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 :
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]