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Difference between revisions of "Sanrio Timenet: Kako-Hen and Mirai-Hen (reverse engineering data)"

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Line 79: Line 79:
D329 - Remaining HP (lower byte)
D329 - Remaining HP (lower byte)
D32A - Remaining HP (upper byte)
D32A - Remaining HP (upper byte)
D33F - Type


Slot 2:  
Slot 2:  

Revision as of 03:34, 23 November 2023

This article contains information found from reverse engineering Sanrio Timenet: Kako-Hen and Mirai-Hen.

ROM map

49 byte per Monster Attribute Data Structure (0-161)

17:413C: Begins with Null Monster 0x00; then Kurikin Jr. at 416C.

5F6C is Hangyodonrobo (monster 161, the final monster in the monster list).

(The location of Monster Zakki and White Zakki's structures are unknown).

Offsets

0x00-0x05: Sprite related
0x06:
0x07:
0x08:
0x09:
0x0A:
0x0B:
0x0C:
0x0D:
0x0E:
0x0F:
0x10:
0x11:
0x12:
0x13:
0x14:
0x15:
0x16:
0x17:
0x18:
0x19:
0x1A:
0x1B:
0x1C:
0x1D:
0x1E:
0x1F:
0x20:
0x21:
0x22:
0x23:
0x24:
0x25:
0x26:
0x27:
0x28:
0x29: Menu sprite
0x2A:
0x2B: Evolution level
0x2C: Evolution species
0x2D:
0x2E:
0x2F:
0x30:

RAM map

Note: RAM address create a GameShark code when their endianness is swapped and and 01xx is added in front. For example, 01xxA9D5 is the GameShark code for the current map (D5 and A9 are swapped). However, not all codes will have desirable effects, due to ROM data structure and run-time related details (for example, some memory addresses are written to by the game to keep note but not always applied instantly, or are only applied to the game in specific circumstances).

Overworld

D5A9 - Current map

D5C5 - Tekiyorāzu steps left (disable battles)

List data

D5E0-D607 - Unlocked Sanrio character encyclopedia data

Party


Slot 1:

D320 - Species
D328 - Level
D329 - Remaining HP (lower byte)
D32A - Remaining HP (upper byte)
D33F - Type

Slot 2: 

D358 - Species

Slot 3: 

D390 - Species

Slot 4:

D3C8 - Species

Slot 5:

D400 - Species

Slot 6:

D438 - Species 

Items

D470 - Item 1

D471 - Item 1 quantity

D472 - Item 2

D473 - Item 2 quantity

D474 - Item 3

D475 - Item 3 quantity

D476 - Item 4

D477 - Item 4 quantity

D478 - Item 5

D479 - Item 5 quantity

D47A - Item 6

D47B - Item 6 quantity

D47C - Item 7

D47D - Item 7 quantity

D47E - Item 8

D47F - Item 8 quantity

D480 - Item 9

D481 - Item 9 quantity

D482 - Item 10

D483 - Item 10 quantity

(List continues up to unknown maximum number of items)

Money

D11B, D11C - Game Center points

D5C1, D5C2, D5C3 - Money

Battles

C400 - Real enemy monster

C550 - Enemy monster name

C559 - Enemy monster HP left

C581 - Enemy monster sprite

Other

C827 - Game Center purchased monster nickname sprite

D11F - Player gender

Index numbers

Items

  • 00 - --------
  • 01 - あまいみつ
  • 02 - スタミナゲン
  • (Add 03-2C)
  • 2D-5A - スキルパック1 through スキルパック46
  • 5B-67 - パワーマーク1 through パワーマーク13
  • (Add 67-96)
  • 97 - スキルビーム (Last valid entry?)

Moves

Attributes

  • 00 - なし
  • 01 - ひかり
  • 02 - ほのお
  • 03 - みず
  • 04 - つち
  • 05 - かぜ
  • 06 - れい
  • 07 - レーザー
  • 08 - ヒート
  • 09 - ボム
  • 0A - アイス
  • 0B - マシン
  • 0C - エレキ
  • 0D - ESP

Attribution

This information was started as a mirror of one revision of the Datacrystal article (RAM) and another (ROM). The author (EvieMelody/Torchickens) is the same. Additionally, some memory addresses are sourced from GB-PAR room. Any further edits with data taken from another source should be attributed too.