Kai's GameCube Toolkit enabling C/C++ code injection into .dol executables.
Project description
About Freighter
Freighter is command-line based toolkit for setting up and building C/C++ projects using devkitPro for injecting custom code into GameCube/Wii DOL executables. This is a heavily modified fork of Yoshi2's C-Kit that add features such as:
- Project management using TOML configuration files
- Incremental build support utilizing multiprocessing
- Generating .bnr file to customize the banner that is read from Dolphin and the GameCube BIOS.
Installation
Ensure you are using the latest version of
Python 3.11 or greater
-> https://www.python.org/downloads/
This package is made available through PyPi:
- Windows:
py -m pip install freighter
- Unix & Such:
python3 -m pip install freighter
Reccommendations
- Window's Terminal: Supports ANSI color codes and unicode emoji characters that Freighter uses to colorize the console ouput.
- VSCode: Personal perferred code editor that is feature rich thanks to the community.
- Ghidra: A GameCube modder's best friend
Command Line
After installation open your cli of choice and enter freighter
Options
-help : Shows the help prompt.
-new <Project Name> [Path]: Generates a new project at the current working directory with the specified project name.
-build <Project Name> [Profile]: Builds the project with the selected profile.
Defaults to first profile in the config if no arguments are passed.
-import : Opens a filedialog to import a project directory into Freighter's ProjectManager.
-clean : Removes all temporary files and resets the cache. Useful if Freighter throws an error about missing symbols if the filecache becomes bad.
-verbose : Print verbose information to the console
-debug : Print debug and verbose information to the console
-reset : Reconfigures your UserEnvironment.toml
Project Configuration
Freighter uses TOML configuration format your modding projects.
You can generate a new project by using freighter new ProjectName
ProjectConfig.toml
ProjectName = "MyProject"
[BannerConfig]
BannerImage = "banner.png"
Title = "GameTitle"
GameName = "GameTitle"
Maker = "MyOrganization"
ShortMaker = "MyOrganization"
Description = "This is my game's description!"
OutputPath = "build/files/opening.bnr"
[Profiles.Debug]
GameID = "FREI01"
InjectionAddress = 0x0
InputDolFile = "main.dol"
OutputDolFile = "build/sys/main.dol"
IncludeFolders = ["source"]
SourceFolders = ["includes"]
SDA = 0x0
SDA2 = 0x0
GeckoFolder = "gecko"
SymbolsFolder = "symbols"
LinkerScripts = []
TemporaryFilesFolder = "temp"
InputSymbolMap = ""
OutputSymbolMapPaths = []
StringHooks = {}
IgnoredSourceFiles = []
IgnoredGeckoFiles = []
IgnoreHooks = []
DiscardLibraryObjects = []
DiscardSections = []
CompilerArgs = []
GCCArgs = []
GPPArgs = []
LDArgs = []
Credits
Yoshi2 (RenolY2): The OG who made C-kit who made alot of the tools for Pikmin 2 and MKDD. He helped raise baby Kai when he was first learning hex and figuring out how pointers worked. He made a ton of tools that operate on Gamecube era gamefiles and really made the modding scene pop off. Thank you!
Minty Meeo: He has made alot of great changes to C-kit such as relocating the stack frame and cleaning up the code for injection hooks.
Yoshifirebird: This man helped me a TON way back when I was first learning C++. He was the one who had the original idea of using the #pragma
keyword so Freighter could preprocess the source file to extract the symbol name and the hook injection address. This is a great feature because you can write the injection address inline with your code that you can easily copy paste into Ghidra to
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