[GH-ISSUE #179] Melee + 3D models in Terraria with your repo #43

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opened 2026-10-15 20:52:50 +00:00 by bsakaguchi · 1 comment
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Originally created by @DarkameMaster on GitHub (Oct 10, 2026).
Original GitHub issue: https://github.com/rehan-remade/universal-modder/issues/179

Hey! I did something kinda crazy with your repo: I'm running Super Smash Bros. Melee inside Terraria (the decomp's engine loaded by a tModLoader mod), and getting animated 3D models working in Terraria, which my agents couldn't find anyone doing before. 25 of the 26 characters already match real Melee frame by frame.

Two quick questions:
Would you like field notes about this in your repo? No Nintendo code or assets, just how we did it and the gotchas.

Do you know if (and how) I could publish the mod without legal trouble with Nintendo? My idea is to ship only our own code and have each player use their own disc.

Thanks a lot for Universal Modder! 🙌

Originally created by @DarkameMaster on GitHub (Oct 10, 2026). Original GitHub issue: https://github.com/rehan-remade/universal-modder/issues/179 Hey! I did something kinda crazy with your repo: I'm running Super Smash Bros. Melee inside Terraria (the decomp's engine loaded by a tModLoader mod), and getting animated 3D models working in Terraria, which my agents couldn't find anyone doing before. 25 of the 26 characters already match real Melee frame by frame. Two quick questions: Would you like field notes about this in your repo? No Nintendo code or assets, just how we did it and the gotchas. Do you know if (and how) I could publish the mod without legal trouble with Nintendo? My idea is to ship only our own code and have each player use their own disc. Thanks a lot for Universal Modder! 🙌
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@rehan-remade commented on GitHub (Oct 10, 2026):

That sounds great, and yes, field notes on it are very welcome. Animated 3D models in Terraria are new to the knowledge base, and so is hosting a decomp's engine inside a tModLoader mod.

For the notes:

  • Your own words, as you say: how the decomp's engine is loaded, how frames and input cross between the two, how you matched animation frame by frame, and the gotchas. Naming symbols and functions is fine. Pasted decomp source isn't.
  • Link the decomp project and the other tools you built on, and credit them.
  • Put the Terraria side under knowledge/games/terraria/ (Melee as games_also), and anything that applies beyond these two games, like the 3D-model path or the engine embedding, as a technique note. um kb new scaffolds both.

On publishing: we can't give legal advice, and Nintendo is the strictest rights holder in this space. Shipping only your own code and having each player supply their own disc is the pattern projects like Ship of Harkinian and the N64 recomp ports use. It lowers the risk but doesn't remove it. Nintendo has taken down projects that shipped no Nintendo files at all. If you go ahead:

  • don't ship anything extracted from the disc, including models, textures, animations, audio and decomp-built binaries;
  • read the disc's data from the player's own dump at runtime;
  • keep Nintendo's names and art off the mod page and its thumbnail;
  • run um publish check on the release.

The publish-mod skill and safety.md cover the rest.

<!-- gh-comment-id:6094550731 --> @rehan-remade commented on GitHub (Oct 10, 2026): That sounds great, and yes, field notes on it are very welcome. Animated 3D models in Terraria are new to the knowledge base, and so is hosting a decomp's engine inside a tModLoader mod. For the notes: - Your own words, as you say: how the decomp's engine is loaded, how frames and input cross between the two, how you matched animation frame by frame, and the gotchas. Naming symbols and functions is fine. Pasted decomp source isn't. - Link the decomp project and the other tools you built on, and credit them. - Put the Terraria side under `knowledge/games/terraria/` (Melee as `games_also`), and anything that applies beyond these two games, like the 3D-model path or the engine embedding, as a technique note. `um kb new` scaffolds both. On publishing: we can't give legal advice, and Nintendo is the strictest rights holder in this space. Shipping only your own code and having each player supply their own disc is the pattern projects like Ship of Harkinian and the N64 recomp ports use. It lowers the risk but doesn't remove it. Nintendo has taken down projects that shipped no Nintendo files at all. If you go ahead: - don't ship anything extracted from the disc, including models, textures, animations, audio and decomp-built binaries; - read the disc's data from the player's own dump at runtime; - keep Nintendo's names and art off the mod page and its thumbnail; - run `um publish check` on the release. The [publish-mod skill](https://github.com/rehan-remade/universal-modder/blob/main/skills/publish-mod/SKILL.md) and [safety.md](https://github.com/rehan-remade/universal-modder/blob/main/skills/mod-any-game/references/safety.md) cover the rest.
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