Bratz Forever Diamondz Ps2 Emulator Iso Download UPDATED

Bratz Forever Diamondz Ps2 Emulator Iso Download

Title Screen

Bratz: Forever Diamondz

Developer: Rush Games
Publisher: THQ
Platform: GameCube
Released in Usa: September 18, 2006
Released in Eu: Nov 3, 2006
Released in AU: November nine, 2006


DevTextIcon.png This game has subconscious development-related text.


Doez the letter S fifty-fifty exizt in the Bratz univerze?

Bratz_Gamecube Master Fast Build.map

Is a rather large file containing a map as seen below.

Address  Size     Marshal Out     In      File    Symbol ================================================================= 00000000 00000000     1 .annotate 00000000 00000000     one         .comment 00000000 00000000     1         <default> 80003100 0000038c     4 .init 80003100 0000038c     4         .init 80003100 00000368     1                 C:\Plan Files\SN Systems\ngc\lib\libsn.a(crt0.o) 80003100 00000000     0                         __start 80003464 00000000     0                         __init_vm 80003464 00000000     0                         __premain 80003468 00000024     4                 C:\DolphinSDK1.0\HW2\lib\os.a(__ppc_eabi_init.o) 80003468 00000024     0                         __init_hardware 8000348c 00000000     1         <default> 800034a0 002ef578    ten .text 800034a0 002ee540    10         .text 800034a0 000ed91c     four                 c:\Projects\Bratz\Objects\Gamecube Master Fast Build\BratzSourceFiles.obj 800034a0 00000154     0                         SetFacialExpression(CFSetFacialExpression *) 800c98d4 0000008c     0                         CFacialExpressionManager::SetExpression(EPSEFacialExpression) 800035f4 00000428     0                         PlayFootstep(CFPlayFootstep *) 800eea38 000000d0     0                         CGameMode_HubWorld::IsNodeInCurrentLocation(CFWorldNode *) 800e3844 00000008     0                         CCharacter::GetCharacterIndex(void) 800e8584 0000002c     0                         CSimulationObject::IsInContactWithGround(void)

Bratz_Gamecube Primary Fast Build.ddf

;------------------------------- ; [Input] Section ;   DvdRoot="<Root Directory>" ;       The name of the directory containing files to be emulated. ;       A table for the FST file is generated by retrieving files under the ;       directory specified here. ;   LDRFileName="<LDR File Name>" ;       The proper name of the Application Loader file. ;   BI2FileName="<BI2 File Name>" [Input] DvdRoot="${DvdRoot}" LDRFileName="$(BUILDTOOLS_ROOT)\..\..\$(DOLPHIN_PLATFORM)\kicking\apploader.img" BI2FileName="$(ODEMUSDKBIN)\OdemRun.bi2" ;------------------------------- ; [Output] Section ;   LayoutFileName="<output Dlf-File>" ;       The name of a disk layout file.  ;   SystemFileName="<output Dsf-File>" ;       The name of a system binary file.  ;   FsInfoFileName="<output Dif-File>" ;       The name of a FST information file.  ;       * This is a text file for checking the FST layout. The optical disk emulator ;         does not reference this file. [Output] ;LayoutFileName="Sample.dlf" ;SystemFileName="Sample.dsf" ;FsInfoFileName="Sample.dif" ;------------------------------- ; [DiskID] Department ;   GameName=<Game Name> ;       The video game title in the 4Byte ASCII code supplied by Nintendo. ;   Company=<Company Proper noun> ;       The company proper noun in the 2Byte ASCII lawmaking supplied by Nintendo. ;   DiskNumber=<Disk Number> ;       Disk number information for multiple disks.  The number starts from 0. ;       If there is only a single disk, the disk number will be 0. ;   GameVersion=<Game Version> ;       The version number of the video game. ;   Streaming=<Streaming Flag> ;       The flag for the streaming fashion.  "ane" should be specified for the ;       streaming mode, otherwise "0" should be specified. ;   StreamingBufSize=<Streaming Buffer Size> ;       Number of Streaming buffers. ;   DiskInfo="<Long Game Proper name>" ;       The character string of the video game title (Kanji characters are ;       bachelor.). ;   TotalDisk=<Total Number of Disks> ;       Full number of disks. [DiskID] GameName=GVDE Company=78 DiskNumber=0 GameVersion=0 Streaming=1 DiskInfo="Bratz: Forever Diamondz" TotalDisk=ane StreamingBufSize=0 ;------------------------------- ; [BB2] Section ;   FSTMaxLength=<size> ;       The size of the area reserved for FST. ;   FSTAddress=<address> ;       The address where FST should exist put.(Offset address is specified past FSTAddress.) ;   FSTEndAddress=<address> ;       The address where FST should be put.(End address is specified past FSTEndAddress.) ;   FSTuserTop=<lba> ;       The start of LBA in the user surface area.(If omitted, this is set the start of LBA in the usable free surface area.) ;   FSTuserEnd=<lba> ;       The terminate of LBA in the user area. ; RJC: Setup for master builds (max: 1459978240 bytes) [BB2] FSTMaxLength=0 FSTEndAddress=0x80400000 FSTuserEnd=0x57058000 ;------------------------------- ; [BI2] Section ;   DEBUGFLAG=<flag> ;       Fix this to 0 when not using the whatsoever debugger on GDEV, set to 3  when using the CodeWarrior debugger on GDEV. ;   LongFileNameSupport=<flag> ;       Set to one for long file name back up; ready to 0 to restrict file to viii.iii format. ;   Arguments="<arg>"{[,"<arg>"]} [BI2] LongFileNameSupport=1 CountryCode=us ;------------------------------- ; [LbaAlign] Section ;   <Priority>="<File Proper noun>",<LBA Align> ;       Aligns the <File Name> file with the <LBA Align> purlieus on the ;       optical deejay. ;       This is used for the files which need the boundary for the starting ;       position like ADPCM data.  (ADPCM needs to be aligned with a 32KByte ;       boundary according to the specification.) ;       The evaluation priority is decided depending on the <Priority> value. ;       (A bigger numerical value takes college priority.)  [LbaAlign] one="*.adp",0x8000 1="*.wav",0x8000 ane="*.pcm",0x8000 1="*.dat",0x8000 1="*.hvqm",0x8000 ;------------------------------- ; [Layout] Section ;   <Priority>="<File Name>",<laypout val> ;       The <File Name> file is laid out on the optical deejay according to the ;       <layout val> value. ;       If the <layout val> value is negative, the files are laid out from the inside of the disk, and if it is positive, they are laid out from the outside of the disk. ;       This is used to lay out files on the outer area to shorten the access ;       time. ;       The evaluation priority is decided depending on the <Priority> value. ;       (A bigger numerical value takes college priority.)   [Layout] 0="*",1

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