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Pokémon Stadium (International)
| Pokémon Stadium |
|---|
|
Also known as: Pokémon Stadium 2 (JP)
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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.
Contents
Sub-Pages
| Prerelease Info |
| Regional Differences Some of the rental Pokémon originally had worse movesets. |
Unused Graphics
Butterfree Banner
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
A Metapod, purpose unknown.
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
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, however 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
| To do: There may be more debug features/leftovers. |
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 |
Development-Related Text
At 0x7BBE0:
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
At 0x7BE14:
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 T8:%08XH T9:%08XH S0:%08XH S1:%08XH S2:%08XH S3:%08XH S4:%08XH S5:%08XH S6:%08XH S7:%08XH GP:%08XH SP:%08XH S8:%08XH RA:%08XH F-PC:%08XH F-RA:%08XH
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:
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
Unused Pokédex Entry
Present at offset 0x789CF3 is an entry for ID 152.
SUBSTITUTE POKé DOLL
Oddities
MISSINGNO.
| 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.
- Games developed by Nintendo
- Games developed by HAL Laboratory
- Games published by Nintendo
- Nintendo 64 games
- Games released in 1999
- Games with hidden development-related text
- Games with unused graphics
- Games with unused abilities
- Games with debugging functions
- Games with regional differences
- Games with revisional differences
- To do
- Pokémon series
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused abilities
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Games > Games by developer > Games developed by HAL Laboratory
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