C → bindgen → Rust → wasm-bindgen

Melee, compiled to Wasm.

Loading the native module…

This build contains the original game and engine C code, native matrix math, memory and clock services, and controller input. Full game playback still requires graphics, audio, storage and scheduling work.


Native controller input

WASD: stick · IJKL: C-stick · Space: A · Left Shift: B · E/Q: X/Y · Enter: Start · R: Z · U/O: L/R. Standard browser gamepads are also supported; a gamepad on port 1 takes priority over the keyboard.

Waiting for input…

Native GX vertex path

Original HSD model preview · Native geometry · Diffuse lighting · Copy filtering · AA/scaled/tiled copies. Native model loading, skinning and bounded UV textures work in the preview; original matches still require animation, visibility/scene integration, full TEV and additional GX features.

Native disc and startup diagnostics

Native AX mixer · PCM transport · Original DAT textures. These exercise real audio mixing and disc assets; original match rendering and complete game audio remain unfinished.

Mount your verified image read-only to run the original progressive-scan menu. The display and frame counter use the original native render loop, not the Slippi reference viewer. Match playback remains unfinished; stopping or a failed transition requires reloading.

Native graphics/audio remain unfinished.

The display reads VI-selected XFB memory. A black startup frame is not proof of playable gameplay.

Remaining platform work

Slippi replay watcher · Wasm binary · TypeScript API · Build manifest