The Super Smash Bros. Legacy Blog Returns!
04/11/2023
Dear Legacy Community,
the Super Smash Bros. Legacy blog has been finally restored! You can now view all blog posts that had been made before the Legacy team decided to close their original webpage. However, you will not be able to post comments any more, since the project has been discontinued. You can find every blog post with its initial post date by scrolling through this website.
Sincerely,
The Unofficial Smash Bros. Legacy Hoster
New Updated Webpage
04/10/2023
Dear Legacy Community,
on March 13, 2020 the developers behind Legacy XP and Legacy TE decided to remove the accessibility to download these mod packs. So, I decided to create a mirror site for every player who wants to play Super Smash Bros. Legacy XP and Legacy TE.
I know that the developer team behind Super Smash Bros. Legacy did not want to provide any official links of the mod packs due to certain circumstances. However, it should be clear that I do not despise them for making this decision, and I respect their work behind Super Smash Bros. Legacy.
I have played this mod, and it truly is worth playing it. Thanks to everyone, who helped me to get as many mirror links as possible. I also want to thank you, the players, who kept sharing this mirror link until it got popular. So, that is the reason for a new announcement dedicating to this site.
First, there is a new logo for this mirror. I decided to make it look more professional since this mirror got a lot of attention. The second update is that the mirror links will be likely switched to Google Drive. I will carefully switch every provided Super Smash Bros. Legacy content to Google Drive. The reason I am doing this is due to my storage space. I have recently opened a new Google Drive account, and on there I have much more free space to upload files.
There will also be some more updates to this site, like bringing back old Super Smash Bros. Legacy blog posts for archival reasons. So stay tuned!
Please support the Discord server of the Super Smash Bros. Legacy developers, which you can find it on this site. You guys are the best. Please share this site to every player, who wants to play Super Smash Bros. Legacy XP 2.11 and Legacy TE 2.5.
Sincerely,
The Unofficial Smash Bros. Legacy Hoster
Announcement
3/13/2020
Dear Legacy Community,
On June 14, 2013, we started a small Super Smash Bros. fan blog. Since then we’ve created videos, produced live streams, and developed projects Legacy XP and Legacy TE, which are played all around the world.
Today we’ve decided that Legacy XP 2.11 and Legacy TE 2.5 will be the final version of the Legacy mods. Effective immediately, both Legacy teams will be ceasing development of all associated projects.
We’re deeply grateful for being involved in the scene and we’re grateful for every player, creator, and spectator who’s joined us through this venture. Amidst these milestones and what we’ve been able to accomplish to celebrate the Super Smash Bros. series of games, we’ve built an amazing community of Smash fans and the relationships we’ve fostered have never been stronger.
Please know this decision is final, and both teams’ leadership is fully on-board.
Sincerely,
The Legacy Team
On June 14, 2013, we started a small Super Smash Bros. fan blog. Since then we’ve created videos, produced live streams, and developed projects Legacy XP and Legacy TE, which are played all around the world.
Today we’ve decided that Legacy XP 2.11 and Legacy TE 2.5 will be the final version of the Legacy mods. Effective immediately, both Legacy teams will be ceasing development of all associated projects.
We’re deeply grateful for being involved in the scene and we’re grateful for every player, creator, and spectator who’s joined us through this venture. Amidst these milestones and what we’ve been able to accomplish to celebrate the Super Smash Bros. series of games, we’ve built an amazing community of Smash fans and the relationships we’ve fostered have never been stronger.
Please know this decision is final, and both teams’ leadership is fully on-board.
Sincerely,
The Legacy Team
Legacy TE 2.5 is Out!
8/26/2019
Today we unveil the latest version of Legacy Tournament Edition. Packed with new features, quality of life improvements, and menu polish, this is the best version of TE yet. You can view the change log here.
Of all the features included, one of the most highly anticipated inclusions stands out: 15 costumes for every character and costume configurations that allow up to 50 each. We are beyond excited to share this with everyone, as the customization potential for this technical achievement is massive.
Costume Organization Philosophy
Legacy TE 2.5 supports up to 50 costumes and an unlimited number of team sets per character. With all of the new costumes, file structures, and expanded costume limits, the costumes in Legacy TE 2.5 were carefully organized in an attempt to best accommodate customizability. The primary philosophy was to spread the costumes apart to allow people to easily add new costumes to existing sets without needing to reorganize existing costumes. The default costume set occupies the first 20 IDs. The second costume set starts at 20, with a third set, if present, starting at 30. This allows for well organized fighter folders and best accommodates external effects while keeping customizability in mind.
There are a few exceptions to the 00, 20, 30 rule stated above. Mr. Game & Watch’s costumes are controlled by color animations within his single fighter file. This is unchanged from all previous Brawl and Project M builds. Pikachu and Jigglypuff have unique models for each of their 15 costumes and thus were labeled 00-14 for simplicity sake. Samus and Zero Suit Samus have six alternate costumes each instead of the typical two or three. Samus does have external effects, so a compromise between ease of use and evenly spreading the effects was made. The standard costumes occupy the first 20 IDs, as normal. The rest of the costumes are each given five slots, each costume group begin with 0 or 5 just like all the other characters. That leaves five slots left over at the end, which use the effects of the last costume, the PED Suit. Zero Suit Samus’ costumes need to match Samus’, and therefore their files are set up identically. Wario’s first two costume sets are unchanged from Brawl, and keeping them on the disc to save file space was prioritized over aligning them with the philosophy of the other characters. Here is a Google Sheet with all of the costumes and their IDs.
Costume Limitations
For all the new possibilities provided in Legacy TE 2.5, there are limitations. For teams, the limitation is that each team set must be a complete set with a red, green, and blue costume. No team set can be missing any of the three. Beyond that, all team sets are limited by the limitations of all costumes.
There are certain external costume slot dependent effects controlled by the moveset (aka, the PSA). Some examples are whether Mario throws fireballs or pills, which sword Ganondorf uses, and the sparkle effect in the entrance for shiny Pokemon. Many of the fighter’s PSAs have been edited to provide larger ranges of costume slots for effects, even if Legacy TE doesn't use all the slots. For example, Mario will use pills instead of fireballs for any costume from 20-29 even though only 20-25 are used by Legacy TE. This leaves four slots open where Mario will use pills without needing PSA edits, making it easy to add new Doctor Mario costumes. While this will not inhibit adding new costumes, these effects may thematically clash with the costumes being added. For more information please see the LegacyTE_PSA_edits text file in the fighter folder.
Of all the features included, one of the most highly anticipated inclusions stands out: 15 costumes for every character and costume configurations that allow up to 50 each. We are beyond excited to share this with everyone, as the customization potential for this technical achievement is massive.
Costume Organization Philosophy
Legacy TE 2.5 supports up to 50 costumes and an unlimited number of team sets per character. With all of the new costumes, file structures, and expanded costume limits, the costumes in Legacy TE 2.5 were carefully organized in an attempt to best accommodate customizability. The primary philosophy was to spread the costumes apart to allow people to easily add new costumes to existing sets without needing to reorganize existing costumes. The default costume set occupies the first 20 IDs. The second costume set starts at 20, with a third set, if present, starting at 30. This allows for well organized fighter folders and best accommodates external effects while keeping customizability in mind.
There are a few exceptions to the 00, 20, 30 rule stated above. Mr. Game & Watch’s costumes are controlled by color animations within his single fighter file. This is unchanged from all previous Brawl and Project M builds. Pikachu and Jigglypuff have unique models for each of their 15 costumes and thus were labeled 00-14 for simplicity sake. Samus and Zero Suit Samus have six alternate costumes each instead of the typical two or three. Samus does have external effects, so a compromise between ease of use and evenly spreading the effects was made. The standard costumes occupy the first 20 IDs, as normal. The rest of the costumes are each given five slots, each costume group begin with 0 or 5 just like all the other characters. That leaves five slots left over at the end, which use the effects of the last costume, the PED Suit. Zero Suit Samus’ costumes need to match Samus’, and therefore their files are set up identically. Wario’s first two costume sets are unchanged from Brawl, and keeping them on the disc to save file space was prioritized over aligning them with the philosophy of the other characters. Here is a Google Sheet with all of the costumes and their IDs.
Costume Limitations
For all the new possibilities provided in Legacy TE 2.5, there are limitations. For teams, the limitation is that each team set must be a complete set with a red, green, and blue costume. No team set can be missing any of the three. Beyond that, all team sets are limited by the limitations of all costumes.
There are certain external costume slot dependent effects controlled by the moveset (aka, the PSA). Some examples are whether Mario throws fireballs or pills, which sword Ganondorf uses, and the sparkle effect in the entrance for shiny Pokemon. Many of the fighter’s PSAs have been edited to provide larger ranges of costume slots for effects, even if Legacy TE doesn't use all the slots. For example, Mario will use pills instead of fireballs for any costume from 20-29 even though only 20-25 are used by Legacy TE. This leaves four slots open where Mario will use pills without needing PSA edits, making it easy to add new Doctor Mario costumes. While this will not inhibit adding new costumes, these effects may thematically clash with the costumes being added. For more information please see the LegacyTE_PSA_edits text file in the fighter folder.
The first involves bonesets. Kart ROB has more bones than the other ROB models to animate his puffs of smoke. For ROB, slots 20-29 must use the kart boneset or the game will crash. All other slots can use either the regular boneset or the kart boneset. Biker Wario has more bones than overalls Wario for his jacket animations. For Wario, only slots 6-11 can use the overalls boneset. All other slots must use the biker boneset. To add more overalls recolors, please import the textures of the desired costumes into an overalls costume from Biker Skeleton Only Wario by MarioDox. Please see the text documents in each character’s respective fighter folder for more information.
The final slot dependent concern is etc files, which have two different types of functions depending on the character. Etc files store a character’s articles, or projectiles. Link, Sonic, and ROB are the characters in Legacy TE that make use of slot dependent etc files. Link loads different weapons depending on if it’s the Twilight Princess model or the Ocarina of Time model. Link’s etc files function in groups of 10, so every 10 costumes will use the same set of weapons. These can be changed just by renaming the etc file. Sonic and ROB were specifically modified to load GFX banks from costume specific etc files. Sonic loads different shoe blur effects, and ROB loads different arm rotor blur effects from these files. In order to edit these files for Sonic and R.O.B., both the name of the etc file and the name of the effects arc within the etc file (ef_characterXID) need to match the costume ID.
File Size Limits
Other limitations are file size limits. The sc_selcharacter file can not exceed 3.78 MB, with Legacy TE 2.5’s being 2.95 MB. Info.pac also can not exceed 550 KB, with Legacy TE 2.5’s being 498 KB. In addition, each misc data file within selcharacter has its own file size limit, about the size of 12 not color smashed CSPs. For Legacy TE 2.5 Jigglypuff, Ness, Pikachu, and Snake are currently at their CSP misc data limits. Getting around these limits requires clever use of color smash, as can be seen with Pikachu’s color smash groups being default and party hat, detective and red hat, and headband and goggles.
Other limitations are file size limits. The sc_selcharacter file can not exceed 3.78 MB, with Legacy TE 2.5’s being 2.95 MB. Info.pac also can not exceed 550 KB, with Legacy TE 2.5’s being 498 KB. In addition, each misc data file within selcharacter has its own file size limit, about the size of 12 not color smashed CSPs. For Legacy TE 2.5 Jigglypuff, Ness, Pikachu, and Snake are currently at their CSP misc data limits. Getting around these limits requires clever use of color smash, as can be seen with Pikachu’s color smash groups being default and party hat, detective and red hat, and headband and goggles.
Color Smash
Color smash is a tool that essentially turns the grouped textures into a single paint by numbers image that then has multiple color palettes applied to it. It takes the textures, saves them based on where the shape of the colors are, and assigns a slot in a palette for each shape. The reason we used it is because of its reduced file sizes. In order to allow every character to have 15 costumes, we had no choice but to use color smash to get around the file size limits of and in selcharacter and info.pac. Color smash saves file space since the texture data is only stored once per set, with different palettes being loaded instead of entirely different images. Each palette is a mere 64 bytes, which is a dramatic decrease from the 10,304 bytes per CSP and even from the 576 bytes per stock icon. Within BrawlCrate, color smash groups are denoted by the green tex0 icon. Any arrow icons above a full size icon is a color smashed texture (child texture) of the next texture to have a full size icon box below it (parent texture).
Color smash is a tool that essentially turns the grouped textures into a single paint by numbers image that then has multiple color palettes applied to it. It takes the textures, saves them based on where the shape of the colors are, and assigns a slot in a palette for each shape. The reason we used it is because of its reduced file sizes. In order to allow every character to have 15 costumes, we had no choice but to use color smash to get around the file size limits of and in selcharacter and info.pac. Color smash saves file space since the texture data is only stored once per set, with different palettes being loaded instead of entirely different images. Each palette is a mere 64 bytes, which is a dramatic decrease from the 10,304 bytes per CSP and even from the 576 bytes per stock icon. Within BrawlCrate, color smash groups are denoted by the green tex0 icon. Any arrow icons above a full size icon is a color smashed texture (child texture) of the next texture to have a full size icon box below it (parent texture).
So how do you know when to and when not to color smash? While we encourage you to mess around with it and see what works and what doesn’t work for what you are trying to do, here are some tips to get you started.
If you have the same model with the same pattern, just in different colors, use color smash. Examples are Scarlett Marth and Waluigi Mario as shown in the Legacy TE 2.5 costume replacement tutorial video.
Do not color smash if it’s the same model with different patterns. An example is Snake’s default costume. They’re all the same model, but since the patterns are completely different, color smashing wouldn’t work well. Legacy TE did have to break this rule on a few occasions, such as with the Pikachu examples from earlier, but this was only done when no other options got around the file size limits.
If you have the same model with the same pattern, just in different colors, use color smash. Examples are Scarlett Marth and Waluigi Mario as shown in the Legacy TE 2.5 costume replacement tutorial video.
Do not color smash if it’s the same model with different patterns. An example is Snake’s default costume. They’re all the same model, but since the patterns are completely different, color smashing wouldn’t work well. Legacy TE did have to break this rule on a few occasions, such as with the Pikachu examples from earlier, but this was only done when no other options got around the file size limits.
If you are adding a large group of recolors with the same pattern for the same model, and if file size limits permit it, break them up into smaller color smash groups instead of having them all in one large group. For example, standard Kirby is broken up into four color smash groups of three textures each. This helps to keep the image quality as high as possible, even if it does increase file size.
If you need to interrupt a group of color smashed textures, whether by deleting or replacing a texture, you need to be aware of the shares data parameter for the texture being modified. If it is a parent texture, this value will be false. Before modifying any parent texture, you need to change this parameter to false for the texture immediately above the texture to be modified. If it is a child texture this value will be true. It needs to be set to false and moved outside of the color smash group before modifying. This ensures no corruption happens to the other textures within the color smash group.
CSProject Note
One final note is that, thanks to color smash, the number of colors used for stock icons is doubled from 16 to 32. The Cosmetic Standardization Project has also received an update that changed its stock processor from outputting stocks with 16 colors to outputting them with 256 colors. In order to take advantage of the 32 colors in game, make sure the stocks being imported were made with the new stock processor and not the old one.
If you need to interrupt a group of color smashed textures, whether by deleting or replacing a texture, you need to be aware of the shares data parameter for the texture being modified. If it is a parent texture, this value will be false. Before modifying any parent texture, you need to change this parameter to false for the texture immediately above the texture to be modified. If it is a child texture this value will be true. It needs to be set to false and moved outside of the color smash group before modifying. This ensures no corruption happens to the other textures within the color smash group.
CSProject Note
One final note is that, thanks to color smash, the number of colors used for stock icons is doubled from 16 to 32. The Cosmetic Standardization Project has also received an update that changed its stock processor from outputting stocks with 16 colors to outputting them with 256 colors. In order to take advantage of the 32 colors in game, make sure the stocks being imported were made with the new stock processor and not the old one.
That should be everything you need to know about adding costumes and cosmetics to Legacy TE 2.5. If there are any questions or problems, don’t hesitate to reach out in our discord server. That being said, we highly encourage you to experiment with the new tools and to explore how they function. We hope you enjoy Legacy TE 2.5!
Legacy XP 2.1 has arrived!
3/22/2019
It's been a long time coming, but the next update to Legacy XP is finally ready!
The ultimate Project M expansion pack has taken another step forward in quality. This update includes a substantial amount of balance changes to Legacy XP's added roster, as well as several other quality-of-life improvements.
We've been listening closely to your feedback too! The long-awaited Legacy XP Lite build is now available as an alternative to the Full version with the release of 2.1. The Lite build condenses the Legacy XP experience to fit on a 2GB SD card, and features a revamped Stage Selection Screen that will feel very familiar to seasoned players of Project M and Legacy TE.
Download link for LXP 2.1 Full
Download link for LXP 2.1 Lite
Changelog and Credits
Discord Server
The Enduring Legacy: Introducing Legacy TE 2.11
12/29/2018
What started as a simple plan fix to target test stages, some replay fixes, and to make the code menu activate with down on the d-pad only, became so much more. Don’t be deceived by the small number increase, Legacy TE 2.11 sets the stage for our continued improvement of the TE build!
Hidden But Not Forgotten:
Adjustments have been made to the hidden costumes, instead of being labelled as Dark and 13, they are AltZ and AltR. This change allows every character to have two hidden costumes, and frees up the Subspace Emissary mode to have the original costumes.
File Optimizations:
If you’ve ever modified Brawl, you’ll know there are a lot of redundant files. There are fighter PAC files for transforming characters and single-player content, as well as PCS files that slow the game down with loading and are more compressed. For years we knew both of these bloated the game, and thanks to DukeItOut and a single line of code, we are able to remove all PCS files from the pack. This alone took out 200 MB from Legacy TE, or 12% of the build size! Even if previously you replaced every costume in Legacy TE, yet only put PCS files in for the Brawl costumes, this optimization still saves you space.
As a note to anyone who customizes costumes, this does mean that if PAC files were accidentally saved with compression, then they will crash and not load. If this occurs when you modify Legacy TE, please check the files in BrawlCrate and follow this guide.
We have also conveniently updated many of the stages in order remove unnecessary textures, and optimize their compression. Remember the transformations in Pokémon Stadium 2 and AshleyWare? Neither do we, because we cut all of the bloated models that were within their files.
If you’ve ever modified Brawl, you’ll know there are a lot of redundant files. There are fighter PAC files for transforming characters and single-player content, as well as PCS files that slow the game down with loading and are more compressed. For years we knew both of these bloated the game, and thanks to DukeItOut and a single line of code, we are able to remove all PCS files from the pack. This alone took out 200 MB from Legacy TE, or 12% of the build size! Even if previously you replaced every costume in Legacy TE, yet only put PCS files in for the Brawl costumes, this optimization still saves you space.
As a note to anyone who customizes costumes, this does mean that if PAC files were accidentally saved with compression, then they will crash and not load. If this occurs when you modify Legacy TE, please check the files in BrawlCrate and follow this guide.
We have also conveniently updated many of the stages in order remove unnecessary textures, and optimize their compression. Remember the transformations in Pokémon Stadium 2 and AshleyWare? Neither do we, because we cut all of the bloated models that were within their files.
Viewed in BrawlCrate’s collision editor, PS2 looks much cleaner!
Overall, this makes Legacy TE 2.11 even smaller than any previous versions of the build. How much smaller does this make the build? I’m glad you asked!
Release - Size of “pf” file
TE 1.0 - 1.68 GB
TE 1.11 - 1.66 GB
TE 2.0 - 1.63 GB
TE 2.11 - 1.42 GB
These optimizations do more than just make a smaller download, we’ve been preparing all of these for one purpose: while they’re not coming in this build, we are planning to dress to impress in the next release:
Costume Expansions are Coming Soon!:
We have prepared Legacy TE to expand character costumes and recolors for our next full release. Many modders have been waiting for the fabled 20 slots per character. Legacy TE 2.1 has the files in place for a theoretical limit of 50 costume per character, not including the two hidden costumes for each character or ones used within the Subspace Emissary! In our next release we will look at adding further costumes, while still allowing enough space for further customization. We have not made any final plans for how many, or which ones, but expect some of the hidden costumes to be promoted, alongside a few recolors, all while fitting on a 2GB SD card.
Because of these changes, the stock and BP order has been redone. You can find a chart here detailing these changes, and BrawlCrate v0.20 has a feature to reorder your current stock and BP setup to this expanded slot format.
Overall, this makes Legacy TE 2.11 even smaller than any previous versions of the build. How much smaller does this make the build? I’m glad you asked!
Release - Size of “pf” file
TE 1.0 - 1.68 GB
TE 1.11 - 1.66 GB
TE 2.0 - 1.63 GB
TE 2.11 - 1.42 GB
These optimizations do more than just make a smaller download, we’ve been preparing all of these for one purpose: while they’re not coming in this build, we are planning to dress to impress in the next release:
Costume Expansions are Coming Soon!:
We have prepared Legacy TE to expand character costumes and recolors for our next full release. Many modders have been waiting for the fabled 20 slots per character. Legacy TE 2.1 has the files in place for a theoretical limit of 50 costume per character, not including the two hidden costumes for each character or ones used within the Subspace Emissary! In our next release we will look at adding further costumes, while still allowing enough space for further customization. We have not made any final plans for how many, or which ones, but expect some of the hidden costumes to be promoted, alongside a few recolors, all while fitting on a 2GB SD card.
Because of these changes, the stock and BP order has been redone. You can find a chart here detailing these changes, and BrawlCrate v0.20 has a feature to reorder your current stock and BP setup to this expanded slot format.
At a Tournament Near You:
It's always great to see Legacy TE in tournaments, combo videos, or any content related to Project M. Many of us on the development team also love downloading new builds based on Legacy TE to see what you do to make the build your own. We'd like to highlight some of the amazing tournaments than ran on Legacy TE 2.0 in 2018. Take a look at some of the Grand Finals matches:
- Awakening 4
- Blacklisted 4
- Evicted
- Fair and Balanced 2
- Low Tier City 6
- Nemesis II
- Retro Rumble
- SuperPharm 3
- Smash N Splash 4
- Smashadelphia 2018
- The Even Bigger Balc
- And Many More!
We hope you all enjoy the next update for Legacy TE, and look forward to our additions in 2019!
Download Legacy TE 2.11 here.
Check out our full list of changes here.
It's always great to see Legacy TE in tournaments, combo videos, or any content related to Project M. Many of us on the development team also love downloading new builds based on Legacy TE to see what you do to make the build your own. We'd like to highlight some of the amazing tournaments than ran on Legacy TE 2.0 in 2018. Take a look at some of the Grand Finals matches:
- Awakening 4
- Blacklisted 4
- Evicted
- Fair and Balanced 2
- Low Tier City 6
- Nemesis II
- Retro Rumble
- SuperPharm 3
- Smash N Splash 4
- Smashadelphia 2018
- The Even Bigger Balc
- And Many More!
We hope you all enjoy the next update for Legacy TE, and look forward to our additions in 2019!
Download Legacy TE 2.11 here.
Check out our full list of changes here.
Legacy TE 2.0 Has Released
5/12/2018
We are so excited to announce a Legacy double feature this weekend! Mere hours after Legacy XP 2.0 Full released, we're happy to reveal Legacy TE 2.0 to you also.
There is so much new content and new features packed into this build. We are delighted with the result and hope you are too.
TE 2.0's launch also debuts the public unveiling of the Cosmetic Standardization Project. Now anyone can easily render out their costumes for TE and have them fit in cosmetic-wise for their custom build.
Needless to say, we've been busy lately. We hope you enjoy Legacy TE 2.0 and the Cosmetic Standardization Project - we've been looking forward to sharing this with you for a long time!
Join us on Discord!
There is so much new content and new features packed into this build. We are delighted with the result and hope you are too.
TE 2.0's launch also debuts the public unveiling of the Cosmetic Standardization Project. Now anyone can easily render out their costumes for TE and have them fit in cosmetic-wise for their custom build.
Needless to say, we've been busy lately. We hope you enjoy Legacy TE 2.0 and the Cosmetic Standardization Project - we've been looking forward to sharing this with you for a long time!
Join us on Discord!
Legacy XP 2.0 Full is out!
5/12/2018
This isn't a joke! The full version of Legacy XP 2.0 is finally here.
There are so many improvements and surprises packed into this beautiful build.
Important links:
Download link for LXP 2.0
Discord Server
SmashBoards Post
Credits
We are so pleased to share this work of love with you all. We know you've been waiting, so thank you for your patience.
So what are you waiting for? Download the build, play with your friends, and play with other smashers on the Discord server.
There are so many improvements and surprises packed into this beautiful build.
Important links:
Download link for LXP 2.0
Discord Server
SmashBoards Post
Credits
We are so pleased to share this work of love with you all. We know you've been waiting, so thank you for your patience.
So what are you waiting for? Download the build, play with your friends, and play with other smashers on the Discord server.
A Note About Project M 3.6 Content Integrity & Legacy TE
5/9/2018
Last night we tweeted a tease for the next version of Legacy TE, something we've been very excited about for a very long time. We're happy to finally break the silence!
Before we reveal anything about it, however, we'd like to visit a topic of recent interest. Specifically around modifying tournament legal stages in Project M 3.6 builds.
Our stance has never changed from Legacy TE's conception: characters and stages from 3.6 are the only acceptable versions of Project M content for tournament use. TE was made with this ethos in mind, and has never wavered, despite numerous attempts by the community to use unfinished leaked Project M content or community-modified deviations. We'll continue to make sure the integrity of Project M 3.6's content is intact.
In some discussions on the Project M subreddit and other places, there has been some confusion over what types of changes you can make to the game, and what kinds of changes should be considered acceptable. To help clarify this issue, we'd like to supply a few key definitions that will help distinguish between the many different kinds of "modifications" one can possibly make to Project M:
It's our belief that of the 6 possible types of changes above, only definitions 1-5 are worth considering. Changes as defined by definition #6 are never permissible, and have no place in a PM 3.6 build.
Why, you might ask? What's wrong with "balancing" a stage's blast zone or "improving" a collision? Well the first question to ask is, who truly has the authority to make that call?
The Project M Development Team have been disbanded since December of 2015, so there is no true authority to be making these changes. In light of this reality, no matter how "good" the change might be, no gameplay-changing modifications should be made.
Let's ignore that for a second, and assume a group comes together and assumes the role of "authority" of the game's development and get away with it. Let's also assume the group came to a consensus where all parties were satisfied over what changes to implement. A push improperly executed will leave the community split, frustrated, and confused. There's a branding issue there, too. What "version" are each of these edited stages? They can't be called 3.6 stages. They can't be called 3.61 stages either. So there really is no good title for them. Good luck explaining this all to new players or less involved community members.
Not to mention this opens the floodgates to variety of other possible changes that can be argued to be made, including character balance changes, or additional characters on the roster.
This only scratches the surface of potentially problematic outcomes that could result from such a change.
The "gameplay update" debate has been a contentious topic since the PMDT disbanded in 2015. There's been a desire to correct mistakes left in 3.6, and not for no reason: it's not a perfect game. But what Smash game is perfect? Is disrupting a healthy meta 3 years in the making really worth a few little tweaks?
Since this is a longer post, we'll give you a TL;DR summary:
Legacy TE is committed to being faithful to Project M 3.6 as always. This means we will reject any non-3.6 variations of PM content and will not include them in any build.
Before we reveal anything about it, however, we'd like to visit a topic of recent interest. Specifically around modifying tournament legal stages in Project M 3.6 builds.
Our stance has never changed from Legacy TE's conception: characters and stages from 3.6 are the only acceptable versions of Project M content for tournament use. TE was made with this ethos in mind, and has never wavered, despite numerous attempts by the community to use unfinished leaked Project M content or community-modified deviations. We'll continue to make sure the integrity of Project M 3.6's content is intact.
In some discussions on the Project M subreddit and other places, there has been some confusion over what types of changes you can make to the game, and what kinds of changes should be considered acceptable. To help clarify this issue, we'd like to supply a few key definitions that will help distinguish between the many different kinds of "modifications" one can possibly make to Project M:
- Aesthetic changes: visual or audio changes that don't affect gameplay, but can sometimes adjust players' perceptions and at worst be deceptive or distracting. This is a gray area, as some players use particular audio or visual cues when playing that can potentially be disrupted.
- Net-new inclusions: additions to the game that simply give more of the same in a careful way, as to never replace key tournament content or result in any kind of gameplay change. i.e. Kirby's 9th and 10th costume options, alt stages
- Quality of Life feature additions: net-new additions to the game that enhance non-gameplay changing features. ie. working replays, edit controls from the CSS.
- Crash fixes: file edits that don't necessarily change aesthetics, nor in-game behavior, but simply correct potential game crashes. Examples are memory leak fixes, or Kart ROB’s Clear Mode edit.
- Hardware-viability balance change: Changes to the game that only directly affect hardware-related aspects of the game to make the experience more consistent across every type of hardware i.e. UCF
- Gameplay-changing modifications: any edit that would result in gameplay changes, including but limited to: character moveset changes, some PSA adjustments, some animation tweaks, stage collision changes, blast zone changes, etc
It's our belief that of the 6 possible types of changes above, only definitions 1-5 are worth considering. Changes as defined by definition #6 are never permissible, and have no place in a PM 3.6 build.
Why, you might ask? What's wrong with "balancing" a stage's blast zone or "improving" a collision? Well the first question to ask is, who truly has the authority to make that call?
The Project M Development Team have been disbanded since December of 2015, so there is no true authority to be making these changes. In light of this reality, no matter how "good" the change might be, no gameplay-changing modifications should be made.
Let's ignore that for a second, and assume a group comes together and assumes the role of "authority" of the game's development and get away with it. Let's also assume the group came to a consensus where all parties were satisfied over what changes to implement. A push improperly executed will leave the community split, frustrated, and confused. There's a branding issue there, too. What "version" are each of these edited stages? They can't be called 3.6 stages. They can't be called 3.61 stages either. So there really is no good title for them. Good luck explaining this all to new players or less involved community members.
Not to mention this opens the floodgates to variety of other possible changes that can be argued to be made, including character balance changes, or additional characters on the roster.
This only scratches the surface of potentially problematic outcomes that could result from such a change.
The "gameplay update" debate has been a contentious topic since the PMDT disbanded in 2015. There's been a desire to correct mistakes left in 3.6, and not for no reason: it's not a perfect game. But what Smash game is perfect? Is disrupting a healthy meta 3 years in the making really worth a few little tweaks?
Since this is a longer post, we'll give you a TL;DR summary:
Legacy TE is committed to being faithful to Project M 3.6 as always. This means we will reject any non-3.6 variations of PM content and will not include them in any build.
Legacy XP: Challenger Approaching!
1/1/2018
Happy 2018! We are happy to announce that Legacy XP 2.0 Full is slated for release in early 2018.
The wait will be worth it!
The wait will be worth it!
Memory Leak in Project M FIXED! [TE 1.11 Hotfix download]
9/10/2017
We have some pretty big news! A bug that was discovered years ago in Project M, which resulted in random freezes and crashes during matches, has finally been squashed. Ds22 was able to fix a memory leak with Mr. Game & Watch, Ganondorf, Kirby, Lucario, Mewtwo, Pit, ROB, Snake, Sonic, and Zero Suit Samus, which fixes the issue.
Competitive Project M player Filthy Casual posted this Reddit thread with the fixed files for vPM, and ds22 was kind enough to help fix the Legacy TE files as well.
So due to how critical of an update this is for Project M 3.6 builds in general, we've decided to push an update to Legacy TE which is available for download now.
You can either download the full Legacy TE 1.11 version, or a simple hotfix you can drag and drop over your Legacy TE 1.1 files.
Also included in the 1.11 download are fixes for various stages and a few cosmetics. You can view the Changelog here.
Note: The Netplay build of Legacy TE will remain on 1.1 to avoid deysncs, and since the 1.11 changes impact are minimal on Dolphin.
Competitive Project M player Filthy Casual posted this Reddit thread with the fixed files for vPM, and ds22 was kind enough to help fix the Legacy TE files as well.
So due to how critical of an update this is for Project M 3.6 builds in general, we've decided to push an update to Legacy TE which is available for download now.
You can either download the full Legacy TE 1.11 version, or a simple hotfix you can drag and drop over your Legacy TE 1.1 files.
Also included in the 1.11 download are fixes for various stages and a few cosmetics. You can view the Changelog here.
Note: The Netplay build of Legacy TE will remain on 1.1 to avoid deysncs, and since the 1.11 changes impact are minimal on Dolphin.
Legacy TE 1.1 has released!
9/10/2017
We're happy to announce that the first update to Legacy TE, Legacy TE 1.1, has been released!
To celebrate, we compiled a series of clips from community Legacy TE builds used in various Project M tournaments and friendly matches.
This version of TE adds Fracture's replay code, new stock icons, character and stage optimizations, and UI tweaks. All of the tools we released for TE now work with 1.1 as well, so download our updated Custom Stagelist Tool, CSS Song Cycler Code, and vPM Cosmetics Pack!
We want to hear about your experiences with Legacy TE and using it as a base for your own tournament Project M builds, so if you have feedback/stories/whatever head on over to Discord and share!
Fracture's code in Legacy TE: Fully working replays for Project M matches
To celebrate, we compiled a series of clips from community Legacy TE builds used in various Project M tournaments and friendly matches.
This version of TE adds Fracture's replay code, new stock icons, character and stage optimizations, and UI tweaks. All of the tools we released for TE now work with 1.1 as well, so download our updated Custom Stagelist Tool, CSS Song Cycler Code, and vPM Cosmetics Pack!
We want to hear about your experiences with Legacy TE and using it as a base for your own tournament Project M builds, so if you have feedback/stories/whatever head on over to Discord and share!
Fracture's code in Legacy TE: Fully working replays for Project M matches
Fracture's Replay Pack (originally unveiled here) allowed for the ability of saving and replaying Project M matches. In Legacy TE, Fracture worked with us to make the latest version of his code, which adds support to Zelda/Sheik transformations as well as Ice Climbers.
The video above provides instructions and a showcase of it working in-game.
We're thrilled to share this latest update with all of you! More to come!
The video above provides instructions and a showcase of it working in-game.
We're thrilled to share this latest update with all of you! More to come!
Legacy TE has released!
2/27/2017
Video for TOs
Tournament organizers, if you're looking for a tournament-ready PM 3.6 modpack, you've come to the right place! Check out the video below to learn about TE and how you can use it at your tourneys!
Tournament organizers, if you're looking for a tournament-ready PM 3.6 modpack, you've come to the right place! Check out the video below to learn about TE and how you can use it at your tourneys!
HUGE thank you to Nanobuds for the amazing render for our promotional materials! Check out this Wii box art cover we made for fun:
And here's a wallpaper you can download!
We are a Discord Partner!
2/5/2017
We are pleased to announce that as of Friday, Smash Bros. Legacy is officially a Discord partner!
Huge shout out to Discord for being our go-to platform for development, collaboration, and interfacing with Smash Bros. fans!
For those of you who haven't joined our Discord server yet, please stop by!
Huge shout out to Discord for being our go-to platform for development, collaboration, and interfacing with Smash Bros. fans!
For those of you who haven't joined our Discord server yet, please stop by!
Legacy XP Hurrahs and Legacy TE Open Delevopment
9/11/2016
Legacy XP 2.0 Beta is 1 week old!
We've been blow away by the tremendous amount of feedback we've been getting on Legacy XP! Thank you everyone for over 8,000 downloads in under a week (including mirror downloads). You all managed to break both sets of our Google Drive links, so we also have MediaFire mirrors and one community member made a now-popular torrent. The Discord server has been active and many matches and streams have been played. A special thanks to everyone that's reported bugs, we've been taking note of them and are ready to fix them in Legacy XP 2.0 Full.
We did an AMA on the /r/smashbros subreddit last week and had a ton of fun doing it. Gaming news site Gamnesia wrote about our release also (that's twice now!). Numerous reaction and analysis videos have made us smile (a lot). We've had people bring LXP to Project M Smash fests and give feedback. We are all so thrilled to see the excitement around LXP.
Thank you also to YouTube user NewAge Soldier for making a helpful setup tutorial. If any of you had troubles setting it up, check out his video below.
We've been blow away by the tremendous amount of feedback we've been getting on Legacy XP! Thank you everyone for over 8,000 downloads in under a week (including mirror downloads). You all managed to break both sets of our Google Drive links, so we also have MediaFire mirrors and one community member made a now-popular torrent. The Discord server has been active and many matches and streams have been played. A special thanks to everyone that's reported bugs, we've been taking note of them and are ready to fix them in Legacy XP 2.0 Full.
We did an AMA on the /r/smashbros subreddit last week and had a ton of fun doing it. Gaming news site Gamnesia wrote about our release also (that's twice now!). Numerous reaction and analysis videos have made us smile (a lot). We've had people bring LXP to Project M Smash fests and give feedback. We are all so thrilled to see the excitement around LXP.
Thank you also to YouTube user NewAge Soldier for making a helpful setup tutorial. If any of you had troubles setting it up, check out his video below.
Legacy TE Open Dev begins
What is Legacy TE, do you ask? TE stands for Tournament Edition, and this new build aims to be used as an alternative to Project M 3.6 at tournaments. The idea is to not change, move, or replace preexisting PM 3.6 content; rather we aim to only add new content and choices that bring increased variety to the PM 3.6 experience.
Today, we're starting open development. This means that we'll be working on it publicly, piece by piece, and releasing it to the community as we go. This means you'll have a chance to give feedback and shape each element, so by the time TE is ready to launch, the end product will already be polished and ready to be used at tournaments.
START Alts
One initiate of the project is to create 1-for-1 reskins of Project M 3.6 tournament-legal stages that can be loaded by pressing and holding the START button. Mushroomy Cavern, a stage we released today on BrawlVault and Modulous, is one such example.
As you can see from the video, Mushroomy Cavern shares 100% of the stage collisions and camera movement of Metal Cavern HD from Project M 3.6, but with an entirely new setting and theme. We're very excited about this, because we feel it's a great way to bring a new look and feel to the stages that got played on for tournaments. But we don't take this on lightly. Here are some rules about Start Alts:
We have a very particular philosophy on character costumes as well, but that's for another blog post. For now, enjoy Pink Boxer Donkey Kong, another mod we released today for TE.
Until next time, Smash fans!
David
- Start Alts must have identical collision data to the base stage
- Start Alts must have the identical 3.6 camera used on the base stage
- Start Alts cannot lag or drop frames on Wii
- Start Alts must not be too distracting or misleading in design
- Start Alts must stick to a similar theme/franchise as the base stage
We have a very particular philosophy on character costumes as well, but that's for another blog post. For now, enjoy Pink Boxer Donkey Kong, another mod we released today for TE.
Until next time, Smash fans!
David
Super Smash Bros. Legacy XP Beta is Out Now™️!
9/5/2016
Dean Harrington, the Announcer from Super Smash Bros. Melee, Returns in Legacy XP
7/29/2016
We're proud to announce that the Melee voice announcer pack will be in Legacy XP! Dean Harrington, the announcer of the project, has volunteered his time to help us out!
Several more versions will be released, including PM 3.6 and Brawl versions.
In addition, we're planning on working on "Melee reverb" variants in addition to the Legacy ones. These variants will sound closer to how he sounds in Melee. So look forward to that!
If you'd like to support Dean for his work on the project, visit his support page and read his message to the community!
I think we can speak for the whole community when we say how excited we are that he was willing do to this. Thank you, Dean!
Super Smash Bros. Legacy XP Reveal Trailer
7/22/2016
A Post for Clarity
3/28/2016
"Super Smash Bros. Legacy" is not a replacement of, continuation of, or re-imagining of Project M. It's simply a compilation modpack that's made for fun. The pack will never attempt to improve on the characters' abilities, do any kind of mechanics changes to the 3.6 characters, etc.
As we've said before, we aren't affiliated with the PMDT at all, we're just fans.
If you are telling folks PM is continuing, that is harming the scene and confusing it. We don't want to do that, so we'd like to make it clear that we don't plan on doing that. Legacy is just our flavor of it, and shouldn't ever be considered the standard.
Cheers,
David
PS. The "Retro Mode (alpha)" in 1.3 is not at all affiliated with the Project64/Retro mode that's being worked on independently.
Super Smash Bros. Legacy 1.3 Is Released!
3/26/2016
Happy Easter! Super Smash Bros. Legacy 1.3 is out!!
First off, we've done a name change from Smash Bros. Legacy M 3.6 so it was less confusing with the version number. Super Smash Bros. Legacy is based upon Project M 3.6, so we don't need to add that in the title. "Smash Bros. Legacy" is the name of the dev team, sans "Super."
Files included are hackless, homebrew, portable netplay, and sd.raw versions. There are also a "hd pack" and "music dlc" files as well. Portable netplay includes Dolphin, a for-netplay sd.raw file, and the entire HD pack.
We've had standardized portraits since 1.2, but now we've posed and rendered each costume ourselves for new CSPs and BPs! Not only that, but with the HD pack, you can experience it on Dolphin with beautiful high-resolution textures.
We've added some new skins, stages, and songs, but most of all we've added Rainbow mode and a Retro Mode (currently in alpha). Rainbow mode is accessible by holding down Z on the Character Selection Screen, while Retro mode is accessible in Special Mode.
The music DLC pack is essentially all of the songs from 1.21 we had to remove from 1.3 so it took up less file space. Since adding every song is over 2GB, you'll have to pick and choose which songs you want from the music pack unless you are able to use storage media that allows for over 2GB storage capacity.
Lastly, be sure to check out the credits.txt that's part of the download. The folks responsible for the amazing mods in this pack are listed there. Also secrets like how to get to some of the stages in the trailer above (rainbow road stage, Dark Link room stage, etc)!
Let the 3-Day Countdown begin...
3/24/2016
We’re expecting to have Super Smash Bros. Legacy 1.3 available on Easter.
Stay tuned.
Smash Bros. Legacy M 3.6 Trailer!
2/4/2016
Here’s the trailer we released last Halloween! So far we’ve received over 10,000 downloads and seeing more inclusion in tournaments than ever before.
We’re thrilled that we’ve reached version 1.21 so far, and are preparing 1.3 sometime in the coming month or two. In the mean time, we intend to post updates here, so check back often!
Smash Bros. Legacy Project M Demo 0.2 Trailer!
11/3/2014
This video showcases many of the skins, stages, HUD elements, and other features in our build.
Download the build here.
SmashBoards Post
BrawlVault Submission
In-Game Screenshots
Submit feedback here.
Welcome to our new home!
11/3/2014
On behalf of the new Smash Bros. Legacy team, I am pleased to announce our new website.
Our Tumblr account will remain active as always, we just decided it would be best to create a central hub for everything Smash!
Check back here for updates to our Project M builds, streams, and other content.
Have a great November, and get hyped for Smash Wii U!
Cheers,
David
Smash Bros. Legacy is not endorsed by nor affiliated with Nintendo. "Super Smash Bros." and similar trademarks are copyright Nintendo Co., Ltd.
Super Smash Bros. Legacy and other variants thereof are simply non-profit, free-to-play modifications of Super Smash Bros. Brawl. We do not condone piracy and are not associated with Nintendo, SEGA, Konami or any other parties involved in or referenced in Super Smash Bros. Brawl.
Super Smash Bros. Brawl
©2008 Nintendo / Hal Laboratory Inc.
Characters: © Nintendo / Hal Laboratory Inc. / Pokemon / Creatures Inc. / GAME FREAK Inc. / SHIGESATO ITOI / APE Inc. / INTELLIGENT SYSTEMS Inc. / Konami Digital Entertainment Co., Ltd. / SEGA
Super Smash Bros. Legacy and other variants thereof are simply non-profit, free-to-play modifications of Super Smash Bros. Brawl. We do not condone piracy and are not associated with Nintendo, SEGA, Konami or any other parties involved in or referenced in Super Smash Bros. Brawl.
Super Smash Bros. Brawl
©2008 Nintendo / Hal Laboratory Inc.
Characters: © Nintendo / Hal Laboratory Inc. / Pokemon / Creatures Inc. / GAME FREAK Inc. / SHIGESATO ITOI / APE Inc. / INTELLIGENT SYSTEMS Inc. / Konami Digital Entertainment Co., Ltd. / SEGA