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Debug menu (SSBM): Difference between revisions

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(→‎Debug Sound Test: Made some tables; need content. This DEFINITELY needs to be a subpage when we are ready.)
(→‎FGM GROUP: GRPSFX_KIRBYTM: Table; No content)
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===FGM GROUP: GRPSFX_MHANDS===
===FGM GROUP: GRPSFX_MHANDS===
===FGM GROUP: GRPSFX_KIRBYTM===
===FGM GROUP: GRPSFX_KIRBYTM===
{| class="wikitable"
|-
! Item !! Description
|-
| '''SFXSE_CP_KOOPA_BREATH1''' || Example
|-
| '''SFXSE_CP_KOOPAB_BREATH1''' || Example
|-
| '''SFXSE_CP_KOOPAS_BREATH1''' || Example
|-
| '''SFXSE_CP_KOOPA_BREATH2''' || Example
|-
| '''SFXSE_CP_KOOPAB_BREATH2''' || Example
|-
| '''SFXSE_CP_KOOPAS_BREATH2''' || Example
|-
| '''SFXSE_CP_KOOPA_BREATH3''' || Example
|-
| '''SFXSE_CP_KOOPAB_BREATH3''' || Example
|-
| '''SFXSE_CP_KOOPAS_BREATH3''' || Example
|-
| '''SFXSE_CP_KOOPA_BREATH4''' || Example
|-
| '''SFXSE_CP_KOOPAB_BREATH4''' || Example
|-
| '''SFXSE_CP_KOOPAS_BREATH4''' || Example
|-
| '''SFXSE_CP_SAMUS_TAME1''' || Example
|-
| '''SFXSE_CP_SAMUSB_TAME1''' || Example
|-
| '''SFXSE_CP_SAMUSS_TAME1''' || Example
|-
| '''SFXSE_CP_SAMUS_TAME2''' || Example
|-
| '''SFXSE_CP_SAMUSB_TAME2''' || Example
|-
| '''SFXSE_CP_SAMUSS_TAME3''' || Example
|-
| '''SFXSE_CP_SAMUS_TAME3''' || Example
|-
| '''SFXSE_CP_SAMUSB_TAME3''' || Example
|-
| '''SFXSE_CP_SAMUSS_TAME3''' || Example
|-
| '''SFXSE_CP_SAMUS_TAME4''' || Example
|-
| '''SFXSE_CP_SAMUSB_TAME4''' || Example
|-
| '''SFXSE_CP_SAMUSS_TAME4''' || Example
|-
| '''SFXSE_CP_SAMUS_TAME5''' || Example
|-
| '''SFXSE_CP_SAMUSB_TAME5''' || Example
|-
| '''SFXSE_CP_SAMUSS_TAME5''' || Example
|-
| '''SFXSE_CP_SAMUS_CSHOT''' || Example
|-
| '''SFXSE_CP_SAMUSB_CSHOT''' || Example
|-
| '''SFXSE_CP_SAMUSS_CSHOT''' || Example
|-
| '''SFXSE_CP_DK_JPUNCH_GURU''' || Example
|-
| '''SFXSE_CP_DK_JPUNCHB_GURU''' || Example
|-
| '''SFXSE_CP_DK_JPUNCHS_GURU''' || Example
|-
| '''SFXSE_CP_DK_JPUNCH_PUNCH''' || Example
|-
| '''SFXSE_CP_DK_JPUNCHB_PUNCH''' || Example
|-
| '''SFXSE_CP_DK_JPUNCHS_PUNCH''' || Example
|-
| '''SFXSE_CP_NESS_PKFLUSH_DASI''' || Example
|-
| '''SFXSE_CP_NESS_PKFLUSHB_DASI''' || Example
|-
| '''SFXSE_CP_NESS_PKFLUSHS_DASI''' || Example
|-
| '''SFXSE_CP_NESS_PKFLUSH_FLUSH''' || Example
|-
| '''SFXSE_CP_NESS_PKFLUSHB_FLUSH''' || Example
|-
| '''SFXSE_CP_NESS_PKFLUSHS_FLUSH''' || Example
|-
| '''SFXSE_CP_NESS_PSI''' || Example
|-
| '''SFXSE_CP_NESSB_PSI''' || Example
|-
| '''SFXSE_CP_NESSS_PSI''' || Example
|-
| '''SFXSE_CP_PIKACHU_DENKIDASU''' || Example
|-
| '''SFXSE_CP_PIKACHUB_DENKIDASU''' || Example
|-
| '''SFXSE_CP_PIKACHUS_DENKIDASU''' || Example
|-
| '''SFXSE_CP_PIKACHU_DENKIHASIRU''' || Example
|-
| '''SFXSE_CP_PIKACHUB_DENKIHASIRU''' || Example
|-
| '''SFXSE_CP_PIKACHUS_DENKIHASIRU''' || Example
|-
| '''SFXSE_CP_CAPTAIN_FPUNCH''' || Example
|-
| '''SFXSE_CP_CAPTAINB_FPUNCH''' || Example
|-
| '''SFXSE_CP_CAPTAINS_FPUNCH''' || Example
|-
| '''SFXSE_CP_FOX_GUNCLOSE''' || Example
|-
| '''SFXSE_CP_FOXB_GUNCLOSE''' || Example
|-
| '''SFXSE_CP_FOXS_GUNCLOSE''' || Example
|-
| '''SFXSE_CP_FOX_GUNSHOT_NEWLR''' || Example
|-
| '''SFXSE_CP_FOX_GUNSHOTB_NEWLR''' || Example
|-
| '''SFXSE_CP_FOX_GUNSHOTS_NEWLR''' || Example
|-
| '''SFXSE_CP_FOX_GUNSHOT_NEWRL''' || Example
|-
| '''SFXSE_CP_FOX_GUNSHOTB_NEWRL''' || Example
|-
| '''SFXSE_CP_FOX_GUNSHOTS_NEWRL''' || Example
|-
| '''SFXSE_CP_FOX_GUNSHOT_NEWC''' || Example
|-
| '''SFXSE_CP_FOX_GUNSHOTB_NEWC''' || Example
|-
| '''SFXSE_CP_FOX_GUNSHOTS_NEWC''' || Example
|-
| '''SFXSE_CP_FOX_GUNSET''' || Example
|-
| '''SFXSE_CP_FOXB_GUNSET''' || Example
|-
| '''SFXSE_CP_FOXS_GUNSET''' || Example
|-
| '''SFXSE_CP_MARIO_FIREBALL''' || Example
|-
| '''SFXSE_CP_MARIOB_FIREBALL''' || Example
|-
| '''SFXSE_CP_MARIOS_FIREBALL''' || Example
|-
| '''SFXSE_CP_MARIO_FIRE_DASI''' || Example
|-
| '''SFXSE_CP_MARIO_FIREB_DASI''' || Example
|-
| '''SFXSE_CP_MARIO_FIRES_DASI''' || Example
|-
| '''SFXSE_CP_LINK_YUMI_HIT''' || Example
|-
| '''SFXSE_CP_LINK_YUMIB_HIT''' || Example
|-
| '''SFXSE_CP_LINK_YUMIS_HIT''' || Example
|-
| '''SFXSE_CP_LINK_YUMI_SHOT''' || Example
|-
| '''SFXSE_CP_LINK_YUMIB_SHOT''' || Example
|-
| '''SFXSE_CP_LINK_YUMIS_SHOT''' || Example
|-
| '''SFXSE_CP_LINK_YUMI_HIKI''' || Example
|-
| '''SFXSE_CP_LINK_YUMIB_HIKI''' || Example
|-
| '''SFXSE_CP_LINK_YUMIS_HIKI''' || Example
|-
| '''SFXSE_CP_PEACH_KINOPIO''' || Example
|-
| '''SFXSE_CP_PEACHB_KINOPIO''' || Example
|-
| '''SFXSE_CP_PEACHS_KINOPIO''' || Example
|-
| '''SFXSE_CP_ICE_GET''' || Example
|-
| '''SFXSE_CP_ICEB_GET''' || Example
|-
| '''SFXSE_CP_ICES_GET''' || Example
|-
| '''SFXSE_CP_ICE_SHOT''' || Example
|-
| '''SFXSE_CP_ICEB_SHOT''' || Example
|-
| '''SFXSE_CP_ICES_SHOT''' || Example
|-
| '''SFXSE_CP_YOSHI_SITA''' || Example
|-
| '''SFXSE_CP_YOSHIB_SITA''' || Example
|-
| '''SFXSE_CP_YOSHIS_SITA''' || Example
|-
| '''SFXSE_CP_YOSHI_UMI''' || Example
|-
| '''SFXSE_CP_YOSHIB_UMI''' || Example
|-
| '''SFXSE_CP_YOSHIS_UMI''' || Example
|-
| '''SFXSE_CP_YOSHI_EGGWARE''' || Example
|-
| '''SFXSE_CP_YOSHIB_EGGWARE''' || Example
|-
| '''SFXSE_CP_YOSHIS_EGGWARE''' || Example
|-
| '''SFXSE_CP_DRMARIO_FIREBALL''' || Example
|-
| '''SFXSE_CP_DRMARIOB_FIREBALL''' || Example
|-
| '''SFXSE_CP_DRMARIOS_FIREBALL''' || Example
|-
| '''SFXSE_CP_DRMARIO_FIRE_DASI''' || Example
|-
| '''SFXSE_CP_DRMARIO_FIREB_DASI''' || Example
|-
| '''SFXSE_CP_DRMARIO_FIRES_DASI''' || Example
|-
| '''SFXSE_CP_FALCO_GUNCLOSE''' || Example
|-
| '''SFXSE_CP_FALCOB_GUNCLOSE''' || Example
|-
| '''SFXSE_CP_FALCOS_GUNCLOSE''' || Example
|-
| '''SFXSE_CP_FALCO_GUNSHOT_NEWLR''' || Example
|-
| '''SFXSE_CP_FALCO_GUNSHOTB_NEWLR''' || Example
|-
| '''SFXSE_CP_FALCO_GUNSHOTS_NEWLR''' || Example
|-
| '''SFXSE_CP_FALCO_GUNSHOT_NEWRL''' || Example
|-
| '''SFXSE_CP_FALCO_GUNSHOTB_NEWRL''' || Example
|-
| '''SFXSE_CP_FALCO_GUNSHOTS_NEWRL''' || Example
|-
| '''SFXSE_CP_FALCO_GUNSHOT_NEWC''' || Example
|-
| '''SFXSE_CP_FALCO_GUNSHOTB_NEWC''' || Example
|-
| '''SFXSE_CP_FALCO_GUNSHOTS_NEWC''' || Example
|-
| '''SFXSE_CP_FALCO_GUNSET''' || Example
|-
| '''SFXSE_CP_FALCOB_GUNSET''' || Example
|-
| '''SFXSE_CP_FALCOS_GUNSET''' || Example
|-
| '''SFXSE_CP_GANON_FPUNCH''' || Example
|-
| '''SFXSE_CP_GANONB_FPUNCH''' || Example
|-
| '''SFXSE_CP_GANONS_FPUNCH''' || Example
|-
| '''SFXSE_CP_GWHISSATU_N''' || Example
|-
| '''SFXSE_CP_GWHISSATUB_N''' || Example
|-
| '''SFXSE_CP_GWHISSATUS_N''' || Example
|-
| '''SFXSE_CP_EMBLEM_SBREAK_KAMAE''' || Example
|-
| '''SFXSE_CP_EMBLEM_SBREAKB_KAMAE''' || Example
|-
| '''SFXSE_CP_EMBLEM_SBREAKS_KAMAE''' || Example
|-
| '''SFXSE_CP_EMBLEM_SBREAK_TAME''' || Example
|-
| '''SFXSE_CP_EMBLEM_SBREAKB_TAME''' || Example
|-
| '''SFXSE_CP_EMBLEM_SBREAKS_TAME''' || Example
|-
| '''SFXSE_CP_EMBLEM_SBREAK''' || Example
|-
| '''SFXSE_CP_EMBLEMB_SBREAK''' || Example
|-
| '''SFXSE_CP_EMBLEMS_SBREAK''' || Example
|-
| '''SFXSE_CP_PURIN_GORO1''' || Example
|-
| '''SFXSE_CP_PURINB_GORO1''' || Example
|-
| '''SFXSE_CP_PURINS_GORO1''' || Example
|-
| '''SFXSE_CP_PURIN_GORO2''' || Example
|-
| '''SFXSE_CP_PURINB_GORO2''' || Example
|-
| '''SFXSE_CP_PURINS_GORO2''' || Example
|-
| '''SFXSE_CP_PURIN_GOROJUMP''' || Example
|-
| '''SFXSE_CP_PURINB_GOROJUMP''' || Example
|-
| '''SFXSE_CP_PURINS_GOROJUMP''' || Example
|-
| '''SFXSE_CP_PURIN_SPIN''' || Example
|-
| '''SFXSE_CP_PURINB_SPIN''' || Example
|-
| '''SFXSE_CP_PURINS_SPIN''' || Example
|-
| '''SFXSE_CP_CLINK_YUMI_HIT''' || Example
|-
| '''SFXSE_CP_CLINK_YUMIB_HIT''' || Example
|-
| '''SFXSE_CP_CLINK_YUMIS_HIT''' || Example
|-
| '''SFXSE_CP_CLINK_YUMI_SHOT''' || Example
|-
| '''SFXSE_CP_CLINK_YUMIB_SHOT''' || Example
|-
| '''SFXSE_CP_CLINK_YUMIS_SHOT''' || Example
|-
| '''SFXSE_CP_CLINK_YUMI_HIKI''' || Example
|-
| '''SFXSE_CP_CLINK_YUMIB_HIKI''' || Example
|-
| '''SFXSE_CP_CLINK_YUMIS_HIKI''' || Example
|-
| '''SFXSE_CP_LUIGI_FIREBALL''' || Example
|-
| '''SFXSE_CP_LUIGIB_FIREBALL''' || Example
|-
| '''SFXSE_CP_LUIGIS_FIREBALL''' || Example
|-
| '''SFXSE_CP_LUIGI_FIRE_DASI''' || Example
|-
| '''SFXSE_CP_LUIGI_FIREB_DASI''' || Example
|-
| '''SFXSE_CP_LUIGI_FIRES_DASI''' || Example
|-
| '''SFXSE_CP_MARS_SBREAK_KAMAE''' || Example
|-
| '''SFXSE_CP_MARS_SBREAKB_KAMAE''' || Example
|-
| '''SFXSE_CP_MARS_SBREAKS_KAMAE''' || Example
|-
| '''SFXSE_CP_MARS_SBREAK_TAME''' || Example
|-
| '''SFXSE_CP_MARS_SBREAKB_TAME''' || Example
|-
| '''SFXSE_CP_MARS_SBREAKS_TAME''' || Example
|-
| '''SFXSE_CP_MARS_SBREAK''' || Example
|-
| '''SFXSE_CP_MARSB_SBREAK''' || Example
|-
| '''SFXSE_CP_MARSS_SBREAK''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_HIKOUI''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLB_HIKOUI''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLS_HIKOUI''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_HIKOUI2''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLB_HIKOUI2''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLS_HIKOUI2''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_HIKOUI3''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLB_HIKOUI3''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLS_HIKOUI3''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_SHOT_S''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_SHOTB_S''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_SHOTS_S''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_SHOT_L''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_SHOTB_L''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_SHOTS_L''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_TAME1''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLB_TAME1''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLS_TAME1''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_TAME2''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLB_TAME2''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLS_TAME2''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_TAME3''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLB_TAME3''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLS_TAME3''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALL_TAME4''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLB_TAME4''' || Example
|-
| '''SFXSE_CP_MEWTWO_SBALLS_TAME4''' || Example
|-
| '''SFXSE_CP_ZS_SEAK_HARICOUNT''' || Example
|-
| '''SFXSE_CP_ZS_SEAKB_HARICOUNT''' || Example
|-
| '''SFXSE_CP_ZS_SEAKS_HARICOUNT''' || Example
|-
| '''SFXSE_CP_ZS_SEAK_HARIHIT''' || Example
|-
| '''SFXSE_CP_ZS_SEAKB_HARIHIT''' || Example
|-
| '''SFXSE_CP_ZS_SEAKS_HARIHIT''' || Example
|-
| '''SFXSE_CP_ZS_SEAK_HARINAGE''' || Example
|-
| '''SFXSE_CP_ZS_SEAKB_HARINAGE''' || Example
|-
| '''SFXSE_CP_ZS_SEAKS_HARINAGE''' || Example
|-
| '''SFXSE_CP_ZS_MAGIC_ATK1''' || Example
|-
| '''SFXSE_CP_ZS_MAGICB_ATK1''' || Example
|-
| '''SFXSE_CP_ZS_MAGICS_ATK1''' || Example
|-
| '''SFXSE_CP_ZS_MAGIC_ATK2''' || Example
|-
| '''SFXSE_CP_ZS_MAGICB_ATK2''' || Example
|-
| '''SFXSE_CP_ZS_MAGICS_ATK2''' || Example
|-
| '''SFXSE_CP_PICHU_DENKIDASU''' || Example
|-
| '''SFXSE_CP_PICHUB_DENKIDASU''' || Example
|-
| '''SFXSE_CP_PICHUS_DENKIDASU''' || Example
|-
| '''SFXSE_CP_PICHU_DENKIHASIRU''' || Example
|-
| '''SFXSE_CP_PICHUB_DENKIHASIRU''' || Example
|-
| '''SFXSE_CP_PICHUS_DENKIHASIRU''' || Example
|}
===FGM GROUP: GRPSFX_CASTLE===
===FGM GROUP: GRPSFX_CASTLE===
{| class="wikitable"
{| class="wikitable"

Revision as of 16:02, April 16, 2015

ImageNeeded.png This article is in need of additional images.
If you have a good image for this article, upload it here.
The debug menu in Super Smash Bros. Melee.

The debug menu is an element of development that was accidentally left in Super Smash Bros. Melee. Within the menu, the player has control over almost all aspects of the game, including unplayable characters, unplayable and special stages, special CPU behaviors, and more. In order to get to the debug menu, an Action Replay device must be used.

Reoccurring Lists

Characters

Debug Name Character
CKIND_CAPTAIN CaptainFalconHeadSSBM.png Captain Falcon
CKIND_DONKEY DonkeyKongHeadSSBM.png Donkey Kong
CKIND_FOX FoxHeadSSBM.png Fox
CKIND_GAMEWATCH MrGame&WatchHeadSSBM.png Mr. Game & Watch
CKIND_KIRBY KirbyHeadSSBM.png Kirby
CKIND_KOOPA BowserHeadSSBM.png Bowser
CKIND_LINK LinkHeadSSBM.png Link
CKIND_LUIGI LuigiHeadSSBM.png Luigi
CKIND_MARIO MarioHeadSSBM.png Mario
CKIND_MARS MarthHeadSSBM.png Marth
CKIND_MEWTWO MewtwoHeadSSBM.png Mewtwo
CKIND_NESS NessHeadSSBM.png Ness
CKIND_PEACH PeachHeadSSBM.png Peach
CKIND_PIKACHU PikachuHeadSSBM.png Pikachu
CKIND_POPONANA IceClimbersHeadSSBM.png Ice Climbers
CKIND_PURIN JigglypuffHeadSSBM.png Jigglypuff
CKIND_SAMUS SamusHeadSSBM.png Samus
CKIND_YOSHI YoshiHeadSSBM.png Yoshi
CKIND_ZE->SE ZeldaHeadSSBM.png Zelda
CKIND_SE->ZE SheikHeadSSBM.png Sheik
CKIND_FALCO FalcoHeadSSBM.png Falco
CKIND_CLINK YoungLinkHeadSSBM.png Young Link
CKIND_DRMRIO DrMarioHeadSSBM.png Dr. Mario
CKIND_EMBLEM RoyHeadSSBM.png Roy
CKIND_PICHU PichuHeadSSBM.png Pichu
CKIND_GANON GanondorfHeadSSBM.png Ganondorf
CKIND_MASTERH MasterHandHeadSSBM.png Master Hand
CKIND_BOY FightingWireFramesHeadSSBM.png Fighting Wire Frame
CKIND_GIRL FightingWireFramesHeadSSBM.png Fighting Wire Frame
CKIND_GKOOPS GigaBowserHeadSSBM.png Giga Bowser
CKIND_CREZYH CrazyHandHeadSSBM.png Crazy Hand
CKIND_SANDBAG SandbagHeadSSBM.png Sandbag
CKIND_POPO IceClimbersHeadSSBM.png Popo (solo)
CKIND_NONE 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 Green Greens 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) 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 Shaft Adventure Mode A vertical 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, primarily Pikachu but also including Jigglypuff and Pichu if they are unlocked.
8-1BBROUTE F-Zero Grand Prix Adventure Mode A side-scrolling stage used in Adventure Mode. Crossing the finish line ends the match. This stage is also used in Event #33: "Lethal Marathon".
8-2MUTECIT Mute City Adventure Mode A clone of Mute City used in Adventure Mode. The player fights Captain Falcon here.
9-1ONETT Onett Adventure Mode A clone of Onett used in Adventure Mode. The player fights a team of 3 Ness here.
10-1ICEMT Icicle Mountain Adventure Mode A vertical scrolling stage used in Adventure Mode. The game freezes when the player would fight the Ice Climbers.
10-2 None- Debug Menu Only An unused stage, presumably meant to be a second part to the Ice Climber stage in Adventure Mode. It is functionally the same as ICETOP: it crashes the game when trying to load it, the same code can be used to prevent the crash, and it is just a clone of Icicle Mountain without music.
11-1BATTLE Battlefield Adventure Mode A clone of Battlefield used in Adventure Mode. The player fights a horde of Fighting Wire Frames here. The stage's gravity has been noticeably reduced.
11-2BATTLE Battlefield Adventure Mode A clone of Battlefield used in Adventure Mode. The player fights Metal Mario (and Metal Luigi if unlocked) here. Plays Metal Battle music.
12-1LAST Final Destination Adventure Mode A clone of Final Destination used in Adventure Mode. The player fights a giant Bowser here.
12-2LAST Final Destination Adventure Mode A clone of Final Destination used in Adventure Mode. The player fights Giga Bowser here. Plays Giga Bowser music.
TUKISUSUME Race to the Finish Classic Mode The stage race to the finish takes place in. Touching a door ends the match.
FIGUREGET Trophy Collector Classic Mode The stage Snag the Trophies takes place in. The stage loads, but will crash when the first trophy spawns. There is a code to prevent the trophies from spawning.
HOMERUN Home-Run 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. Also, after 800 feet, the game will stop loading floor and background textures. This is because the trigger for the load is the Sandbag crossing a trigger line a little before the 800 feet mark.
HEAL All-Star Rest Area All-Star Mode The rest area from All-Star Mode.

Items

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


Pokémon

Pokémon Debug Name
RANDOM Random Pokémon
TOSAKINTO Goldeen
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

Debug Name Description
CPTP_STAY The default CPU mode for Training Mode (Denoted "Stand"). The CPU will not move except to recover. It will occasionally use a ledge attack.
CPTP_WALK A standard CPU mode used in Training Mode (Denoted "Walk"). The CPU will walk back and forth across the stage.
CPTP_ESCAPE A standard CPU mode used in Training Mode (Denoted "Evade"). The CPU actively avoid interaction with the player.
CPTP_JUMP A standard CPU mode used in Training Mode (Denoted "Jump"). The CPU will constantly single jump.
CPTP_NORMAL A standard CPU mode used in both Versus Mode and Training Mode (Denoted "Attack"). The CPU behaves normally, throwing out attacks and maneuvers.
CPTP_MANUAL A standard CPU mode used in Training Mode (Denoted "Human"). The CPU is controlled by the other 3 controllers.
CPTP_NANA The default mode for the partner Ice Climber, so that he/she follows the leader, attacks with the leader, etc.
CPTP_DEFENSIVE Causes the CPU to only use defensive tactics, such as shields and rolls.
CPTP_STRUGGLE Causes the CPU to attack the nearest opponent, regardless of whether they are a human or a CPU. This is different from normal CPU behavior because a normal CPU will dedicate its attention to human opponents, unless a CPU stands between it and a human, or if there are no human opponents in the match.
CPTP_FREAK Causes the CPU to stay where they are, but attack when an opponent comes near. Used in Event 6: Kirbys on Parade.
CPTP_COOPERATE Causes the CPU to follow the player and attack them.
CPTP_SPLWLINK Cause the CPU to only use their down special move when set to Link and Samus respectively. They are used in Event 3: Bomb-fest. "SPLW" is an abbreviation of "Special Low", which reflects that the character only uses their down (or "low") special.
CPTP_SPLWSAMUS
CPTP_ONLYITEM Causes the CPU to only use items, as opposed to using any other attacks, as Jigglypuff does in 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.

==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.

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 pallet swap players 1-4 will use. Min=0; Max=9; Increment=1
SUB COLOR SUBCOLOR_1-4 Sets which coloration players 1-4 will use.
  • 0: Normal coloration
  • 1: Bright coloration; Used in team battles where two of the same character are on the same team.
  • 2: Dark coloration; Used in team battles where three of the same character are on the same team.
  • 3: Black coloration; Used in Event #18: "Link's Adventure".
  • 4: Gray coloration; Used as the gray background outline for Mr. Game & Watch.
  • 5+: Game crashes.
DAMAGE SET DAMAGE_1-4 Sets how much damage players 1-4 start out with each time they spawn. Min=0; Max=999; Increment=1
OFFENCERATIO OFFRATIO_1-4 Sets how much knockback players 1-4 deal. Min=0.10; Max=3.00; Increment=0.10
DEFENCERATIO DEFRATIO_1-4 Sets how much knockback players 1-4 take. Min=0.10; Max=3.00; Increment=0.10
CPUTYPE SET TYPE__C1-4 Sets the behavior CPU players 1-4 will adopt. See here.
CPULEVEL SET LEVEL_C1-4 Sets the AI level for computer players 1-4. Min=0; Max=9; Increment=1
TEAM SELECT TEAM_1-4 Sets the team players 1-4 are on. Only active if "MELEEKIND" is set to "TEAM BATTLE".
  • RED-TEAM: The red team.
  • GREEN-TEAM: The 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. It's 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 stance can be set.

Item Description Values
1-4P KIND Sets the character for players 1-4. See here.
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.
STEP ANIM 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.

EURG860 SET

Sets the game to run at 60 frames per second. Press A to confirm.

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-Page 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 whos 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 whos 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. -
- GO TO KINOKO Starts the Mushroom Kingdom Adventure Mode stage with Fox. -
- 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 Sets the game to run at 60 frames per second. Press A to confirm. -
- 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 -
- 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 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. -
- 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.

DEVELOP Mode Game Controls

Below is a table detailing the controls for the DEVELOP mode extra controls. Through these controls, one can obtain free control over the camera, see character and stage hitboxes, frame advance the match, see the parts of the stage, and drop items (similar to Training Mode).

Controls Effect
Start-Pause Pauses the game, but without the usual pause interface.
Hard Pause + Z Frame advances the match.
A + D-Pad Speeds up gameplay.
A + Y + D-Pad Shrinks the player.
B + D-Pad Displays a list of statistics for each player:
  • Unknown
  • CPU Level
  • AI Type
  • Handicap
  • Unknown
  • Offense Ratio
  • Defense Ratio
B + D-Pad Shows the current score and any bonuses won.
X + D-Pad Pauses the game normally.
X + D-Pad Rotates through multiple visual effects.
  1. Normal.
  2. No HUD.
  3. Stage + Background goes white. Background effects can still be seen.
  4. Stage + Background goes black. Background effects can still be seen.
X + D-Pad Toggles sound effects and music.
  1. Normal.
  2. Music off.
  3. Music + SFX off.
  4. SFX off.
X + D-Pad Displays a set of stress bars detailing the GameCube's work load.
Y + D-Pad Displays each characters' animation information.
Y + D-Pad Grows the player.
Y + D-Pad Sets the player back to normal size.
R + D-Pad Toggles collision bubbles for all characters and stage elements (See here).
  1. Normal
  2. Collision Bubbles Only
  3. Collision Overlay
R + D-Pad Toggles various stage related visuals, such as spawn points, stage structures, and grab-able ledges (See here).
  1. Normal
  2. Normal again?
  3. Camera boxes and oddly, changes the stage floor black?
  4. Camera boxes again, but without the floor change.
  5. Displays colored Stage Structures and shows item boxes.
  6. Displays the same as above, but all Stage Structures are gray.
  7. Displays the same as above, but with indication of drop-through platforms and grab-able ledges.
R + D-Pad
R + D-Pad Toggles collision bubbles for the player (See here).
  1. Normal
  2. Collision Bubbles Only
  3. Collision Overlay
D-Pad Drops item selected on the Item Menu
L + D-Pad Display Item Menu and cycle forward through the list (See here).
L + D-Pad Display Item Menu and cycle backward through the list (See here).
L + D-Pad Display Item Menu and cycle forward through Pokémon on the list (See here).
L + D-Pad Display Item Menu and cycle backward through Pokémon on the list (See here).
D-Pad Changes the camera view.
  1. Normal.
  2. Locks the camera. It can only be controlled by debug controls.
  3. Zooms in on player 1.
C-Stick Used to rotate the camera (free form).
D-Pad + C-Stick Zooms in and out.
D-Pad + C-Stick Pans around the screen.

Stage Visual Key

  • Blue Box: Camera Focal Box.
  • Teal Box: Camera Limit.
  • Yellow Box: Blast Line.
  • Green Plus: Character Spawn Point.
  • Yellow Plus: Item Spawn Point.
  • Blue Plus: Unknown.
  • Small Red Box: Unknown; It's attached to each characters' left.
  • Small Blue Box: Unknown; It's attached to each characters' right.
  • Orange Box: Item pickup boxes (when a character's hitbox overlaps the item box, the character can pick it up.
  • Gray Structure: Stage Floor.
  • Red Structure: Stage Ceiling.
  • Blue Structure: Stage Left Wall.
  • Green Structure: Stage Right Wall.
  • Gray Platform: Solid no-grab platform.
  • Blue Platform: Drop-through-able platform.
  • Red Platform: Grab-able platform.

Collision Bubble Key

This is a list of all hitbox colors and what they are for. For more detail, see here.

  • Yellow: Damageable
  • Red: Attacking
  • Blue: Intangible
  • Purple: Grabbing
  • Green: Invincible
  • Cyan: Shielding
  • Cyan-Blue: Absorbing
  • Gray: Special

Debug Sound Test

Item Description Values
SOUND MODE Sets the sound mode from Stereo and Mono.
  • STEREO: Sound will play on 2 channels.
  • MONAURAL: Sound will play on only one channel.
MAS VOLUME Sets the overall volume. Min=0; Max=127; Increment=1
FGM VOLUME Sets the foreground "music" volume. Min=0; Max=127; Increment=1
BGM VOLUME Sets the background music volume. Min=0; Max=127; Increment=1
DSP LEVEL Sets the DSP level. Min=0; Max=127; Increment=1

FGM GROUP: GRPSFX_MAIN

Item Description
SFX_SE_DASH_START Example
SFX_SE_KAIHI Example
SFX_SE_KAIHI2 Example
SFX_SE_UKEMI Example
SFX_SE_GAKE_CATCH Example
SFX_SE_DASH_STOP Example
SFX_SE_JNM_L Example
SFX_SE_JNM_S Example
SFX_SE_KABEJUMP Example
SFX_SE_JTAORE_L Example
SFX_SE_JTAORE_S Example
SFX_SE_JTAORE_SS Example
SFX_SE_JTAORE_SSS Example
SFX_SE_JTAORE_BOUND Example
SFX_SE_WTAORE_L Example
SFX_SE_WTAORE_S Example
SFX_SE_WTAORE_SS Example
SFX_SE_WTAORE_SSS Example
SFX_SE_WTAORE_BOUND Example
SFX_SE_TAORE_SNOW_L Example
SFX_SE_TAORE_SNOW_S Example
SFX_SE_TAORE_SNOW_SS Example
SFX_SE_TAORE_SNOW_SSS Example
SFX_SE_TAORE_SNOW_BOUND Example
SFX_SE_TAORE_WATER_L Example
SFX_SE_TAORE_WATER_S Example
SFX_SE_TAORE_WATER_SS Example
SFX_SE_TAORE_WATER_SSS Example
SFX_SE_TAORE_WATER_BOUND Example
SFX_SE_TAORE_GRASS_L Example
SFX_SE_TAORE_GRASS_S Example
SFX_SE_TAORE_GRASS_SS Example
SFX_SE_TAORE_GRASS_SSS Example
SFX_SE_TAORE_GRASS_BOUND Example
SFX_SE_TAORE_DIRT_L Example
SFX_SE_TAORE_DIRT_S Example
SFX_SE_TAORE_DIRT_SS Example
SFX_SE_TAORE_DIRT_SSS Example
SFX_SE_TAORE_DIRT_BOUND Example
SFX_SE_TAORE_NMETAL_L Example
SFX_SE_TAORE_NMETAL_S Example
SFX_SE_TAORE_NMETAL_SS Example
SFX_SE_TAORE_NMETAL_SSS Example
SFX_SE_TAORE_NMETAL_BOUND Example
SFX_SE_TAORE_METAL_L Example
SFX_SE_TAORE_METAL_S Example
SFX_SE_TAORE_METAL_SS Example
SFX_SE_TAORE_METAL_SSS Example
SFX_SE_TAORE_METAL_BOUND Example
SFX_SE_TAORE_OIL_L Example
SFX_SE_TAORE_OIL_S Example
SFX_SE_TAORE_OIL_SS Example
SFX_SE_TAORE_OIL_SSS Example
SFX_SE_TAORE_OIL_BOUND Example
SFX_SE_TAORE_STONE_L Example
SFX_SE_TAORE_STONE_S Example
SFX_SE_TAORE_STONE_SS Example
SFX_SE_TAORE_STONE_SSS Example
SFX_SE_TAORE_STONE_BOUND Example
SFX_SE_TAORE_PAPER_L Example
SFX_SE_TAORE_PAPER_S Example
SFX_SE_TAORE_PAPER_SS Example
SFX_SE_TAORE_PAPER_SSS Example
SFX_SE_TAORE_PAPER_BOUND Example
SFX_SE_TAORE_GW_L Example
SFX_SE_TAORE_GW_S Example
SFX_SE_TAORE_GW_SS Example
SFX_SE_TAORE_GW_SSS Example
SFX_SE_TAORE_GW_BOUND Example
SFX_SE_JTAYAK_L Example
SFX_SE_JTAYAK_S Example
SFX_SE_BIG_JUMP_L Example
SFX_SE_BIG_JUMP_S Example
SFX_SE_JUMP_L Example
SFX_SE_JUMP_S Example
SFX_SE_WNM_L Example
SFX_SE_WNM_S Example
SFX_SE_WTYAK_L Example
SFX_SE_WTYAK_S Example
SFX_SE_HUTTOBI_L Example
SFX_SE_HUTTOBI_S Example
SFX_SE_CATCH1 Example
SFX_SE_NAGETOBASI Example
SFX_SE_NAGETOBASI_L Example
SFX_SE_SJP_HIT Example
SFX_SE_CHIT_M Example
SFX_SE_MHIT_L Example
SFX_SE_MHIT_M Example
SFX_SE_MHIT_S Example
SFX_SE_NHIT_L Example
SFX_SE_NHIT_M Example
SFX_SE_NHIT_S Example
SFX_SE_GHIT_L Example
SFX_SE_GHIT_M Example
SFX_SE_GHIT_S Example
SFX_SE_PIYOPIYO Example
SFX_SE_STG_OTI Example
SFX_SE_STG_SINI Example
SFX_SE_ELEHIT_S Example
SFX_SE_ELEHIT_M Example
SFX_SE_ELEHIT_L Example
SFX_SE_FIREHIT_S Example
SFX_SE_FIREHIT_M Example
SFX_SE_FIREHIT_L Example
SFX_JSHIELD Example
SFX_JUST_IMP Example
SFX_SE_SOUSAI Example
SFX_SE_SOUSAI_CUT Example
SFX_SE_SOUSAI_CUT2 Example
SFX_SE_SOUSAI_CUT3 Example
SFX_SHIELD Example
SFX_SWDHIT_S Example
SFX_SWDHIT_M Example
SFX_SWDHIT_L Example
SFX_EXPLOSION_SS Example
SFX_EXPLOSION_S Example
SFX_EXPLOSION_M Example
SFX_EXPLOSION_L Example
SFX_EXPLOSION_LL Example
SFX_FIRE_L Example
SFX_FIRE_M Example
SFX_FIRE_S Example
SFX_PRE_SMASH Example
SFX_SMASH_HOLD Example
SFX_SMASH_METRO_REF Example
SFX_SMASH_KAIFUKU Example
SFX_SMASH_SCORE_COUNT Example
SFX_SMASH_SHIELD_STOP Example
SFX_SMASH_SHIELD_REF Example
SFX_SMASH_SHIELD_BREAK1 Example
SFX_SMASH_SHIELD_BREAK2 Example
SFX_SMASH_SHIELD_HOSIKIE Example
SFX_BGM_MUTEKI Example
SFX_BGM_HAMMER Example
SFX_JISIN_S Example
SFX_JISIN_L Example
SFX_STG_SINI_L Example
SFX_STG_SINI_R Example
SFX_STG_FORWARD_L Example
SFX_STG_FORWARD_M Example
SFX_STG_FORWARD_S Example
SFX_HIT_MUTEKI_S Example
SFX_HIT_MUTEKI_M Example
SFX_HIT_MUTEKI_L Example
SFX_TAIDEN Example
SFX_MOEMOE Example
SFX_COIN_L Example
SFX_COIN_GET Example
SFX_COIN_M Example
SFX_COIN_S Example
SFX_SE_DASH_DOWN Example
SFX_XHIT_GURU Example
SFX_XHIT_BIG_GURU Example
SFX_XHIT_SPIN_FO_S Example
SFX_XHIT_SPIN_FO_L Example
SFX_XHIT_BIG_L Example
SFX_XHIT_BIG_M Example
SFX_XHIT_BIG_S Example
SFX_XHIT_SWORD_L Example
SFX_XHIT_SWORD_M Example
SFX_XHIT_SWORD_S Example
SFX_DEMO_SWISH_L Example
SFX_XHIT_SWISH_M Example
SFX_XHIT_SWISH_S Example
SFX_SE_XHIT_L Example
SFX_SE_XHIT_M Example
SFX_SE_XHIT_S Example
SFX_DROPFIGURE Example
SFX_SLOT Example
SFX_FPON_YURE Example
SFX_FPON_NEWFANF1 Example
SFX_FPON_NEWFANF2 Example
SFX_CS_CANCEL Example
SFX_CS_KETTEI Example
SFX_CS_MV Example
SFX_CS_BEEP1 Example
SFX_INFOBEEP Example
SFX_PAUSE Example
SFX_CONTROLNOIZE Example
SFX_CS_COINCOUNT_S Example
SFX_CS_COINCOUNT_L Example
SFX_CS_WINNAME Example
SFX_SMASH_APPEAL Example
SFX_CS_FIGURE_PUT Example
SFX_CS_FIGURE_PUSH Example
SFX_CS_DOOR_OPEN Example
SFX_CS_DOOR_CLOSE Example
SFX_CS_HR_COUNT Example
SFX_CS_ERASE_CAUTION1 Example
SFX_CS_ERASE_CAUTION2 Example
SFX_CS_ERASE Example
SFX_CS_ERASE_ALL Example
SFX_CS_HR_ZANNEN Example
SFX_CS_CAMERA Example
SFX_V_SELECTVOICE_CAPTAIN Example
SFX_V_SELECTVOICE_CLINK Example
SFX_V_SELECTVOICE_DK Example
SFX_V_SELECTVOICE_DRMARIO Example
SFX_V_SELECTVOICE_FALCO Example
SFX_V_SELECTVOICE_FOX Example
SFX_V_SELECTVOICE_ICE Example
SFX_V_SELECTVOICE_KIRBY Example
SFX_V_SELECTVOICE_KOOPA Example
SFX_V_SELECTVOICE_LINK Example
SFX_V_SELECTVOICE_LUIGI Example
SFX_V_SELECTVOICE_MARIO Example
SFX_V_SELECTVOICE_MARS Example
SFX_V_SELECTVOICE_MEWTWO Example
SFX_V_SELECTVOICE_NESS Example
SFX_V_SELECTVOICE_PEACH Example
SFX_V_SELECTVOICE_PICHU Example
SFX_V_SELECTVOICE_PIKACHU Example
SFX_V_SELECTVOICE_PURIN Example
SFX_V_SELECTVOICE_SAMUS Example
SFX_V_SELECTVOICE_SEAK Example
SFX_V_SELECTVOICE_YOSHI Example
SFX_V_SELECTVOICE_GAMEWATCH Example
SFX_V_SELECTVOICE_GANON Example
SFX_V_SELECTVOICE_EMBLEM Example
SFX_IT_GET Example
SFX_IT_SUTE Example
SFX_IT_TABEMONOGET Example
SFX_IT_FUHATU Example
SFX_IT_BAT Example
SFX_IT_BAT_S Example
SFX_IT_HARISENHIT Example
SFX_IT_HARISENHIT_S Example
SFX_IT_HARISENHIT_L Example
SFX_IT_RGUN_LR Example
SFX_IT_RGUN_RL Example
SFX_IT_RGUN_KARA Example
SFX_IT_STARROD_L Example
SFX_IT_STARROD_M Example
SFX_IT_STARROD_S Example
SFX_IT_STARROD_SUKA Example
SFX_IT_SWORD_L Example
SFX_IT_SWORD_M Example
SFX_IT_SWORD_S Example
SFX_IT_FFLOW_FIRE Example
SFX_IT_FFLOW_SUKA Example
SFX_IT_BOMBHEI_IDOU Example
SFX_IT_KAMEKR_HIT Example
SFX_IT_KAMEKR_NAGE Example
SFX_IT_MBOMBSET Example
SFX_IT_EGGWARE Example
SFX_IT_FREEZE Example
SFX_IT_HAKOWARE Example
SFX_IT_KASA_HIRAKU Example
SFX_IT_KUSUDAMA Example
SFX_IT_STAR_GET Example
SFX_IT_STAR_HANE Example
SFX_IT_TARUWARE Example
SFX_IT_SCORPESHOT_SINGLE Example
SFX_IT_SCORPE_KAMAE Example
SFX_IT_SCORPE_TAME Example
SFX_IT_SCORPESHOT_TAME_S Example
SFX_IT_SCORPESHOT_TAME_L Example
SFX_IT_HAZUMI Example
SFX_IT_HAZUMI_BOX Example
SFX_IT_HAZUMI_TARU Example
SFX_IT_HAZUMI_BAT Example
SFX_IT_HAZUMI_WEAPON Example
SFX_IT_HAZUMI_FOOD Example
SFX_IT_NAGE Example
SFX_IT_DOSEIPOO1 Example
SFX_IT_DOSEIPOO2 Example
SFX_IT_DOSEIPOO3 Example
SFX_IT_MBALLWARE Example
SFX_IT_WARPSTAR1 Example
SFX_IT_WARPSTAR2 Example
SFX_IT_WARPSTAR3 Example
SFX_IT_WARPSTAR4 Example
SFX_IT_WARPSTAR5 Example
SFX_IT_WARPSTAR6 Example
SFX_IT_WARPSTAR7 Example
SFX_IT_WARPSTAR_RAKKA Example
SFX_IT_SCBALL_JUMP Example
SFX_IT_SCBALL_HIT Example
SFX_IT_RABBIT_GET Example
SFX_IT_RABBIT_DASH Example
SFX_IT_RABBIT_STOP Example
SFX_IT_RABBIT_JUMP1 Example
SFX_IT_RABBIT_JUMP2 Example
SFX_IT_KINOKO_2BIG Example
SFX_IT_KINOKO_2SMALL Example
SFX_IT_LIPSTICK_SHOT Example
SFX_IT_LIPSTICK_FLOWER Example
SFX_IT_LIPSTICK_SHOT_KARA Example
SFX_IT_METAL_CHANGE Example
SFX_IT_FREEZE_ICE Example
SFX_IT_FREEZE_ICE_BOUND Example
SFX_IT_FREEZE_ICE_SMASH Example
SFX_IT_FREEZE_ICE_SMASH_S Example
SFX_IT_KUSUDAMA_TYAK Example
SFX_IT_KUSUDAMA_FANF Example
SFX_IT_KUSUDAMA_FANF_TK2 Example
SFX_IT_TARU_GUN_HAIRU Example
SFX_IT_TARU_GUN_SHOT Example
SFX_IT_SPY_IN Example
SFX_IT_SPY_MIE Example
SFX_IT_CLOCKBOMB_COUNT Example
SFX_ZK_FUMI Example
SFX_ZK_TARGET Example
SFX_ZK_KIE Example
SFX_ZK_HUTTOBI1 Example
SFX_ZK_HUTTOBI2 Example
SFX_ZK_HUTTOBI3 Example
SFX_ZK_HUTTOBI4 Example
SFX_ZK_LEADED_SCREAM Example
SFX_ZK_BLOCK Example
SFX_ZK_OCT_SHOT Example
SFX_ZK_OCT_TAMA Example
SFX_ZK_LIKE_EAT Example
SFX_ZK_LIKE_SHOT Example
SFX_ZK_MOGU Example
SFX_ZK_WB_STEP Example
SFX_V_DOYO_L Example
SFX_V_DOYO_M Example
SFX_V_DOYO_S Example
SFX_V_KANPATI_L Example
SFX_V_KANPATI_M Example
SFX_V_KANPATI_S Example
SFX_V_KANSEI_GAMEN Example
SFX_V_KANSEI_L Example
SFX_V_KANSEI_M Example
SFX_V_KANSEI_S Example
SFX_V_KANSEI_START Example
SFX_V_KANSEI_NOCON Example
SFX_V_PATI_L Example
SFX_V_PATI_M Example
SFX_V_PATI_S Example
SFX_SE_STEP_WATER Example
SFX_SE_STEP_WATERB Example
SFX_SE_STEP_WATERS Example
SFX_SE_STEP_GRASS Example
SFX_SE_STEP_GRASSB Example
SFX_SE_STEP_GRASSS Example
SFX_SE_STEP_DIRT Example
SFX_SE_STEP_DIRTB Example
SFX_SE_STEP_DIRTS Example
SFX_SE_STEP_NMETAL Example
SFX_SE_STEP_NMETALB Example
SFX_SE_STEP_NMETALS Example
SFX_SE_STEP_METAL Example
SFX_SE_STEP_METALB Example
SFX_SE_STEP_METALS Example
SFX_SE_STEP_OIL Example
SFX_SE_STEP_OILB Example
SFX_SE_STEP_OILS Example
SFX_SE_STEP_STONE Example
SFX_SE_STEP_STONEB Example
SFX_SE_STEP_STONES Example
SFX_SE_STEP_FROZEN Example
SFX_SE_STEP_FROZENB Example
SFX_SE_STEP_FROZENS Example
SFX_SE_STEP_PAPER Example
SFX_SE_STEP_PAPERB Example
SFX_SE_STEP_PAPERS Example
SFX_SE_STEP_PET Example
SFX_SE_STEP_PETB Example
SFX_SE_STEP_PETS Example
SFX_SE_STEP_WOOD Example
SFX_SE_STEP_WOODB Example
SFX_SE_STEP_WOODS Example
SFX_SE_STEP_GW Example
SFX_SE_STEP_GWB Example
SFX_SE_STEP_GWS Example
SFX_SE_STEP_CAPTAIN Example
SFX_SE_STEP_CAPTAINB Example
SFX_SE_STEP_CAPTAINS Example
SFX_SE_STEP_METALCAPTAIN Example
SFX_SE_STEP_METALCAPTAINB Example
SFX_SE_STEP_METALCAPTAINS Example
SFX_SE_STEP_CLINK Example
SFX_SE_STEP_CLINKB Example
SFX_SE_STEP_CLINKS Example
SFX_SE_STEP_METALCLINK Example
SFX_SE_STEP_METALCLINKB Example
SFX_SE_STEP_METALCLINKS Example
SFX_SE_STEP_DK Example
SFX_SE_STEP_DKB Example
SFX_SE_STEP_DKS Example
SFX_SE_STEP_METALDK Example
SFX_SE_STEP_METALDKB Example
SFX_SE_STEP_METALDKS Example
SFX_SE_STEP_DRMARIO Example
SFX_SE_STEP_DRMARIOB Example
SFX_SE_STEP_DRMARIOS Example
SFX_SE_STEP_METALDRMARIO Example
SFX_SE_STEP_METALDRMARIOB Example
SFX_SE_STEP_METALDRMARIOS Example
SFX_SE_STEP_FALCO Example
SFX_SE_STEP_FALCOB Example
SFX_SE_STEP_FALCOS Example
SFX_SE_STEP_METALFALCO Example
SFX_SE_STEP_METALFALCOB Example
SFX_SE_STEP_METALFALCOS Example
SFX_SE_STEP_FOX Example
SFX_SE_STEP_FOXB Example
SFX_SE_STEP_FOXS Example
SFX_SE_STEP_METALFOX Example
SFX_SE_STEP_METALFOXB Example
SFX_SE_STEP_METALFOXS Example
SFX_SE_STEP_ICE Example
SFX_SE_STEP_ICEB Example
SFX_SE_STEP_ICES Example
SFX_SE_STEP_METALICE Example
SFX_SE_STEP_METALICEB Example
SFX_SE_STEP_METALICES Example
SFX_SE_STEP_KIRBY Example
SFX_SE_STEP_KIRBYB Example
SFX_SE_STEP_KIRBYS Example
SFX_SE_STEP_METALKIRBY Example
SFX_SE_STEP_METALKIRBYB Example
SFX_SE_STEP_METALKIRBYS Example
SFX_SE_STEP_KOOPA Example
SFX_SE_STEP_KOOPAB Example
SFX_SE_STEP_KOOPAS Example
SFX_SE_STEP_METALKOOPA Example
SFX_SE_STEP_METALKOOPAB Example
SFX_SE_STEP_METALKOOPAS Example
SFX_SE_STEP_GKOOPA Example
SFX_SE_STEP_GKOOPAB Example
SFX_SE_STEP_GKOOPAS Example
SFX_SE_STEP_METALGKOOPA Example
SFX_SE_STEP_METALGKOOPAB Example
SFX_SE_STEP_METALGKOOPAS Example
SFX_SE_STEP_LINK Example
SFX_SE_STEP_LINKB Example
SFX_SE_STEP_LINKS Example
SFX_SE_STEP_METALLINK Example
SFX_SE_STEP_METALLINKB Example
SFX_SE_STEP_METALLINKS Example
SFX_SE_STEP_LUIGI Example
SFX_SE_STEP_LUIGIB Example
SFX_SE_STEP_LUIGIS Example
SFX_SE_STEP_METALLUIGI Example
SFX_SE_STEP_METALLUIGIB Example
SFX_SE_STEP_METALLUIGIS Example
SFX_SE_STEP_MARIO Example
SFX_SE_STEP_MARIOB Example
SFX_SE_STEP_MARIOS Example
SFX_SE_STEP_METALMARIO Example
SFX_SE_STEP_METALMARIOB Example
SFX_SE_STEP_METALMARIOS Example
SFX_SE_STEP_MARS Example
SFX_SE_STEP_MARSB Example
SFX_SE_STEP_MARSS Example
SFX_SE_STEP_METALMARS Example
SFX_SE_STEP_METALMARSB Example
SFX_SE_STEP_METALMARSS Example
SFX_SE_STEP_NESS Example
SFX_SE_STEP_NESSB Example
SFX_SE_STEP_NESSS Example
SFX_SE_STEP_METALNESS Example
SFX_SE_STEP_METALNESSB Example
SFX_SE_STEP_METALNESSS Example
SFX_SE_STEP_PEACH Example
SFX_SE_STEP_PEACHB Example
SFX_SE_STEP_PEACHS Example
SFX_SE_STEP_METALPEACH Example
SFX_SE_STEP_METALPEACHB Example
SFX_SE_STEP_METALPEACHS Example
SFX_SE_STEP_PICHU Example
SFX_SE_STEP_PICHUB Example
SFX_SE_STEP_PICHUS Example
SFX_SE_STEP_METALPICHU Example
SFX_SE_STEP_METALPICHUB Example
SFX_SE_STEP_METALPICHUS Example
SFX_SE_STEP_PIKACHU Example
SFX_SE_STEP_PIKACHUB Example
SFX_SE_STEP_PIKACHUS Example
SFX_SE_STEP_METALPIKACHU Example
SFX_SE_STEP_METALPIKACHUB Example
SFX_SE_STEP_METALPIKACHUS Example
SFX_SE_STEP_PURIN Example
SFX_SE_STEP_PURINB Example
SFX_SE_STEP_PURINS Example
SFX_SE_STEP_METALPURIN Example
SFX_SE_STEP_METALPURINB Example
SFX_SE_STEP_METALPURINS Example
SFX_SE_STEP_SAMUS Example
SFX_SE_STEP_SAMUSB Example
SFX_SE_STEP_SAMUSS Example
SFX_SE_STEP_METALSAMUS Example
SFX_SE_STEP_METALSAMUSB Example
SFX_SE_STEP_METALSAMUSS Example
SFX_SE_STEP_SEAK Example
SFX_SE_STEP_SEAKB Example
SFX_SE_STEP_SEAKS Example
SFX_SE_STEP_METALSEAK Example
SFX_SE_STEP_METALSEAKB Example
SFX_SE_STEP_METALSEAKS Example
SFX_SE_STEP_ZELDA Example
SFX_SE_STEP_ZELDAB Example
SFX_SE_STEP_ZELDAS Example
SFX_SE_STEP_METALZELDA Example
SFX_SE_STEP_METALZELDAB Example
SFX_SE_STEP_METALZELDAS Example
SFX_SE_STEP_YOSHI Example
SFX_SE_STEP_YOSHIB Example
SFX_SE_STEP_YOSHIS Example
SFX_SE_STEP_METALYOSHI Example
SFX_SE_STEP_METALYOSHIB Example
SFX_SE_STEP_METALYOSHIS Example
SFX_SE_STEP_GANON Example
SFX_SE_STEP_GANONB Example
SFX_SE_STEP_GANONS Example
SFX_SE_STEP_METALGANON Example
SFX_SE_STEP_METALGANONB Example
SFX_SE_STEP_METALGANONS Example
SFX_SE_STEP_EMBLEM Example
SFX_SE_STEP_EMBLEMB Example
SFX_SE_STEP_EMBLEMS Example
SFX_SE_STEP_METALEMBLEM Example
SFX_SE_STEP_METALEMBLEMB Example
SFX_SE_STEP_METALEMBLEMS Example
SFX_VL_METAL_TYAKI Example
SFX_VL_METAL_TAORE Example
SFX_VL_WSTAR1 Example
SFX_VL_WSTAR2 Example
SFX_SE_ICEHIT Example
SFX_SE_TYAK_WATER Example
SFX_SE_CATCH_MOTION Example

FGM GROUP: GRPSFX_POKEMON

FGM GROUP: GRPSFX_NR_TITLE

FGM GROUP: GRPSFX_NR_SELECT

FGM GROUP: GRPSFX_NR_1P

FGM GROUP: GRPSFX_NR_VS

FGM GROUP: GRPSFX_CAPTAIN

FGM GROUP: GRPSFX_CLINK

FGM GROUP: GRPSFX_DK

FGM GROUP: GRPSFX_DRMARIO

FGM GROUP: GRPSFX_FALCO

FGM GROUP: GRPSFX_FOX

FGM GROUP: GRPSFX_GKOOPA

FGM GROUP: GRPSFX_ICE

FGM GROUP: GRPSFX_KIRBY

FGM GROUP: GRPSFX_KOOPA

FGM GROUP: GRPSFX_LINK

FGM GROUP: GRPSFX_LUIGI

FGM GROUP: GRPSFX_MARIO

FGM GROUP: GRPSFX_MARS

FGM GROUP: GRPSFX_MEWTWO

FGM GROUP: GRPSFX_NESS

FGM GROUP: GRPSFX_PEACH

FGM GROUP: GRPSFX_PICHU

FGM GROUP: GRPSFX_PIKACHU

FGM GROUP: GRPSFX_PURIN

FGM GROUP: GRPSFX_SAMUS

FGM GROUP: GRPSFX_ZS

FGM GROUP: GRPSFX_YOSHI

FGM GROUP: GRPSFX_GW

FGM GROUP: GRPSFX_GANON

FGM GROUP: GRPSFX_EMBLEM

FGM GROUP: GRPSFX_MHANDS

FGM GROUP: GRPSFX_KIRBYTM

Item Description
SFXSE_CP_KOOPA_BREATH1 Example
SFXSE_CP_KOOPAB_BREATH1 Example
SFXSE_CP_KOOPAS_BREATH1 Example
SFXSE_CP_KOOPA_BREATH2 Example
SFXSE_CP_KOOPAB_BREATH2 Example
SFXSE_CP_KOOPAS_BREATH2 Example
SFXSE_CP_KOOPA_BREATH3 Example
SFXSE_CP_KOOPAB_BREATH3 Example
SFXSE_CP_KOOPAS_BREATH3 Example
SFXSE_CP_KOOPA_BREATH4 Example
SFXSE_CP_KOOPAB_BREATH4 Example
SFXSE_CP_KOOPAS_BREATH4 Example
SFXSE_CP_SAMUS_TAME1 Example
SFXSE_CP_SAMUSB_TAME1 Example
SFXSE_CP_SAMUSS_TAME1 Example
SFXSE_CP_SAMUS_TAME2 Example
SFXSE_CP_SAMUSB_TAME2 Example
SFXSE_CP_SAMUSS_TAME3 Example
SFXSE_CP_SAMUS_TAME3 Example
SFXSE_CP_SAMUSB_TAME3 Example
SFXSE_CP_SAMUSS_TAME3 Example
SFXSE_CP_SAMUS_TAME4 Example
SFXSE_CP_SAMUSB_TAME4 Example
SFXSE_CP_SAMUSS_TAME4 Example
SFXSE_CP_SAMUS_TAME5 Example
SFXSE_CP_SAMUSB_TAME5 Example
SFXSE_CP_SAMUSS_TAME5 Example
SFXSE_CP_SAMUS_CSHOT Example
SFXSE_CP_SAMUSB_CSHOT Example
SFXSE_CP_SAMUSS_CSHOT Example
SFXSE_CP_DK_JPUNCH_GURU Example
SFXSE_CP_DK_JPUNCHB_GURU Example
SFXSE_CP_DK_JPUNCHS_GURU Example
SFXSE_CP_DK_JPUNCH_PUNCH Example
SFXSE_CP_DK_JPUNCHB_PUNCH Example
SFXSE_CP_DK_JPUNCHS_PUNCH Example
SFXSE_CP_NESS_PKFLUSH_DASI Example
SFXSE_CP_NESS_PKFLUSHB_DASI Example
SFXSE_CP_NESS_PKFLUSHS_DASI Example
SFXSE_CP_NESS_PKFLUSH_FLUSH Example
SFXSE_CP_NESS_PKFLUSHB_FLUSH Example
SFXSE_CP_NESS_PKFLUSHS_FLUSH Example
SFXSE_CP_NESS_PSI Example
SFXSE_CP_NESSB_PSI Example
SFXSE_CP_NESSS_PSI Example
SFXSE_CP_PIKACHU_DENKIDASU Example
SFXSE_CP_PIKACHUB_DENKIDASU Example
SFXSE_CP_PIKACHUS_DENKIDASU Example
SFXSE_CP_PIKACHU_DENKIHASIRU Example
SFXSE_CP_PIKACHUB_DENKIHASIRU Example
SFXSE_CP_PIKACHUS_DENKIHASIRU Example
SFXSE_CP_CAPTAIN_FPUNCH Example
SFXSE_CP_CAPTAINB_FPUNCH Example
SFXSE_CP_CAPTAINS_FPUNCH Example
SFXSE_CP_FOX_GUNCLOSE Example
SFXSE_CP_FOXB_GUNCLOSE Example
SFXSE_CP_FOXS_GUNCLOSE Example
SFXSE_CP_FOX_GUNSHOT_NEWLR Example
SFXSE_CP_FOX_GUNSHOTB_NEWLR Example
SFXSE_CP_FOX_GUNSHOTS_NEWLR Example
SFXSE_CP_FOX_GUNSHOT_NEWRL Example
SFXSE_CP_FOX_GUNSHOTB_NEWRL Example
SFXSE_CP_FOX_GUNSHOTS_NEWRL Example
SFXSE_CP_FOX_GUNSHOT_NEWC Example
SFXSE_CP_FOX_GUNSHOTB_NEWC Example
SFXSE_CP_FOX_GUNSHOTS_NEWC Example
SFXSE_CP_FOX_GUNSET Example
SFXSE_CP_FOXB_GUNSET Example
SFXSE_CP_FOXS_GUNSET Example
SFXSE_CP_MARIO_FIREBALL Example
SFXSE_CP_MARIOB_FIREBALL Example
SFXSE_CP_MARIOS_FIREBALL Example
SFXSE_CP_MARIO_FIRE_DASI Example
SFXSE_CP_MARIO_FIREB_DASI Example
SFXSE_CP_MARIO_FIRES_DASI Example
SFXSE_CP_LINK_YUMI_HIT Example
SFXSE_CP_LINK_YUMIB_HIT Example
SFXSE_CP_LINK_YUMIS_HIT Example
SFXSE_CP_LINK_YUMI_SHOT Example
SFXSE_CP_LINK_YUMIB_SHOT Example
SFXSE_CP_LINK_YUMIS_SHOT Example
SFXSE_CP_LINK_YUMI_HIKI Example
SFXSE_CP_LINK_YUMIB_HIKI Example
SFXSE_CP_LINK_YUMIS_HIKI Example
SFXSE_CP_PEACH_KINOPIO Example
SFXSE_CP_PEACHB_KINOPIO Example
SFXSE_CP_PEACHS_KINOPIO Example
SFXSE_CP_ICE_GET Example
SFXSE_CP_ICEB_GET Example
SFXSE_CP_ICES_GET Example
SFXSE_CP_ICE_SHOT Example
SFXSE_CP_ICEB_SHOT Example
SFXSE_CP_ICES_SHOT Example
SFXSE_CP_YOSHI_SITA Example
SFXSE_CP_YOSHIB_SITA Example
SFXSE_CP_YOSHIS_SITA Example
SFXSE_CP_YOSHI_UMI Example
SFXSE_CP_YOSHIB_UMI Example
SFXSE_CP_YOSHIS_UMI Example
SFXSE_CP_YOSHI_EGGWARE Example
SFXSE_CP_YOSHIB_EGGWARE Example
SFXSE_CP_YOSHIS_EGGWARE Example
SFXSE_CP_DRMARIO_FIREBALL Example
SFXSE_CP_DRMARIOB_FIREBALL Example
SFXSE_CP_DRMARIOS_FIREBALL Example
SFXSE_CP_DRMARIO_FIRE_DASI Example
SFXSE_CP_DRMARIO_FIREB_DASI Example
SFXSE_CP_DRMARIO_FIRES_DASI Example
SFXSE_CP_FALCO_GUNCLOSE Example
SFXSE_CP_FALCOB_GUNCLOSE Example
SFXSE_CP_FALCOS_GUNCLOSE Example
SFXSE_CP_FALCO_GUNSHOT_NEWLR Example
SFXSE_CP_FALCO_GUNSHOTB_NEWLR Example
SFXSE_CP_FALCO_GUNSHOTS_NEWLR Example
SFXSE_CP_FALCO_GUNSHOT_NEWRL Example
SFXSE_CP_FALCO_GUNSHOTB_NEWRL Example
SFXSE_CP_FALCO_GUNSHOTS_NEWRL Example
SFXSE_CP_FALCO_GUNSHOT_NEWC Example
SFXSE_CP_FALCO_GUNSHOTB_NEWC Example
SFXSE_CP_FALCO_GUNSHOTS_NEWC Example
SFXSE_CP_FALCO_GUNSET Example
SFXSE_CP_FALCOB_GUNSET Example
SFXSE_CP_FALCOS_GUNSET Example
SFXSE_CP_GANON_FPUNCH Example
SFXSE_CP_GANONB_FPUNCH Example
SFXSE_CP_GANONS_FPUNCH Example
SFXSE_CP_GWHISSATU_N Example
SFXSE_CP_GWHISSATUB_N Example
SFXSE_CP_GWHISSATUS_N Example
SFXSE_CP_EMBLEM_SBREAK_KAMAE Example
SFXSE_CP_EMBLEM_SBREAKB_KAMAE Example
SFXSE_CP_EMBLEM_SBREAKS_KAMAE Example
SFXSE_CP_EMBLEM_SBREAK_TAME Example
SFXSE_CP_EMBLEM_SBREAKB_TAME Example
SFXSE_CP_EMBLEM_SBREAKS_TAME Example
SFXSE_CP_EMBLEM_SBREAK Example
SFXSE_CP_EMBLEMB_SBREAK Example
SFXSE_CP_EMBLEMS_SBREAK Example
SFXSE_CP_PURIN_GORO1 Example
SFXSE_CP_PURINB_GORO1 Example
SFXSE_CP_PURINS_GORO1 Example
SFXSE_CP_PURIN_GORO2 Example
SFXSE_CP_PURINB_GORO2 Example
SFXSE_CP_PURINS_GORO2 Example
SFXSE_CP_PURIN_GOROJUMP Example
SFXSE_CP_PURINB_GOROJUMP Example
SFXSE_CP_PURINS_GOROJUMP Example
SFXSE_CP_PURIN_SPIN Example
SFXSE_CP_PURINB_SPIN Example
SFXSE_CP_PURINS_SPIN Example
SFXSE_CP_CLINK_YUMI_HIT Example
SFXSE_CP_CLINK_YUMIB_HIT Example
SFXSE_CP_CLINK_YUMIS_HIT Example
SFXSE_CP_CLINK_YUMI_SHOT Example
SFXSE_CP_CLINK_YUMIB_SHOT Example
SFXSE_CP_CLINK_YUMIS_SHOT Example
SFXSE_CP_CLINK_YUMI_HIKI Example
SFXSE_CP_CLINK_YUMIB_HIKI Example
SFXSE_CP_CLINK_YUMIS_HIKI Example
SFXSE_CP_LUIGI_FIREBALL Example
SFXSE_CP_LUIGIB_FIREBALL Example
SFXSE_CP_LUIGIS_FIREBALL Example
SFXSE_CP_LUIGI_FIRE_DASI Example
SFXSE_CP_LUIGI_FIREB_DASI Example
SFXSE_CP_LUIGI_FIRES_DASI Example
SFXSE_CP_MARS_SBREAK_KAMAE Example
SFXSE_CP_MARS_SBREAKB_KAMAE Example
SFXSE_CP_MARS_SBREAKS_KAMAE Example
SFXSE_CP_MARS_SBREAK_TAME Example
SFXSE_CP_MARS_SBREAKB_TAME Example
SFXSE_CP_MARS_SBREAKS_TAME Example
SFXSE_CP_MARS_SBREAK Example
SFXSE_CP_MARSB_SBREAK Example
SFXSE_CP_MARSS_SBREAK Example
SFXSE_CP_MEWTWO_SBALL_HIKOUI Example
SFXSE_CP_MEWTWO_SBALLB_HIKOUI Example
SFXSE_CP_MEWTWO_SBALLS_HIKOUI Example
SFXSE_CP_MEWTWO_SBALL_HIKOUI2 Example
SFXSE_CP_MEWTWO_SBALLB_HIKOUI2 Example
SFXSE_CP_MEWTWO_SBALLS_HIKOUI2 Example
SFXSE_CP_MEWTWO_SBALL_HIKOUI3 Example
SFXSE_CP_MEWTWO_SBALLB_HIKOUI3 Example
SFXSE_CP_MEWTWO_SBALLS_HIKOUI3 Example
SFXSE_CP_MEWTWO_SBALL_SHOT_S Example
SFXSE_CP_MEWTWO_SBALL_SHOTB_S Example
SFXSE_CP_MEWTWO_SBALL_SHOTS_S Example
SFXSE_CP_MEWTWO_SBALL_SHOT_L Example
SFXSE_CP_MEWTWO_SBALL_SHOTB_L Example
SFXSE_CP_MEWTWO_SBALL_SHOTS_L Example
SFXSE_CP_MEWTWO_SBALL_TAME1 Example
SFXSE_CP_MEWTWO_SBALLB_TAME1 Example
SFXSE_CP_MEWTWO_SBALLS_TAME1 Example
SFXSE_CP_MEWTWO_SBALL_TAME2 Example
SFXSE_CP_MEWTWO_SBALLB_TAME2 Example
SFXSE_CP_MEWTWO_SBALLS_TAME2 Example
SFXSE_CP_MEWTWO_SBALL_TAME3 Example
SFXSE_CP_MEWTWO_SBALLB_TAME3 Example
SFXSE_CP_MEWTWO_SBALLS_TAME3 Example
SFXSE_CP_MEWTWO_SBALL_TAME4 Example
SFXSE_CP_MEWTWO_SBALLB_TAME4 Example
SFXSE_CP_MEWTWO_SBALLS_TAME4 Example
SFXSE_CP_ZS_SEAK_HARICOUNT Example
SFXSE_CP_ZS_SEAKB_HARICOUNT Example
SFXSE_CP_ZS_SEAKS_HARICOUNT Example
SFXSE_CP_ZS_SEAK_HARIHIT Example
SFXSE_CP_ZS_SEAKB_HARIHIT Example
SFXSE_CP_ZS_SEAKS_HARIHIT Example
SFXSE_CP_ZS_SEAK_HARINAGE Example
SFXSE_CP_ZS_SEAKB_HARINAGE Example
SFXSE_CP_ZS_SEAKS_HARINAGE Example
SFXSE_CP_ZS_MAGIC_ATK1 Example
SFXSE_CP_ZS_MAGICB_ATK1 Example
SFXSE_CP_ZS_MAGICS_ATK1 Example
SFXSE_CP_ZS_MAGIC_ATK2 Example
SFXSE_CP_ZS_MAGICB_ATK2 Example
SFXSE_CP_ZS_MAGICS_ATK2 Example
SFXSE_CP_PICHU_DENKIDASU Example
SFXSE_CP_PICHUB_DENKIDASU Example
SFXSE_CP_PICHUS_DENKIDASU Example
SFXSE_CP_PICHU_DENKIHASIRU Example
SFXSE_CP_PICHUB_DENKIHASIRU Example
SFXSE_CP_PICHUS_DENKIHASIRU Example

FGM GROUP: GRPSFX_CASTLE

Item Description
SFXST_CASTLE_BLOCK Example
SFXST_CASTLE_KILL_DERU Example
SFXST_CASTLE_KILL_DERU_L Example
SFXST_CASTLE_KILL_DERU_R Example
SFXST_CASTLE_KILL_EXPL Example
SFXST_CASTLE_KILL_HIKOU Example
SFXST_CASTLE_KILL_HIT Example
SFXST_CASTLE_SWITCH Example
SFXST_CASTLE Example
SFXST_CASTLE Example
SFXST_CASTLE Example

FGM GROUP: GRPSFX_CORNERIA

Item Description
SFXST_CORNERIA_ARWINCOME Example
SFXST_CORNERIA_ARWINCOME2 Example
SFXST_CORNERIA_ARWINBYE Example
SFXST_CORNERIA_ARWIN_SHOT Example
SFXST_CORNERIA_ARWIN_SHOT2 Example
SFXST_CORNERIA_SHOT1 Example
SFXST_CORNERIA_SHOT2 Example
SFXST_CORNERIA_HIKOUON Example
SFXST_CORNERIA_HIKOUON2 Example
SFXST_CORNERIA_GFOX_TAME_S Example
SFXST_CORNERIA_GFOX_TAME_L Example
SFXST_CORNERIA_ARWIN_SHOT_SWISH Example
SFXST_CORNERIA_V_TSF1_1S Example
SFXST_CORNERIA_V_TSF2_1S Example
SFXST_CORNERIA_V_TSF3_1P Example
SFXST_CORNERIA_V_TSF3_2S Example
SFXST_CORNERIA_V_TSF3_3F Example
SFXST_CORNERIA_V_TSF4_1F Example
SFXST_CORNERIA_V_TSF4_2P Example
SFXST_CORNERIA_V_TSF4_3S Example
SFXST_CORNERIA_V_TSF5_1S Example
SFXST_CORNERIA_V_TSF5_2P Example
SFXST_CORNERIA_V_TSF5_3F Example
SFXST_CORNERIA_V_TSF6_1F Example
SFXST_CORNERIA_V_TSF6_2P Example
SFXST_CORNERIA_V_TSF6_3S Example

FGM GROUP: GRPSFX_GREATBAY

Item Description
SFXST_GREATBAY_FALLWATER_CHAR Example
SFXST_GREATBAY_KAMEDERU Example
SFXST_GREATBAY_KAMESIZUMU Example
SFXST_GREATBAY_4BIGSTEP Example
SFXST_GREATBAY_MOON_TOMERU Example
SFXST_GREATBAY_MOON Example
SFXST_GREATBAY_MOON_NAGE Example
SFXST_GREATBAY_TKLE_JIMEN Example
SFXST_GREATBAY_TKLE_WATER Example
SFXST_GREATBAY_TKLE_LAUGH Example
SFXST_GREATBAY_TKLE_PAN Example

FGM GROUP: GRPSFX_KONGO

Item Description
SFX_KONGO_PUKAPUKA Example
SFX_KONGO_JUNGLESE Example

FGM GROUP: GRPSFX_MUTECITY

Item Description
SFXST_MUTECITY_CRASH_CHAR Example
SFXST_MUTECITY_FZEROCAR3 Example
SFXST_MUTECITY_FZEROCAR2 Example
SFXST_MUTECITY_FZEROCAR1 Example
SFXST_MUTECITY_FZEROCAR3_ Example
SFXST_MUTECITY_FZEROCAR2_ Example
SFXST_MUTECITY_FZEROCAR1_ Example
SFXST_MUTECITY_CRASH3 Example
SFXST_MUTECITY_CRASH2 Example
SFXST_MUTECITY_CRASH1 Example
SFXST_MUTECITY_MOVEINFO Example

FGM GROUP: GRPSFX_ONETT

Item Description
SFXST_ONETT_HORN1 Example
SFXST_ONETT_HORN2 Example
SFXST_ONETT_HORN3 Example
SFXST_ONETT_KANBAN1 Example
SFXST_ONETT_KANBAN2 Example
SFXST_ONETT_TREE1 Example
SFXST_ONETT_CAR1_FROM_LC Example
SFXST_ONETT_CAR1_FROM_RC Example
SFXST_ONETT_CAR2_FROM_LC Example
SFXST_ONETT_CAR2_FROM_RC Example
SFXST_ONETT_CAR3_FROM_LC Example
SFXST_ONETT_CAR3_FROM_RC Example
SFXST_ONETT_CARCRASH1 Example
SFXST_ONETT_CARCRASH2 Example

FGM GROUP: GRPSFX_ZEBES

Item Description
SFXST_ZEBES_ASIDSEA_UP Example
SFXST_ZEBES_ASIDSEA_DOWN Example
SFXST_ZEBES_ASIDSEA_HIT Example
SFXST_ZEBES_CELLBIRTH Example
SFXST_ZEBES_CELLBREAK Example
SFXST_ZEBES_COREMOVE Example
SFXST_ZEBES_POLE_BREAK Example
SFXST_ZEBES_POLE_HIT Example
SFXST_VL_ZEBES_SIREN Example
SFXST_VL_ZEBES_AMB1 Example
SFXST_VL_ZEBES_JISIN Example
SFXST_VL_ZEBES_EXP Example

FGM GROUP: GRPSFX_GARDEN

Item Description
SFXST_GARDEN_FALLWATER_CHAR Example
SFXST_GARDEN_SWIM1 Example
SFXST_GARDEN_SWIM2 Example
SFXST_GARDEN_RIVER_AMBIENT Example
SFXST_GARDEN_JUNGLESE Example

FGM GROUP: GRPSFX_KLAID

Item Description
SFXST_KLAID_ALIENSCREAM1 Example
SFXST_KLAID_ALIENSCREAM2 Example
SFXST_KLAID_ALIENSCREAM2_2 Example
SFXST_KLAID_ALIENSCREAM3 Example
SFXST_KLAID_ALIENSCREAM4 Example
SFXST_KLAID_JISIN Example
SFXST_KLAID_JISIN2 Example
SFXST_KLAID_CORE Example
SFXST_KLAID_BUBBLES Example

FGM GROUP: GRPSFX_GREENS

Item Description
SFXST_GREENS_WIND_1 Example
SFXST_GREENS_WIND_2 Example
SFXST_GREENS_ZAWA Example
SFXST_GREENS_APPLE_DASI Example
SFXST_GREENS_APPLE_TYAK1 Example
SFXST_GREENS_APPLE_TYAK2 Example
SFXST_GREENS_APPLE_TYAK3 Example
SFXST_GREENS_BLOCK_BREAK Example
SFXST_GREENS_BREATH Example
SFXST_GREENS_GKIRBY_TYAK Example

FGM GROUP: GRPSFX_VENOM

Item Description
SFXST_VENOM_ARWINCOME Example
SFXST_VENOM_ARWINCOME2 Example
SFXST_VENOM_ARWINBYE Example
SFXST_VENOM_JET1 Example
SFXST_VENOM_JET2 Example
SFXST_VENOM_POLE_COME Example
SFXST_VENOM_POLE_SWISH Example
SFXST_VENOM_VOLCANO Example
SFXST_VENOM_ARWIN_SHOT Example
SFXST_VENOM_ARWIN_SHOT2 Example
SFXST_VENOM_ARWIN_SHOT_SWISH Example
SFXST_VENOM_V_TSF1_1S Example
SFXST_VENOM_V_TSF2_1S Example
SFXST_VENOM_V_TSF3_1P Example
SFXST_VENOM_V_TSF3_2S Example
SFXST_VENOM_V_TSF3_3F Example
SFXST_VENOM_V_TSF4_1F Example
SFXST_VENOM_V_TSF4_2P Example
SFXST_VENOM_V_TSF4_3S Example
SFXST_VENOM_V_TSF5_1S Example
SFXST_VENOM_V_TSF5_2P Example
SFXST_VENOM_V_TSF5_3F Example
SFXST_VENOM_V_TSF6_1F Example
SFXST_VENOM_V_TSF6_2P Example
SFXST_VENOM_V_TSF6_3S Example

FGM GROUP: GRPSFX_BIGBLUE

Item Description
SFXST_BIGBLUE_CRASH_CHAR Example
SFXST_BIGBLUE_CRASH3 Example
SFXST_BIGBLUE_CAR_RUN1 Example
SFXST_BIGBLUE_CAR_RUN2 Example
SFXST_BIGBLUE_CAR_RUN3 Example
SFXST_BIGBLUE_CAR_RUN4 Example
SFXST_BIGBLUE_GOALIN Example

FGM GROUP: GRPSFX_FOURSIDE

Item Description
SFXST_FOURSIDE_UFO Example
SFXST_FOURSIDE_HELI Example
SFXST_FOURSIDE_HELI_GO Example
SFXST_FOURSIDE_UFO_L Example
SFXST_FOURSIDE_UFO_R Example

FGM GROUP: GRPSFX_PUPUPU

Item Description
SFXST_PUPUPU_WIND_1 Example
SFXST_PUPUPU_WIND_2 Example
SFXST_PUPUPU_ZAWA Example
SFXST_PUPUPU_APPLE_DASI Example
SFXST_PUPUPU_APPLE_TYAK1 Example
SFXST_PUPUPU_APPLE_TYAK2 Example
SFXST_PUPUPU_APPLE_TYAK3 Example
SFXST_PUPUPU_BLOCK_BREAK Example
SFXST_PUPUPU_BREATH Example

FGM GROUP: GRPSFX_PSTADIUM

Item Description
SFXST_PSTADIUM_JISIN Example
SFXST_PSTADIUM_CHANGE Example

FGM GROUP: GRPSFX_1PADV

Item Description
SFXST_1P_FALLWATER_CHAR Example
SFXST_1P_MOVEINFO Example
SFXST_1P_CRASH_CHAR Example
SFXST_1P_FZEROCAR3 Example
SFXST_1P_FZEROCAR2 Example
SFXST_1P_FZEROCAR1 Example
SFXST_1P_FZERO_JISIN Example

FGM GROUP: GRPSFX_ENDING

Item Description
SFXST_ENDING_AMB1 Example
SFXST_ENDING_AMB2 Example
SFXST_ENDING_AMB3 Example
SFXST_ENDING_AMB4 Example
SFXST_ENDING_AMB5 Example
SFXST_ENDING_SWOSH1 Example
SFXST_ENDING_SWOSH2 Example
SFXST_ENDING_SWOSH3 Example
SFXST_ENDING_SWOSH4 Example
SFXST_ENDING_SWOSH5 Example
SFXST_ENDING_SIGNAL1 Example
SFXST_ENDING_SIGNAL2 Example
SFXST_ENDING_SIGNAL3 Example
SFXST_ENDING_SIGNAL4 Example
SFXST_ENDING_EXPLOSION1 Example
SFXST_ENDING_EXPLOSION2 Example

FGM GROUP: GRPSFX_NR_NAME

Item Description
SFXNR_CAPTAIN Example
SFXNR_DONKEY Example
SFXNR_DRMARIO Example
SFXNR_ZAKOTEAM Example
SFXNR_FALCO Example
SFXNR_FOX Example
SFXNR_GANON Example
SFXNR_GIANT Example
SFXNR_GIGAKOOPA Example
SFXNR_GIGABOUCER Example
SFXNR_MRGAMEWATCH Example
SFXNR_ICECLIMBER Example
SFXNR_EMBLEM Example
SFXNR_PURIN Example
SFXNR_JIGGLYPUFF Example
SFXNR_KIRBY Example
SFXNR_KOOPA Example
SFXNR_BOUCER Example
SFXNR_LINK Example
SFXNR_YOUNGLINK Example
SFXNR_LUIGI Example
SFXNR_MARIO Example
SFXNR_MARTH Example
SFXNR_METAL Example
SFXNR_MEWTWO Example
SFXNR_MASTERHANDS Example
SFXNR_NESS Example
SFXNR_PEACH Example
SFXNR_PICHU Example
SFXNR_PIKACHU Example
SFXNR_SAMUS Example
SFXNR_YOSHI Example
SFXNR_SHIEK Example
SFXNR_ZELDA Example
SFXNR_DEFEATED Example
SFXNR_FIVE Example
SFXNR_FOUR Example
SFXNR_GAMESET Example
SFXNR_GAME Example
SFXNR_GO Example
SFXNR_ONE Example
SFXNR_PLAYER1 Example
SFXNR_PLAYER2 Example
SFXNR_PLAYER3 Example
SFXNR_PLAYER4 Example
SFXNR_READY Example
SFXNR_SUCCESS Example
SFXNR_THREE Example
SFXNR_TIMEUP Example
SFXNR_TIME Example
SFXNR_TWO Example
SFXNR_TEAM Example
SFXNR_BREAKTARGET Example
SFXNR_PLAYERCOM Example

FGM GROUP: GRPSFX_1PEND

Item Description
SFXST_1PEND_BGM Example
SFXST_1PEND_FIGURE Example

FGM GROUP: GRPSFX_LAST

Item Description
SFX_LAST_MH_INTRO Example
SFX_LAST_CH_INTRO Example
SFX_LAST_EXPLOSION1 Example
SFX_LAST_EXPLOSION2 Example
SFX_LAST_JISIN Example

FGM GROUP: GRPSFX_END

Item Description
SFXEND Example

Melee Debug Menu Code Table

An icon for denoting incomplete things.

Below is a table of Action Replay codes used to activate the debug menu and keep certain options from crashing the game. These are non-encrypted, but they can be encrypted through use of this software.

NTSC v1.0 NTSC v1.1 NTSC v1.2 PAL
Debug Menu

00081472 08000000
024D473C 00000602

01CC2E1C 08000000
024D5B9C 00000602

01C46D0A 08000000
024D68BC 00000602

003C16AA 18000000
024C7BC4 00000602

Mushroom Kingdom / Underground Maze Crash Prevent

0008191E 08000000
044694DC 3F800000
044694D8 3F800000
044694D4 3F800000

01C415E2 08000000
0446B4A4 3F800000
0446B4A0 3F800000
0446B49C 3F800000

Trophy Collector Crash Prevent

01C43D24 08000000
042199FC 60000000

DUMMY Crash Prevent

01C41CBD 08000000
041C2AAC 48000018
041C284C 38600000
041C2850 48000048

10-2/ICETOP Crash Prevent
6-Player Match Crash Prevent

000830B6 08000000
042FE800 38000003
042FE918 4BD045F8
04002F10 7C0902A6
04002F14 2C000002
04002F18 4182002C
04002F1C 2C000003
04002F20 41820020
04002F24 8005002C
04002F28 98060061
04002F2C 98060085
04002F30 80050018
04002F34 98060060
04002F38 8005FFFC
04002F3C 98060084
04002F40 38A50008
04002F44 482FB9D8
0417864C 2C1B0004
04167198 38600006
043F86DC 803F96A8
043F86E8 42080000
043F86D4 00000000

01CC6458 08000000
042FF454 38000003
042FF56C 4BD039A4
04002F10 7C0902A6
04002F14 2C000002
04002F18 4182002C
04002F1C 2C000003
04002F20 41820020
04002F24 8005002C
04002F28 98060061
04002F2C 98060085
04002F30 80050018
04002F34 98060060
04002F38 8005FFFC
04002F3C 98060084
04002F40 38A50008
04002F44 482FC62C
04178E44 2C1B0004
04167790 38600006
043F988C 803FA858
043F9898 42080000
043F9884 00000000

01C43642 08000000
0430009C 38000003
043001B4 4839FE9C
046A0050 7C0902A6
046A0054 807F002C
046A0058 7C030214
046A005C 2C000003
046A0060 4182002C
046A0064 2C000002
046A0068 40820020
046A006C 801F0164
046A0070 98060061
046A0074 98060085
046A0078 801F0150
046A007C 98060060
046A0080 801F0134
046A0084 98060084
046A0088 38A50008
046A008C 4BC6012C
04179188 2C1B0004
0416EA2C 38000007
04167A84 38600006
043FA56C 803FB538
043FA578 42080000
043FA564 00000000
043FA5B0 803FA154

003C0FFE 18000000
043009B0 38000003
04300AC8 4BD02448
04002F10 7C0902A6
04002F14 2C000002
04002F18 4182002C
04002F1C 2C000003
04002F20 41820020
04002F24 8005002C
04002F28 98060061
04002F2C 98060085
04002F30 80050018
04002F34 98060060
04002F38 8005FFFC
04002F3C 98060084
04002F40 38A50008
04002F44 482FDB88
04179B8C 2C1B0004
04168454 38600006
043FB398 803FC3A8
043FB3A4 42080000
043FB390 00000000