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tgg-melee

A native PC build of Melee from the decomp, plus a runtime that loads mods from a folder without rebuilding the game.

decomp, so it's all C now
100%
mod runtime
v0
struct Example {
  u32      flags;
  f32      scale;
  Example* next;
  u8       kind;
};
  • u32 flags
  • f32 scale
  • Example* next
  • u8 kind
  • padding
16 bytes · big-endian · 4-byte pointers
stage
building
area
melee
stack
C, Rust, the doldecomp/melee decompilation
source
texturesgg/tgg-mod-runtime ↗

The Melee decomp hit 100%, which means the whole game exists as C source now. tgg-melee builds that source as a native 64-bit game, and tgg-mod-runtime lets mods hook into it without changing the game's code. You add a mod by putting it in the mods/ folder.

The tricky part is the game's data. Melee reads its .dat archives straight into memory as C structs, laid out for a big-endian 32-bit console. To run natively, every archive gets converted using the decomp's own types. Scalars get byte-swapped, pointers get widened to 8 bytes, and fields move to where a 64-bit build expects them. The piece above shows that for one made-up struct.

The first mods are pretty small: tgg-slots adds extra character select slots for clones, and tgg-events gives mods game events to hook into. The goal is a real mod SDK, a loader, and distribution through textures.gg.