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Releases: chrissotraidis/meleepad
Release list
MeleePad 0.2.4
MeleePad 0.2.4
Fixes Mac builds from a Melee USA v1.02 disc that stopped after compilation with
modules-macos14/GALE01/active-module.txt: No such file or directory (#49).
The packager now uses the module prepared from your disc without requiring a
previous v1.00 build. Each revision keeps its own module directory, and the
legacy v1.00 fallback never contains v1.02 code.
In PadMint, choose MeleePad, your own supported disc, and This Mac again.
PadMint fetches the latest MeleePad release; this fix does not require a new
PadMint version. The iPhone/iPad app is rebuilt with the new version number;
its behavior is unchanged.
The release contains the unsigned iPhone/iPad app without game code, the PadMint
recipe, and checksums. PadMint builds the game module locally from your disc.
The resulting personal IPA or Mac app must not be shared.
This packaging repair does not establish new gameplay, audio, or performance
acceptance. Install over an existing copy with the same signing identity to
preserve its data.
Validation: fresh PadMint builds with Apple’s Python 3.9 and empty PadMint folders completed for Mac and iPhone/iPad using Melee USA v1.02. The public app shell, recipe, and checksums passed both publication audits.
MeleePad 0.2.3
MeleePad 0.2.3 for iPhone, iPad and now Mac. The app below contains no game code: PadMint adds your game module, made on your Apple Silicon Mac from your own Super Smash Bros. Melee (GALE01) disc, and saves your MeleePad copy.
What's new
- Build it for this Mac. In PadMint 0.5.5, choose MeleePad, your disc image and This Mac. PadMint saves a zip with MeleePad.app; move it to Applications.
- The iPhone/iPad build is unchanged apart from the version.
Get it
Open PadMint (0.5.5 or newer for the Mac build), choose MeleePad and your own disc image, and follow the page. The full steps are in the README. Already have MeleePad? Install the new copy over it with the same tool and Apple ID; your saves stay.
Files
MeleePad-v0.2.3-ios-unsigned.ipa: the iPhone/iPad app without game code. PadMint uses it; it can't play by itself.MeleePad-v0.2.3-padmint.json: the recipe PadMint follows for this version.SHA256SUMS: checksums.
Checked: clean PadMint builds (Apple's Python, empty PadMint folder) for iPhone/iPad with this app, and for the Mac, whose app opened. Mac gameplay and a physical-device run of this version are not checked yet.
MeleePad 0.2.2
MeleePad 0.2.2 for iPhone and iPad. The app below contains no game code: PadMint adds your game module, made on your Apple Silicon Mac from your own Super Smash Bros. Melee (GALE01) disc, and saves your MeleePad IPA.
What's new
- Opens on iOS and iPadOS 27. Apps built with Xcode 27 have to start through UIKit scenes, or iOS 27 stops them at launch. MeleePad now starts through a scene (#42); pausing, resuming and the save flush when you leave the app work as before. Checked: the app below declares its scene and passes the package checks; not yet checked on a physical iOS 27 device.
Get it
Open PadMint (0.3.9 or newer), choose MeleePad and your own disc image, and follow the page. The full steps are in the README. Already have MeleePad? Install the new copy over it with the same tool and Apple ID; your saves stay.
Files
MeleePad-v0.2.2-ios-unsigned.ipa: the app without game code. PadMint uses it; it can't play by itself.MeleePad-v0.2.2-padmint.json: the recipe PadMint follows for this version.SHA256SUMS: checksums.
MeleePad 0.2.1
MeleePad 0.2.1 for iPhone and iPad: Super Smash Bros. Melee, running natively. The app below contains no game code: you make the game part yourself with PadMint on an Apple Silicon Mac, from your own disc. Nothing from your disc is uploaded.
What's new
- Running PadMint again now works. If a MeleePad build stopped partway (or you built an earlier version before), running PadMint again used to stop with "Use a new output directory" or "does not match the source ... used to generate cache". MeleePad now moves the earlier build files aside and carries on.
- Use PadMint 0.2.5 or newer: it fixes a Mac setting that made some iPhone builds link the wrong libraries.
The game is the same as 0.2.0.
What you need
- Your own GameCube Super Smash Bros. Melee, USA (
GALE01, v1.00 or v1.02), as a disc image. - An Apple Silicon Mac with Xcode, rustup with
rustup toolchain install 1.88.0 --target aarch64-apple-ios,brew install ripgrep, and about 30 GB of free space. - An iPhone or iPad on iOS/iPadOS 16 or later, and AltStore Classic, SideStore or Sideloadly.
Get it
- Download PadMint, unzip it and double-click
PadMint.command(the first time, macOS asks you to allow it in System Settings → Privacy & Security → Open Anyway). - Drag in your disc image; PadMint recognizes MeleePad from it. PadMint downloads
MeleePad-v0.2.1-ios-unsigned.ipabelow, checks it, translates the game from your disc and adds it. The first build takes about 45 minutes on an M3 Max, including the tool downloads. - Install the IPA PadMint saves with your sideloading tool, over an existing MeleePad to keep your data. New to MeleePad? Tap Import Game Data and choose the same disc image. The IPA contains code made from your disc: keep it to yourself.
This covers offline play. Native Slippi online play still needs the developer build.
Files
MeleePad-v0.2.1-ios-unsigned.ipa: the app without game code or Nintendo keys (content check passed).MeleePad-v0.2.1-padmint.json: the recipe PadMint follows for this version.SHA256SUMS: checksums of both.
MeleePad 0.2.0
MeleePad 0.2.0 for iPhone and iPad: Super Smash Bros. Melee, running natively. The app below contains no game code: you make the game part yourself with PadMint on an Apple Silicon Mac, from your own disc. Nothing from your disc is uploaded.
What you need
- Your own GameCube Super Smash Bros. Melee, USA (
GALE01, v1.00 or v1.02), as a disc image. - An Apple Silicon Mac with Xcode, rustup with
rustup toolchain install 1.88.0 --target aarch64-apple-ios,brew install ripgrep, and about 30 GB of free space. - An iPhone or iPad on iOS/iPadOS 16 or later, and AltStore Classic, SideStore or Sideloadly.
Get it
- Download PadMint, unzip it and double-click
PadMint.command(the first time, macOS asks you to allow it in System Settings → Privacy & Security → Open Anyway). - Choose MeleePad and drag in your disc image. PadMint downloads
MeleePad-v0.2.0-ios-unsigned.ipabelow, checks it, translates the game from your disc and adds it. The first build takes about 45 minutes on an M3 Max, including the tool downloads. - Install the IPA PadMint saves with your sideloading tool, over an existing MeleePad to keep your data, then tap Import Game Data and choose the same disc image. The IPA contains code made from your disc: keep it to yourself.
This covers offline play. Native Slippi online play still needs the developer build.
Files
MeleePad-v0.2.0-ios-unsigned.ipa: the app without game code or Nintendo keys (content check passed).MeleePad-v0.2.0-padmint.json: the recipe PadMint follows for this version.SHA256SUMS: checksums of both.
MeleePad v0.1.0 Preview 1
MeleePad Preview 1 is the first completed developer-preview milestone.
Highlights:
- Native ARM64 iPhone, iPad, and Apple Silicon Mac app using ahead-of-time PowerPC recompilation and Metal
- Physical-iPad gameplay with touch controls, Xbox controller support, combat-only C-stick behavior, saves, settings, 2x rendering, and diagnostic export
- Direct-IP experimental multiplayer groundwork, including one completed two-Mac match
Known Preview 1 limitations:
- Physical-iPad performance is scene- and thermal-state-dependent; a retained run reached 46.2 FPS/VPS with audio underruns under serious thermal pressure
- Water, reflection, and shadow rendering defects remain
- Cross-platform multiplayer is not reliable; room codes, traversal, relay, and matchmaking are not available
This release contains source only. MeleePad does not include a game image, extracted Nintendo data, saves, signing material, or a generated GALE01 game module. Build locally with your own legally obtained supported GALE01 revision 0 image and sign the iOS app with your own Apple development account.