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Disassembly and decompilation of Pokémon Stadium
Hello, back in 2021 I built a Chrome extension to add the Pokemon Stadium 2 to Pokemon Showdown. Back then I asked a maintainer of this project whether the logic for the announcer had been found yet and was told it wasn't, so I wrote my own scuffed logic. I'm revamping the extension now and saw a bunch of progress was made since then, so thought it wouldn't hurt to ask again - has the announcer logic been found? I.e. the code that determines which voicelines should play when? Thanks!
repo does not decompile/compile unless use that version
Standard layout of pointer table → data.
131 entries.
Contains PERS-SZP containing Yay0‐compressed FRAGMENT.
What is this data?
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.
Standard layout of pointer table → data.
4 entries.
Contains PERS-SZP containing Yay0‐compressed FRAGMENT.
What is this data?
Borders appear to be loaded from the Game Boy cartridge.
However:
(Do the Doduo/Dodrio borders differ between Stadium and Stadium GS?)
Standard layout of pointer table → data.
6 entries.
Contains PERS-SZP containing Yay0.
What is this data?
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?).
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
Data table at 0x1638000.
Standard layout of pointer table → data.
30 entries.
Contains PERS-SZP containing Yay0‐compressed FRAGMENT.
What is this data?
Yo! It's Sonikku A from Discord. Couldn't find Room decos and Stadium models, but everything else should be noted here
Stadium 2 Files.txt
From 0x3f4da0 to 0x3f54cc are 142 8‐bit arrays terminated by −1. They appear to correspond to pokecrystal’s move effect arrays, but have some changes both in used commands and command values.
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:
Where are these overlays stored?
The purpose of the files under stadiumgs/gameboy
is unknown.
What’s known:
PRESJPEG backgrounds in Stadium 1:
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.
This should be trivial.
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.
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