Nintendo Optical Disc traversal and generation
Go to file
Phillip Stephens 258076c298
Fix OSUTF32To8 and OSUTF16To32
2022-02-28 22:04:40 -08:00
driver Use UTF-8 exclusively internally; replace iconv with OSUTF 2021-06-30 13:47:10 -04:00
include/nod Refactor to remove <Windows.h> from headers 2022-02-22 00:48:22 -05:00
lib Fix OSUTF32To8 and OSUTF16To32 2022-02-28 22:04:40 -08:00
logvisor@6926b6a7c9 update logvisor 2022-01-10 23:28:51 -08:00
.gitignore Use UTF-8 exclusively internally; replace iconv with OSUTF 2021-06-30 13:47:10 -04:00
.gitmodules Update logvisor; set submodule tracking branch 2021-04-06 12:48:38 -04:00
CMakeLists.txt Restore C++17 compatibility 2021-06-30 17:00:42 -04:00
Config.cmake.in Cmake config support 2019-01-27 21:35:03 -08:00
LICENSE Update LICENSE date 2016-03-06 17:12:22 -10:00
README.md Use UTF-8 exclusively internally; replace iconv with OSUTF 2021-06-30 13:47:10 -04:00

README.md

NOD

NOD is a library and utility (nodtool) for traversing, dumping, and authoring GameCube and Wii optical disc images.

Library

The primary motivation of NOD is to supply a uniform C++11 API for accessing data from image files directly. nod::DiscBase provides a common interface for traversing partitions and individual files. Files may be individually streamed, or the whole partition may be extracted to the user's filesystem. Raw ISO and WBFS images are supported read sources.

bool isWii; /* Set by reference next line */
std::unique_ptr<nod::DiscBase> disc = nod::OpenDiscFromImage(path, isWii);
if (!disc)
    return FAILURE;

/* Access first data-partition on Wii, or full GameCube disc */
nod::Partition* dataPart = disc->getDataPartition();
if (!dataPart)
    return FAILURE;

/* One-shot extraction to filesystem */
if (!dataPart->extractToDirectory(outDir, ctx))
    return FAILURE;

return SUCCESS;

Image authoring is always done from the user's filesystem and may be integrated into a content pipeline using the nod::DiscBuilderBase interface.

/* Sample logging lambda for progress feedback */
size_t lastIdx = -1;
auto progFunc = [&](size_t idx, const std::string& name, size_t bytes)
{
    if (idx != lastIdx)
    {
        lastIdx = idx;
        /* NOD provides I/O wrappers using wchar_t on Windows;
         * _S() conditionally makes string-literals wide */
        fmt::print(_S("\n"));
    }
    if (bytes != -1)
        fmt::print(_S("\r{} {} B"), name, bytes);
    else
        fmt::print(_S("\r{}"), name);
    fflush(stdout);
};

/* Making a GCN image */
nod::DiscBuilderGCN b(isoOutPath, progFunc);
ret = b.buildFromDirectory(fsRootDirPath);

/* Making a Wii image */
nod::DiscBuilderWii b(isoOutPath, dualLayer, progFunc);
ret = b.buildFromDirectory(fsRootDirPath);

Wii images are fakesigned using a commonly-applied signing bug.

Additionally, any *.dol files added to the disc are patched to bypass the #001 error caused by invalid signature checks. This allows games with multiple .dols to inter-boot without extensive loader-patching.

Tool

The library usage mentioned above is provided by a command-line tool called nodtool.

An extract/repack works like so:

>$ nodtool extract <image-in> [<dir-out>]
>$ cd <dir-out>

# Then one of:
>$ nodtool makegcn fsroot [<image-out>]
>$ nodtool makewii fsroot [<image-out>]