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- -
These are pages for all the characters in USM-eM. On this page, characters that have been changed from the base game are lighter than the other characters. - Values in these pages that have been changed from the base game are bolded and underlined. - If a move in one of these pages is marked with an asterisk (*), then that move may have some more changes listed in 'Extra Notes' under the table the move is in.
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-
- Bayonetta
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-
-
- Bowser
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-
-
- Bowser Jr.
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-
-
- Captain Falcon
-
-
-
- Charizard
-
-
-
- Cloud
-
-
-
- Corrin
-
-
-
- Dark Pit
-
-
-
- Diddy Kong
-
-
-
- Donkey Kong
-
-
-
- Dr. Mario
-
-
-
- Duck Hunt
-
-
-
- Falco
-
-
-
- Fox
-
-
-
- Ganondorf
-
-
-
- Greninja
-
-
-
- Ike
-
-
-
- Jigglypuff
-
-
-
- King Dedede
-
-
-
- Kirby
-
-
-
- Link
-
-
-
- Little Mac
-
-
-
- Lucario
-
-
-
- Lucas
-
-
-
- Lucina
-
-
-
- Luigi
-
-
-
- Mario
-
-
-
- Marth
-
-
-
- Mega Man
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- Meta Knight
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- Mewtwo
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- Mii Brawler
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- Mii Gunner
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- Mii Swordfighter
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- Mr. Game and Watch
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- Ness
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- Olimar
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- Pac-Man
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- Palutena
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- Peach
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- Pikachu
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- Pit
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- R.O.B.
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-
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- Robin
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- Rosalina and Luma
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- Roy
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- Ryu
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- Samus
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- Sheik
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- Shulk
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- Sonic
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- Toon Link
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-
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- Villager
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-
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- Wario
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-
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- Wii Fit Trainer
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- Yoshi
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- Zelda
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-
-
- Zero Suit Samus
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-
-
-
-
-
-
- Credits to Kurogane Hammer for the original tables. - -
+
+
+ 
Content.
- -
Ever since Alpha 4's release, we've underwent a plethora of major changes and breakthroughs. This time, LinkSoraZelda (or, Ken) is speaking on behalf of the team. It has been over 6 months since the release of the last Alpha. We are proud to announce that we have released a new version, entitled Release 0.1.
- From now on, we plan to create a new release at least once a month, and by the time Release 1.0 rolls around, we will have every character finished! During the time we have been a bit quiet, and we have many things to announce. We have officially launched our brand new Tournament Server aimed for both platforms! We also have an official 3DS theme based off of the mod's name as well. Swiftloke has worked steadfast on steady builds of Smash Selector. USM-eM itself has gone through almost a complete rework internally thanks to Karma, and now has a more complete user interface on 3DS, created by yours truly. There's even three new stages for 3DS by M-1!
- The latest release was majorly delayed due to the Hurricane Irma, but everyone on the team is now safe, thankfully. For specifics on what has changed with gameplay, we are compiling a changelog which will be ready soon.
- In short,
- -Replays will automagically rename themselves while running USM-eM for less confusion between Vanilla Smash.
- -UI elements have received a major overhaul, including a revised logo.
- -New competitive oriented tips have been included with the game.
- -Stages such as Temple, 75m, 75m BF, and Pirate Ship have been added to 3DS.
- -Global parameters, slight unification of the size classes, the buffer system removed, and landing lag has been restored. (Major gameplay features)
- -Bugfixes, new characters such as Sonic, Ness, Mega Man, Samus, Dr. Mario, and Bowser, have been added.
- -New costumes for various characters.
- We hope to have pleased you with many months of hard work and determination and hope you will continue to support us in the future. Our smaller development team has undoubtedly gotten a bit tiresome and slower, what with managing a website, repository, three servers, developing the pack itself, and personal life. Two unannounced members have joined the dev team to ease these burdens. Consider joining our Discord server for our individuals' opinions and chill with the team!
-
- -'LinkSoraZelda'
Well would you look at that... we actually released something, Amazing. Let me introduce myself and the mod: I am Karma, Short for Karmic_Backlash, I am one of the main moveset modders for USM-eM, the Melee inspired mod for Smash 4. We strive to make a mod that pleases Melee fans and Smash 4 fans, veering more toward melee, possible in a PM-wordly direction, but pleases both fans nonetheless.
- This blog in the future will be used to give public announcements, trailers, teasers, development details and development woes, and in this edition of the USM-eM Devblog, I want to talk to you the process of creating Alpha 4.
- It was not a simple process. It involves the joining of many members (Including Me!), the loss of one, the retooling of our privite file sharing system, the disasterous near merger of USM and Pheonix (Another mod for smash 4), and the purge that lead to the departure of that one team member.
- If you have been following our discord for a long time, you may remember a time when the only mainly active members of dev team comprised of Yudowat, Gryz, Swiftloke, LinkSoraZelda FM360, and Rhys. They are the ones that assembled the first 3 alphas of USM-eM, they worked in harmony and created the mod for which you now read the blog. The first member to join the team after the was me, Karma, the reason for me joing the mod was due to Yudowat seeing a rather in depth write up on how to improve zelda, this was very soon after the release alpha 3, and at this point the only people who were posting anything on the server were either shitposting or not being helpful, so Yudowat seeing me being helpful and useful was a Strike of great fortune, He asked me if I wanted to join as a developer, And I said Yes.
- The next major event to transpire was the rather unfortunate event of the merger between USM-eM and Phoenix, Something that could take an entire blog to itself, Ill just say that it was something that was attempted without consent and was ended before any damage was done.
- After this, was the single largest problem we encountered with the mod, and the was the departure of one of the core members of the mod, FM360, For reasons that I will not disclose, for his sake and mine, it was nearly universally decided that he needed to be ejected from the dev team. It was a hard time and it caused very strong emotions for everybody on the team, nearly leading to a collapse of the mod. But as you can see, it is still going strong.
- Since the, two more members have joined the team, those being seijinshu, coming on as a programmer and researcher, and the second member to join is cydget, of smash selector fame, has also programmer and researcher, working with Swiftloke to improve Smash Selector, For USM-eM and other mods in the future.
- Anyway, this concludes USM-eM's first devblog! Thank you for your support!
- - Karma

We apoologise for the delay between a 3DS and Wii U release, but our Wii U build is finally released! Download it now for EU and US over on our releases page! -
After six whole months, we've finally released our latest build for 3DS! This includes new stages, costumes, and characters. Keep an eye out for the Wii U version soonâ„¢.
-It's been a hot topic between us devs for a while, and we can now proudly announce the USM-eM Devblog!
-Thank you for your patience everyone! You can find the release on the releases page!
-After many months, we now have a date for our next release, Alpha 4: March 29th. This will be our first release for both systems; Wii U and 3DS. You can check out the trailer too!
-USM-eM is a new competitive mod for Smash 3DS and Wii U, inspired by Project M and Melee. Changes include character and gameplay changes that match Melee closely, as well as a handful of extras like Stages, SFX and Music, Skins, and more! Every single character will have balance changes eventually to make them more tournament viable, but currently every character is affected by global changes such as increased gravity, altered ledge mechanics, dash dancing, and more but only a few characters have been changed completely.
-
- Q: What do I need to play USM-eM?
- A: All you need is a 3DS with Luma3DS CFW or a Wii U and a copy of Smash!
- Q: Why do I need CFW? Couldn’t I just play this mod from the Homebrew Launcher?
- A: Smash packs its files in a very strange way: into 2 massive files called DT and LS. We have enough info right here but nobody has made a repakcer as of now, we need another way, for now. ShinyQuagsire23’s SaltySD bypasses this entirely by hijacking Smash’s code to redirect file reading to the SaltySD folder on the SD card. It uses Luma’s support of Yifan Lu's "loader" to implement this, which is why Luma is required for now.
- Q: OK, when can we expect a HBL version?
- A: As soon as someone makes a DTLS repacker because it is possible we have info here It should happen eventually, although we’d suggest getting Luma as it's unlikely to happen for a while.
- Q: Wait, I’m on a different CFW, like rxTools or ReiNAND! Can I still use this mod?
- A: Technically, you can use this mod with any CFW that supports Yifan Lu's loader to implement SaltySD through code modifications. While some other CFWs do support it, Luma is easily the most simplistic CFW that includes this feature.
- Q: How do you guys do this tech wizardry?
- A: All kinds of tools and tricks and hacks! If you’re interested, Yudowat has composed guides on general Smash 3DS hacking and basic moveset editing.
-


| Version | -Release Date | -Download | -|
|---|---|---|---|
| USM-eM Release 0.1 | -3/10/2017 | -3DS | -Wii U - US EU | -
| USM-eM v0.1-Alpha4 | -29/3/2017 | -3DS | -Wii U - US EU | -
| USM-eM v0.1-Alpha3 | -30/10/2016 | -3DS | -N/A | -
| USM-eM v0.1-Alpha2 | -29/9/2016 | -N/A | -N/A | -
| USM-eM v0.1-Alpha1 | -26/9/2016 | -N/A | -N/A | -
Coming soon!
- -
+USM-eM is a competitive-oriented mod for Smash 3DS.
+It stands for Unnamed Smash Mod (USM) / Unnamed Smash Melee-esque Mod (USM-eM).
+Changes include character and faster-paced gameplay changes, as well as a handful of extras like stages, sound effects, an OST, skins, UI, and more.
+Every single character will have balance changes eventually to increase their viability, and currently every character is affected by global changes such as increased gravity, altered ledge mechanics, dash dancing, and more. As of yet, only a few characters have been overhauled.
+If you stumbled upon this page in search of the Nintendo 3DS userland exploit, this is an unrelated game specific mod. +You can (and should!) use USM to play USM, of course. It's free and of no risk to modify your console.
+
+
+
+Ever since Alpha 4's release, we've underwent a plethora of major changes and breakthroughs. This time, Halvorsen is speaking on behalf of the team. It has been over 6 months since the release of the last Alpha. We are proud to announce that we have released a new version, entitled Release 0.1.
+From now on, we plan to create a new release at least once a month, and by the time Release 1.0 rolls around, we will have every character finished! During the time we have been a bit quiet, and we have many things to announce. We also have an official 3DS theme based off of the mod's name as well. Swiftloke has worked steadfast on steady builds of Smash Selector, now known as Mod-Moon. USM-eM itself has gone through almost a complete rework internally thanks to Karma, and now has a more complete user interface on 3DS, created by yours truly. There's even three new stages for 3DS by M-1!
+The latest release was majorly delayed due to the Hurricane Irma, but everyone on the team is now safe, thankfully. For specifics on what has changed with gameplay, we are compiling a changelog which will be ready soon.
+In short,
+We hope to have pleased you with many months of hard work and determination and hope you will continue to support us in the future. Our smaller development team has undoubtedly gotten a bit tiresome and slower, what with managing a website, repository, three servers, developing the pack itself, and personal life. Two unannounced members have joined the dev team to ease these burdens. Consider joining our Discord server for our individuals' opinions and chill with the team.
+(...oh, did you notice? Smash 3DS is exactly four years old today!)
+— Halvorsen
+Well, would you look at that... we actually released something. Amazing. Let me introduce myself and the mod: I am Karma, Short for Karmic_Backlash, I am one of the main moveset modders for USM-eM, the Melee inspired mod for Smash 4. We strive to make a mod that pleases Melee fans and Smash 4 fans, veering more toward Melee, possible in a PM-wordly direction, but pleases both fans nonetheless.
+This blog in the future will be used to give public announcements, trailers, teasers, development details and development woes, and in this edition of the USM-eM Devblog, I want to talk to you the process of creating Alpha 4.
+It was not a simple process. It involves the joining of many members (Including me!), the loss of one, the retooling of our privite file sharing system, the disasterous near merger of USM and Pheonix (Another mod for Smash 4), and the purge that lead to the departure of that one team member.
+If you have been following our Discord server for a long time, you may remember a time when the only mainly active members of dev team comprised of Vye, Gryz, Swiftloke, Halvorsen, and FM360. They are the ones that assembled the first 3 alphas of USM-eM, they worked in harmony and created the mod for which you now read the blog. The first member to join the team after the was me, Karma, the reason for me joing the mod was due to Vye seeing a rather in depth write up on how to improve Zelda, this was very soon after the release of Alpha 3, and at this point the only people who were posting anything on the server were either shitposting or not being helpful. But Vye saw something in me. He asked me if I wanted to join as a developer, and I said "Yes.".
+The next major event to transpire was the rather unfortunate event of the merger between USM-eM and Phoenix, something that could take an entire blog to itself. I'll just say that it was something that was attempted without consent and was ended before any damage was done.
+After this, was the single largest problem we encountered with the mod, and the was the departure of one of the core members of the mod (FM360). For reasons that I will not disclose, for his sake and mine, it was nearly universally decided that he needed to be ejected from the devlopment team. It was a hard time and it caused very strong emotions for everybody on the team, nearly leading to a collapse of the mod. But as you can see, it is still going strong.
+Since the, two more members have joined the team, those being seijinshu, coming on as a programmer and researcher, and Cydget, of Smash-Selector fame. He also programs and researches, with Swiftloke, to produce Smash-Selector.
+This concludes USM-eM's first devblog! Thank you for your support!
+— Karma
+
+
+| Release | +Release Date | +Download | +
|---|---|---|
| USM-eM: Winds Edition 0.1 | +2018/3/27 | +3DS | +
| USM-eM Release 0.1 | +2017/10/3 | +3DS | Wii U | +
| USM-eM v0.1-Alpha4 | +2017/3/29 | +3DS | Wii U | +
| USM-eM v0.1-Alpha3 | +2016/10/30 | +3DS | Wii U | +
| USM-eM v0.1-Alpha2 | +2016/9/29 | +3DS | +
| Project Dolphin | USM-eM Alpha1 | +2016/9/26 | +3DS | +
Please check the #changelogs channel on our Discord server for in-depth and character-specific differences. +These are the following global changes:
+
+
+
+Welcome.
+
+
+(Time required: N/A)
+This guide assumes you are using Mod-Moon for the first time.
+Warning: American copies of Smash 4 have the best compatibility with this mod. We officially do not support Japanese or European copies at this time, though we are working to change this. Some users, especially those who have purchased their copy at any point after 2017, may not be able to properly run this mod.
+(Time required: ~3 minutes)
+(Time required: ~3 minutes)
+00040000000EDF00 if your version of Smash is from North America.00040000000EE000 if it's a European version.00040000000B8B00 if it's a Japanese version.Special thanks to Bread for guide help, and Swiftloke for ModMoon!
+
+
+
+
+
+| Release | +Release Date | +Download | +
|---|---|---|
| Cave Story+ Aeon Genesis Translation | +2020/10/20 | +Nintendo Switch | +
+
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We are proud to announce that we have released a new version, entitled Release 0.1. From now on, we plan to create a new release at least once a month, and by the time Release 1.0 rolls around, we will have every character finished! During the time we have been a bit quiet, and we have many things to announce. We also have an official 3DS theme based off of the mod's name as well. Swiftloke has worked steadfast on steady builds of Smash Selector, now known as Mod-Moon . USM-eM itself has gone through almost a complete rework internally thanks to Karma, and now has a more complete user interface on 3DS, created by yours truly. There's even three new stages for 3DS by M-1! The latest release was majorly delayed due to the Hurricane Irma, but everyone on the team is now safe, thankfully. For specifics on what has changed with gameplay, we are compiling a changelog which will be ready soon. In short, Replays will automagically rename themselves while running USM-eM for less confusion between Vanilla Smash. UI elements have received a major overhaul, including a revised logo. New competitive oriented tips have been included with the game. Stages such as Temple, 75m, 75m BF, and Pirate Ship have been added to 3DS. Global parameters, slight unification of the size classes, the buffer system removed, and landing lag has been restored. (Major gameplay features) Bugfixes, new characters such as Sonic, Ness, Mega Man, Samus, Dr. Mario, and Bowser, have been added. New costumes for various characters. We hope to have pleased you with many months of hard work and determination and hope you will continue to support us in the future. Our smaller development team has undoubtedly gotten a bit tiresome and slower, what with managing a website, repository, three servers, developing the pack itself, and personal life. Two unannounced members have joined the dev team to ease these burdens. Consider joining our Discord server for our individuals' opinions and chill with the team. (...oh, did you notice? Smash 3DS is exactly four years old today!) \u2014 Halvorsen Devblog 1 \u2014 4/03/2017 Well, would you look at that... we actually released something. Amazing. Let me introduce myself and the mod: I am Karma, Short for Karmic_Backlash, I am one of the main moveset modders for USM-eM, the Melee inspired mod for Smash 4. We strive to make a mod that pleases Melee fans and Smash 4 fans, veering more toward Melee, possible in a PM-wordly direction, but pleases both fans nonetheless. This blog in the future will be used to give public announcements, trailers, teasers, development details and development woes, and in this edition of the USM-eM Devblog, I want to talk to you the process of creating Alpha 4. It was not a simple process. It involves the joining of many members (Including me!), the loss of one, the retooling of our privite file sharing system, the disasterous near merger of USM and Pheonix (Another mod for Smash 4), and the purge that lead to the departure of that one team member. If you have been following our Discord server for a long time, you may remember a time when the only mainly active members of dev team comprised of Vye, Gryz, Swiftloke, Halvorsen, and FM360. They are the ones that assembled the first 3 alphas of USM-eM, they worked in harmony and created the mod for which you now read the blog. The first member to join the team after the was me, Karma, the reason for me joing the mod was due to Vye seeing a rather in depth write up on how to improve Zelda, this was very soon after the release of Alpha 3, and at this point the only people who were posting anything on the server were either shitposting or not being helpful. But Vye saw something in me. 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USM-eM itself has gone through almost a complete rework internally thanks to Karma, and now has a more complete user interface on 3DS, created by yours truly. There's even three new stages for 3DS by M-1! The latest release was majorly delayed due to the Hurricane Irma, but everyone on the team is now safe, thankfully. For specifics on what has changed with gameplay, we are compiling a changelog which will be ready soon. In short, Replays will automagically rename themselves while running USM-eM for less confusion between Vanilla Smash. UI elements have received a major overhaul, including a revised logo. New competitive oriented tips have been included with the game. Stages such as Temple, 75m, 75m BF, and Pirate Ship have been added to 3DS. Global parameters, slight unification of the size classes, the buffer system removed, and landing lag has been restored. (Major gameplay features) Bugfixes, new characters such as Sonic, Ness, Mega Man, Samus, Dr. Mario, and Bowser, have been added. New costumes for various characters. We hope to have pleased you with many months of hard work and determination and hope you will continue to support us in the future. Our smaller development team has undoubtedly gotten a bit tiresome and slower, what with managing a website, repository, three servers, developing the pack itself, and personal life. Two unannounced members have joined the dev team to ease these burdens. Consider joining our Discord server for our individuals' opinions and chill with the team. (...oh, did you notice? Smash 3DS is exactly four years old today!) \u2014 Halvorsen","title":"Devblog 2 \u2014 10/3/2017"},{"location":"devblog/#devblog-1-4032017","text":"Well, would you look at that... we actually released something. Amazing. Let me introduce myself and the mod: I am Karma, Short for Karmic_Backlash, I am one of the main moveset modders for USM-eM, the Melee inspired mod for Smash 4. We strive to make a mod that pleases Melee fans and Smash 4 fans, veering more toward Melee, possible in a PM-wordly direction, but pleases both fans nonetheless. This blog in the future will be used to give public announcements, trailers, teasers, development details and development woes, and in this edition of the USM-eM Devblog, I want to talk to you the process of creating Alpha 4. It was not a simple process. It involves the joining of many members (Including me!), the loss of one, the retooling of our privite file sharing system, the disasterous near merger of USM and Pheonix (Another mod for Smash 4), and the purge that lead to the departure of that one team member. If you have been following our Discord server for a long time, you may remember a time when the only mainly active members of dev team comprised of Vye, Gryz, Swiftloke, Halvorsen, and FM360. They are the ones that assembled the first 3 alphas of USM-eM, they worked in harmony and created the mod for which you now read the blog. The first member to join the team after the was me, Karma, the reason for me joing the mod was due to Vye seeing a rather in depth write up on how to improve Zelda, this was very soon after the release of Alpha 3, and at this point the only people who were posting anything on the server were either shitposting or not being helpful. But Vye saw something in me. He asked me if I wanted to join as a developer, and I said \"Yes.\". The next major event to transpire was the rather unfortunate event of the merger between USM-eM and Phoenix, something that could take an entire blog to itself. I'll just say that it was something that was attempted without consent and was ended before any damage was done. After this, was the single largest problem we encountered with the mod, and the was the departure of one of the core members of the mod (FM360). For reasons that I will not disclose, for his sake and mine, it was nearly universally decided that he needed to be ejected from the devlopment team. It was a hard time and it caused very strong emotions for everybody on the team, nearly leading to a collapse of the mod. But as you can see, it is still going strong. Since the, two more members have joined the team, those being seijinshu, coming on as a programmer and researcher, and Cydget, of Smash-Selector fame. He also programs and researches, with Swiftloke, to produce Smash-Selector. This concludes USM-eM's first devblog! Thank you for your support! \u2014 Karma","title":"Devblog 1 \u2014 4/03/2017"},{"location":"downloads/","text":"Downloads Releases of USM-eM Release Release Date Download USM-eM: Winds Edition 0.1 2018/3/27 3DS USM-eM Release 0.1 2017/10/3 3DS | Wii U USM-eM v0.1-Alpha4 2017/3/29 3DS | Wii U USM-eM v0.1-Alpha3 2016/10/30 3DS | Wii U USM-eM v0.1-Alpha2 2016/9/29 3DS Project Dolphin | USM-eM Alpha1 2016/9/26 3DS Changelog Please check the #changelogs channel on our Discord server for in-depth and character-specific differences. These are the following global changes: Jump Squat frames have been normalised on all characters. They now range from 3-6, instead of 3-7. Ground to Air momentum conversion has been added to Fox, Yoshi. Rage has been fully removed. There is now a three frame input buffer, compared to ten frames. From now on, you can now grab the ledge backwards. On-stage meteors have a lower chance of throwing the character upwards. (Grounded meteor KB multiplier 0.8 > 0.4) Tech window is now seven frames. Consecutive tech inputs will be disabled for 20 frames (from 30) from the last input, which prevents mashing to tech. 10 points of grab time are lost per input while being grabbed, compared to 8. Repeated grabs no longer are ignored, meaning chaingrabs return.","title":"Downloads"},{"location":"downloads/#downloads","text":"","title":"Downloads"},{"location":"downloads/#releases-of-usm-em","text":"Release Release Date Download USM-eM: Winds Edition 0.1 2018/3/27 3DS USM-eM Release 0.1 2017/10/3 3DS | Wii U USM-eM v0.1-Alpha4 2017/3/29 3DS | Wii U USM-eM v0.1-Alpha3 2016/10/30 3DS | Wii U USM-eM v0.1-Alpha2 2016/9/29 3DS Project Dolphin | USM-eM Alpha1 2016/9/26 3DS","title":"Releases of USM-eM"},{"location":"downloads/#changelog","text":"Please check the #changelogs channel on our Discord server for in-depth and character-specific differences. These are the following global changes: Jump Squat frames have been normalised on all characters. They now range from 3-6, instead of 3-7. Ground to Air momentum conversion has been added to Fox, Yoshi. Rage has been fully removed. There is now a three frame input buffer, compared to ten frames. From now on, you can now grab the ledge backwards. On-stage meteors have a lower chance of throwing the character upwards. (Grounded meteor KB multiplier 0.8 > 0.4) Tech window is now seven frames. Consecutive tech inputs will be disabled for 20 frames (from 30) from the last input, which prevents mashing to tech. 10 points of grab time are lost per input while being grabbed, compared to 8. Repeated grabs no longer are ignored, meaning chaingrabs return.","title":"Changelog"},{"location":"installation/","text":"Installation Prerequisites (Time required: N/A) A Nintendo 3DS family console running a recent custom firmware. Luma3DS 8.0 is the minimum version for Luma3DS. Info on Luma3DS installation can be found here . (Note that this guide assumes you have followed these instructions.) A copy of Super Smash Bros. for Nintendo 3DS A device capable of transferring files to an SD card. This guide assumes you are using Mod-Moon for the first time. Warning: American copies of Smash 4 have the best compatibility with this mod. We officially do not support Japanese or European copies at this time, though we are working to change this. Some users, especially those who have purchased their copy at any point after 2017, may not be able to properly run this mod. Prep work (Time required: ~3 minutes) Ensure your device is off. Enter the Luma3DS config by holding START while pressing the Power button. Enable Game Patching, if it isn't already enabled. Then press START to save your settings. Download ModMoon onto your SD Card. Both the .3dsx or .cia work equally. Download the latest version of USM from our releases page . Starting USM (Time required: ~3 minutes) Launch ModMoon and follow the tutorial. Select Smash as the active title. Power off and place your SD in your PC. Insert your SD Card into your computer. Navigate to /3ds/ModMoon/. Create a new folder, titled as the following (copy and paste if necessary): 00040000000EDF00 if your version of Smash is from North America. 00040000000EE000 if it's a European version. 00040000000B8B00 if it's a Japanese version. Extract the mod to the folder you just created. The contents of the \"0004\" folder should have folders like animcmd , model , and ui inside of it. Place the Luma folder on the root of your SD Card. Create a folder named \"SaltySD\" on the root, then \"smash\" inside that folder. Leave it empty. Reinsert your SD Card into your 3DS, and launch ModMoon. If you see the tutorial again, skip it. If you see the modpack name show up on the bottom screen, then it was successful! Launch the game. The title screen should now show the USM-eM logo rather than the default logo, this means this mod loaded properly! The selected Smash modpacks will always play after Smash is launched from the HOME Menu whether you launch Mod-Moon beforehand or not. If you want to launch normal Smash, launch Mod-Moon and disable the active title. Enable it to re-enable modpacks. Special thanks to Bread for guide help, and Swiftloke for ModMoon!","title":"Installation"},{"location":"installation/#installation","text":"","title":"Installation"},{"location":"installation/#prerequisites","text":"(Time required: N/A) A Nintendo 3DS family console running a recent custom firmware. Luma3DS 8.0 is the minimum version for Luma3DS. Info on Luma3DS installation can be found here . (Note that this guide assumes you have followed these instructions.) A copy of Super Smash Bros. for Nintendo 3DS A device capable of transferring files to an SD card. This guide assumes you are using Mod-Moon for the first time. Warning: American copies of Smash 4 have the best compatibility with this mod. We officially do not support Japanese or European copies at this time, though we are working to change this. Some users, especially those who have purchased their copy at any point after 2017, may not be able to properly run this mod.","title":"Prerequisites"},{"location":"installation/#prep-work","text":"(Time required: ~3 minutes) Ensure your device is off. Enter the Luma3DS config by holding START while pressing the Power button. Enable Game Patching, if it isn't already enabled. Then press START to save your settings. Download ModMoon onto your SD Card. Both the .3dsx or .cia work equally. Download the latest version of USM from our releases page .","title":"Prep work"},{"location":"installation/#starting-usm","text":"(Time required: ~3 minutes) Launch ModMoon and follow the tutorial. Select Smash as the active title. Power off and place your SD in your PC. Insert your SD Card into your computer. Navigate to /3ds/ModMoon/. Create a new folder, titled as the following (copy and paste if necessary): 00040000000EDF00 if your version of Smash is from North America. 00040000000EE000 if it's a European version. 00040000000B8B00 if it's a Japanese version. Extract the mod to the folder you just created. The contents of the \"0004\" folder should have folders like animcmd , model , and ui inside of it. Place the Luma folder on the root of your SD Card. Create a folder named \"SaltySD\" on the root, then \"smash\" inside that folder. Leave it empty. Reinsert your SD Card into your 3DS, and launch ModMoon. If you see the tutorial again, skip it. If you see the modpack name show up on the bottom screen, then it was successful! Launch the game. The title screen should now show the USM-eM logo rather than the default logo, this means this mod loaded properly! The selected Smash modpacks will always play after Smash is launched from the HOME Menu whether you launch Mod-Moon beforehand or not. If you want to launch normal Smash, launch Mod-Moon and disable the active title. Enable it to re-enable modpacks. Special thanks to Bread for guide help, and Swiftloke for ModMoon!","title":"Starting USM"},{"location":"media/","text":"Media","title":"Media"},{"location":"media/#media","text":"","title":"Media"},{"location":"more/","text":"More More Downloads Release Release Date Download Cave Story+ Aeon Genesis Translation 2020/10/20 Nintendo Switch","title":"More..."},{"location":"more/#more","text":"","title":"More"},{"location":"more/#more-downloads","text":"Release Release Date Download Cave Story+ Aeon Genesis Translation 2020/10/20 Nintendo Switch","title":"More Downloads"}]} \ No newline at end of file diff --git a/site/search/worker.js b/site/search/worker.js new file mode 100644 index 0000000..8628dbc --- /dev/null +++ b/site/search/worker.js @@ -0,0 +1,133 @@ +var base_path = 'function' === typeof importScripts ? '.' : '/search/'; +var allowSearch = false; +var index; +var documents = {}; +var lang = ['en']; +var data; + +function getScript(script, callback) { + console.log('Loading script: ' + script); + $.getScript(base_path + script).done(function () { + callback(); + }).fail(function (jqxhr, settings, exception) { + console.log('Error: ' + exception); + }); +} + +function getScriptsInOrder(scripts, callback) { + if (scripts.length === 0) { + callback(); + return; + } + getScript(scripts[0], function() { + getScriptsInOrder(scripts.slice(1), callback); + }); +} + +function loadScripts(urls, callback) { + if( 'function' === typeof importScripts ) { + importScripts.apply(null, urls); + callback(); + } else { + getScriptsInOrder(urls, callback); + } +} + +function onJSONLoaded () { + data = JSON.parse(this.responseText); + var scriptsToLoad = ['lunr.js']; + if (data.config && data.config.lang && data.config.lang.length) { + lang = data.config.lang; + } + if (lang.length > 1 || lang[0] !== "en") { + scriptsToLoad.push('lunr.stemmer.support.js'); + if (lang.length > 1) { + scriptsToLoad.push('lunr.multi.js'); + } + if (lang.includes("ja") || lang.includes("jp")) { + scriptsToLoad.push('tinyseg.js'); + } + for (var i=0; i < lang.length; i++) { + if (lang[i] != 'en') { + scriptsToLoad.push(['lunr', lang[i], 'js'].join('.')); + } + } + } + loadScripts(scriptsToLoad, onScriptsLoaded); +} + +function onScriptsLoaded () { + console.log('All search scripts loaded, building Lunr index...'); + if (data.config && data.config.separator && data.config.separator.length) { + lunr.tokenizer.separator = new RegExp(data.config.separator); + } + + if (data.index) { + index = lunr.Index.load(data.index); + data.docs.forEach(function (doc) { + documents[doc.location] = doc; + }); + console.log('Lunr pre-built index loaded, search ready'); + } else { + index = lunr(function () { + if (lang.length === 1 && lang[0] !== "en" && lunr[lang[0]]) { + this.use(lunr[lang[0]]); + } else if (lang.length > 1) { + this.use(lunr.multiLanguage.apply(null, lang)); // spread operator not supported in all browsers: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Spread_operator#Browser_compatibility + } + this.field('title'); + this.field('text'); + this.ref('location'); + + for (var i=0; i < data.docs.length; i++) { + var doc = data.docs[i]; + this.add(doc); + documents[doc.location] = doc; + } + }); + console.log('Lunr index built, search ready'); + } + allowSearch = true; + postMessage({config: data.config}); + postMessage({allowSearch: allowSearch}); +} + +function init () { + var oReq = new XMLHttpRequest(); + oReq.addEventListener("load", onJSONLoaded); + var index_path = base_path + '/search_index.json'; + if( 'function' === typeof importScripts ){ + index_path = 'search_index.json'; + } + oReq.open("GET", index_path); + oReq.send(); +} + +function search (query) { + if (!allowSearch) { + console.error('Assets for search still loading'); + return; + } + + var resultDocuments = []; + var results = index.search(query); + for (var i=0; i < results.length; i++){ + var result = results[i]; + doc = documents[result.ref]; + doc.summary = doc.text.substring(0, 200); + resultDocuments.push(doc); + } + return resultDocuments; +} + +if( 'function' === typeof importScripts ) { + onmessage = function (e) { + if (e.data.init) { + init(); + } else if (e.data.query) { + postMessage({ results: search(e.data.query) }); + } else { + console.error("Worker - Unrecognized message: " + e); + } + }; +} diff --git a/site/site.zip b/site/site.zip new file mode 100644 index 0000000..263e1ad Binary files /dev/null and b/site/site.zip differ diff --git a/site/sitemap.xml b/site/sitemap.xml new file mode 100644 index 0000000..0f8724e --- /dev/null +++ b/site/sitemap.xml @@ -0,0 +1,3 @@ + +