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Sanrio Timenet: Kako-Hen and Mirai-Hen (reverse engineering data)
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 D348 - Known moves slot 1 D349 - Known moves slot 2 D34A - Known moves slot 3 D34B - Known moves slot 4 D34C - Known moves slot 5 D34D - Known moves slot 6 D34E - Known moves slot 7 D34F - Known moves slot 8 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 C6C8 - User's Move A C6C9 - User's Move B C6CD - User's Move C C6CE - User's Move D
Other
C827 - Game Center purchased monster nickname sprite D11F - Player gender
Index numbers
Monsters
- 01 - クリキンJr.
(02-A0: Continue up to No. 161, index order matches the monsters by monster list order)
- A1 - ハンギョドンロボ
Non-Obtainable
- EE - モンスターザッキ
- EF - ホワイトサッキー
Characters
- 00 - -------- (Protagonist)
- B0 - バッドばつ丸
(B1-ED: More up to ザッキー)
- FD - キティ
- FE - (Rival's name) (Rival)
- FF - きんかい (Nugget sprite)
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
- 00 - --------
- 01 - パンチ
- 02 - キック
- 03 - チョップ
- 04 - ひっぱたく
- (Add 05-90)
- 91 - トランスフォーム
(Valid moves end here?)
Attributes (on monsters)
- 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
Text characters
00=6 01=7 02=8 03=9 04=C 05=D 06=e 07=E 08=S 09=J 0A=L 0B=M 0C=P 0D=r 0E=s 0F=U 10=V 11=X 12= ゙ 13= ゚ 14=ー 15=… 16=・ 17=. 18=! 19=? 1A=: 1B=/ 1C=『 1D=❤ 1E=★ 1F=▷ 20= 21+=[Tiles or shades not text] 80= 81=[full grey box] 82=[full darker grey box] 83=⬛ [full black box] 84=[Top-left border] 85=[Top-middle border] 86=[Top-right border] 87=[Bottom-left border] 88=[Bottom-middle border] 89=[Bottom-right border] 8A=[Left-middle border] 8B=[Right-middle border] 8C=▼ 8D=▲ 8E=▶ 8F=◀ 90= 91=あ 92=い 93=う 94=え 95=お 96=か 97=き 98=く 99=け 9A=こ 9B=さ 9C=し 9D=す 9E=せ 9F=そ A0=た A1=ち A2=つ A3=て A4=と A5=な A6=に A7=ぬ A8=ね A9=の AA=は AB=ひ AC=ふ AD=へ AE=ほ AF=ま B0=み B1=む B2=め B3=も B4=や B5=ゆ B6=よ B7=わ B8=ん B9=ら BA=り BB=る BC=れ BD=ろ BE=を BF=ゃ C0=ゅ C1=ょ C2=っ C3=ア C4=イ C5=ウ C6=エ C7=オ C8=カ C9=キ CA=ク CB=ケ CC=コ CD=サ CE=シ CF=ス D0=セ D1=ソ D2=タ D3=チ D4=ツ D5=テ D6=ト D7=ナ D8=ニ D9=ヌ DA=ネ DB=ノ DC=ハ DD=ヒ DE=フ DF=A E0=ホ E1=マ E2=ミ E3=ム E4=メ E5=モ E6=ヤ E7=ユ E8=ヨ E9=ラ EA=B EB=ル EC=レ ED=ロ EE=ワ EF=ヲ F0=ン F1=ャ F2=ュ F3=ョ F4=ッ F5=ァ F6=ィ F7=ゥ F8=ェ F9=ォ FA=0 FB=1 FC=2 FD=3 FE=4 FF=5
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. Additionally, the character table is from the Datacrystal article for the TBL file. Any further edits with data taken from another source should be attributed too.