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Melee Unbound

  • 9 Devlogs
  • 85 Total hours

A native port of Super smash bros meele

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10h 1m 25s logged

Eighth devlog :yooo:

And yep I’ve just been fixing up more crashes, making the website, creating a custom menu item and a custom intro cutscene

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9h 37m 11s logged

Seventh devlog :yay:

And I’m finally happy now, I manged to fix most if all of the crashes (thank you claude :prayer: ) and I optimized the hell out of the render to make it even more playable

And big news! The web port is working too :yay: , this took so much time :cwy:

and yep, the port is 90% of the way done :happi: just need to add some qol mods, design some graphics and we are done

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10h 42m 34s logged

Sixth devlog :fucking_sobbing:

This is literal hell, I chose to read the disc data as little endian and write converters and walkers for the game

Turns out doing that is not so easy, there is about ~100 different unique crashes that happen (100 is the number of ones I could actually find :cwy: ) and each one requires a whole lot of time and effort to fix manually

So yea the 10 hours were spent grinding away using my LLMs to get it down to ~20 crashes, there is still alot of work that needs to be done for the 20 crashes and even more for the ones I have found yet :pf:

Hopefully by the next devlog I would actually be happy :prayer:

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11h 27m 2s logged

Fifth devlog :ice:

So more bug fixes! There was (and still is) alot of bugs and crashs :cwy: coz of stupid endianess and layout, But I think I managed to fix a good chunk of them and the game is actually quite playable now excluding it panicing every now and them :thumbs-up:

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11h 55m 18s logged

Fourth devlog :yay:

And we have the full game (almost!), It took alot of effort and time to get here, but now the whole game runs natively

There is still alot of bugs, crashes and other stuff that has to be fixed before it actually playable tho :cwy:

Hopefully I would have a functional port by this week
:prayer:

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8h 12m 32s logged

Third devlog :sho:

Crazy! Crazy! progress so far

I have gotten to actual decompiled game logic to run :happi:
It was not easy :cwy: I spent a whole day fighting with endianness, finding little gamecube quirks and whole alot of other stuff

But alas, we have a match running :yay:
All thats left is the game ui and polish

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9h 9m 21s logged

Second devlog :prayer:

So I did a whole bunch of work, this included kinda throwing out my current progress as I realized hand porting 100k lines of code isn’t really viable :ice:

The new architecture is to compile the actual decomped codebase and write shims/wrapper around it for the non portable stuff (dics,audio,render engine,etc)

I rewrote the entire renderer for this new architecture and manged to get stages rendering :thumbup:

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9h 18m 39s logged

First devlog :yay:

(p.s I am really bad at devlogging consistently :cwy: )

Alright so Super Smash Bros Melee for the game cube was fully decompiled last week :yippeee:
and its the perfect time to port it to modern computers and to also benchmark LLMs on what they can achieve

So far I was able to get a model/animation viewer working!

also nitendo please dont vaporizer me :prayer: thank you

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