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Pokémon Stadium (International)

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Title Screen

Pokémon Stadium

Also known as: Pokémon Stadium 2 (JP)
Developer: Nintendo EAD
Publisher: Nintendo
Platform: Nintendo 64
Released in JP: April 30, 1999
Released in US: February 29, 2000
Released in EU: April 7, 2000
Released in AU: March 23, 2000


AnimationsIcon.png This game has unused animations.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article
DCIcon.png This game has a Data Crystal page

The first game in the Pokémon Stadium series to be released outside of Japan. This time, we have all 151 Pokémon, a variety of mini-games, and more.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Pkmn stadium unused trainer 6.png
Regional Differences
Some of the rental Pokémon originally had worse movesets.
Pokemon Stadium Magikarp Splash.png
Kids Club
The Kids Club was originally much bigger in scope.

Unused Graphics

Butterfree Banner

Freeeeeee!

An animation of two Butterfree holding a banner, found within the main menu graphics. It may have been used to display the names of the locations at one point. In the final game, each location name is on a cloud.

Nintendo Cup '98 Trainers

The Nintendo Cup '98 CPU opponents are unused in the localized versions.

Metapod

Metapod, use Harden!

A Metapod. It's listed as a trainer, for some reason. This image was probably intended for Transel Taneichi, a Japanese video game magazine editor.

JPEG Type Banners

Located at 0x6CA730 in the US ROM is a multi-file asset bin of 16 banner looking background images, each corresponding in table order to the Pokemon types. These are leftovers from the previous game, used as backgrounds in the Party menu for move descriptions. The Bird-type banner, a copy of the Flying type banner, goes unused in both games, as there are no Bird-type moves normally viewable.

Unused Experience Groups

The two unused Experience groups from Pokémon Red and Blue are still present at 0x7DE453.

34 0A 00 1E     ;Unused 1: (3/4 Lv³) + (10 × Lv²) – 30: 849,970 Exp at Lv 100
34 14 00 46     ;Unused 2: (3/4 Lv³) + (20 × Lv²) – 70: 949,930 Exp at Lv 100

Unused Event Move

Acid Diglett

Diglett is listed as learning Acid at Level 1 at the end of its Red and Blue level-up moves at 0x780140, causing the game to consider it a valid move. This is how certain Event Pokémon with special moves are allowed to be valid, such as Pikachu with Surf and Psyduck with Amnesia. An Event Diglett with Acid has never been released, and Diglett has otherwise never been able to learn Acid.

Unused Move Effects

Despite not being used in the game, some of the unused move effects from Red and Blue are coded in Stadium.

Move effect 23 (Blizzard) is used in this game, though its Freeze chance has been reduced to 10.2%. Move effects 1E, 48, and 49 have had their effect changed from Red and Blue.

Identifier Effect
01 Puts enemy to Sleep.
0C Raises Speed by 1 stage.
0E Raises Accuracy by 1 stage.
15 Lowers Special by 1 stage.
17 Lowers Evasion by 1 stage.
1E Attacks 2-5 times, same as 0x1D in Stadium.
36 Raises Accuracy by 2 stages.
37 Raises Evasion by 2 stages.
3A Lowers Attack by 2 stages.
3C Lowers Speed by 2 stages.
3D Lowers Special by 2 stages.
3E Lowers Accuracy by 2 stages.
3F Lowers Evasion by 2 stages.
48 33.2% chance of lowering Accuracy by 1 stage.
49 33.2% chance of lowering Evasion by 1 stage.

Debug Display

Hmmm...
To do:
There may be more debug features/leftovers.

PokemonStadium DebugDisplay.png

This display shows the current CPU usage, RCP usage, and memory usage with graphical meters and numbers. Use the following GameShark codes below:

Version GameShark Code
USA v1.0 81068BC2 0003
81068BC6 0002
USA v1.1
USA v1.2 81068D02 0003
81068D06 0002
Japan 81065772 0003
81065776 0002
Europe v1.0 81068C82 0003
81068C86 0002
Europe v1.1 81068DC2 0003
81068DC6 0002
Germany 81069242 0003
81069246 0002
France 81069362 0003
81069366 0002
Italy
Spain
(Source: Nekokabu)

Crash Handler

A crash handler similar to other games like Paper Mario exists in the game. It displays the exception code and a dump of the registers.

To trigger it, crash the game in some way, then press D-Up, D-Down, D-Left, D-Right, C-Up, C-Down, C-Left, C-Right, B, A. Note that this only works on version 1.0 of Pokémon Stadium.

Development-Related Text

At 0x7BF90 is the Debug Display for CPU usage, RCP usage, and memory usage:

MEM:%08XH
CPU:%5.3f
RCP:%5.3f

At 0x7D10F:

Tog_normal_Fvector() zero div. err!

At 0x7F228:

NaN
Inf
0

At 0x8E32C is some Game Boy Tower debug:

Audio:
Memory:
Heap OverFlow : Not Allocate %d! %x %x %x
Clear Workarea %x -%x size %x 
Heap %x %x %x

At 0xAA900:

Loop Occer
Sound 0x21 = Gain %x Sign %x Step %x
Sound 0x22 = %d %d %d
Sound 0x23  Vol %d (Reset Counter)
Dmg Noise pitch :  %x  Vol %d
AudioReset : Reload Noisetable Finish
AudioStart : Noisetable %x
AudioExit  : Reload Noisetable
DAC:Lost 1 Frame
Address Error %x

At 0x2B45C0:

Load Controller Pak
Save Controller Pak
Quit
GALLERY DEBUGGER
PFS ERROR : %d

At 0x377C90:

calc_vector_ATtoDM() normal error!!!
calc_vector_ATtoDM2() normal error!!!

At 0x3781E0 are strings related to the battle system:

PROB %d
POWER += POWER * %2.1f
CRITICAL %d
zokuseiFlag %d
******** CkeckCondition **********
MASK_SLEEP
BIT_FREEZE
BIT_SHIMETSUKE
BIT_KIZETSU
BIT_KATAMARU
count4 %d
BIT_KONRAN OWARI
BIT_KONRAN
BIT_KONRAN RND
NowSkill %d  kanashibariSkill %d
BIT_PARALYSE
BIT_GAMAN
CLEAR  BIT_GAMAN
BIT_ABARERU
BIT_SHIMETSUKE %d
BIT_IKARI
******** Kougeki1 Sart **********
JumpAttack2
JumpAttack3
SpAttackTbl1
JumpAttack4
SpAttackTbl3
JumpAttack5
JumpAttack5 Avoid
JumpAttack6
--->SHIMETUKE
effectPass
attack 9
Yubifuri
SpAttackTbl4
Avoid
MESSAGE
SpAttackTbl5
IkariCheck
RENZOKU Count %d
%d
SpAttackTbl
SP %d
index %d  step %d
index %d  step %d
index %d
paramStep %d index %d  step %d
%%%%%%%%%%%%%%%%%%%%%%%
INDEX %d   WARIKOMI %d
%%%%%%%%%%%%%%%%%%%%%%%
FAIL
index %d
index %d
FAIL
FAIL2
FAIL3
offp->count1 %d
******** spAttackMain ********
!!!! SPATTACK Num %d!!!!
******** spAttackMainEnd ********

At 0x15C0CFE-0x19651EC are multiple occurrences of standard sound identifiers:

N64 PtrTablesV2
N64 WaveTables
BGM.WBK
TRCSFX.WBK
SPCSFX.WBK
BTLSFX.WBK
SANDSFX.WBK
KATAKU.WBK
SUSHI.WBK
KORATTA.WBK
SLEEP.WBK
PIKACHU.WBK
PIPP_PAL.WBK
ARBO_PAL.WBK
TITLE.WBK
BTLDEMO.WBK
LABSFX.WBK

Note that PIPP is Clefairy, KORATTA is Rattata, and ARBO is Ekans; with SUSHI for Sushi-Go-Round, some of these WBK files are probably for minigames.

Unused Pokédex Entry

The unused Pokédex entry ID 152 has no Pokémon species name, but it has an entry text as follows.

  • English: SUBSTITUTE POKé DOLL (North American v1.1: 0x78AB03; European v1.1: 0x77D2C3)
  • Japanese: みがわりにんぎょう (0x071184)
  • French: POKéPOUPEE de SUBSTITUTION (0x7666AA)
  • German: DELEGATOR-POKéPUPPE (0x76BF79)
  • Italian: POKé BAMBOLA SOSTITUTO (0x766F11)
  • Spanish: POKé MUÑECA SUSTITUTA (0x769E1F)

Oddities

MISSINGNO.

Hmmm...
To do:
Try to hack the game (with GameShark?) to allow it to be transferred.

If one were to try to transfer MISSINGNO. from Red or Blue, it will show a Substitute Poké Doll as the icon, but it won't let you transfer it to the game.

Missingno Substitute doll screen.png

Pokémon Green Compatibility

Hmmm...
To do:
Is Stadium's emulator confirming specific checksum for expected games, or failing in some other fashion? Some information here.

The international releases retain support for Pokémon Green. This functionality goes unused because Green was only released in Japan, and Japanese Generation I games are incompatible with other languages. The game checks for a line early in the ROM starting at offset 134. Official Gameboy games use this line to indicate the ROM's name, some other details of the ROM and cart hardware, and most notably the country code. Pokemon Stadium games check for both the country code (0 for Japan region and 1 for non-Japan) and the specific name (spelled out in hex) and match that name against a list of compatible games and how each one should be handled. The International version rejects any game with a region code of 0, and vice versa. If a ROM is hacked to alter either the region code of a "Green" version to be 1, or the ROM's name to say "POKEMON GREEN", it's identified and supported! However, in the first international Pokemon Stadium game, emulating Green will fail with an erroneous error message indicating a faulty connection. It does, however, fully dump the cart using the same method and screen as Pokemon Crystal if attempted in Pokemon Stadium 2, and from there it plays the emulated ROM as well as the other versions.

Pokemon Stadium (US)(green version).png

Remote Animations

A couple of Pokemon have animations for moves, that while technically used, are only able to be seen through using Mimic to learn moves that they can't normally learn. Venusaur has an animation which is used while using moves such as Earthquake, Fissure and Submission where it climbs onto its back legs and stomps the ground, while Pikachu has an animation where it tries to focus to the point of sweating which is used while using moves such as Psychic and Confusion. Venusaur would eventually be able to learn Earthquake in Ruby and Sapphire, making its animation used normally in Pokemon Colosseum and XD: Gale of Darkness. Another more obscure example would be the animation for when Nidoking uses Stomp; the animation is used for other moves, but the last second of the animation is cut off for all moves that use that animation except for Stomp (11:30 in this video: https://www.youtube.com/watch?v=nZc_o5nRUJo).





Copy Protection

The game has four copy protection checks to ensure the game is not running on a backup copier which is usually piggybacking off of a non-6103 CIC chip. Each of these copy protection checks check a 16-bit value in the IPL memory area against a known expected value and will trigger the AP measure if it doesn't match the expected value.

  • If the first check fails, the game will loop back around to the N64 boot logo instead of switching to the title screen after the Intro. (ROM address: 0xE3A)
  • If the second check fails, attempting to enter the "Pokemon Stadium" menu from the main menu will also loop back around to the N64 boot logo. (ROM address: 0x506)
  • If the third check fails, attempting to enter the actual Stadium Mode from the area select will hang on a black screen. (ROM address: 0xD12)
  • Finally, if the fourth check fails, you wont be able to exit or progress from the Rental Registration menu as any option taken (including quitting) will reopen the menu again. (ROM address: 0x802)

To re-trigger these measures, change any of these addresses in the ROM from what they are in a known good ROM.