Debug menu (SSBM)


 * For Action Replay codes used to access the Debug Menu, see here. For the debug sound test menu, see here.

The debug menu is an element of development that was left in Super Smash Bros. Melee. Within the menu, the player has control over almost all aspects of the game, including non-playable characters, non-playable stages, single player stages, special CPU behaviors, and more. In order to get to the debug menu on the GameCube, an Action Replay device must be used. On the Wii, Ocarina codes may be used if the right MIOS modifications are installed on the system.

Stages
The list of stages given in the table is for the default Debug Menu. For the list of stages used with the full stage selector code, view here.

DAIRANTOU
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. Sudden death will not occur in this mode when there's more than one winner.

RULE
The RULE menu controls extra match settings. Its 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.

RESULT TEST
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 pose can be set.

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 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 with L and/or R on the righthand side in animation information display in develop mode. Whole character tilting, marked with T, works normally regardless.


 * 0: Characters' feet don't stick to ground in L and/or R animations.


 * 1: Characters' feet stick to ground in L and/or R animations.

EURGB60 SET
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 †
Its functions are unknown. Min=0; Max=30; Increment=1.

NEW DEFCALC
This option seems to have no effect.


 * 0: Unknown
 * 1: Unknown

GLOBAL DATA EDIT
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
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.

Trivia

 * 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.
 * The GameCube game Kirby Air Ride has a debug menu almost exactly like the one in Melee.
 * This coincides with HAL Laboratory developing both games.
 * Hold R 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.

Menú de depuración