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The Reason the Taunt Smash Code Freezes

ChibiKitsune

Smash Rookie
Joined
Oct 8, 2009
Messages
2
Location
Las Vegas
The Final Smash Taunt Code along with the Infinite Smash Ball Code and the Smash Ball Activator Code is fun and all, but it freezes in gameplay. Why?

There are certain characters who need their effects, or else the game will freeze. Some characters don't need their effects, and should get the final smash fitsr or in the middle. Those who need efeects have to go last. When using the same character, it is best if you get final smashes in 3-second intervals, to minimalize the chance of freezing, especially for the characters who need their effects. Ex: Fox taunt, wait 3 seconds, another fox taunt, activate any time. Also, the wii will randomly freeze sometimes with these codes on, so if it freezes and you're mindful of the effect necessity, it may be the random freezing.

There also cannot be conflicting smashes. Ex : Link cannot take a victim away form another link in mid-smash, Ike's victim cannot be stolen by captain falcon, etc.

Characters who get their final smash last will receive their effects, so those who don't need it need to go first.

Characters who need their effects:
Peach (the frame)
Ganondorf (the bull or whatever it is)
Pit (the soldiers and maybe the background)
Ice Climbers (the glacier)
Kirby (the cauldron)
Olimar (the ship and all other effects)
Fox (Landmaster)
Falco (Landmaster)
Wolf (Landmaster)
Captain Falcon (his DUI sequence)
Pokemon Trainer (the "It's Super Effective" box)
Marth (the critical hit box)
Snake (his close-up from the helicopter)
Sonic (his super saiyan mode)

Characters who don't need their effects and can get it first: *=weird if not last (though no choice sometimes)
Mario
Luigi* (area where you get high not visible, but still there)
Bowser
Link* (Triforce doesn't show up)
Zelda/ Sheik* (kinda unstable character, be careful with her; arrow not visible, still pierces)
Toon Link* (Triforce doesn't show up)
Samus/ Zero Suit Samus* (Samus's beam not visible, though still there/ when Zero suit turns to power suit or whatever suit samus, slight point of invisibility)
Rob
Metaknight
King Dedede
Pikachu* (ball not visible, though still there: hard to aim)
Lucario* (Aura storm not visible, but still there)
Jigglypuff
Ike (careful of stealing victims from him)
Ness* (PK storm not visible, but still there: hard to dodge)
Lucas* (PK storm not visible, but still there: hard to dodge)Game & Watch

That is all you really need to know to prevent constant freezing with those three codes. If you have any further questions, PM me.

Credit for this explanation really goes to Bored Chaotic Shadow, or shadowofchaos725, who taught me this. Check out his Dual/Double Smash Montage videos which he did by hand.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Nice list. I have an idea of how to get multiple final smashes loaded at once, its just kinda tricky.

Each character you have listed, or at least, most of them, have an additional .pac that is loaded that contains additional resources to be used in their final smash.
Code:
===========================================================
==MEM-1 LAYOUT                                           ==
===========================================================
01 : System FW                :   0.08MB Used  0.08MB ( 95%) adr S 805b5160 E 805ca260 SIZE 00015100 
02 : System                   :   0.38MB Used  0.37MB ( 98%) adr S 80611f60 E 80673460 SIZE 00061500 
03 : Effect                   :   0.62MB Used  0.34MB ( 55%) adr S 80b8db60 E 80c2c860 SIZE 0009ed00 
04 : RenderFifo               :   0.25MB Used  0.25MB (100%) adr S 805d1e60 E 80611f60 SIZE 00040100 
09 : InfoResource             :   1.47MB Used  1.46MB (100%) adr S 80c2c860 E 80da3a60 SIZE 00177200 
10 : CommonResource           :   2.20MB Used  2.20MB (100%) adr S 80da3a60 E 80fd6260 SIZE 00232800 
12 : Tmp                      :   0.09MB Used  0.00MB (  0%) adr S 81049e60 E 81061060 SIZE 00017200 
13 : Physics                  :   0.70MB Used  0.05MB (  8%) adr S 81402c60 E 814b6060 SIZE 000b3400 
14 : ItemInstance             :   0.20MB Used  0.00MB (  0%) adr S 814b6060 E 814e9460 SIZE 00033400 
15 : StageInstance            :   0.50MB Used  0.00MB (  0%) adr S 81382b60 E 81402c60 SIZE 00080100 
27 : Fighter1Instance         :   0.32MB Used  0.00MB (  0%) adr S 8123ab60 E 8128cb60 SIZE 00052000 
28 : Fighter2Instance         :   0.32MB Used  0.00MB (  0%) adr S 8128cb60 E 812deb60 SIZE 00052000 
29 : Fighter3Instance         :   0.32MB Used  0.00MB (  0%) adr S 812deb60 E 81330b60 SIZE 00052000 
30 : Fighter4Instance         :   0.32MB Used  0.00MB (  0%) adr S 81330b60 E 81382b60 SIZE 00052000 
42 : MenuInstance             :   2.70MB Used  0.00MB (  0%) adr S 814e9460 E 8179c860 SIZE 002b3400 
48 : MeleeFont                :   0.45MB Used  0.45MB (100%) adr S 80fd6260 E 81049e60 SIZE 00073c00 
50 : OverlayCommon            :   5.10MB Used  5.10MB (100%) adr S 80673460 E 80b8db60 SIZE 0051a700 
51 : OverlayStage             :   0.44MB Used  0.00MB (  0%) adr S 810f1a60 E 81162560 SIZE 00070b00 
52 : OverlayMenu              :   0.28MB Used  0.00MB (  0%) adr S 81162560 E 811aa160 SIZE 00047c00 
53 : OverlayFighter1          :   0.28MB Used  0.21MB ( 73%) adr S 81061060 E 810a9560 SIZE 00048500 
54 : OverlayFighter2          :   0.28MB Used  0.13MB ( 47%) adr S 810a9560 E 810f1a60 SIZE 00048500 
55 : OverlayFighter3          :   0.28MB Used  0.00MB (  0%) adr S 811aa160 E 811f2660 SIZE 00048500 
56 : OverlayFighter4          :   0.28MB Used  0.00MB (  0%) adr S 811f2660 E 8123ab60 SIZE 00048500 
58 : Thread                   :   0.03MB Used  0.00MB (  1%) adr S 805ca260 E 805d1e60 SIZE 00007c00 
Total    Size                 : 17.90MB Used 10.65MB ( 59%)
Reserved Size                 :  0.24MB
===========================================================
==MEM-2 LAYOUT                                           ==
===========================================================
05 : Sound                    :  12.78MB Used 12.06MB ( 94%) adr S 90199800 E 90e61400 SIZE 00cc7c00 
06 : Network                  :   1.40MB Used  0.93MB ( 66%) adr S 90e77500 E 90fddc00 SIZE 00166700 
07 : WiiPad                   :   0.09MB Used  0.09MB ( 99%) adr S 90e61400 E 90e77500 SIZE 00016100 
08 : IteamResource            :   2.91MB Used  2.86MB ( 98%) adr S 91018b00 E 91301b00 SIZE 002e9000 
11 : Replay                   :   0.29MB Used  0.29MB (100%) adr S 91301b00 E 9134cc00 SIZE 0004b100 
17 : StageResoruce            :   2.80MB Used  0.00MB (  0%) adr S 92e67700 E 93134500 SIZE 002cce00 
18 : Fighter1Resoruce         :   5.33MB Used  4.81MB ( 90%) adr S 9151fa00 E 91a72e00 SIZE 00553400 
19 : Fighter2Resoruce         :   5.33MB Used  4.35MB ( 82%) adr S 91afaa00 E 9204de00 SIZE 00553400 
20 : Fighter3Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 920d5a00 E 92628e00 SIZE 00553400 
21 : Fighter4Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 926b0a00 E 92c03e00 SIZE 00553400 
22 : Fighter1Resoruce2        :   0.53MB Used  0.52MB ( 99%) adr S 91a72e00 E 91afaa00 SIZE 00087c00 
23 : Fighter2Resoruce2        :   0.53MB Used  0.25MB ( 46%) adr S 9204de00 E 920d5a00 SIZE 00087c00 
24 : Fighter3Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92628e00 E 926b0a00 SIZE 00087c00 
25 : Fighter4Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92c03e00 E 92c8ba00 SIZE 00087c00 
26 : FighterEffect            :   0.35MB Used  0.00MB (  0%) adr S 91478e00 E 914d2900 SIZE 00059b00 
31 : FighterTechqniq          :   1.10MB Used  0.00MB (  0%) adr S 92c8ba00 E 92da5500 SIZE 00119b00 
32 : FighterKirbyResource1    :   0.10MB Used  0.00MB (  0%) adr S 914d2900 E 914ec400 SIZE 00019b00 
33 : FighterKirbyResource2    :   0.10MB Used  0.00MB (  0%) adr S 914ec400 E 91505f00 SIZE 00019b00 
34 : FighterKirbyResource3    :   0.10MB Used  0.00MB (  0%) adr S 91505f00 E 9151fa00 SIZE 00019b00 
44 : CopyFB                   :   1.17MB Used  1.17MB (100%) adr S 9134cc00 E 91478e00 SIZE 0012c200 
45 : GameGlobal               :   0.20MB Used  0.19MB ( 99%) adr S 90167400 E 90199800 SIZE 00032400 
46 : GlobalMode               :   0.23MB Used  0.14MB ( 63%) adr S 90fddc00 E 91018b00 SIZE 0003af00 
47 : Font                     :   0.76MB Used  0.76MB (100%) adr S 92da5500 E 92e67700 SIZE 000c2200 
Total    Size                 : 47.80MB Used 28.42MB ( 59%)
Reserved Size                 :  4.67MB
===========================================================
I haven't done any hardcore research on this, but I believe FighterEffect,FighterTechqniq is where this .pac is loaded. While the game only loads one at a time, there is enough space to load all 4 characters .pacs to someplace in memory, its just a matter of forcing the the game to keep them loaded all the time in a different location.
 

ChibiKitsune

Smash Rookie
Joined
Oct 8, 2009
Messages
2
Location
Las Vegas
Do you know how to make that possible? That would practically eliminate the freezing, though the 3-senocd interval should still stay...
 
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