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
- stage
- building
- area
- melee
- stack
- C, Rust, the doldecomp/melee decompilation
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.