NOTE: All these custom characters (and perhaps more) are in the process of being moved into Melee XT as toggleable characters. Currently as of version 2.1, Snake, Yumi and Lucina are all playable and have modified movesets plus all of these costumes. Ami and Sonic might be added as reskins of their respective characters in a later update (I'm waiting to put Sonic over Fox and fix Ami's sorting issues, mainly).
https://smashboards.com/threads/mel...-better-snake-more-stages-crash-fixes.458303/
Extracting the characters from that mod for personal use is fine. If they're to be put into another mod, that's fine too but please give credit to me and the original creators of the models.
In this thread, I'll put downloads for any custom characters I create.
Here's an image showing all the currently available custom characters:
You can post your own custom characters here, but you need to follow these rules:
1.- Your character must have a custom model (or modified enough to be recognized as a different character)
2.- Your character must have a custom moveset (or again, modified enough to have a few different moves) (Not necessary for early versions)
3.- Your character doesn't necessarily need to have custom models for each costume (PM me for more info about this)
If your character follows all these rules correctly, it will be added here.
Decloned characters are also acceptable too, so for instance, decloned Dr. Mario is good enough to put on this list.
Other notes:
Characters may be denoted (Lagless) or (Not lagless). Lagless characters can be safely played with 4 players on nearly every level with no visible performance issues or the same amount of lag that would be experienced with regular Melee characters in real console.
Not lagless characters instead will most likely reduce performance significantly when 4 players use all the same character, or even two in FoD may be enough to bog down performance a bit on real console. Not sure how Dolphin would stack up running them however.
Common stuff: Grab the "TDRR Import names.txt" file from the attachments below, and drop it into your Melee Code Manager "Mods Library" folder, so you can then patch your .dol file to have the proper character names, as seen in the screenshots.
On with the characters:
Ami Onuki over Luigi v0.5a (Lagless)
Solid Snake over Captain Falcon v0.5a (Not lagless)
Yumi Yoshimura over Dr. Mario v0.5a (Lagless)
Sonic the Hedgehog over Mario v1.0 (NOTE: This character is "deprecated", and to to be replaced with a better version, please be patient) (Not lagless)
https://smashboards.com/threads/mel...-better-snake-more-stages-crash-fixes.458303/
Extracting the characters from that mod for personal use is fine. If they're to be put into another mod, that's fine too but please give credit to me and the original creators of the models.
In this thread, I'll put downloads for any custom characters I create.
Here's an image showing all the currently available custom characters:
You can post your own custom characters here, but you need to follow these rules:
1.- Your character must have a custom model (or modified enough to be recognized as a different character)
2.- Your character must have a custom moveset (or again, modified enough to have a few different moves) (Not necessary for early versions)
3.- Your character doesn't necessarily need to have custom models for each costume (PM me for more info about this)
If your character follows all these rules correctly, it will be added here.
Decloned characters are also acceptable too, so for instance, decloned Dr. Mario is good enough to put on this list.
Other notes:
Characters may be denoted (Lagless) or (Not lagless). Lagless characters can be safely played with 4 players on nearly every level with no visible performance issues or the same amount of lag that would be experienced with regular Melee characters in real console.
Not lagless characters instead will most likely reduce performance significantly when 4 players use all the same character, or even two in FoD may be enough to bog down performance a bit on real console. Not sure how Dolphin would stack up running them however.
Common stuff: Grab the "TDRR Import names.txt" file from the attachments below, and drop it into your Melee Code Manager "Mods Library" folder, so you can then patch your .dol file to have the proper character names, as seen in the screenshots.
On with the characters:
Ami Onuki over Luigi v0.5a (Lagless)
Ami from Hi Hi Puffy AmiYumi, as a full-on replacement for Luigi, including her own CSS cosmetics and name, plus obviously the custom model I made.
Currently, moveset is perfectly identical to Luigi (and you can use any Luigi moveset you want, even SD Remix's for instance).
A Brawl port but without the upcoming moveset is also in the works.
(as a side note, I really like how the CSP turned out!)
Currently, moveset is perfectly identical to Luigi (and you can use any Luigi moveset you want, even SD Remix's for instance).
A Brawl port but without the upcoming moveset is also in the works.
(as a side note, I really like how the CSP turned out!)
1. What the heck is wrong with her skirt?!
A: I tried to fix the bug Yumi has with the constant clipping on her skirt, and it had... quite mixed results. I'll look into improving this further for another version.
2. Her hands are always clenched, but why?
A: Luigi's hand bones don't fit into Ami's, and as much as I tried moving around vertices so it would work, things were messy and broken to say the least.
The thumb in particular was just super distorted, I'd rather have them always clenched than randomly contort in horrible ways.
3. What's wrong with her hair tufts?
A: Long story short, I put all of the textures into a single 512x512 for compatiblity with almost any engine I could think of, but Melee (or well, the GCs GX graphics system) has trouble properly sorting all of it, so the tufts have janky alpha translucency. I'll probably import another version of the model I made earlier that uses no alpha translucency for any effects whatsoever, and that should work, I'll get into it for another version.
A: I tried to fix the bug Yumi has with the constant clipping on her skirt, and it had... quite mixed results. I'll look into improving this further for another version.
2. Her hands are always clenched, but why?
A: Luigi's hand bones don't fit into Ami's, and as much as I tried moving around vertices so it would work, things were messy and broken to say the least.
The thumb in particular was just super distorted, I'd rather have them always clenched than randomly contort in horrible ways.
3. What's wrong with her hair tufts?
A: Long story short, I put all of the textures into a single 512x512 for compatiblity with almost any engine I could think of, but Melee (or well, the GCs GX graphics system) has trouble properly sorting all of it, so the tufts have janky alpha translucency. I'll probably import another version of the model I made earlier that uses no alpha translucency for any effects whatsoever, and that should work, I'll get into it for another version.
Solid Snake over Captain Falcon v0.5a (Not lagless)
Solid Snake, using his Metal Gear Solid: The Twin Snakes design, with his model from Smash 2 is now in Melee!
I planned a moveset and I think I know how to pull it off, however I really don't have the skill to make it work decently (and my animation swaps all crash anyways). If you want the broken moveset file I made, DM me so I can link it to you.
I planned a moveset and I think I know how to pull it off, however I really don't have the skill to make it work decently (and my animation swaps all crash anyways). If you want the broken moveset file I made, DM me so I can link it to you.
Yumi Yoshimura over Dr. Mario v0.5a (Lagless)
Yumi from Hi Hi Puffy AmiYumi, as a full-on replacement for Dr. Mario, including her own announcer call, CSS cosmetics and name, plus obviously the custom model I made.
Currently, moveset is perfectly identical to Dr. Mario (and you can use any Dr .Mario moveset you want, even SD Remix's for instance), but whenever I get HSDraw working I'll start work in changing various moves and adding her trademark guitar (even seen in her CSPs!). I already got the model and know how everything should be done, I just don't have HSDraw up and running here yet.
A Brawl port but without the upcoming moveset is also in the works.
Yumi's costumes reference something either in her own show, or from somewhere else, here's a quick listing of these:
Neutral - Her default look
Red - Colored after Knuckles from the Sonic series
Green - Colored after Invader Zim
Blue - Colored after Hatsune Miku (probably the least obvious one)
Black - Modeled after the outfit she (and Ami) wore in the "Kaz Almighty" segment
Currently, moveset is perfectly identical to Dr. Mario (and you can use any Dr .Mario moveset you want, even SD Remix's for instance), but whenever I get HSDraw working I'll start work in changing various moves and adding her trademark guitar (even seen in her CSPs!). I already got the model and know how everything should be done, I just don't have HSDraw up and running here yet.
A Brawl port but without the upcoming moveset is also in the works.
Yumi's costumes reference something either in her own show, or from somewhere else, here's a quick listing of these:
Neutral - Her default look
Red - Colored after Knuckles from the Sonic series
Green - Colored after Invader Zim
Blue - Colored after Hatsune Miku (probably the least obvious one)
Black - Modeled after the outfit she (and Ami) wore in the "Kaz Almighty" segment
1. Her legs clip through her skirt, and her feet don't move, why?
A: Well, unfortunately this importer is quite random in how it works, sometimes multiple bone assignments work fine (used for the skirt to move with the legs) and other times they just get converted into single weights, sometimes the weighting is completely respected and sometimes some of it is ignored (For instance, the Black costume's feet move properly, but even though the feet were rigged in the other models they don't animate at all). I'll try to fix this.
2. Her hands are always clenched, but why?
A: Mario's hand bones don't fit into Yumi's, and as much as I tried moving around vertices so it would work, things were messy and broken to say the least.
The thumb in particular was just super distorted, and I figured since that only like 10% of the time Dr. Mario opens his hands, there wouldn't be any real trouble if I just made them permanently clenched.
A: Well, unfortunately this importer is quite random in how it works, sometimes multiple bone assignments work fine (used for the skirt to move with the legs) and other times they just get converted into single weights, sometimes the weighting is completely respected and sometimes some of it is ignored (For instance, the Black costume's feet move properly, but even though the feet were rigged in the other models they don't animate at all). I'll try to fix this.
2. Her hands are always clenched, but why?
A: Mario's hand bones don't fit into Yumi's, and as much as I tried moving around vertices so it would work, things were messy and broken to say the least.
The thumb in particular was just super distorted, and I figured since that only like 10% of the time Dr. Mario opens his hands, there wouldn't be any real trouble if I just made them permanently clenched.
All you'll need is the .zip with the character data, a Melee ISO (no matter the mod or version as long as it's not The Falcon Ditto for obvious reasons), and DAT Texture Wizard. (Optionally, Melee Code Manager if you want to change the "Dr. Mario" name to "Yumi"
Part 1 - Installing the models:
Extract the .zip file to any directory of your choice.
Open up DAT Texture Wizard, make a copy of your ISO to install the character into, and then in the filesystem window just rightclick anywhere and press "import multiple files" in the dropdown menu.
Go to where you extracted the .zip file and select all PlDr**.dat files, then press "open" or "select" on the bottom right corner.
That installed the models, now, let's install the announcer call.
Part 2 - Announcer call:
Look for the "audio" folder in your ISO, then into "us", and just look for the "nr_name.ssm" file and rightclick that. In the dropdown menu, press the "import file" option and look for the matching file where you extracted the .zip, in the folder "audio" then into "us". That replaced Dr. Mario's announcer call.
Part 3 - Cosmetics:
This is possibly the most time-consuming part thus far, as the steps require a bit more manual work than before, but it should still be easily doable.
Look for the MnSlChr.usd (Or MnSlChr.dat if you play with the Japanese language enabled) file and then right-click that, and press "browse textures" in the dropdown menu.
Here comes the longer part, now, look for Dr. Mario's CSS icon, rightclick that and in the dropdown menu just select "import texture(s)", and replace it with 0css icon.png, which should be under the "CSP" folder of where you extracted the .zip, all other cosmetics are also in this folder so I'll skip specifying the path again.
Now, all the CSPs are named in such a way that they tell you exactly which Dr. Mario portrait it replaces, so just look for the respective CSPs in the browse textures tab and replace them like you did with the CSS icon.
Now save, and that's it, your Melee ISO now has Yumi over Dr. Mario installed. But wait, didn't we forget to change the CSS name? That's right, but we need Melee Code Manager for that.
Part 4 - Change CSS name:
(NOTE: The name may have to be manually replaced with a hex editor to avoid breaking certain mods! This is just a MCM bug related to identifying which codes are installed and which aren't, so do be careful.)
Go to where you extracted the .zip file, then into the "MCM codes" folder, and copy DrMarioToYumi.txt into your Melee Code Manager's "Mod Library" folder. After this, just open Melee Code Manager.exe as normal, and select your ISO you installed Yumi into, then go into the new code category called "DrMarioToYumi" and apply the code called Change name of Dr. Mario to Yumi" in CSS, then just press the "save" button on the bar to the right.
And that's it, Yumi should now be completely installed over Dr. Mario in the ISO.
Part 1 - Installing the models:
Extract the .zip file to any directory of your choice.
Open up DAT Texture Wizard, make a copy of your ISO to install the character into, and then in the filesystem window just rightclick anywhere and press "import multiple files" in the dropdown menu.
Go to where you extracted the .zip file and select all PlDr**.dat files, then press "open" or "select" on the bottom right corner.
That installed the models, now, let's install the announcer call.
Part 2 - Announcer call:
Look for the "audio" folder in your ISO, then into "us", and just look for the "nr_name.ssm" file and rightclick that. In the dropdown menu, press the "import file" option and look for the matching file where you extracted the .zip, in the folder "audio" then into "us". That replaced Dr. Mario's announcer call.
Part 3 - Cosmetics:
This is possibly the most time-consuming part thus far, as the steps require a bit more manual work than before, but it should still be easily doable.
Look for the MnSlChr.usd (Or MnSlChr.dat if you play with the Japanese language enabled) file and then right-click that, and press "browse textures" in the dropdown menu.
Here comes the longer part, now, look for Dr. Mario's CSS icon, rightclick that and in the dropdown menu just select "import texture(s)", and replace it with 0css icon.png, which should be under the "CSP" folder of where you extracted the .zip, all other cosmetics are also in this folder so I'll skip specifying the path again.
Now, all the CSPs are named in such a way that they tell you exactly which Dr. Mario portrait it replaces, so just look for the respective CSPs in the browse textures tab and replace them like you did with the CSS icon.
Now save, and that's it, your Melee ISO now has Yumi over Dr. Mario installed. But wait, didn't we forget to change the CSS name? That's right, but we need Melee Code Manager for that.
Part 4 - Change CSS name:
(NOTE: The name may have to be manually replaced with a hex editor to avoid breaking certain mods! This is just a MCM bug related to identifying which codes are installed and which aren't, so do be careful.)
Go to where you extracted the .zip file, then into the "MCM codes" folder, and copy DrMarioToYumi.txt into your Melee Code Manager's "Mod Library" folder. After this, just open Melee Code Manager.exe as normal, and select your ISO you installed Yumi into, then go into the new code category called "DrMarioToYumi" and apply the code called Change name of Dr. Mario to Yumi" in CSS, then just press the "save" button on the bar to the right.
And that's it, Yumi should now be completely installed over Dr. Mario in the ISO.
Sonic the Hedgehog over Mario v1.0 (NOTE: This character is "deprecated", and to to be replaced with a better version, please be patient) (Not lagless)
NOTE: Will give Sonic his own moveset and animations eventually, maybe in a couple years or so
and maybe make him go over Dr. Mario
4 Players all as Sonic will make the framerate drop a LOT, 3 players appears to be fine, but try to only use 2 Sonics per match.
-Speed is slightly faster than Fox's
-Jumping now has the Screw Attack animation
-F-Tilt now has the 3rd jab animation (the original F-Tilt distorted Sonic quite a bit)
-3rd jab is now up aerial
-D-Special has the Screw Attack animation, greatly reducing endlag and making it a better recovery move
-Taunt is now the original D-Special animation, because Sonic with that Mario taunt didn't look good
-F-Air is supposed to be 2x faster but i didn't include this because that requires modifying the .dol
and maybe make him go over Dr. Mario
4 Players all as Sonic will make the framerate drop a LOT, 3 players appears to be fine, but try to only use 2 Sonics per match.
-Speed is slightly faster than Fox's
-Jumping now has the Screw Attack animation
-F-Tilt now has the 3rd jab animation (the original F-Tilt distorted Sonic quite a bit)
-3rd jab is now up aerial
-D-Special has the Screw Attack animation, greatly reducing endlag and making it a better recovery move
-Taunt is now the original D-Special animation, because Sonic with that Mario taunt didn't look good
-F-Air is supposed to be 2x faster but i didn't include this because that requires modifying the .dol
Z
zankyou
= Model Importer
Smash 2 Team = Sonic model
CalvinHedgewolf13 = Helped getting Sonic to work over other costumes (Don't bother him about this, if you need to, PM me)
Ampers = for CrazyHand, the moveset editor
Itaru = for his discoveries in characters' moveset files
Smash 2 Team = Sonic model
CalvinHedgewolf13 = Helped getting Sonic to work over other costumes (Don't bother him about this, if you need to, PM me)
Ampers = for CrazyHand, the moveset editor
Itaru = for his discoveries in characters' moveset files
NOTE: This doesn't allow for something like, Sonic and Mario on the same match. Instead, this makes it so you can quickly switch between Sonic and Mario on the Character Select Screen, without having to reset the console and switch ISOs or anything.
WARNING: This replaces the previous alternate costumes you had on that slot! Think twice if you don't care about those colors!
Step 1 - Open (a copy of) your 20XX ISO in DAT Texture Wizard
Step 2 - Extract the .zip containing the custom character's file on some folder
Step 3 - Rename all of the costumes (DTW tells you which of the original files are costumes) to either have .rat or .lat instead of the .dat extension, if it's .lat, switching to that costume is done with the L button, if it's .rat, then you switch using the R button. Import the renamed files into the .ISO replacing the original alternate costumes that came with 20XX.
Step 4 - Rename the main character file (Usually PlXX.dat) so the extension now says either .sat or .pat. If it's .sat, it replaces the SD Remix moveset for that character. If it's .pat, it replaces the PAL moveset for that character. Choose wisely!
After that, import that file into the .ISO replacing the original alt moveset file.
Step 5 - Save and let the ISO rebuild, load up on Dolphin or Wii.
Step 6 - At the Character Select Screen, press the button you assigned in Step 3 to switch to that character, and switch to the corresponding moveset you replaced in Step 4 (Yellow and Blue background means PAL, Purple and Red background means SD Remix)
Step 7 - Enjoy!
WARNING: This replaces the previous alternate costumes you had on that slot! Think twice if you don't care about those colors!
Step 1 - Open (a copy of) your 20XX ISO in DAT Texture Wizard
Step 2 - Extract the .zip containing the custom character's file on some folder
Step 3 - Rename all of the costumes (DTW tells you which of the original files are costumes) to either have .rat or .lat instead of the .dat extension, if it's .lat, switching to that costume is done with the L button, if it's .rat, then you switch using the R button. Import the renamed files into the .ISO replacing the original alternate costumes that came with 20XX.
Step 4 - Rename the main character file (Usually PlXX.dat) so the extension now says either .sat or .pat. If it's .sat, it replaces the SD Remix moveset for that character. If it's .pat, it replaces the PAL moveset for that character. Choose wisely!
After that, import that file into the .ISO replacing the original alt moveset file.
Step 5 - Save and let the ISO rebuild, load up on Dolphin or Wii.
Step 6 - At the Character Select Screen, press the button you assigned in Step 3 to switch to that character, and switch to the corresponding moveset you replaced in Step 4 (Yellow and Blue background means PAL, Purple and Red background means SD Remix)
Step 7 - Enjoy!
Attachments
-
2.3 MB Views: 954
-
786.7 KB Views: 431
-
379.7 KB Views: 379
-
2.5 MB Views: 437
-
1.2 KB Views: 155
Last edited: