"Lane order 'R-G-B' becomes 'B-G-R'\nfor lefty.");\r
this.list項目リスト.Add( this.iBassLeft );\r
// #23580 2011.1.3 yyagi\r
- this.iBassInputAdjustTimeMs = new CItemInteger("InputAdjust", -99, 99, CDTXMania.ConfigIni.nInputAdjustTimeMs.Bass,\r
- "ベース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。",\r
- "To adjust the bass input timing.\nYou can set from -99 to 99ms.\nTo decrease input lag, set minus value.");\r
+ this.iBassInputAdjustTimeMs = new CItemInteger("InputAdjust", -99, 0, CDTXMania.ConfigIni.nInputAdjustTimeMs.Bass,\r
+ "ベースの入力タイミングの微調整を\n行います。\n-99 ~ 0ms まで指定可能です。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。",\r
+ "To adjust the bass input timing.\nYou can set from -99 to 0ms.\nTo decrease input lag, set minus value.");\r
this.list項目リスト.Add(this.iBassInputAdjustTimeMs);\r
\r
this.n現在の選択項目 = 0;\r
"It becomes MISS to hit pad without\n chip.");\r
this.list項目リスト.Add( this.iDrumsTight );\r
// #23580 2011.1.3 yyagi\r
- this.iDrumsInputAdjustTimeMs = new CItemInteger("InputAdjust", -99, 99, CDTXMania.ConfigIni.nInputAdjustTimeMs.Drums,\r
- "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。",\r
- "To adjust the drums input timing.\nYou can set from -99 to 99ms.\nTo decrease input lag, set minus value.");\r
+ this.iDrumsInputAdjustTimeMs = new CItemInteger("InputAdjust", -99, 0, CDTXMania.ConfigIni.nInputAdjustTimeMs.Drums,\r
+ "ドラムの入力タイミングの微調整を\n行います。\n-99 ~ 0ms 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。",\r
+ "To adjust the drums input timing.\nYou can set from -99 to 0ms.\nTo decrease input lag, set minus value.");\r
this.list項目リスト.Add(this.iDrumsInputAdjustTimeMs);\r
// #24074 2011.01.23 add ikanick\r
this.iDrumsGraph = new CItemToggle( "Graph", CDTXMania.ConfigIni.bGraph.Drums,\r
"Lane order 'R-G-B' becomes 'B-G-R'\nfor lefty.");\r
this.list項目リスト.Add( this.iGuitarLeft );\r
// #23580 2011.1.3 yyagi\r
- this.iGuitarInputAdjustTimeMs= new CItemInteger("InputAdjust", -99, 99, CDTXMania.ConfigIni.nInputAdjustTimeMs.Guitar,\r
- "ギター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。",\r
- "To adjust the guitar input timing.\nYou can set from -99 to 99ms.\nTo decrease input lag, set minus value." );\r
+ this.iGuitarInputAdjustTimeMs= new CItemInteger("InputAdjust", -99, 0, CDTXMania.ConfigIni.nInputAdjustTimeMs.Guitar,\r
+ "ギターの入力タイミングの微調整を\n行います。\n-99 ~ 0ms 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。",\r
+ "To adjust the guitar input timing.\nYou can set from -99 to 0ms.\nTo decrease input lag, set minus value." );\r
this.list項目リスト.Add( this.iGuitarInputAdjustTimeMs );\r
\r
this.n現在の選択項目 = 0;\r
sw.WriteLine( "; バッファ入力モード(0:OFF, 1:ON)" );\r
sw.WriteLine( "BufferedInput={0}", this.bバッファ入力を行う ? 1 : 0 );\r
sw.WriteLine();\r
- sw.WriteLine("; 判定タイミング調整(ドラム)(-99~99)[ms]"); // #23580 2011.1.3 yyagi\r
- sw.WriteLine("; Revision value to adjust judgement timing for the drums."); //\r
+ sw.WriteLine("; 判定タイミング調整(ドラム, ギター, ベース)(-99~0)[ms]"); // #23580 2011.1.3 yyagi\r
+ sw.WriteLine("; Revision value to adjust judgement timing for the drums, guitar and bass."); //\r
sw.WriteLine("InputAdjustTimeDrums={0}", this.nInputAdjustTimeMs.Drums); //\r
- sw.WriteLine();\r
- sw.WriteLine("; 判定タイミング調整(ギター)(-99~99)[ms]"); // #23580 2011.1.3 yyagi\r
- sw.WriteLine("; Revision value to adjust judgement timing for the guitar."); //\r
sw.WriteLine("InputAdjustTimeGuitar={0}", this.nInputAdjustTimeMs.Guitar); //\r
- sw.WriteLine();\r
- sw.WriteLine("; 判定タイミング調整(ベース)(-99~99)[ms]"); // #23580 2011.1.3 yyagi\r
- sw.WriteLine("; Revision value to adjust judgement timing for the bass."); //\r
sw.WriteLine("InputAdjustTimeBass={0}", this.nInputAdjustTimeMs.Bass); //\r
sw.WriteLine();\r
- sw.WriteLine( "; LCの入力切り捨て下限Velocity値(0~127)" ); // #23857 2011.1.31 yyagi\r
- sw.WriteLine( "; Minimum velocity value for LC to accept." ); //\r
+ sw.WriteLine( "; LC, HH, SD,...の入力切り捨て下限Velocity値(0~127)" ); // #23857 2011.1.31 yyagi\r
+ sw.WriteLine( "; Minimum velocity value for LC, HH, SD, ... to accept." ); //\r
sw.WriteLine( "LCVelocityMin={0}", this.nVelocityMin.LC ); //\r
- sw.WriteLine(); //\r
- sw.WriteLine( "; ハイハット入力切り捨て下限Velocity値(0~127)" ); // #23857 2010.12.12 yyagi\r
- sw.WriteLine("; Minimum velocity value for HH to accept."); //\r
sw.WriteLine("HHVelocityMin={0}", this.nVelocityMin.HH ); //\r
- sw.WriteLine();\r
// sw.WriteLine("; ハイハット以外の入力切り捨て下限Velocity値(0~127)"); // #23857 2010.12.12 yyagi\r
// sw.WriteLine("; Minimum velocity value to accept. (except HiHat)"); //\r
// sw.WriteLine("VelocityMin={0}", this.n切り捨て下限Velocity); //\r
// sw.WriteLine(); //\r
- sw.WriteLine( "; SDの入力切り捨て下限Velocity値(0~127)" ); // #23857 2011.1.31 yyagi\r
- sw.WriteLine( "; Minimum velocity value for SD to accept." ); //\r
sw.WriteLine( "SDVelocityMin={0}", this.nVelocityMin.SD ); //\r
- sw.WriteLine(); //\r
- sw.WriteLine( "; BDの入力切り捨て下限Velocity値(0~127)" ); // #23857 2011.1.31 yyagi\r
- sw.WriteLine( "; Minimum velocity value for BD to accept." ); //\r
sw.WriteLine( "BDVelocityMin={0}", this.nVelocityMin.BD ); //\r
- sw.WriteLine(); //\r
- sw.WriteLine( "; HTの入力切り捨て下限Velocity値(0~127)" ); // #23857 2011.1.31 yyagi\r
- sw.WriteLine( "; Minimum velocity value for HT to accept." ); //\r
sw.WriteLine( "HTVelocityMin={0}", this.nVelocityMin.HT ); //\r
- sw.WriteLine(); //\r
- sw.WriteLine( "; LTの入力切り捨て下限Velocity値(0~127)" ); // #23857 2011.1.31 yyagi\r
- sw.WriteLine( "; Minimum velocity value for LT to accept." ); //\r
sw.WriteLine( "LTVelocityMin={0}", this.nVelocityMin.LT ); //\r
- sw.WriteLine(); //\r
- sw.WriteLine( "; FTの入力切り捨て下限Velocity値(0~127)" ); // #23857 2011.1.31 yyagi\r
- sw.WriteLine( "; Minimum velocity value for FT to accept." ); //\r
sw.WriteLine( "FTVelocityMin={0}", this.nVelocityMin.FT ); //\r
- sw.WriteLine(); //\r
- sw.WriteLine( "; CYの入力切り捨て下限Velocity値(0~127)" ); // #23857 2011.1.31 yyagi\r
- sw.WriteLine( "; Minimum velocity value for CY to accept." ); //\r
sw.WriteLine( "CYVelocityMin={0}", this.nVelocityMin.CY ); //\r
- sw.WriteLine(); //\r
- sw.WriteLine( "; RDの入力切り捨て下限Velocity値(0~127)" ); // #23857 2011.1.31 yyagi\r
- sw.WriteLine( "; Minimum velocity value for RD to accept." ); //\r
sw.WriteLine( "RDVelocityMin={0}", this.nVelocityMin.RD ); //\r
sw.WriteLine(); //\r
sw.WriteLine( ";-------------------" );\r
}\r
else if ( str3.Equals("InputAdjustTimeDrums") ) // #23580 2011.1.3 yyagi\r
{\r
- this.nInputAdjustTimeMs.Drums = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 99, this.nInputAdjustTimeMs.Drums);\r
+ this.nInputAdjustTimeMs.Drums = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 0, this.nInputAdjustTimeMs.Drums);\r
}\r
else if ( str3.Equals("InputAdjustTimeGuitar") ) // #23580 2011.1.3 yyagi\r
{\r
- this.nInputAdjustTimeMs.Guitar = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 99, this.nInputAdjustTimeMs.Guitar);\r
+ this.nInputAdjustTimeMs.Guitar = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 0, this.nInputAdjustTimeMs.Guitar);\r
}\r
else if ( str3.Equals("InputAdjustTimeBass") ) // #23580 2011.1.3 yyagi\r
{\r
- this.nInputAdjustTimeMs.Bass = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 99, this.nInputAdjustTimeMs.Bass);\r
+ this.nInputAdjustTimeMs.Bass = C変換.n値を文字列から取得して範囲内に丸めて返す(str4, -99, 0, this.nInputAdjustTimeMs.Bass);\r
}\r
else if ( str3.Equals("BufferedInput") ) {\r
this.bバッファ入力を行う = C変換.bONorOFF(str4[0]);\r