Editing Debug menu (SSBM)/DEVELOP mode

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{{ArticleIcons|ssbm=y}}
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''This article is about the usage of DEVELOP mode in Melee. For a collection of images of each stage under the effects of DEVELOP mode, see [[Debug menu (SSBM)/Stage data|here]].''
[[File:DEVELOP-Mode-SSBM.png|thumb|''Melee'' when run in DEVELOP mode.]]
'''DEVELOP mode''' is a debug mode found in ''Super Smash Bros. Melee'' accessed through its {{SSBM|debug menu}}. The mode is activated by changing the '''DBLEVEL''' setting to ''DEVELOP''. This will give the player extra control over matches, including free camera, visual hitbox, and frame advance.
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).
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).
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{| class="wikitable"
{| class="wikitable"
|-
|-
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|-
|-
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Rotates through multiple visual effects.
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Rotates through multiple visual effects.
#Normal
#Normal.
#No HUD
#No HUD.
#Stage + Background goes white. Background effects can still be seen
#Stage + Background goes white. Background effects can still be seen.
#Stage + Background goes black. Background effects can still be seen
#Stage + Background goes black. Background effects can still be seen.
|-
|-
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Toggles sound effects and music.
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Toggles sound effects and music.
#Normal
#Normal.
#Music off
#Music off.
#Music + SFX off
#Music + SFX off.
#SFX off
#SFX off.
|-
|-
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Displays a set of stress bars detailing the GameCube's work load.
| {{Button|GCN|X|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Displays a set of stress bars detailing the GameCube's work load.
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| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Toggles various stage related visuals, such as spawn points, stage structures, and grab-able ledges (See [[#Stage Visual Key|here]]).
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Toggles various stage related visuals, such as spawn points, stage structures, and grab-able ledges (See [[#Stage Visual Key|here]]).
#Normal
#Normal
#Removes shadows
#Normal again?
#Displays camera boxes, spawn points, and changes certain floor surfaces to black.
#Camera boxes and oddly, changes the stage floor black?
#Same as above, but without the black floor change.
#Camera boxes again, but without the floor change.
#Same as above, but also displays colored Stage Structures, ledge grab boxes, environment collision boxes, and character position markers (See [[#Character Visual Key|here]]).
#Displays colored Stage Structures and shows item boxes.
#Same as above, but displays [[Terrain]]s instead of colored Stage Structures.
#Displays [[Terrain]]s.
#Same as above, but also displays indication of drop-through platforms and grab-able ledges.
#Displays the same as above, but with indication of drop-through platforms and grab-able ledges.


|-
|-
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Toggles various character related visuals
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} ||  
#Normal
#Displays white polylines used for character costume physics like Link's and Young Link's hats, Marth's cape, and some of Jigglypuffs headwear.
#Displays a red gradient at the characters position marker as wide as the characters ECB indicating vertical motion since the last frame.
#Visualizes CPU logic. Places a sphere at the computer player's point of interest, green indicates the CPU will approach, red indicates the CPU will attack it, white indicates the CPU will recover towards it. Red squares around the CPU indicate the range of the attack chosen.
#Places white item grab boxes around the characters. These boxes turn blue when in the air. Also displays pink item catch boxes around items. When the white/or blue box intersects a pink box, the item can be grabbed. When white an item will continue to travel after pressing "A" to grab it, for 1 frame. When they are blue and Z is pressed to grab the item, the item will be instantly picked up (And instantly throwable). Also shows a smaller gray item lift box (grounded only), used for larger items like barrels, party balls, and crates.
#Displays a white sphere attached to the characters pelvis that experiences frame interpolation similar to hitboxes.
#Displays each player's coin detection spheres and displays a hitbox sphere on each coin. Player coin detection hitbox flicker because only half the players' coin collisions are processed each frame in order to save on resources.
|-
|-
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Toggles collision bubbles for the player (See [[#Collision Bubble Key|here]]).
| {{Button|GCN|R|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Toggles collision bubbles for the player (See [[#Collision Bubble Key|here]]).
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| {{Button|GCN|D-Pad|D|s=32px}} || Drops item selected on the Item Menu
| {{Button|GCN|D-Pad|D|s=32px}} || Drops item selected on the Item Menu
|-
|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Display Item Menu and cycle forward through the list (See [[Debug_menu_(SSBM)#Items_.26_Pok.C3.A9mon|here]]).
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|U|s=32px}} || Display Item Menu and cycle forward through the list (See [[User:Serpent_King/Sandbox/Debug_Menu_(SSBM)#Items|here]]).
|-
|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Display Item Menu and cycle backward through the list (See [[Debug_menu_(SSBM)#Items_.26_Pok.C3.A9mon|here]]).
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|D|s=32px}} || Display Item Menu and cycle backward through the list (See [[User:Serpent_King/Sandbox/Debug_Menu_(SSBM)#Items|here]]).
|-
|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Display Item Menu and cycle forward through Pokémon on the list (See [[Debug_menu_(SSBM)#Items_.26_Pok.C3.A9mon|here]]).
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|L|s=32px}} || Display Item Menu and cycle forward through Pokémon on the list (See [[User:Serpent_King/Sandbox/Debug_Menu_(SSBM)#Pokémon|here]]).
|-
|-
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Display Item Menu and cycle backward through Pokémon on the list (See [[Debug_menu_(SSBM)#Items_.26_Pok.C3.A9mon|here]]).
| {{Button|GCN|L|s=32px}} + {{Button|GCN|D-Pad|R|s=32px}} || Display Item Menu and cycle backward through Pokémon on the list (See [[User:Serpent_King/Sandbox/Debug_Menu_(SSBM)#Pokémon|here]]).
|-
|-
| {{Button|GCN|D-Pad|U|s=32px}} || Changes the camera view.
| {{Button|GCN|D-Pad|U|s=32px}} || Changes the camera view.
#Normal
#Normal.
#Locks the camera. It can only be controlled by debug controls
#Locks the camera. It can only be controlled by debug controls.
#Zooms in on player 1
#Zooms in on player 1.  
 
This also removes Peach's and Zelda's dress, presumably used to test for glitched leg movement under the dress.
|-
|-
| {{Button|GCN|C-Stick|s=32px}} || Used to rotate the camera (free form).
| {{Button|GCN|C-Stick|s=32px}} || Used to rotate the camera (free form).
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==Stage Visual Key==
==Stage Visual Key==
''For a collection of stages in their various debug states, see [[Debug menu (SSBM)/Stage_data|here]].
===Camera Boxes===
===Camera Boxes===
{| class="wikitable"
{| class="wikitable"
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| style="background-color:#4040FF"|Blue Box || Camera Focal Box
| style="background-color:#4040FF"|Blue Box || Camera Focal Box
|-
|-
| style="background-color:#FF3737"|Small Red Box|| Indicates the range from which a character can grab a ledge when facing left. When facing right, the box indicates the range from which a character ''cannot'' grab a ledge. Certain attacks such as [[Spin Attack]] will not alter the boxes in any way, but will allow the opposite facing direction to ledge grab.
| style="background-color:#FF3737"|Small Red Box|| Unknown; It's attached to each characters' left
|-
|-
| style="background-color:#3737FF"|Small Blue Box || Indicates the range from which a character can grab a ledge when facing right. When facing left, the box indicates the range from which a character ''cannot'' grab a ledge. Certain attacks such as Spin Attack will not alter the boxes in any way, but will allow the opposite facing direction to ledge grab.
| style="background-color:#3737FF"|Small Blue Box || Unknown; It's attached to each characters' right
|}
|}


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| style="background-color:#FF4040"|Red Platform || Grab Platform
| style="background-color:#FF4040"|Red Platform || Grab Platform
|}
|}
Structures that appear darker than other structures are dynamic, meaning they convert between floor, wall, and ceiling in real-time as they animate. One example is the entirety of Brinstar Depths.


===Terrains===
===Terrains===
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! Item !! Description
! Item !! Description
|-
|-
| style="background-color:#FFA030"|Orange Box || Item pickup boxes (when a character's hitbox overlaps the item's box, the character can pick it up.)
| style="background-color:#FFA030"|Orange Box || Item pickup boxes (when a character's hitbox overlaps the item box, the character can pick it up.
|}
|}


==Collision Bubble Key==
==Collision Bubble Key==
[[File:Hitbox-DBMelee.png|thumb|300px|Luigi demonstrating visual hitboxes.]]
This is a list of all hitbox colors and what they are for. For more detail, see [[Hitbox#Hitbox_types|here]].
This is a list of all hitbox colors and what they are for. For more detail, see [[Hitbox#Hitbox_types|here]].
{| class="wikitable"
{| class="wikitable"
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|-
|-
| style="background-color:#7FFF7F"|Green || Invincible
| style="background-color:#7FFF7F"|Green || Invincible
|-
| style="background-color:#7FFFBF"|Aqua || Reflecting
|-
|-
| style="background-color:#7FFFFF"|Cyan || Shielding
| style="background-color:#7FFFFF"|Cyan || Shielding
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|}
|}


==Character Visual Key==
==Final Destination==
 
Final Destination features very little. It has a moderate-to-large blast box. The spawn points are evenly spaced out, as are the respawn points. Item spawn points are scattered in the air over the platform. The whole stage has basic terrain. Both ledges are grab-able, and the stage does not have any drop-through platforms.
===Environment Collision Boxes (ECB)===
{| class="wikitable"
|-
! Item !! Description
|-
| style="background-color:#FFFFFF"|White Diamond Outline|| Target ECB position.
|-
| style="background-color:#FFA030"|Orange Diamond || Post-collisions ECB, the target ECB altered to avoid intersecting with stage structures.
|-
| style="background-color:#ff5a20"|Dark Orange Diamond || Pre-collision ECB at most recent collision segment.
|-
| style="color:#FFFFFF;background-color:#2020FF"|Blue Diamond || Pre-collisions ECB.
|}
 
===Character Position Markers===
{| class="wikitable"
|-
! Item !! Description
|-
| style="background-color:#FFFFFF"|White Cross|| Target Character Position.
|-
| style="color:#FFFFFF;background-color:#805019"|Brown Cross || Post-collisions character position.
|-
| style="color:#FFFFFF;background-color:#802D10"|Reddish Brown Cross || Pre-collision character position at most recent collision segment.
|-
| style="color:#FFFFFF;background-color:#2020FF"|Dark Blue Cross || Pre-collisions character position.
|}


==Gallery==
<gallery>
<gallery>
SSBM-DEVELOP-HITBOX.png|Displays hitboxes for all players and stage elements.
File:FDEST-NRML-SSBM.png|Final Destination
SSBM-DEVELOP-ANIM.png|Displays animation information for all players.
File:FDEST-BLAST-SSBM.png|Final Destination showing the Blast Zone
SSBM-DEVELOP-ITEM.png|Displays the item menu.
File:FDEST-STRUCT-SSBM.png|Final Destination showing Structure
SSBM-DEVELOP-SCORES1.png|Displays scores and bonuses for all players.
File:FDEST-TERRA-SSBM.png|Final Destination showing Terrain
SSBM-DEVELOP-SCORES2.png|Displays scores and bonuses for all players on an overlay.
File:FDEST-PLATF-SSBM.png|Final Destination showing Platforms
SSBM-DEVELOP-STATS.png|Displays a list of stats for all players.
SSBM-DEVELOP-STRESS.png|Displays stress levels
SSBM-DEVELOP-THING.png
Peach-NoDress-SSBM.png|Peach when rendered without her dress.
Zelda-NoDress-SSBM.png|Zelda when rendered without her dress.
</gallery>
</gallery>


{{Debug menu (SSBM)}}
===Counts===
*Left Wall:  1
*Right Wall: 1
*Floor: 1
*Ceiling: 1
*Spawn Point: 4
*Respawn Point: 4
*Item Spawn Point: 8
*Enemy Spawn Point: 0
*Trophy Spawn Point: 0
*Exit Point: 0
*Solid Platform: 1
*Drop-Through Platform: 0
*Grab-able Ledge: 2


[[Category:Debug menu (SSBM)]]
[[Category: Debug Menu (SSBM)]]
[[Category:Hacking]]

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