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Hey You, Pikachu!

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Title Screen

Hey You, Pikachu!

Also known as: Pikachu Genki Dechuu (JP)
Developer: Ambrella
Publisher: Nintendo
Platform: Nintendo 64
Released in JP: December 12, 1998
Released in US: November 6, 2000


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
NotesIcon.png This game has a notes page

Hey You, Pikachu! is a simulation game which lets you talk with Pikachu. It is notable for being the only Nintendo 64 game released in North America to use the Voice Recognition Unit (VRU), which is Nintendo-speak for "dopey-looking microphone".

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes

Crash Handler

HYP-crash.png

If the game ever crashes, it'll display a very basic crash handler at the top of the screen.

Unused Areas

Macro Test

Using the GameShark code below brings you to an unused area known as "Entryway" ("げんかん" in the Japanese version), and causes the text "Macro Test"/"はよん" to appear at the top of the screen. It's apparently the house's entryway. In the US version, there's a Bulbasaur stuck in the center and Pikachu is always carrying a pink purse.

US Japan
800AE503 0001 800B2C83 0001
US Japan
Heyyoupikachu macrotest1.png HeyYouPikachuHayon1.png
Heyyoupikachu macrotest2.png HeyYouPikachuHayon2.png

In the Japanese version, the text "まだ なにも はんのう しません" ("There's still no response") appears after a few seconds.

HeyYouPikachuHayon2.png

Additionally, in the Japanese version the doors have Poké Helper entries that inform the player where the door will take them, however pressing A has no effect.

Japanese English
ドア
ここから じぶんのへや に
いける
Aボタンで とおることが できる
Door
From here, you can go to your room.
Press the A button to pass through it.
ドア
ここから モエギそうげん いりぐち に
いける
かぎが かかっている
Door
From here, you can go to the entrance to Springleaf Field.
It's locked.
ドア
ここから うちのにわ に
いける
Door
From here, you can go to
your garden.

If the player says the name of an item to Pikachu, it will appear in its hands, and the text "NUT 0 FRUIT 0" appears. If the item is a type of nut, the text will be "NUT 1 FRUIT 0", and if the item is a fruit, it will display as "NUT 0 FRUIT 1".

Regional Differences

The US version has several changes from the Japanese one. A European version wasn't released due to trouble with recognizing various accents at the same time.

Speech Indication

In the American release, along with the little person on the indicator talking, a bubble appears when the player is actively talking into the microphone to further indicate that the microphone is receiving input.

In the Japanese version, a bubble does not appear during this time, though everything else is the same. The bubble only appears when it's being sent to Pikachu.

Pokémon Cries

Every Pokémon except for Pikachu, Magnemite, Caterpie, and Butterfree have different cries between regional versions. This is because the Pokémon go by different names between Japanese and English, and the voice work was changed to match the English dub of the anime series. In the case of Magnemite, its cry is simply a screeching noise, which required no change even though its Japanese name is different than its English one.

Player's Home

Japan US
Now you see them... ...Now you don't!

In the Japanese version, a pair of shoes can be seen right outside the sliding glass door of the player's room. In Japan, people take their shoes off before entering their homes, a tradition that western countries like America don't follow so strictly, hence the shoes' removal.

Japan US
Talk about regional lockout! A Nintendo 64 IN a game played on the N64? That's just weird.

The console under the television set (which resembles a Nintendo 64) in the Japanese version looks rather unpolished and appears to have NTSC Super Nintendo cartridges included with it. The entire thing was changed to look more like an N64 in the American release.

Japan US
HeyYouPikachuN64-0j.png HeyYouPikachuN64-0u.png

HeyYouPikachuN64-3u.png

HeyYouPikachuN64-1j.png HeyYouPikachuN64-1u.png
HeyYouPikachuN64-2j.png HeyYouPikachuN64-2u.png

Additionally, to show the N64 logo in more detail, it was given its own texture separate from the console front texture. The cartridge's label (depicting a game called Robocom, most likely an early name for Custom Robo) had a portion removed from the bottom to more closely resemble an actual N64 cartridge.

Hmmm...
To do:
Graphic rips/screenshots.

The fishing posters that the player receives are different in design between versions.

Japan US
HeyYouPikachuBook5j.png HeyYouPikachuBook5u.png
HeyYouPikachuBook7j.png HeyYouPikachuBook7u.png
HeyYouPikachuBook8j.png HeyYouPikachuBook8u.png
HeyYouPikachuBook9j.png HeyYouPikachuBook9u.png
HeyYouPikachuBook10j.png HeyYouPikachuBook10u.png
HeyYouPikachuBook11j.png HeyYouPikachuBook11u.png
HeyYouPikachuBook13j.png HeyYouPikachuBook13u.png
HeyYouPikachuBook14j.png HeyYouPikachuBook14u.png
HeyYouPikachuBook0j.png HeyYouPikachuBook0u.png
HeyYouPikachuBook1j.png HeyYouPikachuBook1u.png
HeyYouPikachuBook2j.png HeyYouPikachuBook2u.png
HeyYouPikachuBook3j.png HeyYouPikachuBook3u.png
HeyYouPikachuBook4j.png HeyYouPikachuBook4u.png
HeyYouPikachuBook6j.png HeyYouPikachuBook6u.png

Several of the books' spines seen in the player's bedroom were retextured with (still mostly unreadable) English text.

Japan US
HeyYouPikachuManga1j.png HeyYouPikachuManga1u.png
HeyYouPikachuManga0j.png HeyYouPikachuManga0u.png
HeyYouPikachuManga2j.png HeyYouPikachuManga2u.png
HeyYouPikachuManga3j.png HeyYouPikachuManga3u.png
HeyYouPikachuManga4j.png HeyYouPikachuManga4u.png

Additionally, there are what appear to be manga magazines on the ground. The Japanese magazines are titled 「ポケモン少年」 (Pokémon Shonen) and all consist of the same base image, just tinted different with colors and with a different number on each one. The US version, titled Pokémon & You, forewent the numbers and featured different Pokémon for each cover.

Item Changes

Certain items that the player and Pikachu can play with are different.

Japan US
Oishii! Yummy!‎

The onigiri (known as a riceball) item from the toolbox was changed to a cupcake in the North American version.

Japan US
Kid Icarus, much? Pop pop pop!‎

The Japanese version has eggplants, whereas the American version has corn. The result is that Japan misses out on popcorn which is obtained when Pikachu shocks the vegetable.

Japan US
NEIGH!!!!! Meow!

In Viridian Forest, the player finds Cattails rather than Horsetails.

Japan US
A lovely pink. A luscious blue.

In Springleaf Field, the Morning Glory in the Japanese version became a Bluebell in the US one, although the models remain unchanged since it's just a texture swap.

"No Microphone" Icon

Japan US
Duh, am I supposed to put something in? Ok, so my VRU is unplugged, I'll go get it!

In the Japanese version, the icon displayed in the lower-right-hand corner of the screen when the microphone is not plugged in is small and static. This was apparently too easy for players to miss. In the American version, the icon was rendered bigger, animated, and makes a buzzing sound.

Piñata Game

Hmmm...
To do:
Check to see if any part of this game is still in the American version's code.

In the American version, going to Cobalt Coast in Pikachu's Play Days leads to a Piñata party where Pikachu has to hit a Poké Ball Piñata. In the Japanese version, Pikachu instead plays a similar game called Suikawari.

The objective of the game is to hit a watermelon with a stick, while Pikachu wears Ash Ketchum (Satoshi)'s hat from the anime series to cover his eyes. As such, there are watermelons scattered around along with the bananas, and Pikachu has to hit the watermelons. Pikachu can trip on the watermelons a couple times before he actually has to quit the game, whereas tripping on bananas automatically ends the minigame.

Japan US
This is just useless. Give it to Tom Nook, he'll take it off your hands.

If Pikachu loses the minigame, he gets a soda can pull tab in the Japanese version, which was changed to a bottle cap ring for the American release. This was likely changed since pull tabs had been completely phased out in North America at that time.

Pokéhelper

Japan US
HeyYouPikachuHelper0j.png HeyYouPikachuHelper0u.png
HeyYouPikachuHelper1j.pngHeyYouPikachuHelper2j.png HeyYouPikachuHelper1u.pngHeyYouPikachuHelper2u.png
HeyYouPikachuHelper4j.png HeyYouPikachuHelper4u.png

The Pocket Helper was renamed Pokéhelper for the English release, as well as being mostly retextured.

Development-Related Text

NO_MOTION
Unknown smokeType(%d)
wispType:%d
door object was made, (%3.2f, %3.2f, %3.2f), type = %d, area = %d, entrance = %d
, lock = %s 
TRUE
FALSE
-------- Object Message Info --------
landMineNew(%f,%f,%f)
ERROR: Invalid _segmentData
_segmentData[%d].segmentIdx != %d
modelsRequestLoad(%d)
type(%d):%s
segmentIdx:%d
zipType : ZIPTYPE_RAW  size:%d
zipType : ZIPTYPE_ZIP  bufferSize:%d 
size:%d
rom start:%p end:%p size:%d _buffer:%p
ERROR: Hara(%s) is not loaded. Execute modelsRequestLoad() first.
pre_modelsNew
sizeof(jointT):%d
sizeof(haraT):%d
sizeof(objT):%d
modelsNew(%d, %.3f,%.3f,%.3f, %.3f,%.3f, %.3f)
aft_modelsRequestLoad
aft_omHrcAlloc
aft_omHrcAllocMtx
aft_joSetJointTbl
setppu - obj:%p objType:%d  ppu:%p
pre_freeBuffer
aft_freeBuffer
aft_modelsNew
targetIcon change: %d -> %d
andMarkNew(%f,%f,%f)
^4たいほう^^
かいぞくたちのぶき
carpet object was made, (%3.2f, %3.2f, %3.2f), xside = %f, zside = %f
どうくつ
どこかにつうじている
micStateChange: %d -> %d
Unknown throw_dir:%d
ERROR: Illegal posType(%d)
vec:%f,%f,%f len:%f  stunRange:%f
Warning: Tried to change non_item_goal_obj
sbdInit(%p, %d, %d)
sbd->line:%d
vtxIdx:%d  vtxMax:%d  vtxLeft:%d
ERROR: gpSize over:%d
drawIdx:%d
workIdx:%d
ERROR: gpSize over:%d
sbdApply(%p, %p, %d)
Apply:(%s)
newTextIdx:%d
Error: textData_lines:%d < %d
sbdScrollBoardNew(%d, %d)
ERROR: Unknown status:%d
sendMessenger(%d, (%.3f, %.3f, %.3f), (%.3f, %.3f, %.3f), %.3f,
		(%d, %d, 0x%x, %d, %d), %d, %d)
actor type : ACTOR_PIKACHU
actor type : ACTOR_POKEMON
_setSprite:(%s) idx:%d

keeping item found, %s
Strange area. curAreaNum = %d
title image changed, to %d
%s「%s」
「%s」 ¥$%d
¥$%d
value = %d
iedeTimer:%d otukaiTimer:%d
gameClear:%d timer:%d r:%d
ERROR: Strange flow. chapter:%d
ERROR: Strange flow. chapter:%d
ERROR: Strange flow. chapter:%d
ERROR: Strange flow. chapter:%d
ERROR: Strange flow. chapter:%d
ERROR: Strange flow. chapter:%d
ERROR : unknown area (%d) ?
chapterGo(%d)

meshRootInit:%p
ERROR: Unknown meshType:%d
meshNum:%d
page stack overflow.
page stack exhausted.
alpha:%d
line %d message '%s'
[]ボタンを おしてください
-------- collisionTbl Info --------
extracted %u bytes.
relOfs = %u, relNum = %u
romCopy complete.
voice %d
index = %d, map = %d
restart skit.
Illegal difficulty:%d
whole map initialized.
whole map canceled.
whole map finished.
putItemBoxIntoContent(%p, %p(%s))
putItemIntoBox(%s)
itembox full.
putBonusItemIntoBox(%s)
putPurchaseItemIntoBox(%s)
keeping supply item, %s
contents[%d][%d].objID = %d
ERROR: Cannot change mode to %d
itembox help mode.
invalid array of itemFreqT:%d > %d
 _eepromIdx[%d] = %d
preserved data   size: %d
Unknown type:%d
Unknown type:%d
pdSaveFCB_EEPROM: eepromWrite ans:%d
pdLoadFCB_EEPROM: eepromWrite ans:%d
pdSaveEEPROM: eepromWrite ans:%d
pdLoadEEPROM: eepromRead ans:%d
allocated %u bytes for BG
%d bytes buffer needed for melting BG.
Unknown speakerType %d
ERROR: Invalid titleStat:%d
_setVolume(%f) vol:%d
Invalid loadSelNum:%d
Invalid loadSelNum:%d
pdFCB:%x
eepromGetState:%d
fileSelAttr:%x
Invalid eyeCatch table.
_eyeCatchTbl[%d].catch = %d
ecInit(%d)
chip:%d/%d
alloc dmaMessageBufp:%p size:%d
alloc dmaIoMesgFifo:%p size:%d
free dmaMessageBufp:%p
none
Initializing Mic failed.
mic64Init() End
%d:%s
All Words Downloaded.
heapRegion:%p heapHead:%p
heapSize:0x%x align_mask:0x%x sizeof(heapHeaderT):%d
hp:%p memp:%p
prev:%p next:%p size:%d
owner:%d checker:0x%x useFlag:%d
regionSize:%d heapRegion:%p heapEntry:%p

----------------
Heap_Display_All(
regionSize:%d heapRegion:%p heapEntry:%p
heap:%p owner:%d size:%d checker:0x%x useFlag:%d
)----------------

curr owner thread: %d
  prev owner thread: %d
  next owner thread: %d

%s: Error: Strange boundary of memory.(%p)
%s: Error: Heap chain is broken at %p
%s: Error: Heap is %sused at %p
un
heapDivide
heapAllocLocal
heapAllocLocal
heapPrevCombine
%s: Error: Heap chain is broken at %p
heapNextCombine
%s: Error: Heap chain is broken at %p
heapShrinkLocal
%s: warning: tried to shrink NULL
heapCheckSize
heapFreeLocal
%s: warning: tried to free NULL
heapGetSize
heapRegion:%p 
globalHeap 
%s total 0x%x  max 0x%x
setHeapEntryNext
%s: warning: tried to set entry to NULL
setHeapEntryMax

Matrix34 %p
%5.3f 
Matrix %p
%5.3f 
Mtx %p
%5.3f 

viStatus(%x)
pixel size: %s
gamma_dither:%s
gamma:%s
divot:%s
serrate:%s
antialias_mode: %s
dither_filter:%s

0: blank (no data, no sync)
1: reserved
2: 5/5/5/3 (16 bit)
3: 8/8/8/8 (32 bit)
on
off
on
off
on
offon
off

0: aa & resamp (always fetch extra lines)
1: aa & resamp (fetch extra lines if needed)
2: resamp only (treat as all fully covered)
3: neither (replicate pixels, no interpolate)
on
off

%s
Warning:Too Long String(len > %d)
%s
Warning:Too Long String(len > %d)
KANJI CODE ERROR!

Conflict using of ROM: %p(size 0x%x) and %p(size 0x%x)
Out of cache_memory.
Shortage of Cache_block_num.
caRequestRomCopy(%p, %p, 0x%x, %p)

root:%p
node %p  link: %p, %p  data: %p
BD
IP8
IP7
IP6
IP5
IP4
IP3
IP2
IP1
Interrupt
TLB modification exception
TLB exception on load or instruction fetch
TLB exception on store
Address error on load or instruction fetch
Address error on store
Bus error exception on instruction fetch
Bus error exception on data reference
System call exception
Breakpoint exception
Reserved instruction exception
Coprocessor unusable exception
Arithmetic overflow exception
Trap exception
Virtual coherency exception on intruction fetch
Floating point exception (see fpcsr)
Watchpoint exception
Virtual coherency exception on data reference

CU3
CU2
CU1
CU0
RP
FR
RE
BEV
TS
SR
CH
CE
DE
IM8
IM7
IM6
IM5
IM4
IM3
IM2
IM1
KX
SX
UX
USR
SUP
KER
ERL
EXL
IE

FS
C

Unimplemented operation
Division by zero
Overflow
Underflow
Inexact operation

EV
EZ
EO
EU
EI
FV
FZ
FO
FU
FI
RN
RZ
RP
RM

%s		0x%08x 
%s
%s  NaN           
%s  Inf           
%s  Denorm        
%s  NaN                   
%s  Inf                   
%s  Denorm                
%s  %.15e 

Fault in thread %d:

epc		0x%08x
cause
sr
badvaddr	0x%08x
rcp		0x%08x

at 0x%016llx v0 0x%016llx v1 0x%016llx
a0 0x%016llx a1 0x%016llx a2 0x%016llx
a3 0x%016llx t0 0x%016llx t1 0x%016llx
t2 0x%016llx t3 0x%016llx t4 0x%016llx
t5 0x%016llx t6 0x%016llx t7 0x%016llx
s0 0x%016llx s1 0x%016llx s2 0x%016llx
s3 0x%016llx s4 0x%016llx s5 0x%016llx
s6 0x%016llx s7 0x%016llx t8 0x%016llx
t9 0x%016llx gp 0x%016llx sp 0x%016llx
s8 0x%016llx ra 0x%016llx
lo 0x%016llx hi 0x%016llx

fpcsr
d0 
d2 
d4 
d6 
d8 
d10
d12
d14
d16
d18
d20
d22
d24
d26
d28
d30
f0
f2
f4
f6
f8
f10
f12
f14
f16
f18
f20
f22
f24
f26
f28
f30

FiT
%d
%08x
%08x
(flPass: file %s line %d)
halt: %s: %d
%d
ERROR: Can't alloc %d bytes from heap.
error: strcpy: dst or src is NULL pointer. dst:%p src:%p



ixz:(%d,%d) ixz_1:(%d,%d)
fall through getGroundAttr, researching floor...
research failed.
blockSize: %f,%f,%f  _clipZFactor:%f  clipFar:%f clipNear:%f clipFactor:%f
pre_changeMazeBlock
block level mismatch (level %d, [%3.2f, %3.2f, %3.2f]), force to digging...
aft_changeMazeBlock
totalBlockNum = %d
sizeof(mazeBlockT) = %d
initArea(%p) curAreaNum:%d
ERROR : not keeping item, %s
[]ボタンで ひろうことが できる
[]ボタンで なげることが できる
(さわることは できない)
[]ボタンで とおることが できる
holdItem:%p
item:%p
contMask:0x%04x  err:0x%04x
difficulty = %d
coop - model:%p(%s)
coop - item:%p(%s)
change player type %d
ERROR: unknown markMode:%d
ERROR: unknown markMode:%d
(しらべる ものが ない)
しらべたい ものに :;マークを
つけて {}ボタンを おすと
せつめいを よむことが できる
^4%-22s^^%s
%s%s
^4%s^^?
%s%s
(ここからだと てが とどかない)
^4%s^^
%s
^4%s^^?
%s

[]ボタンで すすむことが できる
%s%s
%s%s

(ここからだと てが とどかない)
%s%s
%s%s
(ここからだと てが とどかない)
%s
%s
%s
Illegal difficulty:%d
^4ちゅうもく^^モード^1OFF^^
^4ちゅうもく^^モード^4ON^^
^4ついび^^モード^4ON^^
ターゲット ふめい
help(%s)
playerPassCheckPoint(%d)
level %d -> %d
grab objID:%d
setSongVolume(%f) vcur: %d/%d vol:%d
setSfxVolume(%f) vcur: %d/%d vol:%d