mirror of https://github.com/PCSX2/pcsx2.git
Various minor fixes. Corrected a few misspellings, fixed a console message or two, and got Linux to compile again.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2222 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -63,7 +63,7 @@ static void operator+=( wxSizer& target, pxCheckBox* src )
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}
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template<>
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static void operator+=( wxSizer& target, const pxWindowAndFlags<pxCheckBox>& src )
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void operator+=( wxSizer& target, const pxWindowAndFlags<pxCheckBox>& src )
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{
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target.Add( src.window, src.flags );
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}
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@ -48,7 +48,7 @@
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// Note that if another control in the window has extends that blow the window size larger
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// than the "ideal" width, then the pxStaticText will remain consistent in it's size. It
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// will not attempt to grow to fit the expanded area. That might be fixable behavior, but
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// it was hard enough for m to get this much working. ;)
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// it was hard enough for me to get this much working. ;)
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//
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class pxStaticText : public wxStaticText
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{
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@ -91,7 +91,7 @@ static void operator+=( wxSizer& target, pxStaticText* src )
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}
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template<>
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static void operator+=( wxSizer& target, const pxWindowAndFlags<pxStaticText>& src )
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void operator+=( wxSizer& target, const pxWindowAndFlags<pxStaticText>& src )
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{
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target.Add( src.window, src.flags );
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}
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@ -635,14 +635,14 @@ int GetPS2ElfName( wxString& name )
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if( parts.lvalue == L"BOOT2" )
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{
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Console.WriteLn( Color_StrongBlue, L"(GetElfName) Detected PS2 Disc = " + name );
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name = parts.rvalue;
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Console.WriteLn( Color_StrongBlue, L"(GetElfName) Detected PS2 Disc = " + name );
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retype = 2;
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}
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else if( parts.lvalue == L"BOOT" )
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{
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Console.WriteLn( Color_StrongBlue, L"(GetElfName) Detected PSX/PSone Disc = " + name );
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name = parts.rvalue;
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Console.WriteLn( Color_StrongBlue, L"(GetElfName) Detected PSX/PSone Disc = " + name );
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retype = 1;
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}
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else if( parts.lvalue == L"VMODE" )
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@ -59,7 +59,7 @@ static void __fastcall psxDmaGeneric(u32 madr, u32 bcr, u32 chcr, u32 spuCore, _
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g_psxNextBranchCycle = psxNextsCounter + psxNextCounter;
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}
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}
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switch (chcr)
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{
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case 0x01000201: //cpu to spu2 transfer
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@ -86,7 +86,7 @@ static __forceinline void vif0UNPACK(u32 *data)
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}
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vif0.cl = 0;
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vif0.tag.cmd = vif0.cmd;
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vif0.tag.cmd = vif0.cmd;
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vif0Regs->offset = 0;
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}
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@ -549,8 +549,7 @@ template<const u32 VIFdmanum> void VIFunpack(u32 *data, vifCode *v, u32 size)
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if (tempsize > memlimit)
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{
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if (((vifRegs->cycle.cl != vifRegs->cycle.wl) &&
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((memlimit + (vifRegs->cycle.cl - vifRegs->cycle.wl) * 16) == tempsize) ||
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(tempsize == memlimit)))
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((memlimit + (vifRegs->cycle.cl - vifRegs->cycle.wl) * 16) == tempsize)))
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{
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//It's a red herring, so ignore it! SSE unpacks will be much quicker.
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tempsize = 0;
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@ -44,7 +44,7 @@ const wxChar* Panels::SpeedHacksPanel::GetEEcycleSliderMsg( int val )
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case 3:
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return pxE( ".Panels:Speedhacks:EECycleX3",
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L"3 - Reduces the EE's cyclerate by about 50%. Moderate speedup, but *will* cause studdering "
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L"3 - Reduces the EE's cyclerate by about 50%. Moderate speedup, but *will* cause stuttering "
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L"audio on many FMVs."
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);
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@ -201,7 +201,7 @@ Panels::SpeedHacksPanel::SpeedHacksPanel( wxWindow* parent ) :
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m_check_intc->SetToolTip( pxE( ".Tooltips:Speedhacks:INTC",
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L"This hack works best for games that use the INTC Status register to wait for vsyncs, which includes primarily non-3D "
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L"RPG titles. Games that do not use this method of vsync will see little or no speeup from this hack."
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L"RPG titles. Games that do not use this method of vsync will see little or no speedup from this hack."
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) );
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m_check_b1fc0->SetToolTip( pxE( ".Tooltips:Speedhacks:BIFC0",
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