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Disassembly and decompilation of Pokémon Stadium

Makefile 4.58% C 66.46% Assembly 15.48% Python 3.27% C++ 10.21%
pokemon disassembly nintendo64 reverse-engineering c

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pokestadium's Issues

Data table at 0x4494C0

Standard layout of pointer table → data.

4 entries.

Contains PERS-SZP containing Yay0‐compressed FRAGMENT.

What is this data?

Pokémon models data table at 0x27ED000

Standard layout of pointer table → data.

282 entries: 251 Pokémon, Substitute, Egg, Unown B–Z, Yellow Pikachu, Poké Ball, Ho‐oh.

Contains PERS-SZP containing Yay0‐compressed FRAGMENT (aka 3D models?).

something related to Game Boy ROMs

The purpose of the files under stadiumgs/gameboy is unknown.

What’s known:

  • Each file is 1056 bytes
  • Each file is associated with a Game Boy ROM:
    • 00.bin: Crystal Japan rev 0
    • 01.bin: Silver Japan rev 1
    • 02.bin: Silver Japan rev 0
    • 03.bin: Gold Japan rev 0
    • 04.bin: Gold Japan rev 1
    • 05.bin: Yellow Japan rev 3
    • 06.bin: Yellow Japan rev 2
    • 07.bin: Yellow Japan rev 1
    • 08.bin: Yellow Japan rev 0
    • 09.bin: Blue Japan rev 0
    • 0a.bin: Red Japan rev 1
    • 0b.bin: Green Japan rev 1
    • 0c.bin: Green Japan rev 0
    • 0d.bin: Red Japan rev 0
    • 0e.bin: Crystal USA
    • 0f.bin: Gold USA
    • 10.bin: Silver USA
    • 11.bin: Yellow USA
    • 12.bin: Red USA
    • 13.bin: Blue USA
    • 14.bin: Yellow France
    • 15.bin: Red France
    • 16.bin: Blue France
    • 17.bin: Yellow Germany
    • 18.bin: Red Germany
    • 19.bin: Blue Germany
    • 1a.bin: Yellow Italy
    • 1b.bin: Red Italy
    • 1c.bin: Blue Italy
    • 1d.bin: Yellow Spain
    • 1e.bin: Red Spain
    • 1f.bin: Blue Spain

Embedded Game Boy ROM

There’s a small Game Boy ROM embedded starting at 0x15994a0 and ending somewhere in the vicinity of 0x1599a10. Could be a pseudo‐boot ROM. It needs to be disassembled and buildable with RGBDS.

Data table at 0x267d000

Standard layout of pointer table → data.

131 entries.

Contains PERS-SZP containing Yay0‐compressed FRAGMENT.

What is this data?

Merge armips build into Makefile

Right now the Makefile contains a custom “use C programs and cat to build a ROM” build. Now that we use armips for assembly, the generated binary files should be included by main.s instead.

Makefile pointing to nonexistent files

To recreate:
cd to ./stadiumgs and run the makefile
returns the error
../utils/json2rostertbl rentals/littlecup.json > rentals/littlecup.bin /bin/sh: ../utils/json2rostertbl: No such file or directory make: *** [Makefile:2103: rentals/littlecup.bin] Error 127 or similar error pointing to a different file

PRESJPEGs

PRESJPEG backgrounds in Stadium 1:

  • 0x124570
  • 0x23fb60 (oak's lab)
  • 0x24f430
  • 0x25f440
  • 0x3cb290 (title screen)
  • 0x3d54a0 (map day, dodrio)
  • 0x3dccb0 (map night)
  • 0x3e35f0 (stadium)
  • 0x3eaa60 (kids club)
  • 0x3f63d0 (blue pokeball background)
  • 0x3f81d0 (free battle)
  • 0x3fcb60
  • 0x404b40
  • 0x40c1a0
  • 0x412cd0
  • 0x4199e0
  • 0x420eb0
  • 0x4277c0 (gym leader castle)
  • 0x42d530 (elite four)
  • 0x4321e0 (mewtwo)
  • 0x436b80 (gym leader castle 2)
  • 0x43d0c0 (title screen 2)
  • 0x447330 (map day)
  • 0x44ea80 (map day, doduo)
  • 0x456270 (gallery)

Stadium 1 also has a table at 0x6ca730 containing PRESJPEGs. They seem to be wallpapers based on elemental types (fire, water, ground, etc.).

Japan’s Stadium 1 only has one JPEG background—the title screen at 0x2e2b90—and a types table (at 0x3dcb60) like Stadium 1 USA.

Stadium models table at 0x1638000

Data table at 0x1638000.

Standard layout of pointer table → data.

30 entries.

Contains PERS-SZP containing Yay0‐compressed FRAGMENT.

What is this data?

Data table at 0x437750

Standard layout of pointer table → data.

6 entries.

Contains PERS-SZP containing Yay0.

What is this data?

Map overlays

Stadium GS backgrounds are 320×240 JPGs like the previous games, but unlike the previous games it renders at 640×480 and upscales (map) backgrounds to match. It then overlays high‐resolution pictures of the destinations over the original background.

This is also how new destinations (Red’s cave, Rival’s cave, etc.) become visible on the map.

The effect is shown here:

image

Where are these overlays stored?

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