2010-04-25 00:31:27 +00:00
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/*
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2015-05-26 13:36:47 +00:00
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* Copyright (C) 2007-2015 Gabest
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2009-02-09 21:15:56 +00:00
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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2010-04-25 00:31:27 +00:00
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*
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2009-02-09 21:15:56 +00:00
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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2010-04-25 00:31:27 +00:00
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*
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2009-02-09 21:15:56 +00:00
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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2012-09-09 18:16:11 +00:00
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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2009-02-09 21:15:56 +00:00
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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2011-02-19 03:36:30 +00:00
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#include "stdafx.h"
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2009-02-09 21:15:56 +00:00
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#include "GSSetting.h"
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2015-04-16 20:28:09 +00:00
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#ifndef __linux__
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#include "resource.h"
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#endif
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2009-02-09 21:15:56 +00:00
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2015-04-16 17:20:17 +00:00
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const char* dialog_message(int ID, bool* updateText) {
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if (updateText)
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*updateText = true;
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switch (ID)
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{
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2015-07-19 21:27:45 +00:00
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case IDC_FILTER:
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return "Control the texture bilinear filtering of the emulation\n\n"
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"Nearest or OFF\t: Always disable interpolation, rendering will be blocky.\n"
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"----------------------------------------------------------------------------\n"
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"PS2 or GRAYED\t: Use same mode as the PS2. It is the more accurate option.\n"
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"----------------------------------------------------------------------------\n"
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"Forced or ON\t: Always enable interpolation. Rendering is smoother but it could generate some glitches.";
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2015-06-04 16:52:58 +00:00
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case IDC_CRC_LEVEL:
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2015-06-17 21:05:26 +00:00
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return "Control the number of Auto-CRC hacks applied to games.\n\n"
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"None\t\t: Remove nearly all CRC hacks (debug only).\n"
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"------------------------------------------------------------------\n"
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"Minimum\t: Enable a couple of CRC hacks (23).\n"
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"------------------------------------------------------------------\n"
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"Partial\t\t: Enable most of the CRC hacks.\n\n"
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"Recommended setting for OpenGL users.\n"
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"Note, may require \'Accurate\' options to be enabled under Hardware Mode Settings.\n"
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"------------------------------------------------------------------\n"
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"Full\t\t: Enable all CRC hacks.\n\n"
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"Recommended setting for DirectX users.\n"
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"------------------------------------------------------------------\n"
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"Aggressive\t : Use more aggressive CRC hacks.\n\n"
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"Only affects a few games, removing some effects which might make the image sharper/clearer.\n\n"
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"Affected games: FFX, FFX2, FFXII, GOW2, ICO, SoTC, SSX3, SMT3, SMTDDS1, SMTDDS2.\n"
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"Works as a speedhack for: Steambot Chronicles.";
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2015-04-16 17:20:17 +00:00
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case IDC_SKIPDRAWHACK:
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case IDC_SKIPDRAWHACKEDIT:
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case IDC_STATIC_SKIPDRAW:
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return "Skipdraw\n\nSkips drawing n surfaces completely. "
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"Use it, for example, to try and get rid of bad post processing effects."
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" Try values between 1 and 100.";
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case IDC_ALPHAHACK:
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2015-07-19 20:43:48 +00:00
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return "Alpha Hack\n\nDifferent alpha handling. Can work around some shadow problems.\n\n"
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"DX only, OpenGL emulates those effects correctly with accurate options.";
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2015-04-16 17:20:17 +00:00
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case IDC_OFFSETHACK:
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return "Halfpixel\n\nMight fix some misaligned fog, bloom, or blend effect.";
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case IDC_SPRITEHACK:
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return "Sprite Hack\n\nHelps getting rid of black inner lines in some filtered sprites."
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" Half option is the preferred one. Use it for Mana Khemia or Ar Tonelico for example."
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" Full can be used for Tales of Destiny.";
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case IDC_WILDHACK:
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return "WildArms\n\nLowers the GS precision to avoid gaps between pixels when"
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" upscaling. Full option fixes the text on WildArms games, while Half option might improve portraits"
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" in Ar Tonelico.\n\n"
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"Strech hack might work too";
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case IDC_MSAACB:
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case IDC_STATIC_MSAA:
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return "Multisample Anti-Aliasing\n\nEnables hardware Anti-Aliasing. Needs lots of memory."
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2015-06-30 21:08:31 +00:00
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" The Z-24 modes might need to have LogarithmicZ to compensate for the bits lost (only in DX9 mode).\n\n"
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" MSAA is not implemented on the OpenGL renderer";
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2015-07-26 06:33:13 +00:00
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2015-04-16 17:20:17 +00:00
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case IDC_ALPHASTENCIL:
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return "Extend stencil based emulation of destination alpha to perform stencil operations while drawing.\n\n"
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"Improves many shadows which are normally overdrawn in parts, may affect other effects.\n"
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2015-07-19 20:43:48 +00:00
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"Will disable partial transparency in some games or even prevent drawing some elements altogether."
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"DX only, OpenGL emulates those effects correctly with accurate options.";
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2015-04-16 17:20:17 +00:00
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case IDC_CHECK_DISABLE_ALL_HACKS:
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return "FOR TESTING ONLY!!\n\n"
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"Disable all CRC hacks - will break many games. Overrides CrcHacksExclusion at gsdx.ini\n"
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"\n"
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"It's possible to exclude CRC hacks also via the gsdx.ini. E.g.:\n"
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"CrcHacksExclusions=all\n"
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"CrcHacksExclusions=0x0F0C4A9C, 0x0EE5646B, 0x7ACF7E03";
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case IDC_ALIGN_SPRITE:
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return "Sprite Alignment Hack\n\n"
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"Fixes issues with upscaling(vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc.";
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2015-05-02 06:24:41 +00:00
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case IDC_ROUND_SPRITE:
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2015-04-16 17:20:17 +00:00
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return "Corrects the sampling of 2D sprite textures when upscaling.\n\n"
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2015-05-02 06:24:41 +00:00
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"Fixes lines in sprites of games like Ar tonelico when upscaling.\n\n"
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2015-07-02 12:38:31 +00:00
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"Windows: Carries a total of three states: Unchecked (off), Checked (on for all sprites) and Shaded (on for flat sprites)";
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2015-04-16 17:20:17 +00:00
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case IDC_TCOFFSETX:
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case IDC_TCOFFSETX2:
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case IDC_STATIC_TCOFFSETX:
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case IDC_TCOFFSETY:
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case IDC_TCOFFSETY2:
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case IDC_STATIC_TCOFFSETY:
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return "Texture Coordinates Offset Hack\n\n"
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"Offset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too.\n\n"
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" 0500 0500, fixes Persona 3 minimap, helps Haunting Ground.\n"
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" 0000 1000, fixes Xenosaga hair edges (DX10+ Issue)\n";
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2015-05-11 12:12:41 +00:00
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case IDC_PALTEX:
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2015-07-19 15:29:25 +00:00
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return "When checked 4/8 bits texture will be send to the GPU with a palette. GPU will be in charge of the conversion.\n\n"
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2015-05-11 12:12:41 +00:00
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"When uncheked the CPU will convert directly the texture to 32 bits\n\n"
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"It is a basically a trade-off between GPU/CPU";
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case IDC_ACCURATE_DATE:
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return "Implement a more accurate algorithm to compute GS destination alpha testing.\n\n"
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2015-06-30 21:08:31 +00:00
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"It could be slower when the effects are used.\n\nNote: it requires the 4.2 OpenGL extension GL_ARB_shader_image_load_store";
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2015-07-19 07:34:06 +00:00
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case IDC_ACCURATE_BLEND_UNIT:
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return "Control the accuracy level of the GS blending unit emulation. Note: it requires a GL4.5 drivers\n\n"
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"None\t: Fast but introduce various rendering issues. It is intended for slow computer.\n"
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"------------------------------------------------------------------\n"
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"Basic\t: Emulate correctly most of the effects with a limited speed penality. It is the recommended setting.\n"
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"------------------------------------------------------------------\n"
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2015-07-25 16:20:00 +00:00
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"Medium\t: Extend it to all sprites. Performance impact remains reasonable in 3D game.\n"
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2015-07-19 19:40:41 +00:00
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"------------------------------------------------------------------\n"
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2015-07-25 16:20:00 +00:00
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"High\t: Extend it to destination alpha blending and color wrapping. (help shadow and fog effect). A good CPU is required\n"
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2015-07-19 07:34:06 +00:00
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"------------------------------------------------------------------\n"
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2015-07-25 16:20:00 +00:00
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"Full\t\t: Except few cases, the blending unit will be fully emulated by the shader. It is ultra slow! It is intended for debug\n"
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2015-07-19 07:34:06 +00:00
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"------------------------------------------------------------------\n"
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"Ultra\t: The blending unit will be completely emulated by the shader. It is ultra slow! It is intended for debug\n";
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2015-06-26 20:07:51 +00:00
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case IDC_TC_DEPTH:
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return "Allow to convert Depth buffer from/to Color buffer. It is used for blur & depth of field effects";
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2015-04-16 17:20:17 +00:00
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default:
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if (updateText)
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*updateText = false;
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return "";
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}
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}
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