mirror of https://github.com/PCSX2/pcsx2.git
115 lines
5.3 KiB
C++
115 lines
5.3 KiB
C++
/*
|
|
* Copyright (C) 2007-2009 Gabest
|
|
* http://www.gabest.org
|
|
*
|
|
* This Program is free software; you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation; either version 2, or (at your option)
|
|
* any later version.
|
|
*
|
|
* This Program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with GNU Make; see the file COPYING. If not, write to
|
|
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
|
|
* http://www.gnu.org/copyleft/gpl.html
|
|
*
|
|
*/
|
|
|
|
#include "stdafx.h"
|
|
#include "GSSetting.h"
|
|
#ifndef __linux__
|
|
#include "resource.h"
|
|
#endif
|
|
|
|
const char* dialog_message(int ID, bool* updateText) {
|
|
if (updateText)
|
|
*updateText = true;
|
|
switch (ID)
|
|
{
|
|
case IDC_SKIPDRAWHACK:
|
|
case IDC_SKIPDRAWHACKEDIT:
|
|
case IDC_STATIC_SKIPDRAW:
|
|
return "Skipdraw\n\nSkips drawing n surfaces completely. "
|
|
"Use it, for example, to try and get rid of bad post processing effects."
|
|
" Try values between 1 and 100.";
|
|
case IDC_ALPHAHACK:
|
|
return "Alpha Hack\n\nDifferent alpha handling. Can work around some shadow problems.";
|
|
case IDC_OFFSETHACK:
|
|
return "Halfpixel\n\nMight fix some misaligned fog, bloom, or blend effect.";
|
|
case IDC_SPRITEHACK:
|
|
return "Sprite Hack\n\nHelps getting rid of black inner lines in some filtered sprites."
|
|
" Half option is the preferred one. Use it for Mana Khemia or Ar Tonelico for example."
|
|
" Full can be used for Tales of Destiny.";
|
|
case IDC_WILDHACK:
|
|
return "WildArms\n\nLowers the GS precision to avoid gaps between pixels when"
|
|
" upscaling. Full option fixes the text on WildArms games, while Half option might improve portraits"
|
|
" in Ar Tonelico.\n\n"
|
|
"Strech hack might work too";
|
|
case IDC_MSAACB:
|
|
case IDC_STATIC_MSAA:
|
|
return "Multisample Anti-Aliasing\n\nEnables hardware Anti-Aliasing. Needs lots of memory."
|
|
" The Z-24 modes might need to have LogarithmicZ to compensate for the bits lost (only in DX9 mode).";
|
|
case IDC_AGGRESSIVECRC:
|
|
return "Use more aggressive CRC hacks on some games\n\n"
|
|
"Only affects few games, removing some effects which might make the image sharper/clearer.\n"
|
|
"Affected games: FFX, FFX2, FFXII, GOW2, ICO, SoTC, SSX3.\n"
|
|
"Works as a speedhack for: Steambot Chronicles.";
|
|
case IDC_ALPHASTENCIL:
|
|
return "Extend stencil based emulation of destination alpha to perform stencil operations while drawing.\n\n"
|
|
"Improves many shadows which are normally overdrawn in parts, may affect other effects.\n"
|
|
"Will disable partial transparency in some games or even prevent drawing some elements altogether.";
|
|
case IDC_CHECK_NVIDIA_HACK:
|
|
return "This is a hack to work around problems with recent NVIDIA drivers causing odd stretching problems in DirectX 11 only "
|
|
"when using Upscaling.\n\n"
|
|
"Try not to use this unless your game Videos or 2D screens are stretching outside the frame.\n\n"
|
|
"If you have an AMD/ATi graphics card you should not need this.";
|
|
case IDC_CHECK_DISABLE_ALL_HACKS:
|
|
return "FOR TESTING ONLY!!\n\n"
|
|
"Disable all CRC hacks - will break many games. Overrides CrcHacksExclusion at gsdx.ini\n"
|
|
"\n"
|
|
"It's possible to exclude CRC hacks also via the gsdx.ini. E.g.:\n"
|
|
"CrcHacksExclusions=all\n"
|
|
"CrcHacksExclusions=0x0F0C4A9C, 0x0EE5646B, 0x7ACF7E03";
|
|
case IDC_ALIGN_SPRITE:
|
|
return "Sprite Alignment Hack\n\n"
|
|
"Fixes issues with upscaling(vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc.";
|
|
case IDC_ROUND_SPRITE:
|
|
return "Corrects the sampling of 2D sprite textures when upscaling.\n\n"
|
|
"Fixes lines in sprites of games like Ar tonelico when upscaling.\n\n"
|
|
"Carries a total of three states: Unchecked (off), Shaded (on for all sprites) and Checked (on for flat sprites)";
|
|
case IDC_TCOFFSETX:
|
|
case IDC_TCOFFSETX2:
|
|
case IDC_STATIC_TCOFFSETX:
|
|
case IDC_TCOFFSETY:
|
|
case IDC_TCOFFSETY2:
|
|
case IDC_STATIC_TCOFFSETY:
|
|
return "Texture Coordinates Offset Hack\n\n"
|
|
"Offset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too.\n\n"
|
|
" 0500 0500, fixes Persona 3 minimap, helps Haunting Ground.\n"
|
|
" 0000 1000, fixes Xenosaga hair edges (DX10+ Issue)\n";
|
|
|
|
#ifdef __linux__
|
|
case IDC_PALTEX:
|
|
return "When checked 4/8 bits texture will be send to the GPU with a palette. GPU will be in charge of the conversion. "
|
|
"(Note it was never tested on openGL)\n\n"
|
|
"When uncheked the CPU will convert directly the texture to 32 bits\n\n"
|
|
"It is a basically a trade-off between GPU/CPU";
|
|
case IDC_ACCURATE_DATE:
|
|
return "Implement a more accurate algorithm to compute GS destination alpha testing.\n\n"
|
|
"It could be slower when the effects are used.\n\nNote: it requires the 4.2 openGL extension GL_ARB_shader_image_load_store";
|
|
case IDC_ACCURATE_BLEND:
|
|
return "Allow to solve the impossible blending error message.\n\n"
|
|
"It could be slower when the effect are used.\n\nNote: it requires the 4.5 openGL extension GL_ARB_texture_barrier";
|
|
#endif
|
|
default:
|
|
if (updateText)
|
|
*updateText = false;
|
|
return "";
|
|
}
|
|
return "";
|
|
}
|