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Debug menu (SSBM): Difference between revisions

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(→‎Debug Sound Test: More tables without content -_- I think I need help with this. There's a lot here)
(→‎FGM GROUP: GRPSFX_MAIN: Added all information I could get together. Still need character step sound descriptions.)
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! Item !! Description
! Item !! Description
|-
|-
| '''SFX_SE_DASH_START''' || Example
| '''SFX_SE_DASH_START''' || Start of a dash.
|-
|-
| '''SFX_SE_KAIHI''' || Example
| '''SFX_SE_KAIHI''' || Rolling Dodge
|-
|-
| '''SFX_SE_KAIHI2''' || Example
| '''SFX_SE_KAIHI2''' || Spot Dodge
|-
|-
| '''SFX_SE_UKEMI''' || Example
| '''SFX_SE_UKEMI''' || ?
|-
|-
| '''SFX_SE_GAKE_CATCH''' || Example
| '''SFX_SE_GAKE_CATCH''' || Ledge Grab
|-
|-
| '''SFX_SE_DASH_STOP''' || Example
| '''SFX_SE_DASH_STOP''' || Stop of a dash.
|-
|-
| '''SFX_SE_JNM_L''' || Example
| '''SFX_SE_JNM_L''' || ?
|-
|-
| '''SFX_SE_JNM_S''' || Example
| '''SFX_SE_JNM_S''' || ?
|-
|-
| '''SFX_SE_KABEJUMP''' || Example
| '''SFX_SE_KABEJUMP''' || Wall Jump
|-
|-
| '''SFX_SE_JTAORE_L''' || Example
| '''SFX_SE_JTAORE_L''' || Heavy land on normal ground
|-
|-
| '''SFX_SE_JTAORE_S''' || Example
| '''SFX_SE_JTAORE_S''' || Light land on normal ground
|-
|-
| '''SFX_SE_JTAORE_SS''' || Example
| '''SFX_SE_JTAORE_SS''' || Very light land on normal ground
|-
|-
| '''SFX_SE_JTAORE_SSS''' || Example
| '''SFX_SE_JTAORE_SSS''' || Very, very light land on normal ground
|-
|-
| '''SFX_SE_JTAORE_BOUND''' || Example
| '''SFX_SE_JTAORE_BOUND''' || Tumbling land on normal ground
|-
|-
| '''SFX_SE_WTAORE_L''' || Example
| '''SFX_SE_WTAORE_L''' || ?
|-
|-
| '''SFX_SE_WTAORE_S''' || Example
| '''SFX_SE_WTAORE_S''' || ?
|-
|-
| '''SFX_SE_WTAORE_SS''' || Example
| '''SFX_SE_WTAORE_SS''' || ?
|-
|-
| '''SFX_SE_WTAORE_SSS''' || Example
| '''SFX_SE_WTAORE_SSS''' || ?
|-
|-
| '''SFX_SE_WTAORE_BOUND''' || Example
| '''SFX_SE_WTAORE_BOUND''' || ?
|-
|-
| '''SFX_SE_TAORE_SNOW_L''' || Example
| '''SFX_SE_TAORE_SNOW_L''' || Heavy land in snow
|-
|-
| '''SFX_SE_TAORE_SNOW_S''' || Example
| '''SFX_SE_TAORE_SNOW_S''' || Light land in snow
|-
|-
| '''SFX_SE_TAORE_SNOW_SS''' || Example
| '''SFX_SE_TAORE_SNOW_SS''' || Very light land in snow
|-
|-
| '''SFX_SE_TAORE_SNOW_SSS''' || Example
| '''SFX_SE_TAORE_SNOW_SSS''' || Very, very light land in snow
|-
|-
| '''SFX_SE_TAORE_SNOW_BOUND''' || Example
| '''SFX_SE_TAORE_SNOW_BOUND''' || Tumbling land in snow
|-
|-
| '''SFX_SE_TAORE_WATER_L''' || Example
| '''SFX_SE_TAORE_WATER_L''' || Heavy land in water
|-
|-
| '''SFX_SE_TAORE_WATER_S''' || Example
| '''SFX_SE_TAORE_WATER_S''' || Light land in water
|-
|-
| '''SFX_SE_TAORE_WATER_SS''' || Example
| '''SFX_SE_TAORE_WATER_SS''' || Very light land in water
|-
|-
| '''SFX_SE_TAORE_WATER_SSS''' || Example
| '''SFX_SE_TAORE_WATER_SSS''' || Very, very light land in water
|-
|-
| '''SFX_SE_TAORE_WATER_BOUND''' || Example
| '''SFX_SE_TAORE_WATER_BOUND''' || Tumbling land in water
|-
|-
| '''SFX_SE_TAORE_GRASS_L''' || Example
| '''SFX_SE_TAORE_GRASS_L''' || Heavy land in grass
|-
|-
| '''SFX_SE_TAORE_GRASS_S''' || Example
| '''SFX_SE_TAORE_GRASS_S''' || Light land in grass
|-
|-
| '''SFX_SE_TAORE_GRASS_SS''' || Example
| '''SFX_SE_TAORE_GRASS_SS''' || Very light land in grass
|-
|-
| '''SFX_SE_TAORE_GRASS_SSS''' || Example
| '''SFX_SE_TAORE_GRASS_SSS''' || Very, very light land in grass
|-
|-
| '''SFX_SE_TAORE_GRASS_BOUND''' || Example
| '''SFX_SE_TAORE_GRASS_BOUND''' || Tumbling land in grass
|-
|-
| '''SFX_SE_TAORE_DIRT_L''' || Example
| '''SFX_SE_TAORE_DIRT_L''' || Heavy land in dirt
|-
|-
| '''SFX_SE_TAORE_DIRT_S''' || Example
| '''SFX_SE_TAORE_DIRT_S''' || Light land in dirt
|-
|-
| '''SFX_SE_TAORE_DIRT_SS''' || Example
| '''SFX_SE_TAORE_DIRT_SS''' || Very light land in dirt
|-
|-
| '''SFX_SE_TAORE_DIRT_SSS''' || Example
| '''SFX_SE_TAORE_DIRT_SSS''' || Very, very light land in dirt
|-
|-
| '''SFX_SE_TAORE_DIRT_BOUND''' || Example
| '''SFX_SE_TAORE_DIRT_BOUND''' || Tumbling land in dirt
|-
|-
| '''SFX_SE_TAORE_NMETAL_L''' || Example
| '''SFX_SE_TAORE_NMETAL_L''' || Heavy land on heavy metal
|-
|-
| '''SFX_SE_TAORE_NMETAL_S''' || Example
| '''SFX_SE_TAORE_NMETAL_S''' || Light land on heavy metal
|-
|-
| '''SFX_SE_TAORE_NMETAL_SS''' || Example
| '''SFX_SE_TAORE_NMETAL_SS''' || Very light land on heavy metal
|-
|-
| '''SFX_SE_TAORE_NMETAL_SSS''' || Example
| '''SFX_SE_TAORE_NMETAL_SSS''' || Very, very light land on heavy metal
|-
|-
| '''SFX_SE_TAORE_NMETAL_BOUND''' || Example
| '''SFX_SE_TAORE_NMETAL_BOUND''' || Tumbling land on heavy metal
|-
|-
| '''SFX_SE_TAORE_METAL_L''' || Example
| '''SFX_SE_TAORE_METAL_L''' || Heavy land on metal
|-
|-
| '''SFX_SE_TAORE_METAL_S''' || Example
| '''SFX_SE_TAORE_METAL_S''' || Light land on metal
|-
|-
| '''SFX_SE_TAORE_METAL_SS''' || Example
| '''SFX_SE_TAORE_METAL_SS''' || Very light land on metal
|-
|-
| '''SFX_SE_TAORE_METAL_SSS''' || Example
| '''SFX_SE_TAORE_METAL_SSS''' || Very, very light land on metal
|-
|-
| '''SFX_SE_TAORE_METAL_BOUND''' || Example
| '''SFX_SE_TAORE_METAL_BOUND''' || Tumbling land on metal
|-
|-
| '''SFX_SE_TAORE_OIL_L''' || Example
| '''SFX_SE_TAORE_OIL_L''' || Heavy land in oil
|-
|-
| '''SFX_SE_TAORE_OIL_S''' || Example
| '''SFX_SE_TAORE_OIL_S''' || Light land in oil
|-
|-
| '''SFX_SE_TAORE_OIL_SS''' || Example
| '''SFX_SE_TAORE_OIL_SS''' || Very light land in oil
|-
|-
| '''SFX_SE_TAORE_OIL_SSS''' || Example
| '''SFX_SE_TAORE_OIL_SSS''' || Very, very light land in oil
|-
|-
| '''SFX_SE_TAORE_OIL_BOUND''' || Example
| '''SFX_SE_TAORE_OIL_BOUND''' || Tumbling land in oil
|-
|-
| '''SFX_SE_TAORE_STONE_L''' || Example
| '''SFX_SE_TAORE_STONE_L''' || Heavy land on stone
|-
|-
| '''SFX_SE_TAORE_STONE_S''' || Example
| '''SFX_SE_TAORE_STONE_S''' || Light land on stone
|-
|-
| '''SFX_SE_TAORE_STONE_SS''' || Example
| '''SFX_SE_TAORE_STONE_SS''' || Very light land on stone
|-
|-
| '''SFX_SE_TAORE_STONE_SSS''' || Example
| '''SFX_SE_TAORE_STONE_SSS''' || Very, very light land on stone
|-
|-
| '''SFX_SE_TAORE_STONE_BOUND''' || Example
| '''SFX_SE_TAORE_STONE_BOUND''' || Tumbling land on stone
|-
|-
| '''SFX_SE_TAORE_PAPER_L''' || Example
| '''SFX_SE_TAORE_PAPER_L''' || ?
|-
|-
| '''SFX_SE_TAORE_PAPER_S''' || Example
| '''SFX_SE_TAORE_PAPER_S''' || ?
|-
|-
| '''SFX_SE_TAORE_PAPER_SS''' || Example
| '''SFX_SE_TAORE_PAPER_SS''' || ?
|-
|-
| '''SFX_SE_TAORE_PAPER_SSS''' || Example
| '''SFX_SE_TAORE_PAPER_SSS''' || ?
|-
|-
| '''SFX_SE_TAORE_PAPER_BOUND''' || Example
| '''SFX_SE_TAORE_PAPER_BOUND''' || ?
|-
|-
| '''SFX_SE_TAORE_GW_L''' || Example
| '''SFX_SE_TAORE_GW_L''' || Heavy land on Game & Watch flooring
|-
|-
| '''SFX_SE_TAORE_GW_S''' || Example
| '''SFX_SE_TAORE_GW_S''' || Light land on Game & Watch flooring
|-
|-
| '''SFX_SE_TAORE_GW_SS''' || Example
| '''SFX_SE_TAORE_GW_SS''' || Very light land on Game & Watch flooring
|-
|-
| '''SFX_SE_TAORE_GW_SSS''' || Example
| '''SFX_SE_TAORE_GW_SSS''' || Very, very light land on Game & Watch flooring
|-
|-
| '''SFX_SE_TAORE_GW_BOUND''' || Example
| '''SFX_SE_TAORE_GW_BOUND''' || Tumbling land on Game & Watch flooring
|-
|-
| '''SFX_SE_JTAYAK_L''' || Example
| '''SFX_SE_JTAYAK_L''' || Example
Line 1,138: Line 1,138:
| '''SFX_SE_JTAYAK_S''' || Example
| '''SFX_SE_JTAYAK_S''' || Example
|-
|-
| '''SFX_SE_BIG_JUMP_L''' || Example
| '''SFX_SE_BIG_JUMP_L''' || Full jump of a larger character
|-
|-
| '''SFX_SE_BIG_JUMP_S''' || Example
| '''SFX_SE_BIG_JUMP_S''' || Full jump of a smaller character
|-
|-
| '''SFX_SE_JUMP_L''' || Example
| '''SFX_SE_JUMP_L''' || Short-hop of a larger character
|-
|-
| '''SFX_SE_JUMP_S''' || Example
| '''SFX_SE_JUMP_S''' || Short-hop of a smaller character
|-
|-
| '''SFX_SE_WNM_L''' || Example
| '''SFX_SE_WNM_L''' || ?
|-
|-
| '''SFX_SE_WNM_S''' || Example
| '''SFX_SE_WNM_S''' || ?
|-
|-
| '''SFX_SE_WTYAK_L''' || Example
| '''SFX_SE_WTYAK_L''' || ?
|-
|-
| '''SFX_SE_WTYAK_S''' || Example
| '''SFX_SE_WTYAK_S''' || ?
|-
|-
| '''SFX_SE_HUTTOBI_L''' || Example
| '''SFX_SE_HUTTOBI_L''' || Launch of a larger character
|-
|-
| '''SFX_SE_HUTTOBI_S''' || Example
| '''SFX_SE_HUTTOBI_S''' || Launch of a smaller character
|-
|-
| '''SFX_SE_CATCH1''' || Example
| '''SFX_SE_CATCH1''' || Grab effect
|-
|-
| '''SFX_SE_NAGETOBASI''' || Example
| '''SFX_SE_NAGETOBASI''' || ?
|-
|-
| '''SFX_SE_NAGETOBASI_L''' || Example
| '''SFX_SE_NAGETOBASI_L''' || ?
|-
|-
| '''SFX_SE_SJP_HIT''' || Example
| '''SFX_SE_SJP_HIT''' || Coin sound effect for Super Jump Punch. Not sure why it's here.
|-
|-
| '''SFX_SE_CHIT_M''' || Example
| '''SFX_SE_CHIT_M''' || Glancing blow
|-
|-
| '''SFX_SE_MHIT_L''' || Example
| '''SFX_SE_MHIT_L''' || Large hit, especially punches
|-
|-
| '''SFX_SE_MHIT_M''' || Example
| '''SFX_SE_MHIT_M''' || Medium hit, especially punches
|-
|-
| '''SFX_SE_MHIT_S''' || Example
| '''SFX_SE_MHIT_S''' || Small hit, especially punches
|-
|-
| '''SFX_SE_NHIT_L''' || Example
| '''SFX_SE_NHIT_L''' || Large hit, especially kicks
|-
|-
| '''SFX_SE_NHIT_M''' || Example
| '''SFX_SE_NHIT_M''' || Medium Hit, especially kicks
|-
|-
| '''SFX_SE_NHIT_S''' || Example
| '''SFX_SE_NHIT_S''' || Small hit, especially kicks
|-
|-
| '''SFX_SE_GHIT_L''' || Example
| '''SFX_SE_GHIT_L''' || ?
|-
|-
| '''SFX_SE_GHIT_M''' || Example
| '''SFX_SE_GHIT_M''' || ?
|-
|-
| '''SFX_SE_GHIT_S''' || Example
| '''SFX_SE_GHIT_S''' || ?
|-
|-
| '''SFX_SE_PIYOPIYO''' || Example
| '''SFX_SE_PIYOPIYO''' || Dazed state?
|-
|-
| '''SFX_SE_STG_OTI''' || Example
| '''SFX_SE_STG_OTI''' || ?
|-
|-
| '''SFX_SE_STG_SINI''' || Example
| '''SFX_SE_STG_SINI''' || Character hits the bottom blast line
|-
|-
| '''SFX_SE_ELEHIT_S''' || Example
| '''SFX_SE_ELEHIT_S''' || Small, electrical hit
|-
|-
| '''SFX_SE_ELEHIT_M''' || Example
| '''SFX_SE_ELEHIT_M''' || Medium, electrical hit
|-
|-
| '''SFX_SE_ELEHIT_L''' || Example
| '''SFX_SE_ELEHIT_L''' || Large, electrical hit
|-
|-
| '''SFX_SE_FIREHIT_S''' || Example
| '''SFX_SE_FIREHIT_S''' || Small, fire hit
|-
|-
| '''SFX_SE_FIREHIT_M''' || Example
| '''SFX_SE_FIREHIT_M''' || Medium, fire hit
|-
|-
| '''SFX_SE_FIREHIT_L''' || Example
| '''SFX_SE_FIREHIT_L''' || Large, fire hit
|-
|-
| '''SFX_JSHIELD''' || Example
| '''SFX_JSHIELD''' || Powershielding
|-
|-
| '''SFX_JUST_IMP''' || Example
| '''SFX_JUST_IMP''' || ?
|-
|-
| '''SFX_SE_SOUSAI''' || Example
| '''SFX_SE_SOUSAI''' || Clang hit
|-
|-
| '''SFX_SE_SOUSAI_CUT''' || Example
| '''SFX_SE_SOUSAI_CUT''' || Sword clang hit
|-
|-
| '''SFX_SE_SOUSAI_CUT2''' || Example
| '''SFX_SE_SOUSAI_CUT2''' || Sword clang hit
|-
|-
| '''SFX_SE_SOUSAI_CUT3''' || Example
| '''SFX_SE_SOUSAI_CUT3''' || Sword clang hit
|-
|-
| '''SFX_SHIELD''' || Example
| '''SFX_SHIELD''' || Raising shield
|-
|-
| '''SFX_SWDHIT_S''' || Example
| '''SFX_SWDHIT_S''' || Small slash hit
|-
|-
| '''SFX_SWDHIT_M''' || Example
| '''SFX_SWDHIT_M''' || Medium slash hit
|-
|-
| '''SFX_SWDHIT_L''' || Example
| '''SFX_SWDHIT_L''' || Large slash hit
|-
|-
| '''SFX_EXPLOSION_SS''' || Example
| '''SFX_EXPLOSION_SS''' || Very small explosion
|-
|-
| '''SFX_EXPLOSION_S''' || Example
| '''SFX_EXPLOSION_S''' || Small explosion
|-
|-
| '''SFX_EXPLOSION_M''' || Example
| '''SFX_EXPLOSION_M''' || Medium explosion
|-
|-
| '''SFX_EXPLOSION_L''' || Example
| '''SFX_EXPLOSION_L''' || Large explosion
|-
|-
| '''SFX_EXPLOSION_LL''' || Example
| '''SFX_EXPLOSION_LL''' || Very large explosion
|-
|-
| '''SFX_FIRE_L''' || Example
| '''SFX_FIRE_L''' || Large flame
|-
|-
| '''SFX_FIRE_M''' || Example
| '''SFX_FIRE_M''' || Medium flame
|-
|-
| '''SFX_FIRE_S''' || Example
| '''SFX_FIRE_S''' || Small flame
|-
|-
| '''SFX_PRE_SMASH''' || Example
| '''SFX_PRE_SMASH''' || ''Silent''
|-
|-
| '''SFX_SMASH_HOLD''' || Example
| '''SFX_SMASH_HOLD''' || Charge a smash attack
|-
|-
| '''SFX_SMASH_METRO_REF''' || Example
| '''SFX_SMASH_METRO_REF''' || Sword clang sound effect...
|-
|-
| '''SFX_SMASH_KAIFUKU''' || Example
| '''SFX_SMASH_KAIFUKU''' || Healing effect. The game plays this one in a really fast loop.
|-
|-
| '''SFX_SMASH_SCORE_COUNT''' || Example
| '''SFX_SMASH_SCORE_COUNT''' || Score count sound used in 1 Player modes.
|-
|-
| '''SFX_SMASH_SHIELD_STOP''' || Example
| '''SFX_SMASH_SHIELD_STOP''' || Stop use of shield
|-
|-
| '''SFX_SMASH_SHIELD_REF''' || Example
| '''SFX_SMASH_SHIELD_REF''' || Shield reflect projectiles
|-
|-
| '''SFX_SMASH_SHIELD_BREAK1''' || Example
| '''SFX_SMASH_SHIELD_BREAK1''' || Shield break
|-
|-
| '''SFX_SMASH_SHIELD_BREAK2''' || Example
| '''SFX_SMASH_SHIELD_BREAK2''' || Shield break
|-
|-
| '''SFX_SMASH_SHIELD_HOSIKIE''' || Example
| '''SFX_SMASH_HOSIKIE''' || Star KO
|-
|-
| '''SFX_BGM_MUTEKI''' || Example
| '''SFX_BGM_MUTEKI''' || Invincible music.
|-
|-
| '''SFX_BGM_HAMMER''' || Example
| '''SFX_BGM_HAMMER''' || Hammer music.
|-
|-
| '''SFX_JISIN_S''' || Example
| '''SFX_JISIN_S''' || ?
|-
|-
| '''SFX_JISIN_L''' || Example
| '''SFX_JISIN_L''' || ?
|-
|-
| '''SFX_STG_SINI_L''' || Example
| '''SFX_STG_SINI_L''' || Character hits the left blast line
|-
|-
| '''SFX_STG_SINI_R''' || Example
| '''SFX_STG_SINI_R''' || Character hits the right blast line
|-
|-
| '''SFX_STG_FORWARD_L''' || Example
| '''SFX_STG_FORWARD_L''' || ?
|-
|-
| '''SFX_STG_FORWARD_M''' || Example
| '''SFX_STG_FORWARD_M''' || ?
|-
|-
| '''SFX_STG_FORWARD_S''' || Example
| '''SFX_STG_FORWARD_S''' || ?
|-
|-
| '''SFX_HIT_MUTEKI_S''' || Example
| '''SFX_HIT_MUTEKI_S''' || ?
|-
|-
| '''SFX_HIT_MUTEKI_M''' || Example
| '''SFX_HIT_MUTEKI_M''' || ?
|-
|-
| '''SFX_HIT_MUTEKI_L''' || Example
| '''SFX_HIT_MUTEKI_L''' || ?
|-
|-
| '''SFX_TAIDEN''' || Example
| '''SFX_TAIDEN''' || Character who has been hit by electricity
|-
|-
| '''SFX_MOEMOE''' || Example
| '''SFX_MOEMOE''' || Character who has been hit by fire
|-
|-
| '''SFX_COIN_L''' || Example
| '''SFX_COIN_L''' || Large coin, bouncing on the ground
|-
|-
| '''SFX_COIN_GET''' || Example
| '''SFX_COIN_GET''' || Getting a coin
|-
|-
| '''SFX_COIN_M''' || Example
| '''SFX_COIN_M''' || Medium coin, bouncing on the ground
|-
|-
| '''SFX_COIN_S''' || Example
| '''SFX_COIN_S''' || Small coin, bouncing on the ground
|-
|-
| '''SFX_SE_DASH_DOWN''' || Example
| '''SFX_SE_DASH_DOWN''' || Fast falling
|-
|-
| '''SFX_XHIT_GURU''' || Example
| '''SFX_XHIT_GURU''' || A spinning aerial attack. The game loops the sound until the attack is over.
|-
|-
| '''SFX_XHIT_BIG_GURU''' || Example
| '''SFX_XHIT_BIG_GURU''' || A spinning aerial attack. The game loops the sound until the attack is over.
|-
|-
| '''SFX_XHIT_SPIN_FO_S''' || Example
| '''SFX_XHIT_SPIN_FO_S''' || An aerial attack by a smaller character involving spinning
|-
|-
| '''SFX_XHIT_SPIN_FO_L''' || Example
| '''SFX_XHIT_SPIN_FO_L''' || An aerial attack by a larger character involving spinning
|-
|-
| '''SFX_XHIT_BIG_L''' || Example
| '''SFX_XHIT_BIG_L''' || Large punch or kick attack
|-
|-
| '''SFX_XHIT_BIG_M''' || Example
| '''SFX_XHIT_BIG_M''' || Medium punch or kick attack
|-
|-
| '''SFX_XHIT_BIG_S''' || Example
| '''SFX_XHIT_BIG_S''' || Small punch or kick attack
|-
|-
| '''SFX_XHIT_SWORD_L''' || Example
| '''SFX_XHIT_SWORD_L''' || Large sword attack
|-
|-
| '''SFX_XHIT_SWORD_M''' || Example
| '''SFX_XHIT_SWORD_M''' || Medium sword attack
|-
|-
| '''SFX_XHIT_SWORD_S''' || Example
| '''SFX_XHIT_SWORD_S''' || Small sword attack
|-
|-
| '''SFX_DEMO_SWISH_L''' || Example
| '''SFX_DEMO_SWISH_L''' || Large swishing attack
|-
|-
| '''SFX_XHIT_SWISH_M''' || Example
| '''SFX_DEMO_SWISH_M''' || Medium swishing attack
|-
|-
| '''SFX_XHIT_SWISH_S''' || Example
| '''SFX_DEMO_SWISH_S''' || Small swishing attack
|-
|-
| '''SFX_SE_XHIT_L''' || Example
| '''SFX_SE_XHIT_L''' || Large attack
|-
|-
| '''SFX_SE_XHIT_M''' || Example
| '''SFX_SE_XHIT_M''' || Medium attack
|-
|-
| '''SFX_SE_XHIT_S''' || Example
| '''SFX_SE_XHIT_S''' || Small attack
|-
|-
| '''SFX_DROPFIGURE''' || Example
| '''SFX_DROPFIGURE''' || Trophy drop (lottery)
|-
|-
| '''SFX_SLOT''' || Example
| '''SFX_SLOT''' || Pull lottery lever
|-
|-
| '''SFX_FPON_YURE''' || Example
| '''SFX_FPON_YURE''' || Let go of lottery lever
|-
|-
| '''SFX_FPON_NEWFANF1''' || Example
| '''SFX_FPON_NEWFANF1''' || Get a trophy
|-
|-
| '''SFX_FPON_NEWFANF2''' || Example
| '''SFX_FPON_NEWFANF2''' || Get a trophy
|-
|-
| '''SFX_CS_CANCEL''' || Example
| '''SFX_CS_CANCEL''' || Back out of a menu
|-
|-
| '''SFX_CS_KETTEI''' || Example
| '''SFX_CS_KETTEI''' || Enter a menu
|-
|-
| '''SFX_CS_MV''' || Example
| '''SFX_CS_MV''' || Select an option from a menu
|-
|-
| '''SFX_CS_BEEP1''' || Example
| '''SFX_CS_BEEP1''' || Blocked menu option
|-
|-
| '''SFX_INFOBEEP''' || Example
| '''SFX_INFOBEEP''' || Warning that a character is outside the camera's range.
|-
|-
| '''SFX_PAUSE''' || Example
| '''SFX_PAUSE''' || Pausing
|-
|-
| '''SFX_CONTROLNOIZE''' || Example
| '''SFX_CONTROLNOIZE''' || Fox/Falco's smash taunt radio call.
|-
|-
| '''SFX_CS_COINCOUNT_S''' || Example
| '''SFX_CS_COINCOUNT_S''' || Get a small coin
|-
|-
| '''SFX_CS_COINCOUNT_L''' || Example
| '''SFX_CS_COINCOUNT_L''' || Get a large coin
|-
|-
| '''SFX_CS_WINNAME''' || Example
| '''SFX_CS_WINNAME''' || Character results sound effect
|-
|-
| '''SFX_SMASH_APPEAL''' || Example
| '''SFX_SMASH_APPEAL''' || Spark that begins Fox/Falco's smash taunt.
|-
|-
| '''SFX_CS_FIGURE_PUT''' || Example
| '''SFX_CS_FINGER_PUT''' || Pick up or set down the character select medallion
|-
|-
| '''SFX_CS_FIGURE_PUSH''' || Example
| '''SFX_CS_FINGER_PUSH''' || Attempt to push Master hand out of the window area.
|-
|-
| '''SFX_CS_DOOR_OPEN''' || Example
| '''SFX_CS_DOOR_OPEN''' || Open a player box for use in the character select screen.
|-
|-
| '''SFX_CS_DOOR_CLOSE''' || Example
| '''SFX_CS_DOOR_CLOSE''' || Close a player box in the character select screen.
|-
|-
| '''SFX_CS_HR_COUNT''' || Example
| '''SFX_CS_HR_COUNT''' || Tally noise the game quickly loops to count distance in home run contests.
|-
|-
| '''SFX_CS_ERASE_CAUTION1''' || Example
| '''SFX_CS_ERASE_CAUTION1''' || Are you sure you want to delete your data?
|-
|-
| '''SFX_CS_ERASE_CAUTION2''' || Example
| '''SFX_CS_ERASE_CAUTION2''' || Are you ''really'' sure you want to delete your data?
|-
|-
| '''SFX_CS_ERASE''' || Example
| '''SFX_CS_ERASE''' || Partially erase data
|-
|-
| '''SFX_CS_ERASE_ALL''' || Example
| '''SFX_CS_ERASE_ALL''' || Erase all Melee data
|-
|-
| '''SFX_CS_HR_ZANNEN''' || Example
| '''SFX_CS_HR_ZANNEN''' || Example
Line 1,384: Line 1,384:
| '''SFX_CS_CAMERA''' || Example
| '''SFX_CS_CAMERA''' || Example
|-
|-
| '''SFX_V_SELECTVOICE_CAPTAIN''' || Example
| '''SFX_V_SELECTVOICE_CAPTAIN''' || Unused clip, was intended to be used when selecting Captain Falcon.
|-
|-
| '''SFX_V_SELECTVOICE_CLINK''' || Example
| '''SFX_V_SELECTVOICE_CLINK''' || ''Silent'', was intended to be used when selecting Young Link.
|-
|-
| '''SFX_V_SELECTVOICE_DK''' || Example
| '''SFX_V_SELECTVOICE_DK''' || ''Silent'', was intended to be used when selecting Donkey Kong
|-
|-
| '''SFX_V_SELECTVOICE_DRMARIO''' || Example
| '''SFX_V_SELECTVOICE_DRMARIO''' || ''Silent'', was intended to be used when selecting Dr. Mario
|-
|-
| '''SFX_V_SELECTVOICE_FALCO''' || Example
| '''SFX_V_SELECTVOICE_FALCO''' || ''Silent'', was intended to be used when selecting Falco
|-
|-
| '''SFX_V_SELECTVOICE_FOX''' || Example
| '''SFX_V_SELECTVOICE_FOX''' || ''Silent'', was intended to be used when selecting Fox
|-
|-
| '''SFX_V_SELECTVOICE_ICE''' || Example
| '''SFX_V_SELECTVOICE_ICE''' || ''Silent'', was intended to be used when selecting the Ice Climbers
|-
|-
| '''SFX_V_SELECTVOICE_KIRBY''' || Example
| '''SFX_V_SELECTVOICE_KIRBY''' || ''Silent'', was intended to be used when selecting Kirby
|-
|-
| '''SFX_V_SELECTVOICE_KOOPA''' || Example
| '''SFX_V_SELECTVOICE_KOOPA''' || ''Silent'', was intended to be used when selecting Bowser
|-
|-
| '''SFX_V_SELECTVOICE_LINK''' || Example
| '''SFX_V_SELECTVOICE_LINK''' || ''Silent'', was intended to be used when selecting Link
|-
|-
| '''SFX_V_SELECTVOICE_LUIGI''' || Example
| '''SFX_V_SELECTVOICE_LUIGI''' || ''Silent'', was intended to be used when selecting Luigi
|-
|-
| '''SFX_V_SELECTVOICE_MARIO''' || Example
| '''SFX_V_SELECTVOICE_MARIO''' || ''Silent'', was intended to be used when selecting Mario
|-
|-
| '''SFX_V_SELECTVOICE_MARS''' || Example
| '''SFX_V_SELECTVOICE_MARS''' || ''Silent'', was intended to be used when selecting Marth
|-
|-
| '''SFX_V_SELECTVOICE_MEWTWO''' || Example
| '''SFX_V_SELECTVOICE_MEWTWO''' || ''Silent'', was intended to be used when selecting Mewtwo
|-
|-
| '''SFX_V_SELECTVOICE_NESS''' || Example
| '''SFX_V_SELECTVOICE_NESS''' || ''Silent'', was intended to be used when selecting Ness
|-
|-
| '''SFX_V_SELECTVOICE_PEACH''' || Example
| '''SFX_V_SELECTVOICE_PEACH''' || ''Silent'', was intended to be used when selecting Peach
|-
|-
| '''SFX_V_SELECTVOICE_PICHU''' || Example
| '''SFX_V_SELECTVOICE_PICHU''' || ''Silent'', was intended to be used when selecting Pichu
|-
|-
| '''SFX_V_SELECTVOICE_PIKACHU''' || Example
| '''SFX_V_SELECTVOICE_PIKACHU''' || ''Silent'', was intended to be used when selecting Pikachu
|-
|-
| '''SFX_V_SELECTVOICE_PURIN''' || Example
| '''SFX_V_SELECTVOICE_PURIN''' || ''Silent'', was intended to be used when selecting Jigglypuff.
|-
|-
| '''SFX_V_SELECTVOICE_SAMUS''' || Example
| '''SFX_V_SELECTVOICE_SAMUS''' || ''Silent'', was intended to be used when selecting Samus
|-
|-
| '''SFX_V_SELECTVOICE_SEAK''' || Example
| '''SFX_V_SELECTVOICE_SEAK''' || ''Silent'', was intended to be used when selecting Sheik
|-
|-
| '''SFX_V_SELECTVOICE_YOSHI''' || Example
| '''SFX_V_SELECTVOICE_YOSHI''' || ''Silent'', was intended to be used when selecting Yoshi
|-
|-
| '''SFX_V_SELECTVOICE_GAMEWATCH''' || Example
| '''SFX_V_SELECTVOICE_GAMEWATCH''' || ''Silent'', was intended to be used when selecting Game & Watch
|-
|-
| '''SFX_V_SELECTVOICE_GANON''' || Example
| '''SFX_V_SELECTVOICE_GANON''' || ''Silent'', was intended to be used when selecting Ganondorf
|-
|-
| '''SFX_V_SELECTVOICE_EMBLEM''' || Example
| '''SFX_V_SELECTVOICE_EMBLEM''' || ''Silent'', was intended to be used when selecting Roy
|-
|-
| '''SFX_IT_GET''' || Example
| '''SFX_IT_GET''' || Pick up an item
|-
|-
| '''SFX_IT_SUTE''' || Example
| '''SFX_IT_SUTE''' || Drop an item
|-
|-
| '''SFX_IT_TABEMONOGET''' || Example
| '''SFX_IT_TABEMONOGET''' || Eat food
|-
|-
| '''SFX_IT_FUHATU''' || Example
| '''SFX_IT_FUHATU''' || Item disappears.
|-
|-
| '''SFX_IT_BAT''' || Example
| '''SFX_IT_BAT''' || Use the Smash Home-Run Bat
|-
|-
| '''SFX_IT_BAT_S''' || Example
| '''SFX_IT_BAT_S''' || Use the Smash Home-Run Bat on the sourspot
|-
|-
| '''SFX_IT_HARISENHIT''' || Example
| '''SFX_IT_HARISENHIT''' || Used for various character attacks. Never used for the fan
|-
|-
| '''SFX_IT_HARISENHIT_S''' || Example
| '''SFX_IT_HARISENHIT_S''' || Used for various character attacks. Never used for the fan
|-
|-
| '''SFX_IT_HARISENHIT_L''' || Example
| '''SFX_IT_HARISENHIT_L''' || Hit with the fan
|-
|-
| '''SFX_IT_RGUN_LR''' || Example
| '''SFX_IT_RGUN_LR''' || Fire the Raygun left to right
|-
|-
| '''SFX_IT_RGUN_RL''' || Example
| '''SFX_IT_RGUN_RL''' || Fire the Raygun right to left
|-
|-
| '''SFX_IT_RGUN_KARA''' || Example
| '''SFX_IT_RGUN_KARA''' || Attempt to fire the Raygun while out of shots
|-
|-
| '''SFX_IT_STARROD_L''' || Example
| '''SFX_IT_STARROD_L''' || Forward Smash use of the Star Rod
|-
|-
| '''SFX_IT_STARROD_M''' || Example
| '''SFX_IT_STARROD_M''' || Forward Tilt use of the Star Rod
|-
|-
| '''SFX_IT_STARROD_S''' || Example
| '''SFX_IT_STARROD_S''' || Neutral attack use of the Star Rod
|-
|-
| '''SFX_IT_STARROD_SUKA''' || Example
| '''SFX_IT_STARROD_SUKA''' || Attempt to fire the Raygun while out of shots
|-
|-
| '''SFX_IT_SWORD_L''' || Example
| '''SFX_IT_SWORD_L''' || Forward Smash use of the beam sword
|-
|-
| '''SFX_IT_SWORD_M''' || Example
| '''SFX_IT_SWORD_M''' || Forward Tilt use of the beam sword
|-
|-
| '''SFX_IT_SWORD_S''' || Example
| '''SFX_IT_SWORD_S''' || Neutral attack use of the beam sword
|-
|-
| '''SFX_IT_FFLOW_FIRE''' || Example
| '''SFX_IT_FFLOW_FIRE''' || Use of the Fire Flower
|-
|-
| '''SFX_IT_FFLOW_SUKA''' || Example
| '''SFX_IT_FFLOW_SUKA''' || Attempt to use the Fire Flower while out of ammo
|-
|-
| '''SFX_IT_BOMBHEI_IDOU''' || Example
| '''SFX_IT_BOMBHEI_IDOU''' || Bob-omb activate.
|-
|-
| '''SFX_IT_KAMEKR_HIT''' || Example
| '''SFX_IT_KAMEKR_HIT''' || Get hit with a Koopa shell, red or green
|-
|-
| '''SFX_IT_KAMEKR_NAGE''' || Example
| '''SFX_IT_KAMEKR_NAGE''' || Throw a Koopa shell, red or green
|-
|-
| '''SFX_IT_MBOMBSET''' || Example
| '''SFX_IT_MBOMBSET''' || Set a Motion Sensor Bomb
|-
|-
| '''SFX_IT_EGGWARE''' || Example
| '''SFX_IT_EGGWARE''' || Egg breaks.
|-
|-
| '''SFX_IT_FREEZE''' || Example
| '''SFX_IT_FREEZE''' || Short clip of the beginning of being frozen by Freezie
|-
|-
| '''SFX_IT_HAKOWARE''' || Example
| '''SFX_IT_HAKOWARE''' || Break a Crate
|-
|-
| '''SFX_IT_KASA_HIRAKU''' || Example
| '''SFX_IT_KASA_HIRAKU''' || Open the Parasol
|-
|-
| '''SFX_IT_KUSUDAMA''' || Example
| '''SFX_IT_KUSUDAMA''' || Party Ball lands on ground
|-
|-
| '''SFX_IT_STAR_GET''' || Example
| '''SFX_IT_STAR_GET''' || Get the invincibility star
|-
|-
| '''SFX_IT_STAR_HANE''' || Example
| '''SFX_IT_STAR_HANE''' || Star bounces on the ground
|-
|-
| '''SFX_IT_TARUWARE''' || Example
| '''SFX_IT_TARUWARE''' || Break a Barrel
|-
|-
| '''SFX_IT_SCORPESHOT_SINGLE''' || Example
| '''SFX_IT_SCORPESHOT_SINGLE''' || One shot of the Super Scope
|-
|-
| '''SFX_IT_SCORPE_KAMAE''' || Example
| '''SFX_IT_SCORPE_KAMAE''' || Cocking the Super Scope
|-
|-
| '''SFX_IT_SCORPE_TAME''' || Example
| '''SFX_IT_SCORPE_TAME''' || Charging the Super Scope
|-
|-
| '''SFX_IT_SCORPESHOT_TAME_S''' || Example
| '''SFX_IT_SCORPESHOT_TAME_S''' || Firing a small shot from the Super Scope
|-
|-
| '''SFX_IT_SCORPESHOT_TAME_L''' || Example
| '''SFX_IT_SCORPESHOT_TAME_L''' || Firing a large shot from the Super Scope
|-
|-
| '''SFX_IT_HAZUMI''' || Example
| '''SFX_IT_SCORPESHOT_KARA''' || Attempt to fire the Super Scope while out of shots
|-
|-
| '''SFX_IT_HAZUMI_BOX''' || Example
| '''SFX_IT_HAZUMI''' || An item falls
|-
|-
| '''SFX_IT_HAZUMI_TARU''' || Example
| '''SFX_IT_HAZUMI_BOX''' || A Box falls
|-
|-
| '''SFX_IT_HAZUMI_BAT''' || Example
| '''SFX_IT_HAZUMI_TARU''' || A Barrel falls
|-
|-
| '''SFX_IT_HAZUMI_WEAPON''' || Example
| '''SFX_IT_HAZUMI_BAT''' || A Home-Run bat falls
|-
|-
| '''SFX_IT_HAZUMI_FOOD''' || Example
| '''SFX_IT_HAZUMI_WEAPON''' || A Weapon item falls
|-
|-
| '''SFX_IT_NAGE''' || Example
| '''SFX_IT_HAZUMI_FOOD''' || Food falls
|-
|-
| '''SFX_IT_DOSEIPOO1''' || Example
| '''SFX_IT_NAGE''' || Throw an item
|-
|-
| '''SFX_IT_DOSEIPOO2''' || Example
| '''SFX_IT_DOSEIPOO1''' || Mr. Saturn hits a character
|-
|-
| '''SFX_IT_DOSEIPOO3''' || Example
| '''SFX_IT_DOSEIPOO2''' || Mr. Saturn hits a character
|-
|-
| '''SFX_IT_MBALLWARE''' || Example
| '''SFX_IT_DOSEIPOO3''' || Mr. Saturn hits a character
|-
|-
| '''SFX_IT_WARPSTAR1''' || Example
| '''SFX_IT_MBALLWARE''' || A Pokéball opens
|-
|-
| '''SFX_IT_WARPSTAR2''' || Example
| '''SFX_IT_WARPSTAR1''' || Initial use of a Warpstar
|-
|-
| '''SFX_IT_WARPSTAR3''' || Example
| '''SFX_IT_WARPSTAR2''' || Initial use of a Warpstar
|-
|-
| '''SFX_IT_WARPSTAR4''' || Example
| '''SFX_IT_WARPSTAR3''' || Initial use of a Warpstar
|-
|-
| '''SFX_IT_WARPSTAR5''' || Example
| '''SFX_IT_WARPSTAR4''' || Initial use of a Warpstar
|-
|-
| '''SFX_IT_WARPSTAR6''' || Example
| '''SFX_IT_WARPSTAR5''' || Initial use of a Warpstar
|-
|-
| '''SFX_IT_WARPSTAR7''' || Example
| '''SFX_IT_WARPSTAR6''' || Initial use of a Warpstar
|-
|-
| '''SFX_IT_WARPSTAR_RAKKA''' || Example
| '''SFX_IT_WARPSTAR7''' || Initial use of a Warpstar
|-
|-
| '''SFX_IT_SCBALL_JUMP''' || Example
| '''SFX_IT_WARPSTAR_RAKKA''' || Warpstar crashes back down to the ground. The game loops the sound until impact.
|-
|-
| '''SFX_IT_SCBALL_HIT''' || Example
| '''SFX_IT_SCBALL_JUMP''' || Jumping with the Screw Attack ball.
|-
|-
| '''SFX_IT_RABBIT_GET''' || Example
| '''SFX_IT_SCBALL_HIT''' || Hitting a character with the Screw Attack ball.
|-
|-
| '''SFX_IT_RABBIT_DASH''' || Example
| '''SFX_IT_RABBIT_GET''' || Getting the Bunny Hood
|-
|-
| '''SFX_IT_RABBIT_STOP''' || Example
| '''SFX_IT_RABBIT_DASH''' || Dashing with the Bunny Hood.
|-
|-
| '''SFX_IT_RABBIT_JUMP1''' || Example
| '''SFX_IT_RABBIT_STOP''' || Stopping with the Bunny Hood.
|-
|-
| '''SFX_IT_RABBIT_JUMP2''' || Example
| '''SFX_IT_RABBIT_JUMP1''' || Jumping with the Bunny Hood.
|-
|-
| '''SFX_IT_KINOKO_2BIG''' || Example
| '''SFX_IT_RABBIT_JUMP2''' || Double Jumping with the Bunny Hood.
|-
|-
| '''SFX_IT_KINOKO_2SMALL''' || Example
| '''SFX_IT_KINOKO_2BIG''' || Growing with the Super Mushroom.
|-
|-
| '''SFX_IT_LIPSTICK_SHOT''' || Example
| '''SFX_IT_KINOKO_2SMALL''' || Shrinking with the Poison Mushroom.
|-
|-
| '''SFX_IT_LIPSTICK_FLOWER''' || Example
| '''SFX_IT_LIPSTICK_SHOT''' || Swinging Lip's Stick
|-
|-
| '''SFX_IT_LIPSTICK_SHOT_KARA''' || Example
| '''SFX_IT_LIPSTICK_FLOWER''' || Character gets inflicted with the flower
|-
|-
| '''SFX_IT_METAL_CHANGE''' || Example
| '''SFX_IT_LIPSTICK_SHOT_KARA''' || Attempt to use Lip's Stick when out of ammo.
|-
|-
| '''SFX_IT_FREEZE_ICE''' || Example
| '''SFX_IT_METAL_CHANGE''' || Character goes metal.
|-
|-
| '''SFX_IT_FREEZE_ICE_BOUND''' || Example
| '''SFX_IT_FREEZE_ICE''' || Character gets Frozen
|-
|-
| '''SFX_IT_FREEZE_ICE_SMASH''' || Example
| '''SFX_IT_FREEZE_ICE_BOUND''' || Freezie hits the stage
|-
|-
| '''SFX_IT_FREEZE_ICE_SMASH_S''' || Example
| '''SFX_IT_FREEZE_ICE_SMASH''' || Frozen character gets hit
|-
|-
| '''SFX_IT_KUSUDAMA_TYAK''' || Example
| '''SFX_IT_FREEZE_ICE_SMASH_S''' || Frozen character gets a small hit
|-
|-
| '''SFX_IT_KUSUDAMA_FANF''' || Example
| '''SFX_IT_KUSUDAMA_TYAK''' || Party Ball bounces off the ground
|-
|-
| '''SFX_IT_KUSUDAMA_FANF_TK2''' || Example
| '''SFX_IT_KUSUDAMA_FANF''' || Party Ball plays it's song
|-
|-
| '''SFX_IT_TARU_GUN_HAIRU''' || Example
| '''SFX_IT_KUSUDAMA_FANF_TK2''' || Party Ball plays it's song
|-
|-
| '''SFX_IT_TARU_GUN_SHOT''' || Example
| '''SFX_IT_TARU_GUN_HAIRU''' || Getting in the Barrel Cannon
|-
|-
| '''SFX_IT_SPY_IN''' || Example
| '''SFX_IT_TARU_GUN_SHOT''' || Firing the Barrel Cannon
|-
|-
| '''SFX_IT_SPY_MIE''' || Example
| '''SFX_IT_SPY_IN''' || Activate Cloaking Device
|-
|-
| '''SFX_IT_CLOCKBOMB_COUNT''' || Example
| '''SFX_IT_SPY_MIE''' || Cloaking Device wears off
|-
|-
| '''SFX_ZK_FUMI''' || Example
| '''SFX_IT_CLOCKBOMB_COUNT''' || Unused, sounds like the time bomb from Kirby Air Ride
|-
|-
| '''SFX_ZK_TARGET''' || Example
| '''SFX_ZK_FUMI''' || Stomp on a Goomba or Koopa; Break Tingle's Balloon
|-
|-
| '''SFX_ZK_KIE''' || Example
| '''SFX_ZK_TARGET''' || Break a target
|-
|-
| '''SFX_ZK_HUTTOBI1''' || Example
| '''SFX_ZK_KIE''' || ?
|-
|-
| '''SFX_ZK_HUTTOBI2''' || Example
| '''SFX_ZK_HUTTOBI1''' || Kill an Adventure Mode enemy
|-
|-
| '''SFX_ZK_HUTTOBI3''' || Example
| '''SFX_ZK_HUTTOBI2''' || Kill an Adventure Mode enemy
|-
|-
| '''SFX_ZK_HUTTOBI4''' || Example
| '''SFX_ZK_HUTTOBI3''' || Kill an Adventure Mode enemy
|-
|-
| '''SFX_ZK_LEADED_SCREAM''' || Example
| '''SFX_ZK_HUTTOBI4''' || Kill an Adventure Mode enemy
|-
|-
| '''SFX_ZK_BLOCK''' || Example
| '''SFX_ZK_LEADED_SCREAM''' || Redead Screams
|-
|-
| '''SFX_ZK_OCT_SHOT''' || Example
| '''SFX_ZK_BLOCK''' || Break a Mushroom Kingdom block
|-
|-
| '''SFX_ZK_OCT_TAMA''' || Example
| '''SFX_ZK_OCT_SHOT''' || Octorok shoots a rock
|-
|-
| '''SFX_ZK_LIKE_EAT''' || Example
| '''SFX_ZK_OCT_TAMA''' || Octorok's rock hits something
|-
|-
| '''SFX_ZK_LIKE_SHOT''' || Example
| '''SFX_ZK_LIKE_EAT''' || Like-Like eats a character
|-
| '''SFX_ZK_LIKE_SHOT''' || Like-Like expels a character
|-
|-
| '''SFX_ZK_MOGU''' || Example
| '''SFX_ZK_MOGU''' || Example
|-
|-
| '''SFX_ZK_WB_STEP''' || Example
| '''SFX_ZK_WB_STEP''' || ?
|-
|-
| '''SFX_V_DOYO_L''' || Example
| '''SFX_V_DOYO_L''' || Crowd gasps loud
|-
|-
| '''SFX_V_DOYO_M''' || Example
| '''SFX_V_DOYO_M''' || Crowd gasps medium
|-
|-
| '''SFX_V_DOYO_S''' || Example
| '''SFX_V_DOYO_S''' || Crowd gasps soft
|-
|-
| '''SFX_V_KANPATI_L''' || Example
| '''SFX_V_KANPATI_L''' || Crowd cheer loud
|-
|-
| '''SFX_V_KANPATI_M''' || Example
| '''SFX_V_KANPATI_M''' || Crowd cheer medium
|-
|-
| '''SFX_V_KANPATI_S''' || Example
| '''SFX_V_KANPATI_S''' || Crowd cheer soft
|-
|-
| '''SFX_V_KANSEI_GAMEN''' || Example
| '''SFX_V_KANSEI_GAMEN''' || Crowd cheer to end the match
|-
|-
| '''SFX_V_KANSEI_L''' || Example
| '''SFX_V_KANSEI_L''' || Crowd cheer loud
|-
|-
| '''SFX_V_KANSEI_M''' || Example
| '''SFX_V_KANSEI_M''' || Crowd cheer medium
|-
|-
| '''SFX_V_KANSEI_S''' || Example
| '''SFX_V_KANSEI_S''' || Crowd cheer soft
|-
|-
| '''SFX_V_KANSEI_START''' || Example
| '''SFX_V_KANSEI_START''' || Crowd cheer to start the match
|-
|-
| '''SFX_V_KANSEI_NOCON''' || Example
| '''SFX_V_KANSEI_NOCON''' || Crowd exclamation for a no contest ending.
|-
|-
| '''SFX_V_PATI_L''' || Example
| '''SFX_V_PATI_L''' || Loud clapping
|-
|-
| '''SFX_V_PATI_M''' || Example
| '''SFX_V_PATI_M''' || Medium clapping
|-
|-
| '''SFX_V_PATI_S''' || Example
| '''SFX_V_PATI_S''' || Soft clapping.
|-
|-
| '''SFX_SE_STEP_WATER''' || Example
| '''SFX_SE_STEP_WATER''' || Example
Line 2,030: Line 2,032:
| '''SFX_SE_STEP_METALEMBLEMS''' || Example
| '''SFX_SE_STEP_METALEMBLEMS''' || Example
|-
|-
| '''SFX_VL_METAL_TYAKI''' || Example
| '''SFX_VL_METAL_TYAKI''' || Metal land
|-
|-
| '''SFX_VL_METAL_TAORE''' || Example
| '''SFX_VL_METAL_TAORE''' || Metal step
|-
|-
| '''SFX_VL_WSTAR1''' || Example
| '''SFX_VL_WSTAR1''' || Example
Line 2,042: Line 2,044:
| '''SFX_SE_TYAK_WATER''' || Example
| '''SFX_SE_TYAK_WATER''' || Example
|-
|-
| '''SFX_SE_CATCH_MOTION''' || Example
| '''SFX_SE_CATCH_MOTION''' || Character grabs
|}
|}



Revision as of 20:55, April 16, 2015

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If you have a good image for this article, upload it here.
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.

Reoccurring Lists

Characters

Debug Name Character
CKIND_CAPTAIN CaptainFalconHeadSSBM.png Captain Falcon
CKIND_DONKEY DonkeyKongHeadSSBM.png Donkey Kong
CKIND_FOX FoxHeadSSBM.png Fox
CKIND_GAMEWATCH MrGame&WatchHeadSSBM.png Mr. Game & Watch
CKIND_KIRBY KirbyHeadSSBM.png Kirby
CKIND_KOOPA BowserHeadSSBM.png Bowser
CKIND_LINK LinkHeadSSBM.png Link
CKIND_LUIGI LuigiHeadSSBM.png Luigi
CKIND_MARIO MarioHeadSSBM.png Mario
CKIND_MARS MarthHeadSSBM.png Marth
CKIND_MEWTWO MewtwoHeadSSBM.png Mewtwo
CKIND_NESS NessHeadSSBM.png Ness
CKIND_PEACH PeachHeadSSBM.png Peach
CKIND_PIKACHU PikachuHeadSSBM.png Pikachu
CKIND_POPONANA IceClimbersHeadSSBM.png Ice Climbers
CKIND_PURIN JigglypuffHeadSSBM.png Jigglypuff
CKIND_SAMUS SamusHeadSSBM.png Samus
CKIND_YOSHI YoshiHeadSSBM.png Yoshi
CKIND_ZE->SE ZeldaHeadSSBM.png Zelda
CKIND_SE->ZE SheikHeadSSBM.png Sheik
CKIND_FALCO FalcoHeadSSBM.png Falco
CKIND_CLINK YoungLinkHeadSSBM.png Young Link
CKIND_DRMRIO DrMarioHeadSSBM.png Dr. Mario
CKIND_EMBLEM RoyHeadSSBM.png Roy
CKIND_PICHU PichuHeadSSBM.png Pichu
CKIND_GANON GanondorfHeadSSBM.png Ganondorf
CKIND_MASTERH MasterHandHeadSSBM.png Master Hand
CKIND_BOY FightingWireFramesHeadSSBM.png Fighting Wire Frame
CKIND_GIRL FightingWireFramesHeadSSBM.png Fighting Wire Frame
CKIND_GKOOPS GigaBowserHeadSSBM.png Giga Bowser
CKIND_CREZYH CrazyHandHeadSSBM.png Crazy Hand
CKIND_SANDBAG SandbagHeadSSBM.png Sandbag
CKIND_POPO IceClimbersHeadSSBM.png Popo (solo)
CKIND_NONE NONE

Stages

Debug Name Stage Name In-Game Usage Description
DUMMY None- Debug Menu Only A 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 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.
IZUMI Fountain of Dreams Playable Stage
PSTADIUM Pokémon Stadium Playable Stage
CASTLE Princess Peach's Castle Playable Stage
KONGO Kongo Jungle Playable Stage
ZEBES Brinstar Playable Stage
CORNERIA Corneria Playable Stage
STORY Yoshi's Story Playable Stage
ONETT Onett Playable Stage
MUTE CITY Mute City Playable Stage
RCRUISE Rainbow Cruise Playable Stage
GARDEN Jungle Japes Playable Stage
GREATBAY Great Bay Playable Stage
SHRINE Temple Playable Stage
KRAID Brinstar Depths Playable Stage
YOSTER Yoshi's Island Playable Stage
GREENS Green Greens Playable Stage
FOURSIDE Fourside Playable Stage
INISHIE1 Mushroom Kingdom Playable Stage
INISHIE2 Mushroom Kingdom II Playable Stage
AKANEIA None- Debug Menu Only A 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 Venom Playable Stage
PURA Poké Floats Playable Stage
BIGBLUE Big Blue Playable Stage
ICEMT Icicle Mountain Playable Stage
ICETOP None- Debug Menu Only An 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 Flat Zone Playable Stage
OLD PPP Past Stages: Dream Land Playable Stage
OLD YOSH Past Stages: Yoshi's Island Playable Stage
OLD KONG Past Stages: Kongo Jungle Playable Stage
BATTLE Battlefield Playable Stage
LAST Final Destination Playable Stage
T<CHAR> Target Test Stadium/Classic Mode The Target Test stages for each character. The match ends if all the targets break.
TSEAK Target Test None- Debug Menu Only An unused Target Test stage, presumably for Sheik. It has only 3 targets.
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 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 Kongo Jungle Adventure Mode A clone of Kongo Jungle used in Adventure Mode. The player fights two tiny 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 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 Temple Adventure Mode A clone of Temple used in Adventure Mode. The player fights Zelda here. Plays Great Bay music.
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 Brinstar Escape Shaft Adventure Mode A vertical scrolling stage used in Adventure Mode. Touching the platform at the top ends the match.
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 Green Greens Adventure Mode A clone of Green Greens used in Adventure Mode. The player fights a horde of Kirby here.
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 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 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 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 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 Mute City Adventure Mode A clone of Mute City used in Adventure Mode. The player fights Captain Falcon 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 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 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.
11-1BATTLE 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 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 Final Destination Adventure Mode A clone of Final Destination used in Adventure Mode. The player fights a giant Bowser here.
12-2LAST Final Destination Adventure Mode A clone of Final Destination used in Adventure Mode. The player fights Giga Bowser here. Plays Giga Bowser music.
TUKISUSUME Race to the Finish Classic Mode The stage race to the finish takes place in. Touching a door ends the match.
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 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.

Items

Debug Name Item
CAPSULE Capsule
BOX Crate
TARU Barrel
EGG Egg
KUSUDAMA Party Ball
TARUCANN Barrel Cannon
BOMBHEI Bob-Omb
DOSEI Mr. Saturn
HEART Heart Container
TOMATO Maxim Tomato
STAR Starman
BAT Home-Run Bat
SWORD Beam Sword
PARASOL Parasol
G SHELL Green Shell
R SHELL Red Shell
L GUN Ray Gun
FREEZE Freezie
FOODS Food
MSBOMB Motion Sensor Bomb
FLIPPER Flipper
S SCOPE Super Scope
STARROD Star Rod
LIPSTICK Lip's Stick
HARISEN Fan
F FLOWER Fire Flower
KINOKO Super Mushroom
DKINOKO Poison Mushroom
HAMMER Hammer
WSTAR Warp Star
SCBALL Screw Attack
RABBITC Bunny Hood
METALB Metal Box
SPYCLOAK Cloaking Device
M BALL Pokéball
KURIBOH Goomba
LEADEAD Redead
OCTAROCK Octorok
OTTOSEI Topi
OLD-KURI Nothing
MATO Target
HEIHO Fly Guy
NOKONOKO Green Koopa
PATAPATA Red Koopa
LIKELIKE Like Like
OLD-LEAD Nothing
OLD-OCTA Nothing
OLD-OTTO Nothing
WHITEBEA Polar Bear
KLAP Klaptrap
ZGSHELL Green Koopa Shell
ZRSHELL Red Koopa Shell


Pokémon

Pokémon Debug Name
RANDOM Random Pokémon
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

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_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 actively avoid interaction with the player.
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 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 other 3 controllers.
CPTP_NANA The default mode for the partner 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 shields and rolls.
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_COOPERATE Causes the CPU to follow the player and attack them.
CPTP_SPLWLINK Cause the CPU to only use their down special move when set to Link and Samus respectively. 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.
CPTP_SPLWSAMUS
CPTP_ONLYITEM Causes the CPU to only use items, as opposed to using any other attacks, as Jigglypuff does in Event 37: Legendary Pokémon.
CPTP_EVZELDA Causes Zelda to transform into Sheik more often, as she does in Event 9: 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_AIR Restricts the CPU's jumping 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 items that appear. Otherwise, the CPU is normal. This is used for CPUs in event matches like Event 7: Pokémon Battle.

==VERSUS MODE

DAIRANTOU

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.

Menu Sub-Item Description Values
CHAR SELECT CHARA_1-4 Sets the character for players 1-4. See here.
ALL CHAR Sets the character for player 5 (See here).
SCALE SELECT SCALE__1-4 Sets the scale for each player. Min=0.20; Max=5.00; Increment=0.10
KIND SELECT PKIND__1-4 Sets the player type for players 1-4.
  • HUMAN: A human controlled player.
  • CPU: A computer controlled player.
  • DEMO: A human controlled computer player (similar to the CPTP_MANUAL CPU mode.)
  • NONE: No player.
ALL PKIND Sets the player type for player 5 (See here).
COLOR SELECT COLOR_1-4 Sets which pallet swap players 1-4 will use. Min=0; Max=9; Increment=1
SUB COLOR SUBCOLOR_1-4 Sets which coloration players 1-4 will use.
  • 0: Normal coloration
  • 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.
  • 3: Black coloration; Used in Event #18: "Link's Adventure".
  • 4: Gray coloration; Used as the gray background outline for Mr. Game & Watch.
  • 5+: 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
OFFENCERATIO OFFRATIO_1-4 Sets how much knockback players 1-4 deal. Min=0.10; Max=3.00; Increment=0.10
DEFENCERATIO DEFRATIO_1-4 Sets how much knockback players 1-4 take. Min=0.10; Max=3.00; Increment=0.10
CPUTYPE SET TYPE__C1-4 Sets the behavior CPU players 1-4 will adopt. See here.
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 players 1-4 are on. Only active if "MELEEKIND" is set to "TEAM BATTLE".
  • RED-TEAM: The red team.
  • GREEN-TEAM: The blue team.
  • BLUE-TEAM: The green team.
STAGE Sets the stage the match will take place on. See here.
MELEEKIND Sets what type of match will take place.
  • BATTLE ROYAL: Sets the match to be a free-for-all.
  • TEAM BATTLE: Sets the match to be a team battle.
EXIT Starts the match. Pressing Start while on this menu will trigger this.

RULE

The RULE sub-menu of the debug menu.

The RULE menu controls extra match settings. It's 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.

Menu Sub-Item Description Values
RULE Sets the match style.
  • TIME MODE: A time match. Oddly, ties do not result in Sudden Death.
  • STOCK MODE: A stock match.
  • COIN MODE: A coin match.
  • ENDLESS MODE: A match that will only end when force quit.
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
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
VIBRATION SELECT RUMBLE_1-4 Sets the rumble feature for players 1-4.
  • ON: Rumble is on.
  • OFF: Rumble is off.
ITEM SWITCH Sets the overall item frequency.
  • NOTHING: Items will not appear.
  • VERYLOW: Items will appear very seldom.
  • LOW: Items will appear seldom.
  • MIDDLE: Items will appear moderately.
  • HIGH: Items will appear often.
  • VERYHIGH: Items will appear very often.

RESULT TEST

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 stance can be set.

Item Description Values
1-4P KIND Sets the character for players 1-4. See here.
ALL PLAYER Sets the character for player 5 (See here).
1-4P RANK Sets the rank for players 1-4. Min=1; Max=4; Increment=1
1-4P WIN Sets the victory animation for players 1-4. Min=1; Max=3; Increment=1
ALL COLOR Sets the color for all players. Min=1; Max=9; Increment=1
STEP ANIM Sets victory animations on or off.
  • 0: Animations are on.
  • 1: Animations are off; causes a crash.
STEP ANIM Determines if the back panel is hidden or not.
  • 0: Back panel is visible.
  • 1: Back panel is hidden.
TEST Tests the Result Screen. Pressing Start while on this menu will trigger this.

LANGUAGE

NTSC

  • GMLANGTYPEUS: Sets the game language to English.
  • GMLANGTYPEJP: Sets the game language to Japanese.

PAL

  • GMLANGTYPEUK: Sets the game language to English.
  • GMLANGTYPEGM: Sets the game language to German.
  • GMLANGTYPEFR: Sets the game language to French.
  • GMLANGTYPEIT: Sets the game language to Italian.
  • GMLANGTYPESP: Sets the game language to Spanish.

PUBLICITY

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

  • On: Crowd Noise is on.
  • Off: Crowd Noise is off.

DBLEVEL

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.
    • Plays just like the retail game.
  • NO-DEBUG-ROM
    • Shows the date/time of the last build on the Title Screen.
  • DEBUG-DEVELOP
  • DEBUG-ROM
    • The player gets access to debug game controls (see here).
    • The player gains access to the Debug Sound Test
  • DEVELOP: The most intense debug level.

IK DEBUG FLAG

Determines if 6-Player matches should be possible.

  • 0: 6-Player matches are possible.
    • 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.

EURG860 SET

Sets the game to run at 60 frames per second. Press A to confirm.

WIDTH †

Its functions are unknown. Min=0; Max=30; Increment=1.

NEW DEFCALC

This option has unknown application, although it probably toggles the method of determining knockback.

  • 0: Unknown
  • 1: Unknown

GLOBAL DATA EDIT

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

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.

Parent Sub-Page Sub-Item Description Values
HANYU TEST[1] - 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. R+L+A+Start to escape this. -
- SELECT STAGE Crashes the game. -
OTOGURO TEST[2] - SET GOLD COIN Sets the number of coins the player's got. Press A to confirm. Min=0; Max=999; Increment=1
- FIGURE MAX Gives the player all the trophies in the game. -
- SAMUS MASK GET Gives the player the Samus Unmasked event trophy. -
- MARIO YOSHI GET Gives the player the Mario & Yoshi event trophy. -
SET MELEE COUNT TIME Sets the number of time matches for the Melee Records. Min=0; Max=1000000; Increment=1
STOCK Sets the number of stock matches for the Melee Records. Press Start to confirm. Min=0; Max=1000000; Increment=1
COIN Sets the number of coin matches for the Melee Records. Press Start to confirm. Min=0; Max=1000000; Increment=1
DECISION Sets the number of bonus matches for the Melee Records. Press Start to confirm. Min=0; Max=1000000; Increment=1
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
SET HOMERUN RECORD CHARA Sets the character whos score should be set. See here.
COUNT Sets the distance the sandbag was hit. Press Start to confirm. Min=0.10; Max=?; Increment=0.10
DEFAULT Apparently does nothing. SET TARGET CLEAR->DEFAULT always shares this value. Min=0; Max=1000000; Increment=10
SET TARGET CLEAR CHARA Sets the character whos score should be set. See here.
COUNT Sets whether or not the character has cleared the target test. Press Start to confirm.
  • 0=Not cleared
  • 1=Cleared
DEFAULT Apparently does nothing. SET HOMERUN RECORD->DEFAULT always shares this value. Min=0; Max=1000000; Increment=10
- SET BEAT TOTAL Sets the KO Total for the Melee Records. Press A to confirm. Min=0; Max=?; Increment=1
- GO TO MEIKYU Starts the Underground Maze Adventure Mode stage with the Ice Climbers. -
- GO TO KINOKO Starts the Mushroom Kingdom Adventure Mode stage with Fox. -
- MELEE START Starts a match using the settings in the DAIRANTOU menu. -
TANIGUTI TEST[3] - MELEE START Starts a match using the settings in the DAIRANTOU menu. -
- 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:EASY Starts a 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:ALLSTAR Starts an 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
NAGASIMA TEST[4] - VISUAL-SCENE START Cycles through all of the Adventure Mode Movies. -
- OPENING START Plays the Opening Movie. -
- OMAKE15 START Plays the Special Movie. This does not work in the PAL version -
REGULARENDING TEST CHARA Sets the character who should appear in the ending. Press Start to confirm. See here.
COLOR Sets the color of the character. Min=0; Max=9; Increment=1
MODE Sets the mode that was completed.
  • SIMPLE: Classic Mode
  • ADVENTURE: Adventure Mode
  • ALL-STAR: All-star mode
REGULARENDING REAL CHARA Sets the character who should appear in the ending. Press Start to confirm. See here.
COLOR Sets the color of the character. Min=0; Max=9; Increment=1
MODE Sets the mode that was completed.
  • SIMPLE: Classic Mode
  • ADVENTURE: Adventure Mode
  • ALL-STAR: All-star mode
- 50-60HZ CHANGE Sets the game to run at 60 frames per second. Press A to confirm. -
- DUTCH LANG Allows the player to change the game language. The options are English, German, French, Spanish, and Italian. -
KIM TEST[5] RESULT TEST See here. - -
- CARD CHECK - SCENE Shows the "Memory Card already has save data on it" message. -
- CARD CHECK - MODE Shows the "Memory Card already has save data on it" message. It then takes the player to the Opening Movie -
- EASYEND Shows the "Game Over" screen. -
- GOHOUBI ID Displays special messages. Min=0; Max=65; Increment=1
- GOHOUBI FIGURE Displays messages for getting fighter trophies. Only works if GOHOUBI ID is set to 62-65 Min=0; Max=299; Increment=1
INTRO EASY STAGENUM Sets the match number. Min=0; Max=9; Increment=1
STAGEFLAG Sets the type of match.
  • NORMAL: A normal match.
  • TEAM: A 2 vs 2 match.
  • GIANT: A 3 vs Giant match.
  • BONUS: A 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.
DISP LEFT NUM Sets how many players are on the left-side team. Min=1; Max=3; Increment=1
DISP RIGHTNUM Sets how many players are on the right-side team. Min=1; Max=3; Increment=1
METAL LEFT Sets whether or not the left-side team is metal.
  • 0: Not Metal
  • 1: Metal
METAL RIGHT Sets whether or not the right-side team is metal.
  • 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 here.
LEFT PLAYER Second player on the left-side team. See here.
LEFT PLAYER Third player on the left-side team. See here.
RIGHT PLAYER First player on the right-side team. See here.
RIGHT PLAYER Second player on the right-side team. See here.
RIGHT PLAYER Third player on the right-side team. See here.
TEST Starts the test. Pressing Start while on this menu will trigger this. See here.
- ALLSTAR ENEMY Shows unused full-screen character portraits. See here.
- TEST MOVIE OPENING Plays the Intro Movie. -
- KUMITE SUB Crashes the game. See here.
- PROGRESSIVE TEST Allows the player to change the display to progressive scan -
- 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
SAKODA TEST[6] - EVENT STAGE Sets which event should be played. Press A to confirm. Min=1; Max=51; Increment=1
- FIXCAMERA START Shows the Fixed-Camera character select screen. -
SUGANO TEST[7] - MELEE START Starts a match using the settings in the DAIRANTOU menu. -
- STAFFROLL START Plays the ending credits. -
YOSHIKI TEST[8] - INIT Appears to do nothing. -
- FORMAT Erases all contents on Memory Card A without warning. -
- ACCESSABLE Appears to do nothing. -
- CREATE Creates a save file for Super Smash Bros. Melee on Memory Card A if one does not exist. -
- SAVE Saves to Memory Card A. This includes all changes made to the debug menu. -
- LOAD Loads save data from Memory Card A. -
- DELETE Deletes the save file for Super Smash Bros. Melee from Memory Card A. -
- SNAPMOUNT0 Appears to do nothing. -
- SNAPLOAD0 Appears to do nothing. Min=0; Max=127; Increment=1
- SNAPDELETE0 Appears to do nothing. Min=0; Max=127; Increment=1
- SNAPSWAP0 Appears to do nothing. Min=0; Max=127; Increment=1

Notes

  1. ^ Named after Akio Hanyu.
  2. ^ Named after Seiji Otoguro.
  3. ^ Probably named after Yoshiya Taniguchi.
  4. ^ Probably named after Yasuyuki Nagashima.
  5. ^ Named after Kim Sung-Kwen.
  6. ^ Named after Katsuhiro Sakoda.
  7. ^ Named after Takayuki Sugano.
  8. ^ Possibly named after designer Yoshiyuki Tagawa.

DEVELOP Mode Game Controls

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).

Controls Effect
Start-Pause Pauses the game, but without the usual pause interface.
Hard Pause + Z Frame advances the match.
A + D-Pad Speeds up gameplay.
A + Y + D-Pad Shrinks the player.
B + D-Pad Displays a list of statistics for each player:
  • Unknown
  • CPU Level
  • AI Type
  • Handicap
  • Unknown
  • Offense Ratio
  • Defense Ratio
B + D-Pad Shows the current score and any bonuses won.
X + D-Pad Pauses the game normally.
X + D-Pad Rotates through multiple visual effects.
  1. Normal.
  2. No HUD.
  3. Stage + Background goes white. Background effects can still be seen.
  4. Stage + Background goes black. Background effects can still be seen.
X + D-Pad Toggles sound effects and music.
  1. Normal.
  2. Music off.
  3. Music + SFX off.
  4. SFX off.
X + D-Pad Displays a set of stress bars detailing the GameCube's work load.
Y + D-Pad Displays each characters' animation information.
Y + D-Pad Grows the player.
Y + D-Pad Sets the player back to normal size.
R + D-Pad Toggles collision bubbles for all characters and stage elements (See here).
  1. Normal
  2. Collision Bubbles Only
  3. Collision Overlay
R + D-Pad Toggles various stage related visuals, such as spawn points, stage structures, and grab-able ledges (See here).
  1. Normal
  2. Normal again?
  3. Camera boxes and oddly, changes the stage floor black?
  4. Camera boxes again, but without the floor change.
  5. Displays colored Stage Structures and shows item boxes.
  6. Displays the same as above, but all Stage Structures are gray.
  7. Displays the same as above, but with indication of drop-through platforms and grab-able ledges.
R + D-Pad
R + D-Pad Toggles collision bubbles for the player (See here).
  1. Normal
  2. Collision Bubbles Only
  3. Collision Overlay
D-Pad Drops item selected on the Item Menu
L + D-Pad Display Item Menu and cycle forward through the list (See here).
L + D-Pad Display Item Menu and cycle backward through the list (See here).
L + D-Pad Display Item Menu and cycle forward through Pokémon on the list (See here).
L + D-Pad Display Item Menu and cycle backward through Pokémon on the list (See here).
D-Pad Changes the camera view.
  1. Normal.
  2. Locks the camera. It can only be controlled by debug controls.
  3. Zooms in on player 1.
C-Stick Used to rotate the camera (free form).
D-Pad + C-Stick Zooms in and out.
D-Pad + C-Stick Pans around the screen.

Stage Visual Key

  • 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.

Collision Bubble Key

This is a list of all hitbox colors and what they are for. For more detail, see here.

  • Yellow: Damageable
  • Red: Attacking
  • Blue: Intangible
  • Purple: Grabbing
  • Green: Invincible
  • Cyan: Shielding
  • Cyan-Blue: Absorbing
  • Gray: Special

Debug Sound Test

Item Description Values
SOUND MODE Sets the sound mode from Stereo and Mono.
  • STEREO: Sound will play on 2 channels.
  • MONAURAL: Sound will play on only one channel.
MAS VOLUME Sets the overall volume. Min=0; Max=127; Increment=1
FGM VOLUME Sets the foreground "music" volume. Min=0; Max=127; Increment=1
BGM VOLUME Sets the background music volume. Min=0; Max=127; Increment=1
DSP LEVEL Sets the DSP level. Min=0; Max=127; Increment=1

FGM GROUP: GRPSFX_MAIN

Item Description
SFX_SE_DASH_START Start of a dash.
SFX_SE_KAIHI Rolling Dodge
SFX_SE_KAIHI2 Spot Dodge
SFX_SE_UKEMI ?
SFX_SE_GAKE_CATCH Ledge Grab
SFX_SE_DASH_STOP Stop of a dash.
SFX_SE_JNM_L ?
SFX_SE_JNM_S ?
SFX_SE_KABEJUMP Wall Jump
SFX_SE_JTAORE_L Heavy land on normal ground
SFX_SE_JTAORE_S Light land on normal ground
SFX_SE_JTAORE_SS Very light land on normal ground
SFX_SE_JTAORE_SSS Very, very light land on normal ground
SFX_SE_JTAORE_BOUND Tumbling land on normal ground
SFX_SE_WTAORE_L ?
SFX_SE_WTAORE_S ?
SFX_SE_WTAORE_SS ?
SFX_SE_WTAORE_SSS ?
SFX_SE_WTAORE_BOUND ?
SFX_SE_TAORE_SNOW_L Heavy land in snow
SFX_SE_TAORE_SNOW_S Light land in snow
SFX_SE_TAORE_SNOW_SS Very light land in snow
SFX_SE_TAORE_SNOW_SSS Very, very light land in snow
SFX_SE_TAORE_SNOW_BOUND Tumbling land in snow
SFX_SE_TAORE_WATER_L Heavy land in water
SFX_SE_TAORE_WATER_S Light land in water
SFX_SE_TAORE_WATER_SS Very light land in water
SFX_SE_TAORE_WATER_SSS Very, very light land in water
SFX_SE_TAORE_WATER_BOUND Tumbling land in water
SFX_SE_TAORE_GRASS_L Heavy land in grass
SFX_SE_TAORE_GRASS_S Light land in grass
SFX_SE_TAORE_GRASS_SS Very light land in grass
SFX_SE_TAORE_GRASS_SSS Very, very light land in grass
SFX_SE_TAORE_GRASS_BOUND Tumbling land in grass
SFX_SE_TAORE_DIRT_L Heavy land in dirt
SFX_SE_TAORE_DIRT_S Light land in dirt
SFX_SE_TAORE_DIRT_SS Very light land in dirt
SFX_SE_TAORE_DIRT_SSS Very, very light land in dirt
SFX_SE_TAORE_DIRT_BOUND Tumbling land in dirt
SFX_SE_TAORE_NMETAL_L Heavy land on heavy metal
SFX_SE_TAORE_NMETAL_S Light land on heavy metal
SFX_SE_TAORE_NMETAL_SS Very light land on heavy metal
SFX_SE_TAORE_NMETAL_SSS Very, very light land on heavy metal
SFX_SE_TAORE_NMETAL_BOUND Tumbling land on heavy metal
SFX_SE_TAORE_METAL_L Heavy land on metal
SFX_SE_TAORE_METAL_S Light land on metal
SFX_SE_TAORE_METAL_SS Very light land on metal
SFX_SE_TAORE_METAL_SSS Very, very light land on metal
SFX_SE_TAORE_METAL_BOUND Tumbling land on metal
SFX_SE_TAORE_OIL_L Heavy land in oil
SFX_SE_TAORE_OIL_S Light land in oil
SFX_SE_TAORE_OIL_SS Very light land in oil
SFX_SE_TAORE_OIL_SSS Very, very light land in oil
SFX_SE_TAORE_OIL_BOUND Tumbling land in oil
SFX_SE_TAORE_STONE_L Heavy land on stone
SFX_SE_TAORE_STONE_S Light land on stone
SFX_SE_TAORE_STONE_SS Very light land on stone
SFX_SE_TAORE_STONE_SSS Very, very light land on stone
SFX_SE_TAORE_STONE_BOUND Tumbling land on stone
SFX_SE_TAORE_PAPER_L ?
SFX_SE_TAORE_PAPER_S ?
SFX_SE_TAORE_PAPER_SS ?
SFX_SE_TAORE_PAPER_SSS ?
SFX_SE_TAORE_PAPER_BOUND ?
SFX_SE_TAORE_GW_L Heavy land on Game & Watch flooring
SFX_SE_TAORE_GW_S Light land on Game & Watch flooring
SFX_SE_TAORE_GW_SS Very light land on Game & Watch flooring
SFX_SE_TAORE_GW_SSS Very, very light land on Game & Watch flooring
SFX_SE_TAORE_GW_BOUND Tumbling land on Game & Watch flooring
SFX_SE_JTAYAK_L Example
SFX_SE_JTAYAK_S Example
SFX_SE_BIG_JUMP_L Full jump of a larger character
SFX_SE_BIG_JUMP_S Full jump of a smaller character
SFX_SE_JUMP_L Short-hop of a larger character
SFX_SE_JUMP_S Short-hop of a smaller character
SFX_SE_WNM_L ?
SFX_SE_WNM_S ?
SFX_SE_WTYAK_L ?
SFX_SE_WTYAK_S ?
SFX_SE_HUTTOBI_L Launch of a larger character
SFX_SE_HUTTOBI_S Launch of a smaller character
SFX_SE_CATCH1 Grab effect
SFX_SE_NAGETOBASI ?
SFX_SE_NAGETOBASI_L ?
SFX_SE_SJP_HIT Coin sound effect for Super Jump Punch. Not sure why it's here.
SFX_SE_CHIT_M Glancing blow
SFX_SE_MHIT_L Large hit, especially punches
SFX_SE_MHIT_M Medium hit, especially punches
SFX_SE_MHIT_S Small hit, especially punches
SFX_SE_NHIT_L Large hit, especially kicks
SFX_SE_NHIT_M Medium Hit, especially kicks
SFX_SE_NHIT_S Small hit, especially kicks
SFX_SE_GHIT_L ?
SFX_SE_GHIT_M ?
SFX_SE_GHIT_S ?
SFX_SE_PIYOPIYO Dazed state?
SFX_SE_STG_OTI ?
SFX_SE_STG_SINI Character hits the bottom blast line
SFX_SE_ELEHIT_S Small, electrical hit
SFX_SE_ELEHIT_M Medium, electrical hit
SFX_SE_ELEHIT_L Large, electrical hit
SFX_SE_FIREHIT_S Small, fire hit
SFX_SE_FIREHIT_M Medium, fire hit
SFX_SE_FIREHIT_L Large, fire hit
SFX_JSHIELD Powershielding
SFX_JUST_IMP ?
SFX_SE_SOUSAI Clang hit
SFX_SE_SOUSAI_CUT Sword clang hit
SFX_SE_SOUSAI_CUT2 Sword clang hit
SFX_SE_SOUSAI_CUT3 Sword clang hit
SFX_SHIELD Raising shield
SFX_SWDHIT_S Small slash hit
SFX_SWDHIT_M Medium slash hit
SFX_SWDHIT_L Large slash hit
SFX_EXPLOSION_SS Very small explosion
SFX_EXPLOSION_S Small explosion
SFX_EXPLOSION_M Medium explosion
SFX_EXPLOSION_L Large explosion
SFX_EXPLOSION_LL Very large explosion
SFX_FIRE_L Large flame
SFX_FIRE_M Medium flame
SFX_FIRE_S Small flame
SFX_PRE_SMASH Silent
SFX_SMASH_HOLD Charge a smash attack
SFX_SMASH_METRO_REF Sword clang sound effect...
SFX_SMASH_KAIFUKU Healing effect. The game plays this one in a really fast loop.
SFX_SMASH_SCORE_COUNT Score count sound used in 1 Player modes.
SFX_SMASH_SHIELD_STOP Stop use of shield
SFX_SMASH_SHIELD_REF Shield reflect projectiles
SFX_SMASH_SHIELD_BREAK1 Shield break
SFX_SMASH_SHIELD_BREAK2 Shield break
SFX_SMASH_HOSIKIE Star KO
SFX_BGM_MUTEKI Invincible music.
SFX_BGM_HAMMER Hammer music.
SFX_JISIN_S ?
SFX_JISIN_L ?
SFX_STG_SINI_L Character hits the left blast line
SFX_STG_SINI_R Character hits the right blast line
SFX_STG_FORWARD_L ?
SFX_STG_FORWARD_M ?
SFX_STG_FORWARD_S ?
SFX_HIT_MUTEKI_S ?
SFX_HIT_MUTEKI_M ?
SFX_HIT_MUTEKI_L ?
SFX_TAIDEN Character who has been hit by electricity
SFX_MOEMOE Character who has been hit by fire
SFX_COIN_L Large coin, bouncing on the ground
SFX_COIN_GET Getting a coin
SFX_COIN_M Medium coin, bouncing on the ground
SFX_COIN_S Small coin, bouncing on the ground
SFX_SE_DASH_DOWN Fast falling
SFX_XHIT_GURU A spinning aerial attack. The game loops the sound until the attack is over.
SFX_XHIT_BIG_GURU A spinning aerial attack. The game loops the sound until the attack is over.
SFX_XHIT_SPIN_FO_S An aerial attack by a smaller character involving spinning
SFX_XHIT_SPIN_FO_L An aerial attack by a larger character involving spinning
SFX_XHIT_BIG_L Large punch or kick attack
SFX_XHIT_BIG_M Medium punch or kick attack
SFX_XHIT_BIG_S Small punch or kick attack
SFX_XHIT_SWORD_L Large sword attack
SFX_XHIT_SWORD_M Medium sword attack
SFX_XHIT_SWORD_S Small sword attack
SFX_DEMO_SWISH_L Large swishing attack
SFX_DEMO_SWISH_M Medium swishing attack
SFX_DEMO_SWISH_S Small swishing attack
SFX_SE_XHIT_L Large attack
SFX_SE_XHIT_M Medium attack
SFX_SE_XHIT_S Small attack
SFX_DROPFIGURE Trophy drop (lottery)
SFX_SLOT Pull lottery lever
SFX_FPON_YURE Let go of lottery lever
SFX_FPON_NEWFANF1 Get a trophy
SFX_FPON_NEWFANF2 Get a trophy
SFX_CS_CANCEL Back out of a menu
SFX_CS_KETTEI Enter a menu
SFX_CS_MV Select an option from a menu
SFX_CS_BEEP1 Blocked menu option
SFX_INFOBEEP Warning that a character is outside the camera's range.
SFX_PAUSE Pausing
SFX_CONTROLNOIZE Fox/Falco's smash taunt radio call.
SFX_CS_COINCOUNT_S Get a small coin
SFX_CS_COINCOUNT_L Get a large coin
SFX_CS_WINNAME Character results sound effect
SFX_SMASH_APPEAL Spark that begins Fox/Falco's smash taunt.
SFX_CS_FINGER_PUT Pick up or set down the character select medallion
SFX_CS_FINGER_PUSH Attempt to push Master hand out of the window area.
SFX_CS_DOOR_OPEN Open a player box for use in the character select screen.
SFX_CS_DOOR_CLOSE Close a player box in the character select screen.
SFX_CS_HR_COUNT Tally noise the game quickly loops to count distance in home run contests.
SFX_CS_ERASE_CAUTION1 Are you sure you want to delete your data?
SFX_CS_ERASE_CAUTION2 Are you really sure you want to delete your data?
SFX_CS_ERASE Partially erase data
SFX_CS_ERASE_ALL Erase all Melee data
SFX_CS_HR_ZANNEN Example
SFX_CS_CAMERA Example
SFX_V_SELECTVOICE_CAPTAIN Unused clip, was intended to be used when selecting Captain Falcon.
SFX_V_SELECTVOICE_CLINK Silent, was intended to be used when selecting Young Link.
SFX_V_SELECTVOICE_DK Silent, was intended to be used when selecting Donkey Kong
SFX_V_SELECTVOICE_DRMARIO Silent, was intended to be used when selecting Dr. Mario
SFX_V_SELECTVOICE_FALCO Silent, was intended to be used when selecting Falco
SFX_V_SELECTVOICE_FOX Silent, was intended to be used when selecting Fox
SFX_V_SELECTVOICE_ICE Silent, was intended to be used when selecting the Ice Climbers
SFX_V_SELECTVOICE_KIRBY Silent, was intended to be used when selecting Kirby
SFX_V_SELECTVOICE_KOOPA Silent, was intended to be used when selecting Bowser
SFX_V_SELECTVOICE_LINK Silent, was intended to be used when selecting Link
SFX_V_SELECTVOICE_LUIGI Silent, was intended to be used when selecting Luigi
SFX_V_SELECTVOICE_MARIO Silent, was intended to be used when selecting Mario
SFX_V_SELECTVOICE_MARS Silent, was intended to be used when selecting Marth
SFX_V_SELECTVOICE_MEWTWO Silent, was intended to be used when selecting Mewtwo
SFX_V_SELECTVOICE_NESS Silent, was intended to be used when selecting Ness
SFX_V_SELECTVOICE_PEACH Silent, was intended to be used when selecting Peach
SFX_V_SELECTVOICE_PICHU Silent, was intended to be used when selecting Pichu
SFX_V_SELECTVOICE_PIKACHU Silent, was intended to be used when selecting Pikachu
SFX_V_SELECTVOICE_PURIN Silent, was intended to be used when selecting Jigglypuff.
SFX_V_SELECTVOICE_SAMUS Silent, was intended to be used when selecting Samus
SFX_V_SELECTVOICE_SEAK Silent, was intended to be used when selecting Sheik
SFX_V_SELECTVOICE_YOSHI Silent, was intended to be used when selecting Yoshi
SFX_V_SELECTVOICE_GAMEWATCH Silent, was intended to be used when selecting Game & Watch
SFX_V_SELECTVOICE_GANON Silent, was intended to be used when selecting Ganondorf
SFX_V_SELECTVOICE_EMBLEM Silent, was intended to be used when selecting Roy
SFX_IT_GET Pick up an item
SFX_IT_SUTE Drop an item
SFX_IT_TABEMONOGET Eat food
SFX_IT_FUHATU Item disappears.
SFX_IT_BAT Use the Smash Home-Run Bat
SFX_IT_BAT_S Use the Smash Home-Run Bat on the sourspot
SFX_IT_HARISENHIT Used for various character attacks. Never used for the fan
SFX_IT_HARISENHIT_S Used for various character attacks. Never used for the fan
SFX_IT_HARISENHIT_L Hit with the fan
SFX_IT_RGUN_LR Fire the Raygun left to right
SFX_IT_RGUN_RL Fire the Raygun right to left
SFX_IT_RGUN_KARA Attempt to fire the Raygun while out of shots
SFX_IT_STARROD_L Forward Smash use of the Star Rod
SFX_IT_STARROD_M Forward Tilt use of the Star Rod
SFX_IT_STARROD_S Neutral attack use of the Star Rod
SFX_IT_STARROD_SUKA Attempt to fire the Raygun while out of shots
SFX_IT_SWORD_L Forward Smash use of the beam sword
SFX_IT_SWORD_M Forward Tilt use of the beam sword
SFX_IT_SWORD_S Neutral attack use of the beam sword
SFX_IT_FFLOW_FIRE Use of the Fire Flower
SFX_IT_FFLOW_SUKA Attempt to use the Fire Flower while out of ammo
SFX_IT_BOMBHEI_IDOU Bob-omb activate.
SFX_IT_KAMEKR_HIT Get hit with a Koopa shell, red or green
SFX_IT_KAMEKR_NAGE Throw a Koopa shell, red or green
SFX_IT_MBOMBSET Set a Motion Sensor Bomb
SFX_IT_EGGWARE Egg breaks.
SFX_IT_FREEZE Short clip of the beginning of being frozen by Freezie
SFX_IT_HAKOWARE Break a Crate
SFX_IT_KASA_HIRAKU Open the Parasol
SFX_IT_KUSUDAMA Party Ball lands on ground
SFX_IT_STAR_GET Get the invincibility star
SFX_IT_STAR_HANE Star bounces on the ground
SFX_IT_TARUWARE Break a Barrel
SFX_IT_SCORPESHOT_SINGLE One shot of the Super Scope
SFX_IT_SCORPE_KAMAE Cocking the Super Scope
SFX_IT_SCORPE_TAME Charging the Super Scope
SFX_IT_SCORPESHOT_TAME_S Firing a small shot from the Super Scope
SFX_IT_SCORPESHOT_TAME_L Firing a large shot from the Super Scope
SFX_IT_SCORPESHOT_KARA Attempt to fire the Super Scope while out of shots
SFX_IT_HAZUMI An item falls
SFX_IT_HAZUMI_BOX A Box falls
SFX_IT_HAZUMI_TARU A Barrel falls
SFX_IT_HAZUMI_BAT A Home-Run bat falls
SFX_IT_HAZUMI_WEAPON A Weapon item falls
SFX_IT_HAZUMI_FOOD Food falls
SFX_IT_NAGE Throw an item
SFX_IT_DOSEIPOO1 Mr. Saturn hits a character
SFX_IT_DOSEIPOO2 Mr. Saturn hits a character
SFX_IT_DOSEIPOO3 Mr. Saturn hits a character
SFX_IT_MBALLWARE A Pokéball opens
SFX_IT_WARPSTAR1 Initial use of a Warpstar
SFX_IT_WARPSTAR2 Initial use of a Warpstar
SFX_IT_WARPSTAR3 Initial use of a Warpstar
SFX_IT_WARPSTAR4 Initial use of a Warpstar
SFX_IT_WARPSTAR5 Initial use of a Warpstar
SFX_IT_WARPSTAR6 Initial use of a Warpstar
SFX_IT_WARPSTAR7 Initial use of a Warpstar
SFX_IT_WARPSTAR_RAKKA Warpstar crashes back down to the ground. The game loops the sound until impact.
SFX_IT_SCBALL_JUMP Jumping with the Screw Attack ball.
SFX_IT_SCBALL_HIT Hitting a character with the Screw Attack ball.
SFX_IT_RABBIT_GET Getting the Bunny Hood
SFX_IT_RABBIT_DASH Dashing with the Bunny Hood.
SFX_IT_RABBIT_STOP Stopping with the Bunny Hood.
SFX_IT_RABBIT_JUMP1 Jumping with the Bunny Hood.
SFX_IT_RABBIT_JUMP2 Double Jumping with the Bunny Hood.
SFX_IT_KINOKO_2BIG Growing with the Super Mushroom.
SFX_IT_KINOKO_2SMALL Shrinking with the Poison Mushroom.
SFX_IT_LIPSTICK_SHOT Swinging Lip's Stick
SFX_IT_LIPSTICK_FLOWER Character gets inflicted with the flower
SFX_IT_LIPSTICK_SHOT_KARA Attempt to use Lip's Stick when out of ammo.
SFX_IT_METAL_CHANGE Character goes metal.
SFX_IT_FREEZE_ICE Character gets Frozen
SFX_IT_FREEZE_ICE_BOUND Freezie hits the stage
SFX_IT_FREEZE_ICE_SMASH Frozen character gets hit
SFX_IT_FREEZE_ICE_SMASH_S Frozen character gets a small hit
SFX_IT_KUSUDAMA_TYAK Party Ball bounces off the ground
SFX_IT_KUSUDAMA_FANF Party Ball plays it's song
SFX_IT_KUSUDAMA_FANF_TK2 Party Ball plays it's song
SFX_IT_TARU_GUN_HAIRU Getting in the Barrel Cannon
SFX_IT_TARU_GUN_SHOT Firing the Barrel Cannon
SFX_IT_SPY_IN Activate Cloaking Device
SFX_IT_SPY_MIE Cloaking Device wears off
SFX_IT_CLOCKBOMB_COUNT Unused, sounds like the time bomb from Kirby Air Ride
SFX_ZK_FUMI Stomp on a Goomba or Koopa; Break Tingle's Balloon
SFX_ZK_TARGET Break a target
SFX_ZK_KIE ?
SFX_ZK_HUTTOBI1 Kill an Adventure Mode enemy
SFX_ZK_HUTTOBI2 Kill an Adventure Mode enemy
SFX_ZK_HUTTOBI3 Kill an Adventure Mode enemy
SFX_ZK_HUTTOBI4 Kill an Adventure Mode enemy
SFX_ZK_LEADED_SCREAM Redead Screams
SFX_ZK_BLOCK Break a Mushroom Kingdom block
SFX_ZK_OCT_SHOT Octorok shoots a rock
SFX_ZK_OCT_TAMA Octorok's rock hits something
SFX_ZK_LIKE_EAT Like-Like eats a character
SFX_ZK_LIKE_SHOT Like-Like expels a character
SFX_ZK_MOGU Example
SFX_ZK_WB_STEP ?
SFX_V_DOYO_L Crowd gasps loud
SFX_V_DOYO_M Crowd gasps medium
SFX_V_DOYO_S Crowd gasps soft
SFX_V_KANPATI_L Crowd cheer loud
SFX_V_KANPATI_M Crowd cheer medium
SFX_V_KANPATI_S Crowd cheer soft
SFX_V_KANSEI_GAMEN Crowd cheer to end the match
SFX_V_KANSEI_L Crowd cheer loud
SFX_V_KANSEI_M Crowd cheer medium
SFX_V_KANSEI_S Crowd cheer soft
SFX_V_KANSEI_START Crowd cheer to start the match
SFX_V_KANSEI_NOCON Crowd exclamation for a no contest ending.
SFX_V_PATI_L Loud clapping
SFX_V_PATI_M Medium clapping
SFX_V_PATI_S Soft clapping.
SFX_SE_STEP_WATER Example
SFX_SE_STEP_WATERB Example
SFX_SE_STEP_WATERS Example
SFX_SE_STEP_GRASS Example
SFX_SE_STEP_GRASSB Example
SFX_SE_STEP_GRASSS Example
SFX_SE_STEP_DIRT Example
SFX_SE_STEP_DIRTB Example
SFX_SE_STEP_DIRTS Example
SFX_SE_STEP_NMETAL Example
SFX_SE_STEP_NMETALB Example
SFX_SE_STEP_NMETALS Example
SFX_SE_STEP_METAL Example
SFX_SE_STEP_METALB Example
SFX_SE_STEP_METALS Example
SFX_SE_STEP_OIL Example
SFX_SE_STEP_OILB Example
SFX_SE_STEP_OILS Example
SFX_SE_STEP_STONE Example
SFX_SE_STEP_STONEB Example
SFX_SE_STEP_STONES Example
SFX_SE_STEP_FROZEN Example
SFX_SE_STEP_FROZENB Example
SFX_SE_STEP_FROZENS Example
SFX_SE_STEP_PAPER Example
SFX_SE_STEP_PAPERB Example
SFX_SE_STEP_PAPERS Example
SFX_SE_STEP_PET Example
SFX_SE_STEP_PETB Example
SFX_SE_STEP_PETS Example
SFX_SE_STEP_WOOD Example
SFX_SE_STEP_WOODB Example
SFX_SE_STEP_WOODS Example
SFX_SE_STEP_GW Example
SFX_SE_STEP_GWB Example
SFX_SE_STEP_GWS Example
SFX_SE_STEP_CAPTAIN Example
SFX_SE_STEP_CAPTAINB Example
SFX_SE_STEP_CAPTAINS Example
SFX_SE_STEP_METALCAPTAIN Example
SFX_SE_STEP_METALCAPTAINB Example
SFX_SE_STEP_METALCAPTAINS Example
SFX_SE_STEP_CLINK Example
SFX_SE_STEP_CLINKB Example
SFX_SE_STEP_CLINKS Example
SFX_SE_STEP_METALCLINK Example
SFX_SE_STEP_METALCLINKB Example
SFX_SE_STEP_METALCLINKS Example
SFX_SE_STEP_DK Example
SFX_SE_STEP_DKB Example
SFX_SE_STEP_DKS Example
SFX_SE_STEP_METALDK Example
SFX_SE_STEP_METALDKB Example
SFX_SE_STEP_METALDKS Example
SFX_SE_STEP_DRMARIO Example
SFX_SE_STEP_DRMARIOB Example
SFX_SE_STEP_DRMARIOS Example
SFX_SE_STEP_METALDRMARIO Example
SFX_SE_STEP_METALDRMARIOB Example
SFX_SE_STEP_METALDRMARIOS Example
SFX_SE_STEP_FALCO Example
SFX_SE_STEP_FALCOB Example
SFX_SE_STEP_FALCOS Example
SFX_SE_STEP_METALFALCO Example
SFX_SE_STEP_METALFALCOB Example
SFX_SE_STEP_METALFALCOS Example
SFX_SE_STEP_FOX Example
SFX_SE_STEP_FOXB Example
SFX_SE_STEP_FOXS Example
SFX_SE_STEP_METALFOX Example
SFX_SE_STEP_METALFOXB Example
SFX_SE_STEP_METALFOXS Example
SFX_SE_STEP_ICE Example
SFX_SE_STEP_ICEB Example
SFX_SE_STEP_ICES Example
SFX_SE_STEP_METALICE Example
SFX_SE_STEP_METALICEB Example
SFX_SE_STEP_METALICES Example
SFX_SE_STEP_KIRBY Example
SFX_SE_STEP_KIRBYB Example
SFX_SE_STEP_KIRBYS Example
SFX_SE_STEP_METALKIRBY Example
SFX_SE_STEP_METALKIRBYB Example
SFX_SE_STEP_METALKIRBYS Example
SFX_SE_STEP_KOOPA Example
SFX_SE_STEP_KOOPAB Example
SFX_SE_STEP_KOOPAS Example
SFX_SE_STEP_METALKOOPA Example
SFX_SE_STEP_METALKOOPAB Example
SFX_SE_STEP_METALKOOPAS Example
SFX_SE_STEP_GKOOPA Example
SFX_SE_STEP_GKOOPAB Example
SFX_SE_STEP_GKOOPAS Example
SFX_SE_STEP_METALGKOOPA Example
SFX_SE_STEP_METALGKOOPAB Example
SFX_SE_STEP_METALGKOOPAS Example
SFX_SE_STEP_LINK Example
SFX_SE_STEP_LINKB Example
SFX_SE_STEP_LINKS Example
SFX_SE_STEP_METALLINK Example
SFX_SE_STEP_METALLINKB Example
SFX_SE_STEP_METALLINKS Example
SFX_SE_STEP_LUIGI Example
SFX_SE_STEP_LUIGIB Example
SFX_SE_STEP_LUIGIS Example
SFX_SE_STEP_METALLUIGI Example
SFX_SE_STEP_METALLUIGIB Example
SFX_SE_STEP_METALLUIGIS Example
SFX_SE_STEP_MARIO Example
SFX_SE_STEP_MARIOB Example
SFX_SE_STEP_MARIOS Example
SFX_SE_STEP_METALMARIO Example
SFX_SE_STEP_METALMARIOB Example
SFX_SE_STEP_METALMARIOS Example
SFX_SE_STEP_MARS Example
SFX_SE_STEP_MARSB Example
SFX_SE_STEP_MARSS Example
SFX_SE_STEP_METALMARS Example
SFX_SE_STEP_METALMARSB Example
SFX_SE_STEP_METALMARSS Example
SFX_SE_STEP_NESS Example
SFX_SE_STEP_NESSB Example
SFX_SE_STEP_NESSS Example
SFX_SE_STEP_METALNESS Example
SFX_SE_STEP_METALNESSB Example
SFX_SE_STEP_METALNESSS Example
SFX_SE_STEP_PEACH Example
SFX_SE_STEP_PEACHB Example
SFX_SE_STEP_PEACHS Example
SFX_SE_STEP_METALPEACH Example
SFX_SE_STEP_METALPEACHB Example
SFX_SE_STEP_METALPEACHS Example
SFX_SE_STEP_PICHU Example
SFX_SE_STEP_PICHUB Example
SFX_SE_STEP_PICHUS Example
SFX_SE_STEP_METALPICHU Example
SFX_SE_STEP_METALPICHUB Example
SFX_SE_STEP_METALPICHUS Example
SFX_SE_STEP_PIKACHU Example
SFX_SE_STEP_PIKACHUB Example
SFX_SE_STEP_PIKACHUS Example
SFX_SE_STEP_METALPIKACHU Example
SFX_SE_STEP_METALPIKACHUB Example
SFX_SE_STEP_METALPIKACHUS Example
SFX_SE_STEP_PURIN Example
SFX_SE_STEP_PURINB Example
SFX_SE_STEP_PURINS Example
SFX_SE_STEP_METALPURIN Example
SFX_SE_STEP_METALPURINB Example
SFX_SE_STEP_METALPURINS Example
SFX_SE_STEP_SAMUS Example
SFX_SE_STEP_SAMUSB Example
SFX_SE_STEP_SAMUSS Example
SFX_SE_STEP_METALSAMUS Example
SFX_SE_STEP_METALSAMUSB Example
SFX_SE_STEP_METALSAMUSS Example
SFX_SE_STEP_SEAK Example
SFX_SE_STEP_SEAKB Example
SFX_SE_STEP_SEAKS Example
SFX_SE_STEP_METALSEAK Example
SFX_SE_STEP_METALSEAKB Example
SFX_SE_STEP_METALSEAKS Example
SFX_SE_STEP_ZELDA Example
SFX_SE_STEP_ZELDAB Example
SFX_SE_STEP_ZELDAS Example
SFX_SE_STEP_METALZELDA Example
SFX_SE_STEP_METALZELDAB Example
SFX_SE_STEP_METALZELDAS Example
SFX_SE_STEP_YOSHI Example
SFX_SE_STEP_YOSHIB Example
SFX_SE_STEP_YOSHIS Example
SFX_SE_STEP_METALYOSHI Example
SFX_SE_STEP_METALYOSHIB Example
SFX_SE_STEP_METALYOSHIS Example
SFX_SE_STEP_GANON Example
SFX_SE_STEP_GANONB Example
SFX_SE_STEP_GANONS Example
SFX_SE_STEP_METALGANON Example
SFX_SE_STEP_METALGANONB Example
SFX_SE_STEP_METALGANONS Example
SFX_SE_STEP_EMBLEM Example
SFX_SE_STEP_EMBLEMB Example
SFX_SE_STEP_EMBLEMS Example
SFX_SE_STEP_METALEMBLEM Example
SFX_SE_STEP_METALEMBLEMB Example
SFX_SE_STEP_METALEMBLEMS Example
SFX_VL_METAL_TYAKI Metal land
SFX_VL_METAL_TAORE Metal step
SFX_VL_WSTAR1 Example
SFX_VL_WSTAR2 Example
SFX_SE_ICEHIT Example
SFX_SE_TYAK_WATER Example
SFX_SE_CATCH_MOTION Character grabs

FGM GROUP: GRPSFX_POKEMON

Item Description
SFX_PK_CHICORITA_SHOT Example
SFX_PKV_CHICORITA Example
SFX_PK_MATADOGAS_GUS Example
SFX_PK_MATADOGAS_GUS2 Example
SFX_PK_MATADOGAS_GUS3 Example
SFX_PKV_MATADOGAS Example
SFX_PK_LIZARDON_FIRE Example
SFX_PK_LIZARDON_FIRE2 Example
SFX_PK_LIZARDON_FIRE3 Example
SFX_PKV_LIZARDON Example
SFX_PK_UNKNOWN1 Example
SFX_PK_UNKNOWN2 Example
SFX_PK_KAMEX_SHOT_LR Example
SFX_PK_KAMEX_SHOT_RL Example
SFX_PKV_KAMEX Example
SFX_PK_MARUMINE_IKARU Example
SFX_PK_MARUMINE_BOMB Example
SFX_PKV_HASSAM Example
SFX_PK_HASSAM_JET Example
SFX_PK_SWISH2_L Example
SFX_PKV_KABIGON1 Example
SFX_PKV_KABIGON2 Example
SFX_PKV_KIREIHANA Example
SFX_PK_KIREIHANA_GUS1 Example
SFX_PK_KIREIHANA_GUS2 Example
SFX_PKV_METAMON Example
SFX_PKV_MEW Example
SFX_PKV_PIPI Example
SFX_PKV_SONANS Example
SFX_PKV_TOGEPY Example
SFX_PK_TOGEPY_FLASH Example
SFX_PKV_TOSAKINTO Example
SFX_PKV_FUSHIGIBANA Example
SFX_PK_FUSHIGIBANA_DANCE1 Example
SFX_PK_FUSHIGIBANA_DANCE2 Example
SFX_PK_FUSHIGIBANA_DANCE3 Example
SFX_PK_FUSHIGIBANA_DANCE4 Example
SFX_PKV_HINOARASHI Example
SFX_PK_HINOARASHI_FIRE1 Example
SFX_PK_HINOARASHI_FIRE2 Example
SFX_PK_HINOARASHI_FIRE3 Example
SFX_PKV_HITODEMAN Example
SFX_PK_HITODEMAN_SHOT_RL Example
SFX_PK_HITODEMAN_SHOT_LR Example
SFX_PKV_LUCKY Example
SFX_PK_LUCKY_EGG Example
SFX_PKV_MARIL Example
SFX_PKV_PORYGON2 Example
SFX_PKV_PORYGON2_KIE Example
SFX_PK_FLAP Example
SFX_PK_ENTEI1 Example
SFX_PK_ENTEI2 Example
SFX_PK_ENTEI3 Example
SFX_PK_ENTEI4 Example
SFX_PK_RAIKOU1 Example
SFX_PK_RAIKOU2 Example
SFX_PK_RAIKOU3 Example
SFX_PK_RAIKOU4 Example
SFX_PK_SUIKUN1 Example
SFX_PK_SUIKUN2 Example
SFX_PK_SUIKUN3 Example
SFX_PK_SUIKUN4 Example
SFX_PK_LUGIA_SHOT Example
SFX_PK_LUGIA_SHOT2 Example
SFX_PK_LUGIA_SHOT3 Example
SFX_PK_FREEZER Example

FGM GROUP: GRPSFX_NR_TITLE

Item Description
SFXNR_NINTENDOHALLSTAR Example
SFXNR_SUPER Example
SFXNR_DAIRANTOH Example
SFXNR_SMAAASHBROS Example
SFXNR_SMASHBROSMELEE Example
SFXNR_TITLE_SAKURAI Example

FGM GROUP: GRPSFX_NR_SELECT

Item Description
SFXNR_MULTIMANMELEE Example
SFXNR_HRCONTEST Example
SFXNR_TRAININGMD Example
SFXNR_ALLSTAR Example
SFXNR_CHOOSCHARA Example
SFXNR_BATTLEROYAL Example
SFXNR_DECISION Example
SFXNR_GETCOINS Example
SFXNR_SURVIVAL Example
SFXNR_TOURNAMENTMD Example
SFXNR_CAMERA Example
SFXNR_STAMINA Example
SFXNR_SUPER_SD Example
SFXNR_GIANTMELEE Example
SFXNR_TINYMELEE Example
SFXNR_INVISIBLEMELEE Example
SFXNR_FIXED_CAMERA Example
SFXNR_1BUTTON Example
SFXNR_HOWTOPLAY Example
SFXNR_COMPLAYER Example
SFXNR_STOCKPLYERREMOVED Example
SFXNR_WINNER_DROPOUT Example
SFXNR_LOSER_DROPOUT Example

FGM GROUP: GRPSFX_NR_1P

Item Description
SFXNR_NEWRECORD Example
SFXNR_CONGRATULATION Example
SFXNR_CONTINUE Example
SFXNR_GAMEOVER Example
SFXNR_AND Example
SFXNR_WOWINCRE Example
SFXNR_COMPLETE Example
SFXNR_BONUSSTG Example
SFXNR_FAILURE Example
SFXNR_RACETOFINISH Example
SFXNR_VS Example

FGM GROUP: GRPSFX_NR_VS

Item Description
SFXNR_NOCONTEST Example
SFXNR_SUDDENDEATH Example
SFXNR_TEAMBLUE Example
SFXNR_TEAMGREEN Example
SFXNR_TEAMRED Example
SFXNR_THISGAMESWINNER Example
SFXNR_WINS Example

FGM GROUP: GRPSFX_CAPTAIN

FGM GROUP: GRPSFX_CLINK

FGM GROUP: GRPSFX_DK

FGM GROUP: GRPSFX_DRMARIO

FGM GROUP: GRPSFX_FALCO

FGM GROUP: GRPSFX_FOX

FGM GROUP: GRPSFX_GKOOPA

FGM GROUP: GRPSFX_ICE

FGM GROUP: GRPSFX_KIRBY

FGM GROUP: GRPSFX_KOOPA

FGM GROUP: GRPSFX_LINK

FGM GROUP: GRPSFX_LUIGI

FGM GROUP: GRPSFX_MARIO

FGM GROUP: GRPSFX_MARS

FGM GROUP: GRPSFX_MEWTWO

FGM GROUP: GRPSFX_NESS

FGM GROUP: GRPSFX_PEACH

FGM GROUP: GRPSFX_PICHU

FGM GROUP: GRPSFX_PIKACHU

FGM GROUP: GRPSFX_PURIN

FGM GROUP: GRPSFX_SAMUS

FGM GROUP: GRPSFX_ZS

FGM GROUP: GRPSFX_YOSHI

FGM GROUP: GRPSFX_GW

FGM GROUP: GRPSFX_GANON

FGM GROUP: GRPSFX_EMBLEM

FGM GROUP: GRPSFX_MHANDS

Item Description
SFXV_MHANDS_DAMAGE Example
SFXV_MHANDS_HAHAHA1 Example
SFXV_MHANDS_HAHAHA2 Example
SFXV_MHANDS_CANON Example
SFXV_MHANDS_FINGERRAY1 Example
SFXV_MHANDS_FINGERRAY2 Example
SFXV_MHANDS_FINGERRAY3 Example
SFXV_MHANDS_SWISH_S Example
SFXV_MHANDS_SWISH_L Example
SFXV_MHANDS_SWISH2_S Example
SFXV_MHANDS_SWISH2_L Example
SFXV_MHANDS_OKU_HIKOU_START Example
SFXV_MHANDS_OKU_HIKOU_COME Example
SFXV_MHANDS_OKU_HIKOU_COME2 Example
SFXV_MHANDS_OKU_HIKOU_COME3 Example
SFXV_MHANDS_GOO_ATK Example
SFXV_MHANDS_PAA_ATK Example
SFXV_MHANDS_CATCH Example
SFXV_MHANDS_NIGIRU Example
SFXV_MHANDS_DORIRU Example
SFXV_MHANDS_DORIRU_START Example
SFXV_MHANDS_FWALK1 Example
SFXV_MHANDS_FWALK2 Example
SFXV_MHANDS_JISIN Example
SFXV_MHANDS_DEATH1 Example
SFXV_MHANDS_DEATH2 Example
SFXV_MHANDS_ELEC1 Example
SFXV_MHANDS_ELEC2 Example
SFXV_MHANDS_ELEC3 Example
SFXV_MHANDS_ELEC4 Example

FGM GROUP: GRPSFX_KIRBYTM

Item Description
SFXSE_CP_KOOPA_BREATH1 Example
SFXSE_CP_KOOPAB_BREATH1 Example
SFXSE_CP_KOOPAS_BREATH1 Example
SFXSE_CP_KOOPA_BREATH2 Example
SFXSE_CP_KOOPAB_BREATH2 Example
SFXSE_CP_KOOPAS_BREATH2 Example
SFXSE_CP_KOOPA_BREATH3 Example
SFXSE_CP_KOOPAB_BREATH3 Example
SFXSE_CP_KOOPAS_BREATH3 Example
SFXSE_CP_KOOPA_BREATH4 Example
SFXSE_CP_KOOPAB_BREATH4 Example
SFXSE_CP_KOOPAS_BREATH4 Example
SFXSE_CP_SAMUS_TAME1 Example
SFXSE_CP_SAMUSB_TAME1 Example
SFXSE_CP_SAMUSS_TAME1 Example
SFXSE_CP_SAMUS_TAME2 Example
SFXSE_CP_SAMUSB_TAME2 Example
SFXSE_CP_SAMUSS_TAME3 Example
SFXSE_CP_SAMUS_TAME3 Example
SFXSE_CP_SAMUSB_TAME3 Example
SFXSE_CP_SAMUSS_TAME3 Example
SFXSE_CP_SAMUS_TAME4 Example
SFXSE_CP_SAMUSB_TAME4 Example
SFXSE_CP_SAMUSS_TAME4 Example
SFXSE_CP_SAMUS_TAME5 Example
SFXSE_CP_SAMUSB_TAME5 Example
SFXSE_CP_SAMUSS_TAME5 Example
SFXSE_CP_SAMUS_CSHOT Example
SFXSE_CP_SAMUSB_CSHOT Example
SFXSE_CP_SAMUSS_CSHOT Example
SFXSE_CP_DK_JPUNCH_GURU Example
SFXSE_CP_DK_JPUNCHB_GURU Example
SFXSE_CP_DK_JPUNCHS_GURU Example
SFXSE_CP_DK_JPUNCH_PUNCH Example
SFXSE_CP_DK_JPUNCHB_PUNCH Example
SFXSE_CP_DK_JPUNCHS_PUNCH Example
SFXSE_CP_NESS_PKFLUSH_DASI Example
SFXSE_CP_NESS_PKFLUSHB_DASI Example
SFXSE_CP_NESS_PKFLUSHS_DASI Example
SFXSE_CP_NESS_PKFLUSH_FLUSH Example
SFXSE_CP_NESS_PKFLUSHB_FLUSH Example
SFXSE_CP_NESS_PKFLUSHS_FLUSH Example
SFXSE_CP_NESS_PSI Example
SFXSE_CP_NESSB_PSI Example
SFXSE_CP_NESSS_PSI Example
SFXSE_CP_PIKACHU_DENKIDASU Example
SFXSE_CP_PIKACHUB_DENKIDASU Example
SFXSE_CP_PIKACHUS_DENKIDASU Example
SFXSE_CP_PIKACHU_DENKIHASIRU Example
SFXSE_CP_PIKACHUB_DENKIHASIRU Example
SFXSE_CP_PIKACHUS_DENKIHASIRU Example
SFXSE_CP_CAPTAIN_FPUNCH Example
SFXSE_CP_CAPTAINB_FPUNCH Example
SFXSE_CP_CAPTAINS_FPUNCH Example
SFXSE_CP_FOX_GUNCLOSE Example
SFXSE_CP_FOXB_GUNCLOSE Example
SFXSE_CP_FOXS_GUNCLOSE Example
SFXSE_CP_FOX_GUNSHOT_NEWLR Example
SFXSE_CP_FOX_GUNSHOTB_NEWLR Example
SFXSE_CP_FOX_GUNSHOTS_NEWLR Example
SFXSE_CP_FOX_GUNSHOT_NEWRL Example
SFXSE_CP_FOX_GUNSHOTB_NEWRL Example
SFXSE_CP_FOX_GUNSHOTS_NEWRL Example
SFXSE_CP_FOX_GUNSHOT_NEWC Example
SFXSE_CP_FOX_GUNSHOTB_NEWC Example
SFXSE_CP_FOX_GUNSHOTS_NEWC Example
SFXSE_CP_FOX_GUNSET Example
SFXSE_CP_FOXB_GUNSET Example
SFXSE_CP_FOXS_GUNSET Example
SFXSE_CP_MARIO_FIREBALL Example
SFXSE_CP_MARIOB_FIREBALL Example
SFXSE_CP_MARIOS_FIREBALL Example
SFXSE_CP_MARIO_FIRE_DASI Example
SFXSE_CP_MARIO_FIREB_DASI Example
SFXSE_CP_MARIO_FIRES_DASI Example
SFXSE_CP_LINK_YUMI_HIT Example
SFXSE_CP_LINK_YUMIB_HIT Example
SFXSE_CP_LINK_YUMIS_HIT Example
SFXSE_CP_LINK_YUMI_SHOT Example
SFXSE_CP_LINK_YUMIB_SHOT Example
SFXSE_CP_LINK_YUMIS_SHOT Example
SFXSE_CP_LINK_YUMI_HIKI Example
SFXSE_CP_LINK_YUMIB_HIKI Example
SFXSE_CP_LINK_YUMIS_HIKI Example
SFXV_CP_PEACH_KINOPIO Example
SFXV_CP_PEACHB_KINOPIO Example
SFXV_CP_PEACHS_KINOPIO Example
SFXSE_CP_ICE_GET Example
SFXSE_CP_ICEB_GET Example
SFXSE_CP_ICES_GET Example
SFXSE_CP_ICE_SHOT Example
SFXSE_CP_ICEB_SHOT Example
SFXSE_CP_ICES_SHOT Example
SFXSE_CP_YOSHI_SITA Example
SFXSE_CP_YOSHIB_SITA Example
SFXSE_CP_YOSHIS_SITA Example
SFXSE_CP_YOSHI_UMI Example
SFXSE_CP_YOSHIB_UMI Example
SFXSE_CP_YOSHIS_UMI Example
SFXSE_CP_YOSHI_EGGWARE Example
SFXSE_CP_YOSHIB_EGGWARE Example
SFXSE_CP_YOSHIS_EGGWARE Example
SFXSE_CP_DRMARIO_FIREBALL Example
SFXSE_CP_DRMARIOB_FIREBALL Example
SFXSE_CP_DRMARIOS_FIREBALL Example
SFXSE_CP_DRMARIO_FIRE_DASI Example
SFXSE_CP_DRMARIO_FIREB_DASI Example
SFXSE_CP_DRMARIO_FIRES_DASI Example
SFXSE_CP_FALCO_GUNCLOSE Example
SFXSE_CP_FALCOB_GUNCLOSE Example
SFXSE_CP_FALCOS_GUNCLOSE Example
SFXSE_CP_FALCO_GUNSHOT_NEWLR Example
SFXSE_CP_FALCO_GUNSHOTB_NEWLR Example
SFXSE_CP_FALCO_GUNSHOTS_NEWLR Example
SFXSE_CP_FALCO_GUNSHOT_NEWRL Example
SFXSE_CP_FALCO_GUNSHOTB_NEWRL Example
SFXSE_CP_FALCO_GUNSHOTS_NEWRL Example
SFXSE_CP_FALCO_GUNSHOT_NEWC Example
SFXSE_CP_FALCO_GUNSHOTB_NEWC Example
SFXSE_CP_FALCO_GUNSHOTS_NEWC Example
SFXSE_CP_FALCO_GUNSET Example
SFXSE_CP_FALCOB_GUNSET Example
SFXSE_CP_FALCOS_GUNSET Example
SFXSE_CP_GANON_FPUNCH Example
SFXSE_CP_GANONB_FPUNCH Example
SFXSE_CP_GANONS_FPUNCH Example
SFXSE_CP_GWHISSATU_N Example
SFXSE_CP_GWHISSATUB_N Example
SFXSE_CP_GWHISSATUS_N Example
SFXSE_CP_EMBLEM_SBREAK_KAMAE Example
SFXSE_CP_EMBLEM_SBREAKB_KAMAE Example
SFXSE_CP_EMBLEM_SBREAKS_KAMAE Example
SFXSE_CP_EMBLEM_SBREAK_TAME Example
SFXSE_CP_EMBLEM_SBREAKB_TAME Example
SFXSE_CP_EMBLEM_SBREAKS_TAME Example
SFXSE_CP_EMBLEM_SBREAK Example
SFXSE_CP_EMBLEMB_SBREAK Example
SFXSE_CP_EMBLEMS_SBREAK Example
SFXSE_CP_PURIN_GORO1 Example
SFXSE_CP_PURINB_GORO1 Example
SFXSE_CP_PURINS_GORO1 Example
SFXSE_CP_PURIN_GORO2 Example
SFXSE_CP_PURINB_GORO2 Example
SFXSE_CP_PURINS_GORO2 Example
SFXSE_CP_PURIN_GOROJUMP Example
SFXSE_CP_PURINB_GOROJUMP Example
SFXSE_CP_PURINS_GOROJUMP Example
SFXSE_CP_PURIN_SPIN Example
SFXSE_CP_PURINB_SPIN Example
SFXSE_CP_PURINS_SPIN Example
SFXSE_CP_CLINK_YUMI_HIT Example
SFXSE_CP_CLINK_YUMIB_HIT Example
SFXSE_CP_CLINK_YUMIS_HIT Example
SFXSE_CP_CLINK_YUMI_SHOT Example
SFXSE_CP_CLINK_YUMIB_SHOT Example
SFXSE_CP_CLINK_YUMIS_SHOT Example
SFXSE_CP_CLINK_YUMI_HIKI Example
SFXSE_CP_CLINK_YUMIB_HIKI Example
SFXSE_CP_CLINK_YUMIS_HIKI Example
SFXSE_CP_LUIGI_FIREBALL Example
SFXSE_CP_LUIGIB_FIREBALL Example
SFXSE_CP_LUIGIS_FIREBALL Example
SFXSE_CP_LUIGI_FIRE_DASI Example
SFXSE_CP_LUIGI_FIREB_DASI Example
SFXSE_CP_LUIGI_FIRES_DASI Example
SFXSE_CP_MARS_SBREAK_KAMAE Example
SFXSE_CP_MARS_SBREAKB_KAMAE Example
SFXSE_CP_MARS_SBREAKS_KAMAE Example
SFXSE_CP_MARS_SBREAK_TAME Example
SFXSE_CP_MARS_SBREAKB_TAME Example
SFXSE_CP_MARS_SBREAKS_TAME Example
SFXSE_CP_MARS_SBREAK Example
SFXSE_CP_MARSB_SBREAK Example
SFXSE_CP_MARSS_SBREAK Example
SFXSE_CP_MEWTWO_SBALL_HIKOUI Example
SFXSE_CP_MEWTWO_SBALLB_HIKOUI Example
SFXSE_CP_MEWTWO_SBALLS_HIKOUI Example
SFXSE_CP_MEWTWO_SBALL_HIKOUI2 Example
SFXSE_CP_MEWTWO_SBALLB_HIKOUI2 Example
SFXSE_CP_MEWTWO_SBALLS_HIKOUI2 Example
SFXSE_CP_MEWTWO_SBALL_HIKOUI3 Example
SFXSE_CP_MEWTWO_SBALLB_HIKOUI3 Example
SFXSE_CP_MEWTWO_SBALLS_HIKOUI3 Example
SFXSE_CP_MEWTWO_SBALL_SHOT_S Example
SFXSE_CP_MEWTWO_SBALL_SHOTB_S Example
SFXSE_CP_MEWTWO_SBALL_SHOTS_S Example
SFXSE_CP_MEWTWO_SBALL_SHOT_L Example
SFXSE_CP_MEWTWO_SBALL_SHOTB_L Example
SFXSE_CP_MEWTWO_SBALL_SHOTS_L Example
SFXSE_CP_MEWTWO_SBALL_TAME1 Example
SFXSE_CP_MEWTWO_SBALLB_TAME1 Example
SFXSE_CP_MEWTWO_SBALLS_TAME1 Example
SFXSE_CP_MEWTWO_SBALL_TAME2 Example
SFXSE_CP_MEWTWO_SBALLB_TAME2 Example
SFXSE_CP_MEWTWO_SBALLS_TAME2 Example
SFXSE_CP_MEWTWO_SBALL_TAME3 Example
SFXSE_CP_MEWTWO_SBALLB_TAME3 Example
SFXSE_CP_MEWTWO_SBALLS_TAME3 Example
SFXSE_CP_MEWTWO_SBALL_TAME4 Example
SFXSE_CP_MEWTWO_SBALLB_TAME4 Example
SFXSE_CP_MEWTWO_SBALLS_TAME4 Example
SFXSE_CP_ZS_SEAK_HARICOUNT Example
SFXSE_CP_ZS_SEAKB_HARICOUNT Example
SFXSE_CP_ZS_SEAKS_HARICOUNT Example
SFXSE_CP_ZS_SEAK_HARIHIT Example
SFXSE_CP_ZS_SEAKB_HARIHIT Example
SFXSE_CP_ZS_SEAKS_HARIHIT Example
SFXSE_CP_ZS_SEAK_HARINAGE Example
SFXSE_CP_ZS_SEAKB_HARINAGE Example
SFXSE_CP_ZS_SEAKS_HARINAGE Example
SFXSE_CP_ZS_MAGIC_ATK1 Example
SFXSE_CP_ZS_MAGICB_ATK1 Example
SFXSE_CP_ZS_MAGICS_ATK1 Example
SFXSE_CP_ZS_MAGIC_ATK2 Example
SFXSE_CP_ZS_MAGICB_ATK2 Example
SFXSE_CP_ZS_MAGICS_ATK2 Example
SFXSE_CP_PICHU_DENKIDASU Example
SFXSE_CP_PICHUB_DENKIDASU Example
SFXSE_CP_PICHUS_DENKIDASU Example
SFXSE_CP_PICHU_DENKIHASIRU Example
SFXSE_CP_PICHUB_DENKIHASIRU Example
SFXSE_CP_PICHUS_DENKIHASIRU Example

FGM GROUP: GRPSFX_CASTLE

Item Description
SFXST_CASTLE_BLOCK Example
SFXST_CASTLE_KILL_DERU Example
SFXST_CASTLE_KILL_DERU_L Example
SFXST_CASTLE_KILL_DERU_R Example
SFXST_CASTLE_KILL_EXPL Example
SFXST_CASTLE_KILL_HIKOU Example
SFXST_CASTLE_KILL_HIT Example
SFXST_CASTLE_SWITCH Example
SFXST_CASTLE Example
SFXST_CASTLE Example
SFXST_CASTLE Example

FGM GROUP: GRPSFX_CORNERIA

Item Description
SFXST_CORNERIA_ARWINCOME Example
SFXST_CORNERIA_ARWINCOME2 Example
SFXST_CORNERIA_ARWINBYE Example
SFXST_CORNERIA_ARWIN_SHOT Example
SFXST_CORNERIA_ARWIN_SHOT2 Example
SFXST_CORNERIA_SHOT1 Example
SFXST_CORNERIA_SHOT2 Example
SFXST_CORNERIA_HIKOUON Example
SFXST_CORNERIA_HIKOUON2 Example
SFXST_CORNERIA_GFOX_TAME_S Example
SFXST_CORNERIA_GFOX_TAME_L Example
SFXST_CORNERIA_ARWIN_SHOT_SWISH Example
SFXST_CORNERIA_V_TSF1_1S Example
SFXST_CORNERIA_V_TSF2_1S Example
SFXST_CORNERIA_V_TSF3_1P Example
SFXST_CORNERIA_V_TSF3_2S Example
SFXST_CORNERIA_V_TSF3_3F Example
SFXST_CORNERIA_V_TSF4_1F Example
SFXST_CORNERIA_V_TSF4_2P Example
SFXST_CORNERIA_V_TSF4_3S Example
SFXST_CORNERIA_V_TSF5_1S Example
SFXST_CORNERIA_V_TSF5_2P Example
SFXST_CORNERIA_V_TSF5_3F Example
SFXST_CORNERIA_V_TSF6_1F Example
SFXST_CORNERIA_V_TSF6_2P Example
SFXST_CORNERIA_V_TSF6_3S Example

FGM GROUP: GRPSFX_GREATBAY

Item Description
SFXST_GREATBAY_FALLWATER_CHAR Example
SFXST_GREATBAY_KAMEDERU Example
SFXST_GREATBAY_KAMESIZUMU Example
SFXST_GREATBAY_4BIGSTEP Example
SFXST_GREATBAY_MOON_TOMERU Example
SFXST_GREATBAY_MOON Example
SFXST_GREATBAY_MOON_NAGE Example
SFXST_GREATBAY_TKLE_JIMEN Example
SFXST_GREATBAY_TKLE_WATER Example
SFXST_GREATBAY_TKLE_LAUGH Example
SFXST_GREATBAY_TKLE_PAN Example

FGM GROUP: GRPSFX_KONGO

Item Description
SFX_KONGO_PUKAPUKA Example
SFX_KONGO_JUNGLESE Example

FGM GROUP: GRPSFX_MUTECITY

Item Description
SFXST_MUTECITY_CRASH_CHAR Example
SFXST_MUTECITY_FZEROCAR3 Example
SFXST_MUTECITY_FZEROCAR2 Example
SFXST_MUTECITY_FZEROCAR1 Example
SFXST_MUTECITY_FZEROCAR3_ Example
SFXST_MUTECITY_FZEROCAR2_ Example
SFXST_MUTECITY_FZEROCAR1_ Example
SFXST_MUTECITY_CRASH3 Example
SFXST_MUTECITY_CRASH2 Example
SFXST_MUTECITY_CRASH1 Example
SFXST_MUTECITY_MOVEINFO Example

FGM GROUP: GRPSFX_ONETT

Item Description
SFXST_ONETT_HORN1 Example
SFXST_ONETT_HORN2 Example
SFXST_ONETT_HORN3 Example
SFXST_ONETT_KANBAN1 Example
SFXST_ONETT_KANBAN2 Example
SFXST_ONETT_TREE1 Example
SFXST_ONETT_CAR1_FROM_LC Example
SFXST_ONETT_CAR1_FROM_RC Example
SFXST_ONETT_CAR2_FROM_LC Example
SFXST_ONETT_CAR2_FROM_RC Example
SFXST_ONETT_CAR3_FROM_LC Example
SFXST_ONETT_CAR3_FROM_RC Example
SFXST_ONETT_CARCRASH1 Example
SFXST_ONETT_CARCRASH2 Example

FGM GROUP: GRPSFX_ZEBES

Item Description
SFXST_ZEBES_ASIDSEA_UP Example
SFXST_ZEBES_ASIDSEA_DOWN Example
SFXST_ZEBES_ASIDSEA_HIT Example
SFXST_ZEBES_CELLBIRTH Example
SFXST_ZEBES_CELLBREAK Example
SFXST_ZEBES_COREMOVE Example
SFXST_ZEBES_POLE_BREAK Example
SFXST_ZEBES_POLE_HIT Example
SFXST_VL_ZEBES_SIREN Example
SFXST_VL_ZEBES_AMB1 Example
SFXST_VL_ZEBES_JISIN Example
SFXST_VL_ZEBES_EXP Example

FGM GROUP: GRPSFX_GARDEN

Item Description
SFXST_GARDEN_FALLWATER_CHAR Example
SFXST_GARDEN_SWIM1 Example
SFXST_GARDEN_SWIM2 Example
SFXST_GARDEN_RIVER_AMBIENT Example
SFXST_GARDEN_JUNGLESE Example

FGM GROUP: GRPSFX_KLAID

Item Description
SFXST_KLAID_ALIENSCREAM1 Example
SFXST_KLAID_ALIENSCREAM2 Example
SFXST_KLAID_ALIENSCREAM2_2 Example
SFXST_KLAID_ALIENSCREAM3 Example
SFXST_KLAID_ALIENSCREAM4 Example
SFXST_KLAID_JISIN Example
SFXST_KLAID_JISIN2 Example
SFXST_KLAID_CORE Example
SFXST_KLAID_BUBBLES Example

FGM GROUP: GRPSFX_GREENS

Item Description
SFXST_GREENS_WIND_1 Example
SFXST_GREENS_WIND_2 Example
SFXST_GREENS_ZAWA Example
SFXST_GREENS_APPLE_DASI Example
SFXST_GREENS_APPLE_TYAK1 Example
SFXST_GREENS_APPLE_TYAK2 Example
SFXST_GREENS_APPLE_TYAK3 Example
SFXST_GREENS_BLOCK_BREAK Example
SFXST_GREENS_BREATH Example
SFXST_GREENS_GKIRBY_TYAK Example

FGM GROUP: GRPSFX_VENOM

Item Description
SFXST_VENOM_ARWINCOME Example
SFXST_VENOM_ARWINCOME2 Example
SFXST_VENOM_ARWINBYE Example
SFXST_VENOM_JET1 Example
SFXST_VENOM_JET2 Example
SFXST_VENOM_POLE_COME Example
SFXST_VENOM_POLE_SWISH Example
SFXST_VENOM_VOLCANO Example
SFXST_VENOM_ARWIN_SHOT Example
SFXST_VENOM_ARWIN_SHOT2 Example
SFXST_VENOM_ARWIN_SHOT_SWISH Example
SFXST_VENOM_V_TSF1_1S Example
SFXST_VENOM_V_TSF2_1S Example
SFXST_VENOM_V_TSF3_1P Example
SFXST_VENOM_V_TSF3_2S Example
SFXST_VENOM_V_TSF3_3F Example
SFXST_VENOM_V_TSF4_1F Example
SFXST_VENOM_V_TSF4_2P Example
SFXST_VENOM_V_TSF4_3S Example
SFXST_VENOM_V_TSF5_1S Example
SFXST_VENOM_V_TSF5_2P Example
SFXST_VENOM_V_TSF5_3F Example
SFXST_VENOM_V_TSF6_1F Example
SFXST_VENOM_V_TSF6_2P Example
SFXST_VENOM_V_TSF6_3S Example

FGM GROUP: GRPSFX_BIGBLUE

Item Description
SFXST_BIGBLUE_CRASH_CHAR Example
SFXST_BIGBLUE_CRASH3 Example
SFXST_BIGBLUE_CAR_RUN1 Example
SFXST_BIGBLUE_CAR_RUN2 Example
SFXST_BIGBLUE_CAR_RUN3 Example
SFXST_BIGBLUE_CAR_RUN4 Example
SFXST_BIGBLUE_GOALIN Example

FGM GROUP: GRPSFX_FOURSIDE

Item Description
SFXST_FOURSIDE_UFO Example
SFXST_FOURSIDE_HELI Example
SFXST_FOURSIDE_HELI_GO Example
SFXST_FOURSIDE_UFO_L Example
SFXST_FOURSIDE_UFO_R Example

FGM GROUP: GRPSFX_PUPUPU

Item Description
SFXST_PUPUPU_WIND_1 Example
SFXST_PUPUPU_WIND_2 Example
SFXST_PUPUPU_ZAWA Example
SFXST_PUPUPU_APPLE_DASI Example
SFXST_PUPUPU_APPLE_TYAK1 Example
SFXST_PUPUPU_APPLE_TYAK2 Example
SFXST_PUPUPU_APPLE_TYAK3 Example
SFXST_PUPUPU_BLOCK_BREAK Example
SFXST_PUPUPU_BREATH Example

FGM GROUP: GRPSFX_PSTADIUM

Item Description
SFXST_PSTADIUM_JISIN Example
SFXST_PSTADIUM_CHANGE Example

FGM GROUP: GRPSFX_1PADV

Item Description
SFXST_1P_FALLWATER_CHAR Example
SFXST_1P_MOVEINFO Example
SFXST_1P_CRASH_CHAR Example
SFXST_1P_FZEROCAR3 Example
SFXST_1P_FZEROCAR2 Example
SFXST_1P_FZEROCAR1 Example
SFXST_1P_FZERO_JISIN Example

FGM GROUP: GRPSFX_ENDING

Item Description
SFXST_ENDING_AMB1 Example
SFXST_ENDING_AMB2 Example
SFXST_ENDING_AMB3 Example
SFXST_ENDING_AMB4 Example
SFXST_ENDING_AMB5 Example
SFXST_ENDING_SWOSH1 Example
SFXST_ENDING_SWOSH2 Example
SFXST_ENDING_SWOSH3 Example
SFXST_ENDING_SWOSH4 Example
SFXST_ENDING_SWOSH5 Example
SFXST_ENDING_SIGNAL1 Example
SFXST_ENDING_SIGNAL2 Example
SFXST_ENDING_SIGNAL3 Example
SFXST_ENDING_SIGNAL4 Example
SFXST_ENDING_EXPLOSION1 Example
SFXST_ENDING_EXPLOSION2 Example

FGM GROUP: GRPSFX_NR_NAME

Item Description
SFXNR_CAPTAIN Example
SFXNR_DONKEY Example
SFXNR_DRMARIO Example
SFXNR_ZAKOTEAM Example
SFXNR_FALCO Example
SFXNR_FOX Example
SFXNR_GANON Example
SFXNR_GIANT Example
SFXNR_GIGAKOOPA Example
SFXNR_GIGABOUCER Example
SFXNR_MRGAMEWATCH Example
SFXNR_ICECLIMBER Example
SFXNR_EMBLEM Example
SFXNR_PURIN Example
SFXNR_JIGGLYPUFF Example
SFXNR_KIRBY Example
SFXNR_KOOPA Example
SFXNR_BOUCER Example
SFXNR_LINK Example
SFXNR_YOUNGLINK Example
SFXNR_LUIGI Example
SFXNR_MARIO Example
SFXNR_MARTH Example
SFXNR_METAL Example
SFXNR_MEWTWO Example
SFXNR_MASTERHANDS Example
SFXNR_NESS Example
SFXNR_PEACH Example
SFXNR_PICHU Example
SFXNR_PIKACHU Example
SFXNR_SAMUS Example
SFXNR_YOSHI Example
SFXNR_SHIEK Example
SFXNR_ZELDA Example
SFXNR_DEFEATED Example
SFXNR_FIVE Example
SFXNR_FOUR Example
SFXNR_GAMESET Example
SFXNR_GAME Example
SFXNR_GO Example
SFXNR_ONE Example
SFXNR_PLAYER1 Example
SFXNR_PLAYER2 Example
SFXNR_PLAYER3 Example
SFXNR_PLAYER4 Example
SFXNR_READY Example
SFXNR_SUCCESS Example
SFXNR_THREE Example
SFXNR_TIMEUP Example
SFXNR_TIME Example
SFXNR_TWO Example
SFXNR_TEAM Example
SFXNR_BREAKTARGET Example
SFXNR_PLAYERCOM Example

FGM GROUP: GRPSFX_1PEND

Item Description
SFXST_1PEND_BGM Example
SFXST_1PEND_FIGURE Example

FGM GROUP: GRPSFX_LAST

Item Description
SFX_LAST_MH_INTRO Example
SFX_LAST_CH_INTRO Example
SFX_LAST_EXPLOSION1 Example
SFX_LAST_EXPLOSION2 Example
SFX_LAST_JISIN Example

FGM GROUP: GRPSFX_END

Item Description
SFXEND Example

Melee Debug Menu Code Table

An icon for denoting incomplete things.

Below is a table of Action Replay codes used to activate the debug menu and keep certain options from crashing the game. These are non-encrypted, but they can be encrypted through use of this software.

NTSC v1.0 NTSC v1.1 NTSC v1.2 PAL
Debug Menu

00081472 08000000
024D473C 00000602

01CC2E1C 08000000
024D5B9C 00000602

01C46D0A 08000000
024D68BC 00000602

003C16AA 18000000
024C7BC4 00000602

Mushroom Kingdom / Underground Maze Crash Prevent

0008191E 08000000
044694DC 3F800000
044694D8 3F800000
044694D4 3F800000

01C415E2 08000000
0446B4A4 3F800000
0446B4A0 3F800000
0446B49C 3F800000

Trophy Collector Crash Prevent

01C43D24 08000000
042199FC 60000000

DUMMY Crash Prevent

01C41CBD 08000000
041C2AAC 48000018
041C284C 38600000
041C2850 48000048

10-2/ICETOP Crash Prevent
6-Player Match Crash Prevent

000830B6 08000000
042FE800 38000003
042FE918 4BD045F8
04002F10 7C0902A6
04002F14 2C000002
04002F18 4182002C
04002F1C 2C000003
04002F20 41820020
04002F24 8005002C
04002F28 98060061
04002F2C 98060085
04002F30 80050018
04002F34 98060060
04002F38 8005FFFC
04002F3C 98060084
04002F40 38A50008
04002F44 482FB9D8
0417864C 2C1B0004
04167198 38600006
043F86DC 803F96A8
043F86E8 42080000
043F86D4 00000000

01CC6458 08000000
042FF454 38000003
042FF56C 4BD039A4
04002F10 7C0902A6
04002F14 2C000002
04002F18 4182002C
04002F1C 2C000003
04002F20 41820020
04002F24 8005002C
04002F28 98060061
04002F2C 98060085
04002F30 80050018
04002F34 98060060
04002F38 8005FFFC
04002F3C 98060084
04002F40 38A50008
04002F44 482FC62C
04178E44 2C1B0004
04167790 38600006
043F988C 803FA858
043F9898 42080000
043F9884 00000000

01C43642 08000000
0430009C 38000003
043001B4 4839FE9C
046A0050 7C0902A6
046A0054 807F002C
046A0058 7C030214
046A005C 2C000003
046A0060 4182002C
046A0064 2C000002
046A0068 40820020
046A006C 801F0164
046A0070 98060061
046A0074 98060085
046A0078 801F0150
046A007C 98060060
046A0080 801F0134
046A0084 98060084
046A0088 38A50008
046A008C 4BC6012C
04179188 2C1B0004
0416EA2C 38000007
04167A84 38600006
043FA56C 803FB538
043FA578 42080000
043FA564 00000000
043FA5B0 803FA154

003C0FFE 18000000
043009B0 38000003
04300AC8 4BD02448
04002F10 7C0902A6
04002F14 2C000002
04002F18 4182002C
04002F1C 2C000003
04002F20 41820020
04002F24 8005002C
04002F28 98060061
04002F2C 98060085
04002F30 80050018
04002F34 98060060
04002F38 8005FFFC
04002F3C 98060084
04002F40 38A50008
04002F44 482FDB88
04179B8C 2C1B0004
04168454 38600006
043FB398 803FC3A8
043FB3A4 42080000
043FB390 00000000