diff --git a/translations/gliden64_ja.ts b/translations/gliden64_ja.ts new file mode 100644 index 00000000..b539d829 --- /dev/null +++ b/translations/gliden64_ja.ts @@ -0,0 +1,931 @@ + + + + + AboutDialog + + + About GLideN64 + GLideN64について + + + + Authors + 作者 + + + + Sergey Lipskiy + Sergey Lipskiy + + + + developer + 開発者 + + + + Olivieryuyu + Olivieryuyu + + + + beta tester + ベータテスター + + + + Main funders + 主要寄付 + + + + Anthony Heathcoat + Anthony Heathcoat + + + + Paul Lamb + Paul Lamb + + + + daman6009 + daman6009 + + + + Mush Man + Mush Man + + + + zolcos + Mush Man + + + + zilmar + zilmar + + + + 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; } +</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; 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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;">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;">nes_player4life</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">aweath</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">famicom4</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Keith_at_UMR</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">sweatypickle</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">jeremydmiller</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">... and others</span></p></body></html> + + + + Credits + 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; } +</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 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"> +<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 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> + + + + ConfigDialog + + + GLideN64 settings + GLideN64の設定 + + + + Video + ビデオ + + + + + <html><head/><body><p><span style=" font-weight:600;">Full screen resolution:</span></p><p>This sets the full screen resolution. All the resolutions that your video card/monitor supports should be displayed.</p><p>[Recommended: <span style=" font-style:italic;">native (max) resolution of your monitor - unless performance becomes an issue</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">フルスクリーン解像度:</span></p> +<p>フルスクリーン時の解像度を設定します。現在のビデオカード/モニタがサポートする、表示可能なすべての解像度が表示されているはずです。</p> +<p>[推奨設定: <span style=" font-style:italic;">モニタの最大解像度(パフォーマンスが問題となる場合を除く)]</span>]</p></body></html> + + + + Full screen resolution: + フルスクリーン解像度: + + + + + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">解像度:</span></p><p>ウィンドウモード時の解像度を設定します。</p><p>[推奨設定: <span style=" font-style:italic;">640x480、800x600、1024x768</span>]</p></body></html> + + + + Windowed resolution: + ウィンドウ解像度: + + + + Refresh rate: + リフレッシュレート: + + + + Resolution: + 解像度: + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings.In <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">出力時のアスペクト比.</span></p><p>ほとんどのN64 +ゲームは4:3のアスペクト比を使用していますが、ワイドスクリーンに対応しているものも多くあります。ここで適切なアスペクト比を設定することで、ゲーム中の設定でワイドスクリーンモードを設定できます。<span style=" font-weight:600;">引き伸ばし</span>モードでは、出力が画面全体に引き伸ばされ、それ以外のモードでは黒いバーが追加されます。.</p></body></html> + + + + <html><head/><body><p>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> + <html><head/><body><p>アスペクト比<span style=" vertical-align:super;">*</span>:</p></body></html> + + + + Stretch + 引き伸ばし + + + + 4:3 + 4:3 + + + + 16:9 + 16:9 + + + + Adjust + 画面にあわせる + + + + <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> + <html><head/><body><p>アンチエイリアス<span style=" vertical-align:super;">*</span>:</p></body></html> + + + + + 0 + 0 + + + + + X + X + + + + <html><head/><body><p>*requires frame buffer emulation enabled </p></body></html> + <html><head/><body><p>*必須 フレームバッファエミュレーション</p></body></html> + + + + Anisotropic filtering: + 異方性フィルタリング: + + + + + + <html><head/><body><p><span style=" font-weight:600;">Bilinear filtering:</span></p><p>[standard] - standard texture filtering provided by PC hardware.</p><p>[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">バイリニアフィルタリング:</span></p> +<p>[通常] - PCハードウェアによって提供される標準的なテクスチャフィルタリング</p> +<p>[N64 3ポイント]- オリジナルハードウェアで使用される3点のテクスチャフィルタリングのエミュレーション。あまりスムーズではないが、より実機に近い外観を提供します。</p> +</body></html> + + + + Texture bilinear filtering: + テクスチャバイリニアフィルタリング: + + + + standard + 標準 + + + + N64 3point + N64 3ポイント + + + + Texture cache size: + テクスチャのキャッシュサイズ: + + + + + MB + MB + + + + <html><head/><body><p>Select a format, in which screen shots will be saved</p></body></html> + <html><head/><body><p>スクリーンショットを保存する形式を選択します</p></body></html> + + + + Screenshots format: + スクリーンショット形式: + + + + bmp + bmp + + + + jpeg + jpeg + + + + + + <html><head/><body><p><span style=" font-weight:600;">Language select:</span></p><p>Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.</p></body></html> + <html><head/><body><p><span style=" font-weight:600;">言語の選択:</span></p> +<p>ダイアログで表示する言語を選択します.。選択された言語は、設定ダイアログの再起動後に反映されます。</p></body></html> + + + + Language: + 言語: + + + + English + English + + + + Change + 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;">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> +<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> + + + + 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 + + + + <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> +<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: + + + + fill buffer in RDRAM with test value + 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 + + + + 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> +<p>Saved cache files go into a folder called <span style=" font-weight:600;">Cache</span> within the Plugins folder.</p> +<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 + + +