Debug menu (SSBM)/DEVELOP mode

__TOC__
This article is about the usage of DEVELOP mode in Melee. For a collection of images of each stage under the effects of DEVELOP mode, see Debug menu (SSBM)/Stage data.
DEVELOP mode is a debug mode found in Super Smash Bros. Melee accessed through its . The mode is activated by changing the DBLEVEL setting to DEVELOP. This will give the player extra control over matches, including free camera, visual hitbox, and frame advance. 
Below is a table detailing the controls for the DEVELOP mode extra controls. Through these controls, one can obtain free control over the camera, see character and stage hitboxes, frame advance the match, see the parts of the stage, and drop items (similar to Training Mode). Using the "reset" button combination in , , or All-Star Mode results in a "stage clear".
Controls 	Effect
 	Pauses the game, but without the usual pause interface.
Hard Pause +	Frame advances the match.
+ 	Speeds up gameplay.
+ + 	Shrinks the player.
+ 	Displays a list of statistics for each player:
*Unknown
*CPU Level
*AI Type
*Handicap
*Unknown
*Offense Ratio
*Defense Ratio
+ 	Shows the current score and any bonuses won.
+ 	Pauses the game normally during a match. The button combination to quit a match is ++ instead of +++.
"Hard pause" when in places where would perform an action other than pausing, such as menus, cutscenes, Adventure Mode loading screens, result screens, Continue screens, etc. Allows for frame advance with .
+ 	Rotates through multiple visual effects.
#Normal
#No HUD
#Stage + Background goes white. Background effects can still be seen
#Stage + Background goes black. Background effects can still be seen
+ 	Toggles sound effects and music. Displays additional information after going through the first four settings.
#Normal
#Music off
#Music + SFX off
#SFX off
+ 	Displays a set of stress bars detailing the GameCube's work load.
+ 	Displays each characters' animation information.
+ 	Grows the player.
+ 	Sets the player back to normal size.
+ 	Toggles collision bubbles for all characters and stage elements (See #Collision bubble key).
#Normal
#Collision Bubbles Only
#Collision Overlay
+ 	Toggles various stage related visuals, such as spawn points, stage structures, and grab-able ledges (See #Stage visual key).
#Normal
#Removes shadows
#Displays camera boxes, spawn points, and changes certain floor surfaces to black.
#Same as above, but without the black floor change.
#Same as above, but also displays colored Stage Structures, ledge grab boxes, environment collision boxes, and character position markers (See #Character visual key).
#Same as above, but displays Terrains instead of colored Stage Structures.
#Same as above, but also displays indication of drop-through platforms and grab-able ledges.
+ 	Toggles various character related visuals
#Normal
#Displays white polylines used for character costume physics like Link's and Young Link's hats, Marth's cape, and some of Jigglypuffs headwear.
#Displays a red gradient at the characters position marker as wide as the characters ECB indicating vertical motion since the last frame.
#Visualizes CPU logic. Places a sphere at the computer player's point of interest, green indicates the CPU will approach, red indicates the CPU will attack it, white indicates the CPU will recover towards it. Red squares around the CPU indicate the range of the attack chosen.
#Places white item grab boxes around the characters. These boxes turn blue when in the air. Also displays pink item catch boxes around items. When the white/or blue box intersects a pink box, the item can be grabbed. When white an item will continue to travel after pressing "A" to grab it, for 1 frame. When they are blue and Z is pressed to grab the item, the item will be instantly picked up (And instantly throwable). Also shows a smaller gray item lift box (grounded only), used for larger items like barrels, party balls, and crates.
#Displays a white sphere attached to the characters pelvis that experiences frame interpolation similar to hitboxes.
#Displays each player's coin detection spheres and displays a hitbox sphere on each coin. Player coin detection hitbox flicker because only half the players' coin collisions are processed each frame in order to save on resources.
+ 	Toggles collision bubbles for the player (See #Collision bubble key).
#Normal
#Collision Bubbles Only
#Collision Overlay
 	Drops item selected on the Item Menu
+ 	Display Item Menu and cycle forward through the list (See Debug menu (SSBM)#Items & Pokémon).
+ 	Display Item Menu and cycle backward through the list (See Debug menu (SSBM)#Items & Pokémon).
+ 	Display Item Menu and cycle forward through Pokémon on the list (See Debug menu (SSBM)#Items & Pokémon).
+ 	Display Item Menu and cycle backward through Pokémon on the list (See Debug menu (SSBM)#Items & Pokémon).
 	Changes the camera view.
#Normal
#Locks the camera. It can only be controlled by debug controls. If stage visuals are set to modes 4 or 5, pressing B toggles displaying info on the camera's position, rotation, zoom, and field of view.
#Zooms in on player 1
This also removes Peach's and Zelda's dress, presumably used to test for glitched leg movement under the dress.
 	Used to rotate the camera (free form).
+ 	Zooms in and out.
+ 	Pans around the screen.
==Stage visual key==
For a collection of stages in their various debug states, see Debug menu (SSBM)/Stage data.
===Camera boxes===
Item 	Description
Teal Box 	Camera Limit
Light Yellow Box	Blast Line
Blue Box 	Camera Focal Box
Small Red Box 	Indicates the range from which a character can grab a ledge when facing left. When facing right, the box indicates the range from which a character cannot grab a ledge. Certain attacks such as Spin Attack will not alter the boxes in any way, but will allow the opposite facing direction to ledge grab.
Small Blue Box 	Indicates the range from which a character can grab a ledge when facing right. When facing left, the box indicates the range from which a character cannot grab a ledge. Certain attacks such as Spin Attack will not alter the boxes in any way, but will allow the opposite facing direction to ledge grab.
===Spawn points===
Item 	Description
Blue Plus 	Character starting point
Green Plus 	Character respawn point
Yellow Plus 	Item spawn point
Red Plus 	Enemy spawn point
Magenta Plus	Trophy spawn point
White Plus 	Exit point
===Structures===
Item 	Description
Gray Structure 	Stage floor
Red Structure 	Stage ceiling
Blue Structure 	Stage left wall
Green Structure	Stage right wall
Gray Platform 	Solid no-grab platform
Blue Platform 	Drop-through platform
Red Platform 	Grab platform
Structures that appear darker than other structures are dynamic, meaning they convert between floor, wall, and ceiling in real-time as they animate. One example is the entirety of Brinstar Depths.
===Terrains===
Item 	Description
Gray Platform 	Basic terrain
Brown Platform 	Rock terrain
Light Green Platform 	Grass terrain
Dark Red Platform 	Dirt terrain
Light Brown Platform 	Wood terrain
Blue Platform 	Water terrain
Light Blue Platform 	Ice terrain
White Platform 	Snow terrain
Dark Gray Platform 	Light Metal terrain
Dark Brown Platform 	Heavy Metal terrain
Yellow Platform 	Alien Goop terrain
Light Gray Platform 	Game & Watch terrain
Light Yellow Platform	Checkered terrain
===Other===
Item 	Description
Orange Box	Item pickup boxes (when a character's hitbox overlaps the item's box, the character can pick it up.)
==Collision bubble key==
This is a list of all hitbox colors and what they are for. For more detail, see Hitbox#Hitbox types.
Item 	Description
Yellow 	Damageable
Red 	Attacking
Blue 	Intangible
Purple 	Grabbing
Green 	Invincible
Aqua 	Reflecting
Cyan 	Shielding
Cyan-Blue	Absorbing
White 	Special
==Character visual key==
===Environment collision boxes (ECB)===
Item 	Description
White Diamond Outline	Target ECB position.
Orange Diamond 	Post-collisions ECB, the target ECB altered to avoid intersecting with stage structures.
Dark Orange Diamond 	Pre-collision ECB at most recent collision segment.
Blue Diamond 	Pre-collisions ECB.
===Character position markers===
Item 	Description
White Cross 	Target Character Position.
Brown Cross 	Post-collisions character position.
Reddish Brown Cross	Pre-collision character position at most recent collision segment.
Dark Blue Cross 	Pre-collisions character position.
==Gallery==
SSBM-DEVELOP-HITBOX.png|Displays hitboxes for all players and stage elements.
SSBM-DEVELOP-ANIM.png|Displays animation information for all players.
SSBM-DEVELOP-ITEM.png|Displays the item menu.
SSBM-DEVELOP-SCORES1.png|Displays scores and bonuses for all players.
SSBM-DEVELOP-SCORES2.png|Displays scores and bonuses for all players on an overlay.
SSBM-DEVELOP-STATS.png|Displays a list of stats for all players.
SSBM-DEVELOP-STRESS.png|Displays stress levels
SSBM-DEVELOP-THING.png
Peach-NoDress-SSBM.png|Peach when rendered without her dress.
Zelda-NoDress-SSBM.png|Zelda when rendered without her dress.
Category:Debug menu (SSBM)
Category:Hacking