Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.
 
(40 intermediate revisions by 3 users not shown)
Line 11: Line 11:
|europe              = February 20, 2004
|europe              = February 20, 2004
}}
}}
[[Category:Jeux]]
[[Category:Games]]
'''Gotcha Force''' est un jeu vidéo de combat/tir à la troisième personne développé et publié par [[Capcom]] pour GameCube en 2003.
'''Gotcha Force''' is a fighting / third-person shooter video game developed and published by [[Capcom]] for GameCube in 2003.


== Versions GCM ==
== GCM versions ==
{| class="wikitable"
{| class="wikitable"
|-
|-
! Nom !! sha1 !! Game Code
! Name !! sha1 !! Game Code
|-
|-
| Gotcha Force (Europe) (En,Fr,De).iso || A94DF10304E6A18827C7325169E9ACE117F17A00 || GG4P
| Gotcha Force (Europe) (En,Fr,De).iso || A94DF10304E6A18827C7325169E9ACE117F17A00 || GG4P
Line 28: Line 28:
|}
|}


GFRB2.2c.iso est une version rééquilibrée par la [https://discord.gg/YUQd3zuK team Gotcha Force Rebalanced] pour jouer en [https://www.youtube.com/channel/UC_ePVAn2C2CK6ImDSnoaQKQ multi]. L'iso se base sur la version EU.
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 !! Description
! Word !! Meaning
|-
|-
| Borg || Élément 3D utilisé lors des combats.
| Borg || 3D character used in battles.
|-
|-
| Stage || Terrain 3D utilisé lors des combats.
| Stage || 3D map used in battles.
|-
|-
| Data Crystal || Élément 3D pouvant être visionné via l'inventaire et forme un borg une fois le nombre de Crytal différents atteints.
| Data Crystal || 3D items looted at battle's end that can be combined to earn new Borgs.
|-
|-
| NPC || Personnage servant à vous aider lors de combats, peuvent être vos ennemis.
| NPC || Ally or Enemy characters seen during battles.
|-
|-
| Gotcha Box || Boite servant à stocker des borgs.
| Gotcha Box || Boxes used to store Borgs.
|-
|-
| WareHouse || Élément du jeu servant à stocker les borgs une fois la Gotcha Box pleine. (Les borgs ne peuvent pas être utilisé).
| WareHouse || Game element used to store Borgs when the Gotcha Box is filled up. Borgs can't be selected from WareHouse during battles.
|}
|}


== Structure du DVD GameCube ==
== GameCube DVD Architecture ==
La page [[GCM (Format de fichier)]] décrit en détails l'organisation des DVD GameCube au format GCM.
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 (Format de fichier)|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.


Un autre document intéressant permet de comprendre tous les termes technique, il s'agit du [https://db.hfsplay.fr/files/2019/07/04/Architecture_Guide_SCQNknY.pdf guide d'un des SDK de la GameCube].
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.


Le DSP (processeur de traitement du signal qui permet de traiter l'audio) a été [https://www.lse.epita.fr/lse-winter-day-2013/slides/dsp.pdf reverse en profondeur] par l'un des développeurs de Dolphin Emulator.
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.


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


{| class="wikitable"
{| class="wikitable"
! colspan="2" | Formats de fichiers du jeu.  
! Format !! Content
! Format !! Contenu
|-
|-
| [[ADX (Format de fichier)|ADX]] || Fichier audio
| [[ADX (File format)|ADX]] || Audio file ||
|-
|-
| [[AFS (Format de fichier)|AFS]] || Dossier d'archive ([[AFS (Gotcha Force)|Recherches en cours]])
| [[AFS (File format)|AFS]] || File packing others files ([[AFS (Gotcha Force)|Ongoing researches]]) ||
|-  
|-  
| [[ARC (Gotcha Force)|ARC]] || Fichier HSD
| [[ARC (Gotcha Force)|ARC]] || HSD Files ||
|-  
|-  
| [[ARZ (Gotcha Force)|ARZ]] || Fichier compressé
| [[ARZ (Gotcha Force)|ARZ]] || Compressed file ||
|-
|-
| [[BIN (Gotcha Force)|BIN]] || Inconnu
| [[BIN (Gotcha Force)|BIN]]  
! Unknown ||
|-
|-
| [[BNR (Format de fichier)|BNR]] || Banner file format
| [[BNR (File format)|BNR]] || Banner file format ||
|-
|-
| [[CHD (Gotcha Force)|CHD]]
| [[CHD (Gotcha Force)|CHD]] || DSP part ||
! Fichier DSP programmé ?
|-
|-
| [[DOL (Format de fichier)|DOL]] || Fichier exécutable [[SysDolphin]] ([[DOL (Gotcha Force)|Recherches en cours]])
| [[DOL (File format)|DOL]] || [[SysDolphin]] executable file ([[DOL (Gotcha Force)|Ongoing researches]]) ||
|-
|-
| [[DPK (Gotcha Force)|DPK]]
| [[DPK (Gotcha Force)|DPK]]  
! Inconnu
|| DSP part ||
|-
|-
| [[IMG (Gotcha Force)|IMG]] || Apploader
| [[GCM (File format)| IMG]] || apploader file||
|-  
|-  
| [[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]])  ||
| Particles settings
|-
|-
| [[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
|-  
|-  
| [[TPL (Format de fichier)|TPL]]
| [[TPL (File format)|TPL]] || Texture Palette Library ||
| 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]]) ||
| Particles images container
|}
|}
<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 ==
== Files and folders tree ==
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
=== USA : ===
=== USA: ===
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
  GCM_SYS/
  GCM_SYS/
Line 148: Line 142:


<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
=== EU : ===
=== EU: ===
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
   GCM_SYS/
   GCM_SYS/
Line 191: Line 185:


<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
=== JAP : ===
=== JAP: ===
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
   GCM_SYS/
   GCM_SYS/
Line 215: Line 209:
</div></div>
</div></div>


== Nommage des fichiers dans afs_data.afs ==
== afs_data.afs file naming scheme ==


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


Logique de nommage :
File naming scheme:
{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="2" | Nommage des fichiers. &nbsp;
! colspan="2" | File naming scheme. &nbsp;
|-
|-
! Nom !! Description
! Name !! Description
|-
|-
| pl####* || Décrit chaque borg ('''Pl'''ayer Character)
| pl####* || Borgs files ('''Pl'''ayer Character)
|-
|-
| mn####.tpl || Noms des borgs dans les '''M'''e'''n'''us (206)
| mn####.tpl || Borgs names in '''M'''e'''n'''us (206)
|-
|-
| st## || '''st'''age Il s'agit des maps. Comprennent en position 1,2,3 les fichiers hitsxx.bin
| st## || '''st'''age - maps files. We find in position 1,2,3 hitsxx.bin files.
|-
|-
| so## || '''s'''tage '''o'''bject. Il s'agit des bâtiments.
| so## || '''s'''tage '''o'''bject. Building and structures used in battles.
|-
|-
| firstld.pzz || Utilisation liée à la carte mémoire ('''First l'''oa'''d''' - Image de la carte mémoire inclue dans le pzz)
| firstld.pzz || Memory card related files ('''First l'''oa'''d''' - We found the memory card picture in the pzz)
|-
|-
| icon.bin || Identique à firstld\003C_firstldicon.bin - Icone 3D pour l'image de la carte mémoire
| icon.bin || Same than firstld\003C_firstldicon.bin - 3D icon of the memory card
|-
|-
| face#### || Décrivent les NPC du jeu et les prop utilisé lors de la touche spécial
| face#### || Describe NPCs and properties used when using Special Moves / Abilities
|-
|-
| it####_mdl.arz || (90 fichiers) - '''It'''em Data Crystal -> #### correspond à chaque fois à un borg qui demande plusieurs Data Crystal
| it####_mdl.arz || (90 files) - '''It'''em Data Crystal -> #### Match everytime to a Borg requesting multiple Data Crystals
|-
|-
| box00_mdl.arc || Gotcha Box
| box00_mdl.arc || Gotcha Box
|-
|-
| ckpt* || Éléments d'interface graphique lors d'une partie.
| ckpt* || Graphical user interface elements used in battles.
|-
|-
| d###_mdl.arc || Menu collection 002 : liste des borgs, 001 : vue d'un borg
| d###_mdl.arc || Menu collection 002: Borgs list, 001: Borg View
|-
|-
| deck00_mdl.arc || Menu edit force
| deck00_mdl.arc || Edit force menu
|-
|-
| entry00_mdl.arc || Interface pour entrer le nom du joueur avec les lettres
| entry00_mdl.arc || Interface used to enter player name with characters
|-
|-
| optn00_mdl.arc || Menu option
| optn00_mdl.arc || Option menu
|-
|-
| fmg00_mdl.arc || Icone de Neo G Red dans les dialogues lors du mode story
| fmg00_mdl.arc || Neo G Red icon used in Story Mode dialogs
|-
|-
| rpot##_mdl.arc || Éléments d'interface graphique des fins de parties
| rpot##_mdl.arc || Graphical elements used in end of battles
|-
|-
| unitall_mdl.arc || Images miniatures des borgs utilisées dans le menu edit force ou lors de début de parties etc.
| unitall_mdl.arc || Borgs miniatures images used in Edit Force menu, at battle start and so on.
|-
|-
| mcmg00_mdl.arc || Lors du chargement de la carte mémoire
| mcmg00_mdl.arc || When loading memory card.
|-
|-
| stff* || Menu principal
| stff* || Main menu
|-
|-
| story* || Utilisé lors de l'avancement du mode story
| story* || Used in Story Mode progress
|-
|-
| trade00_mdl.arc || Utilisé dans le menu trade
| trade00_mdl.arc || Used in Trade Menu
|-
|-
| set* || Éléments à positionner sur les maps (murs, arbres etc.)
| set* || Elements to place in the maps (wall, trees and so on.)
|-
|-
| tl00_mdl.arc || Utilisé en périphérie dans le menu principal.
| tl00_mdl.arc || Used on the corners of the main menu.
|-
|-
| gets* || Cinématique lors de l'obtention d'un borg. (Bleu=crystal;  
| gets* || Cinematic used when earning a new Borg. (Blue = Crystal);  
|-
|-
| gets06_mdl.arc || Cinématique lors de l'obtention de Neo G Red et des autres formats de celui ci (les couleurs).
| gets06_mdl.arc || Cinematic when earning Neo G Red and others colors of Neo G Red.
|-
|-
| nwld* || Non implémentés.
| nwld* || Unimplemented.
|-
|-
| staff00_mdl.arc || Écran des crédits.
| staff00_mdl.arc || Credits screen.
|-
|-
| vsel00_mdl.arc || Écran lors du lancement en multiplayer.
| vsel00_mdl.arc || Multiplayer screen.
|-
|-
| vsel01_mdl.arc || Écran de sélection des forces créées avant le lancement d'un combat.
| vsel01_mdl.arc || Created forces selection screen before start of battles.  
|-
|-
| st###_mdl.arz || Images des PNJs
| st###_mdl.arz || PNJs images
|-
|-
| stm## || Dialogues utilisés dans le story mode.
| stm## || Dialogs used in story mode.
|-
|-
| sts## || Images lors de la sélection des zones dans le story mode (face your opponent & defeat the boss)
| sts## || Images used when selecting zones in story mode (face your opponent & defeat the boss)
|-
|-
| briff00_mdl.arc || Images utilisées pour la page vs au lancement d'un combat.
| briff00_mdl.arc || Images used for "VS" page start of fight.
|-
|-
| cnd* (3) || Fichiers non implémentés ou utilisés dans des anims de titres. Le texte est incliné et déformé. (defeat enemy gotcha borgs! etc.)
| 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 - effets lors d'un combat tel que les tirs, choques etc.
| efct* || '''Ef'''fe'''ct'''s - effects used in battles like Shots or Shock.
|-
|-
| name00_mdl.arc || Utilisé dans la fenêtre "Enter Name" comme alphabet en gris.
| name00_mdl.arc || Used in "Enter Name" window with grey alphabet.
|-
|-
| arrow_mdl.arc || Utilisé probablement avec un scale pour définir les barres de vie Ally / Ennemy.
| arrow_mdl.arc || Used probably with a scale for Ally / Enemy health bar.
|}
|}


== Implémentation des éléments ==
== Game assets implementation ==
La page [[Implémentations|implémentations]] regroupe les détails techniques concernant l'implémentation des éléments du jeu :
The page [[Implementations|implementations]] group technical details about game assets implementations:
* Borgs
* Borgs
* Data Crystal
* Data Crystals
* etc.
* and so on.


Voir aussi :
You might also want to read:
* [[Modèles]]
* [[Models]]
* [[Animations]]
* [[Motions]]
* [[Borg - fichier data]]
* [[Borg - data file]]


Retrouvez aussi [https://github.com/Virtual-World-RE/NeoGF/tree/main/doc notre documentation] disponible sur github.
See also [https://github.com/Virtual-World-RE/NeoGF/tree/main/doc our documentation] available on github.


== Exécutable principal ==
== Main executable ==
Le nom de l'exécutable principal dépend des applications utilisées boot.[[DOL (Format de fichier)|dol]] / Start.[[DOL (Format de fichier) |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.


La page [[DOL (Gotcha Force)]] parle des caractéristiques et des travaux en cours sur les différents dols.
The page [[DOL (Gotcha Force)]] group ongoing researches, technical details and characteristics of the mains Gotcha Force dols.


L'exécutable principal embarque [https://usermanual.wiki/m/f28d717b124185a5deabfe6020cb945538679565e15cad6ec9f93a47e04eabef.pdf MetroTRK], un noyaux de débogage pour les systèmes embarqués.
The main executable embeds [https://usermanual.wiki/m/f28d717b124185a5deabfe6020cb945538679565e15cad6ec9f93a47e04eabef.pdf MetroTRK], a Target Resident Kernel for embedded systems allowing to remotely debug the game.


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


-[https://github.com/PsiLupan/FRAY Reverse engineering des sources en C]
-[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