Merge pull request #470 from pauldacheez/s-Gamecube-GameCube

Fix the capitalization of "GameCube" throughout the project.
This commit is contained in:
Tony Wasserka
2014-06-13 21:52:08 +02:00
31 changed files with 59 additions and 59 deletions
+1 -1
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@@ -807,7 +807,7 @@ set(CPACK_PACKAGE_VERSION_MAJOR ${DOLPHIN_VERSION_MAJOR})
set(CPACK_PACKAGE_VERSION_MINOR ${DOLPHIN_VERSION_MINOR})
set(CPACK_PACKAGE_VERSION_PATCH ${DOLPHIN_VERSION_PATCH})
set(CPACK_PACKAGE_DESCRIPTION_FILE ${PROJECT_SOURCE_DIR}/Data/cpack_package_description.txt)
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A Gamecube, Wii and Triforce emulator")
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A GameCube, Wii and Triforce emulator")
set(CPACK_RPM_PACKAGE_GROUP System/Emulators/Other)
set(CPACK_RPM_PACKAGE_LICENSE GPL-2.0)
+1 -1
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@@ -1 +1 @@
Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. Gamecube and Wii compatibility is good - one can expect "mainstream" titles to run; lesser known titles can be hit or miss. Triforce compatibility is currently limited to a couple of games - others require more of the Triforce-specific peripheral devices to be emulated.
Dolphin is a GameCube, Wii and Triforce (the arcade machine based on the GameCube) emulator which supports many extra features and abilities not present on the original consoles. GameCube and Wii compatibility is good - one can expect "mainstream" titles to run; lesser known titles can be hit or miss. Triforce compatibility is currently limited to a couple of games - others require more of the Triforce-specific peripheral devices to be emulated.
+8 -8
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@@ -576,7 +576,7 @@ msgid "All GC/Wii images (gcm, iso, wbfs, ciso, gcz)"
msgstr ""
#: Source/Core/DolphinWX/GameListCtrl.cpp:1208
msgid "All Gamecube GCM files (gcm)"
msgid "All GameCube GCM files (gcm)"
msgstr ""
#: Source/Core/DolphinWX/FrameTools.cpp:1533
@@ -1200,7 +1200,7 @@ msgstr ""
#, c-format
msgid ""
"Could not read \"%s\". There is no disc in the drive, or it is not a GC/Wii "
"backup. Please note that original Gamecube and Wii discs cannot be read by "
"backup. Please note that original GameCube and Wii discs cannot be read by "
"most PC DVD drives."
msgstr ""
@@ -1557,7 +1557,7 @@ msgid ""
"Revision: %s\n"
"Compiled: %s @ %s\n"
"\n"
"Dolphin is a Gamecube/Wii emulator, which was\n"
"Dolphin is a GameCube/Wii emulator, which was\n"
"originally written by F|RES and ector.\n"
"Today Dolphin is an open source project with many\n"
"contributors, too many to list.\n"
@@ -1577,7 +1577,7 @@ msgid ""
"Thanks to hcs/destop for their GC ADPCM decoder.\n"
"\n"
"We are not affiliated with Nintendo in any way.\n"
"Gamecube and Wii are trademarks of Nintendo.\n"
"GameCube and Wii are trademarks of Nintendo.\n"
"The emulator should not be used to play games\n"
"you do not legally own."
msgstr ""
@@ -2529,20 +2529,20 @@ msgid "GameCube Savegame files(*.gci;*.gcs;*.sav)"
msgstr ""
#: Source/Core/DolphinWX/ConfigMain.cpp:559
msgid "Gamecube"
msgid "GameCube"
msgstr ""
#: Source/Core/DolphinWX/FrameTools.cpp:220
msgid "Gamecube &Pad Settings"
msgid "GameCube &Pad Settings"
msgstr ""
#: Source/Core/DolphinWX/MemcardManager.cpp:231
#: Source/Core/DolphinWX/ConfigMain.cpp:1060
msgid "Gamecube Memory Cards (*.raw,*.gcp)"
msgid "GameCube Memory Cards (*.raw,*.gcp)"
msgstr ""
#: Source/Core/DolphinWX/FrameTools.cpp:524
msgid "Gamecube Pad settings"
msgid "GameCube Pad settings"
msgstr ""
#: Source/Core/DolphinWX/ISOProperties.cpp:384
+2 -2
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@@ -1,8 +1,8 @@
# Dolphin - A Gamecube / Triforce / Wii Emulator
# Dolphin - A GameCube / Triforce / Wii Emulator
[Homepage](https://dolphin-emu.org/) | [Project Site](https://github.com/dolphin-emu/dolphin) | [Forums](https://forums.dolphin-emu.org/) | [Wiki](https://wiki.dolphin-emu.org/) | [Issue Tracker](https://code.google.com/p/dolphin-emu/issues/list)
Dolphin is an emulator for running Gamecube, Triforce and Wii games on
Dolphin is an emulator for running GameCube, Triforce and Wii games on
Windows/Linux/OS X systems and recent Android devices. It's licensed under
the terms of the GNU General Public License, version 2 (GPLv2).
+1 -1
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@@ -82,7 +82,7 @@
<string name="enable_wiimote">Wiiリモコンを有効</string>
<string name="input_binding">入力バインディング</string>
<string name="input_binding_descrip">%1$sにバインドするための入力を移動または押してください。</string>
<!-- Gamecube buttons (May be shared with Wiimote stuff too) -->
<!-- GameCube buttons (May be shared with Wiimote stuff too) -->
<string name="button_a">Aボタン</string>
<string name="button_b">Bボタン</string>
<string name="button_start">スタートボタン</string>
+2 -2
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@@ -68,7 +68,7 @@
<string name="input_settings">Input</string>
<string name="input_overlay_layout">Input Overlay Layout</string>
<string name="input_overlay_layout_desc">Button layout for the input overlay.</string>
<string name="gamecube_bindings">Gamecube Controller Bindings</string>
<string name="gamecube_bindings">GameCube Controller Bindings</string>
<string name="controller_0">Controller 1</string>
<string name="controller_1">Controller 2</string>
<string name="controller_2">Controller 3</string>
@@ -82,7 +82,7 @@
<string name="enable_wiimote">Enable Wiimote</string>
<string name="input_binding">Input Binding</string>
<string name="input_binding_descrip">Press or move an input to bind it to %1$s.</string>
<!-- Gamecube buttons (May be shared with Wiimote stuff too) -->
<!-- GameCube buttons (May be shared with Wiimote stuff too) -->
<string name="button_a">Button A</string>
<string name="button_b">Button B</string>
<string name="button_start">Button Start</string>
+1 -1
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@@ -11,7 +11,7 @@
android:targetClass="org.dolphinemu.dolphinemu.settings.input.overlayconfig.OverlayConfigActivity"/>
</Preference>
<!-- Gamecube controller bindings -->
<!-- GameCube controller bindings -->
<PreferenceScreen
android:key="gamecube_bindings"
android:title="@string/gamecube_bindings">
+1 -1
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@@ -3,7 +3,7 @@
// Refer to the license.txt file included.
// Most of the code in this file is from:
// GCNcrypt - Gamecube AR Crypto Program
// GCNcrypt - GameCube AR Crypto Program
// Copyright (C) 2003-2004 Parasyte
#include <algorithm>
+1 -1
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@@ -199,7 +199,7 @@ bool Init()
g_CoreStartupParameter = _CoreParameter;
INFO_LOG(OSREPORT, "Starting core = %s mode",
g_CoreStartupParameter.bWii ? "Wii" : "Gamecube");
g_CoreStartupParameter.bWii ? "Wii" : "GameCube");
INFO_LOG(OSREPORT, "CPU Thread separate = %s",
g_CoreStartupParameter.bCPUThread ? "Yes" : "No");
+1 -1
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@@ -140,7 +140,7 @@ bool SCoreStartupParameter::AutoSetup(EBootBS2 _BootBS2)
if (bootDrive)
PanicAlertT("Could not read \"%s\". "
"There is no disc in the drive, or it is not a GC/Wii backup. "
"Please note that original Gamecube and Wii discs cannot be read "
"Please note that original GameCube and Wii discs cannot be read "
"by most PC DVD drives.", m_strFilename.c_str());
else
PanicAlertT("\"%s\" is an invalid GCM/ISO file, or is not a GC/Wii ISO.",
+1 -1
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@@ -2,7 +2,7 @@
// Licensed under GPLv2
// Refer to the license.txt file included.
// High-level emulation for the AX Gamecube UCode.
// High-level emulation for the AX GameCube UCode.
//
// TODO:
// * Depop support
+1 -1
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@@ -21,7 +21,7 @@
#include "Core/HW/SystemTimers.h"
#include "Core/PowerPC/PowerPC.h"
// A Gamecube disc can be read at somewhere between
// A GameCube disc can be read at somewhere between
// 2 and 3MB/sec, depending on the location on disk. Wii disks
// not yet tested.
static const u32 DISC_TRANSFER_RATE_GC = 3 * 1024 * 1024;
+1 -1
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@@ -85,7 +85,7 @@ namespace SystemTimers
u32 CPU_CORE_CLOCK = 486000000u; // 486 mhz (its not 485, stop bugging me!)
/*
Gamecube MHz
GameCube MHz
flipper <-> ARAM bus: 81 (DSP)
gekko <-> flipper bus: 162
flipper <-> 1T-SRAM bus: 324
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@@ -1052,7 +1052,7 @@ bool PlayWiimote(int wiimote, u8 *data, const WiimoteEmu::ReportFeatures& rptf,
if (size != sizeInMovie)
{
PanicAlertT("Fatal desync. Aborting playback. (Error in PlayWiimote: %u != %u, byte %u.)%s", (u32)sizeInMovie, (u32)size, (u32)g_currentByte,
(g_numPads & 0xF)?" Try re-creating the recording with all GameCube controllers disabled (in Configure > Gamecube > Device Settings)." : "");
(g_numPads & 0xF)?" Try re-creating the recording with all GameCube controllers disabled (in Configure > GameCube > Device Settings)." : "");
EndPlayInput(!g_bReadOnly);
return false;
}
+1 -1
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@@ -29,7 +29,7 @@ enum PlayMode
MODE_PLAYING
};
// Gamecube Controller State
// GameCube Controller State
#pragma pack(push,1)
struct ControllerState
{
+2 -2
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@@ -563,9 +563,9 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, const SPADStatus* const pad_stat
// The interface for this is extremely silly.
//
// Imagine a physical device that links three Gamecubes together
// and emulates NetPlay that way. Which Gamecube controls which
// and emulates NetPlay that way. Which GameCube controls which
// in-game controllers can be configured on the device (m_pad_map)
// but which sockets on each individual Gamecube should be used
// but which sockets on each individual GameCube should be used
// to control which players? The solution that Dolphin uses is
// that we hardcode the knowledge that they go in order, so if
// you have a 3P game with three gamecubes, then every single
@@ -209,7 +209,7 @@ void Interpreter::mfspr(UGeckoInstruction _inst)
//TODO - check processor privilege level - many of these require privilege
//XER LR CTR are the only ones available in user mode, time base can be read too.
//Gamecube games always run in superuser mode, but hey....
//GameCube games always run in superuser mode, but hey....
switch (iIndex)
{
@@ -248,7 +248,7 @@ void Interpreter::mtspr(UGeckoInstruction _inst)
//TODO - check processor privilege level - many of these require privilege
//XER LR CTR are the only ones available in user mode, time base can be read too.
//Gamecube games always run in superuser mode, but hey....
//GameCube games always run in superuser mode, but hey....
//Our DMA emulation is highly inaccurate - instead of properly emulating the queue
//and so on, we simply make all DMA:s complete instantaneously.
+1 -1
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@@ -360,7 +360,7 @@ void CheckExceptions()
}
else if (exceptions & EXCEPTION_FPU_UNAVAILABLE)
{
//This happens a lot - Gamecube OS uses deferred FPU context switching
//This happens a lot - GameCube OS uses deferred FPU context switching
SRR0 = PC; // re-execute the instruction
SRR1 = MSR & 0x87C0FFFF;
MSR |= (MSR >> 16) & 1;
+1 -1
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@@ -132,7 +132,7 @@ bool IsVolumeWiiDisc(const IVolume *_rVolume)
_rVolume->Read(0x18, 4, (u8*)&MagicWord);
return (Common::swap32(MagicWord) == 0x5D1C9EA3);
//Gamecube 0xc2339f3d
//GameCube 0xc2339f3d
}
bool IsVolumeWadFile(const IVolume *_rVolume)
+2 -2
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@@ -38,7 +38,7 @@ AboutDolphin::AboutDolphin(wxWindow *parent, wxWindowID id,
"Revision: %s\n"
"Compiled: %s @ %s\n"
"\n"
"Dolphin is a Gamecube/Wii emulator, which was\n"
"Dolphin is a GameCube/Wii emulator, which was\n"
"originally written by F|RES and ector.\n"
"Today Dolphin is an open source project with many\n"
"contributors, too many to list.\n"
@@ -58,7 +58,7 @@ AboutDolphin::AboutDolphin(wxWindow *parent, wxWindowID id,
"Thanks to hcs/destop for their GC ADPCM decoder.\n"
"\n"
"We are not affiliated with Nintendo in any way.\n"
"Gamecube and Wii are trademarks of Nintendo.\n"
"GameCube and Wii are trademarks of Nintendo.\n"
"The emulator should not be used to play games\n"
"you do not legally own."),
scm_desc_str, scm_branch_str, scm_rev_git_str, __DATE__, __TIME__);

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