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Bratz: Forever Diamondz (GameCube)
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Games > Games by content > Games with hidden development-related text
Games > Games by developer > Games developed by Blitz Games
Games > Games by platform > GameCube games
Games > Games by publisher > Games published by THQ Nordic > Games published by THQ
Games > Games by release date > Games released in 2006
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 3
Games > Games by release date > Games released in November > Games released on November 9
Games > Games by release date > Games released in September
Games > Games by release date > Games released in September > Games released on September 18
Games > Games by series > Bratz series
Bratz: Forever Diamondz |
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Developer: Blitz Games[1] This game has hidden development-related text. |
Doez the letter S even exizt in the Bratz univerze?
Contents
Development Text
Bratz_Gamecube Master Fast Build.map
Download Bratz_Gamecube Master Fast Build.map
File: BratzDiamondzMasterFastBuildMAP.rar (info)
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Is a rather large file containing a map as seen below.
Address Size Align Out In File Symbol ================================================================= 00000000 00000000 1 .comment 00000000 00000000 1 .comment 00000000 00000000 1 <default> 80003100 0000038c 4 .init 80003100 0000038c 4 .init 80003100 00000368 1 C:\Program 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 10 .text 800034a0 002ee540 10 .text 800034a0 000ed91c 4 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 Master 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 name of the Application Loader file. ; BI2FileName="<BI2 File Name>" [Input] DvdRoot="${DvdRoot}" LDRFileName="$(BUILDTOOLS_ROOT)\..\..\$(DOLPHIN_PLATFORM)\boot\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] Section ; GameName=<Game Name> ; The video game title in the 4Byte ASCII code supplied by Nintendo. ; Company=<Company Name> ; The company name in the 2Byte ASCII code 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 mode. "1" should be specified for the ; streaming mode, otherwise "0" should be specified. ; StreamingBufSize=<Streaming Buffer Size> ; Number of Streaming buffers. ; DiskInfo="<Long Game Name>" ; The character string of the video game title (Kanji characters are ; available.). ; TotalDisk=<Total Number of Disks> ; Total number of disks. [DiskID] GameName=GVDE Company=78 DiskNumber=0 GameVersion=0 Streaming=1 DiskInfo="Bratz: Forever Diamondz" TotalDisk=1 StreamingBufSize=0 ;------------------------------- ; [BB2] Section ; FSTMaxLength=<size> ; The size of the area reserved for FST. ; FSTAddress=<address> ; The address where FST should be put.(Start address is specified by FSTAddress.) ; FSTEndAddress=<address> ; The address where FST should be put.(End address is specified by FSTEndAddress.) ; FSTuserTop=<lba> ; The start of LBA in the user area.(If omitted, this is set the start of LBA in the usable free area.) ; FSTuserEnd=<lba> ; The end 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> ; Set this to 0 when not using the any debugger on GDEV, set to 3 when using the CodeWarrior debugger on GDEV. ; LongFileNameSupport=<flag> ; Set to 1 for long file name support; set to 0 to restrict file to 8.3 format. ; Arguments="<arg>"{[,"<arg>"]} [BI2] LongFileNameSupport=1 CountryCode=us ;------------------------------- ; [LbaAlign] Section ; <Priority>="<File Name>",<LBA Align> ; Aligns the <File Name> file with the <LBA Align> boundary on the ; optical disk. ; 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 higher priority.) [LbaAlign] 1="*.adp",0x8000 1="*.wav",0x8000 1="*.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 disk 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 higher priority.) [Layout] 0="*",1
References
The Bratz series
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Game Boy Advance | The Movie • Forever Diamondz |
GameCube | Rock Angelz • Forever Diamondz |
Babyz | |
Game Boy Advance | Bratz Babyz |
Nintendo DS | Super Babyz |
Games > Games by content > Games with hidden development-related text
Games > Games by developer > Games developed by Blitz Games
Games > Games by platform > GameCube games
Games > Games by publisher > Games published by THQ Nordic > Games published by THQ
Games > Games by release date > Games released in 2006
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 3
Games > Games by release date > Games released in November > Games released on November 9
Games > Games by release date > Games released in September
Games > Games by release date > Games released in September > Games released on September 18
Games > Games by series > Bratz series