Progress Continues We've already had 13225 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: October and November 2020 Progress Report. |
The Dolphin Emulator Wiki needs your help! Dolphin can play thousands of games, and changes are happening all the time. Help us keep up! Join in and help us make this the best resource for Dolphin. |
Super Smash Bros. Melee | |
---|---|
Developer(s) | HAL Laboratory |
Publisher(s) | Nintendo |
Series | Super Smash Bros. |
Platform(s) | GameCube |
Release date(s) | JP November 21, 2001 NA December 3, 2001 EU May 24, 2002 AUS May 31, 2002 |
Genre(s) | Fighting, Platform |
Mode(s) | Single-player, Multiplayer (4) |
Input methods | GameCube Controller |
Compatibility | 4 Playable |
GameIDs | GALE01, GALP01, GALJ01 |
See also... | Dolphin Forum thread |
Super Smash Bros. Melee, known in Japan as Great Melee Smash Brothers Deluxe (大乱闘スマッシュブラザーズDX, Dairantō Sumasshu Burazāzu Derakkusu), often abbreviated as SSBM or simply as Melee, is a crossover fighting game released for the Nintendo GameCube shortly after its launch in 2001.
The following codes are for the 1-player game modes ONLY, such as Classic Melee, Adventure Melee, All-Star Melee, and Training mode. For all of these modes (except for the Training mode), the codes will also affect the speed of the game. For instance, the bigger you make your character, the faster the game goes. Hence, the smaller, the slower. Super Smash Bros. Melee Action Replay Codes. Unlock all regular Characters FBVP - 6JV1 - 474FC Y31F - BZ4Q - A0RVA Play as Dark Link (Game v1.1 only) JYC7-BEE1- A7R96 XYJW-HZM0-MVAMT. The version of Dolphin I'm trying this on is the current netplay build (4.0-7840) Any help would be appreciated, even if it's just saying 'Go ask r/' Edit- u/dannyrom288's link worked perfectly. If anyone else wants to do all of the casual modes, just make sure you keep it separate from your netplay build, or else you'll cause desyncs.
Welcome to the Official Melee Texture Hacks Thread! I have categorized all characters and stages into categories, and the different costumes into sub categories. Please read the FAQ if you have any questions. If the FAQ does not answer your question, PM me or ask on the thread (Bumping helps!).
Like its predecessor, Super Smash Bros. Melee differs from traditional fighting games in that inflicting the most damage does not guarantee victory. Instead, opposing players must inflict damage to add to the opponents percentage, to make them lighter, then force their opponents beyond the boundaries of the stage. Unlike other games of the same genre, in which moves are entered by button-input combinations, most moves in Super Smash Bros. Melee can be accessed via one-button presses and a joystick direction.
In addition to highly refining the gameplay of Super Smash Bros., Melee also sports additional stages and characters, and an expanded single player mode, called 'Adventure Mode'. The game also introduced many of the staples of its sequel, Super Smash Bros. Brawl. Melee received universal acclaim from critics, and went on to become the best selling GameCube game of all time.
- 1Problems
- 2Enhancements
- 2.116:9 Aspect Ratio Fix
- 3Configuration
Problems
Saving Screenshots
Saving a screenshot in Camera Mode of Special Melee will just be a black image. You can fix this by turning off EFB Copies to Texture Only.
Enhancements
16:9 Aspect Ratio Fix
The built-in Widescreen Hack causes clipping issues. The following Gecko codes work as a replacement, causing fewer issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.
NTSC
The NTSC version of this game has 3 different revisions. You can check the revision of your ISO by going into Game Properties.
Version 1.00Version 1.01Version 1.02PAL
Revision patch for Netplay
For netplay to work, each player must not only be playing the same game, but have the same revision of said game. However, Melee was sold in many different revisions, and this may block some players from participating in netplay. Your netplay ISO can be patched to other revisions to work around this issue. For details and instructions, see the Smashboards post on the subject.
Texture Pack
A fantastic beautiful texture pack keeps the original art style can be found here, Melee HD Texture Pack (Dolphin) (v1.01)
There have been many Melee texture packs over the years, so don't stop at the one linked above.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Store EFB Copies to Texture Only | Off | Properly save screenshots in Camera Mode of Special Melee |
Version Compatibility
The graph below charts the compatibility with Super Smash Bros. Melee since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
---|---|---|---|---|---|
Revision | OS Version | CPU | GPU | Result | Tester |
r4771 | Windows 7 | Intel Core i7-870 @ 2.9GHz | ATI Radeon HD 5450 | Perfect speed, music becomes buggy on some occasions making it repeat itself. Shader bug which makes the floor become completely black in 85% of all stages. | Dawngaward0110 |
r6857 | Windows Vista | AMD Phenom 9550 X4 @ 2.2GHz | NVIDIA GeForce 9100 | Perfect | |
r6857 | Windows XP | AMD Athlon II X4 @ 3GHz | ATI Radeon HD 5450 | Perfect | |
r7283 | Windows 7 | Intel Core i3-2310 @ 2.1GHz | Intel HD Graphics | almost fully playable, slow down to 4 different characters, with the same characters in every player works fast as long as not a very large area (ex. in fountain of dreams is very slow) the FPS go from 30 to 50 (In the PAL version). | Honguito98 |
r7408 | Windows 7 | Intel Core 2 Duo E6750 @ 3.2GHz | NVIDIA GeForce GTX 275 | Exceptional. Some very minor slowdown at the very start of a stage, but it comes and goes in under a second. Some sound problems. | MayImilae |
r7411 | Windows XP SP3 | Intel Atom N270 @ 1.6GHz | Intel GMA 945 | Playable. 16-17FPS approximately. Sound Off for better performance. | LORPAL |
r7419 | Mac OS X 10.6.7 | Intel Core i7 @ 2.66GHz | NVIDIA GeForce GT 330M | Perfect. Occasional slowdowns but this is the smoothest game I've run on this emulator | FeelGoodChicken |
r7422 | Windows 7 | Intel Core 2 Duo E6750 @ 3.2GHz | NVIDIA GeForce GTX 275 | Exceptional. Sound problems are GONE. (Edit: still there, but less often) | MayImilae |
r7435 | Windows 7 | Intel Core 2 Duo E6750 @ 3.2GHz | NVIDIA GeForce GTX 275 | Very good. Sound problems back with a vengeance. | MayImilae |
r7564 | Windows 7 | Intel Xeon Quad-Core @ 2.8GHz | ATI Radeon HD 5770 | Audio bugs still exist. Graphical bugs: 'Video/Audio Timing' and 'VS Team ...'. | SephirothFanatic |
r7646 | Windows 7 | Intel Duel Core @ 3.06GHz | NVIDIA GeForce G210 | Perfect, The only bug is the stage 8 classic mode glitch | |
r7719 | Windows 7 | Intel Pentium @ 2.1GHz | ATI Mobility Radeon HD 4570 | Slow when running other windows, but otherwise very smooth. Only bug is the Team Battle bug. | Mamid |
3.0-201 | Windows 7 | Intel Core i5-2410 @ 2.3GHz | NVIDIA GeForce GT 525M | I haven't seen the stage 8 classic mode glitch. I will check that out. The game runs smoothly, with occasional audio bugs and glitches as seen in the Problems headline. | Doubled-revolutions |
3.0-371 | Slackware 13.37 | Intel Core i5-2500K @ 3.3GHz | NVIDIA GeForce GTX 550 Ti | Perfect. Solid 60FPS. No noticeable errors. | Shonumi |
3.0-415 | Windows 7 | AMD Phenom II X4 955 @ 3.2GHz | NVIDIA GeForce GTX 560 Ti | Solid. Odd sound glitch and slowdown at beginning of the match. | |
3.0-419 | Windows 7 | AMD Athlon II X4 640 @ 3GHz | AMD Radeon HD 5670 | Runs fine at fullspeed with a little slowdown at beginning of the match. | bruckxd |
3.0-636 | Windows 7 | Intel Core i5-2430M | NVIDIA GeForce GT 540M | Plays perfect at 60FPS. Minor slowdown at Fountain of Dreams. Stage 8 glitch also. Besides that, perfect | |
3.0-636 | Windows 7 | Intel Core i7-920 | NVIDIA GeForce GTX 580 | Plays perfect at 60FPS. Minor slowdowns occur at the beginning of most stages, but continues fine afterward. The music sometimes has looping issues. | RayFan9876 |
3.0-715 | Windows 7 | Intel Core 2 DUO E7400 @ 3.1GHz | NVIDIA GeForce 8500 GT | Plays perfect at 65FPS without Autoframe limit. Minor slowdowns occur at Winner Screen, also with 4 players on large stages, everything else is perfect. The music still has looping issues. | Dmax |
3.0-766 | Windows 8 | Intel Core i7-2600K @ 3.4GHz | NVIDIA GeForce GTX 570 | So darn close. Sound glitches are non-existent so long as LLE audio is being used. Half-second pre-rendered cutscene audio lag. Stage 8 classic mode intro sprite alpha problem. Ever-so-slight stutters during certain cases. Examples include loading levels into memory, which doesn't break gameplay, and stuttering during 4-player on certain levels, which can. Fountain of Dreams is the prime case, likely due to the dynamic reflection map (quite a feat for its time on such hardware). | Miranda |
3.0-776 | Mac OS X 10.7.4 | Intel Core i7 @ 2.2GHz | AMD Radeon HD 6750M | Plays almost perfectly, pretty stable 60FPS. | Nolendil |
3.0-776 | elementary OS | Intel Core i3-330m | NVIDIA GeForce GT 330m | Runs perfectly. | Krummer |
3.5-336 | Windows 7 | Intel Core i7-3770K | NVIDIA GeForce GTX 680 | Full 60FPS everywhere with no audio bugs using LLE. Using 'speed up disc transfer rate' makes all music play for 2-3 seconds and stop, but the game continues to run fine. Using any AR codes causes the game to crash after the beginning cutscene and before the 'press start' screen. | |
3.5-367 | Windows 7 | Intel Core i5-2450 | Intel HD Graphics 3000 | 60FPS almost all the time. Choppy audio during GPU intensive gameplay. AR Codes only work for certain versions of SSBM. (US Versions (GALE01) crash after the main screen, while European Versions(GALP01) work just fine. | SpectreOne |
3.5-367 | Windows 8 | Intel Core i7-3630QM @ 3.4GHZ | NVIDIA GeForce GT 645M | Runs perfectly. No sound, graphical, or general glitches in sight. Always a constant 60FPS | mcaso123 |
3.5-600 | Windows 8 | AMD FX-8120 | AMD Radeon HD 6670 | Perfect FPS slow game bit down like 30-55 and video:Data,Archives,How to Play is slow. | DavidBascus |
3.5-1406 | Windows 7 | Intel Core i5-2410M @ 2.3GHz | NVIDIA GeForce GT 520M | All the sound crackles disappeared after the add of Dolphin in the '3D settings' (NVIDIA panel)! | Fox_McCloud45 |
3.5-1699 | Windows 8 | Intel Core i3-3120M | Intel HD Graphics 4000 | A consistent 60FPS was found during playtesting. The FPS may drop to 50-55 when playing on large stages or with multiple players. Tested on 1x Native Resolution. | |
4.0 | Windows 8 | Intel Core i7-2630QM @ 2GHz | AMD Radeon HD 6600M | Runs at 100% speed highest I've tested on was 2x native resolution on Direct3D11. Kept a stead frame rate with the exception of loading the levels. | |
4.0 | Windows 8 | Intel Core i7-2630QM @ 2GHz | AMD Radeon HD 6700M | Runs at 100% speed highest I've tested on was 2x native resolution on Direct3D11. Kept a stead frame rate with the exception of loading the levels. | |
4.0.1 | Windows 7 | Intel Core i5-3570K @ 4.4GHz | NVIDIA GeForce GTX 460 | Working 99%. Small lighting bugs in the game but do not effect gameplay at all and are hardly noticeable. 'Force texture Filtering' must be on to fix multiple shadows bug. | Kilobytez95 |
4.0-1222 | Windows 7 | Intel Core i5-4670K @ 4GHz | NVIDIA GeForce GTX 760 | Runs 100% speed. I get none of the issues listed above even when using NVIDIA w/ OpenGL except for the very minor lighting issues described in Termina Bay. It's possible all of the other issues were resolved with the recent graphics update. | Darxide |
4.0-1818 | Windows 7 | AMD FX-6300 @ 3.5GHz | NVIDIA GeForce GTX 660 | Some drops here and there, especially on Fountain of Dreams. 1x Native Res. Will overclock and post more info. | |
4.0-2879 | Windows 7 | Intel Celeron G1630 @ 2.8GHz | NVIDIA GeForce GTX 750 | Near Perfect with minor bugs. On some levels I've had minor to moderate FPS drops. Otherwise runs at 60FPS consistently. Can run up 4X resolution with no noticeable issues at all. | drago10029 |
4.0-3178 | Windows 7 | Intel Core i3-2310M @ 2.1GHz | NVIDIA GeForce 610M | Fully playable @ 50FPS (PAL version). Some FPS drop at the very beginning of some fights for less than a 1/4 seconds. | HauruI |
4.0-4163 | Ubuntu 14.04 | Intel Core i3-3220 @ 3.3GHz | NVIDIA GeForce GTX 650 | 60FPS, all modes work, no framerate drop at Fountain of Dreams unless increasing internal resolution. Fully playable. Setting EFB Copies to disable causes major graphical issues with character shadows and turns floors of maps black. | Xerxes |
4.0-4557 | Windows 7 | AMD Phenom X4 9750 @ 2.4GHz | AMD Radeon HD 5450 | OpengGL 1x rendering 60FPS, framerate drop a little before battle but is fully playable. DX is 60FPS but more drops and more stuttering before start battles; 2x causes heavy slowdowns before battles, 30-60FPS in battle on both OGL/DX; The sound is Perfect | Alfresitu |
4.0-5616 | Windows 7 | AMD FX-8350 @ 4GHz | NVIDIA GeForce GTX 750 | 60FPS on gameplay with some quick little frame stutters here and there. Menus and Victory screen may have frame drops but are fine otherwise. Was able to play up 4x native resolution but had to change audio to LLE recompiler. Major initial frame drop on 4x menu screen but it was fixed up after a battle. | Combatheros |
4.0-5752 | Windows 7 | Intel Core 2 Quad | NVIDIA GeForce GT 120 | Perfect 60FPS, with some small hiccups when loading things (same with almost every game I play). Audio worked fine the first time I loaded it, but now the music cuts out after a few seconds, and I have no idea how to fix it. | LotadTheGreat |
4.0-5942 | Windows 7 | Intel Core 2 Quad Q8200 @ 2.34GHz | NVIDIA GeForce GT 120 | Perfect 60FPS still, and we still have that audio glitch. Also, whenever you start a battle, it freezes with this beeping noise, but still says it is running 60FPS. Unplayable. | LotadTheGreat |
4.0-7123 | Windows 10 | Intel Core i5-4590T @ 3GHz | NVIDIA GeForce GTX 860M | 3xIR and 8x AA on both backends, perfect speed. However there is a strange popping sound in the right speaker that goes on quite rhythmically. I've just disabled sound on it for now. | shangry |
4.0-7840 | Windows 10 | Intel Core i5-3570K @ 4.5GHz | NVIDIA GeForce GTX 660 | Runs perfectly. | Smartlord |
4.0-8520 | Windows 7 | Intel Core i7-3820 @ 3.8GHz | NVIDIA GeForce GTX 980 Ti | Runs 60 FPS no problem with everything maxed out. Netplay (online) works flawlessly. | JohnFromSteam |
4.0-9175 | Windows 10 | AMD FX-8350 | AMD R9 290 | 4* Sometimes short lags, RIP AMD | Der Blockbuster |
5.0 | Windows 10 | AMD FX 6350 @ 3.9GHz | NVIDIA GeForce GTX 660 | OpenGL, LLE, 3xNative, 8xMSAA, 16xAF Runs like a dream. Minor slowdown in menus, no issues with gameplay. | GAMMA |
5.0 | Windows 10 | Intel Core i5-6200U @ 2.3GHz | Intel HD Graphics 520 | Direct3D 12, LLE, 1.5x Native, 16xAF, no anti-aliasing. Runs perfectly at 60FPS, even with widescreen hack. Higher graphical enhancements will result in performance issues. | SuperFunnyBros |
5.0 | Windows 7 | Intel Core i7-5930k @ 3.5GHz | NVIDIA GeForce GTX 970 | Runs great, occasional freezes for a few seconds as levels load, but never crashes or freezes forever | Caaaaarrrrlll |
5.0 | Windows 10 | Intel Core i5-6400 @ 3.3GHz | NVIDIA GeForce GTX 970 | DX11, 6x Native (4k), AA: 8x MSAA, AF: 16x. Runs perfectly @ 60FPS, only minor lag between menus. No crashes or stutter. Widescreen hack works great. | Sam1 |
Gameplay Videos
|
Please report any issues on Discord.
Super Smash Bros. Melee |
---|
Also known as: Dairantou Smash Brothers DX (JP) This game has unused animations. |
Super Smash Bros. Melee is the hugely popular GameCube sequel to the hugely popular Nintendo 64 game Super Smash Bros., featuring new characters, new stages, improved gameplay mechanics, and greatly enhanced graphics and sound.
To do:
|
- 3Unused Stages
- 6Unused Animations
- 6.1Universal
- 7Unused Graphics
- 10Unused Codes
- 15Trophy Oddities
Sub-Pages
Ssbm All Character Dolphin Codes
Master Debug Menu There's a lot here. A. Lot. You can even save all the changes you've made...or wipe out your Memory Card. |
Unused Audio Super Sound Bros.! |
Version Differences Lots of versions to cover. |
Debug Sound Test Menu
If the 'DBLEVEL' field in the Master Debug Menu is set to 'DEVELOP', the game's title screen will display the build date for whichever version of the game is being played. Pressing X here will allow you to enter the Debug Sound Test Menu. This only works in the North American and Japanese versions. In the European version, this code must be used to access the menu:
In the Sound Test, you can toggle between Mono and Stereo sound, change the sound effect and music volume (from 0 to 127), change the DSP level (0 to 127), and play the game's sounds and songs. You can also exit back to the title screen by picking the final option.
Unused Stages
There are six 'unused' entries in the Debug Menu's level select for Versus Mode, but only two work without external codes.Note that most, if not all the unused stages use the song currently playing instead of their own song(s), of course because there was no music for these stages yet.
To do: Screenshots. I don't care if all the stages are black boxes. Let's document this completely. |
10-2
Crashes the game, though there are codes that can force it to load. The stage is simply Icicle Mountain without music. This was likely an unfinished Ice Climbers-related stage from Adventure Mode, as 10-2 comes immediately after '10-1ICEMT', in which the player climbs Icicle Mountain and fights the Ice Climbers.
AKANEIA
Crashes the game. The name suggests it was Fire Emblem-themed, as Akaneia is the name of a country in the series, and the internal name for the Fire Emblem song in Temple is also AKANEIA. Sakurai confirmed on the Melee website that Akaneia was a cut stage. Catapults would launch stones at the castle, and a dragon and a summoner would appear.
DUMMY
There is no actual stage known as 'Dummy' in the game's data, so trying to load this stage (usually done via the debug menu) crashes the game, though there are codes that can force a match to start when this stage is selected. The game will check during stage initialization to see if the file string pointer is null, and if it is, the game will initialize these values, creating what is often referred to as the Dummy stage. If this stage is forced to load, the entire stage is pitch black, with a single invisible platform at the center of the stage. While there are blast lines, they are located extremely far, thus it's impossible to get KO'd here since the game will crash due to players being too far away. The code for v1.2: Y07T-75KH-UX3X4 FKNZ-39HF-7XCTP
ICETOP
Crashes the game, though there are codes that can force it to load. It's exactly the same as 10-2, being Icicle Mountain without music. The name implies that it was going to be another Ice Climbers stage, possibly like the Summit stage in Brawl. Sakurai confirmed that there was another Ice Climber stage planned on the Melee website. The code for v1.2: K22D-EC8A-YWETG N3E9-E0YT-ARXBP
Gecko Codes Ssbm
TEST
A large stage with untextured platforms, a few pits and floating platforms (some move vertically, some horizontally). The music that plays on this stage is borrowed from the Corneria stage. The backdrop is of a now-closed coffee shop in Palo Alto, California named Caffe Verona, now replaced with a Mexican restaurant named Reposada. Said backdrop is commonly used in 3D graphics, such as early editions of the OpenGL Programming Guide.
TSEAK
An untextured test stage for 'Break the Targets'. It was reserved for Sheik, who ended up sharing the level (and character) with Zelda. It's also possible that rather than a test stage, this was a template that served as a starting point for every Target Test stage.
Unused Character Intros
Also found within the Debug Menu are unused second-long intro sequences for all 25 characters, presumably intended for All-Star Mode. Go to MODE TEAM TEST > KIM and highlight ALLSTAR ENEMY, then press Left and Right to switch characters and A to view the intro. This is also the only way to view the opponent portraits for Sheik, Ganondorf, and Roy, as they're never fought in Classic Mode.
Unused Pokémon
Using one of the Debug Menu's many tools, it's possible to choose which Pokémon will spawn from a Poké Ball. One of these Pokémon is Ditto, listed under its Japanese name of Metamon. If a Poké Ball containing Ditto is thrown, it will pop out, briefly shout its Japanese name, and vanish. Ditto was presumably removed late in development, as it is mentioned in the official Melee strategy guide. (A video of Ditto can be seen right here.) Only one instance of Ditto can be on-screen at a time.
Ditto was later properly implemented in Super Smash Bros. Ultimate: When summoned, it transforms into the fighter that summoned it and fights alongside them. This was likely intended to be its effect here as well.
Unused Animations
To do: Rip GIFs of the animations if possible. |
Universal
Selected & SelectedWait
Two unused animations exist for every playable character, titled 'Selected' and 'SelectedWait'. Many of the 'Selected' animations bear a close resemblance to victory poses used in-game, although the 'SelectedWait' animations all appear to be totally unused.
The filenames appear to suggest that these animations were intended to play upon selecting a character, in a manner akin to the original Super Smash Bros. As Melee utilizes splash art on the character select screen as opposed to the playable character models, there are no other situations these animations could appropriately be used in, ultimately rendering them unused.
The animations for various characters are noticeably unfinished — characters such as Marth and Young Link have their objects clip through their own models, while Ganondorf and Falco only have one static frame of animation.
Some of the 'Selected' and 'SelectedWait' animations were later reused in Super Smash Bros. Brawl as idling victory poses and as taunts.
ItemBlind
A unique animation which is included in every characters animation bank, despite not being used by any of them. The actions depicted pertain to being temporarily stunned and blinded by an unknown item, while reaching out as if to grab onto something.
As no item in-game 'blinds' the player in such a manner, it likely corresponds to an item cut from the game.
Ganondorf
A second jab attack for Ganondorf, titled 'Attack12', is present in Ganondorf's animation bank, although the animation is a duplicate of Captain Falcon's, almost certainly imported from Falcon's own archive.
The existence of this animation allows an unusual glitch to be performed in 1.0 releases of the game, where using a jab while under the effects of a Bunny Hood would trigger this otherwise-unused animation, revealing that no hitboxes were coded in for the move.
Peach
While Peach has no unused animations of her own, the filenames for her special moves appear to suggest that the commands for Vegetable and Toad were swapped around in development - the animation for Peach unearthing a Turnip from the ground is titled 'SpecialN' (universally used for neutral B special moves), whereas animations corresponding to Toad (including Kirby copying the move) include 'SpecialLw' as part of their filenames. Intriguingly, because of this change, Toad is the only counter special move in the series to not be mapped to the Down-B command, although it appears it was originally planned to be.
Master Hand & Crazy Hand
Master Hand and Crazy Hand were intended to have a fourth team attack, titled 'Tagtsukamu' in their animation data. It would have been activated by inputting D-Pad Left + Y while playing as Crazy Hand. However, this will cause the hands to be stuck forever, as inputting D-Pad Up + Y as Master Hand will do nothing. Unlike the other team attacks, there are three other subactions associated with it, 'Tagnigiru', 'Tagshippai', and 'Tagcancel'. This would have been a grab move, as the normal grab subactions are named 'Tsukamu', 'Nigiru', 'Shippai', and 'Cancel'. This attack is incomplete, as Crazy Hand has no hitboxes for the attack.
Character Select
An unused animation for the character select screen which makes the icons for the six 'clone' characters (Dr. Mario, Ganondorf, Falco, Young Link, Pichu, and Roy) slide out from underneath the icons of their respective 'base characters' (Mario, Captain Falcon, Fox, Link, Pikachu, and Marth) still exists and can be re-enabled with Gecko code 044dc578 00000000.
Unused Graphics
Great Bay Laboratory Interior
In earlier versions of the game, the lab in Termina: Great Bay could be entered (it contained openings on the left and right sides) and stood on top of. This idea was eventually canned and the laboratory was closed and moved to the background, no longer being part of the arena. However, the lab still has some textures and models of some pipes inside of it, likely remnants from the initial idea.
TEST's Textures
The textures of the test stage 'TEST', discussed above.
Removed Timed Mine Item
Found in MnExtAll.dat alongside the Item Switch menu textures is a texture for the Timed Mine from GoldenEye 007, an item which doesn't appear in the final game. The international versions, as detailed on the sub-page, were able to use the Proximity Mine's design for the Motion Sensor Bomb item, so licensing issues are unlikely.
Audio leftovers also exist for this item, as the unused audio file titled 'SFX_IT_CLOCKBOMB_COUNT' includes a ticking sound which continually loops.
Hand Icons
There are Emblem graphics for a left hand and a right hand, found in IfAll.dat. They were likely intended to be unique emblem graphics for Master Hand (the right hand) and Crazy Hand (the left hand) respectably, but they share the generic Super Smash Bros. series logo with Giga Bowser and the Fighting Wire Frames in-game.
These graphics are conspicuously absent from any other archive which includes the rest of the game's series logos, including the results screen.
Coming Soon
Leftovers from a demo version, found at IfComSn.dat. This file still functions as it did for demos if loaded by the game.
Unused Event Match Character Tags
These textures (found in MnMaAll.dat) correspond to the character nametags used on the Event Match menu. However, since there are no Event Matches where you are forced to play as these characters, they go unused.
Hidden Rice Ball
In Eagleland: Onett, inside the planter in front of the Drug Store is a small rice ball. It can be seen with a hacked camera. This oddity is also present in Super Smash Bros. Brawl's version of the stage, but is absent from Super Smash Bros. for Wii U and Super Smash Bros. Ultimate.
Plum Trophy
Among Plum's trophy's textures is a picture of a gun.
Sushi Board
Among the textures of the Mushroom Kingdom stage is a sushi board.
Pokémon Stadium Textures
These two textures are included with the files for Pokémon Stadium. The one on the left says 'test' and was likely used to test the display on the big screen, while the tiny texture on the right says 'dummy' and is used as a placeholder for the screen. The files are named GrdPStadiumOVTest and GrdPStadiumDummy, respectively. These textures are also present in Super Smash Bros. Brawl's version of the stage. The dummy texture is in the files to indicate where the screen is while the test background is hidden behind the other screens for the stage transitions.
Also included in Pokémon Stadium's textures is the background seen on the How to Play video included on the disc. While it can be seen in the How to Play Video, there is no known way to see this appear on the stage during actual gameplay. This texture and the 'test' screen texture are both the same size as the textures used for Pokémon Stadium's various element graphics that indicate stage transformations, but in the How to Play video this texture is shown to stretch across the screen rather than maintaining the texture's original aspect ratio. This texture is hidden behind the other screens and the stage must be edited to make the How to Play screen present.
HAL Copyright
Texture for his sheath.
A couple of Roy's textures that pertain to his accessories have some hidden text that reads '©HAL LABRATORY.INC'. Once again, HAL demonstrates that they're not very good at spelling their own name.
No other character has this unique 'signature' in their textures, which probably suggests that these were done late in development.
Reflections
While not actually unused, several trophies have interesting reflections that are barely noticeable in-game.
The Ayumi Tachibana trophy has a heavily embossed cat's face.
The Fire Kirby trophy has a baby's face.
The Metroid trophy has part of the Super Metroid title screen!
The Metal Mario trophy has a grayscale reflection of the Yoshi's Island stage.
The Ocarina of Time trophy has a small reflection of the sky.
Several trophies use this reflection. It is actually a screenshot of Osohe Castle from the cancelled N64 version of Mother 3!
Random Stage Preview
When you hover the token over a stage on the stage select screen, a small 3D preview render appears behind the name on the lower-left. The 'random stage' token, on the other hand, shows no preview...except it does have one, albeit just off-screen to the right.
The preview render itself is just a simple tilted and tall structure.
Unused Special Messages
These can all be accessed (except the last two) via the debug menu under MODE TEAM TEST > KIM > GOHUBI ID or GOHUBI FIGURE. However, in the European version, none of these can be accessed with the exception of Trophy IDs 292 to 299 (which is exclusive to it). There are a few messages that are left unused:
Message | ID(s) | Note |
---|---|---|
You got the 〇〇〇 Trophy! | 299 | 〇 is commonly used as placeholder in Japanese. |
You got the 000 Trophy! | 292 to 299 | It's exclusive to the European version, therefore the Trophy ID 299 isn't in this version's files. |
You got the Proximity Mine Trophy! | 295 | |
You got the Dummy Trophy! | 293 | |
You beat All-Star Mode on Very Hard with a stock of one! | 46 | Most likely unused because it's not possible to set stock in All-Star Mode. |
You got a rare trophy, | Unknown | The game makes no distinction between regular and rare trophies, rendering this message unused. The punctuation is incorrect, finishing with a comma rather than a period or exclamation point. |
You have all trophies, including gift trophies! | 61 | |
You got the Mario & Yoshi trophy! | 201 | |
You got the Samus Unmasked trophy! | 230 | |
You got the Mario and Yoshi trophy! They're pals again! | Can't be accessed via debug menu. This message only appears when the trophy is unlocked through a Japan-only event. | |
You got the Samus Unmasked trophy! Lucky you! | Can't be accessed via debug menu. This message only appears when the trophy is unlocked through a Japan-only event. | |
The class of trophies you can collect has increased. | Unknown | While completing certain tasks does allow new trophies to become accessible, this corresponding message is never used to indicate this to the player. |
Unused Bonuses
To do: Get the Action Replay code. |
Some Special Bonuses were left out of the game, though you can get these with an Action Replay.
Name | Points Given | Requirement |
---|---|---|
Barrel Blast KO | x300 | Used a Barrel to KO someone. |
Crash & Burn | -500 | All Meteor Attacks missed. |
Deflector | 1000 | (unknown, presumed to be something to do with reflecting attacks) |
Green Shell Shooter | x800 | Caused damage twice or more with a Green Shell. |
Poolshark | x300 | Threw one enemy into another. |
Red Shell Shooter | x400 | Caused damage 3 or more times with a Red Shell. |
Ricochet Rifler | x800 | Deflected shot hit an enemy. |
Unused Codes
Unselectable 'Yes' button
Selecting 'Yes' in the Game Over screen while having a choice to Continue without enough coins can make this option unselectable, causing the error sound effect to play instead of allowing the player to gain extra lives and continue onto the stage where it left off. Even if the game has these commands, it goes straight to a Game Over after the trophy lands onto the red lined table when the coins have been checked and the 'Game Over' state is put in use.
Unused |
---|
Use one of the Action Replay codes below in the appropriate version to test out this occurrence when you go to the menu without the required coins to continue.
Ssbm All Character Dolphin Code Free
Version | Action Replay code |
---|---|
v1.0 | EC5Y-HR57-VNF0E FF59-RBB8-BZRA4 |
v1.1 | 59R1-XNW4-GJ8KZ GAZJ-M5VJ-6R6MC |
v1.2 | 40AA-GHV7-AEUMG D2T4-8VBN-CPUU0 |
PAL | 52ZM-401B-2RC0Y PEPZ-VQAZ-MMURH |
Playable Giga Bowser
To do: If they can be found, add codes for the Japanese and European versions. |
The video on the right shows that Giga Bowser was in fact playable at some point in development, albeit likely only for AI testing or to see if Bowser's files were successfully copied for Giga Bowser. The former is probably more accurate, as all boss characters are playable in some form using the debug mode. See the Notes page for the codes. Interestingly enough this remains in Super Smash Bros. Ultimate.
Boot-Up Message Log
The game sends a few debug logs to GameCube's hardware during the startup process, but this is never seen by a player using a retail GameCube. It's possible to view these messages in Dolphin by enabling the logging feature (View --> Show Log). Note that some parts of the log are based on the system the log was retrieved from, such as the system's set date and time when it was accessed ('GC Calendar Year'). Below is an example of such a log:
Build Date
The build date is displayed in the boot-up log message and the debug menu.
JP/US 1.00 | JP Demo | JP/US 1.01 | US Demo |
---|---|---|---|
US/JP 1.02 and KO | EU | EU Demo |
Boot.DOL Stuff
In boot.dol, the game's executable, there are a few interesting little strings.
Text | Notes |
---|---|
by sugano & yoshiki. | A little message from Takayuki Sugano and Yoshiki Suzuki, two of the game's developers. |
testnz.hps | A removed music track. |
please setup server for USB | Some sort of USB feature. |
Ssbm All Character Dolphin Code Lyoko
Trophy Oddities
Rigged Trophies
Meowth
Annie
Bayonette
Ray Mk II
Milk
White Cat
Several trophies are fully rigged for unknown reasons.
Ryota Hayami Trophy
Despite the game having files to load a different Ryota Hayami trophy dependent on region (TyWaveRace.dat and TyWvRcUs.dat), both files feature identical trophy models.
3D Mr. Game & Watch
Mr. Game & Watch is a full-3D model like all the other characters. He's only flat because the game runs the flattening code on him at all times, like how everyone else is flattened on the Flat Zone stage. The grey outline is done by having a larger 'shell' model with its normals pointed inwards so the inside is seen instead of the outside.
The Super Smash Bros. series | |
---|---|
Nintendo 64 | Super Smash Bros. |
GameCube | Super Smash Bros. Melee |
Wii | Super Smash Bros. Brawl |
Nintendo 3DS | Super Smash Bros. for Nintendo 3DS |
Wii U | Super Smash Bros. for Wii U |
Nintendo Switch | Super Smash Bros. Ultimate |