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Revision as of 17:50, 22 August 2022 by Algoflash (talk | contribs)

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 developped 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 battles end that can be combined to earn new Borgs.
NPC Ally or Ennemy 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 usefull when reverse engineering executable (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 depht by one of Dolphin Emulator developers team.

Game file formats

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

The page page is dedicated to methods and researchs 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 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 / Ennemy health bar.

Implémentation des éléments

La page implémentations regroupe les détails techniques concernant l'implémentation des éléments du jeu :

  • Borgs
  • Data Crystal
  • etc.

Voir aussi :

Retrouvez aussi notre documentation disponible sur github.

Exécutable principal

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

La page DOL (Gotcha Force) parle des caractéristiques et des travaux en cours sur les différents dols.

L'exécutable principal embarque MetroTRK, un noyaux de débogage pour les systèmes embarqués.

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 la communauté du jeux GameCube "Super Smash Bros. Melee" sur lequel on peut se baser :

-Description générale des éléments de HSD

-Reverse engineering des sources en C

Version Bêta

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.

800px|center|thumb|Map bêta isométrique. [https://www.unseen64.net/2008/04/08/gotcha-force-gc-beta-concept/ Source] 800px|center|thumb|Description bêta borg. [https://www.unseen64.net/2008/04/08/gotcha-force-gc-beta-concept/ Source]