From a78f07d1e518d4fac14eaf48b14b981a49d3eebb Mon Sep 17 00:00:00 2001 From: Sergey Lipskiy Date: Thu, 30 Apr 2015 22:19:57 +0600 Subject: [PATCH] Add initial translation file for Italian translation. --- translations/gliden64_it.ts | 763 ++++++++++++++++++++++++++++++++++++ 1 file changed, 763 insertions(+) create mode 100644 translations/gliden64_it.ts diff --git a/translations/gliden64_it.ts b/translations/gliden64_it.ts new file mode 100644 index 00000000..8d1fed90 --- /dev/null +++ b/translations/gliden64_it.ts @@ -0,0 +1,763 @@ + + + + + AboutDialog + + + About GLideN64 + + + + + Authors + + + + + Sergey Lipskiy + + + + + developer + + + + + Olivieryuyu + + + + + beta tester + + + + + Main funders + + + + + Anthony Heathcoat + + + + + Paul Lamb + + + + + daman6009 + + + + + Mush Man + + + + + zolcos + + + + + zilmar + + + + + neko9876 + + + + + Funders + + + + + <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> +<html><head><meta name="qrichtext" content="1" /><style type="text/css"> +p, li { white-space: pre-wrap; 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margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Espen Jensen</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">m.johnsondelta</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">alexzandar.toxic2</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Ben Slater</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">WC-Predator </span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Mush Man</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Ben Slater</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">aznlucidx</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Nathan Dick</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">paulanocom</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Ryan Rosser</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">nekow42</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">mgos1</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">ian.macdonald996</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">itasovski</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">vikingpower1</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">DukeX007X</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">palaciosgabriel</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Franz-Josef Haider</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">e-male</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">nes_player4life</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">aweath</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">famicom4</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Keith_at_UMR</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">sweatypickle</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">jeremydmiller</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">... and others</span></p></body></html> + + + + + Credits + + + + + <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> +<html><head><meta name="qrichtext" content="1" /><style type="text/css"> +p, li { white-space: pre-wrap; } +</style></head><body style=" font-family:'MS Shell Dlg 2'; font-size:8.25pt; font-weight:400; font-style:normal;"> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt; font-weight:600;">Orkin</span><span style=" font-size:10pt;"> - author of original </span><span style=" font-size:10pt; text-decoration: underline;">glN64</span><span style=" font-size:10pt;"> graphics plugin</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt; font-weight:600;">yongzh -</span><span style=" font-size:10pt;"> author of </span><span style=" font-size:10pt; text-decoration: underline;">gles2n64</span><span style=" font-size:10pt;">, port of glN64 to GL ES 2.0<br /></span><span style=" font-size:10pt; font-weight:600;">Hiroshi Morii</span><span style=" font-size:10pt;"> - author of </span><span style=" font-size:10pt; text-decoration: underline;">GlideH</span><span style=" font-size:10pt;">Q texture library</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt; font-weight:600;">ziggy</span><span style=" font-size:10pt;"> - author of </span><span style=" font-size:10pt; text-decoration: underline;">z64</span><span style=" font-size:10pt;"> OpenGL LLE plugin</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt; font-weight:600;">Nathaniel Meyer</span><span style=" font-size:10pt;"> - author of the blur shader. Copyright: Nutty Software</span></p> +<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:10pt;"><br /></p></body></html> + + + + + ConfigDialog + + + GLideN64 settings + + + + + Video + + + + + + <html><head/><body><p><span style=" font-weight:600;">Full screen resolution:</span></p><p>This sets the full screen resolution. All the resolutions that your video card/monitor supports should be displayed.</p><p>[Recommended: <span style=" font-style:italic;">native (max) resolution of your monitor - unless performance becomes an issue</span>]</p></body></html> + + + + + Full screen resolution: + + + + + + <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> + + + + + Windowed resolution: + + + + + Refresh rate: + + + + + Resolution: + + + + + + + + <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>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> + + + + + Stretch + + + + + 4:3 + + + + + 16:9 + + + + + Adjust + + + + + <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> + + + + + + 0 + + + + + + X + + + + + <html><head/><body><p>*requires frame buffer emulation enabled </p></body></html> + + + + + Anisotropic filtering: + + + + + + + <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> + + + + + Texture bilinear filtering: + + + + + standard + + + + + N64 3point + + + + + Texture cache size: + + + + + + MB + + + + + <html><head/><body><p>Select a format, in which screen shots will be saved</p></body></html> + + + + + Screenshots format: + + + + + 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> + + + + + Language: + + + + + Emulation + + + + + General settings + + + + + <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> + + + + + Emulate mip-mapping + + + + + Emulate noise + + + + + <html><head/><body><p><span style=" font-weight:600;">Fog emulation:</span></p><p>Sets fog emulation on//off.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> + + + + + Emulate fog + + + + + Enable hardware lighting + + + + + <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> + + + + + Use custom per-game settings + + + + + Emulate frame buffer + + + + + <html><head/><body><p><span style=" font-weight:600;">Copy frame 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>[Recommended: <span style=" font-style:italic;">mostly off (needed only for a few games)</span>]</p></body></html> + + + + + Copy frame buffer to 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> + + + + + Render frame buffer as texture + + + + + <html><head/><body><p><span style=" font-weight:600;">Detect CPU write to the N64 frame buffer:</span></p><p>This option works as the previous options, but the plugin is trying to detect, when game uses CPU writes to N64 frame buffer. The N64 frame buffer is rendered only when CPU writes is detected. Use this option for those games, in which you see still image or no image at all for some time with no reason.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> + + + + + Detect CPU writes to the frame buffer + + + + + <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. Content of video card's depth buffer is copied into RDRAM area each frame.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> + + + + + Copy depth buffer to RDRAM + + + + + <html><head/><body><p>Use shadres to emulate N64 depth compare modes. <span style=" font-weight:600;">Experimantal!</span></p></body></html> + + + + + Emulate N64 depth compare + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Frame buffer validity check:</span></p><p>For hardware, frame buffer emulation it is essential to know that hardware frame buffer is still valid and can be used as texture. Frame buffer validity means that corresponded area in RDRAM is still used for that buffer. Plugin checks RDRAM context for changes before use of hardware buffer. There are two methods to check RDRAM context:</p><p>1. Write fingerprint to RDRAM. The plugin writes smal portion of data (fingerprint) to buffer area in RDRAM. It helps plugin to detect changes in RDRAM context. Small portion of modifications makes possibility of game crash very low.</p><p>2. Fill RDRAM. Plugin fills RDRAM area for allocated frame buffer with some test value. Frame buffer is valid until all pixels inside the area match that value. it is recommended method for Legend of Zelda.<br/>Warning: This method may cause emulator's crash if actual frame buffer bounds are less than the ones detected by the plugin.</p><p>[Recommended: Write fingerprint to RDRAM]</p></body></html> + + + + + Frame buffer validity check method: + + + + + write fingerprint to RDRAM + + + + + fill buffer in RDRAM with test value + + + + + Textures + + + + + Texture enhancement + + + + + + <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> + + + + + 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> + + + + + Enhancement: + + + + + + + <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> + + + + + Texture cache: + + + + + <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> + + + + + Ignore backgrounds + + + + + Use texture pack + + + + + <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> + + + + + Use alpha channel fully + + + + + <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> + + + + + Alternative CRC calculation + + + + + <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> + + + + + Texture dumping/editing mode + + + + + + + <html><head/><body><p>Select color of text messages.</p></body></html> + + + + + Message color: + + + + + + + <html><head/><body><p>Select font and font size for text messages, displayed during texture cache or texture pack save/load.</p></body></html> + + + + + Message font: + + + + + Arial + + + + + Green + + + + + Pick + + + + + Select + + + + + + + <html><head/><body><p>Select path to folder with HD textures packs.<br/>Default: Plugin/hires_texture</p></body></html> + + + + + Texture pack path: + + + + + Choose + + + + + <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> + + + + + Force 16bpp textures + + + + + <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> + + + + + Compress texture cache + + + + + <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> + + + + + Save texture cache to hard disk + + + + + Post filters + + + + + Bloom + + + + + Bloom blend mode: + + + + + Strong + + + + + Mild + + + + + Light + + + + + Blur amount: + + + + + Threshold level: + + + + + Blur strength: + + + + + + + 0 + + + +