SSBM Icon.png

Debug menu (SSBM)/DEVELOP mode

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search

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 here.

Melee when run in DEVELOP mode.

DEVELOP mode is a debug mode found in Super Smash Bros. Melee accessed through its 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).

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. Removes shadows
  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 Terrains
  7. Displays the same as above, but with indication of drop-through platforms and grab-able ledges
R + D-Pad Places white boxes around the characters. These boxes turn blue when in the air. Also displays pink 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).
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

This also removes Peach's and Zelda's dress, presumably used to test for glitched leg movement under the dress.

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

For a collection of stages in their various debug states, see here.

Camera Boxes

Item Description
Teal Box Camera Limit
Light Yellow Box Blast Line
Blue Box Camera Focal Box
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.
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.

Spawn Points

Item Description
Blue Plus Character Starting Point
Green Plus Character Respawn Point
Yellow Plus Item Spawn Point
Red Plus Enemy Spawn Point
Magenta Plus Trophy Spawn Point
White Plus Exit Point

Structures

Item Description
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 Platform
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

Item Description
Gray Platform Basic Terrain
Brown Platform Rock Terrain
Light Green Platform Grass Terrain
Dark Red Platform Dirt Terrain
Light Brown Platform Wood Terrain
Blue Platform Water Terrain
Light Blue Platform Ice Terrain
White Platform Snow Terrain
Dark Gray Platform Light Metal Terrain
Dark Brown Platform Heavy Metal Terrain
Yellow Platform Alien Goop Terrain
Light Gray Platform Game & Watch Terrain
Light Yellow Platform Checkered Terrain

Other

Item Description
Orange Box Item pickup boxes (when a character's hitbox overlaps the item's box, the character can pick it up.)

Collision Bubble Key

Luigi demonstrating visual hitboxes.

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

Item Description
Yellow Damageable
Red Attacking
Blue Intangible
Purple Grabbing
Green Invincible
Aqua Reflecting
Cyan Shielding
Cyan-Blue Absorbing
White Special

Gallery