Super Smash Bros. Melee

From Dolphin Emulator Wiki
Revision as of 18:33, 27 March 2014 by Darxide (talk | contribs) (Testing)
Jump to: navigation, search
Super Smash Bros. Melee
SuperSmashBrosMelee.jpg
Developer(s) HAL Laboratory
Publisher(s) Nintendo
Series Super Smash Bros.
Platform(s) GameCube
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 4Stars4.pngEdit rating: Super Smash Bros. Melee
Playable
GameIDs GALE01, GALP01, GALJ01
See also...

Dolphin Forum thread
Open Issues

Search Google
Search Wikipedia

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.

Problems

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 D3D9 or D3D11. See issue 6391.

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

Config Setting Notes
Anisotropic Filtering Off AF causes the multiple shadow issue in OpenGL
Disable Fog Off Fog is needed for various effects (i.e. "Bonus Trophy Stage")

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.

Δ
5.0-11520 (current)
Δ
Δ
Δ
Δ
Δ
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.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
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.
4.0.1 Windows 7 x64 Intel i5-3570K @ 4.4GHz nVidia 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

|style="white-space:nowrap;"|4.0-1222 |style="white-space:nowrap"|Windows 7 x64 |style="white-space:nowrap"|i5-4670K @ 4.0 GHz |style="white-space:nowrap"|nVidia 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. |style="white-space:nowrap"|Darxide |-


Gameplay Videos