Difference between revisions of "DOL"
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− | The Dol file format is the main executable file format for both the GameCube and the Wii. The name presumably refers to "Dolphin", which was the GameCube's codename. | + | The '''Dol''' file format is the main executable file format for both the GameCube and the Wii. The name presumably refers to "Dolphin", which was the GameCube's codename. |
It is a simple file format consisting of a header and up to 7 loadable code sections (Text0..Text6) and up to 11 data sections (Data0..Data10). All values in the header are unsigned big-endian 32-bit values. | It is a simple file format consisting of a header and up to 7 loadable code sections (Text0..Text6) and up to 11 data sections (Data0..Data10). All values in the header are unsigned big-endian 32-bit values. |
Revision as of 19:58, 19 September 2008
The Dol file format is the main executable file format for both the GameCube and the Wii. The name presumably refers to "Dolphin", which was the GameCube's codename.
It is a simple file format consisting of a header and up to 7 loadable code sections (Text0..Text6) and up to 11 data sections (Data0..Data10). All values in the header are unsigned big-endian 32-bit values.
Header:
Start | End | Length | Description |
0x0 | 0x3 | 4 | File offset to start of Text0 |
0x04 | 0x1b | 24 | File offsets for Text1..6 |
0x1c | 0x47 | 44 | File offsets for Data0..10 |
0x48 | 0x4B | 4 | Loading address for Text0 |
0x4C | 0x8F | 68 | Loading addresses for Text1..6, Data0..10 |
0x90 | 0xD7 | 72 | Section sizes for Text0..6, Data0..10 |
0xD8 | 0xDB | 4 | BSS address |
0xDC | 0xDF | 4 | BSS size |
0xE0 | 0xE3 | 4 | Entry point |
0xE4 | 0xFF | padding |