From 10c8878a34e47a637961710cd3e1bf57b7a5ebd0 Mon Sep 17 00:00:00 2001 From: Sergey Lipskiy Date: Sat, 27 Aug 2016 13:05:00 +0700 Subject: [PATCH] Correct GUI options names and tooltips. Update translation files. --- src/GLideNUI/configDialog.ui | 42 ++-- translations/gliden64_de.ts | 360 ++++++++++++++++++--------------- translations/gliden64_es.ts | 360 ++++++++++++++++++--------------- translations/gliden64_fr.ts | 360 ++++++++++++++++++--------------- translations/gliden64_it.ts | 360 ++++++++++++++++++--------------- translations/gliden64_ja.ts | 360 ++++++++++++++++++--------------- translations/gliden64_pl.ts | 360 ++++++++++++++++++--------------- translations/gliden64_pt_BR.ts | 360 ++++++++++++++++++--------------- 8 files changed, 1402 insertions(+), 1160 deletions(-) diff --git a/src/GLideNUI/configDialog.ui b/src/GLideNUI/configDialog.ui index 491ae260..195b0df4 100644 --- a/src/GLideNUI/configDialog.ui +++ b/src/GLideNUI/configDialog.ui @@ -67,7 +67,7 @@ - <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode. You also may select <span style=" font-style:italic;">custom</span> and enter necessary window sizes.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> Windowed resolution: @@ -100,7 +100,7 @@ - <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode. You also may select <span style=" font-style:italic;">custom</span> and enter necessary window sizes.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> @@ -115,6 +115,9 @@ + + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode. You also may select <span style=" font-style:italic;">custom</span> and enter necessary window sizes.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + 320 @@ -132,6 +135,9 @@ + + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode. You also may select <span style=" font-style:italic;">custom</span> and enter necessary window sizes.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + 240 @@ -149,7 +155,7 @@ - <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> <html><head/><body><p>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> @@ -159,7 +165,7 @@ - <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> Stretch @@ -172,7 +178,7 @@ - <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> 4:3 @@ -185,7 +191,7 @@ - <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> 16:9 @@ -197,6 +203,9 @@ + + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> + Adjust @@ -691,6 +700,9 @@ + + <html><head/><body><p><span style=" font-weight:600;">Emulate noise</span>:</p><p>Enable emulation of various effects, which use random color input.</p><p>May cause slowdown in rare cases.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]<br/></p></body></html> + Emulate noise @@ -698,8 +710,11 @@ + + <html><head/><body><p>Enable hardware lighting:</p><p>Normally lighting calculated per vertex. This option enables per-pixel shader based lighting. It results in more smooth and correct shading of 3D objects.</p><p>Note: since in LLE mode vertex color calculated outside of graphics plugin, this option is only for HLE.<br/><br/>[Recommended: <span style=" font-style:italic;">your preference</span>]</p></body></html> + - Enable hardware lighting + Enable hardware lighting (HLE only!) @@ -927,7 +942,7 @@ - <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>TODO: add description</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p><p><br/></p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>When enabled, auxiliary color buffer copied to RDRAM right after rendering into it is finished. It helps to correctly emulate frame buffer effects in some games.<br/></p><p>Note: this option may noticeably reduce performance.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p></body></html> Copy auxiliary color buffers to RDRAM @@ -1259,8 +1274,11 @@ + + <html><head/><body><p><span style=" font-weight:600;">Decrease color banding</span>:</p><p>This option enables pre-processing step, which reduces posterization issues on enhanced textures.</p><p>[Recommended:<span style=" font-style:italic;"> on for xBRZ</span>]</p></body></html> + - Deposterize textures + Decrease color banding @@ -1937,12 +1955,12 @@ - - - + + + diff --git a/translations/gliden64_de.ts b/translations/gliden64_de.ts index 799410c7..79b12799 100644 --- a/translations/gliden64_de.ts +++ b/translations/gliden64_de.ts @@ -521,8 +521,11 @@ p, li { white-space: pre-wrap; } - <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Fenster-Auflösung: Hier wird die Fenster-Auflösung eingestellt.</p><p>[Empfehlung: 640x480, 800x600, 1024x768]</p></body></html> + + + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode. You also may select <span style=" font-style:italic;">custom</span> and enter necessary window sizes.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Fenster-Auflösung: Hier wird die Fenster-Auflösung eingestellt.</p><p>[Empfehlung: 640x480, 800x600, 1024x768]</p></body></html> @@ -545,58 +548,54 @@ p, li { white-space: pre-wrap; } - + H: - - - - <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Seitenverhältniss:</span></p><p>Die meisten N64-Spiele nutzen ein 4:3 Seitenverhältniss aber manche unterstützen auch Widescreen. Stelle dafür diese Option hier & im Spiel ein. Im Strecken-Modus wird das Bild der Fenster / Bildschirmgröße angepasst, andere Modi können schwarze Balken verursachen.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Seitenverhältniss:</span></p><p>Die meisten N64-Spiele nutzen ein 4:3 Seitenverhältniss aber manche unterstützen auch Widescreen. Stelle dafür diese Option hier & im Spiel ein. Im Strecken-Modus wird das Bild der Fenster / Bildschirmgröße angepasst, andere Modi können schwarze Balken verursachen.</p></body></html> - + <html><head/><body><p>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>Seitenverhältniss:*</p></body></html> - + Stretch Strecken - + 4:3 4:3 - + 16:9 16:9 - + Adjust Anpassen - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Render at constant factor of native resolution.</span></p><p>If frame buffer emulation enabled and factor is not zero, internal frame buffer size will be that factor of native N64 resolution. The buffer will be scaled to screen resolution when rendered to screen. If factor is zero (default), internal buffer size is equal to screen size. If factor is 1, the game will be rendered in native resolution and then up-scaled to screen resolution.</p></body></html> - + <html><head/><body><p>Render at constant factor of native resolution<span style=" vertical-align:super;">*</span>:</p></body></html> - + <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>Anti-Aliasing:*</p></body></html> @@ -609,100 +608,105 @@ p, li { white-space: pre-wrap; } X - + <html><head/><body><p>*requires frame buffer emulation enabled </p></body></html> <html><head/><body><p>*benötigt aktivierte Frame-Buffer-Emulation</p></body></html> - + Anisotropic filtering: Anisotropische Filterung: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Bilinear filtering:</span></p><p>[standard] - standard texture filtering provided by PC hardware.</p><p>[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Bilineare Textur-Filterung:</span></p><p>[Standard] Standard Texture-Filterung durch PC-Hardware.</p><p>[N64 3-Punkt] Emulation von 3-Punkt-Textur-Filterung, welche auch von der Original-Hardware genutzt wurde. Läuft weniger flüssig aber authentischer.</p></body></html> - + Texture bilinear filtering: Bilineare Textur-Filterung: - + standard Standard - + N64 3point N64 3-Punkt - + Texture cache size: Textur-Cache-Größe: - - + + MB MB - + <html><head/><body><p>Select a format, in which screen shots will be saved</p></body></html> <html><head/><body><p>Wähle das Screenshot-Format</p></body></html> - + Screenshots format: Screenshot-Format: - + bmp bmp - + jpeg jpeg - + <html><head/><body><p><span style=" font-weight:600;">Language select:</span></p><p>Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Sprache wählen:</span></p><p>Zur Anzeige der Sprachen hier klicken. Nach einem Neustart der Einstellungen ist die gewählte Sprache aktiviert.</p></body></html> - + Language: Sprache: - + Emulation Emulation - + General settings Allgemeine Einstellungen - + <html><head/><body><p><span style=" font-weight:600;">Enable mip-mapping emulation:</span></p><p>N64 uses special mechanism for mip-mapping, which is hard to reproduce correctly on PC hardware. This option enables shaders based emulation of that feature.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Mip-Mapping emulieren:</span></p><p>Der N64 nutzt einen speziellen Mechanismus für Mip-Mapping, welcher mit PC-Hardware schwer nachzuvollziehen ist. Diese Option aktiviert Shader-basierte Emulation dieser Funktion.</p><p>[Empfehlung: Aktiviert]</p></body></html> - + Emulate mip-mapping Mip-Mapping emulieren - + + <html><head/><body><p><span style=" font-weight:600;">Emulate noise</span>:</p><p>Enable emulation of various effects, which use random color input.</p><p>May cause slowdown in rare cases.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]<br/></p></body></html> + + + + Emulate noise Noise emulieren @@ -715,212 +719,216 @@ p, li { white-space: pre-wrap; } Nebel emulieren - Enable hardware lighting - Hardware-Belichtung aktivieren + Hardware-Belichtung aktivieren - + <html><head/><body><p><span style=" font-weight:600;">Shaders storage:</span></p><p>Use persistent storage for compiled shader programs.<br/></p><p>Each game uses set of combiners. Combiner is an equation, which defines how to build output color from various color inputs. The plugin translates combiners to <a href="https://www.opengl.org/wiki/Shader"><span style=" text-decoration: underline; color:#0000ff;">shaders</span></a>. Shader compiler builds programs from them on fly. Shaders are large and complex. If new scene uses several new combiners, compilation of new shaders will take time and you will notice that as some stuttering. If you have shader storage enabled, all shaders will be compiled only once. Next time you run the game, plugin will not spend time on compilation of shaders, which you already met.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> - + Enable shaders storage - + <html><head/><body><p><span style=" font-weight:600;">Custom game settings:</span></p><p>Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user's settings when this option is enabled. Disable to ignore custom settings.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p><p><br/></p></body></html> <html><head/><body><p><span style=" font-weight:600;">Nutze angepasste Spieleinstellungen:</span></p><p>Die Ini-Datei kann angepasste Einstellungen für einige Spiele besitzen. Diese Einstellungen ermöglichen die optimalste Funktion dieser Spiele. Diese Einstellung überschreibt benutzedefinierte Einstellungen, wenn diese Option aktiviert ist. Das Deaktivieren ignoriert die Ini-Datei.</p><p>[Empfehlung: Aktiviert]</p><p><br/></p></body></html> - + Use custom per-game settings Nutze angepasste Spieleinstellungen - + 2D Fixes - - - + + + <html><head/><body><p><span style=" font-weight:600;">Fix black lines between texrect:</span></p><p>Most games draw 2D backgrounds using texrect command. Texrect stands for textured rectangle. In some games, texrects coordinates not aligned: there is half-pixel split between adjacent texrects. It is not visible in native resolution, but resulted as black lines when image upscaled. This option enables texrect coordinates correction to avoid black lines issue.</p><p>* disable - do not correct texrect coordinates</p><p>* smart - apply correction only for polygons, which need it. Use it for games, which have black lines issue.</p><p>* force - apply correction for all texrects. Use it when <span style=" font-style:italic;">smart</span> does not help.</p><p>[Recommended: <span style=" font-style:italic;">game dependant, mostly off</span>]</p></body></html> - + Fix black lines between texrects - + smart - + force - + + <html><head/><body><p><span style=" font-weight:600;">Render texrects in native resolution:</span></p><p>Most games draw 2D backgrounds and other 2D graphics using texrect command. Texrect stands for textured rectangle. 2D images represented by texrects often look distorted and unaligned in high resolution because of texture filtering. When this option is on, plugin renders texrects in native resolution and then copies the result to main buffer. Rendering in native resolution eliminates issues with 2D, but hardware load increases noticably.</p><p>Note: this option uses heuristics to detect adjucent texrects. The heuristics do not work for some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly on, if your hardware can handle it</span>]</p></body></html> + + + + Render texrects in native resolution - + Emulate frame buffer Frame-Buffer emulieren - + General options - - + + <html><head/><body><p><span style=" font-weight:600;">Buffer swap mode:</span></p><p>With this option you may control how often plugin will update main frame buffer. There are three modes:</p><p>* on Vertical Interrupt. Number of buffer updates will be equal to Vertical Interrupts per Second (VI/s). VI/s is 50 for PAL and 60 for NTSC games. This is most compatible option. Use it if your system can handle it.</p><p>* on Video Interface origin change. The origin change means that game switched to another color buffer and buffers swap needed. This mode corresponds to Frames Per Seconds (FPS). FPS is between 20 and 30 for most games, thus buffers swap less often than in the first mode. This mode works well if game uses double or triple buffering. If game uses single buffer (very rare case), it does not work.</p><p>* on color image change. Buffers will swap only if frame buffer is actually modified. This mode is optimal for performance because it eliminates empty swaps. However, there are rare cases, where it does not work.</p><p><br/></p></body></html> - + Buffer swap mode: - + On Vertical Interrupt - + On VI origin change - + On color buffer change - - <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>TODO: add description</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p><p><br/></p></body></html> - - - - + Copy auxiliary color buffers to RDRAM - + <html><head/><body><p>If emulator supports <span style=" font-style:italic;">FBInfo</span> API extension, plugin will rely on its help to read/write buffers only when game needs them.</p></body></html> - + Buffers read/write with emulator help - + <html><head/><body><p><span style=" font-weight:600;">Do not use emulator help:</span></p><p>Depending on emulator, frame buffer usage notification may work imperfect and some frame buffer effects will not work. You may disable emulator help and force buffers copy.</p><p>[Recommended: off]</p></body></html> - + Do not use emulator help - + <html><head/><body><p><span style=" font-weight:600;">Read color buffer by chunks:</span></p><p>When enabled, color bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, because color buffer usually read as whole</span>]</p></body></html> - + Read color buffer by chunks - + <html><head/><body><p><span style=" font-weight:600;">Read depth buffer by chunks:</span></p><p>When enabled, depth bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">on, because depth buffer seldom read as whole</span>]</p></body></html> - + Read depth buffer by chunks - + <html><head/><body><p>If emulator does not support <span style=" font-style:italic;">FBInfo</span> API extension, plugin have to read/write buffers each frame to emulate <span style=" font-style:italic;">some</span> frame buffer based effects. It can be slow and also can cause glitches or even crashes. Enable these options only for games, which really need them.</p></body></html> - + Buffers read/write without emulator help - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Copy color buffer to RDRAM:</span></p><p>In some games plugin can't detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.</p><p>* disable - do not copy buffer</p><p>* sync - copy buffer in sync mode. Can be slow, but works for all games</p><p>* async - copy buffer in async mode. Can be up to 10 times faster than sync mode, but is incompatible with some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly async (sync needed only for a few games)</span>]</p></body></html> - + <html><head/><body><p>Use shaders to emulate N64 depth compare modes. <span style=" font-weight:600;">Experimental!</span></p></body></html> - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Copy depth buffer to RDRAM:</span></p><p>This option is required for correct emulation of depth buffer based effects, e.g. coronas.</p><p>* disable - do not copy buffer</p><p>* from VRAM - Content of video card's depth buffer is copied into RDRAM area each frame. Can be slow on some games.</p><p>* software render - use software rendering. Generally faster than copy from video memory, but the result can be imperfect.</p><p>[Recommended: <span style=" font-style:italic;">software render</span>]</p></body></html> - + from VRAM - + software - + + Decrease color banding + + + + Gamma correction - + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games and increase default level of gamma correction.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> - + Force gamma correction - - + + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> - + Gamma correction level: @@ -929,34 +937,58 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Kopiere den Frame-Buffer in den RDRAM:</span></p><p>In manchen Spielen erkennt das Plugin das Nutzen des Frame-Buffers nicht. In diesem Fall muss diese Option aktiviert werden, um diese Frame-Buffer-Effekte sehen zu können. Jeder Frame wird von der Grafikkarte gelesen & in den RDRAM-Bereich kopiert.</p><p>[Empfehlung: Meistens deaktiviert (wird nur für ein paar Spiele gebraucht)]</p></body></html> - + Copy frame buffer to RDRAM Kopiere den Frame-Buffer in den RDRAM - - - + + + disable - + + + + + + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> + + + + + <html><head/><body><p>Enable hardware lighting:</p><p>Normally lighting calculated per vertex. This option enables per-pixel shader based lighting. It results in more smooth and correct shading of 3D objects.</p><p>Note: since in LLE mode vertex color calculated outside of graphics plugin, this option is only for HLE.<br/><br/>[Recommended: <span style=" font-style:italic;">your preference</span>]</p></body></html> + + + + + Enable hardware lighting (HLE only!) + + + + + <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>When enabled, auxiliary color buffer copied to RDRAM right after rendering into it is finished. It helps to correctly emulate frame buffer effects in some games.<br/></p><p>Note: this option may noticeably reduce performance.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p></body></html> + + + + sync - + async - + <html><head/><body><p><span style=" font-weight:600;">Render N64 frame buffer as texture:</span></p><p>When this option is enabled, content of each N64 frame buffer is rendered as texture over the frame, rendered by the plugin. This prevents graphics lost, but may cause slowdowns and various glitches in some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Rendere den Frame-Buffer als Textur:</span></p><p>Wenn diese Option aktiviert ist, wird jeder Inhalt des Frame-Buffers als Textur vom Plugin über den Frame gerendert. Das verhindert grafische Verluste aber kann Performance-Einbrüche & verschiedene Fehler in manchen Spielen verursachen.</p><p>[Empfehlung: Meistens deaktiviert]</p></body></html> - + Render frame buffer as texture Rendere den Frame-Buffer als Textur @@ -973,7 +1005,7 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Kopiere den Depth-Buffer in den RDRAM:</span></p><p>Diese Option ist zur korrekten Emulation von Depth-Buffer-basierten Effekten wie z.B. Coronas erforderlich. Der Depth-Buffer der Grafikkarte wird bei jedem Frame in den RDRAM kopiert.</p><p>[Empfehlung: Aktiviert]</p></body></html> - + Copy depth buffer to RDRAM Kopiere den Depth-Buffer in den RDRAM @@ -982,7 +1014,7 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Depth-Compare emulieren:</span></p><p>Diese Option nutzt Shader, um Depth-Compare-Modi zu emulieren.<p>[Empfehlung: Deaktiviert (Experimentell)</p></body></html> - + Emulate N64 depth compare Depth-Compare emulieren @@ -1003,239 +1035,239 @@ p, li { white-space: pre-wrap; } Schreibe einen Fingerabdruck in den RDRAM - + Textures Texturen - + Texture enhancement Textur-Verbesserungen - - + + <html><head/><body><p><span style=" font-weight:600;">Filter:</span></p><p>Apply a filter to either smooth or sharpen textures.There are 4 different smoothing filters and 2 different sharpening filters. The higher the number, the stronger the effect, i.e. <span style=" font-weight:600;">Smoothing filter 4</span> will have a much more noticeable effect than <span style=" font-weight:600;">Smoothing filter 1</span>.Be aware that performance may have an impact depending on the game and/or the PC.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Filter:</span></p><p>Sie können entweder einen weichen oder scharfen Filter wählen. Es gibt 4 verschiedene weiche & 2 verschiedene scharfe Filter. Je höher die Nummer, desto stärker der Effekt, z.B. Smoothing filter 4 hat einen größeren Effekt als Smoothing filter 1. Sei gewarnt, es können je nach Spiel & PC massive Performance-Einbrüche entstehen.</p><p>[Empfehlung: Deine Entscheidung]</p></body></html> - + Filter: Filter: - - + + <html><head/><body><p><span style=" font-weight:600;">Texture enhancement:</span></p><p>12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.</p><p><span style=" font-weight:600;">IMPORTANT:</span> 'Store' mode - saves textures in cache 'as is'. It can improve performance in games, which load many textures. Disable 'Ignore backgrounds' option for better result.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Verbesserungen:</span></p><p>12 verschiedene Filter stehen zur Auswahl & alle haben ein unverwechselbares Aussehen .Es könnten Performance-Einbrüche auftreten.</p><p><span style=" font-weight:600;">WICHTIG: </span>Der Store Modus speichert Texturen im Cache. Es kann die Performance in Spielen verbessern, welche sehr viele Texturen laden müssen.</p><p>[Empfehlung: Deine Entscheidung]</p></body></html> - + Enhancement: Verbesserungen: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Texture cache size:</span></p><p>Enhanced and filtered textures can be cached to aid performance. This setting will adjust how much PC memory will be dedicated for texture cache. This helps boost performance if there are subsequent requests for the same texture (usually the case). Normally, 128MB should be more than enough but there is a sweet spot for each game. Super Mario may not need more than 32megs, but Conker streams a lot of textures, so setting 256+ megs can boost performance. Adjust accordingly if you are encountering speed issues. '0' disables cache.</p><p>[Recommended: <span style=" font-style:italic;">PC and game dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Textur-Cache:</span></p><p>Verbesserte & gefilterte Texturen können für bessere Performance gecached werden. Bei dieser Einstellung wird festgelegt, wieviel Speicher für den Textur-Cache benutzt wird. Die Performance wird beschleunigt, wenn mehrmals auf eine Textur zugegriffen wird. Normalerweise sollten 128MB genug sein aber das ist spiel-abhängig. Super Mario 64 braucht wahrscheinlich nicht mehr als 32MB, Conker´s Bad Fur Day dagegen überträgt eine große Menge an Texturen, da können 256MB+ die Performance steigern. Verändere dementsprechend, wenn Geschwindigkeits-Probleme auftreten. 0MB deaktivieren den Cache.</p><p>[Empfehlung: PC & Spiel-abhängig]</p></body></html> - + Texture cache: Textur-Cache: - - Deposterize textures + + <html><head/><body><p><span style=" font-weight:600;">Decrease color banding</span>:</p><p>This option enables pre-processing step, which reduces posterization issues on enhanced textures.</p><p>[Recommended:<span style=" font-style:italic;"> on for xBRZ</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Ignore Backgrounds:</span></p><p>It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.</p><p>[Recommended: <span style=" font-style:italic;">on (off for 'Store' mode)</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Hintergründe ignorieren:</span></p><p>Verbesserungen für lange schmale Texturen werden übersprungen, da die meistens als Hintergrund benutzt werden. Das verringert den Texture-Speicher enorm & verbessert die Performance.</p><p>[Empfehlung: Aktiviert (deaktivieren im Store-Modus)]</p></body></html> - + Ignore backgrounds Hintergründe ignorieren - + Use texture pack Verwende Texturpaket - + <html><head/><body><p><span style=" font-weight:600;">Use Alpha channel fully:</span></p><p>When this option is off, 16bit rgba textures will be loaded using RiceVideo style - with 1bit for alpha channel. When it is on, GlideHQ will check, how alpha channel is used by the hires texture, and select most appropriate format for it. This gives texture designers freedom to play with alpha, as they need, regardless of format of original N64 texture. For older and badly designed texture packs it can cause unwanted black borders.</p><p>[Recommended: <span style=" font-style:italic;">texture pack dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Nutze vollen Alphakanal:</span></p><p>Wenn diese Option deaktiviert ist, werden 16bit-rgbam-Texturen mit RiceVideo-Style geladen, mit 1bit für den Alphakanal. Aktiviert überprüft GlideHQ, wie der Alphakanal von den Hires-Texturen genutzt wird & wählt das geeigneste Format. Das gibt den Texture-Designern Freiheiten, um mit dem Alphakanal zu spielen, wie sie wollen & ohne Rücksicht auf das Format der Original-N64-Textur zu nehmen. Bei alten & schlecht-designten Texturpaketen können ungewollte schwarze Balken auftauchen.</p><p>[Empfehlung: Texturpaket-abhängig]</p></body></html> - + Use alpha channel fully Nutze vollen Alphakanal - + <html><head/><body><p>Alternative CRC calculation:</p><p>This option enables emulation of a palette CRC calculation bug in RiceVideo.If some textures are not loaded, try to set this option on/off.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, on for really old packs</span>]</p></body></html> <html><head/><body><p>Alternative CRC-Berechnung:</p><p>Diese Option aktiviert die Emulation des Paletten-CRC-Berechnungs-Bugs von RiceVideo. Falls manche Texturen nicht geladen werden, aktiviere / deaktiviere diese Funtion.</p><p>[Empfehlung: Meistens deaktiviert, aktiviert für ziemlich alte Texturpakete]</p></body></html> - + Alternative CRC calculation Alternative CRC-Berechnung - + <html><head/><body><p><span style=" font-weight:600;">Texture dumping mode:</span></p><p>In this mode, you have that ability to dump textures on screen to the appropriate folder. You can also reload textures while the game is running to see how they look instantly - big time saver!</p><p>Hotkeys: <span style=" font-weight:600;">R</span> reloads hires textures from the texture pack - <span style=" font-weight:600;">D</span> toggles texture dumps on/off.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Textur-Bearbeitungs-Modus:</span></p><p>In diesem Modus hast du die Möglichkeit, die Texturen auf dem Bildschirm in den zugewiesenen Ordner zu kopieren. Du kannst die Texturen während des Spiels jederzeit neu laden & sofort anschauen, wie die neue Textur aussieht (große Zeitersparniss)</p><p>Hotkeys: "R" lädt erreut die Hires-Textures aus dem Texturpaket. "D" Texturbearbeitungsmodus aktivieren / deaktivieren.</p></body></html> - + Texture dumping/editing mode Textur-Bearbeitungs-Modus - - - + + + <html><head/><body><p>Select color of text messages.</p></body></html> <html><head/><body><p>Wähle die Farbe für die Text-Nachrichten.</p></body></html> - + Message color: Farbe: - - - + + + <html><head/><body><p>Select font and font size for text messages, displayed during texture cache or texture pack save/load.</p></body></html> <html><head/><body><p>Wähle Schrift & Schriftgröße für die Text-Nachrichten, während des Texture-Cachings oder während des speicherns / ladens des Texturpakets zu sehen.</p></body></html> - + Message font: Schriftart: - + Arial Arial - + Green Grün - + Pick Auswählen - + Select Auswählen - - - + + + <html><head/><body><p>Select path to folder with HD textures packs.<br/>Default: Plugin/hires_texture</p></body></html> <html><head/><body><p>Wähle den Pfad zum Ordner mit dem Texturpaket.<br/>Voreinstellung: Plugin/hires_texture</p></body></html> - + Texture pack path: Pfad für Texturpakete: - + Choose Auswählen - + <html><head/><body><p><span style=" font-weight:600;">Force 16bpp textures:</span></p><p>The color of the textures will be reduced to 16bpp.This is space saver and performance enhancer. This halves the space used on the texture cache and the GFX hardware's texture RAM. Color reduction is done so that the original quality is preserved as much as possible. Depending on the texture, this usually is hardly noticeable. Sometimes though, it can be: skies are a good example.</p><p>[Recommended: <span style=" font-style:italic;">off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">16bpp-Texturen erzwingen:</span></p><p>Die Farbe der Texturen werden auf 16bpp reduziert. Dadurch spart man Speicher & die Performance wird gesteigert. Das halbiert den genutzten Speicher im Textur-Cache & den Grafikkarten-Textur-RAM. Farbreduzierung wurde soweit ausgeführt, dass die höchstmögliche Qualität beibehalten wird. Abhängig von der Textur ist es kaum feststellbar. Manchmal jedoch erkennt man es sehr gut. Himmel sind ein gutes Beispiel.</p><p>[Empfehlung: Deaktiviert]</p></body></html> - + Force 16bpp textures 16bpp-Texturen erzwingen - + <html><head/><body><p><span style=" font-weight:600;">Compress texture cache:</span></p><p>Memory will be compressed so that more textures can be held in the texture cache. The compression ratio varies with each texture, but 1/5 of the original size would be a modest approximation. They will be decompressed on-the-fly, before being downloaded to the gfx hardware.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Textur-Cache komprimieren:</span></p><p>Der Speicher wird komprimiert, damit mehr Texturen in den Texture-Cache passen. Die Kompressions-Rate variiert mit jeder Textur aber schätzungsweise wird 1/5 der Original-Größe erreicht. Die Texturen werden nebenbei dekomprimiert & dann in den Grafikspeicher geladen.</p><p>[Empfehlung: Aktiviert]</p></body></html> - + Compress texture cache Textur-Cache komprimieren - + <html><head/><body><p><span style=" font-weight:600;">Save texture cache to HD:</span></p><p>For enhanced textures cache: This will save all previously loaded and enhanced textures to HD. So upon next game launch, all the textures will be instantly loaded, resulting in smoother performance.</p><p>For high-resolution textures cache: After creation, loading hi-res texture will take only a few seconds upon game launch, as opposed to the 5 -60 seconds a pack can take to load without this cache file. The only downside here is upon any changes to the pack, the cache file will need to be manually deleted.</p><p>Saved cache files go into a folder called <span style=" font-weight:600;">Cache</span> within the Plugins folder.</p><p>[Highly Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Speichere Textur-Cache auf der Festplatte:</span></p><p>Für den verbesserten Texture-Cache: Alle zuvor geladenen & verbesserten Texturen werden auf der Festplatte gespeichert. Beim nächste Spielstart werden die Texturen fast sofort geladen, was sich an einer geschmeidigeren Performance bemerkbar macht.</p><p>Für den Hires-Texture-Cache: Nach der Erstellung werden die Hires-Texturen innerhal weniger Sekunden beim Spielstart geladen, im Gegensatz dazu wird ein Texturpaket ohne die Cache-Datei erst in 5 - 60 Sekunden geladen. Das einzig Schlechte daran ist, dass man bei jeder Veränderung des Texturpakets die Cache-Datei manuell löschen muss.</p><p>Cache-Dateien werden in einem Ordner namens "Cache" im Plugin Ordner gespeichert.</p><p>[Starke Empfehlung: Aktiviert]</p></body></html> - + Save texture cache to hard disk Speichere Textur-Cache auf der Festplatte - + Post filters Filter - + Bloom Bloom - + Bloom blend mode: Bloom-Blend-Modus: - + Strong Stark - + Mild Mild - + Light Leicht - + Blur amount: Unschärfe Menge: - + Threshold level: Toleranz: - + Blur strength: Unschärfe Stärke: - - - + + + 0 0 diff --git a/translations/gliden64_es.ts b/translations/gliden64_es.ts index 8fb68892..6d577292 100644 --- a/translations/gliden64_es.ts +++ b/translations/gliden64_es.ts @@ -649,8 +649,11 @@ p, li { white-space: pre-wrap; } - <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Resolución:</span></p><p>Selecciona la resolución para el modo de ventana.</p><p>[Recomendado: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + + + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode. You also may select <span style=" font-style:italic;">custom</span> and enter necessary window sizes.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Resolución:</span></p><p>Selecciona la resolución para el modo de ventana.</p><p>[Recomendado: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> @@ -673,58 +676,54 @@ p, li { white-space: pre-wrap; } - + H: - - - - <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Proporción de aspecto de salida:</span></p><p>La mayoría de juegos de N64 utilizan la proporción 4:3, pero algunos también son compatibles con el formato panorámico. Puedes seleccionar aquí la proporción correcta y seleccionar el modo panorámico dentro de los ajustes del juego. En el modo <span style=" font-weight:600;">"Estirar"</span> la imagen se estirará por toda la pantalla, el resto de modos podrían añadir bordes negros si es necesario.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Proporción de aspecto de salida:</span></p><p>La mayoría de juegos de N64 utilizan la proporción 4:3, pero algunos también son compatibles con el formato panorámico. Puedes seleccionar aquí la proporción correcta y seleccionar el modo panorámico dentro de los ajustes del juego. En el modo <span style=" font-weight:600;">"Estirar"</span> la imagen se estirará por toda la pantalla, el resto de modos podrían añadir bordes negros si es necesario.</p></body></html> - + <html><head/><body><p>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>Proporción<span style=" vertical-align:super;">*</span>:</p></body></html> - + Stretch Estirar - + 4:3 4:3 - + 16:9 16:9 - + Adjust Ajustar - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Render at constant factor of native resolution.</span></p><p>If frame buffer emulation enabled and factor is not zero, internal frame buffer size will be that factor of native N64 resolution. The buffer will be scaled to screen resolution when rendered to screen. If factor is zero (default), internal buffer size is equal to screen size. If factor is 1, the game will be rendered in native resolution and then up-scaled to screen resolution.</p></body></html> - + <html><head/><body><p>Render at constant factor of native resolution<span style=" vertical-align:super;">*</span>:</p></body></html> - + <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> @@ -737,100 +736,105 @@ p, li { white-space: pre-wrap; } X - + <html><head/><body><p>*requires frame buffer emulation enabled </p></body></html> <html><head/><body><p>*Necesita activar la emulación del frame buffer</p></body></html> - + Anisotropic filtering: Filtro anisotrópico: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Bilinear filtering:</span></p><p>[standard] - standard texture filtering provided by PC hardware.</p><p>[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Filtrado bilineal de texturas:</span></p><p>[Estándar] - Filtrado bilineal estándar generado por el hardware de tu equipo.</p><p>[Tripunto N64]- Emulación del filtrado de texturas tripunto utilizado por el hardware original. El aspecto será menos suave, pero más auténtico.</p></body></html> - + Texture bilinear filtering: Filtrado bilineal de texturas: - + standard Estándar - + N64 3point Tripunto N64 - + Texture cache size: Tamaño de caché de texturas: - - + + MB MB - + <html><head/><body><p>Select a format, in which screen shots will be saved</p></body></html> <html><head/><body><p>Selecciona el formato en el que se guardarán las capturas de pantalla.</p></body></html> - + Screenshots format: Formato de capturas de pantalla: - + bmp bmp - + jpeg jpeg - + <html><head/><body><p><span style=" font-weight:600;">Language select:</span></p><p>Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Selección de idioma:</span></p><p>Pulsa el botón para mostrar la ventana de selección de idioma. El idioma seleccionado se activará cuando vuelvas a abrir la ventana de configuración.</p></body></html> - + Language: Idioma: - + Emulation Emulación - + General settings Configuración general - + <html><head/><body><p><span style=" font-weight:600;">Enable mip-mapping emulation:</span></p><p>N64 uses special mechanism for mip-mapping, which is hard to reproduce correctly on PC hardware. This option enables shaders based emulation of that feature.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Emular mip-mapping:</span></p><p>La N64 utiliza un mecanismo especial para el mip-mapping que es difícil de reproducir correctamente en otros hardwares. Esta opción activa una emulación basada en shaders de esta característica.</p><p>[Recomendado: <span style=" font-style:italic;">Activado</span>]</p></body></html> - + Emulate mip-mapping Emular mip-mapping - + + <html><head/><body><p><span style=" font-weight:600;">Emulate noise</span>:</p><p>Enable emulation of various effects, which use random color input.</p><p>May cause slowdown in rare cases.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]<br/></p></body></html> + + + + Emulate noise Emular ruido @@ -843,207 +847,211 @@ p, li { white-space: pre-wrap; } Emular niebla - Enable hardware lighting - Activar iluminación por hardware + Activar iluminación por hardware - + <html><head/><body><p><span style=" font-weight:600;">Shaders storage:</span></p><p>Use persistent storage for compiled shader programs.<br/></p><p>Each game uses set of combiners. Combiner is an equation, which defines how to build output color from various color inputs. The plugin translates combiners to <a href="https://www.opengl.org/wiki/Shader"><span style=" text-decoration: underline; color:#0000ff;">shaders</span></a>. Shader compiler builds programs from them on fly. Shaders are large and complex. If new scene uses several new combiners, compilation of new shaders will take time and you will notice that as some stuttering. If you have shader storage enabled, all shaders will be compiled only once. Next time you run the game, plugin will not spend time on compilation of shaders, which you already met.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Guardado de shaders:</span></p><p>Guarda de forma persistente los programas de shaders compilados.<br/></p><p>Cada juego utiliza un conjunto de combinadores. Un combinador es una ecuación que define el color que se muestra a partir de varios colores de la imagen original. El plugin traduce los combinadores a un <a href="https://www.opengl.org/wiki/Shader"><span style=" text-decoration: underline; color:#0000ff;">shader</span></a>. El compilador de shaders crea un programa al momento. Los shaders ocupan mucho espacio y son complejos. Si una escena nueva utiliza varios combinadores nuevos, se tardará más en compilar un shader nuevo y eso puede provocar trompicones. Si activas el guardado de shaders, todos los shaders se compilarán sólo una vez. La próxima vez que ejecutes el juego, el plugin no perderá tiempo compilando shaders porque ya estarán compilados.</p><p>[Recomendado: <span style=" font-style:italic;">Activado</span>]</p></body></html> - + Enable shaders storage Activar guardado de shaders - + <html><head/><body><p><span style=" font-weight:600;">Custom game settings:</span></p><p>Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user's settings when this option is enabled. Disable to ignore custom settings.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p><p><br/></p></body></html> <html><head/><body><p><span style=" font-weight:600;">Ajustes personalizados por juego:</span></p><p>El archivo ini podría contener ajustes personalizados para juegos concretos. Estos ajustes permiten un rendimiento óptimo del juego. Los ajustes personalizados omitirán los ajustes del usuario al activar esta opción. Desactívala para ignorar los ajutes personalizados.</p><p>[Recomendado: <span style=" font-style:italic;">Activado</span>]</p></body></html> - + Use custom per-game settings Utilizar ajustes personalizados por juego - + 2D Fixes - - - + + + <html><head/><body><p><span style=" font-weight:600;">Fix black lines between texrect:</span></p><p>Most games draw 2D backgrounds using texrect command. Texrect stands for textured rectangle. In some games, texrects coordinates not aligned: there is half-pixel split between adjacent texrects. It is not visible in native resolution, but resulted as black lines when image upscaled. This option enables texrect coordinates correction to avoid black lines issue.</p><p>* disable - do not correct texrect coordinates</p><p>* smart - apply correction only for polygons, which need it. Use it for games, which have black lines issue.</p><p>* force - apply correction for all texrects. Use it when <span style=" font-style:italic;">smart</span> does not help.</p><p>[Recommended: <span style=" font-style:italic;">game dependant, mostly off</span>]</p></body></html> - + Fix black lines between texrects - + smart - + force - + + <html><head/><body><p><span style=" font-weight:600;">Render texrects in native resolution:</span></p><p>Most games draw 2D backgrounds and other 2D graphics using texrect command. Texrect stands for textured rectangle. 2D images represented by texrects often look distorted and unaligned in high resolution because of texture filtering. When this option is on, plugin renders texrects in native resolution and then copies the result to main buffer. Rendering in native resolution eliminates issues with 2D, but hardware load increases noticably.</p><p>Note: this option uses heuristics to detect adjucent texrects. The heuristics do not work for some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly on, if your hardware can handle it</span>]</p></body></html> + + + + Render texrects in native resolution - + Emulate frame buffer Emular frame buffer - + General options - - + + <html><head/><body><p><span style=" font-weight:600;">Buffer swap mode:</span></p><p>With this option you may control how often plugin will update main frame buffer. There are three modes:</p><p>* on Vertical Interrupt. Number of buffer updates will be equal to Vertical Interrupts per Second (VI/s). VI/s is 50 for PAL and 60 for NTSC games. This is most compatible option. Use it if your system can handle it.</p><p>* on Video Interface origin change. The origin change means that game switched to another color buffer and buffers swap needed. This mode corresponds to Frames Per Seconds (FPS). FPS is between 20 and 30 for most games, thus buffers swap less often than in the first mode. This mode works well if game uses double or triple buffering. If game uses single buffer (very rare case), it does not work.</p><p>* on color image change. Buffers will swap only if frame buffer is actually modified. This mode is optimal for performance because it eliminates empty swaps. However, there are rare cases, where it does not work.</p><p><br/></p></body></html> <html><head/><body><p><span style=" font-weight:600;">Tipo de cambio de búfer:</span></p><p>Con esta opción puedes controlar la frecuencia con la que el plugin actualizará el frame buffer principal. Hay tres formas:</p><p>* Por interrupción vertical. El número de actualizaciones del buffer será igual al número de Interrupciones Verticales por Segundo (VI/s). El VI/s es 50 en juegos PAL y 60 en juegos NTSC. Esta es la opción más compatible. Utilízala su tu equipo puede ejecutarla.</p><p>* Por cambio en el origen de la interfaz de vídeo. El cambio en el origen quiere decir que el juego ha cambiado a otro búfer de color y que hace falta cambiar el búfer. Este modo se corresponde a los Fotogramas por Segundo (FPS). Los FPS son entre 20 y 30 para la mayoría de los juegos, así que se cambia menos el búfer que con el primer modo. Este modo funciona bien si el juego utiliza doble o triple buffering. Si el juego utiliza un búfer simple (casos muy raros), no funcionará.</p><p>* Por cambio en el color de la imagen. Los búfers sólo cambiarán si se modifica el frame buffer. Este modo es ideal para mejorar el rendimiento porque elimina los cambios en vacio. Pero hay casos muy raros en los que no funcionará.</p><p><br/></p></body></html> - + Buffer swap mode: Tipo de cambio de búfer: - + On Vertical Interrupt Interrupción vertical - + On VI origin change Cambio en origen de vídeo - + On color buffer change Cambio en color del búfer - - <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>TODO: add description</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p><p><br/></p></body></html> - - - - + Copy auxiliary color buffers to RDRAM - + <html><head/><body><p>If emulator supports <span style=" font-style:italic;">FBInfo</span> API extension, plugin will rely on its help to read/write buffers only when game needs them.</p></body></html> - + Buffers read/write with emulator help - + <html><head/><body><p><span style=" font-weight:600;">Do not use emulator help:</span></p><p>Depending on emulator, frame buffer usage notification may work imperfect and some frame buffer effects will not work. You may disable emulator help and force buffers copy.</p><p>[Recommended: off]</p></body></html> - + Do not use emulator help - + <html><head/><body><p><span style=" font-weight:600;">Read color buffer by chunks:</span></p><p>When enabled, color bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, because color buffer usually read as whole</span>]</p></body></html> - + Read color buffer by chunks - + <html><head/><body><p><span style=" font-weight:600;">Read depth buffer by chunks:</span></p><p>When enabled, depth bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">on, because depth buffer seldom read as whole</span>]</p></body></html> - + Read depth buffer by chunks - + <html><head/><body><p>If emulator does not support <span style=" font-style:italic;">FBInfo</span> API extension, plugin have to read/write buffers each frame to emulate <span style=" font-style:italic;">some</span> frame buffer based effects. It can be slow and also can cause glitches or even crashes. Enable these options only for games, which really need them.</p></body></html> - + Buffers read/write without emulator help - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Copy color buffer to RDRAM:</span></p><p>In some games plugin can't detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.</p><p>* disable - do not copy buffer</p><p>* sync - copy buffer in sync mode. Can be slow, but works for all games</p><p>* async - copy buffer in async mode. Can be up to 10 times faster than sync mode, but is incompatible with some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly async (sync needed only for a few games)</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Copiar búfer de color a RDRAM:</span></p><p>El plugin no podrá detectar el uso del frame buffer en algunos juegos. En tal caso, tendrás que activar esta opción para ver los efectos del frame buffer. Se leerán todos los fotogramas representados en la tarjeta gráfica y se copiarán a la zona de la RDRAM.</p><p>* Desactivar: No copiar el bufer.</p><p>* Síncrono: Copia el búfer en el modo síncrono. Puede ser lento, pero funcionará con todos los juegos.</p><p>* Asíncrono: Copia el búfer en el modo asíncrono. Puede llegar a ser diez veces más rápido que el modo síncrono, pero es incompatible con algunos juegos.</p><p>[Recomendado: <span style=" font-style:italic;">Casi siempre asíncrono (El modo síncrono sólo es necesario para algunos juegos)</span>]</p></body></html> - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Copy depth buffer to RDRAM:</span></p><p>This option is required for correct emulation of depth buffer based effects, e.g. coronas.</p><p>* disable - do not copy buffer</p><p>* from VRAM - Content of video card's depth buffer is copied into RDRAM area each frame. Can be slow on some games.</p><p>* software render - use software rendering. Generally faster than copy from video memory, but the result can be imperfect.</p><p>[Recommended: <span style=" font-style:italic;">software render</span>]</p></body></html> - + from VRAM - + software - + + Decrease color banding + + + + Gamma correction Corrección gamma - + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games and increase default level of gamma correction.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Corrección gamma.</span></p><p>Algunos juegos de N64 utilizan la corrección gamma, que hace que la imagen sea más brillante. La N64 aplica la corrección gamma a su interfaz de video. </p><p>GLideN64 emula la corrección gamma como un efecto de posprocesado. Es decir, sólo funciona si se utiliza la emulación del frame buffer. La corrección gamma se activa automáticamente en los juegos que la utilizan en una N64 real. Puedes forzar la corrección gamma en todos los juegos y aumentar el nivel predeterminado de la misma.</p><p>[Recomendado: <span style=" font-style:italic;">Utilizar el valor predeterminado</span>]</p></body></html> - + Force gamma correction Forzar corrección gamma - - + + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Corrección gamma.</span></p><p>Algunos juegos de N64 utilizan la corrección gamma, que hace que la imagen sea más brillante. La N64 aplica la corrección gamma a su interfaz de video. </p><p>GLideN64 emula la corrección gamma como un efecto de posprocesado. Es decir, sólo funciona si se utiliza la emulación del frame buffer. La corrección gamma se activa automáticamente en los juegos que la utilizan en una N64 real. Puedes forzar la corrección gamma en todos los juegos. El nivel predeterminado de corrección es 2, como en una N64 real.</p><p>[Recomendado: <span style=" font-style:italic;">Utilizar el valor predeterminado</span>]</p></body></html> - + Gamma correction level: Nivel de corrección gamma: @@ -1052,34 +1060,58 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Copiar frame buffer a RDRAM:</span></p><p>El plugin no podrá detectar el uso del frame buffer en algunos juegos. En tal caso, tendrás que activar esta opción para ver los efectos del frame buffer. Se leerán todos los fotogramas representados en la tarjeta gráfica y se copiarán a la zona de la RDRAM.</p><p>[Recomendado: <span style=" font-style:italic;">Generalmente desactivado (solo lo necesitan algunos juegos)</span>]</p></body></html> - + Copy frame buffer to RDRAM Copiar frame buffer a RDRAM - - - + + + disable Desactivar - + + + + + + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> + + + + + <html><head/><body><p>Enable hardware lighting:</p><p>Normally lighting calculated per vertex. This option enables per-pixel shader based lighting. It results in more smooth and correct shading of 3D objects.</p><p>Note: since in LLE mode vertex color calculated outside of graphics plugin, this option is only for HLE.<br/><br/>[Recommended: <span style=" font-style:italic;">your preference</span>]</p></body></html> + + + + + Enable hardware lighting (HLE only!) + + + + + <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>When enabled, auxiliary color buffer copied to RDRAM right after rendering into it is finished. It helps to correctly emulate frame buffer effects in some games.<br/></p><p>Note: this option may noticeably reduce performance.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p></body></html> + + + + sync Síncrono - + async Asíncrono - + <html><head/><body><p><span style=" font-weight:600;">Render N64 frame buffer as texture:</span></p><p>When this option is enabled, content of each N64 frame buffer is rendered as texture over the frame, rendered by the plugin. This prevents graphics lost, but may cause slowdowns and various glitches in some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Renderizar frame buffer como textura:</span></p><p>Al activar esta opción el plugin renderizará el contenido de cada frame buffer de N64 como una textura por encima del fotograma. Esto evita una pérdida de gráficos, pero puede provocar ralentizaciones y defectos visuales en algunos juegos.</p><p>[Recomendado: <span style=" font-style:italic;">Generalmente desactivado</span>]</p></body></html> - + Render frame buffer as texture Renderizar frame buffer como textura @@ -1096,17 +1128,17 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Copiar depth buffer a RDRAM:</span></p><p>Esta opción es necesaria para emular correctamente los efectos basados en el depth buffer, por ejemplo, los halos de luz. Los contenidos del depth buffer de la tarjeta gráfica se copiarán en la zona de la RDRAM cada fotograma.</p><p>[Recomendado: <span style=" font-style:italic;">Activado</span>]</p></body></html> - + Copy depth buffer to RDRAM Copiar depth buffer a RDRAM - + <html><head/><body><p>Use shaders to emulate N64 depth compare modes. <span style=" font-weight:600;">Experimental!</span></p></body></html> <html><head/><body><p>Utilizar shaders para emular los modos de depth compare de N64. <span style=" font-weight:600;">¡Experimental!</span></p></body></html> - + Emulate N64 depth compare Emular depth compare de N64 @@ -1127,239 +1159,239 @@ p, li { white-space: pre-wrap; } Escribir huella en la RDRAM - + Textures Texturas - + Texture enhancement Mejora de texturas - - + + <html><head/><body><p><span style=" font-weight:600;">Filter:</span></p><p>Apply a filter to either smooth or sharpen textures.There are 4 different smoothing filters and 2 different sharpening filters. The higher the number, the stronger the effect, i.e. <span style=" font-weight:600;">Smoothing filter 4</span> will have a much more noticeable effect than <span style=" font-weight:600;">Smoothing filter 1</span>.Be aware that performance may have an impact depending on the game and/or the PC.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Filtro de texturas:</span></p><p>Aplica un filtro para suavizar o enfocar texturas. Hay cuatro filtros de suavizado distintos y dos filtros de enfoque distintos. A mayor número, mayor efecto, por ejemplo: el <span style=" font-weight:600;">filtro de suavizado 4</span> tendrá un efecto más visible que el <span style=" font-weight:600;">filtro de suavizado 1</span>. Ten en cuenta que podría afectar al rendimiento según el juego y/o tu equipo.</p><p>[Recomendado: A tu elección]</p></body></html> - + Filter: Filtro: - - + + <html><head/><body><p><span style=" font-weight:600;">Texture enhancement:</span></p><p>12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.</p><p><span style=" font-weight:600;">IMPORTANT:</span> 'Store' mode - saves textures in cache 'as is'. It can improve performance in games, which load many textures. Disable 'Ignore backgrounds' option for better result.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Mejora de texturas:</span></p><p>Aquí puedes seleccionar hasta doce filtros distintos, cada uno con un aspecto único. Podrían afectar al rendimiento.</p><p><span style=" font-weight:600;">IMPORTANTE:</span> El modo 'Almacenar' (Store) guarda las texturas en la caché tal cual estén. Puede mejorar el rendimiento de los juegos que carguen muchas texturas. Desactiva la opción 'Ignorar fondos' para mejorar los resultados.</p><p>[Recomendado: A tu elección]</p></body></html> - + Enhancement: Mejora: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Texture cache size:</span></p><p>Enhanced and filtered textures can be cached to aid performance. This setting will adjust how much PC memory will be dedicated for texture cache. This helps boost performance if there are subsequent requests for the same texture (usually the case). Normally, 128MB should be more than enough but there is a sweet spot for each game. Super Mario may not need more than 32megs, but Conker streams a lot of textures, so setting 256+ megs can boost performance. Adjust accordingly if you are encountering speed issues. '0' disables cache.</p><p>[Recommended: <span style=" font-style:italic;">PC and game dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Tamaño de la caché de texturas:</span></p><p>Las texturas mejoradas y filtradas pueden guardarse en una caché para ayudar a mejorar el rendimiento. Aquí puedes seleccionar cuánta memoria del equipo se dedicará a la caché de texturas. Si hay peticiones repetidas de la misma textura (que suele ocurrir), mejorará el rendimiento. Normalmente deberían bastar 128 MB, pero cada juego tiene su valor ideal. Puede que Super Mario no necesite más de 32 MB, pero Conker trabaja con muchas texturas, así que en este caso podrías mejorar el rendimiento seleccionando más de 256 MB. Cambia este parámetro si tienes problemas de velocidad. '0' desactiva la caché.</p><p>[Recomendado: <span style=" font-style:italic;">En función del juego y del equipo</span>]</p></body></html> - + Texture cache: Caché de texturas: - - Deposterize textures + + <html><head/><body><p><span style=" font-weight:600;">Decrease color banding</span>:</p><p>This option enables pre-processing step, which reduces posterization issues on enhanced textures.</p><p>[Recommended:<span style=" font-style:italic;"> on for xBRZ</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Ignore Backgrounds:</span></p><p>It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.</p><p>[Recommended: <span style=" font-style:italic;">on (off for 'Store' mode)</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Ignorar fondos:</span></p><p>Se utiliza para omitir las mejoras en texturas largas y estrechas, generalmente utilizadas para los fondos. Esto podría ahorrar una gran cantidad de memoria y mejorar el rendimiento.</p><p>[Recomendado: <span style=" font-style:italic;">Activado (desactivar en modo 'Almacenar' (Store))</span>]</p></body></html> - + Ignore backgrounds Ignorar fondos - + Use texture pack Usar paquete de texturas - + <html><head/><body><p><span style=" font-weight:600;">Use Alpha channel fully:</span></p><p>When this option is off, 16bit rgba textures will be loaded using RiceVideo style - with 1bit for alpha channel. When it is on, GlideHQ will check, how alpha channel is used by the hires texture, and select most appropriate format for it. This gives texture designers freedom to play with alpha, as they need, regardless of format of original N64 texture. For older and badly designed texture packs it can cause unwanted black borders.</p><p>[Recommended: <span style=" font-style:italic;">texture pack dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Utilizar todo el canal alfa:</span></p><p>Si desactivas esta opción, las texturas en formato RGBA de 16 bits se cargarán con 1 bit para el canal alfa, según el estilo RiceVideo. Al activar esta opción GlideHQ comprobará el uso del canal alfa en cada textura y seleccionará el formato más adecuado para cada una. Esto da más libertad a los diseñadores de texturas para jugar con las transparencias, sin importar el formato de la textura original de N64. Podría provocar bordes negros indeseados en los paquetes más antiguos o pobremente diseñados.</p><p>[Recomendado: <span style=" font-style:italic;">Según el paquete de texturas</span>]</p></body></html> - + Use alpha channel fully Utilizar todo el canal alfa - + <html><head/><body><p>Alternative CRC calculation:</p><p>This option enables emulation of a palette CRC calculation bug in RiceVideo.If some textures are not loaded, try to set this option on/off.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, on for really old packs</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Cálculo alternativo de CRC:</span></p><p>Esta opción permite emular un fallo en el cálculo del CRC de las paletas de RiceVideo. Si no se cargan algunas texturas, prueba a activar o desactivar esta opción.</p><p>[Recomendado: <span style=" font-style:italic;">Generalmente desactivado, activar para paquetes muy antiguos</span>]</p></body></html> - + Alternative CRC calculation Cálculo alternativo de CRC - + <html><head/><body><p><span style=" font-weight:600;">Texture dumping mode:</span></p><p>In this mode, you have that ability to dump textures on screen to the appropriate folder. You can also reload textures while the game is running to see how they look instantly - big time saver!</p><p>Hotkeys: <span style=" font-weight:600;">R</span> reloads hires textures from the texture pack - <span style=" font-weight:600;">D</span> toggles texture dumps on/off.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Modo de volcado de texturas:</span></p><p>Permite volcar las texturas que aparezcan en pantalla a una carpeta concreta. También puedes recargar las texturas en mitad de una partida para ver su aspecto inmediatamente, lo que ahorra mucho tiempo.</p><p>Teclas: <span style=" font-weight:600;">R</span> recarga las texturas en alta definición del paquete de texturas; <span style=" font-weight:600;">D</span> activa o desactiva el volcado de texturas.</p></body></html> - + Texture dumping/editing mode Modo de volcado/edición de texturas - - - + + + <html><head/><body><p>Select color of text messages.</p></body></html> <html><head/><body><p>Selecciona el color de los mensajes de texto.</p></body></html> - + Message color: Color de mensajes: - - - + + + <html><head/><body><p>Select font and font size for text messages, displayed during texture cache or texture pack save/load.</p></body></html> <html><head/><body><p>Selecciona el tipo y tamaño de la fuente de mensajes de texto que se mostrarán durante la carga o guardado de cachés o paquetes de texturas.</p></body></html> - + Message font: Fuente de mensajes: - + Arial Arial - + Green Verde - + Pick Escoger - + Select Seleccionar - - - + + + <html><head/><body><p>Select path to folder with HD textures packs.<br/>Default: Plugin/hires_texture</p></body></html> <html><head/><body><p>Selecciona la ruta de la carpeta con paquetes de texturas en alta definición.<br/>Predeterminado: Plugin/hires_texture</p></body></html> - + Texture pack path: Ruta de paquetes de texturas: - + Choose Seleccionar - + <html><head/><body><p><span style=" font-weight:600;">Force 16bpp textures:</span></p><p>The color of the textures will be reduced to 16bpp.This is space saver and performance enhancer. This halves the space used on the texture cache and the GFX hardware's texture RAM. Color reduction is done so that the original quality is preserved as much as possible. Depending on the texture, this usually is hardly noticeable. Sometimes though, it can be: skies are a good example.</p><p>[Recommended: <span style=" font-style:italic;">off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Forzar texturas a 16 BPP:</span></p><p>Se reducirá el color de las texturas a 16 BPP, ahorrando espacio y mejorando el rendimiento. Reducirá a la mitad el espacio utilizado en la caché de texturas y en la RAM de texturas de tu hardware gráfico. La reducción de color está diseñada para preservar toda la calidad original posible. Segun la textura, los cambios pueden ser casi imperceptibles. En otros casos no es así, por ejemplo, con los cielos.</p><p>[Recomendado: <span style=" font-style:italic;">Desactivado</span>]</p></body></html> - + Force 16bpp textures Forzar texturas a 16 BPP - + <html><head/><body><p><span style=" font-weight:600;">Compress texture cache:</span></p><p>Memory will be compressed so that more textures can be held in the texture cache. The compression ratio varies with each texture, but 1/5 of the original size would be a modest approximation. They will be decompressed on-the-fly, before being downloaded to the gfx hardware.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Comprimir caché de texturas:</span></p><p>Se comprimirá la memoria para que entren más texturas en la caché de texturas. La proporción de compresión cambia según la textura, pero una aproximación modesta sería 1/5 del tamaño original. Se descomprimirán al vuelo antes de ser descargadas al hardware gráfico.</p><p>[Recomendado: <span style=" font-style:italic;">Activado</span>]</p></body></html> - + Compress texture cache Comprimir caché de texturas - + <html><head/><body><p><span style=" font-weight:600;">Save texture cache to HD:</span></p><p>For enhanced textures cache: This will save all previously loaded and enhanced textures to HD. So upon next game launch, all the textures will be instantly loaded, resulting in smoother performance.</p><p>For high-resolution textures cache: After creation, loading hi-res texture will take only a few seconds upon game launch, as opposed to the 5 -60 seconds a pack can take to load without this cache file. The only downside here is upon any changes to the pack, the cache file will need to be manually deleted.</p><p>Saved cache files go into a folder called <span style=" font-weight:600;">Cache</span> within the Plugins folder.</p><p>[Highly Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Guardar caché de texturas al disco duro:</span></p><p>Para la caché de texturas mejoradas: Guardará todas las texturas cargadas y mejoradas al disco duro. Al ejecutar posteriormente el juego, todas las texturas se cargarán instantáneamente, mejorando el rendimiento.</p><p>Para la caché de texturas en alta resolución: Tras ser creada, la carga de texturas en alta definición solo tardará unos segundos, a diferencia de la media de entre 5 y 60 segundos que puede tardar un paquete en cargar sin este archivo de caché. El único problema es que en caso de cambiar el paquete, hay que borrar manualmente el archivo de la caché.</p><p>Los archivos guardados de la caché van a una carpeta llamada <span style=" font-weight:600;">Cache</span> dentro de la carpeta Plugins.</p><p>[Muy recomendado: <span style=" font-style:italic;">Activado</span>]</p></body></html> - + Save texture cache to hard disk Guardar caché de texturas al disco duro - + Post filters Filtros de posprocesado - + Bloom Resplandor - + Bloom blend mode: Modo de resplandor: - + Strong Fuerte - + Mild Medio - + Light Suave - + Blur amount: Cantidad de desenfoque: - + Threshold level: Margen: - + Blur strength: Fuerza del desenfoque: - - - + + + 0 0 diff --git a/translations/gliden64_fr.ts b/translations/gliden64_fr.ts index ab12214c..56ab9627 100644 --- a/translations/gliden64_fr.ts +++ b/translations/gliden64_fr.ts @@ -502,8 +502,11 @@ p, li { white-space: pre-wrap; } - <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Résolution en mode Fenêtré :</span></p><p>Cette option définie la résolution en mode fenêtré.</p><p>[Recommandé : <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + + + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode. You also may select <span style=" font-style:italic;">custom</span> and enter necessary window sizes.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Résolution en mode Fenêtré :</span></p><p>Cette option définie la résolution en mode fenêtré.</p><p>[Recommandé : <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> @@ -521,40 +524,36 @@ p, li { white-space: pre-wrap; } Résolution : - - - - <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Format d'écran.</span></p><p>La plupart des jeux N64 utilisent un format 4/3, mais quelques-uns supportent également les écrans 16/9. Vous pouvez sélectionner le format d'écran approprié et définir le mode écran large dans les paramètres du jeu. En mode <span style=" font-weight:600;">Étiré</span>, l'affichage sera rendue sur l'intégralité de l'écran, les autres modes peuvent ajouter des bordures noires si nécessaire.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Format d'écran.</span></p><p>La plupart des jeux N64 utilisent un format 4/3, mais quelques-uns supportent également les écrans 16/9. Vous pouvez sélectionner le format d'écran approprié et définir le mode écran large dans les paramètres du jeu. En mode <span style=" font-weight:600;">Étiré</span>, l'affichage sera rendue sur l'intégralité de l'écran, les autres modes peuvent ajouter des bordures noires si nécessaire.</p></body></html> - + <html><head/><body><p>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>Format d'écran<span style=" vertical-align:super;">*</span>:</p></body></html> - + Stretch Étiré - + 4:3 4:3 - + 16:9 16:9 - + Adjust Ajusté - + <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>Anticrénelage<span style=" vertical-align:super;">*</span>:</p></body></html> @@ -567,75 +566,75 @@ p, li { white-space: pre-wrap; } X - + <html><head/><body><p>*requires frame buffer emulation enabled </p></body></html> <html><head/><body><p>*nécessite l'activation du "de l'émulation du tampon émulation" </p></body></html> - + Anisotropic filtering: Filtrage Anisotropique : - - - + + + <html><head/><body><p><span style=" font-weight:600;">Bilinear filtering:</span></p><p>[standard] - standard texture filtering provided by PC hardware.</p><p>[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Filtrage bilinéaire :</span></p><p>[standard] - filtrage standard des textures fourni par le matériel du PC.</p><p>[N64 3 points] - émulation du filtrage de textures 3 points utilisé nativement par la N64. Le résultat est moins lisse mais plus authentique.</p></body></html> - + Texture bilinear filtering: Filtrage bilinéaire des Textures : - + standard standard - + N64 3point N64 3 points - + Texture cache size: Taille du cache de textures : - - + + MB Mo - + <html><head/><body><p>Select a format, in which screen shots will be saved</p></body></html> <html><head/><body><p>Sélectionnez le format d'enregistrement des captures d'écran</p></body></html> - + Screenshots format: Format des captures d'écran : - + bmp bmp - + jpeg jpeg - + <html><head/><body><p><span style=" font-weight:600;">Language select:</span></p><p>Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Sélection de la langue :</span></p><p>Appuyez sur le bouton pour ouvrir le menu de sélection de la langue. La langue sélectionnée sera activée après la réouverture de la fenêtre de configuration.</p></body></html> - + Language: Langue : @@ -644,27 +643,27 @@ p, li { white-space: pre-wrap; } Modifier - + Emulation Émulation - + General settings Paramètres généraux - + <html><head/><body><p><span style=" font-weight:600;">Enable mip-mapping emulation:</span></p><p>N64 uses special mechanism for mip-mapping, which is hard to reproduce correctly on PC hardware. This option enables shaders based emulation of that feature.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Activer l'émulation mip-mapping :</span></p><p>La N64 utilise un mécanisme spécifique pour le mip-mapping qui est difficile à reproduire sur un PC. Cette option active une émulation basée sur des shaders.</p><p>[Recommandé : <span style=" font-style:italic;">activé</span>]</p></body></html> - + Emulate mip-mapping Émuler le Mip-Mapping - + Emulate noise Émuler l'Effet de Bruit @@ -677,32 +676,31 @@ p, li { white-space: pre-wrap; } Émuler l'Effet de Brouillard - Enable hardware lighting - Activer l'éclairage matériel + Activer l'éclairage matériel - + <html><head/><body><p><span style=" font-weight:600;">Shaders storage:</span></p><p>Use persistent storage for compiled shader programs.<br/></p><p>Each game uses set of combiners. Combiner is an equation, which defines how to build output color from various color inputs. The plugin translates combiners to <a href="https://www.opengl.org/wiki/Shader"><span style=" text-decoration: underline; color:#0000ff;">shaders</span></a>. Shader compiler builds programs from them on fly. Shaders are large and complex. If new scene uses several new combiners, compilation of new shaders will take time and you will notice that as some stuttering. If you have shader storage enabled, all shaders will be compiled only once. Next time you run the game, plugin will not spend time on compilation of shaders, which you already met.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Stockage des Shaders :</span></p><p>Utiliser un stockage persistant pour les programmes de shader compilés.<br/></p><p>Chaque jeu utilises un ensemble de combinateur. Le combinateur est une équation, lequel définie comment créer une sortie couleur depuis des entrées de couleur diverse. Le plugin traduit les combinateurs vers <a href="https://www.opengl.org/wiki/Shader"><span style=" text-decoration: underline; color:#0000ff;">shaders</span></a>. Le compilateur de Shader crée des programmes à la volée. Les Shaders sont grand et complexe. Si une nouvelle scène utilise plusieurs nouveaux combinateurs, la compilation de nouveaux shaders prendra du temps et vous remarquerez des petits problèmes. Si le stockage de Shader est activé, tous les shaders seront compilés en une fois. Next time you run the game, plugin will not spend time on compilation of shaders, which you already met.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> - + Enable shaders storage Activer le Stockage des Shaders - + <html><head/><body><p><span style=" font-weight:600;">Custom game settings:</span></p><p>Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user's settings when this option is enabled. Disable to ignore custom settings.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p><p><br/></p></body></html> <html><head/><body><p><span style=" font-weight:600;">Paramètres spécifiques par jeu :</span></p><p>Le fichier INI peut contenir des paramètres spécifiques pour un jeu particulier. Ces options assurent une performance optimale pour le jeu. Les paramètres spécifiques passeront outre ceux définis par l'utilisateur si cette option est activée. Désactivez l'option pour ignorer les paramètres spécifiques.</p><p>[Recommandé : <span style=" font-style:italic;">activé</span>]</p></body></html> - + Use custom per-game settings Utiliser les Paramètres Personnalisés Spécifiques - + Emulate frame buffer Émuler le Tampon Image @@ -711,17 +709,17 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Copier le frame buffer dans la RAM :</span></p><p>Dans certains jeux, le plugin ne peut pas détecter l'utilisation du tampon image. Dans de tels cas, vous devez activer cette option pour afficher les effets du tampon image. Chaque trame sera lue depuis la carte graphique et copiée dans la RAM.</p><p>[Recommandé : <span style=" font-style:italic;">principalement désactivé (seulement nécessaire pour quelques jeux)</span>]</p></body></html> - + Copy frame buffer to RDRAM Copier le Tampon Image dans la RDRAM - + <html><head/><body><p><span style=" font-weight:600;">Render N64 frame buffer as texture:</span></p><p>When this option is enabled, content of each N64 frame buffer is rendered as texture over the frame, rendered by the plugin. This prevents graphics lost, but may cause slowdowns and various glitches in some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Restituer le frame buffer de la N64 comme une texture :</span></p><p>Quand cette option est activée, le contenu de chaque frame buffer N64 est restitué comme une texture par dessus la trame rendue par le plugin. Cela empêche les pertes graphiques, mais peut causer des ralentissements et divers problèmes d'affichages dans certains jeux.</p><p>[Recommandé : <span style=" font-style:italic;">principalement désactivé</span>]</p></body></html> - + Render frame buffer as texture Restituer le Tampon Image comme une Texture @@ -738,17 +736,17 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Copier le depth buffer dans la RAM :</span></p><p>Cette option est requise pour émuler correctement les effets basés sur le depth buffer, par exemple : les couronnes de feu. Le contenu du tampon de profondeur de la carte graphique est copié dans la RAM à chaque trame.</p><p>[Recommandé : <span style=" font-style:italic;">activé</span>]</p></body></html> - + Copy depth buffer to RDRAM Copier le Tampon de Profondeur dans la RDRAM - + <html><head/><body><p>Use shaders to emulate N64 depth compare modes. <span style=" font-weight:600;">Experimental!</span></p></body></html> <html><head/><body><p>Utilise les shaders pour émuler les modes de comparaison de profondeur.</p><p><span style=" font-weight:600;">Expérimental !</span></p></body></html> - + Emulate N64 depth compare Émuler la Comparaison de Profondeur de la N64 @@ -769,43 +767,48 @@ p, li { white-space: pre-wrap; } Écrire une Empreinte dans la RDRAM - - + + <html><head/><body><p><span style=" font-weight:600;">Buffer swap mode:</span></p><p>With this option you may control how often plugin will update main frame buffer. There are three modes:</p><p>* on Vertical Interrupt. Number of buffer updates will be equal to Vertical Interrupts per Second (VI/s). VI/s is 50 for PAL and 60 for NTSC games. This is most compatible option. Use it if your system can handle it.</p><p>* on Video Interface origin change. The origin change means that game switched to another color buffer and buffers swap needed. This mode corresponds to Frames Per Seconds (FPS). FPS is between 20 and 30 for most games, thus buffers swap less often than in the first mode. This mode works well if game uses double or triple buffering. If game uses single buffer (very rare case), it does not work.</p><p>* on color image change. Buffers will swap only if frame buffer is actually modified. This mode is optimal for performance because it eliminates empty swaps. However, there are rare cases, where it does not work.</p><p><br/></p></body></html> <html><head/><body><p><span style=" font-weight:600;">Mode d'Echange du Tampon :</span></p><p>Avec cette option vous pouvez contrôler combien de fois le plugin mettra à jour le tampon image. Il y a 3 modes :</p><p>* Sur l'Interruption Vertical. Le nombre de mise à jour du tampon sera égal aux Interruptions Vertical par Seconde (VI/s). VI/s est à 50 pour le PAL et 60 pour les jeux NTSC. Ceci est l'option la plus compatible. A utiliser si votre système peut la gérer.</p><p>* Sur le changement de l'origine de l'Interface Vidéo. Le changement d'origine veut dire que le jeu bascule vers un autre tampon couleur et que l'échange de tampons est nécessaire. Ce mode correspondt au Images par Secondes (FPS). Le FPS est entre 20 et 30 pour la plupart des jeux, ainsi il y a moins souvent d'échange de tampons que dans le premier mode. Ce mode fonctionne bien si le jeu utilise le Double ou Triple Buffering. Si le jeu utilises une tampon unique (dans des cas très rare), cela ne fonctionnera pas.</p><p>* Sur le changement de l'image couleur. Les tampons seront échangés uniquement si le tampon image est modifié. Ce mode est optimal pour les performances car ils éliminent les échanges vides. Cependant, il y a des cas très rare ou cela ne fonctionne pas.</p><p><br/></p></body></html> - + Buffer swap mode: Mode d'Echange du Tampon : - + On Vertical Interrupt Sur L'Interruption Vertical - + On VI origin change Sur le Changement de l'Origine VI - + On color buffer change Sur le Changement du Tampon Couleur - - - - + + <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>When enabled, auxiliary color buffer copied to RDRAM right after rendering into it is finished. It helps to correctly emulate frame buffer effects in some games.<br/></p><p>Note: this option may noticeably reduce performance.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p></body></html> + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Copy color buffer to RDRAM:</span></p><p>In some games plugin can't detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.</p><p>* disable - do not copy buffer</p><p>* sync - copy buffer in sync mode. Can be slow, but works for all games</p><p>* async - copy buffer in async mode. Can be up to 10 times faster than sync mode, but is incompatible with some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly async (sync needed only for a few games)</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Copier le Tampon Couleur vers la RDRAM:</span></p><p>Dans certains jeux, le plugin ne peut pas détecter l'utilisation du tampon image. Dans de tel cas, vous avez besoin d'activer cette option pour voir les effets du tampon image. Tous les dessins de l'image seront lu depuis la carte vidéo et copié dans la zone de la RDRAM .</p><p>* Désactiver - Ne pas Copier le Tampon</p><p>* Sync - copier le tampon en mode Sync. Peut être lent, mais fonctionne pour tous les jeux</p><p>* Async - copiper le tampon en moade Async. Peut être jusqu'à 10 fois plus rapide que le mode Sync, mais reste incompatible avec certains jeux.</p><p>[Recommendé : <span style=" font-style:italic;">pratiquement Async (la sync est utile pour quelques jeux)</span>]</p></body></html> - - - + + + disable Désactiver @@ -815,408 +818,437 @@ p, li { white-space: pre-wrap; } - + H: - - - - + + + + + + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Render at constant factor of native resolution.</span></p><p>If frame buffer emulation enabled and factor is not zero, internal frame buffer size will be that factor of native N64 resolution. The buffer will be scaled to screen resolution when rendered to screen. If factor is zero (default), internal buffer size is equal to screen size. If factor is 1, the game will be rendered in native resolution and then up-scaled to screen resolution.</p></body></html> - + <html><head/><body><p>Render at constant factor of native resolution<span style=" vertical-align:super;">*</span>:</p></body></html> - + + <html><head/><body><p><span style=" font-weight:600;">Emulate noise</span>:</p><p>Enable emulation of various effects, which use random color input.</p><p>May cause slowdown in rare cases.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]<br/></p></body></html> + + + + + <html><head/><body><p>Enable hardware lighting:</p><p>Normally lighting calculated per vertex. This option enables per-pixel shader based lighting. It results in more smooth and correct shading of 3D objects.</p><p>Note: since in LLE mode vertex color calculated outside of graphics plugin, this option is only for HLE.<br/><br/>[Recommended: <span style=" font-style:italic;">your preference</span>]</p></body></html> + + + + + Enable hardware lighting (HLE only!) + + + + 2D Fixes - - - + + + <html><head/><body><p><span style=" font-weight:600;">Fix black lines between texrect:</span></p><p>Most games draw 2D backgrounds using texrect command. Texrect stands for textured rectangle. In some games, texrects coordinates not aligned: there is half-pixel split between adjacent texrects. It is not visible in native resolution, but resulted as black lines when image upscaled. This option enables texrect coordinates correction to avoid black lines issue.</p><p>* disable - do not correct texrect coordinates</p><p>* smart - apply correction only for polygons, which need it. Use it for games, which have black lines issue.</p><p>* force - apply correction for all texrects. Use it when <span style=" font-style:italic;">smart</span> does not help.</p><p>[Recommended: <span style=" font-style:italic;">game dependant, mostly off</span>]</p></body></html> - + Fix black lines between texrects - + smart - + force - + + <html><head/><body><p><span style=" font-weight:600;">Render texrects in native resolution:</span></p><p>Most games draw 2D backgrounds and other 2D graphics using texrect command. Texrect stands for textured rectangle. 2D images represented by texrects often look distorted and unaligned in high resolution because of texture filtering. When this option is on, plugin renders texrects in native resolution and then copies the result to main buffer. Rendering in native resolution eliminates issues with 2D, but hardware load increases noticably.</p><p>Note: this option uses heuristics to detect adjucent texrects. The heuristics do not work for some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly on, if your hardware can handle it</span>]</p></body></html> + + + + Render texrects in native resolution - + General options - - <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>TODO: add description</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p><p><br/></p></body></html> - - - - + Copy auxiliary color buffers to RDRAM - + <html><head/><body><p>If emulator supports <span style=" font-style:italic;">FBInfo</span> API extension, plugin will rely on its help to read/write buffers only when game needs them.</p></body></html> - + Buffers read/write with emulator help - + <html><head/><body><p><span style=" font-weight:600;">Do not use emulator help:</span></p><p>Depending on emulator, frame buffer usage notification may work imperfect and some frame buffer effects will not work. You may disable emulator help and force buffers copy.</p><p>[Recommended: off]</p></body></html> - + Do not use emulator help - + <html><head/><body><p><span style=" font-weight:600;">Read color buffer by chunks:</span></p><p>When enabled, color bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, because color buffer usually read as whole</span>]</p></body></html> - + Read color buffer by chunks - + <html><head/><body><p><span style=" font-weight:600;">Read depth buffer by chunks:</span></p><p>When enabled, depth bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">on, because depth buffer seldom read as whole</span>]</p></body></html> - + Read depth buffer by chunks - + <html><head/><body><p>If emulator does not support <span style=" font-style:italic;">FBInfo</span> API extension, plugin have to read/write buffers each frame to emulate <span style=" font-style:italic;">some</span> frame buffer based effects. It can be slow and also can cause glitches or even crashes. Enable these options only for games, which really need them.</p></body></html> - + Buffers read/write without emulator help - + sync Synchro - + async Asynchro - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Copy depth buffer to RDRAM:</span></p><p>This option is required for correct emulation of depth buffer based effects, e.g. coronas.</p><p>* disable - do not copy buffer</p><p>* from VRAM - Content of video card's depth buffer is copied into RDRAM area each frame. Can be slow on some games.</p><p>* software render - use software rendering. Generally faster than copy from video memory, but the result can be imperfect.</p><p>[Recommended: <span style=" font-style:italic;">software render</span>]</p></body></html> - + from VRAM - + software - + Textures Textures - + Texture enhancement Améliorations des Textures - - + + <html><head/><body><p><span style=" font-weight:600;">Filter:</span></p><p>Apply a filter to either smooth or sharpen textures.There are 4 different smoothing filters and 2 different sharpening filters. The higher the number, the stronger the effect, i.e. <span style=" font-weight:600;">Smoothing filter 4</span> will have a much more noticeable effect than <span style=" font-weight:600;">Smoothing filter 1</span>.Be aware that performance may have an impact depending on the game and/or the PC.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Filtre :</span></p><p>Applique un filtre pour lisser (smooth) ou affiner (sharpen) les textures. Il y a 4 filtres de lissage et 2 filtres d'affinement. Plus le nombre est élevé, plus l'effet est important, par exemple le filtre <span style=" font-weight:600;">Smoothing filter 4</span> aura un effet plus perceptible que le filtre <span style=" font-weight:600;">Smoothing filter 1</span>. Veuillez noter que les performances peuvent être impactées suivant le jeu et/ou le PC.</p><p>[Recommandé : selon votre préférence]</p></body></html> - + Filter: Filtre : - - + + <html><head/><body><p><span style=" font-weight:600;">Texture enhancement:</span></p><p>12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.</p><p><span style=" font-weight:600;">IMPORTANT:</span> 'Store' mode - saves textures in cache 'as is'. It can improve performance in games, which load many textures. Disable 'Ignore backgrounds' option for better result.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Améliorations des textures :</span></p><p>12 filtres différents sont sélectionnables, chacun avec un résultat distinctif. Veuillez noter que des impacts sur les performances sont possibles.</p><p><span style=" font-weight:600;">IMPORTANT</span> : Le mode 'Store' - sauvegarde les textures dans le cache 'tel quel'. Cela peut augmenter les performances dans les jeux chargeant de nombreuses textures. Désactivez l'option 'Ignorer les arrières-plans' pour un meilleur résultat.</p><p>[Recommandé : selon votre préférence]</p></body></html> - + Enhancement: Améliorations : - - - + + + <html><head/><body><p><span style=" font-weight:600;">Texture cache size:</span></p><p>Enhanced and filtered textures can be cached to aid performance. This setting will adjust how much PC memory will be dedicated for texture cache. This helps boost performance if there are subsequent requests for the same texture (usually the case). Normally, 128MB should be more than enough but there is a sweet spot for each game. Super Mario may not need more than 32megs, but Conker streams a lot of textures, so setting 256+ megs can boost performance. Adjust accordingly if you are encountering speed issues. '0' disables cache.</p><p>[Recommended: <span style=" font-style:italic;">PC and game dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Taille du cache de textures :</span></p><p>Les textures améliorées et filtrées peuvent être mises en cache. Ce paramètre ajustera la quantité de mémoire allouée pour le cache des textures. Cela améliore les performances si un nombre conséquent de requêtes appelle les mêmes textures ce qui est généralement le cas. Par défaut, 128 Mo devraient être suffisant mais cela peut varier selon les jeux. Super Mario 64 peut nécessiter moins de 32 Mo, mais Conker utilise de nombreuses textures donc une valeur de plus de 256 Mo peut améliorer les performances. Ajustez la valeur si vous rencontrez des problèmes de performances. La valeur '0' désactive le cache. </p><p>[Recommandé : <span style=" font-style:italic;">dépend du jeu et du PC</span>]</p></body></html> - + Texture cache: Cache de Texture : - - Deposterize textures + + <html><head/><body><p><span style=" font-weight:600;">Decrease color banding</span>:</p><p>This option enables pre-processing step, which reduces posterization issues on enhanced textures.</p><p>[Recommended:<span style=" font-style:italic;"> on for xBRZ</span>]</p></body></html> - + + Decrease color banding + + + + <html><head/><body><p><span style=" font-weight:600;">Ignore Backgrounds:</span></p><p>It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.</p><p>[Recommended: <span style=" font-style:italic;">on (off for 'Store' mode)</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Ignorer les arrières-plans :</span></p><p>Permet d'ignorer l'amélioration des textures étroites, généralement utilisées pour les arrières-plans. Cela peut réduire la mémoire utilisée par les textures et augmenter les performances.</p><p>[Recommandé : <span style=" font-style:italic;">activé (désactivé pour le 'Store' mode)</span>]</p></body></html> - + Ignore backgrounds Ignorer les Arrières Plans - + Use texture pack Utiliser un Pack de Textures - + <html><head/><body><p><span style=" font-weight:600;">Use Alpha channel fully:</span></p><p>When this option is off, 16bit rgba textures will be loaded using RiceVideo style - with 1bit for alpha channel. When it is on, GlideHQ will check, how alpha channel is used by the hires texture, and select most appropriate format for it. This gives texture designers freedom to play with alpha, as they need, regardless of format of original N64 texture. For older and badly designed texture packs it can cause unwanted black borders.</p><p>[Recommended: <span style=" font-style:italic;">texture pack dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Utiliser entièrement le canal alpha :</span></p><p>Quand cette option est désactivée, les textures RGBA 16 bits seront chargées en utilisant l'algorithme du plugin RiceVideo (1 bit pour le canal alpha). Quand cette option est activée, GlideHQ vérifiera comment le canal alpha est utilisé par les textures haute-résolution, et sélectionnera le format approprié. Cela donne la liberté aux créateurs d'utiliser le canal alpha comme il le souhaite, quelque soit le format original de la texture N64. Pour les vieux packs de textures ou ceux mal conçus, cela peut ajouter des bordures noires non désirées.</p><p>[Recommandé : <span style=" font-style:italic;">suivant le pack de texture</span>]</p></body></html> - + Use alpha channel fully Utiliser complétement le Canal Alpha - + <html><head/><body><p>Alternative CRC calculation:</p><p>This option enables emulation of a palette CRC calculation bug in RiceVideo.If some textures are not loaded, try to set this option on/off.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, on for really old packs</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Calcul CRC alternatif :</span></p><p>Cette option active l'emulation d'un bug dans le plugin RiceVideo sur le calcul CRC de la palette. Si certaines textures ne sont pas chargées, positionnez cette option à 'activé' ou 'désactivé'.</p><p>[Recommandé: <span style=" font-style:italic;">principalement désactivé, activé pour les vieux packs de textures</span>]</p></body></html> - + Alternative CRC calculation Calcul du CRC Alternatif - + <html><head/><body><p><span style=" font-weight:600;">Texture dumping mode:</span></p><p>In this mode, you have that ability to dump textures on screen to the appropriate folder. You can also reload textures while the game is running to see how they look instantly - big time saver!</p><p>Hotkeys: <span style=" font-weight:600;">R</span> reloads hires textures from the texture pack - <span style=" font-weight:600;">D</span> toggles texture dumps on/off.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Mode de dumping des textures :</span></p><p>Dans ce mode, vous avez la possibilité de dumper les textures affichées à l'écran vers le répertoire approprié. Vous pouvez également recharger les textures quand le jeu est démarré pour voir le résultat instantanément - quel gain de temps !</p><p>Touches de raccourcis : <span style=" font-weight:600;">R</span> recharge les textures haute-résolution depuis le pack de textures - <span style=" font-weight:600;">D</span> bascule le mode de dumpimg sur activé/désactivé.</p></body></html> - + Texture dumping/editing mode Mode de copie et Edition des Textures - - - + + + <html><head/><body><p>Select color of text messages.</p></body></html> <html><head/><body><p>Sélectionnez la couleur des messages textes.</p></body></html> - + Message color: Couleur du Message : - - - + + + <html><head/><body><p>Select font and font size for text messages, displayed during texture cache or texture pack save/load.</p></body></html> <html><head/><body><p>Sélectionnez la police et la taille des messages textes affichés pendant le chargement ou la sauvegarde des textures en cache ou des packs de texture.</p></body></html> - + Message font: Police du Message : - + Arial Arial - + Green Vert - + Pick Choisir - + Select Sélectionner - - - + + + <html><head/><body><p>Select path to folder with HD textures packs.<br/>Default: Plugin/hires_texture</p></body></html> <html><head/><body><p>Sélectionne le répertoire contenant les packs de textures haute-résolution.<br/>Par défaut : Plugin/hires_texture</p></body></html> - + Texture pack path: Chemin des Packs de Textures : - + Choose Choisir - + <html><head/><body><p><span style=" font-weight:600;">Force 16bpp textures:</span></p><p>The color of the textures will be reduced to 16bpp.This is space saver and performance enhancer. This halves the space used on the texture cache and the GFX hardware's texture RAM. Color reduction is done so that the original quality is preserved as much as possible. Depending on the texture, this usually is hardly noticeable. Sometimes though, it can be: skies are a good example.</p><p>[Recommended: <span style=" font-style:italic;">off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Forcer les textures 16 bits :</span></p><p>La couleur des textures sera réduite à 16 bits. Cela améliore les performances et réduit de moitié la taille utilisée par le cache de textures et la RAM de la carte graphique. La réduction de la couleur est effectuée telle que la qualité originelle est préservée dans la mesure du possible. La réduction est généralement non perceptible mais parfois cela peut être visible : le ciel est un bon exemple.</p><p>[Recommandé : <span style=" font-style:italic;">désactivé</span>]</p></body></html> - + Force 16bpp textures Forcer les Textures 16 bits - + <html><head/><body><p><span style=" font-weight:600;">Compress texture cache:</span></p><p>Memory will be compressed so that more textures can be held in the texture cache. The compression ratio varies with each texture, but 1/5 of the original size would be a modest approximation. They will be decompressed on-the-fly, before being downloaded to the gfx hardware.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Compresser le cache de textures :</span></p><p>La mémoire sera compressée, ainsi plus de textures pourront être mises en cache. Le ratio de compression varie suivant les textures, mais il est en moyenne de 1/5 par rapport à la taille originale. Les textures sont décompressées à la volée, avant d'être téléchargées vers la carte graphique.</p><p>[Recommandé : <span style=" font-style:italic;">activé</span>]</p></body></html> - + Compress texture cache Compresser le Cache de Texture - + <html><head/><body><p><span style=" font-weight:600;">Save texture cache to HD:</span></p><p>For enhanced textures cache: This will save all previously loaded and enhanced textures to HD. So upon next game launch, all the textures will be instantly loaded, resulting in smoother performance.</p><p>For high-resolution textures cache: After creation, loading hi-res texture will take only a few seconds upon game launch, as opposed to the 5 -60 seconds a pack can take to load without this cache file. The only downside here is upon any changes to the pack, the cache file will need to be manually deleted.</p><p>Saved cache files go into a folder called <span style=" font-weight:600;">Cache</span> within the Plugins folder.</p><p>[Highly Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Sauvegarder le cache de textures sur le disque :</span></p><p>Pour le cache des textures améliorées : Cela sauvegardera toutes les textures chargées précédemment sur le disque. Au prochain démarrage du jeu, toutes les textures seront chargées instantanément.</p><p>Pour le cache de textures haute-résolution : Après la création du cache, le chargement des textures haute-résolution prendra seulement quelques secondes au démarrage du jeu, contrairement aux 5 à 60 secondes que peut mettre un pack à se charger sans ce fichier de cache. La seule contrainte ici est qu'à chaque modification du pack de textures, le fichier de cache devra être supprimé.</p><p>Les fichiers de cache seront créés dans le sous-dossier <span style=" font-weight:600;">Cache</span> du dossier contenant le plugin.</p><p>[Hautement recommandé : <span style=" font-style:italic;">activé</span>]</p></body></html> - + Save texture cache to hard disk Sauvegarder le Cache de Texture sur le Disque Dur - + Post filters Post Filtre - + Bloom Flou Lumineux - + Bloom blend mode: Effet de Flou Lumineux : - + Strong Fort - + Mild Moyen - + Light Léger - + Blur amount: Quantité de Flou : - + Threshold level: Niveau de Seuil : - + Blur strength: Force du Flou : - - - + + + 0 0 - + Gamma correction Correction Gamma - + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games and increase default level of gamma correction.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Correction Gamma.</span></p><p>Certains jeux N64 utilises la correction gamma. La correction gamma rend l'iumage plus lumineuse. La N64 appliques la correction gamma dans son Interface Vidéo. </p><p>GLideN64 émules la correction gamma comme un effet de post processus. Il fonctionne seulement avec l'émulation du tampon image activé. La correction gamma est activé automatiquement pour les jeux, laquelle est utilisé sur la console N64. Vous pouvez forcer la correction gamma pour tous les jeux et augmenter le niveau par défaut de la correction gamma.</p><p>[Recommended: <span style=" font-style:italic;">Utiliser par Défaut</span>]</p></body></html> - + Force gamma correction Forcer la Correction Gamma - - + + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Correction Gamma.</span></p><p>Certains jeux N64 utilises la correction gamma. La correction gamme rends l'image plus lumineuse. La N64 appliques la correction gamma dans son interface Vidéo. </p><p>GLideN64 émules la correction gamma comme un effet de post-processing. il fonctionne seulement quand l'émulation du tampon image est activé. La correction gamma est activé automatiquement pour les jeux, laquelle est utilisé sur la console N64. Vous pouvez forcer la correction gamma pour tous les jeux. Le niveau par défaut de la correction gamma est à 2, sur une N64.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> - + Gamma correction level: Niveau de Correction du Gamma diff --git a/translations/gliden64_it.ts b/translations/gliden64_it.ts index 9a40ec74..81b7f805 100644 --- a/translations/gliden64_it.ts +++ b/translations/gliden64_it.ts @@ -211,8 +211,11 @@ p, li { white-space: pre-wrap; } - <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Risoluzione:</span></p><p>Questa opzione modifica la risoluzione del gioco in modalità finestra.</p><p>[Consiglio: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + + + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode. You also may select <span style=" font-style:italic;">custom</span> and enter necessary window sizes.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Risoluzione:</span></p><p>Questa opzione modifica la risoluzione del gioco in modalità finestra.</p><p>[Consiglio: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> @@ -235,156 +238,157 @@ p, li { white-space: pre-wrap; } - + H: - - - - <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Rapporto d'aspetto.</span></p><p>La maggior parte dei giochi del N64 usano il rapporto 4:3, alcuni giochi però supportano anche la modalità schermo panoramico 16:9. Qui puoi scegliere il rapporto desiderato ed eventualmente scegliere la modalità 16:9 dalle impostazioni del gioco. In modalità <span style=" font-weight:600;">Adatta</span> l'immagine verrà allargata fino a coprire tutta la superficie dello schermo, nelle altre mdalità verranno aggiunte bande nere se necessario.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Rapporto d'aspetto.</span></p><p>La maggior parte dei giochi del N64 usano il rapporto 4:3, alcuni giochi però supportano anche la modalità schermo panoramico 16:9. Qui puoi scegliere il rapporto desiderato ed eventualmente scegliere la modalità 16:9 dalle impostazioni del gioco. In modalità <span style=" font-weight:600;">Adatta</span> l'immagine verrà allargata fino a coprire tutta la superficie dello schermo, nelle altre mdalità verranno aggiunte bande nere se necessario.</p></body></html> - + <html><head/><body><p>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>Aspetto<span style=" vertical-align:super;">*</span>:</p></body></html> - + Stretch Adatta - + 4:3 - + 16:9 - + Adjust Ottimizza - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Render at constant factor of native resolution.</span></p><p>If frame buffer emulation enabled and factor is not zero, internal frame buffer size will be that factor of native N64 resolution. The buffer will be scaled to screen resolution when rendered to screen. If factor is zero (default), internal buffer size is equal to screen size. If factor is 1, the game will be rendered in native resolution and then up-scaled to screen resolution.</p></body></html> - + <html><head/><body><p>Render at constant factor of native resolution<span style=" vertical-align:super;">*</span>:</p></body></html> - + <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> - + <html><head/><body><p>*requires frame buffer emulation enabled </p></body></html> <html><head/><body><p>*richiede che l'emulazione frame buffer sia attiva </p></body></html> - + Anisotropic filtering: Filtro Anisotropico: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Bilinear filtering:</span></p><p>[standard] - standard texture filtering provided by PC hardware.</p><p>[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Filtro bilineare:</span></p><p>[standard] - Filtraggio delle texture come da specifiche del PC.</p><p>[N64 3point]- simulazione del filtro a 3 punti utilizzato dal N64, per un look meno sfumato ma più autentico.</p></body></html> - + Texture bilinear filtering: Filtro bilineare delle texture: - + standard - + N64 3point - + Texture cache size: Dimensione cache texture: - - + + MB - + <html><head/><body><p>Select a format, in which screen shots will be saved</p></body></html> Seleziona il formato per il salvataggio degli screenshot - + Screenshots format: Formato screenshot: - + bmp - + jpeg - + <html><head/><body><p><span style=" font-weight:600;">Language select:</span></p><p>Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Seleziona lingua:</span></p><p>Clicca per selezionare la lingua dell'interfaccia. La modifica sarà attiva dopo il riavvio della schermata di configurazione.</p></body></html> - + Language: Lingua: - + Emulation Emulazione - + General settings Impostazioni generali - + <html><head/><body><p><span style=" font-weight:600;">Enable mip-mapping emulation:</span></p><p>N64 uses special mechanism for mip-mapping, which is hard to reproduce correctly on PC hardware. This option enables shaders based emulation of that feature.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Abilita emulazione mip-mapping:</span></p><p>Il N64 utilizza uno speciale algoritmo per il mip-mapping, che non è riproducibile sull'hardware del PC. Questa opzione approssima l'effetto utilizzando gli shader.</p><p>[Consiglio: <span style=" font-style:italic;">on</span>]</p></body></html> - + Emulate mip-mapping Emulazione mip-mapping - + + <html><head/><body><p><span style=" font-weight:600;">Emulate noise</span>:</p><p>Enable emulation of various effects, which use random color input.</p><p>May cause slowdown in rare cases.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]<br/></p></body></html> + + + + Emulate noise Emula effetto rumore video @@ -397,207 +401,211 @@ p, li { white-space: pre-wrap; } Emulazione effetto nebbia - Enable hardware lighting - Utilizza illuminazione hardware + Utilizza illuminazione hardware - + <html><head/><body><p><span style=" font-weight:600;">Shaders storage:</span></p><p>Use persistent storage for compiled shader programs.<br/></p><p>Each game uses set of combiners. Combiner is an equation, which defines how to build output color from various color inputs. The plugin translates combiners to <a href="https://www.opengl.org/wiki/Shader"><span style=" text-decoration: underline; color:#0000ff;">shaders</span></a>. Shader compiler builds programs from them on fly. Shaders are large and complex. If new scene uses several new combiners, compilation of new shaders will take time and you will notice that as some stuttering. If you have shader storage enabled, all shaders will be compiled only once. Next time you run the game, plugin will not spend time on compilation of shaders, which you already met.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> - + Enable shaders storage - + <html><head/><body><p><span style=" font-weight:600;">Custom game settings:</span></p><p>Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user's settings when this option is enabled. Disable to ignore custom settings.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p><p><br/></p></body></html> <html><head/><body><p><span style=" font-weight:600;">Impostazioni ottimizzate per i giochi:</span></p><p>I file .ini possono contenere impostazioni ottimizzate per certi giochi. Queste impostazioni permettono di ottenere performance migliori. Le impostazioni ottimizzate hanno la precedenza sulle impostazioni selezionate dall'utente se questa opzione è attiva. Disabilitala per utilizzare impostazioni personalizzate.</p><p>[Consiglio: <span style=" font-style:italic;">on</span>]</p><p><br/></p></body></html> - + Use custom per-game settings Usa impostazioni ottimizzate per i giochi - + 2D Fixes - - - + + + <html><head/><body><p><span style=" font-weight:600;">Fix black lines between texrect:</span></p><p>Most games draw 2D backgrounds using texrect command. Texrect stands for textured rectangle. In some games, texrects coordinates not aligned: there is half-pixel split between adjacent texrects. It is not visible in native resolution, but resulted as black lines when image upscaled. This option enables texrect coordinates correction to avoid black lines issue.</p><p>* disable - do not correct texrect coordinates</p><p>* smart - apply correction only for polygons, which need it. Use it for games, which have black lines issue.</p><p>* force - apply correction for all texrects. Use it when <span style=" font-style:italic;">smart</span> does not help.</p><p>[Recommended: <span style=" font-style:italic;">game dependant, mostly off</span>]</p></body></html> - + Fix black lines between texrects - + smart - + force - + + <html><head/><body><p><span style=" font-weight:600;">Render texrects in native resolution:</span></p><p>Most games draw 2D backgrounds and other 2D graphics using texrect command. Texrect stands for textured rectangle. 2D images represented by texrects often look distorted and unaligned in high resolution because of texture filtering. When this option is on, plugin renders texrects in native resolution and then copies the result to main buffer. Rendering in native resolution eliminates issues with 2D, but hardware load increases noticably.</p><p>Note: this option uses heuristics to detect adjucent texrects. The heuristics do not work for some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly on, if your hardware can handle it</span>]</p></body></html> + + + + Render texrects in native resolution - + Emulate frame buffer Emula il frame buffer - + General options - - + + <html><head/><body><p><span style=" font-weight:600;">Buffer swap mode:</span></p><p>With this option you may control how often plugin will update main frame buffer. There are three modes:</p><p>* on Vertical Interrupt. Number of buffer updates will be equal to Vertical Interrupts per Second (VI/s). VI/s is 50 for PAL and 60 for NTSC games. This is most compatible option. Use it if your system can handle it.</p><p>* on Video Interface origin change. The origin change means that game switched to another color buffer and buffers swap needed. This mode corresponds to Frames Per Seconds (FPS). FPS is between 20 and 30 for most games, thus buffers swap less often than in the first mode. This mode works well if game uses double or triple buffering. If game uses single buffer (very rare case), it does not work.</p><p>* on color image change. Buffers will swap only if frame buffer is actually modified. This mode is optimal for performance because it eliminates empty swaps. However, there are rare cases, where it does not work.</p><p><br/></p></body></html> - + Buffer swap mode: - + On Vertical Interrupt - + On VI origin change - + On color buffer change - - <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>TODO: add description</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p><p><br/></p></body></html> - - - - + Copy auxiliary color buffers to RDRAM - + <html><head/><body><p>If emulator supports <span style=" font-style:italic;">FBInfo</span> API extension, plugin will rely on its help to read/write buffers only when game needs them.</p></body></html> - + Buffers read/write with emulator help - + <html><head/><body><p><span style=" font-weight:600;">Do not use emulator help:</span></p><p>Depending on emulator, frame buffer usage notification may work imperfect and some frame buffer effects will not work. You may disable emulator help and force buffers copy.</p><p>[Recommended: off]</p></body></html> - + Do not use emulator help - + <html><head/><body><p><span style=" font-weight:600;">Read color buffer by chunks:</span></p><p>When enabled, color bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, because color buffer usually read as whole</span>]</p></body></html> - + Read color buffer by chunks - + <html><head/><body><p><span style=" font-weight:600;">Read depth buffer by chunks:</span></p><p>When enabled, depth bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">on, because depth buffer seldom read as whole</span>]</p></body></html> - + Read depth buffer by chunks - + <html><head/><body><p>If emulator does not support <span style=" font-style:italic;">FBInfo</span> API extension, plugin have to read/write buffers each frame to emulate <span style=" font-style:italic;">some</span> frame buffer based effects. It can be slow and also can cause glitches or even crashes. Enable these options only for games, which really need them.</p></body></html> - + Buffers read/write without emulator help - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Copy color buffer to RDRAM:</span></p><p>In some games plugin can't detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.</p><p>* disable - do not copy buffer</p><p>* sync - copy buffer in sync mode. Can be slow, but works for all games</p><p>* async - copy buffer in async mode. Can be up to 10 times faster than sync mode, but is incompatible with some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly async (sync needed only for a few games)</span>]</p></body></html> - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Copy depth buffer to RDRAM:</span></p><p>This option is required for correct emulation of depth buffer based effects, e.g. coronas.</p><p>* disable - do not copy buffer</p><p>* from VRAM - Content of video card's depth buffer is copied into RDRAM area each frame. Can be slow on some games.</p><p>* software render - use software rendering. Generally faster than copy from video memory, but the result can be imperfect.</p><p>[Recommended: <span style=" font-style:italic;">software render</span>]</p></body></html> - + from VRAM - + software - + + Decrease color banding + + + + Gamma correction - + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games and increase default level of gamma correction.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> - + Force gamma correction - - + + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> - + Gamma correction level: @@ -606,34 +614,58 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Copia il frame buffer nella RDRAM:</span></p><p>In alcuni giochi il plugin non può determinare se il frame buffer è utilizzato. In questi casi, dovrai attivare questa impostazione per vedere gli effetti grafici che utilizzano il frame buffer. Ogni fotogramma verrà rilevato dalla GPU e copiato nella RDRAM.</p><p>[Consiglio: <span style=" font-style:italic;">Generalmente off (è utilizzato solo in alcuni giochi)</span>]</p></body></html> - + Copy frame buffer to RDRAM Copia frame buffer nella RDRAM - - - + + + disable - + + + + + + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> + + + + + <html><head/><body><p>Enable hardware lighting:</p><p>Normally lighting calculated per vertex. This option enables per-pixel shader based lighting. It results in more smooth and correct shading of 3D objects.</p><p>Note: since in LLE mode vertex color calculated outside of graphics plugin, this option is only for HLE.<br/><br/>[Recommended: <span style=" font-style:italic;">your preference</span>]</p></body></html> + + + + + Enable hardware lighting (HLE only!) + + + + + <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>When enabled, auxiliary color buffer copied to RDRAM right after rendering into it is finished. It helps to correctly emulate frame buffer effects in some games.<br/></p><p>Note: this option may noticeably reduce performance.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p></body></html> + + + + sync - + async - + <html><head/><body><p><span style=" font-weight:600;">Render N64 frame buffer as texture:</span></p><p>When this option is enabled, content of each N64 frame buffer is rendered as texture over the frame, rendered by the plugin. This prevents graphics lost, but may cause slowdowns and various glitches in some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Renderizza il frame buffer come texture:</span></p><p>Quando questa opzione è abilitata, il contenuto del frame buffer emulato verrà renderizzato come una texture sopra ogni fotogramma. Questo previene la perdita di alcuni elementi grafici, ma potrebbe causare rallentamenti e errori grafici in alcuni giochi.</p><p>[Consiglio: <span style=" font-style:italic;">generalmente off</span>]</p></body></html> - + Render frame buffer as texture Renderizza il frame buffer come texture @@ -650,17 +682,17 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Copia buffer di profondità verso RDRAM:</span></p><p>Questa opzione è utilizzata quando si devono emulare effetti grafici che utilizzano il buffer di profondità. Il contenuto del buffer di profondità della GPU viene copiato nella RDRAM in ogni fotogramma.</p><p>[Consiglio: <span style=" font-style:italic;">on</span>]</p></body></html> - + Copy depth buffer to RDRAM Copia buffer di profondità nella RDRAM - + <html><head/><body><p>Use shaders to emulate N64 depth compare modes. <span style=" font-weight:600;">Experimental!</span></p></body></html> <html><head/><body><p>Utilizza shader per emulare le modalità di comparazione profondità del N64. <span style=" font-weight:600;">Sperimentale!</span></p></body></html> - + Emulate N64 depth compare Emula comparazione di profondità del N64 @@ -681,240 +713,240 @@ p, li { white-space: pre-wrap; } Riempi buffer RDRAM con valore di test - + Textures - + Texture enhancement Miglioramenti texture - - + + <html><head/><body><p><span style=" font-weight:600;">Filter:</span></p><p>Apply a filter to either smooth or sharpen textures.There are 4 different smoothing filters and 2 different sharpening filters. The higher the number, the stronger the effect, i.e. <span style=" font-weight:600;">Smoothing filter 4</span> will have a much more noticeable effect than <span style=" font-weight:600;">Smoothing filter 1</span>.Be aware that performance may have an impact depending on the game and/or the PC.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Filtro:</span></p><p>Applica un filtro per smussare o rendere più nitide le texture. Si può scegliere tra 4 filtri per la smussatura (smooth) e 2 filtri per la nitidezza (sharp). Più è alto il numero più intenso è l'effetto, per esempio <span style=" font-weight:600;">Filtro smussatura 4</span> avrà un effetto molto più intenso di <span style=" font-weight:600;">Filtro smussatura 1</span>.L'utilizzo di questo effetto potrebbe ridurre le performance a seconda dell'hardware del PC e del gioco.</p><p>[Consiglio: preferenza personale]</p></body></html> - + Filter: Filtro: - - + + <html><head/><body><p><span style=" font-weight:600;">Texture enhancement:</span></p><p>12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.</p><p><span style=" font-weight:600;">IMPORTANT:</span> 'Store' mode - saves textures in cache 'as is'. It can improve performance in games, which load many textures. Disable 'Ignore backgrounds' option for better result.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Miglioramento texture:</span></p><p>Si può scegliere tra 12 effetti di miglioramento texture. Potrebbero avere un impatto sulle performance del gioco.</p><p><span style=" font-weight:600;">IMPORTANTE:</span> 'Modalità "Archivia" (Store) - salva le texture nella cache così come sono. Potrebbe migliorare le performance in alcuni giochi, specialmente quelli che caricano molte texture. Disabilita "Ignora sfondi" per un risultato migliore.</p><p>[Consiglio: Preferenza personale]</p></body></html> - + Enhancement: Miglioramento: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Texture cache size:</span></p><p>Enhanced and filtered textures can be cached to aid performance. This setting will adjust how much PC memory will be dedicated for texture cache. This helps boost performance if there are subsequent requests for the same texture (usually the case). Normally, 128MB should be more than enough but there is a sweet spot for each game. Super Mario may not need more than 32megs, but Conker streams a lot of textures, so setting 256+ megs can boost performance. Adjust accordingly if you are encountering speed issues. '0' disables cache.</p><p>[Recommended: <span style=" font-style:italic;">PC and game dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Dimensione cache texture:</span></p><p>Texture migliorate o filtrate possono essere memorizzate nella cache per migliorare le performance. Questa opzione determinerà quanta memoria di sistema verrà allocata per la cache delle texture. Questo migliorerà la performance se il gioco richiederà l'uso della stessa texture più volte di seguito (caso più comune). Normalmente, 128MB bastano per la maggior parte dei giochi. Super Mario per esempio non richiede più di 32 mega, ma Conker utilizza molte più texture quindi impostare 256Mb o più migliorerà le performance. Modifica l'impostazione a seconda del gioco o se riscontri problemi di performance. '0' disabilita la cache.</p><p>[Consiglio: <span style=" font-style:italic;">A seconda del gioco e della potenza del sistema</span>]</p></body></html> - + Texture cache: Cache texture: - - Deposterize textures + + <html><head/><body><p><span style=" font-weight:600;">Decrease color banding</span>:</p><p>This option enables pre-processing step, which reduces posterization issues on enhanced textures.</p><p>[Recommended:<span style=" font-style:italic;"> on for xBRZ</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Ignore Backgrounds:</span></p><p>It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.</p><p>[Recommended: <span style=" font-style:italic;">on (off for 'Store' mode)</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Ignora gli sfondi:</span></p><p>seleziona per non utilizzare filtri su texture molto grandi, per esempio quelle utilizzate nei giochi per gli sfondi. Questa opzione risparmierà memoria e migliorerà le performance.</p><p>[Consiglio: <span style=" font-style:italic;">on (off per modalità "Archivia")</span>]</p></body></html> - + Ignore backgrounds Ignora gli sfondi - + Use texture pack Utilizza un pacchetto texture modificate - + <html><head/><body><p><span style=" font-weight:600;">Use Alpha channel fully:</span></p><p>When this option is off, 16bit rgba textures will be loaded using RiceVideo style - with 1bit for alpha channel. When it is on, GlideHQ will check, how alpha channel is used by the hires texture, and select most appropriate format for it. This gives texture designers freedom to play with alpha, as they need, regardless of format of original N64 texture. For older and badly designed texture packs it can cause unwanted black borders.</p><p>[Recommended: <span style=" font-style:italic;">texture pack dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Utilizzo canale Alpha completo:</span></p><p>Quando questa opzione è disattivata le texture RGBA a 16 bit verranno caricate utilizzando lo standard RiceVideo - 1 bit per canale alpha. Quando è attivata, GlideHQ effettuerà un controllo per determinare come la texture ad alta risoluzione utilizza il canale alpha, e selezionerà il formato più appropriato. Questa opzione permette ai modders di disegnare texture utilizzando il canale alpha come più desiderano, ignorando il formato originale delle texture del N64. In alcuni pacchetti di texture obsoleti o mal progettati potrebbe causare bordi neri attorno alle texture trasparenti.</p><p>[Consiglio: <span style=" font-style:italic;">a seconda del pacchetto utilizzato</span>]</p></body></html> - + Use alpha channel fully Utilizza il canale alpha completo - + <html><head/><body><p>Alternative CRC calculation:</p><p>This option enables emulation of a palette CRC calculation bug in RiceVideo.If some textures are not loaded, try to set this option on/off.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, on for really old packs</span>]</p></body></html> <html><head/><body><p>Calcolo del CRC alternativo:</p><p>Questa opzione abilita l'emulazione di un errore di calcolo del CRC in RiceVideo. Se le texture non vengono caricate correttamente, prova a cambiare questa opzione.</p><p>[Consiglio: <span style=" font-style:italic;">Generalmente off, attivare solo per alcuni pacchetti particolarmente datati.</span>]</p></body></html> - + Alternative CRC calculation Calcolo CRC alternativo - + <html><head/><body><p><span style=" font-weight:600;">Texture dumping mode:</span></p><p>In this mode, you have that ability to dump textures on screen to the appropriate folder. You can also reload textures while the game is running to see how they look instantly - big time saver!</p><p>Hotkeys: <span style=" font-weight:600;">R</span> reloads hires textures from the texture pack - <span style=" font-weight:600;">D</span> toggles texture dumps on/off.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Modalità salvataggio texture:</span></p><p>Con questa modalità, potrai salvare su disco tutte le texture presenti a schermo in una cartella. Puoi anche ricaricare le texture mentre il gioco è in esecuzione per verificarne l'aspetto - molto pù rapido!</p><p>Scorciatoie da tastiera: <span style=" font-weight:600;">R</span> ricarica le texture dal pacchetto - <span style=" font-weight:600;">D</span> attiva o disattiva il salvataggio delle texture su disco.</p></body></html> - + Texture dumping/editing mode Modalità salvataggio e modifica texture - - - + + + <html><head/><body><p>Select color of text messages.</p></body></html> Scelta colori dei messaggi a schermo. <html><head/><body><p>Select color of text messages.</p></body></html> - + Message color: Colore messaggi: - - - + + + <html><head/><body><p>Select font and font size for text messages, displayed during texture cache or texture pack save/load.</p></body></html> <html><head/><body><p>Seleziona il font e la dimensione per i messaggi a schermo visualizzati durante il salvataggio o il salvataggio/ricarica del pacchetto texture.</p></body></html> - + Message font: Font messaggi: - + Arial - + Green Verde - + Pick Scegli - + Select Seleziona - - - + + + <html><head/><body><p>Select path to folder with HD textures packs.<br/>Default: Plugin/hires_texture</p></body></html> <html><head/><body><p>Scegli directory cartella pacchetti texture.<br/>Default: Plugin/hires_texture</p></body></html> - + Texture pack path: Percorso cartella pacchetti texture: - + Choose Seleziona - + <html><head/><body><p><span style=" font-weight:600;">Force 16bpp textures:</span></p><p>The color of the textures will be reduced to 16bpp.This is space saver and performance enhancer. This halves the space used on the texture cache and the GFX hardware's texture RAM. Color reduction is done so that the original quality is preserved as much as possible. Depending on the texture, this usually is hardly noticeable. Sometimes though, it can be: skies are a good example.</p><p>[Recommended: <span style=" font-style:italic;">off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Forza texture a 16bpp:</span></p><p>Il colore delle texture verrà ridotto a 16bpp.Questo ridurrà l'utilizzo di memoria e migliorerà le performance dimezzando lo spazio utilizzato nella cache e nella RAM della scheda video. La riduzione nei bit di colore verrà effettuata in modo da minimizzare il più possibile la perdita di qualità. A seconda delle texture, la riduzione non si nota, ma in alcuni casi, per esempio nelle texture dei cieli, potrebbe notarsi.</p><p>[Consiglio: <span style=" font-style:italic;">off</span>]</p></body></html> - + Force 16bpp textures Forza texture a 16bpp - + <html><head/><body><p><span style=" font-weight:600;">Compress texture cache:</span></p><p>Memory will be compressed so that more textures can be held in the texture cache. The compression ratio varies with each texture, but 1/5 of the original size would be a modest approximation. They will be decompressed on-the-fly, before being downloaded to the gfx hardware.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Comprimi cache texture:</span></p><p>La memoria verrà compressa così che possa contenere più texture. Il rapporto di compressione varia a seconda della texture, ma generalmente si può notare una diminuzione di 4/5 della dimensione originale . Verranno decompresse automaticamente prima di essere inviate alla scheda grafica.</p><p>[Consiglio: <span style=" font-style:italic;">on</span>]</p></body></html> - + Compress texture cache Comprimi cache texture - + <html><head/><body><p><span style=" font-weight:600;">Save texture cache to HD:</span></p><p>For enhanced textures cache: This will save all previously loaded and enhanced textures to HD. So upon next game launch, all the textures will be instantly loaded, resulting in smoother performance.</p><p>For high-resolution textures cache: After creation, loading hi-res texture will take only a few seconds upon game launch, as opposed to the 5 -60 seconds a pack can take to load without this cache file. The only downside here is upon any changes to the pack, the cache file will need to be manually deleted.</p><p>Saved cache files go into a folder called <span style=" font-weight:600;">Cache</span> within the Plugins folder.</p><p>[Highly Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Salva cache texture su disco:</span></p><p>Per cache texture migliorate: salverà tutte le texture caricate precedentemente sul disco, così che la prossima volta che si farà partire il gioco, tutte le texture saranno già pronte all'uso, migliorando le performance.</p><p>Per la cache texture ad alta risoluzione: dopo la creazione il caricamento delle texture in alta risoluzione impiegherà solo qualche secondo rispetto ai 5-60 secondi necessari al caricamento senza il salvataggio su disco. L'unico svantaggio di questa opzione è che se verrà modificato il pacchetto di texture, il file di cache dovrà essere cancellato a mano.</p><p>I file di cache vengono salvati nella cartella <span style=" font-weight:600;">Cache</span> all'interno della cartella Plugins dell'emulatore.</p><p>[Vivamente consigliato: <span style=" font-style:italic;">on</span>]</p></body></html> - + Save texture cache to hard disk Salva cache texture su disco - + Post filters Filtri "post" - + Bloom Bagliore - + Bloom blend mode: Effetto bagliore: - + Strong Forte - + Mild Moderato - + Light Lieve - + Blur amount: Effetto sfocatura: - + Threshold level: Livello di soglia: - + Blur strength: Intensità sfocatura: - - - + + + 0 diff --git a/translations/gliden64_ja.ts b/translations/gliden64_ja.ts index 7a1cebc4..0df8c146 100644 --- a/translations/gliden64_ja.ts +++ b/translations/gliden64_ja.ts @@ -531,8 +531,11 @@ p, li { white-space: pre-wrap; } - <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">解像度:</span></p><p>ウィンドウモード時の解像度を設定します。</p><p>[推奨設定: <span style=" font-style:italic;">640x480、800x600、1024x768</span>]</p></body></html> + + + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode. You also may select <span style=" font-style:italic;">custom</span> and enter necessary window sizes.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">解像度:</span></p><p>ウィンドウモード時の解像度を設定します。</p><p>[推奨設定: <span style=" font-style:italic;">640x480、800x600、1024x768</span>]</p></body></html> @@ -550,41 +553,37 @@ p, li { white-space: pre-wrap; } 解像度: - - - - <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">出力時のアスペクト比.</span></p><p>ほとんどのN64 + <html><head/><body><p><span style=" font-weight:600;">出力時のアスペクト比.</span></p><p>ほとんどのN64 ゲームは4:3のアスペクト比を使用していますが、ワイドスクリーンに対応しているものも多くあります。ここで適切なアスペクト比を設定することで、ゲーム中の設定でワイドスクリーンモードを設定できます。<span style=" font-weight:600;">引き伸ばし</span>モードでは、出力が画面全体に引き伸ばされ、それ以外のモードでは黒いバーが追加されます。.</p></body></html> - + <html><head/><body><p>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>アスペクト比<span style=" vertical-align:super;">*</span>:</p></body></html> - + Stretch 引き伸ばし - + 4:3 4:3 - + 16:9 16:9 - + Adjust 画面にあわせる - + <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>アンチエイリアス<span style=" vertical-align:super;">*</span>:</p></body></html> @@ -597,19 +596,19 @@ p, li { white-space: pre-wrap; } X - + <html><head/><body><p>*requires frame buffer emulation enabled </p></body></html> <html><head/><body><p>*必須 フレームバッファエミュレーション</p></body></html> - + Anisotropic filtering: 異方性フィルタリング: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Bilinear filtering:</span></p><p>[standard] - standard texture filtering provided by PC hardware.</p><p>[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">バイリニアフィルタリング:</span></p> <p>[通常] - PCハードウェアによって提供される標準的なテクスチャフィルタリング</p> @@ -617,59 +616,59 @@ p, li { white-space: pre-wrap; } </body></html> - + Texture bilinear filtering: テクスチャバイリニアフィルタリング: - + standard 標準 - + N64 3point N64 3ポイント - + Texture cache size: テクスチャのキャッシュサイズ: - - + + MB MB - + <html><head/><body><p>Select a format, in which screen shots will be saved</p></body></html> <html><head/><body><p>スクリーンショットを保存する形式を選択します</p></body></html> - + Screenshots format: スクリーンショット形式: - + bmp bmp - + jpeg jpeg - + <html><head/><body><p><span style=" font-weight:600;">Language select:</span></p><p>Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">言語の選択:</span></p> <p>ダイアログで表示する言語を選択します.。選択された言語は、設定ダイアログの再起動後に反映されます。</p></body></html> - + Language: 言語: @@ -682,29 +681,29 @@ p, li { white-space: pre-wrap; } 変更 - + Emulation エミュレーション - + General settings 一般設定 - + <html><head/><body><p><span style=" font-weight:600;">Enable mip-mapping emulation:</span></p><p>N64 uses special mechanism for mip-mapping, which is hard to reproduce correctly on PC hardware. This option enables shaders based emulation of that feature.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">ミップマッピングエミュレーションを有効にする:</span></p> <p>N64はミップマッピングに特別なメカニズムを使用しているため、PCのハードウェア上で正しく再現することは困難です。このオプションは、その機能の、シェーダーベースのエミュレーションを有効にします。</p> <p>[推奨設定: <span style=" font-style:italic;">オン</span>]</p></body></html> - + Emulate mip-mapping ミップマッピングのエミュレート - + Emulate noise ノイズのエミュレート @@ -718,32 +717,31 @@ p, li { white-space: pre-wrap; } フォグのエミュレート - Enable hardware lighting - ハードウェアライティングの有効 + ハードウェアライティングの有効 - + <html><head/><body><p><span style=" font-weight:600;">Shaders storage:</span></p><p>Use persistent storage for compiled shader programs.<br/></p><p>Each game uses set of combiners. Combiner is an equation, which defines how to build output color from various color inputs. The plugin translates combiners to <a href="https://www.opengl.org/wiki/Shader"><span style=" text-decoration: underline; color:#0000ff;">shaders</span></a>. Shader compiler builds programs from them on fly. Shaders are large and complex. If new scene uses several new combiners, compilation of new shaders will take time and you will notice that as some stuttering. If you have shader storage enabled, all shaders will be compiled only once. Next time you run the game, plugin will not spend time on compilation of shaders, which you already met.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> - + Enable shaders storage - + <html><head/><body><p><span style=" font-weight:600;">Custom game settings:</span></p><p>Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user's settings when this option is enabled. Disable to ignore custom settings.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p><p><br/></p></body></html> <html><head/><body><p><span style=" font-weight:600;">ゲーム毎の設定:</span></p><p>INIファイルにはたくさんのゲーム毎の設定が含まれています。これらの設定はゲームのための最適なパフォーマンスを提供します。このオプションが有効になっている場合、ゲーム毎の設定はユーザーの設定を上書きします。無効にするとゲーム毎の設定を無視します。</p><p>[推奨設定: <span style=" font-style:italic;">オン</span>]</p><p><br/></p></body></html> - + Use custom per-game settings ゲームごとの設定を有効にする - + Emulate frame buffer フレームバッファのエミュレート @@ -754,17 +752,17 @@ p, li { white-space: pre-wrap; } <p>[推奨設定: <span style=" font-style:italic;">通常はオフ (一部のゲームでは必要)</span>]</p></body></html> - + Copy frame buffer to RDRAM フレームバッファをRDRAMにコピー - + <html><head/><body><p><span style=" font-weight:600;">Render N64 frame buffer as texture:</span></p><p>When this option is enabled, content of each N64 frame buffer is rendered as texture over the frame, rendered by the plugin. This prevents graphics lost, but may cause slowdowns and various glitches in some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">N64フレームバッファをテクスチャとして描写:</span></p><p>このオプションを有効にすると、N64フレームバッファの内容はプラグインによりテクスチャとしてフレーム上に描写されます。グラフィックの欠落を防ぎますが、一部のゲームで速度低下や様々な不具合を引き起こす可能性があります。</p><p>[推奨設定: <span style=" font-style:italic;">通常はオフ</span>]</p></body></html> - + Render frame buffer as texture フレームバッファをテクスチャとして描写 @@ -781,17 +779,17 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">深度バッファをRDRAMにコピー:</span></p><p>このオプションは、コロナなどの深度バッファベースエフェクトの正しいエミュレーションを要求します。ビデオカードの深度バッファの内容をRDRAM領域に書くフレームをコピーします。.</p><p>[推奨設定: <span style=" font-style:italic;">オン</span>]</p></body></html> - + Copy depth buffer to RDRAM RDRAMに深度バッファをコピー - + <html><head/><body><p>Use shaders to emulate N64 depth compare modes. <span style=" font-weight:600;">Experimental!</span></p></body></html> <html><head/><body><p>N64深度比較のエミュレートにシェーダーを使用する <span style=" font-weight:600;">実験中!</span></p></body></html> - + Emulate N64 depth compare N64深度比較をエミュレート @@ -814,43 +812,48 @@ p, li { white-space: pre-wrap; } RDRAMに指紋を書き込む - - + + <html><head/><body><p><span style=" font-weight:600;">Buffer swap mode:</span></p><p>With this option you may control how often plugin will update main frame buffer. There are three modes:</p><p>* on Vertical Interrupt. Number of buffer updates will be equal to Vertical Interrupts per Second (VI/s). VI/s is 50 for PAL and 60 for NTSC games. This is most compatible option. Use it if your system can handle it.</p><p>* on Video Interface origin change. The origin change means that game switched to another color buffer and buffers swap needed. This mode corresponds to Frames Per Seconds (FPS). FPS is between 20 and 30 for most games, thus buffers swap less often than in the first mode. This mode works well if game uses double or triple buffering. If game uses single buffer (very rare case), it does not work.</p><p>* on color image change. Buffers will swap only if frame buffer is actually modified. This mode is optimal for performance because it eliminates empty swaps. However, there are rare cases, where it does not work.</p><p><br/></p></body></html> - + Buffer swap mode: - + On Vertical Interrupt - + On VI origin change - + On color buffer change - - - - + + <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>When enabled, auxiliary color buffer copied to RDRAM right after rendering into it is finished. It helps to correctly emulate frame buffer effects in some games.<br/></p><p>Note: this option may noticeably reduce performance.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p></body></html> + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Copy color buffer to RDRAM:</span></p><p>In some games plugin can't detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.</p><p>* disable - do not copy buffer</p><p>* sync - copy buffer in sync mode. Can be slow, but works for all games</p><p>* async - copy buffer in async mode. Can be up to 10 times faster than sync mode, but is incompatible with some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly async (sync needed only for a few games)</span>]</p></body></html> - - - + + + disable @@ -860,329 +863,358 @@ p, li { white-space: pre-wrap; } - + H: - - - - + + + + + + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Render at constant factor of native resolution.</span></p><p>If frame buffer emulation enabled and factor is not zero, internal frame buffer size will be that factor of native N64 resolution. The buffer will be scaled to screen resolution when rendered to screen. If factor is zero (default), internal buffer size is equal to screen size. If factor is 1, the game will be rendered in native resolution and then up-scaled to screen resolution.</p></body></html> - + <html><head/><body><p>Render at constant factor of native resolution<span style=" vertical-align:super;">*</span>:</p></body></html> - + + <html><head/><body><p><span style=" font-weight:600;">Emulate noise</span>:</p><p>Enable emulation of various effects, which use random color input.</p><p>May cause slowdown in rare cases.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]<br/></p></body></html> + + + + + <html><head/><body><p>Enable hardware lighting:</p><p>Normally lighting calculated per vertex. This option enables per-pixel shader based lighting. It results in more smooth and correct shading of 3D objects.</p><p>Note: since in LLE mode vertex color calculated outside of graphics plugin, this option is only for HLE.<br/><br/>[Recommended: <span style=" font-style:italic;">your preference</span>]</p></body></html> + + + + + Enable hardware lighting (HLE only!) + + + + 2D Fixes - - - + + + <html><head/><body><p><span style=" font-weight:600;">Fix black lines between texrect:</span></p><p>Most games draw 2D backgrounds using texrect command. Texrect stands for textured rectangle. In some games, texrects coordinates not aligned: there is half-pixel split between adjacent texrects. It is not visible in native resolution, but resulted as black lines when image upscaled. This option enables texrect coordinates correction to avoid black lines issue.</p><p>* disable - do not correct texrect coordinates</p><p>* smart - apply correction only for polygons, which need it. Use it for games, which have black lines issue.</p><p>* force - apply correction for all texrects. Use it when <span style=" font-style:italic;">smart</span> does not help.</p><p>[Recommended: <span style=" font-style:italic;">game dependant, mostly off</span>]</p></body></html> - + Fix black lines between texrects - + smart - + force - + + <html><head/><body><p><span style=" font-weight:600;">Render texrects in native resolution:</span></p><p>Most games draw 2D backgrounds and other 2D graphics using texrect command. Texrect stands for textured rectangle. 2D images represented by texrects often look distorted and unaligned in high resolution because of texture filtering. When this option is on, plugin renders texrects in native resolution and then copies the result to main buffer. Rendering in native resolution eliminates issues with 2D, but hardware load increases noticably.</p><p>Note: this option uses heuristics to detect adjucent texrects. The heuristics do not work for some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly on, if your hardware can handle it</span>]</p></body></html> + + + + Render texrects in native resolution - + General options - - <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>TODO: add description</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p><p><br/></p></body></html> - - - - + Copy auxiliary color buffers to RDRAM - + <html><head/><body><p>If emulator supports <span style=" font-style:italic;">FBInfo</span> API extension, plugin will rely on its help to read/write buffers only when game needs them.</p></body></html> - + Buffers read/write with emulator help - + <html><head/><body><p><span style=" font-weight:600;">Do not use emulator help:</span></p><p>Depending on emulator, frame buffer usage notification may work imperfect and some frame buffer effects will not work. You may disable emulator help and force buffers copy.</p><p>[Recommended: off]</p></body></html> - + Do not use emulator help - + <html><head/><body><p><span style=" font-weight:600;">Read color buffer by chunks:</span></p><p>When enabled, color bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, because color buffer usually read as whole</span>]</p></body></html> - + Read color buffer by chunks - + <html><head/><body><p><span style=" font-weight:600;">Read depth buffer by chunks:</span></p><p>When enabled, depth bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">on, because depth buffer seldom read as whole</span>]</p></body></html> - + Read depth buffer by chunks - + <html><head/><body><p>If emulator does not support <span style=" font-style:italic;">FBInfo</span> API extension, plugin have to read/write buffers each frame to emulate <span style=" font-style:italic;">some</span> frame buffer based effects. It can be slow and also can cause glitches or even crashes. Enable these options only for games, which really need them.</p></body></html> - + Buffers read/write without emulator help - + sync - + async - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Copy depth buffer to RDRAM:</span></p><p>This option is required for correct emulation of depth buffer based effects, e.g. coronas.</p><p>* disable - do not copy buffer</p><p>* from VRAM - Content of video card's depth buffer is copied into RDRAM area each frame. Can be slow on some games.</p><p>* software render - use software rendering. Generally faster than copy from video memory, but the result can be imperfect.</p><p>[Recommended: <span style=" font-style:italic;">software render</span>]</p></body></html> - + from VRAM - + software - + Textures テクスチャ - + Texture enhancement テクスチャ拡張 - - + + <html><head/><body><p><span style=" font-weight:600;">Filter:</span></p><p>Apply a filter to either smooth or sharpen textures.There are 4 different smoothing filters and 2 different sharpening filters. The higher the number, the stronger the effect, i.e. <span style=" font-weight:600;">Smoothing filter 4</span> will have a much more noticeable effect than <span style=" font-weight:600;">Smoothing filter 1</span>.Be aware that performance may have an impact depending on the game and/or the PC.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">フィルタ:</span></p> <p>スムーズ又はシャープテクスチャのどちらかのフィルタを適用します。.4つのスムーズフィルタと2つのシャープフィルタがあります。数字が大きくなるほど効果が強くなり、例えば<span style=" font-weight:600;">スムーズフィルタ4</span>は、<span style=" font-weight:600;">スムーズフィルタ1</span>よりも大きな効果を持つことになります。.性能は、ゲーム及び/またはPCに応じて影響を与える可能性があります。</p> <p>[推奨設定: お好み]</p></body></html> - + Filter: フィルタ : - - + + <html><head/><body><p><span style=" font-weight:600;">Texture enhancement:</span></p><p>12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.</p><p><span style=" font-weight:600;">IMPORTANT:</span> 'Store' mode - saves textures in cache 'as is'. It can improve performance in games, which load many textures. Disable 'Ignore backgrounds' option for better result.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">テクスチャ拡張:</span></p><p>12種類の異なるフィルターをここで設定できます。パフォーマンスに影響を与えることに注意してください。</p><p><span style=" font-weight:600;">重要:</span> 'Store' モード - 'そのまま'テクスチャをキャッシュに保存します。. ゲーム中の多くのテクスチャの読み込みのパフォーマンスを向上させることができます。背景を無視する設定を無効にするとよりよい結果が得られます。</p><p>[推奨設定: お好み]</p></body></html> - + Enhancement: 拡張: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Texture cache size:</span></p><p>Enhanced and filtered textures can be cached to aid performance. This setting will adjust how much PC memory will be dedicated for texture cache. This helps boost performance if there are subsequent requests for the same texture (usually the case). Normally, 128MB should be more than enough but there is a sweet spot for each game. Super Mario may not need more than 32megs, but Conker streams a lot of textures, so setting 256+ megs can boost performance. Adjust accordingly if you are encountering speed issues. '0' disables cache.</p><p>[Recommended: <span style=" font-style:italic;">PC and game dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">テクスチャのキャッシュサイズ:</span></p><p>テクスチャのフィルタと拡張は、パフォーマンスの改善のためキャッシュすることができます。この設定では、テクスチャのキャッシュのためにどのくらいPCのメモリを割り当てするか設定できます。これにより、キャッシュされたテクスチャに再度要求があった場合にパフォーマンスの向上が期待できます(通常の場合)。通常、128MBで十分だが、ゲーム毎に必要な値は違います。スーパーマリオ64は32MB以上を必要としませんが、コンカーは多くのテクスチャをストリームするため256Mbit以上ないとパフォーマンスが向上しません。もしスピードに問題が出る場合は、値を大きくしてください。 '0'でキャッシュを無効にします。</p><p>[推奨設定: <span style=" font-style:italic;">PCとゲームに依存</span>]</p></body></html> - + Texture cache: テクスチャキャッシュ: - - Deposterize textures + + <html><head/><body><p><span style=" font-weight:600;">Decrease color banding</span>:</p><p>This option enables pre-processing step, which reduces posterization issues on enhanced textures.</p><p>[Recommended:<span style=" font-style:italic;"> on for xBRZ</span>]</p></body></html> - + + Decrease color banding + + + + <html><head/><body><p><span style=" font-weight:600;">Ignore Backgrounds:</span></p><p>It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.</p><p>[Recommended: <span style=" font-style:italic;">on (off for 'Store' mode)</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">背景を無視する:</span></p><p>コレを使用すると背景で使われるような細長いテクスチャの拡張をスキップします。これはテクスチャメモリを大幅に節約し、パフォーマンスを向上させることがあります。</p><p>[推奨設定: <span style=" font-style:italic;">オン ('Store'モードではオフ)</span>]</p></body></html> - + Ignore backgrounds 背景を無視する - + Use texture pack テクスチャパックを使用する - + <html><head/><body><p><span style=" font-weight:600;">Use Alpha channel fully:</span></p><p>When this option is off, 16bit rgba textures will be loaded using RiceVideo style - with 1bit for alpha channel. When it is on, GlideHQ will check, how alpha channel is used by the hires texture, and select most appropriate format for it. This gives texture designers freedom to play with alpha, as they need, regardless of format of original N64 texture. For older and badly designed texture packs it can cause unwanted black borders.</p><p>[Recommended: <span style=" font-style:italic;">texture pack dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">アルファチャンネルをすべてに使用する:</span></p><p>このオプションをオンにすると、 16bit RGBAテクスチャをRiceVideo形式(1bitをアルファチャンネルに割り当て)を使用して読み込みします。.オンの場合、GlideHQは、アルファチャンネルを高解像度テクスチャが使用しているか確認して、それのために最も適切な形式を選択します。. これによりテクスチャデザイナーにアルファチャンネルの使用の自由を与えます。, as they オリジナルのN64のテクスチャの形式に関係なく. 古い又は設計の悪いテクスチャパックの場合は、黒枠が表示されることがあります。.</p><p>[推奨設定: <span style=" font-style:italic;">テクスチャパックに依存</span>]</p></body></html> - + Use alpha channel fully アルファチャンネルをすべてに使用する - + <html><head/><body><p>Alternative CRC calculation:</p><p>This option enables emulation of a palette CRC calculation bug in RiceVideo.If some textures are not loaded, try to set this option on/off.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, on for really old packs</span>]</p></body></html> <html><head/><body><p>別のCRC計算方法:</p><p>このオプションはRiceVideoのパレットCRC計算バグのエミュレーションを有効にします。もしいくつかのテクスチャが読み込みできない場合は、このオプションをオン/オフしてください。</p><p>[推奨設定: <span style=" font-style:italic;">通常はオフ、古いパックではオン</span>]</p></body></html> - + Alternative CRC calculation 別のCRC計算方法 - + <html><head/><body><p><span style=" font-weight:600;">Texture dumping mode:</span></p><p>In this mode, you have that ability to dump textures on screen to the appropriate folder. You can also reload textures while the game is running to see how they look instantly - big time saver!</p><p>Hotkeys: <span style=" font-weight:600;">R</span> reloads hires textures from the texture pack - <span style=" font-weight:600;">D</span> toggles texture dumps on/off.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">テクスチャダンプモード:</span></p><p>このモードでは、画面上のテクスチャを適切なフォルダにダンプすることができます。. ゲームの実行中にテクスチャをリロードできることですぐに表示することができるようになり - 時間の節約になります!</p><p>ショートカットキー: <span style=" font-weight:600;">R</span> テクスチャパックから高解像度テクスチャをリロード - <span style=" font-weight:600;">D</span> テクスチャダンプのオン/オフの切り替え.</p></body></html> - + Texture dumping/editing mode テクスチャのダンプ/編集モード - - - + + + <html><head/><body><p>Select color of text messages.</p></body></html> <html><head/><body><p>メッセージの色を選択</p></body></html> - + Message color: メッセージの色: : - - - + + + <html><head/><body><p>Select font and font size for text messages, displayed during texture cache or texture pack save/load.</p></body></html> <html><head/><body><p>テクスチャキャッシュやテクスチャパックの読み書き時に表示されるメッセージのフォントとサイズを選択</p></body></html> - + Message font: 表示するフォント: - + Arial Arial - + Green Green - + Pick 選択 - + Select 選択 - - - + + + <html><head/><body><p>Select path to folder with HD textures packs.<br/>Default: Plugin/hires_texture</p></body></html> <html><head/><body><p>HDテクスチャパックのフォルダを選択.<br/>デフォルト: Plugin/hires_texture</p></body></html> - + Texture pack path: テクスチャパックのパス: - + Choose 選択 - + <html><head/><body><p><span style=" font-weight:600;">Force 16bpp textures:</span></p><p>The color of the textures will be reduced to 16bpp.This is space saver and performance enhancer. This halves the space used on the texture cache and the GFX hardware's texture RAM. Color reduction is done so that the original quality is preserved as much as possible. Depending on the texture, this usually is hardly noticeable. Sometimes though, it can be: skies are a good example.</p><p>[Recommended: <span style=" font-style:italic;">off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">強制16bitテクスチャ:</span></p> <p>テクスチャの色数を16bitに減色します。.これは容量節約及びパフォーマンスを向上させます。容量節約については、テクスチャキャッシュとGFXハードウェアのメモリ使用量を半分に減らし、減オリジナルの品質を可能な限り保持されるよう減色されます。テクスチャに依存しますが、一部(例えば空)を除きほとんど目立つことはありません。.</p> <p>[推奨設定: <span style=" font-style:italic;">オフ</span>]</p></body></html> - + Force 16bpp textures 強制16ビットテクスチャ - + <html><head/><body><p><span style=" font-weight:600;">Compress texture cache:</span></p><p>Memory will be compressed so that more textures can be held in the texture cache. The compression ratio varies with each texture, but 1/5 of the original size would be a modest approximation. They will be decompressed on-the-fly, before being downloaded to the gfx hardware.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">テクスチャキャッシュを圧縮:</span></p><p>より多くのテクスチャがテクスチャキャッシュ内に保持できるようにメモリを圧縮します。テクスチャによって変動がありますが、元のサイズの1/5程度の圧縮率になります。これらはGFXハードウェアにダウンロードされる前に、オンザフライで解凍されます。</p><p>[推奨設定: <span style=" font-style:italic;">オン</span>]</p></body></html> - + Compress texture cache テクスチャキャッシュを圧縮 - + <html><head/><body><p><span style=" font-weight:600;">Save texture cache to HD:</span></p><p>For enhanced textures cache: This will save all previously loaded and enhanced textures to HD. So upon next game launch, all the textures will be instantly loaded, resulting in smoother performance.</p><p>For high-resolution textures cache: After creation, loading hi-res texture will take only a few seconds upon game launch, as opposed to the 5 -60 seconds a pack can take to load without this cache file. The only downside here is upon any changes to the pack, the cache file will need to be manually deleted.</p><p>Saved cache files go into a folder called <span style=" font-weight:600;">Cache</span> within the Plugins folder.</p><p>[Highly Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">HDDへテクスチャキャッシュを保存:</span></p> <p>拡張テクスチャキャッシュの場合: This will save all previously loaded and enhanced textures to HD. So upon next game launch, all the textures will be instantly loaded, resulting in smoother performance.</p><p>高解像度テクスチャキャッシュの場合: After creation, loading hi-res texture will take only a few seconds upon game launch, as opposed to the 5 -60 seconds a pack can take to load without this cache file. The only downside here is upon any changes to the pack, the cache file will need to be manually deleted.</p> @@ -1190,85 +1222,85 @@ p, li { white-space: pre-wrap; } <p>[強く推奨する設定: <span style=" font-style:italic;">オン</span>]</p></body></html> - + Save texture cache to hard disk テクスチャキャッシュをHDDに保存 - + Post filters ポストフィルタ - + Bloom ブルーム - + Bloom blend mode: ブルームブレンドモード: - + Strong Strong - + Mild マイルド - + Light ライト - + Blur amount: ブレ量: - + Threshold level: しきい値レベル: - + Blur strength: ブレの強さ: - - - + + + 0 0 - + Gamma correction - + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games and increase default level of gamma correction.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> - + Force gamma correction - - + + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> - + Gamma correction level: diff --git a/translations/gliden64_pl.ts b/translations/gliden64_pl.ts index 127128dc..72241f0d 100644 --- a/translations/gliden64_pl.ts +++ b/translations/gliden64_pl.ts @@ -529,8 +529,11 @@ p, li { white-space: pre-wrap; } - <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Rozdzielczość:</span></p><p>Zmienia rozdzielczość używaną w trybie okienkowym.</p><p>[Zalecane: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + + + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode. You also may select <span style=" font-style:italic;">custom</span> and enter necessary window sizes.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Rozdzielczość:</span></p><p>Zmienia rozdzielczość używaną w trybie okienkowym.</p><p>[Zalecane: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> @@ -548,40 +551,36 @@ p, li { white-space: pre-wrap; } Rozdzielczość: - - - - <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Proporcje obrazu wyjściowego.</span></p><p>Większość gier na N64 używa proporcji obrazu 4:3, jednak niektóre obsługują również tryb szerokoekranowy. Możesz tutaj wybrać odpowiednie proporcje oraz wybrać tryb szerokoekranowy w ustawieniach gry. W trybie <span style=" font-weight:600;">Rozciągnij</span>, obraz zostanie rozciągnięty tak, aby wypełnił cały ekran. W przypadku innych trybów, jeżeli będzie to konieczne, mogą być widoczne czarne ramki wokół obrazu.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Proporcje obrazu wyjściowego.</span></p><p>Większość gier na N64 używa proporcji obrazu 4:3, jednak niektóre obsługują również tryb szerokoekranowy. Możesz tutaj wybrać odpowiednie proporcje oraz wybrać tryb szerokoekranowy w ustawieniach gry. W trybie <span style=" font-weight:600;">Rozciągnij</span>, obraz zostanie rozciągnięty tak, aby wypełnił cały ekran. W przypadku innych trybów, jeżeli będzie to konieczne, mogą być widoczne czarne ramki wokół obrazu.</p></body></html> - + <html><head/><body><p>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>Proporcje<span style=" vertical-align:super;">*</span>:</p></body></html> - + Stretch Rozciągnij - + 4:3 4:3 - + 16:9 16:9 - + Adjust Dopasuj - + <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>Antyaliasing<span style=" vertical-align:super;">*</span>:</p></body></html> @@ -594,75 +593,75 @@ p, li { white-space: pre-wrap; } X - + <html><head/><body><p>*requires frame buffer emulation enabled </p></body></html> <html><head/><body><p>*wymaga włączonej emulacji buforu ramki </p></body></html> - + Anisotropic filtering: Filtrowanie anizotropowe: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Bilinear filtering:</span></p><p>[standard] - standard texture filtering provided by PC hardware.</p><p>[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Filtrowanie dwuliniowe:</span></p><p>[standardowe] - standardowe filtrowanie tekstur dostarczone przez sprzęt komputera.</p><p>[trójpunktowe N64]- emulacja trójpunktowego filtrowania tekstur używanego przez prawdziwe konsole N64. Wygląda mniej gładko, jednak bardziej autentycznie.</p></body></html> - + Texture bilinear filtering: Dwuliniowe filtrowanie tekstur: - + standard standardowe - + N64 3point trójpunktowe N64 - + Texture cache size: Rozmiar pamięci podręcznej tekstur: - - + + MB MB - + <html><head/><body><p>Select a format, in which screen shots will be saved</p></body></html> <html><head/><body><p>Wybierz format, w którym będą zapisywane zrzuty ekranu</p></body></html> - + Screenshots format: Format zrzutów ekranu: - + bmp bmp - + jpeg jpeg - + <html><head/><body><p><span style=" font-weight:600;">Language select:</span></p><p>Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Wybór języka:</span></p><p>Kliknij, aby wyświetlić dialog wyboru języka. Wybrany język zostanie aktywowany przy następnym wyświetleniu okna konfiguracji.</p></body></html> - + Language: Język: @@ -675,27 +674,27 @@ p, li { white-space: pre-wrap; } Zmień - + Emulation Emulacja - + General settings Ustawienia ogólne - + <html><head/><body><p><span style=" font-weight:600;">Enable mip-mapping emulation:</span></p><p>N64 uses special mechanism for mip-mapping, which is hard to reproduce correctly on PC hardware. This option enables shaders based emulation of that feature.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Włącz emulację mipmappingu:</span></p><p>N64 używa specjalnego mechanizmu mipmappingu, trudnego do poprawnego odzwierciedlenia z wykorzystaniem sprzętu komputerów PC. Ta opcja włącza emulację tej funkcji za pośrednictwem shaderów.</p><p>[Zalecane: <span style=" font-style:italic;">włączona</span>]</p></body></html> - + Emulate mip-mapping Emuluj mipmapping - + Emulate noise Emuluj szum @@ -708,32 +707,31 @@ p, li { white-space: pre-wrap; } Emuluj mgłę - Enable hardware lighting - Włącz sprzętowe oświetlanie + Włącz sprzętowe oświetlanie - + <html><head/><body><p><span style=" font-weight:600;">Shaders storage:</span></p><p>Use persistent storage for compiled shader programs.<br/></p><p>Each game uses set of combiners. Combiner is an equation, which defines how to build output color from various color inputs. The plugin translates combiners to <a href="https://www.opengl.org/wiki/Shader"><span style=" text-decoration: underline; color:#0000ff;">shaders</span></a>. Shader compiler builds programs from them on fly. Shaders are large and complex. If new scene uses several new combiners, compilation of new shaders will take time and you will notice that as some stuttering. If you have shader storage enabled, all shaders will be compiled only once. Next time you run the game, plugin will not spend time on compilation of shaders, which you already met.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> - + Enable shaders storage - + <html><head/><body><p><span style=" font-weight:600;">Custom game settings:</span></p><p>Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user's settings when this option is enabled. Disable to ignore custom settings.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p><p><br/></p></body></html> <html><head/><body><p><span style=" font-weight:600;">Niestandardowe ustawienia gier:</span></p><p>Istnieje możliwość umieszczenia w pliku ini niestandardowych ustawień dla poszczególnych gier. Ustawienia te zapewniają optymalną wydajność dla danej gry. Niestandardowe ustawienia zastępują ustawienia pluginu jeżeli ta opcja jest zaznaczona. Wyłącz aby ignorować niestandardowe ustawienia z pliku ini.</p><p>[Zalecane: <span style=" font-style:italic;">włączone</span>]</p><p><br/></p></body></html> - + Use custom per-game settings Używaj własnych ustawień dla poszczególnych gier - + Emulate frame buffer Emuluj bufor ramki @@ -742,17 +740,17 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Kopiuj bufor ramki do RDRAM:</span></p><p>W niektórych grach plugin nie jest w stanie wykryć użycia buforu ramki. W takich przypadkach należy włączyć tę opcję aby widoczne stały się efekty graficzne używające buforu ramki. Każda rysowana klatka zostanie odczytana z karty graficznej, a następnie skopiowana do obszaru RDRAM.</p><p>[Zalecane: <span style=" font-style:italic;">zazwyczaj wyłączone (wymagane jedynie dla nielicznych gier)</span>]</p></body></html> - + Copy frame buffer to RDRAM Kopiuj bufor ramki do RDRAM - + <html><head/><body><p><span style=" font-weight:600;">Render N64 frame buffer as texture:</span></p><p>When this option is enabled, content of each N64 frame buffer is rendered as texture over the frame, rendered by the plugin. This prevents graphics lost, but may cause slowdowns and various glitches in some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Renderuj bufor ramki N64 jako teksturę:</span></p><p>Gdy opcja ta jest aktywna, zawartość każdego buforu ramki N64 jest renderowana jako tekstura ponad klatką wyrenderowaną przez plugin. Zapobiega utracie elementów grafiki, jednak może powodować spowolnienia oraz różnego typu błędy graficzne w niektórych grach.</p><p>[Zalecane: <span style=" font-style:italic;">zazwyczaj wyłączone</span>]</p></body></html> - + Render frame buffer as texture Renderuj bufor ramki jako teksturę @@ -769,17 +767,17 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Kopiuj bufor głębi do RDRAM:</span></p><p>Opcja ta jest wymagana do poprawnej emulacji efektów graficznych bazujących na buforze głębi, np. koron słonecznych. Zawartość bufora głębi karty graficznej jest z każdą klatką kopiowana do obszaru RDRAM.</p><p>[Zalecane: <span style=" font-style:italic;">włączone</span>]</p></body></html> - + Copy depth buffer to RDRAM Kopiuj bufor głębi do RDRAM - + <html><head/><body><p>Use shaders to emulate N64 depth compare modes. <span style=" font-weight:600;">Experimental!</span></p></body></html> <html><head/><body><p>Używaj shaderów do emulacji trybów porównania głębi N64 (N64 depth compare modes). <span style=" font-weight:600;">Funkcja eksperymentalna!</span></p></body></html> - + Emulate N64 depth compare Emuluj porównanie głębi N64 @@ -800,43 +798,48 @@ p, li { white-space: pre-wrap; } zapisz "odcisk palca" do RDRAM - - + + <html><head/><body><p><span style=" font-weight:600;">Buffer swap mode:</span></p><p>With this option you may control how often plugin will update main frame buffer. There are three modes:</p><p>* on Vertical Interrupt. Number of buffer updates will be equal to Vertical Interrupts per Second (VI/s). VI/s is 50 for PAL and 60 for NTSC games. This is most compatible option. Use it if your system can handle it.</p><p>* on Video Interface origin change. The origin change means that game switched to another color buffer and buffers swap needed. This mode corresponds to Frames Per Seconds (FPS). FPS is between 20 and 30 for most games, thus buffers swap less often than in the first mode. This mode works well if game uses double or triple buffering. If game uses single buffer (very rare case), it does not work.</p><p>* on color image change. Buffers will swap only if frame buffer is actually modified. This mode is optimal for performance because it eliminates empty swaps. However, there are rare cases, where it does not work.</p><p><br/></p></body></html> - + Buffer swap mode: - + On Vertical Interrupt - + On VI origin change - + On color buffer change - - - - + + <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>When enabled, auxiliary color buffer copied to RDRAM right after rendering into it is finished. It helps to correctly emulate frame buffer effects in some games.<br/></p><p>Note: this option may noticeably reduce performance.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p></body></html> + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Copy color buffer to RDRAM:</span></p><p>In some games plugin can't detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.</p><p>* disable - do not copy buffer</p><p>* sync - copy buffer in sync mode. Can be slow, but works for all games</p><p>* async - copy buffer in async mode. Can be up to 10 times faster than sync mode, but is incompatible with some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly async (sync needed only for a few games)</span>]</p></body></html> - - - + + + disable @@ -846,409 +849,438 @@ p, li { white-space: pre-wrap; } - + H: - - - - + + + + + + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Render at constant factor of native resolution.</span></p><p>If frame buffer emulation enabled and factor is not zero, internal frame buffer size will be that factor of native N64 resolution. The buffer will be scaled to screen resolution when rendered to screen. If factor is zero (default), internal buffer size is equal to screen size. If factor is 1, the game will be rendered in native resolution and then up-scaled to screen resolution.</p></body></html> - + <html><head/><body><p>Render at constant factor of native resolution<span style=" vertical-align:super;">*</span>:</p></body></html> - + + <html><head/><body><p><span style=" font-weight:600;">Emulate noise</span>:</p><p>Enable emulation of various effects, which use random color input.</p><p>May cause slowdown in rare cases.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]<br/></p></body></html> + + + + + <html><head/><body><p>Enable hardware lighting:</p><p>Normally lighting calculated per vertex. This option enables per-pixel shader based lighting. It results in more smooth and correct shading of 3D objects.</p><p>Note: since in LLE mode vertex color calculated outside of graphics plugin, this option is only for HLE.<br/><br/>[Recommended: <span style=" font-style:italic;">your preference</span>]</p></body></html> + + + + + Enable hardware lighting (HLE only!) + + + + 2D Fixes - - - + + + <html><head/><body><p><span style=" font-weight:600;">Fix black lines between texrect:</span></p><p>Most games draw 2D backgrounds using texrect command. Texrect stands for textured rectangle. In some games, texrects coordinates not aligned: there is half-pixel split between adjacent texrects. It is not visible in native resolution, but resulted as black lines when image upscaled. This option enables texrect coordinates correction to avoid black lines issue.</p><p>* disable - do not correct texrect coordinates</p><p>* smart - apply correction only for polygons, which need it. Use it for games, which have black lines issue.</p><p>* force - apply correction for all texrects. Use it when <span style=" font-style:italic;">smart</span> does not help.</p><p>[Recommended: <span style=" font-style:italic;">game dependant, mostly off</span>]</p></body></html> - + Fix black lines between texrects - + smart - + force - + + <html><head/><body><p><span style=" font-weight:600;">Render texrects in native resolution:</span></p><p>Most games draw 2D backgrounds and other 2D graphics using texrect command. Texrect stands for textured rectangle. 2D images represented by texrects often look distorted and unaligned in high resolution because of texture filtering. When this option is on, plugin renders texrects in native resolution and then copies the result to main buffer. Rendering in native resolution eliminates issues with 2D, but hardware load increases noticably.</p><p>Note: this option uses heuristics to detect adjucent texrects. The heuristics do not work for some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly on, if your hardware can handle it</span>]</p></body></html> + + + + Render texrects in native resolution - + General options - - <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>TODO: add description</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p><p><br/></p></body></html> - - - - + Copy auxiliary color buffers to RDRAM - + <html><head/><body><p>If emulator supports <span style=" font-style:italic;">FBInfo</span> API extension, plugin will rely on its help to read/write buffers only when game needs them.</p></body></html> - + Buffers read/write with emulator help - + <html><head/><body><p><span style=" font-weight:600;">Do not use emulator help:</span></p><p>Depending on emulator, frame buffer usage notification may work imperfect and some frame buffer effects will not work. You may disable emulator help and force buffers copy.</p><p>[Recommended: off]</p></body></html> - + Do not use emulator help - + <html><head/><body><p><span style=" font-weight:600;">Read color buffer by chunks:</span></p><p>When enabled, color bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, because color buffer usually read as whole</span>]</p></body></html> - + Read color buffer by chunks - + <html><head/><body><p><span style=" font-weight:600;">Read depth buffer by chunks:</span></p><p>When enabled, depth bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">on, because depth buffer seldom read as whole</span>]</p></body></html> - + Read depth buffer by chunks - + <html><head/><body><p>If emulator does not support <span style=" font-style:italic;">FBInfo</span> API extension, plugin have to read/write buffers each frame to emulate <span style=" font-style:italic;">some</span> frame buffer based effects. It can be slow and also can cause glitches or even crashes. Enable these options only for games, which really need them.</p></body></html> - + Buffers read/write without emulator help - + sync - + async - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Copy depth buffer to RDRAM:</span></p><p>This option is required for correct emulation of depth buffer based effects, e.g. coronas.</p><p>* disable - do not copy buffer</p><p>* from VRAM - Content of video card's depth buffer is copied into RDRAM area each frame. Can be slow on some games.</p><p>* software render - use software rendering. Generally faster than copy from video memory, but the result can be imperfect.</p><p>[Recommended: <span style=" font-style:italic;">software render</span>]</p></body></html> - + from VRAM - + software - + Textures Tekstury - + Texture enhancement Uwydatnienie tekstur - - + + <html><head/><body><p><span style=" font-weight:600;">Filter:</span></p><p>Apply a filter to either smooth or sharpen textures.There are 4 different smoothing filters and 2 different sharpening filters. The higher the number, the stronger the effect, i.e. <span style=" font-weight:600;">Smoothing filter 4</span> will have a much more noticeable effect than <span style=" font-weight:600;">Smoothing filter 1</span>.Be aware that performance may have an impact depending on the game and/or the PC.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Filtr:</span></p><p>Dodaj filtr wygładzający lub wyostrzający tekstury. Dostępne są 4 filtry wygładzające oraz 2 wyostrzające. Im wyższy numer, tym mocniejszy efekt filtra, tj. <span style=" font-weight:600;">Filtr wygładzający 4</span> będzie miał zauważalnie bardziej widoczny efekt niż <span style=" font-weight:600;">Filtr wygładzający 1</span>. Pamiętaj, że w zależności od gry i/lub konfiguracji sprzętowej komputera, ustawienie to może mieć wpływ na wydajność.</p><p>[Zalecane: według uznania]</p></body></html> - + Filter: Filtr: - - + + <html><head/><body><p><span style=" font-weight:600;">Texture enhancement:</span></p><p>12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.</p><p><span style=" font-weight:600;">IMPORTANT:</span> 'Store' mode - saves textures in cache 'as is'. It can improve performance in games, which load many textures. Disable 'Ignore backgrounds' option for better result.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Uwydatnienie tekstur:</span></p><p>12 róznych filtrów jest dostępnych, z których każdy charakteryzuje się innym wyglądem. Pamiętaj o możliwym wpływie tego ustawienia na wydajność.</p><p><span style=" font-weight:600;">WAŻNE:</span> tryb 'składowania' - zapisuje tekstury w pamięci podręcznej w takiej postaci, w jakiej obecnie się znajdują. Może to zwiększyć wydajność w grach, które wczytują wiele tekstur. Wyłącz opcję 'Ignoruj tła' aby uzyskać lepsze wyniki.</p><p>[Zalecane: według uznania]</p></body></html> - + Enhancement: Uwydatnienie: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Texture cache size:</span></p><p>Enhanced and filtered textures can be cached to aid performance. This setting will adjust how much PC memory will be dedicated for texture cache. This helps boost performance if there are subsequent requests for the same texture (usually the case). Normally, 128MB should be more than enough but there is a sweet spot for each game. Super Mario may not need more than 32megs, but Conker streams a lot of textures, so setting 256+ megs can boost performance. Adjust accordingly if you are encountering speed issues. '0' disables cache.</p><p>[Recommended: <span style=" font-style:italic;">PC and game dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Rozmiar pamięci podręcznej tekstur:</span></p><p>Uwydatnione oraz filtrowane tekstury mogą być zapisywane w pamięci podręcznej w celu zwiększenia wydajności. Ustawienie to zmienia ilość pamięci komputera przydzielanej dla pamięci podręcznej tekstur. Pomaga to uzyskać zwiększoną wydajność jeżeli zachodzi konieczność wielokrotnego odwoływania się przez grę do tych samych tekstur (zazwyczaj tak jest). Normalnie 128MB powinno stanowić wartość odpowiednią, jednak każda gra ma swój "złoty punkt". Super Mario może nie potrzebować więcej niżn 32MB, jednak Conker strumieniuje dużo tekstur, więc ustawienie 256MB może poprawić wydajność. Dopasuj według uznania jeżeli doświadczasz problemów wydajnościowych. '0' wyłącza pamięć podręczną.</p><p>[Zalecane: <span style=" font-style:italic;">zależne od komputera oraz gry</span>]</p></body></html> - + Texture cache: Pamięć podręczna tekstur: - - Deposterize textures + + <html><head/><body><p><span style=" font-weight:600;">Decrease color banding</span>:</p><p>This option enables pre-processing step, which reduces posterization issues on enhanced textures.</p><p>[Recommended:<span style=" font-style:italic;"> on for xBRZ</span>]</p></body></html> - + + Decrease color banding + + + + <html><head/><body><p><span style=" font-weight:600;">Ignore Backgrounds:</span></p><p>It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.</p><p>[Recommended: <span style=" font-style:italic;">on (off for 'Store' mode)</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Ignoruj tła:</span></p><p>Używane aby pominąć uwydatnianie długich, wąskich tekstur, zazwyczaj używanych jako tła. Może to w znacznym stopniu zmniejszyć użycie pamięci tekstur oraz zwiększyć wydajność.</p><p>[Zalecane:: <span style=" font-style:italic;">włączone (wyłącz dla trybu 'Składowania')</span>]</p></body></html> - + Ignore backgrounds Ignoruj tła - + Use texture pack Użyj paczki tekstur - + <html><head/><body><p><span style=" font-weight:600;">Use Alpha channel fully:</span></p><p>When this option is off, 16bit rgba textures will be loaded using RiceVideo style - with 1bit for alpha channel. When it is on, GlideHQ will check, how alpha channel is used by the hires texture, and select most appropriate format for it. This gives texture designers freedom to play with alpha, as they need, regardless of format of original N64 texture. For older and badly designed texture packs it can cause unwanted black borders.</p><p>[Recommended: <span style=" font-style:italic;">texture pack dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Używaj w pełni kanału alfa:</span></p><p>Gdy opcja ta jest wyłączona, 16-bitowe tekstury rgba będą wczytywane w stylu RiceVideo - z wykorzystaniem jednego bitu dla kanału alfa. Gdy jest włączona, GlideHQ będzie sprawdzał w jaki sposób dana tekstura wysokiej rozdzielczości używa kanału alfa i wybierze najbardziej odpowiedni dla niej format. Pozwala to twórcom tekstur swobodnie manipulować kanałem alfa bez względu na format oryginalnej tekstury N64. Dla starszych oraz niepoprawnie utoworzonych paczek tekstur może to skutkować niechcianymi czarnymi ramkami.</p><p>[Zalecane: <span style=" font-style:italic;">zależy od paczki tekstur</span>]</p></body></html> - + Use alpha channel fully Używaj w pełni kanału alfa - + <html><head/><body><p>Alternative CRC calculation:</p><p>This option enables emulation of a palette CRC calculation bug in RiceVideo.If some textures are not loaded, try to set this option on/off.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, on for really old packs</span>]</p></body></html> <html><head/><body><p>Alternatywne obliczanie sumy CRC:</p><p>Opcja ta włącza emulację błędnej kalkulacji sumy kontrolnej CRC palety na wzór RiceVideo. Jeżeli niektóre tekstury nie są wczytywane, spróbuj zmienić tę opcję.</p><p>[Zalecane: <span style=" font-style:italic;">zawyczaj wyłączone, włącz tylko dla przestarzałych paczek tekstur</span>]</p></body></html> - + Alternative CRC calculation Alternatywne obliczanie sumy CRC - + <html><head/><body><p><span style=" font-weight:600;">Texture dumping mode:</span></p><p>In this mode, you have that ability to dump textures on screen to the appropriate folder. You can also reload textures while the game is running to see how they look instantly - big time saver!</p><p>Hotkeys: <span style=" font-weight:600;">R</span> reloads hires textures from the texture pack - <span style=" font-weight:600;">D</span> toggles texture dumps on/off.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Trym dumpowania tekstur:</span></p><p>W tym trybie istnieje możliwość dumpowania tekstur widocznych na ekranie do wskazanego folderu. Możliwe jest także przeładowywanie tekstur w trakcie działania gry aby natychmiastowo zobaczyć, jak wyglądają, oferując dużą oszczędność czasu.</p><p>Skróty klawiszowe: <span style=" font-weight:600;">R</span> przeładowuje tekstury wysokiej rozdzielczości z paczki tekstur - <span style=" font-weight:600;">D</span> włącza/wyłącza dumpowanie tekstur.</p></body></html> - + Texture dumping/editing mode Tryb dumpowania/edycji tekstur - - - + + + <html><head/><body><p>Select color of text messages.</p></body></html> <html><head/><body><p>Wybierz kolor wiadomości tekstowych.</p></body></html> - + Message color: Kolor wiadomości: - - - + + + <html><head/><body><p>Select font and font size for text messages, displayed during texture cache or texture pack save/load.</p></body></html> <html><head/><body><p>Wybierz czcionkę oraz jej rozmiar dla wiadomości tekstowch wyświetlanych podczas zapisywania tekstur do pamięci podręcznej lub zapisu/wczytywania paczek tekstur.</p></body></html> - + Message font: Czcionka wiadomości: - + Arial Arial - + Green Zielona - + Pick Wybierz - + Select Wybierz - - - + + + <html><head/><body><p>Select path to folder with HD textures packs.<br/>Default: Plugin/hires_texture</p></body></html> <html><head/><body><p>Wybierz ścieżkę do folderu z paczkami tekstur wysokiej rozdzielczości.<br/>Domyślnie: Plugin/hires_texture</p></body></html> - + Texture pack path: Ścieżka paczek tekstur: - + Choose Wybierz - + <html><head/><body><p><span style=" font-weight:600;">Force 16bpp textures:</span></p><p>The color of the textures will be reduced to 16bpp.This is space saver and performance enhancer. This halves the space used on the texture cache and the GFX hardware's texture RAM. Color reduction is done so that the original quality is preserved as much as possible. Depending on the texture, this usually is hardly noticeable. Sometimes though, it can be: skies are a good example.</p><p>[Recommended: <span style=" font-style:italic;">off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Wymuś tekstury 16-bitowe:</span></p><p>Kolor tekstur zostanie zredukowany do 16 bitów na piksel. Skutkuje to oszczędnością pamięci oraz zwiększoną wydajnością. Ilość pamięci użyta dla pamięci podręcznej tekstur oraz pamięci tekstur karty graficznej zmniejsza się o połowę. Redukcja kolorów odbywa się w taki sposób, aby oyginalna ich jakość była zachowana w jak największym stopniu. W zależności od tekstury, nie jest to zazwyczaj łatwe do zauważenia. Czasami jednak może to być dość widoczne, czego dobrym przykładem są nieba.</p><p>[Zalecane: <span style=" font-style:italic;">wyłączone</span>]</p></body></html> - + Force 16bpp textures Wymuś tekstury 16bpp - + <html><head/><body><p><span style=" font-weight:600;">Compress texture cache:</span></p><p>Memory will be compressed so that more textures can be held in the texture cache. The compression ratio varies with each texture, but 1/5 of the original size would be a modest approximation. They will be decompressed on-the-fly, before being downloaded to the gfx hardware.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Kompresuj pamięć podręczną tekstur:</span></p><p>Pamięć będzie kompresowana tak, że możliwe będzie przechowywanie większej ilości tekstur w pamięci podręcznej.Stopień kompresji różni się w zależności od tekstury, jednak całkiem dobrym przybliżeniem będzie piąta częśc oryginalnego rozmiaru tekstury. Zanim tekstury trafią do pamięci karty graficznej, będą musiały zostać zdekompresowane.</p><p>[Zalecane: <span style=" font-style:italic;">włączone</span>]</p></body></html> - + Compress texture cache Kompresuj pamięć podręczną tekstur - + <html><head/><body><p><span style=" font-weight:600;">Save texture cache to HD:</span></p><p>For enhanced textures cache: This will save all previously loaded and enhanced textures to HD. So upon next game launch, all the textures will be instantly loaded, resulting in smoother performance.</p><p>For high-resolution textures cache: After creation, loading hi-res texture will take only a few seconds upon game launch, as opposed to the 5 -60 seconds a pack can take to load without this cache file. The only downside here is upon any changes to the pack, the cache file will need to be manually deleted.</p><p>Saved cache files go into a folder called <span style=" font-weight:600;">Cache</span> within the Plugins folder.</p><p>[Highly Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Zapisuj pamięć podręczną tekstur na dyskui:</span></p><p>Dla pamięci podręcznej uwydatnionych tekstur: Wszystkie uprzednio wczytane oraz przetworzone tekstury zostaną zapisane na dysku, co pozwoli na natychmiastowe wczytanie tekstur przy kolejnym uruchomieniu gry, skutkując płynniejszą wydajnością.</p><p>Dla pamięci podręcznej tekstur wysokiej rozdzielczości: Po stworzeniu, wczytanie tekstur wysokiej rozdzielczości zajmie jedynie kilka sekund od uruchomienia gry w porównaniu do 5-60 sekund potrzebnych do wczytania paczki tekstur bez uprzednio stworzonego pliku na dysku twardym. Jedyną wadą takiego rozwiązania jest to, że po dokonaniu jakichkolwiek zmian w paczce tekstur, konieczne będzie ręczne usunięcie pliku z dysku aby zmiany były widoczne.</p><p>Zapisane pliki pamięci podręcznej zostają zapisane w folderze o nazwie <span style=" font-weight:600;">Cache</span> w folderze z pluginami.</p><p>[Wysoce zalecane: <span style=" font-style:italic;">włączone</span>]</p></body></html> - + Save texture cache to hard disk Zapisuj pamięć podręczną tekstur na dysku - + Post filters not really satisfied with this one, but couldn't come up with anything better Filtry "po" - + Bloom Bloom - + Bloom blend mode: Tryb mieszania bloom: - + Strong Mocne - + Mild Umiarkowane - + Light Lekkie - + Blur amount: Ilość rozmycia: - + Threshold level: Poziom progu: - + Blur strength: Intensywność rozmycia: - - - + + + 0 0 - + Gamma correction - + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games and increase default level of gamma correction.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> - + Force gamma correction - - + + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> - + Gamma correction level: diff --git a/translations/gliden64_pt_BR.ts b/translations/gliden64_pt_BR.ts index 10654883..27cebc4f 100644 --- a/translations/gliden64_pt_BR.ts +++ b/translations/gliden64_pt_BR.ts @@ -542,8 +542,11 @@ p, li { white-space: pre-wrap; } - <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Resolução:</span></p><p>Esta opção selecciona resolução para modo de janela.</p><p>[Recomendado: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + + + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode. You also may select <span style=" font-style:italic;">custom</span> and enter necessary window sizes.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Resolução:</span></p><p>Esta opção selecciona resolução para modo de janela.</p><p>[Recomendado: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> @@ -561,40 +564,36 @@ p, li { white-space: pre-wrap; } Resolução: - - - - <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> - <html><head/><body><p><span style=" font-weight:600;">Relação de Aspecto da Saída:</span></p><p>A maiora dos jogos do N64 usam a relação de aspecto de 4:3, mas alguns apoiam widescreen também. Você pode seleccione o aspecto apropriado aqui e bota a moda de widescreen na Configuração de Jogo. Em modo <span style=" font-weight:600;">Estendido</span> o output será estendido até a tela inteira, outros modos podem adicionar bordas pretas se for necessário.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Relação de Aspecto da Saída:</span></p><p>A maiora dos jogos do N64 usam a relação de aspecto de 4:3, mas alguns apoiam widescreen também. Você pode seleccione o aspecto apropriado aqui e bota a moda de widescreen na Configuração de Jogo. Em modo <span style=" font-weight:600;">Estendido</span> o output será estendido até a tela inteira, outros modos podem adicionar bordas pretas se for necessário.</p></body></html> - + <html><head/><body><p>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>Aspecto:*</p></body></html> - + Stretch Estendido - + 4:3 4:3 - + 16:9 16:9 - + Adjust Adjustar - + <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> <html><head/><body><p>Anti-Aliasing:*</p></body></html> @@ -607,76 +606,76 @@ p, li { white-space: pre-wrap; } X - + <html><head/><body><p>*requires frame buffer emulation enabled </p></body></html> <html><head/><body><p>*requere Frame-Buffer-Emulation</p></body></html> - + Anisotropic filtering: Filtragem Anisotrópica: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Bilinear filtering:</span></p><p>[standard] - standard texture filtering provided by PC hardware.</p><p>[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Filtragem bilinear:</span></p><p>[padrão] Filtragem de texturas padrão fornecido pelo hardware do PC </p><p>[N64 3Ponto]emulação de 3 pontos de filtragem de texturas usado pelo hardware original.. Fornece aparência menos suave, mas mais autêntico.</p></body></html> - + Texture bilinear filtering: Filtragem bilinear de texturas: - + standard Padrão - + N64 3point N64 3-Point N64 3ponto - + Texture cache size: Tamanho do cache de texturas: - - + + MB MB - + <html><head/><body><p>Select a format, in which screen shots will be saved</p></body></html> <html><head/><body><p>Selecciona um formato, como capturas de tela serão salvas.</p></body></html> - + Screenshots format: Formato de Capturas de Tela: - + bmp bmp - + jpeg jpeg - + <html><head/><body><p><span style=" font-weight:600;">Language select:</span></p><p>Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Seleção de Língua:</span></p><p>Bota o botão para invocar o diálogo de seleção de línga. A língua seleccionada será ativada depois de uma reinicialização do diágolo de configuração.</p></body></html> - + Language: Língua: @@ -689,27 +688,27 @@ p, li { white-space: pre-wrap; } Mudar - + Emulation Emulação - + General settings Configurações Gerais - + <html><head/><body><p><span style=" font-weight:600;">Enable mip-mapping emulation:</span></p><p>N64 uses special mechanism for mip-mapping, which is hard to reproduce correctly on PC hardware. This option enables shaders based emulation of that feature.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Ative emulação de Mip-Mapping:</span></p><p>N64 usa mecanismo especial para mip-mapping, que é difícil reproduzir corretamente em hardware de PC. Esta opção habilita shaders baseado na emulação desta função.</p><p>Recomendado: Ativado]</p></body></html> - + Emulate mip-mapping Emula mip-mapping - + Emulate noise Emula ruído de imagem @@ -722,32 +721,31 @@ p, li { white-space: pre-wrap; } Emula névoa - Enable hardware lighting - Abilita iluminação por hardware + Abilita iluminação por hardware - + <html><head/><body><p><span style=" font-weight:600;">Shaders storage:</span></p><p>Use persistent storage for compiled shader programs.<br/></p><p>Each game uses set of combiners. Combiner is an equation, which defines how to build output color from various color inputs. The plugin translates combiners to <a href="https://www.opengl.org/wiki/Shader"><span style=" text-decoration: underline; color:#0000ff;">shaders</span></a>. Shader compiler builds programs from them on fly. Shaders are large and complex. If new scene uses several new combiners, compilation of new shaders will take time and you will notice that as some stuttering. If you have shader storage enabled, all shaders will be compiled only once. Next time you run the game, plugin will not spend time on compilation of shaders, which you already met.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> - + Enable shaders storage - + <html><head/><body><p><span style=" font-weight:600;">Custom game settings:</span></p><p>Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user's settings when this option is enabled. Disable to ignore custom settings.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p><p><br/></p></body></html> <html><head/><body><p><span style=" font-weight:600;">Configurações de Jogos Personalizadas:</span></p><p>O arquivo de INI tal vez contém configurações especiais para um jogo em particular. Estas configurações proporcionam peformance optimal no jogo. Configurações assim sobrescrevem configurações do usuário quando esta opção está habilitado. Desabilita para ignorar estas configurações.</p><p>[Recomandado: Ativado]</p><p><br/></p></body></html> - + Use custom per-game settings Usa configurações personalizadas por jogo - + Emulate frame buffer Emula frame buffer @@ -756,17 +754,17 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Copia frame buffer para RDRAM:</span></p><p>Em alguns jogos o plugin não consegue detectar o uso do frame buffer. Nestes casos, você deve habilitar esta opção para ver efeitos do frame buffer. Cada quadro será lido da placa de vídeo e copiado para RDRAM.</p><p>[Recomendado: Geralmente desativado (só precisa para alguns jogos)]</p></body></html> - + Copy frame buffer to RDRAM Copia frame buffer para RDRAM - + <html><head/><body><p><span style=" font-weight:600;">Render N64 frame buffer as texture:</span></p><p>When this option is enabled, content of each N64 frame buffer is rendered as texture over the frame, rendered by the plugin. This prevents graphics lost, but may cause slowdowns and various glitches in some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Renderiza N64 frame buffer como textura:</span></p><p>Quando esta opção está habilitado, o conteudo de cada N64 frame buffer está renderizado como textura sobre o quadro, renderizado pelo plugin. Isto prevene perca de gráficos, mas pode causar oo emulador a ser lento e vários problemas em alguns jogos.</p><p>[Recomendado: Geralmente desativado]</p></body></html> - + Render frame buffer as texture Renderiza frame buffer como textura @@ -783,17 +781,17 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Copia o depth buffer para RDRAM:</span></p><p>Esta opção esta requerida para emulação correta de efeitos baseado no depth buffer, por exemplo coronas. Conteudo do depth buffer da placa de vídeo está copiado para o RDRAM cada quadro.</p><p>[Recomendado: Ativado]</p></body></html> - + Copy depth buffer to RDRAM Copia o depth buffer ao RDRAM - + <html><head/><body><p>Use shaders to emulate N64 depth compare modes. <span style=" font-weight:600;">Experimental!</span></p></body></html> <html><head/><body><p>Use shaders para emular os modos de comparação de profundidade do N64:<span style=" font-weight:600;">Experimental!</span></p></body></html> - + Emulate N64 depth compare Emula comparação de profundidade do N64 @@ -814,43 +812,48 @@ p, li { white-space: pre-wrap; } Escreve impressão digital para RDRAM - - + + <html><head/><body><p><span style=" font-weight:600;">Buffer swap mode:</span></p><p>With this option you may control how often plugin will update main frame buffer. There are three modes:</p><p>* on Vertical Interrupt. Number of buffer updates will be equal to Vertical Interrupts per Second (VI/s). VI/s is 50 for PAL and 60 for NTSC games. This is most compatible option. Use it if your system can handle it.</p><p>* on Video Interface origin change. The origin change means that game switched to another color buffer and buffers swap needed. This mode corresponds to Frames Per Seconds (FPS). FPS is between 20 and 30 for most games, thus buffers swap less often than in the first mode. This mode works well if game uses double or triple buffering. If game uses single buffer (very rare case), it does not work.</p><p>* on color image change. Buffers will swap only if frame buffer is actually modified. This mode is optimal for performance because it eliminates empty swaps. However, there are rare cases, where it does not work.</p><p><br/></p></body></html> - + Buffer swap mode: - + On Vertical Interrupt - + On VI origin change - + On color buffer change - - - - + + <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>When enabled, auxiliary color buffer copied to RDRAM right after rendering into it is finished. It helps to correctly emulate frame buffer effects in some games.<br/></p><p>Note: this option may noticeably reduce performance.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p></body></html> + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Copy color buffer to RDRAM:</span></p><p>In some games plugin can't detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.</p><p>* disable - do not copy buffer</p><p>* sync - copy buffer in sync mode. Can be slow, but works for all games</p><p>* async - copy buffer in async mode. Can be up to 10 times faster than sync mode, but is incompatible with some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly async (sync needed only for a few games)</span>]</p></body></html> - - - + + + disable @@ -860,408 +863,437 @@ p, li { white-space: pre-wrap; } - + H: - - - - + + + + + + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.<br/><br/>Special note: <span style=" font-weight:600;">Adjust</span> mode is so called &quot;widescreen hack&quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.</p></body></html> + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Render at constant factor of native resolution.</span></p><p>If frame buffer emulation enabled and factor is not zero, internal frame buffer size will be that factor of native N64 resolution. The buffer will be scaled to screen resolution when rendered to screen. If factor is zero (default), internal buffer size is equal to screen size. If factor is 1, the game will be rendered in native resolution and then up-scaled to screen resolution.</p></body></html> - + <html><head/><body><p>Render at constant factor of native resolution<span style=" vertical-align:super;">*</span>:</p></body></html> - + + <html><head/><body><p><span style=" font-weight:600;">Emulate noise</span>:</p><p>Enable emulation of various effects, which use random color input.</p><p>May cause slowdown in rare cases.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]<br/></p></body></html> + + + + + <html><head/><body><p>Enable hardware lighting:</p><p>Normally lighting calculated per vertex. This option enables per-pixel shader based lighting. It results in more smooth and correct shading of 3D objects.</p><p>Note: since in LLE mode vertex color calculated outside of graphics plugin, this option is only for HLE.<br/><br/>[Recommended: <span style=" font-style:italic;">your preference</span>]</p></body></html> + + + + + Enable hardware lighting (HLE only!) + + + + 2D Fixes - - - + + + <html><head/><body><p><span style=" font-weight:600;">Fix black lines between texrect:</span></p><p>Most games draw 2D backgrounds using texrect command. Texrect stands for textured rectangle. In some games, texrects coordinates not aligned: there is half-pixel split between adjacent texrects. It is not visible in native resolution, but resulted as black lines when image upscaled. This option enables texrect coordinates correction to avoid black lines issue.</p><p>* disable - do not correct texrect coordinates</p><p>* smart - apply correction only for polygons, which need it. Use it for games, which have black lines issue.</p><p>* force - apply correction for all texrects. Use it when <span style=" font-style:italic;">smart</span> does not help.</p><p>[Recommended: <span style=" font-style:italic;">game dependant, mostly off</span>]</p></body></html> - + Fix black lines between texrects - + smart - + force - + + <html><head/><body><p><span style=" font-weight:600;">Render texrects in native resolution:</span></p><p>Most games draw 2D backgrounds and other 2D graphics using texrect command. Texrect stands for textured rectangle. 2D images represented by texrects often look distorted and unaligned in high resolution because of texture filtering. When this option is on, plugin renders texrects in native resolution and then copies the result to main buffer. Rendering in native resolution eliminates issues with 2D, but hardware load increases noticably.</p><p>Note: this option uses heuristics to detect adjucent texrects. The heuristics do not work for some games.</p><p>[Recommended: <span style=" font-style:italic;">mostly on, if your hardware can handle it</span>]</p></body></html> + + + + Render texrects in native resolution - + General options - - <html><head/><body><p><span style=" font-weight:600;">Copy auxiliary color buffers to RDRAM:</span></p><p>TODO: add description</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]<br/></p><p><br/></p></body></html> - - - - + Copy auxiliary color buffers to RDRAM - + <html><head/><body><p>If emulator supports <span style=" font-style:italic;">FBInfo</span> API extension, plugin will rely on its help to read/write buffers only when game needs them.</p></body></html> - + Buffers read/write with emulator help - + <html><head/><body><p><span style=" font-weight:600;">Do not use emulator help:</span></p><p>Depending on emulator, frame buffer usage notification may work imperfect and some frame buffer effects will not work. You may disable emulator help and force buffers copy.</p><p>[Recommended: off]</p></body></html> - + Do not use emulator help - + <html><head/><body><p><span style=" font-weight:600;">Read color buffer by chunks:</span></p><p>When enabled, color bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, because color buffer usually read as whole</span>]</p></body></html> - + Read color buffer by chunks - + <html><head/><body><p><span style=" font-weight:600;">Read depth buffer by chunks:</span></p><p>When enabled, depth bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.</p><p>[Recommended: <span style=" font-style:italic;">on, because depth buffer seldom read as whole</span>]</p></body></html> - + Read depth buffer by chunks - + <html><head/><body><p>If emulator does not support <span style=" font-style:italic;">FBInfo</span> API extension, plugin have to read/write buffers each frame to emulate <span style=" font-style:italic;">some</span> frame buffer based effects. It can be slow and also can cause glitches or even crashes. Enable these options only for games, which really need them.</p></body></html> - + Buffers read/write without emulator help - + sync - + async - - - - + + + + <html><head/><body><p><span style=" font-weight:600;">Copy depth buffer to RDRAM:</span></p><p>This option is required for correct emulation of depth buffer based effects, e.g. coronas.</p><p>* disable - do not copy buffer</p><p>* from VRAM - Content of video card's depth buffer is copied into RDRAM area each frame. Can be slow on some games.</p><p>* software render - use software rendering. Generally faster than copy from video memory, but the result can be imperfect.</p><p>[Recommended: <span style=" font-style:italic;">software render</span>]</p></body></html> - + from VRAM - + software - + Textures Texturas - + Texture enhancement Melhoramento de Textura - - + + <html><head/><body><p><span style=" font-weight:600;">Filter:</span></p><p>Apply a filter to either smooth or sharpen textures.There are 4 different smoothing filters and 2 different sharpening filters. The higher the number, the stronger the effect, i.e. <span style=" font-weight:600;">Smoothing filter 4</span> will have a much more noticeable effect than <span style=" font-weight:600;">Smoothing filter 1</span>.Be aware that performance may have an impact depending on the game and/or the PC.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Filtro:</span></p><p>Aplica um filtro para suavizar ou afiar texturas. Hão 4 filtros diferentes de suavização e dois filtros diferentes de afiação. O maior o número, o mais forte o efeito, por exemplo<span style=" font-weight:600;">Filtro de Suavização 4</span> terá um efeito mais notável que <span style=" font-weight:600;">Filtro de Suavização 1</span>. Saiba que performance pode ser impactada dependente no jogo e o PC.</p><p>[Recomendado: sua preferência]</p></body></html> - + Filter: Filtro: - - + + <html><head/><body><p><span style=" font-weight:600;">Texture enhancement:</span></p><p>12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.</p><p><span style=" font-weight:600;">IMPORTANT:</span> 'Store' mode - saves textures in cache 'as is'. It can improve performance in games, which load many textures. Disable 'Ignore backgrounds' option for better result.</p><p>[Recommended: your preference]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Melhoramento de textura:</span></p><p>12 filtros diferentes estão seleccionável aqui, cada um com uma aparência distintiva. Seja siente de impacto de performance possível.</p><p><span style=" font-weight:600;">IMPORTANTE: </span>Modo de 'Colocar' salva texturas no cache como são. Pode melhorar performance nos jogos que carregam muitas texturas. Desabilita a opção de 'Ignora segundo plano' para um resultado melhor.</p><p>[Recomendado: sua preferência]</p></body></html> - + Enhancement: Melhoramento: - - - + + + <html><head/><body><p><span style=" font-weight:600;">Texture cache size:</span></p><p>Enhanced and filtered textures can be cached to aid performance. This setting will adjust how much PC memory will be dedicated for texture cache. This helps boost performance if there are subsequent requests for the same texture (usually the case). Normally, 128MB should be more than enough but there is a sweet spot for each game. Super Mario may not need more than 32megs, but Conker streams a lot of textures, so setting 256+ megs can boost performance. Adjust accordingly if you are encountering speed issues. '0' disables cache.</p><p>[Recommended: <span style=" font-style:italic;">PC and game dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Tamanho do cache de textura:</span></p><p>Texturas melhoradas e filtradas podem ser colocadas no cache para melhorar performance. Esta configuração ajustará quanto memória do PC será dedicada para cada cache de textura. Este ajuda melhorar performance se hão solicitações subseqüentes para a mesma textura (geralmente o caso). Normalmente, 128MB deveria ser bastante, mas existe uma quantidade perfeita para cada jogo. Super Mario tal vez não precisa mais que 32MB, mas Conker usa muitas texturas, então +256MB pode ajudar performance. Ajusta se está encontrando questões de rapidez. '0' desabilita o cache.</p><p>[Recomendado: ] <span style=" font-style:italic;">Dependente no PC e Jogo</span></p></body></html> - + Texture cache: Cache de texturas: - - Deposterize textures + + <html><head/><body><p><span style=" font-weight:600;">Decrease color banding</span>:</p><p>This option enables pre-processing step, which reduces posterization issues on enhanced textures.</p><p>[Recommended:<span style=" font-style:italic;"> on for xBRZ</span>]</p></body></html> - + + Decrease color banding + + + + <html><head/><body><p><span style=" font-weight:600;">Ignore Backgrounds:</span></p><p>It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.</p><p>[Recommended: <span style=" font-style:italic;">on (off for 'Store' mode)</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Ignora Segundo Plano:</span></p><p>Está usado para pular melhoramento para texturas longas e estreitas, geralmente usado para segundo plano. Pode econimizar memória de textura e melhorar performance muito.</p><p>Recomendado: <span style=" font-style:italic;">Ativado (Desativo para mod de 'colocar')</span>]</p></body></html> - + Ignore backgrounds Ignora segundo plano - + Use texture pack Usa pacote de textura - + <html><head/><body><p><span style=" font-weight:600;">Use Alpha channel fully:</span></p><p>When this option is off, 16bit rgba textures will be loaded using RiceVideo style - with 1bit for alpha channel. When it is on, GlideHQ will check, how alpha channel is used by the hires texture, and select most appropriate format for it. This gives texture designers freedom to play with alpha, as they need, regardless of format of original N64 texture. For older and badly designed texture packs it can cause unwanted black borders.</p><p>[Recommended: <span style=" font-style:italic;">texture pack dependant</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Usa canal alfa plenamente:</span></p><p>Quando esta opção está desligada, texturas de 16bit RGBA será carregadas usando o estilo de RiceVideo, com 1bit para canal alfa. Quando ativado, GlideHQ verificará como canal alfa está usado pela textura de alta resolução, e selecciona o formato mais apropriado. Isso dá desenhadores de texturas liberdade para mexer com alfa, como precisam, ignorando o formato original da textura do N64. Para pacotes de texturas mais velhas e mau-desenhadas, mode causar bordas pretas desqueridas.</p><p>[Recomendado: <span style=" font-style:italic;">Depende do pacote de textura</span>]</p></body></html> - + Use alpha channel fully Use canal alfa plenamente - + <html><head/><body><p>Alternative CRC calculation:</p><p>This option enables emulation of a palette CRC calculation bug in RiceVideo.If some textures are not loaded, try to set this option on/off.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, on for really old packs</span>]</p></body></html> <html><head/><body><p>Calculação alternativa de CRC:</p><p>Esta opção habilita emulação de um bug de uma paleta de calculação de CRC no RiceVideo. Se algumas texturas não estão carregadas, tente ativar ou desativar esta opção.</p><p>[Recomendado: <span style=" font-style:italic;">geralmente desativado, ativado para pacotes de textura muitas velhas</span>]</p></body></html> - + Alternative CRC calculation Calculação Alternativa de CRC - + <html><head/><body><p><span style=" font-weight:600;">Texture dumping mode:</span></p><p>In this mode, you have that ability to dump textures on screen to the appropriate folder. You can also reload textures while the game is running to see how they look instantly - big time saver!</p><p>Hotkeys: <span style=" font-weight:600;">R</span> reloads hires textures from the texture pack - <span style=" font-weight:600;">D</span> toggles texture dumps on/off.</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Modo de despejamento de texturas:</span></p><p>Neste modo, tem a habilidade para despejar texturas na tela para uma pasta. Pode recarregar texturas quando o jogo está ligado para ver como aparecem instantemente, economiza tempo muito!</p><p>Hotkeys: "<span style=" font-weight:600;">R</span>" recarrega texturas de alta resolução do pacote de texturas. "<span style=" font-weight:600;">D</span>" troca despejamento de texturas ativado/desativado</p></body></html> - + Texture dumping/editing mode Modo de despejar/editar texturas - - - + + + <html><head/><body><p>Select color of text messages.</p></body></html> <html><head/><body><p>Seleccione cor de mensagens de texto.</p></body></html> - + Message color: Cor de mensagem: - - - + + + <html><head/><body><p>Select font and font size for text messages, displayed during texture cache or texture pack save/load.</p></body></html> <html><head/><body><p>Seleccione fonte e tamanho para mensagens de texto, mostrado durante cache de texturas e salvar/carregar de pacotes de texturas.</p></body></html> - + Message font: Fonte de mensagem: - + Arial Arial - + Green Verde - + Pick Escolhe - + Select Selecciona - - - + + + <html><head/><body><p>Select path to folder with HD textures packs.<br/>Default: Plugin/hires_texture</p></body></html> <html><head/><body><p>Selecione local da pasta com pacotes de textura HD<br/>Original: Plugin/hires_texture</p></body></html> - + Texture pack path: Local dos pacotes de textura: - + Choose Escolhe - + <html><head/><body><p><span style=" font-weight:600;">Force 16bpp textures:</span></p><p>The color of the textures will be reduced to 16bpp.This is space saver and performance enhancer. This halves the space used on the texture cache and the GFX hardware's texture RAM. Color reduction is done so that the original quality is preserved as much as possible. Depending on the texture, this usually is hardly noticeable. Sometimes though, it can be: skies are a good example.</p><p>[Recommended: <span style=" font-style:italic;">off</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Força texturas de 16bpp:</span></p><p>O cor das texturas será reduzido para 16bpp. Isto econimiza espaço e ajuda performance. Isto reduze para metade o espaço usado no cache de textura e o RAM de textura do hardware de gráficos. Redução de cor é feita para que a qualidade original é preservada o máximo possível. Dependente na textura, isto geralmente é difícil perceber. As vezes, porém, pode ser. Céus são um bom exemplo.</p><p>[<span style=" font-style:italic;">desativado</span>]</p></body></html> - + Force 16bpp textures Força texturas de 16bpp - + <html><head/><body><p><span style=" font-weight:600;">Compress texture cache:</span></p><p>Memory will be compressed so that more textures can be held in the texture cache. The compression ratio varies with each texture, but 1/5 of the original size would be a modest approximation. They will be decompressed on-the-fly, before being downloaded to the gfx hardware.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Compacta cache de textura:</span></p><p>Memória será compactada para que mais texturas podem ser colocadas no cache de textura. Este taxa de compressão muda com cada textura, mas 1/5 do tamanho original seria uma aproximação modesta. Será descompactadas no momento, antes de ser baixadas para o hardware de gráficos.</p><p>[Recomendado: <span style=" font-style:italic;">ativado</span>]</p></body></html> - + Compress texture cache Compacta cache de textura - + <html><head/><body><p><span style=" font-weight:600;">Save texture cache to HD:</span></p><p>For enhanced textures cache: This will save all previously loaded and enhanced textures to HD. So upon next game launch, all the textures will be instantly loaded, resulting in smoother performance.</p><p>For high-resolution textures cache: After creation, loading hi-res texture will take only a few seconds upon game launch, as opposed to the 5 -60 seconds a pack can take to load without this cache file. The only downside here is upon any changes to the pack, the cache file will need to be manually deleted.</p><p>Saved cache files go into a folder called <span style=" font-weight:600;">Cache</span> within the Plugins folder.</p><p>[Highly Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> <html><head/><body><p><span style=" font-weight:600;">Salva cache de textura para HD:</span></p><p>Para um cache melhorado de texturas: Isto salvará todas as texturas carregadas previamente e texturas melhoradas para HD. Então na próximo inicialização do jogo, todas as texturas serão carregadas instantemente, resultando em performance melhorado.</p><p>Para cache de texturas de alta resolução: Depois de criação, carregando textura de alta-resolução usará poucos segundos durante inicialização, em vez de 5-60 segundos que um pacote pode usar sem este arquivo de cache.</p><p>O ~unico negativo aqui acontece com qualquer mudanças ao pacote, o arquivo de cache será deletado manualmente.</p><p>Arquivos de cache salvos são colocados numa pasta chamada <span style=" font-weight:600;">Cache</span> dento da pasta Plugins.</p><p>[Altamente Recomendado: <span style=" font-style:italic;">ativado</span>]</p></body></html> - + Save texture cache to hard disk Salva cache de texturas para o disco rígido (HD) - + Post filters Pós-Filtros - + Bloom Bloom - + Bloom blend mode: Modo de mistura de Bloom: - + Strong Forte - + Mild Média - + Light Leve - + Blur amount: Quantidade de borrão: - + Threshold level: Nível máxima: - + Blur strength: Força de Borrão: - - - + + + 0 0 - + Gamma correction - + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games and increase default level of gamma correction.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> - + Force gamma correction - - + + <html><head/><body><p><span style=" font-weight:600;">Gamma correction.</span></p><p>Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. </p><p>GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.</p><p>[Recommended: <span style=" font-style:italic;">use defaults</span>]</p></body></html> - + Gamma correction level: