I have been running tests all evening investigating the effect of various changes to subcode data and the production of rare (/???) monsters in Monster Rancher 1. As it is now extremely late and I don't know how to make tables in HTML yet (that's tomorrow's project so I can show you my results), I'll give the brief synopsis: The values of PMin and PSec in [Entry 2], or total minutes and seconds of the album, are the key. PFrame doesn't seem to matter, and PLBA is a calculated value PLBA=(PMin*60+PSec)*75+PFrame-150. The same calculation applies to ALBA, AMin, ASec and AFrame, but they seem to have no correlation or use in generating MR1 monsters.
Hopefully soon I'll have my results of tinkering with Nirvana Nevermind (and actually getting a Nya from the BMG version of the CD) up so you all can see. The cause is not dead, it was just in hibernation. Let's wake it up.
Next on the agenda: hunt down that missing Henger.
Disclaimer: this information is currently limited to MR1, as I have not had an opportunity to progress in MR2 far enough to get any rare monsters.
By WHT Junior on Sunday, June 24, 2001 - 09:11 am:
Do you have a DexDrive? If you do, I could e-mail you the save that I found. The trainer's name is AAAAAA, I think, and all monsters are unlocked. I also played it long enough to upgrade the house and stable, and raised a Flare Death. It has some rare monsters saved on it as well.
This offer goes to anyone who would like me to send them the file. Just email me to let me know, or give your email address, and I'll send it to you.
Okay, I managed to waste yesterday afternoon investigating the effect of modifications of the sub-code information on the monsters created in Monster Rancher 1. Disclaimer: The following information is not to be held as an exact rule as to how the game interprets this information, but merely my observation with a very small sample. Due to my lack of experience with Monster Rancher 2, these results probably will not translate very well over to that game.
My observations make use of the Karaoke (Nya/???) MR1 rare monster (posted as the Swimmer MR2 rare on this site) and the sub-code data extracted from my brother's copy of Nirvana Nevermind, BMG version (which under normal circumstances gives the Stoner Hare/Golem monster in MR1). I have also used the Seuki Suezo information to assist in a few observations, as well as the Ramone's Mondo Bizzarro and Chipmunks Christmas subcodes that have been posted by Lisa in other threads.
Testing equipment used: Monster Rancher 1 for PSX (US version), Playstation 9001 series (my brothers, since my older model refuses to read CD-RW discs as valid input), a small (1.5MB) image file collected with CloneCD to minimize write times, a CD-RW drive, CloneCD v.2, a CD-RW disc (to save costs. It can be erased after each use and re-written with a new sub-code), and Norton File Compare to check for differences between sub-code (CCD) files. I used CloneCD's erase CD function before each write to remove the previous data.
In regards to rares: The main elements that seem to be used by the shrine in determining the monster are the PMin, PSec, and PFrame values in the [Entry 2] part (which has Point=0xa2). These values appear to relate to the full length of the CD. The entries after this are for the actual tracks (I used a music CD with 12 audio tracks, Entry 3 through 14, Point=0x01 to 0x0c). In each of these Entry's, the PMin, PSec, and PFrame values are the start time for the track. The PLBA value is calculated according to the following formula: PLBA = ( PMin * 60 + PSec ) * 75 + PFrame - 150 Or in english terms: the number of frames the tracks use starting after the first 2 seconds, where 75 frames = 1 second.
I tested varying the PMin, PSec, PFrame, and PLBA values in [Entry 2], TocEntries values (in the [Disc] section at the top), and the number of [Entry] tracks included. My results are in the charts below:
1. total time modification (PMin
PSec
PFrame)
PMin
PSec
PFrame
PLBA
Name
Main
Sub
Lif
Pow
Def
Ski
Spd
Int
total
42
23
0
190575
Stoner
Hare
Golem
114
191
90
98
110
126
729
42
23
70
190645
Stoner
Hare
Golem
114
191
90
98
110
126
729
Hare/Golem
42
37
74
191699
Stoner
Hare
Golem
113
189
91
95
111
140
739
change in stats
42
38
0
191700
Karaoke
Nya
???
152
132
131
155
125
185
880
42
38
70
191770
Karaoke
Nya
???
152
132
131
155
125
185
880
same as Swimmer.CCD
42
38
74
191774
Karaoke
Nya
???
152
132
131
155
125
185
880
42
39
0
191775
Stoner
Hare
Golem
114
191
103
102
107
142
759
change in stats
43
38
70
196270
Rocky
Suezo
Golem
108
182
115
85
99
151
740
59
23
0
267075
Stoner
Hare
Golem
114
191
90
98
110
126
729
Nevermind BMG.CCD
2. absolute time modification (Nevermind BMG.CCD was used with A values taken from Swimmer.CCD)
AMin
ASec
AFrame
ALBA
Name
Main
Sub
Lif
Pow
Def
Ski
Spd
Int
total
10
27
11
46886
Stoner
Hare
Golem
114
191
90
98
110
126
729
Amin/Asec/Aframe/ALBA
3. PLBA modification without respect to time
PMin
PSec
PFrame
PLBA
Name
Main
Sub
Lif
Pow
Def
Ski
Spd
Int
total
59
23
0
267076
Stoner
Hare
Golem
114
191
90
98
110
126
729
59
23
0
191770
no read
0
0
0
0
0
0
0
42
38
70
267075
Karaoke
Nya
???
152
132
131
155
125
185
880
4. TocEntries modification
PMin
PSec
PFrame
PLBA
Name
Main
Sub
Lif
Pow
Def
Ski
Spd
Int
total
TocEntries
59
23
0
267075
Dino
Dino
Dino
118
122
91
144
102
103
680
4
59
23
0
190575
Warrior
Gali
Golem
124
181
120
78
90
136
729
5
59
23
0
267075
Fencer
Jell
Golem
124
161
120
98
80
136
719
6
59
23
0
267075
Rock Worm
Worm
Golem
144
181
100
98
80
126
729
7
59
23
0
267075
Toto
Tiger
Golem
124
161
90
108
110
126
719
8
59
23
0
267075
Rock Bush
Plant
Golem
154
161
120
98
90
126
749
9
59
23
0
267075
Trident
Naga
Golem
124
191
120
108
90
96
729
10
59
23
0
267075
Obelisk
Monol
Golem
124
181
130
78
90
126
729
11
59
23
0
267075
Stoner
Hare
Golem
114
191
90
98
110
126
729
12
59
23
0
267075
Anki
Dino
Golem
124
191
100
88
90
106
699
13
59
23
0
267075
Rocky
Suezo
Golem
114
181
100
98
90
136
719
14
59
23
0
267075
Stoner
Hare
Golem
114
191
90
98
110
126
729
15
59
23
0
267075
Anki
Dino
Golem
124
191
100
88
90
106
699
16**
42
38
70
191770
Karaoke
Nya
???
152
132
131
155
125
185
880
14
42
38
70
191770
Karaoke
Nya
???
152
132
131
155
125
185
880
15
** Because the CD only has 15 entries normally, I fabricated an Entry 15 to bring the TocEntries count up to 16. I gave it Point=0x0d, PMin 40, PSec 0, PFrame 0, PLBA 179850 to make it seem realistic. Everything else was copied from Entry 14.
From the 28 variations of subcode tested above, I have drawn the following conclusions: 1. This seems to determine part of what monster is created. When trying to unlock the rare, I only needed to be exact to the PMin and PSec, the PFrame value did not seem to matter (both extremes of 0 and 74 were tested). It took a variation of the PMin value to change the monster main type, values close to those of the rare gave a change in stats. Some investigation of the variations on the Ramone's CD subcode will need to be tested to determine how much variation will be needed to cause a change in monster subtype and stats. 2. Modification of the AMin, ASec, AFrame and ALBA values has no effect on the monster created. 3. An increase in this value does not seem to affect the monster, but trying a much smaller value than should exist resulted in the CD not being read at the shrine. 4. There must always be at least a track at Point=0x01. Removal of this will result in CloneCD not writing to the disc. Varying the TocEntries value and adding/removing Entry # from the .CCD file causes a change to the monster main type, each with a seemingly standard stat total and range. Having only 1 actual track (TocEntries=4) causes a purebreed Dino, everything else was a Golem subtype. (though it seems it may only be necessary to change the TocEntries value, I lowered this by one to 14 from 15, but left Entry 14 in place and got the same result as when I removed Entry 14. However if the value is increased, it is most likely necessary to fabricate a new Entry section).
The monster subtype and stat range could be tied to the PMin and PSec values in Entry 2 and/or 3 (I did not investigate changes in Entry 3, only Entry 2 so far), while the main type might be related to the TocEntries value.
The rare monsters most likely have a set value for all stats, as I saw no variation in this. Values affecting monster subtype and changes in values for skills are as of yet undetermined for certain (PMin and PSec seem to have some effect), but the following are ruled out: AMin, ASec, AFrame, ALBA, and Control (this last was from observation of some other data than the Nirvana CD). These warrant further investigation, perhaps from the subcodes from the two pressings of the Ramones: Mondo Bizarro would help, as these show variation in subtype and stats.
It might be possible to manufacture a rare from a different pressing of a CD that should give one, provided the full length can be learned or guessed (minutes and seconds should be all that's needed, MR1 doesn't seem to care about frames for this, which would make this almost impossible).
So if anyone out there has a Beck: Mellow Gold that doesn't give the rare, but you have a good guess at what the actual length of the album should be, feel free to share.
Sorry for the insanely long post, but I just wanted to try sharing research.
By Enigma on Sunday, June 24, 2001 - 09:20 am:
Sorry, WHTJunior, I don't have a Dex drive, but thanks for the offer. I also normally don't have that much free time (with the occasional rare exception, see above), so I think I'm going to refrain from any MR2 testing right now. Hopefully I've given some other people with more resources some leads to start on that though.
Good luck and happy ranching. When I get the opportunity, I plan to continue the above experiment, but it might be a while.
By Lisa Shock on Sunday, June 24, 2001 - 10:55 am:
Thanks for the hard work!
By CatsGodot on Tuesday, June 26, 2001 - 08:24 am:
I must say, I'm quite impressed. I will have to add this research to my own (when I get a chance).
Here's the results of a brief night's work on Lisa's Mum/Mew version of Beck: Mellow Gold.
Beck
Pmin
Psec
Pframe
PLBA
Name
Main
Sub
Lif
Pow
Def
Ski
Spd
Int
total
47
38
60
214260
Ray
Suezo
Plant
152
123
116
121
121
168
801
47
39
60
214260
Ray
Suezo
Plant
158
129
114
138
109
169
817
47
39
60
214335
Ray
Suezo
Plant
158
129
114
138
109
169
817
47
40
60
214410
???
???
???
0
These are purely Monster Rancher 1 results. The ??? for the monster on that last one is because I don't have committe approval for it yet, and fyi, the only monster I have not unlocked yet is the Henger. The subcode is posted in the Laboratory under the Monster Rancher 1 Requested CDs section. Try at your own risk and amusement at what this fool has brought.
Good luck and happy ranching.
By WHT Junior on Wednesday, June 27, 2001 - 04:55 am:
Prepare to be more impressed:
Enigma's ??? CD turns out to be a Magnet!
LIF
POW
DEF
SKI
SPD
INT
100
127
94
166
160
126
By Lisa Shock on Wednesday, June 27, 2001 - 10:58 am:
Try it in MR2!!!!!
By Lisa Shock on Wednesday, June 27, 2001 - 11:27 am:
Oh, I see, Mum Mew again..... This really is great news! Thanks for all the hard work!
If anyone knows a gameshark code that unlocks all monsters in Monster Rancher 2, I'd be willing to try for the Moo/???. I have a "Gold Finger" device which claims to have Gameshark and mod-chip functionality for my playstation, but it only works on my old PSX (1001) series, which doesn't read CD-RW's, so I'm thinking if I can start a new game with everything unlocked, save it, and use it on my brother's 9001 series PSX which can read CD-RW's so I can continue the hunt. Otherwise, if such a code doesn't exist, I'll have to postpone such research until I can find a Dex Drive for sale or unlock everything myself, which might not be for a few more months. I know what you're saying, that unlocking the monsters is half the fun of the game, and I agree with that, which is why I don't intend to actually play a game like that from the beginning. I just want a way to continue this line of research, and that's the only way I can see it happening anytime soon, unless someone else takes up the challenge to determine what makes a Monster Rancher 2 rare.
Whatever I find first, if I make any further headway on this, I'll keep you posted.
By the way, I finally unlocked the Henger in Monster Rancher, so I was finally able to see the fruits of my labor. ^_^
Happy ranching.
By Lisa Shock on Friday, June 29, 2001 - 05:58 pm:
The codes offer three options: one is that you can have them all unlocked (no actual monsters in your possesion, you just now have permission), or alter a frozen monster to be anything you want (catch is that inside it is still the original monster in terms of statgain & preferences), or the DNA capsule option, which is probably your best shot. Look in the MR2 archive in the Gameshark codes section. I think there's a guide to which DNA capsule does what in the Items section.
Thanks, I got the Gameshark code to work as I was hoping, preauthorizing me to get all the monsters (no more "you can't get that monster yet" messages from the shrine ^_^), so I should be able to continue this line of research into Monster Rancher 2 as time allows.
On a side note, a bit of irony that you might enjoy. I acquired a copy of Beck's Mellow Gold that gives the Henger in MR 1, and the Mum Mew in MR 2. I copied out the subcode data, and it is IDENTICAL to the modified one I made off of Lisa's copy. Down to the PFrame value. 47 min, 40 sec, 60 frames.
I am going to start my hunt with the same place I did last time, the Nirvana Nevermind disc, so when I get to the Mellow Gold disc I'll know where to start.
Happy ranching.
By John Hawley on Sunday, July 8, 2001 - 08:02 am:
On a side note: Enigma's Magnet is slightly HIGHER in several stats than the stats as listed in Detailed Information on All 215 Breeds in the MR1 FAQ.