Editing Debug menu (SSBM)/DEVELOP mode
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''This article is about the usage of DEVELOP mode in Melee. For a collection of images of each stage under the effects of DEVELOP mode, see [[Debug menu (SSBM)/Stage data]].'' | ''This article is about the usage of DEVELOP mode in Melee. For a collection of images of each stage under the effects of DEVELOP mode, see [[Debug menu (SSBM)/Stage data|here]].'' | ||
[[File:DEVELOP-Mode-SSBM.png|thumb|''Melee'' when run in DEVELOP mode.]] | [[File:DEVELOP-Mode-SSBM.png|thumb|right|''Melee'' when run in DEVELOP mode.]] | ||
'''DEVELOP mode''' is a debug mode found in ''Super Smash Bros. Melee'' accessed through its {{SSBM|debug menu}}. The mode is activated by changing the '''DBLEVEL''' setting to ''DEVELOP''. This will give the player extra control over matches, including free camera, visual hitbox, and frame advance. | '''DEVELOP mode''' is a debug mode found in ''Super Smash Bros. Melee'' accessed through its {{SSBM|debug menu}}. The mode is activated by changing the '''DBLEVEL''' setting to ''DEVELOP''. This will give the player extra control over matches, including free camera, visual hitbox, and frame advance. | ||
Below is a table detailing the controls for the DEVELOP mode extra controls. Through these controls, one can obtain free control over the camera, see character and stage hitboxes, frame advance the match, see the parts of the stage, and drop items (similar to Training Mode) | Below is a table detailing the controls for the DEVELOP mode extra controls. Through these controls, one can obtain free control over the camera, see character and stage hitboxes, frame advance the match, see the parts of the stage, and drop items (similar to Training Mode). | ||
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| {{Button|GCN|B|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Shows the current score and any bonuses won. | | {{Button|GCN|B|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Shows the current score and any bonuses won. | ||
|- | |- | ||
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Pauses the game normally | | {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Pauses the game normally. | ||
|- | |- | ||
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Rotates through multiple visual effects. | | {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Rotates through multiple visual effects. | ||
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#Stage + Background goes black. Background effects can still be seen | #Stage + Background goes black. Background effects can still be seen | ||
|- | |- | ||
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Toggles sound effects and music | | {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Toggles sound effects and music. | ||
#Normal | #Normal | ||
#Music off | #Music off | ||
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| {{Button|GCN|Y|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Sets the player back to normal size. | | {{Button|GCN|Y|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Sets the player back to normal size. | ||
|- | |- | ||
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Toggles collision bubbles for all characters and stage elements (See [[#Collision | | {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Toggles collision bubbles for all characters and stage elements (See [[#Collision Bubble Key|here]]). | ||
#Normal | #Normal | ||
#Collision Bubbles Only | #Collision Bubbles Only | ||
#Collision Overlay | #Collision Overlay | ||
|- | |- | ||
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Toggles various stage related visuals, such as spawn points, stage structures, and grab-able ledges (See [[#Stage | | {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Toggles various stage related visuals, such as spawn points, stage structures, and grab-able ledges (See [[#Stage Visual Key|here]]). | ||
#Normal | #Normal | ||
#Removes shadows | #Removes shadows | ||
#Displays camera boxes, spawn points, and changes certain floor surfaces to black. | #Displays camera boxes, spawn points, and changes certain floor surfaces to black. | ||
#Same as above, but without the black floor change. | #Same as above, but without the black floor change. | ||
#Same as above, but also displays colored Stage Structures, ledge grab boxes, environment collision boxes, and character position markers (See [[#Character | #Same as above, but also displays colored Stage Structures, ledge grab boxes, environment collision boxes, and character position markers (See [[#Character Visual Key|here]]). | ||
#Same as above, but displays [[Terrain]]s instead of colored Stage Structures. | #Same as above, but displays [[Terrain]]s instead of colored Stage Structures. | ||
#Same as above, but also displays indication of drop-through platforms and grab-able ledges. | #Same as above, but also displays indication of drop-through platforms and grab-able ledges. | ||
|- | |- | ||
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Toggles various character related visuals | | {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Toggles various character related visuals | ||
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#Displays white polylines used for character costume physics like Link's and Young Link's hats, Marth's cape, and some of Jigglypuffs headwear. | #Displays white polylines used for character costume physics like Link's and Young Link's hats, Marth's cape, and some of Jigglypuffs headwear. | ||
#Displays a red gradient at the characters position marker as wide as the characters ECB indicating vertical motion since the last frame. | #Displays a red gradient at the characters position marker as wide as the characters ECB indicating vertical motion since the last frame. | ||
# | #Unknown | ||
#Places white item grab boxes around the characters. These boxes turn blue when in the air. Also displays pink item catch boxes around items. When the white/or blue box intersects a pink box, the item can be grabbed. When white an item will continue to travel after pressing "A" to grab it, for 1 frame. When they are blue and Z is pressed to grab the item, the item will be instantly picked up (And instantly throwable). Also shows a smaller gray item lift box (grounded only), used for larger items like barrels, party balls, and crates. | #Places white item grab boxes around the characters. These boxes turn blue when in the air. Also displays pink item catch boxes around items. When the white/or blue box intersects a pink box, the item can be grabbed. When white an item will continue to travel after pressing "A" to grab it, for 1 frame. When they are blue and Z is pressed to grab the item, the item will be instantly picked up (And instantly throwable). Also shows a smaller gray item lift box (grounded only), used for larger items like barrels, party balls, and crates. | ||
#Displays a white sphere attached to the characters pelvis that experiences frame interpolation similar to hitboxes. | #Displays a white sphere attached to the characters pelvis that experiences frame interpolation similar to hitboxes. | ||
# | #Unknown | ||
|- | |- | ||
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Toggles collision bubbles for the player (See [[#Collision | | {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Toggles collision bubbles for the player (See [[#Collision Bubble Key|here]]). | ||
#Normal | #Normal | ||
#Collision Bubbles Only | #Collision Bubbles Only | ||
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| {{Button|GCN|D-Pad|D|s=32px}} || Drops item selected on the Item Menu | | {{Button|GCN|D-Pad|D|s=32px}} || Drops item selected on the Item Menu | ||
|- | |- | ||
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Display Item Menu and cycle forward through the list (See [[ | | {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Display Item Menu and cycle forward through the list (See [[Debug_menu_(SSBM)#Items_.26_Pok.C3.A9mon|here]]). | ||
|- | |- | ||
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Display Item Menu and cycle backward through the list (See [[ | | {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Display Item Menu and cycle backward through the list (See [[Debug_menu_(SSBM)#Items_.26_Pok.C3.A9mon|here]]). | ||
|- | |- | ||
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Display Item Menu and cycle forward through Pokémon on the list (See [[ | | {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Display Item Menu and cycle forward through Pokémon on the list (See [[Debug_menu_(SSBM)#Items_.26_Pok.C3.A9mon|here]]). | ||
|- | |- | ||
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Display Item Menu and cycle backward through Pokémon on the list (See [[ | | {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Display Item Menu and cycle backward through Pokémon on the list (See [[Debug_menu_(SSBM)#Items_.26_Pok.C3.A9mon|here]]). | ||
|- | |- | ||
| {{Button|GCN|D-Pad|U|s=32px}} || Changes the camera view. | | {{Button|GCN|D-Pad|U|s=32px}} || Changes the camera view. | ||
#Normal | #Normal | ||
#Locks the camera. It can only be controlled by debug controls | #Locks the camera. It can only be controlled by debug controls | ||
#Zooms in on player 1 | #Zooms in on player 1 | ||
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|} | |} | ||
==Stage | ==Stage Visual Key== | ||
''For a collection of stages in their various debug states, see [[Debug menu (SSBM)/ | ''For a collection of stages in their various debug states, see [[Debug menu (SSBM)/Stage_data|here]]. | ||
===Camera | ===Camera Boxes=== | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|} | |} | ||
===Spawn | ===Spawn Points=== | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Item !! Description | ! Item !! Description | ||
|- | |- | ||
| style="background-color:#7D7DFF"|Blue Plus || Character | | style="background-color:#7D7DFF"|Blue Plus || Character Starting Point | ||
|- | |- | ||
| style="background-color:#7DFF80"|Green Plus || Character | | style="background-color:#7DFF80"|Green Plus || Character Respawn Point | ||
|- | |- | ||
| style="background-color:#FFFF80"|Yellow Plus || Item | | style="background-color:#FFFF80"|Yellow Plus || Item Spawn Point | ||
|- | |- | ||
| style="background-color:#FF4040"|Red Plus || Enemy | | style="background-color:#FF4040"|Red Plus || Enemy Spawn Point | ||
|- | |- | ||
| style="background-color:#FF40C0"|Magenta Plus || Trophy | | style="background-color:#FF40C0"|Magenta Plus || Trophy Spawn Point | ||
|- | |- | ||
| style="background-color:#FFFFFF"|White Plus || Exit | | style="background-color:#FFFFFF"|White Plus || Exit Point | ||
|} | |} | ||
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! Item !! Description | ! Item !! Description | ||
|- | |- | ||
| style="background-color:#C0C0C0"|Gray Structure || Stage | | style="background-color:#C0C0C0"|Gray Structure || Stage Floor | ||
|- | |- | ||
| style="background-color:#C08080"|Red Structure || Stage | | style="background-color:#C08080"|Red Structure || Stage Ceiling | ||
|- | |- | ||
| style="background-color:#8080C0"|Blue Structure || Stage | | style="background-color:#8080C0"|Blue Structure || Stage Left Wall | ||
|- | |- | ||
| style="background-color:#80C080"|Green Structure || Stage | | style="background-color:#80C080"|Green Structure || Stage Right Wall | ||
|- | |- | ||
| style="background-color:#808080"|Gray Platform || Solid | | style="background-color:#808080"|Gray Platform || Solid No-Grab Platform | ||
|- | |- | ||
| style="background-color:#4040FF"|Blue Platform || Drop- | | style="background-color:#4040FF"|Blue Platform || Drop-Through Platform | ||
|- | |- | ||
| style="background-color:#FF4040"|Red Platform || Grab | | style="background-color:#FF4040"|Red Platform || Grab Platform | ||
|} | |} | ||
Structures that appear darker than other structures are dynamic, meaning they convert between floor, wall, and ceiling in real-time as they animate. One example is the entirety of Brinstar Depths. | Structures that appear darker than other structures are dynamic, meaning they convert between floor, wall, and ceiling in real-time as they animate. One example is the entirety of Brinstar Depths. | ||
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! Item !! Description | ! Item !! Description | ||
|- | |- | ||
| style="background-color:#808080"|Gray Platform || Basic | | style="background-color:#808080"|Gray Platform || Basic Terrain | ||
|- | |- | ||
| style="background-color:#806060"|Brown Platform || Rock | | style="background-color:#806060"|Brown Platform || Rock Terrain | ||
|- | |- | ||
| style="background-color:#40FF40"|Light Green Platform || Grass | | style="background-color:#40FF40"|Light Green Platform || Grass Terrain | ||
|- | |- | ||
| style="background-color:#C06060"|Dark Red Platform || Dirt | | style="background-color:#C06060"|Dark Red Platform || Dirt Terrain | ||
|- | |- | ||
| style="background-color:#C08040"|Light Brown Platform || Wood | | style="background-color:#C08040"|Light Brown Platform || Wood Terrain | ||
|- | |- | ||
| style="background-color:#4040FF"|Blue Platform || Water | | style="background-color:#4040FF"|Blue Platform || Water Terrain | ||
|- | |- | ||
| style="background-color:#C0C0FF"|Light Blue Platform || Ice | | style="background-color:#C0C0FF"|Light Blue Platform || Ice Terrain | ||
|- | |- | ||
| style="background-color:#FFFFFF"|White Platform || Snow | | style="background-color:#FFFFFF"|White Platform || Snow Terrain | ||
|- | |- | ||
| style="background-color:#404040"|Dark Gray Platform || Light Metal | | style="background-color:#404040"|Dark Gray Platform || Light Metal Terrain | ||
|- | |- | ||
| style="background-color:#604040"|Dark Brown Platform || Heavy Metal | | style="background-color:#604040"|Dark Brown Platform || Heavy Metal Terrain | ||
|- | |- | ||
| style="background-color:#FFFF60"|Yellow Platform || Alien Goop | | style="background-color:#FFFF60"|Yellow Platform || Alien Goop Terrain | ||
|- | |- | ||
| style="background-color:#C0C0C0"|Light Gray Platform || Game & Watch | | style="background-color:#C0C0C0"|Light Gray Platform || Game & Watch Terrain | ||
|- | |- | ||
| style="background-color:#FFFFC0"|Light Yellow Platform || Checkered | | style="background-color:#FFFFC0"|Light Yellow Platform || Checkered Terrain | ||
|} | |} | ||
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|} | |} | ||
==Collision | ==Collision Bubble Key== | ||
[[File:Hitbox-DBMelee.png|thumb|300px|Luigi demonstrating visual hitboxes.]] | [[File:Hitbox-DBMelee.png|thumb|300px|Luigi demonstrating visual hitboxes.]] | ||
This is a list of all hitbox colors and what they are for. For more detail, see [[Hitbox# | This is a list of all hitbox colors and what they are for. For more detail, see [[Hitbox#Hitbox_types|here]]. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|} | |} | ||
==Character | ==Character Visual Key== | ||
===Environment | ===Environment Collision Boxes (ECB)=== | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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| style="background-color:#FFFFFF"|White Diamond Outline|| Target ECB position. | | style="background-color:#FFFFFF"|White Diamond Outline|| Target ECB position. | ||
|- | |- | ||
| style="background-color:#FFA030"|Orange Diamond || | | style="background-color:#FFA030"|Orange Diamond || Corrected ECB, the target ECB altered to avoid intersecting with stage structures. | ||
|- | |- | ||
| style="background-color:#ff5a20"|Dark Orange Diamond || | | style="background-color:#ff5a20"|Dark Orange Diamond || Previous frames ECB, except for certain changes in momentum, like grapple recoveries. | ||
|- | |- | ||
| style="color:#FFFFFF;background-color:#2020FF"|Blue Diamond || | | style="color:#FFFFFF;background-color:#2020FF"|Blue Diamond || Previous frames ECB, except for certain changes in momentum, like grapple recoveries. | ||
|} | |} | ||
===Character | ===Character Position Markers=== | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Item !! Description | ! Item !! Description | ||
|- | |- | ||
| style="background-color:#FFFFFF"|White Cross|| Target Character Position. | | style="background-color:#FFFFFF"|White Cross|| Target Character Position, attached to the bottom of the ECB when grounded, but not when airborne, except for Jigglypuff, Kirby, and Ness. | ||
|- | |- | ||
| style="color:#FFFFFF;background-color:#805019"|Brown Cross || | | style="color:#FFFFFF;background-color:#805019"|Brown Cross || Corrected character position. | ||
|- | |- | ||
| style="color:#FFFFFF;background-color:#802D10"|Reddish Brown Cross || | | style="color:#FFFFFF;background-color:#802D10"|Reddish Brown Cross || Previous frames character position, except for certain changes in momentum, like grapple recoveries. | ||
|- | |- | ||
| style="color:#FFFFFF;background-color:#2020FF"|Dark Blue Cross || | | style="color:#FFFFFF;background-color:#2020FF"|Dark Blue Cross || Previous frames character position, except for certain changes in momentum, like grapple recoveries. | ||
|} | |} | ||