mirror of https://github.com/PCSX2/pcsx2.git
gsdx: tooltip description formatting and minor fixes
The hack description box messages were replaced by tooltips on Windows, so there is no need for the first line in the description to refer to the hack anymore. 3-state checkboxes were also converted to comboboxes, so remove any references to checkbox states. Reformat the descriptions so it looks okay on both Windows and Linux. Could be better, but I'm out of ideas. Also fix a few typos and missing punctuation.
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@ -31,55 +31,42 @@ const char* dialog_message(int ID, bool* updateText) {
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switch (ID)
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{
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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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return "Control the texture bilinear filtering of the emulation.\n\n"
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"Nearest:\nAlways disable interpolation, rendering will be blocky.\n\n"
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"PS2:\nUse same mode as the PS2. It is the more accurate option.\n\n"
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"Forced:\nAlways enable interpolation. Rendering is smoother but it could generate some glitches.";
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case IDC_CRC_LEVEL:
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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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"None:\nRemove nearly all CRC hacks (debug only).\n\n"
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"Minimum:\nEnable a couple of CRC hacks (23).\n\n"
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"Partial:\nEnable most of the CRC hacks.\nRecommended OpenGL setting (Accurate/depth options may be required).\n\n"
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"Full:\nEnable all CRC hacks.\nRecommended Direct3D setting.\n\n"
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"Aggressive:\nUse more aggressive CRC hacks. Only affects a few games, removing some effects which might make the image sharper/clearer.\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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case IDC_SKIPDRAWHACK:
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case IDC_SKIPDRAWHACKEDIT:
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return "Skipdraw\n\nSkips drawing n surfaces completely. "
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return "Skips 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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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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return "Different alpha handling. Can work around some shadow problems.";
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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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return "Might 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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return "Helps 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 "Wild Arms\n\nLowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games.";
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return "Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games.";
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case IDC_MSAACB:
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return "Multisample Anti-Aliasing\n\nEnables hardware Anti-Aliasing. Needs lots of memory."
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return "Enables hardware Anti-Aliasing. Needs lots of memory."
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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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" MSAA is not implemented on the OpenGL renderer.";
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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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"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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"Will disable partial transparency in some games or even prevent drawing some elements altogether.";
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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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@ -88,40 +75,33 @@ const char* dialog_message(int ID, bool* updateText) {
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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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return "Fixes issues with upscaling(vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc.";
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case IDC_ROUND_SPRITE:
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return "Corrects the sampling of 2D sprite textures when upscaling.\n\n"
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"Fixes lines in sprites of games like Ar tonelico when upscaling.\n\n"
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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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"Half option is for flat sprites, Full is for all sprites.";
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case IDC_TCOFFSETX:
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case IDC_TCOFFSETX2:
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case IDC_TCOFFSETY:
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case IDC_TCOFFSETY2:
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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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return "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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" 0000 1000, fixes Xenosaga hair edges (DX10+ Issue)";
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case IDC_PALTEX:
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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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"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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"When unchecked the CPU will convert directly the texture to 32 bits.\n\n"
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"It is 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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"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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"It could be slower when the effects are used.\n\nNote: it requires the OpenGL 4.2 extension GL_ARB_shader_image_load_store.";
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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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"Medium\t: Extend it to all sprites. Performance impact remains reasonable in 3D game.\n"
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"------------------------------------------------------------------\n"
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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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"------------------------------------------------------------------\n"
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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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"------------------------------------------------------------------\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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return "Control the accuracy level of the GS blending unit emulation. Note: it requires OpenGL 4.5 driver support.\n\n"
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"None:\nFast but introduce various rendering issues. It is intended for slow computer.\n\n"
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"Basic:\nEmulate correctly most of the effects with a limited speed penalty. It is the recommended setting.\n\n"
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"Medium:\nExtend it to all sprites. Performance impact remains reasonable in 3D game.\n\n"
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"High:\nExtend it to destination alpha blending and color wrapping. (help shadow and fog effect). A good CPU is required.\n\n"
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"Full:\nExcept few cases, the blending unit will be fully emulated by the shader. It is ultra slow! It is intended for debug.\n\n"
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"Ultra:\nThe blending unit will be completely emulated by the shader. It is ultra slow! It is intended for debug.";
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case IDC_TC_DEPTH:
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return "Allows the conversion of Depth buffer from/to Color buffer. It is used for blur & depth of field effects";
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default:
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@ -177,12 +177,12 @@ GSdxApp::GSdxApp()
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m_gs_gl_ext.push_back(GSSetting(1, "Force-Enabled", ""));
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m_gs_hack.push_back(GSSetting(0, "Off", ""));
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m_gs_hack.push_back(GSSetting(1, "Halfly On", ""));
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m_gs_hack.push_back(GSSetting(2, "Fully On", ""));
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m_gs_hack.push_back(GSSetting(1, "Half", ""));
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m_gs_hack.push_back(GSSetting(2, "Full", ""));
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m_gs_crc_level.push_back(GSSetting(0 , "None", "Debug"));
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m_gs_crc_level.push_back(GSSetting(1 , "Minimum", "Debug"));
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m_gs_crc_level.push_back(GSSetting(2 , "Partial", "openGL recommended"));
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m_gs_crc_level.push_back(GSSetting(2 , "Partial", "OpenGL Recommended"));
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m_gs_crc_level.push_back(GSSetting(3 , "Full", "Safest"));
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m_gs_crc_level.push_back(GSSetting(4 , "Aggressive", ""));
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