Beta, for testing only. Expect crashes and missing features.
You need your own Super Smash Bros. Melee disc image. No game data ships in
these artifacts — the port reads everything, including its font atlases, from
the image you supply at runtime.
USA revision 2 (NTSC-U 1.02, GALE01) is the supported disc. A Europe (PAL,
GALP01) image boots experimentally, running the USA game code on PAL data with
English (UK) text.
Highlights
- Fixed empty off-screen fighter circles on Android and macOS. A byte-order
mismatch in the image-copy helper is corrected by building it with the same
GCC toolchain as the game code. Verified with Link and Mario on a Samsung
tablet; Mac and Pixel hardware confirmation is still pending. - Expanded the bundled Android shader coverage and prepare recorded shaders
before gameplay to reduce missing effects and first-use compilation. - Android compatibility, fullscreen and touch-input improvements since
v0.4.0-beta.
Fixes
- Corrected magnifier copy dimensions and preserved big-endian image
descriptors across widescreen copies, also used by Pokémon Stadium. - Added regression checks for image-copy byte order and compiler selection.
- Fixed the Android touch test's SDL include paths in CI.
Known issues
Open reports are tracked on the issue tracker;
the numbers below link there.
All platforms
- Rendering artifacts and Kirby grab/throw behaviour remain under investigation (#130).
- Online play is a prototype. LAN Play, Direct Connect, Unranked and Ranked are
implemented and rendezvous through the public DHT, but pairing across two
NATs in general and live ranked acceptance are unproven, and cross-platform simulation
determinism is not claimed. Ratings are community-computed and unverified.
Every datagram is authenticated (protocol 9), and the LAN lobby
only pairs identical builds, so both players should use the same release. A
connect code is 8 characters after the#. - Widescreen applies to fights (VS, Sudden Death, Training); menus, results and
cutscenes stay at the original aspect. The wide HUD is a separate toggle and
only moves the timer and the 2-4 player HUD groups. - A move, stage or effect whose shader is still compiling is missing from the
picture for a few frames (previously a freeze, #46). The bundled seed is
queued for compilation on worker threads when the game starts, and the
launcher waits for that queue when you press Play -- press Play again to skip
the wait.MELEE_PIPELINE_SYNC=1restores the old wait-for-compile
behaviour, andMELEE_PIPELINE_JOBS=<n>sets the compile thread count.
On Android, shaders compile inline to avoid driver failures seen when
pipelines are created on a second thread, so expect first-use stutter. - Only Vulkan, Direct3D 12/11 and Metal backends are shipped; OpenGL and
OpenGL ES-only GPUs and drivers do not run the game (#64, #66). - Gamepad buttons, sticks and triggers can be remapped; dash sensitivity,
tap-jump disable and input buffer settings are not available (#3). - Some users cannot get past the launcher; if the launcher shows but the game
never starts, run with the log enabled and attach it (#40).
Browser
- Tested in Chrome only; Firefox and Safari WebGPU support is incomplete.
- Only a raw, uncompressed USA revision 2 (GALE01) image loads: no
.ciso,
.rvzor PAL. - No online play, and no gamepad remapping (the default mapping is used; the
keys are listed under the canvas).
Windows
- Classic mode startup crashes remain under investigation (#128).
- v0.1.6-beta and later can close immediately when starting the game from the
launcher on machines where v0.1.5-beta worked (#62, #63). Attach
melee-pc.log(or runRUN-AND-LOG.bat). - Intel Gen7 iGPUs (HD 4000/4400/4600, Ivy Bridge/Haswell, e.g. i5-4200U) are
refused by D3D12, and the Direct3D 11 path they are meant to fall back to has
not been verified on that hardware. ADXGI_ERROR_DEVICE_HUNGmid-match
there (#67) is the 2020-era Intel driver timing out on the GPU; there is no
further API to fall back to on it. The log names the adapter, backend and
driver version.
Android
- Battle rendering is reported blank unless paused on Pixel 9 Pro (#129).
This release does not yet have a verified fix for that device. - Startup or Play-button crashes remain reported on Retroid Pocket 6 and
AYN Odin 2 (#136, #137); device logs and hardware verification are outstanding. - Some devices close the app at launch before the launcher appears, reported
on an Honor 200 (Snapdragon 7 Gen 3) and an AYN Odin 2 (#59, #23). - Android 9 and devices without Vulkan are not supported (#66).
macOS
- The macOS builds are experimental; the Intel one is untested on hardware.
The game's C is compiled with Homebrew GCC (scalar_storage_order), the
C++ with Apple clang.
Config / save compatibility
launcher.cfg(key/value text in themelee-pcpreference directory:
~/.local/share/melee-pc,%APPDATA%\melee-pc, or
~/Library/Application Support/melee-pc) loads across versions: unknown
keys are ignored and missing keys take their defaults.- Memory cards are Dolphin-compatible
.gcifiles and are unchanged by this
release. - Gamepad bindings live in aurora's per-device
.controllerfiles next to
launcher.cfg. - The pipeline cache (
pipeline_cache.dbin the same directory) is rebuilt as
needed; deleting it only costs first-use shader stutter.
Requirements
- Windows 10/11 (x86-64 or ARM64): Direct3D 12 feature level 11_0 or Vulkan
1.1; a Direct3D 11 fallback exists but is unverified.
Linux (x86-64 or aarch64): Vulkan 1.1. macOS: Metal (Apple Silicon tested).
Android: arm64 with Vulkan 1.1. iOS 14+: arm64, Metal. Browser: Chrome or
Edge with WebGPU. - Keep
resources/(and on Windows the DLLs) beside the executable. - A Melee USA 1.02 (GALE01) disc image (
.iso,.gcm,.cisoor.rvz).
Downloads
| Platform | File | Notes |
|---|---|---|
| Linux x86-64 | Melee-x86_64.AppImage
| Needs a Vulkan driver. chmod +x, then run.
|
| Linux x86-64 | melee-linux-x86_64.tar.gz
| Portable directory; run run.sh.
|
| Linux aarch64 (ARM64) | Melee-aarch64.AppImage
| For 64-bit ARM Linux (Raspberry Pi 5, Asahi Linux, Orange Pi). |
| Linux aarch64 (ARM64) | melee-linux-aarch64.tar.gz
| Portable directory for 64-bit ARM Linux; run run.sh.
|
| Windows x86-64 | Melee-Windows-x86_64.zip
| Extract and run melee.exe. Keep the DLLs and resources/ beside it.
|
| Windows ARM64 | Melee-Windows-arm64.zip
| Native 64-bit ARM build for Windows on ARM (Snapdragon X Elite, Surface Pro). |
| Android arm64 | Melee-Android-arm64.apk
| Release build, signed. Allow install from unknown sources. |
| iOS arm64 | Melee-iOS-arm64.ipa
| Sideloadable IPA (AltStore, Sideloadly, TrollStore) with Metal backend. |
| macOS arm64 | Melee-macOS-arm64.zip
| Apple Silicon. Ad-hoc signed: right-click > Open on first launch. |
| macOS x86_64 | Melee-macOS-x86_64.zip
| Intel. Same notes; built but not yet tested on Intel hardware. |
| Browser | 999sian.github.io/melee-pc/play | Chrome or Edge with WebGPU. Raw .iso/.gcm only; no online play.
|
Launch with no arguments to open the launcher and pick a disc, or pass the
image path directly:
./Melee-x86_64.AppImage /path/to/melee.isoPrevious releases
See earlier releases for prior changelogs.
What works
Every game mode runs. The per-feature list, including what is only partly
done, is the status table in
README.md; it is the single
source of truth and these notes defer to it.
Controls
Arrows or WASD = stick, IJKL = C-stick, X = A, Z = B, C = X, V = Y, Q/E = L/R,
Tab = Z, Enter = Start, TFGH = D-pad. Gamepads work through SDL and can be
remapped; an official GameCube adapter is read directly. F1 opens the
settings overlay.
Contributors
Project Contributors
- @999sian — Project Lead, Phase 1 features, multi-core optimizations, file cache, Android & Windows porting, and stability fixes.
- @theofficialgman — Linux aarch64 (ARM64) support, Nod aarch64 prebuilts, 4-core & ARM scheduling optimizations (#44, #47).
- @r-burns — Melee decompilation and 64-bit portability foundations.
- @MarkMcCaskey — Decompilation and core engine maintenance.
- @ribbanya (Robin Avery) — Decompilation and memory card subsystem.
- @PsiLupan (Will Carter) — Decompilation and subsystem typing.
- @itsgrimetime (Mike Grimes) — Decompilation foundations.
- @Joyastick — Real two-machine netplay testing and fixes (#91, #92, #93).
Community Testers & Issue Reporters
Special thanks to our community members whose detailed bug reports and reproduction steps directly helped diagnose and resolve issues in these releases:
- @jennywakeman-xj9 (#30, #31, #32, #33, #34, #35, #36, #38, #39, #51, #53, #54, #55, #56, #57, #58)
- @omega-tuna (#48)
- @VTuberSkye (#45)
- @4zy1 (#49, #50)
- @stevenstallone (#52)
- @mmedeiro1-a11y (#43)
- @Keithmccloud (#59)
- @Smashhacker (#41, #60)
- @whirlwindpedro (#40)
- @zamiba (#42)
- @nitrostemp (#37)
Upstream Projects & Foundations
- doldecomp/melee — The Super Smash Bros. Melee decompilation team and contributors.
- encounter/aurora — Luke Street (@encounter) and contributors for the GameCube hardware emulation layer and WebGPU backend.
- TwilitRealm/dusklight — Architectural inspiration for GameCube PC ports.
- SDL3, RmlUi, stb_vorbis, and Dawn teams for the runtime engine libraries.