Ssbm All Character Dolphin Code

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
SeriesSuper 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 methodsGameCube Controller
Compatibility4
Playable
GameIDsGALE01, GALP01, GALJ01
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

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 1.02
PAL

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

ConfigSettingNotes
Store EFB Copies to Texture OnlyOffProperly 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.

5.0-13225(current)
2.0(r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Ssbm
Test Entries
Revision OS Version CPU GPU Result Tester
r4771Windows 7Intel Core i7-870 @ 2.9GHzATI Radeon HD 5450Perfect 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
r6857Windows VistaAMD Phenom 9550 X4 @ 2.2GHzNVIDIA GeForce 9100Perfect
r6857Windows XPAMD Athlon II X4 @ 3GHzATI Radeon HD 5450Perfect
r7283Windows 7Intel Core i3-2310 @ 2.1GHzIntel HD Graphicsalmost 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
r7408Windows 7Intel Core 2 Duo E6750 @ 3.2GHzNVIDIA GeForce GTX 275Exceptional. Some very minor slowdown at the very start of a stage, but it comes and goes in under a second. Some sound problems.MayImilae
r7411Windows XP SP3Intel Atom N270 @ 1.6GHzIntel GMA 945Playable. 16-17FPS approximately. Sound Off for better performance.LORPAL
r7419Mac OS X 10.6.7Intel Core i7 @ 2.66GHzNVIDIA GeForce GT 330MPerfect. Occasional slowdowns but this is the smoothest game I've run on this emulatorFeelGoodChicken
r7422Windows 7Intel Core 2 Duo E6750 @ 3.2GHzNVIDIA GeForce GTX 275Exceptional. Sound problems are GONE. (Edit: still there, but less often)MayImilae
r7435Windows 7Intel Core 2 Duo E6750 @ 3.2GHzNVIDIA GeForce GTX 275Very good. Sound problems back with a vengeance.MayImilae
r7564Windows 7Intel Xeon Quad-Core @ 2.8GHzATI Radeon HD 5770Audio bugs still exist. Graphical bugs: 'Video/Audio Timing' and 'VS Team ...'.SephirothFanatic
r7646Windows 7Intel Duel Core @ 3.06GHzNVIDIA GeForce G210Perfect, The only bug is the stage 8 classic mode glitch
r7719Windows 7Intel Pentium @ 2.1GHzATI Mobility Radeon HD 4570Slow when running other windows, but otherwise very smooth. Only bug is the Team Battle bug.Mamid
3.0-201Windows 7Intel Core i5-2410 @ 2.3GHzNVIDIA GeForce GT 525MI 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
3.0-371Slackware 13.37Intel Core i5-2500K @ 3.3GHzNVIDIA GeForce GTX 550 TiPerfect. Solid 60FPS. No noticeable errors.Shonumi
3.0-415Windows 7AMD Phenom II X4 955 @ 3.2GHzNVIDIA GeForce GTX 560 TiSolid. Odd sound glitch and slowdown at beginning of the match.
3.0-419Windows 7AMD Athlon II X4 640 @ 3GHzAMD Radeon HD 5670Runs fine at fullspeed with a little slowdown at beginning of the match.bruckxd
3.0-636Windows 7Intel Core i5-2430MNVIDIA GeForce GT 540MPlays perfect at 60FPS. Minor slowdown at Fountain of Dreams. Stage 8 glitch also. Besides that, perfect
3.0-636Windows 7Intel Core i7-920NVIDIA GeForce GTX 580Plays perfect at 60FPS. Minor slowdowns occur at the beginning of most stages, but continues fine afterward. The music sometimes has looping issues.RayFan9876
3.0-715Windows 7Intel Core 2 DUO E7400 @ 3.1GHzNVIDIA GeForce 8500 GTPlays 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
3.0-766Windows 8Intel Core i7-2600K @ 3.4GHzNVIDIA GeForce GTX 570So 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
3.0-776Mac OS X 10.7.4Intel Core i7 @ 2.2GHzAMD Radeon HD 6750MPlays almost perfectly, pretty stable 60FPS.Nolendil
3.0-776elementary OSIntel Core i3-330mNVIDIA GeForce GT 330mRuns perfectly.Krummer
3.5-336Windows 7Intel Core i7-3770KNVIDIA GeForce GTX 680Full 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.
3.5-367Windows 7Intel Core i5-2450Intel HD Graphics 300060FPS 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
3.5-367Windows 8Intel Core i7-3630QM @ 3.4GHZNVIDIA GeForce GT 645MRuns perfectly. No sound, graphical, or general glitches in sight. Always a constant 60FPSmcaso123
3.5-600Windows 8AMD FX-8120AMD Radeon HD 6670Perfect FPS slow game bit down like 30-55 and video:Data,Archives,How to Play is slow.DavidBascus
3.5-1406Windows 7Intel Core i5-2410M @ 2.3GHzNVIDIA GeForce GT 520MAll the sound crackles disappeared after the add of Dolphin in the '3D settings' (NVIDIA panel)!Fox_McCloud45
3.5-1699Windows 8Intel Core i3-3120MIntel HD Graphics 4000A 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.
4.0Windows 8Intel Core i7-2630QM @ 2GHzAMD Radeon HD 6600MRuns 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.
4.0Windows 8Intel Core i7-2630QM @ 2GHzAMD Radeon HD 6700MRuns 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.
4.0.1Windows 7Intel Core i5-3570K @ 4.4GHzNVIDIA GeForce GTX 460Working 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
4.0-1222Windows 7Intel Core i5-4670K @ 4GHzNVIDIA GeForce GTX 760Runs 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
4.0-1818Windows 7AMD FX-6300 @ 3.5GHzNVIDIA GeForce GTX 660Some drops here and there, especially on Fountain of Dreams. 1x Native Res. Will overclock and post more info.
4.0-2879Windows 7Intel Celeron G1630 @ 2.8GHzNVIDIA GeForce GTX 750Near 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
4.0-3178Windows 7Intel Core i3-2310M @ 2.1GHzNVIDIA GeForce 610MFully playable @ 50FPS (PAL version). Some FPS drop at the very beginning of some fights for less than a 1/4 seconds.HauruI
4.0-4163Ubuntu 14.04Intel Core i3-3220 @ 3.3GHzNVIDIA GeForce GTX 65060FPS, 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
4.0-4557Windows 7AMD Phenom X4 9750 @ 2.4GHzAMD Radeon HD 5450OpengGL 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 PerfectAlfresitu
4.0-5616Windows 7AMD FX-8350 @ 4GHzNVIDIA GeForce GTX 75060FPS 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
4.0-5752Windows 7Intel Core 2 QuadNVIDIA GeForce GT 120Perfect 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
4.0-5942Windows 7Intel Core 2 Quad Q8200 @ 2.34GHzNVIDIA GeForce GT 120Perfect 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
4.0-7123Windows 10Intel Core i5-4590T @ 3GHzNVIDIA GeForce GTX 860M3xIR 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
4.0-7840Windows 10Intel Core i5-3570K @ 4.5GHzNVIDIA GeForce GTX 660Runs perfectly.Smartlord
4.0-8520Windows 7Intel Core i7-3820 @ 3.8GHzNVIDIA GeForce GTX 980 TiRuns 60 FPS no problem with everything maxed out. Netplay (online) works flawlessly.JohnFromSteam
4.0-9175Windows 10AMD FX-8350AMD R9 2904* Sometimes short lags, RIP AMDDer Blockbuster
5.0Windows 10AMD FX 6350 @ 3.9GHzNVIDIA GeForce GTX 660OpenGL, LLE, 3xNative, 8xMSAA, 16xAF

Runs like a dream. Minor slowdown in menus, no issues with gameplay.

GAMMA
5.0Windows 10Intel Core i5-6200U @ 2.3GHzIntel HD Graphics 520Direct3D 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
5.0Windows 7Intel Core i7-5930k @ 3.5GHzNVIDIA GeForce GTX 970Runs great, occasional freezes for a few seconds as levels load, but never crashes or freezes foreverCaaaaarrrrlll
5.0Windows 10Intel Core i5-6400 @ 3.3GHzNVIDIA GeForce GTX 970DX11, 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

Super Smash Bros. series
GameCube
Nintendo Wii
  • Super Smash Bros. Brawl(2008)
  • Virtual Console
    Retrieved from 'https://wiki.dolphin-emu.org/index.php?title=Super_Smash_Bros._Melee&oldid=172857'
    Mail has been fixed; you should now be able to confirm your e-mail address, watch pages, and the like.
    Please report any issues on Discord.
    This page contains changes which are not marked for translation.
    English • ‎français • ‎한국어
    Super Smash Bros. Melee

    Also known as: Dairantou Smash Brothers DX (JP)
    Developer: HAL Laboratory
    Publisher: Nintendo
    Platform: GameCube
    Released in JP: November 21, 2001
    Released in US: December 2, 2001
    Released in EU: May 24, 2002
    Released in AU: May 31, 2002
    Released in KR: 2002

    This game has unused animations.
    This game has unused areas.
    This game has unused playable characters.
    This game has hidden developer credits.
    This game has unused graphics.
    This game has unused items.
    This game has unused music.
    This game has unused sounds.
    This game has unused text.
    This game has debugging material.
    This game has a hidden sound test.
    This game has a hidden level select.
    This game has regional differences.
    This game has revisional differences.

    This game has a prerelease article

    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:
    • More early version stuff and unused content. Source:https://www.ssbwiki.com/Unused_content_(SSBM)
    • developer.ini and other hidden debugging functions should be coveredː https://www.deviantart.com/connorrentz/journal/Making-any-Super-Smash-Bros-Melee-ISO-a-Debug-ISO-807752240
    • A section is needed to detail how the game is different with and without usa.ini (same link above)
    • 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.!
    Code
    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

    Ssbm all character dolphin codes

    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.

    (Source: Source Gaming)

    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

    Ssbm All Character Dolphin Code

    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.

    Tagtsukamu
    Tagnigiru
    Tagshippai
    Tagcancel

    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.

    (Source: UnclePunch)

    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

    This was used in the Interactive Multi-Game Demo Disc November 2001 disc in Japan.

    Leftovers from a demo version, found at IfComSn.dat. This file still functions as it did for demos if loaded by the game.

    (Source: Pasta937)

    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:

    MessageID(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 299It'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!46Most likely unused because it's not possible to set stock in All-Star Mode.
    You got a rare trophy,UnknownThe 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.UnknownWhile 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.

    NamePoints GivenRequirement
    Barrel Blast KOx300Used a Barrel to KO someone.
    Crash & Burn-500All Meteor Attacks missed.
    Deflector1000(unknown, presumed to be something to do with reflecting attacks)
    Green Shell Shooterx800Caused damage twice or more with a Green Shell.
    Poolsharkx300Threw one enemy into another.
    Red Shell Shooterx400Caused damage 3 or more times with a Red Shell.
    Ricochet Riflerx800Deflected shot hit an enemy.
    (Source: SmashWiki)

    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.

    Used
    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

    Ssbm
    VersionAction Replay code
    v1.0EC5Y-HR57-VNF0E FF59-RBB8-BZRA4
    v1.159R1-XNW4-GJ8KZ GAZJ-M5VJ-6R6MC
    v1.240AA-GHV7-AEUMG D2T4-8VBN-CPUU0
    PAL52ZM-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 1.00JP DemoJP/US 1.01US Demo
    US/JP 1.02 and KOEUEU Demo

    Boot.DOL Stuff

    In boot.dol, the game's executable, there are a few interesting little strings.

    TextNotes
    by sugano & yoshiki.A little message from Takayuki Sugano and Yoshiki Suzuki, two of the game's developers.
    testnz.hpsA removed music track.
    please setup server for USBSome 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

    Not so flat.

    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 64Super Smash Bros.
    GameCubeSuper Smash Bros. Melee
    WiiSuper Smash Bros. Brawl
    Nintendo 3DSSuper Smash Bros. for Nintendo 3DS
    Wii USuper Smash Bros. for Wii U
    Nintendo SwitchSuper Smash Bros. Ultimate
    Retrieved from 'https://tcrf.net/index.php?title=Super_Smash_Bros._Melee&oldid=859941'