^ Keyboard Controls. Remappable from the ingame menu Options Keyboard Controls. If you used the last pack of codes, you will find all the new stuff below to. The ability to load an SSBM ISO file, follow the below instructions. Add.s.351221/page-22#post-16888063new COLOR mods and Dual 1v1 Mode.
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Hidden Palace and The Cutting Room Floor's Sonic Month 2019 has come to a close!
Together, we've preserved and released several amazing finds: early versions of SonicChaos, Sonic CD, Sonic 2, and Sonic 3! Thank you for supporting Hidden Palace and TCRF! You helped make it happen!
< Super Smash Bros. Melee
This is a sub-page of Super Smash Bros. Melee. ![]()
The Master Debug Menu of Super Smash Bros. Melee is a very powerful leftover development tool: not only can you customize just about everything and mess with a ton of other fun stuff, but actually save your changes!
Enter the appropriate Action Replay code for your version, then select any mode or press B to go to the Debug Menu.
(Source: GameFAQs, SUPER DIAMOND SMASH (JP codes))
VERSUS MODEDAIRANTOUCHAR SELECT
Allows you to choose which characters you want to play as/with for Versus Mode. CHARA_1, CHARA_2, CHARA_3, CHARA_4 and ALL_CHAR is the first player, second player, third player, fourth player, and fifth player, respectively. Each one begins with CKIND_ except for the last three, which end with CHKIND_. Italics mean that this character can only be accessed through the Debug Menu and they may not function properly with normal game events.
SCALE SELECT
Changes the size of each character, from 0.10 (very small) to 5.00 (gargantuan). 1.00 is default. You can only make the scaling option go down to 0.10 by going all the way up to 5.00 and then going all the way back down. Otherwise, it'll stop at 0.20.
KIND SELECT
Selects what type each player will be: GM_HUMAN (human player), GM_CPU (computer player), GM_DEMO (human-controlled CPU), and GM_NONE (will not be in the match).
COLOR SELECT
Color your character's outfit color, from 0-9. 0 is the default, while 1-5 are the alternate costumes (depending on how many alternate costumes the character has). 6-9 will give you the default with no life icon.
SUB COLOR
Change your character's secondary outfit color, from 0 to 9, though 0-4 are the only functional values (5-9 crash the game upon starting a match). SUBCOLOR_1, SUBCOLOR_2, SUBCOLOR_3, and SUBCOLOR_4 set the sub colors of the first, second, third, and fourth players respectively. Subcolors 1 and 2 are used normally in team battle if there are three characters who are on the same team and they are the same character (three Marios on the Green Team, for example). Sub color 3 is used for Dark Link in the event match 'Link's Adventure' (and can even be accessed by a glitch), while sub color 4 actually matches Mr. Game and Watch's 'outline', and cannot be selected in any way outside of the debug menu. Sub color 5 is entirely unused and cannot be used without a code to force it to load.
The code for 1.2:
DAMAGE SET
The amount of damage players will have when they start/respawn, ranging from 0% to 999%.
OFFENSERATIO
How much knockback each player deals, from 0.10-3.00. (Despite this range, enemies in single-player modes can go up to 5.00 and possibly beyond.)
DEFENCERATIO
How much knockback each player takes, from 0.10-3.00. Same as above.
CPUTYPE SET
The type of AI used for CPU players. Changing this setting causes the corresponding CPU player to behave differently. This is much like setting the CPU player's behavior in Training Mode, though there are a few behaviors that aren't available outside of the Debug Menu. Note that with the exception of NOACT, CPU players will always try to get back on the stage.
CPULEVEL SET
Selects the CPU's skill level, from 0-9. 1-9 are the same as when chosen through normal gameplay, while 0 indicates that the CPU will not attack even when its AI tells it to do so. The general idea is that a higher-level CPU will perform actions more reliably; both a level 1 and a level 9 will decide to dodge an attack, but the level 9 will do it much more often.
TEAM SELECT
The team each player is on; BLUE-TEAM and GREEN-TEAM are the green team and blue team, respectively.
STAGE
The stage you'll play on. Italics mean that stage is exclusive to Adventure Mode and bold names are for unused stages (documented on the game's main page). To play on hidden stages, you will need to activate the Level Number Select code found here.
MELEEKIND
Allows to set the type of match, either BATTLE ROYAL (Versus Mode) or TEAM BATTLE (Team Battle).
EXIT
Let's start the fight already! (Don't worry, you can enter matches without any players...but you'll be unable to exit the match.)
RULE
A basic set of rule customization for multiplayer fights, not unlike the settings in regular play.
RESULT TEST
Tests the result screen.
LANGUAGE
The in-game language (Japanese or English).
PUBLICITY
While this is normally set to OFF, changing this option to ON and pressing A will erased all data from the game's save file. The select sound effect will play when A is pressed on this option, confirming that the data has been erased.
DBLEVEL
If set to DEVELOP and then B is pressed until you get back to the title screen and then X is pressed, you can access a debug sound test. In this debug sound test, you can listen to every sound in the game, including the ones in the 'Unused Audio' section in the main page. If set to DEVELOP or DEBUG, you'll get a bunch of new controls for battles.
IK DEBUG FLAG
This toggle is set to 1 by default. Setting this option to 1 enables foot snapping, which makes the characters' feet angled depending on whether or not they are standing on a slope. Setting this toggle to 0 disables foot snapping.
IK Debug - 1
NEW DEFCALC
What this does exactly is unknown. The name suggests it toggles whether an older or a newer version of a formula is used for 'defense', which from previous debug menu items is likely to mean 'knockback taken'.
GLOBAL DATA EDIT
According to ARCentral, this allows modifications to memory addresses that handle many in-game variables, such as unlocking all characters, stages, bonus messages, trophies, etc. This, unlike the other options, uses Hexadecimal values. There are 6 values.
MODE TEAM TESTHANYU
SELECT STAGE will freeze the game. But, SELECT CHAR will take the player to the character selection screen in melee mode with every character unlocked (at least in v1.2 and PAL version). If the player goes back, they will go in this loop of modes. This will also happen if the language is set to Japanese.
Once the player gets to Camera mode, if they press B, it takes them back to Melee mode causing an endless loop. If the player attempts to go forwards to the stage selection screen, it shows the previous character selection screen instead. For example, if the player was on Vs. Mode and presses start, they will end up in Camera Mode. For some strange reason, Luigi will be missing from the character roster in half the modes. He goes and comes back in a zigzag way; for every mode he's not in, the next one he'll be selectable.
Also, whenever you're in a mode that supports four players (such as Tiny or Single Button), the player KO counter will be set to 71, 65, 76, and 69. This translates to 47 41 4C 45 in hexadecimal, which converts to 'GALE' in ASCII; 'GALE' is the four-character game ID for the North American release of Melee.
Presumably named after Akio Hanyu, one of the game's programmers.
OTOGURO
This was probably named after Seiji Otoguro, one of the game's programmers.
TANIGUTI
TANIGUTI has a similar name to a programmer named Yoshiya Taniguchi, and 'ti' is one (albeit incorrect) way to romanize what would otherwise be 'chi.'
NAGASIMA
Like before, this name is similar to Yasuyuki Nagashima, who was one of the programmers. Like the ti/chi error, 'si' is an alternate (but acceptable in this case) romanization of 'shi.'
KIM
Possibly named after Kim Sung-Kwen, another programmer.
SAKODA
EVENT STAGE will send you to your choice of Event number (1-51), while FIXCAMERA sends you to select characters for a Fixed Camera melee.
Appears to be named after Katsuhiro Sakoda. Who programmed the items and special moves.
SUGANO
MELEE START will begin a melee, while STAFF ROLL START begins the credit roll (plays Venom music or Mute city in version 1.2 and in the PAL version).
Most likely named after Takayuki Sugano, yet another developer of the game.
YOSHIKI
A menu that has a reputation of giving memory cards an unwanted Spring cleaning. All of these options only affect the Memory Card in Slot A. You choose these options with A (they may look like they don't do anything, but they do).
Who this was named after isn't as clear as the other names, though there is a designer who is called Yoshiyuki Tagawa. Perhaps the 'SNAP----' items operate on snapshots from Camera Mode?
DBLEVEL Controls
If DBLEVEL is set to DEVELOP or DEBUG, you'll get a bunch of new button combinations in battle (all directions are on the D-Pad).
All other button + direction combinations do nothing.
Item Controls
Item rate must be higher than NOTHING in VERSUS MODE > RULE > ITEM SWITCH.
1. The color of the shell is green, but it behaves exactly like the red Koopa shells in Adventure Mode (as in, it deals fire damage when it hits a player).
Camera Controls
You'll get bunch of camera control features during the battle. They also work while the game is paused by START button.
If you use any of the camera controls in 'default' camera type, the game will automatically set the camera to 'locked' type. The camera position will be used to determine whether characters are off-screen and should take bubble damage, so even characters in the middle of the stage might get it if the camera's zoomed in on an edge somewhere.
Boss Controls
To play as Master Hand and Crazy Hand, plug a controller into Slot 3 and 4, respectively. As above, all controls use the D-Pad.
Master Hand
Crazy Hand
Combos
Note that Crazy Hand must initiate each combo. If you do an incorrect combo, Master Hand won't respond and Crazy Hand will more than likely do nothing, probably locking up the hands for the rest of the battle.
Flag Switch
A hidden flag switch is present in the game, and when its respective code is activated it will replace the RUMBLE switch in the RULE menu.See the notes page to get your code and numbers. Does not work with the 6 players code.
PAL Differences
The European and Australian versions, built months after the US and Japanese versions, have a few differences, primarily in regards to extra languages or video mode differences:
Retrieved from 'https://tcrf.net/index.php?title=Super_Smash_Bros._Melee/Master_Debug_Menu&oldid=719337'
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