Super Smash Bros. Melee

Debug menu (SSBM)

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This article is about the debug menu inMelee. For general information, seeDebug menu.
For Action Replay codes used to access the Debug Menu, seehere. For the debug sound test menu, seehere.
The debug menu inSuper Smash Bros. Melee.

Thedebug menu is an element of development that was left inSuper Smash Bros. Melee. Within the menu, the player has control over almost all aspects of the game, includingnon-playable characters,non-playable stages,single player stages, special CPU behaviors, and more. In order to get to the debug menu on theGameCube, anAction Replay device must be used. On theWii, Ocarina or Gecko codes may be used if the right MIOS modifications are installed on the system.

Reoccurring Lists[edit]

Characters[edit]

Debug NameCharacterNotes
CKIND_CAPTAINCaptain Falcon (SSBM)Captain Falcon
CKIND_DONKEYDonkey Kong (SSBM)Donkey Kong
CKIND_FOXFox (SSBM)Fox
CKIND_GAMEWATCHMr. Game & Watch (SSBM)Mr. Game & Watch
CKIND_KIRBYKirby (SSBM)Kirby
CKIND_KOOPABowser (SSBM)Bowser"Koopa" is Bowser's Japanese name.
CKIND_LINKLink (SSBM)Link
CKIND_LUIGILuigi (SSBM)Luigi
CKIND_MARIOMario (SSBM)Mario
CKIND_MARSMarth (SSBM)MarthMarth's Japanese name マルス may be translated as either "Marth" or "Mars".
CKIND_MEWTWOMewtwo (SSBM)Mewtwo
CKIND_NESSNess (SSBM)Ness
CKIND_PEACHPeach (SSBM)Peach
CKIND_PIKACHUPikachu (SSBM)Pikachu
CKIND_POPONANAIce Climbers (SSBM)Ice Climbers"Popo" and "Nana" are the names of the individual Ice Climbers themselves. Popo is the one in blue and Nana is the one in pink.
CKIND_PURINJigglypuff (SSBM)Jigglypuff"Purin" is Jigglypuff's Japanese name.
CKIND_SAMUSSamus (SSBM)Samus
CKIND_YOSHIYoshi (SSBM)Yoshi
CKIND_ZE->SEZelda (SSBM)Zelda"ZE" stands for Zelda, and "SE" stands for Sheik. The -> means transformation.
CKIND_SE->ZESheik (SSBM)Sheik
CKIND_FALCOFalco (SSBM)Falco
CKIND_CLINKYoung Link (SSBM)Young Link"CLINK" stands for Child Link, Young Link's Japanese name.
CKIND_DRMARIODr. Mario (SSBM)Dr. Mario
CKIND_EMBLEMRoy (SSBM)RoyRoy was a very late addition toMelee, so the development team named the spot "EMBLEM" internally as a catch-all for anotherFire Emblem character.
CKIND_PICHUPichu (SSBM)Pichu
CKIND_GANONGanondorf (SSBM)Ganondorf"Ganon" is the name of Ganondorf's true form.
CKIND_MASTERHMaster Hand (SSBM)Master HandFinishing a match with this character crashes the game. Master Hand cannot be KO'd unless you put him into stamina mode (seehere).
CKIND_BOYFighting Wire Frames (SSBM)Fighting Wire FrameFinishing a match with this character crashes the game. The player can still exit the match through the pause menu.
CKIND_GIRLFighting Wire Frames (SSBM)Fighting Wire FrameFinishing a match with this character crashes the game. The player can still exit the match through the pause menu.
CKIND_GKOOPSGiga Bowser (SSBM)Giga BowserFinishing a match with this character crashes the game. Stands for "Giga Koopa". "Koops" may be a typo.
CKIND_CREZYHCrazy Hand (SSBM)Crazy HandFinishing a match with this character crashes the game. "Crezy" may be a typo. Crazy Hand cannot be KO'd unless you put him into stamina mode (seehere).
CHKIND_SANDBAGSandbag (SSBM)SandbagWhile it is possible to move around, jump, and air dodge with this character, doing so will eventually crash the game.
CHKIND_POPOIce Climbers (SSBM)Popo (solo)Finishing a match with this character crashes the game. Presumably related toTarget Test, where only the leader is present like this setting.
CHKIND_NONENONEUsing 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[edit]

The list of stages given in the table is for the default Debug Menu. For the list of stages used with thefull stage selector code, viewhere.

Debug NameStage IDStage NameIn-Game UsageDescription
DUMMY000None- Debug Menu OnlyA debug stage thatcrashes the game when trying to load it, although use ofaction replay codes can force the stage to load. The stage itself is totally black, with one invisible platform in the middle. The stage hasblast 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.
TEST001None- Debug Menu OnlyA 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.
IZUMI002Fountain of DreamsVersus Mode"" is the Japanese word for "Fountain".
PSTADIUM003Pokémon StadiumVersus Mode
CASTLE004Princess Peach's CastleVersus Mode
KONGO005Kongo JungleVersus Mode
ZEBES006BrinstarVersus ModePossibly due to Brinstar being located in the Planet Zebes inMetroid series.
CORNERIA007CorneriaVersus Mode
STORY008Yoshi's StoryVersus Mode
ONETT009OnettVersus Mode
MUTE CITY010Mute CityVersus Mode
RCRUISE011Rainbow CruiseVersus Mode
GARDEN012Jungle JapesVersus Mode"Garden" comes from "Jungle Garden", the stage's Japanese name.
GREATBAY013Great BayVersus Mode
SHRINE014TempleVersus ModeThe stage's Japanese name神殿 may be translated as either "Temple" or "Shrine".
KRAID015Brinstar DepthsVersus ModePossibly due toKraid's lair being located in the depths of Brinstar in the originalMetroid.
YOSTER016Yoshi's IslandVersus Mode"Yoster" comes from "Yoster Island", the stage's Japanese name.
GREENS017Green GreensVersus Mode
FOURSIDE018FoursideVersus Mode
INISHIE1019Mushroom KingdomVersus Modeいにしえ loosely means "Ancient", and is used for Japanese names of Mushroom Kingdom and Mushroom Kingdom II.
INISHIE2020Mushroom Kingdom IIVersus Mode
AKANEIA021None- Debug Menu OnlyA 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 aFire Emblem stage because "Akaneia" is the Japanese name ofArchanea, a kingdom from the series.
VENOM022VenomVersus Mode
PURA023Poké FloatsVersus Mode
BIGBLUE024Big BlueVersus Mode
ICEMT025Icicle MountainVersus Mode
ICETOP026None- Debug Menu OnlyAn unused stage that crashes when trying to load it, although use ofaction 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.
FLATZONE027Flat ZoneVersus Mode
OLD PPP028Past Stages:Dream LandVersus Mode"PPP" stands for "Pupupu Land", Dream Land's Japanese name.
OLD YOSH029Past Stages:Yoshi's IslandVersus Mode
OLD KONG030Past Stages:Kongo JungleVersus Mode
BATTLE031BattlefieldVersus Mode
LAST032Final DestinationVersus Mode
T(CHAR)033-058Target TestStadium/Classic ModeThe Target Test stages for each character. The match ends if all the targets break.
TSEAK053Target TestNone- Debug Menu OnlyAn unused Target Test stage, presumably for Sheik. It has only 3 targets.
1-1KINOKO059Mushroom KingdomAdventure ModeA 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 arecodes to prevent this. Touching the flagpole ends the match. "キノコ" is the Japanese word for "Mushroom".
1-2CASTLE060Princess Peach's CastleAdventure ModeA clone of Princess Peach's Castle used in Adventure Mode. The player fights Mario (or Luigi) and Peach here. PlaysRainbow Cruise music.
2-1KONGO061Kongo JungleAdventure ModeA clone of Kongo Jungle used in Adventure Mode. The player fights two tiny Donkey Kong here.
2-2GARDEN062Jungle JapesAdventure ModeA clone of Jungle Japes used in Adventure Mode. The player fightsGiant Donkey Kong here.
3-1MEIKYU063Underground MazeAdventure ModeA side scrolling stage used in Adventure Mode. The game will freeze when the player encounters any of the Link fights, but there arecodes to prevent this. Touching theTriforce ends the match. "迷宮" is the Japanese word for "Maze".
3-2SHRINE064TempleAdventure ModeA clone of Temple used in Adventure Mode. The player fights Zelda here. PlaysGreat Bay music.
4-1ZEBES065BrinstarAdventure ModeA clone of Brinstar used in Adventure Mode. The player fights Samus here. There is a chance thatBrinstar Depths music will play.
4-2DASSYUT066Brinstar Escape ShaftAdventure ModeA vertical scrolling stage used in Adventure Mode. Touching the platform at the top ends the match. "DASSYUT" is most likely a shortening of脱出, meaning "Escape".
5-1GREENS067Green GreensAdventure ModeA clone of Green Greens used in Adventure Mode. The player fights Kirby here. There is a chance thatFountain of Dreams music will play.
5-2GREENS068Green GreensAdventure ModeA clone of Green Greens used in Adventure Mode. The player fights a horde of Kirby here.
5-3GREENS069Green GreensAdventure ModeA clone of Green Greens used in Adventure Mode. The player fightsGiant Kirby here. PlaysDream Land N64 music.
6-1CORNERI070CorneriaAdventure ModeA clone of Corneria used in Adventure Mode. NoArwings are seen. The player fights Fox here. PlaysVenom music.
6-2CORNERI071CorneriaAdventure ModeA clone of Corneria used in Adventure Mode. The player fights Fox (or Falco if he's unlocked) here. The Arwings are very aggressive.
7PSTADIUM072Pokémon StadiumAdventure ModeA 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. OnlyPoké Balls will spawn.
8-1BBROUTE073F-Zero Grand PrixAdventure ModeA side-scrolling stage used in Adventure Mode. Crossing the finish line ends the match. "BBROUTE" is likely a shortening of "Big Blue Route".
8-2MUTECIT074Mute CityAdventure ModeA clone of Mute City used in Adventure Mode. The player fights Captain Falcon here.
9-1ONETT075OnettAdventure ModeA clone of Onett used in Adventure Mode. The player fights a team of 3 Ness here.
10-1ICEMT076Icicle MountainAdventure ModeA vertical scrolling stage used in Adventure Mode. The game freezes when the player would fight the Ice Climbers.
10-2077None- Debug Menu OnlyAn 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.
11-1BATTLE078BattlefieldAdventure ModeA clone of Battlefield used in Adventure Mode. The player fights a horde of Fighting Wire Frames here. The stage'sgravity has been noticeably reduced.
11-2BATTLE079BattlefieldAdventure ModeA clone of Battlefield used in Adventure Mode. The player fightsMetal Mario (and Metal Luigi if unlocked) here. PlaysMetal Battle music.
12-1LAST080Final DestinationAdventure ModeA clone of Final Destination used in Adventure Mode. The player fightsGiant Bowser here.
12-2LAST081Final DestinationAdventure ModeA clone of Final Destination used in Adventure Mode. The player fights Giga Bowser here. PlaysGiga Bowser music.
TUKISUSUME082Race to the FinishClassic ModeThe stage race to the finish takes place in. Touching a door ends the match. "TUKISUSUME" is anative romanization of "つきすすめ", meaning "Push Forward".
FIGUREGET083Trophy CollectorClassic ModeThe stageSnag the Trophies takes place in. The stage loads, but will crash when the firsttrophy spawns. There is acode to prevent the trophies from spawning.
HOMERUN084Home-Run StadiumStadiumThe 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.
HEAL085All-Star Rest AreaAll-Star ModeThe rest area fromAll-Star Mode.

Items & Pokémon[edit]

Items
Debug NameItemNotes
CAPSULECapsule
BOXCrate"Box" is the Crate's Japanese name.
TARUBarrel"Taru" is the literal pronunciation of Barrel in Japanese.
EGGEgg
KUSUDAMAParty Ball"Kusudama" is the Party Ball's Japanese name.
TARUCANNBarrel Cannon"Taru" is the literal pronunciation of Barrel in Japanese and "Cann" is short for Cannon.
BOMBHEIBob-omb"Bombhei" is one of the official translations of Bob-omb's Japanese name.
DOSEIMr. Saturn"Dosei" is Mr. Saturn's Japanese name.
HEARTHeart Container
TOMATOMaxim Tomato
STARStarman
BATHome-Run Bat
SWORDBeam Sword
PARASOLParasol
G SHELLGreen Shell
R SHELLRed Shell
L GUNRay Gun
FREEZEFreezie
FOODSFood
MSBOMBMotion-Sensor Bomb
FLIPPERFlipper
S SCOPESuper Scope
STARRODStar Rod
LIPSTICKLip's Stick
HARISENFan"Harisen" is the Fan's Japanese name.
F FLOWERFire Flower
KINOKOSuper Mushroom
DKINOKOPoison Mushroom
HAMMERHammer
WSTARWarp Star
SCBALLScrew Attack
RABBITCBunny Hood
METALBMetal Box
SPYCLOAKCloaking Device
M BALLPoké BallStands for "Monster Ball", the Poké Ball's Japanese name.
KURIBOHGoomba"Kuriboh" is one possible romanization of Goomba's Japanese name.
LEADEADReDead
OCTAROCKOctorokAn unusual translation of Octorok's Japanese name.
OTTOSEITopi
OLD-KURINothingLikely a shorthand for "OLD-KURIBOH", an older version of the Goomba.
MATOTarget
HEIHOFly Guy"Heiho" isShy Guy's Japanese name.
NOKONOKOGreen Koopa"Nokonoko" is Koopa Troopa's Japanese name.
PATAPATARed Koopa"Patapata" is Koopa Paratroopa's Japanese name.
LIKELIKELike Like
OLD-LEADNothingLikely a shorthand for "OLD-LEADEAD", an older version of the ReDead.
OLD-OCTANothingLikely a shorthand for "OLD-OCTAROCK", an older version of the Octorok.
OLD-OTTONothingLikely a shorthand for "OLD-OTTOSEI", an older version of the Topi.
WHITEBEAPolar Bear"Whitebea" is short for "White Bear", the Polar Bear's Japanese name.
KLAPKlaptrap
ZGSHELLGreen Koopa ShellThe Green Shell produced from Koopa Troopa enemies inAdventure Mode.
ZRSHELLRed Koopa ShellThe Red Shell produced from Koopa Paratroopa enemies in Adventure Mode.
Pokémon
Debug NamePokémonNotes
RANDOMRandom Pokémon
TOSAKINTOGoldeen"Tosakinto" is Goldeen's Japanese name.
CHICORITAChikorita"Chicorita" is the Japanese spelling of Chikorita's name.
KABIGONSnorlax"Kabigon" is Snorlax's Japanese name.
KAMEXBlastoise"Kamex" is Blastoise's Japanese name.
MATADOGASWeezing"Matadogas" is Weezing's Japanese name.
LIZARDONCharizard"Lizardon" is Charizard's Japanese name.
FIREMoltres"Fire" is Moltres's Japanese name.
THUNDERZapdos"Thunder" is Zapdos's Japanese name.
FREEZERArticuno"Freezer" is Articuno's Japanese name.
SONANSWobbuffet"Sonans" is Wobbuffet's Japanese name.
HASSAMScizor"Hassam" is Scizor's Japanese name.
UNKNOWNUnown"Unknown" is Unown's Japanese name.
ENTEIEntei
RAIKOURaikou
SUIKUNSuicune"Suikun" is the direct romanization of Suicune in Japanese.
KIREIHANABellossom"Kireihana" is Bellossom's Japanese name.
MARUMINEElectrode"Marumine" is Electrode's Japanese name.
LUGIALugia
HOUOUHo-Oh"Houou" is Ho-Oh's Japanese name.
METAMONDitto"Metamon" is Ditto's Japanese name. Ditto goes unused in the final game.
PIPPIClefairy"Pippi" is Clefairy's Japanese name.
TOGEPYTogepi"Togepy" is the Japanese spelling of Togepi's name.
MEWMew
CEREBICelebiAn unusual spelling of Celebi's Japanese name.
HITODEMANStaryu"Hitodeman" is Staryu's Japanese name.
LUCKYChansey"Lucky" is Chansey's Japanese name.
PORYGON2Porygon2
HINOARASHICyndaquil"Hinoarashi" is Cyndaquil's Japanese name.
MARILMarill"Maril" is the Japanese spelling of Marill's name.
FUSHIGIBANAVenusaur"Fushigibana" is Venusaur's Japanese name.

CPU modes[edit]

Main article:List of CPU modes
Debug NameDescription
CPTP_STAYThe default CPU mode forTraining Mode (Denoted "Stand"). The CPU will not move except torecover. It will occasionally use aledge attack.
CPTP_WALKA standard CPU mode used in Training Mode (Denoted "Walk"). The CPU willwalk back and forth across the stage.
CPTP_ESCAPEA standard CPU mode used in Training Mode (Denoted "Evade"). The CPU will actively avoid interaction with the player.
CPTP_JUMPA standard CPU mode used in Training Mode (Denoted "Jump"). The CPU will constantly perform their groundedjump, and will not short hop.
CPTP_NORMALA 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_MANUALA standard CPU mode used in Training Mode (Denoted "Human"). The CPU is controlled by the controller port that matches its player slot.
CPTP_NANAThe default mode for the partnerIce Climber, so that they follow the leader, attack with the leader, etc.
CPTP_DEFENSIVECauses the CPU to only use defensive tactics, such asshields androlls.
CPTP_STRUGGLECauses 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_FREAKCauses the CPU to stay where they are, but attack when an opponent comes near. Used inEvent 6: Kirbys on Parade.
CPTP_COOPERATECauses 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_SPLWLINKCause the CPU to only use theirdown special move, evenCounter,Rest, andPSI Magnet,which they wouldn't use normally. They are used inEvent 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 toLink andSamus, respectively, which reflects that they are the two opponents in the Event Match.
CPTP_SPLWSAMUS
CPTP_ONLYITEMCauses the CPU to only useitems, as opposed to using any otherattacks, asJigglypuff does inEvent 37: Legendary Pokémon.
CPTP_EVZELDACausesZelda to transform intoSheik more often, as she does inEvent 9: Hide 'n' Sheik. It is presumed to stand for "Event Zelda".
CPTP_NOACTCauses the CPU to do absolutely nothing. This is not to be confused with "Stand", in which the CPU will still attempt torecover if knocked off.
CPTP_AIRRestricts the CPU'sjumping height. This does not affect the height gained by the character'sup special move, meaning that this mode has far more of an effect on aerial play than it does on the character's recovery.
CPTP_ITEMCauses the CPU to attempt to grab allitems that appear. Otherwise, the CPU is normal. This is used for CPUs in event matches likeEvent 7: Pokémon Battle.

VERSUS MODE[edit]

DAIRANTOU[edit]

TheDAIRANTOU sub-menu of the debug menu.

The DAIRANTOU menu contains options for operatingVersus 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.

MenuSub-ItemDescriptionValues
CHAR SELECTCHARA_1-4Sets thecharacter for players 1-4.Seehere.
ALL CHARSets the character for player 5 (Seehere).
SCALE SELECTSCALE__1-4Sets the scale for each player.Min=0.20; Max=5.00; Increment=0.10
KIND SELECTPKIND__1-4Sets 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 PKINDSets the player type for player 5 (Seehere).
COLOR SELECTCOLOR_1-4Sets whichAlternate costume players 1-4 will use.
  • 0: Default costume
  • 1-5: Alternate costumes; characters with less than 6 costumes may use their default but borrows astock icon from another character.
  • 6+: Default costume; however without stock icons.
SUB COLORSUBCOLOR_1-4Sets 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 inEvent 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 SETDAMAGE_1-4Sets how muchdamage players 1-4 start out with each time they spawn.Min=0; Max=999; Increment=1
OFFENCERATIOOFFRATIO_1-4Sets how muchknockback players 1-4 deal.Min=0.10; Max=3.00; Increment=0.10
DEFENCERATIODEFRATIO_1-4Sets how much knockback players 1-4 take.Min=0.10; Max=3.00; Increment=0.10
CPUTYPE SETTYPE__C1-4Sets the behavior CPU players 1-4 will adopt.Seehere.
CPULEVEL SETLEVEL_C1-4Sets the AI level for CPU players 1-4.Min=0; Max=9; Increment=1
TEAM SELECTTEAM_1-4Sets theteam 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.
STAGESets thestage the match will take place on.Seehere.
MELEEKINDSets 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.
EXITStarts the match. PressingStart while on this menu will trigger this.

RULE[edit]

TheRULE sub-menu of the debug menu.

The RULE menu controls extra match settings. Its options are found under therules menu in normal play. There are not many extra options here, only the ability to set the time limit by the second.

MenuSub-ItemDescriptionValues
RULESets the match style.
TIME(MIN)Sets thetime limit in minutes. Setting this and "TIME (SEC)" to 0 will remove the time limit. Negated in Stock mode.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. Negated in Stock mode.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
DAMAGERATIOSets the overall Knockback Ratio for the match.Min=0.10; Max=3.00; Increment=0.10
VIBRATION SELECTRUMBLE_1-4Sets therumble feature for players 1-4.

Using anAction Replay code that changes the word values into their decimal representation changes the menu name intoFLAGS and allows various character properties to be modified. The values listed in this table use the binary representation for readability and to highlight how the flags are arranged. Multiple flags can be set to 1 and the resulting 8-bit binary converted to decimal to get the value needed for the menu.

Regular:
  • ON: Rumble is on.
  • OFF: Rumble is off.

Extended:

  • 00000001: Stamina meter
  • 00000010: No voice
  • 00000100: Low gravity
  • 00001000: Invisible
  • 00010000: Dark stock icon
  • 00100000: Metal
  • 01000000: Trophy stand spawn
  • 10000000: Rumble is on
ITEM SWITCHSets the overallitem 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[edit]

TheRESULT sub-menu of the debug menu.

The RESULT TEST menu contains controls to demo the matchresults screen. The characters can be changed out for each of the 4 players. Their color and evenvictory pose can be set.

ItemDescriptionValues
1-4P KINDSets the character for players 1-4.Seehere.

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 PLAYERSets the character for player 5 (Seehere).
1-4P RANKSets the rank for players 1-4.Min=1; Max=4; Increment=1
1-4P WINSets the victory animation for players 1-4.Min=1; Max=3; Increment=1
ALL COLORSets the color for all players.Min=1; Max=9; Increment=1
STEP ANIMSets victory animations on or off.
  • 0: Animations are on.
  • 1: Animations are off; causes a crash.
PANEL HIDDENDetermines if the back panel is hidden or not.
  • 0: Back panel is visible.
  • 1: Back panel is hidden.
TESTTests the Result Screen. PressingStart while on this menu will trigger this.

LANGUAGE[edit]

NTSC[edit]

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

PAL[edit]

  • 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[edit]

Setting this setting to On and then pressing A will erase all data from the game.

  • On: Pressing A while the setting is on this will erase all data from the game.
  • Off: Does nothing when pressing A.

DBLEVEL[edit]

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 (seehere).
    • The player gains access to the Debug Sound Test
  • DEVELOP: The most intense debug level.

IK DEBUG FLAG[edit]

Determines if characters' feet stick to ground according to geometry and alter their pose in certain animations, when standing on a slope. The animations affected by the flag are marked withL and/orR on the righthand side in animation information display in develop mode. Whole character tilting, marked withT, works normally regardless.

  • 0: Characters' feet don't stick to ground inL and/orR animations.
  • 1: Characters' feet stick to ground inL and/orR animations.

EURGB60 SET[edit]

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 †[edit]

Its functions are unknown. Min=0; Max=30; Increment=1.

NEW DEFCALC[edit]

This option seems to have no effect.

  • 0: Unknown
  • 1: Unknown

GLOBAL DATA EDIT[edit]

TheGLOBAL 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[edit]

TheMODE TEAM TEST sub-menu of the debug menu.

Most of the functions here appear to be named after certain programmers who worked onMelee. 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.

ParentSub-MenuSub-ItemDescriptionValues
HANYU TEST[1]-SELECT CHARBrings up theMeleecharacter select screen. Attempting to leave the screen will only cause the game to cycle through the select screens of different modes. Press R+L+A+Start to escape this.-
-SELECT STAGECrashes the game.-
OTOGURO TEST[2]-SET GOLD COINSets the number ofcoins the player's got. Press A to confirm.Min=0; Max=999; Increment=1
-FIGURE MAXGives the player all thetrophies in the game.-
-SAMUS MASK GETGives the player theSamus Unmasked event trophy.-
-MARIO YOSHI GETGives the player theMario & Yoshi event trophy.-
SET MELEE COUNTTIMESets the number of time matches for the MeleeRecords.Min=0; Max=1000000; Increment=1
STOCKSets the number of stock matches for the Melee Records. Press Start to confirm.Min=0; Max=1000000; Increment=1
COINSets the number of coin matches for the Melee Records. Press Start to confirm.Min=0; Max=1000000; Increment=1
DECISIONSets the number of bonus matches for the Melee Records. Press Start to confirm.Min=0; Max=1000000; Increment=1
DEFAULTSet 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 RECORDCHARASets the character whose score should be set.Seehere.
COUNTSets the distance the sandbag was hit. Press Start to confirm.Min=0.10; Max=?; Increment=0.10
DEFAULTApparently does nothing. SET TARGET CLEAR->DEFAULT always shares this value.Min=0; Max=1000000; Increment=10
SET TARGET CLEARCHARASets the character whose score should be set.Seehere.
COUNTSets whether or not the character has cleared the target test. Press Start to confirm.
  • 0=Not cleared
  • 1=Cleared
DEFAULTApparently does nothing. SET HOMERUN RECORD->DEFAULT always shares this value.Min=0; Max=1000000; Increment=10
-SET BEAT TOTALSets theKO Total for the Melee Records. Press A to confirm.Min=0; Max=?; Increment=1
-GO TO MEIKYUStarts 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 KINOKOStarts the Mushroom Kingdom Adventure Mode stage with Fox. Triggering a CPU to spawn crashes the game.-
-MELEE STARTStarts a match using the settings in the DAIRANTOU menu.-
TANIGUTI TEST[3]-MELEE STARTStarts a match using the settings in the DAIRANTOU menu.-
-REG:NORMALStarts anAdventure 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:EASYStarts aClassic 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:ALLSTARStarts anAll-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 STARTCycles through all of the Adventure Mode Movies.-
-OPENING STARTPlays theOpening Movie.-
-OMAKE15 STARTPlays theSpecial Movie. This does not work in the PAL version-
REGULARENDING TESTCHARASets the character who should appear in the ending. Press Start to confirm.Seehere.
COLORSets the color of the character.Min=0; Max=9; Increment=1
MODESets the mode that was completed.
  • SIMPLE: Classic Mode
  • ADVENTURE: Adventure Mode
  • ALL-STAR: All-star mode
REGULARENDING REALCHARASets the character who should appear in the ending. Press Start to confirm.Seehere.
COLORSets the color of the character.Min=0; Max=9; Increment=1
MODESets the mode that was completed.
  • SIMPLE: Classic Mode
  • ADVENTURE: Adventure Mode
  • ALL-STAR: All-star mode
-50-60HZ CHANGEIn 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 LANGAllows the player to change the game language. The options are English, German, French, Spanish, and Italian.-
KIM TEST[5]RESULT TESTSeehere.--
-CARD CHECK - SCENEShows the "Memory card already has save data on it" message.-
-CARD CHECK - MODEShows the "Memory Card already has save data on it" message. It then takes the player to the Opening Movie-
-EASYENDShows the "Game Over" screen.-
-GOHOUBI IDDisplaysspecial messages.Min=0; Max=65; Increment=1
-GOHOUBI FIGUREDisplays messages for getting fighter trophies. Only works if GOHOUBI ID is set to 62-65Min=0; Max=299; Increment=1
INTRO EASYSTAGENUMSets the match number.Min=0; Max=9; Increment=1
STAGEFLAGSets the type of match.
  • NORMAL: A normal match.
  • TEAM: A 2 vs 2 match.
  • GIANT: A 3 vs Giant match.
  • BONUS: Abonus match (see below).
  • CORPS: A 1 vs many match. The opposition will all be the same character.
STAGETYPESets 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 NUMSets how many players are on the left-side team.Min=1; Max=3; Increment=1
DISP RIGHTNUMSets how many players are on the right-side team.Min=1; Max=3; Increment=1
METAL LEFTSets whether or not the left-side team is metal.
  • 0: Not Metal
  • 1: Metal
METAL RIGHTSets whether or not the right-side team is metal.
  • 0: Not Metal
  • 1: Metal
LEFT PLAYERFirst player on the left-side team (also, would be the only non-CPU player if this were real).Seehere.
LEFT PLAYERSecond player on the left-side team.Seehere.
LEFT PLAYERThird player on the left-side team.Seehere.
RIGHT PLAYERFirst player on the right-side team.Seehere.
RIGHT PLAYERSecond player on the right-side team.Seehere.
RIGHT PLAYERThird player on the right-side team.Seehere.
TESTStarts the test. Pressing Start while on this menu will trigger this.Seehere.
-ALLSTAR ENEMYShows unused full-screen character portraits.Seehere.
-TEST MOVIE OPENINGPlays the Intro Movie.-
-KUMITE SUBCrashes the game. KUMITE is the Japanese name ofMulti-Man Melee.Seehere.
-PROGRESSIVE TESTAllows the player to change the display to progressive scan - present in the PAL version, but doesn't work-
-APPROACHShows 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 STAGESets whichevent match should be played. Press A to confirm.Min=1; Max=51; Increment=1
-FIXCAMERA STARTShows the Fixed-Camera character select screen.-
SUGANO TEST[7]-MELEE STARTStarts a match using the settings in the DAIRANTOU menu.-
-STAFFROLL STARTPlays the endingcredits.-
YOSHIKI TEST[8]-INITAppears to do nothing.-
-FORMATErases all contents on Memory Card A without warning.-
-ACCESSABLEAppears to do nothing.-
-CREATECreates a save file forSuper Smash Bros. Melee on Memory Card A if one does not exist.-
-SAVESaves to Memory Card A. This includes all changes made to the debug menu.-
-LOADLoads save data from Memory Card A.-
-DELETEDeletes the save file forSuper Smash Bros. Melee from Memory Card A without warning.-
-SNAPMOUNT0Appears to do nothing.-
-SNAPLOAD0Appears to do nothing.Min=0; Max=127; Increment=1
-SNAPDELETE0Appears to do nothing.Min=0; Max=127; Increment=1
-SNAPSWAP0Appears to do nothing.Min=0; Max=127; Increment=1

Notes[edit]

  1. ^Named after Akio Hanyu.
  2. ^Named after Seiji Otoguro.
  3. ^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[edit]

  • SSBMDebugModeHardestEvent.png
  • DBM1-Melee.png
  • DBM2-Melee.png
  • DBM3-Melee.png
  • DBM4-Melee.png
  • SSBM-6PLAYERS-DEBUGMENU.png
  • SUB COLOR Pink.png
  • SUB COLOR Gray.png

Trivia[edit]

The debug menu inKirby 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.
  • Kirby Air Ride has a debug menu almost exactly like the one inMelee.
  • HoldR while moving the control stick to scroll through options much faster. This is useful for settings such as damage that have hundreds of possible values.


v • d • e
Debug menu (SSBM) elements
CharactersMaster Hand ·Crazy Hand ·Male/Female Wire Frames ·Giga Bowser ·Sandbag ·NONE
StagesDUMMY ·TEST ·AKANEIA ·ICETOP/10-2 ·Target Test stages ·Race to the Finish stage ·Trophy Collector ·Mushroom Kingdom ·Underground Maze ·Brinstar Escape Shaft ·F-Zero Grand Prix ·Icicle Mountain ·All-Star Rest Area ·Home-Run Stadium ·Goomba ·Entei ·Majora's Mask
Menus/modesDebug menu ·Debug sound test menu ·DEVELOP mode
MiscellaneousDitto ·List of CPU modes
v • d • e
Super Smash Bros. Melee menu items
Vs. ModeMelee (Time ·Stock ·Coin Battle ·Bonus ·Team Battle) ·Custom Rules ·Special Melee ·Tournament Mode ·Names
1-P ModeRegular Match (Classic Mode ·All-Star Mode ·Adventure Mode) ·Event Match ·Stadium (Target Test ·Home-Run Contest ·Multi-Man Melee) ·Training
TrophiesGallery ·Collection ·Lottery
OptionsRumble ·Sound ·Screen Display ·Language ·Erase Data
DataSnapshots ·Melee Records ·Sound Test ·Archives (NTSC only) ·How to Play (PAL only)
UnusedDebug menu ·Debug sound test menu