Debug menu (SSBM)

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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 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 Target Test 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 is the side-scrolling Mushroom Kingdom 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 is Princess Peach's Castle, used in Adventure Mode. It plays Rainbow Cruise music.
  • 2-1KONGO is Kongo Jungle, used in Adventure Mode.
  • 2-2GARDEN is Jungle Japes, used in Adventure Mode.
  • 3-1MEIKYU is the side-scrolling Underground Maze stage used in Adventure Mode. The game will freeze when the player gets to any of the Link fights, but there are codes to prevent this. Touching the Triforce ends the match.
  • 3-2SHRINE is Temple, used in Adventure Mode. It plays Great Bay music.
  • 4-1ZEBES is Brinstar, used in Adventure Mode. It may play Brinstar Depths music.
  • 4-2DASSYUT is the side-scrolling Escape Zebes stage used in Adventure Mode. Touching the platform at the top ends the match.
  • 5-1GREENS is Green Greens, used in Adventure Mode. It may play Fountain of Dreams music.
  • 5-2GREENS is Green Greens, used in Adventure Mode.
  • 5-3GREENS is Green Greens, used in Adventure Mode. It may play N64 Dream Land music.
  • 6-1CORNERI is Corneria, used in Adventure Mode. It may play Venom music.
  • 6-2CORNERI is Corneria, used in Adventure Mode. Arwings are much more aggressive here.
  • 7PSTADIUM is Pokémon Stadium, used in Adventure Mode.
  • 8-1BBROUTE is the side-scrolling Big Blue stage used in Adventure Mode.
  • 8-2MUTECIT is Mute City, used in Adventure Mode.
  • 9-1ONETT is Onett, used in Adventure Mode.
  • 10-1ICEMT is the side-scrolling Icicle Mountain stage used in Adventure Mode. The game freezes when the player would fight the Ice Climbers
  • 10-2 is 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 is Battlefield, used in Adventure Mode. Has lower gravity.
  • 11-2BATTLE is Battlefield, used in Adventure Mode. Plays Metal music.
  • 12-1LAST is Final Destination, used in Adventure Mode.
  • 12-2LAST is Final Destination, used in Adventure Mode. Plays Giga Bowser Music
  • TUKISUSUME is the Race to the Finish stage. Touching a door ends the match.
  • FIGUREGET is Trophy Collector, 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 is the Home-Run Contest stage. 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 is the Rest Area stage from All-Star Mode.

Items

Item Debug Name
Capsule.jpg CAPSULE Capsule

Pokémon

Pokémon Debug Name
RANDOM Random Pokémon
TOSAKINTO Goldeen

CPU Modes

  • CPTP_STAY is 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 is a standard CPU mode used in Training Mode (Denoted "Walk"). The CPU will walk back and forth across the stage.
  • CPTP_ESCAPE is a standard CPU mode used in Training Mode (Denoted "Evade"). The CPU actively avoid interaction with the player.
  • CPTP_JUMP is a standard CPU mode used in Training Mode (Denoted "Jump"). The CPU will constantly single jump.
  • CPTP_NORMAL is 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 is a standard CPU mode used in Training Mode (Denoted "Human"). The CPU is controlled by the other 3 controllers.
  • CPTP_NANA is 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 and CPTP_SPLWSAMUS 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_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

CHAR SELECT

CHARA_1-4:
ALL CHAR:

See here.

SCALE SELECT

SCALE__1-4:

KIND SELECT

PKIND__1-4:
ALL PKIND:
  • HUMAN
  • CPU
  • DEMO
  • NONE

COLOR SELECT

COLOR_1-4:

SUB COLOR

SUBCOLOR_1-4:
  • 0
  • 1
  • 2
  • 3
  • 4
  • 5+

DAMAGE SET

DAMAGE_1-4:

OFFENCERATIO

OFFRATIO_1-4:

DEFENCERATIO

DEFRATIO_1-4:

CPUTYPE SET

TYPE__C1-4:

See here.

CPULEVEL SET

LEVEL_C1-4:

TEAM SELECT

TEAM_1-4:
  • RED-TEAM
  • GREEN-TEAM
  • BLUE-TEAM

STAGE

See here.

MELEEKIND

  • BATTLE ROYAL
  • TEAM BATTLE

RULE

RULE

  • TIME MODE
  • STOCK MODE
  • COIN MODE
  • ENDLESS MODE

TIME(MIN)

TIME(SEC)

STOCK(CNT)

DAMAGERATIO

VIBRATION SELECT

RUMBLE_1-4
  • ON
  • OFF

ITEM SWITCH

  • Nothing
  • VERYLOW
  • LOW
  • MIDDLE
  • HIGH
  • VERYHIGH

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