Pokemon Stadium 2 Debug Menu Patch v1 Updated October 31, 2019 by jrra These patches replace the options menu with a left-over debug menu, which is detailed below. The patches: - for Pokemon Stadium 2 (U): jrra-np3e0-v1.xdelta - for Pocket Monster Stadium GS (J): jrra-np3j0-v1.xdelta These are xdelta patches. Apply them like so: xdelta3 -d -s original.z64 patch.xdelta out.z64 Debug Menu # [A menu with Pokémon rotating in the background] The Debug Menu can take you to various viewers and editors for all the major features of the game. As it is in the ROM, none of the options in the debug menu work. The code to drive the menu seems to be long-gone. My patch replaces the missing logic, allowing the menu to take you to other options as expected. To do this, I had to hunt down the code for all the options, which are scattered about the ROM. I have done my best to restore full functionality, but there are two problems with my patch that you should be aware of: - The "Room of Legend" option does nothing. I looked high and low for whatever this was supposed to connect to, without success. I speculate that the name is an off-translation of "Hall of Fame". - Several of the options expect a Transfer Pak with an inserted Game Boy Game Pak in Controller 1. If the expected Paks are not there, you will be kicked back to the Debug Menu. Debug Menu → Model Viewer # [A grey screen with the Pokémon Mew in the center] The Model Viewer is a full-fledged viewer of Pokemon models. It has a number of features: - View the model of any Pokemon in the game, including the base 251, plus all Unown forms, the Substitute doll, the egg, and an extra Pikachu model (??) - View any animation of a model. There's separate tools to view poly animations and texture animations (like blinking eyes). - See the memory required for loading any particular model+animation. - View the "Rare" (shiny) color of any Pokemon. Rare colors are given as a hue/saturation/lightness offsets from regular colors. Some Pokemon use different textures for their rare versions. (Trivia: the word "shiny" does not appear in this game at all.) - View a model with silver or gold environment mapping. - View Smeargle with differently-colored paint on its brush by changing the "Sub-ID". Smeargle seems to be the only Pokemon that has this sort of customization. - Set the hue range for a Pokemon. In Pokemon Stadium 2, a Pokemon with a nickname will have a random hue offset applied to it from within the range selected here. This is the reason that Pokemon of the same species will sometimes appear different from each other in this game. - "Check Poke-Buffer", shown in the video above, will run through every combination of model+animation to figure out the absolute maximum amount of memory needed to load any one of them. Debug Menu → Screen Viewer # [A screen showing how one Pokémon can evolve into various others, but all the names are placeholders] The Screen Viewer is used for showing the various pre-made screens used throughout the game. Examples include the Stadium cup select screen and the many information cards shown in the Classroom. Screens can be viewed in low-rez and high-rez. There are a few screens related to the Japan-only Mobile stadium that are translated into English in the USA version of the game. I believe these are totally unused. Note that viewing some screens will freeze the game. Debug Menu → POKéMON Editor # [A screen showing all of the vital stats of one Pokémon] The POKéMON Editor lets you edit the Pokemon on the Game Boy Game Pak attached to Controller 1. Among the editable fields are: - GBID: This is the ID number of this particular savegame. When a player starts a new game in the Pokemon Game Boy games, they enter their name, and the game generates a random ID in the range 0 - 65536. This combination of name and ID is recorded into each Pokemon that is caught. This allows the game to determine whether a particular Pokemon was originally caught by the player, or traded from someone else. - POKE: This lets you change a Pokemon's species (i.e. Dex number). For example, you can change a Pikachu into an Eeevee. - Item: The item held by a Pokemon. In particular, you can use this to acquire the highly coveted item "GS Ball", which was only distributed briefly in Japan. - Moves: Any move can be given to any Pokemon, regardless of whether that Pokemon could legally learn the move. Illegal moves are indicated in red text. - ID: This is the ID of the trainer who caught the pokemon. - Name: This is the Pokemon's nickname. If no nickname was given to the Pokemon by the player, then this will contain - "Friend", which is the friendliness of a Pokemon - Level and all stats can be tweaked directly - "Random", which is a 16-bit value that contains a Pokemon's IVs I think? There is a minor bug in this tool. A move will appear in red if the Pokemon cannot normally know that move. However, it flags the Dizzy Punch on my Elekid in red. However, Elekid CAN legitimately learn Dizzy Punch if it is hatched from the Odd Egg. Debug Menu → Bakkutsukun # [A screen showing all the unlockables in the game] I think this is supposed to be the Backup Editor. It lets you toggle all the unlockables in the game, such as whether a certain cup has been beaten, or if the GB emulator speed boosts were won. The "Mobile Stadium Appears" toggle is a left-over from the Japanese version of the game: in the Japanese version, the Mobile Stadium option will unlock once a Pokemon Crystal cartridge is inserted that has interacted with a GB Mobile Adapter. In the international versions, there is no way to make the Mobile Stadium menu option appear, and toggling this setting has no effect (although the setting is saved). Debug Menu → Creating Icon # [The icons of many Pokémon are laid out across the screen] Pokemon icons are used as UI elements in many parts of Pokemon Stadium 2. This fragment lets you modify them. Icons are stored in the ROM in two ways: first, as a set of coordinates used to position a Pokemon model inside a frame, and second, as a pre-rendered image. This tool lets you both change the coordinates, and re-render the images. Debug Menu → Music Room # [The currently selected track is shown] A simple music player. Debug Menu → Trainer Viewer # [A picture of a red-haired cartoon girl is shown in two different sizes] Lets you view all of the Trainer head shots in both low-rez and high-rez. Debug Menu → AI Editor # [Many options are shown with gibberish names made from Latin characters] [The same screen as above, but the text has been replaced with Japanese letters] This is one of only two debug fragments that was not translated into English. I have shown a screenshot of both the USA and Japanese versions for comparison. The AI Editor can tweak the many AI opponent profiles used in the game. For example, a profile can be made to not exploit a Pokemon type advantage, or to want to use items more often. Debug Menu → GB SRAM Editor # [It's a hex editor. A grid of numbers and letters display the contents of memory] The GB SRAM Editor is a hex editor that operates on the SRAM of the Game Boy game pak attached to Controller 1. It works just like any common hex editor, with one difference: the text on the right side uses the peculiar character set of the Game Boy Pokemon games, rather than ASCII. Debug Menu → Ogawa no Yu # [Some cryptic options can be selected from a menu] This screen looks like it should toggle the various unlockables in the game, but none of the options have any noticeable effect. Some text in the bottom left was not translated from Japanese: the top line should read 'Model', and the bottom line should read 'Animation'. Debug Menu → Registered PokeMon Editor # [A screen showing all of the vital stats of one Pokémon] This is similar to the 'PokeMon Editor' above, except that it lets you change the Pokemon contained in registered sets that are stored on the Pokemon Stadium 2 cartridge. Debug Menu → Create Registrate POKeMON # [A colorful menu with cryptic options] I'm not too sure about this one. It seems to create some sort of battle record and save it to the GB game pak in Controller 1. In my testing, it only worked if that game pak was Pokemon Crystal. More research is needed! Debug Menu → Message Debug # [A menu for selecting different tests] This tool lets you view any battle or trainer message in the game. It can also cycle through all battle or trainer messages. Unknown what "checks" it performs on the messages. Debug Menu → Clock Editor # [A screen to set the clock] The Clock Editor lets you set the clock of the Pokemon Gold, Silver, or Crystal game connected to Controller 1. These games have a real-time clock. Normally, the clock can be set only once when the game is first started, and never changed again, to prevent the player from time travelling. The Clock Editor bypasses this limitation to let you directly set the clock. The "Break the clock" option will set the clock state to something invalid. If the Game Boy game is started while the clock is broken, it will detect this case and allow the player to reset the clock. Debug Menu → Item Editor # [A count of items in the metal and color cases is shown, along with instructions on how to fill the cases] The Item Editor is not a full-fledged editor. Instead, it fills the Color and Metal Cases (item storage areas) with items.