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The Shrine uses an internal CDDB of 664,909 Titles/Artists instead which point to 1218 variations of the 415 playable monsters.
At the shrine, instead of inserting a physical disc, you look up a Title or Artist. This can be games, music etc. There's even a random button to use at the shrine.
SOME old albums equate to the same monster generated at the shrine, but most of them do not. the Old CD Lists are not reliable to use in the new game.
The CDDB has also been completely solved so if you want to know exactly what you can get, there are resources online to look these up on LegendCup.com
i know my favorite arrowhead/hengar came from a cd that was cd player cleaner and i have no idea how to pretend to look up what that code is for this new game besides that i learn monster comes from over length of music on disc and like timing of song 1 2 and last one or something like that. w.e. i just want my perfect arrowhead/henger back lol
Monster generation in DX is completely different than in the original game. Not just in using a CDDB list to look up, but literally how they are generated in-game. Some entries from the original lists made it into the CDDB, but it doesn't really matter since every monster, and each variant of each monster, has hundreds of entries that all make the same monster.
All of the possible variants in MR2DX are known/discovered.
if you want the best version of your Renocraft: https://legendcup.com/faqmr2dxcdlist.php
There are 3 possible variants. 2 of those variants have (minor) offsets applied to stats/lifespan while the 3rd variant is static.
The Gains and Data for MR2DX are pulled directly from the game. It's literally hard coded and in the game's tables. These are items you can get when using explicitly within MR2DX. There's no way you are getting anything outside of the tables on LegendCup for MR2DX when using a "CD" in MR2DX. We've had thousands upon thousands of confirmations and tests that validates this.
MR1DX's Tables don't contain this data. Working with the Japanese community to compare this data to the original game resulted in the current MR1DX stat gain tables. There are some assumptions made with MR1DX, since DX works differently than the 1997 version of the game, in the same way 2DX is different, but finding the data in MR1DX seems mroe obscured (or poorly programmed/written?).
Stat inheritance is solved when Slating, however, if you're seeing different Stat Gain results after slating, that's new/interesting. If you have the Memory locations for the Gain value (not the Stat Value) for Gains in MR1 to use with a tool like Cheat Engine, that'd be a great help for confirming Gain carry overs prior to slating to MR2. (We know Memory locations for MR2 to confirm gain values post-shrining.)
If you think you've solved something or want to contribute, please join the MR Discord with your research, how to reproduce it, or what you've discovered so far. Maybe it's a piece of the puzzle that makes other data make sense. MR2 is solved, but MR1 being not as popular doesn't have as many eyes on it.