On a whim, I decided to poke around in JPCSP's memory.
Here's one of PSP2i's enemy drop charts
(Hunter, levels 1-99, beach area). There are 709 others, who knows how many actually have unique drops (34 areas with 20 each, where only 4 classes * 3 level tiers of each are actually used, plus 10 infinity mission areas * 3 level tiers). A few of the probabilities are used for different things, but you can see the format stayed fairly close to the PSU one (monster list is here
If I can sort out how to actually extract the new NBL format, could easily write something to make them all human readable, but don't hold your breath on that for the time being. I know Mewn's been looking at that particular chart, though, so maybe hold your breath if you want?
Also, despite being in the monster list and
having an EnemyLVTable entry (these are used to determine which monster in a mission maps to what actual monster--it's what sees a 0xB and says "it's a Pannon" or "it's a Bel Pannon", depending on the level, hence the name!), Dark Bringer has had all of its actual data dummied out. I was heartbroken when I placed one in a mission and it failed to load; how am I supposed to keep my title as "dude who does unholy things to PS games" now? Well, aside from everything else, I mean...
EDIT: Okay, combination of experimentation and Mewn's notes revealed the following:
- The three probabilities are special drops (formerly drop-nothing), area drops, and meseta. They are now independent rolls (PSU used one roll for all three, then checked which range it fell into).
- Level range drops are rolled before special/area/meseta drops.
- They actually use the nonsense placeholder monomate drops now (PSU had a bunch defined for enemies that don't have actual special drops, but set them all to 0 probability).
- Vanda Orga is ridiculously shiny in PSP2i.
The raw higher-level drop charts for beach/hunter are here
. Kinda forgot to label the special drop numbers, but... ehh.