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Pokémon Stadium (Japan)

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Title Screen

Pocket Monsters Stadium

Developers: Nintendo
Publisher: Nintendo
Platform: Nintendo 64
Released in JP: August 1, 1998


CodeIcon.png This game has unused code.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

The original Japanese version of Pokémon Stadium includes just 42 of the then-151 Pokémon, with the rest to be released as an expansion disk for the Nintendo 64DD. When the 64DD's release was pushed back again, Nintendo instead released a sequel with all 151 Pokémon, which is what was released as Pokémon Stadium in the rest of the world.

As a result, this original entry is little more than a curiosity, along with being yet another N64 title affected by the 64DD's constant delays.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

64DD Compatibility

As noted above, an expansion disk was planned but never released. The game contains several error codes and messages related to the 64DD:

Code # Message Description
41 DEVICE_COMMUNICATION_FAILURE N64 Disk Drive or N64 Control Deck may not be connected properly.
43 POWERONRESET_DEVICERESET_OCCURED N64 Disk Drive may have broken down.
44 RAMPACK_NOT_CONNECTED Jumper Pack may be left in N64 Control Deck.
(Source: adonfjv)

Display Rarity

There is unused code to display a Pokémon's rarity percentage on the Pokédex Map. To enable it, use GameShark code 8016D877 0001 on the Pokédex Map.

(Source: Zoinkity)

Crash Handler

Text for a crash handler display exists in the data starting near address 000000079D34, although there is currently no known way to access it.

MEM: +%XH (+%dK)
MEM: -%XH (-%dK)
AUD TASK BROKEN
GFX TASK BROKEN
STATUS  : %04X
CMD  CTR: %10d
PIPE CTR: %10d
TMEM CTR: %10d
JPG TASK BROKEN
Interrupt
TLB modification
TLB exception on load
TLB exception on store
Address error on load
Address error on store
Bus error on inst.
Bus error on data
System call exception
Breakpoint exception
Reserved instruction
Coprocessor unusable
Arithmetic overflow
Trap exception
Virtual coherency on inst.
Floating point exception
Watchpoint exception
Virtual coherency on data
Unimplemented operation
Invalid operation
Division by zero
Overflow
Underflow
Inexact operation
F%02d:%+.3e
F%02d:---------
FPCSR:%08XH
THREAD:%d  (%s)
PC:%08XH   SR:%08XH   VA:%08XH
AT:%08XH   V0:%08XH   V1:%08XH
A0:%08XH   A1:%08XH   A2:%08XH
A3:%08XH   T0:%08XH   T1:%08XH
T2:%08XH   T3:%08XH   T4:%08XH
T5:%08XH   T6:%08XH   T7:%08XH
S0:%08XH   S1:%08XH   S2:%08XH
S3:%08XH   S4:%08XH   S5:%08XH
S6:%08XH   S7:%08XH   T8:%08XH
T9:%08XH   GP:%08XH   SP:%08XH
S8:%08XH   RA:%08XH
F-PC:%08XH
F-RA:%08XH
CPU:%5.3f
RCP:%5.3f
S:%5.2f  H:%4d
X:%4d  Z:%4d
@POKEMON
GREEN
YELLOW
EJECTED GB CARTRIDGE
?????
ffffff
og_normal_Fvector() zero div. err!
(Source: Original TCRF research)

Team Battles

Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.

There is some leftover code for a Team Battle select menu, a feature that would end up being implemented in the sequel.

(Source: Zoinkity)

Debug Display

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

With a GameShark device, enter the following cheat code:

8105F682 0003
8105F686 0002

This display shows the current CPU usage, RCP usage, and memory usage with graphical meters and numbers.

(Source: Nekokabu)

Early Pokédex Menu

A very barebones menu for the Pokédex was left in the game. Most of the options don't function anymore and will send you back to the title screen.

With a GameShark device, enter the following cheat code:

810261EA 8A00
810261FE 0026
81026202 0026
81026206 2620
8102620A 1F00
PocketMonstersStadium unused pokedex menu.png
Pokédex



 Pokédex
 Pokémon
 Items
 Name
 Settings
 Close
(Source: Zoinkity)