Editing Debug menu (SSBM)

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{{Disambig2|the debug menu in ''Melee''|general information|Debug menu}}
[[File:DebugMenuMelee.png|thumb|The debug menu in ''Super Smash Bros. Melee''.]]
:''For Action Replay codes used to access the Debug Menu, see [[Debug menu (SSBM)/Codes|here]]. For the debug sound test menu, see [[Debug menu (SSBM)/Debug sound test menu|here]].''
 
[[File:DebugMenuMain.png|thumb|The debug menu in ''Super Smash Bros. Melee''.]]
The Debug Menu is an element of development that was accidentally left in [[Super Smash Bros. Melee]]. Within the menu, the player has control over almost all aspects of the game, including unplayable characters, unplayable and special stages, special CPU behaviors, and more. In order to get to the debug menu, an Action Replay device must be used.  
The '''debug menu''' is an element of development that was left in ''[[Super Smash Bros. Melee]]''. Within the menu, the player has control over almost all aspects of the game, including [[non-playable character]]s, [[non-playable stage]]s, [[single player stage]]s, special CPU behaviors, and more. In order to get to the debug menu on the [[GameCube]], an [[Action Replay]] device must be used. On the [[Wii]], Ocarina codes may be used if the right MIOS modifications are installed on the system.


==Reoccurring Lists==
==Reoccurring Lists==
===Characters===
===Characters===
{| class="wikitable sortable" width=50%
{| class="wikitable sortable"
! Debug Name !! Character !! Notes
! Debug Name !! Character  
|-
|-
| '''CKIND_CAPTAIN''' || {{CharHead|Captain Falcon|SSBM}} || —
| '''CKIND_CAPTAIN''' || {{head|Captain Falcon|g=SSBM|s=16px}} {{SSBM|Captain Falcon}}
|-
|-
| '''CKIND_DONKEY''' || {{CharHead|Donkey Kong|SSBM}} || —
| '''CKIND_DONKEY''' || {{head|Donkey Kong|g=SSBM|s=16px}} {{SSBM|Donkey Kong}}
|-
|-
| '''CKIND_FOX''' || {{CharHead|Fox|SSBM}} || —
| '''CKIND_FOX''' || {{head|Fox|g=SSBM|s=16px}} {{SSBM|Fox}}
|-
|-
| '''CKIND_GAMEWATCH''' || {{CharHead|Mr. Game & Watch|SSBM}} || —
| '''CKIND_GAMEWATCH''' || {{head|Mr. Game & Watch|g=SSBM|s=16px}} {{SSBM|Mr. Game & Watch}}
|-
|-
| '''CKIND_KIRBY''' || {{CharHead|Kirby|SSBM}} || —
| '''CKIND_KIRBY''' || {{head|Kirby|g=SSBM|s=16px}} {{SSBM|Kirby}}
|-
|-
| '''CKIND_KOOPA''' || {{CharHead|Bowser|SSBM}} || "Koopa" is Bowser's Japanese name.
| '''CKIND_KOOPA''' || {{head|Bowser|g=SSBM|s=16px}} {{SSBM|Bowser}}
|-
|-
| '''CKIND_LINK''' || {{CharHead|Link|SSBM}} || —
| '''CKIND_LINK''' || {{head|Link|g=SSBM|s=16px}} {{SSBM|Link}}
|-
|-
| '''CKIND_LUIGI''' || {{CharHead|Luigi|SSBM}} || —
| '''CKIND_LUIGI''' || {{head|Luigi|g=SSBM|s=16px}} {{SSBM|Luigi}}
|-
|-
| '''CKIND_MARIO''' || {{CharHead|Mario|SSBM}} || —
| '''CKIND_MARIO''' || {{head|Mario|g=SSBM|s=16px}} {{SSBM|Mario}}
|-
|-
| '''CKIND_MARS''' || {{CharHead|Marth|SSBM}} || In the Japanese language, the [θ] sound, represented by th, is not used, so it is replaced with what is considered to be the closest sound, [s], represented by s.
| '''CKIND_MARS''' || {{head|Marth|g=SSBM|s=16px}} {{SSBM|Marth}}
|-
|-
| '''CKIND_MEWTWO''' || {{CharHead|Mewtwo|SSBM}} || —
| '''CKIND_MEWTWO''' || {{head|Mewtwo|g=SSBM|s=16px}} {{SSBM|Mewtwo}}
|-
|-
| '''CKIND_NESS''' || {{CharHead|Ness|SSBM}} || —
| '''CKIND_NESS''' || {{head|Ness|g=SSBM|s=16px}} {{SSBM|Ness}}
|-
|-
| '''CKIND_PEACH''' || {{CharHead|Peach|SSBM}} || —
| '''CKIND_PEACH''' || {{head|Peach|g=SSBM|s=16px}} {{SSBM|Peach}}
|-
|-
| '''CKIND_PIKACHU''' || {{CharHead|Pikachu|SSBM}} || —
| '''CKIND_PIKACHU''' || {{head|Pikachu|g=SSBM|s=16px}} {{SSBM|Pikachu}}
|-
|-
| '''CKIND_POPONANA''' || {{CharHead|Ice Climbers|SSBM}} || —
| '''CKIND_POPONANA''' || {{head|Ice Climbers|g=SSBM|s=16px}} {{SSBM|Ice Climbers}}
|-
|-
| '''CKIND_PURIN''' || {{CharHead|Jigglypuff|SSBM}} || "Purin" is Jigglypuff's Japanese name.
| '''CKIND_PURIN''' || {{head|Jigglypuff|g=SSBM|s=16px}} {{SSBM|Jigglypuff}}
|-
|-
| '''CKIND_SAMUS''' || {{CharHead|Samus|SSBM}} || —
| '''CKIND_SAMUS''' || {{head|Samus|g=SSBM|s=16px}} {{SSBM|Samus}}
|-
|-
| '''CKIND_YOSHI''' || {{CharHead|Yoshi|SSBM}} || —
| '''CKIND_YOSHI''' || {{head|Yoshi|g=SSBM|s=16px}} {{SSBM|Yoshi}}
|-
|-
| '''CKIND_ZE->SE''' || {{CharHead|Zelda|SSBM}} || rowspan=2|"ZE" stands for Zelda, and "SE" stands for Sheik.
| '''CKIND_ZE->SE''' || {{head|Zelda|g=SSBM|s=16px}} {{SSBM|Zelda}}
|-
|-
| '''CKIND_SE->ZE''' || {{CharHead|Sheik|SSBM}}
| '''CKIND_SE->ZE''' || {{head|Sheik|g=SSBM|s=16px}} {{SSBM|Sheik}}  
|-
|-
| '''CKIND_FALCO''' || {{CharHead|Falco|SSBM}} || —
| '''CKIND_FALCO''' || {{head|Falco|g=SSBM|s=16px}} {{SSBM|Falco}}
|-
|-
| '''CKIND_CLINK''' || {{CharHead|Young Link|SSBM}} || "CLINK" stands for Child Link, Young Link's Japanese name.
| '''CKIND_CLINK''' || {{head|Young Link|g=SSBM|s=16px}} {{SSBM|Young Link}}
|-
|-
| '''CKIND_DRMARIO''' || {{CharHead|Dr. Mario|SSBM}} || —
| '''CKIND_DRMRIO''' || {{head|Dr. Mario|g=SSBM|s=16px}} {{SSBM|Dr. Mario}}
|-
|-
| '''CKIND_EMBLEM''' || {{CharHead|Roy|SSBM}} || Roy was a very late addition to ''Melee'', so the development team named the spot "EMBLEM" internally as a catch-all for another {{uv|Fire Emblem}} character.
| '''CKIND_EMBLEM''' || {{head|Roy|g=SSBM|s=16px}} {{SSBM|Roy}}  
|-
|-
| '''CKIND_PICHU''' || {{CharHead|Pichu|SSBM}} || —
| '''CKIND_PICHU''' || {{head|Kirby|g=SSBM|s=16px}} {{SSBM|Kirby}}
|-
|-
| '''CKIND_GANON''' || {{CharHead|Ganondorf|SSBM}} || "Ganon" is the name of Ganondorf's true form.
| '''CKIND_GANON''' || {{head|Ganondorf|g=SSBM|s=16px}} {{SSBM|Ganondorf}}
|-
|-
| '''CKIND_MASTERH''' || {{CharHead|Master Hand|SSBM}} || Finishing a match with this character crashes the game. The player can still exit the match through the pause menu.
| '''CKIND_MASTERH''' || {{head|Master Hand|g=SSBM|s=16px}} {{SSBM|Master Hand}}
|-
|-
| '''CKIND_BOY''' || {{head|Fighting Wire Frames|g=SSBM|s=16px}} [[Male Wire Frame (SSBM)|Fighting Wire Frame]] ♂ || Finishing a match with this character crashes the game. The player can still exit the match through the pause menu.
| '''CKIND_BOY''' || {{head|Fighting Wire Frames|g=SSBM|s=16px}} [[Fighting Wire Frame]] ♂  
|-
|-
| '''CKIND_GIRL''' || {{head|Fighting Wire Frames|g=SSBM|s=16px}} [[Female Wire Frame (SSBM)|Fighting Wire Frame]] ♀ || Finishing a match with this character crashes the game. The player can still exit the match through the pause menu.
| '''CKIND_GIRL''' || {{head|Fighting Wire Frames|g=SSBM|s=16px}} [[Fighting Wire Frame]] ♀  
|-
|-
| '''CKIND_GKOOPS'''|| {{CharHead|Giga Bowser|SSBM}} || Finishing a match with this character crashes the game. Stands for "Giga Koopa". "Koops" may be a typo.
| '''CKIND_GKOOPS''' || {{head|Giga Bowser|g=SSBM|s=16px}} [[Giga Bowser]]
|-
|-
| '''CKIND_CREZYH''' || {{CharHead|Crazy Hand|SSBM}} || Finishing a match with this character crashes the game. The player can still exit the match through the pause menu. "Crezy" may be a typo.
| '''CKIND_CREZYH''' || {{head|Crazy Hand|g=SSBM|s=16px}} {{SSBM|Crazy Hand}}
|-
|-
| '''CHKIND_SANDBAG''' || {{CharHead|Sandbag|SSBM}} || While it is possible to move around, jump, and air dodge with this character, doing so will eventually crash the game.
| '''CKIND_SANDBAG''' || {{head|Sandbag|g=SSBM|s=16px}} [[Sandbag]]
|-
|-
| '''CHKIND_POPO''' || {{head|Ice Climbers|g=SSBM|s=16px}} [[Ice Climbers (SSBM)|Popo]] ([[Sopo|solo]]) || Finishing a match with this character crashes the game. Presumably related to [[Target Test]], where only the leader is present like this setting.
| '''CKIND_POPO''' || {{head|Ice Climbers|g=SSBM|s=16px}} [[Ice Climbers (SSBM)|Popo]] ([[Sopo|solo]])  
|-
|-
| '''CHKIND_NONE''' || [[NONE]] || Using this "character" will crash the game. It is possible to bypass this crash by going back to KIND SELECT and setting any player slots with this ID to "NONE", as well. It is believed to be a placeholder for characters who enter the battle mid-match in various single-player modes.
| '''CKIND_NONE''' || [[NONE]]  
|}
|}


===Stages===
===Stages===
The list of stages given in the table is for the default Debug Menu. For the list of stages used with the [[/Codes#full stage selector|full stage selector]] code, view [[Debug menu (SSBM)/Full stage selector|here]].
{| class="wikitable sortable" width=100%
{| class="wikitable sortable" width=100%
|-
|-
! width=10%| Debug Name !! Stage ID !! width=10%|Stage Name !! width=10%|In-Game Usage !! width=70%|Description
! width=10%| Debug Name !! width=10%|Stage Name !! width=10%|In-Game Usage !! width=70%|Description
|-
|-
| '''[[DUMMY]]''' || style="text-align:center"|000 || style="text-align:center"|— || None- Debug Menu Only || A debug stage that [[crash]]es the game when trying to load it, although use of [[Debug menu (SSBM)/Codes#DUMMY crash prevent|action replay codes]] can force the stage to load. The stage itself is totally black, with one invisible platform in the middle. The stage has [[blast line]]s, but the game will crash long before reaching them, most likely due to both the character's and the camera's y axis value exceeding its bounds.
| '''DUMMY''' || || None- Debug Menu Only || A [[Dummy|debug stage]] that crashes the game when trying to load it, although use of action replay codes can force the stage to load. The stage itself is totally black, with one invisible platform in the middle. The stage has no blast lines, so characters will fall forever.
|-
|-
| '''[[TEST]]''' || style="text-align:center"|001 || style="text-align:center"|— || None- Debug Menu Only || A debug stage that features oddly shaped platforms and a low resolution picture of a bar as the background. It is unusually long. Also, ''{{SSBMMusicLink|Corneria}}'' music plays here.
| '''TEST''' || || None- Debug Menu Only || A [[Test|debug stage]] that features oddly shaped platforms and a low resolution picture of a bar as the background. It is unusually long.
|-
|-
| '''IZUMI''' || style="text-align:center"|002 || [[Fountain of Dreams]] || [[Versus Mode]] || "{{ja|泉|Izumi}}" is the Japanese word for "Fountain".
<!--Should the playable stages have descriptions? If so, what's the content?-->
| '''IZUMI''' || [[Fountain of Dreams]] || Playable Stage ||  
|-
|-
| '''PSTADIUM''' || style="text-align:center"|003 || [[Pokémon Stadium]] || Versus Mode ||
| '''PSTADIUM''' || [[Pokémon Stadium]] || Playable Stage ||  
|-
|-
| '''CASTLE''' || style="text-align:center"|004 || [[Princess Peach's Castle]] || Versus Mode ||
| '''CASTLE''' || [[Princess Peach's Castle]] || Playable Stage ||  
|-
|-
| '''KONGO''' || style="text-align:center"|005 || {{SSBM|Kongo Jungle}} || Versus Mode ||
| '''KONGO''' || {{SSBM|Kongo Jungle}} || Playable Stage ||  
|-
|-
| '''ZEBES''' || style="text-align:center"|006 || [[Brinstar]] || Versus Mode || Possibly due to Brinstar being located in the Planet Zebes in ''Metroid'' series.
| '''ZEBES''' || [[Brinstar]] || Playable Stage ||  
|-
|-
| '''CORNERIA''' || style="text-align:center"|007 || [[Corneria]] || Versus Mode ||
| '''CORNERIA''' || [[Corneria]] || Playable Stage ||  
|-
|-
| '''STORY''' || style="text-align:center"|008 || [[Yoshi's Story]] || Versus Mode ||
| '''STORY''' || [[Yoshi's Story]] || Playable Stage ||  
|-
|-
| '''ONETT''' || style="text-align:center"|009 || [[Onett]] || Versus Mode ||
| '''ONETT''' || [[Onett]] || Playable Stage ||  
|-
|-
| '''MUTE CITY''' || style="text-align:center"|010 || {{SSBM|Mute City}} || Versus Mode ||
| '''MUTE CITY''' || {{SSBM|Mute City}} || Playable Stage ||  
|-
|-
| '''RCRUISE''' || style="text-align:center"|011 || [[Rainbow Cruise]] || Versus Mode ||
| '''RCRUISE''' || [[Rainbow Cruise]] || Playable Stage ||  
|-
|-
| '''GARDEN''' || style="text-align:center"|012 || [[Jungle Japes]] || Versus Mode || "Garden" comes from "Jungle Garden", the stage's Japanese name.
| '''GARDEN''' || [[Jungle Japes]] || Playable Stage ||  
|-
|-
| '''GREATBAY''' || style="text-align:center"|013 || [[Great Bay]] || Versus Mode ||
| '''GREATBAY''' || [[Great Bay]] || Playable Stage ||  
|-
|-
| '''SHRINE''' || style="text-align:center"|014 || [[Temple]] || Versus Mode || "Shrine" is likely a mistranslation of {{ja|神殿|Shinden}}, the stage's Japanese name.
| '''SHRINE''' || [[Temple]] || Playable Stage ||  
|-
|-
| '''KRAID''' || style="text-align:center"|015 || [[Brinstar Depths]] || Versus Mode || Possibly due to [[Kraid]]'s lair being located in the depths of Brinstar in the original ''Metroid''.
| '''KRAID''' || [[Brinstar Depths]] || Playable Stage ||  
|-
|-
| '''YOSTER''' || style="text-align:center"|016 || {{SSBM|Yoshi's Island}} || Versus Mode || "Yoster" comes from "Yoster Island", the stage's Japanese name.
| '''YOSTER''' || {{SSBM|Yoshi's Island}} || Playable Stage ||  
|-
|-
| '''GREENS''' || style="text-align:center"|017 || [[Green Greens]] || Versus Mode ||
| '''GREENS''' || [[Green Greens]] || Playable Stage ||  
|-
|-
| '''FOURSIDE''' || style="text-align:center"|018 || [[Fourside]] || Versus Mode ||
| '''FOURSIDE''' || [[Fourside]] || Playable Stage ||  
|-
|-
| '''INISHIE1''' || style="text-align:center"|019 || {{SSBM|Mushroom Kingdom}} || Versus Mode || rowspan=2 | {{ja|いにしえ|Inishie}} loosely means "Ancient", and is used for Japanese names of Mushroom Kingdom and Mushroom Kingdom II.
| '''INISHIE1''' || {{SSBM|Mushroom Kingdom}} || Playable Stage ||  
|-
|-
| '''INISHIE2''' || style="text-align:center"|020 || [[Mushroom Kingdom II]] || Versus Mode
| '''INISHIE2''' || [[Mushroom Kingdom II]] || Playable Stage ||
|-
|-
| '''[[AKANEIA]]''' || style="text-align:center"|021 || style="text-align:center"|— || None- Debug Menu Only || A stage that crashes the game when attempting to load it. There is no known code that can force it to load. It is believed to be a {{uv|Fire Emblem}} stage because "Akaneia" is the Japanese name of {{iw|fireemblem|Archanea|nation}}, a kingdom from the series.
| '''AKANEIA''' || || None- Debug Menu Only || A [[AKANEIA|stage]] that crashes the game when trying to load it. There is no known code that can force it to load. It is believed to be a [[Fire Emblem]] stage because the music used to represent the Fire Emblem characters has the file name "akaneia.hps".
|-
|-
| '''VENOM''' || style="text-align:center"|022 || [[Venom]] || Versus Mode ||
| '''VENOM''' || [[Venom]] || Playable Stage ||  
|-
|-
| '''PURA''' || style="text-align:center"|023 || [[Poké Floats]] || Versus Mode ||
| '''PURA''' || [[Poké Floats]] || Playable Stage ||  
|-
|-
| '''BIGBLUE''' || style="text-align:center"|024 || [[Big Blue]] || Versus Mode ||
| '''BIGBLUE''' || [[Big Blue]] || Playable Stage ||  
|-
|-
| '''ICEMT''' || style="text-align:center"|025 || [[Icicle Mountain]] || Versus Mode ||
| '''ICEMT''' || [[Icicle Mountain]] || Playable Stage ||  
|-
|-
| '''[[ICETOP]]''' || style="text-align:center"|026 || style="text-align:center"|— || None- Debug Menu Only || An unused stage that crashes when trying to load it, although use of [[Debug menu (SSBM)/Codes#ICETOP crash prevent|action replay codes]] can force the stage to load. The stage is believed to have been the "top" of Icicle Mountain. However, forcing it to load reveals that it is now just a clone of Icicle Mountain without music.
| '''ICETOP''' || || None- Debug Menu Only || An [[IceTop#Unused_versions| unused stage]] that crashes when trying to load it, although use of action replay codes can force the stage to load. The stage is believed to have been the "top" of Icicle Mountain. However, forcing it to load reveals that it is now just a clone of Icicle Mountain without music.
|-
|-
| '''FLATZONE''' || style="text-align:center"|027 || [[Flat Zone]] || Versus Mode ||
| '''FLATZONE''' || [[Flat Zone]] || Playable Stage ||  
|-
|-
| '''OLD PPP''' || style="text-align:center"|028 || Past Stages: {{SSB|Dream Land}} || Versus Mode || "PPP" stands for "Pupupu Land", Dream Land's Japanese name.
| '''OLD PPP''' || Past Stages: {{SSB|Dream Land}} || Playable Stage ||  
|-
|-
| '''OLD YOSH''' || style="text-align:center"|029 || Past Stages: {{SSB|Yoshi's Island}} || Versus Mode ||
| '''OLD YOSH''' || Past Stages: {{SSB|Yoshi's Island}} || Playable Stage ||  
|-
|-
| '''OLD KONG''' || style="text-align:center"|030 || Past Stages: {{SSB|Kongo Jungle}} || Versus Mode ||
| '''OLD KONG''' || Past Stages: {{SSB|Kongo Jungle}} || Playable Stage ||  
|-
|-
| '''BATTLE''' || style="text-align:center"|031 || {{SSBM|Battlefield}} || Versus Mode ||
| '''BATTLE''' || {{SSBM|Battlefield}} || Playable Stage ||  
|-
|-
| '''LAST''' || style="text-align:center"|032 || {{SSBM|Final Destination}} || Versus Mode ||
| '''LAST''' || {{SSBM|Final Destination}} || Playable Stage ||  
|-
|-
| '''T'''''(CHAR)'' || style="text-align:center"|033-058 || [[Target Test]] || [[Stadium]]/{{SSBM|Classic Mode}} || The Target Test stages for each character. The match ends if all the targets break.
| '''T<CHAR>''' || [[Target Test]] || Stadium/Classic Mode || The Target Test stages for each character. The match ends if all the targets break.
|-
|-
| '''TSEAK''' || style="text-align:center"|053 || [[Target Test]] || None- Debug Menu Only || An unused Target Test stage, presumably for Sheik. It has only 3 targets.
| '''TSEAK''' || [[Target Test]] || None- Debug Menu Only || An unused Target Test stage, presumably for Sheik. It has only 3 targets.
|-
|-
| '''1-1KINOKO''' || style="text-align:center"|059 || [[Mushroom Kingdom (Adventure Mode)|Mushroom Kingdom]] || [[Adventure Mode]] || A side scrolling stage used in Adventure Mode. The game will freeze when the player gets to the Yoshi fight section of the stage, but there are [[Debug menu (SSBM)/Codes#Mushroom Kingdom crash prevent|codes]] to prevent this. Touching the flagpole ends the match. "{{ja|キノコ|Kinoko}}" is the Japanese word for "Mushroom".
| '''1-1KINOKO''' || [[Mushroom Kingdom (Adventure Mode)]] || Adventure Mode || A side scrolling stage used in Adventure Mode. The game will freeze when the player gets to the Yoshi fight section of the stage, but there are codes to prevent this. Touching the flagpole ends the match.
|-
|-
| '''1-2CASTLE''' || style="text-align:center"|060 || [[Princess Peach's Castle]] || Adventure Mode || A clone of Princess Peach's Castle used in Adventure Mode. The player fights Mario (or Luigi) and Peach here. Plays ''{{SSBMMusicLink|Rainbow Cruise}}'' music.
| '''1-2CASTLE''' || [[Princess Peach's Castle]] || Adventure Mode || A clone of Princess Peach's Castle used in Adventure Mode. The player fights Mario (or Luigi) and Peach here. Plays Rainbow Cruise music.
|-
|-
| '''2-1KONGO''' || style="text-align:center"|061 || {{SSBM|Kongo Jungle}} || Adventure Mode || A clone of Kongo Jungle used in Adventure Mode. The player fights two tiny Donkey Kong here.
| '''2-1KONGO''' || {{SSBM|Kongo Jungle}} || Adventure Mode || A clone of Kongo Jungle used in Adventure Mode. The player fights two tiny Donkey Kong here.
|-
|-
| '''2-2GARDEN''' || style="text-align:center"|062 || [[Jungle Japes]] || Adventure Mode || A clone of Jungle Japes used in Adventure Mode. The player fights [[Giant Donkey Kong]] here.
| '''2-2GARDEN''' || [[Jungle Japes]] || Adventure Mode || A clone of Jungle Japes used in Adventure Mode. The player fights a giant Donkey Kong here.  
|-
|-
| '''3-1MEIKYU''' || style="text-align:center"|063 || [[Underground Maze]] || Adventure Mode || A side scrolling stage used in Adventure Mode. The game will freeze when the player encounters any of the Link fights, but there are [[Debug menu (SSBM)/Codes#Underground Maze crash prevent|codes]] to prevent this. Touching the [[Triforce]] ends the match. "{{ja|迷宮|Meikyū}}" is the Japanese word for "Maze".
| '''3-1MEIKYU''' || [[Underground Maze]] || Adventure Mode || A side scrolling stage used in Adventure Mode. The game will freeze when the player encounters any of the Link fights, but there are codes to prevent this. Touching the Triforce ends the match.
|-
|-
| '''3-2SHRINE''' || style="text-align:center"|064 || [[Temple]] || Adventure Mode || A clone of Temple used in Adventure Mode. The player fights Zelda here. Plays ''{{SSBMMusicLink|Great Bay}}'' music.
| '''3-2SHRINE''' || [[Temple]] || Adventure Mode || A clone of Temple used in Adventure Mode. The player fights Zelda here. Plays Great Bay music.  
|-
|-
| '''4-1ZEBES''' || style="text-align:center"|065 || [[Brinstar]] || Adventure Mode || A clone of Brinstar used in Adventure Mode. The player fights Samus here. There is a chance that ''{{SSBMMusicLink|Brinstar Depths}}'' music will play.
| '''4-1ZEBES''' || [[Brinstar]] || Adventure Mode || A clone of Brinstar used in Adventure Mode. The player fights Samus here. There is a chance that Brinstar Depths music will play.  
|-
|-
| '''4-2DASSYUT''' || style="text-align:center"|066 || [[Brinstar Escape Shaft]] || Adventure Mode || A vertical scrolling stage used in Adventure Mode. Touching the platform at the top ends the match. "DASSYUT" is most likely a shortening of {{ja|脱出|Dasshutsu}}, meaning "Escape".
| '''4-2DASSYUT''' || [[Brinstar Escape Shaft]] || Adventure Mode || A vertical scrolling stage used in Adventure Mode. Touching the platform at the top ends the match.
|-
|-
| '''5-1GREENS''' || style="text-align:center"|067 || [[Green Greens]] || Adventure Mode || A clone of Green Greens used in Adventure Mode. The player fights Kirby here. There is a chance that ''{{SSBMMusicLink|Fountain of Dreams}}'' music will play.
| '''5-1GREENS''' || [[Green Greens]] || Adventure Mode || A clone of Green Greens used in Adventure Mode. The player fights Kirby here. There is a chance that Fountain of Dreams music will play.  
|-
|-
| '''5-2GREENS''' || style="text-align:center"|068 || [[Green Greens]] || Adventure Mode || A clone of Green Greens used in Adventure Mode. The player fights a horde of Kirby here.
| '''5-2GREENS''' || [[Green Greens]] || Adventure Mode || A clone of Green Greens used in Adventure Mode. The player fights a horde of Kirby here.  
|-
|-
| '''5-3GREENS''' || style="text-align:center"|069 || [[Green Greens]] || Adventure Mode || A clone of Green Greens used in Adventure Mode. The player fights [[Giant Kirby]] here. Plays ''{{SSBMMusicLink|Dream Land N64}}'' music.
| '''5-3GREENS''' || [[Green Greens]] || Adventure Mode || A clone of Green Greens used in Adventure Mode. The player fights a giant Kirby here. There is a chance that N64 Dream Land music will play.  
|-
|-
| '''6-1CORNERI''' || style="text-align:center"|070 || [[Corneria]] || Adventure Mode || A clone of Corneria used in Adventure Mode. No [[Arwing]]s are seen. The player fights Fox here. Plays ''{{SSBMMusicLink|Venom}}'' music.
| '''6-1CORNERI''' || [[Corneria]] || Adventure Mode || A clone of Corneria used in Adventure Mode. The player fights Fox here. There is a chance that Venom music will play.  
|-
|-
| '''6-2CORNERI''' || style="text-align:center"|071 || [[Corneria]] || Adventure Mode || A clone of Corneria used in Adventure Mode. The player fights Fox (or Falco if he's unlocked) here. The Arwings are very aggressive.
| '''6-2CORNERI''' || [[Corneria]] || Adventure Mode || A clone of Corneria used in Adventure Mode. The player fights Fox (or Falco if he's unlocked) here. The Arwings are much more aggressive. This stage is also used by Event #32: "Target Aquired".
|-
|-
| '''7PSTADIUM''' || style="text-align:center"|072 || [[Pokémon Stadium]] || Adventure Mode || A clone of Pokémon Stadium used in Adventure Mode. The player fights a horde of Pokémon here, primarily Pikachu but also including Jigglypuff and Pichu if they are unlocked. Only [[Poké Ball|Poké Balls]] will spawn.
| '''7PSTADIUM''' || [[Pokémon Stadium]] || Adventure Mode || A clone of Pokémon Stadium used in Adventure Mode. The player fights a horde of Pokémon here, primarily Pikachu but also including Jigglypuff and Pichu if they are unlocked.  
|-
|-
| '''8-1BBROUTE''' || style="text-align:center"|073 || [[F-Zero Grand Prix]] || Adventure Mode || A side-scrolling stage used in Adventure Mode. Crossing the finish line ends the match. "BBROUTE" is likely a shortening of "Big Blue Route".
| '''8-1BBROUTE''' || [[F-Zero Grand Prix]] || Adventure Mode || A side-scrolling stage used in Adventure Mode. Crossing the finish line ends the match. This stage is also used in Event #33: "Lethal Marathon".  
|-
|-
| '''8-2MUTECIT''' || style="text-align:center"|074 || {{SSBM|Mute City}} || Adventure Mode || A clone of Mute City used in Adventure Mode. The player fights Captain Falcon here.
| '''8-2MUTECIT''' || {{SSBM|Mute City}} || Adventure Mode || A clone of Mute City used in Adventure Mode. The player fights Captain Falcon here.  
|-
|-
| '''9-1ONETT''' || style="text-align:center"|075 || [[Onett]] || Adventure Mode || A clone of Onett used in Adventure Mode. The player fights a team of 3 Ness here.
| '''9-1ONETT''' || [[Onett]] || Adventure Mode || A clone of Onett used in Adventure Mode. The player fights a team of 3 Ness here.  
|-
|-
| '''10-1ICEMT''' || style="text-align:center"|076 || [[Icicle Mountain]] || Adventure Mode || A vertical scrolling stage used in Adventure Mode. The game freezes when the player would fight the Ice Climbers.
| '''10-1ICEMT''' || [[Icicle Mountain]] || Adventure Mode || A vertical scrolling stage used in Adventure Mode. The game freezes when the player would fight the Ice Climbers.
|-
|-
| '''[[10-2]]''' || style="text-align:center"|077 || style="text-align:center"|— || None- Debug Menu Only || An unused stage, presumably meant to be a second part to the Ice Climber stage in Adventure Mode. It is functionally the same as ICETOP: it crashes the game when trying to load it, the same code can be used to prevent the crash, and it is just a clone of Icicle Mountain without music.
| '''10-2''' || || None- Debug Menu Only || An [[10-2#Unused_versions|unused stage]], presumably meant to be a second part to the Ice Climber stage in Adventure Mode. It is functionally the same as ICETOP: it crashes the game when trying to load it, the same code can be used to prevent the crash, and it is just a clone of Icicle Mountain without music.  
|-
|-
| '''11-1BATTLE''' || style="text-align:center"|078 || {{SSBM|Battlefield}} || Adventure Mode || A clone of Battlefield used in Adventure Mode. The player fights a horde of Fighting Wire Frames here. The stage's [[gravity]] has been noticeably reduced.
| '''11-1BATTLE''' || {{SSBM|Battlefield}} || Adventure Mode || A clone of Battlefield used in Adventure Mode. The player fights a horde of Fighting Wire Frames here. The stage's gravity has been noticeably reduced.
|-
|-
| '''11-2BATTLE''' || style="text-align:center"|079 || {{SSBM|Battlefield}} || Adventure Mode || A clone of Battlefield used in Adventure Mode. The player fights [[Metal Mario]] (and Metal Luigi if unlocked) here. Plays ''{{SSBMMusicLink|Metal Battle}}'' music.
| '''11-2BATTLE''' || {{SSBM|Battlefield}} || Adventure Mode || A clone of Battlefield used in Adventure Mode. The player fights Metal Mario (and Metal Luigi if unlocked) here. Plays Metal Battle music.
|-
|-
| '''12-1LAST''' || style="text-align:center"|080 || {{SSBM|Final Destination}} || Adventure Mode || A clone of Final Destination used in Adventure Mode. The player fights [[Giant Bowser]] here.
| '''12-1LAST''' || {{SSBM|Final Destination}} || Adventure Mode || A clone of Final Destination used in Adventure Mode. The player fights a giant Bowser here.  
|-
|-
| '''12-2LAST''' || style="text-align:center"|081 || {{SSBM|Final Destination}} || Adventure Mode || A clone of Final Destination used in Adventure Mode. The player fights Giga Bowser here. Plays ''{{SSBMMusicLink|Giga Bowser}}'' music.
| '''12-2LAST''' || {{SSBM|Final Destination}} || Adventure Mode || A clone of Final Destination used in Adventure Mode. The player fights Giga Bowser here. Plays Giga Bowser music.
|-
|-
| '''TUKISUSUME''' || style="text-align:center"|082 || {{SSBM|Race to the Finish}} || Classic Mode || The stage race to the finish takes place in. Touching a door ends the match. "TUKISUSUME" is likely a mistranslation of "{{ja|つきすすめ|Tsukisusume}}", meaning "Push Forward"
| '''TUKISUSUME''' || {{SSBM|Race to the Finish}} || Classic Mode || The stage race to the finish takes place in. Touching a door ends the match.  
|-
|-
| '''FIGUREGET''' || style="text-align:center"|083 || [[Trophy Collector]] || Classic Mode || The stage [[Snag the Trophies]] takes place in. The stage loads, but will crash when the first [[trophy]] spawns. There is a [[Debug menu (SSBM)/Codes#Trophy Collector crash prevent|code]] to prevent the trophies from spawning.
| '''FIGUREGET''' || [[Trophy Collector]] || Classic Mode || The stage [[Snag the Trophies]] takes place in. The stage loads, but will crash when the first trophy spawns. There is a code to prevent the trophies from spawning.  
|-
|-
| '''HOMERUN''' || style="text-align:center"|084 || [[Home-Run Stadium]] || Stadium || The stage Home-Run Contest takes place in. It extends almost infinitely to the right, but oddly, it has an upper blast line. If Sandbag is not player 2, the game will stop loading floor and background textures after the 800 feet mark. This is because the trigger for the load is the Sandbag crossing a trigger line a little before the 800 feet mark.
| '''HOMERUN''' || [[Home-Run Stadium]] || Stadium || The stage Home-Run Contest takes place in. It extends almost infinitely to the right, but oddly, it has an upper blast line. Also, after 800 feet, the game will stop loading floor and background textures. This is because the trigger for the load is the [[Sandbag]] crossing a trigger line a little before the 800 feet mark.
|-
| '''HEAL''' || [[All-Star Rest Area]] || All-Star Mode || The rest area from [[All-Star Mode]].
|-
|-
| '''HEAL''' || style="text-align:center"|085 || [[All-Star Rest Area]] || [[All-Star Mode]] || The rest area from [[All-Star Mode]].
|}
|}


===Items & Pokémon===
===Items===
{|class="wikitable sortable" style="display:inline-table;"
{| class="wikitable sortable"
|+Items
! Debug Name !! Item  
! Debug Name !! Item
|-
|-
| '''CAPSULE''' || [[Capsule]]
| '''CAPSULE''' || [[Capsule]]
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| '''TARUCANN''' || [[Barrel Cannon]]
| '''TARUCANN''' || [[Barrel Cannon]]
|-
|-
| '''BOMBHEI''' || [[Bob-omb]]
| '''BOMBHEI''' || [[Bob-Omb]]
|-
|-
| '''DOSEI''' || [[Mr. Saturn]]
| '''DOSEI''' || [[Mr. Saturn]]
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| '''FOODS''' || [[Food]]
| '''FOODS''' || [[Food]]
|-
|-
| '''MSBOMB''' || [[Motion-Sensor Bomb]]
| '''MSBOMB''' || [[Motion Sensor Bomb]]
|-
|-
| '''FLIPPER''' || [[Flipper]]
| '''FLIPPER''' || [[Flipper]]
Line 272: Line 270:
| '''DKINOKO''' || [[Poison Mushroom]]
| '''DKINOKO''' || [[Poison Mushroom]]
|-
|-
| '''HAMMER''' || {{b|Hammer|item}}
| '''HAMMER''' || [[Hammer]]
|-
|-
| '''WSTAR''' || [[Warp Star]]
| '''WSTAR''' || [[Warp Star]]
|-
|-
| '''SCBALL''' || {{b|Screw Attack|item}}
| '''SCBALL''' || [[Screw Attack]]
|-
|-
| '''RABBITC''' || [[Bunny Hood]]
| '''RABBITC''' || [[Bunny Hood]]
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| '''SPYCLOAK''' || [[Cloaking Device]]
| '''SPYCLOAK''' || [[Cloaking Device]]
|-
|-
| '''M BALL''' || [[Poké Ball]]
| '''M BALL''' || [[Pokéball]]
|-
|-
| '''KURIBOH''' || [[Goomba]]
| '''KURIBOH''' || [[Goomba]]
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|}
|}


{|class="wikitable sortable" style="display:inline-table;"
===Pokémon===
|+Pokémon
{| class="wikitable sortable"
! Debug Name !! Pokémon
|-
! Pokémon !! Debug Name
|-
|-
| '''RANDOM''' || Random Pokémon
| '''RANDOM''' || Random Pokémon
|-
|-
| '''TOSAKINTO''' || [[Goldeen]]
| '''TOSAKINTO''' || Goldeen
|-
| '''CHICORITA''' || [[Chikorita]]
|-
| '''KABIGON''' || [[Snorlax]]
|-
| '''KAMEX''' || [[Blastoise]]
|-
| '''MATADOGAS''' || [[Weezing]]
|-
| '''LIZARDON''' || [[Charizard]]
|-
| '''FIRE''' || [[Moltres]]
|-
| '''THUNDER''' || [[Zapdos]]
|-
| '''FREEZER''' || [[Articuno]]
|-
| '''SONANS''' || [[Wobbuffet]]
|-
| '''HASSAM''' || [[Scizor]]
|-
| '''UNKNOWN''' || [[Unown]]
|-
| '''ENTEI''' || [[Entei]]
|-
| '''RAIKOU''' || [[Raikou]]
|-
| '''SUIKUN''' || [[Suicune]]
|-
| '''KIREIHANA''' || [[Bellossom]]
|-
| '''MARUMINE''' || [[Electrode]]
|-
| '''LUGIA''' || [[Lugia]]
|-
| '''HOUOU''' || [[Ho-Oh]]
|-
| '''METAMON''' || [[Ditto]]
|-
| '''PIPPI''' || [[Clefairy]]
|-
| '''TOGEPY''' || [[Togepi]]
|-
| '''MEW''' || [[Mew]]
|-
| '''CEREBI''' || [[Celebi]]
|-
| '''HITODEMAN''' || [[Staryu]]
|-
| '''LUCKY''' || [[Chansey]]
|-
| '''PORYGON2''' || [[Porygon2]]
|-
| '''HINOARASHI''' || [[Cyndaquil]]
|-
| '''MARIL''' || [[Marill]]
|-
| '''FUSHIGIBANA''' || [[Venusaur]]
|}
|}


===CPU modes===
===CPU Modes===
{{main|List of CPU modes}}
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Debug Name !! Description
! Debug Name !! Description
|-
|-
| '''CPTP_STAY''' || The default CPU mode for [[Training Mode]] (Denoted "Stand"). The CPU will not move except to [[recover]]. It will occasionally use a [[ledge attack]].
| '''CPTP_STAY''' || The default CPU mode for [[Training Mode]] (Denoted "Stand"). The CPU will not move except to recover. It will occasionally use a ledge attack.
|-
|-
| '''CPTP_WALK''' || A standard CPU mode used in Training Mode (Denoted "Walk"). The CPU will [[walking|walk]] back and forth across the stage.
| '''CPTP_WALK''' || A standard CPU mode used in Training Mode (Denoted "Walk"). The CPU will walk back and forth across the stage.
|-
|-
| '''CPTP_ESCAPE''' || A standard CPU mode used in Training Mode (Denoted "Evade"). The CPU will actively avoid interaction with the player.
| '''CPTP_ESCAPE''' || A standard CPU mode used in Training Mode (Denoted "Evade"). The CPU actively avoid interaction with the player.
|-
|-
| '''CPTP_JUMP''' || A standard CPU mode used in Training Mode (Denoted "Jump"). The CPU will constantly perform their grounded [[jump]], and will not short hop.
| '''CPTP_JUMP''' || A standard CPU mode used in Training Mode (Denoted "Jump"). The CPU will constantly single jump.
|-
|-
| '''CPTP_NORMAL''' || A standard CPU mode used throughout the game (Denoted "Attack" in Training Mode). The CPU behaves normally, throwing out attacks and maneuvers, and prioritizing human players over other CPUs.
| '''CPTP_NORMAL''' || A standard CPU mode used in both Versus Mode and Training Mode (Denoted "Attack"). The CPU behaves normally, throwing out attacks and maneuvers.  
|-
|-
| '''CPTP_MANUAL''' || A standard CPU mode used in Training Mode (Denoted "Human"). The CPU is controlled by the controller port that matches its player slot.
| '''CPTP_MANUAL''' || A standard CPU mode used in Training Mode (Denoted "Human"). The CPU is controlled by the other 3 controllers.
|-
|-
| '''CPTP_NANA''' || The default mode for the partner [[Ice Climbers (SSBM)|Ice Climber]], so that they follow the leader, attack with the leader, etc.
| '''CPTP_NANA''' || The default mode for the partner [[Ice Climbers (SSBM)|Ice Climber]], so that he/she follows the leader, attacks with the leader, etc.  
|-
|-
| '''CPTP_DEFENSIVE''' || Causes the CPU to only use defensive tactics, such as [[shield]]s and [[roll]]s.
| '''CPTP_DEFENSIVE''' || Causes the CPU to only use defensive tactics, such as [[shield]]s and [[roll]]s.  
|-
|-
| '''CPTP_STRUGGLE''' || Causes the CPU to attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior because - as previously mentioned - a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match.
| '''CPTP_STRUGGLE''' || Causes the CPU to attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior because a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match.  
|-
|-
| '''CPTP_FREAK''' || Causes the CPU to stay where they are, but attack when an opponent comes near. Used in [[Event 6: Kirbys on Parade]].
| '''CPTP_FREAK''' || Causes the CPU to stay where they are, but attack when an opponent comes near. Used in the event match [[Kirbys on Parade]].  
|-
|-
| '''CPTP_COOPERATE''' || Causes the CPU to follow the closest human player, and attack them. (Or defend them from approaching enemies, if they're on the same team)
| '''CPTP_COOPERATE''' || Causes the CPU to follow the player and attack them.  
|-
|-
| '''CPTP_SPLWLINK''' || rowspan=2 | Cause the CPU to only use their [[down special move]], even [[Counter]], [[Rest]], and [[PSI Magnet]], [[List of flaws in artificial intelligence (SSBM)|which they wouldn't use normally]]. They are used in [[Event 3: Bomb-fest]]. "SPLW" is an abbreviation of "Special Low", which reflects that the character only uses their down (or "low") special, and "LINK" and "SAMUS" obviously refer to {{SSBM|Link}} and {{SSBM|Samus}}, respectively, which reflects that they are the two opponents in the Event Match.
| '''CPTP_SPLWLINK''' || rowspan=2 | Cause the CPU to only use their [[down special move]] when set to {{SSBM|Link}} and {{SSBM|Samus}} respectively. They are used in the event match [[Bomb-fest]]. "SPLW" is an abbreviation of "Special Low", which reflects that the character only uses their down (or "low") special.
|-
|-
| '''CPTP_SPLWSAMUS'''
| '''CPTP_SPLWSAMUS'''
|-
|-
| '''CPTP_ONLYITEM''' || Causes the CPU to only use [[item]]s, as opposed to using any other [[attack]]s, as {{SSBM|Jigglypuff}} does in [[Event 37: Legendary Pokémon]].
| '''CPTP_ONLYITEM''' || Causes the CPU to only use [[item]]s, as opposed to using any other [[attack]]s, as {{SSBM|Jigglypuff}} does in the event [[Legendary Pokémon]].  
|-
|-
| '''CPTP_EVZELDA''' || Causes {{SSBM|Zelda}} to transform into {{SSBM|Sheik}} more often, as she does in [[Event 9: Hide 'n' Sheik]]. It is presumed to stand for "Event Zelda".
| '''CPTP_EVZELDA''' || Causes {{SSBM|Zelda}} to transform into {{SSBM|Sheik}} more often, as she does in the event match [[Hide 'n' Sheik]]. It is presumed to stand for "Event Zelda".  
|-
|-
| '''CPTP_NOACT''' || Causes the CPU to do absolutely nothing. This is not to be confused with "Stand", in which the CPU will still attempt to [[recover]] if knocked off.
| '''CPTP_NOACT''' || Causes the CPU to do absolutely nothing. This is not to be confused with [[Stand]], in which the CPU will still attempt to [[recover]] if knocked off.  
|-
|-
| '''CPTP_AIR''' || Restricts the CPU's [[jump]]ing height. This does not affect the height gained by the character's [[up special move]], meaning that this mode has far more of an effect on aerial play than it does on the character's recovery.
| '''CPTP_AIR''' || Restricts the CPU's [[jump]]ing height. This does not affect the height gained by the character's [[up special move]], meaning that this mode has far more of an effect on aerial play than it does on the character's recovery.  
|-
|-
| '''CPTP_ITEM''' || Causes the CPU to attempt to grab all [[item]]s that appear. Otherwise, the CPU is normal. This is used for CPUs in event matches like [[Event 7: Pokémon Battle]].
| '''CPTP_ITEM''' || Causes the CPU to attempt to grab all [[item]]s that appear. Otherwise, the CPU is normal. This is used for CPUs in event matches like [[Event 7: Pokémon Battle]].  
|}
|}


==VERSUS MODE==
==VERSUS MODE==
===DAIRANTOU===
===DAIRANTOU===
[[File:DebugMenuDairantou.png|thumb|The '''DAIRANTOU''' sub-menu of the debug menu.]]
The DAIRANTOU menu contains options for operating [[Versus Mode]]. There are a few functions here that cannot be achieved in normal play, such as the ability to control Sandbag or go to Adventure Mode stages. One can also control Master and Crazy hand in this way. [[Sudden death]] will not occur in this mode when there's more than one winner.
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 441: Line 378:


|-
|-
| rowspan=2|'''CHAR SELECT''' || '''CHARA_1-4''' || Sets the [[character]] for players 1-4. || rowspan=2|See [[#Characters|here]].
| rowspan=2|'''CHAR SELECT''' || '''CHARA_1-4''' || Sets the character for players 1-4. || rowspan=2|See [[#Characters|here]].
|-
|-
| '''ALL CHAR''' || Sets the character for player 5 (See [[#IK_DEBUG_FLAG|here]]).
| '''ALL CHAR''' || Sets the character for player 5 (See [[#IK_DEBUG_FLAG|here]]).
Line 458: Line 395:


|-
|-
| '''COLOR SELECT''' || '''COLOR_1-4''' || Sets which {{SSBM|Alternate costume}} players 1-4 will use. ||
| '''COLOR SELECT''' || '''COLOR_1-4''' || Sets which pallet swap players 1-4 will use. || Min=0; Max=9; Increment=1
*'''0''': Default costume
*'''1-5''': Alternate costumes; characters with less than 6 costumes may use their default but borrows a [[stock]] icon from another character.
*'''6+''': Default costume; however without stock icons.


|-
|-
| '''SUB COLOR''' || '''SUBCOLOR_1-4''' || Sets which coloration players 1-4 will use. ||
| '''SUB COLOR''' || '''SUBCOLOR_1-4''' || Sets which coloration players 1-4 will use. ||  
*'''0''': Normal coloration
*'''0''': Normal coloration
*'''1''': Bright coloration; Used in team battles where two of the same character are on the same team.
*'''1''': Bright coloration; Used in team battles where two of the same character are on the same team.
*'''2''': Dark coloration; Used in team battles where three of the same character are on the same team.
*'''2''': Dark coloration; Used in team battles where three of the same character are on the same team.
*'''3''': Black coloration; Used in [[Event 18: Link's Adventure]].
*'''3''': Black coloration; Used in Event #18: "Link's Adventure".
*'''4''': Gray coloration; Used as the gray background outline for Mr. Game & Watch.
*'''4''': Gray coloration; Used as the gray background outline for Mr. Game & Watch.
*'''5''': Pink coloration; crashes the game normally, must use code to force it to load.
*'''5+''': Game crashes.
*'''6+''': Game crashes.


|-
|-
| '''DAMAGE SET''' || '''DAMAGE_1-4''' || Sets how much [[damage]] players 1-4 start out with each time they spawn. || Min=0; Max=999; Increment=1
| '''DAMAGE SET''' || '''DAMAGE_1-4''' || Sets how much damage players 1-4 start out with each time they spawn. || Min=0; Max=999; Increment=1


|-
|-
| '''OFFENCERATIO''' || '''OFFRATIO_1-4''' || Sets how much [[knockback]] players 1-4 deal. || Min=0.10; Max=3.00; Increment=0.10
| '''OFFENCERATIO''' || '''OFFRATIO_1-4''' || Sets how much knockback players 1-4 deal. || Min=0.10; Max=3.00; Increment=0.10


|-
|-
Line 483: Line 416:


|-
|-
| '''CPUTYPE SET''' || '''TYPE__C1-4''' || Sets the behavior CPU players 1-4 will adopt. || See [[#CPU_modes|here]].
| '''CPUTYPE SET''' || '''TYPE__C1-4''' || Sets the behavior CPU players 1-4 will adopt. || See [[#CPU_Modes|here]].


|-
|-
| '''CPULEVEL SET''' || '''LEVEL_C1-4''' || Sets the AI level for CPU players 1-4. || Min=0; Max=9; Increment=1
| '''CPULEVEL SET''' || '''LEVEL_C1-4''' || Sets the AI level for computer players 1-4. || Min=0; Max=9; Increment=1


|-
|-
| '''TEAM SELECT''' || '''TEAM_1-4''' || Sets the [[team battle|team]] players 1-4 are on. Only active if "MELEEKIND" is set to "TEAM BATTLE". ||
| '''TEAM SELECT''' || '''TEAM_1-4''' || Sets the team players 1-4 are on. Only active if "MELEEKIND" is set to "TEAM BATTLE". ||  
*'''RED-TEAM''': The red team.
*'''RED-TEAM''': The red team.
*'''GREEN-TEAM''': The blue team.
*'''GREEN-TEAM''': The green team.
*'''BLUE-TEAM''': The green team.
*'''BLUE-TEAM''': The blue team.
<!--This is a development mistake, not a wiki typo-->
 
|-
|-
| '''STAGE''' || || Sets the [[stage]] the match will take place on. || See [[#Stages|here]].
| '''STAGE''' || || Sets the stage the match will take place on. || See [[#Stages|here]].


|-
|-
| '''MELEEKIND''' || || Sets what type of match will take place. ||
| '''MELEEKIND''' || || Sets what type of match will take place. ||  
*'''BATTLE ROYAL''': Sets the match to be a free-for-all.
*'''BATTLE ROYAL''': Sets the match to be a free-for-all.
*'''TEAM BATTLE''': Sets the match to be a team battle.
*'''TEAM BATTLE''': Sets the match to be a team battle.


|-
|-
| '''EXIT''' || || Starts the match. Pressing [[Start_Button|Start]] while on this menu will trigger this. ||
| '''EXIT''' || || Starts the match. Pressing [[Start_Button|Start]] while on this menu will trigger this. ||  
|}
|}


===RULE===
===RULE===
[[File:DebugMenuRule.png|thumb|The '''RULE''' sub-menu of the debug menu.]]
The RULE menu controls extra match settings. Its options are found under the [[rules]] menu in normal play. There are not many extra options here, only the ability to set the time limit by the second.
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 514: Line 445:


|-
|-
| '''RULE''' || || Sets the match style. ||
| '''RULE''' || || Sets the match style. ||  
*'''TIME MODE''': A [[time]] match. Oddly, ties do not result in [[Sudden Death]].
*'''TIME MODE''': A time match. Oddly, ties do not result in [[Sudden Death]].
*'''STOCK MODE''': A [[stock]] match.
*'''STOCK MODE''': A stock match.
*'''COIN MODE''': A [[coin battle|coin]] match.
*'''COIN MODE''': A coin match.
*'''ENDLESS MODE''': A match that will only end when [[Pause#Quitting_and_restarting|force quit]].
*'''ENDLESS MODE''': A match that will only end when [[Pause#Quitting_and_restarting|force quit]].


|-
|-
| '''TIME(MIN)''' || || Sets the [[Match timer|time limit]] in minutes. Setting this and "TIME (SEC)" to 0 will remove the time limit. || Min=0; Max=100; Increment=1
| '''TIME(MIN)''' || || Sets the time limit in minutes. Setting this and "TIME (SEC)" to 0 will remove the time limit. || Min=0; Max=100; Increment=1


|-
|-
| '''TIME(SEC)''' || || Sets the time limit in seconds. Setting this and "TIME (MIN)" to 0 will remove the time limit. || Min=0; Max=59; Increment=1
| '''TIME(SEC)''' || || Sets the time limit in seconds. Setting this and "TIME (MIN)" to 0 will remove the time limit. || Min=0; Max=59; Increment=1


|-
|-
| '''STOCK(CNT)''' || || Sets the number of stocks each player has for Stock Mode. No effect if used in other modes. || Min=-1; Max=99; Increment=1
| '''STOCK(CNT)''' || || Sets the number of stocks each player has for Stock Mode. No effect if used in other modes. || Min=-1; Max=99; Increment=1


|-
|-
| '''DAMAGERATIO''' || || Sets the overall Knockback Ratio for the match. || Min=0.10; Max=3.00; Increment=0.10
| '''DAMAGERATIO''' || || Sets the overall Knockback Ratio for the match. || Min=0.10; Max=3.00; Increment=0.10


|-
|-
| '''VIBRATION SELECT''' || '''RUMBLE_1-4''' || Sets the [[rumble]] feature for players 1-4. ||
| '''VIBRATION SELECT''' || '''RUMBLE_1-4''' || Sets the rumble feature for players 1-4. ||  
*'''ON''': Rumble is on.
*'''ON''': Rumble is on.
*'''OFF''': Rumble is off.
*'''OFF''': Rumble is off.


|-
|-
| '''ITEM SWITCH''' || || Sets the overall [[item]] frequency. ||
| '''ITEM SWITCH''' || || Sets the overall item frequency. ||  
*'''NOTHING''': Items will not appear.
*'''NOTHING''': Items will not appear.
*'''VERYLOW''': Items will appear very seldom.
*'''VERYLOW''': Items will appear very seldom.
Line 548: Line 479:


==RESULT TEST==
==RESULT TEST==
[[File:DebugMenuResult.png|thumb|The '''RESULT''' sub-menu of the debug menu.]]
The RESULT TEST menu contains controls to demo the match [[results screen]]. The characters can be changed out for each of the 4 players. Their color and even [[victory pose]] can be set.
{| class="wikitable"
{| class="wikitable"
|-
|-
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|-
|-
| '''1-4P KIND''' || Sets the character for players 1-4. || rowspan=2|See [[#Characters|here]]. <br>
| '''1-4P KIND''' || Sets the character for players 1-4. || rowspan=2|See [[#Characters|here]].
Note: All normal characters work correctly, but Giga Bowser, Master Hand, and Crazy Hand crash the game. The Wireframes, Sandbag, Popo, and NONE will allow the results screen to be loaded, but it will not display a character, and the character title will not function correctly.
|-
|-
| '''ALL PLAYER''' || Sets the character for player 5 (See [[#IK_DEBUG_FLAG|here]]).
| '''ALL PLAYER''' || Sets the character for player 5 (See [[#IK_DEBUG_FLAG|here]]).
Line 570: Line 498:


|-
|-
| '''STEP ANIM''' || Sets victory animations on or off. ||
| '''STEP ANIM''' || Sets victory animations on or off. ||  
*'''0''': Animations are on.
*'''0''': Animations are on.
*'''1''': Animations are off; causes a crash.
*'''1''': Animations are off; causes a crash.


|-
|-
| '''PANEL HIDDEN''' || Determines if the back panel is hidden or not. ||
| '''STEP ANIM''' || Determines if the back panel is hidden or not. ||  
*'''0''': Back panel is visible.
*'''0''': Back panel is visible.
*'''1''': Back panel is hidden.
*'''1''': Back panel is hidden.


|-
|-
| '''TEST''' || Tests the Result Screen. Pressing [[Start_Button|Start]] while on this menu will trigger this. ||
| '''TEST''' || Tests the Result Screen. Pressing [[Start_Button|Start]] while on this menu will trigger this. ||  
|}
|}


==LANGUAGE==
==LANGUAGE==
===[[NTSC]]===
===NTSC===
*'''GMLANGTYPEUS''': Sets the game [[language]] to English.
*'''GMLANGTYPEUS''': Sets the game language to English.
*'''GMLANGTYPEJP''': Sets the game language to Japanese.
*'''GMLANGTYPEJP''': Sets the game language to Japanese.


===[[PAL]]===
===PAL===
*'''GMLANGTYPEUK''': Sets the game language to English.
*'''GMLANGTYPEUK''': Sets the game language to English.
*'''GMLANGTYPEGM''': Sets the game language to German.
*'''GMLANGTYPEGM''': Sets the game language to German.
Line 596: Line 524:


==PUBLICITY==
==PUBLICITY==
Sets the [[crowd]] noise on or off. This includes gasps, cheering, and name chanting.
Sets the crowd noise on or off. This includes gasps, cheering, and name chanting.


*'''On''': Crowd Noise is on.
*'''On''': Crowd Noise is on.
Line 602: Line 530:


==DBLEVEL==
==DBLEVEL==
{{main|Debug menu (SSBM)/DEVELOP mode}}
Sets the debug level. Higher debug levels mean more control over matches and menus. Higher debug levels inherit traits from the lower ones.
Sets the debug level. Higher debug levels mean more control over matches and menus. Higher debug levels inherit traits from the lower ones.


*'''MASTER''': The standard debug level.
*'''MASTER''': The standard debug level.  
**Plays just like the retail game.
**Plays just like the retail game.
*'''NO-DEBUG-ROM'''
*'''NO-DEBUG-ROM'''
Line 611: Line 538:
*'''DEBUG-DEVELOP'''
*'''DEBUG-DEVELOP'''
*'''DEBUG-ROM'''
*'''DEBUG-ROM'''
**The player gets access to debug game controls (see [[Debug menu (SSBM)/DEVELOP_mode|here]]).
**The player gets access to debug game controls (see [[#|here]]).
**The player gains access to the Debug Sound Test
**The player gains access to the Debug Sound Test
*'''DEVELOP''': The most intense debug level.
*'''DEVELOP''': The most intense debug level.


==IK DEBUG FLAG==
==IK DEBUG FLAG==
Determines if characters' feet stick to ground according to geometry and alter their pose in certain animations, when standing on a slope. The animations affected by the flag are marked with '''L''' and/or '''R''' on the righthand side in animation information display in develop mode. Whole character tilting, marked with '''T''', works normally regardless.
Determines if 6-Player matches should be possible.
 
*'''0''': Characters' feet don't stick to ground in '''L''' and/or '''R''' animations.
 
*'''1''': Characters' feet stick to ground in '''L''' and/or '''R''' animations.
 
==EURGB60 SET==
Sets the game to output a 60hz TV signal if it isn't already. (and, consequently, run at 60 frames per second) Press A to confirm. Only in PAL.


==WIDTH †==
*'''0''': 6-Player matches are possible.
Its functions are unknown. Min=0; Max=30; Increment=1.
**Player 5:
***gets their character from the CHAR SELECT->ALL_CHAR setting.
***gets their kind from the KIND SELECT->ALL_KIND setting.
***gets all other settings from Player 3.
**Player 6:
***gets their character from the PUBLICITY setting.
***gets their kind from the KIND SELECT->ALL_KIND setting.
***gets all other settings from Player 4.
*'''1''': 6-Player matches are not possible.


==NEW DEFCALC==
==NEW DEFCALC==
This option seems to have no effect.
This option has unknown application, although it probably toggles the method of determining knockback.


*'''0''': Unknown
*'''0''': Unknown
Line 635: Line 563:


==GLOBAL DATA EDIT==
==GLOBAL DATA EDIT==
[[File:DebugMenuGlobalData.png|thumb|The '''GLOBAL DATA EDIT''' sub-menu of the debug menu.]]
Used for editing global memory information. All values in this menu are in hexadecimal.
ADDR4, ADDR2 and ADDR are the memory addresses. They are all linked (they cannot have different values), but ADDR4 goes up by 4, ADDR2 goes up by 2, and ADDR goes up by 1.
U32, U16, and U8 are the values assigned to the memory address specified by the ADDR fields. They are also linked, but differently. The first 2 digits of U16 and U32 are always the same as U8, and similarly, the first 4 digits of U32 are always the same as U16. U32 is a hexadecimal representation of an unsigned 32 bit integer, U16 is a hexadecimal representation of an unsigned 16 bit integer, and U8 is a hexadecimal representation of an unsigned 8 bit integer.


==MODE TEAM TEST==
==MODE TEAM TEST==
[[File:DebugMenuTeamTest.png|thumb|The '''MODE TEAM TEST''' sub-menu of the debug menu.]]
Most of the functions here appear to be named after certain programmers who worked on ''Melee''. It is unclear if the options within each menu pertain directly to each developer, but it does seem that each menu has closely related options. For instance, OTOGURO contains options pertaining to trophies and Melee records, while KIM contains introductory scene options, especially for single player mode.
{| class="wikitable"
{| class="wikitable"
|-
|-
! width=15%|Parent
! Parent !! Sub-Page !! Sub-Item !! Description !! Values
! width=5%|Sub-Menu
! width=5%|Sub-Item
! width=55%|Description
! width=20%|Values
|-
|-
| rowspan=2 align=center|'''HANYU TEST'''<ref name=Hanyu>Named after Akio Hanyu.</ref> || align=center|- || '''SELECT CHAR''' || Brings up the ''Melee'' [[character select screen]]. Attempting to leave the screen will only cause the game to cycle through the select screens of different modes. Press R+L+A+Start to escape this. || align=center |-
| rowspan=2|HANYU TEST|| || SELECT CHAR || ||  
|-
|-
| align=center|- || '''SELECT STAGE''' || Crashes the game. || align=center|-
| || SELECT STAGE || ||
|-
|-


| rowspan=19 align=center|'''OTOGURO TEST'''<ref name=Otoguro>Named after Seiji Otoguro.</ref> || align=center|- || '''SET GOLD COIN''' || Sets the number of [[coins_(collectable)|coins]] the player's got. Press A to confirm. || Min=0; Max=999; Increment=1
| rowspan=19|OTOGURO TEST || || SET GOLD COIN || ||  
|-
|-
| align=center|- || '''FIGURE MAX''' || Gives the player all the [[Trophy|trophies]] in the game. || align=center|-
| || FIGURE MAX || ||
|-
|-
| align=center|- || '''SAMUS MASK GET''' || Gives the player the [[Samus Unmasked]] event trophy. || align=center|-
| || SAMUS MASK GET || ||
|-
|-
| align=center|- || '''MARIO  YOSHI GET''' <!--Not a typo--> || Gives the player the [[Mario and Yoshi|Mario & Yoshi]] event trophy. || align=center|-
| || MARIO  YOSHI GET <!--Not a typo--> || ||
|-
|-


| rowspan=5|'''SET MELEE COUNT''' || '''TIME''' || Sets the number of time matches for the Melee [[Records]]. || Min=0; Max=1000000; Increment=1
| rowspan=5|SET MELEE COUNT || TIME || ||  
|-
|-
| '''STOCK''' || Sets the number of stock matches for the Melee Records. Press Start to confirm. || Min=0; Max=1000000; Increment=1
| STOCK || ||  
|-
|-
| '''COIN''' || Sets the number of coin matches for the Melee Records. Press Start to confirm. || Min=0; Max=1000000; Increment=1
| COIN || ||  
|-
|-
| '''DECISION''' || Sets the number of bonus matches for the Melee Records. Press Start to confirm. || Min=0; Max=1000000; Increment=1
| DECISION || ||  
|-
|-
| '''DEFAULT''' || Set the TIME, STOCK, COIN, and DECISION menu values to this value upon reentering the menu. This value is saved automatically. || Min=0; Max=1000000; Increment=1000
| DEFAULT || ||  
|-
|-


| rowspan=3|'''SET HOMERUN RECORD''' || '''CHARA''' || Sets the character whose score should be set. || See [[#Characters|here]].
| rowspan=3|SET HOMERUN RECORD || CHARA || ||  
|-
|-
| '''COUNT''' || Sets the distance the sandbag was hit. Press Start to confirm. || Min=0.10; Max=?; Increment=0.10
| COUNT || ||  
|-
|-
| '''DEFAULT''' || Apparently does nothing. SET TARGET CLEAR->DEFAULT always shares this value. || Min=0; Max=1000000; Increment=10
| DEFAULT || ||  
|-
|-


| rowspan=3|'''SET TARGET CLEAR''' || '''CHARA''' || Sets the character whose score should be set. || See [[#Characters|here]].
| rowspan=3|SET TARGET CLEAR || CHARA || ||
|-
|-
| '''COUNT''' || Sets whether or not the character has cleared the target test. Press Start to confirm. ||
| COUNT || ||  
*'''0'''=Not cleared
*'''1'''=Cleared
|-
|-
| '''DEFAULT''' || Apparently does nothing. SET HOMERUN RECORD->DEFAULT always shares this value. || Min=0; Max=1000000; Increment=10
| DEFAULT || ||  
|-
|-


| align=center|- || '''SET BEAT TOTAL''' || Sets the [[KO]] Total for the Melee Records. Press A to confirm. || Min=0; Max=?; Increment=1
| || SET BEAT TOTAL || ||  
|-
|-
| align=center|- || '''GO TO MEIKYU''' || Starts the Underground Maze Adventure Mode stage with the Ice Climbers. Triggering a CPU to spawn crashes the game. If completed, the results screen appears.|| align=center|-
| || GO TO MEIKYU || ||  
|-
|-
| align=center|- || '''GO TO KINOKO''' || Starts the Mushroom Kingdom Adventure Mode stage with Fox. Triggering a CPU to spawn crashes the game. || align=center|-
| || GO TO KINOKO || ||  
|-
|-
| align=center|- || '''MELEE START''' || Starts a match using the settings in the DAIRANTOU menu. || align=center|-
| || MELEE START || ||  
|-
|-


| rowspan=4 align=center|'''TANIGUTI TEST'''<ref name=Taniguti>Named after Yoshiya Taniguchi.</ref> || align=center|- || '''MELEE START''' || Starts a match using the settings in the DAIRANTOU menu. || align=center|-
| rowspan=4|TANIGUTI TEST || || MELEE START || ||  
|-
|-
| align=center|- || '''REG:NORMAL''' || Starts an [[Adventure Mode]] match. The value given determines which match the player starts on. After that match is over, the player still goes to the next one. || Min=1; Max=12; Increment=1
| || REG:NORMAL || ||
|-
|-
| align=center|- || '''REG:EASY''' || Starts a {{SSBM|Classic Mode}} match. The value given determines which match the player starts on. After that match is over, the player still goes to the next one. || Min=1; Max=11; Increment=1
| || REG:EASY || ||
|-
|-
| align=center|- || '''REG:ALLSTAR''' || Starts an [[All-Star_Mode|All-Star]] match. The value given determines which match the player starts on. After that match is over, the player still goes to the next one. || Min=1; Max=13; Increment=1
| || REG:ALLSTAR || ||
|-
|-


| rowspan=11 align=center|'''NAGASIMA TEST'''<ref name=Nagasima>Probably named after Yasuyuki Nagashima.</ref> || align=center|- || '''VISUAL-SCENE START''' || Cycles through all of the Adventure Mode Movies. || align=center|-
| rowspan=9|NAGASIMA TEST || || VISUAL-SCENE START || ||  
|-
|  || OPENING START ||  || 
|-
|-
| align=center|- || '''OPENING START''' || Plays the [[Opening_movie|Opening Movie]]. || align=center|-
| || OMAKE15 START || ||
|-
|-
| align=center|- || '''OMAKE15 START''' || Plays the [[Special Movie]]. This does not work in the PAL version || align=center|-
| rowspan=3|REGULARENDING TEST || CHARA || ||
|-
|-
| rowspan=3|'''REGULARENDING TEST''' || '''CHARA''' || Sets the character who should appear in the ending. Press Start to confirm. || See [[#Characters|here]].
| COLOR || ||
|-
|-
| '''COLOR''' || Sets the color of the character. || Min=0; Max=9; Increment=1
| MODE || ||
|-
|-
| '''MODE''' || Sets the mode that was completed. ||
| rowspan=3|REGULARENDING REAL || CHARA ||  || 
*'''SIMPLE''': Classic Mode
*'''ADVENTURE''': Adventure Mode
*'''ALL-STAR''': All-star mode
|-
|-
| rowspan=3|'''REGULARENDING REAL''' || '''CHARA''' || Sets the character who should appear in the ending. Press Start to confirm. || See [[#Characters|here]].
| COLOR || ||
|-
|-
| '''COLOR''' || Sets the color of the character. || Min=0; Max=9; Increment=1
| MODE || ||
|-
|-
| '''MODE''' || Sets the mode that was completed. ||
| rowspan=12|KIM TEST || RESULT TEST || See [[#RESULT TEST|here]]. || ||
*'''SIMPLE''': Classic Mode
*'''ADVENTURE''': Adventure Mode
*'''ALL-STAR''': All-star mode
|-
|-
| align=center|- || '''50-60HZ CHANGE''' || In PAL, toggles the TV output between 50-60hz, causing the game to run at 50 or 60 frames per second. Press A to confirm. Not in NTSC. || align=center|-
| || CARD CHECK - SCENE || ||
|-
|-
| align=center|- || '''DUTCH LANG''' || Allows the player to change the game language. The options are English, German, French, Spanish, and Italian. || align=center|-
| || CARD CHECK - MODE || ||
|-
|-
| rowspan=25 align=center|'''KIM TEST'''<ref name=Kim>Named after Kim Sung-Kwen.</ref> || '''RESULT TEST''' || See [[#RESULT TEST|here]]. || align=center|- || align=center|-
| || EASYEND || ||
|-
|-
| align=center|- || '''CARD CHECK - SCENE''' || Shows the "[[Memory card]] already has save data on it" message. || align=center|-
| || GOHOUBI ID || ||
|-
|-
| align=center|- || '''CARD CHECK - MODE''' || Shows the "Memory Card already has save data on it" message. It then takes the player to the Opening Movie || align=center|-
| || GOHOUBI FIGURE || ||
|-
|-
| align=center|- || '''EASYEND''' || Shows the "[[Game Over]]" screen. || align=center|-
| || INTRO EASY || ||
|-
|-
| align=center|- || '''GOHOUBI ID''' || Displays [[Notice#Super_Smash_Bros._Melee|special messages]]. || Min=0; Max=65; Increment=1
| || ALLSTAR ENEMY || ||
|-
|-
| align=center|- || '''GOHOUBI FIGURE''' || Displays messages for getting fighter trophies. Only works if GOHOUBI ID is set to 62-65 || Min=0; Max=299; Increment=1
| || TEST MOVIE OPENING || ||
|-
|-
| rowspan=14|'''INTRO EASY''' || '''STAGENUM''' || Sets the match number. || Min=0; Max=9; Increment=1
| || KUMITE SUB || ||
|-
|-
| '''STAGEFLAG''' || Sets the type of match. ||
| || PROGRESSIVE TEST || ||
*'''NORMAL''': A normal match.
*'''TEAM''': A 2 vs 2 match.
*'''GIANT''': A 3 vs Giant match.
*'''BONUS''': A [[Bonus Stage|bonus match]] (see below).
*'''CORPS''': A 1 vs many match. The opposition will all be the same character.
|-
|-
| '''STAGETYPE''' || Sets the type of bonus match. These only work if STAGE FLAG is set to BONUS. If this is not so, the game will freeze. ||
| || APPROACH ||  ||
*'''NORMAL''': A normal match against the CPU players. STAGE FLAG does not have to be BONUS for this. This option is unused.
*'''TARGET''': [[Target Smash]]
*'''TUKISUSUME''': [[Race to the finish]]
*'''FIGUREGET''': [[Snag the Trophies]]
 
|-
|-
| '''DISP LEFT NUM''' || Sets how many players are on the left-side team. || Min=1; Max=3; Increment=1
| rowspan=2|SAKODA TEST || || EVENT STAGE || ||
|-
|-
| '''DISP RIGHTNUM''' || Sets how many players are on the right-side team. || Min=1; Max=3; Increment=1
| || FIXCAMERA START || ||
|-
|-
| '''METAL LEFT''' || Sets whether or not the left-side team is metal. ||
| rowspan=2|SUGANO TEST || || MELEE START || ||
*'''0''': Not Metal
*'''1''': Metal
|-
|-
| '''METAL RIGHT''' || Sets whether or not the right-side team is metal. ||
| || STAFFROLL START || ||
*'''0''': Not Metal
*'''1''': Metal
|-
|-
| '''LEFT PLAYER''' || First player on the left-side team (also, would be the only non-CPU player if this were real). || See [[#Characters|here]].
| rowspan=11|YOSHIKI TEST || || INIT || ||
|-
|-
| '''LEFT PLAYER''' || Second player on the left-side team. || See [[#Characters|here]].
| || FORMAT || ||
|-
|-
| '''LEFT PLAYER''' || Third player on the left-side team. || See [[#Characters|here]].
| || ACCESSABLE || ||
|-
|-
| '''RIGHT PLAYER''' || First player on the right-side team. || See [[#Characters|here]].
| || CREATE || ||
|-
|-
| '''RIGHT PLAYER''' || Second player on the right-side team. || See [[#Characters|here]].
| || SAVE || ||
|-
|-
| '''RIGHT PLAYER''' || Third player on the right-side team. || See [[#Characters|here]].
| || LOAD || ||
|-
|-
| '''TEST''' || Starts the test. Pressing Start while on this menu will trigger this. || See [[#Characters|here]].
| || DELETE || ||
|-
|-
| align=center|- || '''ALLSTAR ENEMY''' || Shows unused full-screen character portraits. || See [[#Characters|here]].
| || SNAPMOUNT0 || ||
|-
|-
| align=center|- || '''TEST MOVIE OPENING''' || Plays the Intro Movie. || align=center|-
| || SNAPLOAD0 || ||
|-
|-
| align=center|- || '''KUMITE SUB''' || Crashes the game. || See [[#Characters|here]].
| || SNAPDELETE0 || ||
|-
|-
| align=center|- || '''PROGRESSIVE TEST''' || Allows the player to change the display to progressive scan - present in the PAL version, but doesn't work || align=center|-
| || SNAPSWAP0 || ||
|-
|-
| align=center|- || '''APPROACH''' || Shows the "Character Approaching" scenes for unlocking new characters. The player does not actually fight them, nor is anything unlocked. ||
|}
*'''NOCHARA 0''': Ganondorf
*'''GAMEWATCH''': Mr. Game & Watch
*'''LUIGI''': Luigi
*'''MARS''': Marth
*'''MEWTWO''': Mewtwo
*'''PURIN''': Jigglypuff
*'''FALCO''': Falco
*'''C-LINK''': Young Link
*'''DR MARIO''': Dr. Mario
*'''ROI''': Roy
*'''PICHU''': Pichu
*'''GANON''': Ganondorf
*'''NOCHARA''' 12: Ganondorf


==DEVELOP Mode Game Controls==
{| class="wikitable"
|-
! Controls !! Effect
|-
| {{Button|GCN|Start-Pause|s=32px}} || Pauses the game, but without the usual pause interface.
|-
| Hard Pause + {{Button|GCN|Z|s=32px}} || Frame advances the match.
|-
| {{Button|GCN|A|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Speeds up gameplay.
|-
| {{Button|GCN|A|s=32px}} + {{Button|GCN|Y|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Shrinks the player.
|-
| {{Button|GCN|B|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Displays a list of statistics for each player:
*Unknown
*CPU Level
*AI Type
*Handicap
*Unknown
*Offense Ratio
*Defense Ratio
|-
| {{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|D|s=32px}} || Rotates through multiple visual effects.
#Normal.
#No HUD.
#Stage + Background goes white. 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.
#Normal.
#Music off.
#Music + SFX off.
#SFX off.
|-
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Displays a set of stress bars detailing the GameCube's work load.
|-
| {{Button|GCN|Y|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Displays each characters' animation information.
|-
| {{Button|GCN|Y|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Grows the player.
|-
|-
| rowspan=2 align=center|'''SAKODA TEST'''<ref name=Sakoda>Named after Katsuhiro Sakoda.</ref> || align=center|- || '''EVENT STAGE''' || Sets which [[event match]] should be played. Press A to confirm. || Min=1; Max=51; Increment=1
| {{Button|GCN|Y|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Sets the player back to normal size.
|-
|-
| align=center|- || '''FIXCAMERA START''' || Shows the Fixed-Camera character select screen. || align=center|-
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Toggles collision bubbles for all characters and stage elements.
#Normal
#Collision Bubbles Only
#Collision Overlay
|-
|-
| rowspan=2 align=center|'''SUGANO TEST'''<ref name=Sugano>Named after Takayuki Sugano.</ref> || align=center|- || '''MELEE START''' || Starts a match using the settings in the DAIRANTOU menu. || align=center|-
| {{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.
#Normal
#Normal again?
#Camera boxes and oddly, changes the stage floor black?
#Camera boxes again, but without the floor change.
#Displays colored Stage Structures and shows item boxes.
#Displays the same as above, but all Stage Structures are gray.
#Displays the same as above, but with indication of drop-through platforms and grab-able ledges.
*Blue Box: Camera Focal Box.
*Teal Box: Camera Limit.
*Yellow Box: Blast Line.
*Green Plus: Character Spawn Point.
*Yellow Plus: Item Spawn Point.
*Blue Plus: Unknown.
*Small Red Box: Unknown; It's attached to each characters' left.
*Small Blue Box: Unknown; It's attached to each characters' right.
*Orange Box: Item pickup boxes (when a character's hitbox overlaps the item box, the character can pick it up.
*Gray Structure: Stage Floor.
*Red Structure: Stage Ceiling.
*Blue Structure: Stage Left Wall.
*Green Structure: Stage Right Wall.
*Gray Platform: Solid no-grab platform.
*Blue Platform: Drop-through-able platform.
*Red Platform: Grab-able platform.
|-
|-
| align=center|- || '''STAFFROLL START''' || Plays the ending [[credits]]. || align=center|-
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} ||  
|-
|-
| rowspan=11 align=center|'''YOSHIKI TEST'''<ref name=Yoshiki>Possibly named after designer Yoshiyuki Tagawa.</ref> || align=center|- || '''INIT''' || Appears to do nothing. || align=center|-
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Toggles collision bubbles for the player.
#Normal
#Collision Bubbles Only
#Collision Overlay
|-
|-
| align=center|- || '''FORMAT''' || <span style="color:red">Erases all contents on Memory Card A without warning.</span> || align=center|-
| {{Button|GCN|D-Pad|D|s=32px}} || Drops item selected on the Item Menu
|-
|-
| align=center|- || '''ACCESSABLE''' || Appears to do nothing. || align=center|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Display Item Menu and cycle forward through the list.
|-
|-
| align=center|- || '''CREATE''' || Creates a save file for ''Super Smash Bros. Melee'' on Memory Card A if one does not exist. || align=center|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Display Item Menu and cycle backward through the list.
|-
|-
| align=center|- || '''SAVE''' || Saves to Memory Card A. This includes all changes made to the debug menu. || align=center|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Display Item Menu and cycle forward through Pokémon on the list.
|-
|-
| align=center|- || '''LOAD''' || Loads save data from Memory Card A. || align=center|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Display Item Menu and cycle backward through Pokémon on the list.
|-
|-
| align=center|- || '''DELETE''' || <span style="color:red">Deletes the save file for ''Super Smash Bros. Melee'' from Memory Card A without warning.</span> || align=center|-
| {{Button|GCN|D-Pad|U|s=32px}} || Changes the camera view.
#Normal.
#Locks the camera. It can only be controlled by debug controls.
#Zooms in on player 1.  
|-
|-
| align=center|- || '''SNAPMOUNT0''' || Appears to do nothing. || align=center|-
| {{Button|GCN|C-Stick|s=32px}} || Used to rotate the camera (free form).
|-
|-
| align=center|- || '''SNAPLOAD0''' || Appears to do nothing. || Min=0; Max=127; Increment=1
| {{Button|GCN|D-Pad|L|s=32px}} + {{Button|GCN|C-Stick|s=32px}} || Zooms in and out.
|-
|-
| align=center|- || '''SNAPDELETE0''' || Appears to do nothing. || Min=0; Max=127; Increment=1
| {{Button|GCN|D-Pad|R|s=32px}} + {{Button|GCN|C-Stick|s=32px}} || Pans around the screen.
|-
|-
| align=center|- || '''SNAPSWAP0''' || Appears to do nothing. || Min=0; Max=127; Increment=1
|}
|}
===Notes===
<references />
==Gallery==
<gallery>
SSBMDebugModeHardestEvent.png
DBM1-Melee.png
DBM2-Melee.png
DBM3-Melee.png
DBM4-Melee.png
SSBM-6PLAYERS-DEBUGMENU.png
</gallery>
==Trivia==
[[File:AirRidedebug.png|thumb|The debug menu in ''Kirby Air Ride''.]]
*''Melee''{{'}}s debug menu continues the music from where the game last was, so it plays the menu music when first entered and no music when entered after the results screen. This is because the game is not given any new instructions regarding music, upon loading the debug menu.
*''{{s|wikirby|Kirby Air Ride}}'' has a debug menu almost exactly like the one in ''Melee''.
**This coincides with [[HAL Laboratory]] developing both games.
*Hold {{button|GCN|R}} while moving the control stick to scroll through options much faster. This is useful for settings such as damage that have hundreds of possible values.
{{Debug menu (SSBM)}}
{{SSBMMenus}}
[[Category:Super Smash Bros. Melee]]
[[Category:Hacking]]
[[Category:Debug menu (SSBM)]]
[[Category:Modes (SSBM)]]
[[es:Menú de depuración#Menú de depuración de Super Smash Bros. Melee]]

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