Super Smash Bros. Melee

Debug menu (SSBM)/DEVELOP mode: Difference between revisions

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''This article is about the usage of DEVELOP mode in Melee. For a collection of images of each stage under the effects of DEVELOP mode, see [[Debug menu (SSBM)/Stage data]].''
[[File:DEVELOP-Mode-SSBM.png|thumb|''Melee'' when run in DEVELOP mode.]]
'''DEVELOP mode''' is a debug mode found in ''Super Smash Bros. Melee'' accessed through its {{SSBM|debug menu}}. The mode is activated by changing the '''DBLEVEL''' setting to ''DEVELOP''. This will give the player extra control over matches, including free camera, visual hitbox, and frame advance.
 
Below is a table detailing the controls for the DEVELOP mode extra controls. Through these controls, one can obtain free control over the camera, see character and stage hitboxes, frame advance the match, see the parts of the stage, and drop items (similar to Training Mode). Using the "reset" button combination in {{SSBM|Classic Mode}}, {{SSBM|Adventure Mode}}, or [[All-Star Mode]] results in a "stage clear".
{{clrl}}


=Control=
Below is a table detailing the controls for the DEVELOP mode extra controls. Through these controls, one can obtain free control over the camera, see character and stage hitboxes, frame advance the match, see the parts of the stage, and drop items (similar to Training Mode).
{| class="wikitable"
{| class="wikitable"
|-
|-
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| {{Button|GCN|B|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Shows the current score and any bonuses won.
| {{Button|GCN|B|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Shows the current score and any bonuses won.
|-
|-
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Pauses the game normally.
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Pauses the game normally during a match. The button combination to quit a match is {{button|GCN|L}}+{{button|GCN|R}}+{{button|GCN|A}} instead of {{button|GCN|L}}+{{button|GCN|R}}+{{button|GCN|A}}+{{button|GCN|Start-Pause}}.
 
"Hard pause" when in places where {{Button|GCN|Start-Pause|s=32px}} would perform an action other than pausing, such as menus, cutscenes, Adventure Mode loading screens, result screens, [[Continue]] screens, etc. Allows for frame advance with {{Button|GCN|Z|s=32px}}.
|-
|-
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Rotates through multiple visual effects.
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Rotates through multiple visual effects.
#Normal.
#Normal
#No HUD.
#No HUD
#Stage + Background goes white. Background effects can still be seen.
#Stage + Background goes white. Background effects can still be seen
#Stage + Background goes black. Background effects can still be seen.
#Stage + Background goes black. Background effects can still be seen
|-
|-
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Toggles sound effects and music.
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Toggles sound effects and music. Displays additional information after going through the first four settings.
#Normal.
#Normal
#Music off.
#Music off
#Music + SFX off.
#Music + SFX off
#SFX off.
#SFX off
|-
|-
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Displays a set of stress bars detailing the GameCube's work load.
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Displays a set of stress bars detailing the GameCube's work load.
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| {{Button|GCN|Y|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Sets the player back to normal size.
| {{Button|GCN|Y|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Sets the player back to normal size.
|-
|-
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Toggles collision bubbles for all characters and stage elements (See [[#Collision Bubble Key|here]]).
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Toggles collision bubbles for all characters and stage elements (See [[#Collision bubble key]]).
#Normal
#Normal
#Collision Bubbles Only
#Collision Bubbles Only
#Collision Overlay
#Collision Overlay
|-
|-
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Toggles various stage related visuals, such as spawn points, stage structures, and grab-able ledges (See [[#Stage Visual Key|here]]).
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Toggles various stage related visuals, such as spawn points, stage structures, and grab-able ledges (See [[#Stage visual key]]).
#Normal
#Normal
#Normal again?
#Removes shadows
#Camera boxes and oddly, changes the stage floor black?
#Displays camera boxes, spawn points, and changes certain floor surfaces to black.
#Camera boxes again, but without the floor change.
#Same as above, but without the black floor change.
#Displays colored Stage Structures and shows item boxes.
#Same as above, but also displays colored Stage Structures, ledge grab boxes, environment collision boxes, and character position markers (See [[#Character visual key]]).
#Displays [[Terrain]]s.
#Same as above, but displays [[Terrain]]s instead of colored Stage Structures.
#Displays the same as above, but with indication of drop-through platforms and grab-able ledges.
#Same as above, but also displays indication of drop-through platforms and grab-able ledges.
 
|-
|-
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} ||  
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Toggles various character related visuals
#Normal
#Displays white polylines used for character costume physics like Link's and Young Link's hats, Marth's cape, and some of Jigglypuffs headwear.
#Displays a red gradient at the characters position marker as wide as the characters ECB indicating vertical motion since the last frame.
#Visualizes CPU logic. Places a sphere at the computer player's point of interest, green indicates the CPU will approach, red indicates the CPU will attack it, white indicates the CPU will recover towards it. Red squares around the CPU indicate the range of the attack chosen.
#Places white item grab boxes around the characters. These boxes turn blue when in the air. Also displays pink item catch boxes around items. When the white/or blue box intersects a pink box, the item can be grabbed. When white an item will continue to travel after pressing "A" to grab it, for 1 frame. When they are blue and Z is pressed to grab the item, the item will be instantly picked up (And instantly throwable). Also shows a smaller gray item lift box (grounded only), used for larger items like barrels, party balls, and crates.
#Displays a white sphere attached to the characters pelvis that experiences frame interpolation similar to hitboxes.
#Displays each player's coin detection spheres and displays a hitbox sphere on each coin. Player coin detection hitbox flicker because only half the players' coin collisions are processed each frame in order to save on resources.
|-
|-
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Toggles collision bubbles for the player (See [[#Collision Bubble Key|here]]).
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Toggles collision bubbles for the player (See [[#Collision bubble key]]).
#Normal
#Normal
#Collision Bubbles Only
#Collision Bubbles Only
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| {{Button|GCN|D-Pad|D|s=32px}} || Drops item selected on the Item Menu
| {{Button|GCN|D-Pad|D|s=32px}} || Drops item selected on the Item Menu
|-
|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Display Item Menu and cycle forward through the list (See [[User:Serpent_King/Sandbox/Debug_Menu_(SSBM)#Items|here]]).
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Display Item Menu and cycle forward through the list (See [[Debug menu (SSBM)#Items & Pokémon]]).
|-
|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Display Item Menu and cycle backward through the list (See [[User:Serpent_King/Sandbox/Debug_Menu_(SSBM)#Items|here]]).
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Display Item Menu and cycle backward through the list (See [[Debug menu (SSBM)#Items & Pokémon]]).
|-
|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Display Item Menu and cycle forward through Pokémon on the list (See [[User:Serpent_King/Sandbox/Debug_Menu_(SSBM)#Pokémon|here]]).
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Display Item Menu and cycle forward through Pokémon on the list (See [[Debug menu (SSBM)#Items & Pokémon]]).
|-
|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Display Item Menu and cycle backward through Pokémon on the list (See [[User:Serpent_King/Sandbox/Debug_Menu_(SSBM)#Pokémon|here]]).
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Display Item Menu and cycle backward through Pokémon on the list (See [[Debug menu (SSBM)#Items & Pokémon]]).
|-
|-
| {{Button|GCN|D-Pad|U|s=32px}} || Changes the camera view.
| {{Button|GCN|D-Pad|U|s=32px}} || Changes the camera view.
#Normal.
#Normal
#Locks the camera. It can only be controlled by debug controls.
#Locks the camera. It can only be controlled by debug controls. If stage visuals are set to modes 4 or 5, pressing B toggles displaying info on the camera's position, rotation, zoom, and field of view.
#Zooms in on player 1.  
#Zooms in on player 1
 
This also removes Peach's and Zelda's dress, presumably used to test for glitched leg movement under the dress.
|-
|-
| {{Button|GCN|C-Stick|s=32px}} || Used to rotate the camera (free form).
| {{Button|GCN|C-Stick|s=32px}} || Used to rotate the camera (free form).
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|}
|}


==Stage Visual Key==
==Stage visual key==
===Camera Boxes===
''For a collection of stages in their various debug states, see [[Debug menu (SSBM)/Stage data]].''
 
===Camera boxes===
{| class="wikitable"
{| class="wikitable"
|-
|-
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| style="background-color:#4040FF"|Blue Box || Camera Focal Box
| style="background-color:#4040FF"|Blue Box || Camera Focal Box
|-
|-
| style="background-color:#FF3737"|Small Red Box|| Unknown; It's attached to each characters' left
| style="background-color:#FF3737"|Small Red Box|| Indicates the range from which a character can grab a ledge when facing left. When facing right, the box indicates the range from which a character ''cannot'' grab a ledge. Certain attacks such as [[Spin Attack]] will not alter the boxes in any way, but will allow the opposite facing direction to ledge grab.
|-
|-
| style="background-color:#3737FF"|Small Blue Box || Unknown; It's attached to each characters' right
| style="background-color:#3737FF"|Small Blue Box || Indicates the range from which a character can grab a ledge when facing right. When facing left, the box indicates the range from which a character ''cannot'' grab a ledge. Certain attacks such as Spin Attack will not alter the boxes in any way, but will allow the opposite facing direction to ledge grab.
|}
|}


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


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! Item !! Description
! Item !! Description
|-
|-
| style="background-color:#C0C0C0"|Gray Structure || Stage Floor
| style="background-color:#C0C0C0"|Gray Structure || Stage floor
|-
|-
| style="background-color:#C08080"|Red Structure || Stage Ceiling
| style="background-color:#C08080"|Red Structure || Stage ceiling
|-
|-
| style="background-color:#8080C0"|Blue Structure || Stage Left Wall
| style="background-color:#8080C0"|Blue Structure || Stage left wall
|-
|-
| style="background-color:#80C080"|Green Structure || Stage Right Wall
| style="background-color:#80C080"|Green Structure || Stage right wall
|-
|-
| style="background-color:#808080"|Gray Platform || Solid No-Grab Platform
| style="background-color:#808080"|Gray Platform || Solid no-grab platform
|-
|-
| style="background-color:#4040FF"|Blue Platform || Drop-Through Platform
| style="background-color:#4040FF"|Blue Platform || Drop-through platform
|-
|-
| style="background-color:#FF4040"|Red Platform || Grab Platform
| style="background-color:#FF4040"|Red Platform || Grab platform
|}
|}
Structures that appear darker than other structures are dynamic, meaning they convert between floor, wall, and ceiling in real-time as they animate. One example is the entirety of Brinstar Depths.


===Terrains===
===Terrains===
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! Item !! Description
! Item !! Description
|-
|-
| style="background-color:#808080"|Gray Platform || Basic Terrain
| style="background-color:#808080"|Gray Platform || Basic terrain
|-
|-
| style="background-color:#806060"|Brown Platform || Rock Terrain
| style="background-color:#806060"|Brown Platform || Rock terrain
|-
|-
| style="background-color:#40FF40"|Light Green Platform || Grass Terrain
| style="background-color:#40FF40"|Light Green Platform || Grass terrain
|-
|-
| style="background-color:#C06060"|Dark Red Platform || Dirt Terrain
| style="background-color:#C06060"|Dark Red Platform || Dirt terrain
|-
|-
| style="background-color:#C08040"|Light Brown Platform || Wood Terrain
| style="background-color:#C08040"|Light Brown Platform || Wood terrain
|-
|-
| style="background-color:#4040FF"|Blue Platform ||  Water Terrain
| style="background-color:#4040FF"|Blue Platform ||  Water terrain
|-
|-
| style="background-color:#C0C0FF"|Light Blue Platform || Ice Terrain
| style="background-color:#C0C0FF"|Light Blue Platform || Ice terrain
|-
|-
| style="background-color:#FFFFFF"|White Platform || Snow Terrain
| style="background-color:#FFFFFF"|White Platform || Snow terrain
|-
|-
| style="background-color:#404040"|Dark Gray Platform || Light Metal Terrain
| style="background-color:#404040"|Dark Gray Platform || Light Metal terrain
|-
|-
| style="background-color:#604040"|Dark Brown Platform || Heavy Metal Terrain
| style="background-color:#604040"|Dark Brown Platform || Heavy Metal terrain
|-
|-
| style="background-color:#FFFF60"|Yellow Platform || Alien Goop Terrain
| style="background-color:#FFFF60"|Yellow Platform || Alien Goop terrain
|-
|-
| style="background-color:#C0C0C0"|Light Gray Platform || Game & Watch Terrain
| style="background-color:#C0C0C0"|Light Gray Platform || Game & Watch terrain
|-
|-
| style="background-color:#FFFFC0"|Light Yellow Platform || Checkered Terrain
| style="background-color:#FFFFC0"|Light Yellow Platform || Checkered terrain
|}
|}


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! Item !! Description
! Item !! Description
|-
|-
| style="background-color:#FFA030"|Orange Box || Item pickup boxes (when a character's hitbox overlaps the item box, the character can pick it up.
| style="background-color:#FFA030"|Orange Box || Item pickup boxes (when a character's hitbox overlaps the item's box, the character can pick it up.)
|}
|}


==Collision Bubble Key==
==Collision bubble key==
This is a list of all hitbox colors and what they are for. For more detail, see [[Hitbox#Hitbox_types|here]].
[[File:Hitbox-DBMelee.png|thumb|300px|Luigi demonstrating visual hitboxes.]]
This is a list of all hitbox colors and what they are for. For more detail, see [[Hitbox#Hitbox types]].
{| class="wikitable"
{| class="wikitable"
|-
|-
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|}
|}


=Stages=
==Character visual key==
==Fountain of Dreams==
<gallery widths=250px heights=250px perrow=4>
DREAM-NRML-SSBM.png|Fountain of Dreams
DREAM-STRUCT-SSBM.png|Fountain of Dreams showing Structure
DREAM-TERRA-SSBM.png|Fountain of Dreams showing Terrain
DREAM-PLATF-SSBM.png|Fountain of Dreams showing Platforms
DREAM-BLAST-SSBM.png|Fountain of Dreams showing the Blast Zone
</gallery>


==Pokémon Stadium==
===Environment collision boxes (ECB)===
<gallery widths=250px heights=250px perrow=4>
{| class="wikitable"
PSTAD-NRML1-SSBM.png|Pokémon Stadium
|-
PSTAD-STRUCT1-SSBM.png|Pokémon Stadium showing Structure
! Item !! Description
PSTAD-TERRA1-SSBM.png|Pokémon Stadium showing Terrain
|-
PSTAD-PLATF1-SSBM.png|Pokémon Stadium showing Platforms
| style="background-color:#FFFFFF"|White Diamond Outline|| Target ECB position.
PSTAD-NRML2-SSBM.png|Pokémon Stadium
|-
PSTAD-STRUCT2-SSBM.png|Pokémon Stadium showing Structure
| style="background-color:#FFA030"|Orange Diamond || Post-collisions ECB, the target ECB altered to avoid intersecting with stage structures.
PSTAD-TERRA2-SSBM.png|Pokémon Stadium showing Terrain
|-
PSTAD-PLATF2-SSBM.png|Pokémon Stadiumshowing Platforms
| style="background-color:#ff5a20"|Dark Orange Diamond || Pre-collision ECB at most recent collision segment.
PSTAD-NRML3-SSBM.png|Pokémon Stadium
|-
PSTAD-STRUCT3-SSBM.png|Pokémon Stadium showing Structure
| style="color:#FFFFFF;background-color:#2020FF"|Blue Diamond || Pre-collisions ECB.
PSTAD-TERRA3-SSBM.png|Pokémon Stadium showing Terrain
|}
PSTAD-PLATF3-SSBM.png|Pokémon Stadiumshowing Platforms
PSTAD-NRML4-SSBM.png|Pokémon Stadium
PSTAD-STRUCT4-SSBM.png|Pokémon Stadium showing Structure
PSTAD-TERRA4-SSBM.png|Pokémon Stadium showing Terrain
PSTAD-PLATF4-SSBM.png|Pokémon Stadiumshowing Platforms
PSTAD-NRML5-SSBM.png|Pokémon Stadium
PSTAD-STRUCT5-SSBM.png|Pokémon Stadium showing Structure
PSTAD-TERRA5-SSBM.png|Pokémon Stadium showing Terrain
PSTAD-PLATF5-SSBM.png|Pokémon Stadiumshowing Platforms
PSTAD-BLAST-SSBM.png|Pokémon Stadium showing the Blast Zone
</gallery>


==Princess Peach's Castle==
===Character position markers===
{| class="wikitable"
|-
! Item !! Description
|-
| style="background-color:#FFFFFF"|White Cross|| Target Character Position.
|-
| style="color:#FFFFFF;background-color:#805019"|Brown Cross || Post-collisions character position.
|-
| style="color:#FFFFFF;background-color:#802D10"|Reddish Brown Cross || Pre-collision character position at most recent collision segment.
|-
| style="color:#FFFFFF;background-color:#2020FF"|Dark Blue Cross || Pre-collisions character position.
|}


==Kongo Jungle==
==Gallery==
 
<gallery>
==Brinstar==
SSBM-DEVELOP-HITBOX.png|Displays hitboxes for all players and stage elements.
<gallery widths=250px heights=250px perrow=4>
SSBM-DEVELOP-ANIM.png|Displays animation information for all players.
ZEBES-NRML-SSBM.jpg|Brinstar
SSBM-DEVELOP-ITEM.png|Displays the item menu.
ZEBES-STRUCT-SSBM.png|Brinstar showing Structure
SSBM-DEVELOP-SCORES1.png|Displays scores and bonuses for all players.
ZEBES-TERRA-SSBM.png|Brinstar showing Terrain
SSBM-DEVELOP-SCORES2.png|Displays scores and bonuses for all players on an overlay.
ZEBES-PLATF-SSBM.png|Brinstar showing Platforms
SSBM-DEVELOP-STATS.png|Displays a list of stats for all players.
ZEBES-BLAST-SSBM.jpg|Brinstar showing the Blast Zone
SSBM-DEVELOP-STRESS.png|Displays stress levels
SSBM-DEVELOP-THING.png
Peach-NoDress-SSBM.png|Peach when rendered without her dress.
Zelda-NoDress-SSBM.png|Zelda when rendered without her dress.
</gallery>
</gallery>


==Corneria==
{{Debug menu (SSBM)}}
 
==Yoshi's Story==
<gallery widths=250px heights=250px perrow=4>
STORY-NRML-SSBM.jpg|Yoshi's Story
STORY-STRUCT-SSBM.png|Yoshi's Story showing Structure
STORY-TERRA-SSBM.png|Yoshi's Story showing Terrain
STORY-PLATF-SSBM.png|Yoshi's Story showing Platforms
STORY-BLAST-SSBM.jpg|Yoshi's Story showing the Blast Zone
</gallery>
 
==Onett==
<gallery widths=250px heights=250px perrow=4>
ONETT-NRML-SSMB.jpg|Onett
ONETT-STRUCT.png|Onett showing Structure
ONETT-TERRA-SSBM.png|Onett showing Terrain
ONETT-PLATF-SSBM.png|Onett showing Platforms
ONETT-BLAST-SSBM.jpg|Onett showing the Blast Zone
</gallery>
 
==Mute City==
 
==Rainbow Cruise==
 
==Jungle Japes==
<gallery widths=250px heights=250px perrow=4>
JAPES-NRML-SSBM.png|Jungle Japes
JAPES-STRUCT-SSBM.png|Jungle Japes showing Structure
JAPES-TERRA-SSBM.png|Jungle Japes showing Terrain
JAPES-PLATF-SSBM.png|Jungle Japes showing Platforms
JAPES-BLAST-SSBM.png|Jungle Japes showing the Blast Zone
</gallery>
 
==Great Bay==
 
==Temple==
<gallery widths=250px heights=250px perrow=4>
TEMPL-NRML-SSBM.jpg|Temple
TEMPL-STRUCT-SSBM.png|Temple showing Structure
TEMPL-TERRA-SSBM.png|Temple showing Terrain
TEMPL-PLATF-SSBM.png|Temple showing Platforms
TEMPL-BLAST-SSBM.png|Temple showing the Blast Zone
</gallery>
 
==Brinstar Depths==
 
==Yoshi's Island==
<gallery widths=250px heights=250px perrow=4>
YOSHI-NRML-SSBM.jpg|Yoshi's Island
YOSHI-STRUCT-SSBM.png|Yoshi's Island showing Structure
YOSHI-TERRA-SSBM.png|Yoshi's Island showing Terrain
YOSHI-PLATF-SSBM.png|Yoshi's Island showing Platforms
YOSHI-BLAST-SSBM.jpg|Yoshi's Island showing the Blast Zone
</gallery>
 
==Green Greens==
<gallery widths=250px heights=250px perrow=4>
GREEN-NRML-SSBM.png|Green Greens
GREEN-STRUCT-SSBM.png|Green Greens showing Structure
GREEN-TERRA-SSBM.png|Green Greens showing Terrain
GREEN-PLATF-SSBM.png|Green Greens showing Platforms
GREEN-BLAST-SSBM.png|Green Greens showing the Blast Zone
</gallery>
 
==Fourside==
 
==Mushroom Kingdom==
 
==Mushroom Kingdom II==
 
==Venom==
 
==PURA==
 
==Big Blue==
 
==Icicle Mountain==
 
==Flat Zone==
<gallery widths=250px heights=250px perrow=4>
 
</gallery>
 
==Dream Land N64==
<gallery widths=250px heights=250px perrow=4>
OLDDL-NRML-SSBM.jpg|N64 Dream Land
OLDDL-STRUCT-SSBM.png|N64 Dream Land showing Structure
OLDDL-TERRA-SSBM.png|N64 Dream Land showing Terrain
OLDDL-PLATF-SSBM.png|N64 Dream Land showing Platforms
OLDDL-BLAST-SSBM.png|N64 Dream Land showing the Blast Zone
</gallery>
 
==Yoshi's Island N64==
<gallery widths=250px heights=250px perrow=4>
OLDYI-NRML-SSBM.jpg|N64 Yoshi's Island
OLDYI-STRUCT-SSBM.png|N64 Yoshi's Island showing Structure
OLDYI-TERRA-SSBM.png|N64 Yoshi's Island showing Terrain
OLDYI-PLATF-SSBM.png|N64 Yoshi's Island showing Platforms
OLDYI-BLAST-SSBM.jpg|N64 Yoshi's Island showing the Blast Zone
</gallery>
 
==Kongo Jungle N64==
<gallery widths=250px heights=250px perrow=4>
OLDKJ-NRML-SSBM.png|N64 Kongo Jungle
OLDKJ-STRUCT-SSBM.png|N64 Kongo Jungle showing Structure
OLDKJ-TERRA-SSBM.png|N64 Kongo Jungle showing Terrain
OLDKJ-PLATF-SSBM.png|N64 Kongo Jungle showing Platforms
OLDKJ-BLAST-SSBM.png|N64 Kongo Jungle showing the Blast Zone
</gallery>
 
==Battlefield==
Battlefield is a mostly featureless stage. It has a moderate-to-large blast box. The spawn points placed in the center of each of the platforms, and respawn points are arranged evenly in the air above the stage. Item spawn points are scattered in the air. The whole stage has basic terrain. The stage also has 3 drop-through platforms and 2 grab-able ledges.
 
<gallery widths=250px heights=250px perrow=4>
File:BTLFD-NRML-SSBM.png|Battlefield
File:BTLFD-STRUCT-SSBM.png|Battlefield showing Structure
File:BTLFD-TERRA-SSBM.png|Battlefield showing Terrain
File:BTLFD-PLATF-SSBM.png|Battlefield showing Platforms
File:BTLFD-BLAST-SSBM.png|Battlefield showing the Blast Zone
</gallery>
 
==Final Destination==
Final Destination features very little. It has a moderate-to-large blast box. The spawn points are evenly spaced out, as are the respawn points. Item spawn points are scattered in the air over the platform. The whole stage has basic terrain. Both ledges are grab-able, and the stage does not have any drop-through platforms.
 
<gallery widths=250px heights=250px perrow=4>
File:FDEST-NRML-SSBM.png|Final Destination
File:FDEST-STRUCT-SSBM.png|Final Destination showing Structure
File:FDEST-TERRA-SSBM.png|Final Destination showing Terrain
File:FDEST-PLATF-SSBM.png|Final Destination showing Platforms
File:FDEST-BLAST-SSBM.png|Final Destination showing the Blast Zone
</gallery>
 
==Adventure Mode: Mushroom Kingdom==
<gallery widths=250px heights=250px perrow=4>
ADVMK-NRML1-SSBM.jpg|Mushroom Kingdom
ADVMK-STRUCT1-SSBM.png|Mushroom Kingdom showing Structure
ADVMK-TERRA1-SSBM.png|Mushroom Kingdom showing Terrain
ADVMK-PLATF1-SSBM.png|Mushroom Kingdom showing Platforms
ADVMK-NRML2-SSBM.jpg|Mushroom Kingdom
ADVMK-STRUCT2-SSBM.png|Mushroom Kingdom showing Structure
ADVMK-TERRA2-SSBM.png|Mushroom Kingdom showing Terrain
ADVMK-PLATF2-SSBM.png|Mushroom Kingdomshowing Platforms
ADVMK-NRML3-SSBM.jpg|Mushroom Kingdom
ADVMK-STRUCT3-SSBM.png|Mushroom Kingdom showing Structure
ADVMK-TERRA3-SSBM.png|Mushroom Kingdom showing Terrain
ADVMK-PLATF3-SSBM.png|Mushroom Kingdomshowing Platforms
ADVMK-BLAST-SSBM.jpg|Mushroom Kingdom showing the Blast Zone
</gallery>
 
 
==Adventure Mode: Underground Maze==
<gallery widths=250px heights=250px perrow=4>
ADVUM-NRML1-SSBM.jpg|Underground Maze
ADVUM-STRUCT1-SSBM.png|Underground Maze showing Structure
ADVUM-TERRA1-SSBM.png|Underground Maze showing Terrain
ADVUM-PLATF1-SSBM.png|Underground Maze showing Platforms
ADVUM-NRML2-SSBM.jpg|Underground Maze
ADVUM-STRUCT2-SSBM.png|Underground Maze showing Structure
ADVUM-TERRA2-SSBM.png|Underground Maze showing Terrain
ADVUM-PLATF2-SSBM.png|Underground Mazeshowing Platforms
ADVUM-NRML3-SSBM.jpg|Underground Maze
ADVUM-STRUCT3-SSBM.png|Underground Maze showing Structure
ADVUM-TERRA3-SSBM.png|Underground Maze showing Terrain
ADVUM-PLATF3-SSBM.png|Underground Mazeshowing Platforms
ADVUM-NRML4-SSBM.png|Underground Maze
ADVUM-STRUCT4-SSBM.png|Underground Maze showing Structure
ADVUM-TERRA4-SSBM.png|Underground Maze showing Terrain
ADVUM-PLATF4-SSBM.png|Underground Mazeshowing Platforms
ADVUM-NRML5-SSBM.png|Underground Maze
ADVUM-STRUCT5-SSBM.png|Underground Maze showing Structure
ADVUM-TERRA5-SSBM.png|Underground Maze showing Terrain
ADVUM-PLATF5-SSBM.png|Underground Mazeshowing Platforms
ADVUM-NRML6-SSBM.png|Underground Maze
ADVUM-STRUCT6-SSBM.png|Underground Maze showing Structure
ADVUM-TERRA6-SSBM.png|Underground Maze showing Terrain
ADVUM-PLATF6-SSBM.png|Underground Mazeshowing Platforms
ADVUM-NRML7-SSBM.png|Underground Maze
ADVUM-STRUCT7-SSBM.png|Underground Maze showing Structure
ADVUM-TERRA7-SSBM.png|Underground Maze showing Terrain
ADVUM-PLATF7-SSBM.png|Underground Mazeshowing Platforms
ADVUM-NRML8-SSBM.png|Underground Maze
ADVUM-STRUCT8-SSBM.png|Underground Maze showing Structure
ADVUM-TERRA8-SSBM.png|Underground Maze showing Terrain
ADVUM-PLATF8-SSBM.png|Underground Mazeshowing Platforms
ADVUM-BLAST-SSBM.png|Underground Maze showing the Blast Zone
</gallery>
 
==Adventure Mode: Brinstar Escape Shaft==
This is the Adventure Mode stage "Brinstar Escape Shaft". It features a wide and tall blast box, and a smaller and much thinner camera box. The stage itself is split into 6 sections by jump-through solid platforms. The spawn point is at the bottom right in the first section, and the respawn point follows player 1. The exit point is on the platform at the very top in the sixth section. Oddly, there is a single item spawn point in the center of the first section. There are five trophy spawn points: One towards the top of the first section, one on a platform in the second section, one on a platform towards the top of the third section, and one on either side of the sixth section. There are several drop-through platforms, but no grab-able ones. Almost all solid platforms have basic terrain, while the drop-through platforms have light metal terrain.
 
<gallery widths=250px heights=250px perrow=4>
ADVES-NRML3-SSBM.png|Brinstar Escape Shaft
ADVES-STRUCT3-SSBM.png|Brinstar Escape Shaft showing Structure
ADVES-TERRA3-SSBM.png|Brinstar Escape Shaft showing Terrain
ADVES-PLATF3-SSBM.png|Brinstar Escape Shaftshowing Platforms
ADVES-NRML2-SSBM.png|Brinstar Escape Shaft
ADVES-STRUCT2-SSBM.png|Brinstar Escape Shaft showing Structure
ADVES-TERRA2-SSBM.png|Brinstar Escape Shaft showing Terrain
ADVES-PLATF2-SSBM.png|Brinstar Escape Shaftshowing Platforms
ADVES-NRML1-SSBM.png|Brinstar Escape Shaft
ADVES-STRUCT1-SSBM.png|Brinstar Escape Shaft showing Structure
ADVES-TERRA1-SSBM.png|Brinstar Escape Shaft showing Terrain
ADVES-PLATF1-SSBM.png|Brinstar Escape Shaft showing Platforms
ADVES-BLAST-SSBM.png|Brinstar Escape Shaft showing the Blast Zone
</gallery>
 
==Adventure Mode: Grand Prix==
 
==Adventure Mode: Icicle Mountain==
 
==Special Stage: Race to the Finish==
 
==Special Stage: Trophy Collector==
<gallery widths=250px heights=250px perrow=4>
FIGUR-NRML-SSBM.png|Trophy Collector
FIGUR-STRUCT-SSBM.png|Trophy Collector showing Structure
FIGUR-TERRA-SSBM.png|Trophy Collector showing Terrain
FIGUR-PLATF-SSBM.png|Trophy Collector showing Platforms
FIGUR-BLAST-SSBM.png|Trophy Collector showing the Blast Zone
</gallery>
 
==Special Stage: All-Star Rest Area==
<gallery widths=250px heights=250px perrow=4>
REST-NRML-SSBM.png|All-Star Rest Area
REST-STRUCT-SSBM.png|All-Star Rest Area showing Structure
REST-TERRA-SSBM.png|All-Star Rest Area showing Terrain
REST-PLATF-SSBM.png|All-Star Rest Area showing Platforms
REST-BLAST-SSBM.png|All-Star Rest Area showing the Blast Zone
</gallery>
 
==Special Stage: Target Test==
 
==Special Stage: Home-Run Stadium==
 
==Debug Stage: TEST==


[[Category: Debug Menu (SSBM)]]
[[Category:Debug menu (SSBM)]]
[[Category:Hacking]]

Latest revision as of 08:23, September 30, 2024

This article is about the usage of DEVELOP mode in Melee. For a collection of images of each stage under the effects of DEVELOP mode, see Debug menu (SSBM)/Stage data.

Melee when run in DEVELOP mode.

DEVELOP mode is a debug mode found in Super Smash Bros. Melee accessed through its debug menu. The mode is activated by changing the DBLEVEL setting to DEVELOP. This will give the player extra control over matches, including free camera, visual hitbox, and frame advance.

Below is a table detailing the controls for the DEVELOP mode extra controls. Through these controls, one can obtain free control over the camera, see character and stage hitboxes, frame advance the match, see the parts of the stage, and drop items (similar to Training Mode). Using the "reset" button combination in Classic Mode, Adventure Mode, or All-Star Mode results in a "stage clear".

Controls Effect
Start-Pause Pauses the game, but without the usual pause interface.
Hard Pause + Z Frame advances the match.
A + D-Pad Speeds up gameplay.
A + Y + D-Pad Shrinks the player.
B + D-Pad Displays a list of statistics for each player:
  • Unknown
  • CPU Level
  • AI Type
  • Handicap
  • Unknown
  • Offense Ratio
  • Defense Ratio
B + D-Pad Shows the current score and any bonuses won.
X + D-Pad Pauses the game normally during a match. The button combination to quit a match is L+R+A instead of L+R+A+Start-Pause.

"Hard pause" when in places where Start-Pause would perform an action other than pausing, such as menus, cutscenes, Adventure Mode loading screens, result screens, Continue screens, etc. Allows for frame advance with Z.

X + D-Pad Rotates through multiple visual effects.
  1. Normal
  2. No HUD
  3. Stage + Background goes white. Background effects can still be seen
  4. Stage + Background goes black. Background effects can still be seen
X + D-Pad Toggles sound effects and music. Displays additional information after going through the first four settings.
  1. Normal
  2. Music off
  3. Music + SFX off
  4. SFX off
X + D-Pad Displays a set of stress bars detailing the GameCube's work load.
Y + D-Pad Displays each characters' animation information.
Y + D-Pad Grows the player.
Y + D-Pad Sets the player back to normal size.
R + D-Pad Toggles collision bubbles for all characters and stage elements (See #Collision bubble key).
  1. Normal
  2. Collision Bubbles Only
  3. Collision Overlay
R + D-Pad Toggles various stage related visuals, such as spawn points, stage structures, and grab-able ledges (See #Stage visual key).
  1. Normal
  2. Removes shadows
  3. Displays camera boxes, spawn points, and changes certain floor surfaces to black.
  4. Same as above, but without the black floor change.
  5. Same as above, but also displays colored Stage Structures, ledge grab boxes, environment collision boxes, and character position markers (See #Character visual key).
  6. Same as above, but displays Terrains instead of colored Stage Structures.
  7. Same as above, but also displays indication of drop-through platforms and grab-able ledges.
R + D-Pad Toggles various character related visuals
  1. Normal
  2. Displays white polylines used for character costume physics like Link's and Young Link's hats, Marth's cape, and some of Jigglypuffs headwear.
  3. Displays a red gradient at the characters position marker as wide as the characters ECB indicating vertical motion since the last frame.
  4. Visualizes CPU logic. Places a sphere at the computer player's point of interest, green indicates the CPU will approach, red indicates the CPU will attack it, white indicates the CPU will recover towards it. Red squares around the CPU indicate the range of the attack chosen.
  5. Places white item grab boxes around the characters. These boxes turn blue when in the air. Also displays pink item catch boxes around items. When the white/or blue box intersects a pink box, the item can be grabbed. When white an item will continue to travel after pressing "A" to grab it, for 1 frame. When they are blue and Z is pressed to grab the item, the item will be instantly picked up (And instantly throwable). Also shows a smaller gray item lift box (grounded only), used for larger items like barrels, party balls, and crates.
  6. Displays a white sphere attached to the characters pelvis that experiences frame interpolation similar to hitboxes.
  7. Displays each player's coin detection spheres and displays a hitbox sphere on each coin. Player coin detection hitbox flicker because only half the players' coin collisions are processed each frame in order to save on resources.
R + D-Pad Toggles collision bubbles for the player (See #Collision bubble key).
  1. Normal
  2. Collision Bubbles Only
  3. Collision Overlay
D-Pad Drops item selected on the Item Menu
L + D-Pad Display Item Menu and cycle forward through the list (See Debug menu (SSBM)#Items & Pokémon).
L + D-Pad Display Item Menu and cycle backward through the list (See Debug menu (SSBM)#Items & Pokémon).
L + D-Pad Display Item Menu and cycle forward through Pokémon on the list (See Debug menu (SSBM)#Items & Pokémon).
L + D-Pad Display Item Menu and cycle backward through Pokémon on the list (See Debug menu (SSBM)#Items & Pokémon).
D-Pad Changes the camera view.
  1. Normal
  2. Locks the camera. It can only be controlled by debug controls. If stage visuals are set to modes 4 or 5, pressing B toggles displaying info on the camera's position, rotation, zoom, and field of view.
  3. Zooms in on player 1

This also removes Peach's and Zelda's dress, presumably used to test for glitched leg movement under the dress.

C-Stick Used to rotate the camera (free form).
D-Pad + C-Stick Zooms in and out.
D-Pad + C-Stick Pans around the screen.

Stage visual key[edit]

For a collection of stages in their various debug states, see Debug menu (SSBM)/Stage data.

Camera boxes[edit]

Item Description
Teal Box Camera Limit
Light Yellow Box Blast Line
Blue Box Camera Focal Box
Small Red Box Indicates the range from which a character can grab a ledge when facing left. When facing right, the box indicates the range from which a character cannot grab a ledge. Certain attacks such as Spin Attack will not alter the boxes in any way, but will allow the opposite facing direction to ledge grab.
Small Blue Box Indicates the range from which a character can grab a ledge when facing right. When facing left, the box indicates the range from which a character cannot grab a ledge. Certain attacks such as Spin Attack will not alter the boxes in any way, but will allow the opposite facing direction to ledge grab.

Spawn points[edit]

Item Description
Blue Plus Character starting point
Green Plus Character respawn point
Yellow Plus Item spawn point
Red Plus Enemy spawn point
Magenta Plus Trophy spawn point
White Plus Exit point

Structures[edit]

Item Description
Gray Structure Stage floor
Red Structure Stage ceiling
Blue Structure Stage left wall
Green Structure Stage right wall
Gray Platform Solid no-grab platform
Blue Platform Drop-through platform
Red Platform Grab platform

Structures that appear darker than other structures are dynamic, meaning they convert between floor, wall, and ceiling in real-time as they animate. One example is the entirety of Brinstar Depths.

Terrains[edit]

Item Description
Gray Platform Basic terrain
Brown Platform Rock terrain
Light Green Platform Grass terrain
Dark Red Platform Dirt terrain
Light Brown Platform Wood terrain
Blue Platform Water terrain
Light Blue Platform Ice terrain
White Platform Snow terrain
Dark Gray Platform Light Metal terrain
Dark Brown Platform Heavy Metal terrain
Yellow Platform Alien Goop terrain
Light Gray Platform Game & Watch terrain
Light Yellow Platform Checkered terrain

Other[edit]

Item Description
Orange Box Item pickup boxes (when a character's hitbox overlaps the item's box, the character can pick it up.)

Collision bubble key[edit]

Luigi demonstrating visual hitboxes.

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

Item Description
Yellow Damageable
Red Attacking
Blue Intangible
Purple Grabbing
Green Invincible
Aqua Reflecting
Cyan Shielding
Cyan-Blue Absorbing
White Special

Character visual key[edit]

Environment collision boxes (ECB)[edit]

Item Description
White Diamond Outline Target ECB position.
Orange Diamond Post-collisions ECB, the target ECB altered to avoid intersecting with stage structures.
Dark Orange Diamond Pre-collision ECB at most recent collision segment.
Blue Diamond Pre-collisions ECB.

Character position markers[edit]

Item Description
White Cross Target Character Position.
Brown Cross Post-collisions character position.
Reddish Brown Cross Pre-collision character position at most recent collision segment.
Dark Blue Cross Pre-collisions character position.

Gallery[edit]