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
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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