Merge remote-tracking branch 'origin/master' into glide64-cleanup

This commit is contained in:
zilmar 2017-03-09 17:32:19 +11:00
commit 01d13b71b5
10 changed files with 103 additions and 19 deletions

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@ -1304,7 +1304,9 @@ Status=Compatible
[17C54A61-4A83F2E7-C:4A]
Good Name=Densha de GO! 64 (J)
Internal Name=ÃÞݼ¬ÃÞGO!64
Save Type=16kbit Eeprom
Status=Compatible
Counter Factor=1
[A5F667E1-DA1FBD1F-C:4A]
Good Name=Derby Stallion 64 (J)

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@ -517,3 +517,44 @@
#2055# "Gráficos LLE não são para uso geral!!!\nÉ aconselhável que você só utilize para testes, não para jogar qualquer jogo com ele\n\nMudar para Gráficos LLE?"
#2056# "Aúdio HLE"
#2057# "O Áudio HLE requer um plugin de terceiros!!!\nSe você não tem um plugin de áudio de terceiros que suporta HLE você não ouvirá o som.\n\nMudar pra áudio HLE?"
/*********************************************************************************
* Android *
*********************************************************************************/
#3000# "Configurações"
#3001# "Ajuda/Forum"
#3002# "Reportar Erro"
#3003# "Sobre"
#3004# "Jogado Recentemente"
#3005# "Jogos"
#3006# "Diretório de Jogos"
#3007# "Selecione uma pasta para escanear"
#3008# "Incluir subdiretórios"
#3009# "Pasta Raiz"
#3010# "Diretórios"
#3011# "Memória Interna"
#3012# "Escaneando..."
#3013# "OK"
#3014# "Cancelar"
#3015# "Informação"
#3016# "Project64 para Android"
#3017# "Licença"
#3018# "Revisão"
#3019# "Project64 para Android\u2122 é um port da versão para windows do project64.A versão Android\u2122 pode emular a maioria dos jogos do N64."
#3020# "Project64 Autores."
//In game menu
#3100# "Configurações"
#3101# "Salvar State"
#3102# "Carregar State"
#3103# "Finalizar Emulação"
#3104# "Pausar"
#3105# "Resumir"
#3106# "Velocidade"
#3107# "Save State Atual..."
#3108# "Auto"
#3109# "Slot"
#3110# "Resetar"
#3111# "Opções de Debug"
#3112# "Reset Function Times"
#3113# "Dump Function Times"

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@ -4,8 +4,8 @@
//About DLL
#1 # "Japanese" // LANGUAGE ID
#2 # "Nekokabu" // Author
#3 # "2.3.1" // Version
#4 # "2016/10/11" // Date
#3 # "2.3.2" // Version
#4 # "2017/2/9" // Date
//About DLL Dialog
#5 # "現在の言語"
@ -588,3 +588,44 @@ LLE GFXを使用しますか?"
使用しない場合はサウンドが出力されません。
ハイレベルオーディオを使用しますか?"
/*********************************************************************************
* Android *
*********************************************************************************/
#3000# "設定"
#3001# "ヘルプ/掲示板"
#3002# "不具合の報告"
#3003# "About"
#3004# "Recently played"
#3005# "ゲーム"
#3006# "フォルダ"
#3007# "スキャンするフォルダを選択"
#3008# "サブディレクトリを含む"
#3009# "親フォルダ"
#3010# "ディレクトリ"
#3011# "内部メモリ"
#3012# "スキャン中..."
#3013# "OK"
#3014# "キャンセル"
#3015# "情報"
#3016# "Project64 for Android"
#3017# "ライセンス"
#3018# "リビジョン"
#3019# "Project64 for Android\u2122はWindows版Project64のAndroid移植版です。Android\u2122バージョンは、ほとんどのN64ゲームをプレイできます。"
#3020# "Project64 Authors."
//In game menu
#3100# "設定"
#3101# "状態の保存"
#3102# "状態の復元"
#3103# "エミュレーション終了"
#3104# "ポーズ"
#3105# "再開"
#3106# "ゲームスピード"
#3107# "現在のクイックセーブ..."
#3108# "自動"
#3109# "スロット"
#3110# "リセット"
#3111# "デバッグオプション"
#3112# "Reset Function Times"
#3113# "Dump Function Times"

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@ -298,7 +298,7 @@ bool CN64System::LoadFileImage(const char * FileLoc)
g_Settings->SaveString(Game_File, FileLoc);
g_Settings->SaveBool(GameRunning_LoadingInProgress, false);
WriteTrace(TraceN64System, TraceDebug, "Finished Loading (GoodName: %s)", g_Settings->LoadStringVal(Game_GoodName).c_str());
WriteTrace(TraceN64System, TraceDebug, "Finished Loading (GoodName: %s)", g_Settings->LoadStringVal(Rdb_GoodName).c_str());
}
else
{
@ -1513,7 +1513,7 @@ bool CN64System::SaveState()
{
SaveFile.AppendDirectory(g_Settings->LoadStringVal(Game_UniqueSaveDir).c_str());
}
SaveFile.SetName(g_Settings->LoadStringVal(Game_GoodName).c_str());
SaveFile.SetName(g_Settings->LoadStringVal(Rdb_GoodName).c_str());
g_Settings->SaveDword(Game_LastSaveSlot, g_Settings->LoadDword(Game_CurrentSaveState));
}
stdstr_f target_ext("pj%s", Slot != 0 ? stdstr_f("%d", Slot).c_str() : "");
@ -1669,11 +1669,11 @@ bool CN64System::LoadState()
}
if (g_Settings->LoadDword(Game_CurrentSaveState) != 0)
{
FileName.SetNameExtension(stdstr_f("%s.pj%d", g_Settings->LoadStringVal(Game_GoodName).c_str(), g_Settings->LoadDword(Game_CurrentSaveState)).c_str());
FileName.SetNameExtension(stdstr_f("%s.pj%d", g_Settings->LoadStringVal(Rdb_GoodName).c_str(), g_Settings->LoadDword(Game_CurrentSaveState)).c_str());
}
else
{
FileName.SetNameExtension(stdstr_f("%s.pj", g_Settings->LoadStringVal(Game_GoodName).c_str()).c_str());
FileName.SetNameExtension(stdstr_f("%s.pj", g_Settings->LoadStringVal(Rdb_GoodName).c_str()).c_str());
}
CPath ZipFileName;

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@ -102,7 +102,7 @@ enum SettingID
Game_File,
Game_UniqueSaveDir,
Game_GameName,
Game_GoodName,
Cfg_GoodName,
Game_TempLoaded,
Game_SystemType,
Game_EditPlugin_Gfx,

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@ -171,7 +171,7 @@ void CSettings::AddHowToHandleSetting(const char * BaseDirectory)
AddHandler(Game_File, new CSettingTypeTempString(""));
AddHandler(Game_UniqueSaveDir, new CSettingTypeTempString(""));
AddHandler(Game_GameName, new CSettingTypeTempString(""));
AddHandler(Game_GoodName, new CSettingTypeGame("Good Name", Rdb_GoodName));
AddHandler(Cfg_GoodName, new CSettingTypeGame("Good Name", ""));
AddHandler(Game_TempLoaded, new CSettingTypeTempBool(false));
AddHandler(Game_SystemType, new CSettingTypeTempNumber(SYSTEM_NTSC));
AddHandler(Game_EditPlugin_Gfx, new CSettingTypeGame("Plugin-Gfx", Default_None));
@ -1280,4 +1280,4 @@ void CSettings::UnregisterChangeCB(SettingID Type, void * Data, SettingChangedFu
{
g_Notify->BreakPoint(__FILE__, __LINE__);
}
}
}

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@ -201,7 +201,7 @@ void CMainGui::GameLoaded(CMainGui * Gui)
{
WriteTrace(TraceUserInterface, TraceDebug, "Add Recent Rom");
Gui->AddRecentRom(FileLoc.c_str());
Gui->SetWindowCaption(stdstr(g_Settings->LoadStringVal(Game_GoodName)).ToUTF16().c_str());
Gui->SetWindowCaption(stdstr(g_Settings->LoadStringVal(Rdb_GoodName)).ToUTF16().c_str());
}
}

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@ -625,11 +625,11 @@ std::wstring CMainMenu::GetSaveSlotString(int Slot)
}
if (Slot != 0)
{
FileName.SetNameExtension(stdstr_f("%s.pj%d", g_Settings->LoadStringVal(Game_GoodName).c_str(), Slot).c_str());
FileName.SetNameExtension(stdstr_f("%s.pj%d", g_Settings->LoadStringVal(Rdb_GoodName).c_str(), Slot).c_str());
}
else
{
FileName.SetNameExtension(stdstr_f("%s.pj", g_Settings->LoadStringVal(Game_GoodName).c_str()).c_str());
FileName.SetNameExtension(stdstr_f("%s.pj", g_Settings->LoadStringVal(Rdb_GoodName).c_str()).c_str());
}
if (g_Settings->LoadDword(Setting_AutoZipInstantSave))
@ -1301,4 +1301,4 @@ void CMainMenu::ResetMenu(void)
ResetAccelerators();
WriteTrace(TraceUserInterface, TraceDebug, "Done");
}
}

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@ -77,7 +77,7 @@ CGameGeneralPage::CGameGeneralPage(HWND hParent, const RECT & rcDispay)
ComboBox->AddItemW(wGS(NUMBER_6).c_str(), 6);
}
SetDlgItemText(IDC_GOOD_NAME, g_Settings->LoadStringVal(Game_GoodName).c_str());
SetDlgItemText(IDC_GOOD_NAME, g_Settings->LoadStringVal(Rdb_GoodName).c_str());
CModifiedEditBox * TxtBox = AddModTextBox(GetDlgItem(IDC_VIREFRESH), Game_ViRefreshRate, false);
TxtBox->SetTextField(GetDlgItem(IDC_VIREFESH_TEXT));
@ -112,4 +112,4 @@ bool CGameGeneralPage::EnableReset(void)
void CGameGeneralPage::ResetPage()
{
CSettingsPageImpl<CGameGeneralPage>::ResetPage();
}
}

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@ -80,7 +80,7 @@ LRESULT CSettingConfig::OnInitDialog(UINT /*uMsg*/, WPARAM /*wParam*/, LPARAM /*
if (!GameIni.empty())
{
ConfigRomTitle.Format("Config: %s", g_Settings->LoadStringVal(Game_GoodName).c_str());
ConfigRomTitle.Format("Config: %s", g_Settings->LoadStringVal(Rdb_GoodName).c_str());
}
RECT rcSettingInfo;
@ -251,9 +251,9 @@ void CSettingConfig::ApplySettings(bool UpdateScreen)
if (!GameIni.empty())
{
stdstr GoodName;
if (!g_Settings->LoadStringVal(Game_GoodName, GoodName))
if (g_Settings->LoadStringVal(Rdb_GoodName, GoodName))
{
g_Settings->SaveString(Game_GoodName, GoodName);
g_Settings->SaveString(Cfg_GoodName, GoodName);
}
}
@ -279,7 +279,7 @@ void CSettingConfig::ApplySettings(bool UpdateScreen)
stdstr GoodName = g_Settings->LoadStringVal(Rdb_GoodName);
if (GoodName.length() > 0)
{
g_Settings->SaveString(Game_GoodName, GoodName);
g_Settings->SaveString(Cfg_GoodName, GoodName);
}
}
CSettingTypeApplication::Flush();