Cjag
Smash Cadet
This is the old thread from last year. You can find the mod's history and previous patches here.
Hybrid 64: A balance mod that aims to combine Super Smash Bros. 64's aspects and mechanics with the high-speed thrills that Melee already provides. 4-frame L-Canceling, 64-esque pivots, Old-school sound effects, more hitstun, more hitlag, more combos... All this and more!
This mod is currently only available as an xdelta patch file for your copy of Super Smash Bros. Melee (NTSC 1.02). Packed inside a .rar file, you will find the xdelta file (which is the mod itself) and patch notes documenting the changes from the previous version. You can also download the Full Patch Notes which has all the changes the game has -- including characters!
This mod is updated monthly frequently, so check back once in a while!
As of Jun/26/2018, this project has come to an end. [No, it hasn't!]
Current Version: Ver. 1.50 [Jun/26/2018]
Download Link
Want MORE Melee? Then try the "More Melee" Version!
This is a special version of Hybrid 64 that makes the game resemble Melee more than the original intended version.
That means Walljumps, Wall Techs, Spot Dodge, More DI, Melee Shieldstun and Melee Hitstun return!
WARNING! The game may become very frantic...
Download Link (1.5 M)
Full Patch Notes (vMelee -> Ver.1.5/1.5M) (EDIT: Accidentally deleted this when updating the new patch notes for v2.0...)
This mod is currently only available as an xdelta patch file for your copy of Super Smash Bros. Melee (NTSC 1.02). Packed inside a .rar file, you will find the xdelta file (which is the mod itself) and patch notes documenting the changes from the previous version. You can also download the Full Patch Notes which has all the changes the game has -- including characters!
Current Version: Ver. 1.50 [Jun/26/2018]
Download Link
Want MORE Melee? Then try the "More Melee" Version!
This is a special version of Hybrid 64 that makes the game resemble Melee more than the original intended version.
That means Walljumps, Wall Techs, Spot Dodge, More DI, Melee Shieldstun and Melee Hitstun return!
WARNING! The game may become very frantic...
Download Link (1.5 M)
To avoid clutter (and avoid taking over 30+ minutes formatting the notes for the forums), I have moved the patch notes onto Pastebins. Just click and read.
SSBM Hybrid 64 Ver. 1.4a (Anniversary Patch)
This build was released on the mod's 1-year anniversary (March 27th, 2018). Like the previous patch, it brought more balance changes to many characters and the new 64-esque ledge mechanics. A very important milestone.
Download Link
SSBM Hybrid 64 Ver. 1.3a:
This build was released Feb 9th, 2018. As the previous patch, it brought more balance changes to many characters.
Download Link
SSBM Hybrid 64 Ver. 1.22b
This build was released on December 27th, 2017. It brought some changes and bugfixes from previous versions.
Download Link
SSBM Hybrid 64 Ver. 1.21:
This build was released on November 18th, 2017. After making this build, I thought this was going to be the last one and that I've balanced the game enough. ...Turns out I was wrong.
Download Link
SSBM Hybrid 64 Ver. 1.20b:
This is the version with the GuardOn fix and before another balance update. This one doesn't have the updated Main.ssm, but you can find it here if you wish to update it.
Download Link
SSBM64 Ver. 1.17a:
This is the version before the huge balance patch 1.20 brings to the table. If you didn't like the balance patch, you can always go back to this one. Be aware that pivots and Shield dashing are not present in this version.
Download Link
SSBM64 1.15a:
The first public release of the mod released on March 30th, 2017.
Download Link
SSBM-64 Ver.1.02:
I've recently found this version of the mod in an old pen drive! According to the title screen, it was built on February 2nd, 2016, making it the oldest build I've found so far. This was made during the time when it was going to be a Melee Minus mod, so many things are either broken or incomplete.
Download Link
This build was released on the mod's 1-year anniversary (March 27th, 2018). Like the previous patch, it brought more balance changes to many characters and the new 64-esque ledge mechanics. A very important milestone.
Download Link
SSBM Hybrid 64 Ver. 1.3a:
This build was released Feb 9th, 2018. As the previous patch, it brought more balance changes to many characters.
Download Link
SSBM Hybrid 64 Ver. 1.22b
This build was released on December 27th, 2017. It brought some changes and bugfixes from previous versions.
Download Link
SSBM Hybrid 64 Ver. 1.21:
This build was released on November 18th, 2017. After making this build, I thought this was going to be the last one and that I've balanced the game enough. ...Turns out I was wrong.
Download Link
SSBM Hybrid 64 Ver. 1.20b:
This is the version with the GuardOn fix and before another balance update. This one doesn't have the updated Main.ssm, but you can find it here if you wish to update it.
Download Link
SSBM64 Ver. 1.17a:
This is the version before the huge balance patch 1.20 brings to the table. If you didn't like the balance patch, you can always go back to this one. Be aware that pivots and Shield dashing are not present in this version.
Download Link
SSBM64 1.15a:
The first public release of the mod released on March 30th, 2017.
Download Link
SSBM-64 Ver.1.02:
I've recently found this version of the mod in an old pen drive! According to the title screen, it was built on February 2nd, 2016, making it the oldest build I've found so far. This was made during the time when it was going to be a Melee Minus mod, so many things are either broken or incomplete.
Download Link
(Please excuse any sort of broken English when reading this. It’s not my first language. Also, this is my first time ever posting something on a forum, so please excuse me for being a little cluttered and "Wall of text"-ish.)
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I know there’s a group of talented people that’re currently in the process of making Melee 64 (who are also way more talented and knowledgeable in this), so I don’t mean to take away any sort of attention from them or their mod once it releases. It was just coincidence that I’ve been working on a personal Melee64 mod by myself in my own free time, and then realized later that there’s a group that’s been working on the same thing. Who knew?
I didn’t want to publish this at first, but now I think this mod is in a comfortable position to be released to the public. So now, I present to you my take on a Melee + 64 hybrid: Melee64! (Now called Hybrid 64 as of Sept/18/2017)
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I know there’s a group of talented people that’re currently in the process of making Melee 64 (who are also way more talented and knowledgeable in this), so I don’t mean to take away any sort of attention from them or their mod once it releases. It was just coincidence that I’ve been working on a personal Melee64 mod by myself in my own free time, and then realized later that there’s a group that’s been working on the same thing. Who knew?
I didn’t want to publish this at first, but now I think this mod is in a comfortable position to be released to the public. So now, I present to you my take on a Melee + 64 hybrid: Melee64! (Now called Hybrid 64 as of Sept/18/2017)
It all started when I found out about the Melee hacking scene in early November 2015. I immediately buffed Kirby (because that was the only character I could use, and I still do to this day whether I like it or not. ). Then it hit me, "Why not make Melee like Smash 64?" Just like that, I started creating the mod.
I started modding all the other characters in my free time. Before I knew it, I've modified the entire roster (Except Peach and Ice Climbers). Then I started tinkering with more intricate things: Hitstun, hitlag, shields in general, even the camera. I also manually imported some of Smash 64's SFX. It just felt much more satisfying when you hit someone and hear those old sounds imo.
I started modding all the other characters in my free time. Before I knew it, I've modified the entire roster (Except Peach and Ice Climbers). Then I started tinkering with more intricate things: Hitstun, hitlag, shields in general, even the camera. I also manually imported some of Smash 64's SFX. It just felt much more satisfying when you hit someone and hear those old sounds imo.
The central idea of the mod was to make the game similar to Smash 64, but not exactly like it. While having 0-to-deaths is awesome, I believe it would reflect poorly if I applied that logic to Melee. If the mod revolved around the “Don’t get hit” theme, then the person suffering from a combo wouldn’t be able to do much but accept losing the stock, thus making the mod not very fun and somewhat repetitive. So, I needed to reach a “happy medium” where the game has 64’s punish game and niches without slowing down Melee’s speed, and where the characters have combo utilities to complement it without breaking anyone from the roster, but still giving them the options to create unique combos. I believe I’ve made it close to that “happy medium.”
When it came to testing, all I had was myself. I watched videos of people playing these characters, to see how they play, and how their characters are used. I also looked at other Smash iterations for some inspiration on some characters. I tested everything and everyone for hours and hours to make sure things weren't broken, and everyone went through a LOT of balancing to get everything just right. But I felt just having one person to test things isn't enough to make a good mod, so I started putting the mod in a local place where people play Smash Bros. all day. I even streamed it on Twitch a few times.
Even though the local play sessions didn't happen too often (since I needed a hacked Wii to even play it), I was able to put the mod in for a good amount of time on my friend’s Wii, and sometimes on my PC with a Wii U Gamecube Adapter (borrowed, of course). I saw how people played the game, and gathered information thanks to those small testing sessions. This helped a ton in character balancing!
Even though the local play sessions didn't happen too often (since I needed a hacked Wii to even play it), I was able to put the mod in for a good amount of time on my friend’s Wii, and sometimes on my PC with a Wii U Gamecube Adapter (borrowed, of course). I saw how people played the game, and gathered information thanks to those small testing sessions. This helped a ton in character balancing!
- Collecting a coin (Coin Mode) crashes the game, so don't let the game run the demo. If you want to leave the game on, make sure you're not in the main menu. Thanks Achilles for linking me the "Disable Start Screen Transitions" code. Now it is safe to leave the game on the menu without the risk of the game crashing.
- There seems to be a small chance of the game not booting up when loaded with Nintendon't. Not sure if it happens with Dios Mios.
-Name entry/nametags don't work. Attempting to add a name will crash the game. Works properly as of 1.4a (?)
-The Fastfall Sparkle doesn't work properly in Battlefield. Works properly as of ver.1.20.
- Yoshi doesn't suffer from the intended Shield Stun.
- There seems to be a small chance of the game not booting up when loaded with Nintendon't. Not sure if it happens with Dios Mios.
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- Yoshi doesn't suffer from the intended Shield Stun.
Edit: Had to take down the link for a second. Forgot to delete the xdelta program from the folder. I used to have it with the patch just in case I accidentally deleted the original copy from my PC. Didn't mean to redistribute the program! It was a complete accident, please don't kill me! Q_Q
Edit 2: Added some structure thanks to the wonderful discovery of the spoiler bbcode.
Edit 3: Edited Thread's name to reflect current public build (Not sure if it's allowed. Will edit it back to normal if it's not).
Edit 4 (May/25/17): This project is not dead! I had finals and other projects to deal with, so I had to leave this alone for a while.Expect a beta of the Melee64 (Full64 Pack) soon! Just making a Console-friendly version.[/S}
Edit 5 (June/08/17): I've decided to discard the Full64 patch entirely. I will now only update the Hybrid Mod. Also, I've found a VERY old version of my mod. It's... quite broken. ^_^'
Edit 6: Oh wow. An update! Finally! It's been a while, huh? I've updated the mod with some character balancing stuff. Also, a fix for Wall techs and ceiling techs which suddenly started to work in the last patch and I didn't notice until now. Oops. =/ Anyways, that's been fixed and you can no longer tech off walls (again).
Edit 7: Ver. 1.20 has a gamebreaking issue with Kirby's F-throw, so if you have Ver. 1.20, I recommend updating to 1.20a, which fixes this issue. If you don't plan on updating, then don't use Kirby in stages with slanted ground. Kirby can be used in all legal stages except for Yoshi's Story in this case.
Edit 8: Moved the changelogs to Pastebin to avoid clutter in the OP.
Edit 2: Added some structure thanks to the wonderful discovery of the spoiler bbcode.
Edit 3: Edited Thread's name to reflect current public build (Not sure if it's allowed. Will edit it back to normal if it's not).
Edit 4 (May/25/17): This project is not dead! I had finals and other projects to deal with, so I had to leave this alone for a while.
Edit 5 (June/08/17): I've decided to discard the Full64 patch entirely. I will now only update the Hybrid Mod. Also, I've found a VERY old version of my mod. It's... quite broken. ^_^'
Edit 6: Oh wow. An update! Finally! It's been a while, huh? I've updated the mod with some character balancing stuff. Also, a fix for Wall techs and ceiling techs which suddenly started to work in the last patch and I didn't notice until now. Oops. =/ Anyways, that's been fixed and you can no longer tech off walls (again).
Edit 7: Ver. 1.20 has a gamebreaking issue with Kirby's F-throw, so if you have Ver. 1.20, I recommend updating to 1.20a, which fixes this issue. If you don't plan on updating, then don't use Kirby in stages with slanted ground. Kirby can be used in all legal stages except for Yoshi's Story in this case.
Edit 8: Moved the changelogs to Pastebin to avoid clutter in the OP.
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