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Monster Rancher 4
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Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Stubs
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Koei Tecmo > Games developed by Tecmo
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by Koei Tecmo > Games published by Tecmo
Games > Games by release date > Games released in 2003
Games > Games by release date > Games released in August
Games > Games by release date > Games released in August > Games released on August 14
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 13
Games > Games by series > Monster Rancher series
Monster Rancher 4 |
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Also known as: Monster Farm 4 (JP)
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This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
To do: Regional Differences (e.g. Japanese version has different designs for Mao Mao and Garp) |
Unused Title Screen Music
Present inside MF4.DAT are twelve identical copies of the title screen song.
Development Texts
Hidden inside SLUS_207.02 are hints to several debug modes.
Some state info at 0x3F7EE8, 0x3F8920, 0x3F8E88, 0x3F9910, and 0x3FB130:
this phase is mon_info::INIT this phase is mon_info::MON_INFO_IN this phase is mon_info::MON_INFO_MAIN_PAGE_IN this phase is mon_info::MON_INFO_MAIN_PAGE this phase is mon_info::MON_INFO_MAIN_PAGE_OUT this phase is mon_info::MON_INFO_WAZA_PAGE_IN this phase is mon_info::MON_INFO_WAZA_PAGE this phase is mon_info::MON_INFO_WAZA_PAGE_WAZA_SELECT this phase is mon_info::MON_INFO_WAZA_PAGE_WAZA_EQUIP this phase is mon_info::MON_INFO_WAZA_PAGE_SLOT_SELECT this phase is mon_info::MON_INFO_WAZA_PAGE_SLOT_CHANGE_WAZA this phase is mon_info::MON_INFO_WAZA_PAGE_SLOT_CHANGE_CRCT this phase is mon_info::MON_INFO_WAZA_PAGE_SLOT_CHANGE_CRCT_WARNING this phase is mon_info::MON_INFO_WAZA_PAGE_OUT this phase is mon_info::MON_INFO_CRCT_PAGE_IN this phase is mon_info::MON_INFO_CRCT_PAGE this phase is mon_info::MON_INFO_CRCT_PAGE_OUT this phase is mon_info::MON_INFO_RECORD_PAGE_IN this phase is mon_info::MON_INFO_RECORD_PAGE this phase is mon_info::MON_INFO_RECORD_PAGE_OUT this phase is mon_info::MON_INFO_DEBUG_PAGE_IN this phase is mon_info::MON_INFO_DEBUG_PAGE this phase is mon_info::MON_INFO_DEBUG_PAGE_OUT this phase is mon_info::MON_INFO_OUT this phase is mon_info::END this phase is brd_info::BRD_INFO_DEBUG_PAGE_IN this phase is brd_info::BRD_INFO_DEBUG_PAGE this phase is brd_info::BRD_INFO_DEBUG_PAGE_OUT this phase is farmphase::wait this phase is farmphase::load KETTEI : PICK UP SANKAKU : RECOVER KETTEI : DISP LIST SHIKAKU : DISP LIST CANCEL : EXIT KETTEI : SETUP CANCEL : CANCEL TRAINING SYUGYOU REST NONE this phase is schedule::schedule_change_init this phase is schedule::schedule_layout_main_in this phase is schedule::schedule_change_main this phase is schedule::action_select this phase is schedule::sub_menu_select this phase is schedule::training this phase is schedule::special this phase is schedule::rest this phase is schedule::automatic MARU : TO SCHEDULE_CHANGE_MAIN this phase is scdlAuto::sub_menu_auto this phase is scdlAuto::sub_menu_copy this phase is scdlAuto::sub_menu_all_clear this phase is scdlAuto::sub_menu_clear this phase is schedule::schedule_change_end MARU : TO TRAINING SANKAKU : TO SPESIAL(SYUGYO SHIKAKU : TO REST R1 : TO AUTOMATIC(OMAKASE CANCEL : EXIT this phase is scdl_special::select_place this phase is scdl_special::over_fixed_number this phase is scdl_special::not_enough_money this phase is scdl_special::not_enough_farmpoint this phase is scdl_special::end this phase is scdl_training::select_training this phase is scdl_training::custom this phase is scdl_training::end this phase is scdlAuto::init this phase is scdlAuto::auto_course_select this phase is scdlAuto::auto_farm_pts_select this phase is scdlAuto::auto_main this phase is scdlAuto::end this phase is tourScdl::TOUR_SCDL_LOAD this phase is tourScdl::TOUR_SCDL_INIT this phase is tourScdl::TOUR_SCDL_LAYOUT_IN this phase is tourScdl::TOUR_SCDL_MAIN this phase is tourScdl::TOUR_SCDL_RESERVE_MON_SELECT this phase is tourScdl::TOUR_SCDL_RESERVE_YN this phase is tourScdl::TOUR_SCDL_RESERVE this phase is tourScdl::TOUR_SCDL_RESERVE_CANCEL_YN this phase is tourScdl::TOUR_SCDL_RESERVE_CANCEL this phase is tourScdl::TOUR_SCDL_WARNING_NOT_ENOUGH_MON this phase is tourScdl::TOUR_SCDL_ENTER_YN this phase is tourScdl::TOUR_SCDL_ENTER this phase is tourScdl::TOUR_SCDL_LAYOUT_OUT this phase is tourScdl::TOUR_SCDL_END this phase is farmMonEntry::init this phase is farmMonEntry::select this phase is farmMonEntry::entry this phase is farmMonEntry::cancel this phase is farmMonEntry::cancel_yesno this phase is farmMonEntry::tour_warning this phase is farmMonEntry::tour_warning2 this phase is farmMonEntry::adv_warning this phase is farmMonEntry::adv_warning2 this phase is farmMonEntry::go_adv_yesno this phase is farmMonEntry::go_tour_yesno this phase is farmMonEntry::exit_yesno this phase is farmMonEntry::end this phase is advPhase::PADV_RIDE_IN this phase is advPhase::PADV_RIDE_OUT this phase is advPhase::PADV_BOSS_IN this phase is advBoss::PADV_BOSS_OUT_CONTE this phase is advBoss::PADV_BOSS_BATTLE_RESULT this phase is advBoss::PADV_BOSS_RESULT 3 continue 2 escape 1 next floor this phase is advFloorChange::PADV_FCNG_FREE_FIELD this phase is advFloorChange::PADV_FCNG_LD_FIELD this phase is advFloorChange::PADV_FCNG_LD_ORN
There's data for a parameter dump screen at 0x3E8510:
MONSTER MAIN DATA POWER : %d IQ : %d HIT : %d AVOID : %d TOUGH : %d LIFE : %d YARUKI : %d YARUKI_TYPE : %d YARUKI_WAVE : %d TIRED : %d MANPUKU : %d SINRAI : %d PERSONALITY : %d POPURALITY : %d TAIKEI : %d TAIKAI POINT : %d ADV LEVEL : %d ADV EXP : %d NORAMON SHOOT : %d PARA LIMIT : %d LIFE SPAN : %d STRESS : %d AFFIN TO MON%d : %d SUCCESS NUM : %d SABORI NUM : %d TRAINING NUM : %d
Some camera debug references at 0x3FA9B8:
cam ref[0] = %f [1] = %f [2] = %f cam pos[0] = %f projection = %f cam pos base height = %f cam pos height coefficient = %f cam pos distance coefficient = %f projection at nearest point = %f projection increase rate
The Monster Rancher series
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PlayStation | Monster Rancher • Monster Rancher 2 |
PlayStation 2 | Monster Rancher 3 • Monster Rancher 4 |
Game Boy (Color) | Monster Rancher Battle Card GB |
Categories:
- Pages missing developer references
- Games developed by Tecmo
- Pages missing publisher references
- Games published by Tecmo
- PlayStation 2 games
- Pages missing date references
- Games released in 2003
- Games released in August
- Games released on August 14
- Games released in November
- Games released on November 13
- Games with hidden development-related text
- Games with unused music
- Stubs
- To do
- Monster Rancher series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Stubs
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Koei Tecmo > Games developed by Tecmo
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by Koei Tecmo > Games published by Tecmo
Games > Games by release date > Games released in 2003
Games > Games by release date > Games released in August
Games > Games by release date > Games released in August > Games released on August 14
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 13
Games > Games by series > Monster Rancher series