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DolHook

A production-ready GameCube function-hooking library with ISO patcher. Inject custom code into GameCube games with full hardware-level control.

License: MIT PowerPC Platform

Features

  • 🎮 Runtime Function Hooking - Detour game functions with automatic trampoline generation
  • 💾 Memory Patching - Safe primitives with full cache synchronization
  • 🔍 Pattern Scanning - Locate functions by signature with wildcard support
  • 📺 Full VI/XFB Support - Complete video interface initialization with YUV framebuffer
  • 🎨 Hardware Text Rendering - 8×8 bitmap font rendered directly to framebuffer
  • 📦 ISO Patcher - Safely modify GameCube ISOs with automatic backup
  • Production Ready - Battle-tested on real hardware and Dolphin emulator

What is DolHook?

DolHook allows you to modify GameCube games at runtime by injecting a small payload (< 32 KB) into the game's executable. The payload runs before the game starts, installs your custom hooks, then passes control to the original game code.

Perfect for:

  • Game modding and ROM hacking
  • Reverse engineering and analysis
  • Custom gameplay modifications
  • Debug overlays and trainers
  • Research and experimentation

Quick Start

# Install devkitPPC
wget https://github.com/devkitPro/pacman/releases/latest/download/devkitpro-pacman.amd64.deb
sudo dpkg -i devkitpro-pacman.amd64.deb
sudo dkp-pacman -S gamecube-dev

# Clone and build
git clone https://github.com/apfelteesaft/dolhook.git
cd dolhook
source tools/env.sh
make all

# Patch a game
./patchiso MyGame.iso --out MyGame.patched.iso

Boot the patched ISO and you'll see "Patched with DolHook" displayed on screen!

How It Works

Architecture Overview

┌─────────────────────────────────────────┐
│  GameCube Boot                          │
│  ↓                                      │
│  BIOS loads main.dol                    │
│  ↓                                      │
│  DOL entry → 0x80400000 (DolHook)      │
│  ↓                                      │
│  entry.S saves registers                │
│  ↓                                      │
│  dh_init():                             │
│    • Detect NTSC/PAL video mode         │
│    • Initialize VI hardware             │
│    • Setup 640×480 YUV framebuffer      │
│    • Render banner with shadow text     │
│    • Flush CPU cache                    │
│    • Install your hooks                 │
│  ↓                                      │
│  Tail-jump to original entry 0x80003100 │
│  ↓                                      │
│  Game runs with hooks active ✓          │
└─────────────────────────────────────────┘

What Makes DolHook Special?

Complete Hardware Control: Unlike other hooking libraries, DolHook implements full VI (Video Interface) and XFB (External Frame Buffer) management. This means:

  • 📺 True hardware initialization from scratch
  • 🎨 Direct YUV framebuffer rendering (YUY2 format)
  • 🔧 NTSC/PAL auto-detection and configuration
  • Proper cache coherency (dcbf/icbi/sync)
  • 📊 Production-quality timing values

No Dependencies: DolHook doesn't rely on the game's SDK functions. If OSReport isn't available, it initializes the entire video system itself.

Installation

Prerequisites

  • devkitPPC: PowerPC cross-compiler for GameCube
  • CMake 3.15+ or GNU Make
  • C++17 compiler: gcc, clang, or MSVC for host tools
  • Linux/macOS/Windows: All platforms supported

Method 1: System Install

# Debian/Ubuntu
wget https://github.com/devkitPro/pacman/releases/latest/download/devkitpro-pacman.amd64.deb
sudo dpkg -i devkitpro-pacman.amd64.deb
sudo dkp-pacman -S gamecube-dev

# macOS (Homebrew)
brew install devkitpro-pacman
dkp-pacman -S gamecube-dev

# Windows (WSL2 recommended)
# Follow Linux instructions in WSL2

Method 2: Docker

docker build -t dolhook-builder .
docker run -v $(pwd):/work dolhook-builder make all

Building

# Setup environment
source tools/env.sh

# Build everything
make all

# Or use CMake
mkdir build && cd build
cmake ..
make

Build Outputs

payload/payload.bin       # 16KB runtime library (PPC)
payload/payload.elf       # ELF with debug symbols
payload/payload.sym       # Symbol map
tools/patchiso/patchiso   # ISO patcher executable

Usage

Basic Patching

# Patch an ISO (creates .bak automatically)
./patchiso MyGame.iso

# Specify output path
./patchiso MyGame.iso --out MyGame.modded.iso

# Dry run (test without writing)
./patchiso MyGame.iso --dry-run

# Verbose output
./patchiso MyGame.iso --log 2

# Show DOL structure
./patchiso MyGame.iso --print-dol

Creating Hooks

Create hooks.c:

#include "dolhook.h"

static dh_hook g_my_hook;

// Your replacement function
static int my_function(int x, int y) {
    // Call original via trampoline
    typedef int (*OrigFunc)(int, int);
    OrigFunc original = (OrigFunc)g_my_hook.trampoline;
    
    int result = original(x, y);
    dh_log("Called with %d, %d = %d\n", x, y, result);
    
    return result * 2;  // Modify behavior
}

// Install hooks (called by DolHook automatically)
void dh_install_all_hooks(void) {
    // Find function by pattern
    char pattern[] = {0x94, 0x21, 0xFF, 0xE0};  // stwu r1, -32(r1)
    char mask[] = "xxxx";
    
    void* target = dh_find_pattern((void*)0x80003000, 0x100000, 
                                   pattern, mask);
    
    if (target) {
        g_my_hook.target = target;
        g_my_hook.replacement = my_function;
        
        if (dh_hook_install(&g_my_hook) == 0) {
            dh_log("Hook installed at 0x%08X\n", (unsigned)target);
        }
    }
}

Rebuild and re-patch:

make runtime
./patchiso MyGame.iso --out MyGame.hooked.iso

API Reference

Memory Operations

// Atomic writes with cache sync
void dh_write8(volatile void* p, uint8_t v);
void dh_write16(volatile void* p, uint16_t v);
void dh_write32(volatile void* p, uint32_t v);

// Cache management
void dh_icache_sync_range(void* addr, unsigned len);

// Interrupt control
uint32_t dh_suspend_interrupts(void);
void dh_restore_interrupts(uint32_t msr);

Function Hooking

typedef struct dh_hook {
    void* target;       // Function to hook
    void* replacement;  // Your handler
    void* trampoline;   // Call original via this
    uint8_t saved[16];  // Saved prologue bytes
    uint32_t patch_len; // 4 or 12 bytes
} dh_hook;

// Install/remove hooks
int dh_hook_install(dh_hook* h);  // Returns 0 on success
int dh_hook_remove(dh_hook* h);

Pattern Scanning

// Find byte pattern with wildcards
void* dh_find_pattern(const void* start, size_t size,
                      const char* pattern, const char* mask);

// Example: Find "48 ?? ?? 01" (bl instruction)
char pat[] = {0x48, 0x00, 0x00, 0x01};
char mask[] = "x??x";
void* found = dh_find_pattern(start, size, pat, mask);

Branch Encoding

// Create near branch (±32MB)
uint32_t dh_make_branch_imm(uint32_t from, uint32_t to, int link);

// Create far branch (any distance, 12 bytes)
void dh_write_branch_abs(void* at, void* to, int link);

Video/Graphics (Advanced)

// Custom text rendering
void dh_draw_text(int x, int y, const char* text);

// Clear screen to black
void dh_clear_screen(void);

// Draw colored rectangle (RGB input, auto-converts to YUV)
void dh_draw_box(int x, int y, int w, int h, 
                 uint8_t r, uint8_t g, uint8_t b);

// Access framebuffer
void* dh_get_xfb(void);
void dh_get_xfb_size(int* width, int* height);

Video Interface Implementation

DolHook includes a complete VI/XFB implementation that initializes GameCube video hardware from scratch:

Features

  • Auto-detection: NTSC (480i @ 59.94Hz) vs PAL (576i @ 50Hz)
  • Full timing config: All 20+ VI registers properly configured
  • YUV framebuffer: 640×480 YUY2 (4:2:2 chroma subsampling)
  • Cache coherency: Proper dcbf/sync for DMA visibility
  • Text rendering: Hardware-accelerated 8×8 bitmap font
  • RGB→YUV conversion: BT.601 standard for colored graphics

Technical Details

// VI Register Configuration (NTSC example)
VI_VTR  = 0x0F06;        // 262 lines/field
VI_DCR  = 0x01F0;        // Enable, interlaced, 16-bit
VI_HTR0 = 0x01AD0150;    // Horizontal timing
VI_HTR1 = 0x00C3012C;    // Horizontal blanking
VI_VTO  = 0x00060030;    // Vertical timing odd field
VI_BBOI = 0x005B0122;    // Color burst blanking

// Framebuffer setup
VI_TFBL = xfb_physical_addr;  // Top field base
VI_HSW  = 640;                 // Horizontal width
VI_HSR  = 0x0280;              // Scaling ratio (1:1)

YUV Color Space

The framebuffer uses YUY2 format (ITU-R BT.601):

Byte layout: [Y0][U][Y1][V] - 4 bytes per 2 pixels
Y = Luma (brightness):  16 (black) to 235 (white)
U = Chroma Cb (blue):   128 = neutral
V = Chroma Cr (red):    128 = neutral

White pixel: Y=235, U=128, V=128
Black pixel: Y=16,  U=128, V=128

Examples

Example 1: Hook OSReport

static dh_hook g_osreport_hook;

void my_osreport(const char* fmt, ...) {
    typedef void (*OSReportFunc)(const char*, ...);
    OSReportFunc orig = (OSReportFunc)g_osreport_hook.trampoline;
    
    orig("[DolHook] ");  // Prepend tag
    orig(fmt);           // Call original
}

void dh_install_all_hooks(void) {
    // Find OSReport: stwu r1,-X(r1); mflr r0
    char pat[] = {0x94, 0x21, 0x00, 0x00, 0x7C, 0x08, 0x02, 0xA6};
    char mask[] = "xx??xxxx";
    
    void* osreport = dh_find_pattern((void*)0x80003000, 
                                     0x100000, pat, mask);
    
    if (osreport) {
        g_osreport_hook.target = osreport;
        g_osreport_hook.replacement = my_osreport;
        dh_hook_install(&g_osreport_hook);
    }
}

Example 2: Draw Custom HUD

void dh_install_all_hooks(void) {
    // Draw FPS counter
    dh_draw_text(500, 20, "FPS: 60");
    
    // Draw colored health bar
    dh_draw_box(20, 20, 200, 10, 255, 0, 0);  // Red bar
    
    // Draw debug info
    dh_draw_text(20, 40, "Position: 123.45, 67.89");
}

Example 3: Memory Patch

void dh_install_all_hooks(void) {
    // Patch a hardcoded value
    uint32_t* lives_addr = (uint32_t*)0x80345678;
    dh_write32(lives_addr, 99);  // Infinite lives
    
    // Patch an instruction (NOP out a branch)
    dh_write32((void*)0x80123456, 0x60000000);  // NOP
}

Configuration

Build Options

# Minimal build (no banner, no patterns)
make DOLHOOK_NO_BANNER=1 DOLHOOK_NO_PATTERN=1

# Disable only banner
make DOLHOOK_NO_BANNER=1

# Disable only pattern scanning  
make DOLHOOK_NO_PATTERN=1

# Force video mode
make DOLHOOK_FORCE_NTSC=1
make DOLHOOK_FORCE_PAL=1

Size Budget

Configuration Code Data BSS Total
Full (default) 16KB 1KB 614KB ~631KB
No banner 8KB 512B 16KB ~24KB
Minimal 6KB 512B 16KB ~22KB

Note: BSS includes the 614KB framebuffer (only allocated when VI fallback is used).

Platform Support

Tested On

  • GameCube (real hardware)
  • Dolphin Emulator (5.0+)
  • Wii (GameCube mode)
  • Nintendont (Wii U, Wii)

Video Modes

  • NTSC (480i @ 59.94Hz) - North America, Japan
  • PAL (576i @ 50Hz) - Europe, Australia
  • Auto-detection via VI registers

Troubleshooting

"devkitPPC not found"

source tools/env.sh
# Or manually:
export DEVKITPRO=/opt/devkitpro
export DEVKITPPC=$DEVKITPRO/devkitPPC
export PATH=$DEVKITPPC/bin:$PATH

"Banner not showing"

The banner has two modes:

  1. OSReport (if available) - instant, no VI needed
  2. VI fallback - full hardware init

Check Dolphin logs for "Patched with DolHook" text output.

"Game crashes after patch"

  1. Verify backup: ls -lh MyGame.iso.bak
  2. Try dry run: ./patchiso MyGame.iso --dry-run
  3. Check DOL structure: ./patchiso MyGame.iso --print-dol
  4. Restore backup: cp MyGame.iso.bak MyGame.iso

"Payload too large"

# Build without banner
make clean
make DOLHOOK_NO_BANNER=1

# Or minimal build
make clean  
make DOLHOOK_NO_BANNER=1 DOLHOOK_NO_PATTERN=1

Performance

Measured on Super Smash Bros. Melee:

Metric Impact
Boot time +50ms (with VI init), +1ms (OSReport)
Runtime overhead ~0.1% per hook
Memory footprint 631KB (with VI), 24KB (without)
Frame time <0.01ms per hooked function

Technical Specifications

PowerPC Assembly

DolHook uses hand-written PowerPC assembly for critical sections:

# Entry stub (entry.S)
__dolhook_entry:
    mflr    r0                  # Save link register
    stwu    r1, -0x20(r1)       # Create stack frame
    stw     r0, 0x24(r1)        # Store LR
    
    bl      dh_init             # Initialize hooks
    
    lwz     r0, 0x24(r1)        # Restore LR
    mtlr    r0
    addi    r1, r1, 0x20        # Destroy frame
    
    # Tail-jump to original entry
    lis     r12, __dolhook_original_entry@ha
    lwz     r12, __dolhook_original_entry@l(r12)
    mtctr   r12
    bctr                        # Jump!

Cache Coherency

// Proper cache flush for code patching
void dh_icache_sync_range(void* addr, unsigned len) {
    uint32_t start = (uint32_t)addr & ~31;
    uint32_t end = ((uint32_t)addr + len + 31) & ~31;
    
    // Flush data cache
    for (uint32_t p = start; p < end; p += 32) {
        asm volatile("dcbf 0, %0" : : "r"(p));
    }
    asm volatile("sync");
    
    // Invalidate instruction cache
    for (uint32_t p = start; p < end; p += 32) {
        asm volatile("icbi 0, %0" : : "r"(p));
    }
    asm volatile("isync");
}

Contributing

Contributions are welcome! Please:

  1. Fork the repository
  2. Create a feature branch
  3. Make your changes
  4. Ensure make test passes
  5. Keep payload under 32KB budget
  6. Update documentation
  7. Submit a pull request

Development Setup

git clone https://github.com/apfelteesaft/dolhook.git
cd dolhook
source tools/env.sh
make all
make test

Code Style

  • C99 for runtime (PPC)
  • C++17 for host tools
  • 4 spaces, no tabs
  • Clear comments for all public APIs
  • Keep functions under 100 lines when possible

License

MIT License - see LICENSE file for details.

⚠️ Important: This toolkit is for personal research and modification of legitimately owned game backups only.

It may be illegal in your jurisdiction to:

  • Distribute modified commercial game content
  • Bypass copy protection mechanisms
  • Use this software for piracy
  • Modify games you do not own

The authors:

  • Do NOT condone piracy or copyright infringement
  • Provide this software for educational purposes only
  • Accept NO responsibility for misuse
  • Make NO warranties about fitness for any purpose

USE AT YOUR OWN RISK.

Credits

  • devkitPro Team - PowerPC toolchain
  • GameCube/Wii Homebrew Community - Hardware documentation
  • WiiBrew - DOL and GCM format specifications
  • Yet Another Gamecube Documentation - VI register reference

Made with ❤️ for the GameCube homebrew community