Cjag
Smash Cadet
Hybrid 64 is a mod for Super Smash Bros. Melee that focuses on making Melee closer to Smash 64, both in gameplay mechanics and aesthetics. It's been in the works for ~4 years and with v3.0 it's closer than ever!
New Character Textures!

New to ver. 3.0, Melee's characters finally get the retro treatment! Characters now use their low-poly models with all-new textures! Thanks to Connor Rentz for letting me use some of Melee64's textures! Here's a few pictures:




New Mechanics!

Hybrid 64 introduces new mechanics from Smash 64! Z-Cancelling, Stick Hop, Jump OoS Intangibility, just to name a few! And yes, you can still wavedash!
Retro UI!


Melee's UI has also gotten the retro treatment! Training Mode, Menus... Nearly all of Melee's UI elements now reflect the Smash 64 style!
Character Rebalancing!

Hybrid 64 also changes the cast's stats! With the extra hitstun and lowered DI, combo potential is through the roof! Like a legendary player once said... "Don't get hit."
NEW! Slippi-compatible build!

I'm very excited to announce that Hybrid 64 now has a Slippi-compatible build! Now you can play Hybrid 64 with Slippi's new Rollback Online feature! This build also includes a 64-inspired Classic Mode intro screen!
Download Link (Current Version: 3.2)
Slippi-Compatible Build
GameBanana Page
Full Patch Notes (Melee 1.02 NTSC -> Hybrid 64 v3.2)
If you're having issues patching the game with xDelta, here's an option with the game's root files. No ISO needed! Just DAT Texture Wizard. Instructions are provided on how to perform this.
- Slippi build does not boot into Slippi Online Scene. [Present since Slippi release 2.2.6/2.3.0 Beta]
- Slippi's custom menu textures appear empty, but still function normally.
- Metal Box item forces characters to revert to their high-poly models while in use. [Present since ???]
- Running the "Results Test" in the Debug Menu crashes the game. [Present since ???. Can be worked around if you go into a match first.]
- When adding CPUs in Training Mode, characters that correspond to ports 3 and 4 cannot stick hop. [Present since 2.1?]
- Special Melee Menu is broken. It can be accessed, but the icons are misplaced. [Present since 2.2]
- Accessing the "Additional Rules" sub menu through the Main Menu is a crash on console. Does not affect netplay or emulator. [Present since 2.2]
- Team-based battles for 1P Game Modes crash the game. Doubles is unaffected. [Present since 2.1]
Yoshi does not suffer the intended Shield Stun. [Fixed as of v2.1.]- Coin Mode crashes the game. [Present since first release.]
The game has a small chance of not booting up in Nintendont. [Fixed as of 2.02?]Yoshi slides off ledges while shielding.[Fixed as of v2.1]
- Coding (Includes authors of codes that're used in Hybrid 64)
- UnclePunch
- taukhan
- Gadzook
- Achilles1515
- Textures
- Connor Rentz
- Lofi
- Modding Tools
- Ploaj (HSDraw)
- DRGN (DAT Texture Wizard, Melee Code Manager)
- Ampers (Crazy Hand)
- Tatat0 (Interrupt Changer)
- mer (Melee DAT Editor)
- Playtesting
- Lux
- Stormghetti
- The Cape
- Auran
- Yaruzu
- Mar/01/2020
- Refined Opening Post for v3.0
- Jun/25/2019
- Prepared Opening Post for release.
- Added links to Patch Notes.
- Aug/06/2019
- Added Root Files as an alternative download option.
- Sept/09/2019
- Updated trailer to reflect newest version at the time (v2.1)
- Updated Full Patch Notes link.
- Added download link for v2.1 Root Files
- Oct/??/2019
- Updated trailer to reflect newest version at the time (v2.2)
It's been about a year since v1.5 of this mod was released in the Smashboards. Although it was said that it would be the "Final" version of the mod, something about that didn't fit well with me. I realized there was more I could do with this now 2-year-old mod. I wanted it to be the definitive mod where Smash 64 and Melee players alike could experience a brutal combo game without leaving their tech skill behind.
And with that goal in mind, I restarted the project. You can read the details of the mod by clicking on the spoiler tags.
Character balancing has also been a topic in my mind. Everyone has their own visions on how they want their character to work and what buffs/nerfs they should receive. Some would like the low-tiers to be buffed so they can catch up, while others want the high-tiers to be nerfed so they can be fair against the rest of the cast. While an imbalanced game can lead to staleness and repetitive character choices, a game that's too balanced makes for a boring game since it sucks up potential creativity from the characters and its players.
Hybrid 64 hasn't always been a balanced game, and that's a good thing. For version 2.0, that will remain the same. I let myself loose and did the best I can without breaking the character or completely changing their dynamic/playstyle. While something may look overpowered at first glance, keep in mind that there is less DI, more Shield Stun, and more Hitstun than in vanilla Melee. The characters were adjusted with that in mind to bring the Smash 64 experience to Melee. Combo is the name of the game.
And with that goal in mind, I restarted the project. You can read the details of the mod by clicking on the spoiler tags.
My main focus for this patch has been character balancing and expanding combo opportunities. An issue with this mod's previous patches has always been the linear flowchart-y combos. While this is an aspect Smash 64 has due to it's lack of DI (only SDI was present), I didn't want this mod to mimic that entirely. This game has DI and I want its effect to be just strong enough to make a difference. Not too strong that would change an attack from launching vertically to launching horizontally, but not so weak that it might as well be non-existent.
That is why version 2.0 will have slightly stronger DI. Its curve allows combos to happen at lower percents and low-knockback moves while providing just enough to help characters survive longer at higher percents.
Fox Up Throw at 0% against Pikachu:
I tried my best to show it as exact as possible, but it proved to be difficult with just images. This will do, for now.
That is why version 2.0 will have slightly stronger DI. Its curve allows combos to happen at lower percents and low-knockback moves while providing just enough to help characters survive longer at higher percents.
Fox Up Throw at 0% against Pikachu:


I tried my best to show it as exact as possible, but it proved to be difficult with just images. This will do, for now.

Character balancing has also been a topic in my mind. Everyone has their own visions on how they want their character to work and what buffs/nerfs they should receive. Some would like the low-tiers to be buffed so they can catch up, while others want the high-tiers to be nerfed so they can be fair against the rest of the cast. While an imbalanced game can lead to staleness and repetitive character choices, a game that's too balanced makes for a boring game since it sucks up potential creativity from the characters and its players.
Hybrid 64 hasn't always been a balanced game, and that's a good thing. For version 2.0, that will remain the same. I let myself loose and did the best I can without breaking the character or completely changing their dynamic/playstyle. While something may look overpowered at first glance, keep in mind that there is less DI, more Shield Stun, and more Hitstun than in vanilla Melee. The characters were adjusted with that in mind to bring the Smash 64 experience to Melee. Combo is the name of the game.
Smash 64's "Go!" and "Game Set" textures were imported into the game for a more retro experience, and I created a new "Ready" texture to fit the style.
I also made a new banner for Dolphin and its saves to help distinguish it from the long list of other games.



I also made a new banner for Dolphin and its saves to help distinguish it from the long list of other games.

Attachments
-
43.1 KB Views: 294
Last edited: