Super Smash Bros. Melee

Debug menu (SSBM): Difference between revisions

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


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


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


===Items===
===Items & Pokémon===
{| class="wikitable sortable"
{|class="wikitable sortable" style="display:inline-table;"
! Debug Name !! Item  
|+Items
! Debug Name !! Item
|-
|-
| '''CAPSULE''' || [[Capsule]]
| '''CAPSULE''' || [[Capsule]]
Line 224: Line 228:
| '''TARUCANN''' || [[Barrel Cannon]]
| '''TARUCANN''' || [[Barrel Cannon]]
|-
|-
| '''BOMBHEI''' || [[Bob-Omb]]
| '''BOMBHEI''' || [[Bob-omb]]
|-
|-
| '''DOSEI''' || [[Mr. Saturn]]
| '''DOSEI''' || [[Mr. Saturn]]
Line 250: Line 254:
| '''FOODS''' || [[Food]]
| '''FOODS''' || [[Food]]
|-
|-
| '''MSBOMB''' || [[Motion Sensor Bomb]]
| '''MSBOMB''' || [[Motion-Sensor Bomb]]
|-
|-
| '''FLIPPER''' || [[Flipper]]
| '''FLIPPER''' || [[Flipper]]
Line 268: Line 272:
| '''DKINOKO''' || [[Poison Mushroom]]
| '''DKINOKO''' || [[Poison Mushroom]]
|-
|-
| '''HAMMER''' || [[Hammer]]
| '''HAMMER''' || {{b|Hammer|item}}
|-
|-
| '''WSTAR''' || [[Warp Star]]
| '''WSTAR''' || [[Warp Star]]
|-
|-
| '''SCBALL''' || [[Screw Attack]]
| '''SCBALL''' || {{b|Screw Attack|item}}
|-
|-
| '''RABBITC''' || [[Bunny Hood]]
| '''RABBITC''' || [[Bunny Hood]]
Line 280: Line 284:
| '''SPYCLOAK''' || [[Cloaking Device]]
| '''SPYCLOAK''' || [[Cloaking Device]]
|-
|-
| '''M BALL''' || [[Pokéball]]
| '''M BALL''' || [[Poké Ball]]
|-
|-
| '''KURIBOH''' || [[Goomba]]
| '''KURIBOH''' || [[Goomba]]
Line 317: Line 321:
|}
|}


===Pokémon===
{|class="wikitable sortable" style="display:inline-table;"
{| class="wikitable sortable"
|+Pokémon
! Debug Name !! Pokémon
|-
| '''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]]
|-
|-
! Pokémon !! Debug Name
| '''HINOARASHI''' || [[Cyndaquil]]
|-
|-
| '''RANDOM''' || Random Pokémon
| '''MARIL''' || [[Marill]]
|-
|-
| '''TOSAKINTO''' || Goldeen
| '''FUSHIGIBANA''' || [[Venusaur]]
|}
|}


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


==VERSUS MODE==
==VERSUS MODE==
===DAIRANTOU V1===
===DAIRANTOU===
[[File:DebugMenuDairantou.png|thumb|The '''DAIRANTOU''' sub-menu of the debug menu.]]
The DAIRANTOU menu contains options for operating [[Versus Mode]]. There are a few functions here that cannot be achieved in normal play, such as the ability to control Sandbag or go to Adventure Mode stages. One can also control Master and Crazy hand in this way. [[Sudden death]] will not occur in this mode when there's more than one winner.
 
{| class="wikitable"
{| class="wikitable"
|-
|-
! Sub-Menu !! Item !! Description !! Values
! Menu !! Sub-Item !! Description !! Values


|-
|-
| rowspan=2|'''CHAR SELECT''' || '''CHARA_1-4''' || Sets the character for players 1-4. || rowspan=2|See [[#Characters|here]].
| rowspan=2|'''CHAR SELECT''' || '''CHARA_1-4''' || Sets the [[character]] for players 1-4. || rowspan=2|See [[#Characters|here]].
|-
|-
| '''ALL CHAR''' || Sets the character for player 5 (See [[#IK_DEBUG_FLAG|here]]).
| '''ALL CHAR''' || Sets the character for player 5 (See [[#IK_DEBUG_FLAG|here]]).
Line 393: Line 458:


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


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


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


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


|-
|-
Line 414: Line 483:


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


|-
|-
| '''CPULEVEL SET''' || '''LEVEL_C1-4''' || Sets the AI level for computer players 1-4. || Min=0; Max=9; Increment=1
| '''CPULEVEL SET''' || '''LEVEL_C1-4''' || Sets the AI level for CPU 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". ||  
| '''TEAM SELECT''' || '''TEAM_1-4''' || Sets the [[team battle|team]] players 1-4 are on. Only active if "MELEEKIND" is set to "TEAM BATTLE". ||
*'''RED-TEAM''': The red team.
*'''RED-TEAM''': The red team.
*'''GREEN-TEAM''': The green team.
*'''GREEN-TEAM''': The blue team.
*'''BLUE-TEAM''': The blue team.
*'''BLUE-TEAM''': The green team.
 
<!--This is a development mistake, not a wiki typo-->
|-
|-
| '''STAGE''' || || Sets the stage the match will take place on. || See [[#Stages|here]].
| '''STAGE''' || || Sets the [[stage]] the match will take place on. || See [[#Stages|here]].


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


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


===DAIRANTOU V2===
===RULE===
====CHAR SELECT====
[[File:DebugMenuRule.png|thumb|The '''RULE''' sub-menu of the debug menu.]]
:'''CHARA_1-4''': Sets the character for players 1-4.
The RULE menu controls extra match settings. Its options are found under the [[rules]] menu in normal play. There are not many extra options here, only the ability to set the time limit by the second.
:'''ALL CHAR''': Sets the character for player 5 (See [[#IK_DEBUG_FLAG|here]]).
 
See [[#Characters|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.
:'''ALL PKIND''': Sets the player type for player 5 (See [[#IK_DEBUG_FLAG|here]]).
 
*'''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.
 
====COLOR SELECT====
:'''COLOR_1-4''': Sets which pallet swap players 1-4 will use.
 
====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 [[#CPU_Modes|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 green team.
*'''BLUE-TEAM''': The blue team.
 
====STAGE====
:Sets the stage the match will take place on.
 
See [[#Stages|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_Button|Start]] while on this menu will trigger this.
 
===RULE V1===
{| class="wikitable"
{| class="wikitable"
|-
|-
! Sub-Menu !! Item !! Description !! Values
! Menu !! Sub-Item !! Description !! Values


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


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


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


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


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


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


|-
|-
| '''ITEM SWITCH''' || || Sets the overall item frequency. ||  
| '''ITEM SWITCH''' || || Sets the overall [[item]] frequency. ||
*'''NOTHING''': Items will not appear.
*'''NOTHING''': Items will not appear.
*'''VERYLOW''': Items will appear very seldom.
*'''VERYLOW''': Items will appear very seldom.
Line 545: Line 546:
*'''VERYHIGH''': Items will appear very often.
*'''VERYHIGH''': Items will appear very often.
|}
|}
===RULE V2===
====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 [[Pause#Quitting_and_restarting|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==
==RESULT TEST==
[[File:DebugMenuResult.png|thumb|The '''RESULT''' sub-menu of the debug menu.]]
The RESULT TEST menu contains controls to demo the match [[results screen]]. The characters can be changed out for each of the 4 players. Their color and even [[victory pose]] can be set.
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 588: Line 555:


|-
|-
| '''1-4P KIND''' || Sets the character for players 1-4. || rowspan=2|See [[#Characters|here]].
| '''1-4P KIND''' || Sets the character for players 1-4. || rowspan=2|See [[#Characters|here]]. <br>
Note: All normal characters work correctly, but Giga Bowser, Master Hand, and Crazy Hand crash the game. The Wireframes, Sandbag, Popo, and NONE will allow the results screen to be loaded, but it will not display a character, and the character title will not function correctly.
|-
|-
| '''ALL PLAYER''' || Sets the character for player 5 (See [[#IK_DEBUG_FLAG|here]]).
| '''ALL PLAYER''' || Sets the character for player 5 (See [[#IK_DEBUG_FLAG|here]]).
Line 602: Line 570:


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


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


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


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


===PAL===
===[[PAL]]===
*'''GMLANGTYPEUK''': Sets the game language to English.
*'''GMLANGTYPEUK''': Sets the game language to English.
*'''GMLANGTYPEGM''': Sets the game language to German.
*'''GMLANGTYPEGM''': Sets the game language to German.
Line 628: Line 596:


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


*'''On''': Crowd Noise is on.
*'''On''': Crowd Noise is on.
Line 634: Line 602:


==DBLEVEL==
==DBLEVEL==
*'''MASTER'''
{{main|Debug menu (SSBM)/DEVELOP mode}}
Sets the debug level. Higher debug levels mean more control over matches and menus. Higher debug levels inherit traits from the lower ones.
 
*'''MASTER''': The standard debug level.
**Plays just like the retail game.
*'''NO-DEBUG-ROM'''
*'''NO-DEBUG-ROM'''
**Shows the date/time of the last build on the Title Screen.
*'''DEBUG-DEVELOP'''
*'''DEBUG-DEVELOP'''
*'''DEBUG-ROM'''
*'''DEBUG-ROM'''
*'''DEVELOP'''
**The player gets access to debug game controls (see [[Debug menu (SSBM)/DEVELOP_mode|here]]).
**The player gains access to the Debug Sound Test
*'''DEVELOP''': The most intense debug level.


==IK DEBUG FLAG==
==IK DEBUG FLAG==
*'''0'''
Determines if characters' feet stick to ground according to geometry and alter their pose in certain animations, when standing on a slope. The animations affected by the flag are marked with '''L''' and/or '''R''' on the righthand side in animation information display in develop mode. Whole character tilting, marked with '''T''', works normally regardless.
*'''1'''
 
*'''0''': Characters' feet don't stick to ground in '''L''' and/or '''R''' animations.
 
*'''1''': Characters' feet stick to ground in '''L''' and/or '''R''' animations.
 
==EURGB60 SET==
Sets the game to output a 60hz TV signal if it isn't already. (and, consequently, run at 60 frames per second) Press A to confirm. Only in PAL.
 
==WIDTH †==
Its functions are unknown. Min=0; Max=30; Increment=1.


==NEW DEFCALC==
==NEW DEFCALC==
*'''0'''
This option seems to have no effect.
*'''1'''
 
*'''0''': Unknown
*'''1''': Unknown


==GLOBAL DATA EDIT==
==GLOBAL DATA EDIT==
[[File:DebugMenuGlobalData.png|thumb|The '''GLOBAL DATA EDIT''' sub-menu of the debug menu.]]
Used for editing global memory information. All values in this menu are in hexadecimal.
ADDR4, ADDR2 and ADDR are the memory addresses. They are all linked (they cannot have different values), but ADDR4 goes up by 4, ADDR2 goes up by 2, and ADDR goes up by 1.
U32, U16, and U8 are the values assigned to the memory address specified by the ADDR fields. They are also linked, but differently. The first 2 digits of U16 and U32 are always the same as U8, and similarly, the first 4 digits of U32 are always the same as U16. U32 is a hexadecimal representation of an unsigned 32 bit integer, U16 is a hexadecimal representation of an unsigned 16 bit integer, and U8 is a hexadecimal representation of an unsigned 8 bit integer.
==MODE TEAM TEST==
==MODE TEAM TEST==
[[File:DebugMenuTeamTest.png|thumb|The '''MODE TEAM TEST''' sub-menu of the debug menu.]]
Most of the functions here appear to be named after certain programmers who worked on ''Melee''. It is unclear if the options within each menu pertain directly to each developer, but it does seem that each menu has closely related options. For instance, OTOGURO contains options pertaining to trophies and Melee records, while KIM contains introductory scene options, especially for single player mode.
{| class="wikitable"
|-
! width=15%|Parent
! width=5%|Sub-Menu
! width=5%|Sub-Item
! width=55%|Description
! width=20%|Values
|-
| rowspan=2 align=center|'''HANYU TEST'''<ref name=Hanyu>Named after Akio Hanyu.</ref> || align=center|- || '''SELECT CHAR''' || Brings up the ''Melee'' [[character select screen]]. Attempting to leave the screen will only cause the game to cycle through the select screens of different modes. Press R+L+A+Start to escape this. || align=center |-
|-
| align=center|- || '''SELECT STAGE''' || Crashes the game. || align=center|-
|-
| rowspan=19 align=center|'''OTOGURO TEST'''<ref name=Otoguro>Named after Seiji Otoguro.</ref> || align=center|- || '''SET GOLD COIN''' || Sets the number of [[coins_(collectable)|coins]] the player's got. Press A to confirm. || Min=0; Max=999; Increment=1
|-
| align=center|- || '''FIGURE MAX''' || Gives the player all the [[Trophy|trophies]] in the game. || align=center|-
|-
| align=center|- || '''SAMUS MASK GET''' || Gives the player the [[Samus Unmasked]] event trophy. || align=center|-
|-
| align=center|- || '''MARIO  YOSHI GET''' <!--Not a typo--> || Gives the player the [[Mario and Yoshi|Mario & Yoshi]] event trophy. || align=center|-
|-
| rowspan=5|'''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
|-
| rowspan=3|'''SET HOMERUN RECORD''' || '''CHARA''' || Sets the character whose score should be set. || See [[#Characters|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
|-
| rowspan=3|'''SET TARGET CLEAR''' || '''CHARA''' || Sets the character whose score should be set. || See [[#Characters|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
|-
| align=center|- || '''SET BEAT TOTAL''' || Sets the [[KO]] Total for the Melee Records. Press A to confirm. || Min=0; Max=?; Increment=1
|-
| align=center|- || '''GO TO MEIKYU''' || Starts the Underground Maze Adventure Mode stage with the Ice Climbers. Triggering a CPU to spawn crashes the game. If completed, the results screen appears.|| align=center|-
|-
| align=center|- || '''GO TO KINOKO''' || Starts the Mushroom Kingdom Adventure Mode stage with Fox. Triggering a CPU to spawn crashes the game. || align=center|-
|-
| align=center|- || '''MELEE START''' || Starts a match using the settings in the DAIRANTOU menu. || align=center|-
|-
| rowspan=4 align=center|'''TANIGUTI TEST'''<ref name=Taniguti>Named after Yoshiya Taniguchi.</ref> || align=center|- || '''MELEE START''' || Starts a match using the settings in the DAIRANTOU menu. || align=center|-
|-
| align=center|- || '''REG:NORMAL''' || Starts an [[Adventure Mode]] match. The value given determines which match the player starts on. After that match is over, the player still goes to the next one. || Min=1; Max=12; Increment=1
|-
| align=center|- || '''REG:EASY''' || Starts a {{SSBM|Classic Mode}} match. The value given determines which match the player starts on. After that match is over, the player still goes to the next one. || Min=1; Max=11; Increment=1
|-
| align=center|- || '''REG:ALLSTAR''' || Starts an [[All-Star_Mode|All-Star]] match. The value given determines which match the player starts on. After that match is over, the player still goes to the next one. || Min=1; Max=13; Increment=1
|-
| rowspan=11 align=center|'''NAGASIMA TEST'''<ref name=Nagasima>Probably named after Yasuyuki Nagashima.</ref> || align=center|- || '''VISUAL-SCENE START''' || Cycles through all of the Adventure Mode Movies. || align=center|-
|-
| align=center|- || '''OPENING START''' || Plays the [[Opening_movie|Opening Movie]]. || align=center|-
|-
| align=center|- || '''OMAKE15 START''' || Plays the [[Special Movie]]. This does not work in the PAL version || align=center|-
|-
| rowspan=3|'''REGULARENDING TEST''' || '''CHARA''' || Sets the character who should appear in the ending. Press Start to confirm. || See [[#Characters|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
|-
| rowspan=3|'''REGULARENDING REAL''' || '''CHARA''' || Sets the character who should appear in the ending. Press Start to confirm. || See [[#Characters|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
|-
| align=center|- || '''50-60HZ CHANGE''' || In PAL, toggles the TV output between 50-60hz, causing the game to run at 50 or 60 frames per second. Press A to confirm. Not in NTSC. || align=center|-
|-
| align=center|- || '''DUTCH LANG''' || Allows the player to change the game language. The options are English, German, French, Spanish, and Italian. || align=center|-
|-
| rowspan=25 align=center|'''KIM TEST'''<ref name=Kim>Named after Kim Sung-Kwen.</ref> || '''RESULT TEST''' || See [[#RESULT TEST|here]]. || align=center|- || align=center|-
|-
| align=center|- || '''CARD CHECK - SCENE''' || Shows the "[[Memory card]] already has save data on it" message. || align=center|-
|-
| align=center|- || '''CARD CHECK - MODE''' || Shows the "Memory Card already has save data on it" message. It then takes the player to the Opening Movie || align=center|-
|-
| align=center|- || '''EASYEND''' || Shows the "[[Game Over]]" screen. || align=center|-
|-
| align=center|- || '''GOHOUBI ID''' || Displays [[Notice#Super_Smash_Bros._Melee|special messages]]. || Min=0; Max=65; Increment=1
|-
| align=center|- || '''GOHOUBI FIGURE''' || Displays messages for getting fighter trophies. Only works if GOHOUBI ID is set to 62-65 || Min=0; Max=299; Increment=1
|-
| rowspan=14|'''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 Stage|bonus match]] (see below).
*'''CORPS''': A 1 vs many match. The opposition will all be the same character.
|-
| '''STAGETYPE''' || Sets the type of bonus match. These only work if STAGE FLAG is set to BONUS. If this is not so, the game will freeze. ||
*'''NORMAL''': A normal match against the CPU players. STAGE FLAG does not have to be BONUS for this. This option is unused.
*'''TARGET''': [[Target Smash]]
*'''TUKISUSUME''': [[Race to the finish]]
*'''FIGUREGET''': [[Snag the Trophies]]
|-
| '''DISP LEFT NUM''' || Sets how many players are on the left-side team. || Min=1; Max=3; Increment=1
|-
| '''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 [[#Characters|here]].
|-
| '''LEFT PLAYER''' || Second player on the left-side team. || See [[#Characters|here]].
|-
| '''LEFT PLAYER''' || Third player on the left-side team. || See [[#Characters|here]].
|-
| '''RIGHT PLAYER''' || First player on the right-side team. || See [[#Characters|here]].
|-
| '''RIGHT PLAYER''' || Second player on the right-side team. || See [[#Characters|here]].
|-
| '''RIGHT PLAYER''' || Third player on the right-side team. || See [[#Characters|here]].
|-
| '''TEST''' || Starts the test. Pressing Start while on this menu will trigger this. || See [[#Characters|here]].
|-
| align=center|- || '''ALLSTAR ENEMY''' || Shows unused full-screen character portraits. || See [[#Characters|here]].
|-
| align=center|- || '''TEST MOVIE OPENING''' || Plays the Intro Movie. || align=center|-
|-
| align=center|- || '''KUMITE SUB''' || Crashes the game. || See [[#Characters|here]].
|-
| align=center|- || '''PROGRESSIVE TEST''' || Allows the player to change the display to progressive scan - present in the PAL version, but doesn't work || align=center|-
|-
| align=center|- || '''APPROACH''' || Shows the "Character Approaching" scenes for unlocking new characters. The player does not actually fight them, nor is anything unlocked. ||
*'''NOCHARA 0''': Ganondorf
*'''GAMEWATCH''': Mr. Game & Watch
*'''LUIGI''': Luigi
*'''MARS''': Marth
*'''MEWTWO''': Mewtwo
*'''PURIN''': Jigglypuff
*'''FALCO''': Falco
*'''C-LINK''': Young Link
*'''DR MARIO''': Dr. Mario
*'''ROI''': Roy
*'''PICHU''': Pichu
*'''GANON''': Ganondorf
*'''NOCHARA''' 12: Ganondorf
|-
| rowspan=2 align=center|'''SAKODA TEST'''<ref name=Sakoda>Named after Katsuhiro Sakoda.</ref> || align=center|- || '''EVENT STAGE''' || Sets which [[event match]] should be played. Press A to confirm. || Min=1; Max=51; Increment=1
|-
| align=center|- || '''FIXCAMERA START''' || Shows the Fixed-Camera character select screen. || align=center|-
|-
| rowspan=2 align=center|'''SUGANO TEST'''<ref name=Sugano>Named after Takayuki Sugano.</ref> || align=center|- || '''MELEE START''' || Starts a match using the settings in the DAIRANTOU menu. || align=center|-
|-
| align=center|- || '''STAFFROLL START''' || Plays the ending [[credits]]. || align=center|-
|-
| rowspan=11 align=center|'''YOSHIKI TEST'''<ref name=Yoshiki>Possibly named after designer Yoshiyuki Tagawa.</ref> || align=center|- || '''INIT''' || Appears to do nothing. || align=center|-
|-
| align=center|- || '''FORMAT''' || <span style="color:red">Erases all contents on Memory Card A without warning.</span> || align=center|-
|-
| align=center|- || '''ACCESSABLE''' || Appears to do nothing. || align=center|-
|-
| align=center|- || '''CREATE''' || Creates a save file for ''Super Smash Bros. Melee'' on Memory Card A if one does not exist. || align=center|-
|-
| align=center|- || '''SAVE''' || Saves to Memory Card A. This includes all changes made to the debug menu. || align=center|-
|-
| align=center|- || '''LOAD''' || Loads save data from Memory Card A. || align=center|-
|-
| align=center|- || '''DELETE''' || <span style="color:red">Deletes the save file for ''Super Smash Bros. Melee'' from Memory Card A without warning.</span> || align=center|-
|-
| align=center|- || '''SNAPMOUNT0''' || Appears to do nothing. || align=center|-
|-
| align=center|- || '''SNAPLOAD0''' || Appears to do nothing. || Min=0; Max=127; Increment=1
|-
| align=center|- || '''SNAPDELETE0''' || Appears to do nothing. || Min=0; Max=127; Increment=1
|-
| align=center|- || '''SNAPSWAP0''' || Appears to do nothing. || Min=0; Max=127; Increment=1
|}
===Notes===
<references />
==Gallery==
<gallery>
SSBMDebugModeHardestEvent.png
DBM1-Melee.png
DBM2-Melee.png
DBM3-Melee.png
DBM4-Melee.png
SSBM-6PLAYERS-DEBUGMENU.png
SUB COLOR Pink.png
SUB COLOR Gray.png
</gallery>
==Trivia==
[[File:AirRidedebug.png|thumb|The debug menu in ''Kirby Air Ride''.]]
*''Melee''{{'}}s debug menu continues the music from where the game last was, so it plays the menu music when first entered and no music when entered after the results screen. This is because the game is not given any new instructions regarding music, upon loading the debug menu.
*''{{s|wikirby|Kirby Air Ride}}'' has a debug menu almost exactly like the one in ''Melee''.
**This coincides with [[HAL Laboratory]] developing both games.
*Hold {{button|GCN|R}} while moving the control stick to scroll through options much faster. This is useful for settings such as damage that have hundreds of possible values.
{{Debug menu (SSBM)}}
{{SSBMMenus}}
[[Category:Super Smash Bros. Melee]]
[[Category:Hacking]]
[[Category:Debug menu (SSBM)]]
[[Category:Modes (SSBM)]]
[[es:Menú de depuración#Menú de depuración de Super Smash Bros. Melee]]

Latest revision as of 21:37, November 23, 2024

This article is about the debug menu in Melee. For general information, see Debug menu.
For Action Replay codes used to access the Debug Menu, see here. For the debug sound test menu, see here.
The debug menu in Super Smash Bros. Melee.

The debug menu is an element of development that was left in Super Smash Bros. Melee. Within the menu, the player has control over almost all aspects of the game, including non-playable characters, non-playable stages, single player stages, special CPU behaviors, and more. In order to get to the debug menu on the GameCube, an Action Replay device must be used. On the Wii, Ocarina codes may be used if the right MIOS modifications are installed on the system.

Reoccurring Lists[edit]

Characters[edit]

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

Stages[edit]

The list of stages given in the table is for the default Debug Menu. For the list of stages used with the full stage selector code, view here.

Debug Name Stage ID Stage Name In-Game Usage Description
DUMMY 000 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 blast lines, but the game will crash long before reaching them, most likely due to both the character's and the camera's y axis value exceeding its bounds.
TEST 001 None- Debug Menu Only A debug stage that features oddly shaped platforms and a low resolution picture of a bar as the background. It is unusually long. Also, Corneria music plays here.
IZUMI 002 Fountain of Dreams Versus Mode "" is the Japanese word for "Fountain".
PSTADIUM 003 Pokémon Stadium Versus Mode
CASTLE 004 Princess Peach's Castle Versus Mode
KONGO 005 Kongo Jungle Versus Mode
ZEBES 006 Brinstar Versus Mode Possibly due to Brinstar being located in the Planet Zebes in Metroid series.
CORNERIA 007 Corneria Versus Mode
STORY 008 Yoshi's Story Versus Mode
ONETT 009 Onett Versus Mode
MUTE CITY 010 Mute City Versus Mode
RCRUISE 011 Rainbow Cruise Versus Mode
GARDEN 012 Jungle Japes Versus Mode "Garden" comes from "Jungle Garden", the stage's Japanese name.
GREATBAY 013 Great Bay Versus Mode
SHRINE 014 Temple Versus Mode "Shrine" is likely a mistranslation of 神殿, the stage's Japanese name.
KRAID 015 Brinstar Depths Versus Mode Possibly due to Kraid's lair being located in the depths of Brinstar in the original Metroid.
YOSTER 016 Yoshi's Island Versus Mode "Yoster" comes from "Yoster Island", the stage's Japanese name.
GREENS 017 Green Greens Versus Mode
FOURSIDE 018 Fourside Versus Mode
INISHIE1 019 Mushroom Kingdom Versus Mode いにしえ loosely means "Ancient", and is used for Japanese names of Mushroom Kingdom and Mushroom Kingdom II.
INISHIE2 020 Mushroom Kingdom II Versus Mode
AKANEIA 021 None- Debug Menu Only A stage that crashes the game when attempting to load it. There is no known code that can force it to load. It is believed to be a Fire Emblem stage because "Akaneia" is the Japanese name of Archanea, a kingdom from the series.
VENOM 022 Venom Versus Mode
PURA 023 Poké Floats Versus Mode
BIGBLUE 024 Big Blue Versus Mode
ICEMT 025 Icicle Mountain Versus Mode
ICETOP 026 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 027 Flat Zone Versus Mode
OLD PPP 028 Past Stages: Dream Land Versus Mode "PPP" stands for "Pupupu Land", Dream Land's Japanese name.
OLD YOSH 029 Past Stages: Yoshi's Island Versus Mode
OLD KONG 030 Past Stages: Kongo Jungle Versus Mode
BATTLE 031 Battlefield Versus Mode
LAST 032 Final Destination Versus Mode
T(CHAR) 033-058 Target Test Stadium/Classic Mode The Target Test stages for each character. The match ends if all the targets break.
TSEAK 053 Target Test None- Debug Menu Only An unused Target Test stage, presumably for Sheik. It has only 3 targets.
1-1KINOKO 059 Mushroom Kingdom Adventure Mode A side scrolling stage used in Adventure Mode. The game will freeze when the player gets to the Yoshi fight section of the stage, but there are codes to prevent this. Touching the flagpole ends the match. "キノコ" is the Japanese word for "Mushroom".
1-2CASTLE 060 Princess Peach's Castle Adventure Mode A clone of Princess Peach's Castle used in Adventure Mode. The player fights Mario (or Luigi) and Peach here. Plays Rainbow Cruise music.
2-1KONGO 061 Kongo Jungle Adventure Mode A clone of Kongo Jungle used in Adventure Mode. The player fights two tiny Donkey Kong here.
2-2GARDEN 062 Jungle Japes Adventure Mode A clone of Jungle Japes used in Adventure Mode. The player fights Giant Donkey Kong here.
3-1MEIKYU 063 Underground Maze Adventure Mode A side scrolling stage used in Adventure Mode. The game will freeze when the player encounters any of the Link fights, but there are codes to prevent this. Touching the Triforce ends the match. "迷宮" is the Japanese word for "Maze".
3-2SHRINE 064 Temple Adventure Mode A clone of Temple used in Adventure Mode. The player fights Zelda here. Plays Great Bay music.
4-1ZEBES 065 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 066 Brinstar Escape Shaft Adventure Mode A vertical scrolling stage used in Adventure Mode. Touching the platform at the top ends the match. "DASSYUT" is most likely a shortening of 脱出, meaning "Escape".
5-1GREENS 067 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 068 Green Greens Adventure Mode A clone of Green Greens used in Adventure Mode. The player fights a horde of Kirby here.
5-3GREENS 069 Green Greens Adventure Mode A clone of Green Greens used in Adventure Mode. The player fights Giant Kirby here. Plays Dream Land N64 music.
6-1CORNERI 070 Corneria Adventure Mode A clone of Corneria used in Adventure Mode. No Arwings are seen. The player fights Fox here. Plays Venom music.
6-2CORNERI 071 Corneria Adventure Mode A clone of Corneria used in Adventure Mode. The player fights Fox (or Falco if he's unlocked) here. The Arwings are very aggressive.
7PSTADIUM 072 Pokémon Stadium Adventure Mode A clone of Pokémon Stadium used in Adventure Mode. The player fights a horde of Pokémon here, primarily Pikachu but also including Jigglypuff and Pichu if they are unlocked. Only Poké Balls will spawn.
8-1BBROUTE 073 F-Zero Grand Prix Adventure Mode A side-scrolling stage used in Adventure Mode. Crossing the finish line ends the match. "BBROUTE" is likely a shortening of "Big Blue Route".
8-2MUTECIT 074 Mute City Adventure Mode A clone of Mute City used in Adventure Mode. The player fights Captain Falcon here.
9-1ONETT 075 Onett Adventure Mode A clone of Onett used in Adventure Mode. The player fights a team of 3 Ness here.
10-1ICEMT 076 Icicle Mountain Adventure Mode A vertical scrolling stage used in Adventure Mode. The game freezes when the player would fight the Ice Climbers.
10-2 077 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 078 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 079 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 080 Final Destination Adventure Mode A clone of Final Destination used in Adventure Mode. The player fights Giant Bowser here.
12-2LAST 081 Final Destination Adventure Mode A clone of Final Destination used in Adventure Mode. The player fights Giga Bowser here. Plays Giga Bowser music.
TUKISUSUME 082 Race to the Finish Classic Mode The stage race to the finish takes place in. Touching a door ends the match. "TUKISUSUME" is likely a mistranslation of "つきすすめ", meaning "Push Forward"
FIGUREGET 083 Trophy Collector Classic Mode The stage Snag the Trophies takes place in. The stage loads, but will crash when the first trophy spawns. There is a code to prevent the trophies from spawning.
HOMERUN 084 Home-Run Stadium Stadium The stage Home-Run Contest takes place in. It extends almost infinitely to the right, but oddly, it has an upper blast line. If Sandbag is not player 2, the game will stop loading floor and background textures after the 800 feet mark. This is because the trigger for the load is the Sandbag crossing a trigger line a little before the 800 feet mark.
HEAL 085 All-Star Rest Area All-Star Mode The rest area from All-Star Mode.

Items & Pokémon[edit]

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 Poké Ball
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
Debug Name Pokémon
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[edit]

Main article: List of 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 will actively avoid interaction with the player.
CPTP_JUMP A standard CPU mode used in Training Mode (Denoted "Jump"). The CPU will constantly perform their grounded jump, and will not short hop.
CPTP_NORMAL A standard CPU mode used throughout the game (Denoted "Attack" in Training Mode). The CPU behaves normally, throwing out attacks and maneuvers, and prioritizing human players over other CPUs.
CPTP_MANUAL A standard CPU mode used in Training Mode (Denoted "Human"). The CPU is controlled by the controller port that matches its player slot.
CPTP_NANA The default mode for the partner Ice Climber, so that they follow the leader, attack 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 - as previously mentioned - a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match.
CPTP_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 closest human player, and attack them. (Or defend them from approaching enemies, if they're on the same team)
CPTP_SPLWLINK Cause the CPU to only use their down special move, even Counter, Rest, and PSI Magnet, which they wouldn't use normally. They are used in Event 3: Bomb-fest. "SPLW" is an abbreviation of "Special Low", which reflects that the character only uses their down (or "low") special, and "LINK" and "SAMUS" obviously refer to Link and Samus, respectively, which reflects that they are the two opponents in the Event Match.
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[edit]

DAIRANTOU[edit]

The DAIRANTOU sub-menu of the debug menu.

The DAIRANTOU menu contains options for operating Versus Mode. There are a few functions here that cannot be achieved in normal play, such as the ability to control Sandbag or go to Adventure Mode stages. One can also control Master and Crazy hand in this way. Sudden death will not occur in this mode when there's more than one winner.

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 Alternate costume players 1-4 will use.
  • 0: Default costume
  • 1-5: Alternate costumes; characters with less than 6 costumes may use their default but borrows a stock icon from another character.
  • 6+: Default costume; however without stock icons.
SUB COLOR SUBCOLOR_1-4 Sets which coloration players 1-4 will use.
  • 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: Pink coloration; crashes the game normally, must use code to force it to load.
  • 6+: Game crashes.
DAMAGE SET DAMAGE_1-4 Sets how much damage players 1-4 start out with each time they spawn. Min=0; Max=999; Increment=1
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 CPU 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[edit]

The RULE sub-menu of the debug menu.

The RULE menu controls extra match settings. Its options are found under the rules menu in normal play. There are not many extra options here, only the ability to set the time limit by the second.

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[edit]

The RESULT sub-menu of the debug menu.

The RESULT TEST menu contains controls to demo the match results screen. The characters can be changed out for each of the 4 players. Their color and even victory pose can be set.

Item Description Values
1-4P KIND Sets the character for players 1-4. See here.

Note: All normal characters work correctly, but Giga Bowser, Master Hand, and Crazy Hand crash the game. The Wireframes, Sandbag, Popo, and NONE will allow the results screen to be loaded, but it will not display a character, and the character title will not function correctly.

ALL PLAYER Sets the character for player 5 (See 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.
PANEL HIDDEN 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[edit]

NTSC[edit]

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

PAL[edit]

  • 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[edit]

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[edit]

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[edit]

Determines if characters' feet stick to ground according to geometry and alter their pose in certain animations, when standing on a slope. The animations affected by the flag are marked with L and/or R on the righthand side in animation information display in develop mode. Whole character tilting, marked with T, works normally regardless.

  • 0: Characters' feet don't stick to ground in L and/or R animations.
  • 1: Characters' feet stick to ground in L and/or R animations.

EURGB60 SET[edit]

Sets the game to output a 60hz TV signal if it isn't already. (and, consequently, run at 60 frames per second) Press A to confirm. Only in PAL.

WIDTH †[edit]

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

NEW DEFCALC[edit]

This option seems to have no effect.

  • 0: Unknown
  • 1: Unknown

GLOBAL DATA EDIT[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[edit]

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-Menu 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. Press 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 whose 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 whose 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. Triggering a CPU to spawn crashes the game. If completed, the results screen appears. -
- GO TO KINOKO Starts the Mushroom Kingdom Adventure Mode stage with Fox. Triggering a CPU to spawn crashes the game. -
- 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 In PAL, toggles the TV output between 50-60hz, causing the game to run at 50 or 60 frames per second. Press A to confirm. Not in NTSC. -
- 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 - present in the PAL version, but doesn't work -
- 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 match 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 without warning. -
- 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[edit]

  1. ^ Named after Akio Hanyu.
  2. ^ Named after Seiji Otoguro.
  3. ^ 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.

Gallery[edit]

Trivia[edit]

The debug menu in Kirby Air Ride.
  • Melee's debug menu continues the music from where the game last was, so it plays the menu music when first entered and no music when entered after the results screen. This is because the game is not given any new instructions regarding music, upon loading the debug menu.
  • Kirby Air Ride has a debug menu almost exactly like the one in Melee.
  • Hold R while moving the control stick to scroll through options much faster. This is useful for settings such as damage that have hundreds of possible values.