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{{bp|User:Wildgoosespeeder|Bulbapedia Version}}
{{bp|{{FULLPAGENAME}}|Bulbapedia Version}}
==PNG Monster==
Optimize PNGs! Does not work with APNGs because it considers the frames metadata and it strips that.
*{{bp|smw:User:RAP/PNG|PNG Monster}}
===PNG Monstrous===
*{{bp|smw:User:Wildgoosespeeder/PNG Monstrous|PNG Monstrous}} is an updated version of PNG Monster modified by me. Still not good for APNGs.
===APNG Optimizer===
*[https://sourceforge.net/projects/apng/files/APNG_Optimizer/1.4 APNG Optimizer] is good for images in [[:Category:Animated png files]]. Use the GUI.
==PidgiWiki==
*{{bp|PidgiWiki}}
==My Image Contributions==
[[Special:ListFiles/{{PAGENAME}}]] - [[Special:NewFiles]]
===Redo Pokémon Stadium Moves===
*{{bp|Pokémon Stadium}}
*{{bp|List of moves}}
<gallery widths=320 heights=237>
Dodrio Fly Stad.png|Fly Stadium 1 good example
Twineedle Stad2.png|Twineedle Stadium 2 good example
</gallery>
===Screenshot Best Practices===
{{bp|smw:User:Wildgoosespeeder/sandbox|Screenshot guide on Super Mario Wiki}}
{| class="wikitable"
! Game
! Resolution
! Example
|-
! colspan=3 | {{bp|smw:User:Wildgoosespeeder/sandbox#GCN/Wii|GCN}}
|-
| ''{{bp|Super Smash Bros. Melee}}''
| 640 × 480
| [[File:Pikachu Skull Bash Melee.png|160px]]
|-
| ''{{bp|Pokémon Box Ruby & Sapphire}}''
| 608 × 448
| [[File:Pokemon Box Title Screen.png|160px]]
|-
| ''{{bp|Pokémon Channel}}''
| 640 × 448
| [[File:Mintale Town.png|160px]]
|-
| ''{{bp|Pokémon Colosseum}}''
| 640 × 480
| [[File:Pokemon Colosseum Title Screen EN.png|160px]]
|-
| ''{{bp|Pokémon Colosseum Bonus Disc}}''
| 608 × 448 menus<br>640 × 480 Jirachi Special Gift Mode
| [[File:Pokémon Colosseum Bonus Disc Game Preview.png|160px]]<br>[[File:Pokémon Colosseum Bonus Disc Jirachi Special Gift Prerequisites.png|160px]]
|-
| ''{{bp|Pokémon XD: Gale of Darkness}}''
| 640 × 480
| [[File:Cail XD.png|160px]]
|-
! colspan=3 | {{bp|smw:User:Wildgoosespeeder/sandbox#GCN/Wii|Wii}}
|-
| ''{{bp|Pokémon Battle Revolution}}''
| 640 × 480?
| [[File:Pokémon_Battle_Revolution_Title_Screen.png|160px]]
|-
| ''{{bp|Super Smash Bros. Brawl}}''
| 640 × 480
|
|-
| ''{{bp|PokéPark Wii: Pikachu's Adventure}}''
| ??? × ???
|
|-
| ''{{bp|PokéPark 2: Wonders Beyond}}''
| ??? × ???
|
|-
! colspan=3 | {{bp|smw:User:Wildgoosespeeder/sandbox#GCN/Wii|WiiWare}}
|-
| ''{{bp|My Pokémon Ranch}}''
| ??? × ???
|
|-
| ''{{bp|Pokémon Rumble}}''
| ??? × ???
|
|-
| ''{{bp|Pokémon Mystery Dungeon (WiiWare)}}''
| ??? × ???
|
|}
 
==GameShark Codes==
There have been known freezes with always active codes. That is why GS button variation exists. Apply the code when selecting your move. If a move misses, is non-damaging, or turn-based damaging, the game may appear to softlock, but the HP is going down slowly. Control resumes once the HP reaches 0.
 
I have no idea why this game needs different memory addresses for the different modes. Code structure is XXYYYYYY ZZZZ. Two codes don't need memory address 0FCB2E. Not sure why.
{| class="wikitable"
! 80
! 81
! 88
! 89
|-
| 8-bit address
| 16-bit address
| 8-bit address
| 16-bit address
|-
| always active
| always active
| GS button applies value
| GS button applies value
|}
==={{bp|Pokémon Stadium (English)}} V1.0===
{| class="wikitable"
! colspan=3 | Code Name (16-bit values)
|-
! Memory Manipulation Mode (XX)
! Memory Address (YYYYYY)
! Desired Value (ZZZZ)
|-
! colspan=3 | Prime Cup
|-
| 89<br>89
| 0FCB2E<br>286768
| 0000<br>0000
|-
! colspan=3 | Poké Cup
|-
| 89
| 285B18
| 0000
|-
! colspan=3 | Pika Cup
|-
| 89<br>89
| 0FCB2E<br>284DD8
| 0000<br>0000
|-
! colspan=3 | Petit Cup
|-
| 89<br>89
| 0FCB2E<br>2873A8
| 0000<br>0000
|-
! colspan=3 | Brock's Gym
|-
| 89<br>89
| 0FCB2E<br>287CB8
| 0000<br>0000
|-
! colspan=3 | Misty's Gym
|-
| 89<br>89
| 0FCB2E<br>2885F8
| 0000<br>0000
|-
! colspan=3 | Lt. Surge's Gym
|-
| 89<br>89
| 0FCB2E<br>287358
| 0000<br>0000
|-
! colspan=3 | Erika's Gym
|-
| 89
| 287328
| 0000
|-
! colspan=3 | Koga's Gym
|-
| 89<br>89
| 0FCB2E<br>287C98
| 0000<br>0000
|-
! colspan=3 | Sabrina's Gym
|-
| 89<br>89
| 0FCB2E<br>287828
| 0000<br>0000
|-
! colspan=3 | Blaine's Gym
|-
| 89<br>89
| 0FCB2E<br>2872E8
| 0000<br>0000
|-
! colspan=3 | Giovanni's Gym
|-
| 89<br>89
| 0FCB2E<br>2878E8
| 0000<br>0000
|-
! colspan=3 | Elite Four & Rival
|-
| 89<br>89
| 0FCB2E<br>286FD8
| 0000<br>0000
|-
! colspan=3 | Vs. Mewtwo
|-
| 89<br>89
| 0FCB2E<br>282D38
| 0000<br>0000
|}

Latest revision as of 23:12, 22 September 2024

Bulbapedia Version

PNG Monster

Optimize PNGs! Does not work with APNGs because it considers the frames metadata and it strips that.

PNG Monstrous

  • PNG Monstrous is an updated version of PNG Monster modified by me. Still not good for APNGs.

APNG Optimizer

PidgiWiki

My Image Contributions

Special:ListFiles/Wildgoosespeeder - Special:NewFiles

Redo Pokémon Stadium Moves

Screenshot Best Practices

Screenshot guide on Super Mario Wiki

Game Resolution Example
GCN
Super Smash Bros. Melee 640 × 480 Pikachu Skull Bash Melee.png
Pokémon Box Ruby & Sapphire 608 × 448 Pokemon Box Title Screen.png
Pokémon Channel 640 × 448 Mintale Town.png
Pokémon Colosseum 640 × 480 Pokemon Colosseum Title Screen EN.png
Pokémon Colosseum Bonus Disc 608 × 448 menus
640 × 480 Jirachi Special Gift Mode
Pokémon Colosseum Bonus Disc Game Preview.png
Pokémon Colosseum Bonus Disc Jirachi Special Gift Prerequisites.png
Pokémon XD: Gale of Darkness 640 × 480 Cail XD.png
Wii
Pokémon Battle Revolution 640 × 480? Pokémon Battle Revolution Title Screen.png
Super Smash Bros. Brawl 640 × 480
PokéPark Wii: Pikachu's Adventure ??? × ???
PokéPark 2: Wonders Beyond ??? × ???
WiiWare
My Pokémon Ranch ??? × ???
Pokémon Rumble ??? × ???
Pokémon Mystery Dungeon (WiiWare) ??? × ???

GameShark Codes

There have been known freezes with always active codes. That is why GS button variation exists. Apply the code when selecting your move. If a move misses, is non-damaging, or turn-based damaging, the game may appear to softlock, but the HP is going down slowly. Control resumes once the HP reaches 0.

I have no idea why this game needs different memory addresses for the different modes. Code structure is XXYYYYYY ZZZZ. Two codes don't need memory address 0FCB2E. Not sure why.

80 81 88 89
8-bit address 16-bit address 8-bit address 16-bit address
always active always active GS button applies value GS button applies value

Pokémon Stadium (English) V1.0

Code Name (16-bit values)
Memory Manipulation Mode (XX) Memory Address (YYYYYY) Desired Value (ZZZZ)
Prime Cup
89
89
0FCB2E
286768
0000
0000
Poké Cup
89 285B18 0000
Pika Cup
89
89
0FCB2E
284DD8
0000
0000
Petit Cup
89
89
0FCB2E
2873A8
0000
0000
Brock's Gym
89
89
0FCB2E
287CB8
0000
0000
Misty's Gym
89
89
0FCB2E
2885F8
0000
0000
Lt. Surge's Gym
89
89
0FCB2E
287358
0000
0000
Erika's Gym
89 287328 0000
Koga's Gym
89
89
0FCB2E
287C98
0000
0000
Sabrina's Gym
89
89
0FCB2E
287828
0000
0000
Blaine's Gym
89
89
0FCB2E
2872E8
0000
0000
Giovanni's Gym
89
89
0FCB2E
2878E8
0000
0000
Elite Four & Rival
89
89
0FCB2E
286FD8
0000
0000
Vs. Mewtwo
89
89
0FCB2E
282D38
0000
0000