What versions do you guys have?
Version 1.2 Debug Menu
Debug Menu Full Level Select
UXM8-ND7D-14AY0
PJH2-7UGH-6F4G4
BWA5-NZ80-E98AU
P1R9-X0D9-ZPNN4
"Dummy" and "IceTop" playable
Y07T-75KH-UX3X4
FKNZ-39HF-7XCTP
K22D-EC8A-YWETG
N3E9-E0YT-ARXBP
Mushroom kingdom and hyrule maze adventure stages don't crash
when melee matches are played on them:
C7RG-4PEZ-R29DR
F6QQ-VYMN-XDMPN
D75D-B1CF-RMBBK
PKYW-K27R-7BQC5
Trophy get stage doesn't crash the game when melee matches
are played on them
2Y7R-K16R-DU9VV
WW87-EXP7-0KJDG
Master Control Debug Menu
VBF7-P9Y6-2788D
TDA5-YA0R-8947W
Most game companies, as they are debugging their games, create a Debug Menu to allow them to access remote situations in the game without playing completely through the game.
In SSBM, this menu allows near complete freedom in a multiplayer setup, including using player like Giga Bowser, Sanbag, Master/Crazy Hand, and the Wireframes, and playing on nearly every possible level in the game.
It also allows you to mess around with settings that only Nintendo could use before.
A FAQ on the Global Data Edit under the Debug Menu can be found here.
http://arcentral.net/ssbm/desc/GDEFAQ.html
Master Sound Test
CWJN-6KPZ-10TV4
9FW5-MYQN-H5Z7F
P1 - P4 Icons are Mario
ZAP4-MMA5-Q9TMC
N9XW-KP0X-4AN7U
ET9C-C1N4-43ZG9
When using some of the "extra" characters available in the Debug Menu, it is possible that your game will freeze as these "extra" characters don't have winning screens. This code sets the icon/winning screen to Mario for all 4 characters and prevents this freezing from occuring.
Scale Modifier
XYFJ-PY65-UNCZ9
2GD9-2C1K-E120E
F52E-JNFA-0W4EQ
ET6Y-124N-E4KCT
7WQB-6K0M-D684D
This code basically makes it where the scale modifier in the debug menu goes higher than 5.0. Note: The larger you make a character, the higher chance that their character will be invisible until they attack. You can still see the indicators for when you're off screen, though.
Item appearance modifier
PBKJ-FTHW-2FKM2
CBCW-5C3P-8Q027
DM5Z-PJQ5-443DY
W3D0-GFWG-Q39NX
This code will allow the debug menu to set the item frequency to three levels above 'very high'. When you use it the item level item on the menu will change from a text thing to just a number. The numbers match up to the old text labels like this:
0: None
1: Very low
2: Low
3: Normal
4: High
5: Very high
6: Higher still
7: Items fall like rain.
PAL Notes
Press D-Pad right in the debug menu to set items to fall like rain.
Press D-Pad Down to reset items to normal, while in the debug menu.
Make sure items are reset before entering rule option, or the game will freeze
Six player debug melee
3PDT-9QAN-WQD7B
FGHB-VGKG-4UYHN
M4EJ-D9FZ-N0QF2
CA7W-33QH-2YBTN
39ZG-R2N0-GVYKH
TVRB-QAFG-CWAYJ
R5GP-ZKPM-ET70Q
DQYF-ZMBD-TEG68
RAU2-V3QR-Z6KRH
W07K-3VC8-TG4BJ
EQGT-8UBP-GJVU1
PCHW-7BZ5-W796P
4J70-ZWKW-8A3EC
HYYW-U36B-12YE5
AN6F-FH6P-KYCF4
YM68-1NCZ-CU2UN
3J66-2JWB-7G8ZE
058T-3Q62-YJCZX
9XK9-ZFJN-85BHK
RGM2-69TH-KJ80U
Q6CZ-H78U-MR8J1
Q5FP-96GN-BHFT1
CGCU-PRR4-21P0U
63VU-8WB2-ZFUG9
EURR-UXUJ-1VKYA
RJPX-EXCD-F7U7Y
With this code, you can play a melee match with six fighters. (Still only 1-4 humans, but now you can play 4 humans and 2 computers all at once.) Note: this only works for matches started from the debug menu.
With this code, player 5 gets the same settings as player 3, and player 6 gets the same settings as player 4 (but see below for how this can be changed). This includes everything like size, offense/defense ratio, damage, flags (if you use the stamina debug menu code), and, most importantly, cpu level.
The only settings that are not copied are the "Char" setting and the "kind" setting. Player 5 gets its character from the "ALL_CHAR" setting under the char menu, and player 6 gets its character from the "Publicity" setting on the root of the debug menu. Both players 5 & 6 get their "kind" from the "ALL_KIND" entry on the kind select menu.
The IK Debug Flag now controls which characters get copied where. It defaults to 1, and if you leave it at 1 this code works as above. When you change it to 0, though, things get different:
When IK Debug flag is 1: (this is how it normally is)
-Player 1 gets data from player 1
-Player 2 gets data from player 2
-Player 3 gets data from player 3
-Player 4 gets data from player 4
-Player 5 gets data from player 3, char from ALL_CHAR, kind from ALL_KIND
-Player 6 gets data from player 4, char from Publicity, kind from ALL_KIND
When IK Debug flag is 0:
-Player 1 gets data from player 1
-Player 2 gets data from player 2
-Player 3 gets data from player 1, char from ALL_CHAR, kind from ALL_KIND
-Player 4 gets data from player 2, char from Publicity, kind from ALL_KIND
-Player 5 gets data from player 3
-Player 6 gets data from player 4
Basically it lets you set values for 5 and 6 directly, in case you want to do a match of 4 humans against 2 computers and you want to be able to make the computers really big or really strong or something. It's sort of confusing, but worth it for the added flexibility.
Stamina Mode/Status Modifer
Y35M-P7NF-ZFUKC
52GU-1RUH-JD20G
74MZ-NAZA-MYZND
N3E7-4WFP-7XM7H
7WXJ-UXKG-ZN7BU
TRBB-ZVX6-U8DNH
D4WT-3U6W-BGYE7
6AZ2-YHC8-8D91R
4XBU-DKUQ-Q8BAA
R6WG-6GEF-99JV9
TQXZ-6R96-6M00H
U05U-EVGN-FHM08
9TKQ-AXA8-PM7QU
2Y69-DK5X-ZU3JU
7Q5F-YBEZ-ZXCDY
EZAA-3DEV-REN4E
MUM2-XJYM-JCAJX
1W61-9901-5U7H5
E4MZ-TNPD-2TUKT
Q3ZT-JHNX-Y8CCF
7A10-ZBPG-JBB28
T37A-1F0Z-N1DV2
2KVU-JBP5-AY2EP
2T2Q-YRVE-DQQ5U
FZ33-WRG9-EJFXX
The "VIBRATION SELECT ->" menu under "MODE : RULE >" has been changed to a "FLAGS >" setting menu. You can set an integer for each player which translates into one of the following settings.
1 - stamina mode
4 - low gravity
8 - invisible
48 - metal mode
Notes:
To set the starting HP for stamina mode, go to "DAMAGE SET ->" under "MODE : DAIRANTOU >". The damage you set each of the stamina mode players to will be doubled and used as your starting HP.
Holding R while scrolling through the numbers will make it scroll faster.
To use more than one of these, just add the values for the effects you want and set the flag for the appropriate player to that sum. You can experiment with other values but that may have undesired results (read: it may crash).
Speed Mod/Team Damage
JHRN-7CRD-JDREP
U4UV-RGY9-67A7V
HR9Y-UAHZ-JVRY9
M42K-V2BE-YZM4V
VARN-1YWQ-P9RBN
JE6J-DH24-BFA94
WFPJ-007A-17X4X
P3XB-80Z8-CVVNF
39QJ-MRY5-BQTPZ
AUUJ-1WUG-HK9D0
386V-2F99-0RG6E
4BD1-UYWA-CV176
KRN9-ZECX-XCEE3
EYB4-QYVY-AGTEJ
C2VD-Q2MR-8ZKVJ
U13U-QHX1-J9XRJ
R6TR-1Q7Q-KDN96
W73W-3GUP-ZTVN4
8R0X-3D6H-CD1GB
NWUX-0187-ZPRTP
2PCR-2G0F-295NM
GZ0U-5Z9B-6969D
22MZ-3UEQ-6DXC3
It changes the vibration setting (again) to have a value that sets the speed of the match and allows you to turn on team damage. There's also an entry for the old vibration menu. (Which will be replaced with the flags menu if you use the stamina menu code). At the moment there's a bug where the speed value defaults to zero. This means you MUST CHANGE THE SPEED or your match will not go anywhere. If you forget, you should be able to hit reset and not have to load the action replay stuff again. 1.0 is normal speed, 1.25 is lightning, 0.5 is slow-mo. I let it go up to 5.0, which is pretty crazy and not guaranteed to be stable. I re-used the global data edit menu, so that entry is disabled on the root of the debug menu. If anyone is seriously upset by this I'd love to hear why.
This one is still sort of a work in progress. It should be fully compatible with the flags menu code