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mirror of synced 2024-09-24 03:28:19 +02:00

Integrate basket's Clang_jp file, add english translations, put shinuchi ON by default and add renren credit on the readme, french translations will come soon

This commit is contained in:
0aubsq 2021-11-18 13:23:47 +01:00
parent 245c4d4707
commit c2ee5e7066
8 changed files with 609 additions and 549 deletions

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@ -4,7 +4,7 @@
- 70 and 71 that's the actual name.
```
# Config menu text (000XX)
# Config menu text (000XX & 100XX)
0 : "System language" description
1 : "System language" option title
@ -20,16 +20,16 @@
11 : "Song speed" description
16 : "Layout type" option title
17 : "Layout type" description
18 : "Ensou speed" option title & description
19 : "Window mode" description
18 : "Time stretch" description
19 : "Full screen mode" description
20 : "Stage failed" description
21 : "Random select affects boxes" description
22 : "Turn on asynchronous mode" description
22 : "VSync mode" description
23 : "AVI playback" description
24 : "BGA playback" description
25 : "Time until preview playback" description
26 : "Time until preview image" description
27 : "Show playing information on down right" description
27 : "Show debug information on down right" description
28 : "Background picture transparency" description
29 : "BGM playback" description
30 : "Save score information" description
@ -38,14 +38,14 @@
33 : "Use .tja files' SONGVOL meter" description
34 : "Sound effect volume" description
35 : "Voice and combo voice volume" description
36 : "Volume in-game" description
37 : "Amount of 1 change in volume" description
36 : "Volume in-game (Song playback level)" description
37 : "Keyboard level increment" description
38 : "Time before song start in-game" description
39 : "Auto save results" description
40 : "Discord-RPC toggle" description
41 : "Buffer inputs" description
42 : "Trace log output" description
43 : "Sound output" description
43 : "Sound output type" description
44 : "WASAPI buffer size" description
45 : "ASIO device" description
46 : "OS timer" description
@ -54,7 +54,7 @@
49 : "Show mob image" description
50 : "Show runner image" description
51 : "Show footer image" description
52 : "Use image processed beforehand" description
52 : "Use image processed beforehand (Fast render)" description
53 : "Show petit-character image" description
54 : "Change skin" description
55 : "System key input configuration" description
@ -86,7 +86,7 @@
81 : "Default difficulty course" description
82 : "Score calculation formula" option title
83 : "Score calculation formula" description
84 : "Shin-uchi toggle" option title & description
84 : "Shin-uchi toggle" description
85 : "Branch guide" option title
86 : "Branch guide" description
87 : "Branch animation toggle" option title
@ -102,6 +102,60 @@
97 : "Capture key" option title
98 : "Capture key" description
99 : "Left red drum key settings" option title
10000 : "Left red drum key settings" description
10001 : "Right red drum key settings" option title
10002 : "Right red drum key settings" description
10003 : "Left blue drum key settings" option title
10004 : "Left blue drum key settings" description
10005 : "Right blue drum key settings" option title
10006 : "Right blue drum key settings" description
10007 : "Left red drum key settings for 2P" option title
10008 : "Left red drum key settings for 2P" description
10009 : "Right red drum key settings for 2P" option title
10010 : "Right red drum key settings for 2P" description
10011 : "Left blue drum key settings for 2P" option title
10012 : "Left blue drum key settings for 2P" description
10013 : "Right blue drum key settings for 2P" option title
10014 : "Right blue drum key settings for 2P" description
10018 : "Time stretch" option title
10019 : "Full screen mode" option title
10020 : "Stage failed" option title
10021 : "Random select affects boxes" option title
10022 : "VSync mode" option title
10023 : "AVI playback" option title
10024 : "BGA playback" option title
10025 : "Time until preview playback" option title
10026 : "Time until preview image" option title
10027 : "Show debug information on down right" option title
10028 : "Background picture transparency" option title
10029 : "BGM playback" option title
10030 : "Save score information" option title
10031 : "Use BS1770GAIN measured numbers" option title
10032 : "Set BS1770GAIN loudness meter number" option title
10033 : "Use .tja files' SONGVOL meter" option title
10034 : "Sound effect volume" option title
10035 : "Voice and combo voice volume" option title
10036 : "Volume in-game (Song playback level)" option title
10037 : "Keyboard level increment" option title
10038 : "Time before song start in-game" option title
10039 : "Auto save results" option title
10040 : "Discord-RPC toggle" option title
10041 : "Buffer inputs" option title
10042 : "Trace log output" option title
10043 : "Sound output type" option title
10044 : "WASAPI buffer size" option title
10045 : "ASIO device" option title
10046 : "OS timer" option title
10047 : "Show character image" option title
10048 : "Show dancer image" option title
10049 : "Show mob image" option title
10050 : "Show runner image" option title
10051 : "Show footer image" option title
10052 : "Use image processed beforehand (Fast render)" option title
10053 : "Show petit-character image" option title
10054 : "Change skin" option title
10055 : "System key input configuration" option title
10084 : "Shin-uchi toggle" option title
# Main Menu text (001XX)
@ -155,22 +209,4 @@
1032 : Character
1033 : Dan title
1034 : Plate title
# Config menu text (10000 - 1001X)
10000 : "Left red drum key settings" description
10001 : "Right red drum key settings" option title
10002 : "Right red drum key settings" description
10003 : "Left blue drum key settings" option title
10004 : "Left blue drum key settings" description
10005 : "Right blue drum key settings" option title
10006 : "Right blue drum key settings" description
10007 : "Left red drum key settings for 2P" option title
10008 : "Left red drum key settings for 2P" description
10009 : "Right red drum key settings for 2P" option title
10010 : "Right red drum key settings for 2P" description
10011 : "Left blue drum key settings for 2P" option title
10012 : "Left blue drum key settings for 2P" description
10013 : "Right blue drum key settings for 2P" option title
10014 : "Right blue drum key settings for 2P" description
```

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@ -266,3 +266,4 @@ Pキーを長押ししてください。
> * [Akasoko/TJAPlayer3](https://github.com/Akasoko-Master/TJAPlayer3)(@AkasokoR)
> * [FROM/DTXMaina](https://github.com/DTXMania)(@DTXMania)
> * [Kairera0467/TJAP2fPC](https://github.com/kairera0467/TJAP2fPC)(@Kairera0467)
> * [touhourenren/TJAPlayer3-Develop-Rewrite](https://github.com/touhourenren)

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@ -1440,7 +1440,7 @@ namespace TJAPlayer3
this.TokkunMashInterval = 750;
this.bEndingAnime = false;
this.nPlayerCount = 1; //2017.08.18 kairera0467 マルチプレイ対応
ShinuchiMode = false;
ShinuchiMode = true; // Enable gen-4 score by default
FastRender = true;
MusicPreTimeMs = 1000; // 一秒
SendDiscordPlayingInformation = true;

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@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using FDK;
namespace TJAPlayer3
{
@ -44,6 +45,211 @@ namespace TJAPlayer3
"2 : Down to up diagonal\n" +
"3 : Half-circle facing right\n" +
"4 : Half-circle facing left",
[18] = "How to change the playing speed:\n" +
"Turn ON to use time stretch\n" +
"to change the play speed." +
"\n" +
"If you set TimeStretch=ON, it usese\n" +
"more CPU power. And some sound\n" +
"lag occurs slower than x0.900.",
[19] = "Fullscreen mode or window mode.",
[20] = "Turn OFF if you don't want to encount\n GAME OVER.",
[21] = "Turn ON to use child BOX (subfolders)\n at RANDOM SELECT.",
[22] = "Turn ON to wait VSync (Vertical\n Synchronizing signal) at every\n drawings. (so FPS becomes 60)\nIf you have enough CPU/GPU power,\n the scroll would become smooth.",
[23] = "To use AVI playback or not.",
[24] = "To draw BGA (back ground animations)\n or not.",
[25] = "Delay time(ms) to start playing preview\n sound in SELECT MUSIC screen.\nYou can specify from 0ms to 10000ms.",
[26] = "Delay time(ms) to show preview image\n in SELECT MUSIC screen.\nYou can specify from 0ms to 10000ms.",
[27] = "To show song informations on playing\n BGA area. (FPS, BPM, total time etc)\nYou can ON/OFF the indications\n by pushing [Del] while playing drums",
[28] = "The degree for transparing playing\n screen and wallpaper.\n\n0=completely transparent,\n255=no transparency",
[29] = "Turn OFF if you don't want to play\n BGM.",
[30] = "To save high-scores/skills, turn it ON.\nTurn OFF in case your song data are\n in read-only media (CD-ROM etc).\nNote that the score files also contain\n 'BGM Adjust' parameter. So if you\n want to keep adjusting parameter,\n you need to set SaveScore=ON.",
[31] = "To apply BS1770GAIN loudness\nmetadata when playing songs, turn it ON.\nTurn OFF if you prefer to use only\nthe main song level controls.\nIt needs BS1770GAIN.",
[32] = "When applying BS1770GAIN loudness\nmetadata while playing songs, song levels\nwill be adjusted to target this loudness,\nmeasured in cB (centibels) relative to full scale.\n",
[33] = "To apply .tja SONGVOL properties when playing\nsongs, turn it ON. Turn OFF if you prefer to\nuse only the main song level controls.",
[34] = $"The level adjustment for sound effects.\nYou can specify from {CSound.MinimumGroupLevel} to {CSound.MaximumGroupLevel}%.",
[35] = $"The level adjustment for voices.\nYou can specify from {CSound.MinimumGroupLevel} to {CSound.MaximumGroupLevel}%.",
[36] = $"The level adjustment for songs during gameplay.\nYou can specify from {CSound.MinimumGroupLevel} to {CSound.MaximumGroupLevel}%.",
[37] = "The amount of sound level change for each press\nof a sound level control key.\nYou can specify from 1 to 20.",
[38] = "Blank time before music source to play. (ms)\n",
[39] = "AutoSaveResult:\nTurn ON to save your result screen\n image automatically when you get\n hiscore/hiskill.",
[40] = "Share Playing .tja file infomation on Discord.",
[41] = "To select joystick input method.\n\nON to use buffer input. No lost/lags.\nOFF to use realtime input. It may\n causes lost/lags for input.\n Moreover, input frequency is\n synchronized with FPS.",
[42] = "Turn ON to put debug log to\n DTXManiaLog.txt\nTo take it effective, you need to\n re-open DTXMania.",
[43] = "Sound output type:\n" +
"You can choose WASAPI, ASIO or\n" +
"DShow(DirectShow).\n" +
"WASAPI can use only after Vista.\n" +
"ASIO can use on the\n" +
"\"ASIO-supported\" sound device.\n" +
"You should use WASAPI or ASIO\n" +
"to decrease the sound lag.\n" +
"\n" +
"Note: Exit CONFIGURATION to make\n" +
" the setting take effect.",
[44] = "Sound buffer size for WASAPI:\n" +
"You can set from 0 to 99999ms.\n" +
"Set 0 to use a default sysytem\n" +
"buffer size.\n" +
"Smaller value makes smaller lag,\n" +
"but it may cause sound troubles.\n" +
"\n" +
"Note: Exit CONFIGURATION to make\n" +
" the setting take effect.",
[45] = "ASIO device:\n" +
"You can choose the sound device\n" +
"used with ASIO.\n" +
"\n" +
"Note: Exit CONFIGURATION to make\n" +
" the setting take effect.",
[46] = "Use OS Timer or not:\n" +
"If this settings is ON, DTXMania uses\n" +
"OS Standard timer. It brings smooth\n" +
"scroll, but may cause some sound lag.\n" +
"(so AdjustWaves is also avilable)\n" +
"\n" +
"If OFF, DTXMania uses its original\n" +
"timer and the effect is vice versa.\n" +
"\n" +
"This settings is avilable only when\n" +
"you uses WASAPI/ASIO.\n",
[47] = "Show Character Images.\n",
[48] = "Show Dancer Images.\n",
[49] = "Show Mob Images.\n",
[50] = "Show Runner Images.\n",
[51] = "Show Footer Image.\n",
[52] = "Use pre-textures render.\n",
[53] = "Show PuchiChara Images.\n",
[54] = "Skin:\n" +
"Change skin.",
[55] = "Settings for the system key/pad inputs.",
[56] = "AUTO PLAY",
[57] = "To play P1 Taiko\n" +
" automatically.",
[58] = "AUTO PLAY 2P",
[59] = "To play P2 Taiko\n" +
" automatically.",
[60] = "AUTO Roll",
[61] = "If OFF the drumrolls\n" +
"aren't played by auto.",
[62] = "ScrollSpeed",
[63] = "To change the scroll speed for the\n" +
"drums lanes.\n" +
"You can set it from x0.1 to x200.0.\n" +
"(ScrollSpeed=x0.5 means half speed)",
[64] = "Risky",
[65] = "Risky mode:\n" +
"Set over 1, in case you'd like to specify\n" +
" the number of Poor/Miss times to be\n" +
" FAILED.\n" +
"Set 0 to disable Risky mode.",
[66] = "Random",
[67] = "Notes come randomly.\n\n Part: swapping lanes randomly for each\n measures.\n Super: swapping chip randomly\n Hyper: swapping randomly\n (number of lanes also changes)",
[68] = "Stealth",
[69] = "DORON:Hidden for NoteImage.\n" +
"STEALTH:Hidden for NoteImage and SeNotes",
[70] = "NoInfo",
[71] = "Hide the song informations.\n",
[72] = "JUST",
[73] = "Allow only GOODs, making OKs becoming\n" +
"BADs.",
[74] = "Tight",
[75] = "It becomes MISS to hit pad without\n" +
" chip.",
[76] = "D-MinCombo",
[77] = "Initial number to show the combo\n" +
" for the drums.\n" +
"You can specify from 1 to 99999.",
[78] = "InputAdjust",
[79] = "To adjust the input timing.\n" +
"You can set from -99 to 99ms.\n" +
"To decrease input lag, set minus value.",
[80] = "DefaultCourse",
[81] = "Difficulty selected by default\n",
[82] = "ScoreMode",
[83] = "Score calculation method\n" +
"TYPE-A: Old allotment\n" +
"TYPE-B: Old case allotment\n" +
"TYPE-C: New allotment\n",
[84] = "Turn on fixed score mode.",
[85] = "BranchGuide",
[86] = "Display the referenced value for branches.\n" +
"Not effective with auto.",
[87] = "BranchAnime",
[88] = "Branch animation type\n" +
"TYPE-A: Taiko 7-14\n" +
"TYPE-B: Taiko 15+\n" +
" \n",
[89] = "GameMode",
[90] = "Game mode:\n" +
"(Not avaliable for 2P mode)\n" +
"TYPE-A: 完走!叩ききりまショー!\n" +
"TYPE-B: 完走!叩ききりまショー!(激辛)\n" +
" \n",
[91] = "BigNotesJudge",
[92] = "Require to hit both side for big notes.",
[93] = "JudgeCountDisp",
[94] = "Show the JudgeCount\n" +
"(SinglePlay Only)",
[95] = "KEY CONFIG",
[96] = "Settings for the drums key/pad inputs.",
[97] = "Capture",
[98] = "Capture key assign:\nTo assign key for screen capture.\n (You can use keyboard only. You can't\nuse pads to capture screenshot.",
[99] = "LeftRed",
[10000] = "Drums key assign:\nTo assign key/pads for LeftRed\n button.",
[10001] = "RightRed",
[10002] = "Drums key assign:\nTo assign key/pads for RightRed\n button.",
[10003] = "LeftBlue",
[10004] = "Drums key assign:\nTo assign key/pads for LeftBlue\n button.",
[10005] = "RightBlue",
[10006] = "Drums key assign:\nTo assign key/pads for RightBlue\n button.",
[10007] = "LeftRed2P",
[10008] = "Drums key assign:\nTo assign key/pads for RightCymbal\n button.",
[10009] = "RightRed2P",
[10010] = "Drums key assign:\nTo assign key/pads for RightRed2P\n button.",
[10011] = "LeftBlue2P",
[10012] = "Drums key assign:\nTo assign key/pads for LeftBlue2P\n button.",
[10013] = "RightBlue2P",
[10014] = "Drums key assign:\nTo assign key/pads for RightBlue2P\n button.",
[10018] = "TimeStretch",
[10019] = "Fullscreen",
[10020] = "StageFailed",
[10021] = "RandSubBox",
[10022] = "VSyncWait",
[10023] = "AVI",
[10024] = "BGA",
[10025] = "PreSoundWait",
[10026] = "PreImageWait",
[10027] = "Debug Info",
[10028] = "BG Alpha",
[10029] = "BGM Sound",
[10030] = "SaveScore",
[10031] = "Apply Loudness Metadata",
[10032] = "Target Loudness",
[10033] = "Apply SONGVOL",
[10034] = "Sound Effect Level",
[10035] = "Voice Level",
[10036] = "Song Playback Level",
[10037] = "Keyboard Level Increment",
[10038] = "MusicPreTimeMs",
[10039] = "Autosaveresult",
[10040] = "SendDiscordPlayingInformation",
[10041] = "BufferedInput",
[10042] = "TraceLog",
[10043] = "SoundType",
[10044] = "WASAPIBufSize",
[10045] = "ASIO device",
[10046] = "UseOSTimer",
[10047] = "ShowChara",
[10048] = "ShowDancer",
[10049] = "ShowMob",
[10050] = "ShowRunner",
[10051] = "ShowFooter",
[10052] = "FastRender",
[10053] = "ShowPuchiChara",
[10054] = "Skin (Full)",
[10055] = "System Keys",
[10084] = "ShinuchiMode",
[100] = "Taiko Mode",
[101] = "Dan-i Dojo",

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@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using FDK;
namespace TJAPlayer3
{

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@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using FDK;
namespace TJAPlayer3
{

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@ -70,146 +70,193 @@ namespace TJAPlayer3
[32] = "BS1770GAIN によるラウドネスメータの目標値を指定します。",
[33] = ".tjaファイルのSONGVOLヘッダを音源の音量に適用します。設定による音量調整を使用する場合はこの設定をOFFにしてください。",
[34] = $"効果音の音量を調節します。\n{CSound.MinimumGroupLevel} {CSound.MaximumGroupLevel} % の値が指定可能です。\n",
[35] = $"各画面で流れるボイス、コンボボイスの音量を調節します。\n{CSound.MinimumGroupLevel} {CSound.MaximumGroupLevel} % の値が指定可能です。\n",
[36] = $"ゲーム中の音源の音量を調節します。\n{CSound.MinimumGroupLevel} {CSound.MaximumGroupLevel} % の値が指定可能です。\n",
[37] = "キーボードで音量調整をするときの増加量、減少量を指定します。\n1 20 の値が指定可能です。\n",
[38] = "音源再生前の空白時間 (ms)。\n",
[39] = "リザルト画像自動保存機能:\nONにすると、ハイスコア/ハイスキル時に\n自動でリザルト画像を曲データと同じ\nフォルダに保存します。",
[40] = "Discordに再生中の譜面情報を送信する",
[41] = "バッファ入力モード:\nON にすると、FPS を超える入力解像\n度を実現します。\nOFF にすると、入力解像度は FPS に\n等しくなります。",
[42] = "Traceログ出力\nDTXManiaLog.txt にログを出力します。\n変更した場合は、DTXMania の再起動\n後に有効となります。",
[43] = "サウンドの出力方式:\n" +
"WASAPI, ASIO, DSound(DirectSound)\n" +
"の中からサウンド出力方式を選択\n" +
"します。\n" +
"WASAPIはVista以降でのみ使用可能\n" +
"です。ASIOは対応機器でのみ使用\n" +
"可能です。\n" +
"WASAPIかASIOを指定することで、\n" +
"遅延の少ない演奏を楽しむことが\n" +
"できます。\n" +
"\n" +
"※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。",
[44] = "WASAPI使用時のバッファサイズ:\n" +
"099999ms を指定可能です。\n" +
"0を指定すると、OSがバッファの\n" +
"サイズを自動設定します。\n" +
"値を小さくするほど発音ラグが\n" +
"減少しますが、音割れや異常動作を\n" +
"引き起こす場合があります。\n" +
"※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。",
[35] = $"各画面で流れるボイス、コンボボイスの音量を調節します。\n{CSound.MinimumGroupLevel} {CSound.MaximumGroupLevel} % の値が指定可能です。\n",
[36] = $"ゲーム中の音源の音量を調節します。\n{CSound.MinimumGroupLevel} {CSound.MaximumGroupLevel} % の値が指定可能です。\n",
[37] = "キーボードで音量調整をするときの増加量、減少量を指定します。\n1 20 の値が指定可能です。\n",
[38] = "音源再生前の空白時間 (ms)。\n",
[39] = "リザルト画像自動保存機能:\nONにすると、ハイスコア/ハイスキル時に\n自動でリザルト画像を曲データと同じ\nフォルダに保存します。",
[40] = "Discordに再生中の譜面情報を送信する",
[41] = "バッファ入力モード:\nON にすると、FPS を超える入力解像\n度を実現します。\nOFF にすると、入力解像度は FPS に\n等しくなります。",
[42] = "Traceログ出力\nDTXManiaLog.txt にログを出力します。\n変更した場合は、DTXMania の再起動\n後に有効となります。",
[43] = "サウンドの出力方式:\n" +
"WASAPI, ASIO, DSound(DirectSound)\n" +
"の中からサウンド出力方式を選択\n" +
"します。\n" +
"WASAPIはVista以降でのみ使用可能\n" +
"です。ASIOは対応機器でのみ使用\n" +
"可能です。\n" +
"WASAPIかASIOを指定することで、\n" +
"遅延の少ない演奏を楽しむことが\n" +
"できます。\n" +
"\n" +
"※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。",
[44] = "WASAPI使用時のバッファサイズ:\n" +
"099999ms を指定可能です。\n" +
"0を指定すると、OSがバッファの\n" +
"サイズを自動設定します。\n" +
"値を小さくするほど発音ラグが\n" +
"減少しますが、音割れや異常動作を\n" +
"引き起こす場合があります。\n" +
"※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。",
[45] = "ASIOデバイス:\n" +
"ASIO使用時のサウンドデバイスを\n" +
"選択します。\n" +
"\n" +
"※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。",
[46] = "OSタイマーを使用するかどうか:\n" +
"演奏タイマーとして、DTXMania独自の\n" +
"タイマーを使うか、OS標準のタイマー\n" +
"を使うかを選択します。\n" +
"OS標準タイマーを使うとスクロールが\n" +
"滑らかになりますが、演奏で音ズレが\n" +
"発生することがあります。(そのため\n" +
"AdjustWavesの効果が適用されます。)\n" +
"\n" +
"この指定はWASAPI/ASIO使用時のみ有効\n" +
"です。\n",
[47] = "キャラクター画像を表示するかどうか\n",
[48] = "ダンサー画像を表示するかどうか\n",
[49] = "モブ画像を表示するかどうか\n",
[50] = "ランナー画像を表示するかどうか\n",
[51] = "フッター画像を表示するかどうか\n",
[52] = "事前画像描画機能を使うかどうか。\n",
[53] = "ぷちキャラ画像を表示するかどうか\n",
[54] = "スキン切替:\n" +
"スキンを切り替えます。\n",
[55] = "システムのキー入力に関する項目を設\n定します。",
[56] = "AUTO PLAY",
[57] = "すべての音符を自動で演奏します。\n" +
"",
[58] = "AUTO PLAY 2P",
[59] = "すべての音符を自動で演奏します。\n" +
"",
[60] = "AUTO Roll",
[61] = "OFFにするとAUTO先生が黄色連打を\n" +
"叩かなくなります。",
[62] = "ScrollSpeed",
[63] = "演奏時のドラム譜面のスクロールの\n" +
"速度を指定します。\n" +
"x0.1 x200.0 を指定可能です。",
[64] = "Risky",
[65] = "Riskyモードの設定:\n" +
"1以上の値にすると、その回数分の\n" +
"不可で演奏が強制終了します。\n" +
"0にすると無効になり、\n" +
"ノルマゲージのみになります。\n" +
"\n" +
"",
[66] = "Random",
[67] = "いわゆるランダム。\n RANDOM: ちょっと変わる\n MIRROR: あべこべ \n SUPER: そこそこヤバい\n HYPER: 結構ヤバい\nなお、実装は適当な模様",
[68] = "Stealth",
[69] = "DORON:ドロン\n"+
"STEALTH:ステルス",
[70] = "NoInfo",
[71] = "有効にすると曲情報などが見えなくなります。\n" +
"",
[72] = "JUST",
[73] = "有効にすると「良」以外の判定が全て不可になります。\n" +
"",
[74] = "Tight",
[75] = "ドラムチップのないところでパッドを\n" +
"叩くとミスになります。",
[76] = "D-MinCombo",
[77] = "表示可能な最小コンボ数(ドラム):\n" +
"画面に表示されるコンボの最小の数\n" +
"を指定します。\n" +
"1 99999 の値が指定可能です。",
[78] = "InputAdjust",
[79] = "ドラムの入力タイミングの微調整を\n" +
"行います。\n" +
"-99 99ms まで指定可能です。\n" +
"入力ラグを軽減するためには、負の\n" +
"値を指定してください。\n",
[80] = "DefaultCourse",
[81] = "デフォルトで選択される難易度\n" +
" \n" +
" ",
[82] = "ScoreMode",
[83] = "スコア計算方法\n" +
"TYPE-A: 旧配点\n" +
"TYPE-B: 旧筐体配点\n" +
"TYPE-C: 新配点\n",
[84] = "真打モードを有効にする。",
[85] = "BranchGuide",
[86] = "譜面分岐の参考になる数値などを表示します。\n" +
"オートプレイだと表示されません。",
[87] = "BranchAnime",
[88] = "譜面分岐時のアニメーション\n" +
"TYPE-A: 太鼓7太鼓14\n" +
"TYPE-B: 太鼓15\n" +
" \n",
[89] = "GameMode",
[90] = "ゲームモード\n" +
"(1人プレイ専用)\n" +
"TYPE-A: 完走!叩ききりまショー!\n" +
"TYPE-B: 完走!叩ききりまショー!(激辛)\n" +
" \n",
[91] = "BigNotesJudge",
[92] = "大音符の両手判定を有効にします。",
[93] = "JudgeCountDisp",
[94] = "左下に判定数を表示します。\n" +
"(1人プレイ専用)",
[95] = "KEY CONFIG",
[96] = "ドラムのキー入力に関する項目を設\n"+
"定します。",
[97] = "Capture",
[98] = "キャプチャキー設定:\n画面キャプチャのキーの割り当てを設\n定します。",
[99] = "LeftRed",
[100] = "演奏ゲーム",
"ASIO使用時のサウンドデバイスを\n" +
"選択します。\n" +
"\n" +
"※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。",
[46] = "OSタイマーを使用するかどうか:\n" +
"演奏タイマーとして、DTXMania独自の\n" +
"タイマーを使うか、OS標準のタイマー\n" +
"を使うかを選択します。\n" +
"OS標準タイマーを使うとスクロールが\n" +
"滑らかになりますが、演奏で音ズレが\n" +
"発生することがあります。(そのため\n" +
"AdjustWavesの効果が適用されます。)\n" +
"\n" +
"この指定はWASAPI/ASIO使用時のみ有効\n" +
"です。\n",
[47] = "キャラクター画像を表示するかどうか\n",
[48] = "ダンサー画像を表示するかどうか\n",
[49] = "モブ画像を表示するかどうか\n",
[50] = "ランナー画像を表示するかどうか\n",
[51] = "フッター画像を表示するかどうか\n",
[52] = "事前画像描画機能を使うかどうか。\n",
[53] = "ぷちキャラ画像を表示するかどうか\n",
[54] = "スキン切替:\n" +
"スキンを切り替えます。\n",
[55] = "システムのキー入力に関する項目を設\n定します。",
[56] = "AUTO PLAY",
[57] = "すべての音符を自動で演奏します。\n",
[58] = "AUTO PLAY 2P",
[59] = "すべての音符を自動で演奏します。\n",
[60] = "AUTO Roll",
[61] = "OFFにするとAUTO先生が黄色連打を\n" +
"叩かなくなります。",
[62] = "ScrollSpeed",
[63] = "演奏時のドラム譜面のスクロールの\n" +
"速度を指定します。\n" +
"x0.1 x200.0 を指定可能です。",
[64] = "Risky",
[65] = "Riskyモードの設定:\n" +
"1以上の値にすると、その回数分の\n" +
"不可で演奏が強制終了します。\n" +
"0にすると無効になり、\n" +
"ノルマゲージのみになります。\n" +
"\n",
[66] = "Random",
[67] = "いわゆるランダム。\n RANDOM: ちょっと変わる\n MIRROR: あべこべ \n SUPER: そこそこヤバい\n HYPER: 結構ヤバい\nなお、実装は適当な模様",
[68] = "Stealth",
[69] = "DORON:ドロン\n"+
"STEALTH:ステルス",
[70] = "NoInfo",
[71] = "有効にすると曲情報などが見えなくなります。\n",
[72] = "JUST",
[73] = "有効にすると「良」以外の判定が全て不可になります。\n",
[74] = "Tight",
[75] = "ドラムチップのないところでパッドを\n" +
"叩くとミスになります。",
[76] = "D-MinCombo",
[77] = "表示可能な最小コンボ数(ドラム):\n" +
"画面に表示されるコンボの最小の数\n" +
"を指定します。\n" +
"1 99999 の値が指定可能です。",
[78] = "InputAdjust",
[79] = "ドラムの入力タイミングの微調整を\n" +
"行います。\n" +
"-99 99ms まで指定可能です。\n" +
"入力ラグを軽減するためには、負の\n" +
"値を指定してください。\n",
[80] = "DefaultCourse",
[81] = "デフォルトで選択される難易度\n",
[82] = "ScoreMode",
[83] = "スコア計算方法\n" +
"TYPE-A: 旧配点\n" +
"TYPE-B: 旧筐体配点\n" +
"TYPE-C: 新配点\n",
[84] = "真打モードを有効にする。",
[85] = "BranchGuide",
[86] = "譜面分岐の参考になる数値などを表示します。\n" +
"オートプレイだと表示されません。",
[87] = "BranchAnime",
[88] = "譜面分岐時のアニメーション\n" +
"TYPE-A: 太鼓7太鼓14\n" +
"TYPE-B: 太鼓15\n" +
" \n",
[89] = "GameMode",
[90] = "ゲームモード\n" +
"(1人プレイ専用)\n" +
"TYPE-A: 完走!叩ききりまショー!\n" +
"TYPE-B: 完走!叩ききりまショー!(激辛)\n" +
" \n",
[91] = "BigNotesJudge",
[92] = "大音符の両手判定を有効にします。",
[93] = "JudgeCountDisp",
[94] = "左下に判定数を表示します。\n" +
"(1人プレイ専用)",
[95] = "KEY CONFIG",
[96] = "ドラムのキー入力に関する項目を設\n"+
"定します。",
[97] = "Capture",
[98] = "キャプチャキー設定:\n画面キャプチャのキーの割り当てを設\n定します。",
[99] = "LeftRed",
[10000] = "左側の面へのキーの割り当てを設\n定します。",
[10001] = "RightRed",
[10002] = "右側の面へのキーの割り当て\nを設定します。",
[10003] = "LeftBlue",
[10004] = "左側のふちへのキーの\n割り当てを設定します。",
[10005] = "RightBlue",
[10006] = "右側のふちへのキーの\n割り当てを設定します。",
[10007] = "LeftRed2P",
[10008] = "左側の面へのキーの割り当てを設\n定します。",
[10009] = "RightRed2P",
[10010] = "右側の面へのキーの割り当て\nを設定します。",
[10011] = "LeftBlue2P",
[10012] = "左側のふちへのキーの\n割り当てを設定します。",
[10013] = "RightBlue2P",
[10014] = "右側のふちへのキーの\n割り当てを設定します。",
[10018] = "TimeStretch",
[10019] = "Fullscreen",
[10020] = "StageFailed",
[10021] = "RandSubBox",
[10022] = "VSyncWait",
[10023] = "AVI",
[10024] = "BGA",
[10025] = "PreSoundWait",
[10026] = "PreImageWait",
[10027] = "Debug Info",
[10028] = "BG Alpha",
[10029] = "BGM Sound",
[10030] = "SaveScore",
[10031] = "Apply Loudness Metadata",
[10032] = "Target Loudness",
[10033] = "Apply SONGVOL",
[10034] = "Sound Effect Level",
[10035] = "Voice Level",
[10036] = "Song Playback Level",
[10037] = "Keyboard Level Increment",
[10038] = "MusicPreTimeMs",
[10039] = "Autosaveresult",
[10040] = "SendDiscordPlayingInformation",
[10041] = "BufferedInput",
[10042] = "TraceLog",
[10043] = "SoundType",
[10044] = "WASAPIBufSize",
[10045] = "ASIO device",
[10046] = "UseOSTimer",
[10047] = "ShowChara",
[10048] = "ShowDancer",
[10049] = "ShowMob",
[10050] = "ShowRunner",
[10051] = "ShowFooter",
[10052] = "FastRender",
[10053] = "ShowPuchiChara",
[10054] = "Skin (全体)",
[10055] = "キー設定",
[10084] = "真打モード",
[100] = "演奏ゲーム",
[101] = "段位道場",
[102] = "太鼓タワー",
[103] = "メダル商店",
@ -253,21 +300,6 @@ namespace TJAPlayer3
[1033] = "段位称号",
[1034] = "名札称号",
[10000] = "左側の面へのキーの割り当てを設\n定します。",
[10001] = "RightRed",
[10002] = "右側の面へのキーの割り当て\nを設定します。",
[10003] = "LeftBlue",
[10004] = "左側のふちへのキーの\n割り当てを設定します。",
[10005] = "RightBlue",
[10006] = "右側のふちへのキーの\n割り当てを設定します。",
[10007] = "LeftRed2P",
[10008] = "左側の面へのキーの割り当てを設\n定します。",
[10009] = "RightRed2P",
[10010] = "右側の面へのキーの割り当て\nを設定します。",
[10011] = "LeftBlue2P",
[10012] = "左側のふちへのキーの\n割り当てを設定します。",
[10013] = "RightBlue2P",
[10014] = "右側のふちへのキーの\n割り当てを設定します。",
};
}
}

View File

@ -105,37 +105,19 @@ namespace TJAPlayer3
CLangManager.LangInstance.GetString(11));
this.list項目リスト.Add( this.iCommonPlaySpeed );
this.iSystemTimeStretch = new CItemToggle( "TimeStretch", TJAPlayer3.ConfigIni.bTimeStretch,
"演奏速度の変更方式:\n" +
"ONにすると、演奏速度の変更を、\n" +
"周波数変更ではなく\n" +
"タイムストレッチで行います。" +
"\n" +
"これをONにすると、サウンド処理に\n" +
"より多くのCPU性能を使用します。\n" +
"また、演奏速度をx0.850以下にすると、\n" +
"チップのズレが大きくなります。",
"How to change the playing speed:\n" +
"Turn ON to use time stretch\n" +
"to change the play speed." +
"\n" +
"If you set TimeStretch=ON, it usese\n" +
"more CPU power. And some sound\n" +
"lag occurs slower than x0.900.");
this.iSystemTimeStretch = new CItemToggle(CLangManager.LangInstance.GetString(10018), TJAPlayer3.ConfigIni.bTimeStretch,
CLangManager.LangInstance.GetString(18));
this.list項目リスト.Add( this.iSystemTimeStretch );
this.iSystemFullscreen = new CItemToggle( "Fullscreen", TJAPlayer3.ConfigIni.b全画面モード,
"画面モード設定:\nON で全画面モード、OFF でウィンド\nウモードになります。",
"Fullscreen mode or window mode." );
this.iSystemFullscreen = new CItemToggle(CLangManager.LangInstance.GetString(10019), TJAPlayer3.ConfigIni.b全画面モード,
CLangManager.LangInstance.GetString(19));
this.list項目リスト.Add( this.iSystemFullscreen );
this.iSystemStageFailed = new CItemToggle( "StageFailed", TJAPlayer3.ConfigIni.bSTAGEFAILED有効,
"STAGE FAILED 有効:\nON にすると、ゲージがなくなった時\nに STAGE FAILED となり演奏が中断\nされます。OFF の場合は、ゲージが\nなくなっても最後まで演奏できます。",
"Turn OFF if you don't want to encount\n GAME OVER." );
this.iSystemStageFailed = new CItemToggle(CLangManager.LangInstance.GetString(10020), TJAPlayer3.ConfigIni.bSTAGEFAILED有効,
CLangManager.LangInstance.GetString(20));
this.list項目リスト.Add( this.iSystemStageFailed );
this.iSystemRandomFromSubBox = new CItemToggle( "RandSubBox", TJAPlayer3.ConfigIni.bランダムセレクトで子BOXを検索対象とする,
"子BOXをRANDOMの対象とする\nON にすると、RANDOM SELECT 時\nに子BOXも選択対象とします。",
"Turn ON to use child BOX (subfolders)\n at RANDOM SELECT." );
this.iSystemRandomFromSubBox = new CItemToggle(CLangManager.LangInstance.GetString(10021), TJAPlayer3.ConfigIni.bランダムセレクトで子BOXを検索対象とする,
CLangManager.LangInstance.GetString(21));
this.list項目リスト.Add( this.iSystemRandomFromSubBox );
@ -158,37 +140,29 @@ namespace TJAPlayer3
// "Note: This setting is effetive\n" +
// " only when DirectSound is used.");
//this.list項目リスト.Add( this.iSystemAdjustWaves );
this.iSystemVSyncWait = new CItemToggle( "VSyncWait", TJAPlayer3.ConfigIni.b垂直帰線待ちを行う,
"垂直帰線同期:\n画面の描画をディスプレイの垂直帰\n線中に行なう場合には ON を指定し\nます。ON にすると、ガタつきのない\n滑らかな画面描画が実現されます。",
"Turn ON to wait VSync (Vertical\n Synchronizing signal) at every\n drawings. (so FPS becomes 60)\nIf you have enough CPU/GPU power,\n the scroll would become smooth." );
this.iSystemVSyncWait = new CItemToggle(CLangManager.LangInstance.GetString(10022), TJAPlayer3.ConfigIni.b垂直帰線待ちを行う,
CLangManager.LangInstance.GetString(22));
this.list項目リスト.Add( this.iSystemVSyncWait );
this.iSystemAVI = new CItemToggle( "AVI", TJAPlayer3.ConfigIni.bAVI有効,
"AVIの使用\n動画(AVI)を再生可能にする場合に\nON にします。AVI の再生には、それ\nなりのマシンパワーが必要とされます。",
"To use AVI playback or not." );
this.iSystemAVI = new CItemToggle(CLangManager.LangInstance.GetString(10023), TJAPlayer3.ConfigIni.bAVI有効,
CLangManager.LangInstance.GetString(23));
this.list項目リスト.Add( this.iSystemAVI );
this.iSystemBGA = new CItemToggle( "BGA", TJAPlayer3.ConfigIni.bBGA有効,
"BGAの使用\n画像(BGA)を表示可能にする場合に\nON にします。BGA の再生には、それ\nなりのマシンパワーが必要とされます。",
"To draw BGA (back ground animations)\n or not." );
this.iSystemBGA = new CItemToggle(CLangManager.LangInstance.GetString(10024), TJAPlayer3.ConfigIni.bBGA有効,
CLangManager.LangInstance.GetString(24));
this.list項目リスト.Add( this.iSystemBGA );
this.iSystemPreviewSoundWait = new CItemInteger( "PreSoundWait", 0, 0x2710, TJAPlayer3.ConfigIni.n曲が選択されてからプレビュー音が鳴るまでのウェイトms,
"プレビュー音演奏までの時間:\n曲にカーソルが合わされてからプレ\nビュー音が鳴り始めるまでの時間を\n指定します。\n0 10000 [ms] が指定可能です。",
"Delay time(ms) to start playing preview\n sound in SELECT MUSIC screen.\nYou can specify from 0ms to 10000ms." );
this.iSystemPreviewSoundWait = new CItemInteger(CLangManager.LangInstance.GetString(10025), 0, 0x2710, TJAPlayer3.ConfigIni.n曲が選択されてからプレビュー音が鳴るまでのウェイトms,
CLangManager.LangInstance.GetString(25));
this.list項目リスト.Add( this.iSystemPreviewSoundWait );
this.iSystemPreviewImageWait = new CItemInteger( "PreImageWait", 0, 0x2710, TJAPlayer3.ConfigIni.n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms,
"プレビュー画像表示までの時間:\n曲にカーソルが合わされてからプレ\nビュー画像が表示されるまでの時間\nを指定します。\n0 10000 [ms] が指定可能です。",
"Delay time(ms) to show preview image\n in SELECT MUSIC screen.\nYou can specify from 0ms to 10000ms." );
this.iSystemPreviewImageWait = new CItemInteger(CLangManager.LangInstance.GetString(10026), 0, 0x2710, TJAPlayer3.ConfigIni.n曲が選択されてからプレビュー画像が表示開始されるまでのウェイトms,
CLangManager.LangInstance.GetString(26));
this.list項目リスト.Add( this.iSystemPreviewImageWait );
this.iSystemDebugInfo = new CItemToggle( "Debug Info", TJAPlayer3.ConfigIni.b演奏情報を表示する,
"演奏情報の表示:\n演奏中、BGA領域の下部に演奏情報\nFPS、BPM、演奏時間などを表示し\nます。\nまた、小節線の横に小節番号が表示\nされるようになります。",
"To show song informations on playing\n BGA area. (FPS, BPM, total time etc)\nYou can ON/OFF the indications\n by pushing [Del] while playing drums" );
this.iSystemDebugInfo = new CItemToggle(CLangManager.LangInstance.GetString(10027), TJAPlayer3.ConfigIni.b演奏情報を表示する,
CLangManager.LangInstance.GetString(27));
this.list項目リスト.Add( this.iSystemDebugInfo );
this.iSystemBGAlpha = new CItemInteger( "BG Alpha", 0, 0xff, TJAPlayer3.ConfigIni.n背景の透過度,
"背景画像の半透明割合:\n背景画像をDTXManiaのフレーム画像\nと合成する際の、背景画像の透明度\nを指定します。\n0 が完全透明で、255 が完全不透明\nとなります。",
"The degree for transparing playing\n screen and wallpaper.\n\n0=completely transparent,\n255=no transparency" );
this.iSystemBGAlpha = new CItemInteger(CLangManager.LangInstance.GetString(10028), 0, 0xff, TJAPlayer3.ConfigIni.n背景の透過度,
CLangManager.LangInstance.GetString(28));
this.list項目リスト.Add( this.iSystemBGAlpha );
this.iSystemBGMSound = new CItemToggle( "BGM Sound", TJAPlayer3.ConfigIni.bBGM音を発声する,
"BGMの再生\nこれをOFFにすると、BGM を再生しな\nくなります。",
"Turn OFF if you don't want to play\n BGM." );
this.iSystemBGMSound = new CItemToggle(CLangManager.LangInstance.GetString(10029), TJAPlayer3.ConfigIni.bBGM音を発声する,
CLangManager.LangInstance.GetString(29));
this.list項目リスト.Add( this.iSystemBGMSound );
//this.iSystemAudienceSound = new CItemToggle( "Audience", CDTXMania.ConfigIni.b歓声を発声する,
// "歓声の再生:\nこれをOFFにすると、歓声を再生しな\nくなります。",
@ -199,49 +173,40 @@ namespace TJAPlayer3
// "Damage level at missing (and\n recovering level) at playing.\nThis setting is ignored when Risky >= 1.",
// new string[] { "Small", "Normal", "Large" } );
//this.list項目リスト.Add( this.iSystemDamageLevel );
this.iSystemSaveScore = new CItemToggle( "SaveScore", TJAPlayer3.ConfigIni.bScoreIniを出力する,
"演奏記録の保存:\nON で演奏記録を .score.ini ファイ\nルに保存します。\n",
"To save high-scores/skills, turn it ON.\nTurn OFF in case your song data are\n in read-only media (CD-ROM etc).\nNote that the score files also contain\n 'BGM Adjust' parameter. So if you\n want to keep adjusting parameter,\n you need to set SaveScore=ON." );
this.iSystemSaveScore = new CItemToggle(CLangManager.LangInstance.GetString(10030), TJAPlayer3.ConfigIni.bScoreIniを出力する,
CLangManager.LangInstance.GetString(30));
this.list項目リスト.Add( this.iSystemSaveScore );
this.iSystemApplyLoudnessMetadata = new CItemToggle( "Apply Loudness Metadata", TJAPlayer3.ConfigIni.ApplyLoudnessMetadata,
"BS1770GAIN によるラウドネスメータの測量を適用します。\n利用するにはBS1770GAINが必要です。",
"To apply BS1770GAIN loudness\nmetadata when playing songs, turn it ON.\nTurn OFF if you prefer to use only\nthe main song level controls.\nIt needs BS1770GAIN." );
this.iSystemApplyLoudnessMetadata = new CItemToggle(CLangManager.LangInstance.GetString(10031), TJAPlayer3.ConfigIni.ApplyLoudnessMetadata,
CLangManager.LangInstance.GetString(31));
this.list項目リスト.Add( this.iSystemApplyLoudnessMetadata );
this.iSystemTargetLoudness = new CItemInteger( "Target Loudness", (int)Math.Round(CSound.MinimumLufs.ToDouble() * 10.0), (int)Math.Round(CSound.MaximumLufs.ToDouble() * 10.0), (int)Math.Round(TJAPlayer3.ConfigIni.TargetLoudness * 10.0),
"BS1770GAIN によるラウドネスメータの目標値を指定します。",
"When applying BS1770GAIN loudness\nmetadata while playing songs, song levels\nwill be adjusted to target this loudness,\nmeasured in cB (centibels) relative to full scale.\n");
this.iSystemTargetLoudness = new CItemInteger(CLangManager.LangInstance.GetString(10032), (int)Math.Round(CSound.MinimumLufs.ToDouble() * 10.0), (int)Math.Round(CSound.MaximumLufs.ToDouble() * 10.0), (int)Math.Round(TJAPlayer3.ConfigIni.TargetLoudness * 10.0),
CLangManager.LangInstance.GetString(32));
this.list項目リスト.Add( this.iSystemTargetLoudness );
this.iSystemApplySongVol = new CItemToggle( "Apply SONGVOL", TJAPlayer3.ConfigIni.ApplySongVol,
".tjaファイルのSONGVOLヘッダを音源の音量に適用します。設定による音量調整を使用する場合はこの設定をOFFにしてください。",
"To apply .tja SONGVOL properties when playing\nsongs, turn it ON. Turn OFF if you prefer to\nuse only the main song level controls." );
this.iSystemApplySongVol = new CItemToggle(CLangManager.LangInstance.GetString(10033), TJAPlayer3.ConfigIni.ApplySongVol,
CLangManager.LangInstance.GetString(33));
this.list項目リスト.Add( this.iSystemApplySongVol );
this.iSystemSoundEffectLevel = new CItemInteger( "Sound Effect Level", CSound.MinimumGroupLevel, CSound.MaximumGroupLevel, TJAPlayer3.ConfigIni.SoundEffectLevel,
$"効果音の音量を調節します。\n{CSound.MinimumGroupLevel} {CSound.MaximumGroupLevel} % の値が指定可能です。\n",
$"The level adjustment for sound effects.\nYou can specify from {CSound.MinimumGroupLevel} to {CSound.MaximumGroupLevel}%." );
this.iSystemSoundEffectLevel = new CItemInteger(CLangManager.LangInstance.GetString(10034), CSound.MinimumGroupLevel, CSound.MaximumGroupLevel, TJAPlayer3.ConfigIni.SoundEffectLevel,
CLangManager.LangInstance.GetString(34));
this.list項目リスト.Add( this.iSystemSoundEffectLevel );
this.iSystemVoiceLevel = new CItemInteger( "Voice Level", CSound.MinimumGroupLevel, CSound.MaximumGroupLevel, TJAPlayer3.ConfigIni.VoiceLevel,
$"各画面で流れるボイス、コンボボイスの音量を調節します。\n{CSound.MinimumGroupLevel} {CSound.MaximumGroupLevel} % の値が指定可能です。\n",
$"The level adjustment for voices.\nYou can specify from {CSound.MinimumGroupLevel} to {CSound.MaximumGroupLevel}%." );
this.iSystemVoiceLevel = new CItemInteger(CLangManager.LangInstance.GetString(10035), CSound.MinimumGroupLevel, CSound.MaximumGroupLevel, TJAPlayer3.ConfigIni.VoiceLevel,
CLangManager.LangInstance.GetString(35));
this.list項目リスト.Add( this.iSystemVoiceLevel );
this.iSystemSongPlaybackLevel = new CItemInteger( "Song Playback Level", CSound.MinimumGroupLevel, CSound.MaximumGroupLevel, TJAPlayer3.ConfigIni.SongPlaybackLevel,
$"ゲーム中の音源の音量を調節します。\n{CSound.MinimumGroupLevel} {CSound.MaximumGroupLevel} % の値が指定可能です。\n",
$"The level adjustment for songs during gameplay.\nYou can specify from {CSound.MinimumGroupLevel} to {CSound.MaximumGroupLevel}%." );
this.iSystemSongPlaybackLevel = new CItemInteger(CLangManager.LangInstance.GetString(10036), CSound.MinimumGroupLevel, CSound.MaximumGroupLevel, TJAPlayer3.ConfigIni.SongPlaybackLevel,
CLangManager.LangInstance.GetString(36));
this.list項目リスト.Add( this.iSystemSongPlaybackLevel );
this.iSystemKeyboardSoundLevelIncrement = new CItemInteger( "Keyboard Level Increment", 1, 20, TJAPlayer3.ConfigIni.KeyboardSoundLevelIncrement,
"キーボードで音量調整をするときの増加量、減少量を指定します。\n1 20 の値が指定可能です。\n",
"The amount of sound level change for each press\nof a sound level control key.\nYou can specify from 1 to 20." );
this.iSystemKeyboardSoundLevelIncrement = new CItemInteger(CLangManager.LangInstance.GetString(10037), 1, 20, TJAPlayer3.ConfigIni.KeyboardSoundLevelIncrement,
CLangManager.LangInstance.GetString(37));
this.list項目リスト.Add( this.iSystemKeyboardSoundLevelIncrement );
this.MusicPreTimeMs = new CItemInteger("MusicPreTimeMs", 0, 10000, TJAPlayer3.ConfigIni.MusicPreTimeMs,
"音源再生前の空白時間 (ms)。\n",
"Blank time before music source to play. (ms)\n");
this.MusicPreTimeMs = new CItemInteger(CLangManager.LangInstance.GetString(10038), 0, 10000, TJAPlayer3.ConfigIni.MusicPreTimeMs,
CLangManager.LangInstance.GetString(38));
this.list項目リスト.Add(this.MusicPreTimeMs);
//this.iSystemStoicMode = new CItemToggle( "StoicMode", CDTXMania.ConfigIni.bストイックモード,
@ -253,15 +218,13 @@ namespace TJAPlayer3
// "About displaying the lag from\n the \"just timing\".\n OFF: Don't show it.\n ON: Show it.\n GREAT-: Show it except you've\n gotten PERFECT.",
// new string[] { "OFF", "ON", "GREAT-" } );
//this.list項目リスト.Add( this.iSystemShowLag );
this.iSystemAutoResultCapture = new CItemToggle( "Autosaveresult", TJAPlayer3.ConfigIni.bIsAutoResultCapture,
"リザルト画像自動保存機能:\nONにすると、ハイスコア/ハイスキル時に\n自動でリザルト画像を曲データと同じ\nフォルダに保存します。",
"AutoSaveResult:\nTurn ON to save your result screen\n image automatically when you get\n hiscore/hiskill." );
this.iSystemAutoResultCapture = new CItemToggle(CLangManager.LangInstance.GetString(10039), TJAPlayer3.ConfigIni.bIsAutoResultCapture,
CLangManager.LangInstance.GetString(39));
this.list項目リスト.Add( this.iSystemAutoResultCapture );
SendDiscordPlayingInformation = new CItemToggle(nameof(SendDiscordPlayingInformation),
TJAPlayer3.ConfigIni.SendDiscordPlayingInformation,
"Discordに再生中の譜面情報を送信する",
"Share Playing .tja file infomation on Discord.");
SendDiscordPlayingInformation = new CItemToggle(CLangManager.LangInstance.GetString(10040),
TJAPlayer3.ConfigIni.SendDiscordPlayingInformation,
CLangManager.LangInstance.GetString(40));
list項目リスト.Add(SendDiscordPlayingInformation);
//this.iSystemJudgeDispPriority = new CItemList( "JudgePriority", CItemBase.Eパネル種別.通常, (int) CDTXMania.ConfigIni.e判定表示優先度,
@ -278,81 +241,28 @@ namespace TJAPlayer3
// new string[] { "Under", "Over" } );
//this.list項目リスト.Add( this.iSystemJudgeDispPriority );
this.iSystemBufferedInput = new CItemToggle( "BufferedInput", TJAPlayer3.ConfigIni.bバッファ入力を行う,
"バッファ入力モード:\nON にすると、FPS を超える入力解像\n度を実現します。\nOFF にすると、入力解像度は FPS に\n等しくなります。",
"To select joystick input method.\n\nON to use buffer input. No lost/lags.\nOFF to use realtime input. It may\n causes lost/lags for input.\n Moreover, input frequency is\n synchronized with FPS." );
this.iSystemBufferedInput = new CItemToggle(CLangManager.LangInstance.GetString(10041), TJAPlayer3.ConfigIni.bバッファ入力を行う,
CLangManager.LangInstance.GetString(41));
this.list項目リスト.Add( this.iSystemBufferedInput );
this.iLogOutputLog = new CItemToggle( "TraceLog", TJAPlayer3.ConfigIni.bログ出力,
"Traceログ出力\nDTXManiaLog.txt にログを出力します。\n変更した場合は、DTXMania の再起動\n後に有効となります。",
"Turn ON to put debug log to\n DTXManiaLog.txt\nTo take it effective, you need to\n re-open DTXMania." );
this.iLogOutputLog = new CItemToggle(CLangManager.LangInstance.GetString(10042), TJAPlayer3.ConfigIni.bログ出力,
CLangManager.LangInstance.GetString(42));
this.list項目リスト.Add( this.iLogOutputLog );
// #24820 2013.1.3 yyagi
this.iSystemSoundType = new CItemList("SoundType", CItemList.Eパネル種別., TJAPlayer3.ConfigIni.nSoundDeviceType,
"サウンドの出力方式:\n" +
"WASAPI, ASIO, DSound(DirectSound)\n" +
"の中からサウンド出力方式を選択\n" +
"します。\n" +
"WASAPIはVista以降でのみ使用可能\n" +
"です。ASIOは対応機器でのみ使用\n" +
"可能です。\n" +
"WASAPIかASIOを指定することで、\n" +
"遅延の少ない演奏を楽しむことが\n" +
"できます。\n" +
"\n" +
"※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。",
"Sound output type:\n" +
"You can choose WASAPI, ASIO or\n" +
"DShow(DirectShow).\n" +
"WASAPI can use only after Vista.\n" +
"ASIO can use on the\n" +
"\"ASIO-supported\" sound device.\n" +
"You should use WASAPI or ASIO\n" +
"to decrease the sound lag.\n" +
"\n" +
"Note: Exit CONFIGURATION to make\n" +
" the setting take effect.",
this.iSystemSoundType = new CItemList(CLangManager.LangInstance.GetString(10043), CItemList.Eパネル種別., TJAPlayer3.ConfigIni.nSoundDeviceType,
CLangManager.LangInstance.GetString(43),
new string[] { "DSound", "ASIO", "WASAPI" });
this.list項目リスト.Add(this.iSystemSoundType);
// #24820 2013.1.15 yyagi
this.iSystemWASAPIBufferSizeMs = new CItemInteger( "WASAPIBufSize", 0, 99999, TJAPlayer3.ConfigIni.nWASAPIBufferSizeMs,
"WASAPI使用時のバッファサイズ:\n" +
"099999ms を指定可能です。\n" +
"0を指定すると、OSがバッファの\n" +
"サイズを自動設定します。\n" +
"値を小さくするほど発音ラグが\n" +
"減少しますが、音割れや異常動作を\n" +
"引き起こす場合があります。\n" +
"※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。",
"Sound buffer size for WASAPI:\n" +
"You can set from 0 to 99999ms.\n" +
"Set 0 to use a default sysytem\n" +
"buffer size.\n" +
"Smaller value makes smaller lag,\n" +
"but it may cause sound troubles.\n" +
"\n" +
"Note: Exit CONFIGURATION to make\n" +
" the setting take effect." );
this.iSystemWASAPIBufferSizeMs = new CItemInteger(CLangManager.LangInstance.GetString(10044), 0, 99999, TJAPlayer3.ConfigIni.nWASAPIBufferSizeMs,
CLangManager.LangInstance.GetString(44));
this.list項目リスト.Add( this.iSystemWASAPIBufferSizeMs );
// #24820 2013.1.17 yyagi
string[] asiodevs = CEnumerateAllAsioDevices.GetAllASIODevices();
this.iSystemASIODevice = new CItemList( "ASIO device", CItemList.Eパネル種別., TJAPlayer3.ConfigIni.nASIODevice,
"ASIOデバイス:\n" +
"ASIO使用時のサウンドデバイスを\n" +
"選択します。\n" +
"\n" +
"※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。",
"ASIO Sound Device:\n" +
"Select the sound device to use\n" +
"under ASIO mode.\n" +
"\n" +
"Note: Exit CONFIGURATION to make\n" +
" the setting take effect.",
this.iSystemASIODevice = new CItemList(CLangManager.LangInstance.GetString(10045), CItemList.Eパネル種別., TJAPlayer3.ConfigIni.nASIODevice,
CLangManager.LangInstance.GetString(45),
asiodevs );
this.list項目リスト.Add( this.iSystemASIODevice );
@ -383,82 +293,45 @@ namespace TJAPlayer3
//this.list項目リスト.Add( this.iSystemASIOBufferSizeMs );
// #33689 2014.6.17 yyagi
this.iSystemSoundTimerType = new CItemToggle( "UseOSTimer", TJAPlayer3.ConfigIni.bUseOSTimer,
"OSタイマーを使用するかどうか:\n" +
"演奏タイマーとして、DTXMania独自の\n" +
"タイマーを使うか、OS標準のタイマー\n" +
"を使うかを選択します。\n" +
"OS標準タイマーを使うとスクロールが\n" +
"滑らかになりますが、演奏で音ズレが\n" +
"発生することがあります。(そのため\n" +
"AdjustWavesの効果が適用されます。)\n" +
"\n" +
"この指定はWASAPI/ASIO使用時のみ有効\n" +
"です。\n",
"Use OS Timer or not:\n" +
"If this settings is ON, DTXMania uses\n" +
"OS Standard timer. It brings smooth\n" +
"scroll, but may cause some sound lag.\n" +
"(so AdjustWaves is also avilable)\n" +
"\n" +
"If OFF, DTXMania uses its original\n" +
"timer and the effect is vice versa.\n" +
"\n" +
"This settings is avilable only when\n" +
"you uses WASAPI/ASIO.\n"
);
this.iSystemSoundTimerType = new CItemToggle(CLangManager.LangInstance.GetString(10046), TJAPlayer3.ConfigIni.bUseOSTimer,
CLangManager.LangInstance.GetString(46));
this.list項目リスト.Add( this.iSystemSoundTimerType );
ShowChara = new CItemToggle("ShowChara", TJAPlayer3.ConfigIni.ShowChara,
"キャラクター画像を表示するかどうか\n",
"Show Character Images.\n" +
"");
ShowChara = new CItemToggle(CLangManager.LangInstance.GetString(10047), TJAPlayer3.ConfigIni.ShowChara,
CLangManager.LangInstance.GetString(47));
this.list項目リスト.Add(ShowChara);
ShowDancer = new CItemToggle("ShowDancer", TJAPlayer3.ConfigIni.ShowDancer,
"ダンサー画像を表示するかどうか\n",
"Show Dancer Images.\n" +
"");
ShowDancer = new CItemToggle(CLangManager.LangInstance.GetString(10048), TJAPlayer3.ConfigIni.ShowDancer,
CLangManager.LangInstance.GetString(48));
this.list項目リスト.Add(ShowDancer);
ShowMob = new CItemToggle("ShowMob", TJAPlayer3.ConfigIni.ShowMob,
"モブ画像を表示するかどうか\n",
"Show Mob Images.\n" +
"");
ShowMob = new CItemToggle(CLangManager.LangInstance.GetString(10049), TJAPlayer3.ConfigIni.ShowMob,
CLangManager.LangInstance.GetString(49));
this.list項目リスト.Add(ShowMob);
ShowRunner = new CItemToggle("ShowRunner", TJAPlayer3.ConfigIni.ShowRunner,
"ランナー画像を表示するかどうか\n",
"Show Runner Images.\n" +
"");
ShowRunner = new CItemToggle(CLangManager.LangInstance.GetString(10050), TJAPlayer3.ConfigIni.ShowRunner,
CLangManager.LangInstance.GetString(50));
this.list項目リスト.Add(ShowRunner);
ShowFooter = new CItemToggle("ShowFooter", TJAPlayer3.ConfigIni.ShowFooter,
"フッター画像を表示するかどうか\n",
"Show Footer Image.\n" +
"");
ShowFooter = new CItemToggle(CLangManager.LangInstance.GetString(10051), TJAPlayer3.ConfigIni.ShowFooter,
CLangManager.LangInstance.GetString(51));
this.list項目リスト.Add(ShowFooter);
FastRender = new CItemToggle(nameof(FastRender), TJAPlayer3.ConfigIni.FastRender,
"事前画像描画機能を使うかどうか。\n",
"Use pre-textures render.\n");
FastRender = new CItemToggle(CLangManager.LangInstance.GetString(10052), TJAPlayer3.ConfigIni.FastRender,
CLangManager.LangInstance.GetString(52));
this.list項目リスト.Add(FastRender);
ShowPuchiChara = new CItemToggle("ShowPuchiChara", TJAPlayer3.ConfigIni.ShowPuchiChara,
"ぷちキャラ画像を表示するかどうか\n",
"Show PuchiChara Images.\n" +
"");
ShowPuchiChara = new CItemToggle(CLangManager.LangInstance.GetString(10053), TJAPlayer3.ConfigIni.ShowPuchiChara,
CLangManager.LangInstance.GetString(53));
this.list項目リスト.Add(ShowPuchiChara);
this.iSystemSkinSubfolder = new CItemList("Skin (全体)", CItemBase.Eパネル種別., nSkinIndex,
"スキン切替:\n" +
"スキンを切り替えます。\n",
this.iSystemSkinSubfolder = new CItemList(CLangManager.LangInstance.GetString(10054), CItemBase.Eパネル種別., nSkinIndex,
CLangManager.LangInstance.GetString(54),
//"CONFIGURATIONを抜けると、設定した\n" +
//"スキンに変更されます。",
"Skin:\n" +
"Change skin.",
skinNames);
this.list項目リスト.Add(this.iSystemSkinSubfolder);
//this.iSystemUseBoxDefSkin = new CItemToggle( "Skin (Box)", CDTXMania.ConfigIni.bUseBoxDefSkin,
@ -475,9 +348,8 @@ namespace TJAPlayer3
//this.list項目リスト.Add( this.iSystemUseBoxDefSkin );
this.iSystemGoToKeyAssign = new CItemBase( "System Keys", CItemBase.Eパネル種別.,
"システムのキー入力に関する項目を設\n定します。",
"Settings for the system key/pad inputs." );
this.iSystemGoToKeyAssign = new CItemBase(CLangManager.LangInstance.GetString(10055), CItemBase.Eパネル種別.,
CLangManager.LangInstance.GetString(55));
this.list項目リスト.Add( this.iSystemGoToKeyAssign );
OnListMenuの初期化();
@ -489,7 +361,11 @@ namespace TJAPlayer3
}
#endregion
#region [ t項目リストの設定_Drums() ]
public void t項目リストの設定_Drums()
{
this.tConfigIniへ記録する();
@ -497,191 +373,109 @@ namespace TJAPlayer3
// #27029 2012.1.5 from: 説明文は最大9行→13行に変更。
this.iDrumsReturnToMenu = new CItemBase( "<< Return To Menu", CItemBase.Eパネル種別.,
"左側のメニューに戻ります。",
"Return to left menu." );
this.iDrumsReturnToMenu = new CItemBase(CLangManager.LangInstance.GetString(2), CItemBase.Eパネル種別.,
CLangManager.LangInstance.GetString(3));
this.list項目リスト.Add( this.iDrumsReturnToMenu );
#region [ AutoPlay ]
this.iTaikoAutoPlay = new CItemToggle( "AUTO PLAY", TJAPlayer3.ConfigIni.b太鼓パートAutoPlay,
"すべての音符を自動で演奏します。\n" +
"",
"To play both Taiko\n" +
" automatically." );
this.iTaikoAutoPlay = new CItemToggle(CLangManager.LangInstance.GetString(56), TJAPlayer3.ConfigIni.b太鼓パートAutoPlay,
CLangManager.LangInstance.GetString(57));
this.list項目リスト.Add( this.iTaikoAutoPlay );
this.iTaikoAutoPlay2P = new CItemToggle( "AUTO PLAY 2P", TJAPlayer3.ConfigIni.b太鼓パートAutoPlay2P,
"すべての音符を自動で演奏します。\n" +
"",
"To play both Taiko\n" +
" automatically." );
this.iTaikoAutoPlay2P = new CItemToggle(CLangManager.LangInstance.GetString(58), TJAPlayer3.ConfigIni.b太鼓パートAutoPlay2P,
CLangManager.LangInstance.GetString(59));
this.list項目リスト.Add( this.iTaikoAutoPlay2P );
this.iTaikoAutoRoll = new CItemToggle( "AUTO Roll", TJAPlayer3.ConfigIni.bAuto先生の連打,
"OFFにするとAUTO先生が黄色連打を\n" +
"叩かなくなります。",
"To play both Taiko\n" +
" automatically." );
this.iTaikoAutoRoll = new CItemToggle(CLangManager.LangInstance.GetString(60), TJAPlayer3.ConfigIni.bAuto先生の連打,
CLangManager.LangInstance.GetString(61));
this.list項目リスト.Add( this.iTaikoAutoRoll );
#endregion
this.iDrumsScrollSpeed = new CItemInteger( "ScrollSpeed", 0, 0x7cf, TJAPlayer3.ConfigIni.n譜面スクロール速度.Drums,
"演奏時のドラム譜面のスクロールの\n" +
"速度を指定します。\n" +
"x0.1 x200.0 を指定可能です。",
"To change the scroll speed for the\n" +
"drums lanes.\n" +
"You can set it from x0.1 to x200.0.\n" +
"(ScrollSpeed=x0.5 means half speed)" );
this.iDrumsScrollSpeed = new CItemInteger(CLangManager.LangInstance.GetString(62), 0, 0x7cf, TJAPlayer3.ConfigIni.n譜面スクロール速度.Drums,
CLangManager.LangInstance.GetString(63));
this.list項目リスト.Add( this.iDrumsScrollSpeed );
this.iSystemRisky = new CItemInteger( "Risky", 0, 10, TJAPlayer3.ConfigIni.nRisky,
"Riskyモードの設定:\n" +
"1以上の値にすると、その回数分の\n" +
"不可で演奏が強制終了します。\n" +
"0にすると無効になり、\n" +
"ノルマゲージのみになります。\n" +
"\n" +
"",
"Risky mode:\n" +
"Set over 1, in case you'd like to specify\n" +
" the number of Poor/Miss times to be\n" +
" FAILED.\n" +
"Set 0 to disable Risky mode." );
this.iSystemRisky = new CItemInteger(CLangManager.LangInstance.GetString(64), 0, 10, TJAPlayer3.ConfigIni.nRisky,
CLangManager.LangInstance.GetString(65));
this.list項目リスト.Add( this.iSystemRisky );
this.iTaikoRandom = new CItemList( "Random", CItemBase.Eパネル種別., (int) TJAPlayer3.ConfigIni.eRandom.Taiko,
"いわゆるランダム。\n RANDOM: ちょっと変わる\n MIRROR: あべこべ \n SUPER: そこそこヤバい\n HYPER: 結構ヤバい\nなお、実装は適当な模様",
"Notes come randomly.\n\n Part: swapping lanes randomly for each\n measures.\n Super: swapping chip randomly\n Hyper: swapping randomly\n (number of lanes also changes)",
this.iTaikoRandom = new CItemList(CLangManager.LangInstance.GetString(66), CItemBase.Eパネル種別., (int) TJAPlayer3.ConfigIni.eRandom.Taiko,
CLangManager.LangInstance.GetString(67),
new string[] { "OFF", "RANDOM", "MIRROR", "SUPER", "HYPER" } );
this.list項目リスト.Add( this.iTaikoRandom );
this.iTaikoStealth = new CItemList( "Stealth", CItemBase.Eパネル種別., (int) TJAPlayer3.ConfigIni.eSTEALTH,
"DORON:ドロン\n"+
"STEALTH:ステルス",
"DORON:Hidden for NoteImage.\n"+
"STEALTH:Hidden for NoteImage and SeNotes",
this.iTaikoStealth = new CItemList(CLangManager.LangInstance.GetString(68), CItemBase.Eパネル種別., (int) TJAPlayer3.ConfigIni.eSTEALTH,
CLangManager.LangInstance.GetString(69),
new string[] { "OFF", "DORON", "STEALTH" } );
this.list項目リスト.Add( this.iTaikoStealth );
this.iTaikoNoInfo = new CItemToggle( "NoInfo", TJAPlayer3.ConfigIni.bNoInfo,
"有効にすると曲情報などが見えなくなります。\n" +
"",
"It becomes MISS to hit pad without\n" +
" chip." );
this.iTaikoNoInfo = new CItemToggle(CLangManager.LangInstance.GetString(70), TJAPlayer3.ConfigIni.bNoInfo,
CLangManager.LangInstance.GetString(71));
this.list項目リスト.Add( this.iTaikoNoInfo );
this.iTaikoJust = new CItemToggle( "JUST", TJAPlayer3.ConfigIni.bJust,
"有効にすると「良」以外の判定が全て不可になります。\n" +
"",
"有効にすると「良」以外の判定が全て不可になります。" );
this.iTaikoJust = new CItemToggle(CLangManager.LangInstance.GetString(72), TJAPlayer3.ConfigIni.bJust,
CLangManager.LangInstance.GetString(73));
this.list項目リスト.Add( this.iTaikoJust );
this.iDrumsTight = new CItemToggle( "Tight", TJAPlayer3.ConfigIni.bTight,
"ドラムチップのないところでパッドを\n" +
"叩くとミスになります。",
"It becomes MISS to hit pad without\n" +
" chip." );
this.iDrumsTight = new CItemToggle(CLangManager.LangInstance.GetString(74), TJAPlayer3.ConfigIni.bTight,
CLangManager.LangInstance.GetString(75));
this.list項目リスト.Add( this.iDrumsTight );
this.iSystemMinComboDrums = new CItemInteger( "D-MinCombo", 1, 0x1869f, TJAPlayer3.ConfigIni.n表示可能な最小コンボ数.Drums,
"表示可能な最小コンボ数(ドラム):\n" +
"画面に表示されるコンボの最小の数\n" +
"を指定します。\n" +
"1 99999 の値が指定可能です。",
"Initial number to show the combo\n" +
" for the drums.\n" +
"You can specify from 1 to 99999." );
this.iSystemMinComboDrums = new CItemInteger(CLangManager.LangInstance.GetString(76), 1, 0x1869f, TJAPlayer3.ConfigIni.n表示可能な最小コンボ数.Drums,
CLangManager.LangInstance.GetString(77));
this.list項目リスト.Add( this.iSystemMinComboDrums );
// #23580 2011.1.3 yyagi
this.iInputAdjustTimeMs = new CItemInteger( "InputAdjust", -99, 99, TJAPlayer3.ConfigIni.nInputAdjustTimeMs,
"ドラムの入力タイミングの微調整を\n" +
"行います。\n" +
"-99 99ms まで指定可能です。\n" +
"入力ラグを軽減するためには、負の\n" +
"値を指定してください。\n",
"To adjust the input timing.\n" +
"You can set from -99 to 99ms.\n" +
"To decrease input lag, set minus value." );
this.iInputAdjustTimeMs = new CItemInteger(CLangManager.LangInstance.GetString(78), -99, 99, TJAPlayer3.ConfigIni.nInputAdjustTimeMs,
CLangManager.LangInstance.GetString(79));
this.list項目リスト.Add( this.iInputAdjustTimeMs );
this.iTaikoDefaultCourse = new CItemList( "DefaultCourse", CItemBase.Eパネル種別., TJAPlayer3.ConfigIni.nDefaultCourse,
"デフォルトで選択される難易度\n" +
" \n" +
" ",
this.iTaikoDefaultCourse = new CItemList(CLangManager.LangInstance.GetString(80), CItemBase.Eパネル種別., TJAPlayer3.ConfigIni.nDefaultCourse,
CLangManager.LangInstance.GetString(81),
new string[] { "Easy", "Normal", "Hard", "Oni", "Edit" });
this.list項目リスト.Add(this.iTaikoDefaultCourse);
this.iTaikoScoreMode = new CItemList("ScoreMode", CItemBase.Eパネル種別., TJAPlayer3.ConfigIni.nScoreMode,
"スコア計算方法\n" +
"TYPE-A: 旧配点\n" +
"TYPE-B: 旧筐体配点\n" +
"TYPE-C: 新配点\n",
" \n" +
" \n" +
" ",
this.iTaikoScoreMode = new CItemList(CLangManager.LangInstance.GetString(82), CItemBase.Eパネル種別., TJAPlayer3.ConfigIni.nScoreMode,
CLangManager.LangInstance.GetString(83),
new string[] { "TYPE-A", "TYPE-B", "TYPE-C"});
this.list項目リスト.Add(this.iTaikoScoreMode);
ShinuchiMode = new CItemToggle(nameof(ShinuchiMode), TJAPlayer3.ConfigIni.ShinuchiMode, CItemBase.Eパネル種別.,
"真打モードを有効にする。",
"Turn on fixed score mode.");
ShinuchiMode = new CItemToggle(CLangManager.LangInstance.GetString(10084), TJAPlayer3.ConfigIni.ShinuchiMode, CItemBase.Eパネル種別.,
CLangManager.LangInstance.GetString(84));
this.list項目リスト.Add(this.ShinuchiMode);
this.iTaikoBranchGuide = new CItemToggle("BranchGuide", TJAPlayer3.ConfigIni.bBranchGuide,
"譜面分岐の参考になる数値などを表示します。\n" +
"オートプレイだと表示されません。",
"\n" +
"");
this.iTaikoBranchGuide = new CItemToggle(CLangManager.LangInstance.GetString(85), TJAPlayer3.ConfigIni.bBranchGuide,
CLangManager.LangInstance.GetString(86));
this.list項目リスト.Add(this.iTaikoBranchGuide);
this.iTaikoBranchAnime = new CItemList("BranchAnime", CItemBase.Eパネル種別., TJAPlayer3.ConfigIni.nBranchAnime,
"譜面分岐時のアニメーション\n" +
"TYPE-A: 太鼓7太鼓14\n" +
"TYPE-B: 太鼓15\n" +
" \n",
" \n" +
" \n" +
" ",
this.iTaikoBranchAnime = new CItemList(CLangManager.LangInstance.GetString(87), CItemBase.Eパネル種別., TJAPlayer3.ConfigIni.nBranchAnime,
CLangManager.LangInstance.GetString(88),
new string[] { "TYPE-A", "TYPE-B" });
this.list項目リスト.Add(this.iTaikoBranchAnime);
this.iTaikoGameMode = new CItemList("GameMode", CItemBase.Eパネル種別., (int)TJAPlayer3.ConfigIni.eGameMode,
"ゲームモード\n" +
"(1人プレイ専用)\n" +
"TYPE-A: 完走!叩ききりまショー!\n" +
"TYPE-B: 完走!叩ききりまショー!(激辛)\n" +
" \n",
" \n" +
" \n" +
" ",
this.iTaikoGameMode = new CItemList(CLangManager.LangInstance.GetString(89), CItemBase.Eパネル種別., (int)TJAPlayer3.ConfigIni.eGameMode,
CLangManager.LangInstance.GetString(90),
new string[] { "OFF", "TYPE-A", "TYPE-B" });
this.list項目リスト.Add( this.iTaikoGameMode );
this.iTaikoBigNotesJudge = new CItemToggle( "BigNotesJudge", TJAPlayer3.ConfigIni.b大音符判定,
"大音符の両手判定を有効にします。",
"大音符の両手判定を有効にします。");
this.iTaikoBigNotesJudge = new CItemToggle(CLangManager.LangInstance.GetString(91), TJAPlayer3.ConfigIni.b大音符判定,
CLangManager.LangInstance.GetString(92));
this.list項目リスト.Add( this.iTaikoBigNotesJudge );
this.iTaikoJudgeCountDisp = new CItemToggle( "JudgeCountDisp", TJAPlayer3.ConfigIni.bJudgeCountDisplay,
"左下に判定数を表示します。\n" +
"(1人プレイ専用)",
"Show the JudgeCount\n" +
"(SinglePlay Only)");
this.iTaikoJudgeCountDisp = new CItemToggle(CLangManager.LangInstance.GetString(93), TJAPlayer3.ConfigIni.bJudgeCountDisplay,
CLangManager.LangInstance.GetString(94));
this.list項目リスト.Add( this.iTaikoJudgeCountDisp );
this.iDrumsGoToKeyAssign = new CItemBase( "KEY CONFIG", CItemBase.Eパネル種別.,
"ドラムのキー入力に関する項目を設\n"+
"定します。",
"Settings for the drums key/pad inputs." );
this.iDrumsGoToKeyAssign = new CItemBase(CLangManager.LangInstance.GetString(95), CItemBase.Eパネル種別.,
CLangManager.LangInstance.GetString(96));
this.list項目リスト.Add( this.iDrumsGoToKeyAssign );
OnListMenuの初期化();
this.n現在の選択項目 = 0;
this.eメニュー種別 = Eメニュー種別.Drums;
}
#endregion
/// <summary>Sud+Hidの初期値を返す</summary>
@ -902,13 +696,11 @@ namespace TJAPlayer3
// #27029 2012.1.5 from: 説明文は最大9行→13行に変更。
this.iKeyAssignSystemReturnToMenu = new CItemBase( "<< ReturnTo Menu", CItemBase.Eパネル種別.,
"左側のメニューに戻ります。",
"Return to left menu." );
this.iKeyAssignSystemReturnToMenu = new CItemBase(CLangManager.LangInstance.GetString(2), CItemBase.Eパネル種別.,
CLangManager.LangInstance.GetString(3));
this.list項目リスト.Add( this.iKeyAssignSystemReturnToMenu );
this.iKeyAssignSystemCapture = new CItemBase( "Capture",
"キャプチャキー設定:\n画面キャプチャのキーの割り当てを設\n定します。",
"Capture key assign:\nTo assign key for screen capture.\n (You can use keyboard only. You can't\nuse pads to capture screenshot." );
this.iKeyAssignSystemCapture = new CItemBase(CLangManager.LangInstance.GetString(97),
CLangManager.LangInstance.GetString(98));
this.list項目リスト.Add( this.iKeyAssignSystemCapture );
OnListMenuの初期化();
@ -922,43 +714,34 @@ namespace TJAPlayer3
// #27029 2012.1.5 from: 説明文は最大9行→13行に変更。
this.iKeyAssignDrumsReturnToMenu = new CItemBase( "<< ReturnTo Menu", CItemBase.Eパネル種別.,
"左側のメニューに戻ります。",
"Return to left menu.");
this.iKeyAssignDrumsReturnToMenu = new CItemBase(CLangManager.LangInstance.GetString(2), CItemBase.Eパネル種別.,
CLangManager.LangInstance.GetString(3));
this.list項目リスト.Add(this.iKeyAssignDrumsReturnToMenu);
this.iKeyAssignTaikoLRed = new CItemBase( "LeftRed",
"左側の面へのキーの割り当てを設\n定します。",
"Drums key assign:\nTo assign key/pads for LeftRed\n button.");
this.iKeyAssignTaikoLRed = new CItemBase(CLangManager.LangInstance.GetString(99),
CLangManager.LangInstance.GetString(10000));
this.list項目リスト.Add(this.iKeyAssignTaikoLRed);
this.iKeyAssignTaikoRRed = new CItemBase( "RightRed",
"右側の面へのキーの割り当て\nを設定します。",
"Drums key assign:\nTo assign key/pads for RightRed\n button.");
this.iKeyAssignTaikoRRed = new CItemBase(CLangManager.LangInstance.GetString(10001),
CLangManager.LangInstance.GetString(10002));
this.list項目リスト.Add(this.iKeyAssignTaikoRRed);
this.iKeyAssignTaikoLBlue = new CItemBase( "LeftBlue",
"左側のふちへのキーの\n割り当てを設定します。",
"Drums key assign:\nTo assign key/pads for LeftBlue\n button.");
this.iKeyAssignTaikoLBlue = new CItemBase(CLangManager.LangInstance.GetString(10003),
CLangManager.LangInstance.GetString(10004));
this.list項目リスト.Add( this.iKeyAssignTaikoLBlue );
this.iKeyAssignTaikoRBlue = new CItemBase( "RightBlue",
"右側のふちへのキーの\n割り当てを設定します。",
"Drums key assign:\nTo assign key/pads for RightBlue\n button.");
this.iKeyAssignTaikoRBlue = new CItemBase(CLangManager.LangInstance.GetString(10005),
CLangManager.LangInstance.GetString(10006));
this.list項目リスト.Add( this.iKeyAssignTaikoRBlue );
this.iKeyAssignTaikoLRed2P = new CItemBase( "LeftRed2P",
"左側の面へのキーの割り当てを設\n定します。",
"Drums key assign:\nTo assign key/pads for RightCymbal\n button.");
this.iKeyAssignTaikoLRed2P = new CItemBase(CLangManager.LangInstance.GetString(10007),
CLangManager.LangInstance.GetString(10008));
this.list項目リスト.Add( this.iKeyAssignTaikoLRed2P );
this.iKeyAssignTaikoRRed2P = new CItemBase( "RightRed2P",
"右側の面へのキーの割り当て\nを設定します。",
"Drums key assign:\nTo assign key/pads for RightRed2P\n button.");
this.iKeyAssignTaikoRRed2P = new CItemBase(CLangManager.LangInstance.GetString(10009),
CLangManager.LangInstance.GetString(10010));
this.list項目リスト.Add( this.iKeyAssignTaikoRRed2P );
this.iKeyAssignTaikoLBlue2P = new CItemBase( "LeftBlue2P",
"左側のふちへのキーの\n割り当てを設定します。",
"Drums key assign:\nTo assign key/pads for LeftBlue2P\n button.");
this.iKeyAssignTaikoLBlue2P = new CItemBase(CLangManager.LangInstance.GetString(10011),
CLangManager.LangInstance.GetString(10012));
this.list項目リスト.Add( this.iKeyAssignTaikoLBlue2P );
this.iKeyAssignTaikoRBlue2P = new CItemBase( "RightBlue2P",
"右側のふちへのキーの\n割り当てを設定します。",
"Drums key assign:\nTo assign key/pads for RightBlue2P\n button.");
this.iKeyAssignTaikoRBlue2P = new CItemBase(CLangManager.LangInstance.GetString(10013),
CLangManager.LangInstance.GetString(10014));
this.list項目リスト.Add( this.iKeyAssignTaikoRBlue2P );
OnListMenuの初期化();