Fix the capitalization of "GameCube" throughout the project.
This commit is contained in:
parent
28c8802515
commit
5d793881b0
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@ -805,7 +805,7 @@ set(CPACK_PACKAGE_VERSION_MAJOR ${DOLPHIN_VERSION_MAJOR})
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set(CPACK_PACKAGE_VERSION_MINOR ${DOLPHIN_VERSION_MINOR})
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set(CPACK_PACKAGE_VERSION_PATCH ${DOLPHIN_VERSION_PATCH})
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set(CPACK_PACKAGE_DESCRIPTION_FILE ${PROJECT_SOURCE_DIR}/Data/cpack_package_description.txt)
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set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A Gamecube, Wii and Triforce emulator")
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set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A GameCube, Wii and Triforce emulator")
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set(CPACK_RPM_PACKAGE_GROUP System/Emulators/Other)
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set(CPACK_RPM_PACKAGE_LICENSE GPL-2.0)
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@ -1 +1 @@
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Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. Gamecube and Wii compatibility is good - one can expect "mainstream" titles to run; lesser known titles can be hit or miss. Triforce compatibility is currently limited to a couple of games - others require more of the Triforce-specific peripheral devices to be emulated.
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Dolphin is a GameCube, Wii and Triforce (the arcade machine based on the GameCube) emulator which supports many extra features and abilities not present on the original consoles. GameCube and Wii compatibility is good - one can expect "mainstream" titles to run; lesser known titles can be hit or miss. Triforce compatibility is currently limited to a couple of games - others require more of the Triforce-specific peripheral devices to be emulated.
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@ -576,7 +576,7 @@ msgid "All GC/Wii images (gcm, iso, wbfs, ciso, gcz)"
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msgstr ""
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#: Source/Core/DolphinWX/GameListCtrl.cpp:1208
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msgid "All Gamecube GCM files (gcm)"
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msgid "All GameCube GCM files (gcm)"
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msgstr ""
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#: Source/Core/DolphinWX/FrameTools.cpp:1533
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@ -1200,7 +1200,7 @@ msgstr ""
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#, c-format
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msgid ""
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"Could not read \"%s\". There is no disc in the drive, or it is not a GC/Wii "
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"backup. Please note that original Gamecube and Wii discs cannot be read by "
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"backup. Please note that original GameCube and Wii discs cannot be read by "
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"most PC DVD drives."
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msgstr ""
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@ -1557,7 +1557,7 @@ msgid ""
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"Revision: %s\n"
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"Compiled: %s @ %s\n"
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"\n"
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"Dolphin is a Gamecube/Wii emulator, which was\n"
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"Dolphin is a GameCube/Wii emulator, which was\n"
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"originally written by F|RES and ector.\n"
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"Today Dolphin is an open source project with many\n"
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"contributors, too many to list.\n"
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@ -1577,7 +1577,7 @@ msgid ""
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"Thanks to hcs/destop for their GC ADPCM decoder.\n"
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"\n"
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"We are not affiliated with Nintendo in any way.\n"
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"Gamecube and Wii are trademarks of Nintendo.\n"
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"GameCube and Wii are trademarks of Nintendo.\n"
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"The emulator should not be used to play games\n"
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"you do not legally own."
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msgstr ""
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@ -2529,20 +2529,20 @@ msgid "GameCube Savegame files(*.gci;*.gcs;*.sav)"
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msgstr ""
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#: Source/Core/DolphinWX/ConfigMain.cpp:559
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msgid "Gamecube"
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msgid "GameCube"
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msgstr ""
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#: Source/Core/DolphinWX/FrameTools.cpp:220
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msgid "Gamecube &Pad Settings"
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msgid "GameCube &Pad Settings"
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msgstr ""
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#: Source/Core/DolphinWX/MemcardManager.cpp:231
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#: Source/Core/DolphinWX/ConfigMain.cpp:1060
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msgid "Gamecube Memory Cards (*.raw,*.gcp)"
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msgid "GameCube Memory Cards (*.raw,*.gcp)"
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msgstr ""
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#: Source/Core/DolphinWX/FrameTools.cpp:524
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msgid "Gamecube Pad settings"
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msgid "GameCube Pad settings"
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msgstr ""
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#: Source/Core/DolphinWX/ISOProperties.cpp:384
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@ -1,8 +1,8 @@
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# Dolphin - A Gamecube / Triforce / Wii Emulator
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# Dolphin - A GameCube / Triforce / Wii Emulator
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[Homepage](https://dolphin-emu.org/) | [Project Site](https://github.com/dolphin-emu/dolphin) | [Forums](https://forums.dolphin-emu.org/) | [Wiki](https://wiki.dolphin-emu.org/) | [Issue Tracker](https://code.google.com/p/dolphin-emu/issues/list)
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Dolphin is an emulator for running Gamecube, Triforce and Wii games on
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Dolphin is an emulator for running GameCube, Triforce and Wii games on
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Windows/Linux/OS X systems and recent Android devices. It's licensed under
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the terms of the GNU General Public License, version 2 (GPLv2).
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@ -82,7 +82,7 @@
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<string name="enable_wiimote">Wiiリモコンを有効</string>
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<string name="input_binding">入力バインディング</string>
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<string name="input_binding_descrip">%1$sにバインドするための入力を移動または押してください。</string>
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<!-- Gamecube buttons (May be shared with Wiimote stuff too) -->
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<!-- GameCube buttons (May be shared with Wiimote stuff too) -->
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<string name="button_a">Aボタン</string>
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<string name="button_b">Bボタン</string>
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<string name="button_start">スタートボタン</string>
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@ -68,7 +68,7 @@
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<string name="input_settings">Input</string>
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<string name="input_overlay_layout">Input Overlay Layout</string>
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<string name="input_overlay_layout_desc">Button layout for the input overlay.</string>
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<string name="gamecube_bindings">Gamecube Controller Bindings</string>
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<string name="gamecube_bindings">GameCube Controller Bindings</string>
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<string name="controller_0">Controller 1</string>
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<string name="controller_1">Controller 2</string>
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<string name="controller_2">Controller 3</string>
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@ -82,7 +82,7 @@
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<string name="enable_wiimote">Enable Wiimote</string>
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<string name="input_binding">Input Binding</string>
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<string name="input_binding_descrip">Press or move an input to bind it to %1$s.</string>
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<!-- Gamecube buttons (May be shared with Wiimote stuff too) -->
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<!-- GameCube buttons (May be shared with Wiimote stuff too) -->
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<string name="button_a">Button A</string>
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<string name="button_b">Button B</string>
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<string name="button_start">Button Start</string>
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@ -11,7 +11,7 @@
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android:targetClass="org.dolphinemu.dolphinemu.settings.input.overlayconfig.OverlayConfigActivity"/>
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</Preference>
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<!-- Gamecube controller bindings -->
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<!-- GameCube controller bindings -->
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<PreferenceScreen
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android:key="gamecube_bindings"
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android:title="@string/gamecube_bindings">
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@ -3,7 +3,7 @@
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// Refer to the license.txt file included.
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// Most of the code in this file is from:
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// GCNcrypt - Gamecube AR Crypto Program
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// GCNcrypt - GameCube AR Crypto Program
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// Copyright (C) 2003-2004 Parasyte
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#include <algorithm>
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@ -199,7 +199,7 @@ bool Init()
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g_CoreStartupParameter = _CoreParameter;
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INFO_LOG(OSREPORT, "Starting core = %s mode",
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g_CoreStartupParameter.bWii ? "Wii" : "Gamecube");
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g_CoreStartupParameter.bWii ? "Wii" : "GameCube");
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INFO_LOG(OSREPORT, "CPU Thread separate = %s",
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g_CoreStartupParameter.bCPUThread ? "Yes" : "No");
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@ -140,7 +140,7 @@ bool SCoreStartupParameter::AutoSetup(EBootBS2 _BootBS2)
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if (bootDrive)
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PanicAlertT("Could not read \"%s\". "
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"There is no disc in the drive, or it is not a GC/Wii backup. "
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"Please note that original Gamecube and Wii discs cannot be read "
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"Please note that original GameCube and Wii discs cannot be read "
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"by most PC DVD drives.", m_strFilename.c_str());
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else
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PanicAlertT("\"%s\" is an invalid GCM/ISO file, or is not a GC/Wii ISO.",
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@ -2,7 +2,7 @@
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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// High-level emulation for the AX Gamecube UCode.
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// High-level emulation for the AX GameCube UCode.
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//
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// TODO:
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// * Depop support
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@ -21,7 +21,7 @@
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#include "Core/HW/SystemTimers.h"
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#include "Core/PowerPC/PowerPC.h"
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// A Gamecube disc can be read at somewhere between
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// A GameCube disc can be read at somewhere between
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// 2 and 3MB/sec, depending on the location on disk. Wii disks
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// not yet tested.
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static const u32 DISC_TRANSFER_RATE_GC = 3 * 1024 * 1024;
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@ -85,7 +85,7 @@ namespace SystemTimers
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u32 CPU_CORE_CLOCK = 486000000u; // 486 mhz (its not 485, stop bugging me!)
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/*
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Gamecube MHz
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GameCube MHz
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flipper <-> ARAM bus: 81 (DSP)
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gekko <-> flipper bus: 162
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flipper <-> 1T-SRAM bus: 324
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@ -1045,7 +1045,7 @@ bool PlayWiimote(int wiimote, u8 *data, const WiimoteEmu::ReportFeatures& rptf,
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if (size != sizeInMovie)
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{
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PanicAlertT("Fatal desync. Aborting playback. (Error in PlayWiimote: %u != %u, byte %u.)%s", (u32)sizeInMovie, (u32)size, (u32)g_currentByte,
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(g_numPads & 0xF)?" Try re-creating the recording with all GameCube controllers disabled (in Configure > Gamecube > Device Settings)." : "");
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(g_numPads & 0xF)?" Try re-creating the recording with all GameCube controllers disabled (in Configure > GameCube > Device Settings)." : "");
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EndPlayInput(!g_bReadOnly);
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return false;
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}
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@ -29,7 +29,7 @@ enum PlayMode
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MODE_PLAYING
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};
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// Gamecube Controller State
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// GameCube Controller State
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#pragma pack(push,1)
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struct ControllerState
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{
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@ -563,9 +563,9 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, const SPADStatus* const pad_stat
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// The interface for this is extremely silly.
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//
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// Imagine a physical device that links three Gamecubes together
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// and emulates NetPlay that way. Which Gamecube controls which
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// and emulates NetPlay that way. Which GameCube controls which
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// in-game controllers can be configured on the device (m_pad_map)
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// but which sockets on each individual Gamecube should be used
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// but which sockets on each individual GameCube should be used
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// to control which players? The solution that Dolphin uses is
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// that we hardcode the knowledge that they go in order, so if
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// you have a 3P game with three gamecubes, then every single
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@ -209,7 +209,7 @@ void Interpreter::mfspr(UGeckoInstruction _inst)
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//TODO - check processor privilege level - many of these require privilege
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//XER LR CTR are the only ones available in user mode, time base can be read too.
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//Gamecube games always run in superuser mode, but hey....
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//GameCube games always run in superuser mode, but hey....
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switch (iIndex)
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{
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@ -248,7 +248,7 @@ void Interpreter::mtspr(UGeckoInstruction _inst)
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//TODO - check processor privilege level - many of these require privilege
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//XER LR CTR are the only ones available in user mode, time base can be read too.
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//Gamecube games always run in superuser mode, but hey....
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//GameCube games always run in superuser mode, but hey....
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//Our DMA emulation is highly inaccurate - instead of properly emulating the queue
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//and so on, we simply make all DMA:s complete instantaneously.
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@ -360,7 +360,7 @@ void CheckExceptions()
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}
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else if (exceptions & EXCEPTION_FPU_UNAVAILABLE)
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{
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//This happens a lot - Gamecube OS uses deferred FPU context switching
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//This happens a lot - GameCube OS uses deferred FPU context switching
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SRR0 = PC; // re-execute the instruction
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SRR1 = MSR & 0x87C0FFFF;
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MSR |= (MSR >> 16) & 1;
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@ -132,7 +132,7 @@ bool IsVolumeWiiDisc(const IVolume *_rVolume)
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_rVolume->Read(0x18, 4, (u8*)&MagicWord);
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return (Common::swap32(MagicWord) == 0x5D1C9EA3);
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//Gamecube 0xc2339f3d
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//GameCube 0xc2339f3d
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}
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bool IsVolumeWadFile(const IVolume *_rVolume)
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@ -38,7 +38,7 @@ AboutDolphin::AboutDolphin(wxWindow *parent, wxWindowID id,
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"Revision: %s\n"
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"Compiled: %s @ %s\n"
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"\n"
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"Dolphin is a Gamecube/Wii emulator, which was\n"
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"Dolphin is a GameCube/Wii emulator, which was\n"
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"originally written by F|RES and ector.\n"
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"Today Dolphin is an open source project with many\n"
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"contributors, too many to list.\n"
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@ -58,7 +58,7 @@ AboutDolphin::AboutDolphin(wxWindow *parent, wxWindowID id,
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"Thanks to hcs/destop for their GC ADPCM decoder.\n"
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"\n"
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"We are not affiliated with Nintendo in any way.\n"
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"Gamecube and Wii are trademarks of Nintendo.\n"
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"GameCube and Wii are trademarks of Nintendo.\n"
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"The emulator should not be used to play games\n"
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"you do not legally own."),
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scm_desc_str, scm_branch_str, scm_rev_git_str, __DATE__, __TIME__);
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@ -278,7 +278,7 @@ void CConfigMain::InitializeGUILists()
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arrayStringFor_DSPEngine.Add(_("DSP LLE recompiler"));
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arrayStringFor_DSPEngine.Add(_("DSP LLE interpreter (slow)"));
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// Gamecube page
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// GameCube page
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// GC Language arrayStrings
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arrayStringFor_GCSystemLang.Add(_("English"));
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arrayStringFor_GCSystemLang.Add(_("German"));
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AddAudioBackends();
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// Gamecube - IPL
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// GameCube - IPL
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GCSystemLang->SetSelection(startup_params.SelectedLanguage);
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GCAlwaysHLE_BS2->SetValue(startup_params.bHLE_BS2);
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// Gamecube - Devices
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// GameCube - Devices
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wxArrayString SlotDevices;
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SlotDevices.Add(_(DEV_NONE_STR));
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SlotDevices.Add(_(DEV_DUMMY_STR));
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DSPThread->SetToolTip(_("Run DSP LLE on a dedicated thread (not recommended: might cause freezes)."));
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BackendSelection->SetToolTip(_("Changing this will have no effect while the emulator is running!"));
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// Gamecube - Devices
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// GameCube - Devices
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GCEXIDevice[2]->SetToolTip(_("Serial Port 1 - This is the port which devices such as the net adapter use"));
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// Wii - Devices
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Notebook->AddPage(GeneralPage, _("General"));
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Notebook->AddPage(DisplayPage, _("Interface"));
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Notebook->AddPage(AudioPage, _("Audio"));
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Notebook->AddPage(GamecubePage, _("Gamecube"));
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Notebook->AddPage(GamecubePage, _("GameCube"));
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Notebook->AddPage(WiiPage, _("Wii"));
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Notebook->AddPage(PathsPage, _("Paths"));
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AudioPage->SetSizerAndFit(sAudioPage);
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// Gamecube page
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// GameCube page
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// IPL settings
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GCSystemLang = new wxChoice(GamecubePage, ID_GC_SRAM_LNG, wxDefaultPosition, wxDefaultSize, arrayStringFor_GCSystemLang);
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GCAlwaysHLE_BS2 = new wxCheckBox(GamecubePage, ID_GC_ALWAYS_HLE_BS2, _("Skip BIOS"));
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@ -728,7 +728,7 @@ void CConfigMain::CreateGUIControls()
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GCSIDevice[2] = new wxChoice(GamecubePage, ID_GC_SIDEVICE2);
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GCSIDevice[3] = new wxChoice(GamecubePage, ID_GC_SIDEVICE3);
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// Populate the Gamecube page
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// Populate the GameCube page
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sGamecubeIPLSettings = new wxGridBagSizer();
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sGamecubeIPLSettings->Add(GCAlwaysHLE_BS2, wxGBPosition(0, 0), wxGBSpan(1, 2), wxALL, 5);
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sGamecubeIPLSettings->Add(TEXT_BOX(GamecubePage, _("System Language:")),
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@ -1015,16 +1015,16 @@ void CConfigMain::GCSettingsChanged(wxCommandEvent& event)
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int exidevice = 0;
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switch (event.GetId())
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{
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// Gamecube - IPL
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// GameCube - IPL
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case ID_GC_SRAM_LNG:
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SConfig::GetInstance().m_LocalCoreStartupParameter.SelectedLanguage = GCSystemLang->GetSelection();
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bRefreshList = true;
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break;
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// Gamecube - IPL Settings
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// GameCube - IPL Settings
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case ID_GC_ALWAYS_HLE_BS2:
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SConfig::GetInstance().m_LocalCoreStartupParameter.bHLE_BS2 = GCAlwaysHLE_BS2->IsChecked();
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break;
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// Gamecube - Devices
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// GameCube - Devices
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case ID_GC_EXIDEVICE_SP1:
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exidevice++;
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case ID_GC_EXIDEVICE_SLOTB:
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@ -1057,7 +1057,7 @@ void CConfigMain::ChooseMemcardPath(std::string& strMemcard, bool isSlotA)
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StrToWxStr(File::GetUserPath(D_GCUSER_IDX)),
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isSlotA ? GC_MEMCARDA : GC_MEMCARDB,
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wxEmptyString,
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_("Gamecube Memory Cards (*.raw,*.gcp)") + "|*.raw;*.gcp"));
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_("GameCube Memory Cards (*.raw,*.gcp)") + "|*.raw;*.gcp"));
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if (!filename.empty())
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{
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@ -217,7 +217,7 @@ void CFrame::CreateMenu()
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pOptionsMenu->AppendSeparator();
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pOptionsMenu->Append(IDM_CONFIG_GFX_BACKEND, _("&Graphics Settings"));
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pOptionsMenu->Append(IDM_CONFIG_DSP_EMULATOR, _("&DSP Settings"));
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pOptionsMenu->Append(IDM_CONFIG_PAD_PLUGIN, _("Gamecube &Pad Settings"));
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pOptionsMenu->Append(IDM_CONFIG_PAD_PLUGIN, _("GameCube &Pad Settings"));
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pOptionsMenu->Append(IDM_CONFIG_WIIMOTE_PLUGIN, _("&Wiimote Settings"));
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pOptionsMenu->Append(IDM_CONFIG_HOTKEYS, _("&Hotkey Settings"));
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if (g_pCodeWindow)
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||||
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@ -521,7 +521,7 @@ void CFrame::PopulateToolbar(wxAuiToolBar* ToolBar)
|
|||
ToolBar->AddTool(wxID_PREFERENCES, _("Config"), m_Bitmaps[Toolbar_ConfigMain], _("Configure..."));
|
||||
ToolBar->AddTool(IDM_CONFIG_GFX_BACKEND, _("Graphics"), m_Bitmaps[Toolbar_ConfigGFX], _("Graphics settings"));
|
||||
ToolBar->AddTool(IDM_CONFIG_DSP_EMULATOR, _("DSP"), m_Bitmaps[Toolbar_ConfigDSP], _("DSP settings"));
|
||||
ToolBar->AddTool(IDM_CONFIG_PAD_PLUGIN, _("GCPad"), m_Bitmaps[Toolbar_ConfigPAD], _("Gamecube Pad settings"));
|
||||
ToolBar->AddTool(IDM_CONFIG_PAD_PLUGIN, _("GCPad"), m_Bitmaps[Toolbar_ConfigPAD], _("GameCube Pad settings"));
|
||||
ToolBar->AddTool(IDM_CONFIG_WIIMOTE_PLUGIN, _("Wiimote"), m_Bitmaps[Toolbar_Wiimote], _("Wiimote settings"));
|
||||
|
||||
// after adding the buttons to the toolbar, must call Realize() to reflect
|
||||
|
@ -1636,7 +1636,7 @@ void CFrame::UpdateGUI()
|
|||
m_ToolBar->EnableTool(IDM_STOP, Running || Paused);
|
||||
m_ToolBar->EnableTool(IDM_TOGGLE_FULLSCREEN, Running || Paused);
|
||||
m_ToolBar->EnableTool(IDM_SCREENSHOT, Running || Paused);
|
||||
// Don't allow wiimote config while in Gamecube mode
|
||||
// Don't allow wiimote config while in GameCube mode
|
||||
m_ToolBar->EnableTool(IDM_CONFIG_WIIMOTE_PLUGIN, !RunningGamecube);
|
||||
}
|
||||
|
||||
|
|
|
@ -448,7 +448,7 @@ void CGameListCtrl::InsertItemInReportView(long _Index)
|
|||
std::string const name = rISOFile.GetName(SelectedLanguage);
|
||||
SetItem(_Index, COLUMN_TITLE, StrToWxStr(name), -1);
|
||||
|
||||
// We show the company string on Gamecube only
|
||||
// We show the company string on GameCube only
|
||||
// On Wii we show the description instead as the company string is empty
|
||||
std::string const notes = (rISOFile.GetPlatform() == GameListItem::GAMECUBE_DISC) ?
|
||||
rISOFile.GetCompany() : rISOFile.GetDescription(SelectedLanguage);
|
||||
|
@ -1205,7 +1205,7 @@ void CGameListCtrl::OnCompressGCM(wxCommandEvent& WXUNUSED (event))
|
|||
if (iso->GetPlatform() == GameListItem::WII_DISC)
|
||||
FileType = _("All Wii ISO files (iso)") + "|*.iso";
|
||||
else
|
||||
FileType = _("All Gamecube GCM files (gcm)") + "|*.gcm";
|
||||
FileType = _("All GameCube GCM files (gcm)") + "|*.gcm";
|
||||
|
||||
path = wxFileSelector(
|
||||
_("Save decompressed GCM/ISO"),
|
||||
|
|
|
@ -314,7 +314,7 @@ int main(int argc, char* argv[])
|
|||
if (help == 1 || argc == optind)
|
||||
{
|
||||
fprintf(stderr, "%s\n\n", scm_rev_str);
|
||||
fprintf(stderr, "A multi-platform Gamecube/Wii emulator\n\n");
|
||||
fprintf(stderr, "A multi-platform GameCube/Wii emulator\n\n");
|
||||
fprintf(stderr, "Usage: %s [-e <file>] [-h] [-v]\n", argv[0]);
|
||||
fprintf(stderr, " -e, --exec Load the specified file\n");
|
||||
fprintf(stderr, " -h, --help Show this help message\n");
|
||||
|
|
|
@ -228,7 +228,7 @@ void CMemcardManager::CreateGUIControls()
|
|||
|
||||
m_MemcardPath[slot] = new wxFilePickerCtrl(this, ID_MEMCARDPATH_A + slot,
|
||||
StrToWxStr(File::GetUserPath(D_GCUSER_IDX)), _("Choose a memory card:"),
|
||||
_("Gamecube Memory Cards (*.raw,*.gcp)") + wxString("|*.raw;*.gcp"), wxDefaultPosition, wxDefaultSize, wxFLP_USE_TEXTCTRL|wxFLP_OPEN);
|
||||
_("GameCube Memory Cards (*.raw,*.gcp)") + wxString("|*.raw;*.gcp"), wxDefaultPosition, wxDefaultSize, wxFLP_USE_TEXTCTRL|wxFLP_OPEN);
|
||||
|
||||
m_MemcardList[slot] = new CMemcardListCtrl(this, ID_MEMCARDLIST_A + slot, wxDefaultPosition, wxSize(350,400),
|
||||
wxLC_REPORT | wxSUNKEN_BORDER | wxLC_ALIGN_LEFT | wxLC_SINGLE_SEL, mcmSettings);
|
||||
|
|
|
@ -556,7 +556,7 @@ namespace EfbInterface
|
|||
}
|
||||
}
|
||||
|
||||
// Like CopyToXFB, but we copy directly into the opengl colour texture without going via Gamecube main memory or doing a yuyv conversion
|
||||
// Like CopyToXFB, but we copy directly into the opengl colour texture without going via GameCube main memory or doing a yuyv conversion
|
||||
void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma) {
|
||||
if (fbWidth*fbHeight > 640*568) {
|
||||
ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
|
||||
|
|
|
@ -18,7 +18,7 @@ namespace BPFunctions
|
|||
{
|
||||
// ----------------------------------------------
|
||||
// State translation lookup tables
|
||||
// Reference: Yet Another Gamecube Documentation
|
||||
// Reference: Yet Another GameCube Documentation
|
||||
// ----------------------------------------------
|
||||
|
||||
|
||||
|
|
|
@ -51,7 +51,7 @@ static void BPWritten(const BPCmd& bp)
|
|||
some bp cases check the changes variable, because they might not have to be updated all the time
|
||||
NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true)
|
||||
had to be ditched and the games seem to work fine with out it.
|
||||
NOTE2: Yet Another Gamecube Documentation calls them Bypass Raster State Registers but possibly completely wrong
|
||||
NOTE2: Yet Another GameCube Documentation calls them Bypass Raster State Registers but possibly completely wrong
|
||||
NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC
|
||||
TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly,
|
||||
getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\
|
||||
|
|
|
@ -24,9 +24,9 @@ extern const unsigned char sfont_raw[][9*10];
|
|||
GC_ALIGNED16(u8 texMem[TMEM_SIZE]);
|
||||
|
||||
|
||||
// Gamecube/Wii texture decoder
|
||||
// GameCube/Wii texture decoder
|
||||
|
||||
// Decodes all known Gamecube/Wii texture formats.
|
||||
// Decodes all known GameCube/Wii texture formats.
|
||||
// by ector
|
||||
|
||||
int TexDecoder_GetTexelSizeInNibbles(int format)
|
||||
|
|
|
@ -44,9 +44,9 @@ extern const unsigned char sfont_raw[][9*10];
|
|||
GC_ALIGNED16(u8 texMem[TMEM_SIZE]);
|
||||
|
||||
|
||||
// Gamecube/Wii texture decoder
|
||||
// GameCube/Wii texture decoder
|
||||
|
||||
// Decodes all known Gamecube/Wii texture formats.
|
||||
// Decodes all known GameCube/Wii texture formats.
|
||||
// by ector
|
||||
|
||||
int TexDecoder_GetTexelSizeInNibbles(int format)
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
omments: 1
|
||||
|
||||
A Compendium of Gamecube Action Replay Code Types
|
||||
A Compendium of GameCube Action Replay Code Types
|
||||
|
||||
Note: This is note a Complete code type list.
|
||||
|
||||
|
@ -12,7 +12,7 @@ Kenobi's documentation is recommended reading as it is very complete, precise, a
|
|||
|
||||
It should be noted that every decrypted AR code has a basic two-part format that is universal to every code. The first half contains the code type and address to be written to. The second half contains the value to be written.
|
||||
|
||||
The Gamecube has a memory range of 80000000 - 817FFFFF (cached), or C0000000 - C17FFFFF (uncached). However for the sake of simplicity, the AR uses an offset number in the range of 00000000 - 017FFFFF. The code type identifier is an 8-bit value that is applied to the first two digits of the offset. For example, if your offset is 00012345, and you wish to perform a 32-bit write (04), you simply add (04000000) + (00012345) = 04012345.
|
||||
The GameCube has a memory range of 80000000 - 817FFFFF (cached), or C0000000 - C17FFFFF (uncached). However for the sake of simplicity, the AR uses an offset number in the range of 00000000 - 017FFFFF. The code type identifier is an 8-bit value that is applied to the first two digits of the offset. For example, if your offset is 00012345, and you wish to perform a 32-bit write (04), you simply add (04000000) + (00012345) = 04012345.
|
||||
|
||||
In order to conserve space and simplicity, only the 8-bit code type identifier and particulars of the second half of the code will be explained below, as the method for procuring the first half has already been described above ;)
|
||||
|
||||
|
|
Loading…
Reference in New Issue