Melee XT (a.k.a Melee eXTended) v2.1
Lucina, an improved Snake and Yumi all join the Melee, a new CSS, plus 3 new stages to play in, are the highlights of this version!
With also massively increased stability, the ASL will now work correctly at all times and in all setups I've tested!
NOTE: This mod was released more than half a year before M-EX was even first announced, so the method for selecting new characters and new stages is similarly outdated. It doesn't work with Slippi either.
Features:
-Alternate stage loader, with a grand total of 22 new stages, stage hacks and model imports alike!
-New characters! (added as optional replacements for certain characters, which you can easily toggle in the debug menu)
-Custom debug menu (replaces Tournament Mode) with a full stage list and toggles for custom characters
-Because it is a mod installed via root-file modifications, it's compatible with 1.00, 1.01 and 1.02 all the same by upgrading their .dol to 1.02!
-Set menu music in Sound Test (your choice is saved to the memory card!)
-Up to 8-character Name Tags, press X to shift between uppercase and lowercase characters
-Project M style Stage Striking
-C-Stick works like it should in 1P mode
-Handicap now controls stocks and setting it to auto will automate crew battle mode
-Fight Rules are now automatically set to Tournament defaults, with a few exceptions, Pause is allowed, Friendly fire is off.
But which stage is which?
By holding L or R while loading a stage, you will get one of these replacements (otherwise the vanilla stage loads up):
Downloads! (click on the titles to download):
Melee XT v2.1 (root files) (recommended!)
Melee XT v1.0 (XDelta patch) (Use only if you can't use the GCRebuilder method) (VERY OUTDATED! USE THE ROOT FILES METHOD IF POSSIBLE)
DAT Texture Wizard
Lucina, an improved Snake and Yumi all join the Melee, a new CSS, plus 3 new stages to play in, are the highlights of this version!
With also massively increased stability, the ASL will now work correctly at all times and in all setups I've tested!
NOTE: This mod was released more than half a year before M-EX was even first announced, so the method for selecting new characters and new stages is similarly outdated. It doesn't work with Slippi either.
Melee XT is a mod designed to be fun for home play (non-crashy single player support, new characters) while adding also more tournament legal content (new tourney-legal stages). Ever seen a mod with new characters before? Me neither! (note, no longer holds true as of M-EX's release haha)
Features:
-Alternate stage loader, with a grand total of 22 new stages, stage hacks and model imports alike!
-New characters! (added as optional replacements for certain characters, which you can easily toggle in the debug menu)
-Custom debug menu (replaces Tournament Mode) with a full stage list and toggles for custom characters
-Because it is a mod installed via root-file modifications, it's compatible with 1.00, 1.01 and 1.02 all the same by upgrading their .dol to 1.02!
-Set menu music in Sound Test (your choice is saved to the memory card!)
-Up to 8-character Name Tags, press X to shift between uppercase and lowercase characters
-Project M style Stage Striking
-C-Stick works like it should in 1P mode
-Handicap now controls stocks and setting it to auto will automate crew battle mode
-Fight Rules are now automatically set to Tournament defaults, with a few exceptions, Pause is allowed, Friendly fire is off.
-More characters and stages!
-Toggles for more things
-Toggles for more things
-In the Nintendo DS stage, CPUs will act like morons once they stand on the Stylus, or if you stand there, the CPUs will not be able to see you.
All characters, when enabled, do not change CSPs or icons in the CSS, instead, in the nametag box, the name of the custom character will display.
The characters you enabled will also be saved to the memory card, so you don't have to go to the debug menu every time you want to enable them.
Solid Snake (goes over C. Falcon if enabled):
Home stage: none at the moment. Poor Snake.
Solid Snake, from the Metal Gear Solid series, joins the Melee! With his Smash 2 model, Snake has his look from around the time Melee came out, resembling his MGS1 appearance. Thanks to his super-detailedbutt crack whole model, 4 players all as Snake may cause very noticeable lag in most stages. To be safe, you'll probably want to limit the Snakes to only two per match, unless your computer can keep up with that (pretty sure that you'll still need to raise the CPU clock override over 100%, however).
He doesn't run as fast as Falcon, but he has 4 new moves (and even more altered moves to make up for that! All are based on their Project M counterparts:
-F-Air: Snake lifts his leg over his head and quickly axe-swings it down, making for a powerful meteor smash (hitting with the foot hitbox causes a powerful spike!).
-U-tilt: Snake performs a quick uppercut with his left hand. With very low startup and fairly low endlag, it's a move that can be used for juggling opponents or to set up for a followup aerial attack with ease. U-Throw combos into this at low percentages, and functions as a K.O move at very high percentages.
-Side-B: Snake shoots a small tranquilizing projectile out of a (invisible yet somehow very glowy) gun that puts a grounded opponent to sleep, allowing for easy follow-ups and starting combos. Does not affect airborne opponents at all, so be very careful when you decide to use it!
-Neutral-B: Snake pulls out a grenade (actually just a green eyed nerfed Bob-omb) which he can hold for a longer time than in other games. You can throw it to extend/start combos, K.O at higher percents, or edgeguard. You can also keep it in your hand and if an opponent happens to hit it with an attack... it'll go boom with you two! Due to limitations, the grenade appears in your hand at frame 42 (last frame of the move!), so you have to be careful not to be hit during the pull animation.
Lucina (goes over Marth if enabled):
Home stage: Underground Akaneia
Lucina, from the Fire Emblem series, joins the Melee! She has a custom model based on her Awakening look made by Vert092. All of her moves are very close to those of Marth, but her Parallel Falchion does not have any sourspots, rather, the whole blade deals similar damage and knockback to Marth's tippered hitboxes, allowing for better consistency in combos but lower overall damage output and K.O potential per-hit.
-D-Air: Nerfed. Now, it's a powerful meteor smash, but only if you land the hit when the sword is pointing straight downward. This also removes the Ken Combo, which probably would have been far too easy to land with Lucina's hitboxes not requiring precise spacing anymore.
-Taunt: Win1 animation. Looks really cool!
Yumi (goes over Dr. Mario if enabled):
Home stage: Literally a Stage (close enough, lol)
Yumi joins the Melee! Not too much to say here, imagine a projectile-less Dr. Mario with a couple improved moves, and a larger head hitbox+hurtbox. That's it
-Neutral-B: A move that's very close to Falco's shine. It doesn't reflect anything, it can't be jump-cancelled, it doesn't stop your movement or slow your fall, but the trajectory and speed at which the hitbox comes out will certainly prove useful. Can only be acted out of after around 30 frames.
-D-Air: First few hits are an improved drill (they're better at keeping your opponent in if you aren't falling at high speeds), while the last half is a single weak meteor hitbox with electrical effect. Should be safer to use on-stage, and can be used as a K.O offstage if you REALLY want to humilliate your opponent (it'll probably fail so avoid that).
-Up-B: Final hitbox now has an electrical effect and deals more damage. With good positioning, can work as a risky K.O move.
-Taunt: Now the Win3 animation, noice.
The characters you enabled will also be saved to the memory card, so you don't have to go to the debug menu every time you want to enable them.
Solid Snake (goes over C. Falcon if enabled):
Home stage: none at the moment. Poor Snake.
Solid Snake, from the Metal Gear Solid series, joins the Melee! With his Smash 2 model, Snake has his look from around the time Melee came out, resembling his MGS1 appearance. Thanks to his super-detailed
He doesn't run as fast as Falcon, but he has 4 new moves (and even more altered moves to make up for that! All are based on their Project M counterparts:
-F-Air: Snake lifts his leg over his head and quickly axe-swings it down, making for a powerful meteor smash (hitting with the foot hitbox causes a powerful spike!).
-U-tilt: Snake performs a quick uppercut with his left hand. With very low startup and fairly low endlag, it's a move that can be used for juggling opponents or to set up for a followup aerial attack with ease. U-Throw combos into this at low percentages, and functions as a K.O move at very high percentages.
-Side-B: Snake shoots a small tranquilizing projectile out of a (invisible yet somehow very glowy) gun that puts a grounded opponent to sleep, allowing for easy follow-ups and starting combos. Does not affect airborne opponents at all, so be very careful when you decide to use it!
-Neutral-B: Snake pulls out a grenade (actually just a green eyed nerfed Bob-omb) which he can hold for a longer time than in other games. You can throw it to extend/start combos, K.O at higher percents, or edgeguard. You can also keep it in your hand and if an opponent happens to hit it with an attack... it'll go boom with you two! Due to limitations, the grenade appears in your hand at frame 42 (last frame of the move!), so you have to be careful not to be hit during the pull animation.
Lucina (goes over Marth if enabled):
Home stage: Underground Akaneia
Lucina, from the Fire Emblem series, joins the Melee! She has a custom model based on her Awakening look made by Vert092. All of her moves are very close to those of Marth, but her Parallel Falchion does not have any sourspots, rather, the whole blade deals similar damage and knockback to Marth's tippered hitboxes, allowing for better consistency in combos but lower overall damage output and K.O potential per-hit.
-D-Air: Nerfed. Now, it's a powerful meteor smash, but only if you land the hit when the sword is pointing straight downward. This also removes the Ken Combo, which probably would have been far too easy to land with Lucina's hitboxes not requiring precise spacing anymore.
-Taunt: Win1 animation. Looks really cool!
Yumi (goes over Dr. Mario if enabled):
Home stage: Literally a Stage (close enough, lol)
Yumi joins the Melee! Not too much to say here, imagine a projectile-less Dr. Mario with a couple improved moves, and a larger head hitbox+hurtbox. That's it
-Neutral-B: A move that's very close to Falco's shine. It doesn't reflect anything, it can't be jump-cancelled, it doesn't stop your movement or slow your fall, but the trajectory and speed at which the hitbox comes out will certainly prove useful. Can only be acted out of after around 30 frames.
-D-Air: First few hits are an improved drill (they're better at keeping your opponent in if you aren't falling at high speeds), while the last half is a single weak meteor hitbox with electrical effect. Should be safer to use on-stage, and can be used as a K.O offstage if you REALLY want to humilliate your opponent (it'll probably fail so avoid that).
-Up-B: Final hitbox now has an electrical effect and deals more damage. With good positioning, can work as a risky K.O move.
-Taunt: Now the Win3 animation, noice.
But which stage is which?
By holding L or R while loading a stage, you will get one of these replacements (otherwise the vanilla stage loads up):
-Fourside --> Smashville Fourside (from SD Remix)
-Great Bay --> High tide at Great Bay (from SD Remix?)
-Hyrule Temple --> Skyrule (from SD Remix)
-Mushroom Kingdom --> Nintendo DS (made by Milun, textured by me)
-Mushroom Kingdom II --> Omega Mushroom Kingdom II (like Final Destination but with a bit with some timed elements) (from SD Remix)
-Green Greens --> Whispy's Battlegrounds (Similar to Pokemon Stadium) (from SD Remix)
-Yoshi's Island --> Mount Olympus (from SD Remix)
-Venom --> Metal Cavern M/HD (imported by Zankyou)
-Flat Zone --> Lylat Cruise (imported by Zankyou)
-Poke Floats --> Miiverse (imported by Zankyou)
-Icicle Mountain --> Metroid Labs (imported by Zankyou, improved by Achilles1515)
-Rainbow Cruise --> Hyrule Castle 64 (Good for doubles play, bad for 1vs1) (imported by Zankyou)
-Brinstar --> Ruins (imported by Zankyou)
-Kongo Jungle 64 --> Suzaku Castle (imported by Zankyou, improved by Achilles1515)
-Final Destination --> Smash 4 FD (imported by Zankyou)
-Yoshi's Story --> Yoshi's Fortune (imported by Zankyou)
-Big Blue --> Saffron City (imported by Zankyou)
-Mute City --> Literally a stage (made and imported by me)
-Battlefield --> Smash 4 Battlefield (imported by Zankyou)
-Yoshi's Island --> SD Remix Yoshi's Island (L button)
-Brinstar Depths --> Underground Akaneia (from Smash 2, imported by me)
-Great Bay --> High tide at Great Bay (from SD Remix?)
-Hyrule Temple --> Skyrule (from SD Remix)
-Mushroom Kingdom --> Nintendo DS (made by Milun, textured by me)
-Mushroom Kingdom II --> Omega Mushroom Kingdom II (like Final Destination but with a bit with some timed elements) (from SD Remix)
-Green Greens --> Whispy's Battlegrounds (Similar to Pokemon Stadium) (from SD Remix)
-Yoshi's Island --> Mount Olympus (from SD Remix)
-Venom --> Metal Cavern M/HD (imported by Zankyou)
-Flat Zone --> Lylat Cruise (imported by Zankyou)
-Poke Floats --> Miiverse (imported by Zankyou)
-Icicle Mountain --> Metroid Labs (imported by Zankyou, improved by Achilles1515)
-Rainbow Cruise --> Hyrule Castle 64 (Good for doubles play, bad for 1vs1) (imported by Zankyou)
-Brinstar --> Ruins (imported by Zankyou)
-Kongo Jungle 64 --> Suzaku Castle (imported by Zankyou, improved by Achilles1515)
-Final Destination --> Smash 4 FD (imported by Zankyou)
-Yoshi's Story --> Yoshi's Fortune (imported by Zankyou)
-Big Blue --> Saffron City (imported by Zankyou)
-Mute City --> Literally a stage (made and imported by me)
-Battlefield --> Smash 4 Battlefield (imported by Zankyou)
-Yoshi's Island --> SD Remix Yoshi's Island (L button)
-Brinstar Depths --> Underground Akaneia (from Smash 2, imported by me)
Melee XT v2.1 changelog (18/6/2020):
-Added Yumi and Lucina as new characters! Both have an
edited moveset compared to their parent characters.
-Fixed a TON of crashes (among other weird bugs) with the ASL.
No idea how it even worked before! (I'm thankful it magically
did, though)
-Added Underground Akaneia (Fire Emblem characters' new home
stage), Smash 4 Battlefield, and SD Remix Yoshi's Island.
-New Character Select Screen with a beautiful "watery"
background, "XT v2.1" in the closed port textures, and also
dual CSPs for the XT characters, so you can see their costumes
too.
-Snake has recieved various changes, most notably his aerials
and throws have been tweaked to be much closer to PM's Snake,
Up and Down tilt have also recieved similar improvements and
Neutral B now pulls out a nerfed Bob-omb (similar to Snake's
N-B in Brawl/PM/Ult).
(NOTE: the Bob-omb nerf applies to all Bob-ombs, but ONLY if
Snake is enabled, if he's disabled then they behave as in vMelee)
-Snake's side-B has been nerfed, with slightly longer startup
(projectile comes out at frame 12 instead of 8), and it doesn't
affect airborne opponents at all (so it can be easily avoided
by jumping, shielding, spot dodging, rolling in Snake's
direction, etc).
-Literally a Stage is now Yumi's home stage (at least for now?)
and now has Urei by PUFFY as it's music track. Also now the
characters cast shadows on this stage. Adjusted blast zones, fixed
collision bugs (plus now left wall is walljumpable) and removed
a weird hurtbox on the right hand side off-stage.
-Fixed bug where the parent character's shadow model would
display where the new character's shadow model normally should.
(should also increase performance a bit)
-Smashville Fourside now is Achilles' modified version with toned
down background lights and tweaked camera, for more comfortable
play.
-Fixed some collision bugs in the Nintendo DS stage.
CPU players will still act like idiots standing on the
stylus, though, not sure how that's fixable.
-Fixed sorting issues with the trees in Ruins (thanks to DRGN
for figuring this one out).
-Changed game ID to GXTE21, should no longer conflict with Melee
save files.
-Added UnclePunch's BGM extension code. Only used for Literally
a Stage right now but I plan to give other stages their own
music later down the line.
-Officially dropped the 20XXTE compatible version. I was expecting
to re-make it after 2.0pre2 but with the new changes they're no
longer compatible at all. I don't think anyone used it, anyways.
-Credits have been removed from the debug menu. I really didn't
want to, but updating the list is tedious and I have to make
various pages for a quickly growing list of people I need to
credit (Heck, they were outdated by the time 2.0pre2 came out!).
Besides, no one reads the credits in game, that's what the
thread is for!
-Added Yumi and Lucina as new characters! Both have an
edited moveset compared to their parent characters.
-Fixed a TON of crashes (among other weird bugs) with the ASL.
No idea how it even worked before! (I'm thankful it magically
did, though)
-Added Underground Akaneia (Fire Emblem characters' new home
stage), Smash 4 Battlefield, and SD Remix Yoshi's Island.
-New Character Select Screen with a beautiful "watery"
background, "XT v2.1" in the closed port textures, and also
dual CSPs for the XT characters, so you can see their costumes
too.
-Snake has recieved various changes, most notably his aerials
and throws have been tweaked to be much closer to PM's Snake,
Up and Down tilt have also recieved similar improvements and
Neutral B now pulls out a nerfed Bob-omb (similar to Snake's
N-B in Brawl/PM/Ult).
(NOTE: the Bob-omb nerf applies to all Bob-ombs, but ONLY if
Snake is enabled, if he's disabled then they behave as in vMelee)
-Snake's side-B has been nerfed, with slightly longer startup
(projectile comes out at frame 12 instead of 8), and it doesn't
affect airborne opponents at all (so it can be easily avoided
by jumping, shielding, spot dodging, rolling in Snake's
direction, etc).
-Literally a Stage is now Yumi's home stage (at least for now?)
and now has Urei by PUFFY as it's music track. Also now the
characters cast shadows on this stage. Adjusted blast zones, fixed
collision bugs (plus now left wall is walljumpable) and removed
a weird hurtbox on the right hand side off-stage.
-Fixed bug where the parent character's shadow model would
display where the new character's shadow model normally should.
(should also increase performance a bit)
-Smashville Fourside now is Achilles' modified version with toned
down background lights and tweaked camera, for more comfortable
play.
-Fixed some collision bugs in the Nintendo DS stage.
CPU players will still act like idiots standing on the
stylus, though, not sure how that's fixable.
-Fixed sorting issues with the trees in Ruins (thanks to DRGN
for figuring this one out).
-Changed game ID to GXTE21, should no longer conflict with Melee
save files.
-Added UnclePunch's BGM extension code. Only used for Literally
a Stage right now but I plan to give other stages their own
music later down the line.
-Officially dropped the 20XXTE compatible version. I was expecting
to re-make it after 2.0pre2 but with the new changes they're no
longer compatible at all. I don't think anyone used it, anyways.
-Credits have been removed from the debug menu. I really didn't
want to, but updating the list is tedious and I have to make
various pages for a quickly growing list of people I need to
credit (Heck, they were outdated by the time 2.0pre2 came out!).
Besides, no one reads the credits in game, that's what the
thread is for!
_glook: The original code for the omega stage toggle.
Smash 2 team: Snake model and Underground Akaneia stage model.
Vert092: Lucina model.
Bulbasaur: Made the first version of the Snake moveset, which remains the base for the current version.
PloAJ: Made HSDraw, which I use for the advanced stage imports, moveset changes, and quite a lot more. Also is of great help fixing bugs.
DRGN: He made DAT Texture Wizard and Melee Code Manager, without which i wouldn't have even done any of this.
Achilles1515: A ton of stuff, seriously, a lot, notes, codes, you name it.
Dan Salvato: Some code from him, and his 20XXTE mod that inspired me to do this. Notes for the debug menu stuff.
Milun: Nintendo DS stage (you might notice it's very different, it's because I threw in some quick MS-Paint texture edits ) and various others.
Myougi: more stage hacks.
zankyou: The guy who imported most of these stages, and made a model importer for characters.
UnclePunch: BGM Extension code.
Sham Rock: stage striking code.
Zauron: Normal C-Stick in 1P mode code.
Jorgasms: Stock Control code.
Smash 2 team: Snake model and Underground Akaneia stage model.
Vert092: Lucina model.
Bulbasaur: Made the first version of the Snake moveset, which remains the base for the current version.
PloAJ: Made HSDraw, which I use for the advanced stage imports, moveset changes, and quite a lot more. Also is of great help fixing bugs.
DRGN: He made DAT Texture Wizard and Melee Code Manager, without which i wouldn't have even done any of this.
Achilles1515: A ton of stuff, seriously, a lot, notes, codes, you name it.
Dan Salvato: Some code from him, and his 20XXTE mod that inspired me to do this. Notes for the debug menu stuff.
Milun: Nintendo DS stage (you might notice it's very different, it's because I threw in some quick MS-Paint texture edits ) and various others.
Myougi: more stage hacks.
zankyou: The guy who imported most of these stages, and made a model importer for characters.
UnclePunch: BGM Extension code.
Sham Rock: stage striking code.
Zauron: Normal C-Stick in 1P mode code.
Jorgasms: Stock Control code.
Downloads! (click on the titles to download):
Melee XT v2.1 (root files) (recommended!)
Melee XT v1.0 (XDelta patch) (Use only if you can't use the GCRebuilder method) (VERY OUTDATED! USE THE ROOT FILES METHOD IF POSSIBLE)
DAT Texture Wizard
Step 1: Extract the Melee XT zip somewhere.
Step 2: Make a copy of your Melee ISO, and open it with DAT Texture Wizard.
Step 3: Go into the "settings" drop-down menu on the top bar, and make sure "Avoid Rebuilding Disc" is disabled.
Step 4: Right-click anywhere in the files window, and press "Import multiple files", navigate to where you extracted the Melee XT files, go into the "files to replace" folder, select all of those and press the "open" button on the bottom right of the explorer window.
Step 5: Save your ISO. You just made space for the other files we will be importing next, and also installed the modified .dol.
Step 6: Right-click anywhere in the files window again, and press "Add files to disc", navigate to where you extracted the Melee XT files, into "files to add" and select all files (except the "audio" folder), then press the "open" button on the bottom right of the explorer window.
Step 7: Navigate to the "audio" folder in your ISO, press "Add files to disc" once more, navigate to where you extracted the Melee XT files and into the "files to add", then into "audio", select all files there and press the "open" button. You can finally save your ISO now.
Step 8: Wait for the ISO to rebuild, and when it's done you can re-enable "Avoid Rebuilding Disc" if you prefer. After that, have fun playing Melee XT!
This way the mod is 1.00/1.01/1.02 compatible, but the xdelta patch requires 1.02 (and the patch method is very outdated anyways)
Step 2: Make a copy of your Melee ISO, and open it with DAT Texture Wizard.
Step 3: Go into the "settings" drop-down menu on the top bar, and make sure "Avoid Rebuilding Disc" is disabled.
Step 4: Right-click anywhere in the files window, and press "Import multiple files", navigate to where you extracted the Melee XT files, go into the "files to replace" folder, select all of those and press the "open" button on the bottom right of the explorer window.
Step 5: Save your ISO. You just made space for the other files we will be importing next, and also installed the modified .dol.
Step 6: Right-click anywhere in the files window again, and press "Add files to disc", navigate to where you extracted the Melee XT files, into "files to add" and select all files (except the "audio" folder), then press the "open" button on the bottom right of the explorer window.
Step 7: Navigate to the "audio" folder in your ISO, press "Add files to disc" once more, navigate to where you extracted the Melee XT files and into the "files to add", then into "audio", select all files there and press the "open" button. You can finally save your ISO now.
Step 8: Wait for the ISO to rebuild, and when it's done you can re-enable "Avoid Rebuilding Disc" if you prefer. After that, have fun playing Melee XT!
This way the mod is 1.00/1.01/1.02 compatible, but the xdelta patch requires 1.02 (and the patch method is very outdated anyways)
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