diff --git a/Source/Core/Core/Src/PatchEngine.cpp b/Source/Core/Core/Src/PatchEngine.cpp index 7b53ec47ec..d325f14f0e 100644 --- a/Source/Core/Core/Src/PatchEngine.cpp +++ b/Source/Core/Core/Src/PatchEngine.cpp @@ -115,7 +115,7 @@ void LoadActionReplayCodes(IniFile &ini); void PatchEngine_LoadPatches(const char *gameID) { IniFile ini; - std::string filename = std::string("Patches/") + gameID + ".ini"; + std::string filename = std::string("GameIni/") + gameID + ".ini"; if (ini.Load(filename.c_str())) { LoadPatchSection("OnLoad", onLoad, ini); LoadPatchSection("OnFrame", onFrame, ini); diff --git a/Source/Core/DolphinWX/Src/GameListCtrl.cpp b/Source/Core/DolphinWX/Src/GameListCtrl.cpp index 781ca0b2ed..f20ab2f34d 100644 --- a/Source/Core/DolphinWX/Src/GameListCtrl.cpp +++ b/Source/Core/DolphinWX/Src/GameListCtrl.cpp @@ -261,40 +261,40 @@ void CGameListCtrl::InsertItemInReportView(long _Index) std::string GameIni; item.SetColumn(COLUMN_EMULATION_STATE); //NOTE (Daco): i dont like the fact of having so much ini's just to have - //the game emulation state of every game you have. + //the game emulation state of every game you have. but 1 huge ini is no option GameIni = "GameIni/" + (rISOFile.GetUniqueID()) + ".ini"; ini.Load(GameIni.c_str()); ini.Get("EmuState","EmulationStateId",&EmuState); if (EmuState.empty()) { //srry, its empty - //item.SetText("unknown"); + //item.SetText(_("unknown")); //without unknown it looks more pretty :P } else { if(EmuState == "5") - item.SetText(_("Perfect")); + item.SetText(_("Perfect")); else if(EmuState == "4") - item.SetText(_("In Game")); + item.SetText(_("In Game")); else if(EmuState == "3") - item.SetText(_("Intro")); + item.SetText(_("Intro")); else if(EmuState == "2") { - item.SetText(_("Problems: Other")); + item.SetText(_("Problems: Other")); //NOTE (Daco): IMO under 2 i see problems like music and games that only work //with GL or only with DX9 //TODO (Daco): maybe 2 should get a function to present more info... o.o } else if(EmuState == "1") - item.SetText(_("Broken")); + item.SetText(_("Broken")); else if(EmuState == "0") - item.SetText(_("Not Set")); + item.SetText(_("Not Set")); else { //if the EmuState isn't a number between 0 & 5 we dont know the state //hence why it should say unknown - item.SetText(_("unknown emu ID")); + item.SetText(_("unknown emu ID")); } } SetItem(item);