suloku Posted July 24, 2016 Share Posted July 24, 2016 (edited) So I was playing Stadium 1 for the gift pokémon and thought I missed the amnesia psyduck with normal box beacuse I filled the hall of fame in round 2, so instead of re-playing the game to get all 151 again into the hall of fame in round 1, I got a round 1 save I had and filled the hall of fame with copies of an alakazam hall of fame entry to get the amnesia psyduck with normal box. Turns out there's no amnesia psyduck with normal box (which makes sense), but this is what I got from the savefile and since there doesn't seem to be any information around I'll leave it here in case someone wants to mess with it, code an editor or something. I know this isn't much information, but I think any info is better than no info. Important note: Everything I say about the save takes as reference a project64 fla save file that has been byte swapped using saveswap by saturnu. Please keep this in mind. Get saveswap here: http://krikzz.com/forum/index.php?topic=2298.0 The savegame file actually holds a Main save and a Backup save, which starts at 0x10000. Unlike gen 3, Main save seems to be always at 0x00 and Backup save at 0x10000. The save has many different sections, they are really easy to spot since each section ends with a footer ("POKE"). I have only searched two of them, but with a little testing it should be easy to locate all of them. 0x8DC0-0x9D1F Hall of Fame Data - 2 byte Header (seems always 0x0010) - 26 byte * 151 pokemon data structure (seems to hold Level, OT ID, Nickname and OT Name, in this order. Level is stored like this level 100 = 0x6407) - 2 byte padding (0x0000) - 4 bytes footer ("POKE" or 0x504F4B45) - 2 byte checksum 0x9EA0-0x9EC7 Gift Pokémon Data - 2 byte Header (seems always 0x0010) - 0x1C species index by pokedex number - 0x20-0x21 2 byte padding (0x0000, Actually this is just an assumption due to analogy with other sections) - 0x22-0x25 4 bytes footer ("POKE" or 0x504F4B45) - 0x26-0x27 2 byte checksum There's more data in the section, round 1 gift pokemon and round 2 gitf pokemon seem different (round 2 have more data apparently). All sections seem to hold a similar structure, ending in padding, footer and checksum. There's probably a section for each kind of data (boxes, pc, cup data, registered pokemon...), and when a section is corrupted the game sets it back to default, but it won't actually tell the player that some data got corrupted. I'm probably not looking further into this save as there are not many uses to editing it. As a test, I got my amnesia psyduck save and changed species to #151: All these gift pokémon have DVs generated when transfered to the GB cartridge (which is the only way of retrieving them), and have fixed TID: 02000 and OT (OT depends on Stadium game language). I don't know why the Mew got tackle and growl, since the amnesia psyduck should know scratch and amnesia, I don't know how that became Tackle and Growl. Gift bulbasaur and squirtle come with those moves, so maybe it just defaults to those two? Who knows, I'm not gonna test the 150 remaining pokemon to see if they come out with tackle and growl. note: the post has been updated to reference a propper swapping tool. Edited September 6, 2016 by suloku 1 Link to comment Share on other sites More sharing options...
Poke J Posted September 6, 2016 Share Posted September 6, 2016 Thank you so much! No where in my google searches have I been able to find anything that outlined or mentioned the save structure of Pokemon Stadium. Let alone direct me to the tool uCon64 that makes it possible. I can finally start to find where registered party Pokemon are located in the save file. However, uCon is being difficult to setup so it will probably take me a few days to get it running. Link to comment Share on other sites More sharing options...
suloku Posted September 6, 2016 Author Share Posted September 6, 2016 Thank you so much! No where in my google searches have I been able to find anything that outlined or mentioned the save structure of Pokemon Stadium. Let alone direct me to the tool uCon64 that makes it possible. I can finally start to find where registered party Pokemon are located in the save file. However, uCon is being difficult to setup so it will probably take me a few days to get it running. As you can see I edited my post. Use this tool: http://krikzz.com/forum/index.php?topic=2298.0 It will properly convert the savefile to hex "readable" format back and forth. I'll update first post to only reference the propper conversion. If you are looking for registered pokemon: use a blank save, make a backup, then register 1 pokemon and compare both saves. You should at least find out where registered pokemon are stored. Since you only will have a single pokemon there it should be easy to figure the whole structure, it should be very similar to gen 1 structures, or at least hold the same data, allowing you to map it. Link to comment Share on other sites More sharing options...
N64 Posted January 1, 2017 Share Posted January 1, 2017 (edited) hi suloku first of all, thank you very much for your research. it has helped me understand the pokemon stadium save file a lot better . fair warning, i am a noob when it comes to save editing via a hex editor. Right now, I have a save file that has all 151 pokemon registered in the hall of fame. I'm trying to pop one of the pokemon out, so that the next time that specific pokemon is used in battle and wins, I can win the amnesia psyduck. I've tried this with three different pokemon: Bulbasaur, Mewtwo, and Mew, mostly because these are at the start and end of the Hall of fame data respectively. Using your guide, specifically this part: "26 byte * 151 pokemon data structure (seems to hold Level, OT ID, Nickname and OT Name, in this order. Level is stored like this level 100 = 0x6407)", I found where the pokemon themselves are stored. Each 26 bytes corresponds to a different pokemon, as you mention in the OP. However, when I try to pop one of them out (by setting each byte to 00), it seems to wipe the entire Hall of Fame contents after launching the game. I have made sure to saveswap before editing, and saveswap again after editing so that the game loads the save fine. I have all the other unlockables (such as R2) working fine in my edited save. Here are the bytes I have in my save file that correspond to Mewtwo and Mew. Both are level 100, OT JACKSTR, and ID: 44423. This is a PJ64 stadium save that I found on the web, I believe on zophar's domain. Mewtwo: 07 64 AD 87 8C 84 96 93 96 8E 50 20 80 13 AC 89 80 82 8A 92 93 91 50 33 80 0A Mew: 87 64 AD 87 8C 84 96 50 93 8E 88 92 84 50 AC 89 80 82 8A 92 93 91 50 02 80 0A On a clean save, these are all zeroed out, which is why I thought I could simply zero out one of the pokemon and have it simply disappear from the hall of fame. However, I was wrong. I guess this has something to do with the 2 checksum bytes at the end of the hall of fame section? Do you know how I can calculate a valid checksum so that I can do what I'm trying to do? EDIT: Okay.. after messing around a bit more with this I found out what the deal is. Using a tool called 010 Editor (found here: http://www.sweetscape.com/010editor/ ) I was able to calculate the correct checksum. Basically, you need to highlight all the data from the 0x0010 header of hall of fame data (located at 0x8DC0) through the ending 4 byte footer of the section located at 0x9D1D, including it. Then run the checksum calculation and use the last 2 bytes of the "Checksum - Ubyte (8 bit)" field. Use the last 4 digits of that checksum value (aka 2 bytes) and put it after the footer, where the checksum is expected. Save, swap the bytes again using the tool, and load up in pj64. Worked like a charm. Again, thank you so much for your research as it has helped me (a noobie editor) to alter my save data. Let's see if I can get that psyduck now! Edited January 1, 2017 by N64 found solution Link to comment Share on other sites More sharing options...
RyanC Posted January 3, 2017 Share Posted January 3, 2017 On 24/7/2016 at 1:49 PM, suloku said: So I was playing Stadium 1 for the gift pokémon and thought I missed the amnesia psyduck with normal box beacuse I filled the hall of fame in round 2, so instead of re-playing the game to get all 151 again into the hall of fame in round 1, I got a round 1 save I had and filled the hall of fame with copies of an alakazam hall of fame entry to get the amnesia psyduck with normal box. Turns out there's no amnesia psyduck with normal box (which makes sense), but this is what I got from the savefile and since there doesn't seem to be any information around I'll leave it here in case someone wants to mess with it, code an editor or something. I know this isn't much information, but I think any info is better than no info. Important note: Everything I say about the save takes as reference a project64 fla save file that has been byte swapped using saveswap by saturnu. Please keep this in mind. Get saveswap here: http://krikzz.com/forum/index.php?topic=2298.0 The savegame file actually holds a Main save and a Backup save, which starts at 0x10000. Unlike gen 3, Main save seems to be always at 0x00 and Backup save at 0x10000. The save has many different sections, they are really easy to spot since each section ends with a footer ("POKE"). I have only searched two of them, but with a little testing it should be easy to locate all of them. 0x8DC0-0x9D1F Hall of Fame Data - 2 byte Header (seems always 0x0010) - 26 byte * 151 pokemon data structure (seems to hold Level, OT ID, Nickname and OT Name, in this order. Level is stored like this level 100 = 0x6407) - 2 byte padding (0x0000) - 4 bytes footer ("POKE" or 0x504F4B45) - 2 byte checksum 0x9EA0-0x9EC7 Gift Pokémon Data - 2 byte Header (seems always 0x0010) - 0x1C species index by pokedex number - 0x20-0x21 2 byte padding (0x0000, Actually this is just an assumption due to analogy with other sections) - 0x22-0x25 4 bytes footer ("POKE" or 0x504F4B45) - 0x26-0x27 2 byte checksum There's more data in the section, round 1 gift pokemon and round 2 gitf pokemon seem different (round 2 have more data apparently). All sections seem to hold a similar structure, ending in padding, footer and checksum. There's probably a section for each kind of data (boxes, pc, cup data, registered pokemon...), and when a section is corrupted the game sets it back to default, but it won't actually tell the player that some data got corrupted. I'm probably not looking further into this save as there are not many uses to editing it. As a test, I got my amnesia psyduck save and changed species to #151: All these gift pokémon have DVs generated when transfered to the GB cartridge (which is the only way of retrieving them), and have fixed TID: 02000 and OT (OT depends on Stadium game language). I don't know why the Mew got tackle and growl, since the amnesia psyduck should know scratch and amnesia, I don't know how that became Tackle and Growl. Gift bulbasaur and squirtle come with those moves, so maybe it just defaults to those two? Who knows, I'm not gonna test the 150 remaining pokemon to see if they come out with tackle and growl. note: the post has been updated to reference a propper swapping tool. Do you have the sav or pk1 of that pokemon? If you have a link to download it !! thank you very much! Link to comment Share on other sites More sharing options...
suloku Posted January 3, 2017 Author Share Posted January 3, 2017 13 hours ago, RyanC said: Do you have the sav or pk1 of that pokemon? If you have a link to download it !! thank you very much! I don't think I kept it, but that Mew is nothing special (random DV and the tackle/growl moveset) and is completely illegal, so you might as well just make it with pkhex? Link to comment Share on other sites More sharing options...
suloku Posted February 7, 2017 Author Share Posted February 7, 2017 UPDATE: Added registered teams structure I've been researching a little Japanese pokémon stadium 1 (the japanese only game, do not confuse with stadium 2 which is international stadium 1). Also, I've been looking at the rom searching for the trainers and their pokémon. They are easy to find, but they seem to use a different character encoding. I'm hoping registered pokémon use that different encoding, so I'm able to map it...unless there's an easier way to do it, I'm not feeling like registering 6x42 nicknamed pokémon to get the n64 japanese map. Update: registered and stored pokémon use the GB character encoding, only pokémon in the ROM seem to use the n64 encoding, which I think it's a variant of UCS, characters are two bytes, the first one seems to be "always" 0xA5, if anyone recognizes the encoding it would help a lot. Stadium 1 (JAP) Registered Teams ---------------- 0x00000 Registered team 1 0x00128 Registered team 1 backup Each registered team is 294 bytes, 294*2 (588) bytes with the backup. There's a total of 16 slots for team registers, so registered teams go from 0x00 to 0x24FF. Team structure: 0x000: Unknown, seems to always be 0x0001 for all teams 0x002: OT name from the save that registered the team (6 bytes) 0x008: OT ID# from the save that registered the team (2 bytes) (+ 0x50 terminator?) 0x00B-0x012 Unknown (padding?) 0x013: Number of pokémon in the team (1-6) 0x014 Pokémon slot #1* 0x041 Pokémon slot #2* 0x06E Pokémon slot #3* 0x09B Pokémon slot #4* 0x0C8 Pokémon slot #5* 0x0F5 Pokémon slot #6* 0x122 Register team 1 "POKE" footer 0x126 Register team 1 checksum * Pokémon struct is 45 bytes, same structure as n64 boxes, see below for reference N64 Boxes --------- 0x2500 First Box block 0x2513 Number of pokémon in n64 box 1 0x2514 First pokémon in n64 box 1 0x2A5A Footer "POKE" (0x504F4B45) 0x2A5E Checksum (additive UByte 8 bit checksum for the whole block, 0x2500-0x25A5D) All boxes share the same structure, they are 0x560 bytes long (1376). I still need to locate the offsets for the other boxes. Also, there seems to be backup blocks for each box in case it gets corrupted. Each pokémon is 45 bytes long (00 to 0x20 is the same structure as GameBoy, then comes Nickname and OT as this game doesn't use pokémon lists apparently): 0x00 Index number of the Species 1 byte 0x01 Current HP 2 bytes 0x03 Level 1 byte 0x04 Status condition 1 byte 0x05 Type 1 1 byte 0x06 Type 2 1 byte 0x07 Catch rate/Held item 1 byte 0x08 Index number of move 1 1 byte 0x09 Index number of move 2 1 byte 0x0A Index number of move 3 1 byte 0x0B Index number of move 4 1 byte 0x0C Original Trainer ID number 2 bytes 0x0E Experience points 3 bytes 0x11 HP EV data 2 bytes 0x13 Attack EV data 2 bytes 0x15 Defense EV data 2 bytes 0x17 Speed EV data 2 bytes 0x19 Special EV data 2 bytes 0x1B IV data 2 bytes 0x1D Move 1's PP values 1 byte 0x1E Move 2's PP values 1 byte 0x1F Move 3's PP values 1 byte 0x20 Move 4's PP values 1 byte 0x21 Nickname 6 bytes 0x27 OT 6 bytes Note: Nickname and OT seem to be stored in the same character encoding as the gameboy games, but the game seems to change some invalid characters to 7F when transfering. Pokémon in the rom, such as trainer pokémon use a different character encoding. Link to comment Share on other sites More sharing options...
Guest Posted February 9, 2017 Share Posted February 9, 2017 So if the DVs are random, I assume this means STADIUM 'mons can turn out shiny when transferred to G7? That with Gen. I's simplistic pkm structure, sounds like I don't really need to bother with Stadium, can just create my own set of STADIUM events and they'll be legal. Link to comment Share on other sites More sharing options...
suloku Posted February 11, 2017 Author Share Posted February 11, 2017 Stadium 1 and 2 (international) has a LCRNG, I don't think it has the recently discovered limitations like the gameboy games, but keep in mind that STADIUM pokémon are gifted with a different catch rate so they have the Normal Box or Gorgeous Box items, so they were thinking in gen 2 when they coded the game, so it may be possible that some restriction is in place to prevent shiny DVs. It seems Pocket Monsters Stadium (gonna call that the original jap stadium 1) doesn't have gift pokémon (I didn't find anything regarding those). Some months ago I posted n64 savegames with each of the gift pokémon, so they can be easily received to a GB savegame with the proper emulator setup. They work with any language version, but propper RE would be the best to see if they can be shiny. By the way, I've been working on a jpk1 exporter for the Pocket Monsters Stadium rom, I might turn it into a full editor at a later point. I just need to get the character encoding map, which might be a little difficult as I'm mostly try and error with the UCS encoding as reference and I don't have a clue about how to try finding the actual full encoding in the rom (probably dumping the full font textures would help, but I already tried and each character has its own texture and I'm not really into rom hacking to try finding them all to see which characters the game supports). Link to comment Share on other sites More sharing options...
ShadowMario3 Posted September 10, 2020 Share Posted September 10, 2020 (edited) Hope this will help anyone who is trying to figure out info for Pokemon that are registered in their cartridges. I couldn't find any extractor/save editor for this game, so I looked through the save data itself and used @suloku's post on Pokemon Stadium Zero registered teams as a base. My game is English version 1.1, but I assume it is the same for 1.0 and 1.2. Also, registered teams for the different modes are all over the place. Will post their pointers at the end. Stadium 1 V1.1 (ENG) Registered Teams ---------------- Team structure: 0x000: Unknown, seems to always be 0x0001 for all teams 0x001: OT name from the save that registered the team (7 bytes). 0x50 terminator and padding (0x00) until 0x00C. This probably starts at 0x002 (6 bytes) for Japanese games. 0x00C: OT ID# from the save that registered the team (2 bytes) (0x00 padding after?) 0x00F: Number of pokémon in the team (1-6) (1 byte) 0x010: Pokémon slot #1* 0x047: Pokémon slot #2* 0x07E: Pokémon slot #3* 0x0B5: Pokémon slot #4* 0x0EC: Pokémon slot #5* 0x123: Pokémon slot #6* 0x15A: Register team 1 "POKE" footer (4 bytes) 0x15E: Register team 1 checksum (2 bytes) * Pokémon structure is 55 bytes, (00 to 0x20 is the same structure as GameBoy, then comes Nickname and OT at 7 bytes and 4 terminator/padding each): 0x00 Index number of the Species 1 byte 0x01 Current HP 2 bytes 0x03 Level 1 byte 0x04 Status condition 1 byte 0x05 Type 1 1 byte 0x06 Type 2 1 byte 0x07 Catch rate/Held item 1 byte 0x08 Index number of move 1 1 byte 0x09 Index number of move 2 1 byte 0x0A Index number of move 3 1 byte 0x0B Index number of move 4 1 byte 0x0C Original Trainer ID number 2 bytes 0x0E Experience points 3 bytes 0x11 HP EV data 2 bytes 0x13 Attack EV data 2 bytes 0x15 Defense EV data 2 bytes 0x17 Speed EV data 2 bytes 0x19 Special EV data 2 bytes 0x1B IV data 2 bytes 0x1D Move 1's PP values 1 byte 0x1E Move 2's PP values 1 byte 0x1F Move 3's PP values 1 byte 0x20 Move 4's PP values 1 byte 0x21 Nickname 10 bytes + 0x50 terminator to make total of 11. If name is shorter, 0x00 padding is used. 0x2C OT 7 bytes + 0x50 terminator + 3 byte padding of 0x00 for total of 11. If name is shorter, 0x00 padding is used. Registered Team Pointers: Anything Goes Poke Cup Petit Cup Pika Cup Prime Cup Gym Leader Castle Vs. Mewtwo 01 0x000 0x2940 0x4000 0x4DC0 0x5B80 0x6940 0x8000 02 0x160 0x2AA0 0x4160 0x4F20 0x5CE0 0x6AA0 0x8160 03 0x2C0 0x2C00 0x42C0 0x5080 0x5E40 0x6C00 0x82C0 04 0x420 0x2D60 0x4420 0x51E0 0x5FA0 0x6D60 0x8420 05 0x580 0x2EC0 0x4580 0x5340 0x6100 0x6EC0 0x8580 06 0x6E0 0x3020 0x46E0 0x54A0 0x6260 0x7020 0x86E0 07 0x840 0x3180 0x4840 0x5600 0x63C0 0x7180 0x8840 08 0x9A0 0x32E0 0x49A0 0x5760 0x6520 0x72E0 0x89A0 09 0xB00 0x3440 0x4B00 0x58C0 0x6680 0x7440 0x8B00 10 0xC60 0x35A0 0x4C60 0x5A20 0x67E0 0x75A0 0x8C60 If you are unable to find a registered team in the mentioned locations, try adding a 1 after the x, which might be where backups are located. For example, all of my registered Vs. Mewtwo teams were in 0x18000 on my main file instead of 0x8000 on my test file. Also of note: 0xDC0 to 0x2930 are blank. These Registered Teams are after Free Battle, and before Poke Cup, so these are likely used for the extra two cups that the Japanese version of this game has: Nintendo Cup '98 and Nintendo Cup '99 (the latter has four divisions like the Poke Cup, but Poke Cup's rules match Nintendo Cup '97). Because of this change, these spaces will likely always be blank in international versions of the game. Most of the info is already shown to you when you view a Registered Pokemon's info, so the main things you'll want are: ID Number, EVs, IVs, each move's PP values, and OT. You might also want Catch rate/held item (if you plan on bringing them to Gen 2). For PP, you'll need to convert it to binary (if it isn't at 0 PP Ups used), then see the value of the upper bits to see how many were used. Use this chart to figure out the OT: https://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_I#English Edited October 3, 2020 by ShadowMario3 Info on Japanese Cups 1 Link to comment Share on other sites More sharing options...
ShadowMario3 Posted September 14, 2020 Share Posted September 14, 2020 (edited) Here is the info for the Japanese version of Pokemon Stadium (called Pocket Monsters Stadium 2 over there). Save structure is pretty much the same as: Stadium 1 (JPN) [Pocket Monsters Stadium 2] Registered Teams ---------------- Team structure: 0x000: Unknown, seems to always be 0x0001 for all teams (2 bytes) 0x002: OT name from the save that registered the team (6 bytes). 0x50 terminator and padding (0x00) until 0x007. 0x008: OT ID# from the save that registered the team (2 bytes) (0x00 padding after?) 0x00B: Number of pokémon in the team (1-6) (1 byte) 0x00C: Pokémon slot #1* 0x039: Pokémon slot #2* 0x066: Pokémon slot #3* 0x093: Pokémon slot #4* 0x0C0: Pokémon slot #5* 0x0ED: Pokémon slot #6* 0x11A: Register team 1 "POKE" footer (4 bytes) 0x11E: Register team 1 checksum (2 bytes) * Pokémon structure is 45 bytes, (00 to 0x20 is the same structure as GameBoy, then comes Nickname and OT at 6 bytes each: 0x00 Index number of the Species 1 byte 0x01 Current HP 2 bytes 0x03 Level 1 byte 0x04 Status condition 1 byte 0x05 Type 1 1 byte 0x06 Type 2 1 byte 0x07 Catch rate/Held item 1 byte 0x08 Index number of move 1 1 byte 0x09 Index number of move 2 1 byte 0x0A Index number of move 3 1 byte 0x0B Index number of move 4 1 byte 0x0C Original Trainer ID number 2 bytes 0x0E Experience points 3 bytes 0x11 HP EV data 2 bytes 0x13 Attack EV data 2 bytes 0x15 Defense EV data 2 bytes 0x17 Speed EV data 2 bytes 0x19 Special EV data 2 bytes 0x1B IV data 2 bytes 0x1D Move 1's PP values 1 byte 0x1E Move 2's PP values 1 byte 0x1F Move 3's PP values 1 byte 0x20 Move 4's PP values 1 byte 0x21 Nickname 6 bytes, 0x50 terminator used to indicate end of name, 0x00 padding used if name is short. 0x2C OT 6 bytes, 0x50 terminator used to indicate end of name, 0x00 padding used if name is short. Registered Team Pointers: Anything Goes Nintendo Cup '97 Nintendo Cup '98 Nintendo Cup '99 Petit Cup Pika Cup 01 0x0 0xD80 0x1B00 0x2880 0x4000 0x4D80 02 0x120 0xEA0 0x1C20 0x29A0 0x4120 0x4EA0 03 0x240 0xFC0 0x1D40 0x2AC0 0x4240 0x4FC0 04 0x360 0x10E0 0x1E60 0x2BE0 0x4360 0x50E0 05 0x480 0x1200 0x1F80 0x2D00 0x4480 0x5200 06 0x5A0 0x1320 0x20A0 0x2E20 0x45A0 0x5320 07 0x6C0 0x1440 0x21C0 0x2F40 0x46C0 0x5440 08 0x7E0 0x1560 0x22E0 0x3060 0x47E0 0x5560 09 0x900 0x1680 0x2400 0x3180 0x4900 0x5680 10 0xA20 0x17A0 0x2520 0x32A0 0x4A20 0x57A0 11 0xB40 0x18C0 0x2640 0x33C0 0x4B40 0x58C0 12 0xC60 0x19E0 0x2760 0x34E0 0x4C60 0x59E0 Prime Cup Gym Leader Castle Vs. Mewtwo 01 0x5B00 0x6880 0x8000 02 0x5C20 0x69A0 0x8120 03 0x5D40 0x6AC0 0x8240 04 0x5E60 0x6BE0 0x8360 05 0x5F80 0x6D00 0x8480 06 0x60A0 0x6E20 0x85A0 07 0x61C0 0x6F40 0x86C0 08 0x62E0 0x7060 0x87E0 09 0x6400 0x7180 0x8900 10 0x6520 0x72A0 0x8A20 11 0x6640 0x73C0 0x8B40 12 0x6760 0x74E0 0x8C60 Just like Stadium, it seems the backups are stored in 0x1---, so if you can't find a team in the mentioned pointers, try finding them there. For example, Vs. Mewtwo teams might be in 0x18000 instead of 0x8000. Use this chart to figure out the OT: https://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_I#Japanese Edited October 3, 2020 by ShadowMario3 Fixed a pointer 1 Link to comment Share on other sites More sharing options...
pharohzeke Posted July 12, 2023 Share Posted July 12, 2023 So I been struggling with this Stadium 2 file, everytime I load it on Pkhex, it's boxes are stated to be empty, and some boxes are completely red and are numbered 999999, but I know there's another way to properly open it and get the files that are on there. Link to comment Share on other sites More sharing options...
jteamjason Posted December 21, 2023 Share Posted December 21, 2023 I am so sorry to bump this very old thread, but I was hoping someone could help me out with this. I'm trying to reconstitute my original Blastoise from blue version. I had registered it on a team in Pokemon Stadium back in the day. Using the memory editor on my Gameshark I was able to find it (I think). But I need help translating the hex so that I can plug everything into PKHex. Attached photos below - feel free to let me know if I'm way off base with this. Link to comment Share on other sites More sharing options...
JanusZeal Posted October 29 Share Posted October 29 Hi! I made a small application to change the Pokémon Prize in the save file, thanks to everything explained here. https://ferrangarciac.github.io/pkmstadium-gifteditor/ Thx, and feel free to use it! Link to comment Share on other sites More sharing options...
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