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). Using the "reset" button combination in {{SSBM|Classic Mode}}, {{SSBM|Adventure Mode}}, or [[All-Star Mode]] results in a "stage clear".
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 during a match. The button combination to quit a match is {{button|GCN|L}}+{{button|GCN|R}}+{{button|GCN|A}} instead of {{button|GCN|L}}+{{button|GCN|R}}+{{button|GCN|A}}+{{button|GCN|Start-Pause}}.
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Pauses the game normally.
 
"Hard pause" when in places where {{Button|GCN|Start-Pause|s=32px}} would perform an action other than pausing, such as menus, cutscenes, Adventure Mode loading screens, result screens, [[Continue]] screens, etc. Allows for frame advance with {{Button|GCN|Z|s=32px}}.
|-
|-
| {{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. Displays additional information after going through the first four settings.
| {{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 bubble key]]).
| {{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 visual key]]).
| {{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 visual key]]).
#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.
#Visualizes CPU logic. Places a sphere at the computer player's point of interest, green indicates the CPU will approach, red indicates the CPU will attack it, white indicates the CPU will recover towards it. Red squares around the CPU indicate the range of the attack chosen.
#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.
#Displays each player's coin detection spheres and displays a hitbox sphere on each coin. Player coin detection hitbox flicker because only half the players' coin collisions are processed each frame in order to save on resources.
#Unknown
|-
|-
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Toggles collision bubbles for the player (See [[#Collision bubble key]]).
| {{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 [[Debug menu (SSBM)#Items & Pokémon]]).
| {{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 [[Debug menu (SSBM)#Items & Pokémon]]).
| {{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 [[Debug menu (SSBM)#Items & Pokémon]]).
| {{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 [[Debug menu (SSBM)#Items & Pokémon]]).
| {{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. If stage visuals are set to modes 4 or 5, pressing B toggles displaying info on the camera's position, rotation, zoom, and field of view.
#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 visual key==
==Stage Visual Key==
''For a collection of stages in their various debug states, see [[Debug menu (SSBM)/Stage data]].''
''For a collection of stages in their various debug states, see [[Debug menu (SSBM)/Stage_data|here]].


===Camera boxes===
===Camera Boxes===
{| class="wikitable"
{| class="wikitable"
|-
|-
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===Spawn points===
===Spawn Points===
{| class="wikitable"
{| class="wikitable"
|-
|-
! Item !! Description
! Item !! Description
|-
|-
| style="background-color:#7D7DFF"|Blue Plus || Character starting point
| style="background-color:#7D7DFF"|Blue Plus || Character Starting Point
|-
|-
| style="background-color:#7DFF80"|Green Plus || Character respawn point
| style="background-color:#7DFF80"|Green Plus || Character Respawn Point
|-
|-
| style="background-color:#FFFF80"|Yellow Plus || Item spawn point
| style="background-color:#FFFF80"|Yellow Plus || Item Spawn Point
|-
|-
| style="background-color:#FF4040"|Red Plus || Enemy spawn point
| style="background-color:#FF4040"|Red Plus || Enemy Spawn Point
|-
|-
| style="background-color:#FF40C0"|Magenta Plus || Trophy spawn point
| style="background-color:#FF40C0"|Magenta Plus || Trophy Spawn Point
|-
|-
| style="background-color:#FFFFFF"|White Plus || Exit point
| style="background-color:#FFFFFF"|White Plus || Exit Point
|}
|}


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! Item !! Description
! Item !! Description
|-
|-
| style="background-color:#C0C0C0"|Gray Structure || Stage floor
| style="background-color:#C0C0C0"|Gray Structure || Stage Floor
|-
|-
| style="background-color:#C08080"|Red Structure || Stage ceiling
| style="background-color:#C08080"|Red Structure || Stage Ceiling
|-
|-
| style="background-color:#8080C0"|Blue Structure || Stage left wall
| style="background-color:#8080C0"|Blue Structure || Stage Left Wall
|-
|-
| style="background-color:#80C080"|Green Structure || Stage right wall
| style="background-color:#80C080"|Green Structure || Stage Right Wall
|-
|-
| style="background-color:#808080"|Gray Platform || Solid no-grab platform
| style="background-color:#808080"|Gray Platform || Solid No-Grab Platform
|-
|-
| style="background-color:#4040FF"|Blue Platform || Drop-through platform
| style="background-color:#4040FF"|Blue Platform || Drop-Through Platform
|-
|-
| style="background-color:#FF4040"|Red Platform || Grab platform
| 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 terrain
| style="background-color:#808080"|Gray Platform || Basic Terrain
|-
|-
| style="background-color:#806060"|Brown Platform || Rock terrain
| style="background-color:#806060"|Brown Platform || Rock Terrain
|-
|-
| style="background-color:#40FF40"|Light Green Platform || Grass terrain
| style="background-color:#40FF40"|Light Green Platform || Grass Terrain
|-
|-
| style="background-color:#C06060"|Dark Red Platform || Dirt terrain
| style="background-color:#C06060"|Dark Red Platform || Dirt Terrain
|-
|-
| style="background-color:#C08040"|Light Brown Platform || Wood terrain
| style="background-color:#C08040"|Light Brown Platform || Wood Terrain
|-
|-
| style="background-color:#4040FF"|Blue Platform ||  Water terrain
| style="background-color:#4040FF"|Blue Platform ||  Water Terrain
|-
|-
| style="background-color:#C0C0FF"|Light Blue Platform || Ice terrain
| style="background-color:#C0C0FF"|Light Blue Platform || Ice Terrain
|-
|-
| style="background-color:#FFFFFF"|White Platform || Snow terrain
| style="background-color:#FFFFFF"|White Platform || Snow Terrain
|-
|-
| style="background-color:#404040"|Dark Gray Platform || Light Metal terrain
| style="background-color:#404040"|Dark Gray Platform || Light Metal Terrain
|-
|-
| style="background-color:#604040"|Dark Brown Platform || Heavy Metal terrain
| style="background-color:#604040"|Dark Brown Platform || Heavy Metal Terrain
|-
|-
| style="background-color:#FFFF60"|Yellow Platform || Alien Goop terrain
| style="background-color:#FFFF60"|Yellow Platform || Alien Goop Terrain
|-
|-
| style="background-color:#C0C0C0"|Light Gray Platform || Game & Watch terrain
| style="background-color:#C0C0C0"|Light Gray Platform || Game & Watch Terrain
|-
|-
| style="background-color:#FFFFC0"|Light Yellow Platform || Checkered terrain
| style="background-color:#FFFFC0"|Light Yellow Platform || Checkered Terrain
|}
|}


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|}


==Collision bubble key==
==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#Hitbox types]].
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 visual key==
==Character Visual Key==


===Environment collision boxes (ECB)===
===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 || Post-collisions ECB, the target ECB altered to avoid intersecting with stage structures.
| 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 || Pre-collision ECB at most recent collision segment.
| 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 || Pre-collisions ECB.
| style="color:#FFFFFF;background-color:#2020FF"|Blue Diamond || Previous frames ECB, except for certain changes in momentum, like grapple recoveries.
|}
|}


===Character position markers===
===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 || Post-collisions character position.
| style="color:#FFFFFF;background-color:#805019"|Brown Cross || Corrected character position.
|-
|-
| style="color:#FFFFFF;background-color:#802D10"|Reddish Brown Cross || Pre-collision character position at most recent collision segment.
| 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 || Pre-collisions character position.
| style="color:#FFFFFF;background-color:#2020FF"|Dark Blue Cross || Previous frames character position, except for certain changes in momentum, like grapple recoveries.
|}
|}


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