Six Player Debug Menu
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.