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Update README.md
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# gcmtool.py
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Python3 script for unpack/pack/rebuild GCM/iso file format. This tool can rebuild FileStringTable (FST) of GCM and patch boot.bin with a new apploader.img, boot.dol, add/remove/edit folder and files of the game. MIT License.
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## User manual
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Unpack GCM/iso file **source_gcm.iso** in the default new folder _game_code-DVD_number_. If optional_dest_folder is specified we unpack in _optional_dest_folder_.
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```
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gcmtool.py --unpack source_gcm.iso optional_dest_folder
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@ -33,6 +35,7 @@ The original GCM/iso and repack GCM/iso are different most of the time. This is
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The sorting of files during FST rebuild is deferent from the original and this is full compatible with the GameCube dol API.
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## Extracted file tree
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root folder contains all files of the unpacked GCM/iso
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sys folder contains GCM system files of the game:
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@ -41,44 +44,51 @@ sys folder contains GCM system files of the game:
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* apploader.img
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* boot.dol
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* fst.bin
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* system.conf
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## sys/sytem.conf
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The conf file system.conf allow to force somes values and patch sys/files and also new generated iso. The conf file is parsed and applied with --pack and --rebuild-fst.
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### [Default]
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* boot.bin_section = disabled / enabled # If enabled then boot.bin section will be applied.
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* bi2.bin_section = disabled / enabled # If enabled then bi2.bin section will be applied.
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* apploader.img_section = disabled / enabled # If enabled then apploader.img section will be applied.
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* **boot.bin_section** = disabled / enabled # If enabled then boot.bin section will be applied.
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* **bi2.bin_section** = disabled / enabled # If enabled then bi2.bin section will be applied.
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* **apploader.img_section** = disabled / enabled # If enabled then apploader.img section will be applied.
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### [boot.bin]
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* GameCode = GG4P # 4 bytes ascii value - A-Za-z0-9
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* MakerCode = 08 # 2 bytes ascii value - A-Za-z0-9
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* DiskNumber = 0 # Disk number information for multiple disks. The number starts from 0. 0-98
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* GameVersion = 0 # The version number of the video game. 0-99
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* AudioStreaming = 1 # The flag for the streaming mode. 1 for streaming mode, otherwise 0.
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* StreamBufferSize = 0 # Number of Streaming buffers. 0-15
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* DVDMagic = 0xc2339f3d
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* GameName = GotchaForceEur # The character string of the video game title (Kanji characters are available.). 64 bytes max.
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* DolOffset = auto # Hex value: 0xabcdef or auto: dol offset on the DVD.
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* FstOffset = auto # Hex value: 0xabcdef or auto: fst offset on the DVD
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* FstLen = auto # Hex value: 0xabcdef or auto: fst length
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* FstMaxLen = auto # Hex value: 0xabcdef or auto: the size of the area reserved for FST. Used when there is multiple FST to load (multiple DVD).
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* UserPosition = auto # Hex value: 0xabcdef or auto: start of files stored in the gcm.
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* UserLength = auto # Hex value: 0xabcdef or auto: length of files stored in the gcm.
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* **GameCode** = GG4P _# 4 bytes ascii value - A-Za-z0-9_
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* **MakerCode** = 08 _# 2 bytes ascii value - A-Za-z0-9_
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* **DiskNumber** = 0 _# Disk number information for multiple disks. The number starts from 0. 0-98_
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* **GameVersion** = 0 _# The version number of the video game. 0-99_
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* **AudioStreaming** = 1 _# The flag for the streaming mode. 1 for streaming mode, otherwise 0._
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* **StreamBufferSize** = 0 _# Number of Streaming buffers. 0-15_
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* **DVDMagic** = 0xc2339f3d
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* **GameName** = GotchaForceEur _# The character string of the video game title (Kanji characters are available.). 64 bytes max._
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* **DolOffset** = auto _# Hex value: 0xabcdef or auto: dol offset on the DVD._
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* **FstOffset** = auto _# Hex value: 0xabcdef or auto: fst offset on the DVD._
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* **FstLen** = auto _# Hex value: 0xabcdef or auto: fst length._
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* **FstMaxLen** = auto _# Hex value: 0xabcdef or auto: the size of the area reserved for FST. Used when there is multiple FST to load (multiple DVD)._
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* **UserPosition** = auto _# Hex value: 0xabcdef or auto: start of files stored in the gcm._
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* **UserLength** = auto _# Hex value: 0xabcdef or auto: length of files stored in the gcm._
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### [bi2.bin]
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* DebugMonitorSize = 0x0 # Hex value: 0xabcdef aligned to 32 bytes.
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* SimulatedMemorySize = 0x1800000 # Hex value: 0xabcdef aligned to 32 bytes.
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* ArgumentOffset = 0x0 # Hex value: 0xabcdef
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* DebugFlag = 0 # Numeric value: 123. Set this to 0 when not using the any debugger on GDEV, set to 3 when using the CodeWarrior debugger on EV.
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* TrackLocation = 0x0 # Hex value: 0xabcdef
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* TrackSize = 0x0 # Hex value: 0xabcdef
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* CountryCode = 2 # Numeric value: 123 - Japan=0, USA=1, PAL=2, SouthKorea=4
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* TotalDisk = 1 # Numeric value: 1-99
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* LongFileNameSupport = 1 # Numeric value. Set to 1 for long file name support; set to 0 to restrict file to 8.3 format.
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* DolLimit = 0x0 # Hex value: 0xabcdef
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* **DebugMonitorSize** = 0x0 _# Hex value: 0xabcdef aligned to 32 bytes._
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* **SimulatedMemorySize** = 0x1800000 _# Hex value: 0xabcdef aligned to 32 bytes._
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* **ArgumentOffset** = 0x0 _# Hex value: 0xabcdef_
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* **DebugFlag** = 0 _# Numeric value: 123. Set this to 0 when not using the any debugger on GDEV, set to 3 when using the CodeWarrior debugger on EV._
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* **TrackLocation** = 0x0 _# Hex value: 0xabcdef_
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* **TrackSize** = 0x0 _# Hex value: 0xabcdef_
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* **CountryCode** = 2 _# Numeric value: 123 - Japan=0, USA=1, PAL=2, SouthKorea=4_
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* **TotalDisk** = 1 _# Numeric value: 1-99_
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* **LongFileNameSupport** = 1 _# Numeric value. Set to 1 for long file name support; set to 0 to restrict file to 8.3 format._
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* **DolLimit** = 0x0 _# Hex value: 0xabcdef_
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### [apploader.img]
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* Version = 2003/04/17
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* EntryPoint = 0x81200258 # Hex value: 0xabcdef
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* Size = 0x1954 # Hex value: 0xabcdef
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* TrailerSize = 0x1b8b0 # Hex value: 0xabcdef
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* **Version** = 2003/04/17 _# 16 bytes ascii_
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* **EntryPoint** = 0x81200258 _# Hex value: 0xabcdef_
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* **Size** = 0x1954 _# Hex value: 0xabcdef_
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* **TrailerSize** = 0x1b8b0 _# Hex value: 0xabcdef_
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