Intro Text Here
Reoccurring Lists
Characters
Character | Debug name |
---|---|
Captain Falcon | CKIND_CAPTAIN |
Donkey Kong | CKIND_DONKEY |
Fox | CKIND_FOX |
Mr. Game & Watch | CKIND_GAMEWATCH |
Kirby | CKIND_KIRBY |
Bowser | CKIND_KOOPA |
Link | CKIND_LINK |
Luigi | CKIND_LUIGI |
Mario | CKIND_MARIO |
Marth | CKIND_MARS |
Mewtwo | CKIND_MEWTWO |
Ness | CKIND_NESS |
Peach | CKIND_PEACH |
Pikachu | CKIND_PIKACHU |
Ice Climbers | CKIND_POPONANA |
Jigglypuff | CKIND_PURIN |
Samus | CKIND_SAMUS |
Yoshi | CKIND_YOSHI |
Sheik | CKIND_ZE->SE |
Zelda | CKIND_SE->ZE |
Falco | CKIND_FALCO |
Young Link | CKIND_CLINK |
Dr. Mario | CKIND_DRMARIO |
Roy | CKIND_EMBLEM |
Pichu | CKIND_PICHU |
Ganondorf | CKIND_GANON |
Master Hand | CKIND_MASTERH |
Fighting Wire Frame ♂ | CKIND_BOY |
Fighting Wire Frame ♀ | CKIND_GIRL |
Giga Bowser | CKIND_GKOOPS |
Crazy Hand | CKIND_CREZYH |
Sandbag | CKIND_SANDBAG |
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 | A side-scrolling stage used in Adventure Mode. The game freezes when the player would fight the Ice Climbers. | 4 |
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
Item | Debug Name |
---|---|
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