← Back to project summary Melee Mod Studio
A closer look at the app, the systems I owned, and the features behind it.
What the app does
- Opens a game disc image directly from your own machine in the browser and patches it in place, with no upload step and no server copy of the game.
- Gives each kind of mod its own workbench: character gameplay, cosmetics, portraits, stages, music, 3D models, and a checkout flow for assembling a pack.
- Hosts a searchable marketplace of community cosmetic mods with per-fighter filtering and shareable detail pages.
What I built
- Reverse engineered the game's data layout well enough to edit character attributes, move scripts, and localized stage files safely, including the rule that byte patches refuse to guess at a mirrored offset rather than silently writing the wrong one.
- Built the whole editing surface as React islands inside an Astro site, each one backed by a typed core module rather than ad hoc parsing.
- Built the marketplace ingestion pipeline: scraping, deduplication, validation, classification, and upload of thousands of community assets into R2 with a D1 catalog in front of them.
- Rendered mod thumbnails in the visitor's browser straight from a mod's own model file when it has no preview image, so the catalog looks complete without storing extra art.
How the project is run
- The repo keeps a delivery audit that checks every completion claim against the actual source, because prose in a handoff document turned out to be an unreliable record of what shipped.
- Work is tracked with three separate words that mean different things: built (the code exists and type-checks), verified (an automated check exercised it), and confirmed (a person watched it work).
- Deploys run through Wrangler to separate staging and production Workers environments sharing one D1 database.
Live project Open Melee Mod Studio Open the site in a new tab ↗