Bratz Forever Diamondz Ps2 Emulator Iso Download
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| Bratz: Forever Diamondz |
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| Developer: Rush Games |
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 | The Bratz serial | |
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| Game Boy Accelerate | The Motion picture • Forever Diamondz |
| GameCube | Rock Angelz • Forever Diamondz |
| Babyz | |
| Game Male child Advance | Bratz Babyz |
| Nintendo DS | Super Babyz |
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