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[[Category:Jeux]]
{{GameInfo
'''Gotcha Force''' est un jeu vidéo de combat/tir à la troisième personne développé et publié par Capcom pour GameCube en 2003.
|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.


== Termes du jeu ==
== Game terminology ==


{| class="wikitable"
{| class="wikitable"
|-
|-
! Terme
! Word !! Meaning
! Description
|-
|-
| Borg
| Borg || 3D character used in battles.
| Élément 3D utilisé lors des combats.
|-
|-
| Stage
| Stage || 3D map used in battles.
| Terrain 3D utilisé lors des combats.
|-
|-
| Data Crystal
| Data Crystal || 3D items looted at battle's end that can be combined to earn new Borgs.
| Élément 3D pouvant être visionné via l'inventaire et forme un borg une fois le nombre de Crytal différents atteints.
|-
|-
| NPC
| NPC || Ally or Enemy characters seen during battles.
| Personnage servant à vous aider lors de combats, peuvent être vos ennemis.
|-
|-
| Gotcha Box
| Gotcha Box || Boxes used to store Borgs.
| Boite servant à stocker des borgs.
|-
|-
| WareHouse
| WareHouse || Game element used to store Borgs when the Gotcha Box is filled up. Borgs can't be selected from WareHouse during battles.
| Élément du jeu servant à stocker les borgs une fois la Gotcha Box pleine. (Les borgs ne peuvent pas être utilisé).
|}
|}


== Structure du DVD GameCube ==
== GameCube DVD Architecture ==
La page [[Structure_DVD_GameCube|Structure du DVD GameCube]] décrit en détails l'organisation des DVD GameCube.
The page [[GCM (File format)]] describes in details the GCM file format used by GameCube mini DVD.


== Outillage GameCube ==
== GameCube Tooling ==
La page [[Outillage_GameCube|Outillage GameCube]] propose différents utilitaires permettant de manipuler les fichiers de jeux GameCube.
The page [[GameCube Tooling]] provides softwares and scripts for handling GameCube games ROM / files.


== Matériel ==
== Hardware ==


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


[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.
[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.


== Formats de fichiers du jeu ==
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.
 
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.
 
== Game file formats ==


{| class="wikitable"
{| class="wikitable"
! Format
! Format !! Content
! Contenu
|-
|-
| [[ADX (Format de fichier)|ADX]]
| [[ADX (File format)|ADX]] || Audio file ||
| Fichier audio
|-
|-
| [[AFS (Format de fichier)|AFS]]
| [[AFS (File format)|AFS]] || File packing others files ([[AFS (Gotcha Force)|Ongoing researches]]) ||
| Dossier d'archive ([[AFS (Gotha Force)|Recherches en cours]])
|-  
|-  
| [[ARC (Gotcha Force)|ARC]]
| [[ARC (Gotcha Force)|ARC]] || HSD Files ||
| Dossier d'archive ?
|-  
|-  
| [[ARZ (Gotcha Force)|ARZ]]
| [[ARZ (Gotcha Force)|ARZ]] || Compressed file ||
| Fichier compressé
|-
| [[BIN (Gotcha Force)|BIN]]
! Inconnu
|-
|-
| [[BNR (Format de fichier)|BNR]]
| [[BIN (Gotcha Force)|BIN]]  
| Banner file format
! Unknown ||
|-
|-
| [[CHD (Gotcha Force)|CHD]]
| [[BNR (File format)|BNR]] || Banner file format ||
! Inconnu
|-
|-
| [[DOL (Gotcha Force)|DOL]]
| [[CHD (Gotcha Force)|CHD]] || DSP part ||
| Fichier exécutable [[SysDolphin]]
|-
|-
| [[DPK (Gotcha Force)|DPK]]
| [[DOL (File format)|DOL]] || [[SysDolphin]] executable file ([[DOL (Gotcha Force)|Ongoing researches]]) ||
! Inconnu
|-
|-
| [[HDR (Gotcha Force)|HDR]]
| [[DPK (Gotcha Force)|DPK]]  
! Inconnu
|| DSP part ||
|-
|-
| [[LDR (Gotcha Force)|LDR]]
| [[GCM (File format)| IMG]] || apploader file||
| Apploader
|-  
|-  
| [[MDT (Gotcha Force)|MDT]]
| [[MDT (Gotcha Force)|MDT]]  
! Inconnu
| Uncompressed packed files which contains dialogs ||
|-  
|-  
| [[PTL (Gotcha Force)|PTL]]
| [[PTL (File format)|PTL]] || Particles settings ([[PTL (Gotcha Force)|Ongoing researches]])  ||
! Inconnu
|-
|-
| [[PZZ (Gotcha Force)|PZZ]]
| [[PZZ (Gotcha Force)|PZZ]] || Compressed archive ||
| Dossier d'archive
|-  
|-  
| [[REF (Gotcha Force)|REF]]
| [[REF (Gotcha Force)|REF]]  
! Inconnu
! Unknown (Related to particles?) ||
|-
|-
| [[SFD (Format de fichier)|SFD]]
| [[SFD (File format)|SFD]] || MPEG Sofdec ||
| MPEG Sofdec
|-  
|-  
| [[TOC (Gotcha Force)|TOC]]
| [[TPL (File format)|TPL]] || Texture Palette Library ||
! Inconnu
|-
| [[TPL (Format de fichier)|TPL]]
| Librairie de palette de textures
|-  
|-  
| [[TSB (Gotcha Force)|TSB]]
| [[TSB (Gotcha Force)|TSB]]  
! Inconnu
|| DSP part ||
|-  
|-  
| [[TXG (Gotcha Force)|TXG]]
| [[TXG (File format)|TXG]] || Particles images container ([[TXG (Gotcha Force)|Ongoing researches]]) ||
! Inconnu
|}
|}
<p class="mwt-heading" >Une [[Reverse de binaires|page]] est réservée aux méthodes de reverse de binaires et aux recherches en cours sur le sujet.</p>
<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 ==
Voici l'arborescence des fichier pour GotchaForceUsa (USA/NTSC, GameCode : GG4E) :


&&SystemData
== Files and folders tree ==
  ├─ ISO.hdr
<div class="toccolours mw-collapsible mw-collapsed">
  ├─ AppLoader.ldr (Le nom de l'apploader diffère selon les applications.)
=== USA: ===
  ├─ Start.dol (Le nom du dol principal diffère selon les application.)
<div class="mw-collapsible-content">
└─ Game.toc
  GCM_SYS/
  ├─ apploader.img
  └─ boot.dol
  afs_data.afs
  afs_data.afs
  ├─ *.adx (2113)
  ├─ *.adx (2113)
Line 137: Line 139:
  ├─ *.adx (2115)
  ├─ *.adx (2115)
  └─ *.sfd (2)
  └─ *.sfd (2)
</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 ==


== Nommage des fichiers dans afs_data.afs ==
You can check full description of all file here: [[All Assets File Name Index]]
Fichiers compris :
 
{| class="wikitable"
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.
|-
|-
! Nom
| vsel01_mdl.arc || Created forces selection screen before start of battles.
! Description
|-
|-
| pl####.pzz
| st###_mdl.arz || PNJs images
| Décrit chaque borg ('''Pl'''ayer Character)
|-
|-
| mnxxxx.tpl
| stm## || Dialogs used in story mode.
| Noms des borgs dans les '''M'''e'''n'''us (206)
|-
|-
| st##.pzz
| sts## || Images used when selecting zones in story mode (face your opponent & defeat the boss)
| Comprennent en position 1,2,3 les fichiers hitsxx.bin
|-
|-
| firstld.pzz
| briff00_mdl.arc || Images used for "VS" page start of fight.
| Utilisation liée à la carte mémoire ('''First l'''oa'''d''' - Image de la carte mémoire inclue dans le pzz)
|-
|-
| icon.bin
| cnd* (3) || Unimplemented files or used for animated titles. The text is inclined and distorted. (defeat enemy gotcha borgs! and so on.)
| Identique à firstld\003C_firstldicon.bin - Icone 3D pour l'image de la carte mémoire
|-
|-
| facexxxx
| efct* || '''Ef'''fe'''ct'''s - effects used in battles like Shots or Shock.
| Décrivent les NPC du jeu et les prop utilisé lors de la touche spécial
|-
|-
| itxxxx_mdl.arz
| name00_mdl.arc || Used in "Enter Name" window with grey alphabet.
| (90 fichiers) - '''It'''em Data Crystal -> le numéro xxxx correspond à chaque fois à un borg qui demande plusieurs Data Crystal
|-
|-
| setxxxx.arc
| arrow_mdl.arc || Used probably with a scale for Ally / Enemy health bar.
! (61 fichiers) ?
|}
|}


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>
== Game assets implementation ==
<br>
The page [[Implementations|implementations]] group technical details about game assets implementations:
'''d#####.pzz''' - Character and/or prop data for 3D Cutscenes
* Borgs
'''pl##p.pzz''' - Character specific props
* Data Crystals
'''pl##.hit''' - Character collision data
* and so on.
'''st###.pzz''' - Stage model data


Fichiers absents :
You might also want to read:
files containing "'''tbl'''" in the filename seem to be animations
* [[Models]]
'''ga00p''' - Gallery room (several textures and models in here
* [[Motions]]
'''ball.pzz''' - Seems to just be a sphere model with a 32x32 blank texture
* [[Borg - data file]]
'''re00.pzz''' - Results screen
'''dcomn.pzz''' - Speech bubbles, onomatopoeia, zoom lines and others
'''ld###.pzz''' - Loading screen model and textures (they're just planes)
'''demo.pzz''' - Title screen textures (can be used to decompress data)
'''se###.pzz''' - Stage props
'''lw###.pzz''' - Stage collisions
'''npc###.pzz''' - NPC files
'''ks##.pzz''' - 2D Drama cutscene data (panels are 3D models)
'''k###.pzz''' - 2D cutscene data (panels are 3D models)


== Implémentation des éléments ==
See also [https://github.com/Virtual-World-RE/NeoGF/tree/main/doc our documentation] available on github.
La page [[Implémentations|implémentations]] regroupe les détails techniques concernant l'implémentation des éléments du jeu :
* Borgs
* Data Crystal
* etc.


== Exécutable principal ==
== Main executable ==
Le nom de l'exécutable principal dépend des applications utilisées boot.dol / Start.dol etc.
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.


L'exécutable principal embarque [https://usermanual.wiki/m/f28d717b124185a5deabfe6020cb945538679565e15cad6ec9f93a47e04eabef.pdf MetroTRK], un noyaux de débogage pour les systèmes embarqués.
The page [[DOL (Gotcha Force)]] group ongoing researches, technical details and characteristics of the mains Gotcha Force dols.


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 :
The main executable embeds [https://usermanual.wiki/m/f28d717b124185a5deabfe6020cb945538679565e15cad6ec9f93a47e04eabef.pdf MetroTRK], a Target Resident Kernel for embedded systems allowing to remotely debug the game.


-[https://github.com/UnclePunch/Training-Mode/wiki/HSD-Documentation Description générale des éléments de HSD]
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:


-[https://github.com/PsiLupan/FRAY Reverse engineering des sources en C]
-[https://github.com/UnclePunch/Training-Mode/wiki/HSD-Documentation Global description of HSD elements]


-[http://wiki.tockdom.com/wiki/HAL_DAT_(File_Format) HAL DAT (Format de fichier)]
-[https://github.com/PsiLupan/FRAY Reverse engineering of assemblies rewritten in C]


== Version Bêta ==
== 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.


La version bêta du jeu contient des différences visibles quant aux versions finales. La map 3D était Isométrique avec des éléments en 3D sur la map et la description des borgs tenait sur tout l'écran avec deux sections. L'un pour les caractéristiques et l'autre pour l'histoire du borg.
[[File:Gfbeta02.jpg|800px|center|thumb|Isometric beta map. [https://www.unseen64.net/2008/04/08/gotcha-force-gc-beta-concept/ Source]]]


[[Fichier:Gfbeta02.jpg|800px|center|thumb|Map bêta isométrique. [https://www.unseen64.net/2008/04/08/gotcha-force-gc-beta-concept/ Source]]]
[[File:gotchaforcebeta01.jpg|800px|thumb|center|Beta Borg description. [https://www.unseen64.net/2008/04/08/gotcha-force-gc-beta-concept/ Source]]]
[[Fichier:gotchaforcebeta01.jpg|800px|center|thumb|Description bêta borg. [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