Super Smash Bros. Melee

Debug menu (SSBM): Difference between revisions

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| '''CKIND_CREZYH''' || {{head|Crazy Hand|g=SSBM|s=16px}} {{SSBM|Crazy Hand}} || Finishing a match with this character crashes the game. The player can still exit the match through the pause menu.
| '''CKIND_CREZYH''' || {{head|Crazy Hand|g=SSBM|s=16px}} {{SSBM|Crazy Hand}} || Finishing a match with this character crashes the game. The player can still exit the match through the pause menu.
|-
|-
| '''CKIND_SANDBAG''' || {{head|Sandbag|g=SSBM|s=16px}} [[Sandbag]] || While it is possible to move around, jump, and air dodge with this character, doing so will eventually crash the game.  
| '''CHKIND_SANDBAG''' || {{head|Sandbag|g=SSBM|s=16px}} [[Sandbag]] || 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]]) || Finishing a match with this character crashes the game. Presumably related to [[Target Test]], where only the leader is present like this setting.
| '''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]] || 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.
| '''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.
|}
|}



Revision as of 19:38, December 5, 2020

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

Characters

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 "th" sound is not used, so it is replaced with the closest sound, "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
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.
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

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" come 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.
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.
3-2SHRINE 064 Temple Adventure Mode A clone of Temple used in Adventure Mode. The player fights Zelda here. Plays Great Bay music. This stage also used in Event 29: Triforce Gathering.
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.
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. There is a chance that Dream Land N64 music will play.
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. This stage is also used in Event 32: Target Acquired.
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. This stage is also used in Event 33: Lethal Marathon.
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. Also used in the penultimate battle in Classic Mode.
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.
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.
215 Goomba Event Match The Goomba stage from Event 14: Trophy Tussle 1. This stage is not typically accessible from the debug menu, therefore one must use the full stage selector code to get to it. Goomba is stage ID 215.
227 Entei Event Match The Entei stage from Event 26: Trophy Tussle 2. This stage is not typically accessible from the debug menu, therefore one must use the full stage selector code to get to it. Entei is stage ID 227.
248 Majora's Mask Event Match The Majora's Mask stage from Event 47: Trophy Tussle 3. This stage is not typically accessible from the debug menu, therefore one must use the full stage selector code to get to it. Majora's Mask is stage ID 248.

Items & Pokémon

Items Pokémon
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
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

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 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 - 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.
CPTP_20XX Only appears in the 20XX Training pack. Acts like "Attack", but with considerably higher skill, making it way harder to play against.

VERSUS MODE

DAIRANTOU

The DAIRANTOU sub-menu of the debug menu.

The DAIRANTOU menu contains options for operating Versus Mode. There are a few functions here that cannot be achieved in normal play, such as the ability to control Sandbag or go to Adventure Mode stages. One can also control Master and Crazy hand in this way. 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. 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: 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

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

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

NTSC

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

PAL

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

PUBLICITY

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

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

DBLEVEL

Sets the debug level. Higher debug levels mean more control over matches and menus. Higher debug levels inherit traits from the lower ones.

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

IK DEBUG FLAG

Determines if 6-Player matches should be possible.

  • 0: 6-Player matches are possible*.
    • Player 5:
      • gets their character from the CHAR SELECT->ALL_CHAR setting.
      • gets their kind from the KIND SELECT->ALL_KIND setting.
      • gets all other settings from Player 3.
    • Player 6:
      • gets their character from the PUBLICITY setting.
      • gets their kind from the KIND SELECT->ALL_KIND setting.
      • gets all other settings from Player 4.
  • 1: 6-Player matches are not possible.

*This code must be active, or the game will crash.

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

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

  • 0: Unknown
  • 1: Unknown

GLOBAL DATA EDIT

The GLOBAL DATA EDIT sub-menu of the debug menu.

Used for editing global memory information. All values in this menu are in hexadecimal.

ADDR4, ADDR2 and ADDR are the memory addresses. They are all linked (they cannot have different values), but ADDR4 goes up by 4, ADDR2 goes up by 2, and ADDR goes up by 1.

U32, U16, and U8 are the values assigned to the memory address specified by the ADDR fields. They are also linked, but differently. The first 2 digits of U16 and U32 are always the same as U8, and similarly, the first 4 digits of U32 are always the same as U16. U32 is a hexadecimal representation of an unsigned 32 bit integer, U16 is a hexadecimal representation of an unsigned 16 bit integer, and U8 is a hexadecimal representation of an unsigned 8 bit integer.

MODE TEAM TEST

The MODE TEAM TEST sub-menu of the debug menu.

Most of the functions here appear to be named after certain programmers who worked on Melee. It is unclear if the options within each menu pertain directly to each developer, but it does seem that each menu has closely related options. For instance, OTOGURO contains options pertaining to trophies and Melee records, while KIM contains introductory scene options, especially for single player mode.

Parent Sub-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. 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

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

Gallery

Trivia

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.
  • The GameCube game Kirby Air Ride has a debug menu almost exactly like the one in Melee.