Brawl Dolphin Cheats

Super Smash Bros. Brawl Code: RSBE01 Online health P1 Sorzad12 0171D3C.will put your health up to 999 Add lives P1 Sorzad12 0128AEA.will put your lives up to 10 Add lives P2 Sorzad12 012DCEA.will put your lives up to 10 Health P1 Sorzad12 0171D2C.will put your health up. Okay so i just downloaded 3.0-735 64-Bit version of Dolphin and got a SSBM. I was wondering, how do i enable cheats? Like when i go to properties and then AR Codes for SSBM and enable Unlock All Chara.

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< Super Smash Bros. Melee
This page contains changes which are not marked for translation.
English

This is a sub-page of Super Smash Bros. Melee.

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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.

VersionAction Replay code
US v1.077H8-Y4CD-H4VRY JR3K-U29H-U6BHT
US v1.169KC-WJGT-V09F5 P5A0-GP46-M8EB7
US v1.2VBF7-P9Y6-2788D TDA5-YA0R-8947W
JP v1.0HE4N-BVKK-584X0 JR3K-U29H-U6BHT
JP v1.1E9KF-5PJ3-9Q5YU P5A0-GP46-M8EB7
JP v1.2RP6J-RX3Z-1EVUB TDA5-YA0R-8947W
PAL5DDB-FYJJ-8P4CA 47K3-GPZC-DBY82
Dolphin emulator cheats
VersionAction Replay code
Korea041AF594 38000004

041AF598 900D9368

(Source: GameFAQs, SUPER DIAMOND SMASH (JP codes))
To do:
Get massively detailed: take pictures, record videos, make lists, experiment, etc. I'm sure there's at least a few Melee fans who could notice even the slightest differences.
  • 1VERSUS MODE
    • 1.1DAIRANTOU
  • 9MODE TEAM TEST
  • 10DBLEVEL Controls
  • 11Boss Controls

VERSUS MODE

DAIRANTOU

CHAR 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.

Debug nameCharacterNotes
CAPTAINCaptain Falcon
DONKEYDonkey Kong
FOXFox
GAMEWATCHMr. Game & Watch
KIRBYKirby
KOOPABowserKoopa is Bowser's name in Japan.
LINKLink
LUIGILuigi
MARIOMario
MARSMarthThere's no 'th' sound in Japanese, so 's' is used instead.
MEWTWOMewtwo
NESSNess
PEACHPeach
PIKACHUPikachu
POPONANAIce ClimbersPopo is the male Ice Climber's name and Nana is the female Ice Climber's name.
PURINJigglypuffPurin is Jigglypuff's name in Japan.
SAMUSSamus
YOSHIYoshi
ZE->SEZelda'ZE' stands for Zelda and 'SE' stands for Sheik.
SE->ZESheikSame as previous.
FALCOFalco
CLINKYoung Link'C' probably stands for 'Child'.
DRMARIODr. Mario
EMBLEMRoyThe developers of the game didn't decide which Fire Emblem character to put in the game until late in development, where Roy was chosen. This is probably why Roy's debug name is 'EMBLEM'.
PICHUPichu
GANONGanondorfGanon is the name of Ganondorf's true form.
MASTERHMaster HandCan't be KO'd under normal means, though he can be defeated as expected in Stamina Mode. If he wins a match outside Stamina Mode (which never goes to the results screen), the game will freeze because he doesn't have a victory animation. His intro cutscene from Classic Mode will play upon the start of a match. A controller must be plugged into port 3 in order to control Master Hand. This doesn't apply to CPUs, so they can be the first, second, third or fourth player. Master Hand cannot pick up items. However, he can be affected by mushrooms, the Metal Box, Starmen, and Lip's Stick, all of which don't need to be picked up to be used or receive the effects of. For a list of attacks and their button combinations, see this section. The H in his debug name stands for 'Hand.'
BOYMale Wire FrameWeak clone of Captain Falcon, with no special attacks, no chargeable smash attacks, less damaging moves overall, and removed flame and electric effects.
GIRLFemale Wire FrameWeak clone of Zelda, with no special attacks, no chargeable smash attacks, less damaging moves overall, and removed flame/electric/slash effects.
GKOOPSGiga BowserWas probably used for either programming the AI or testing, such as making sure all of his moves worked properly.
CREZYHCrazy HandEssentially identical to Master Hand in terms of how he operates when selected, though a controller must be plugged into the fourth port instead of the third to control him. For a list of attacks and their combination of buttons, please read this section. Any items that affect Master Hand affect Crazy Hand in the same way.
SANDBAGSandbagSandbag can actually move, jump and shield, a feature that went unused in the final game as all he does is just stand still. Attempting to attack, grab, roll, sidestep or airdodge will crash the game. If the player makes Sandbag as a CPU, the game will probably crash because the AI will attempt to attack, grab, roll, sidestep or airdodge. Sandbag is unable to pick up any items, although he can be resized by mushrooms, frozen by Freezies, sucked into a Barrel Cannon, made invincible by a Starman, and receive the flower status from Lip's Stick. A moveset swap hack can be used to give Sandbag another character's moveset, which will remove some of the restrictions but still freeze in several cases.
POPOPopoIce Climbers without Nana, used in Target Test mode. Using an alt color that will put Nana in lead will work here.
NONEAttempting to play as this crashes the game. It can be used on the results screen without crashing, but it has no stock icon or poses and has a name that cycles between other characters' names. Could possibly be used for holding blank spots in one-player modes before a character shows up later. When the game crashes, the following error is left in the log:

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:

KAN1-6C1J-RQARH
FBM4-R1M8-H2D3A
Sub Color NumberEffect
0Default.
1Brighter.
2Darker.
3Totally black.
4Totally gray.
5Totally pink (crashes the game, requires codes to force it to load)
6Crashes the game.
7Crashes the game.
8Crashes the game.
9Crashes the game.

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.

Debug NameEffect
AIRThe height of the CPU's first and second jumps is limited. Recovery special moves are unaffected.
COOPERATEThe AI follows the player around the stage. It will attack if it gets in range.
DEFENSIVEThe AI does its best to avoid taking damage. It constantly runs away, shields, and dodges. It will attack, but protecting itself is its first priority.
ESCAPEThe AI will run away from characters, be they players or other CPUs. Once they're as far away from everyone else as possible, they wait in one place. They will never attack.
EVZELDAA CPU Zelda will transform much more often than usual, as seen in the event match 'Hide 'n' Sheik'.
FREAKThe CPU stands in one place and only attacks if another character gets close. This behavior is used for Kirby in the event match 'Kirbys on Parade'.
ITEMThe CPU will grab any items that appear, but other than that, they are normal CPUs.
JUMPThe CPU constantly jumps (first jump only). It only performs the second if it is trying to get back on the stage.
MANUALPlugging a controller into the corresponding port allows a player to control the CPU. The CPU's kind under KIND SELECT does not have to be set to 'DEMO' for this to work.
NANAUsing this on the Ice Climbers causes them to behave very strangely. The pair remains stationary if they are left alone. If they're attacked, though, they'll go absolutely bonkers. They'll run and jump around the stage with no apparent pattern. Sometimes they try to dash back and forth so quickly that they don't actually go anywhere. Using this on any other character causes them to behave normally.
NOACTThis makes the AI do literally nothing. They won't even try to recover.
NORMALThis causes a CPU to behave normally. It will attack, run, jump, dodge, etc.
ONLYITEMThe AI will only attack if it is holding an item, and even then it uses them sparingly.
SPLWLINKA CPU Link will constantly use his down special (Bomb), as seen in the 'Bomb-fest' event match. Despite being named after Link, any character set to this mode will use their down special exclusively.
SPLWSAMUSThis is used for Samus in the 'Bomb-fest' event match, and is essentially identical to SPLWLINK.
STAYThe CPU remains stationary.
STRUGGLEAllegedly causes CPUs to attack other CPUs more frequently, rather than just focusing on human players.
WALKMakes the CPU walk back and forth along the stage. On aerial stages, the CPU will turn around when it reaches an edge. On stages where the ground extends past the boundaries, though (Mushroom Kingdom II, for example), it might walk right off the edge of the screen and die.

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.

Debug NameStageNotes
1-1KINOKOMushroom KingdomThe Mushroom Kingdom stage from Adventure Mode. The game freezes when you reach the Yoshi battle halfway through the stage, though other codes can fix this. Reaching the goal ends the match.
1-2CASTLEMushroom Kingdom: Princess Peach's CastlePlays Rainbow Cruise music.
2-1KONGODK Island: Kongo Jungle
2-2GARDENDK Island: Jungle Japes
3-1MEIKYUUnderground MazeThe Underground Maze stage from Adventure Mode. The game freezes if you enter a room where you would fight Link, though other codes can be used to prevent this. The match ends if you touch the Triforce.
3-2SHRINEHyrule: TemplePlays Great Bay music.
4-1ZEBESPlanet Zebes: BrinstarHas a possibility of playing Brinstar Depths music.
4-2DASSYUTBrinstar EscapeThe vertical escape level from Adventure Mode. Reaching the top ends the match.
5-1GREENSDream Land: Green GreensHas a possibility of playing Fountain of Dreams music.
5-2GREENSDream Land: Green Greens
5-3GREENSDream Land: Green GreensHas a possibility of playing N64 Dream Land music.
6-1CORNERILylat System: CorneriaHas a possibility of playing Venom music.
6-2CORNERILylat System: CorneriaThe Arwings fly around in the background of the stage and attack with laser beams much more frequently than usual. This stage is also used in the event match 'Target Acquired'.
7PSTADIUMKanto: Pokémon Stadium
8-18BROUTEF-Zero Grand PrixThe F-Zero stage from Adventure Mode. This stage is also used in the event match 'Lethal Marathon'. Reaching the goal ends the match.
8-2MUTECITF-Zero Grand Prix: Mute City
9-1ONETTEagleland: Onett
10-1ICEMTInfinite Glacier: Icicle MountainMay have some enemies, but the game freezes when the player would normally fight the Ice Climbers.
11-1BATTLESpecial Stage: BattlefieldUsed in Fighting Wire Frames matches, this stage has lower gravity than normal.
11-2BATTLEBattlefieldUsed in the Metal Mario (or Metal Mario Bros., if Luigi has been unlocked) mini-boss in Adventure Mode. The background and music for this stage are different than the ones from the original stage (11-1BATTLE).
12-1LASTSpecial Stage: Final Destination
12-2LASTFinal DestinationUsed in the Giga Bowser battle, it also plays the Giga Bowser music.
BATTLESpecial Stage: Battlefield
BIGBLUEF-Zero: Big Blue
CASTLEMushroom Kingdom: Princess Peach's Castle
CORNERIALylat System: Corneria
FIGUREGETSnag the TrophiesThe Snag the Trophies stage from Classic Mode. The game freezes when a trophy touches the bottom of the screen, though codes can be used to prevent this.
FLATZONESuperflat World: Flat Zone
FOURSIDEEagleland: Fourside
GARDENDK Island: Jungle Japes
GREATBAYTermina: Great Bay
GREENSDream Land: Green Greens
HEALAll-Star Rest AreaEnds the match if the portal is entered; shows multiple Captain Falcon trophies in the background.
HOMERUN'Home-Run Contest' Stage
ICEMTInfinite Glacier: Icicle Mountain
INISHIEIMushroom: Kingdom
INISHIEI2Mushroom: Kingdom II
IZUMIDream Land: Fountain of Dreams
KONGODK Island: Kongo Jungle
KRAIDPlanet Zebes: Brinstar Depths
LASTSpecial Stage: Final Destination
MUTECITYF-Zero Grand Prix: Mute City
OLD KONGPast Stages: Kongo JungleFrom Super Smash Bros. It can be unlocked as a Past Stage.
OLD PPPPast Stages: Dream LandFrom Super Smash Bros. 'PPP' probably means Pupupu, which is part of Dream Land's original name in Japanese. It can be unlocked as a Past Stage.
OLD YOSHPast Stages: Yoshi's IslandFrom Super Smash Bros. It can be unlocked as a Past Stage.
ONETTEagleland: Onett
PSTADIUMKanto: Pokémon Stadium
PURAKanto Skies: Poké Floats
RCRUISEMushroom Kingdom: Rainbow Cruise
SHRINEHyrule: Temple
STORYYoshi's Island: Yoshi's Story
TUKISUSUME'Race to the Finish' Stage
VENOMLylat System: Venom
YOSTERYoshi's Island: Yoshi's Island
ZEBESPlanet Zebes: Brinstar
T(Character's debug name)'Target Test' StageSelecting any of these stages takes you to the corresponding character's Target Test. If the player breaks all the targets, then the match will end normally.
TSEAKBased on the name, this was meant to be a Target Test specifically for Sheik. However, the stage only contains three targets and one untextured platform.
AKANEIACrashes the game before the match can start. No known additional hacks can help. The name suggests it was to be a Fire Emblem stage, which is likely since it's the only series of a playable character to not have a stage, in addition to the Fire Emblem theme's filename being AKANEIA.HPS. When the game crashes, the following error is left in the Log.
DUMMYCrashes the game before the match can start. Additional hacks can avoid the crash and force the stage to load: it is a completely black screen with a lone invisible platform in the center only visible with the debug menu's tools (enabled by changing DBLEVEL to something other than MASTER in the first panel of the debug menu).
TESTRidiculously long stage with a rough shape and a coffee shop as a background.
ICETOPNormally crashes the game before the match can start. Name suggests was to be the top of the Icicle Mountain. Other codes can be used to force the stage to load, but it is simply Icicle Mountain with no music.
10-2Normally crashes the game before the match can start. Name suggests was to be part of Icicle Mountain segment of Adventure Mode. Forcing the stage to load is the same as ICETOP.

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.

  • RULE - Allows you to select from TIME MODE (a time match), STOCK MODE (a stock match), COIN MODE (a coin match), and ENDLESS MODE (a time match with no time limit). Bonus Mode cannot be selected.
  • TIME(MIN) - Sets the number of minutes for the battle, from 0-100.
  • TIME(SEC) - Sets the number of seconds for the battle, from 0-59.
  • STOCK(CNT) - Select the number of lives each player gets, from 0-99.
  • DAMAGERATIO - Changes the knockback ratio just as normal (0.10-3.00).
  • VIBRATION SELECT - Enable or disable the rumble feature on controllers 1-4 (default is OFF). See the bottom of this page to be able to switch this option to a fun FLAGS selector!
  • ITEM SWITCH - Select the item appearance rate. NOTHING, VERYLOW, LOW, MIDDLE, HIGH, and VERYHIGH are the equivalent of None, Very Low, Low, Medium, High, and Very High.

RESULT TEST

Tests the result screen.

  • 1P KIND, 2P KIND, 3P KIND, and 4P KIND - Changes that player's character.
  • ALL PLAYER - Connected to the above, it changes all four at once.
  • 1P RANK, 2P RANK, 3P RANK, and 4P RANK - Changes that player's rank.
  • 1P WIN, 2P WIN, 3P WIN, and 4P WIN - Changes each player's pose.
  • ALL COLOR - Changes each player's costumes.
  • STEP ANIM - A switch for the animations. 0 is on, 1 is off (although you must set the DBLEVEL to Develop and press Z to advance a frame if you do the latter).
  • PANEL HIDDEN - Like it says, it hides the panels.

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 erase 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
IK Debug - 0

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.

ValueNote
ADDR4This had 4 digits and it goes up in 4s.
U32This has 8 digits, and it goes up in 1. Like the name applies, this is a 32-bit value.
ADDR2This has 4 digits and adds up in 2s.
U16This has 4 digits and it goes up in 1s. Like the name applies, this is a 16-bit value.
ADDRThis has 4 digits and adds up in 1s.
U8This has 2 digits and it goes up in 1s. Like the name applies, this is a 8-bit value.

MODE TEAM TEST

HANYU

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.

  • Melee Vs. Mode.
  • Training (Luigi will be missing from the character roster)
  • Cruel Melee
  • Endless Melee (Luigi will be missing from the character roster)
  • 15-minute Melee
  • 3-minute Melee (Luigi will be missing from the character roster)
  • 100-man Melee
  • 10-man Melee (Luigi will be missing from the character roster)
  • Home-Run Contest
  • Target Test (Luigi will be missing from the character roster)
  • Event Match (Unknown which one)
  • All-Star (easy by default) (Luigi will be missing from the character roster)
  • Adventure (easy with one stock by default)
  • Classic (easy with one stock by default) (Luigi will be missing from the character roster)
  • Slo-mo Melee
  • Lightning Melee (Luigi will be missing from the character roster)
  • Single Button mode
  • Fixed Camera (Luigi will be missing from the character roster)
  • Invisible
  • Tiny (Luigi will be missing from the character roster)
  • Giant
  • Super Sudden Death (Luigi will be missing from the character roster)
  • Stamina
  • Camera (Luigi will be missing from the character roster)

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.

  • SET GOLD COIN - Select the number of coins you have for the Lottery/FiguPon (also applies to Continues).
  • FIGURE MAX - Hands you every trophy (except Tamagon, for some reason, but that's another story) and sends you to the gallery.
  • SAMUS MASK GET - Awards the 'Samus Unmasked' trophy, normally unlocked through long-since-passed Nintendo events.
  • MARIO YOSHI GET - Awards the 'Mario and Yoshi' trophy, normally unlocked through long-since-passed Nintendo events.
  • SET MELEE COUNT - Sets the counter for the number of times you've played each mode.
  • SET HOMERUN RECORD - Sets each character's Home Run Contest record.
  • SET TARGET CLEAR - Sets flags for whoever you want to have cleared Break The Targets.
  • SET BEAT TOTAL - Sets the KO total in the Melee records. One must press A for changes to take place. If you press A, it will take you to the main menu.
  • GO TO MEIKYU - Sends you to the Underground Maze as the Ice Climbers, but crashes if you fight a Link. If you reach to the Triforce, the results screen will play. If you go to VERSUS MODE>DAIRANTOU you will see that the options have been adjusted to what 'GO TO MEIKYU' has done.
  • GO TO KINOKO - Sends you to the Mushroom Kingdom adventure stage as the Ice Climbers, but crashes when you get to the Yoshi Team. Impossible to go past them without extra hacks.
  • MELEE START - Begins a melee with the specified settings.

TANIGUTI

  • MELEE START - Begins a melee with the specified settings.
  • REG NORMAL - Sends you to the Adventure Mode character select. By changing the number of this option, you can select which world you start from. You can't select individual levels, however (for example, you can't start from 1-2).
  • REG EASY - Sends you to the Classic Mode character select. By changing the number of this option, you can select which stage you start from.
  • REG ALLSTAR - Sends you to the All-Star Mode character select. By changing the number of this option, you can select which stage you start from.

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

  • VISUAL SCENE START - Plays all movie clips in the game. If a player-selected character is supposed to appear, it will choose Ice Climbers. The enemies can change colour every time you play it, with the exception of the Mario and Luigi cutscene. The player (Ice Climbers) can also change colour, even between cutscenes. One cutscene can be skipped by pressing the Start/Pause button. In the end, it will always show Mario's All-star Congratulations picture, where he performs an aerial kick on Fox.
  • OPENING START - Plays the intro movie.
  • OMAKE 15 START - Plays the special movie. The European version, which removed the special movie to accommodate 4 additional languages, plays Captain Falcon's 'clear movie' instead, though strangely with the special movie's audio.
  • REGULAR ENDING TEST - Displays the falling trophy and congratulation screen for the characters. This counts as actually beating the mode you choose, so characters can be unlocked through this.
  • REGULARENDING REAL - Displays the falling trophy, credits, and congratulation screen for each character. This counts as actually beating the mode you choose, so characters can be unlocked through this. When you DO end up in a fight, your character will have a mysterious empty nametag.

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

  • RESULT TEST - Set up a results screen scenario (see Result Test section).
  • EASY END - Shows the 'Continue?' or 'Game Over' screen for the selected character with 99999 score (the continue screen is only shown if you have enough coins; otherwise, the game over screen will be shown and you'll be returned to the debug menu). Both options will take you back to the debug menu.
  • GOHOUBI ID - Shows the various bonus messages (cannot be seen properly if Gohubi Figure is set to anything other than 0).
  • GOHUBI FIGURE - Shows the trophy messages (cannot be seen properly if Gohubi ID is set to anything other than 62, 63, 64, or 65).
  • INTRO EASY - Set up a character VS. screen that would be shown in Classic Mode. Will take you back to the debug menu once it's done.
    • STAGENUM - Simulates what stage the VS. screen would look like. Choices are from 1-9
    • STAGE FLAG - Modifies what the enemy would be like.
      • NORMAL - A simple plain ol' enemy.
      • TEAM - A team of maximum three enemies. Not required to have team matches, but if this isn't selected with multiple enemies selected, the announcer won't say 'TEAM <character name>'.
      • GIANT - A giant enemy.
      • BONUS - What appears to be an unused function if used with 'NORMAL' in 'STAGE TYPE'. It shows no characters and it's just simply the VS sign without the announcer saying anything if 'NORMAL' is selected as the 'STAGE TYPE'. It has different effects if used with different options in 'STAGE TYPE'.
      • CORPS - A team of a lot of characters. These are the weak enemies that die from normal attacks. The name comes from 'Dummy Corps', the Japanese name of the Fighting Polygon Team in Super Smash Bros.
    • STAGE TYPE - Edits what type of match or event you do. These will only work with 'BONUS' selected in 'STAGE FLAG' with the exception of 'NORMAL'. If not, it will freeze the game.
      • NORMAL - A normal match against a CPU player(s). Does not require 'BONUS' to be selected.
      • TARGET - The target test.
      • TUKISUSUMI - Race to the finish.
      • FIGUREGET - Snag the trophies (or Grab a Trophy in the PAL versions)
    • DISP LEFT NUM - Displays how many people are on the left. if you select more than 1, you have allies with 'ALLY' written next to them.
    • DISP RIGHT NUM - Displays how many people are on the right. If you select more than 1 without selecting TEAM in 'STAGE FLAG', the announcer won't say 'TEAM <character name>.
    • METAL LEFT Makes the player (and allies) metal. You cannot become metal in the final game, so this goes unused.
    • METAL RIGHT Makes the enemies metal. In the final game, you can only fight one metal opponent. If 'TEAM' is selected in 'STAGE FLAG', the announced will say 'TEAM <character name>' instead of 'METAL <character name>' or 'TEAM METAL <character name>' as it is not used in the proper game. Same thing goes to 'GIANT' and 'CORPS'.
    • LEFT PLAYER - Choose what character appears on the right. There are three of these.
    • RIGHT PLAYER - Choose how many opponents the person will fight. There are three of these.
    • TEST> - Very self-explanatory.
  • ALLSTAR ENEMY - Shows pictures of the characters which don't normally appear in-game (see the main page for more).
  • TEST MOVIE OPENING - Plays the intro movie.
  • KUMITE SUB - Unusable. 'Kumite' is the Japanese name of Multi-Man Melee and its counterparts in later games.
  • PROGRESSIVE TEST - Allows you to change the display to progressive scan, provided you're using a component video cable and a TV that supports this mode. This option is normally available by holding B while the game boots.
  • APPROACH - Displays the 'A new foe is approaching!' screens. NOCHARA 0 and NOCHARA 12 both show Ganondorf's screen (these do not count as unlocking the character).

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).

OptionEffect
INITAppears to do nothing.
FORMATFormats the Memory Card completely without any warning. Literally, the sound when you choose an option in the main menu won't even play, it just formats the Memory Card.
ACCESSIBLEAppears to do nothing.
CREATECreates a Super Smash Bros. Melee save file on the Memory Card if one is not present.
SAVESaves to the Memory Card. This can be useful for keeping any alterations made in the Debug Menu.
LOADLoads the save data from the Memory Card. This only truly functions when swapping out Memory Cards, and there's not much of a reason to do so anyway.
DELETEDeletes only the Super Smash Bros. Melee save file. Same as FORMAT, it doesn't produce any form of sound to inform you that the save file is deleted.
SNAPMOUNT0Appears to do nothing.
SNAPLOAD0Appears to do nothing. You can change a number, which can go up to 127.
SNAPDELETE0Appears to do nothing. You can change a number, which can go up to 127.
SNAPSWAP0Appears to do nothing. You can change a number, which can go up to 127.

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).

  • Start - Pauses the game without an overlay or a zoom-in - looks as if the game froze, even though it clearly hasn't because sounds continue as normal. Press Z while pausing in this way to advance one frame. (As a result, you can't use Z as an input while doing frame-by-frame, you must use L+A or R+A.)
  • A + Right - Toggles Lightning-Fast Melee.
  • A + Y + Left - Applies Poison Mushroom effect on character.
  • B + Down - Displays a set of coordinates, which are in order: unknown, CPU level, AI type, handicap, unknown, knockback given, knockback taken.
  • B + Left - Shows the bonuses you've won so far, albeit with debug mode-style names.
    To do:
    List the bonuses and their silly names
  • X + Up - Acts as the regular Start button, so it opens the regular pause menu and must be used in the L+R+A+Start combo to quit.
  • X + Down - Rotates through the following: turns off screen icons, shows stage as white (characters etc. are fine), shows stage as black, back to normal.
  • X + Left - Toggles sound effects and music. One press turns off music, another turns off SFX as well, a third turns on music only, and a fourth goes back to both on.
  • X + Right - Displays a set of numbers and bars that seems related to how much work the GameCube is doing. Probably used for stress-testing/performance monitoring.
  • Y + Down - Displays every character's currect action, subaction (animation), and frame number. Actions and subactions shared by all characters have names such as 'WALK' and 'DAMAGEFALL'; those relating to special moves are simply numbers. To the right of the frame count are some letters that indicate the character's current ground contour state - 'L' and 'R' means that the character's left and/or right foot is contoured, while 'T' means the whole character is (probably for 'total').
  • Y + Left - Applies Super Mushroom effect on character.
  • Y + Right - Restores you to your default size.
  • R + Up - Press once to show all characters and other elements as its collision bubbles, and again to overlay said bubbles on the models. A third press goes back to normal.
  • R + Down - Causes various effects to the stage when pressed several times. Eventually will return to normal with enough presses. One of these brings up a blue and yellow box, which are the camera (blue) and death boundaries (yellow). Also shows (in separate views) item spawn locations, character camera boxes, whether parts of the stage are floors/walls/ceilings, what parts of the stage are grabbable/dropthroughable, and what kind of terrain each part of the stage is (rock grass etc.).
  • R + Left - Press multiple times to display white boxes along with white pivot spheres on characters. These help to position some attacks. Can also activate the orange quads that deal with character-stage collision detection, or the boxes that show characters' item-grabbing range.
  • R + Right - Turns character into yellow figure (same as R + Up, but only you and not everything).

All other button + direction combinations do nothing.

Item Controls

Item rate must be higher than NOTHING in VERSUS MODE > RULE > ITEM SWITCH.

  • Down - Drops the selected item. Does nothing if the list isn't on-screen.
  • L + Up - Cycle forward through the list of items to drop.
  • L + Down - Cycle backward through the list of items to drop.
  • L + Left - Cycle forward through the list of Pokémon to summon from a Pokéball.
  • L + Right - Cycle backward through the list of Pokémon to summon from a Pokéball .
Debug Item NameReal Item Name
CAPSULECapsule
BOXCrate
TARUBarrel
EGGEgg
KUSUDAMAParty Ball
TARUCANNBarrel Cannon
BOMBHEIBob-Omb
DOSEIMr. Saturn
HEARTHeart Container
TOMATOMaxim Tomato
STARStarman
BATHomerun Bat
SWORDBeam Sword
PARASOLParasol
G SHELLGreen Shell
R SHELLRed Shell
L GUNRay Gun
FREEZEFreezie
FOODSFood
MSBOMBMotion Sensor Bomb
FLIPPERFlipper
S SCOPESuper Scope
STARRODStar Rod
LIPSTICKLip's Stick
HARISENFan
F FLOWERFire Flower
KINOKOSuper Mushroom
DKINOKOPoison Mushroom
HAMMERHammer
WSTARWarp Star
SCBALLScrew Attack
RABBITCBunny Hood
METALBMetal Box
SPYCLOAKCloaking Device
M BALLPokéball
KURIBOHGoomba
LEADEADRedead
OCTAROCKOctarock
OTTOSEITopi
OLD-KURINothing
MATOTarget
HEIHOFly Guy
NOKONOKOGreen Koopa Troopa
PATAPATARed Koopa Paratroopa
LIKELIKELike Like
OLD-LEADNothing
OLD-OCTANothing
OLD-OTTONothing
WHITEBEAPolar Bear
KLAPKlaptrap
ZGSHELLGreen Koopa Troopa (Inside Shell)
ZRSHELLRed Koopa Troopa (Inside Shell)1.

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).

Debug Pokémon NameReal Pokémon Name
RANDOMRandom Pokémon
TOSAKINTOGoldeen
CHICORITAChikorita
KABIGONSnorlax
KAMEXBlastoise
MATADOGASWeezing
LIZARDONCharizard
FIREMoltres
THUNDERZapdos
FREEZERArticuno
SONANSWobbuffet
HASSAMScizor
UNKNOWNUnown
ENTEIEntei
RAIKOURaikou
SUIKUNSuicune
KIREIHANABellossom
MARUMINEElectrode
LUGIALugia
HOUOUHo-Oh
METAMONDitto
PIPPIClefairy
TOGEPYTogepi
MEWMew
CerebiCelebi
HITODEMANStaryu
LUCKYChansey
PORYGON2Porygon2
HINOARASHICyndaquil
MARILMarill
FUSHIGIBANAVenusaur

Camera Controls

You'll get bunch of camera control features during the battle. They also work while the game is paused by START button.

  • Up changes the camera view from 3 types:
    • The first push of Up button locks all standard camera movements, and can only be moved by debug camera controls.
    • The second push moves the camera closer to player 1's character. For this camera type, all camera-related controls and movements are based on player 1's position.
    • The third push will reset the camera type to default.
  • Up also toggles Peach and Zelda's dress visibility.
  • C-Stick can be used to rotate the camera.
  • Hold Left + C-Stick to zoom in and out.
  • Hold Right + C-Stick to pan around.

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

  • Up + A - Flaming twirling finger.
  • Right + A - Flying punch.
  • Down + A - Slams the ground.
  • Up + B - Laser attack.
  • Right + B - Fires its finger gun.
  • Up or Right + Z - Attempts to grab you.
  • Left + R - Finger jab.
  • Right + R - Punches the ground.
  • Down + R - Slaps the ground.
  • Up + R - Twirling finger into the ground.
  • Up + L - Sweeps the stage.
  • Down + L - Finger walking attack.

Crazy Hand

  • Up + A - Flying punch.
  • Left or Down + A - Flaming twirling finger.
  • Right + A - Slams ground.
  • Up, Left, or Right + B - Laser attack. (Crashes the game if Master Hand is not in a battle)
  • Down + B - Drops bombs.
  • Up or Right + L - Sweeps the stage.
  • Down + L - Spaz.
  • Left + L - 'Spider' attack.
  • Up + R - Punches the ground.
  • Down + R - Jabs its finger.
  • Left + R - Twirling finger into the ground.
  • Right + R - Slaps the ground.
  • Up, Left, or Right + Z - Attempts to grab you.

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.

  • Hand Clap - Right + Y (Crazy Hand) and Left + Y (Master Hand).
  • Double Flaming Punch - Up + Y (both hands).
  • 'Come Here!' Punch - Down + Y (Crazy Hand) and Up + Y (Master Hand).
  • Grab (disabled in game) - Left + Y (Crazy Hand).

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:

  • PAL, unlike the NTSC versions, has 5 languages: UK (English), GM (German), FR (French), IT (Italian), and SP (Spanish).
  • EURBG60 SET is now a main option. This sets the video mode to 60Hz if you are running in 50Hz. If you're already in 60Hz, this does nothing.
  • WIDTH+ is now added, which allows you to toggle through numbers, but it doesn't seem to have any function.
  • NAGISAMA in MODE TEAM TEST has an option called DUTCH LANG that allows you to change the language to English, German, French, Spanish, or Italian.
  • NAGISAMA also has a 50-60HZ CHANGE option, which (like you'd expect) lets you change the video mode to 50Hz or 60Hz. This is normally accessible by holding B while booting, replacing Progressive Scan Mode.
  • The unused message 'You got the 〇〇〇 Trophy!' is now 'You got the 000 Trophy!', and it's also present for the last seven Gohubi Figures.
  • Due to the removal of Progressive Scan Mode in favor of switching between 50Hz and 60Hz, the Progressive Scan screen has nothing but the select bar and the GameCube logo.
  • Selecting OMAKE15 START will not show the Special Movie, since it was removed from the game altogether. Instead, Captain Falcon's ending scene is shown with the audio from it, and only lasts as long as the regular ending.
Retrieved from 'https://tcrf.net/index.php?title=Super_Smash_Bros._Melee/Master_Debug_Menu&oldid=836848'

Playing a game in Dolphin instead of the GameCube or Wii can make a huge difference in visual quality. With HD output, Dolphin can bring the best out of many stunning titles. But beyond that, an assortment of crazy enhancements, including 3D output, free camera, widescreen hacks, a higher clocked emulated CPU and much more, can absolutely transform titles into new experiences even for veterans after many playthroughs.

Super Mario Sunshine is a beautiful GameCube platformer released in 2002. While its sequels on the Wii, Super Mario Galaxy 1 and 2 run at a fluid 60 frames per second, Super Mario Sunshine is only a 30 FPS (or 25 in PAL) game.

While an emulator can't do much on its own to increase the framerate of a game, one of our users, ehw, believed that it would be possible to modify the game to run at a higher framerate. Mixed with the enhancements in Dolphin, ehw modified Super Mario Sunshine to run at 60 FPS without doubling the speed of the game!


Super Mario Sunshine @ 60 FPS
Watch in 1080p60 for the best experience!


Super Mario Sunshine's current 60 FPS hack comprises of three (and an optional fourth) part. Firstly, the vbeam speedhack has to be turned on in order to modify the timings of the emulator. It's possible that simply flipping Dolphin's framelimit to run at 120 FPS would be fine, but the emulator stretches audio at non-standard framerates, blocking this possiblity for now. Secondly, a small game patch is applied. This actually makes the gameplay run half speed at 30 FPS. Thirdly, Dolphin's audio timings are modified to run at half speed; so the game also sounds normal at double speed. Lastly, on some versions of the hack, the level select cheat is required to get into certain stages.


Super Mario Sunshine Higher FPS Patches

  • 0x804167B8:dword:0x3F600000 - Slightly slower 60 FPS Patch, but runs perfectly.

  • 0x804167B8:dword:0x3F800000 - even smoother 60 FPS Patch, but breaks things.

  • 0x804167B8:dword:0x40000000 - 120 FPS hack for those with high framerate monitors.

Super Smash Bros Brawl Dolphin Cheats


By applying patch into Dolphin's INI and then enabling it, along with the steps above, Super Mario Sunshine will run at 60 FPS. This is the key ingredient that makes it all work. For a more technical, the creator wrote an explanation on the inner workings of the process and final patch.

Depending on the value of the patch, you can get a near perfect 60 FPS hack where the game is completable, or an even smoother variant that breaks certain stage portals. There is also a 120 FPS hack for those with high framerate monitors and T.V.s, but it breaks things just like the smoother variant of the 60 FPS hack. Super Mario Sunshine is an absolute joy to play at 60 FPS, and fans of the game should truly enjoy the work put forth.

On another note, ehw also came up with more hacks for Pikmin 2 and Gauntlet: Dark Legacy. Pikmin 2 is completely playable with just the patch, but some cutscenes seem to play at double speed. Gauntlet Dark Legacy requires setting the framelimit to 120 and setting the CPU Clock Override value to 300 - 400% (!) in order to maintain 60 FPS at all times, and even then some animations are a tiny bit strange due to running at 30 FPS with no interpolation. This makes the game very difficult to run at 60 FPS on all but the most powerful computers. Considering that it was a 15 - 20FPS game on console, the difference here is even greater than the other hacks.


Pikmin 2 @ 60 FPS


Pikmin 1 is even stranger; it requires no game-side patch. Simply enable the vbeam speedhack and tell Dolphin's audio output to make it run at 60 FPS without side effects! There are also a variety of hacks/patches that have existed for Super Smash Bros. Melee and Brawl to make them run at pretty much any framerate without problems, including 30 FPS, 120 FPS and beyond. This is mostly done by using the settings for their slow motion modes, and unfortunately can't be done in other games.

With these four games brought up to 60 FPS, it can only make people wonder if other titles could be brought to 60 FPS in a similar way. Think about all of the seminal titles with huge, sprawling worlds that could be made more beautiful with an even better framerate. Anyone can experiment, dig around and try things as long as they have the game. Do note that reverse engineering chops may be needed for some games more than others.

Hopefully with the potential power of these patches on full display, Dolphin will see more patches and better versions of the existing patches in the future!

For those looking for more information on the patches and how they were made, please checkout the following links.

Super Mario Sunshine - http://jul.rustedlogic.net/thread.php?id=17475
Pikmin 2 - http://jul.rustedlogic.net/thread.php?id=17484

For users wondering about the audio hack. It was this line in SystemTimers.cpp that was modified:

int period = CPU_CORE_CLOCK / (AudioInterface::GetAIDSampleRate() * 4 / 32 * fields);

By adding a multiplier of two at the end (before the semicolon), you'll break audio in almost everything except certain titles running with a 60 FPS patch. This is how audio was fixed in Super Mario Sunshine, for instance.


Update

As of 4.0-5432 the vbeam speedhack was removed due to concerns that more 60 FPS patches would rely on broken behavior. In order to promote well made patches (that could in theory work on console even, given enough power) the hack was removed. What does this mean for the featured Super Mario Sunshine and Pikmin 2 hacks? Not all that much. For Super Mario Sunshine, simply setting the framelimiter to 120, and things will continue to work as per normal.

Dolphin Emulator Cheats

This was a concern that was no expressed until multiple 60 FPS hacks showed up relying on the vbeam speedhack. Developers realized that the (incomplete and broken) vbeam speedhack was not in Dolphin's long term plans, and thus axed it before there was a heavy reliance on it by potential framerate hacks.