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'''Gotcha Force''' est un jeu vidéo de combat/tir à la troisième personne développé et publié par Capcom pour GameCube en 2003.
{{GameInfo
|image              = NoImage.png
|screenwidth        = 320px
|title              = Gotcha Force
|aka                = Gacha Fōsu (JP)
|developer          = Capcom
|publishers          = [[Capcom]]
|system              = GameCube
|japan              = November 27, 2003
|usa                = December 3, 2003
|europe              = February 20, 2004
}}
[[Category:Games]]
'''Gotcha Force''' is a fighting / third-person shooter video game developed and published by [[Capcom]] for GameCube in 2003.


__TOC__
== GCM versions ==
{| class="wikitable"
|-
! Name !! sha1 !! Game Code
|-
| Gotcha Force (Europe) (En,Fr,De).iso || A94DF10304E6A18827C7325169E9ACE117F17A00 || GG4P
|-
| Gotcha Force (USA).iso || DFE963E5070B9BEC02BBBEFBA3F038B04DAC953E || GG4E
|-
| Gotcha Force (Japan).iso || 1B413F219A47E6B3E862A3F7A469A046E88BE893 || GG4J
|-
| GFRB2.2c.iso || E207F2223ACDE7A7FD287FBAB3C2DE59CF7984E6 || GG4P
|}
 
GFRB2.2c.iso is a rebalanced version of the game made by the team Gotcha Force Rebalanced to play [https://www.youtube.com/channel/UC_ePVAn2C2CK6ImDSnoaQKQ multiplayer battles]. The modded iso come from EU iso version.
 
== Game terminology ==
 
{| class="wikitable"
|-
! Word !! Meaning
|-
| Borg || 3D character used in battles.
|-
| Stage || 3D map used in battles.
|-
| Data Crystal || 3D items looted at battle's end that can be combined to earn new Borgs.
|-
| NPC || Ally or Enemy characters seen during battles.
|-
| Gotcha Box || Boxes used to store Borgs.
|-
| WareHouse || Game element used to store Borgs when the Gotcha Box is filled up. Borgs can't be selected from WareHouse during battles.
|}
 
== GameCube DVD Architecture ==
The page [[GCM (File format)]] describes in details the GCM file format used by GameCube mini DVD.


== Matériel ==
== GameCube Tooling ==
The page [[GameCube Tooling]] provides softwares and scripts for handling GameCube games ROM / files.


[https://en.wikipedia.org/wiki/GameCube_technical_specifications Spécification technique de la GameCube]
== Hardware ==


[http://datasheets.chipdb.org/IBM/PowerPC/Gekko/gekko_user_manual.pdf#page=337 Manuel du processeur Gekko] : ce manuel est utile lors du reverse engineering des fichiers exécutables (dol, etc.). On y trouvera la description des instructions assembleur.
[https://en.wikipedia.org/wiki/GameCube_technical_specifications GameCube technical specifications]


== Apploader ==
[http://datasheets.chipdb.org/IBM/PowerPC/Gekko/gekko_user_manual.pdf#page=337 Gekko powerpc CPU user manual]: This manual is useful when reverse engineering executables ([[DOL (File format)|dol]], rel, and so on.). Assembly instructions and Gekko architecture are documented in details.


L'[https://www.gc-forever.com/wiki/index.php?title=Apploader apploader] est un fichier, lancé par le BIOS de la GameCube (aussi appelé l'[https://wiki.dolphin-emu.org/index.php?title=GameCube_Main_Menu Initial Program Loader / IPL]), qui permet de créer les différents espaces mémoires pour lancer l'exécutable du jeu (généralement au format dol). Il est situé à une adresse fixe sur le DVD. Il portera un nom différent selon les programmes que l'on utilisera pour ouvrir l'image DVD du jeu : AppLoader.ldr (GCRebuilder v1.1) / apploader.img (dolphin Emulator) etc. Les empreintes sha256 sont cependant identiques.
Another interesting document is the [https://db.hfsplay.fr/files/2019/07/04/Architecture_Guide_SCQNknY.pdf GameCube SDK architecture guide] providing technical acronyms definitions and global SDK internal knowledges.


== Formats de fichiers du jeu ==
The DSP (Digital Signal Processor allowing to process audio signals - codecs...) has been [https://www.lse.epita.fr/lse-winter-day-2013/slides/dsp.pdf studied in depth] by one of Dolphin Emulator developers team.


Le "[http://wiki.xentax.com/index.php/DGTEFF Definitive Guide To Exploring File Formats]" est une bonne entrée en matière pour comprendre l'organisation des fichiers. On peut éventuellement faire une liste de champs possibles pouvant apparaître dans le header du fichier étudié afin de trouver les différents éléments du header et leur fonction.
== Game file formats ==


{| class="wikitable" style="width: 279px; height: 476px;"
{| class="wikitable"
! style="width: 49px; height: 28px;" | Format
! Format !! Content
! style="width: 203.933px; height: 28px;" | Contenu
|-
|- style="height: 28px;"
| [[ADX (File format)|ADX]] || Audio file ||
| style="width: 49px; text-align: center; height: 28px;" | [[ADX (Format de fichier)|ADX]]<br>
|-
| style="width: 203.933px; text-align: left; height: 28px;" | Fichier audio<br>
| [[AFS (File format)|AFS]] || File packing others files ([[AFS (Gotcha Force)|Ongoing researches]]) ||
|- style="height: 32px;"
| style="width: 49px; text-align: center; height: 32px;" | [[AFS (Format de fichier)|AFS]]
| style="width: 203.933px; text-align: left; height: 32px;" | Dossier d'archive
|-  
|-  
| style="width: 49px; text-align: center;" | [[ARC (Gotcha Force)|ARC]]<br>
| [[ARC (Gotcha Force)|ARC]] || HSD Files ||
| style="width: 203.933px; text-align: left;" | Dossier d'archive ?<br>
|- style="height: 32px;"
| style="width: 49px; text-align: center; height: 32px;" | [[ARZ (Gotcha Force)|ARZ]]
! style="width: 203.933px; text-align: left; height: 32px;" | Inconnu
|- style="height: 28px;"
| style="width: 49px; text-align: center; height: 28px;" | BIN<br>
| style="width: 203.933px; text-align: left; height: 28px;" | <br>
|- style="height: 28px;"
| style="width: 49px; text-align: center; height: 28px;" | [[BNR (Format de fichier)|BNR]]<br>
| style="width: 203.933px; text-align: left; height: 28px;" | Banner file format
|- style="height: 28px;"
| style="width: 49px; text-align: center; height: 28px;" | [[CHD (Gotcha Force)|CHD]]<br>
| style="width: 203.933px; text-align: left; height: 28px;" | <br>
|- style="height: 32px;"
| style="width: 49px; text-align: center; height: 32px;" | [[DOL (Gotcha Force)|DOL]]
| style="width: 203.933px; text-align: left; height: 32px;" | Fichier exécutable [[SysDolphin]]
|- style="height: 28px;"
| style="width: 49px; text-align: center; height: 28px;" | DPK<br>
| style="width: 203.933px; text-align: left; height: 28px;" | <br>
|- style="height: 28px;"
| style="width: 49px; text-align: center; height: 28px;" | HDR
| style="width: 203.933px; text-align: left; height: 28px;" | <br>
|- style="height: 28px;"
| style="width: 49px; text-align: center; height: 28px;" | LDR<br>
| style="width: 203.933px; text-align: left; height: 28px;" | Apploader<br>
|-  
|-  
| style="width: 49px; text-align: center;" | MDT<br>
| [[ARZ (Gotcha Force)|ARZ]] || Compressed file ||
| style="width: 203.933px; text-align: left;" | <br>
|-
| [[BIN (Gotcha Force)|BIN]]
! Unknown ||
|-
| [[BNR (File format)|BNR]] || Banner file format ||
|-
| [[CHD (Gotcha Force)|CHD]] || DSP part ||
|-
| [[DOL (File format)|DOL]] || [[SysDolphin]] executable file ([[DOL (Gotcha Force)|Ongoing researches]]) ||
|-
| [[DPK (Gotcha Force)|DPK]]
|| DSP part ||
|-
| [[GCM (File format)| IMG]]  || apploader file||
|-  
|-  
| style="width: 49px; text-align: center;" | PTL<br>
| [[MDT (Gotcha Force)|MDT]]  
| style="width: 203.933px; text-align: left;" | <br>
| Uncompressed packed files which contains dialogs ||
|- style="height: 32px;"
| style="width: 49px; text-align: center; height: 32px;" | [[PZZ (Gotcha Force)|PZZ]]
| style="width: 203.933px; text-align: left; height: 32px;" | Dossier d'archive
|-  
|-  
| style="width: 49px; text-align: center;" | REF<br>
| [[PTL (File format)|PTL]] || Particles settings ([[PTL (Gotcha Force)|Ongoing researches]])  ||
| style="width: 203.933px; text-align: left;" | <br>
|-
|- style="height: 28px;"
| [[PZZ (Gotcha Force)|PZZ]] || Compressed archive ||
| style="width: 49px; text-align: center; height: 28px;" | [[SFD (Format de fichier)|SFD]]<br>
| style="width: 203.933px; text-align: left; height: 28px;" | MPEG Sofdec<br>
|-  
|-  
| style="width: 49px; text-align: center;" | TOC<br>
| [[REF (Gotcha Force)|REF]]
| style="width: 203.933px; text-align: left;" | <br>
! Unknown (Related to particles?) ||
|- style="height: 32px;"
|-
| style="width: 49px; text-align: center; height: 32px;" | [[TPL (Format de fichier)|TPL]]
| [[SFD (File format)|SFD]] || MPEG Sofdec ||
| style="width: 203.933px; text-align: left; height: 32px;" | Librairie de palette de textures
|-  
|-  
| style="width: 49px; text-align: center;" | [[TSB (Gotcha Force)|TSB]]<br>
| [[TPL (File format)|TPL]] || Texture Palette Library ||
| style="width: 203.933px; text-align: left;" | <br>
|-  
|-  
| style="width: 49px; text-align: center;" | TXG<br>
| [[TSB (Gotcha Force)|TSB]]
| style="width: 203.933px; text-align: left;" | <br>
|| DSP part ||
|-  
| [[TXG (File format)|TXG]] || Particles images container ([[TXG (Gotcha Force)|Ongoing researches]]) ||
|}
|}
<p class="mwt-heading" >The page [[File formats reverse engineering|file formats reverse engineering]] is dedicated to methods and researches ongoing on it.</p>


== Arborescence des fichiers ==
== Files and folders tree ==
Voici l'arborescence des fichier pour GotchaForceUsa (USA/NTSC, GameCode : GG4E) :
<div class="toccolours mw-collapsible mw-collapsed">
 
=== USA: ===
  &&SystemData
<div class="mw-collapsible-content">
  ├─ ISO.hdr
  GCM_SYS/
├─ AppLoader.ldr (Le nom de l'apploader diffère selon les applications.)
  ├─ apploader.img
  ├─ Start.dol (Le nom du dol principal diffère selon les application.)
  └─ boot.dol
└─ Game.toc
  afs_data.afs
  afs_data.afs
  ├─ *.adx (2113)
  ├─ *.adx (2113)
Line 109: Line 139:
  ├─ *.adx (2115)
  ├─ *.adx (2115)
  └─ *.sfd (2)
  └─ *.sfd (2)
''''''<br>Les logiciels utilisés sont GCRebuilder v1.1, et AFSExplorer 3.7.<br>
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed">
=== EU: ===
<div class="mw-collapsible-content">
  GCM_SYS/
├─ apploader.img
└─ boot.dol
afs_data.afs
├─ *.arc (1334)
├─ *.arz (172)
├─ *.bin (586)
├─ *.chd (4)
├─ *.dpk (4)
├─ *.mdt (1)
├─ *.ptl (1)
├─ *.pzz (253)
├─ *.ref (1)
├─ *.tpl (27)
├─ *.tsb (4)
└─ *.txg (1)
afs_data_a.afs
├─ *.arc (47)
├─ *.arz (12)
├─ *.mdt (5)
├─ *.pzz (2)
└─ *.tpl (415)
afs_data_f.afs
├─ *.arc (47)
├─ *.arz (12)
├─ *.mdt (5)
├─ *.pzz (2)
└─ *.tpl (415)
afs_data_g.afs
├─ *.arc (47)
├─ *.arz (12)
├─ *.mdt (5)
├─ *.pzz (2)
└─ *.tpl (415)
opening.bnr
poq_adx_pal.afs
├─ *.adx (2113)
└─ *.sfd (4) - pal version
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed">
=== JAP: ===
<div class="mw-collapsible-content">
  GCM_SYS/
├─ apploader.img
└─ boot.dol
afs_data.afs
├─ *.arc (1369)
├─ *.arz (184)
├─ *.bin (586)
├─ *.chd (4)
├─ *.dpk (4)
├─ *.mdt (6)
├─ *.ptl (1)
├─ *.pzz (255)
├─ *.ref (1)
├─ *.tpl (442)
├─ *.tsb (4)
└─ *.txg (1)
opening.bnr
poq_adx.afs
├─ *.adx (2113)
└─ *.sfd (2)
</div></div>
 
== afs_data.afs file naming scheme ==
 
You can check full description of all file here: [[All Assets File Name Index]]
 
File naming scheme:
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="2" | File naming scheme. &nbsp;
|-
! Name !! Description
|-
| pl####* || Borgs files ('''Pl'''ayer Character)
|-
| mn####.tpl || Borgs names in '''M'''e'''n'''us (206)
|-
| st## || '''st'''age - maps files. We find in position 1,2,3 hitsxx.bin files.
|-
| so## || '''s'''tage '''o'''bject. Building and structures used in battles.
|-
| firstld.pzz || Memory card related files ('''First l'''oa'''d''' - We found the memory card picture in the pzz)
|-
| icon.bin || Same than firstld\003C_firstldicon.bin - 3D icon of the memory card
|-
| face#### || Describe NPCs and properties used when using Special Moves / Abilities
|-
| it####_mdl.arz || (90 files) - '''It'''em Data Crystal -> #### Match everytime to a Borg requesting multiple Data Crystals
|-
| box00_mdl.arc || Gotcha Box
|-
| ckpt* || Graphical user interface elements used in battles.
|-
| d###_mdl.arc || Menu collection 002: Borgs list, 001: Borg View
|-
| deck00_mdl.arc || Edit force menu
|-
| entry00_mdl.arc || Interface used to enter player name with characters
|-
| optn00_mdl.arc || Option menu
|-
| fmg00_mdl.arc || Neo G Red icon used in Story Mode dialogs
|-
| rpot##_mdl.arc || Graphical elements used in end of battles
|-
| unitall_mdl.arc || Borgs miniatures images used in Edit Force menu, at battle start and so on.
|-
| mcmg00_mdl.arc || When loading memory card.
|-
| stff* || Main menu
|-
| story* || Used in Story Mode progress
|-
| trade00_mdl.arc || Used in Trade Menu
|-
| set* || Elements to place in the maps (wall, trees and so on.)
|-
| tl00_mdl.arc || Used on the corners of the main menu.
|-
| gets* || Cinematic used when earning a new Borg. (Blue = Crystal);
|-
| gets06_mdl.arc || Cinematic when earning Neo G Red and others colors of Neo G Red.
|-
| nwld* || Unimplemented.
|-
| staff00_mdl.arc || Credits screen.
|-
| vsel00_mdl.arc || Multiplayer screen.
|-
| vsel01_mdl.arc || Created forces selection screen before start of battles.
|-
| st###_mdl.arz || PNJs images
|-
| stm## || Dialogs used in story mode.
|-
| sts## || Images used when selecting zones in story mode (face your opponent & defeat the boss)
|-
| briff00_mdl.arc || Images used for "VS" page start of fight.
|-
| cnd* (3) || Unimplemented files or used for animated titles. The text is inclined and distorted. (defeat enemy gotcha borgs! and so on.)
|-
| efct* || '''Ef'''fe'''ct'''s - effects used in battles like Shots or Shock.
|-
| name00_mdl.arc || Used in "Enter Name" window with grey alphabet.
|-
| arrow_mdl.arc || Used probably with a scale for Ally / Enemy health bar.
|}
 
== Game assets implementation ==
The page [[Implementations|implementations]] group technical details about game assets implementations:
* Borgs
* Data Crystals
* and so on.
 
You might also want to read:
* [[Models]]
* [[Motions]]
* [[Borg - data file]]
 
See also [https://github.com/Virtual-World-RE/NeoGF/tree/main/doc our documentation] available on github.
 
== Main executable ==
Depending of which software is used the name of main executable may change since it's not stored in the GCM file: boot.[[DOL (File format)|dol]] / Start.[[DOL (File format) |dol]] and so on.
 
The page [[DOL (Gotcha Force)]] group ongoing researches, technical details and characteristics of the mains Gotcha Force dols.
 
The main executable embeds [https://usermanual.wiki/m/f28d717b124185a5deabfe6020cb945538679565e15cad6ec9f93a47e04eabef.pdf MetroTRK], a Target Resident Kernel for embedded systems allowing to remotely debug the game.


== Nommage des fichiers dans afs_data.afs ==
We found differents staticly linked libraries in it and in particular HSD engine (HAL Sysdolphin engine). Source files haven't been leaked on the internet but we can find an awesome work realized by [https://smashboards.com/search/1402833/?q=hsd&o=relevance "Super Smash Bros. Melee" GameCube community] on which we can refer:
L'investigation mené par la communauté de [https://zenhax.com/viewtopic.php?t=13419 GioGio Bizarre Adventure] montre une certaine logique qui peut potentiellement être utilisée dans le nommage des fichiers interne de afs_data.afs :<br>
<br>
files containing "tbl" in the filename seem to be animations
d#####.pzz - Character and/or prop data for 3D Cutscenes
k###.pzz - 2D cutscene data (panels are 3D models
ks##.pzz - 2D Drama cutscene data (panels are 3D models
npc###.pzz - NPC files
pl##.pzz - &nbsp;Character files
pl##p.pzz - Character specific props
pl##.hit - Character collision data
lw###.pzz - Stage collisions
st###.pzz - Stage model data
se###.pzz - Stage props
ld###.pzz - Loading screen model and textures (they're just planes
dcomn.pzz - Speech bubbles, onomatopoeia, zoom lines and others
demo.pzz - Title screen textures (can be used to decompress data
ga00p - Gallery room (several textures and models in here
re00.pzz - Results screen
icon.bin - 3D icon used for the memory card file
ball.pzz - Seems to just be a sphere model with a 32x32 blank texture


== Exécutable principal ==
-[https://github.com/UnclePunch/Training-Mode/wiki/HSD-Documentation Global description of HSD elements]
Le nom de l'exécutable principal dépend des applications utilisées boot.dol (dolphin Emulator) / Start.dol (GCRebuilder v1.1) etc. Les empreintes sha256 sont différentes entre dolphin Emulator et GCR !


L'exécutable principal embarque [https://usermanual.wiki/m/f28d717b124185a5deabfe6020cb945538679565e15cad6ec9f93a47e04eabef.pdf MetroTRK], un noyaux de débogage pour les systèmes embarqués.
-[https://github.com/PsiLupan/FRAY Reverse engineering of assemblies rewritten in C]


Parmi les librairies utilisées, on retrouve notamment la librairie HSD (HAL Sysdolphin Engine). Les sources n'ont à priori pas leaké sur internet. On peut néanmoins retrouver un énorme travail réalisé par [https://smashboards.com/search/1402833/?q=hsd&o=relevance la communauté du jeux GameCube "Super Smash Bros. Melee"] sur lequel on peut se baser :
== Beta version ==
The beta version of the game contains differences from the final releases. The 3D map is isometric with 3D elements in it and Borgs descriptions were contained in the screen with two sections: one for characteristics and the other one for the Borg story.


-[https://github.com/UnclePunch/Training-Mode/wiki/HSD-Documentation Description générale des éléments de HSD]
[[File:Gfbeta02.jpg|800px|center|thumb|Isometric beta map. [https://www.unseen64.net/2008/04/08/gotcha-force-gc-beta-concept/ Source]]]


-[https://github.com/PsiLupan/FRAY Reverse engineering des sources en C]
[[File:gotchaforcebeta01.jpg|800px|thumb|center|Beta Borg description. [https://www.unseen64.net/2008/04/08/gotcha-force-gc-beta-concept/ Source]]]

Latest revision as of 21:05, 21 July 2024

Title Screen

Gotcha Force
Aka: Gacha Fōsu (JP)
Developer: Capcom
Publishers: Capcom
System: GameCube
Release Date
Japan: November 27, 2003
USA: December 3, 2003
Europe: February 20, 2004

Gotcha Force is a fighting / third-person shooter video game developed and published by Capcom for GameCube in 2003.

GCM versions

Name sha1 Game Code
Gotcha Force (Europe) (En,Fr,De).iso A94DF10304E6A18827C7325169E9ACE117F17A00 GG4P
Gotcha Force (USA).iso DFE963E5070B9BEC02BBBEFBA3F038B04DAC953E GG4E
Gotcha Force (Japan).iso 1B413F219A47E6B3E862A3F7A469A046E88BE893 GG4J
GFRB2.2c.iso E207F2223ACDE7A7FD287FBAB3C2DE59CF7984E6 GG4P

GFRB2.2c.iso is a rebalanced version of the game made by the team Gotcha Force Rebalanced to play multiplayer battles. The modded iso come from EU iso version.

Game terminology

Word Meaning
Borg 3D character used in battles.
Stage 3D map used in battles.
Data Crystal 3D items looted at battle's end that can be combined to earn new Borgs.
NPC Ally or Enemy characters seen during battles.
Gotcha Box Boxes used to store Borgs.
WareHouse Game element used to store Borgs when the Gotcha Box is filled up. Borgs can't be selected from WareHouse during battles.

GameCube DVD Architecture

The page GCM (File format) describes in details the GCM file format used by GameCube mini DVD.

GameCube Tooling

The page GameCube Tooling provides softwares and scripts for handling GameCube games ROM / files.

Hardware

GameCube technical specifications

Gekko powerpc CPU user manual: This manual is useful when reverse engineering executables (dol, rel, and so on.). Assembly instructions and Gekko architecture are documented in details.

Another interesting document is the GameCube SDK architecture guide providing technical acronyms definitions and global SDK internal knowledges.

The DSP (Digital Signal Processor allowing to process audio signals - codecs...) has been studied in depth by one of Dolphin Emulator developers team.

Game file formats

Format Content
ADX Audio file
AFS File packing others files (Ongoing researches)
ARC HSD Files
ARZ Compressed file
BIN Unknown
BNR Banner file format
CHD DSP part
DOL SysDolphin executable file (Ongoing researches)
DPK DSP part
IMG apploader file
MDT Uncompressed packed files which contains dialogs
PTL Particles settings (Ongoing researches)
PZZ Compressed archive
REF Unknown (Related to particles?)
SFD MPEG Sofdec
TPL Texture Palette Library
TSB DSP part
TXG Particles images container (Ongoing researches)

The page file formats reverse engineering is dedicated to methods and researches ongoing on it.

Files and folders tree

USA:

GCM_SYS/
├─ apploader.img
└─ boot.dol
afs_data.afs
├─ *.adx (2113)
├─ *.arc (1369)
├─ *.arz (184)
├─ *.bin (586)
├─ *.chd (4)
├─ *.dpk (4)
├─ *.mdt (6)
├─ ptcl00.ptl
├─ *.pzz (254)
├─ ptcl00.ref
├─ *.sfd (2)
├─ *.tpl (442)
├─ *.tsb (4)
└─ ptcl00.txg
opening.bnr
poq_adx_usa.afs
├─ *.adx (2115)
└─ *.sfd (2)

EU:

 GCM_SYS/
├─ apploader.img
└─ boot.dol
afs_data.afs
├─ *.arc (1334)
├─ *.arz (172)
├─ *.bin (586)
├─ *.chd (4)
├─ *.dpk (4)
├─ *.mdt (1)
├─ *.ptl (1)
├─ *.pzz (253)
├─ *.ref (1)
├─ *.tpl (27)
├─ *.tsb (4)
└─ *.txg (1)
afs_data_a.afs
├─ *.arc (47)
├─ *.arz (12)
├─ *.mdt (5)
├─ *.pzz (2)
└─ *.tpl (415)
afs_data_f.afs
├─ *.arc (47)
├─ *.arz (12)
├─ *.mdt (5)
├─ *.pzz (2)
└─ *.tpl (415)
afs_data_g.afs
├─ *.arc (47)
├─ *.arz (12)
├─ *.mdt (5)
├─ *.pzz (2)
└─ *.tpl (415)
opening.bnr
poq_adx_pal.afs
├─ *.adx (2113)
└─ *.sfd (4) - pal version

JAP:

 GCM_SYS/
├─ apploader.img
└─ boot.dol
afs_data.afs
├─ *.arc (1369)
├─ *.arz (184)
├─ *.bin (586)
├─ *.chd (4)
├─ *.dpk (4)
├─ *.mdt (6)
├─ *.ptl (1)
├─ *.pzz (255)
├─ *.ref (1)
├─ *.tpl (442)
├─ *.tsb (4)
└─ *.txg (1)
opening.bnr
poq_adx.afs
├─ *.adx (2113)
└─ *.sfd (2)

afs_data.afs file naming scheme

You can check full description of all file here: All Assets File Name Index

File naming scheme:

File naming scheme.  
Name Description
pl####* Borgs files (Player Character)
mn####.tpl Borgs names in Menus (206)
st## stage - maps files. We find in position 1,2,3 hitsxx.bin files.
so## stage object. Building and structures used in battles.
firstld.pzz Memory card related files (First load - We found the memory card picture in the pzz)
icon.bin Same than firstld\003C_firstldicon.bin - 3D icon of the memory card
face#### Describe NPCs and properties used when using Special Moves / Abilities
it####_mdl.arz (90 files) - Item Data Crystal -> #### Match everytime to a Borg requesting multiple Data Crystals
box00_mdl.arc Gotcha Box
ckpt* Graphical user interface elements used in battles.
d###_mdl.arc Menu collection 002: Borgs list, 001: Borg View
deck00_mdl.arc Edit force menu
entry00_mdl.arc Interface used to enter player name with characters
optn00_mdl.arc Option menu
fmg00_mdl.arc Neo G Red icon used in Story Mode dialogs
rpot##_mdl.arc Graphical elements used in end of battles
unitall_mdl.arc Borgs miniatures images used in Edit Force menu, at battle start and so on.
mcmg00_mdl.arc When loading memory card.
stff* Main menu
story* Used in Story Mode progress
trade00_mdl.arc Used in Trade Menu
set* Elements to place in the maps (wall, trees and so on.)
tl00_mdl.arc Used on the corners of the main menu.
gets* Cinematic used when earning a new Borg. (Blue = Crystal);
gets06_mdl.arc Cinematic when earning Neo G Red and others colors of Neo G Red.
nwld* Unimplemented.
staff00_mdl.arc Credits screen.
vsel00_mdl.arc Multiplayer screen.
vsel01_mdl.arc Created forces selection screen before start of battles.
st###_mdl.arz PNJs images
stm## Dialogs used in story mode.
sts## Images used when selecting zones in story mode (face your opponent & defeat the boss)
briff00_mdl.arc Images used for "VS" page start of fight.
cnd* (3) Unimplemented files or used for animated titles. The text is inclined and distorted. (defeat enemy gotcha borgs! and so on.)
efct* Effects - effects used in battles like Shots or Shock.
name00_mdl.arc Used in "Enter Name" window with grey alphabet.
arrow_mdl.arc Used probably with a scale for Ally / Enemy health bar.

Game assets implementation

The page implementations group technical details about game assets implementations:

  • Borgs
  • Data Crystals
  • and so on.

You might also want to read:

See also our documentation available on github.

Main executable

Depending of which software is used the name of main executable may change since it's not stored in the GCM file: boot.dol / Start.dol and so on.

The page DOL (Gotcha Force) group ongoing researches, technical details and characteristics of the mains Gotcha Force dols.

The main executable embeds MetroTRK, a Target Resident Kernel for embedded systems allowing to remotely debug the game.

We found differents staticly linked libraries in it and in particular HSD engine (HAL Sysdolphin engine). Source files haven't been leaked on the internet but we can find an awesome work realized by "Super Smash Bros. Melee" GameCube community on which we can refer:

-Global description of HSD elements

-Reverse engineering of assemblies rewritten in C

Beta version

The beta version of the game contains differences from the final releases. The 3D map is isometric with 3D elements in it and Borgs descriptions were contained in the screen with two sections: one for characteristics and the other one for the Borg story.

Isometric beta map. Source
Beta Borg description. Source