Monster Rancher 2 Combo Breaker 2024 Live Tournament

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.

[CloneCD]
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

  1. Check to see if CD is the Monster Rancher 2 CD
    1. Data Retrieval Type is marked as 4
    2. Monster Main type is set to 0x19 (Mocchi) and stored off
    3. Monster Sub type is set to 0x19 (Mocchi) and stored off
  1. Check to see if CD is a Stored Special Monster
    1. Data Retrieval Type is marked as 2
    2. All Monster Data for the special monster is stored off
  1. CD is neither Monster Rancher 2 or Special Monster
    1. Data Retrieval Type is marked as 1
    2. Monster Main type is determined and stored off
    3. Monster Sub type is determined and stored off
    4. Monster data offset indices are determined
    5. Monster attribute and life week offset data is retrieved via indices and stored off
  1. Monster Main Type is set in Monster Data Space
  2. Monster Sub Type is set in Monster Data Space
  1. Monster base data based on Main and Sub Type is transferred to the Monster Data Space
    1. If Monster is a Sub Type of ???, then base data will be based on a Pure Breed
  1. If Data Retrieval is set to 4, then Monster data is not updated
  2. If Data Retrieval is set to 2, then All special Monster data is transferred
  3. 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

NameMain TypeSub TypeLN-PMinLN-PSecLT-PSec
Gold DustApe???485912
Sumopion (1)Arrow Head???62436
Sumopion (2)Arrow Head???1673
Arrow HeadArrow HeadArrow Head56289
Boxer BajarlBajarl???28232
UltrarlBajarl???715859
Shishi (1)Baku???43375
BakuBakuBaku481825
Eggplantern (1)Beaclon???423225
Eggplantern (2)Beaclon???46163
Blue ThunderCentaur???631919
Trotter (1)Centaur???331930
DiceColorPandora???474947
TramColorPandora???585616
MooDragon???47406
CawkenDucken???73585
WatermelonyDucken???55543
DuckenDuckenDucken592158
Kokushi MusoDurahan???513457
Ruby KnightDurahan???573921
ShogunDurahan???392014
GenociderDurahanJoker595037
GabooSoldierGaboo???66422
Happy MaskGali???46652
ChefGhost???352346
ForwardGolemGolem???39594
GobiGolemHenger425955
AstroGolemMetalner502453
Kung Fu HareHare???74229
Skeleton (1)Henger???62380
Skeleton (2)Henger???535237
Frog Hopper (1)Hopper???42332
Frog Hopper (2)Hopper???53214
Metal JellJell???53458
PithecanJill???50819
JillJillJill44417
BloodshedJoker???411836
JokerJokerJoker621852
Ninja KatoKato???65322
ChinoisMetalner???661436
Love SeekerMetalnerPixie774149
SwimmerMew???423847
MewMewMew435551
CalorienaMocchi???562823
MocchiniMocchi???355616
Pole MockMock???39420
White BirchMock???50836
DominosMonol???252253
GalaxyMonol???741536
ObeliskMonolGolem70320
MonolMonolMonol623945
Time Noise (1)Naga???46282
DribblerNiton???6142
Radial Niton (1)Niton???56448
Cinder BirdPhoenix???425623
KasumiPixie???554834
MiaPixie???481342
Poison (1)Pixie???623835
JannePixieDurahan653521
GranityPixieGolem641811
Raggae Plant (1)Plant???622049
Raggae Plant (2)Plant???44826
BirdieSuezo???35312
Bronze SuezoSuezo???772538
Silver SuezoSuezo???62352
Sueki SuezoSuezo???34846
White Hound (1)Tiger???532838
Jelly HoundTigerJell305245
TigerTigerTiger622935
MermaidUndine???43208
Express WormWorm???443255
WormWormWorm434122
Satan Clause (1)Wracky???381650
Satan Clause (2)Wracky???242025
Baby DollWrackyPixie655322
WrackyWrackyWracky61183
Deluxe LinerZilla???72335
ZebraSaurianZuum???481751
AlohaSaurianZuumPlant423049

This is the PAL Version of CD Data

NameMain TypeSub TypeLN-PMinLN-PSecLT-PSec
Gold DustApe???59013
Sumopion (1)Arrow Head???62638
Sumopion (2)Arrow Head???62436
Sumopion (3)Arrow Head???1673
Arrow HeadArrow HeadArrow Head54732
Boxer BajarlBajarl???65562
Magic BajarlBajarl???564657
UltrarlBajarl???59312
Shishi (1)Baku???421025
Shishi (2)Baku???43375
BakuBakuBaku481825
Eggplantern (1)Beaclon???672810
Eggplantern (2)Beaclon???46163
Blue ThunderCentaur???53723
Trotter (1)Centaur???69262
Trotter (2)Centaur???331930
DiceColorPandora???32432
TramColorPandora???61254
MooDragon???56383
CawkenDucken???76540
WatermelonyDucken???26422
DuckenDuckenDucken592158
Kokushi MusoDurahan???475726
Ruby KnightDurahan???501342
ShogunDurahan???52552
GenociderDurahanJoker595037
GabooSoldierGaboo???305247
Happy MaskGali???395219
ChefGhost???384636
ForwardGolemGolem???39594
GobiGolemHenger425955
AstroGolemMetalner502453
Kung Fu HareHare???464111
Skeleton (1)Henger???535138
Skeleton (2)Henger???535237
Frog Hopper (1)Hopper???624556
Frog Hopper (2)Hopper???53214
Metal JellJell???48555
PithecanJill???571121
JillJillJill44417
BloodshedJoker???45282
JokerJokerJoker621852
Ninja KatoKato???54332
ChinoisMetalner???67532
Love SeekerMetalnerPixie774149
SwimmerMew???762336
MewMewMew435551
CalorienaMocchi???554421
GentleMocchiMocchi???681336
MocchiniMocchi???553939
Pole MockMock???47354
White BirchMock???131458
DominosMonol???633914
GalaxyMonol???453218
ScribbleMonol???452616
ObeliskMonolGolem70320
MonolMonolMonol623945
Time Noise (1)Naga???53500
Time Noise (2)Naga???433858
Disc NitonNiton???611948
DribblerNiton???692916
Radial Niton (1)Niton???6382
Radial Niton (2)Niton???6782
Cinder BirdPhoenix???592348
KasumiPixie???56217
MiaPixie???461935
Poison (1)Pixie???665220
Poison (2)Pixie???623835
JannePixieDurahan653521
GranityPixieGolem641811
Raggae Plant (1)Plant???391619
BirdieSuezo???554035
Bronze SuezoSuezo???51342
Gold SuezoSuezo???78567
Silver SuezoSuezo???654321
Sueki SuezoSuezo???464646
White Hound (1)Tiger???46652
White Hound (2)Tiger???532838
TigerTigerTiger622935
MermaidUndine???77477
Express WormWorm???62257
WormWormWorm434122
Satan Clause (1)Wracky???524441
Satan Clause (2)Wracky???381650
Baby DollWrackyPixie655322
WrackyWrackyWracky61183
Deluxe LinerZilla???72315
ZebraSaurianZuum???533450
AlohaSaurianZuumPlant423049

 

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:

Namelife weeksbase naturelife typelifepowintskispddeflife gainpow gainint gainski gainspd gaindef gain
AlohaSaurian49050214614687115107111321212
Arrow Head520-10013794724555189221214
Astro470-5011131371497873197233103
Baby Doll540-601626615410415560103130
Baku520702194140517591169430102
Birdie4705284123207152102102124311
Bloodshed410-40011612116822092144223411
Blue Thunder300101112156154138158104233311
Boxer Bajarl430-90312315312817311698232321
Bronze Suezo430-75110314713616410098122311
Caloriena430-451113112146184122185233323
Cawken440402107151134130109130232222
Chef4200111610212117116789003330
Chinois450-401626210420391122112412
Cinder Bird470902171184192150196111204222
Deluxe Liner450-30113915812110410496232121
Dice5205521716210510010084411220
Disc Niton51010193751397164141212113
Dominos370-35011416915411714224122104
Dribbler470-100925610213372194211214
Ducken420703799313318710857222340
Eggplantern (1)42060010017892138129126231222
Eggplantern (2)4204539312991145165117331222
Express Worm4805011851141321686991412201
ForwardGolem430-20014214212244103181232004
Frog Hopper (1)4404006510812818312888122421
Frog Hopper (2)400-7037911512517512165123420
GabooSoldier470252193127774915883430030
Galaxy410-55111611416814567150123203
Genocider520-5031051589011286220232204
GentleMocchi470500115107158158153139222333
Gobi47020011314214472115136232113
Gold Dust520-45219416339130103146330223
Gold Suezo4306008812817715093114124311
Granity400700719119816212068014320
Happy Mask390501111143185139111114124221
Janne440-3008992123154121141112322
Jelly Hound48065111710713316611764213320
Jill510-502148138159101107128223122
Joker370-903134118203216120107224411
Kasumi480103100158141170110118123322
Kokushi Muso500-350991258717888163221304
Kung Fu Hare420450941427611215342240240
Love Seeker380-401765412516790128112412
Magic Bajarl4705010715012712611690231321
Mermaid420803582817311811865203431
Metal Jell430-2501059817013082166213213
Mew520-1031658476127146116311331
Mia420770941042041249494124330
Mocchini470500127113146156155137222333
Monol370-35012113916511515235122104
Moo370-990112192158127105124330113
Ninja Kato5302508292189159162102114331
Obelisk410-100252525252525122213
Pithecan470-60113218615012494105233212
Poison (1)400-7538110819217313439114320
Poison (2)400-75310110315217313172114320
Pole Mock490-6532099318414810068114211
Radial Niton (1)470402111130847114397221114
Radial Niton (2)470402111130847114397221114
Raggae Plant (1)510-1511245217312611861203220
Raggae Plant (2)490-5011657414611610796311211
Ruby Knight460-65112913718511279147233203
Satan Clause (1)540350101851289615154103130
Satan Clause (2)560-1029012819175110114223022
Scribble370-35011817115010420235122104
Shishi (1)540-153156146989558177331103
Shishi (2)540-202177121130104111133322122
Shogun540-3019513714311796166223203
Silver Suezo430-45090139151107105134123212
Skeleton (1)400-553102161147159127101133321
Skeleton (2)400-5538515218416516736133321
Sueki Suezo1-6519993873213551999000000
Sumopion (1)500-50110613113211972193222213
Sumopion (2)500-50110112612911680188222213
Sumopion (3)500-50110613113211972193222213
Swimmer480-10014690105143129126212322
Tiger42075110510514116514985113430
Time Noise (1)390-601108138130143134117122321
Time Noise (2)370-500123157104130108176231213
Tram4802521317084134106115312221
Trotter (1)32085111111016419219670223421
Trotter (2)380153104115172174158109223312
Ultrarl4705010113410215312698231321
Watermelony420503899714315710460222340
White Birch570-15122581142687358014111
White Hound (1)4207519710615617114775113430
White Hound (2)440-2811068513821011062113420
Worm42020218810611613577118422201
Wracky620-85227451594718932203030
ZebraSaurian450-40194120139151107105122321

The following is the associated special starting data set 2:

NameArena Speed SettingGuts Regen RateBattle SpecialsStarting TechniquesTraining Bonuses
AlohaSaurian114Power, AngerClaw, TailRun
Arrow Head117Power, Anger, GuardPunch, Claw Assault#N/A
Astro016Power, Anger, Grit, GuardKick, Punch#N/A
Baby Doll38Power, Anger, HurryWeapon, Weapon ThrowLeap
Baku016Power, AngerDust Cloud, Charge#N/A
Birdie114Power, Anger, EaseTail Assault, SpitShoot
Bloodshed213Power, Anger, RealDeath Punch, Death Smash, Death Cutter#N/A
Blue Thunder215Power, Anger, Grit, WillSmash, RearLeg Kick, Meteor DriveMandy
Boxer Bajarl113Power, Anger, Vigor, RealLeft Jab, Right Jab, Magic Pot#N/A
Bronze Suezo112Power, Anger, EaseTail Assault, Spit#N/A
Caloriena214Power, Anger, GritSlap, Head Butt, Press#N/A
Cawken112Power, Anger, HurryFlutter Slap, Beak Thrust, Ducken Dance#N/A
Chef37Power, AngerToy Hammer, ChargeDodge
Chinois46Power, Anger, HurryLeft Slap, Right Slap#N/A
Cinder Bird214Power, Anger, FuryBeak, Talons, Fire StreamKawrea
Deluxe Liner214Power, Anger, GritBelly Attack, ScratchTorble
Dice112Power, Anger, UnityFace Attack, Tail Swing#N/A
Disc Niton111Power, Anger, GuardWhip, StabSwim
Dominos018Power, Anger, GuardCharge, Flattening, Flattening-L#N/A
Dribbler28Power, Anger, GuardWhip, StabSwim
Ducken18Power, Anger, HurryFlutter Slap, Beak Thrust, Ducken Dance#N/A
Eggplantern (1)114Power, Anger, Guard, VigorPunch, Horn StrikeShoot, Pull
Eggplantern (2)011Power, Anger, Guard, VigorPunch, Horn Strike, Horn SmashPull
Express Worm112Power, AngerBite, StingPull
ForwardGolem018Power, Anger, GuardKick, Punch, Earthquake#N/A
Frog Hopper (1)39Power, Anger, WillHook, Jump Blow, JabSwim
Frog Hopper (2)210Power, Anger, Will, RealHook, Jab#N/A
GabooSoldier114Power, Anger, FightSlap, Chop#N/A
Galaxy016Power, Anger, Guard, EaseCharge, Flattening#N/A
Genocider114Power, Anger, WillCut-In-Two, Rush SlashDomino
GentleMocchi211Power, Anger, GritSlap, Head Butt#N/A
Gobi116Power, Anger, Grit, GuardKick, PunchRun
Gold Dust018Power, AngerSlap, Thwack, BombParepare
Gold Suezo112Power, Anger, EaseTail Assault, Spit, Yodel#N/A
Granity311Power, Anger, EasePat, Kick, Bolt#N/A
Happy Mask313Power, Anger, FuryStraight, Red Wisp, Thunderbolt#N/A
Janne47Power, Anger, EasePat, Kick, Bolt#N/A
Jelly Hound29Power, Anger, Will, HurryBite, Scratch#N/A
Jill116Power, Anger, VigorDouble Slaps, 1-2-StraightMeditate, Papas
Joker213Power, Anger, RealDeath Punch, Death Smash#N/A
Kasumi310Power, Anger, EasePat, KickDomino
Kokushi Muso211Power, Anger, Guard, HurryCut-In-Two, Rush SlashDomino
Kung Fu Hare215Power, Anger, Grit, FightBack Blow, 1-2 Punch, Gas#N/A
Love Seeker46Power, Anger, HurryLeft Slap, Right Slap, UFO AttackMeditate
Magic Bajarl113Power, Anger, VigorLeft Jab, Right Jab#N/A
Mermaid39Power, AngerIce Sword, Cold FogTorble
Metal Jell116Power, AngerStab, WhipEndure
Mew115Power, Anger, HurryPunch, Leaping Kick#N/A
Mia47Power, Anger, Hurry, VigorPat, Kick, Heel Raid, KissStudy, Parepare
Mocchini211Power, Anger, GritSlap, Head Butt, PressRun
Monol018Power, Anger, GuardCharge, Flattening#N/A
Moo218Power, Anger, FuryTail Whip, Bite, Inferno#N/A
Ninja Kato115Power, Anger, FightSlash Claw, Thrust Claw, Hopping ClawMeditate
Obelisk116Power, Anger, GuardCharge, FlatteningRun
Pithecan114Power, Anger, VigorDouble Slaps, 1-2-StraightPapas
Poison (1)39Power, Anger, Grit, RealPat, Kick, Heel RaidMeditate
Poison (2)39Power, Anger, Ease, RealPat, Kick, BoltSwim, Torble
Pole Mock112Power, Anger, RealHead Butt, Leaf Gun, Energy StealMandy
Radial Niton (1)113Power, Anger, GuardWhip, StabRun
Radial Niton (2)113Power, Anger, GuardWhip, StabRun
Raggae Plant (1)28Power, AngerSlap, Life Steal, JabMeditate, Torble
Raggae Plant (2)19Power, AngerSlap, Jab#N/A
Ruby Knight116Power, Anger, WillCut-In-Two, Rush Slash, Jumping StabDomino
Satan Clause (1)38Power, Anger, HurryWeapon, Sneak Attack, Weapon ThrowLeap
Satan Clause (2)213Power, Anger, HurryWeapon, Weapon ThrowLeap
Scribble018Power, Anger, GuardCharge, Flattening#N/A
Shishi (1)015Power, Anger, GuardDust Cloud, ChargeRun, Pull
Shishi (2)016Power, Anger, GuardDust Cloud, Charge, Mating SongMeditate
Shogun113Power, Anger, WillCut-In-Two, Rush SlashDomino
Silver Suezo114Power, Anger, EaseTail Assault, Kiss, Spit#N/A
Skeleton (1)215Power, Anger, RealPunch, Arm Cannon, Low KickShoot
Skeleton (2)215Power, Anger, RealPunch, Low KickShoot
Sueki Suezo112Power, Anger, EaseTail Assault, Spit, Bite#N/A
Sumopion (1)115Power, Anger, GuardPunch, Claw Assault#N/A
Sumopion (2)115Power, Anger, GuardPunch, Claw Assault#N/A
Sumopion (3)115Power, Anger, GuardPunch, Claw Assault#N/A
Swimmer115Power, Anger, HurryPunch, Leaping Kick, MiaowSwim, Torble
Tiger39Power, Anger, Will, HurryBite, Scratch, Roar#N/A
Time Noise (1)38Power, AngerThwack, Belly PunchRun
Time Noise (2)114Power, AngerThwack, Belly PunchRun
Tram112Power, Anger, UnityFace Attack, Tail SwingEndure
Trotter (1)211Power, Anger, Grit, WillSmash, RearLeg KickRun
Trotter (2)213Power, Anger, Grit, WillSmash, RearLeg KickRun
Ultrarl113Power, Anger, VigorLeft Jab, Right Jab, Bajarl Beam#N/A
Watermelony18Power, Anger, HurryFlutter Slap, Beak Thrust#N/A
White Birch112Power, AngerHead Butt, Leaf Gun#N/A
White Hound (1)39Power, Anger, Hurry, VigorBite, Scratch#N/A
White Hound (2)23*10Power, Anger, Ease, VigorBite, Bolt, ScratchRun
Worm115Power, AngerBite, Sting, Roll Assault#N/A
Wracky39Power, Anger, HurryWeapon, Weapon Throw, TrickLeap
ZebraSaurian311Power, AngerClaw, Tail, Dust CloudRun
*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.

IndexMainIndexMainIndexMainIndexMain
0Gaboo32Jell64Pixie96Pixie
1Tiger33Gaboo65Ducken97Hare
2Monol34Hare66Niton98Kato
3Gali35Beaclon67Monol99Jell
4Baku36Hopper68Ape100Henger
5Ghost37Mocchi69Hopper101Centaur
6Suezo38Undine70Hare102Mocchi
7Niton39Joker71Mew103Arrow Head
8Zuum40Mocchi72Suezo104Suezo
9Kato41Durahan73Naga105Ducken
10Beaclon42Worm74Metalner106Gaboo
11Worm43Ape75Jill107Mew
12Henger44Kato76Kato108Gaboo
13Arrow Head45ColorPandora77Jell109Zuum
14Gaboo46Mock78Suezo110Golem
15ColorPandora47Naga79Arrow Head111Baku
16Zuum48Hopper80ColorPandora112Mocchi
17Naga49Plant81Hopper113Bajarl
18Hopper50Arrow Head82Wracky114Suezo
19Tiger51Kato83Pixie115Arrow Head
20ColorPandora52Gaboo84Mocchi116Zuum
21Plant53Jill85Ape117Gaboo
22Metalner54Kato86Plant118Monol
23Zilla55Mocchi87Hopper119Phoenix
24Arrow Head56Phoenix88Henger120Durahan
25Suezo57Zuum89ColorPandora121Undine
26Ape58Tiger90Hare122Tiger
27Centaur59Golem91Kato123Naga
28Monol60Dragon92Mocchi124ColorPandora
29Bajarl61ColorPandora93Gali125Mew
30Tiger62Hopper94Arrow Head126Arrow Head
31Mocchi63Suezo95Hopper127Plant

 

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-PSecValue
011
13
226
316
417
510
619
70
836
912
1035
1112
1233
1324
148
159
1627
1714
1825
1933
208
2127
2232
237
2422
2513
266
2727
2835
2937
3023
3128
325
3331
3428
3521
3637
374
383
3911
4019
413
4213
4325
4430
4510
4620
4725
482
4916
501
5134
5215
5323
5423
5529
5634
5718
5836
591
TypeNumber of
Non-Special
Sub Breeds
Ape5
Arrow Head7
Bajarl2
Baku9
Beaclon9
Centaur9
ColorPandora3
Dragon14
Ducken3
Durahan11
Gaboo4
Gali12
Ghost1
Golem24
Hare12
Henger8
Hopper12
Jell12
Jill7
Joker6
Kato7
Metalner3
Mew5
Mocchi8
Mock2
Monol12
Naga12
Niton8
Phoenix1
Pixie22
Plant12
Suezo12
Tiger12
Undine2
Worm12
Wracky10
Zilla4
Zuum19

Monster Main and Potential Sub Types Table

Main TypeIndexSub Type
Ape0Golem
1Hare
2Gali
3Plant
4Ape
Arrow Head0Henger
1Golem
2Durahan
3Arrow Head
4Suezo
5Joker
6Mock
Bajarl0Bajarl
1Joker
Baku0Dragon
1Golem
2Durahan
3Tiger
4Hare
5Baku
6Kato
7Joker
8Jell
Beaclon0Dragon
1Beaclon
2Henger
3Golem
4Durahan
5Tiger
6Bajarl
7Joker
8Ducken
Main TypeIndexSub Type
Centaur0Pixie
1Dragon
2Centaur
3Golem
4Durahan
5Arrow Head
6Tiger
7Bajarl
8Joker
ColorPandora0Pixie
1ColorPandora
2Jell
Dragon0Pixie
1Dragon
2Beaclon
3Henger
4Golem
5Durahan
6Arrow Head
7Tiger
8Gali
9Kato
10Bajarl
11Metalner
12Joker
13Monol
Ducken0Golem
1Suezo
2Ducken
Main TypeIndexSub Type
Durahan0Pixie
1Dragon
2Beaclon
3Golem
4Durahan
5Arrow Head
6Tiger
7Phoenix
8Metalner
9Joker
10Mock
Gaboo0Tiger
1Joker
2Gaboo
3Jell
Gali0Pixie
1Golem
2Zuum
3Tiger
4Hare
5Gali
6Suezo
7Jell
8Plant
9Monol
10Worm
11Naga
Ghost0Ghost
Main TypeIndexSub Type
Golem0Pixie
1Dragon
2Beaclon
3Henger
4Wracky
5Golem
6Zuum
7Durahan
8Arrow Head
9Tiger
10Hare
11Baku
12Gali
13Zilla
14Bajarl
15Metalner
16Suezo
17Joker
18Jell
19Mock
20Plant
21Monol
22Worm
23Naga
Hare0Pixie
1Golem
2Zuum
3Tiger
4Hare
5Gali
6Suezo
7Jell
8Plant
9Monol
10Worm
11Naga
Main TypeIndexSub Type
Henger0Dragon
1Henger
2Golem
3Zuum
4Metalner
5Joker
6Mock
7Monol
Hopper0Pixie
1Dragon
2Tiger
3Hopper
4Kato
5Bajarl
6Metalner
7Suezo
8Jill
9Mocchi
10Joker
11Mock
Jell0Pixie
1Golem
2Zuum
3Tiger
4Hare
5Gali
6Suezo
7Jell
8Plant
9Monol
10Worm
11Naga
Main TypeIndexSub Type
Jill0Pixie
1Tiger
2Hare
3Kato
4Suezo
5Jill
6Joker
Joker0Pixie
1Dragon
2Golem
3Tiger
4Bajarl
5Joker
Kato0Dragon
1Tiger
2Gali
3Kato
4Suezo
5Mocchi
6Joker
Metalner0Pixie
1Metalner
2Suezo
Mew0Pixie
1Tiger
2Hare
3Mew
4Jell
Mocchi0Pixie
1Dragon
2Durahan
3Tiger
4Kato
5Mocchi
6Joker
7Jell
Main TypeIndexSub Type
Mock0Joker
1Mock
Monol0Pixie
1Golem
2Zuum
3Tiger
4Hare
5Gali
6Suezo
7Jell
8Plant
9Monol
10Worm
11Naga
Naga0Pixie
1Golem
2Zuum
3Tiger
4Hare
5Gali
6Suezo
7Jell
8Plant
9Monol
10Worm
11Naga
Niton0Golem
1Durahan
2Kato
3Bajarl
4Metalner
5Jell
6Niton
7Mock
Phoenix0Phoenix
Main TypeIndexSub Type
Pixie0Pixie
1Dragon
2Centaur
3Wracky
4Golem
5Zuum
6Durahan
7Tiger
8Hare
9Gali
10Kato
11Bajarl
12Metalner
13Suezo
14Jill
15Joker
16Jell
17Mock
18Plant
19Monol
20Worm
21Naga
Plant0Pixie
1Golem
2Zuum
3Tiger
4Hare
5Gali
6Suezo
7Jell
8Plant
9Monol
10Worm
11Naga
Main TypeIndexSub Type
Suezo0Pixie
1Golem
2Zuum
3Tiger
4Hare
5Gali
6Suezo
7Jell
8Plant
9Monol
10Worm
11Naga
Tiger0Pixie
1Golem
2Zuum
3Tiger
4Hare
5Gali
6Suezo
7Jell
8Plant
9Monol
10Worm
11Naga
Undine0Joker
1Undine
Worm0Pixie
1Golem
2Zuum
3Tiger
4Hare
5Gali
6Suezo
7Jell
8Plant
9Monol
10Worm
11Naga
Main TypeIndexSub Type
Wracky0Pixie
1Dragon
2Henger
3Wracky
4Golem
5Durahan
6Bajarl
7Metalner
8Joker
9Mock
Zilla0Pixie
1Tiger
2Zilla
3Jell
Zuum0Pixie
1Dragon
2Golem
3Zuum
4Arrow Head
5Tiger
6Hare
7Baku
8Gali
9Kato
10Bajarl
11Suezo
12Joker
13Jell
14Mock
15Plant
16Monol
17Worm
18Naga

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):

Datalifepowintskispddeflife weeks
LN-PSec 1 -> Index 1-88-11510116
T2-PSec 1 -> Index 1-88-11510116
Sum of Both Indices-1616-23020232
Zilla/Tiger Base Data140160130110120100430
Sum of Base and Indices124176128140140102462

 

Indexlifepowintskispddeflife weeks
038912132-10
1-88-11510116
21319-8-71314-3
3-31410619-31
412-211-4-31215
5-915-1-1121414
614-113899-9
714-8-3720-815
84101511-719-7
9-8320-6417-2
10-241217-2313
11-517-676137
121891913-5-9-6
13-521410-41616
1420-101743-313
15-977291518
16953-81875
1715132642-1
184-6-2820112
19-3205-9738
202-9615412
211338-7-9179
2211-6105555
23-6111392-219
241716-511-76-8
2516-1-22010-89
26-16916156-2
275818-3-8183
2815-71519-2-41
29955-511156
30-2-51912-520-8
31-4221213-620
327716-4374
333-21620-1-106
34661715-88-1
357113-21110-6
36101118292
3711134191-53
3818-5-3-2181110
39-1145-9-11010
4021212912-9-9
4189-10-181311
428-3751416-7
4319-864-41117
44-718141014-6-4
451019-41317-7-5
463-3-831618-4
4720-7914-10-17
48121-92120-5
49-72020-66-74
501-4831622
51-615-716-6414
525174-585-10
53610-6-319-518
54-1016-71815-417
5519-91817-3-2-3
56141-10-61220
57-4-4-41417198
58171811-8-9811
591612-917-119

 

Chapter 6 - Reverse Engineering Your Own .ccd File - Special Monster

Example 2 - .ccd File for starting with to create your own special monster

[CloneCD]
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

[CloneCD]
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:

  1. Lookup Monster Needed and record Sub Type Index for later use
  2. Lookup up the largest index for Main Monster Type
  1. Convert to hexadecimal, see if it can be used directly as decimal without the 0x
  2. Determine addition value for getting it to a look like a decimal
  3. Record the LN-PMin value once the hexadecimal value looks like a decimal number
  1. Take the addition value from step 2.b above and make as large as possible.
  1. Subtract 1 from the 10’s place of the LN-PMin value (if possible, without making it negative)
  2. Multiply by 10 and add in the addition value from step 2.b above.
  3. 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.

ValueIndexValueIndexValueIndexValueIndex
07104520462834
15011021352955
159113922243044
24812923303133
31121123533222
338132523543312
341134224133319
437141725183451
532155225433456
62616325473510
72316492623528
8141742716368
820185727213658
91519627273729
105194028313736

 

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 Datalifepowintskispddeflife weeks
Naga/Gali Base Data12015010014070130350

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.

lifepowintskispddeflife weeks
T2-PSec -> 3-31410619-31
LN-PSec -> 3711134191-53
Sum of Both Indices827142520-84
Sum of Base Data
+ Summed Indices
12817711416590122354

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

  • PLBA Formula: ((PMin x 60 + PSec) x 75) + PFrame - 150
  • T2-PMin is always "1". PFrame is always "0" (for CloneCD).
  • 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

    [CloneCD]
    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

     

    Credits: Research by SmilingFaces96 - Original documentation here

    This page was last modified: April 16 2024
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