Debug menu (SSBM): Difference between revisions

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! width=10%| Debug Name !! width=10%|Stage Name !! width=10%|In-Game Usage !! width=70%|Description
! width=10%| Debug Name !! width=10%|Stage Name !! width=10%|In-Game Usage !! width=70%|Description
|-
|-
| DUMMY ||  || 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.
| '''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.
| '''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.
|-
|-
<!--Should the playable stages have descriptions? If so, what's the content?-->
<!--Should the playable stages have descriptions? If so, what's the content?-->
| IZUMI || [[Fountain of Dreams]] || Playable Stage ||  
| '''IZUMI''' || [[Fountain of Dreams]] || Playable Stage ||  
|-
|-
| PSTADIUM || [[Pokemon Stadium|Pokémon Stadium]] || Playable Stage ||  
| '''PSTADIUM''' || [[Pokemon Stadium|Pokémon Stadium]] || Playable Stage ||  
|-
|-
| CASTLE || [[Princess Peach's Castle]] || Playable Stage ||  
| '''CASTLE''' || [[Princess Peach's Castle]] || Playable Stage ||  
|-
|-
| KONGO || [[Kongo_Jungle_(SSBM)|Kongo Jungle]] || Playable Stage ||  
| '''KONGO''' || [[Kongo_Jungle_(SSBM)|Kongo Jungle]] || Playable Stage ||  
|-
|-
| ZEBES || [[Brinstar]] || Playable Stage ||  
| '''ZEBES''' || [[Brinstar]] || Playable Stage ||  
|-
|-
| CORNERIA || [[Corneria]] || Playable Stage ||  
| '''CORNERIA''' || [[Corneria]] || Playable Stage ||  
|-
|-
| STORY || [[Yoshi's Story]] || Playable Stage ||  
| '''STORY''' || [[Yoshi's Story]] || Playable Stage ||  
|-
|-
| ONETT || [[Onett]] || Playable Stage ||  
| '''ONETT''' || [[Onett]] || Playable Stage ||  
|-
|-
| MUTE CITY || [[Mute_City_(SSBM)|Mute City]] || Playable Stage ||  
| '''MUTE CITY''' || [[Mute_City_(SSBM)|Mute City]] || Playable Stage ||  
|-
|-
| RCRUISE || [[Rainbow Cruise]] || Playable Stage ||  
| '''RCRUISE''' || [[Rainbow Cruise]] || Playable Stage ||  
|-
|-
| GARDEN || [[Jungle Japes]] || Playable Stage ||  
| '''GARDEN''' || [[Jungle Japes]] || Playable Stage ||  
|-
|-
| GREATBAY || [[Great Bay]] || Playable Stage ||  
| '''GREATBAY''' || [[Great Bay]] || Playable Stage ||  
|-
|-
| SHRINE || [[Temple]] || Playable Stage ||  
| '''SHRINE''' || [[Temple]] || Playable Stage ||  
|-
|-
| KRAID || [[Brinstar Depths]] || Playable Stage ||  
| '''KRAID''' || [[Brinstar Depths]] || Playable Stage ||  
|-
|-
| YOSTER || [[Yoshi's_Island_(SSBM)|Yoshi's Island]] || Playable Stage ||  
| '''YOSTER''' || [[Yoshi's_Island_(SSBM)|Yoshi's Island]] || Playable Stage ||  
|-
|-
| GREENS || [[Yoshi's_Island_(SSBM)|Yoshi's Island]] || Playable Stage ||  
| '''GREENS''' || [[Yoshi's_Island_(SSBM)|Yoshi's Island]] || Playable Stage ||  
|-
|-
| FOURSIDE || [[Fourside]] || Playable Stage ||  
| '''FOURSIDE''' || [[Fourside]] || Playable Stage ||  
|-
|-
| INISHIE1 || [[Mushroom_Kingdom_(SSBM)|Mushroom Kingdom]] || Playable Stage ||  
| '''INISHIE1''' || [[Mushroom_Kingdom_(SSBM)|Mushroom Kingdom]] || Playable Stage ||  
|-
|-
| INISHIE2 || [[Mushroom Kingdom II]] || Playable Stage ||  
| '''INISHIE2''' || [[Mushroom Kingdom II]] || Playable Stage ||  
|-
|-
| 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".
| '''AKANEIA''' ||  || None- Debug Menu Only || A [[AKANEIA|stage]] that crashes the game when trying to load it. There is no known code that can force it to load. It is believed to be a [[Fire Emblem]] stage because the music used to represent the Fire Emblem characters has the file name "akaneia.hps".
|-
|-
| VENOM || [[Venom]] || Playable Stage ||  
| '''VENOM''' || [[Venom]] || Playable Stage ||  
|-
|-
| PURA || [[Poke Floats|Poké Floats]] || Playable Stage ||  
| '''PURA''' || [[Poke Floats|Poké Floats]] || Playable Stage ||  
|-
|-
| BIGBLUE || [[Big Blue]] || Playable Stage ||  
| '''BIGBLUE''' || [[Big Blue]] || Playable Stage ||  
|-
|-
| ICEMT || [[Icicle Mountain]] || Playable Stage ||  
| '''ICEMT''' || [[Icicle Mountain]] || Playable Stage ||  
|-
|-
| 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.
| '''ICETOP''' ||  || None- Debug Menu Only || An [[IceTop#Unused_versions| unused stage]] that crashes when trying to load it, although use of action replay codes can force the stage to load. The stage is believed to have been the "top" of Icicle Mountain. However, forcing it to load reveals that it is now just a clone of Icicle Mountain without music.
|-
|-
| FLATZONE || [[Flat Zone]] || Playable Stage ||  
| '''FLATZONE''' || [[Flat Zone]] || Playable Stage ||  
|-
|-
| OLD PPP || Past Stages: [[Dream_Land_(SSB)|Dream Land]] || Playable Stage ||  
| '''OLD PPP''' || Past Stages: [[Dream_Land_(SSB)|Dream Land]] || Playable Stage ||  
|-
|-
| OLD YOSH || Past Stages: [[Yoshi's_Island_(SSB)|Yoshi's Island]] || Playable Stage ||  
| '''OLD YOSH''' || Past Stages: [[Yoshi's_Island_(SSB)|Yoshi's Island]] || Playable Stage ||  
|-
|-
| OLD KONG || Past Stages: [[Kongo_Jungle_(SSB)|Kongo Jungle]] || Playable Stage ||  
| '''OLD KONG''' || Past Stages: [[Kongo_Jungle_(SSB)|Kongo Jungle]] || Playable Stage ||  
|-
|-
| BATTLE || [[Battlefield_(SSBM)|Battlefield]] || Playable Stage ||  
| '''BATTLE''' || [[Battlefield_(SSBM)|Battlefield]] || Playable Stage ||  
|-
|-
| LAST || [[Final_Destination_(SSBM)|Final Destination]] || Playable Stage ||  
| '''LAST''' || [[Final_Destination_(SSBM)|Final Destination]] || Playable Stage ||  
|-
|-
| T<CHAR> || [[Target Test]] || Stadium/Classic Mode || The Target Test stages for each character. The match ends if all the targets break.
| '''T<CHAR>''' || [[Target Test]] || Stadium/Classic Mode || The Target Test stages for each character. The match ends if all the targets break.
|-
|-
| TSEAK || [[Target Test]] || None- Debug Menu Only || An unused Target Test stage, presumably for Sheik. It has only 3 targets.
| '''TSEAK''' || [[Target Test]] || None- Debug Menu Only || An unused Target Test stage, presumably for Sheik. It has only 3 targets.
|-
|-
| 1-1KINOKO || [[Adventure_Mode#Part_1:_Reach_the_Flagpole|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.
| '''1-1KINOKO''' || [[Adventure_Mode#Part_1:_Reach_the_Flagpole|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.
|-
|-
| 1-2CASTLE || [[Adventure_Mode#Part_2:_Team_Mario_and_Peach_Battle|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.
| '''1-2CASTLE''' || [[Adventure_Mode#Part_2:_Team_Mario_and_Peach_Battle|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 || [[Adventure_Mode#Part_1:_Tiny_Donkey_Kong_Team_Battle|Kongo Jungle]] || Adventure Mode || A clone of Kongo Jungle used in Adventure Mode. The player fights two tiny Donkey Kong here.
| '''2-1KONGO''' || [[Adventure_Mode#Part_1:_Tiny_Donkey_Kong_Team_Battle|Kongo Jungle]] || Adventure Mode || A clone of Kongo Jungle used in Adventure Mode. The player fights two tiny Donkey Kong here.
|-
|-
| 2-2GARDEN || [[Adventure_Mode#Part_2:_Giant_Donkey_Kong_Battle|Jungle Japes]] || Adventure Mode || A clone of Jungle Japes used in Adventure Mode. The player fights a giant Donkey Kong here.  
| '''2-2GARDEN''' || [[Adventure_Mode#Part_2:_Giant_Donkey_Kong_Battle|Jungle Japes]] || Adventure Mode || A clone of Jungle Japes used in Adventure Mode. The player fights a giant Donkey Kong here.  
|-
|-
| 3-1MEIKYU || [[Adventure_Mode#Part_1:_Find_the_Triforce|Underground Maze]] || Adventure Mode || A side scrolling stage used in Adventure Mode. The game will freeze when the player encounters any of the Link fights, but there are codes to prevent this. Touching the Triforce ends the match.
| '''3-1MEIKYU''' || [[Adventure_Mode#Part_1:_Find_the_Triforce|Underground Maze]] || Adventure Mode || A side scrolling stage used in Adventure Mode. The game will freeze when the player encounters any of the Link fights, but there are codes to prevent this. Touching the Triforce ends the match.
|-
|-
| 3-2SHRINE || [[Adventure_Mode#Part_2:_Zelda.2FSheik_Battle|Temple]] || Adventure Mode || A clone of Temple used in Adventure Mode. The player fights Zelda here. Plays Great Bay music.  
| '''3-2SHRINE''' || [[Adventure_Mode#Part_2:_Zelda.2FSheik_Battle|Temple]] || Adventure Mode || A clone of Temple used in Adventure Mode. The player fights Zelda here. Plays Great Bay music.  
|-
|-
| 4-1ZEBES || [[Adventure_Mode#Part_1:_Samus_Battle|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.  
| '''4-1ZEBES''' || [[Adventure_Mode#Part_1:_Samus_Battle|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 || [[Adventure_Mode#Part_2:_Escape_Zebes|Brinstar Escape]] || Adventure Mode || A side scrolling stage used in Adventure Mode. Touching the platform at the top ends the match.
| '''4-2DASSYUT''' || [[Adventure_Mode#Part_2:_Escape_Zebes|Brinstar Escape]] || Adventure Mode || A side scrolling stage used in Adventure Mode. Touching the platform at the top ends the match.
|-
|-
| 5-1GREENS || [[Adventure_Mode#Part_1:_Single_Kirby_Battle|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.  
| '''5-1GREENS''' || [[Adventure_Mode#Part_1:_Single_Kirby_Battle|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 || [[Adventure_Mode#Part_2:_Kirby_Team_Battle|Green Greens]] || Adventure Mode || A clone of Green Greens used in Adventure Mode. The player fights a horde of Kirby here.  
| '''5-2GREENS''' || [[Adventure_Mode#Part_2:_Kirby_Team_Battle|Green Greens]] || Adventure Mode || A clone of Green Greens used in Adventure Mode. The player fights a horde of Kirby here.  
|-
|-
| 5-3GREENS || [[Adventure_Mode#Part_3_.28bonus.29:_Giant_Kirby_Battle|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.  
| '''5-3GREENS''' || [[Adventure_Mode#Part_3_.28bonus.29:_Giant_Kirby_Battle|Green Greens]] || Adventure Mode || A clone of Green Greens used in Adventure Mode. The player fights a giant Kirby here. There is a chance that N64 Dream Land music will play.  
|-
|-
| 6-1CORNERI || [[Adventure_Mode#Part_1:_Fox_Battle|Corneria]] || Adventure Mode || A clone of Corneria used in Adventure Mode. The player fights Fox here. There is a chance that Venom music will play.  
| '''6-1CORNERI''' || [[Adventure_Mode#Part_1:_Fox_Battle|Corneria]] || Adventure Mode || A clone of Corneria used in Adventure Mode. The player fights Fox here. There is a chance that Venom music will play.  
|-
|-
| 6-2CORNERI || [[Adventure_Mode#Part_2:_Fox_Reborn_Battle|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".
| '''6-2CORNERI''' || [[Adventure_Mode#Part_2:_Fox_Reborn_Battle|Corneria]] || Adventure Mode || A clone of Corneria used in Adventure Mode. The player fights Fox (or Falco if he's unlocked) here. The Arwings are much more aggressive. This stage is also used by Event #32: "Target Aquired".
|-
|-
| 7PSTADIUM || [[Adventure_Mode#Part 1: Pokémon Battle|Pokémon Stadium]] || Adventure Mode || A clone of Pokémon Stadium used in Adventure Mode. The player fights a horde of Pokémon here (all who are unlocked).  
| '''7PSTADIUM''' || [[Adventure_Mode#Part 1: Pokémon Battle|Pokémon Stadium]] || Adventure Mode || A clone of Pokémon Stadium used in Adventure Mode. The player fights a horde of Pokémon here (all who are unlocked).  
|-
|-
| 8-1BBROUTE || [[Adventure_Mode#Part_1:_Reach_the_Finish_Line|F-Zero Grand Prix]] || Adventure Mode || A side-scrolling stage used in Adventure Mode. Crossing the finish line ends the match. This stage is also used in Event #33: "Lethal Marathon".  
| '''8-1BBROUTE''' || [[Adventure_Mode#Part_1:_Reach_the_Finish_Line|F-Zero Grand Prix]] || Adventure Mode || A side-scrolling stage used in Adventure Mode. Crossing the finish line ends the match. This stage is also used in Event #33: "Lethal Marathon".  
|-
|-
| 8-2MUTECIT || [[Adventure_Mode#Part_2:_Captain_Falcon_Battle|Mute City]] || Adventure Mode || A clone of Mute City used in Adventure Mode. The player fights Captain Falcon here.  
| '''8-2MUTECIT''' || [[Adventure_Mode#Part_2:_Captain_Falcon_Battle|Mute City]] || Adventure Mode || A clone of Mute City used in Adventure Mode. The player fights Captain Falcon here.  
|-
|-
| 9-1ONETT || [[Adventure_Mode#Part_1:_Team_Ness_Battle|Onett]] || Adventure Mode || A clone of Onett used in Adventure Mode. The player fights a team of 3 Ness here.  
| '''9-1ONETT''' || [[Adventure_Mode#Part_1:_Team_Ness_Battle|Onett]] || Adventure Mode || A clone of Onett used in Adventure Mode. The player fights a team of 3 Ness here.  
|-
|-
| 10-1ICEMT || [[Adventure_Mode#Part_1:_Survive_the_Scrolling_Mountain_.2B_Team_Ice_Climber_Battle|Icicle Mountain]] || Adventure Mode || A side-scrolling stage used in Adventure Mode. The game freezes when the player would fight the Ice Climbers.
| '''10-1ICEMT''' || [[Adventure_Mode#Part_1:_Survive_the_Scrolling_Mountain_.2B_Team_Ice_Climber_Battle|Icicle Mountain]] || Adventure Mode || A side-scrolling stage used in Adventure Mode. The game freezes when the player would fight the Ice Climbers.
|-
|-
| 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.  
| '''10-2''' ||  || None- Debug Menu Only || An [[10-2#Unused_versions|unused stage]], presumably meant to be a second part to the Ice Climber stage in Adventure Mode. It is functionally the same as ICETOP: it crashes the game when trying to load it, the same code can be used to prevent the crash, and it is just a clone of Icicle Mountain without music.  
|-
|-
| 11-1BATTLE || [[Adventure_Mode#Part_1:_Fighting_Wire_Frames_Battle|Battlefield]] || Adventure Mode || A clone of Battlefield used in Adventure Mode. The player fights a horde of Fighting Wire Frames here. The stage's gravity has been noticeably reduced.
| '''11-1BATTLE''' || [[Adventure_Mode#Part_1:_Fighting_Wire_Frames_Battle|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 || [[Adventure_Mode#Part_2:_Metal_Mario_Battle.2FMetal_Bros._Battle|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.
| '''11-2BATTLE''' || [[Adventure_Mode#Part_2:_Metal_Mario_Battle.2FMetal_Bros._Battle|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 || [[Adventure_Mode#Part_1:_Giant_Bowser_Battle|Final Destination]] || Adventure Mode || A clone of Final Destination used in Adventure Mode. The player fights a giant Bowser here.  
| '''12-1LAST''' || [[Adventure_Mode#Part_1:_Giant_Bowser_Battle|Final Destination]] || Adventure Mode || A clone of Final Destination used in Adventure Mode. The player fights a giant Bowser here.  
|-
|-
| 12-2LAST || [[Adventure_Mode#Part_2_.28bonus.29:_Giga_Bowser_Battle|Final Destination]] || Adventure Mode || A clone of Final Destination used in Adventure Mode. The player fights Giga Bowser here. Plays Giga Bowser music.
| '''12-2LAST''' || [[Adventure_Mode#Part_2_.28bonus.29:_Giga_Bowser_Battle|Final Destination]] || Adventure Mode || A clone of Final Destination used in Adventure Mode. The player fights Giga Bowser here. Plays Giga Bowser music.
|-
|-
| TUKISUSUME || [[Race_to_the_Finish_(SSBM)|Race to the Finish]] || Classic Mode || The stage race to the finish takes place in. Touching a door ends the match.  
| '''TUKISUSUME''' || [[Race_to_the_Finish_(SSBM)|Race to the Finish]] || Classic Mode || The stage race to the finish takes place in. Touching a door ends the match.  
|-
|-
| FIGUREGET || [[Trophy Collector]] || Classic Mode || The stage [[Snag the Trophies]] takes place in. The stage loads, but will crash when the first trophy spawns. There is a code to prevent the trophies from spawning.  
| '''FIGUREGET''' || [[Trophy Collector]] || Classic Mode || The stage [[Snag the Trophies]] takes place in. The stage loads, but will crash when the first trophy spawns. There is a code to prevent the trophies from spawning.  
|-
|-
| HOMERUN || [[Home-Run Contest]] Stage || 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.  
| '''HOMERUN''' || [[Home-Run Contest]] Stage || Stadium || The stage Home-Run Contest takes place in. It extends almost infinitely to the right, but oddly, it has an upper blast line. Also, after 800 feet, the game will stop loading floor and background textures. This is because the trigger for the load is the [[Sandbag]] crossing a trigger line a little before the 800 feet mark.  
|-
|-
| HEAL || All-Star [[Rest Area]] || All-Star Mode || The rest area from [[All-Star Mode]].
| '''HEAL''' || All-Star [[Rest Area]] || All-Star Mode || The rest area from [[All-Star Mode]].
|-
|-
|}
|}
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! Debug Name !! Item  
! Debug Name !! Item  
|-
|-
| CAPSULE || [[Capsule]]
| '''CAPSULE''' || [[Capsule]]
|-
|-
| BOX || [[Crate]]
| '''BOX''' || [[Crate]]
|-
|-
| TARU || [[Barrel]]
| '''TARU''' || [[Barrel]]
|-
|-
| EGG || [[Egg]]
| '''EGG''' || [[Egg]]
|-
|-
| KUSUDAMA || [[Party Ball]]
| '''KUSUDAMA''' || [[Party Ball]]
|-
|-
| TARUCANN || [[Barrel Cannon]]
| '''TARUCANN''' || [[Barrel Cannon]]
|-
|-
| BOMBHEI || [[Bob-Omb]]
| '''BOMBHEI''' || [[Bob-Omb]]
|-
|-
| DOSEI || [[Mr. Saturn]]
| '''DOSEI''' || [[Mr. Saturn]]
|-
|-
| HEART || [[Heart Container]]
| '''HEART''' || [[Heart Container]]
|-
|-
| TOMATO || [[Maxim Tomato]]
| '''TOMATO''' || [[Maxim Tomato]]
|-
|-
| STAR || [[Super Star|Starman]]
| '''STAR''' || [[Super Star|Starman]]
|-
|-
| BAT || [[Home-Run Bat]]
| '''BAT''' || [[Home-Run Bat]]
|-
|-
| SWORD || [[Beam Sword]]
| '''SWORD''' || [[Beam Sword]]
|-
|-
| PARASOL || [[Parasol]]
| '''PARASOL''' || [[Parasol]]
|-
|-
| G SHELL || [[Green Shell]]
| '''G SHELL''' || [[Green Shell]]
|-
|-
| R SHELL || [[Red Shell]]
| '''R SHELL''' || [[Red Shell]]
|-
|-
| L GUN || [[Ray Gun]]
| '''L GUN''' || [[Ray Gun]]
|-
|-
| FREEZE || [[Freezie]]
| '''FREEZE''' || [[Freezie]]
|-
|-
| FOODS || [[Food]]
| '''FOODS''' || [[Food]]
|-
|-
| MSBOMB || [[Motion Sensor Bomb]]
| '''MSBOMB''' || [[Motion Sensor Bomb]]
|-
|-
| FLIPPER || [[Flipper]]
| '''FLIPPER''' || [[Flipper]]
|-
|-
| S SCOPE || [[Super Scope]]
| '''S SCOPE''' || [[Super Scope]]
|-
|-
| STARROD || [[Star Rod]]
| '''STARROD''' || [[Star Rod]]
|-
|-
| LIPSTICK || [[Lip's Stick]]
| '''LIPSTICK''' || [[Lip's Stick]]
|-
|-
| HARISEN || [[Fan]]
| '''HARISEN''' || [[Fan]]
|-
|-
| F FLOWER || [[Fire Flower]]
| '''F FLOWER''' || [[Fire Flower]]
|-
|-
| KINOKO || [[Super Mushroom]]
| '''KINOKO''' || [[Super Mushroom]]
|-
|-
| DKINOKO || [[Poison Mushroom]]
| '''DKINOKO''' || [[Poison Mushroom]]
|-
|-
| HAMMER || [[Hammer]]
| '''HAMMER''' || [[Hammer]]
|-
|-
| WSTAR || [[Warp Star]]
| '''WSTAR''' || [[Warp Star]]
|-
|-
| SCBALL || [[Screw Attack]]
| '''SCBALL''' || [[Screw Attack]]
|-
|-
| RABBITC || [[Bunny Hood]]
| '''RABBITC''' || [[Bunny Hood]]
|-
|-
| METALB || [[Metal Box]]
| '''METALB''' || [[Metal Box]]
|-
|-
| SPYCLOAK || [[Cloaking Device]]
| '''SPYCLOAK''' || [[Cloaking Device]]
|-
|-
| M BALL || [[Pokéball]]
| '''M BALL''' || [[Pokéball]]
|-
|-
| KURIBOH || [[Goomba]]
| '''KURIBOH''' || [[Goomba]]
|-
|-
| LEADEAD || [[Redead]]
| '''LEADEAD''' || [[Redead]]
|-
|-
| OCTAROCK || [[Octorok]]
| '''OCTAROCK''' || [[Octorok]]
|-
|-
| OTTOSEI || [[Topi]]
| '''OTTOSEI''' || [[Topi]]
|-
|-
| OLD-KURI || Nothing
| '''OLD-KURI''' || Nothing
|-
|-
| MATO || [[Target]]
| '''MATO''' || [[Target]]
|-
|-
| HEIHO || [[Fly Guy]]
| '''HEIHO''' || [[Fly Guy]]
|-
|-
| NOKONOKO || [[Green_Koopa_Troopa|Green Koopa]]
| '''NOKONOKO''' || [[Green_Koopa_Troopa|Green Koopa]]
|-
|-
| PATAPATA || [[Koopa_Paratroopa|Red Koopa]]
| '''PATAPATA''' || [[Koopa_Paratroopa|Red Koopa]]
|-
|-
| LIKELIKE || [[Like Like]]
| '''LIKELIKE''' || [[Like Like]]
|-
|-
| OLD-LEAD || Nothing
| '''OLD-LEAD''' || Nothing
|-
|-
| OLD-OCTA || Nothing
| '''OLD-OCTA''' || Nothing
|-
|-
| OLD-OTTO || Nothing
| '''OLD-OTTO''' || Nothing
|-
|-
| WHITEBEA || [[Polar Bear]]
| '''WHITEBEA''' || [[Polar Bear]]
|-
|-
| KLAP || [[Klaptrap]]
| '''KLAP''' || [[Klaptrap]]
|-
|-
| ZGSHELL || [[Green_Koopa_Shell#In_Single-Player_modes|Green Koopa Shell]]
| '''ZGSHELL''' || [[Green_Koopa_Shell#In_Single-Player_modes|Green Koopa Shell]]
|-
|-
| ZRSHELL || [[Red Koopa Shell]]
| '''ZRSHELL''' || [[Red Koopa Shell]]
|}
|}


Line 322: Line 322:
! Pokémon !! Debug Name
! Pokémon !! Debug Name
|-
|-
| RANDOM || Random Pokémon
| '''RANDOM''' || Random Pokémon
|-
|-
| TOSAKINTO || Goldeen
| '''TOSAKINTO''' || Goldeen
|}
|}


Line 332: Line 332:
! 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 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 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 single jump.
|-
|-
| CPTP_NORMAL || A standard CPU mode used in both Versus Mode and Training Mode (Denoted "Attack"). The CPU behaves normally, throwing out attacks and maneuvers.  
| '''CPTP_NORMAL''' || A standard CPU mode used in both Versus Mode and Training Mode (Denoted "Attack"). The CPU behaves normally, throwing out attacks and maneuvers.  
|-
|-
| CPTP_MANUAL || A standard CPU mode used in Training Mode (Denoted "Human"). The CPU is controlled by the other 3 controllers.
| '''CPTP_MANUAL''' || A standard CPU mode used in Training Mode (Denoted "Human"). The CPU is controlled by the other 3 controllers.
|-
|-
| CPTP_NANA || The default mode for the partner [[Ice Climbers (SSBM)|Ice Climber]], so that 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 he/she follows the leader, attacks with the leader, etc.  
|-
|-
| CPTP_DEFENSIVE || Causes the CPU to only use defensive tactics, such as [[shield]]s and [[roll]]s.  
| '''CPTP_DEFENSIVE''' || Causes the CPU to only use defensive tactics, such as [[shield]]s and [[roll]]s.  
|-
|-
| CPTP_STRUGGLE || Causes the CPU to attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior because a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match.  
| '''CPTP_STRUGGLE''' || Causes the CPU to attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior because a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match.  
|-
|-
| CPTP_FREAK || Causes the CPU to stay where they are, but attack when an opponent comes near. Used in 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 the event match [[Kirbys on Parade]].  
|-
|-
| CPTP_COOPERATE || Causes the CPU to follow the player and attack them.  
| '''CPTP_COOPERATE''' || Causes the CPU to follow the player and attack them.  
|-
|-
| CPTP_SPLWLINK || rowspan=2 | Cause the CPU to only use their [[down special move]] 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]] when set to {{SSBM|Link}} and {{SSBM|Samus}} respectively. They are used in the event match [[Bomb-fest]]. "SPLW" is an abbreviation of "Special Low", which reflects that the character only uses their down (or "low") special.
|-
|-
| CPTP_SPLWSAMUS
| '''CPTP_SPLWSAMUS'''
|-
|-
| CPTP_ONLYITEM || Causes the CPU to only use [[item]]s, as opposed to using any other [[attack]]s, as {{SSBM|Jigglypuff}} does in 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 the event [[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 the event match [[Hide 'n' Sheik]]. It is presumed to stand for "Event Zelda".  
|-
|-
| CPTP_NOACT || Causes the CPU to do absolutely nothing. This is not to be confused with [[Stand]], in which the CPU will still attempt to [[recover]] if knocked off.  
| '''CPTP_NOACT''' || Causes the CPU to do absolutely nothing. This is not to be confused with [[Stand]], in which the CPU will still attempt to [[recover]] if knocked off.  
|-
|-
| CPTP_AIR || Restricts the CPU's [[jump]]ing height. This does not affect the height gained by the character's [[up special move]], meaning that this mode has far more of an effect on aerial play than it does on the character's recovery.  
| '''CPTP_AIR''' || Restricts the CPU's [[jump]]ing height. This does not affect the height gained by the character's [[up special move]], meaning that this mode has far more of an effect on aerial play than it does on the character's recovery.  
|-
|-
| CPTP_ITEM || Causes the CPU to attempt to grab all [[item]]s that appear. Otherwise, the CPU is normal. This is used for CPUs in event matches like [[Event 7: Pokémon Battle]].  
| '''CPTP_ITEM''' || Causes the CPU to attempt to grab all [[item]]s that appear. Otherwise, the CPU is normal. This is used for CPUs in event matches like [[Event 7: Pokémon Battle]].  
|}
|}



Revision as of 10:59, March 31, 2015

File:DebugMenuMelee.png
The debug menu in Super Smash Bros. Melee.

Intro Text Here

Reoccurring Lists

Characters

Character Debug name
Captain Falcon (SSBM) Captain Falcon CKIND_CAPTAIN
Donkey Kong (SSBM) Donkey Kong CKIND_DONKEY
Fox (SSBM) Fox CKIND_FOX
Mr. Game & Watch (SSBM) Mr. Game & Watch CKIND_GAMEWATCH
Kirby (SSBM) Kirby CKIND_KIRBY
Bowser (SSBM) Bowser CKIND_KOOPA
Link (SSBM) Link CKIND_LINK
Luigi (SSBM) Luigi CKIND_LUIGI
Mario (SSBM) Mario CKIND_MARIO
Marth (SSBM) Marth CKIND_MARS
Mewtwo (SSBM) Mewtwo CKIND_MEWTWO
Ness (SSBM) Ness CKIND_NESS
Peach (SSBM) Peach CKIND_PEACH
Pikachu (SSBM) Pikachu CKIND_PIKACHU
Ice Climbers (SSBM) Ice Climbers CKIND_POPONANA
Jigglypuff (SSBM) Jigglypuff CKIND_PURIN
Samus (SSBM) Samus CKIND_SAMUS
Yoshi (SSBM) Yoshi CKIND_YOSHI
Sheik (SSBM) Sheik CKIND_ZE->SE
Zelda (SSBM) Zelda CKIND_SE->ZE
Falco (SSBM) Falco CKIND_FALCO
Young Link (SSBM) Young Link CKIND_CLINK
Dr. Mario (SSBM) Dr. Mario CKIND_DRMARIO
Roy (SSBM) Roy CKIND_EMBLEM
Pichu (SSBM) Pichu CKIND_PICHU
Ganondorf (SSBM) Ganondorf CKIND_GANON
Master Hand (SSBM) Master Hand CKIND_MASTERH
Fighting Wire Frames (SSBM) Fighting Wire Frame CKIND_BOY
Fighting Wire Frames (SSBM) Fighting Wire Frame CKIND_GIRL
Giga Bowser (SSBM) Giga Bowser CKIND_GKOOPS
Crazy Hand (SSBM) Crazy Hand CKIND_CREZYH
Sandbag (SSBM) Sandbag CKIND_SANDBAG
Ice Climbers (SSBM) Popo (solo) CKIND_POPO
NONE CKIND_NONE

Stages

Debug Name Stage Name In-Game Usage Description
DUMMY None- Debug Menu Only A debug stage that crashes the game when trying to load it, although use of action replay codes can force the stage to load. The stage itself is totally black, with one invisible platform in the middle. The stage has no blast lines, so characters will fall forever.
TEST None- Debug Menu Only A debug stage that features oddly shaped platforms and a low resolution picture of a bar as the background. It is unusually long.
IZUMI Fountain of Dreams Playable Stage
PSTADIUM Pokémon Stadium Playable Stage
CASTLE Princess Peach's Castle Playable Stage
KONGO Kongo Jungle Playable Stage
ZEBES Brinstar Playable Stage
CORNERIA Corneria Playable Stage
STORY Yoshi's Story Playable Stage
ONETT Onett Playable Stage
MUTE CITY Mute City Playable Stage
RCRUISE Rainbow Cruise Playable Stage
GARDEN Jungle Japes Playable Stage
GREATBAY Great Bay Playable Stage
SHRINE Temple Playable Stage
KRAID Brinstar Depths Playable Stage
YOSTER Yoshi's Island Playable Stage
GREENS Yoshi's Island Playable Stage
FOURSIDE Fourside Playable Stage
INISHIE1 Mushroom Kingdom Playable Stage
INISHIE2 Mushroom Kingdom II Playable Stage
AKANEIA None- Debug Menu Only A stage that crashes the game when trying to load it. There is no known code that can force it to load. It is believed to be a Fire Emblem stage because the music used to represent the Fire Emblem characters has the file name "akaneia.hps".
VENOM Venom Playable Stage
PURA Poké Floats Playable Stage
BIGBLUE Big Blue Playable Stage
ICEMT Icicle Mountain Playable Stage
ICETOP None- Debug Menu Only An unused stage that crashes when trying to load it, although use of action replay codes can force the stage to load. The stage is believed to have been the "top" of Icicle Mountain. However, forcing it to load reveals that it is now just a clone of Icicle Mountain without music.
FLATZONE Flat Zone Playable Stage
OLD PPP Past Stages: Dream Land Playable Stage
OLD YOSH Past Stages: Yoshi's Island Playable Stage
OLD KONG Past Stages: Kongo Jungle Playable Stage
BATTLE Battlefield Playable Stage
LAST Final Destination Playable Stage
T<CHAR> Target Test Stadium/Classic Mode The Target Test stages for each character. The match ends if all the targets break.
TSEAK Target Test None- Debug Menu Only An unused Target Test stage, presumably for Sheik. It has only 3 targets.
1-1KINOKO Mushroom Kingdom Adventure Mode A side scrolling stage used in Adventure Mode. The game will freeze when the player gets to the Yoshi fight section of the stage, but there are codes to prevent this. Touching the flagpole ends the match.
1-2CASTLE Princess Peach's Castle Adventure Mode A clone of Princess Peach's Castle used in Adventure Mode. The player fights Mario (or Luigi) and Peach here. Plays Rainbow Cruise music.
2-1KONGO Kongo Jungle Adventure Mode A clone of Kongo Jungle used in Adventure Mode. The player fights two tiny Donkey Kong here.
2-2GARDEN Jungle Japes Adventure Mode A clone of Jungle Japes used in Adventure Mode. The player fights a giant Donkey Kong here.
3-1MEIKYU Underground Maze Adventure Mode A side scrolling stage used in Adventure Mode. The game will freeze when the player encounters any of the Link fights, but there are codes to prevent this. Touching the Triforce ends the match.
3-2SHRINE Temple Adventure Mode A clone of Temple used in Adventure Mode. The player fights Zelda here. Plays Great Bay music.
4-1ZEBES Brinstar Adventure Mode A clone of Brinstar used in Adventure Mode. The player fights Samus here. There is a chance that Brinstar Depths music will play.
4-2DASSYUT Brinstar Escape Adventure Mode A side scrolling stage used in Adventure Mode. Touching the platform at the top ends the match.
5-1GREENS Green Greens Adventure Mode A clone of Green Greens used in Adventure Mode. The player fights Kirby here. There is a chance that Fountain of Dreams music will play.
5-2GREENS Green Greens Adventure Mode A clone of Green Greens used in Adventure Mode. The player fights a horde of Kirby here.
5-3GREENS Green Greens Adventure Mode A clone of Green Greens used in Adventure Mode. The player fights a giant Kirby here. There is a chance that N64 Dream Land music will play.
6-1CORNERI Corneria Adventure Mode A clone of Corneria used in Adventure Mode. The player fights Fox here. There is a chance that Venom music will play.
6-2CORNERI Corneria Adventure Mode A clone of Corneria used in Adventure Mode. The player fights Fox (or Falco if he's unlocked) here. The Arwings are much more aggressive. This stage is also used by Event #32: "Target Aquired".
7PSTADIUM Pokémon Stadium Adventure Mode A clone of Pokémon Stadium used in Adventure Mode. The player fights a horde of Pokémon here (all who are unlocked).
8-1BBROUTE F-Zero Grand Prix Adventure Mode A side-scrolling stage used in Adventure Mode. Crossing the finish line ends the match. This stage is also used in Event #33: "Lethal Marathon".
8-2MUTECIT Mute City Adventure Mode A clone of Mute City used in Adventure Mode. The player fights Captain Falcon here.
9-1ONETT Onett Adventure Mode A clone of Onett used in Adventure Mode. The player fights a team of 3 Ness here.
10-1ICEMT Icicle Mountain Adventure Mode A side-scrolling stage used in Adventure Mode. The game freezes when the player would fight the Ice Climbers.
10-2 None- Debug Menu Only An unused stage, presumably meant to be a second part to the Ice Climber stage in Adventure Mode. It is functionally the same as ICETOP: it crashes the game when trying to load it, the same code can be used to prevent the crash, and it is just a clone of Icicle Mountain without music.
11-1BATTLE Battlefield Adventure Mode A clone of Battlefield used in Adventure Mode. The player fights a horde of Fighting Wire Frames here. The stage's gravity has been noticeably reduced.
11-2BATTLE Battlefield Adventure Mode A clone of Battlefield used in Adventure Mode. The player fights Metal Mario (and Metal Luigi if unlocked) here. Plays Metal Battle music.
12-1LAST Final Destination Adventure Mode A clone of Final Destination used in Adventure Mode. The player fights a giant Bowser here.
12-2LAST Final Destination Adventure Mode A clone of Final Destination used in Adventure Mode. The player fights Giga Bowser here. Plays Giga Bowser music.
TUKISUSUME Race to the Finish Classic Mode The stage race to the finish takes place in. Touching a door ends the match.
FIGUREGET Trophy Collector Classic Mode The stage Snag the Trophies takes place in. The stage loads, but will crash when the first trophy spawns. There is a code to prevent the trophies from spawning.
HOMERUN Home-Run Contest Stage Stadium The stage Home-Run Contest takes place in. It extends almost infinitely to the right, but oddly, it has an upper blast line. Also, after 800 feet, the game will stop loading floor and background textures. This is because the trigger for the load is the Sandbag crossing a trigger line a little before the 800 feet mark.
HEAL All-Star Rest Area All-Star Mode The rest area from All-Star Mode.

Items

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

Pokémon

Pokémon Debug Name
RANDOM Random Pokémon
TOSAKINTO Goldeen

CPU Modes

Debug Name Description
CPTP_STAY The default CPU mode for Training Mode (Denoted "Stand"). The CPU will not move except to recover. It will occasionally use a ledge attack.
CPTP_WALK A standard CPU mode used in Training Mode (Denoted "Walk"). The CPU will walk back and forth across the stage.
CPTP_ESCAPE A standard CPU mode used in Training Mode (Denoted "Evade"). The CPU actively avoid interaction with the player.
CPTP_JUMP A standard CPU mode used in Training Mode (Denoted "Jump"). The CPU will constantly single jump.
CPTP_NORMAL A standard CPU mode used in both Versus Mode and Training Mode (Denoted "Attack"). The CPU behaves normally, throwing out attacks and maneuvers.
CPTP_MANUAL A standard CPU mode used in Training Mode (Denoted "Human"). The CPU is controlled by the other 3 controllers.
CPTP_NANA The default mode for the partner Ice Climber, so that he/she follows the leader, attacks with the leader, etc.
CPTP_DEFENSIVE Causes the CPU to only use defensive tactics, such as shields and rolls.
CPTP_STRUGGLE Causes the CPU to attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior because a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match.
CPTP_FREAK Causes the CPU to stay where they are, but attack when an opponent comes near. Used in the event match Kirbys on Parade.
CPTP_COOPERATE Causes the CPU to follow the player and attack them.
CPTP_SPLWLINK Cause the CPU to only use their down special move when set to Link and Samus respectively. They are used in the event match Bomb-fest. "SPLW" is an abbreviation of "Special Low", which reflects that the character only uses their down (or "low") special.
CPTP_SPLWSAMUS
CPTP_ONLYITEM Causes the CPU to only use items, as opposed to using any other attacks, as Jigglypuff does in the event Legendary Pokémon.
CPTP_EVZELDA Causes Zelda to transform into Sheik more often, as she does in the event match Hide 'n' Sheik. It is presumed to stand for "Event Zelda".
CPTP_NOACT Causes the CPU to do absolutely nothing. This is not to be confused with Stand, in which the CPU will still attempt to recover if knocked off.
CPTP_AIR Restricts the CPU's jumping height. This does not affect the height gained by the character's up special move, meaning that this mode has far more of an effect on aerial play than it does on the character's recovery.
CPTP_ITEM Causes the CPU to attempt to grab all items that appear. Otherwise, the CPU is normal. This is used for CPUs in event matches like Event 7: Pokémon Battle.

VERSUS MODE

DAIRANTOU V1

Sub-Menu Item Description Values
CHAR SELECT CHARA_1-4 Sets the character for players 1-4. See here.
ALL CHAR Sets the character for player 5 (See here).
SCALE SELECT SCALE__1-4 Sets the scale for each player. Min=0.20; Max=5.00; Increment=0.10
KIND SELECT PKIND__1-4 Sets the player type for players 1-4.
  • HUMAN: A human controlled player.
  • CPU: A computer controlled player.
  • DEMO: A human controlled computer player (similar to the CPTP_MANUAL CPU mode.)
  • NONE: No player.
ALL PKIND Sets the player type for player 5 (See here).
COLOR SELECT COLOR_1-4 Sets which pallet swap players 1-4 will use. Min=0; Max=9; Increment=1
SUB COLOR SUBCOLOR_1-4 Sets which coloration players 1-4 will use.
  • 0: Normal coloration
  • 1: Bright coloration; Used in team battles where two of the same character are on the same team.
  • 2: Dark coloration; Used in team battles where three of the same character are on the same team.
  • 3: Black coloration; Used in Event #18: "Link's Adventure".
  • 4: Gray coloration; Used as the gray background outline for Mr. Game & Watch.
  • 5+: Game crashes.
DAMAGE SET DAMAGE_1-4 Sets how much damage players 1-4 start out with each time they spawn. Min=0; Max=999; Increment=1
OFFENCERATIO OFFRATIO_1-4 Sets how much knockback players 1-4 deal. Min=0.10; Max=3.00; Increment=0.10
DEFENCERATIO DEFRATIO_1-4 Sets how much knockback players 1-4 take. Min=0.10; Max=3.00; Increment=0.10
CPUTYPE SET TYPE__C1-4 Sets the behavior CPU players 1-4 will adopt. See here.
CPULEVEL SET LEVEL_C1-4 Sets the AI level for computer players 1-4. Min=0; Max=9; Increment=1
TEAM SELECT TEAM_1-4 Sets the team players 1-4 are on. Only active if "MELEEKIND" is set to "TEAM BATTLE".
  • RED-TEAM: The red team.
  • GREEN-TEAM: The green team.
  • BLUE-TEAM: The blue 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.

DAIRANTOU V2

CHAR SELECT

CHARA_1-4: Sets the character for players 1-4.
ALL CHAR: Sets the character for player 5 (See here).

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.
ALL PKIND: Sets the player type for player 5 (See 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 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 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 V1

Sub-Menu 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.

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 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

KIND

1-4P KIND:
ALL CKIND:

See here.

RANK

1-4P RANK:

WIN

1-4P WIN:

ALL COLOR

STEP ANIM

  • 0
  • 1

PANEL HIDDEN

  • 0
  • 1

LANGUAGE

  • GMLANGTYPEUS
  • GMLANGTYPEJP

PUBLICITY

  • On
  • Off

DBLEVEL

  • MASTER
  • NO-DEBUG-ROM
  • DEBUG-DEVELOP
  • DEBUG-ROM
  • DEVELOP

IK DEBUG FLAG

  • 0
  • 1

NEW DEFCALC

  • 0
  • 1

GLOBAL DATA EDIT

MODE TEAM TEST