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Challenger Approaching!!! ROY!! .PAC UP!!!! 12/7/09 at 3:36 AM EST

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
I still don't think this is available with the latest nightly build. Can you please make a gct of roy with the latest nightly build?
 

The Immortal Sir NZ

Smash Apprentice
Joined
Sep 3, 2008
Messages
153
Location
San Diego, CA
you could try to change his neutral b to what marths fsmash is cus that was his neutral b in melle. (if thats possible)
Well since Marth's F-smash is also Roy's F-smash, you would have the same animation doing two different things so I'm not sure that's what GoG had in mind...

and btw symphonicsage, in your sig it says braw +, not brawl +
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
OK, I fixed my sig, but.... can someone please just at least post the codes in text so we can add them to the latest nightly build text file? Please?
 

smashmaniac2008

Smash Journeyman
Joined
Nov 2, 2008
Messages
314
since we are not giving him his foreard smash for his neutral b atleast set his sword completely on fire when using neutral b (it looks cool) and slow it down
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
Just had a (slightly more complicated) new idea for Roy's neutral B: would be be possible to give him the last hit of Marth's side B, but extremely slowed down? The charging animation could be the same as his Fsmash, or we could replace it with the windup animation for the Home-Run Bat or something. If slowed down enough and set on fire, it would be more of a unique attack than using the exact same animation as Marth's Fsmash, and it already glows red.
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
can roy get his own character slot? just curious
It's being worked on, but right now, no. The plan is to have a set of codes that create a sort of duplicate character panel on the CSS and have one load the base character and the other load the clone. But for the moment, the codes just replace Marth.
 

tsunami70875

Smash Journeyman
Joined
Dec 1, 2007
Messages
348
Location
Wisconsin, USA
ROY WITH LATEST NIGHTLY BUILD!!!!


*continues chanting with picket signs*
ROY WITH LATEST NIGHTLY BUILD!!!!


*Chants with SS12 with picket signs*
you know, why don't you just find the changes yourself and add them to your codeset? or, better yet, help everyone else out as well and make a PAC file with the changes :)
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
I made a post for a new Roy in the PSA character submission thread. Guess I'll copy-paste it here.

Roy

It's Roy, from Melee!


("Shin no tatakai wa... korekare da!")


Roy may be a clone of Marth, but he has a different style of play. Instead of spacing to hit with the tip of the sword, he must hit with the hilt or the middle of the blade instead. The tips are pretty weak and have extremely low knockback, so leave no room between you and your opponent. Of course, this makes Roy a more dangerous character to play as compared to Marth.


(You're doing it wrong! Don't hit with the tip!)


Roy is a faster falling and very slightly heavier character. That means he's harder to KO vertically, but his faster falling hinders his recovery some.

Roy's aerial attacks are generally of medium damage, and low knockback. You know what that means, right? Combos, combos, and more combos, which is further helped by his brilliant combo starter, d-tilt, a very fast poke attack that pops the opponent into the air.

He possesses 2 strong, quick finishers, f-smash and d-smash, as well as his old u-smash, a fiery attack that hits up to 5 times.


(Bang! The middle of the blade hits upward, and the tip spikes downward.)


His weaknesses? Well, Roy is somewhat susceptible to getting combo'd, has mediocre recovery, and relies heavily on his f-smash and d-smash to gain KO's (although you can occasionally spike with d-air, but it isn't too reliable anyway).


Other stuff:

Specials:
- Neutral-B, Flare Blade, is a slash instead of a stab, has faster wind-down, and makes an explosion on full charge. I still have to make the charging work the same as in Melee, but unfortunately, I'm not sure how to do that yet.
- Side-B, Double-Edged Dance, is unchanged, since (as of right now) you can't change the speeds of stuff. Maybe I'll improvise somehow...
- Up-B, Blazer, is unchanged other than being fire and hitting upwards.
- Down-B, Counter, is fire, but still does the same damage and knockback.

Other other stuff:
- Roy runs slightly slower than Marth.
- "Tipper" hits are bigger.
- D-air has a weak spike, but it is difficult to hit with. The opponent must be directly underneath you, or right on top of you.
- U-smash hits 5 times, with the tip spiking (on all hits except the last), and the middle of the blade hitting upward.
- Final Smash sends sideways rather than at an angle.
- Side-taunt looks funky.


(Flare Blade.)


.pac Download: <link removed, scroll down for v2>

Textures (many thanks to Steelia for helping with these):
Regular Roy: http://www.mediafire.com/download.php?mvzttgkmwjk
Green Roy: http://www.mediafire.com/download.php?wmtojytoijn
(There are other colors of Roy in the other Roy thread, but to be completely honest, they are of lesser quality.)

Try Roy out, and see what you think. This works in both Brawl and Brawl+ (obviously), but I recommend Brawl+ for all of his combo-y goodness.

------------

Version 2 of Roy:

-Up-B, Blazer, hits up to 7 times for up to 14 damage. It's really hard to peg someone with all 7 hits, though, so it usually ends up doing 8-11 damage. Also has a new effect.
-Side-B, Double-Edge Dance, has been changed to mimic the one in Melee (although I still can't change the speeds). It even has some KO potential at higher %'s.
-You don't lose momentum from running if you dash-cancel a f-smash.
-D-smash tipper hitboxes fixed (have more knockback, different angle).
-U-air hitboxes last slightly longer.


(New Blazer effect.)


Download v2 (rename as FitMarth.pac): http://www.mediafire.com/download.php?2mdgm2lq2mz
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,550
Does this Roy still have the sexy tipper reverse knockback?
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Camelot, do you think you could add GoG's hitbox changes to your Roy? The reverse tippers were a very popular addition that made it strangely easy to make Roy a contender while still being different from Marth.

The frame speed changes can just run in conjunction with the Roy set (I'll ask GoG to make a Roy build with the newest nightly :p)

Here's hoping to having a nearly COMPLETE Roy :)
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
you know, why don't you just find the changes yourself and add them to your codeset? or, better yet, help everyone else out as well and make a PAC file with the changes :)
How the **** are we supposed to know what the ****ing changes are if they're alread in a gct? We'd need to ****ing have the text file to do that.

I've already tried in the code requests, agenda, and ****ing in this topic. Nothing worked.

AND the text file on the front page doesn't include the changes for roy.


Also, it's such a big difference to make a roy, and to make a mewtwo. Wow. But I'm still rooting for both. :D
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
How the **** are we supposed to know what the ****ing changes are if they're alread in a gct? We'd need to ****ing have the text file to do that.

I've already tried in the code requests, agenda, and ****ing in this topic. Nothing worked.

AND the text file on the front page doesn't include the changes for roy.


Also, it's such a big difference to make a roy, and to make a mewtwo. Wow. But I'm still rooting for both. :D
*cough*


*coughcough*
 

timothyung

Smash Ace
Joined
Feb 3, 2008
Messages
948
Location
Hong Kong
Isn't the txt in the first post? Just find someone to port Roy to PSA... or just let GoG to do so. Then just take camelot's uSmash, and upB edits, and fix little things like side B speed and nB. Edit the frame speed with the codes. There you go, almost perfect Roy
 

tsunami70875

Smash Journeyman
Joined
Dec 1, 2007
Messages
348
Location
Wisconsin, USA
How the **** are we supposed to know what the ****ing changes are if they're alread in a gct? We'd need to ****ing have the text file to do that.

I've already tried in the code requests, agenda, and ****ing in this topic. Nothing worked.

AND the text file on the front page doesn't include the changes for roy.


Also, it's such a big difference to make a roy, and to make a mewtwo. Wow. But I'm still rooting for both. :D
Code:
Slow Roy down (run speed) 

This codeset contains parts of the newest Nightly build. Think of it as a teaser because I'm busy getting ready to go out of town. Ganon's side-b is untechable amongst a few other things. I think an early beta form of DJC is in here too. I also had to remove all of Lucas's frame speed ups for Roys. Basically, I'd steer clear of the Mother boys.

CHANGE LIST FROM vBRAWL MARTH

Code:
HITBOX ADJUSTMENTS

Jabs (Non tipped): Down to 12 base from 20. Angle from special 20 to 55.
Jabs (Tipped): Up to 45 base from 30

F-tilt (blade): Up to 12 damage from 9. 75 growth from 70.
F-tilt (tip): Damage down to 10 from 12. Down to 75 growth from 80 and 50 growth from 40. Angle from special 20 to 110.

D-tilt (blade hits) Angle changed from 30 to 85 KBG from 40 to 58 BKB from 40 to 59
D-tilt (tip): Damage dropped from 10 to 7.

F-smash (blade): Damage from 14 to 17. KBG from 70 to 76 and BKB from 60 to 65. Angle from special 20 to 35
F-smash (tip): Damage from 19 to 11. KBG from 70 to 40. BKB from 80 to 55. Angle from special 20 to 110.

D-smash (blade): Damage from 14 to 17. BKB from 70 to 63.
D-smash (At Roy’s feet): Damage from 14 to 20. Angle from special 20 to 110.
D-smash (tip): From 19 damage to 8. Added hitstun ID. Angle from 70 to 160.
That was all the first swing. The second swing is the same junk, just slightly lower damage added or subtracted.

U-smash (tip): Damage changed from 14 to 5 Angle changed from 90 to 270 KBG from 70 to 60 BKB from 40 to 45 Changed hitbox type to flame
U-smash (blade and sides of Roy) Changed hitbox type to flame.

N-air (initial swing): Unchanged
N-air (second swing, on Roy): Unchanged
N-air (second swing, blade hit): KBG from 90 to 65.
N-air (second swing, tip): Damage from 13 to 7. Angle from Special 20 to 115.

F-air (blade): Damage from 10 to 9. KBG from 70 to 10. BKB from 50 to 90. Angle from special 20 to 45.
F-air (tip): Damage from 13 to 5. KBG from 80 to 75 and BKB from 40 to 35. Angle from special 20 to 123.

B-air (blade) Damage from 11 to 14. BKB from 30 to 35. Angle from special 20 to 33.
B-air (tip) Damage from 14 to 12. KBG from 90 to 20. BKB from 30 to 60. Angle from special 20 to 260.

D-air (hilt): 12 damage from 13. BKB from 30 to 35. Angle from special 20 to 270. 
D-air (blade): 12 damage from 13. KBG from 70 to 55. BKB from 40 to 15.
D-air (tip): Switched Marth’s blade d-air hit to the tip.
D-air (VERY tip): Slightly higher values reduced to the values above.

U-air (blade): Damage from 10 to 7. KBG from 70 to 72 BKB from 40 to 35. Added hitstun ID. Angle from 8p to 90.
U-air (tip): Damage from 13 to 6. KBG from 80 to 30. BKG from 40 to 15. Added hitstun ID. Angle from 80 to 270.

Neutral B: There were a few differences between the tip and blade hits, but I just homogenized the move all across. All shield breaks not fully charged do 1% more damage with the fire ID. The fully charged hit does 50 damage from 18 and has the fire ID as well.

Down-B: 12 damage from 8. Added Fire ID.

Side-B: Who cares? It’s getting redone.

Up-B: Up-B has 3 different types of hit. The initial strong hit, any time you connect for about the first half of the move, and any time you connect during the second half. In order their original values were:
-13 Damage, KBG 68, BKB 70. Angle special 20. Slash ID
-7 Damage, KBG 90, BKB 20. Angle special 20. Slash ID
-6 Damage, KBG 90, BKB 20. Angle 74. Slash ID.
The ENTIRE move was given one set value which is as follows:
9 damage, KBG 0, BKB 150. Angle 100. Fire ID.

Dash attack (blade): Angle 45 to 130. BKB from 70 to 75.
Dash attack (tip): unchanged

Get up attack and Grab attack: added fire

FRAME ADJUSTMENTS:
All of Roy’s ALR is set to 40%...
Except U-air, which is 20%
N-air is 25% quicker after frame 19.
Up-b frames 1-3 at 2 times normal speed in order to bypass some invincibility frames
Up-b travels 20% slower after frame 3.
F-tilt twice as fast after frame 11.
F-smash being put at half speed, then put at 2x speed, then set back to normal.
D-tilt 25% faster after frame 21. This does not interfere with the IASA frames (which start on 21) but instead allows faster actions after a d-tilt.
D-air is 20% faster after frame 10. Drops the move from 50 frames to 40.
U-smash is 35% slower after frame 2 till 21 where it is sped up by 4x the normal amount.
it's in the second post

i actually also got bored and did this yesterday (also made up-smash and blazer multihit, and changed neutral animation among other stuff), but haven't tested it yet
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
I meant like the codes...

As in, the actual codes that make marth roy? The actual codes that change him?
 

colored blind

Smash Journeyman
Joined
Mar 7, 2008
Messages
398
Location
Purdue/West Lafayette
Code:
RSBE01
Smash Bros Brawl (US)

VBrawl Roy set

Char ID fix 2.1 [spunit262, The Paprika Killer]
C28152E4 00000006
819E003C 907EFFFC
80E30030 2C07000F
40A2001C 80FE0008
3C008180 7C070000
4080000C 39030008
9107FFFC 00000000

Frame Speed Mod Engine V3.1 [spunit262, Phantom Wings]
C2766C20 00000012
3C008180 807D0008
8063FFFC 7C030000
4080000C 80630030
48000008 386000FF
809D0014 C0240040
FC40081E 81240058
61298000 D8410008
8001000C 80BD007C
80A50038 38C200D8
84E60008 2C070000
41820038 7CE8C671
41A0000C 7C081800
4082FFE8 54E8863E
7C004000 41A0FFDC
54E8043E 7C082800
4182000C 7C084800
4082FFC8 C0060004
D01F0010 00000000
C2766FB8 00000003
2C1D0001 4182000C
C0230010 48000008
C02283C8 00000000

Hitbox Property Mod Engine 2.0 [Phantom Wings, spunit262. Paprika Killer]
C2744A3C 00000019
3C008180 80FC0028
81070008 8108FFFC
7C080000 408000A8
81080030 80DE0020
5106C00E 801E0000
5006821E 801E0018
5006442E 80E7007C
80E70038 813E0030
5127C0CE 801E0014
50076226 390204C8
85480018 81680004
7D405B79 41820060
7C0A3000 4082FFEC
7C0B3800 4082FFE4
88080008 90030004
88080009 9003001C
8808000A 90030024
8808000B 500906FE
91230034 A008000C
90030018 80080010
2C00FFFF 41820008
90030038 C0080014
C03E0010 EC010032
D0030014 7F83E378
60000000 00000000

Constants

Frame Speed Modifier Data [24 Lines]
065A9400 000000B8
11258062 3FA00000
11008065 3F8CCCCC
11090114 3FC00000 
11030114 3F4CCCCC 
11000114 40000000
110B0027 40000000
111A002C 3F800000
110F002C 40000000
110A002C 3F800000
1109002C 3E000000
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1104002C 3F000000
11150029 3FA00000
110A8066 3F8CCCCD
1100806A 40A00000
11000018 40200000
111E0032 3F800000
110A0032 41A00000
11090032 3E800000
11050032 3F800000
11000032 3F000000
11000031 3F000000
00000000 00000000

Hitbox Property Mod Data [Phantom Wings, spunit262] 253 lines
065A9800 000007E0 
11043214 02169024
04322D0F 000F0000
FFFFFFFF 3F800000
1106461E 02169024
064B2D0F 01690000
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0C4B1E02 01690000
FFFFFFFF 3F800000
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0A4B3202 006E0000
FFFFFFFF 3F800000
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093A3B02 00550000
FFFFFFFF 3F800000
11082819 0201E029
093A3B02 00550000
FFFFFFFF 3F800000
11082814 0201E029
093A3B02 00550000
FFFFFFFF 3F800000
110A2832 0201E029
07154602 00A00000
FFFFFFFF 3F800000
110E463C 0216902C
114C4102 00230000
FFFFFFFF 3F800000
11134650 0216902C
0B283702 006E0000
FFFFFFFF 3F800000
110E4646 0204B02F
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FFFFFFFF 3F666666
110E5032 0216902F
14503202 00630000
FFFFFFFF 3F800000 
11115032 0204602F
0850320F 00A00000
FFFFFFFF 3F8CCCCC
110D4646 0203C02F
0F464602 003C0000
FFFFFFFF 3F800000
110D4632 0216902F
0F463202 00630000
FFFFFFFF 3F800000
11105032 0204B02F
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FFFFFFFF 3F800000
11114628 0205A032
053C4105 010E0000
90A00000 3FA00000
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90A00000 3FA00000
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03281E02 00640000
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110C6432 02169033
07552302 00730000
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090A5A02 002D0000
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110D5028 02169033
0555230F 007B0000
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0E552302 00210000
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110E5A1E 02169033
0A1E4105 01040000
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0B370F02 00FF0000
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110E5028 0210E033
0A461E02 00500000
FFFFFFFF 3F800000 
110A4628 02050033
0748230F 005A0000
FFFFFFFF 3F800000
110D5028 0005A033
060F2002 01270000
FFFFFFFF 3F800000
1108641E 02169118
0A641E05 01690000
90A00000 3F800000
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90A00000 3F800000
11166432 02169119
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90A00000 3F800000
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90A00000 3F800000
1108285A 0216911D
0C285A05 01690000
FFFFFFFF 3F800000
110D4446 02169114
09009605 00640000
90A00000 3F800000 
110D4446 0204A114
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90A00000 3F800000
11075A14 02169114
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11031923 0204B113
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FFFFFFFF 3F800000
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03001402 00140000
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11031E14 0203C11A
03001402 00140000
FFFFFFFF 3F800000
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03001402 00140000
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FFFFFFFF 3F800000
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FFFFFFFF 3F800000
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90A00000 3F800000
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FFFFFFFF 3F800000
11043C1E 0203211B
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FFFFFFFF 3F800000
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FFFFFFFF 3F800000
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067D4105 01690000
90A00000 3F800000
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FFFFFFFF 3F800000
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02783C05 01690000
FFFFFFFF 3F800000
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02783C05 01690000
FFFFFFFF 3F800000
1106823C 0205011C
04823C02 00500000
FFFFFFFF 3F800000
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04823C02 00500000
FFFFFFFF 3F800000
110A3746 0202D026
0A374B02 00820000
FFFFFFFF 3F800000
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093C2B00 00820000
FFFFFFFF 3F800000
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09375002 002D0000
FFFFFFFF 3F800000
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90A00000 3F800000
1105323C 0216908F
05323C05 01690000
90A00000 3F800000
11026400 0005003A
02640005 00500000
90A00000 3F800000

Cosmetic Stuff

Infinite Replays
040EB804 60000000

Tags in replays [Y.S]
0404B140 38A00000

Unrestricted Pause camera
040A7D60 4E800020
04109D88 38800001

Unrestricted Replay Camera (6 lines)
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890

CSS fixes for Samus/ZSS and Zelda/Shiek V2 [spunit262] (6 Lines)
80693D50 38800004
06693D6C 00000008
38000000 3880000F
046900E8 60000000
04697F58 60000000
04697EEC 60000000

CSS fixes for Giga and Company V2 [spunit262] (10 Lines)
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6

Custom CSS V3 [spunit262] [17 lines]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 00000029
00090D0C 0515011A
0A071325 1002240E
0F140616 1F172903
040B1908 23201B5D
5E5C1121 18221226
27000000 00000000

Custom Random V1 [spunit262] (10 Lines)
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00090D0C 0515011A
0A071325 1002240E
0F140616 1F170304
0B190823 201B5D5E
5C112118 22122627

Independent Pokemon Engine +no wreck My Music V2 [spunit262] (11 lines)
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

File Replacment: v2.1a[Phantom Wings]
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
0401CD0C 4858B1F4
065A7F00 00000018
2C030000 4182000C
4BA7DD51 48000008
8078000C 4BA74DFC
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
E0000000 80008000

Colored shields [Phantom wings] (20 lines)
4A000000 80F59A60
14000088 FF3AB700
14000090 FF000000
140000A0 FF000000
140000A8 00000000
4A000000 80F59ED4
14000088 00FFFF00
14000090 0000FF00
140000A0 0080FF00
140000A8 00000000
4A000000 80F5A348
14000088 FAF9E100
14000090 FFFF0000
140000A0 FFFF8000
140000A8 00000000
4A000000 80F5A7BC
14000088 88FCAE00
14000090 00FF0000
140000A0 00C00000
140000A8 00000000
There. That should be a vbrawl set. I completely removed the physics changes, so you'll be playing with vbrawl marth's physics. If you want roy to feel heavier than marth, I'll throw in the codes for that, too.
Page 53. Leaf already posted them. Good job reading the topic. All you need are the physics changes, which I'm sure are a lot easier to find than all the codeset.
 

timothyung

Smash Ace
Joined
Feb 3, 2008
Messages
948
Location
Hong Kong
You know, it seems that he doesn't know what lines of the codes affects Marth
frame speed data, grav/jump value, hitbox mod(which can be done through PSA) :the lines starting with 11
And you can't just edit it. Go to the agenda to see the byte count and the format
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
No, like, with young link, you just added the codes to make link into young link. >.>


and I want brawl+ setup, not vbrawl
 

colored blind

Smash Journeyman
Joined
Mar 7, 2008
Messages
398
Location
Purdue/West Lafayette
Those codes only affect how Link looks. He doesn't play any different than Link other than having a shorter sword. Roy looks the exact same as Marth, except for the textures. Now are you asking for textures, or codes that make Marth play differently?
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
the codes that make marth play differently. What codes do I add (or am I replacing other codes here?) to make marth into roy?

Sorry being a ***** about it, it's just that I'm a little frustrated (and go overboard sometimes.)


Sorry. :(


And I need roy with the latest nightly build. So, if I could have just the roy codes and not the official codeset with it, that would be just dandy. :D
 

colored blind

Smash Journeyman
Joined
Mar 7, 2008
Messages
398
Location
Purdue/West Lafayette
Well, except for the jump/grav modifiers, all that should be in the code I posted, which had already been posted by Leaf earlier in the topic. I don't know what codes replace Marth in the Nightly, so you'll have to figure that out, and replace them with the codes for Roy.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
OK... I have (some) idea of what you just said... I guess I'll try. XD

nvm about what I just erased. but, what are the jump and grav values for Roy? (for brawl+ setup)
 

colored blind

Smash Journeyman
Joined
Mar 7, 2008
Messages
398
Location
Purdue/West Lafayette
Bah. I meant, 'The codes that modify Marth in the nightly.' It's a chore to find all of them and replace them with the codes that replace Marth with Roy. Plus, GoG did say he had to delete codes for other characters to make room for Roy's, so you might end up running into the too much code problem. It will likely end up being a huge pain, which is why no one really wanted to do it for you. If you do figure it out though, I'm sure people would be extremely happy about you posting them here.

Though, on the nightly topic, they did say almost everything was ported over to .pacs, so deleting all the Marth stuff would be a lot easier (just frame speed modifiers and the .pac I think). Of course, we also don't know how much stuff is directly being ported from the .gcts to the .pacs, so...Your choice. :)

On topic, though, I'm curious to know what GoG's agenda is for Roy now that PSA has been released.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
Bah. I meant, 'The codes that modify Marth in the nightly.' It's a chore to find all of them and replace them with the codes that replace Marth with Roy. Plus, GoG did say he had to delete codes for other characters to make room for Roy's, so you might end up running into the too much code problem. It will likely end up being a huge pain, which is why no one really wanted to do it for you. If you do figure it out though, I'm sure people would be extremely happy about you posting them here.

Though, on the nightly topic, they did say almost everything was ported over to .pacs, so deleting all the Marth stuff would be a lot easier (just frame speed modifiers and the .pac I think). Of course, we also don't know how much stuff is directly being ported from the .gcts to the .pacs, so...Your choice. :)

On topic, though, I'm curious to know what GoG's agenda is for Roy now that PSA has been released.
The codemanager I use on homebrew doesn't have a line limit, so I don't need to worry about that. Although I DO need to know the values for Marth's jump and grav and roy's, which will be a ****ING huge pain.
 

colored blind

Smash Journeyman
Joined
Mar 7, 2008
Messages
398
Location
Purdue/West Lafayette
The codemanager I use on homebrew doesn't have a line limit, so I don't need to worry about that. Although I DO need to know the values for Marth's jump and grav and roy's, which will be a ****ING huge pain.
That, in addition to the fact that they were already posted, is why people were more or less ignoring you.

On topic, though, I'm curious to know what GoG's agenda is for Roy now that PSA has been released.
(quotes self)

I'm more curious about this than anything else.

I'm also curious if the .pacs will overwrite all the Marth codes in the .gct, because it'll make using Roy a lot easier. You just need to replace the frame speed modifiers, unless I'm mistaken. Camelot, Tsunami, do either of you know?
 
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