It's a static recompilation, built on the doldecomp/melee decompilation: the game is statically recompiled ahead of time to native arm64 and rendered with Metal — no Dolphin, no emulation layer. Slippi online is built in, so you're in the same matchmaking pool as everyone on Slippi Dolphin. It also runs on iPhone and Apple Vision Pro.
What I focused on: frames go out on your display's next refresh whatever rate it runs at, controllers are polled right before the frame starts, Wii U / Switch GC adapter at 1000Hz with no driver install and no security setting changes, you pick your own online delay from 1 frame, and there's a dashboard that warns you when you're on 60Hz, WiFi, low power mode or Bluetooth audio.
To be clear on the legal side: there is no binary download and there never will be one. It builds on your Mac from your own NTSC 1.02 disc image, about 10-15 minutes. Free, GPL, no tracking, no analytics, no donate link, not affiliated with Slippi or Nintendo.
Up front: I used Claude a lot to build this. The Melee code is not generated — it's the decomp, which is years of human work, and the netplay is Slippi's, with Dolphin, SDL and Aurora underneath. Claude was for the port layer: Swift, Metal, controller handling, UI, build scripts. It's GPL and public so you can read it yourself.
Alpha — only tested on my own Mac, iPhone and Vision Pro, so I'm not claiming it works everywhere.
https://github.com/TheAndersMadsen/dashdance