Monster Rancher 2 Disk Read process
A complete technical guide and breakdown on how Monster Rancher 2 reads a CD to make monsters, and how you can manually create your own files by reverse engineering them from this data. The Make-A-Monster app is built on this research and can generate files for you automatically by just picking and choosing what you want.
Prologue
If you have ever played Monster Rancher 2 back in the Playstation 1 days, you probably spent a long period of your time in the Shrine with all of your old CDs, plugging and chugging to see what Monsters you could unlock and if you could find that special rare one.
Since then, a few people have figured out how to create the discs based on cloning the specific ones that have been documented to produce the special rare monsters. There is a great youtube video on the internet created by teawch (https://www.youtube.com/watch?v=rTrZbc0deOo) that shows how to do this with a program called ImgBurn. teawch also provides links to files in order to create pretty much any CD based monster that you need. The process uses an .img and .ccd file created by the CloneCD process.
There have also been some comments on the internet on the ability to modify some of the .ccd file data in order to change the monsters that are produced. Well because of a partial understanding and a request through the greatest Discord group out there, I have dug down deep into the bowels of the Monster Rancher 2 code and I am here to reveal what specific data from the .ccd is important and hopefully show how to create your own CDs.
All of the information will be based on creating a .ccd file that is compatible with ImgBurn. I have done some trial and error on trying to eliminate some of the data needed for ImgBurn to create the CD, but in the end decided that I wasn’t going to waste a bunch of CDs to determine something that wasn’t that important to this process. Please note, by no means am I an expert on understanding the CD burn process or understand the specific terms to the full extent inside the .ccd file. I will probably use lingo that will be incorrect for the true technical CD specification format world, but it should be valid enough for the purposes of this document.
Chapter 1 – Understanding the Data
So, to get you started, MR2 uses the Table of Contents (TOC) burned on the CD to get its data and that is why the read is so short of the CD when at the shrine. There are 3 pieces of information in the TOC to determine what monster to create: The time length of the CD (start of the lead out time), the start time of track number 2 on the CD, and the start time of the last track on the CD. For each of those, 2 pieces of data is used: the point time minutes and the point time seconds. This data is labeled as PMin and PSec in each entry of the .ccd file. An example (self-created) .ccd file is on the next page for your reference. The length of the CD is stored in the PMin and PSec of Entry 2 which contains Point 0xa2, indicating lead out start time. The second track start time is stored in the PMin and PSec of Entry 4 which contains Point 0x02, indicating track 2. The last track start time is stored in the PMin and PSec of Entry 5 which contains Point 0x03, indicating track 3, which is the last track. We know it is the last track because in Entry 1, the PMin value is set to 3, indicating so. If for some reason, any part of this data is missing on the CD, which may occur with a CD with only 1 audio track, MR2 will use 0 for these values.
The real data that is actually used by ImgBurn for each of those entries is the PLBA value which indicates the sector number of the CD where the real information would begin. The calculation of the PLBA value is as follows:
((PMin x 60 + PSec) x 75) + PFrame - 150. These PLBA values also need to be the same as the track index numbers stored in the .ccd file as well. If the Track sections of the .ccd file are missing, ImgBurn throws an error and won’t let you write the CD.
Chapter 2 - It doesn’t exist, but maybe it should.
Example 1 - the .ccd File
The .CCD or TOC file is actually a continuous single-column file. The examples shown here are in columns for easier reading.
Version=2
[Disc]
TocEntries=6
Sessions=1
DataTracksScrambled=0
CDTextLength=0
[Session 1]
PreGapMode=0
PreGapSubC=0
[Entry 0]
Session=1
Point=0xa0
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=1
PSec=0
PFrame=0
PLBA=4350
[Entry 1]
Session=1
Point=0xa1
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=3
PSec=0
PFrame=0
PLBA=13350
[Entry 2]
Session=1
Point=0xa2
ADR=0x01
Control=0x04
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=17
PSec=1
PFrame=0
PLBA=76425
[Entry 3]
Session=1
Point=0x01
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=0
PSec=2
PFrame=0
PLBA=0
[Entry 4]
Session=1
Point=0x02
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=1
PSec=1
PFrame=0
PLBA=4425
[Entry 5]
Session=1
Point=0x03
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=10
PSec=50
PFrame=0
PLBA=48600
[Track 1]
MODE=0
INDEX 1=0
[Track 2]
MODE=0
INDEX 1=4425
[Track 3]
MODE=0
INDEX 1=48600
Chapter 3 - MR2 Shrine CD Reading/Monster Generation Process
After reading the CD, MR2 follows the following simple process
- Check to see if CD is the Monster Rancher 2 CD
- Data Retrieval Type is marked as 4
- Monster Main type is set to 0x19 (Mocchi) and stored off
- Monster Sub type is set to 0x19 (Mocchi) and stored off
- Check to see if CD is a Stored Special Monster
- Data Retrieval Type is marked as 2
- All Monster Data for the special monster is stored off
- CD is neither Monster Rancher 2 or Special Monster
- Data Retrieval Type is marked as 1
- Monster Main type is determined and stored off
- Monster Sub type is determined and stored off
- Monster data offset indices are determined
- Monster attribute and life week offset data is retrieved via indices and stored off
- Monster Main Type is set in Monster Data Space
- Monster Sub Type is set in Monster Data Space
- Monster base data based on Main and Sub Type is transferred to the Monster Data Space
- If Monster is a Sub Type of ???, then base data will be based on a Pure Breed
- If Data Retrieval is set to 4, then Monster data is not updated
- If Data Retrieval is set to 2, then All special Monster data is transferred
- If Data Retrieval is set to 1, then offset data is added to Monster base data
Chapter 4 - Interpreting the CD Table of Contents – Special Monsters Data NTSC and PAL
The following notation will be used for all future references in reference to the .ccd file:
- LN-xxx – Entry 2 Point 0xa2 Disc Length
- T2-xxx – Entry 4 Point 0x02 Disc Track 2
- LT-xxx – Entry Last Point 0x0? Disc Track Last (This would be Entry 5 Point 0x03 for the above example)
In order to determine if the monster will be a Special Monster, the following TOC entry information is used: LN-PMin, LN-PSec, and LT-PSec. If these 3 pieces of data match, then the following special monster or other monster with specific starting data will be generated.
This is the NTSC Version of CD Data
Name | Main Type | Sub Type | LN-PMin | LN-PSec | LT-PSec |
---|---|---|---|---|---|
Gold Dust | Ape | ??? | 48 | 59 | 12 |
Sumopion (1) | Arrow Head | ??? | 62 | 4 | 36 |
Sumopion (2) | Arrow Head | ??? | 16 | 7 | 3 |
Arrow Head | Arrow Head | Arrow Head | 56 | 28 | 9 |
Boxer Bajarl | Bajarl | ??? | 28 | 23 | 2 |
Ultrarl | Bajarl | ??? | 71 | 58 | 59 |
Shishi (1) | Baku | ??? | 43 | 37 | 5 |
Baku | Baku | Baku | 48 | 18 | 25 |
Eggplantern (1) | Beaclon | ??? | 42 | 32 | 25 |
Eggplantern (2) | Beaclon | ??? | 46 | 16 | 3 |
Blue Thunder | Centaur | ??? | 63 | 19 | 19 |
Trotter (1) | Centaur | ??? | 33 | 19 | 30 |
Dice | ColorPandora | ??? | 47 | 49 | 47 |
Tram | ColorPandora | ??? | 58 | 56 | 16 |
Moo | Dragon | ??? | 47 | 40 | 6 |
Cawken | Ducken | ??? | 73 | 58 | 5 |
Watermelony | Ducken | ??? | 55 | 5 | 43 |
Ducken | Ducken | Ducken | 59 | 21 | 58 |
Kokushi Muso | Durahan | ??? | 51 | 34 | 57 |
Ruby Knight | Durahan | ??? | 57 | 39 | 21 |
Shogun | Durahan | ??? | 39 | 20 | 14 |
Genocider | Durahan | Joker | 59 | 50 | 37 |
GabooSoldier | Gaboo | ??? | 66 | 42 | 2 |
Happy Mask | Gali | ??? | 46 | 6 | 52 |
Chef | Ghost | ??? | 35 | 23 | 46 |
ForwardGolem | Golem | ??? | 39 | 59 | 4 |
Gobi | Golem | Henger | 42 | 59 | 55 |
Astro | Golem | Metalner | 50 | 24 | 53 |
Kung Fu Hare | Hare | ??? | 74 | 2 | 29 |
Skeleton (1) | Henger | ??? | 62 | 38 | 0 |
Skeleton (2) | Henger | ??? | 53 | 52 | 37 |
Frog Hopper (1) | Hopper | ??? | 42 | 33 | 2 |
Frog Hopper (2) | Hopper | ??? | 53 | 2 | 14 |
Metal Jell | Jell | ??? | 53 | 45 | 8 |
Pithecan | Jill | ??? | 50 | 8 | 19 |
Jill | Jill | Jill | 44 | 41 | 7 |
Bloodshed | Joker | ??? | 41 | 18 | 36 |
Joker | Joker | Joker | 62 | 18 | 52 |
Ninja Kato | Kato | ??? | 65 | 32 | 2 |
Chinois | Metalner | ??? | 66 | 14 | 36 |
Love Seeker | Metalner | Pixie | 77 | 41 | 49 |
Swimmer | Mew | ??? | 42 | 38 | 47 |
Mew | Mew | Mew | 43 | 55 | 51 |
Caloriena | Mocchi | ??? | 56 | 28 | 23 |
Mocchini | Mocchi | ??? | 35 | 56 | 16 |
Pole Mock | Mock | ??? | 39 | 42 | 0 |
White Birch | Mock | ??? | 50 | 8 | 36 |
Dominos | Monol | ??? | 25 | 22 | 53 |
Galaxy | Monol | ??? | 74 | 15 | 36 |
Obelisk | Monol | Golem | 70 | 32 | 0 |
Monol | Monol | Monol | 62 | 39 | 45 |
Time Noise (1) | Naga | ??? | 46 | 28 | 2 |
Dribbler | Niton | ??? | 61 | 4 | 2 |
Radial Niton (1) | Niton | ??? | 56 | 44 | 8 |
Cinder Bird | Phoenix | ??? | 42 | 56 | 23 |
Kasumi | Pixie | ??? | 55 | 48 | 34 |
Mia | Pixie | ??? | 48 | 13 | 42 |
Poison (1) | Pixie | ??? | 62 | 38 | 35 |
Janne | Pixie | Durahan | 65 | 35 | 21 |
Granity | Pixie | Golem | 64 | 18 | 11 |
Raggae Plant (1) | Plant | ??? | 62 | 20 | 49 |
Raggae Plant (2) | Plant | ??? | 44 | 8 | 26 |
Birdie | Suezo | ??? | 35 | 31 | 2 |
Bronze Suezo | Suezo | ??? | 77 | 25 | 38 |
Silver Suezo | Suezo | ??? | 62 | 35 | 2 |
Sueki Suezo | Suezo | ??? | 34 | 8 | 46 |
White Hound (1) | Tiger | ??? | 53 | 28 | 38 |
Jelly Hound | Tiger | Jell | 30 | 52 | 45 |
Tiger | Tiger | Tiger | 62 | 29 | 35 |
Mermaid | Undine | ??? | 43 | 20 | 8 |
Express Worm | Worm | ??? | 44 | 32 | 55 |
Worm | Worm | Worm | 43 | 41 | 22 |
Satan Clause (1) | Wracky | ??? | 38 | 16 | 50 |
Satan Clause (2) | Wracky | ??? | 24 | 20 | 25 |
Baby Doll | Wracky | Pixie | 65 | 53 | 22 |
Wracky | Wracky | Wracky | 61 | 18 | 3 |
Deluxe Liner | Zilla | ??? | 72 | 33 | 5 |
ZebraSaurian | Zuum | ??? | 48 | 17 | 51 |
AlohaSaurian | Zuum | Plant | 42 | 30 | 49 |
This is the PAL Version of CD Data
Name | Main Type | Sub Type | LN-PMin | LN-PSec | LT-PSec |
---|---|---|---|---|---|
Gold Dust | Ape | ??? | 59 | 0 | 13 |
Sumopion (1) | Arrow Head | ??? | 62 | 6 | 38 |
Sumopion (2) | Arrow Head | ??? | 62 | 4 | 36 |
Sumopion (3) | Arrow Head | ??? | 16 | 7 | 3 |
Arrow Head | Arrow Head | Arrow Head | 54 | 7 | 32 |
Boxer Bajarl | Bajarl | ??? | 65 | 56 | 2 |
Magic Bajarl | Bajarl | ??? | 56 | 46 | 57 |
Ultrarl | Bajarl | ??? | 59 | 31 | 2 |
Shishi (1) | Baku | ??? | 42 | 10 | 25 |
Shishi (2) | Baku | ??? | 43 | 37 | 5 |
Baku | Baku | Baku | 48 | 18 | 25 |
Eggplantern (1) | Beaclon | ??? | 67 | 28 | 10 |
Eggplantern (2) | Beaclon | ??? | 46 | 16 | 3 |
Blue Thunder | Centaur | ??? | 53 | 7 | 23 |
Trotter (1) | Centaur | ??? | 69 | 26 | 2 |
Trotter (2) | Centaur | ??? | 33 | 19 | 30 |
Dice | ColorPandora | ??? | 32 | 43 | 2 |
Tram | ColorPandora | ??? | 61 | 2 | 54 |
Moo | Dragon | ??? | 56 | 38 | 3 |
Cawken | Ducken | ??? | 76 | 5 | 40 |
Watermelony | Ducken | ??? | 26 | 42 | 2 |
Ducken | Ducken | Ducken | 59 | 21 | 58 |
Kokushi Muso | Durahan | ??? | 47 | 57 | 26 |
Ruby Knight | Durahan | ??? | 50 | 13 | 42 |
Shogun | Durahan | ??? | 52 | 5 | 52 |
Genocider | Durahan | Joker | 59 | 50 | 37 |
GabooSoldier | Gaboo | ??? | 30 | 52 | 47 |
Happy Mask | Gali | ??? | 39 | 52 | 19 |
Chef | Ghost | ??? | 38 | 46 | 36 |
ForwardGolem | Golem | ??? | 39 | 59 | 4 |
Gobi | Golem | Henger | 42 | 59 | 55 |
Astro | Golem | Metalner | 50 | 24 | 53 |
Kung Fu Hare | Hare | ??? | 46 | 41 | 11 |
Skeleton (1) | Henger | ??? | 53 | 51 | 38 |
Skeleton (2) | Henger | ??? | 53 | 52 | 37 |
Frog Hopper (1) | Hopper | ??? | 62 | 45 | 56 |
Frog Hopper (2) | Hopper | ??? | 53 | 2 | 14 |
Metal Jell | Jell | ??? | 48 | 55 | 5 |
Pithecan | Jill | ??? | 57 | 11 | 21 |
Jill | Jill | Jill | 44 | 41 | 7 |
Bloodshed | Joker | ??? | 45 | 28 | 2 |
Joker | Joker | Joker | 62 | 18 | 52 |
Ninja Kato | Kato | ??? | 54 | 33 | 2 |
Chinois | Metalner | ??? | 67 | 53 | 2 |
Love Seeker | Metalner | Pixie | 77 | 41 | 49 |
Swimmer | Mew | ??? | 76 | 23 | 36 |
Mew | Mew | Mew | 43 | 55 | 51 |
Caloriena | Mocchi | ??? | 55 | 44 | 21 |
GentleMocchi | Mocchi | ??? | 68 | 13 | 36 |
Mocchini | Mocchi | ??? | 55 | 39 | 39 |
Pole Mock | Mock | ??? | 47 | 35 | 4 |
White Birch | Mock | ??? | 13 | 14 | 58 |
Dominos | Monol | ??? | 63 | 39 | 14 |
Galaxy | Monol | ??? | 45 | 32 | 18 |
Scribble | Monol | ??? | 45 | 26 | 16 |
Obelisk | Monol | Golem | 70 | 32 | 0 |
Monol | Monol | Monol | 62 | 39 | 45 |
Time Noise (1) | Naga | ??? | 53 | 50 | 0 |
Time Noise (2) | Naga | ??? | 43 | 38 | 58 |
Disc Niton | Niton | ??? | 61 | 19 | 48 |
Dribbler | Niton | ??? | 69 | 29 | 16 |
Radial Niton (1) | Niton | ??? | 63 | 8 | 2 |
Radial Niton (2) | Niton | ??? | 67 | 8 | 2 |
Cinder Bird | Phoenix | ??? | 59 | 23 | 48 |
Kasumi | Pixie | ??? | 56 | 21 | 7 |
Mia | Pixie | ??? | 46 | 19 | 35 |
Poison (1) | Pixie | ??? | 66 | 52 | 20 |
Poison (2) | Pixie | ??? | 62 | 38 | 35 |
Janne | Pixie | Durahan | 65 | 35 | 21 |
Granity | Pixie | Golem | 64 | 18 | 11 |
Raggae Plant (1) | Plant | ??? | 39 | 16 | 19 |
Birdie | Suezo | ??? | 55 | 40 | 35 |
Bronze Suezo | Suezo | ??? | 51 | 34 | 2 |
Gold Suezo | Suezo | ??? | 78 | 56 | 7 |
Silver Suezo | Suezo | ??? | 65 | 43 | 21 |
Sueki Suezo | Suezo | ??? | 46 | 46 | 46 |
White Hound (1) | Tiger | ??? | 46 | 6 | 52 |
White Hound (2) | Tiger | ??? | 53 | 28 | 38 |
Tiger | Tiger | Tiger | 62 | 29 | 35 |
Mermaid | Undine | ??? | 77 | 47 | 7 |
Express Worm | Worm | ??? | 62 | 2 | 57 |
Worm | Worm | Worm | 43 | 41 | 22 |
Satan Clause (1) | Wracky | ??? | 52 | 44 | 41 |
Satan Clause (2) | Wracky | ??? | 38 | 16 | 50 |
Baby Doll | Wracky | Pixie | 65 | 53 | 22 |
Wracky | Wracky | Wracky | 61 | 18 | 3 |
Deluxe Liner | Zilla | ??? | 72 | 31 | 5 |
ZebraSaurian | Zuum | ??? | 53 | 34 | 50 |
AlohaSaurian | Zuum | Plant | 42 | 30 | 49 |
The following data applies to both the NTSC and PAL versions of the game. There are several PAL versions of data in here that are not in the NTSC version of the game. This is the associated special starting data set 1 (data set 2 is after data set 1) – gains are on a 0-4 scale:
Name | life weeks | base nature | life type | life | pow | int | ski | spd | def | life gain | pow gain | int gain | ski gain | spd gain | def gain |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AlohaSaurian | 490 | 50 | 2 | 146 | 146 | 87 | 115 | 107 | 111 | 3 | 2 | 1 | 2 | 1 | 2 |
Arrow Head | 520 | -10 | 0 | 137 | 94 | 72 | 45 | 55 | 189 | 2 | 2 | 1 | 2 | 1 | 4 |
Astro | 470 | -50 | 1 | 113 | 137 | 149 | 78 | 73 | 197 | 2 | 3 | 3 | 1 | 0 | 3 |
Baby Doll | 540 | -60 | 1 | 62 | 66 | 154 | 104 | 155 | 60 | 1 | 0 | 3 | 1 | 3 | 0 |
Baku | 520 | 70 | 2 | 194 | 140 | 51 | 75 | 91 | 169 | 4 | 3 | 0 | 1 | 0 | 2 |
Birdie | 470 | 5 | 2 | 84 | 123 | 207 | 152 | 102 | 102 | 1 | 2 | 4 | 3 | 1 | 1 |
Bloodshed | 410 | -40 | 0 | 116 | 121 | 168 | 220 | 92 | 144 | 2 | 2 | 3 | 4 | 1 | 1 |
Blue Thunder | 300 | 10 | 1 | 112 | 156 | 154 | 138 | 158 | 104 | 2 | 3 | 3 | 3 | 1 | 1 |
Boxer Bajarl | 430 | -90 | 3 | 123 | 153 | 128 | 173 | 116 | 98 | 2 | 3 | 2 | 3 | 2 | 1 |
Bronze Suezo | 430 | -75 | 1 | 103 | 147 | 136 | 164 | 100 | 98 | 1 | 2 | 2 | 3 | 1 | 1 |
Caloriena | 430 | -45 | 1 | 113 | 112 | 146 | 184 | 122 | 185 | 2 | 3 | 3 | 3 | 2 | 3 |
Cawken | 440 | 40 | 2 | 107 | 151 | 134 | 130 | 109 | 130 | 2 | 3 | 2 | 2 | 2 | 2 |
Chef | 420 | 0 | 1 | 116 | 102 | 121 | 171 | 167 | 89 | 0 | 0 | 3 | 3 | 3 | 0 |
Chinois | 450 | -40 | 1 | 62 | 62 | 104 | 203 | 91 | 122 | 1 | 1 | 2 | 4 | 1 | 2 |
Cinder Bird | 470 | 90 | 2 | 171 | 184 | 192 | 150 | 196 | 111 | 2 | 0 | 4 | 2 | 2 | 2 |
Deluxe Liner | 450 | -30 | 1 | 139 | 158 | 121 | 104 | 104 | 96 | 2 | 3 | 2 | 1 | 2 | 1 |
Dice | 520 | 55 | 2 | 171 | 62 | 105 | 100 | 100 | 84 | 4 | 1 | 1 | 2 | 2 | 0 |
Disc Niton | 510 | 10 | 1 | 93 | 75 | 139 | 71 | 64 | 141 | 2 | 1 | 2 | 1 | 1 | 3 |
Dominos | 370 | -35 | 0 | 114 | 169 | 154 | 117 | 14 | 224 | 1 | 2 | 2 | 1 | 0 | 4 |
Dribbler | 470 | -10 | 0 | 92 | 56 | 102 | 133 | 72 | 194 | 2 | 1 | 1 | 2 | 1 | 4 |
Ducken | 420 | 70 | 3 | 79 | 93 | 133 | 187 | 108 | 57 | 2 | 2 | 2 | 3 | 4 | 0 |
Eggplantern (1) | 420 | 60 | 0 | 100 | 178 | 92 | 138 | 129 | 126 | 2 | 3 | 1 | 2 | 2 | 2 |
Eggplantern (2) | 420 | 45 | 3 | 93 | 129 | 91 | 145 | 165 | 117 | 3 | 3 | 1 | 2 | 2 | 2 |
Express Worm | 480 | 50 | 1 | 185 | 114 | 132 | 168 | 69 | 91 | 4 | 1 | 2 | 2 | 0 | 1 |
ForwardGolem | 430 | -20 | 0 | 142 | 142 | 122 | 44 | 103 | 181 | 2 | 3 | 2 | 0 | 0 | 4 |
Frog Hopper (1) | 440 | 40 | 0 | 65 | 108 | 128 | 183 | 128 | 88 | 1 | 2 | 2 | 4 | 2 | 1 |
Frog Hopper (2) | 400 | -70 | 3 | 79 | 115 | 125 | 175 | 121 | 65 | 1 | 2 | 3 | 4 | 2 | 0 |
GabooSoldier | 470 | 25 | 2 | 193 | 127 | 77 | 49 | 158 | 83 | 4 | 3 | 0 | 0 | 3 | 0 |
Galaxy | 410 | -55 | 1 | 116 | 114 | 168 | 145 | 67 | 150 | 1 | 2 | 3 | 2 | 0 | 3 |
Genocider | 520 | -50 | 3 | 105 | 158 | 90 | 112 | 86 | 220 | 2 | 3 | 2 | 2 | 0 | 4 |
GentleMocchi | 470 | 50 | 0 | 115 | 107 | 158 | 158 | 153 | 139 | 2 | 2 | 2 | 3 | 3 | 3 |
Gobi | 470 | 20 | 0 | 113 | 142 | 144 | 72 | 115 | 136 | 2 | 3 | 2 | 1 | 1 | 3 |
Gold Dust | 520 | -45 | 2 | 194 | 163 | 39 | 130 | 103 | 146 | 3 | 3 | 0 | 2 | 2 | 3 |
Gold Suezo | 430 | 60 | 0 | 88 | 128 | 177 | 150 | 93 | 114 | 1 | 2 | 4 | 3 | 1 | 1 |
Granity | 400 | 70 | 0 | 71 | 91 | 198 | 162 | 120 | 68 | 0 | 1 | 4 | 3 | 2 | 0 |
Happy Mask | 390 | 50 | 1 | 111 | 143 | 185 | 139 | 111 | 114 | 1 | 2 | 4 | 2 | 2 | 1 |
Janne | 440 | -30 | 0 | 89 | 92 | 123 | 154 | 121 | 141 | 1 | 1 | 2 | 3 | 2 | 2 |
Jelly Hound | 480 | 65 | 1 | 117 | 107 | 133 | 166 | 117 | 64 | 2 | 1 | 3 | 3 | 2 | 0 |
Jill | 510 | -50 | 2 | 148 | 138 | 159 | 101 | 107 | 128 | 2 | 2 | 3 | 1 | 2 | 2 |
Joker | 370 | -90 | 3 | 134 | 118 | 203 | 216 | 120 | 107 | 2 | 2 | 4 | 4 | 1 | 1 |
Kasumi | 480 | 10 | 3 | 100 | 158 | 141 | 170 | 110 | 118 | 1 | 2 | 3 | 3 | 2 | 2 |
Kokushi Muso | 500 | -35 | 0 | 99 | 125 | 87 | 178 | 88 | 163 | 2 | 2 | 1 | 3 | 0 | 4 |
Kung Fu Hare | 420 | 45 | 0 | 94 | 142 | 76 | 112 | 153 | 42 | 2 | 4 | 0 | 2 | 4 | 0 |
Love Seeker | 380 | -40 | 1 | 76 | 54 | 125 | 167 | 90 | 128 | 1 | 1 | 2 | 4 | 1 | 2 |
Magic Bajarl | 470 | 5 | 0 | 107 | 150 | 127 | 126 | 116 | 90 | 2 | 3 | 1 | 3 | 2 | 1 |
Mermaid | 420 | 80 | 3 | 58 | 28 | 173 | 118 | 118 | 65 | 2 | 0 | 3 | 4 | 3 | 1 |
Metal Jell | 430 | -25 | 0 | 105 | 98 | 170 | 130 | 82 | 166 | 2 | 1 | 3 | 2 | 1 | 3 |
Mew | 520 | -10 | 3 | 165 | 84 | 76 | 127 | 146 | 116 | 3 | 1 | 1 | 3 | 3 | 1 |
Mia | 420 | 77 | 0 | 94 | 104 | 204 | 124 | 94 | 94 | 1 | 2 | 4 | 3 | 3 | 0 |
Mocchini | 470 | 50 | 0 | 127 | 113 | 146 | 156 | 155 | 137 | 2 | 2 | 2 | 3 | 3 | 3 |
Monol | 370 | -35 | 0 | 121 | 139 | 165 | 115 | 15 | 235 | 1 | 2 | 2 | 1 | 0 | 4 |
Moo | 370 | -99 | 0 | 112 | 192 | 158 | 127 | 105 | 124 | 3 | 3 | 0 | 1 | 1 | 3 |
Ninja Kato | 530 | 25 | 0 | 82 | 92 | 189 | 159 | 162 | 102 | 1 | 1 | 4 | 3 | 3 | 1 |
Obelisk | 410 | -10 | 0 | 25 | 25 | 25 | 25 | 25 | 25 | 1 | 2 | 2 | 2 | 1 | 3 |
Pithecan | 470 | -60 | 1 | 132 | 186 | 150 | 124 | 94 | 105 | 2 | 3 | 3 | 2 | 1 | 2 |
Poison (1) | 400 | -75 | 3 | 81 | 108 | 192 | 173 | 134 | 39 | 1 | 1 | 4 | 3 | 2 | 0 |
Poison (2) | 400 | -75 | 3 | 101 | 103 | 152 | 173 | 131 | 72 | 1 | 1 | 4 | 3 | 2 | 0 |
Pole Mock | 490 | -65 | 3 | 209 | 93 | 184 | 148 | 100 | 68 | 1 | 1 | 4 | 2 | 1 | 1 |
Radial Niton (1) | 470 | 40 | 2 | 111 | 130 | 84 | 71 | 143 | 97 | 2 | 2 | 1 | 1 | 1 | 4 |
Radial Niton (2) | 470 | 40 | 2 | 111 | 130 | 84 | 71 | 143 | 97 | 2 | 2 | 1 | 1 | 1 | 4 |
Raggae Plant (1) | 510 | -15 | 1 | 124 | 52 | 173 | 126 | 118 | 61 | 2 | 0 | 3 | 2 | 2 | 0 |
Raggae Plant (2) | 490 | -50 | 1 | 165 | 74 | 146 | 116 | 107 | 96 | 3 | 1 | 1 | 2 | 1 | 1 |
Ruby Knight | 460 | -65 | 1 | 129 | 137 | 185 | 112 | 79 | 147 | 2 | 3 | 3 | 2 | 0 | 3 |
Satan Clause (1) | 540 | 35 | 0 | 101 | 85 | 128 | 96 | 151 | 54 | 1 | 0 | 3 | 1 | 3 | 0 |
Satan Clause (2) | 560 | -10 | 2 | 90 | 128 | 191 | 75 | 110 | 114 | 2 | 2 | 3 | 0 | 2 | 2 |
Scribble | 370 | -35 | 0 | 118 | 171 | 150 | 104 | 20 | 235 | 1 | 2 | 2 | 1 | 0 | 4 |
Shishi (1) | 540 | -15 | 3 | 156 | 146 | 98 | 95 | 58 | 177 | 3 | 3 | 1 | 1 | 0 | 3 |
Shishi (2) | 540 | -20 | 2 | 177 | 121 | 130 | 104 | 111 | 133 | 3 | 2 | 2 | 1 | 2 | 2 |
Shogun | 540 | -30 | 1 | 95 | 137 | 143 | 117 | 96 | 166 | 2 | 2 | 3 | 2 | 0 | 3 |
Silver Suezo | 430 | -45 | 0 | 90 | 139 | 151 | 107 | 105 | 134 | 1 | 2 | 3 | 2 | 1 | 2 |
Skeleton (1) | 400 | -55 | 3 | 102 | 161 | 147 | 159 | 127 | 101 | 1 | 3 | 3 | 3 | 2 | 1 |
Skeleton (2) | 400 | -55 | 3 | 85 | 152 | 184 | 165 | 167 | 36 | 1 | 3 | 3 | 3 | 2 | 1 |
Sueki Suezo | 1 | -65 | 1 | 999 | 387 | 321 | 355 | 1 | 999 | 0 | 0 | 0 | 0 | 0 | 0 |
Sumopion (1) | 500 | -50 | 1 | 106 | 131 | 132 | 119 | 72 | 193 | 2 | 2 | 2 | 2 | 1 | 3 |
Sumopion (2) | 500 | -50 | 1 | 101 | 126 | 129 | 116 | 80 | 188 | 2 | 2 | 2 | 2 | 1 | 3 |
Sumopion (3) | 500 | -50 | 1 | 106 | 131 | 132 | 119 | 72 | 193 | 2 | 2 | 2 | 2 | 1 | 3 |
Swimmer | 480 | -10 | 0 | 146 | 90 | 105 | 143 | 129 | 126 | 2 | 1 | 2 | 3 | 2 | 2 |
Tiger | 420 | 75 | 1 | 105 | 105 | 141 | 165 | 149 | 85 | 1 | 1 | 3 | 4 | 3 | 0 |
Time Noise (1) | 390 | -60 | 1 | 108 | 138 | 130 | 143 | 134 | 117 | 1 | 2 | 2 | 3 | 2 | 1 |
Time Noise (2) | 370 | -50 | 0 | 123 | 157 | 104 | 130 | 108 | 176 | 2 | 3 | 1 | 2 | 1 | 3 |
Tram | 480 | 25 | 2 | 131 | 70 | 84 | 134 | 106 | 115 | 3 | 1 | 2 | 2 | 2 | 1 |
Trotter (1) | 320 | 85 | 1 | 111 | 110 | 164 | 192 | 196 | 70 | 2 | 2 | 3 | 4 | 2 | 1 |
Trotter (2) | 380 | 15 | 3 | 104 | 115 | 172 | 174 | 158 | 109 | 2 | 2 | 3 | 3 | 1 | 2 |
Ultrarl | 470 | 5 | 0 | 101 | 134 | 102 | 153 | 126 | 98 | 2 | 3 | 1 | 3 | 2 | 1 |
Watermelony | 420 | 50 | 3 | 89 | 97 | 143 | 157 | 104 | 60 | 2 | 2 | 2 | 3 | 4 | 0 |
White Birch | 570 | -15 | 1 | 225 | 81 | 142 | 68 | 73 | 58 | 0 | 1 | 4 | 1 | 1 | 1 |
White Hound (1) | 420 | 75 | 1 | 97 | 106 | 156 | 171 | 147 | 75 | 1 | 1 | 3 | 4 | 3 | 0 |
White Hound (2) | 440 | -28 | 1 | 106 | 85 | 138 | 210 | 110 | 62 | 1 | 1 | 3 | 4 | 2 | 0 |
Worm | 420 | 20 | 2 | 188 | 106 | 116 | 135 | 77 | 118 | 4 | 2 | 2 | 2 | 0 | 1 |
Wracky | 620 | -85 | 2 | 27 | 45 | 159 | 47 | 189 | 32 | 2 | 0 | 3 | 0 | 3 | 0 |
ZebraSaurian | 450 | -40 | 1 | 94 | 120 | 139 | 151 | 107 | 105 | 1 | 2 | 2 | 3 | 2 | 1 |
The following is the associated special starting data set 2:
Name | Arena Speed Setting | Guts Regen Rate | Battle Specials | Starting Techniques | Training Bonuses |
---|---|---|---|---|---|
AlohaSaurian | 1 | 14 | Power, Anger | Claw, Tail | Run |
Arrow Head | 1 | 17 | Power, Anger, Guard | Punch, Claw Assault | #N/A |
Astro | 0 | 16 | Power, Anger, Grit, Guard | Kick, Punch | #N/A |
Baby Doll | 3 | 8 | Power, Anger, Hurry | Weapon, Weapon Throw | Leap |
Baku | 0 | 16 | Power, Anger | Dust Cloud, Charge | #N/A |
Birdie | 1 | 14 | Power, Anger, Ease | Tail Assault, Spit | Shoot |
Bloodshed | 2 | 13 | Power, Anger, Real | Death Punch, Death Smash, Death Cutter | #N/A |
Blue Thunder | 2 | 15 | Power, Anger, Grit, Will | Smash, RearLeg Kick, Meteor Drive | Mandy |
Boxer Bajarl | 1 | 13 | Power, Anger, Vigor, Real | Left Jab, Right Jab, Magic Pot | #N/A |
Bronze Suezo | 1 | 12 | Power, Anger, Ease | Tail Assault, Spit | #N/A |
Caloriena | 2 | 14 | Power, Anger, Grit | Slap, Head Butt, Press | #N/A |
Cawken | 1 | 12 | Power, Anger, Hurry | Flutter Slap, Beak Thrust, Ducken Dance | #N/A |
Chef | 3 | 7 | Power, Anger | Toy Hammer, Charge | Dodge |
Chinois | 4 | 6 | Power, Anger, Hurry | Left Slap, Right Slap | #N/A |
Cinder Bird | 2 | 14 | Power, Anger, Fury | Beak, Talons, Fire Stream | Kawrea |
Deluxe Liner | 2 | 14 | Power, Anger, Grit | Belly Attack, Scratch | Torble |
Dice | 1 | 12 | Power, Anger, Unity | Face Attack, Tail Swing | #N/A |
Disc Niton | 1 | 11 | Power, Anger, Guard | Whip, Stab | Swim |
Dominos | 0 | 18 | Power, Anger, Guard | Charge, Flattening, Flattening-L | #N/A |
Dribbler | 2 | 8 | Power, Anger, Guard | Whip, Stab | Swim |
Ducken | 1 | 8 | Power, Anger, Hurry | Flutter Slap, Beak Thrust, Ducken Dance | #N/A |
Eggplantern (1) | 1 | 14 | Power, Anger, Guard, Vigor | Punch, Horn Strike | Shoot, Pull |
Eggplantern (2) | 0 | 11 | Power, Anger, Guard, Vigor | Punch, Horn Strike, Horn Smash | Pull |
Express Worm | 1 | 12 | Power, Anger | Bite, Sting | Pull |
ForwardGolem | 0 | 18 | Power, Anger, Guard | Kick, Punch, Earthquake | #N/A |
Frog Hopper (1) | 3 | 9 | Power, Anger, Will | Hook, Jump Blow, Jab | Swim |
Frog Hopper (2) | 2 | 10 | Power, Anger, Will, Real | Hook, Jab | #N/A |
GabooSoldier | 1 | 14 | Power, Anger, Fight | Slap, Chop | #N/A |
Galaxy | 0 | 16 | Power, Anger, Guard, Ease | Charge, Flattening | #N/A |
Genocider | 1 | 14 | Power, Anger, Will | Cut-In-Two, Rush Slash | Domino |
GentleMocchi | 2 | 11 | Power, Anger, Grit | Slap, Head Butt | #N/A |
Gobi | 1 | 16 | Power, Anger, Grit, Guard | Kick, Punch | Run |
Gold Dust | 0 | 18 | Power, Anger | Slap, Thwack, Bomb | Parepare |
Gold Suezo | 1 | 12 | Power, Anger, Ease | Tail Assault, Spit, Yodel | #N/A |
Granity | 3 | 11 | Power, Anger, Ease | Pat, Kick, Bolt | #N/A |
Happy Mask | 3 | 13 | Power, Anger, Fury | Straight, Red Wisp, Thunderbolt | #N/A |
Janne | 4 | 7 | Power, Anger, Ease | Pat, Kick, Bolt | #N/A |
Jelly Hound | 2 | 9 | Power, Anger, Will, Hurry | Bite, Scratch | #N/A |
Jill | 1 | 16 | Power, Anger, Vigor | Double Slaps, 1-2-Straight | Meditate, Papas |
Joker | 2 | 13 | Power, Anger, Real | Death Punch, Death Smash | #N/A |
Kasumi | 3 | 10 | Power, Anger, Ease | Pat, Kick | Domino |
Kokushi Muso | 2 | 11 | Power, Anger, Guard, Hurry | Cut-In-Two, Rush Slash | Domino |
Kung Fu Hare | 2 | 15 | Power, Anger, Grit, Fight | Back Blow, 1-2 Punch, Gas | #N/A |
Love Seeker | 4 | 6 | Power, Anger, Hurry | Left Slap, Right Slap, UFO Attack | Meditate |
Magic Bajarl | 1 | 13 | Power, Anger, Vigor | Left Jab, Right Jab | #N/A |
Mermaid | 3 | 9 | Power, Anger | Ice Sword, Cold Fog | Torble |
Metal Jell | 1 | 16 | Power, Anger | Stab, Whip | Endure |
Mew | 1 | 15 | Power, Anger, Hurry | Punch, Leaping Kick | #N/A |
Mia | 4 | 7 | Power, Anger, Hurry, Vigor | Pat, Kick, Heel Raid, Kiss | Study, Parepare |
Mocchini | 2 | 11 | Power, Anger, Grit | Slap, Head Butt, Press | Run |
Monol | 0 | 18 | Power, Anger, Guard | Charge, Flattening | #N/A |
Moo | 2 | 18 | Power, Anger, Fury | Tail Whip, Bite, Inferno | #N/A |
Ninja Kato | 1 | 15 | Power, Anger, Fight | Slash Claw, Thrust Claw, Hopping Claw | Meditate |
Obelisk | 1 | 16 | Power, Anger, Guard | Charge, Flattening | Run |
Pithecan | 1 | 14 | Power, Anger, Vigor | Double Slaps, 1-2-Straight | Papas |
Poison (1) | 3 | 9 | Power, Anger, Grit, Real | Pat, Kick, Heel Raid | Meditate |
Poison (2) | 3 | 9 | Power, Anger, Ease, Real | Pat, Kick, Bolt | Swim, Torble |
Pole Mock | 1 | 12 | Power, Anger, Real | Head Butt, Leaf Gun, Energy Steal | Mandy |
Radial Niton (1) | 1 | 13 | Power, Anger, Guard | Whip, Stab | Run |
Radial Niton (2) | 1 | 13 | Power, Anger, Guard | Whip, Stab | Run |
Raggae Plant (1) | 2 | 8 | Power, Anger | Slap, Life Steal, Jab | Meditate, Torble |
Raggae Plant (2) | 1 | 9 | Power, Anger | Slap, Jab | #N/A |
Ruby Knight | 1 | 16 | Power, Anger, Will | Cut-In-Two, Rush Slash, Jumping Stab | Domino |
Satan Clause (1) | 3 | 8 | Power, Anger, Hurry | Weapon, Sneak Attack, Weapon Throw | Leap |
Satan Clause (2) | 2 | 13 | Power, Anger, Hurry | Weapon, Weapon Throw | Leap |
Scribble | 0 | 18 | Power, Anger, Guard | Charge, Flattening | #N/A |
Shishi (1) | 0 | 15 | Power, Anger, Guard | Dust Cloud, Charge | Run, Pull |
Shishi (2) | 0 | 16 | Power, Anger, Guard | Dust Cloud, Charge, Mating Song | Meditate |
Shogun | 1 | 13 | Power, Anger, Will | Cut-In-Two, Rush Slash | Domino |
Silver Suezo | 1 | 14 | Power, Anger, Ease | Tail Assault, Kiss, Spit | #N/A |
Skeleton (1) | 2 | 15 | Power, Anger, Real | Punch, Arm Cannon, Low Kick | Shoot |
Skeleton (2) | 2 | 15 | Power, Anger, Real | Punch, Low Kick | Shoot |
Sueki Suezo | 1 | 12 | Power, Anger, Ease | Tail Assault, Spit, Bite | #N/A |
Sumopion (1) | 1 | 15 | Power, Anger, Guard | Punch, Claw Assault | #N/A |
Sumopion (2) | 1 | 15 | Power, Anger, Guard | Punch, Claw Assault | #N/A |
Sumopion (3) | 1 | 15 | Power, Anger, Guard | Punch, Claw Assault | #N/A |
Swimmer | 1 | 15 | Power, Anger, Hurry | Punch, Leaping Kick, Miaow | Swim, Torble |
Tiger | 3 | 9 | Power, Anger, Will, Hurry | Bite, Scratch, Roar | #N/A |
Time Noise (1) | 3 | 8 | Power, Anger | Thwack, Belly Punch | Run |
Time Noise (2) | 1 | 14 | Power, Anger | Thwack, Belly Punch | Run |
Tram | 1 | 12 | Power, Anger, Unity | Face Attack, Tail Swing | Endure |
Trotter (1) | 2 | 11 | Power, Anger, Grit, Will | Smash, RearLeg Kick | Run |
Trotter (2) | 2 | 13 | Power, Anger, Grit, Will | Smash, RearLeg Kick | Run |
Ultrarl | 1 | 13 | Power, Anger, Vigor | Left Jab, Right Jab, Bajarl Beam | #N/A |
Watermelony | 1 | 8 | Power, Anger, Hurry | Flutter Slap, Beak Thrust | #N/A |
White Birch | 1 | 12 | Power, Anger | Head Butt, Leaf Gun | #N/A |
White Hound (1) | 3 | 9 | Power, Anger, Hurry, Vigor | Bite, Scratch | #N/A |
White Hound (2) | 23* | 10 | Power, Anger, Ease, Vigor | Bite, Bolt, Scratch | Run |
Worm | 1 | 15 | Power, Anger | Bite, Sting, Roll Assault | #N/A |
Wracky | 3 | 9 | Power, Anger, Hurry | Weapon, Weapon Throw, Trick | Leap |
ZebraSaurian | 3 | 11 | Power, Anger | Claw, Tail, Dust Cloud | Run |
*This is the actual data, but when transferred to the game, it will become 0 because it is out of range. |
Chapter 5 - Interpreting the CD Table of Contents – General Monsters Offset Data
If the CD is not the MR2 disc or one of the special monsters from the table above, the following TOC entry information is used in determining the monster produced as well as the life weeks and attributes offset data values: LN-PMin, LN-PSec, T2-PSec, LT-PMin, and LT-PSec. These 5 pieces of data will be manipulated to produce any of the non-special sub breed type of monsters.
Main Monster Type Determination
In order to determine Monster Main Type, data values from LN-PMin and LT-PMin are used. In this specific instance, the values of LN-PMin and LT-PMin are actually treated as hexadecimal numbers. If LN-PMin is 17, then the value is actually 0x17 and the decimal number is 23. Likewise, if the LT-PMin value is 10, then the value is actually 0x10 and the decimal number is 16. The index used in the following table to determine main monster type is the following equation:
“LN-PMin” - (“LT-PMin” % 16). The % is the modulo/division remainder function. If the value is greater than or equal to 128, then the value 116 is used. If the value is less than 0, then 0 is used. Using the values above, and applying them to the equation: 23 - 16 % 16 = 23 - 0 = 23. Using the Index of 23 in the table below produces a Zilla main type monster.
Index | Main | Index | Main | Index | Main | Index | Main |
---|---|---|---|---|---|---|---|
0 | Gaboo | 32 | Jell | 64 | Pixie | 96 | Pixie |
1 | Tiger | 33 | Gaboo | 65 | Ducken | 97 | Hare |
2 | Monol | 34 | Hare | 66 | Niton | 98 | Kato |
3 | Gali | 35 | Beaclon | 67 | Monol | 99 | Jell |
4 | Baku | 36 | Hopper | 68 | Ape | 100 | Henger |
5 | Ghost | 37 | Mocchi | 69 | Hopper | 101 | Centaur |
6 | Suezo | 38 | Undine | 70 | Hare | 102 | Mocchi |
7 | Niton | 39 | Joker | 71 | Mew | 103 | Arrow Head |
8 | Zuum | 40 | Mocchi | 72 | Suezo | 104 | Suezo |
9 | Kato | 41 | Durahan | 73 | Naga | 105 | Ducken |
10 | Beaclon | 42 | Worm | 74 | Metalner | 106 | Gaboo |
11 | Worm | 43 | Ape | 75 | Jill | 107 | Mew |
12 | Henger | 44 | Kato | 76 | Kato | 108 | Gaboo |
13 | Arrow Head | 45 | ColorPandora | 77 | Jell | 109 | Zuum |
14 | Gaboo | 46 | Mock | 78 | Suezo | 110 | Golem |
15 | ColorPandora | 47 | Naga | 79 | Arrow Head | 111 | Baku |
16 | Zuum | 48 | Hopper | 80 | ColorPandora | 112 | Mocchi |
17 | Naga | 49 | Plant | 81 | Hopper | 113 | Bajarl |
18 | Hopper | 50 | Arrow Head | 82 | Wracky | 114 | Suezo |
19 | Tiger | 51 | Kato | 83 | Pixie | 115 | Arrow Head |
20 | ColorPandora | 52 | Gaboo | 84 | Mocchi | 116 | Zuum |
21 | Plant | 53 | Jill | 85 | Ape | 117 | Gaboo |
22 | Metalner | 54 | Kato | 86 | Plant | 118 | Monol |
23 | Zilla | 55 | Mocchi | 87 | Hopper | 119 | Phoenix |
24 | Arrow Head | 56 | Phoenix | 88 | Henger | 120 | Durahan |
25 | Suezo | 57 | Zuum | 89 | ColorPandora | 121 | Undine |
26 | Ape | 58 | Tiger | 90 | Hare | 122 | Tiger |
27 | Centaur | 59 | Golem | 91 | Kato | 123 | Naga |
28 | Monol | 60 | Dragon | 92 | Mocchi | 124 | ColorPandora |
29 | Bajarl | 61 | ColorPandora | 93 | Gali | 125 | Mew |
30 | Tiger | 62 | Hopper | 94 | Arrow Head | 126 | Arrow Head |
31 | Mocchi | 63 | Suezo | 95 | Hopper | 127 | Plant |
Sub Monster Type Determination
In order to determine Monster Sub Type, data values from LT-PSec are used as well as the chosen Main Monster Type. The value from LT-PSec is used as an index into a table below. In addition, the Monster Main type is used as an index into another table to determine the amount of non-special monster main subtypes that exist. The results of these two lookup values are taken to determine monster sub type index. The formula for getting the sub type index is:
“LT-PSec Table Value” % “Non-Special Monster Main Subtype Table Value”. The sub type index is then used within each monster main type specific monster sub type grouping to choose the monster sub-type. All 3 tables with an example to follow are shown below.
LT-PSec | Value |
---|---|
0 | 11 |
1 | 3 |
2 | 26 |
3 | 16 |
4 | 17 |
5 | 10 |
6 | 19 |
7 | 0 |
8 | 36 |
9 | 12 |
10 | 35 |
11 | 12 |
12 | 33 |
13 | 24 |
14 | 8 |
15 | 9 |
16 | 27 |
17 | 14 |
18 | 25 |
19 | 33 |
20 | 8 |
21 | 27 |
22 | 32 |
23 | 7 |
24 | 22 |
25 | 13 |
26 | 6 |
27 | 27 |
28 | 35 |
29 | 37 |
30 | 23 |
31 | 28 |
32 | 5 |
33 | 31 |
34 | 28 |
35 | 21 |
36 | 37 |
37 | 4 |
38 | 3 |
39 | 11 |
40 | 19 |
41 | 3 |
42 | 13 |
43 | 25 |
44 | 30 |
45 | 10 |
46 | 20 |
47 | 25 |
48 | 2 |
49 | 16 |
50 | 1 |
51 | 34 |
52 | 15 |
53 | 23 |
54 | 23 |
55 | 29 |
56 | 34 |
57 | 18 |
58 | 36 |
59 | 1 |
Type | Number of Non-Special Sub Breeds |
---|---|
Ape | 5 |
Arrow Head | 7 |
Bajarl | 2 |
Baku | 9 |
Beaclon | 9 |
Centaur | 9 |
ColorPandora | 3 |
Dragon | 14 |
Ducken | 3 |
Durahan | 11 |
Gaboo | 4 |
Gali | 12 |
Ghost | 1 |
Golem | 24 |
Hare | 12 |
Henger | 8 |
Hopper | 12 |
Jell | 12 |
Jill | 7 |
Joker | 6 |
Kato | 7 |
Metalner | 3 |
Mew | 5 |
Mocchi | 8 |
Mock | 2 |
Monol | 12 |
Naga | 12 |
Niton | 8 |
Phoenix | 1 |
Pixie | 22 |
Plant | 12 |
Suezo | 12 |
Tiger | 12 |
Undine | 2 |
Worm | 12 |
Wracky | 10 |
Zilla | 4 |
Zuum | 19 |
Monster Main and Potential Sub Types Table
Main Type | Index | Sub Type |
---|---|---|
Ape | 0 | Golem |
1 | Hare | |
2 | Gali | |
3 | Plant | |
4 | Ape | |
Arrow Head | 0 | Henger |
1 | Golem | |
2 | Durahan | |
3 | Arrow Head | |
4 | Suezo | |
5 | Joker | |
6 | Mock | |
Bajarl | 0 | Bajarl |
1 | Joker | |
Baku | 0 | Dragon |
1 | Golem | |
2 | Durahan | |
3 | Tiger | |
4 | Hare | |
5 | Baku | |
6 | Kato | |
7 | Joker | |
8 | Jell | |
Beaclon | 0 | Dragon |
1 | Beaclon | |
2 | Henger | |
3 | Golem | |
4 | Durahan | |
5 | Tiger | |
6 | Bajarl | |
7 | Joker | |
8 | Ducken |
Main Type | Index | Sub Type |
---|---|---|
Centaur | 0 | Pixie |
1 | Dragon | |
2 | Centaur | |
3 | Golem | |
4 | Durahan | |
5 | Arrow Head | |
6 | Tiger | |
7 | Bajarl | |
8 | Joker | |
ColorPandora | 0 | Pixie |
1 | ColorPandora | |
2 | Jell | |
Dragon | 0 | Pixie |
1 | Dragon | |
2 | Beaclon | |
3 | Henger | |
4 | Golem | |
5 | Durahan | |
6 | Arrow Head | |
7 | Tiger | |
8 | Gali | |
9 | Kato | |
10 | Bajarl | |
11 | Metalner | |
12 | Joker | |
13 | Monol | |
Ducken | 0 | Golem |
1 | Suezo | |
2 | Ducken |
Main Type | Index | Sub Type |
---|---|---|
Durahan | 0 | Pixie |
1 | Dragon | |
2 | Beaclon | |
3 | Golem | |
4 | Durahan | |
5 | Arrow Head | |
6 | Tiger | |
7 | Phoenix | |
8 | Metalner | |
9 | Joker | |
10 | Mock | |
Gaboo | 0 | Tiger |
1 | Joker | |
2 | Gaboo | |
3 | Jell | |
Gali | 0 | Pixie |
1 | Golem | |
2 | Zuum | |
3 | Tiger | |
4 | Hare | |
5 | Gali | |
6 | Suezo | |
7 | Jell | |
8 | Plant | |
9 | Monol | |
10 | Worm | |
11 | Naga | |
Ghost | 0 | Ghost |
Main Type | Index | Sub Type |
---|---|---|
Golem | 0 | Pixie |
1 | Dragon | |
2 | Beaclon | |
3 | Henger | |
4 | Wracky | |
5 | Golem | |
6 | Zuum | |
7 | Durahan | |
8 | Arrow Head | |
9 | Tiger | |
10 | Hare | |
11 | Baku | |
12 | Gali | |
13 | Zilla | |
14 | Bajarl | |
15 | Metalner | |
16 | Suezo | |
17 | Joker | |
18 | Jell | |
19 | Mock | |
20 | Plant | |
21 | Monol | |
22 | Worm | |
23 | Naga | |
Hare | 0 | Pixie |
1 | Golem | |
2 | Zuum | |
3 | Tiger | |
4 | Hare | |
5 | Gali | |
6 | Suezo | |
7 | Jell | |
8 | Plant | |
9 | Monol | |
10 | Worm | |
11 | Naga |
Main Type | Index | Sub Type |
---|---|---|
Henger | 0 | Dragon |
1 | Henger | |
2 | Golem | |
3 | Zuum | |
4 | Metalner | |
5 | Joker | |
6 | Mock | |
7 | Monol | |
Hopper | 0 | Pixie |
1 | Dragon | |
2 | Tiger | |
3 | Hopper | |
4 | Kato | |
5 | Bajarl | |
6 | Metalner | |
7 | Suezo | |
8 | Jill | |
9 | Mocchi | |
10 | Joker | |
11 | Mock | |
Jell | 0 | Pixie |
1 | Golem | |
2 | Zuum | |
3 | Tiger | |
4 | Hare | |
5 | Gali | |
6 | Suezo | |
7 | Jell | |
8 | Plant | |
9 | Monol | |
10 | Worm | |
11 | Naga |
Main Type | Index | Sub Type |
---|---|---|
Jill | 0 | Pixie |
1 | Tiger | |
2 | Hare | |
3 | Kato | |
4 | Suezo | |
5 | Jill | |
6 | Joker | |
Joker | 0 | Pixie |
1 | Dragon | |
2 | Golem | |
3 | Tiger | |
4 | Bajarl | |
5 | Joker | |
Kato | 0 | Dragon |
1 | Tiger | |
2 | Gali | |
3 | Kato | |
4 | Suezo | |
5 | Mocchi | |
6 | Joker | |
Metalner | 0 | Pixie |
1 | Metalner | |
2 | Suezo | |
Mew | 0 | Pixie |
1 | Tiger | |
2 | Hare | |
3 | Mew | |
4 | Jell | |
Mocchi | 0 | Pixie |
1 | Dragon | |
2 | Durahan | |
3 | Tiger | |
4 | Kato | |
5 | Mocchi | |
6 | Joker | |
7 | Jell |
Main Type | Index | Sub Type |
---|---|---|
Mock | 0 | Joker |
1 | Mock | |
Monol | 0 | Pixie |
1 | Golem | |
2 | Zuum | |
3 | Tiger | |
4 | Hare | |
5 | Gali | |
6 | Suezo | |
7 | Jell | |
8 | Plant | |
9 | Monol | |
10 | Worm | |
11 | Naga | |
Naga | 0 | Pixie |
1 | Golem | |
2 | Zuum | |
3 | Tiger | |
4 | Hare | |
5 | Gali | |
6 | Suezo | |
7 | Jell | |
8 | Plant | |
9 | Monol | |
10 | Worm | |
11 | Naga | |
Niton | 0 | Golem |
1 | Durahan | |
2 | Kato | |
3 | Bajarl | |
4 | Metalner | |
5 | Jell | |
6 | Niton | |
7 | Mock | |
Phoenix | 0 | Phoenix |
Main Type | Index | Sub Type |
---|---|---|
Pixie | 0 | Pixie |
1 | Dragon | |
2 | Centaur | |
3 | Wracky | |
4 | Golem | |
5 | Zuum | |
6 | Durahan | |
7 | Tiger | |
8 | Hare | |
9 | Gali | |
10 | Kato | |
11 | Bajarl | |
12 | Metalner | |
13 | Suezo | |
14 | Jill | |
15 | Joker | |
16 | Jell | |
17 | Mock | |
18 | Plant | |
19 | Monol | |
20 | Worm | |
21 | Naga | |
Plant | 0 | Pixie |
1 | Golem | |
2 | Zuum | |
3 | Tiger | |
4 | Hare | |
5 | Gali | |
6 | Suezo | |
7 | Jell | |
8 | Plant | |
9 | Monol | |
10 | Worm | |
11 | Naga |
Main Type | Index | Sub Type |
---|---|---|
Suezo | 0 | Pixie |
1 | Golem | |
2 | Zuum | |
3 | Tiger | |
4 | Hare | |
5 | Gali | |
6 | Suezo | |
7 | Jell | |
8 | Plant | |
9 | Monol | |
10 | Worm | |
11 | Naga | |
Tiger | 0 | Pixie |
1 | Golem | |
2 | Zuum | |
3 | Tiger | |
4 | Hare | |
5 | Gali | |
6 | Suezo | |
7 | Jell | |
8 | Plant | |
9 | Monol | |
10 | Worm | |
11 | Naga | |
Undine | 0 | Joker |
1 | Undine | |
Worm | 0 | Pixie |
1 | Golem | |
2 | Zuum | |
3 | Tiger | |
4 | Hare | |
5 | Gali | |
6 | Suezo | |
7 | Jell | |
8 | Plant | |
9 | Monol | |
10 | Worm | |
11 | Naga |
Main Type | Index | Sub Type |
---|---|---|
Wracky | 0 | Pixie |
1 | Dragon | |
2 | Henger | |
3 | Wracky | |
4 | Golem | |
5 | Durahan | |
6 | Bajarl | |
7 | Metalner | |
8 | Joker | |
9 | Mock | |
Zilla | 0 | Pixie |
1 | Tiger | |
2 | Zilla | |
3 | Jell | |
Zuum | 0 | Pixie |
1 | Dragon | |
2 | Golem | |
3 | Zuum | |
4 | Arrow Head | |
5 | Tiger | |
6 | Hare | |
7 | Baku | |
8 | Gali | |
9 | Kato | |
10 | Bajarl | |
11 | Suezo | |
12 | Joker | |
13 | Jell | |
14 | Mock | |
15 | Plant | |
16 | Monol | |
17 | Worm | |
18 | Naga |
So, taking the LT-PSec value from the example .ccd file which is 50 and looking it up in the table, we get the value of 1. Looking up the number of non-special monster sub-types for a Zilla in the next table produces the number 4. If we take 1 % 4, we get an index of 1 to lookup in the Zilla specific monster sub-type table. Zilla index 1 gives us the monster sub type of Tiger. So, in the example above we now have a Zilla/Tiger (Gooji).
Base Data Offset Data Determination
The next part is determining the offset data to use off of the base monster data. The LN-PSec value and the T2-PSec value are used directly as indexes to capture two different offset data and then added together. The offset data is then applied to the monster base data to determine the following attributes: life, power, intelligence, skill, speed, defense, and starting life weeks.
Using the data from the example .ccd, both of the values from LN-PSec and T2-PSec happen to be 1. This produces the following two rows of data which we add together. When combined with the base monster data for the same values we get the following (you can find the base data for all the monsters on the legendcup.com website):
Data | life | pow | int | ski | spd | def | life weeks |
---|---|---|---|---|---|---|---|
LN-PSec 1 -> Index 1 | -8 | 8 | -1 | 15 | 10 | 1 | 16 |
T2-PSec 1 -> Index 1 | -8 | 8 | -1 | 15 | 10 | 1 | 16 |
Sum of Both Indices | -16 | 16 | -2 | 30 | 20 | 2 | 32 |
Zilla/Tiger Base Data | 140 | 160 | 130 | 110 | 120 | 100 | 430 |
Sum of Base and Indices | 124 | 176 | 128 | 140 | 140 | 102 | 462 |
Index | life | pow | int | ski | spd | def | life weeks |
---|---|---|---|---|---|---|---|
0 | 3 | 8 | 9 | 12 | 13 | 2 | -10 |
1 | -8 | 8 | -1 | 15 | 10 | 1 | 16 |
2 | 13 | 19 | -8 | -7 | 13 | 14 | -3 |
3 | -3 | 14 | 10 | 6 | 19 | -3 | 1 |
4 | 12 | -2 | 11 | -4 | -3 | 12 | 15 |
5 | -9 | 15 | -1 | -1 | 12 | 14 | 14 |
6 | 14 | -1 | 13 | 8 | 9 | 9 | -9 |
7 | 14 | -8 | -3 | 7 | 20 | -8 | 15 |
8 | 4 | 10 | 15 | 11 | -7 | 19 | -7 |
9 | -8 | 3 | 20 | -6 | 4 | 17 | -2 |
10 | -2 | 4 | 12 | 17 | -2 | 3 | 13 |
11 | -5 | 17 | -6 | 7 | 6 | 13 | 7 |
12 | 18 | 9 | 19 | 13 | -5 | -9 | -6 |
13 | -5 | 2 | 14 | 10 | -4 | 16 | 16 |
14 | 20 | -10 | 17 | 4 | 3 | -3 | 13 |
15 | -9 | 7 | 7 | 2 | 9 | 15 | 18 |
16 | 9 | 5 | 3 | -8 | 18 | 7 | 5 |
17 | 15 | 13 | 2 | 6 | 4 | 2 | -1 |
18 | 4 | -6 | -2 | 8 | 20 | 1 | 12 |
19 | -3 | 20 | 5 | -9 | 7 | 3 | 8 |
20 | 2 | -9 | 6 | 1 | 5 | 4 | 12 |
21 | 13 | 3 | 8 | -7 | -9 | 17 | 9 |
22 | 11 | -6 | 10 | 5 | 5 | 5 | 5 |
23 | -6 | 11 | 13 | 9 | 2 | -2 | 19 |
24 | 17 | 16 | -5 | 11 | -7 | 6 | -8 |
25 | 16 | -1 | -2 | 20 | 10 | -8 | 9 |
26 | -1 | 6 | 9 | 16 | 15 | 6 | -2 |
27 | 5 | 8 | 18 | -3 | -8 | 18 | 3 |
28 | 15 | -7 | 15 | 19 | -2 | -4 | 1 |
29 | 9 | 5 | 5 | -5 | 11 | 15 | 6 |
30 | -2 | -5 | 19 | 12 | -5 | 20 | -8 |
31 | -4 | 2 | 2 | 12 | 13 | -6 | 20 |
32 | 7 | 7 | 16 | -4 | 3 | 7 | 4 |
33 | 3 | -2 | 16 | 20 | -1 | -10 | 6 |
34 | 6 | 6 | 17 | 15 | -8 | 8 | -1 |
35 | 7 | 11 | 3 | -2 | 11 | 10 | -6 |
36 | 10 | 1 | 1 | 18 | 2 | 9 | 2 |
37 | 11 | 13 | 4 | 19 | 1 | -5 | 3 |
38 | 18 | -5 | -3 | -2 | 18 | 11 | 10 |
39 | -1 | 14 | 5 | -9 | -1 | 10 | 10 |
40 | 2 | 12 | 12 | 9 | 12 | -9 | -9 |
41 | 8 | 9 | -10 | -1 | 8 | 13 | 11 |
42 | 8 | -3 | 7 | 5 | 14 | 16 | -7 |
43 | 19 | -8 | 6 | 4 | -4 | 11 | 17 |
44 | -7 | 18 | 14 | 10 | 14 | -6 | -4 |
45 | 10 | 19 | -4 | 13 | 17 | -7 | -5 |
46 | 3 | -3 | -8 | 3 | 16 | 18 | -4 |
47 | 20 | -7 | 9 | 14 | -10 | -1 | 7 |
48 | 12 | 1 | -9 | 2 | 1 | 20 | -5 |
49 | -7 | 20 | 20 | -6 | 6 | -7 | 4 |
50 | 1 | -4 | 8 | 3 | 16 | 2 | 2 |
51 | -6 | 15 | -7 | 16 | -6 | 4 | 14 |
52 | 5 | 17 | 4 | -5 | 8 | 5 | -10 |
53 | 6 | 10 | -6 | -3 | 19 | -5 | 18 |
54 | -10 | 16 | -7 | 18 | 15 | -4 | 17 |
55 | 19 | -9 | 18 | 17 | -3 | -2 | -3 |
56 | 1 | 4 | 1 | -10 | -6 | 12 | 20 |
57 | -4 | -4 | -4 | 14 | 17 | 19 | 8 |
58 | 17 | 18 | 11 | -8 | -9 | 8 | 11 |
59 | 16 | 12 | -9 | 1 | 7 | -1 | 19 |
Chapter 6 - Reverse Engineering Your Own .ccd File - Special Monster
Example 2 - .ccd File for starting with to create your own special monster
Version=2
[Disc]
TocEntries=6
Sessions=1
DataTracksScrambled=0
CDTextLength=0
[Session 1]
PreGapMode=0
PreGapSubC=0
[Entry 0]
Session=1
Point=0xa0
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=1
PSec=0
PFrame=0
PLBA=4350
[Entry 1]
Session=1
Point=0xa1
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=3
PSec=0
PFrame=0
PLBA=13350
[Entry 2]
Session=1
Point=0xa2
ADR=0x01
Control=0x04
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=???
PSec=???
PFrame=0
PLBA=????
[Entry 3]
Session=1
Point=0x01
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=0
PSec=2
PFrame=0
PLBA=0
[Entry 4]
Session=1
Point=0x02
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=0
PSec=30
PFrame=0
PLBA=2100
[Entry 5]
Session=1
Point=0x03
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=1
PSec=???
PFrame=0
PLBA=????
[Track 1]
MODE=0
INDEX 1=0
[Track 2]
MODE=0
INDEX 1=2100
[Track 3]
MODE=0
INDEX 1=????
Now lookup which Monster you would like to use in the special monster section data from the section titled, Chapter 4 - Interpreting the CD Table of Contents – Special Monsters Data, and record the LN-PMin, LN-PSec, and LT-PSec values. Insert them into the appropriate question marks of the Example 2 file above. Then calculate the corresponding PLBA value according to the formula: PLBA = ((PMin x 60 + PSec) x 75 + PFrame - 150, and insert the PLBA values into the corresponding field. Also, don’t forget when updating Entry 5 that you use the PMin value of 1 (as spec’d) and also update the Track 3 entry for the same PLBA value. Now during the process for generating monsters that was taught in the youtube video by teawch, instead of using the file given for your .ccd file, you may use the data generated from the one you just created to create you CD. Honestly, there is no point of this as you are better off just using the files given by teawch, but this is the process if you want to create your own file yourself.
Chapter 7 - Reverse Engineering Your Own .ccd File - Choosing your own offset data for your General Monster
Example 3 - .ccd File for starting with to create your own offset for a general monster
Version=2
[Disc]
TocEntries=6
Sessions=1
DataTracksScrambled=0
CDTextLength=0
[Session 1]
PreGapMode=0
PreGapSubC=0
[Entry 0]
Session=1
Point=0xa0
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=1
PSec=0
PFrame=0
PLBA=4350
[Entry 1]
Session=1
Point=0xa1
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=3
PSec=0
PFrame=0
PLBA=13350
[Entry 2]
Session=1
Point=0xa2
ADR=0x01
Control=0x04
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=???
PSec=???
PFrame=0
PLBA=????
[Entry 3]
Session=1
Point=0x01
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=0
PSec=2
PFrame=0
PLBA=0
[Entry 4]
Session=1
Point=0x02
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=1
PSec=???
PFrame=0
PLBA=????
[Entry 5]
Session=1
Point=0x03
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=???
PSec=???
PFrame=0
PLBA=????
[Track 1]
MODE=0
INDEX 1=0
[Track 2]
MODE=0
INDEX 1=????
[Track 3]
MODE=0
INDEX 1=????
Populating LN-PMin and LT-PMin for determining Monster Main Type
The first thing to do is to decide on which monster you wish to create, so the first thing is to decide which monster main and sub type that you want. You can use the Monster Main and Potential Sub Types Table from Chapter 5 to determine the value possibilities. When you chose one, make sure to note the sub-type index value as this will be used later.
For the purposes of this example, we are going to choose a Naga/Gali (Sub type index of 5). Now, we need to figure out what numbers to use to get a Naga main type, so we can populate the LN-PMin and the LT-PMin values. So, find the last Naga entry in the table under the Main Monster Type section above. By doing this, it will be easier to fill in the other numbers that we need for the file later. It just so happens to be close to the last entry which is 123.
Now, this number needs to be converted to its hexadecimal equivalent, so 123 converts to 0x7B. Notice that 0x7B, cannot be used directly as a decimal number if the 0x is removed. This number is supposed to represent the total number of minutes of the audio CD. If the converted number was let’s say 0x43, then we would remove the 0x and populate the LN-PMin field with the number 43 directly. But in our case, our number is 0x7B.
Instead of trying to move forward with 0x7B, we could also search to see if there is another Naga entry in the table and see if it has an easier hexadecimal conversion that looks like a decimal number. There is one at Index 73 and when converted to hexadecimal is 0x49, which looks like a decimal, so we could use 49 if we wanted to. We are going to move forward though with our example and try to use the 0x7B value. So, the first thing to do is see what it would take to add to the Hexadecimal value to get it to look like a decimal number. So, in our case by adding 5, we get 0x80. If the number was let’s say 0x7E, we would only need to add 2. If the number looked like a decimal number and we didn’t have to add anything, we would say that we need to add 0. The added value is what we will use later to determine the LT-PMin value.
Since 0x80 looks like a decimal with 0x removed, we will use this as our LN-PMin value and set it to 80. Now, the modulo 16 of the hexadecimal LT-PMin value we need is 5, so that when subtracted from 0x80, we get 0x7B, which is our index to get the main monster type of Naga. If we did not require anything to subtract, then we would use 0 for the starting point of the LT-PMin value instead of 5. We could keep the value as 0x05, and insert 5 into the LT-PMin field by removing the 0x from the hexadecimal number, but later on it could cause issues when trying to fill in other fields. So, the easiest thing to do is to make it as large as possible by subtracting 1 from the 10’s place in the LN-PMin value and then multiply by 10 and add the 5 value that we calculated just now to get us to 80. Note: This should always be possible, but if it is not, then just use the LT-PMin value calculated from the subtraction above. (8 - 1 = 7 x 10 = 70 + 5 = 75) So, the best value for the LT-PMin field in this case is 75. Note, that when converting this value back for subtraction, we take the modulo 16 of this value as hexadecimal number: 0x75 = 117 modulo 16 is 5. So, we get back the value we need. So, 0x75 looks like a decimal with 0x removed, so we will use this as our LT-PMin value and set it to 75. We now have our values for the Monster Main Type. If LT-PMin ends up being 0 or 1, then add 2 or 1, respectively, to both the LT-PMin value and the LN-PMin value. If this produces numbers that change 10’s places, then choose a different starting LN-PMin value and retry the process.
Recap:
- Lookup Monster Needed and record Sub Type Index for later use
- Lookup up the largest index for Main Monster Type
- Convert to hexadecimal, see if it can be used directly as decimal without the 0x
- Determine addition value for getting it to a look like a decimal
- Record the LN-PMin value once the hexadecimal value looks like a decimal number
- Take the addition value from step 2.b above and make as large as possible.
- Subtract 1 from the 10’s place of the LN-PMin value (if possible, without making it negative)
- Multiply by 10 and add in the addition value from step 2.b above.
- Record the LT-PMin value (This value should be 2 or greater).
Populating LT-PSec for determining Monster Sub Type
Recall that we saw that the monster sub type index for the Naga/Gali was 5 as shown in the Monster Main and Potential Sub Types Table from Chapter 5. Now take that value and find the index below that matches that value. Any of them should do, but take the largest value as this will make things easier in the future.
Value | Index | Value | Index | Value | Index | Value | Index |
---|---|---|---|---|---|---|---|
0 | 7 | 10 | 45 | 20 | 46 | 28 | 34 |
1 | 50 | 11 | 0 | 21 | 35 | 29 | 55 |
1 | 59 | 11 | 39 | 22 | 24 | 30 | 44 |
2 | 48 | 12 | 9 | 23 | 30 | 31 | 33 |
3 | 1 | 12 | 11 | 23 | 53 | 32 | 22 |
3 | 38 | 13 | 25 | 23 | 54 | 33 | 12 |
3 | 41 | 13 | 42 | 24 | 13 | 33 | 19 |
4 | 37 | 14 | 17 | 25 | 18 | 34 | 51 |
5 | 32 | 15 | 52 | 25 | 43 | 34 | 56 |
6 | 26 | 16 | 3 | 25 | 47 | 35 | 10 |
7 | 23 | 16 | 49 | 26 | 2 | 35 | 28 |
8 | 14 | 17 | 4 | 27 | 16 | 36 | 8 |
8 | 20 | 18 | 57 | 27 | 21 | 36 | 58 |
9 | 15 | 19 | 6 | 27 | 27 | 37 | 29 |
10 | 5 | 19 | 40 | 28 | 31 | 37 | 36 |
So, using the tables above, we find that 32 is the only value for 5, so take this value and put it in the LT-PSec field of the .ccd file.
Populating LN-PSec and T2-PSec for determining Monster Data Offsets
Now for a Naga/Gali the base data is
Base Data | life | pow | int | ski | spd | def | life weeks |
---|---|---|---|---|---|---|---|
Naga/Gali Base Data | 120 | 150 | 100 | 140 | 70 | 130 | 350 |
I wish to make the Power and Skill as high as possible without sacrificing too many life weeks. So, I go to the data offset table and choose the indicies of 3 and 37. We place the largest in the LN-PSec field and the smallest in the T2-PSec field.
life | pow | int | ski | spd | def | life weeks | |
---|---|---|---|---|---|---|---|
T2-PSec -> 3 | -3 | 14 | 10 | 6 | 19 | -3 | 1 |
LN-PSec -> 37 | 11 | 13 | 4 | 19 | 1 | -5 | 3 |
Sum of Both Indices | 8 | 27 | 14 | 25 | 20 | -8 | 4 |
Sum of Base Data + Summed Indices | 128 | 177 | 114 | 165 | 90 | 122 | 354 |
So based on all the values chosen listed below, we should produce a Naga/Gali starting with the above base attribute values.
LN-PMin=80
LN-PSec=37
T2-PSec=3
LT-PMin=75
LT-PSec=32
Calculating and Populating the PLBA values and Index 1 values
Take the LN-PMin and LN-PSec values and plug in the PLBA formula: ((80 x 60 + 37) x 75) -150 = 362625. Record this value in Entry 2 Point 0xa2 in the PLBA field.
Take the T2-PMin and T2-PSec value and plug in the PLBA formula: ((1 x 60 + 3) x75) - 150 = 4575. Record this value in Entry 4 Point 0x2 in the PLBA field as well in Index 1 field of the Track 2 section.
Take the LT-PMin and LT-PSec values and plug in the PLBA formula: ((75 x 60 + 32) x 75) - 150 = 339750. Record this value in Entry 5 Point 0x03 in the PLBA field as well in Index 1 field of the Track 3 section.
When it is all said and done, the .ccd file should look like Example 4 below on the next page. When trying to burn the image to the disc, if you get a warning about it being too large, it doesn’t really matter, just over burn or truncate as you see fit. The only thing you care about is burning the TOC to the disc. After section 1 is complete, you may end the burning process. This is also noted in the youtube video by teawch.
Example 4 - .ccd File finished for a Naga/Gali with selected offset data
Version=2
[Disc]
TocEntries=6
Sessions=1
DataTracksScrambled=0
CDTextLength=0
[Session 1]
PreGapMode=0
PreGapSubC=0
[Entry 0]
Session=1
Point=0xa0
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=1
PSec=0
PFrame=0
PLBA=4350
[Entry 1]
Session=1
Point=0xa1
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=3
PSec=0
PFrame=0
PLBA=13350
[Entry 2]
Session=1
Point=0xa2
ADR=0x01
Control=0x04
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=80
PSec=37
PFrame=0
PLBA=362625
[Entry 3]
Session=1
Point=0x01
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=0
PSec=2
PFrame=0
PLBA=0
[Entry 4]
Session=1
Point=0x02
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=1
PSec=3
PFrame=0
PLBA=4575
[Entry 5]
Session=1
Point=0x03
ADR=0x01
Control=0x00
TrackNo=0
AMin=0
ASec=0
AFrame=0
ALBA=-150
Zero=0
PMin=75
PSec=32
PFrame=0
PLBA=339750
[Track 1]
MODE=0
INDEX 1=0
[Track 2]
MODE=0
INDEX 1=4575
[Track 3]
MODE=0
INDEX 1=339750
Now here is a picture of the Naga/Gali and matching stats from the newly created CD:
Chapter 8 – Creating your own digital image in case you don’t have a CD player
Note: If you follow the process on the link by teawch above about creating your own CD, the image created there will not work for this. This process is for accessing the data directly from your computer not using a CD drive.
This process assumes that you will be using the ePSXe emulator and know how to change to CDROM and ISO for when you are asked about inserting a new CD for reading. This may work for other emulators that allow you to switch to other ISOs as well. This also assumes that you have created a .ccd file according to the process above OR you have retrieved a reliable one from the internet. If you get a file off of the internet, make sure it has the track information at the bottom of the file; otherwise, this will not work and you will need to create it.
If it does not have the track information at the bottom, then just create it similarly to the example above by taking the PLBA values from the entries in your .ccd and transferring them to your created track fields at the bottom of that .ccd file. Each point 0x01 (Entry 3) through 0xlast will have a corresponding track entry, so point 0x0b (in hex) will be [Track 11] for instance. Do not create more than what there are.
Now we need to create an image file with the same name as the .ccd file that you have. Next step, find the entry that has the point value set to 0xa2 in your .ccd file. This is usually Entry 2. Find the PLBA value of that entry. The PLBA value represents the amount of frames (sectors) of your audio CD. Multiply the PLBA by 2352 bytes/frame. The result of this is the number of bytes that your newly created .img file will need to be. Now, find a file creator that you can specify the size in bytes of the file. I like using HxD Hex Editor, version 2.3. The commands for this program are 1) File -> New, 2) Edit -> Insert bytes…, 3) Make sure to select decimal for byte count and then enter the amount of bytes as calculated above, 4) File -> Save as… and choose the same name as your .ccd with extension .img.
So, now when selecting your ISO for when you change files during MR2, select the .ccd file with the corresponding .img file we just created in the same directory and your monster you just chose should be created!
If for some reason, your program cannot read the .ccd files and instead demands .cue/.bin files, just change the extension of the .img file to .bin and create a .cue file like the format below of the same name as your .bin file. The Index 01 entries all correspond to the PMin:PSec:PFrame values of your .ccd file entries with 1 exception: You need to subtract 2 seconds off of the PSec value. If this were to take you to a -1, then make PSec 59 and subtract 1 from the PMin value. The entries to use from the .ccd file are the same as the ones you would have used to create the track entries at the bottom of the .ccd file.
Example 5: .cue file value format
TRACK 01 MODE2/2352
INDEX 01 00:00:00
TRACK 02 MODE2/2352
INDEX 01 04:08:45
TRACK 03 MODE2/2352
INDEX 01 40:53:42