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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. - 70 and 71 that's the actual name.
``` ```
# Config menu text (000XX) # Config menu text (000XX & 100XX)
0 : "System language" description 0 : "System language" description
1 : "System language" option title 1 : "System language" option title
@ -20,16 +20,16 @@
11 : "Song speed" description 11 : "Song speed" description
16 : "Layout type" option title 16 : "Layout type" option title
17 : "Layout type" description 17 : "Layout type" description
18 : "Ensou speed" option title & description 18 : "Time stretch" description
19 : "Window mode" description 19 : "Full screen mode" description
20 : "Stage failed" description 20 : "Stage failed" description
21 : "Random select affects boxes" description 21 : "Random select affects boxes" description
22 : "Turn on asynchronous mode" description 22 : "VSync mode" description
23 : "AVI playback" description 23 : "AVI playback" description
24 : "BGA playback" description 24 : "BGA playback" description
25 : "Time until preview playback" description 25 : "Time until preview playback" description
26 : "Time until preview image" 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 28 : "Background picture transparency" description
29 : "BGM playback" description 29 : "BGM playback" description
30 : "Save score information" description 30 : "Save score information" description
@ -38,14 +38,14 @@
33 : "Use .tja files' SONGVOL meter" description 33 : "Use .tja files' SONGVOL meter" description
34 : "Sound effect volume" description 34 : "Sound effect volume" description
35 : "Voice and combo voice volume" description 35 : "Voice and combo voice volume" description
36 : "Volume in-game" description 36 : "Volume in-game (Song playback level)" description
37 : "Amount of 1 change in volume" description 37 : "Keyboard level increment" description
38 : "Time before song start in-game" description 38 : "Time before song start in-game" description
39 : "Auto save results" description 39 : "Auto save results" description
40 : "Discord-RPC toggle" description 40 : "Discord-RPC toggle" description
41 : "Buffer inputs" description 41 : "Buffer inputs" description
42 : "Trace log output" description 42 : "Trace log output" description
43 : "Sound output" description 43 : "Sound output type" description
44 : "WASAPI buffer size" description 44 : "WASAPI buffer size" description
45 : "ASIO device" description 45 : "ASIO device" description
46 : "OS timer" description 46 : "OS timer" description
@ -54,7 +54,7 @@
49 : "Show mob image" description 49 : "Show mob image" description
50 : "Show runner image" description 50 : "Show runner image" description
51 : "Show footer 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 53 : "Show petit-character image" description
54 : "Change skin" description 54 : "Change skin" description
55 : "System key input configuration" description 55 : "System key input configuration" description
@ -86,7 +86,7 @@
81 : "Default difficulty course" description 81 : "Default difficulty course" description
82 : "Score calculation formula" option title 82 : "Score calculation formula" option title
83 : "Score calculation formula" description 83 : "Score calculation formula" description
84 : "Shin-uchi toggle" option title & description 84 : "Shin-uchi toggle" description
85 : "Branch guide" option title 85 : "Branch guide" option title
86 : "Branch guide" description 86 : "Branch guide" description
87 : "Branch animation toggle" option title 87 : "Branch animation toggle" option title
@ -102,6 +102,60 @@
97 : "Capture key" option title 97 : "Capture key" option title
98 : "Capture key" description 98 : "Capture key" description
99 : "Left red drum key settings" option title 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) # Main Menu text (001XX)
@ -155,22 +209,4 @@
1032 : Character 1032 : Character
1033 : Dan title 1033 : Dan title
1034 : Plate 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) > * [Akasoko/TJAPlayer3](https://github.com/Akasoko-Master/TJAPlayer3)(@AkasokoR)
> * [FROM/DTXMaina](https://github.com/DTXMania)(@DTXMania) > * [FROM/DTXMaina](https://github.com/DTXMania)(@DTXMania)
> * [Kairera0467/TJAP2fPC](https://github.com/kairera0467/TJAP2fPC)(@Kairera0467) > * [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.TokkunMashInterval = 750;
this.bEndingAnime = false; this.bEndingAnime = false;
this.nPlayerCount = 1; //2017.08.18 kairera0467 マルチプレイ対応 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; FastRender = true;
MusicPreTimeMs = 1000; // 一秒 MusicPreTimeMs = 1000; // 一秒
SendDiscordPlayingInformation = true; SendDiscordPlayingInformation = true;

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@ -2,6 +2,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using FDK;
namespace TJAPlayer3 namespace TJAPlayer3
{ {
@ -44,6 +45,211 @@ namespace TJAPlayer3
"2 : Down to up diagonal\n" + "2 : Down to up diagonal\n" +
"3 : Half-circle facing right\n" + "3 : Half-circle facing right\n" +
"4 : Half-circle facing left", "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", [100] = "Taiko Mode",
[101] = "Dan-i Dojo", [101] = "Dan-i Dojo",

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

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@ -2,6 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using FDK;
namespace TJAPlayer3 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。", [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。", [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", [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", [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", [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", [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", [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。", [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", [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。", [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。", [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" + [43] = "サウンドの出力方式:\n" +
"WASAPI, ASIO, DSound(DirectSound)\n" + "WASAPI, ASIO, DSound(DirectSound)\n" +
"の中からサウンド出力方式を選択\n" + "の中からサウンド出力方式を選択\n" +
"します。\n" + "します。\n" +
"WASAPIはVista以降でのみ使用可能\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" + "です。ASIOは対応機器でのみ使用\n" +
"可能です。\n" + "可能です。\n" +
"WASAPIかASIOを指定することで、\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" + "遅延の少ない演奏を楽しむことが\n" +
"できます。\n" + "できます。\n" +
"\n" + "\n" +
"※ 設定はCONFIGURATION画面の\n" + "※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。", " 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" + [44] = "WASAPI使用時のバッファサイズ:\n" +
"099999ms を指定可能です。\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" + "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" + "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" + "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" + "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" + "引き起こす場合があります。\n" +
"※ 設定はCONFIGURATION画面の\n" + "※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。", " 終了時に有効になります。",
[45] = "ASIOデバイス:\n" + [45] = "ASIOデバイス:\n" +
"ASIO使用時のサウンドデバイスを\n" + "ASIO使用時のサウンドデバイスを\n" +
"選択します。\n" + "選択します。\n" +
"\n" + "\n" +
"※ 設定はCONFIGURATION画面の\n" + "※ 設定はCONFIGURATION画面の\n" +
" 終了時に有効になります。", " 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" + [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" + "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" + "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" + "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" + "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" + "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" + "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" + "AdjustWavesの効果が適用されます。)\n" +
"\n" + "\n" +
"この指定はWASAPI/ASIO使用時のみ有効\n" + "この指定はWASAPI/ASIO使用時のみ有効\n" +
"です。\n", "です。\n",
[47] = "キャラクター画像を表示するかどうか\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", [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", [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", [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", [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", [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", [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" + [54] = "スキン切替:\n" +
"スキンを切り替えます。\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。", [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", [56] = "AUTO PLAY",
[57] = "すべての音符を自動で演奏します。\n" + [57] = "すべての音符を自動で演奏します。\n",
"", [58] = "AUTO PLAY 2P",
[58] = "AUTO PLAY 2P", [59] = "すべての音符を自動で演奏します。\n",
[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" +
[60] = "AUTO Roll", "叩かなくなります。",
[61] = "OFFにするとAUTO先生が黄色連打を\n" + [62] = "ScrollSpeed",
"叩かなくなります。", [63] = "演奏時のドラム譜面のスクロールの\n" +
[62] = "ScrollSpeed", "速度を指定します。\n" +
[63] = "演奏時のドラム譜面のスクロールの\n" + "x0.1 x200.0 を指定可能です。",
"速度を指定します。\n" + [64] = "Risky",
"x0.1 x200.0 を指定可能です。", [65] = "Riskyモードの設定:\n" +
[64] = "Risky", "1以上の値にすると、その回数分の\n" +
[65] = "Riskyモードの設定:\n" + "不可で演奏が強制終了します。\n" +
"1以上の値にすると、その回数分の\n" + "0にすると無効になり、\n" +
"不可で演奏が強制終了します。\n" + "ノルマゲージのみになります。\n" +
"0にすると無効になり、\n" + "\n",
"ノルマゲージのみになります。\n" + [66] = "Random",
"\n" + [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",
[66] = "Random", [69] = "DORON:ドロン\n"+
[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", "STEALTH:ステルス",
[68] = "Stealth", [70] = "NoInfo",
[69] = "DORON:ドロン\n"+ [71] = "有効にすると曲情報などが見えなくなります。\n",
"STEALTH:ステルス", [72] = "JUST",
[70] = "NoInfo", [73] = "有効にすると「良」以外の判定が全て不可になります。\n",
[71] = "有効にすると曲情報などが見えなくなります。\n" + [74] = "Tight",
"", [75] = "ドラムチップのないところでパッドを\n" +
[72] = "JUST", "叩くとミスになります。",
[73] = "有効にすると「良」以外の判定が全て不可になります。\n" + [76] = "D-MinCombo",
"", [77] = "表示可能な最小コンボ数(ドラム):\n" +
[74] = "Tight", "画面に表示されるコンボの最小の数\n" +
[75] = "ドラムチップのないところでパッドを\n" + "を指定します。\n" +
"叩くとミスになります。", "1 99999 の値が指定可能です。",
[76] = "D-MinCombo", [78] = "InputAdjust",
[77] = "表示可能な最小コンボ数(ドラム):\n" + [79] = "ドラムの入力タイミングの微調整を\n" +
"画面に表示されるコンボの最小の数\n" + "行います。\n" +
"を指定します。\n" + "-99 99ms まで指定可能です。\n" +
"1 99999 の値が指定可能です。", "入力ラグを軽減するためには、負の\n" +
[78] = "InputAdjust", "値を指定してください。\n",
[79] = "ドラムの入力タイミングの微調整を\n" + [80] = "DefaultCourse",
"行います。\n" + [81] = "デフォルトで選択される難易度\n",
"-99 99ms まで指定可能です。\n" + [82] = "ScoreMode",
"入力ラグを軽減するためには、負の\n" + [83] = "スコア計算方法\n" +
"値を指定してください。\n", "TYPE-A: 旧配点\n" +
[80] = "DefaultCourse", "TYPE-B: 旧筐体配点\n" +
[81] = "デフォルトで選択される難易度\n" + "TYPE-C: 新配点\n",
" \n" + [84] = "真打モードを有効にする。",
" ", [85] = "BranchGuide",
[82] = "ScoreMode", [86] = "譜面分岐の参考になる数値などを表示します。\n" +
[83] = "スコア計算方法\n" + "オートプレイだと表示されません。",
"TYPE-A: 旧配点\n" + [87] = "BranchAnime",
"TYPE-B: 旧筐体配点\n" + [88] = "譜面分岐時のアニメーション\n" +
"TYPE-C: 新配点\n", "TYPE-A: 太鼓7太鼓14\n" +
[84] = "真打モードを有効にする。", "TYPE-B: 太鼓15\n" +
[85] = "BranchGuide", " \n",
[86] = "譜面分岐の参考になる数値などを表示します。\n" + [89] = "GameMode",
"オートプレイだと表示されません。", [90] = "ゲームモード\n" +
[87] = "BranchAnime", "(1人プレイ専用)\n" +
[88] = "譜面分岐時のアニメーション\n" + "TYPE-A: 完走!叩ききりまショー!\n" +
"TYPE-A: 太鼓7太鼓14\n" + "TYPE-B: 完走!叩ききりまショー!(激辛)\n" +
"TYPE-B: 太鼓15\n" + " \n",
" \n", [91] = "BigNotesJudge",
[89] = "GameMode", [92] = "大音符の両手判定を有効にします。",
[90] = "ゲームモード\n" + [93] = "JudgeCountDisp",
"(1人プレイ専用)\n" + [94] = "左下に判定数を表示します。\n" +
"TYPE-A: 完走!叩ききりまショー!\n" + "(1人プレイ専用)",
"TYPE-B: 完走!叩ききりまショー!(激辛)\n" + [95] = "KEY CONFIG",
" \n", [96] = "ドラムのキー入力に関する項目を設\n"+
[91] = "BigNotesJudge", "定します。",
[92] = "大音符の両手判定を有効にします。", [97] = "Capture",
[93] = "JudgeCountDisp", [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。",
[94] = "左下に判定数を表示します。\n" + [99] = "LeftRed",
"(1人プレイ専用)", [10000] = "左側の面へのキーの割り当てを設\n定します。",
[95] = "KEY CONFIG", [10001] = "RightRed",
[96] = "ドラムのキー入力に関する項目を設\n"+ [10002] = "右側の面へのキーの割り当て\nを設定します。",
"定します。", [10003] = "LeftBlue",
[97] = "Capture", [10004] = "左側のふちへのキーの\n割り当てを設定します。",
[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。", [10005] = "RightBlue",
[99] = "LeftRed", [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", [100] = "演奏ゲーム",
[101] = "段位道場", [101] = "段位道場",
[102] = "太鼓タワー", [102] = "太鼓タワー",
[103] = "メダル商店", [103] = "メダル商店",
@ -253,21 +300,6 @@ namespace TJAPlayer3
[1033] = "段位称号", [1033] = "段位称号",
[1034] = "名札称号", [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)); CLangManager.LangInstance.GetString(11));
this.list項目リスト.Add( this.iCommonPlaySpeed ); this.list項目リスト.Add( this.iCommonPlaySpeed );
this.iSystemTimeStretch = new CItemToggle( "TimeStretch", TJAPlayer3.ConfigIni.bTimeStretch, this.iSystemTimeStretch = new CItemToggle(CLangManager.LangInstance.GetString(10018), TJAPlayer3.ConfigIni.bTimeStretch,
"演奏速度の変更方式:\n" + CLangManager.LangInstance.GetString(18));
"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.list項目リスト.Add( this.iSystemTimeStretch ); this.list項目リスト.Add( this.iSystemTimeStretch );
this.iSystemFullscreen = new CItemToggle( "Fullscreen", TJAPlayer3.ConfigIni.b全画面モード, this.iSystemFullscreen = new CItemToggle(CLangManager.LangInstance.GetString(10019), 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。", CLangManager.LangInstance.GetString(19));
"Fullscreen mode or window mode." );
this.list項目リスト.Add( this.iSystemFullscreen ); this.list項目リスト.Add( this.iSystemFullscreen );
this.iSystemStageFailed = new CItemToggle( "StageFailed", TJAPlayer3.ConfigIni.bSTAGEFAILED有効, this.iSystemStageFailed = new CItemToggle(CLangManager.LangInstance.GetString(10020), 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。", CLangManager.LangInstance.GetString(20));
"Turn OFF if you don't want to encount\n GAME OVER." );
this.list項目リスト.Add( this.iSystemStageFailed ); 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, 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,
"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。", CLangManager.LangInstance.GetString(21));
"Turn ON to use child BOX (subfolders)\n at RANDOM SELECT." );
this.list項目リスト.Add( this.iSystemRandomFromSubBox ); this.list項目リスト.Add( this.iSystemRandomFromSubBox );
@ -158,37 +140,29 @@ namespace TJAPlayer3
// "Note: This setting is effetive\n" + // "Note: This setting is effetive\n" +
// " only when DirectSound is used."); // " only when DirectSound is used.");
//this.list項目リスト.Add( this.iSystemAdjustWaves ); //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, this.iSystemVSyncWait = new CItemToggle(CLangManager.LangInstance.GetString(10022), 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。", CLangManager.LangInstance.GetString(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." );
this.list項目リスト.Add( this.iSystemVSyncWait ); this.list項目リスト.Add( this.iSystemVSyncWait );
this.iSystemAVI = new CItemToggle( "AVI", TJAPlayer3.ConfigIni.bAVI有効, this.iSystemAVI = new CItemToggle(CLangManager.LangInstance.GetString(10023), 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。", CLangManager.LangInstance.GetString(23));
"To use AVI playback or not." );
this.list項目リスト.Add( this.iSystemAVI ); this.list項目リスト.Add( this.iSystemAVI );
this.iSystemBGA = new CItemToggle( "BGA", TJAPlayer3.ConfigIni.bBGA有効, this.iSystemBGA = new CItemToggle(CLangManager.LangInstance.GetString(10024), 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。", CLangManager.LangInstance.GetString(24));
"To draw BGA (back ground animations)\n or not." );
this.list項目リスト.Add( this.iSystemBGA ); 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, 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,
"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。", CLangManager.LangInstance.GetString(25));
"Delay time(ms) to start playing preview\n sound in SELECT MUSIC screen.\nYou can specify from 0ms to 10000ms." );
this.list項目リスト.Add( this.iSystemPreviewSoundWait ); 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, 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,
"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。", CLangManager.LangInstance.GetString(26));
"Delay time(ms) to show preview image\n in SELECT MUSIC screen.\nYou can specify from 0ms to 10000ms." );
this.list項目リスト.Add( this.iSystemPreviewImageWait ); 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, this.iSystemDebugInfo = new CItemToggle(CLangManager.LangInstance.GetString(10027), 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。", CLangManager.LangInstance.GetString(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" );
this.list項目リスト.Add( this.iSystemDebugInfo ); 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, this.iSystemBGAlpha = new CItemInteger(CLangManager.LangInstance.GetString(10028), 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。", CLangManager.LangInstance.GetString(28));
"The degree for transparing playing\n screen and wallpaper.\n\n0=completely transparent,\n255=no transparency" );
this.list項目リスト.Add( this.iSystemBGAlpha ); 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, this.iSystemBGMSound = new CItemToggle(CLangManager.LangInstance.GetString(10029), 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。", CLangManager.LangInstance.GetString(29));
"Turn OFF if you don't want to play\n BGM." );
this.list項目リスト.Add( this.iSystemBGMSound ); 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, //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。", // "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.", // "Damage level at missing (and\n recovering level) at playing.\nThis setting is ignored when Risky >= 1.",
// new string[] { "Small", "Normal", "Large" } ); // new string[] { "Small", "Normal", "Large" } );
//this.list項目リスト.Add( this.iSystemDamageLevel ); //this.list項目リスト.Add( this.iSystemDamageLevel );
this.iSystemSaveScore = new CItemToggle( "SaveScore", TJAPlayer3.ConfigIni.bScoreIniを出力する, this.iSystemSaveScore = new CItemToggle(CLangManager.LangInstance.GetString(10030), 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", CLangManager.LangInstance.GetString(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." );
this.list項目リスト.Add( this.iSystemSaveScore ); this.list項目リスト.Add( this.iSystemSaveScore );
this.iSystemApplyLoudnessMetadata = new CItemToggle( "Apply Loudness Metadata", TJAPlayer3.ConfigIni.ApplyLoudnessMetadata, this.iSystemApplyLoudnessMetadata = new CItemToggle(CLangManager.LangInstance.GetString(10031), 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。", CLangManager.LangInstance.GetString(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." );
this.list項目リスト.Add( this.iSystemApplyLoudnessMetadata ); 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), 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),
"BS1770GAIN によるラウドネスメータの目標値を指定します。", CLangManager.LangInstance.GetString(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");
this.list項目リスト.Add( this.iSystemTargetLoudness ); this.list項目リスト.Add( this.iSystemTargetLoudness );
this.iSystemApplySongVol = new CItemToggle( "Apply SONGVOL", TJAPlayer3.ConfigIni.ApplySongVol, this.iSystemApplySongVol = new CItemToggle(CLangManager.LangInstance.GetString(10033), 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。", CLangManager.LangInstance.GetString(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." );
this.list項目リスト.Add( this.iSystemApplySongVol ); this.list項目リスト.Add( this.iSystemApplySongVol );
this.iSystemSoundEffectLevel = new CItemInteger( "Sound Effect Level", CSound.MinimumGroupLevel, CSound.MaximumGroupLevel, TJAPlayer3.ConfigIni.SoundEffectLevel, this.iSystemSoundEffectLevel = new CItemInteger(CLangManager.LangInstance.GetString(10034), 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", CLangManager.LangInstance.GetString(34));
$"The level adjustment for sound effects.\nYou can specify from {CSound.MinimumGroupLevel} to {CSound.MaximumGroupLevel}%." );
this.list項目リスト.Add( this.iSystemSoundEffectLevel ); this.list項目リスト.Add( this.iSystemSoundEffectLevel );
this.iSystemVoiceLevel = new CItemInteger( "Voice Level", CSound.MinimumGroupLevel, CSound.MaximumGroupLevel, TJAPlayer3.ConfigIni.VoiceLevel, this.iSystemVoiceLevel = new CItemInteger(CLangManager.LangInstance.GetString(10035), 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", CLangManager.LangInstance.GetString(35));
$"The level adjustment for voices.\nYou can specify from {CSound.MinimumGroupLevel} to {CSound.MaximumGroupLevel}%." );
this.list項目リスト.Add( this.iSystemVoiceLevel ); this.list項目リスト.Add( this.iSystemVoiceLevel );
this.iSystemSongPlaybackLevel = new CItemInteger( "Song Playback Level", CSound.MinimumGroupLevel, CSound.MaximumGroupLevel, TJAPlayer3.ConfigIni.SongPlaybackLevel, this.iSystemSongPlaybackLevel = new CItemInteger(CLangManager.LangInstance.GetString(10036), 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", CLangManager.LangInstance.GetString(36));
$"The level adjustment for songs during gameplay.\nYou can specify from {CSound.MinimumGroupLevel} to {CSound.MaximumGroupLevel}%." );
this.list項目リスト.Add( this.iSystemSongPlaybackLevel ); this.list項目リスト.Add( this.iSystemSongPlaybackLevel );
this.iSystemKeyboardSoundLevelIncrement = new CItemInteger( "Keyboard Level Increment", 1, 20, TJAPlayer3.ConfigIni.KeyboardSoundLevelIncrement, this.iSystemKeyboardSoundLevelIncrement = new CItemInteger(CLangManager.LangInstance.GetString(10037), 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", CLangManager.LangInstance.GetString(37));
"The amount of sound level change for each press\nof a sound level control key.\nYou can specify from 1 to 20." );
this.list項目リスト.Add( this.iSystemKeyboardSoundLevelIncrement ); this.list項目リスト.Add( this.iSystemKeyboardSoundLevelIncrement );
this.MusicPreTimeMs = new CItemInteger("MusicPreTimeMs", 0, 10000, TJAPlayer3.ConfigIni.MusicPreTimeMs, this.MusicPreTimeMs = new CItemInteger(CLangManager.LangInstance.GetString(10038), 0, 10000, TJAPlayer3.ConfigIni.MusicPreTimeMs,
"音源再生前の空白時間 (ms)。\n", CLangManager.LangInstance.GetString(38));
"Blank time before music source to play. (ms)\n");
this.list項目リスト.Add(this.MusicPreTimeMs); 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, //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.", // "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-" } ); // new string[] { "OFF", "ON", "GREAT-" } );
//this.list項目リスト.Add( this.iSystemShowLag ); //this.list項目リスト.Add( this.iSystemShowLag );
this.iSystemAutoResultCapture = new CItemToggle( "Autosaveresult", TJAPlayer3.ConfigIni.bIsAutoResultCapture, this.iSystemAutoResultCapture = new CItemToggle(CLangManager.LangInstance.GetString(10039), 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。", CLangManager.LangInstance.GetString(39));
"AutoSaveResult:\nTurn ON to save your result screen\n image automatically when you get\n hiscore/hiskill." );
this.list項目リスト.Add( this.iSystemAutoResultCapture ); this.list項目リスト.Add( this.iSystemAutoResultCapture );
SendDiscordPlayingInformation = new CItemToggle(nameof(SendDiscordPlayingInformation), SendDiscordPlayingInformation = new CItemToggle(CLangManager.LangInstance.GetString(10040),
TJAPlayer3.ConfigIni.SendDiscordPlayingInformation, TJAPlayer3.ConfigIni.SendDiscordPlayingInformation,
"Discordに再生中の譜面情報を送信する", CLangManager.LangInstance.GetString(40));
"Share Playing .tja file infomation on Discord.");
list項目リスト.Add(SendDiscordPlayingInformation); 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, //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" } ); // new string[] { "Under", "Over" } );
//this.list項目リスト.Add( this.iSystemJudgeDispPriority ); //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, this.iSystemBufferedInput = new CItemToggle(CLangManager.LangInstance.GetString(10041), 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。", CLangManager.LangInstance.GetString(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." );
this.list項目リスト.Add( this.iSystemBufferedInput ); this.list項目リスト.Add( this.iSystemBufferedInput );
this.iLogOutputLog = new CItemToggle( "TraceLog", TJAPlayer3.ConfigIni.bログ出力, this.iLogOutputLog = new CItemToggle(CLangManager.LangInstance.GetString(10042), 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。", CLangManager.LangInstance.GetString(42));
"Turn ON to put debug log to\n DTXManiaLog.txt\nTo take it effective, you need to\n re-open DTXMania." );
this.list項目リスト.Add( this.iLogOutputLog ); this.list項目リスト.Add( this.iLogOutputLog );
// #24820 2013.1.3 yyagi // #24820 2013.1.3 yyagi
this.iSystemSoundType = new CItemList("SoundType", CItemList.Eパネル種別., TJAPlayer3.ConfigIni.nSoundDeviceType, this.iSystemSoundType = new CItemList(CLangManager.LangInstance.GetString(10043), CItemList.Eパネル種別., TJAPlayer3.ConfigIni.nSoundDeviceType,
"サウンドの出力方式:\n" + CLangManager.LangInstance.GetString(43),
"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.",
new string[] { "DSound", "ASIO", "WASAPI" }); new string[] { "DSound", "ASIO", "WASAPI" });
this.list項目リスト.Add(this.iSystemSoundType); this.list項目リスト.Add(this.iSystemSoundType);
// #24820 2013.1.15 yyagi // #24820 2013.1.15 yyagi
this.iSystemWASAPIBufferSizeMs = new CItemInteger( "WASAPIBufSize", 0, 99999, TJAPlayer3.ConfigIni.nWASAPIBufferSizeMs, this.iSystemWASAPIBufferSizeMs = new CItemInteger(CLangManager.LangInstance.GetString(10044), 0, 99999, TJAPlayer3.ConfigIni.nWASAPIBufferSizeMs,
"WASAPI使用時のバッファサイズ:\n" + CLangManager.LangInstance.GetString(44));
"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.list項目リスト.Add( this.iSystemWASAPIBufferSizeMs ); this.list項目リスト.Add( this.iSystemWASAPIBufferSizeMs );
// #24820 2013.1.17 yyagi // #24820 2013.1.17 yyagi
string[] asiodevs = CEnumerateAllAsioDevices.GetAllASIODevices(); string[] asiodevs = CEnumerateAllAsioDevices.GetAllASIODevices();
this.iSystemASIODevice = new CItemList( "ASIO device", CItemList.Eパネル種別., TJAPlayer3.ConfigIni.nASIODevice, this.iSystemASIODevice = new CItemList(CLangManager.LangInstance.GetString(10045), CItemList.Eパネル種別., TJAPlayer3.ConfigIni.nASIODevice,
"ASIOデバイス:\n" + CLangManager.LangInstance.GetString(45),
"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.",
asiodevs ); asiodevs );
this.list項目リスト.Add( this.iSystemASIODevice ); 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 ); //this.list項目リスト.Add( this.iSystemASIOBufferSizeMs );
// #33689 2014.6.17 yyagi // #33689 2014.6.17 yyagi
this.iSystemSoundTimerType = new CItemToggle( "UseOSTimer", TJAPlayer3.ConfigIni.bUseOSTimer, this.iSystemSoundTimerType = new CItemToggle(CLangManager.LangInstance.GetString(10046), TJAPlayer3.ConfigIni.bUseOSTimer,
"OSタイマーを使用するかどうか:\n" + CLangManager.LangInstance.GetString(46));
"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.list項目リスト.Add( this.iSystemSoundTimerType ); this.list項目リスト.Add( this.iSystemSoundTimerType );
ShowChara = new CItemToggle("ShowChara", TJAPlayer3.ConfigIni.ShowChara, ShowChara = new CItemToggle(CLangManager.LangInstance.GetString(10047), TJAPlayer3.ConfigIni.ShowChara,
"キャラクター画像を表示するかどうか\n", CLangManager.LangInstance.GetString(47));
"Show Character Images.\n" +
"");
this.list項目リスト.Add(ShowChara); this.list項目リスト.Add(ShowChara);
ShowDancer = new CItemToggle("ShowDancer", TJAPlayer3.ConfigIni.ShowDancer, ShowDancer = new CItemToggle(CLangManager.LangInstance.GetString(10048), TJAPlayer3.ConfigIni.ShowDancer,
"ダンサー画像を表示するかどうか\n", CLangManager.LangInstance.GetString(48));
"Show Dancer Images.\n" +
"");
this.list項目リスト.Add(ShowDancer); this.list項目リスト.Add(ShowDancer);
ShowMob = new CItemToggle("ShowMob", TJAPlayer3.ConfigIni.ShowMob, ShowMob = new CItemToggle(CLangManager.LangInstance.GetString(10049), TJAPlayer3.ConfigIni.ShowMob,
"モブ画像を表示するかどうか\n", CLangManager.LangInstance.GetString(49));
"Show Mob Images.\n" +
"");
this.list項目リスト.Add(ShowMob); this.list項目リスト.Add(ShowMob);
ShowRunner = new CItemToggle("ShowRunner", TJAPlayer3.ConfigIni.ShowRunner, ShowRunner = new CItemToggle(CLangManager.LangInstance.GetString(10050), TJAPlayer3.ConfigIni.ShowRunner,
"ランナー画像を表示するかどうか\n", CLangManager.LangInstance.GetString(50));
"Show Runner Images.\n" +
"");
this.list項目リスト.Add(ShowRunner); this.list項目リスト.Add(ShowRunner);
ShowFooter = new CItemToggle("ShowFooter", TJAPlayer3.ConfigIni.ShowFooter, ShowFooter = new CItemToggle(CLangManager.LangInstance.GetString(10051), TJAPlayer3.ConfigIni.ShowFooter,
"フッター画像を表示するかどうか\n", CLangManager.LangInstance.GetString(51));
"Show Footer Image.\n" +
"");
this.list項目リスト.Add(ShowFooter); this.list項目リスト.Add(ShowFooter);
FastRender = new CItemToggle(nameof(FastRender), TJAPlayer3.ConfigIni.FastRender, FastRender = new CItemToggle(CLangManager.LangInstance.GetString(10052), TJAPlayer3.ConfigIni.FastRender,
"事前画像描画機能を使うかどうか。\n", CLangManager.LangInstance.GetString(52));
"Use pre-textures render.\n");
this.list項目リスト.Add(FastRender); 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", ShowPuchiChara = new CItemToggle(CLangManager.LangInstance.GetString(10053), TJAPlayer3.ConfigIni.ShowPuchiChara,
"Show PuchiChara Images.\n" + CLangManager.LangInstance.GetString(53));
"");
this.list項目リスト.Add(ShowPuchiChara); this.list項目リスト.Add(ShowPuchiChara);
this.iSystemSkinSubfolder = new CItemList("Skin (全体)", CItemBase.Eパネル種別., nSkinIndex, this.iSystemSkinSubfolder = new CItemList(CLangManager.LangInstance.GetString(10054), CItemBase.Eパネル種別., nSkinIndex,
"スキン切替:\n" + CLangManager.LangInstance.GetString(54),
"スキンを切り替えます。\n",
//"CONFIGURATIONを抜けると、設定した\n" + //"CONFIGURATIONを抜けると、設定した\n" +
//"スキンに変更されます。", //"スキンに変更されます。",
"Skin:\n" +
"Change skin.",
skinNames); skinNames);
this.list項目リスト.Add(this.iSystemSkinSubfolder); this.list項目リスト.Add(this.iSystemSkinSubfolder);
//this.iSystemUseBoxDefSkin = new CItemToggle( "Skin (Box)", CDTXMania.ConfigIni.bUseBoxDefSkin, //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.list項目リスト.Add( this.iSystemUseBoxDefSkin );
this.iSystemGoToKeyAssign = new CItemBase( "System Keys", CItemBase.Eパネル種別., this.iSystemGoToKeyAssign = new CItemBase(CLangManager.LangInstance.GetString(10055), 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。", CLangManager.LangInstance.GetString(55));
"Settings for the system key/pad inputs." );
this.list項目リスト.Add( this.iSystemGoToKeyAssign ); this.list項目リスト.Add( this.iSystemGoToKeyAssign );
OnListMenuの初期化(); OnListMenuの初期化();
@ -489,7 +361,11 @@ namespace TJAPlayer3
} }
#endregion #endregion
#region [ t項目リストの設定_Drums() ] #region [ t項目リストの設定_Drums() ]
public void 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(); 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。 // #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., this.iDrumsReturnToMenu = new CItemBase(CLangManager.LangInstance.GetString(2), CItemBase.Eパネル種別.,
"左側のメニューに戻ります。", CLangManager.LangInstance.GetString(3));
"Return to left menu." );
this.list項目リスト.Add( this.iDrumsReturnToMenu ); this.list項目リスト.Add( this.iDrumsReturnToMenu );
#region [ AutoPlay ] #region [ AutoPlay ]
this.iTaikoAutoPlay = new CItemToggle( "AUTO PLAY", TJAPlayer3.ConfigIni.b太鼓パートAutoPlay, this.iTaikoAutoPlay = new CItemToggle(CLangManager.LangInstance.GetString(56), 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" + CLangManager.LangInstance.GetString(57));
"",
"To play both Taiko\n" +
" automatically." );
this.list項目リスト.Add( this.iTaikoAutoPlay ); 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, this.iTaikoAutoPlay2P = new CItemToggle(CLangManager.LangInstance.GetString(58), 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" + CLangManager.LangInstance.GetString(59));
"",
"To play both Taiko\n" +
" automatically." );
this.list項目リスト.Add( this.iTaikoAutoPlay2P ); this.list項目リスト.Add( this.iTaikoAutoPlay2P );
this.iTaikoAutoRoll = new CItemToggle( "AUTO Roll", TJAPlayer3.ConfigIni.bAuto先生の連打, this.iTaikoAutoRoll = new CItemToggle(CLangManager.LangInstance.GetString(60), TJAPlayer3.ConfigIni.bAuto先生の連打,
"OFFにするとAUTO先生が黄色連打を\n" + CLangManager.LangInstance.GetString(61));
"叩かなくなります。",
"To play both Taiko\n" +
" automatically." );
this.list項目リスト.Add( this.iTaikoAutoRoll ); this.list項目リスト.Add( this.iTaikoAutoRoll );
#endregion #endregion
this.iDrumsScrollSpeed = new CItemInteger( "ScrollSpeed", 0, 0x7cf, TJAPlayer3.ConfigIni.n譜面スクロール速度.Drums, this.iDrumsScrollSpeed = new CItemInteger(CLangManager.LangInstance.GetString(62), 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" + CLangManager.LangInstance.GetString(63));
"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.list項目リスト.Add( this.iDrumsScrollSpeed ); this.list項目リスト.Add( this.iDrumsScrollSpeed );
this.iSystemRisky = new CItemInteger( "Risky", 0, 10, TJAPlayer3.ConfigIni.nRisky, this.iSystemRisky = new CItemInteger(CLangManager.LangInstance.GetString(64), 0, 10, TJAPlayer3.ConfigIni.nRisky,
"Riskyモードの設定:\n" + CLangManager.LangInstance.GetString(65));
"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.list項目リスト.Add( this.iSystemRisky ); 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, this.iTaikoRandom = new CItemList(CLangManager.LangInstance.GetString(66), 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", CLangManager.LangInstance.GetString(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)",
new string[] { "OFF", "RANDOM", "MIRROR", "SUPER", "HYPER" } ); new string[] { "OFF", "RANDOM", "MIRROR", "SUPER", "HYPER" } );
this.list項目リスト.Add( this.iTaikoRandom ); 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, this.iTaikoStealth = new CItemList(CLangManager.LangInstance.GetString(68), CItemBase.Eパネル種別., (int) TJAPlayer3.ConfigIni.eSTEALTH,
"DORON:ドロン\n"+ CLangManager.LangInstance.GetString(69),
"STEALTH:ステルス",
"DORON:Hidden for NoteImage.\n"+
"STEALTH:Hidden for NoteImage and SeNotes",
new string[] { "OFF", "DORON", "STEALTH" } ); new string[] { "OFF", "DORON", "STEALTH" } );
this.list項目リスト.Add( this.iTaikoStealth ); this.list項目リスト.Add( this.iTaikoStealth );
this.iTaikoNoInfo = new CItemToggle( "NoInfo", TJAPlayer3.ConfigIni.bNoInfo, this.iTaikoNoInfo = new CItemToggle(CLangManager.LangInstance.GetString(70), TJAPlayer3.ConfigIni.bNoInfo,
"有効にすると曲情報などが見えなくなります。\n" + CLangManager.LangInstance.GetString(71));
"",
"It becomes MISS to hit pad without\n" +
" chip." );
this.list項目リスト.Add( this.iTaikoNoInfo ); this.list項目リスト.Add( this.iTaikoNoInfo );
this.iTaikoJust = new CItemToggle( "JUST", TJAPlayer3.ConfigIni.bJust, this.iTaikoJust = new CItemToggle(CLangManager.LangInstance.GetString(72), 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" + CLangManager.LangInstance.GetString(73));
"",
"有効にすると「良」以外の判定が全て不可になります。" );
this.list項目リスト.Add( this.iTaikoJust ); this.list項目リスト.Add( this.iTaikoJust );
this.iDrumsTight = new CItemToggle( "Tight", TJAPlayer3.ConfigIni.bTight, this.iDrumsTight = new CItemToggle(CLangManager.LangInstance.GetString(74), TJAPlayer3.ConfigIni.bTight,
"ドラムチップのないところでパッドを\n" + CLangManager.LangInstance.GetString(75));
"叩くとミスになります。",
"It becomes MISS to hit pad without\n" +
" chip." );
this.list項目リスト.Add( this.iDrumsTight ); 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, 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,
"表示可能な最小コンボ数(ドラム):\n" + CLangManager.LangInstance.GetString(77));
"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.list項目リスト.Add( this.iSystemMinComboDrums ); this.list項目リスト.Add( this.iSystemMinComboDrums );
// #23580 2011.1.3 yyagi // #23580 2011.1.3 yyagi
this.iInputAdjustTimeMs = new CItemInteger( "InputAdjust", -99, 99, TJAPlayer3.ConfigIni.nInputAdjustTimeMs, this.iInputAdjustTimeMs = new CItemInteger(CLangManager.LangInstance.GetString(78), -99, 99, TJAPlayer3.ConfigIni.nInputAdjustTimeMs,
"ドラムの入力タイミングの微調整を\n" + CLangManager.LangInstance.GetString(79));
"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.list項目リスト.Add( this.iInputAdjustTimeMs ); 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, this.iTaikoDefaultCourse = new CItemList(CLangManager.LangInstance.GetString(80), 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" + CLangManager.LangInstance.GetString(81),
" \n" +
" ",
new string[] { "Easy", "Normal", "Hard", "Oni", "Edit" }); new string[] { "Easy", "Normal", "Hard", "Oni", "Edit" });
this.list項目リスト.Add(this.iTaikoDefaultCourse); 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, this.iTaikoScoreMode = new CItemList(CLangManager.LangInstance.GetString(82), CItemBase.Eパネル種別., TJAPlayer3.ConfigIni.nScoreMode,
"スコア計算方法\n" + CLangManager.LangInstance.GetString(83),
"TYPE-A: 旧配点\n" +
"TYPE-B: 旧筐体配点\n" +
"TYPE-C: 新配点\n",
" \n" +
" \n" +
" ",
new string[] { "TYPE-A", "TYPE-B", "TYPE-C"}); new string[] { "TYPE-A", "TYPE-B", "TYPE-C"});
this.list項目リスト.Add(this.iTaikoScoreMode); 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., ShinuchiMode = new CItemToggle(CLangManager.LangInstance.GetString(10084), TJAPlayer3.ConfigIni.ShinuchiMode, CItemBase.Eパネル種別.,
"真打モードを有効にする。", CLangManager.LangInstance.GetString(84));
"Turn on fixed score mode.");
this.list項目リスト.Add(this.ShinuchiMode); this.list項目リスト.Add(this.ShinuchiMode);
this.iTaikoBranchGuide = new CItemToggle("BranchGuide", TJAPlayer3.ConfigIni.bBranchGuide, this.iTaikoBranchGuide = new CItemToggle(CLangManager.LangInstance.GetString(85), TJAPlayer3.ConfigIni.bBranchGuide,
"譜面分岐の参考になる数値などを表示します。\n" + CLangManager.LangInstance.GetString(86));
"オートプレイだと表示されません。",
"\n" +
"");
this.list項目リスト.Add(this.iTaikoBranchGuide); 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, this.iTaikoBranchAnime = new CItemList(CLangManager.LangInstance.GetString(87), CItemBase.Eパネル種別., TJAPlayer3.ConfigIni.nBranchAnime,
"譜面分岐時のアニメーション\n" + CLangManager.LangInstance.GetString(88),
"TYPE-A: 太鼓7太鼓14\n" +
"TYPE-B: 太鼓15\n" +
" \n",
" \n" +
" \n" +
" ",
new string[] { "TYPE-A", "TYPE-B" }); new string[] { "TYPE-A", "TYPE-B" });
this.list項目リスト.Add(this.iTaikoBranchAnime); 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, this.iTaikoGameMode = new CItemList(CLangManager.LangInstance.GetString(89), CItemBase.Eパネル種別., (int)TJAPlayer3.ConfigIni.eGameMode,
"ゲームモード\n" + CLangManager.LangInstance.GetString(90),
"(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" +
" ",
new string[] { "OFF", "TYPE-A", "TYPE-B" }); new string[] { "OFF", "TYPE-A", "TYPE-B" });
this.list項目リスト.Add( this.iTaikoGameMode ); this.list項目リスト.Add( this.iTaikoGameMode );
this.iTaikoBigNotesJudge = new CItemToggle( "BigNotesJudge", TJAPlayer3.ConfigIni.b大音符判定, this.iTaikoBigNotesJudge = new CItemToggle(CLangManager.LangInstance.GetString(91), TJAPlayer3.ConfigIni.b大音符判定,
"大音符の両手判定を有効にします。", CLangManager.LangInstance.GetString(92));
"大音符の両手判定を有効にします。");
this.list項目リスト.Add( this.iTaikoBigNotesJudge ); this.list項目リスト.Add( this.iTaikoBigNotesJudge );
this.iTaikoJudgeCountDisp = new CItemToggle( "JudgeCountDisp", TJAPlayer3.ConfigIni.bJudgeCountDisplay, this.iTaikoJudgeCountDisp = new CItemToggle(CLangManager.LangInstance.GetString(93), TJAPlayer3.ConfigIni.bJudgeCountDisplay,
"左下に判定数を表示します。\n" + CLangManager.LangInstance.GetString(94));
"(1人プレイ専用)",
"Show the JudgeCount\n" +
"(SinglePlay Only)");
this.list項目リスト.Add( this.iTaikoJudgeCountDisp ); this.list項目リスト.Add( this.iTaikoJudgeCountDisp );
this.iDrumsGoToKeyAssign = new CItemBase( "KEY CONFIG", CItemBase.Eパネル種別., this.iDrumsGoToKeyAssign = new CItemBase(CLangManager.LangInstance.GetString(95), CItemBase.Eパネル種別.,
"ドラムのキー入力に関する項目を設\n"+ CLangManager.LangInstance.GetString(96));
"定します。",
"Settings for the drums key/pad inputs." );
this.list項目リスト.Add( this.iDrumsGoToKeyAssign ); this.list項目リスト.Add( this.iDrumsGoToKeyAssign );
OnListMenuの初期化(); OnListMenuの初期化();
this.n現在の選択項目 = 0; 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; this.eメニュー種別 = Eメニュー種別.Drums;
} }
#endregion #endregion
/// <summary>Sud+Hidの初期値を返す</summary> /// <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。 // #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., this.iKeyAssignSystemReturnToMenu = new CItemBase(CLangManager.LangInstance.GetString(2), CItemBase.Eパネル種別.,
"左側のメニューに戻ります。", CLangManager.LangInstance.GetString(3));
"Return to left menu." );
this.list項目リスト.Add( this.iKeyAssignSystemReturnToMenu ); this.list項目リスト.Add( this.iKeyAssignSystemReturnToMenu );
this.iKeyAssignSystemCapture = new CItemBase( "Capture", this.iKeyAssignSystemCapture = new CItemBase(CLangManager.LangInstance.GetString(97),
"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。", CLangManager.LangInstance.GetString(98));
"Capture key assign:\nTo assign key for screen capture.\n (You can use keyboard only. You can't\nuse pads to capture screenshot." );
this.list項目リスト.Add( this.iKeyAssignSystemCapture ); this.list項目リスト.Add( this.iKeyAssignSystemCapture );
OnListMenuの初期化(); 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。 // #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., this.iKeyAssignDrumsReturnToMenu = new CItemBase(CLangManager.LangInstance.GetString(2), CItemBase.Eパネル種別.,
"左側のメニューに戻ります。", CLangManager.LangInstance.GetString(3));
"Return to left menu.");
this.list項目リスト.Add(this.iKeyAssignDrumsReturnToMenu); this.list項目リスト.Add(this.iKeyAssignDrumsReturnToMenu);
this.iKeyAssignTaikoLRed = new CItemBase( "LeftRed", this.iKeyAssignTaikoLRed = new CItemBase(CLangManager.LangInstance.GetString(99),
"左側の面へのキーの割り当てを設\n定します。", CLangManager.LangInstance.GetString(10000));
"Drums key assign:\nTo assign key/pads for LeftRed\n button.");
this.list項目リスト.Add(this.iKeyAssignTaikoLRed); this.list項目リスト.Add(this.iKeyAssignTaikoLRed);
this.iKeyAssignTaikoRRed = new CItemBase( "RightRed", this.iKeyAssignTaikoRRed = new CItemBase(CLangManager.LangInstance.GetString(10001),
"右側の面へのキーの割り当て\nを設定します。", CLangManager.LangInstance.GetString(10002));
"Drums key assign:\nTo assign key/pads for RightRed\n button.");
this.list項目リスト.Add(this.iKeyAssignTaikoRRed); this.list項目リスト.Add(this.iKeyAssignTaikoRRed);
this.iKeyAssignTaikoLBlue = new CItemBase( "LeftBlue", this.iKeyAssignTaikoLBlue = new CItemBase(CLangManager.LangInstance.GetString(10003),
"左側のふちへのキーの\n割り当てを設定します。", CLangManager.LangInstance.GetString(10004));
"Drums key assign:\nTo assign key/pads for LeftBlue\n button.");
this.list項目リスト.Add( this.iKeyAssignTaikoLBlue ); this.list項目リスト.Add( this.iKeyAssignTaikoLBlue );
this.iKeyAssignTaikoRBlue = new CItemBase( "RightBlue", this.iKeyAssignTaikoRBlue = new CItemBase(CLangManager.LangInstance.GetString(10005),
"右側のふちへのキーの\n割り当てを設定します。", CLangManager.LangInstance.GetString(10006));
"Drums key assign:\nTo assign key/pads for RightBlue\n button.");
this.list項目リスト.Add( this.iKeyAssignTaikoRBlue ); this.list項目リスト.Add( this.iKeyAssignTaikoRBlue );
this.iKeyAssignTaikoLRed2P = new CItemBase( "LeftRed2P", this.iKeyAssignTaikoLRed2P = new CItemBase(CLangManager.LangInstance.GetString(10007),
"左側の面へのキーの割り当てを設\n定します。", CLangManager.LangInstance.GetString(10008));
"Drums key assign:\nTo assign key/pads for RightCymbal\n button.");
this.list項目リスト.Add( this.iKeyAssignTaikoLRed2P ); this.list項目リスト.Add( this.iKeyAssignTaikoLRed2P );
this.iKeyAssignTaikoRRed2P = new CItemBase( "RightRed2P", this.iKeyAssignTaikoRRed2P = new CItemBase(CLangManager.LangInstance.GetString(10009),
"右側の面へのキーの割り当て\nを設定します。", CLangManager.LangInstance.GetString(10010));
"Drums key assign:\nTo assign key/pads for RightRed2P\n button.");
this.list項目リスト.Add( this.iKeyAssignTaikoRRed2P ); this.list項目リスト.Add( this.iKeyAssignTaikoRRed2P );
this.iKeyAssignTaikoLBlue2P = new CItemBase( "LeftBlue2P", this.iKeyAssignTaikoLBlue2P = new CItemBase(CLangManager.LangInstance.GetString(10011),
"左側のふちへのキーの\n割り当てを設定します。", CLangManager.LangInstance.GetString(10012));
"Drums key assign:\nTo assign key/pads for LeftBlue2P\n button.");
this.list項目リスト.Add( this.iKeyAssignTaikoLBlue2P ); this.list項目リスト.Add( this.iKeyAssignTaikoLBlue2P );
this.iKeyAssignTaikoRBlue2P = new CItemBase( "RightBlue2P", this.iKeyAssignTaikoRBlue2P = new CItemBase(CLangManager.LangInstance.GetString(10013),
"右側のふちへのキーの\n割り当てを設定します。", CLangManager.LangInstance.GetString(10014));
"Drums key assign:\nTo assign key/pads for RightBlue2P\n button.");
this.list項目リスト.Add( this.iKeyAssignTaikoRBlue2P ); this.list項目リスト.Add( this.iKeyAssignTaikoRBlue2P );
OnListMenuの初期化(); OnListMenuの初期化();