Doez the letter S even exizt in the Bratz univerze?
Development Text#
Bratz_Gamecube Master Fast Build.map#
Download Bratz_Gamecube Master Fast Build.map File: BratzDiamondzMasterFastBuildMAP.rar (info) |
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#
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The Bratz series | |
|---|---|
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Game Boy Advance |
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GameCube |
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Babyz | |
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Game Boy Advance |
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Nintendo DS |
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