appear to work with the PAL revision.
 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.
 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. There is no known solution to the problem. See more information at issue 6398.
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 in "tev_fixes_new" merge.
Only configuration options for the best compatibility where they deviate from defaults are listed. Please see the performance guide for an overview of performance related settings. A full list of options is available at Template:Config/doc
|Off||AF causes the multiple shadow issue in OpenGL|
 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.
This game has been tested on the environments listed below:
|r4771||Windows 7 x64||Intel Core i7-870 @ 2.9Ghz||ATI Radeon HD 5450||Perfect speed, music becomes buggy on some occasions making it repeat itself. Shader bug which makes the floor become completely black in 85% of all stages.||Dawngaward0110|
|r6857||Windows Vista x64||AMD Phenom 9550 X4 @ 2.2GHz||nVidia GeForce 9100||Perfect|
|r6857||Windows XP x86||AMD Athlon II X4 @ 3GHz||ATI Radeon HD 5450||Perfect|
|r7408||Windows 7 x64||Intel Core 2 Duo E6750 @ 3.2GHz||nVidia GeForce GTX 275||Exceptional. Some very minor slowdown at the very start of a stage, but it comes and goes in under a second. Some sound problems.||MaJoR|
|r7411||Windows XP SP3 x86||Intel Atom N270 @ 1.6GHz||Intel GMA 945||Playable. 16-17 FPS approximately. Sound Off for better performance.||LORPAL|
|r7419||Mac OS X 10.6.7||Intel Core i7 @ 2.66GHz||nVidia GeForce GT 330M||Perfect. Occasional slowdowns but this is the smoothest game I've run on this emulator||FeelGoodChicken|
|r7422||Windows 7 x64||Intel Core 2 Duo E6750 @ 3.2GHz||nVidia GeForce GTX 275||Exceptional. Sound problems are GONE. (Edit: still there, but less often)||MaJoR|
|r7435||Windows 7 x64||Intel Core 2 Duo E6750 @ 3.2GHz||nVidia GeForce GTX 275||Very good. Sound problems back with a vengeance.||MaJoR|
|r7564||Windows 7 x64||Intel Xeon Quad-Core @ 2.8GHz||ATI Radeon HD 5770||Audio bugs still exist. Graphical bugs: "Video/Audio Timing" and "VS Team ...".||SephirothFanatic|
|r7646||Windows 7 x86||Intel Duel Core @ 3.06GHz||nVidia GeForce G210||Perfect, The only bug is the stage 8 classic mode glitch|
|r7719||Windows 7 x64||Intel Pentium @ 2.1GHz||ATI Mobility Radeon HD 4570||Slow when running other windows, but otherwise very smooth. Only bug is the Team Battle bug.||Mamid|
|r7283||Windows 7 x64||Intel Core i3-2310 @ 2.1GHz||Intel HD Graphics||almost fully playable, slow down to 4 different characters, with the same characters in every player works fast as long as not a very large area (ex. in fountain of dreams is very slow) the FPS go from 30 to 50 (In the PAL version).||Honguito98|
|3.0-201||Windows 7 x64||Intel Core i5-2410 @ 2.3GHz||nVidia GeForce GT 525M||I haven't seen the stage 8 classic mode glitch. I will check that out. The game runs smoothly, with occasional audio bugs and glitches as seen in the Problems headline.||Doubled-revolutions|
|3.0-371||Linux Slackware 13.37 x86_64||Intel Core i5-2500K @ 3.3GHz||nVidia GeForce GTX 550 Ti||Perfect. Solid 60 FPS. No noticeable errors.||Shonumi|
|3.0-415||Windows 7 x64||AMD Phenom II X4 955 @ 3.2GHz||nVidia GeForce GTX 560 Ti||Solid. Odd sound glitch and slowdown at beginning of the match.|
|3.0-419||Windows 7 x64||AMD Athlon II X4 640 @ 3GHz||AMD Radeon HD 5670||Runs fine at fullspeed with a little slowdown at beginning of the match.||bruckxd|
|3.0-636||Windows 7||Intel Core i5-2430M||nVidia GeForce GT 540M||Plays perfect at 60 FPS. Minor slowdown at Fountain of Dreams. Stage 8 glitch also. Besides that, perfect|
|3.0-636||Windows 7 x64||Intel Core i7-920||nVidia GeForce GTX 580||Plays perfect at 60 FPS. Minor slowdowns occur at the beginning of most stages, but continues fine afterward. The music sometimes has looping issues.||RayFan9876|
|3.0-715||Windows 7 x86||Intel Core 2 DUO E7400 @ 3.1GHz||nVidia GeForce 8500 GT||Plays perfect at 65 FPS without Autoframe limit. Minor slowdowns occur at Winner Screen, also with 4 players on large stages, everything else is perfect. The music still has looping issues.||Dmax|
|3.0-766||Windows 8 x64||Intel Core i7-2600k @ 3.4GHz||nVidia GeForce GTX 570||So darn close. Sound glitches are non-existent so long as LLE audio is being used. Half-second pre-rendered cutscene audio lag. Stage 8 classic mode intro sprite alpha problem. Ever-so-slight stutters during certain cases. Examples include loading levels into memory, which doesn't break gameplay, and stuttering during 4-player on certain levels, which can. Fountain of Dreams is the prime case, likely due to the dynamic reflection map (quite a feat for its time on such hardware).||Miranda|
|3.0-776||Mac OS X 10.7.4||Intel Core i7 @ 2.2GHz||AMD Radeon HD 6750M||Plays almost perfectly, pretty stable 60 FPS.||Nolendil|
|3.0-776||Linux elementary OS x86_64||Intel Core i3-330m||nVidia GeForce GT 330m||Runs perfectly.||Krummer|
|3.5-336||Windows 7 x64||Intel Core i7-3770k||nVidia GeForce GTX 680||Full 60 FPS everywhere with no audio bugs using LLE. Using "speed up disc transfer rate" makes all music play for 2-3 seconds and stop, but the game continues to run fine. Using any AR codes causes the game to crash after the beginning cutscene and before the "press start" screen.|
|3.5-367||Windows 7 x64||Intel Core i5 2450||Intel HD Graphics 3000||60 FPS almost all the time. Choppy audio during GPU intensive gameplay. AR Codes only work for certain versions of SSBM. (US Versions (GALE01) crash after the main screen, while European Versions(GALP01) work just fine.||SpectreOne|
|3.5-367||Windows 8 x64||Intel Core i7 3630QM @ 3.4GHZ||nVidia GeForce GT 645M||Runs perfectly. No sound, graphical, or general glitches in sight. Always a constant 60 FPS||mcaso123|
|3.5-600||Windows 8 x86||AMD FX-8120||AMD Radeon HD 6670||Perfect FPS slow game bit down like 30-55 and video:Data,Archives,How to Play is slow.||DavidBascus|
|3.5-1406||Windows 7 x64||Intel Core i5-2410M @ 2.3GHz||nVidia GeForce GT 520M||All the sound crackles disappeared after the add of Dolphin in the "3D settings" (nVidia panel)!||Fox_McCloud45|
|3.5-1699||Windows 8 x86||Intel Core i3-3120M||Intel HD Graphics 4000||A consistent 60 FPS was found during playtesting. The FPS may drop to 50-55 when playing on large stages or with multiple players. Tested on 1x Native Resolution.|
|4.0||Windows 8 x64||Intel i7-2630QM @ 2GHz||AMD Radeon HD 6600M||Runs at 100% speed highest I've tested on was 2x native resolution on Direct3D11. Kept a stead frame rate with the exception of loading the levels.|
|4.0||Windows 8 x64||Intel i7-2630QM @ 2GHz||AMD Radeon HD 6700M||Runs at 100% speed highest I've tested on was 2x native resolution on Direct3D11. Kept a stead frame rate with the exception of loading the levels.|
|4.0.1||Windows 7 x64||Intel i5-3570K @ 4.4GHz||nVidia GeForce GTX 460||Working 99%. Small lighting bugs in the game but do not effect gameplay at all and are hardly noticeable. "Force texture Filtering" must be on to fix multiple shadows bug.||Kilobytez95|
|4.0-1222||Windows 7 x64||Intel i5-4670K @ 4.0 GHz||nVidia GeForce GTX 760||Runs 100% speed. I get none of the issues listed above even when using nVidia w/ OpenGL except for the very minor lighting issues described in Termina Bay. It's possible all of the other issues were resolved with the recent graphics update.||Darxide|
 Gameplay Videos