The original Japanese Pokémon Stadium only includes 42 of the then-151 Pokémon, with the rest to be released as an expansion disk for the Nintendo 64DD. Despite this, all 151 can also be viewed via the game's Pokédex with many unique models which would not be reused for the sequel (however, some would show up in the GameCube tech-demo Meowth's Party). When the 64DD's release was pushed back again, Nintendo instead released a sequel with all 151 Pokémon named Pokémon Stadium 2, 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 to most, along with being yet another N64 title affected by the 64DD's constant delays.
Sub-Page#
Unused Graphics#
A crude drawing of a sad turtle.
Pokémon Textures#
Fearow#
Fearow has three eye textures that were drawn on top of.
Machop#
Unused |
Used |
|---|---|
Machop has a set of eye textures rendered in a simpler style.
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.
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.
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#
|
|
Please elaborate. |
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#
|
|
To do:
|
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
Pokédex
Pokédex
Pokémon
Items
Name
Settings
Close
(Source: Zoinkity)