From c34e00b9dfd1dbc02e9cbb11ea62a97052fdb8ff Mon Sep 17 00:00:00 2001 From: Sergey Lipskiy Date: Fri, 5 Feb 2016 21:13:16 +0600 Subject: [PATCH] Update translation files with current UI texts. Note: translations must be updated also. --- translations/gliden64_de.ts | 415 +++++++++++++++++++++-------- translations/gliden64_es.ts | 411 +++++++++++++++++++++-------- translations/gliden64_fr.ts | 461 ++++++++++++++++++++++----------- translations/gliden64_it.ts | 336 +++++++++++++----------- translations/gliden64_ja.ts | 447 +++++++++++++++++++++++--------- translations/gliden64_pl.ts | 447 +++++++++++++++++++++++--------- translations/gliden64_pt_BR.ts | 417 +++++++++++++++++++++-------- 7 files changed, 2072 insertions(+), 862 deletions(-) diff --git a/translations/gliden64_de.ts b/translations/gliden64_de.ts index af44af70..7e79e791 100644 --- a/translations/gliden64_de.ts +++ b/translations/gliden64_de.ts @@ -14,9 +14,8 @@ Autoren - Sergey Lipskiy - Sergey Lipskiy + Sergey Lipskiy @@ -24,9 +23,8 @@ Entwickler - Olivieryuyu - Olivieryuyu + Olivieryuyu @@ -39,47 +37,173 @@ Haupt-Finanzierer - Anthony Heathcoat - Anthony Heathcoat + Anthony Heathcoat - Paul Lamb - Paul Lamb + Paul Lamb - daman6009 - daman6009 + daman6009 - Mush Man - Mush Man + Mush Man - zolcos - zolcos + zolcos - zilmar - zilmar + zilmar - neko9876 - neko9876 + neko9876 - + Funders Finanzierer - + + <!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;">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;">Amadeus Sterl</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;">Narann</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;">camara_luiz</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;">weinerschnitzel</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;">microdev</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;">Thomas Ginelli</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;">ace977</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;">patryk.szalanski</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;">Detomine</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; 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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;">Kenny.R.Mitchell</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;">Kevin Grasso</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;">mtgyure</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;">Anthony Heathcoat</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;">Liam Burns</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;">Steven Impson</span></p> +<p style=" margin-top:0px; 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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;">Vinícius dos Santos Oliveira</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;">Jimmy Haugh</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;">Malcolm </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;">Alex Strange</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;">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;">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> + + + + <!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; } @@ -100,7 +224,6 @@ p, li { white-space: pre-wrap; } <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> - <!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; } @@ -233,7 +356,7 @@ p, li { white-space: pre-wrap; } <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> - <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> + <!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;"> @@ -367,7 +490,7 @@ p, li { white-space: pre-wrap; } <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;">... und andere</span></p></body></html> - + Credits Kredits @@ -505,7 +628,7 @@ p, li { white-space: pre-wrap; } - + MB MB @@ -581,320 +704,400 @@ p, li { white-space: pre-wrap; } + <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 - + Emulate frame buffer Frame-Buffer emulieren - - <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> - <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> + + + <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 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> + + + + + 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: + + + + <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> + <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 + + + + + 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 - <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> - <html><head/><body><p><span style=" font-weight:600;">Erkenne CPU-Writes in den Frame-Buffer:</span></p><p>Diese Option arbeitet wie die Vorherige aber das Plugin versucht zu erkennen, ob das Spiel CPU-Writes in den Frame-Buffer nutzt. Der Frame-Buffer wird nur gerendert, wenn CPU-Writes erkannt werden. Nutze diese Option für die Spiele, in welchen sie ohne Grund ein eingefrorenes oder gar kein Bild bekommen.</p><p>[Empfehlung: Meistens deaktiviert]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Erkenne CPU-Writes in den Frame-Buffer:</span></p><p>Diese Option arbeitet wie die Vorherige aber das Plugin versucht zu erkennen, ob das Spiel CPU-Writes in den Frame-Buffer nutzt. Der Frame-Buffer wird nur gerendert, wenn CPU-Writes erkannt werden. Nutze diese Option für die Spiele, in welchen sie ohne Grund ein eingefrorenes oder gar kein Bild bekommen.</p><p>[Empfehlung: Meistens deaktiviert]</p></body></html> - Detect CPU writes to the frame buffer - Erkenne CPU-Writes in den Frame-Buffer + Erkenne CPU-Writes in den 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> <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 - <html><head/><body><p>Use shaders to emulate N64 depth compare modes. <span style=" font-weight:600;">Experimantal!</span></p></body></html> - <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> + <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 - - - <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> - <html><head/><body><p><span style=" font-weight:600;">Frame-Buffer-Validity-Check-Methode:</span></p><p>Für die Frame-Buffer-Emulation ist es erfordelich, dass der Hardware-Frame-Buffer weiterhin gültig ist & als Textur verwendet werden kann. Unter Frame-Buffer-Validity versteht man, dass der bereits beschriebene Bereich im RDRAM weiterhin für diesen Buffer genutzt wird. Das Plugin überprüft RDRAM-Zusammenhänge auf Veränderungen bevor der Hardware-Buffer genutzt wird. Es gibt zwei Methoden zum Überprüfen der RDRAM-Zusammenhänge:</p><p>1. Schreibe einen Fingerabdruck in den RDRAM: Das Plugin schreibt kleine Datensätze (Fingerabdruck) in den Buffer-Bereich des RDRAMs. Es hilft dem Plugin, Änderungen in den RDRAM-Zusammenhängen zu erkennen. Kleine Veränderungen können leicht einen Spiel-Absturz verursachen.</p><p>2. Fülle Buffer in den RDRAM mit einem Testwert: Das Plugin füllt den RDRAM-Bereich, der für diesen Frame-Buffer vorhergesehen ist mit einem Testwert. Dieser ist gültig, solange alle Pixel in diesem Bereich mit dem Testwert übereinstimmen. Diese Methode ist für The Legend Of Zelda zu empfehlen.<br/>Warnung: Diese Methode kann den Emulator zum Absturz bringen, wenn aktuelle Frame-Buffer-Grenzen geringer sind, als die vom Plugin erkannten.</p><p>[Empfehlung: Methode 1]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Frame-Buffer-Validity-Check-Methode:</span></p><p>Für die Frame-Buffer-Emulation ist es erfordelich, dass der Hardware-Frame-Buffer weiterhin gültig ist & als Textur verwendet werden kann. Unter Frame-Buffer-Validity versteht man, dass der bereits beschriebene Bereich im RDRAM weiterhin für diesen Buffer genutzt wird. Das Plugin überprüft RDRAM-Zusammenhänge auf Veränderungen bevor der Hardware-Buffer genutzt wird. Es gibt zwei Methoden zum Überprüfen der RDRAM-Zusammenhänge:</p><p>1. Schreibe einen Fingerabdruck in den RDRAM: Das Plugin schreibt kleine Datensätze (Fingerabdruck) in den Buffer-Bereich des RDRAMs. Es hilft dem Plugin, Änderungen in den RDRAM-Zusammenhängen zu erkennen. Kleine Veränderungen können leicht einen Spiel-Absturz verursachen.</p><p>2. Fülle Buffer in den RDRAM mit einem Testwert: Das Plugin füllt den RDRAM-Bereich, der für diesen Frame-Buffer vorhergesehen ist mit einem Testwert. Dieser ist gültig, solange alle Pixel in diesem Bereich mit dem Testwert übereinstimmen. Diese Methode ist für The Legend Of Zelda zu empfehlen.<br/>Warnung: Diese Methode kann den Emulator zum Absturz bringen, wenn aktuelle Frame-Buffer-Grenzen geringer sind, als die vom Plugin erkannten.</p><p>[Empfehlung: Methode 1]</p></body></html> - Frame buffer validity check method: - Frame-Buffer-Validity-Check-Methode: + Frame-Buffer-Validity-Check-Methode: - fill buffer in RDRAM with test value - Fülle Buffer in den RDRAM mit einem Testwert + Fülle Buffer in den RDRAM mit einem Testwert - write fingerprint to RDRAM - Schreibe einen Fingerabdruck in den RDRAM + 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: - + <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 483b1ab8..cc25194b 100644 --- a/translations/gliden64_es.ts +++ b/translations/gliden64_es.ts @@ -1,6 +1,6 @@ - + AboutDialog @@ -14,9 +14,8 @@ Autores - Sergey Lipskiy - Sergey Lipskiy + Sergey Lipskiy @@ -24,9 +23,8 @@ Desarrollador - Olivieryuyu - Olivieryuyu + Olivieryuyu @@ -39,47 +37,173 @@ Principales financiadores - Anthony Heathcoat - Anthony Heathcoat + Anthony Heathcoat - Paul Lamb - Paul Lamb + Paul Lamb - daman6009 - daman6009 + daman6009 - Mush Man - Mush Man + Mush Man - zolcos - zolcos + zolcos - zilmar - zilmar + zilmar - neko9876 - neko9876 + neko9876 - + Funders Financiadores - + + <!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;">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;">Amadeus Sterl</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;">Narann</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;">camara_luiz</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;">weinerschnitzel</span></p> +<p style=" margin-top:0px; 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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;">keithclark1985</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;">josephrmoore</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;">fckyourlies</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;">dougforr</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;">camdenfurse</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;">grandslam810</span></p> +<p style=" margin-top:0px; 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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;">Kenny.R.Mitchell</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;">Kevin Grasso</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;">mtgyure</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;">Anthony Heathcoat</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;">Liam Burns</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;">Steven Impson</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;">Gwyn.Whieldon</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;">hipnotoad</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;">shmuklidooha</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;">bcanard123</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;">Mike Nagy</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;">littlegreendude55</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;">Jay Loring</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;">Damion D</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;">heranbago</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;">baptiste.guilbert</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;">shadowpower69</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;">j.mcguirk72</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;">Peter Greenwood</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;">fla56</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;">Sergio </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;">theboy_181</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;">Jindo Fox</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;">s1n.pcc</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;">rafaelvasco </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;">copileo</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;">hugues.fabien</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;">seanmcm157</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;">David Morris</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;">Jason Lightner</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;">olivier_crepin77</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;">Paul Lamb</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;">thegump2.0</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;">Bates</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;">cdoublejj</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;">buddybenj</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;">don.carmical</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;">kyussgreen</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;">info1092</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;">YQ </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;">Allan Nordhøy</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;">christian010</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;">creuseur2patateradio</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;">chrisbevanlee</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;">theschklingen</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;">Thomas Lindstrøm</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;">Djipi </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;">Dartus </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;">Oscar Abraham </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;">nwstrathdee</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;">will7046 </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;">Richard42 </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;">V1del </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;">AnthonyBentley</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;">buddybenj</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;">nickshooter251</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;">sicurella12</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;">jcspringer</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;">Gru So</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;">Vinícius dos Santos Oliveira</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;">Jimmy Haugh</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;">Malcolm </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;">Alex Strange</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;">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;">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> + + + + <!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; } @@ -100,7 +224,6 @@ p, li { white-space: pre-wrap; } <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> - <!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; } @@ -233,7 +356,7 @@ p, li { white-space: pre-wrap; } <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> - <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> + <!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;"> @@ -367,7 +490,7 @@ p, li { white-space: pre-wrap; } <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;">y otros...</span></p></body></html> - + Credits Créditos @@ -505,7 +628,7 @@ p, li { white-space: pre-wrap; } - + MB MB @@ -581,320 +704,396 @@ p, li { white-space: pre-wrap; } + <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;">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 - + Emulate frame buffer Emular 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> - <html><head/><body><p><span style=" font-weight:600;">Copiar frame buffer a RDRAM:</span></p><p>En algunos juegos, el plugin no puede detectar el uso de frame buffers. En tal caso tendrás que activar esta opción para ver los efectos de frame buffer. Cada fotograma dibujado se leerá desde la tarjeta gráfica y se copiará 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> + + + <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 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> + + + + + 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: + + + + <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> + <html><head/><body><p><span style=" font-weight:600;">Copiar frame buffer a RDRAM:</span></p><p>En algunos juegos, el plugin no puede detectar el uso de frame buffers. En tal caso tendrás que activar esta opción para ver los efectos de frame buffer. Cada fotograma dibujado se leerá desde la tarjeta gráfica y se copiará 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 + + + + + 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;">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 - <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> - <html><head/><body><p><span style=" font-weight:600;">Detectar escrituras de CPU al frame buffer:</span></p><p>Esta opción funciona igual que las anteriores, pero el plugin intentará detectar cuándo escribe la CPU al frame buffer de N64. El frame buffer de N64 se renderizará únicamente cuando se detecten las escrituras de CPU. Utiliza esta opción para aquellos juegos en los que veas imágenes fijas o no veas imágenes sin motivo aparente.</p><p>[Recomendado: <span style=" font-style:italic;">Casi siempre desactivado</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Detectar escrituras de CPU al frame buffer:</span></p><p>Esta opción funciona igual que las anteriores, pero el plugin intentará detectar cuándo escribe la CPU al frame buffer de N64. El frame buffer de N64 se renderizará únicamente cuando se detecten las escrituras de CPU. Utiliza esta opción para aquellos juegos en los que veas imágenes fijas o no veas imágenes sin motivo aparente.</p><p>[Recomendado: <span style=" font-style:italic;">Casi siempre desactivado</span>]</p></body></html> - Detect CPU writes to the frame buffer - Detectar escrituras de CPU al frame buffer + Detectar escrituras de CPU al 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> <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 bufffer 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 - - - <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> - <html><head/><body><p><span style=" font-weight:600;">Método de validación del frame buffer:</span></p><p>Es esencial en la emulación del frame buffer saber que el frame buffer de hardware sigue siendo válido y puede utilizarse como textura. La validez del frame buffer significa que la zona correspondiente dentro de la RDRAM puede seguir utilizándose para ese búfer. El plugin comprueba que el contexto de la RDRAM tenga cambios antes de utilizar el búfer de hardware. Hay dos formas de comprobar el contexto de la RDRAM:</p><p>1. Escribir huella en la RDRAM. El plugin escribe una pequeña cantidad de datos (una huella) en la zona del búfer de la RDRAM, ayudando al plugin a detectar los cambios en el contexto de la RDRAM. Estas ligeras modificaciones tienen una probabilidad muy baja de interrumpir el juego.</p><p>2. Rellenar la RDRAM. El plugin rellena la zona de la RDRAM dedicada al frame buffer con un valor de pruebas. El frame buffer es válido hasta que todos los píxeles dentro de la zona tengan el mismo valor. Es el método recomendado para Legend of Zelda.<br/>Advertencia: Este método podría provocar un cuelgue del emulador si los límites del frame buffer son inferiores a los que detecta el plugin.</p><p>[Recomendado: Escribir huella en la RDRAM]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Método de validación del frame buffer:</span></p><p>Es esencial en la emulación del frame buffer saber que el frame buffer de hardware sigue siendo válido y puede utilizarse como textura. La validez del frame buffer significa que la zona correspondiente dentro de la RDRAM puede seguir utilizándose para ese búfer. El plugin comprueba que el contexto de la RDRAM tenga cambios antes de utilizar el búfer de hardware. Hay dos formas de comprobar el contexto de la RDRAM:</p><p>1. Escribir huella en la RDRAM. El plugin escribe una pequeña cantidad de datos (una huella) en la zona del búfer de la RDRAM, ayudando al plugin a detectar los cambios en el contexto de la RDRAM. Estas ligeras modificaciones tienen una probabilidad muy baja de interrumpir el juego.</p><p>2. Rellenar la RDRAM. El plugin rellena la zona de la RDRAM dedicada al frame buffer con un valor de pruebas. El frame buffer es válido hasta que todos los píxeles dentro de la zona tengan el mismo valor. Es el método recomendado para Legend of Zelda.<br/>Advertencia: Este método podría provocar un cuelgue del emulador si los límites del frame buffer son inferiores a los que detecta el plugin.</p><p>[Recomendado: Escribir huella en la RDRAM]</p></body></html> - Frame buffer validity check method: - Método de validación del frame buffer: + Método de validación del frame buffer: - fill buffer in RDRAM with test value - Rellenar búfer de RDRAM con valor de pruebas + Rellenar búfer de RDRAM con valor de pruebas - write fingerprint to RDRAM - Escribir huella en la RDRAM + 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: Como tú quieras]</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: Como tú quieras]</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 128 MB deberían bastar, pero cada juego tiene su preferencia. Super Mario quizás no necesite más de 32 MB, pero Conker trabaja con muchas texturas, así que más de 256 MB podría mejorar el rendimiento en su caso. 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: - + <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 la fuente y su tamaño para los 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 Ligero - + 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 79e7d965..fd0e9348 100644 --- a/translations/gliden64_fr.ts +++ b/translations/gliden64_fr.ts @@ -14,20 +14,156 @@ Auteurs - - Sergey Lipskiy - + + <!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;">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;">Amadeus Sterl</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;">Narann</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;">camara_luiz</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;">weinerschnitzel</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;">microdev</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;">Thomas Ginelli</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;">ace977</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;">patryk.szalanski</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;">Detomine</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;">keithclark1985</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;">josephrmoore</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;">fckyourlies</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;">dougforr</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;">camdenfurse</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;">grandslam810</span></p> +<p style=" margin-top:0px; 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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;">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;">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> + + + + + <!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> + developer développeur - - - Olivieryuyu - - beta tester @@ -39,47 +175,11 @@ Principaux donateurs - - Anthony Heathcoat - - - - - Paul Lamb - - - - - daman6009 - - - - - Mush Man - - - - - zolcos - - - - - zilmar - - - - - neko9876 - - - - + Funders Donateurs - <!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; } @@ -213,7 +313,7 @@ p, li { white-space: pre-wrap; } <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> Translate "and others" - <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> + <!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;"> @@ -347,12 +447,11 @@ p, li { white-space: pre-wrap; } <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;">et d'autres...</span></p></body></html> - + Credits Crédits - <!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; } @@ -360,7 +459,7 @@ p, li { white-space: pre-wrap; } <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 glN64 graphics plugin<br /></span><span style=" font-size:10pt; font-weight:600;">Hiroshi Morii</span><span style=" font-size:10pt;"> - author of GlideHQ 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;">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> - <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> + <!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;"> @@ -502,7 +601,7 @@ p, li { white-space: pre-wrap; } - + MB Mo @@ -528,8 +627,6 @@ p, li { white-space: pre-wrap; } - - <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> @@ -539,373 +636,443 @@ p, li { white-space: pre-wrap; } Langue : - - English - - - - Change - Modifier + 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 - + <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> <html><head/><body><p><span style=" font-weight:600;">Émulation du brouillard :</span></p><p>Active ou non l'émulation du brouillard.</p><p>[Recommandé : <span style=" font-style:italic;">activé</span>]</p></body></html> - + Emulate fog Émuler l'effet de brouillard - + Enable hardware lighting 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> + + + + + 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;">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 spécifiques - + Emulate frame buffer Émuler le 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> - <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 frame buffer. Dans de tels cas, vous devez activer cette option pour afficher les effets de frame buffer. 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> + <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 frame buffer. Dans de tels cas, vous devez activer cette option pour afficher les effets de frame buffer. 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 frame buffer dans la RAM - + <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 frame buffer comme une 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> - <html><head/><body><p><span style=" font-weight:600;">Détecter les écritures CPU dans le frame buffer :</span></p><p>Cette option fonctionne comme les précédentes, mais le plugin tente de détecter quand le jeu utilise des écritures CPU dans le frame buffer N64. Celui-ci est restitué uniquement quand une écriture CPU est détectée. Utilisez cette option dans les jeux où aucune image n'apparaît ou uniquement des images fixes.</p><p>[Recommandé: <span style=" font-style:italic;">principalement désactivé</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Détecter les écritures CPU dans le frame buffer :</span></p><p>Cette option fonctionne comme les précédentes, mais le plugin tente de détecter quand le jeu utilise des écritures CPU dans le frame buffer N64. Celui-ci est restitué uniquement quand une écriture CPU est détectée. Utilisez cette option dans les jeux où aucune image n'apparaît ou uniquement des images fixes.</p><p>[Recommandé: <span style=" font-style:italic;">principalement désactivé</span>]</p></body></html> - Detect CPU writes to the frame buffer - Détecter les écritures CPU dans le frame buffer + Détecter les écritures CPU dans le 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> <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 depth buffer 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 depth buffer dans la RAM - + <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 N64 - - - <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> - <html><head/><body><p><span style=" font-weight:600;">Test de validation du frame buffer :</span></p><p>Il est essentiel de savoir si le frame buffer matériel est valide et peut être utilisé comme une texture. La validité du frame buffer indique que la zone correspondante dans la RAM est toujours utilisée pour ce buffer. Le plugin vérifie le contexte de la RAM avant d'utiliser le buffer matériel. Il y a deux méthodes pour vérifier le contexte de la RAM :</p><p>1. Écrire une empreinte dans la RAM. Le plugin écrit une faible portion de données (l'empreinte) dans la zone de buffer de la RAM. Cela aide le plugin à détecter les changements de contexte de la RAM. La petite portion modifiée rend la possibilité de crash du jeu extrêmement faible.</p><p>2. Remplir la RAM. Le plugin remplit une zone de la RAM pour allouer le frame buffer avec quelques valeurs de test. Le frame buffer est valide tant que tous les pixels contenus dans la zone correspondent à cette valeur. C'est la méthode recommandée pour The Legend of Zelda - Ocarina of Time.<br/>Attention : Cette méthode peut entraîner un crash de l'émulateur si les limites actuelles du frame buffer sont plus petites que celles détectées par le plugin.</p><p>[Recommandé : Écrire une empreinte dans la RAM]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Test de validation du frame buffer :</span></p><p>Il est essentiel de savoir si le frame buffer matériel est valide et peut être utilisé comme une texture. La validité du frame buffer indique que la zone correspondante dans la RAM est toujours utilisée pour ce buffer. Le plugin vérifie le contexte de la RAM avant d'utiliser le buffer matériel. Il y a deux méthodes pour vérifier le contexte de la RAM :</p><p>1. Écrire une empreinte dans la RAM. Le plugin écrit une faible portion de données (l'empreinte) dans la zone de buffer de la RAM. Cela aide le plugin à détecter les changements de contexte de la RAM. La petite portion modifiée rend la possibilité de crash du jeu extrêmement faible.</p><p>2. Remplir la RAM. Le plugin remplit une zone de la RAM pour allouer le frame buffer avec quelques valeurs de test. Le frame buffer est valide tant que tous les pixels contenus dans la zone correspondent à cette valeur. C'est la méthode recommandée pour The Legend of Zelda - Ocarina of Time.<br/>Attention : Cette méthode peut entraîner un crash de l'émulateur si les limites actuelles du frame buffer sont plus petites que celles détectées par le plugin.</p><p>[Recommandé : Écrire une empreinte dans la RAM]</p></body></html> - Frame buffer validity check method: - Méthode de validation du frame buffer : + Méthode de validation du frame buffer : - fill buffer in RDRAM with test value - Remplir le buffer dans la RAM avec une valeur de test + Remplir le buffer dans la RAM avec une valeur de test - write fingerprint to RDRAM - Écrire une empreinte dans la RAM + Écrire une empreinte dans la RAM - + + + <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 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 + + + + + sync + + + + + async + + + + 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 textures : - + <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 entièrement 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 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 dumping et d'édition 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 - + Green Vert - + Pick Définir - + Select Sélectionnez - - + + <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 textures - + <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 textures sur le disque - + Post filters Post-filtres - + Bloom Flou lumineux - + Bloom blend mode: Effet de flou lumineux : - + Strong Fort - + Mild Moyen - + Light Faible - + Blur amount: Quantité de flou : - + Threshold level: Niveau de seuil : - + Blur strength: Force du flou : - - - + + + 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_it.ts b/translations/gliden64_it.ts index a328e4a6..3974baa7 100644 --- a/translations/gliden64_it.ts +++ b/translations/gliden64_it.ts @@ -14,72 +14,7 @@ Autori - - Sergey Lipskiy - - - - - developer - Sviluppatore - - - - Olivieryuyu - - - - - beta tester - Beta Tester - - - - Main funders - Finanziatori Principali - - - - Anthony Heathcoat - - - - - Paul Lamb - - - - - daman6009 - - - - - Mush Man - - - - - zolcos - - - - - zilmar - - - - - neko9876 - - - - - Funders - Finanziatori - - - + <!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; } @@ -88,7 +23,6 @@ p, li { white-space: pre-wrap; } <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;">Amadeus Sterl</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;">Narann</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;">camara_luiz</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;">weinerschnitzel</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;">microdev</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;">Thomas Ginelli</span></p> @@ -146,7 +80,6 @@ p, li { white-space: pre-wrap; } <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;">Jindo Fox</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;">s1n.pcc</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;">rafaelvasco </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;">copileo</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;">hugues.fabien</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;">seanmcm157</span></p> @@ -205,22 +138,41 @@ p, li { white-space: pre-wrap; } <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> - + - + + developer + Sviluppatore + + + + beta tester + Beta Tester + + + + Main funders + Finanziatori Principali + + + + Funders + Finanziatori + + + Credits Crediti - + <!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; } @@ -366,7 +318,7 @@ p, li { white-space: pre-wrap; } - + MB @@ -442,321 +394,397 @@ p, li { white-space: pre-wrap; } + <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 - + Emulate frame buffer Emula il 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> - <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> + + + <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 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> + + + + + 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: + + + + <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> + <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 + + + + + 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 - <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> - <html><head/><body><p><span style=" font-weight:600;">Rileva scritture CPU verso il frame buffer:</span></p><p>Questa opzione funziona come la precedente, ma il plugin in questo caso cercherà di rilevare quando il gioco utilizza scrittre CPU verso il frame buffer. Il frame buffer del N64 è renderizzato solo quando scritture CPU sono state rilevate. Utilizza questa opzione per quei giochi nei quali vedi errori grafici come fotogrammi impressi o schermate vuote.</p><p>[Consiglio: <span style=" font-style:italic;">Generalmente off</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Rileva scritture CPU verso il frame buffer:</span></p><p>Questa opzione funziona come la precedente, ma il plugin in questo caso cercherà di rilevare quando il gioco utilizza scrittre CPU verso il frame buffer. Il frame buffer del N64 è renderizzato solo quando scritture CPU sono state rilevate. Utilizza questa opzione per quei giochi nei quali vedi errori grafici come fotogrammi impressi o schermate vuote.</p><p>[Consiglio: <span style=" font-style:italic;">Generalmente off</span>]</p></body></html> - Detect CPU writes to the frame buffer - Rileva scritture CPU verso il frame buffer + Rileva scritture CPU verso il 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> <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 - - - <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> - <html><head/><body><p><span style=" font-weight:600;">Controllo validità frame buffer:</span></p><p>Per l'hardware è necessario rilevare la validità del frame buffer per utilizzarlo come texture. Per validità si intende che l'area corrispondente nella RDRAM è ancora utilizzata per quel buffer. Il plugin controlla i cambiamenti nel contesto della RDRAM prima di utilizzare il buffer. Ci sono due metodi per controllare il contesto della RDRAM:</p><p>1. Scrivi impronta nella RDRAM. Il plugin scrive una piccola porzione di dati (impronta) nell'area del buffer nella RDRAM. Questo aiuta il plugin a rilevare cambiamenti nel contesto della RDRAM. Questo abbassa le probablitià che il gioco si blocchi per errori.</p><p>2. Riempi RDRAM. Il plugin riempie l'area allocata al frame buffer della RDRAM con un valore di test. Il frame buffer è valido finchè tutti i pixel all'interno dell'area corrispondono al valore. Questo metodo è consigliato quando si gioca a The Legend of Zelda.<br/>Attenzione: questa impostazione potrebbe causare il crash dell'emulatore se i bordi del frame buffer sono minori di quelli rilevati dal plugin.</p><p>[Consiglio: Scrivi impronta nella RDRAM]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Controllo validità frame buffer:</span></p><p>Per l'hardware è necessario rilevare la validità del frame buffer per utilizzarlo come texture. Per validità si intende che l'area corrispondente nella RDRAM è ancora utilizzata per quel buffer. Il plugin controlla i cambiamenti nel contesto della RDRAM prima di utilizzare il buffer. Ci sono due metodi per controllare il contesto della RDRAM:</p><p>1. Scrivi impronta nella RDRAM. Il plugin scrive una piccola porzione di dati (impronta) nell'area del buffer nella RDRAM. Questo aiuta il plugin a rilevare cambiamenti nel contesto della RDRAM. Questo abbassa le probablitià che il gioco si blocchi per errori.</p><p>2. Riempi RDRAM. Il plugin riempie l'area allocata al frame buffer della RDRAM con un valore di test. Il frame buffer è valido finchè tutti i pixel all'interno dell'area corrispondono al valore. Questo metodo è consigliato quando si gioca a The Legend of Zelda.<br/>Attenzione: questa impostazione potrebbe causare il crash dell'emulatore se i bordi del frame buffer sono minori di quelli rilevati dal plugin.</p><p>[Consiglio: Scrivi impronta nella RDRAM]</p></body></html> - Frame buffer validity check method: - Controllo validità frame buffer: + Controllo validità frame buffer: - write fingerprint to RDRAM - Scrivi impronta nella RDRAM + Scrivi impronta nella RDRAM - fill buffer in RDRAM with test value - Riempi buffer RDRAM con valore di test + 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: - + <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 b539d829..07e75c1a 100644 --- a/translations/gliden64_ja.ts +++ b/translations/gliden64_ja.ts @@ -1,6 +1,6 @@ - + AboutDialog @@ -14,9 +14,154 @@ 作者 - + + <!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;">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;">Amadeus Sterl</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;">Narann</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;">camara_luiz</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;">weinerschnitzel</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;">microdev</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;">Thomas Ginelli</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;">ace977</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;">patryk.szalanski</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;">Detomine</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;">keithclark1985</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;">josephrmoore</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;">fckyourlies</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;">dougforr</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;">camdenfurse</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;">grandslam810</span></p> +<p style=" margin-top:0px; 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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;">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;">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> + + + + + <!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> + + + Sergey Lipskiy - Sergey Lipskiy + Sergey Lipskiy @@ -24,9 +169,8 @@ 開発者 - Olivieryuyu - Olivieryuyu + Olivieryuyu @@ -39,47 +183,39 @@ 主要寄付 - Anthony Heathcoat - Anthony Heathcoat + Anthony Heathcoat - Paul Lamb - Paul Lamb + Paul Lamb - daman6009 - daman6009 + daman6009 - Mush Man - Mush Man + Mush Man - zolcos - Mush Man + Mush Man - zilmar - zilmar + zilmar - neko9876 - neko9876 + neko9876 - + Funders 寄付 - <!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; } @@ -212,7 +348,7 @@ p, li { white-space: pre-wrap; } <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> - <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> + <!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;"> @@ -346,12 +482,11 @@ p, li { white-space: pre-wrap; } <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 クレジット - <!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; } @@ -359,7 +494,7 @@ p, li { white-space: pre-wrap; } <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 glN64 graphics plugin<br /></span><span style=" font-size:10pt; font-weight:600;">Hiroshi Morii</span><span style=" font-size:10pt;"> - author of GlideHQ 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;">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> - <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> + <!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;"> @@ -507,7 +642,7 @@ p, li { white-space: pre-wrap; } - + MB MB @@ -533,8 +668,6 @@ p, li { white-space: pre-wrap; } - - <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> @@ -545,325 +678,373 @@ p, li { white-space: pre-wrap; } 言語: - English - English + English - Change - 変更 + 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 - + <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> <html><head/><body><p><span style=" font-weight:600;">フォグエミュレーション:</span></p><p>フォグエミュレーションのオン/オフを設定します。</p> <p>[推奨設定: <span style=" font-style:italic;">オン</span>]</p></body></html> - + Emulate fog 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 - + + <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 - <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> - <html><head/><body><p><span style=" font-weight:600;">フレームバッファをRDRAMにコピー:</span></p> + <html><head/><body><p><span style=" font-weight:600;">フレームバッファをRDRAMにコピー:</span></p> <p>一部のゲームではフレームバッファの使用状況をプラグインが検出することができません。この場合、フレームバッファの効果を表示するにはこのオプションを有効にする必要があります。描写されたすべてのフレームはビデオカードから読み出され、RDRAM領域にコピーされます。</p> <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 - <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> - <html><head/><body><p><span style=" font-weight:600;">CPUのN64フレームバッファへの書き込みを検出:</span></p><p>このオプションは前のオプションと一緒に動作し、CPUのN64フレームバッファへの書き込みを検出することを試みます。N64フレームバッファは、CPUによる書き込みが検出されたときのみ描写されます。このオプションを使用すると、意味もなく何も表示されないイメージに静止画が表示されるようになります。</p><p>[推奨設定: <span style=" font-style:italic;">通常はオフ</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">CPUのN64フレームバッファへの書き込みを検出:</span></p><p>このオプションは前のオプションと一緒に動作し、CPUのN64フレームバッファへの書き込みを検出することを試みます。N64フレームバッファは、CPUによる書き込みが検出されたときのみ描写されます。このオプションを使用すると、意味もなく何も表示されないイメージに静止画が表示されるようになります。</p><p>[推奨設定: <span style=" font-style:italic;">通常はオフ</span>]</p></body></html> - Detect CPU writes to the frame buffer - CPUのフレームバッファへの書き込みを検出 + CPUのフレームバッファへの書き込みを検出 - + <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> <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 - - - <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> - <html><head/><body><p><span style=" font-weight:600;">フレームバッファの有効性チェック:</span></p> + <html><head/><body><p><span style=" font-weight:600;">フレームバッファの有効性チェック:</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: - フレームバッファの有効性チェック方法: + フレームバッファの有効性チェック方法: - fill buffer in RDRAM with test value - RDRAMのバッファをテスト値で埋める + RDRAMのバッファをテスト値で埋める - write fingerprint to RDRAM - RDRAMに指紋を書き込む + 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 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 + + + + + sync + + + + + async + + + + 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: - + <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> @@ -871,61 +1052,87 @@ 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 e7700374..9dbf871d 100644 --- a/translations/gliden64_pl.ts +++ b/translations/gliden64_pl.ts @@ -1,6 +1,6 @@ - + AboutDialog @@ -14,9 +14,154 @@ Autorzy - + + <!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;">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;">Amadeus Sterl</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;">Narann</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;">camara_luiz</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;">weinerschnitzel</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;">microdev</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;">Thomas Ginelli</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; 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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;">peterchrjoergensen</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;">hill_jm</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;">petercullenbryan</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;">Christopher M Rock</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;">Kenny.R.Mitchell</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;">Kevin Grasso</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;">mtgyure</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;">Anthony Heathcoat</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;">Liam Burns</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;">Steven Impson</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;">Gwyn.Whieldon</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;">hipnotoad</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;">shmuklidooha</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;">bcanard123</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;">Mike Nagy</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;">littlegreendude55</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;">Jay Loring</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;">Damion D</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;">heranbago</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;">baptiste.guilbert</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;">shadowpower69</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;">j.mcguirk72</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;">Peter Greenwood</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;">fla56</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;">Sergio </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;">theboy_181</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;">Jindo Fox</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;">s1n.pcc</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;">rafaelvasco </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;">copileo</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;">hugues.fabien</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;">seanmcm157</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;">David Morris</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;">Jason Lightner</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;">olivier_crepin77</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;">Paul Lamb</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;">thegump2.0</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;">Bates</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;">cdoublejj</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;">buddybenj</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;">don.carmical</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;">kyussgreen</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;">info1092</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;">YQ </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;">Allan Nordhøy</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;">christian010</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;">creuseur2patateradio</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;">chrisbevanlee</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;">theschklingen</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;">Thomas Lindstrøm</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;">Djipi </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;">Dartus </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;">Oscar Abraham </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;">nwstrathdee</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;">will7046 </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;">Richard42 </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;">V1del </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;">AnthonyBentley</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;">buddybenj</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;">nickshooter251</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;">sicurella12</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;">jcspringer</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;">Gru So</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;">Vinícius dos Santos Oliveira</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;">Jimmy Haugh</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;">Malcolm </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;">Alex Strange</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;">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;">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> + + + + + <!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> + + + Sergey Lipskiy - Sergey Lipskiy + Sergey Lipskiy @@ -24,9 +169,8 @@ deweloper - Olivieryuyu - Olivieryuyu + Olivieryuyu @@ -39,47 +183,39 @@ Główni darczyńcy - Anthony Heathcoat - Anthony Heathcoat + Anthony Heathcoat - Paul Lamb - Paul Lamb + Paul Lamb - daman6009 - daman6009 + daman6009 - Mush Man - Mush Man + Mush Man - zolcos - zolcos + zolcos - zilmar - zilmar + zilmar - neko9876 - neko9876 + neko9876 - + Funders Darczyńcy - <!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; } @@ -212,7 +348,7 @@ p, li { white-space: pre-wrap; } <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> - <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> + <!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;"> @@ -346,12 +482,11 @@ p, li { white-space: pre-wrap; } <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;">... i inni</span></p></body></html> - + Credits Inni twórcy - <!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; } @@ -359,7 +494,7 @@ p, li { white-space: pre-wrap; } <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 glN64 graphics plugin<br /></span><span style=" font-size:10pt; font-weight:600;">Hiroshi Morii</span><span style=" font-size:10pt;"> - author of GlideHQ 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;">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> - <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> + <!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;"> @@ -501,7 +636,7 @@ p, li { white-space: pre-wrap; } - + MB MB @@ -527,8 +662,6 @@ p, li { white-space: pre-wrap; } - - <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> @@ -538,374 +671,448 @@ p, li { white-space: pre-wrap; } Język: - English - angielski + angielski - Change - Zmień + 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 - + <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> <html><head/><body><p><span style=" font-weight:600;">Emulacja mgły:</span></p><p>Włącza/wyłącza emulację mgły.</p><p>[Zalecane: <span style=" font-style:italic;">włączona</span>]</p></body></html> - + Emulate fog Emuluj mgłę - + Enable hardware lighting 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 - <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> - <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> + <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 - <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> - <html><head/><body><p><span style=" font-weight:600;">Wykrywaj zapis CPU do buforu ramki N64:</span></p><p>Opcja ta działa jak poprzednie, jednak plugin stara się wykryć kiedy gra wykorzystuje zapisy CPU do buforu ramki N64. Bufor ramki N64 jest renderowany tylko gdy wykryty zostaje zapis CPU. Należy używać dla tych gier, w których dostrzec można statyczny obraz bądź całkowity jego brak widoczny przez pewien czas bez konkretnej przyczyny.</p><p>[Zalecane: <span style=" font-style:italic;">zazwyczaj wyłączone</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Wykrywaj zapis CPU do buforu ramki N64:</span></p><p>Opcja ta działa jak poprzednie, jednak plugin stara się wykryć kiedy gra wykorzystuje zapisy CPU do buforu ramki N64. Bufor ramki N64 jest renderowany tylko gdy wykryty zostaje zapis CPU. Należy używać dla tych gier, w których dostrzec można statyczny obraz bądź całkowity jego brak widoczny przez pewien czas bez konkretnej przyczyny.</p><p>[Zalecane: <span style=" font-style:italic;">zazwyczaj wyłączone</span>]</p></body></html> - Detect CPU writes to the frame buffer - Wykrywaj zapisy CPU do buforu ramki + Wykrywaj zapisy CPU do buforu ramki - + <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> <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 - - - <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> - <html><head/><body><p><span style=" font-weight:600;">Sprawdzanie poprawności buforu ramki:</span></p><p>Dla sprzętowej emulacji buforu ramki niezbędnym jest wiedzieć czy sprzętowy bufor ramki jest nadal poprawny i może zostać użyty jako tekstura. Poprawność buforu ramki oznacza, że odpowiadający mu obszar RDRAM jest nadal w użyciu dla tego buforu. Plugin sprawdza kontekst RDRAM poszukując zmian przed użyciem buforu sprzętowego. Istnieją dwie metody sprawdzenia kontekstu RDRAM:</p><p>1. Zapis "odcisku palca" do RDRAM. Plugin zapisuje małą ilość danych (odcisk palca) do obszaru bufora w RDRAM. Pomaga to pluginowi wykryć zmiany w kontekście RDRAM. Małe modyfikacje sprawiają, że prawdopodobieństwo zawieszenia się gry jest bardzo niskie.</p><p>2. Zapełnij RDRAM. Plugin zapełnia obszar RDRAM przeznaczony dla zaalokowanego buforu ramki pewnymi wartościami testowymi. Bufor ramki jest poprawny dopóki wszystkie piksele zawarte w tym obszarze odpowiadają tej wartości. Metoda ta jest zalecana dla "Legend of Zelda".<br/>Uwaga: Metoda ta może doprowadzić do zawieszenia się emulatora jeżeli prawdziwe granice buforu ramki są mniejsze niż granice wykryte przez plugin.</p><p>[Zalecane: zapisz "odcisk palca" do RDRAM]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Sprawdzanie poprawności buforu ramki:</span></p><p>Dla sprzętowej emulacji buforu ramki niezbędnym jest wiedzieć czy sprzętowy bufor ramki jest nadal poprawny i może zostać użyty jako tekstura. Poprawność buforu ramki oznacza, że odpowiadający mu obszar RDRAM jest nadal w użyciu dla tego buforu. Plugin sprawdza kontekst RDRAM poszukując zmian przed użyciem buforu sprzętowego. Istnieją dwie metody sprawdzenia kontekstu RDRAM:</p><p>1. Zapis "odcisku palca" do RDRAM. Plugin zapisuje małą ilość danych (odcisk palca) do obszaru bufora w RDRAM. Pomaga to pluginowi wykryć zmiany w kontekście RDRAM. Małe modyfikacje sprawiają, że prawdopodobieństwo zawieszenia się gry jest bardzo niskie.</p><p>2. Zapełnij RDRAM. Plugin zapełnia obszar RDRAM przeznaczony dla zaalokowanego buforu ramki pewnymi wartościami testowymi. Bufor ramki jest poprawny dopóki wszystkie piksele zawarte w tym obszarze odpowiadają tej wartości. Metoda ta jest zalecana dla "Legend of Zelda".<br/>Uwaga: Metoda ta może doprowadzić do zawieszenia się emulatora jeżeli prawdziwe granice buforu ramki są mniejsze niż granice wykryte przez plugin.</p><p>[Zalecane: zapisz "odcisk palca" do RDRAM]</p></body></html> - Frame buffer validity check method: - Metoda sprawdzania poprawności buforu ramki: + Metoda sprawdzania poprawności buforu ramki: - fill buffer in RDRAM with test value - zapełnij bufor w RDRAM wartościami testowymi + zapełnij bufor w RDRAM wartościami testowymi - write fingerprint to RDRAM - zapisz "odcisk palca" do RDRAM + 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 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 + + + + + sync + + + + + async + + + + 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: - + <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 44d2a113..b78f65ae 100644 --- a/translations/gliden64_pt_BR.ts +++ b/translations/gliden64_pt_BR.ts @@ -1,6 +1,6 @@ - + AboutDialog @@ -14,9 +14,8 @@ Autores - Sergey Lipskiy - Sergey Lipskiy + Sergey Lipskiy @@ -24,9 +23,8 @@ Desenvolvedores - Olivieryuyu - Olivieryuyu + Olivieryuyu @@ -39,47 +37,173 @@ Financiadores Principais - Anthony Heathcoat - Anthony Heathcoat + Anthony Heathcoat - Paul Lamb - Paul Lamb + Paul Lamb - daman6009 - daman6009 + daman6009 - Mush Man - Mush Man + Mush Man - zolcos - zolcos + zolcos - zilmar - zilmar + zilmar - neko9876 - neko9876 + neko9876 - + Funders Financiadores - + + <!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;">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;">Amadeus Sterl</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;">Narann</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;">camara_luiz</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;">weinerschnitzel</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;">microdev</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;">Thomas Ginelli</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;">ace977</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;">patryk.szalanski</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;">Detomine</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;">keithclark1985</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;">josephrmoore</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;">fckyourlies</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;">dougforr</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;">camdenfurse</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;">grandslam810</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;">rictic</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;">Fred Lambes</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;">David Vercruyssen</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;">danielgormly</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;">lukecool</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;">rhilsky</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;">phillipstuerzl</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;">killjoy1337</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;">ratop46 </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;">william.a.moore</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;">RSP16</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;">kzidek127</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;">Dan Holberg</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;">178amm</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;">peterchrjoergensen</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;">hill_jm</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;">petercullenbryan</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;">Christopher M Rock</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;">Kenny.R.Mitchell</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;">Kevin Grasso</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;">mtgyure</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;">Anthony Heathcoat</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;">Liam Burns</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;">Steven Impson</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;">Gwyn.Whieldon</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;">hipnotoad</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;">shmuklidooha</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;">bcanard123</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;">Mike Nagy</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;">littlegreendude55</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;">Jay Loring</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;">Damion D</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;">heranbago</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;">baptiste.guilbert</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;">shadowpower69</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;">j.mcguirk72</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;">Peter Greenwood</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;">fla56</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;">Sergio </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;">theboy_181</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;">Jindo Fox</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;">s1n.pcc</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;">rafaelvasco </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;">copileo</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;">hugues.fabien</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;">seanmcm157</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;">David Morris</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;">Jason Lightner</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;">olivier_crepin77</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;">Paul Lamb</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;">thegump2.0</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;">Bates</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;">cdoublejj</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;">buddybenj</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;">don.carmical</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;">kyussgreen</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;">info1092</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;">YQ </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;">Allan Nordhøy</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;">christian010</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;">creuseur2patateradio</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;">chrisbevanlee</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;">theschklingen</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;">Thomas Lindstrøm</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;">Djipi </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;">Dartus </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;">Oscar Abraham </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;">nwstrathdee</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;">will7046 </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;">Richard42 </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;">V1del </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;">AnthonyBentley</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;">buddybenj</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;">nickshooter251</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;">sicurella12</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;">jcspringer</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;">Gru So</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;">Vinícius dos Santos Oliveira</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;">Jimmy Haugh</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;">Malcolm </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;">Alex Strange</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;">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;">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> + + + + <!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; } @@ -101,10 +225,9 @@ p, li { white-space: pre-wrap; } Finanzierer - Finanzierer + Finanzierer - <!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; } @@ -237,7 +360,7 @@ p, li { white-space: pre-wrap; } <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> - <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> + <!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;"> @@ -371,7 +494,7 @@ p, li { white-space: pre-wrap; } <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;">... und andere</span></p></body></html> - + Credits Kredits Créditos @@ -384,7 +507,7 @@ p, li { white-space: pre-wrap; } <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 glN64 graphics plugin<br /></span><span style=" font-size:10pt; font-weight:600;">Hiroshi Morii</span><span style=" font-size:10pt;"> - author of GlideHQ 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;">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> - <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> + <!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;"> @@ -527,7 +650,7 @@ p, li { white-space: pre-wrap; } - + MB MB @@ -563,11 +686,11 @@ p, li { white-space: pre-wrap; } English - Inglês + Inglês Change - Mudar + Mudar @@ -611,322 +734,398 @@ p, li { white-space: pre-wrap; } + <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 - <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> - <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> + <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 - <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> - <html><head/><body><p><span style=" font-weight:600;">Detecta quando CPU escreve ao N64 frame buffer:</span></p><p>Esta opção funciona como as opções previas, mas o plugin está tentando detectar quando o jogo usa o CPU para escrever ao N64 frame buffer. O N64 frame buffer está renderizado somente quando o CPU escreve e está detectado. Usa esta opção para esses jogos, onde vejas imagens paradas ou nenhuma imagem as vezes com nenhuma razão.</p><p>[Recomendado: Geralmente desativado]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Detecta quando CPU escreve ao N64 frame buffer:</span></p><p>Esta opção funciona como as opções previas, mas o plugin está tentando detectar quando o jogo usa o CPU para escrever ao N64 frame buffer. O N64 frame buffer está renderizado somente quando o CPU escreve e está detectado. Usa esta opção para esses jogos, onde vejas imagens paradas ou nenhuma imagem as vezes com nenhuma razão.</p><p>[Recomendado: Geralmente desativado]</p></body></html> - Detect CPU writes to the frame buffer - Detecta quando o CPU escreve ao frame buffer + Detecta quando o CPU escreve ao 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> <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 - - - <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> - <html><head/><body><p><span style=" font-weight:600;">Verficação da validade do frame buffer:</span></p><p>Para hardware, emulação do frame buffer é essencial para saber que o hardware do frame buffer ainda está váldio e pode ser usado como textura. Validade do frame buffer significa que a área correspondente no RDRAM é usado ainda para esse buffer. O plugin verifica o contexto do RDRAM para mudanças antes do uso do buffer de hardware. Há dois métodos para verificar o contexto do RDRAM:</p><p>1. Escreve impressão digital para o RDRAM. O plugin escreve uma porção pequena de dados (impressão digital) para a área de buffer do RDRAM. Ajuda o plugin detectar mudanças no contexto do RDRAM. Uma porçao pequena das modificações faz a possibilidade de um crash no jogo muito baixo.</p><p>2. Enche RDRAM. O Plugin enche a área do RDRAM para um frame buffer alocado com algum valor de teste. O framew buffer está válido até todos os pixels dentro a área combinam com aquele valor. E o método recomendado para Legend of Zelda.<br/>Aviso: Este método pode causar o emulador fazer um crash se os limites reais do frame buffer são menos que os detectado pelo plugin. </p><p>[Recomendado: Escreve impressão digital para RDRAM]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">Verficação da validade do frame buffer:</span></p><p>Para hardware, emulação do frame buffer é essencial para saber que o hardware do frame buffer ainda está váldio e pode ser usado como textura. Validade do frame buffer significa que a área correspondente no RDRAM é usado ainda para esse buffer. O plugin verifica o contexto do RDRAM para mudanças antes do uso do buffer de hardware. Há dois métodos para verificar o contexto do RDRAM:</p><p>1. Escreve impressão digital para o RDRAM. O plugin escreve uma porção pequena de dados (impressão digital) para a área de buffer do RDRAM. Ajuda o plugin detectar mudanças no contexto do RDRAM. Uma porçao pequena das modificações faz a possibilidade de um crash no jogo muito baixo.</p><p>2. Enche RDRAM. O Plugin enche a área do RDRAM para um frame buffer alocado com algum valor de teste. O framew buffer está válido até todos os pixels dentro a área combinam com aquele valor. E o método recomendado para Legend of Zelda.<br/>Aviso: Este método pode causar o emulador fazer um crash se os limites reais do frame buffer são menos que os detectado pelo plugin. </p><p>[Recomendado: Escreve impressão digital para RDRAM]</p></body></html> - Frame buffer validity check method: - Método de verificação de valididade do frame buffer: + Método de verificação de valididade do frame buffer: - fill buffer in RDRAM with test value - Enche buffer no RDRAM com valor de teste + Enche buffer no RDRAM com valor de teste - write fingerprint to RDRAM - Escreve impressão digital para RDRAM + 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 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 + + + + + sync + + + + + async + + + + 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: - + <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: + +