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GLideN64/translations/gliden64_pt_BR.ts
2021-06-05 23:06:35 +07:00

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<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="pt_BR">
<context>
<name>AboutDialog</name>
<message>
<location filename="AboutDialog.ui" line="17"/>
<source>About GLideN64</source>
<translation>Sobre o GLideN64</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="80"/>
<source>About</source>
<translation>Sobre</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="102"/>
<source>The next generation open source graphics plugin for N64 emulators.</source>
<translation>A próxima geração dos plugins dos gráficos de código fonte aberto pra emuladores de N64.</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="125"/>
<source>Authors</source>
<translation>Autores</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="145"/>
<source>Developer</source>
<translation>Desenvolvedor</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="169"/>
<source>Beta tester</source>
<translation>Testador de betas</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="193"/>
<source>GUI designer</source>
<translation>Designer da GUI</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="207"/>
<source>Contributors</source>
<translation>Contribuidores</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="438"/>
<source>... and more</source>
<extracomment>Refers to more funders</extracomment>
<translation type="unfinished">...e mais</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="470"/>
<source>Author of the original glN64 graphics plugin</source>
<translation>Autor do plugin original dos gráficos do N64</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="494"/>
<source>Author of gles2n64, a port of glN64 to GL ES 2.0</source>
<translation>Autor do gles2n64, um porte do glN64 pra GL ES 2.0</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="518"/>
<source>Author of the GlideHQ texture library</source>
<translation>Autor da biblioteca das texturas do GlideHQ</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="542"/>
<source>Author of z64, an OpenGL LLE plugin</source>
<translation>Autor do z64, um plugin LLE OpenGL</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="240"/>
<source>Funders</source>
<translation>Financiadores</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="450"/>
<source>Credits</source>
<oldsource>Kredits</oldsource>
<translation>Créditos</translation>
</message>
<message>
<location filename="AboutDialog.cpp" line="20"/>
<source>Close</source>
<translation>Fechar</translation>
</message>
</context>
<context>
<name>ConfigDialog</name>
<message>
<location filename="configDialog.ui" line="37"/>
<location filename="configDialog.ui" line="48"/>
<source>Video</source>
<translation>Vídeo</translation>
</message>
<message>
<location filename="configDialog.ui" line="78"/>
<source>Full screen resolution:</source>
<translation>Resolução da tela cheia:</translation>
</message>
<message>
<location filename="configDialog.ui" line="129"/>
<source>Windowed resolution:</source>
<translation>Resolução da janela:</translation>
</message>
<message>
<location filename="configDialog.ui" line="90"/>
<source>Refresh rate:</source>
<translation>Taxa da atualização:</translation>
</message>
<message>
<location filename="configDialog.ui" line="190"/>
<source>Stretch</source>
<translation>Esticar</translation>
</message>
<message>
<location filename="configDialog.ui" line="185"/>
<source>16:9</source>
<translation>16:9</translation>
</message>
<message>
<location filename="configDialog.ui" line="108"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option selects the resolution for windowed mode. You can also type in a custom window size.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;640 x 480, 800 x 600, 1024 x 768, 1280 x 960&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção seleciona a resolução do modo janela. Você pode digitar também um tamanho personalizado pra janela.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;640 x 480, 800 x 600, 1024 x 768, 1280 x 960&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="216"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Threaded video can improve performance with poor OpenGL drivers at the cost of very marginal input lag, usually less than half a frame.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually off, unless there are performance issues&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;O vídeo em threads pode melhorar a performance com drivers OpenGL pobres ao custo de muito atraso de entrada marginal, geralmente menor do que meio frame.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Geralmente desligado, a menos que haja problema de performance&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="219"/>
<source>Enable threaded video</source>
<translation>Ativar vídeo em threads</translation>
</message>
<message>
<location filename="configDialog.ui" line="232"/>
<source>When enabled, the image is cropped by values specified in N64 pixels. Useful to remove black borders in some games.</source>
<translation>Quando ativado a imagem é cortada por valores especificados em pixels do N64. Útil pra remover bordas negras em alguns jogos.</translation>
</message>
<message>
<location filename="configDialog.ui" line="253"/>
<location filename="ConfigDialog.cpp" line="767"/>
<source>Overscan</source>
<translation>Overscan</translation>
</message>
<message>
<location filename="configDialog.ui" line="267"/>
<source>NTSC</source>
<translation>NTSC</translation>
</message>
<message>
<location filename="configDialog.ui" line="320"/>
<source>PAL</source>
<translation>PAL</translation>
</message>
<message>
<location filename="configDialog.ui" line="388"/>
<source>Anti-aliasing</source>
<translation>Anti-aliasing</translation>
</message>
<message>
<location filename="configDialog.ui" line="397"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;GLideN64 offers two methods to smooth jagged polygons:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Fast approximate anti-aliasing (FXAA)&lt;/span&gt;: FXAA is a post-processing filter that can provide a decent result, but as good as MSAA. The main reason to use FXAA is to use with &lt;span style=&quot; font-weight:600;&quot;&gt;N64-style depth compare&lt;/span&gt;. FXAA adds some blurriness to the output image, causing some textures like text to possibly look worse.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Multisample anti-aliasing (MSAA)&lt;/span&gt;: MSAA is a standard anti-aliasing technique used in computer graphics to improve image quality. Most modern GPUs support 2, 4, 8, and 16 samples. More samples mean better quality, but are slower. There are two downsides: it&apos;s incompatible with &lt;span style=&quot; font-weight:600;&quot;&gt;N64-style depth compare&lt;/span&gt; and may cause minor glitches in some games.&lt;/p&gt;&lt;p&gt;Recommendation: [&lt;span style=&quot; font-style:italic;&quot;&gt;Usually 16x MSAA, or FXAA with N64-style depth compare&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;O GLideN64 oferece dois métodos pra suavizar polígonos irregulares:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Anti-aliasing rápido aproximado (FXAA)&lt;/span&gt;: O FXAA é um filtro de pós-processamento que consegue fornecer um resultado decente mas tão bom quanto o MSAA. A razão principal pra usar o FXAA é usar com o &lt;span style=&quot; font-weight:600;&quot;&gt;Comparação da profundidade do estilo do N64&lt;/span&gt;. O FXAA adiciona alguma desfocagem a imagem de saída fazendo com que algumas texturas tipo texto possivelmente parecerem piores.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Anti-aliasing multi-amostras (MSAA)&lt;/span&gt;: O MSAA é uma técnica de anti-aliasing padrão usada nos gráficos de computador pra melhorar a qualidade da imagem. A maioria das GPUs modernas suportam 2, 4, 8 e 16 amostras. Mais amostras significa melhor qualidade mas são mais lentas. Há duas desvantagens: é incompatível com &lt;span style=&quot; font-weight:600;&quot;&gt;Comparação da profundidade do estilo do N64&lt;/span&gt; e pode causar problemas gráficos menores em alguns jogos.&lt;/p&gt;&lt;p&gt;Recomendação: [&lt;span style=&quot; font-style:italic;&quot;&gt;Geralmente 16x MSAA ou FXAA com comparação da profundidade do estilo do N64&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="418"/>
<source>No anti-aliasing</source>
<translation>Sem anti-aliasing</translation>
</message>
<message>
<location filename="configDialog.ui" line="425"/>
<source>Fast approximate anti-aliasing (FXAA)</source>
<translation>Anti-aliasing rápido aproxiimado (FXAA)</translation>
</message>
<message>
<location filename="configDialog.ui" line="432"/>
<source>Multisample anti-aliasing (MSAA):</source>
<translation>Anti-aliasing multi-amostras (MSAA):</translation>
</message>
<message>
<location filename="configDialog.ui" line="616"/>
<source>Multisample anti-aliasing is not compatible with &lt;a href=&quot;#n64DepthCompare&quot;&gt;N64-style depth compare&lt;/a&gt;.</source>
<translation>O anti-aliasing multi-amostras não é compatível com a &lt;a href=&quot;#n64DepthCompare&quot;&gt;comparação da profundidade no estilo do N64&lt;/a&gt;.</translation>
</message>
<message>
<location filename="configDialog.ui" line="638"/>
<source>Filtering</source>
<translation>Filtragem</translation>
</message>
<message>
<location filename="configDialog.ui" line="662"/>
<source>Anisotropic filtering:</source>
<translation>Filtragem anisotrópica:</translation>
</message>
<message>
<location filename="configDialog.ui" line="927"/>
<source>PNG</source>
<translation>PNG</translation>
</message>
<message>
<location filename="configDialog.ui" line="977"/>
<source>Language:</source>
<translation>Idioma:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1043"/>
<location filename="configDialog.ui" line="1743"/>
<source>Some of the options on this tab have been disabled because &lt;a href=&quot;#frameBuffer&quot;&gt;frame buffer emulation&lt;/a&gt; has been turned off.</source>
<translation>Algumas das opções nesta aba foram desativadas porque &lt;a href=&quot;#frameBuffer&quot;&gt;a emulação do buffer dos frames&lt;/a&gt; foi desligada.</translation>
</message>
<message>
<location filename="configDialog.ui" line="1066"/>
<source>Emulation</source>
<translation>Emulação</translation>
</message>
<message>
<location filename="configDialog.ui" line="1086"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When enabled, all non-default values of settings are stored individually for each game.&lt;/p&gt;&lt;p&gt;When a game is running, settings are displayed and saved for the currently running game.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Note:&lt;/span&gt; GLideN64 already contains settings for the optimal performance of most games. Be careful when altering options on &apos;Emulation&apos; and &apos;Frame buffer&apos; tab.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando ativado todos os valores não-padrão das configurações são armazenados individualmente pra cada jogo.&lt;/p&gt;&lt;p&gt;Quando um jogo está em execução as configurações são exibidas e salvas pro jogo atualmente em execução.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Nota:&lt;/span&gt; O GLideN64 já contém as configurações pra performance otimizada da maioria dos jogos. Seja cuidadoso quando alterar as opções nas abas &apos;Emulação&apos; e Buffer dos frames&apos;.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Selecionado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1089"/>
<source>Use per-game settings</source>
<translation>Usar configurações por-jogo</translation>
</message>
<message>
<location filename="configDialog.ui" line="1170"/>
<source>Internal resolution</source>
<translation>Resolução interna</translation>
</message>
<message>
<location filename="configDialog.ui" line="1218"/>
<source>x</source>
<translation>x</translation>
</message>
<message>
<location filename="configDialog.ui" line="1252"/>
<source>Gamma</source>
<translation>Gamma</translation>
</message>
<message>
<location filename="configDialog.ui" line="1263"/>
<source>Custom gamma correction level:</source>
<translation type="unfinished">Nível da correção personalizada do gamma:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1355"/>
<source>Selecting this option overrides gamma correction specified by the game.</source>
<translation type="unfinished">Selecionar esta opção substitui a correção do gamma especificada pelo jogo.</translation>
</message>
<message>
<location filename="configDialog.ui" line="1386"/>
<source>Dithering</source>
<translation>Dithering</translation>
</message>
<message>
<location filename="configDialog.ui" line="1392"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Like real hardware this setting reduces the number of colors if dithering is used. Removes undesired dithering fragments. Default = enabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Tipo o hardware real, esta configuração reduz o número das cores se o dithering é usado. Remove os fragmentos do dithering não desejados. Padrão = ativado.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1395"/>
<source>Enable 5bit quantization</source>
<translation>Ativar quantização de 5 bits</translation>
</message>
<message>
<location filename="configDialog.ui" line="1402"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting doubles noise resolution to get a finer noise effect at higher resolutions. Default = disabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta configuração dobra a resolução do barulho pra obter um efeito de barulho melhor em resoluções mais altas. Padrão = desativado.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1405"/>
<source>High resolution noise dithering</source>
<translation>Dithering do barulho da alta resolução</translation>
</message>
<message>
<location filename="configDialog.ui" line="1412"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting enables game controlled ordered grid dithering. Enable it for accurate representation. Default = disabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta configuração ativa o dithering da grade ordenada controlado pelo jogo. Ative-o pra representação precisa. Padrão = desativado.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1415"/>
<source>Dithering pattern on output image</source>
<translation>Modelo do dithering na imagem de saída</translation>
</message>
<message>
<location filename="configDialog.ui" line="1424"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;RDRAM dithering prevents color banding in games with framebuffer effects.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;O dithering do RDRAM impede a bandagem das cores nos jogos com efeitos do framebuffer.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1427"/>
<source>RDRAM image dithering:</source>
<translation>Dithering da imagem do RDRAM:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1434"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Settings: Disabled, Bayer ordered grid dithering, Magic Square ordered grid dithering or blue noise dithering. Blue noise dithering produces unobtrusive results. Default = blue noise dithering.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Configurações: Desativado, dithering em grade ordenado pela Bayer, dithering em grade ordenada ou barulho azul do Quadrado Mágico. O dithering do barulho azul produz resultados discretos. Padrão = dithering do barulho azul.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1438"/>
<source>disable</source>
<translation>desativar</translation>
</message>
<message>
<location filename="configDialog.ui" line="1443"/>
<source>Bayer</source>
<translation>Bayer</translation>
</message>
<message>
<location filename="configDialog.ui" line="1448"/>
<source>Magic square</source>
<translation>Quadrado mágico</translation>
</message>
<message>
<location filename="configDialog.ui" line="1453"/>
<source>Blue noise</source>
<translation>Barulho azul</translation>
</message>
<message>
<location filename="configDialog.ui" line="1466"/>
<source>2D elements</source>
<translation>Elementos 2D</translation>
</message>
<message>
<location filename="configDialog.ui" line="1497"/>
<source>Render 2D elements in N64 resolution (best quality, can be slow):</source>
<translation>Renderiza os elementos 2D na resolução do N64 (melhor qualidade, pode ser lento):</translation>
</message>
<message>
<location filename="configDialog.ui" line="1513"/>
<source>Enable optimized</source>
<translation>Ativar otimizado</translation>
</message>
<message>
<location filename="configDialog.ui" line="1518"/>
<source>Enable unoptimized</source>
<translation>Ativar não otimizado</translation>
</message>
<message>
<location filename="configDialog.ui" line="1528"/>
<source>Try to remove colored halos around transparent objects</source>
<translation>Tenta remover auréolas coloridas ao redor de objetos transparentes</translation>
</message>
<message>
<location filename="configDialog.ui" line="1628"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Background is a complex macro command used to render large (normally full screen) images. Since background images usually don&apos;t fit texture memory, the microcode splits them on narrow strips and renders them one by one. HLE code has two modes to emulate background commands:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;One piece&lt;/span&gt;: The whole background image rendred as one textured rectangle. This method is normally much faster, but the result is not always correct.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Stripped&lt;/span&gt;: This method emulates background commands as close as possible to actual microcode implementation. It&apos;s slower but more precise. Another problem: some games may have gaps between rendered strips in high resolution. Use &amp;quot;Render 2D elements in N64 resolution&amp;quot; option to remove the gaps.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Game dependent, mostly Stripped&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;O 2º plano é um comando macro complexo usado pra renderizar imagens grandes (normalmente em tela cheia). Já que imagens em 2º plano geralmente não se encaixam na memória da textura o micro-código divide elas em tiras estreitas e renderiza elas uma a uma. O código do HLE tem dois modos pra emular comandos do 2º plano:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Um pedaço&lt;/span&gt;: A imagem inteira do 2º plano renderizada como um retângulo texturizado. Este método é normalmente muito mais rápido mas o resultado não é sempre correto.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Removido&lt;/span&gt;: Este método emula os comandos do 2º plano tão perto quanto possível da implementação real do micro-código. É mais lento mas mais preciso. Outro problema: alguns jogos podem ter espaços entre as tiras renderizadas em alta resolução. Uso &amp;quot;Renderiza elementos 2D na resolução do N64&amp;quot; opção pra remover os espaços.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Dependente do jogo, na maior parte removido&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1649"/>
<source>Background rendering mode (HLE only):</source>
<translation>Modo de renderização do 2º plano (só no HLE):</translation>
</message>
<message>
<location filename="configDialog.ui" line="1656"/>
<source>One piece</source>
<translation>Um pedaço</translation>
</message>
<message>
<location filename="configDialog.ui" line="1663"/>
<source>Stripped</source>
<translation type="unfinished">Removido</translation>
</message>
<message>
<location filename="configDialog.ui" line="1789"/>
<source>Emulate frame buffer</source>
<translation type="unfinished">Emular o buffer dos frames</translation>
</message>
<message>
<location filename="configDialog.ui" line="2133"/>
<location filename="configDialog.ui" line="2143"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The N64 uses a unique method of calculating depth to the camera. When enabled, GlideN64 uses shaders to try to emulate these calculations correctly. Not compatible with anti-aliasing. &lt;span style=&quot; font-weight:600;&quot;&gt;Experimental!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Fast mode requires OpenGL 4.2 and &amp;quot;fragment shader interlock&amp;quot; extensions.&lt;/p&gt;&lt;p&gt;Compatible mode requires only core OpenGL 4.2 &lt;span style=&quot; font-weight:600;&quot;&gt;Can be slow!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Sometimes checked, for several games&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;O N64 usa um método único de calcular a profundidade na câmera. Quando selecionado o GlideN64 usa shaders pra tentar emular estes cálculos corretamente. Não compatível com anti-aliasing. &lt;span style=&quot; font-weight:600;&quot;&gt;Experimental!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;O modo rápido requer o OpenGL 4.2 e as &amp;quot;extensões interlock do fragmento do shader&amp;quot;.&lt;/p&gt;&lt;p&gt;O modo compatível requer só o core do OpenGL 4.2 &lt;span style=&quot; font-weight:600;&quot;&gt;Pode ser lento!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;As vezes selecionado pra vários jogos&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2136"/>
<source>N64-style depth compare (experimental, disables MSAA)</source>
<translation>Comparação da profundidade no estilo do N64 (experimental, desativa o MSAA)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2152"/>
<source>Fast</source>
<translation>Rápido</translation>
</message>
<message>
<location filename="configDialog.ui" line="2157"/>
<source>Compatible</source>
<translation>Compatível</translation>
</message>
<message>
<location filename="configDialog.ui" line="2683"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option enables alternative storage for hi-res textures.&lt;/p&gt;&lt;p&gt;Normally memory cache is used. It keeps all hi-res textures in RAM and thus limited by available RAM size.&lt;/p&gt;&lt;p&gt;File storage keeps texture cache on HDD. It is slower than memory cache, but has virtually no limits on cache size.&lt;/p&gt;&lt;p&gt;Disable &amp;quot;Compress texture cache&amp;quot; option for better performance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção ativa a armazenagem alternativa pra texturas de alta resolução.&lt;/p&gt;&lt;p&gt;Normalmente o cache da memória é usado. Ele mantém todas as texturas de alta resolução na RAM e assim é limitado pelo tamanho da RAM disponível.&lt;/p&gt;&lt;p&gt;A armazenagem do arquivo mantém o cache das texturas no HD. É mais lento do que o cache da memória mas virtualmente não tem limites no tamanho do cache.&lt;/p&gt;&lt;p&gt;Desative a opção&amp;quot;Comprimir cache das texturas&amp;quot; pra melhor performance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2696"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option dumps textures on screen to a texture pack folder. &lt;/p&gt;&lt;p&gt;Hotkey:&lt;br/&gt;Use &lt;span style=&quot; font-weight:600;&quot;&gt;D&lt;/span&gt; to toggle texture dumping on or off&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção dumpa as texturas na tela numa pasta de pacote das texturas. &lt;/p&gt;&lt;p&gt;Tecla de atalho:&lt;br/&gt;Use &lt;span style=&quot; font-weight:600;&quot;&gt;D&lt;/span&gt; pra alternar a dumpagem das texturas em ligada ou desligada&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2699"/>
<source>Press &apos;d&apos; to dump N64 textures (for texture artists)</source>
<translation type="unfinished">Pressione &apos;d&apos; pra dumpar as texturas do N64 (pros artistas das texturas)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2706"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option allows texture artists to reload hi-res textures while the game is running to instantly see how they look —big time saver!&lt;/p&gt;&lt;p&gt;Hotkey:&lt;br/&gt;Use &lt;span style=&quot; font-weight:600;&quot;&gt;R&lt;/span&gt; to reload textures from the texture pack&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção permite aos artistas das texturas recarregar as texturas de alta resolução enquanto o jogo está rodando pra ver instantaneamente como elas parecem — grande poupador de tempo!&lt;/p&gt;&lt;p&gt;Tecla de atalho:&lt;br/&gt;Use &lt;span style=&quot; font-weight:600;&quot;&gt;R&lt;/span&gt; pra recarregar as texturas do pacote das texturas&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2709"/>
<source>Press &apos;r&apos; to reload hi-res textures (for texture artists)</source>
<translation>Pressione &apos;r&apos; pra recarregar as texturas de alta resolução (pros artistas das texturas)</translation>
</message>
<message>
<location filename="configDialog.ui" line="3350"/>
<source>Display FPS</source>
<translation>Exibir FPS</translation>
</message>
<message>
<location filename="configDialog.ui" line="3357"/>
<source>Display VI/s</source>
<translation>Exibir VI/s</translation>
</message>
<message>
<location filename="configDialog.ui" line="3371"/>
<source>Display internal resolution</source>
<translation>Exibir resolução interna</translation>
</message>
<message>
<location filename="configDialog.ui" line="3378"/>
<source>Display rendering resolution</source>
<translation type="unfinished">Exibir a resolução da renderização</translation>
</message>
<message>
<location filename="configDialog.ui" line="3402"/>
<source>Font</source>
<translation>Fonte</translation>
</message>
<message>
<location filename="configDialog.ui" line="3458"/>
<source>Size:</source>
<extracomment>Font size</extracomment>
<translation>Tamanho:</translation>
</message>
<message>
<location filename="configDialog.ui" line="3471"/>
<source> px</source>
<extracomment>Short for font size pixels; include a leading space if appropriate</extracomment>
<translation> px</translation>
</message>
<message>
<location filename="configDialog.ui" line="3534"/>
<source>████</source>
<translation>████</translation>
</message>
<message>
<location filename="configDialog.ui" line="3616"/>
<source>The font preview only shows the regular style for the font family. Some styles like bold and italic display only in game.</source>
<translation>A pré-visualização da fonte só mostra o estilo regular da família da fonte. Alguns estilos tipo negrito e itálico só são exibidos no jogo.</translation>
</message>
<message>
<location filename="configDialog.ui" line="3661"/>
<location filename="ConfigDialog.cpp" line="342"/>
<source>Debug</source>
<translation>Debug</translation>
</message>
<message>
<location filename="configDialog.ui" line="3670"/>
<source>Dump low-level info</source>
<translation>Dumpar informação low-level</translation>
</message>
<message>
<location filename="configDialog.ui" line="3677"/>
<source>Dump display list commands</source>
<translation>Dumpar comandos da lista de exibição</translation>
</message>
<message>
<location filename="configDialog.ui" line="3684"/>
<source>Dump detailed info (matrices, vertices, etc.)</source>
<translation>Dumpar informação detalhada (matrizes, vértices, etc.)</translation>
</message>
<message>
<location filename="configDialog.ui" line="3741"/>
<source>This game</source>
<translation>Este jogo</translation>
</message>
<message>
<location filename="configDialog.ui" line="3748"/>
<source>Save settings for:</source>
<translation>Salvar as configurações pro:</translation>
</message>
<message>
<location filename="configDialog.ui" line="3755"/>
<location filename="configDialog.ui" line="3765"/>
<source>Settings profile:</source>
<translation>Perfil das configurações:</translation>
</message>
<message>
<location filename="configDialog.ui" line="3785"/>
<location filename="ConfigDialog.cpp" line="972"/>
<source>Remove</source>
<translation>Remover</translation>
</message>
<message>
<location filename="configDialog.ui" line="1508"/>
<location filename="configDialog.ui" line="2147"/>
<source>Disable</source>
<translation>Desativar</translation>
</message>
<message>
<location filename="configDialog.ui" line="140"/>
<location filename="ConfigDialog.cpp" line="761"/>
<source>Custom</source>
<extracomment>In the dropdown for windowed resolutions</extracomment>
<translation>Personalizado</translation>
</message>
<message>
<location filename="configDialog.ui" line="1830"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Unchecking this option disables many effects including cropping, aspect ratio, N64 resolution factor, N64-style depth compare and more. Don&apos;t uncheck this option unless you have performance issues.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Desmarcar esta opção desativa muitos efeitos incluindo o corte, proporção do aspecto, fator da resolução do N64, comparação da profundidade do N64 e mais. Não desmarque esta opção a menos que você tenha problemas de performance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1935"/>
<source>Vertical interrupt (recommended, fewest game issues)</source>
<extracomment>&quot;Vertical interrupt&quot; is frequently abbreviated as &quot;VI&quot;. This control is a combobox labelled &quot;Frame buffer swap on:&quot;</extracomment>
<translation>Interrupção vertical (recomendado, pouquíssimos problemas nos jogos)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1940"/>
<source>VI origin change (faster, few game issues)</source>
<extracomment>&quot;VI&quot; stands for &quot;vertical interrupt&quot;. This control is a combobox labelled &quot;Frame buffer swap on:&quot;</extracomment>
<translation type="unfinished">Mudança da origem da VI (mais rápido, poucos problemas nos jogos)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1945"/>
<source>Color buffer change (fastest, some game issues)</source>
<extracomment>This control is a combobox labelled &quot;Frame buffer swap on:&quot;</extracomment>
<translation type="unfinished">Mudança do buffer das cores (mais rápido de todos, alguns problemas nos jogos)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2047"/>
<source>Never (fastest, many game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation type="unfinished">Nunca (mais rápido de todos, muitos problemas nos jogos)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2052"/>
<source>Synchronous (slowest, fewest game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation type="unfinished">Síncrono (mais lento de todos, pouquíssimos problemas nos jogos)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2057"/>
<source>Asynchronous (fast, few game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation>Assíncrono (rápido, poucos problemas nos jogos)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2103"/>
<source>Never (fastest, most game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation type="unfinished">Nunca (mais rápido de todos, muitos problemas nos jogos)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2108"/>
<source>From VRAM (slow, some game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation>Do VRAM (lento, alguns problemas nos jogos)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2113"/>
<source>In software (fast, fewest game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation>No software (rápido, pouquíssimos problemas nos jogos)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2167"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable force depth buffer clear. A hack. Necessary for Eikou no Saint Andrews.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;off, except for Eikou no Saint Andrews&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ativa a limpeza do buffer de profundidade. Um hack. Necessário pro Eikou no Saint Andrews.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;desligado, exceto pro Eikou no Saint Andrews&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2170"/>
<source>Force depth buffer clear</source>
<translation>Forçar a limpeza do buffer de profundidade</translation>
</message>
<message>
<location filename="configDialog.ui" line="2187"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option is required for some Reshade depth dependant effects, such as SSAO and depth of field.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;only if you use Reshade and need depth dependant effects&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção é requerida pra alguns efeitos dependentes da profundidade do Reshade, tais como SSAO e profundidade do campo.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;só se você usa o Reshade e necessita de efeitos dependentes da profundidade&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2190"/>
<source>Copy depth to main depth buffer</source>
<translation>Copiar a profundidade pro buffer da profundidade principal</translation>
</message>
<message>
<location filename="configDialog.ui" line="2238"/>
<source>Texture enhancement</source>
<translation>Melhoria das texturas</translation>
</message>
<message>
<location filename="configDialog.ui" line="2284"/>
<source>Filter:</source>
<translation>Filtro:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2354"/>
<source>Enhancement:</source>
<translation>Melhoria:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2491"/>
<location filename="configDialog.ui" line="2686"/>
<source>Use file storage instead of memory cache</source>
<translation>Usar armazenagem do arquivo ao invés do cache da memória</translation>
</message>
<message>
<location filename="configDialog.ui" line="2505"/>
<source>Use texture pack</source>
<translation>Usar pacote das texturas</translation>
</message>
<message>
<location filename="configDialog.ui" line="2565"/>
<source>Texture pack path:</source>
<translation>Caminho do pacote das texturas:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2578"/>
<source>Texture cache path:</source>
<translation>Caminho do cache das texturas:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2600"/>
<location filename="configDialog.ui" line="2616"/>
<location filename="configDialog.ui" line="2632"/>
<source>...</source>
<translation>...</translation>
</message>
<message>
<location filename="configDialog.ui" line="2648"/>
<source>Texture dump path:</source>
<translation>Caminho do dump das texturas:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2751"/>
<source>Size of memory cache for enhanced textures:</source>
<translation>Tamanho do cache da memória pras texturas melhoradas:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2814"/>
<source>Compress texture cache</source>
<translation>Comprimir o cache das texturas</translation>
</message>
<message>
<location filename="configDialog.ui" line="17"/>
<location filename="ConfigDialog.cpp" line="900"/>
<source>GLideN64 Settings</source>
<translation>Configurações do GLideN64</translation>
</message>
<message>
<location filename="configDialog.ui" line="57"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;All the resolutions that your video card/monitor supports should be displayed.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; Maximum resolution for your monitor unless performance becomes an issue&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Todas as resoluções que sua placa de vídeo/monitor suportam devem ser exibidas.&lt;/p&gt;&lt;p&gt;[Recomendado:&lt;span style=&quot; font-style:italic;&quot;&gt; Resolução máxima do seu monitor a menos que a performance se torne um problema&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="206"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Vertical sync, or VSync, can improve the image by syncing the game&apos;s frame rate to your monitor&apos;s refresh rate. This prevents image tearing, but may cause performance problems.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually off, on if you have image tearing problems&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A sincronia vertical ou VSync pode melhorar a imagem sincronizando a taxa dos frames do jogo com a taxa da atualização do seu monitor. Isto impede o rasgo de imagem mas pode causar problemas de performance.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Geralmente desligado, ligue se você tem problemas de rasgos na imagem&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="209"/>
<source>Enable VSync</source>
<translation>Ativar VSync</translation>
</message>
<message>
<location filename="configDialog.ui" line="151"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting adjusts the aspect ratio of the video output. All N64 games support &lt;span style=&quot; font-weight:600;&quot;&gt;4:3&lt;/span&gt;. Some games support &lt;span style=&quot; font-weight:600;&quot;&gt;16:9&lt;/span&gt; within game settings. Use &lt;span style=&quot; font-weight:600;&quot;&gt;Stretch&lt;/span&gt; to fill the screen without pillar or letterboxing.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Try to adjust game to fit&lt;/span&gt; tries to adjust the viewing space to fit without stretching. Many games work well adjusted, but some don&apos;t.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta configuração ajusta a proporção do aspecto da saída do vídeo. Todos os jogos do N64 suportam &lt;span style=&quot; font-weight:600;&quot;&gt;4:3&lt;/span&gt;. Alguns jogos suportam &lt;span style=&quot; font-weight:600;&quot;&gt;16:9&lt;/span&gt; dentro das configurações do jogo. Use &lt;span style=&quot; font-weight:600;&quot;&gt;Esticar&lt;/span&gt; pra preencher a tela sem pillar ou letterboxing.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Tentar ajustar o jogo pra encaixar&lt;/span&gt; tenta ajustar o espaço da visualização pra encaixar sem esticar. Muitos jogos funcionam bem ajustados mas alguns não.&lt;/p&gt;&lt;/body&gt;&lt;/html</translation>
</message>
<message>
<location filename="configDialog.ui" line="172"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aspect ratio:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Proporção do aspecto:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="180"/>
<source>4:3 (recommended)</source>
<translation>4:3 (recomendado)</translation>
</message>
<message>
<location filename="configDialog.ui" line="195"/>
<source>Try to adjust game to fit</source>
<extracomment>This option activates a widescreen hack. The language &quot;Try to&quot; implies it may it may not work and the language &quot;adjust game&quot; implies the emulation will be inaccurate.</extracomment>
<translation>Tenta ajustar o jogo pra se encaixar</translation>
</message>
<message>
<location filename="configDialog.ui" line="465"/>
<location filename="configDialog.ui" line="679"/>
<source>Off</source>
<translation>Desligado</translation>
</message>
<message>
<location filename="configDialog.ui" line="573"/>
<location filename="configDialog.ui" line="793"/>
<source>High</source>
<extracomment>The highest of a set of numbers</extracomment>
<translation>Alto</translation>
</message>
<message>
<location filename="configDialog.ui" line="807"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Bilinear filtering&lt;/span&gt;: Textures will use standard PC-style bilinear filtering.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;N64-style 3 point&lt;/span&gt;: Textures will be filtered more like the N64. The result is less smooth but more accurate.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Filtragem bilinear&lt;/span&gt;: As texturas usarão a filtragem bilinear padrão estilo do PC.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;3 pontos no estilo do N64&lt;/span&gt;: As texturas serão filtradas tipo como no N64. O resultado é menos liso mas mais preciso.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="836"/>
<source>Bilinear filtering:</source>
<translation>Filtragem bilinear:</translation>
</message>
<message>
<location filename="configDialog.ui" line="845"/>
<source>Standard</source>
<translation>Padrão</translation>
</message>
<message>
<location filename="configDialog.ui" line="852"/>
<source>N64-style 3 point</source>
<extracomment>3 point bilinear filtering as used by the Nintendo 64.</extracomment>
<translation>3 pontos no estilo do N64</translation>
</message>
<message>
<location filename="configDialog.ui" line="2764"/>
<source> MB</source>
<extracomment>Megabytes</extracomment>
<translation> MBs</translation>
</message>
<message>
<location filename="configDialog.ui" line="901"/>
<source>Screenshot format:</source>
<translation>Formato da screenshot:</translation>
</message>
<message>
<location filename="configDialog.ui" line="914"/>
<source>JPEG</source>
<translation>JPEG</translation>
</message>
<message>
<location filename="configDialog.ui" line="953"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The selected language will display after this window is closed and reopened.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;O idioma selecionado exibirá após esta janela ser fechada e reaberta.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1123"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The N64 uses a unique method of mip-mapping that&apos;s difficult to reproduce correctly on PCs. When checked, this option emulates N64-accurate mip-mapping. When unchecked, some games have sharper distant textures.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;O N64 usa um método único de mip-mapping que é difícil de reproduzir corretamente nos PCs. Quando selecionada esta opção emula o mip-mapping com a precisão do N64. Quando desmarcado alguns jogos tem texturas distantes mais nítidas.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Selecionado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1126"/>
<source>Enable N64-style mip-mapping</source>
<translation>Ativar mip-mapping no estilo do N64</translation>
</message>
<message>
<location filename="configDialog.ui" line="1136"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In N64 games lighting is calculated per vertex. This option enables Phong shading, which provides smoother and more realistic lighting.&lt;br/&gt;&lt;br/&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Your preference&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<oldsource>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option emulates effects that use random color input. Checking this option may cause rare performance problems.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</oldsource>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Nos jogos do N64 a iluminção é calculada por vértice. Esta opção ativa o shading do Phong o qual fornece iluminação mais suave e mais realística.&lt;br/&gt;&lt;br/&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Sua preferência&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1139"/>
<source>Enable per-pixel lighting (better quality, HLE only)</source>
<translation>Ativar iluminção por pixel (melhor qualidade, só no HLE)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1146"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use persistent storage for compiled shader programs.&lt;br/&gt;Each game uses a set of combiners. A combiner is an equation that defines how to build output color from various color inputs. GLideN64 translates shaders, and compiles shader programs on the fly. Shaders are large and complex. If the game uses several new combiners, compiling new shaders will take time and result in stuttering. When this option is checked, these shaders are saved so they&apos;re not recompiled the next time you run the game.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Usa armazenagem persistente pra programas dos shaders compilados.&lt;br/&gt;Cada jogo usa um grupo de combinadores. Um combinador é uma equação que define como construir a cor de saída das várias entradas das cores. O GLideN64 traduz os shaders e compila os programas do shader na hora. Os shaders são grandes e complexos. Se o jogos usa vários novos combinadores compilar os novos shaders levará tempo e resulta em gagueira. Quando esta opção está selecionada estes shaders são salvos para que eles não sejam recompilados da próxima vez que você executa o jogo.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Selecionado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1149"/>
<source>Store compiled shaders for performance (recommended)</source>
<translation>Armazenar shaders compilados pra performance (recomendado)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1167"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option sets the output render buffer size. By default, the render buffer is set to the &lt;span style=&quot; font-weight:600;&quot;&gt;Same as output resolution&lt;/span&gt;, but you can set it to the &lt;span style=&quot; font-weight:600;&quot;&gt;Original N64 resolution&lt;/span&gt; or a &lt;span style=&quot; font-weight:600;&quot;&gt;Multiple of N64 resolution&lt;/span&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção define o tamanho do buffer de renderização da saída. Por padrão o buffer da renderização é definido como &lt;span style=&quot; font-weight:600;&quot;&gt;igual a resolução da saída&lt;/span&gt;, mas você pode definí-lo na &lt;span style=&quot; font-weight:600;&quot;&gt;Resolução original do N64&lt;/span&gt; or a &lt;span style=&quot; font-weight:600;&quot;&gt;Múltiplo da resolução do N64&lt;/span&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1179"/>
<source>Same as output resolution</source>
<translation>Igual a resolução de saída</translation>
</message>
<message>
<location filename="configDialog.ui" line="1189"/>
<source>Original N64 resolution (most accurate)</source>
<translation>Resolução original do N64 (mais preciso)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1206"/>
<source>Multiple of N64 resolution:</source>
<translation>Múltiplo da resolução do N64:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1494"/>
<location filename="configDialog.ui" line="1504"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, 2D elements are rendered at the N64s resolution before copying them to output. This usually eliminates display issues with 2D elements, but it can be slow. This option uses heuristics to detect adjacent 2D elements that doesn&apos;t work for every game.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked, unless you have performance problems&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando selecionado os elementos 2D são renderizados na resolução do N64 antes de copiá-los na saída. Isto geralmente elimina problemas de exibição com elementos 2D mas pode ser lento. Esta opção usa heurísticas pra detectar elementos 2D adjascentes que não funcionam pra cada jogo.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Selecionado, a menos que você tenha problemas de performance&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1542"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In some games the coordinates for parts of 2D elements are not aligned: there is a half-pixel split between adjacent elements. When rendering at the N64&apos;s original resolution it isn&apos;t visible, but when the image is scaled up it results in black lines. This option attempts to connect these 2D elements.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;For adjacent 2D elements&lt;/span&gt;: Apply the correction only for polygons that need it. Select this option for games that have issues with black lines.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Always&lt;/span&gt;: Apply the correction for every 2D element. Select this option when &lt;span style=&quot; font-weight:600;&quot;&gt;For adjacent 2D elements&lt;/span&gt; doesn&apos;t help.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Never&lt;/span&gt;: Don&apos;t attempt to correct black lines between 2D elements.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Game dependent, mostly Never&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Em alguns jogos as coordenadas para as partes do elementos 2D não são alinhados: há meio pixel dividido entre os elementos adjascentes. Quando renderiza na resolução original do N64 não é visível mas quando a imagem é aumentada resulta em linhas negras. Esta opção tenta conectar estes elementos 2D.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Pros elementos 2D adjascentes&lt;/span&gt;: Aplica a correção só nos polígonos que necessitam. Selecione esta opção pra jogos que tem problemas com linhas negras.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Sempre&lt;/span&gt;: Aplica a correção pra cada elemento 2D. Selecione esta opção quando &lt;span style=&quot; font-weight:600;&quot;&gt;Pros elementos 2D adjascentes&lt;/span&gt; não ajuda.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Nunca&lt;/span&gt;: Não tenta corrigir linhas negras entre os elementos 2D.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Dependente do jogo, na maior do tempo Nunca&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1563"/>
<source>Fix black lines between 2D elements:</source>
<extracomment>2D elements, formerly labelled texrects, are usually used for title screens or HUDs</extracomment>
<translation>Consertar as linhas negras entre elementos 2D:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1579"/>
<source>For adjacent 2D elements</source>
<extracomment>The label for this control is &quot;Fix black lines between 2D elements&quot;</extracomment>
<translation>Pros elementos 2D adjascentes</translation>
</message>
<message>
<location filename="configDialog.ui" line="1589"/>
<source>Always</source>
<extracomment>The label for this control is &quot;Fix black lines between 2D elements&quot;</extracomment>
<translation>Sempre</translation>
</message>
<message>
<location filename="configDialog.ui" line="1599"/>
<source>Never</source>
<extracomment>The label for this control is &quot;Fix black lines between 2D elements&quot;</extracomment>
<translation>Nunca</translation>
</message>
<message>
<location filename="configDialog.ui" line="1760"/>
<source>Frame buffer</source>
<translation type="unfinished">Buffer dos frames</translation>
</message>
<message>
<location filename="configDialog.ui" line="1889"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, the auxiliary color buffer is copied to N64 memory right after rendering to it is finished. This option helps to correctly emulate frame buffer effects in some games. This option may noticeably reduce performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando selecionado o buffer auxiliar das cores é copiado pra memória do N64 logo após a renderização dele é finalizada. Esta opção ajuda a emular corretamente os efeitos do buffer dos frames em alguns jogos. Esta opção pode reduzir notavelmente a performance.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Geralmente desmarcado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1892"/>
<source>Copy auxiliary color buffers to N64 memory (sometimes slow, fewer game issues)</source>
<translation type="unfinished">Copiar os buffers auxiliares das cores pra memória do N64 (as vezes lento, poucos problemas nos jogos)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1906"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option controls how often GLideN64 updates the main frame buffer.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Vertical interrupt&lt;/span&gt;: Update the buffer as quickly as possible, every vertical interrupt per second (50 for PAL and 60 for NTSC games). This option is the most compatible. Use this mode unless you have performance problems.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;VI origin change&lt;/span&gt;: The VI origin changes corresponding to the game&apos;s actual FPS. N64 games typically run between 20 to 30 FPS so the buffers swap less often than the first mode. This mode does not work for games that use single buffering, which is rare.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Color buffer change&lt;/span&gt;: This option checks to see if the frame buffer has been changed. There are some games where this doesn&apos;t work.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção controla quão frequentemente o GLideN64 atualiza o buffer do frame principal.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Interrupção vertical&lt;/span&gt;: Atualiza o buffer tão rapidamente quanto possível a cada interrupção vertical por segundo (50 pra PAL e 60 pra jogos em NTSC). Esta opção é a mais compatível. Use este modo a menos que você tenha problemas de performance.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mudança da origem da VI&lt;/span&gt;: A origem da VI muda correspondente aos FPS reais do jogo. Os jogos de N64 tipicamente executam entre 20 a 30 FPS então os buffers trocam menos frequentemente do que no primeiro modo. Este modo não funciona com jogos que usam buffer único, o que é raro.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mudança do buffer das cores&lt;/span&gt;: Esta opção verifica pra ver se o buffer dos frames mudou. Há alguns jogos aonde isto não funciona.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1927"/>
<source>Frame buffer swap on:</source>
<translation type="unfinished">Troca do buffer dos frames em:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1974"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Some emulators do a poor job of detecting when to read/write frame buffers. You can disable emulator help to let GLideN64 read/write frame buffers itself.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked, but for some games/emulators it may be faster checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Alguns emuladores fazem um trabalho pobre de detectar quando lêem/gravam buffers dos frames. Você pode desativar a ajuda do emulador pra deixar o próprio GlideN64 ler/gravar os buffers dos frames.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Geralmente desmarcado mas pra alguns jogos/emuladores pode ser mais rápido selecionado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1977"/>
<source>Use emulator help to read/write frame buffers</source>
<translation type="unfinished">Usar a ajuda do emulador pra ler/gravar os buffers dos frames</translation>
</message>
<message>
<location filename="configDialog.ui" line="1987"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, the color buffer will be read in chunks. Otherwise, the buffer will be read in its entirety. If a game needs to read the entire buffer, selecting this option may be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked, because the color buffer is usually read entirely&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando selecionado o buffer das cores será lido em pedaços. De outro modo o buffer será lido na sua totalidade. Se um jogo precisa ler o buffer inteiro selecionar esta opção pode deixá-lo lento.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Geralmente desmarcado por que o buffer das cores é geralmente lido totalmente&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1990"/>
<source>Read color buffer in 4 KB chunks</source>
<extracomment>&quot;Read&quot; refers to &quot;Use emulator help to read/write frame buffers&quot;</extracomment>
<translation>Ler buffer das cores em pedaços de 4 KBs</translation>
</message>
<message>
<location filename="configDialog.ui" line="1997"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, the depth buffer will be read in chunks. Otherwise the buffer will be read in its entirety. If a game needs to read the entire buffer, selecting this option may be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked, because the depth buffer is not often read entirely&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando selecionado o buffer de profundidade será lido em pedaços. De outro modo o buffer será lido na sua totalidade. Se um jogo precisa ler o buffer inteiro selecionar esta opção pode deixá-lo lento.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Selecionado porque o buffer de profundidade não é frequentemente lido totalmente&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2000"/>
<source>Read depth buffer in 4 KB chunks</source>
<extracomment>&quot;Read&quot; refers to &quot;Use emulator help to read/write frame buffers&quot;</extracomment>
<translation>Ler buffer da profundidade em pedaços de 4 KBs</translation>
</message>
<message>
<location filename="configDialog.ui" line="2018"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In some games GLideN64 can&apos;t detect when the game uses the frame buffer. With these options, you can have GLideN64 copy each frame of your video card&apos;s frame buffer to N64 memory.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Never&lt;/span&gt;: Disable copying buffers from video card.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Synchronous&lt;/span&gt;: Effects are detected for all games, but it can be slow. Use for games where &lt;span style=&quot; font-weight:600;&quot;&gt;Asynchronous&lt;/span&gt; doesn&apos;t work.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Asynchronous&lt;/span&gt;: Effects are detected for most games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually Asynchronous&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Em alguns jogos o GLideN64 não consegue detectar quando o jogo usa o buffer dos frames. Com estas opções você pode fazer o GLideN64 copiar cada frame do buffer dos frames da sua placa de vídeo pra memória do N64.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Nunca&lt;/span&gt;: Desativa as cópias dos buffers na placa de vídeo.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Síncrono&lt;/span&gt;: Os efeitos são detectados pra todos os jogos mas pode ser lento. Use pra jogos aonde o &lt;span style=&quot; font-weight:600;&quot;&gt;Assíncrono&lt;/span&gt; não funciona.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Assíncrono&lt;/span&gt;: Os efeitos são detectados na maioria dos jogos.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Geralmente Assíncrono&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2039"/>
<source>Copy video card frame buffer to N64 memory:</source>
<translation type="unfinished">Copiar buffer dos frames da placa de vídeo pra memória do N64:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2068"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The depth buffer is used to emulate some effects (e.g. coronas):&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Never&lt;/span&gt;: Depth buffer is disabled.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;From VRAM&lt;/span&gt;: Your video card&apos;s depth buffer is copied to N64 memory each frame, which can be slow on some games.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;In software&lt;/span&gt;: Generally faster than copying from VRAM, but the result can be imperfect.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; In software&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;O buffer de profundidade é usado pra emular alguns efeitos (ex: coronas):&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Nunca&lt;/span&gt;: O buffer de profundidade é desativado.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Da VRAM&lt;/span&gt;: Seu buffer de profundidade da placa de vídeo é copiado pra memória do N64 a cada frame, o qual pode ser lento em alguns jogos.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;No software&lt;/span&gt;: Geralmente mais rápido do que copiar da VRAM mas o resultado pode ser imperfeito.&lt;/p&gt;&lt;p&gt;[Recomendado:&lt;span style=&quot; font-style:italic;&quot;&gt; No software&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2095"/>
<source>Copy video card depth buffer to N64 memory:</source>
<translation>Copiar o buffer da profundidade da placa de vídeo pra memória do N64:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2177"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is checked, the frame buffer is rendered directly to the screen. This prevents some graphic problems but may cause slowdowns or visual quality problems.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando esta opção é selecionada o buffer dos frames é renderizado diretamente na tela. Isto impede alguns problemas nos gráficos mas que podem causar lentidões ou problemas de qualidade visual.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Geralmente desmarcado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2180"/>
<source>Render N64 frame buffer to output</source>
<translation type="unfinished">Renderiza o buffer dos frames do N64 na saída</translation>
</message>
<message>
<location filename="configDialog.ui" line="2247"/>
<source>N64 textures</source>
<translation>Texturas do N64</translation>
</message>
<message>
<location filename="configDialog.ui" line="2266"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This filter smooths or sharpens textures. There are four smoothing filters and two sharpening filters. The higher the number, the stronger the effect. Performance may be affected depending on the game and/or your PC.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Your preference&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Este filtro suaviza ou acentua as texturas. Há quatro filtros de suavização e dois filtros de acentuação. Quanto maior o número mas forte o efeito. A performance pode ser afetada dependendo do jogo e/ou do seu PC.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Sua preferência&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2292"/>
<location filename="configDialog.ui" line="2362"/>
<source>None</source>
<extracomment>No texture filtering
----------
No texture enhancement</extracomment>
<translation>Nenhuma</translation>
</message>
<message>
<location filename="configDialog.ui" line="2297"/>
<source>Smooth filtering 1</source>
<translation>Filtragem suave 1</translation>
</message>
<message>
<location filename="configDialog.ui" line="2302"/>
<source>Smooth filtering 2</source>
<translation>Filtragem suave 2</translation>
</message>
<message>
<location filename="configDialog.ui" line="2307"/>
<source>Smooth filtering 3</source>
<translation>Filtragem suave 3</translation>
</message>
<message>
<location filename="configDialog.ui" line="2312"/>
<source>Smooth filtering 4</source>
<translation>Filtragem suave 4</translation>
</message>
<message>
<location filename="configDialog.ui" line="2317"/>
<source>Sharp filtering 1</source>
<translation type="unfinished">Filtragem afiada 1</translation>
</message>
<message>
<location filename="configDialog.ui" line="2322"/>
<source>Sharp filtering 2</source>
<translation>Filtragem afiada 2</translation>
</message>
<message>
<location filename="configDialog.ui" line="2333"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There are 12 distinct filters to select. Depending on which filter, they may cause performance problems.&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-weight:600;&quot;&gt;Store&lt;/span&gt; is selected, textures are saved to the cache as-is. This improves performance in games that load many textures. Uncheck &lt;span style=&quot; font-weight:600;&quot;&gt;Disable for backgrounds&lt;/span&gt; for the best performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Your preference&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Há 12 filtros distintos pra selecionar. Dependendo de qual filtro eles podem causar problemas de performance.&lt;/p&gt;&lt;p&gt;Quando &lt;span style=&quot; font-weight:600;&quot;&gt;a Armazenagem&lt;/span&gt; é selecionada as texturas são salvas no cache como são. Isto melhora a performance nos jogos que carregam muitas texturas. Desmarque &lt;span style=&quot; font-weight:600;&quot;&gt;Desativar pros 2ºs planos&lt;/span&gt; para a melhor performance.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Sua preferência&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2367"/>
<source>Store</source>
<extracomment>Store texture enhancement</extracomment>
<translation>Armazenar</translation>
</message>
<message>
<location filename="configDialog.ui" line="2471"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option enables a pre-processing step that reduces posterization issues on enhanced textures.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; Checked for xBRZ&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção ativa um passo do pré-processamento que reduz os problemas de posterização nas texturas melhoradas.&lt;/p&gt;&lt;p&gt;[Recomendado:&lt;span style=&quot; font-style:italic;&quot;&gt; Selecionado pro xBRZ&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2474"/>
<source>Decrease color banding (recommended for xBRZ enhancement)</source>
<translation type="unfinished">Diminuir bandagem das cores (recomendado pra melhoria do xBRZ)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2481"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option skips texture enhancements for long, narrow textures that are usually used for backgrounds. This may save texture memory and improve performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked, unless Enhancement is set to Store&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção ignora as melhorias das texturas pra longas texturas estreitas que são geralmente usadas pelos 2ºs planos. Isto pode poupar a memória das texturas e melhorar a performance.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Selecionado, a menos que as Melhorias estejam definidas em Armazenagem&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2484"/>
<source>Disable for backgrounds</source>
<translation type="unfinished">Desativar pros 2º planos</translation>
</message>
<message>
<location filename="configDialog.ui" line="2724"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enhanced and filtered textures can be cached to improve performance. This option adjusts how much memory is dedicated to the texture cache. This can improve performance if there are many requests for the same texture, which is usually the case. Normally 128 MB should be more than enough, but the best option is different for each game. Super Mario 64 may not need more than 32 MB, but Conker&apos;s Bad Fur Day can take advantage of 256 MB+. Adjust accordingly if you are having performance problems. Setting this option to 0 disables the cache.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;PC and game dependent&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Texturas melhoradas e filtradas podem ser postas no cache pra melhorar a performance. Esta opção ajusta quanta memória é dedicada ao cache das texturas. Isto pode melhorar a performance se há muitas requisições para a mesma textura, o qual é geralmente o caso. Normalmente 128 MBs devem ser mais do que o bastante, mas a melhor opção é diferente pra cada jogo. O Super Mario 64 pode não precisar mais do que 32 MBs mas o Conker&apos;s Bad Fur Day pode tomar vantagem de 256 MBs+. Ajuste de acordo se você estiver tendo problemas de performance. Definir esta opção em 0 desativa o cache.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Dependente do PC e do jogo&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2535"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select path to the folder with texture packs.&lt;br/&gt;Default: Plugin/hires_texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selecione o caminho até a pasta com pacotes das texturas.&lt;br/&gt;Padrão: Plugin/hires_texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2663"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is cleared, textures will be loaded as they are when using Rice Video: transparencies either on or off. When this option is selected, GlideN64 will check how the texture&apos;s alpha channel was designed and will select the most appropriate format. This gives texture pack designers freedom to use semi-transparent textures.&lt;/p&gt;&lt;p&gt;Clear this option for older or poorly designed texture packs.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; Texture pack dependent&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando esta opção é removida as texturas serão carregadas conforme elas são quando usar as transparências do vídeo do Rice estejam ligadas ou desligadas. Quando esta opção é selecionada o GlideN64 verificará como o canal alfa das texturas foi designado e selecionará o formato mais apropriado. Isto dá aos designers do pacote das texturas a liberdade pra usar texturas semi-transparentes.&lt;/p&gt;&lt;p&gt;Remova esta opção para os pacotes das texturas mais velhos ou mal designados.&lt;/p&gt;&lt;p&gt;[Recomendado:&lt;span style=&quot; font-style:italic;&quot;&gt; Dependente do pacote das texturas&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2666"/>
<source>Use full transparencies (recommended for newer texture packs)</source>
<translation type="unfinished">Usar transparências completas (recomendado pra pacotes de texturas mais novos)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2673"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option emulates a palette CRC calculation bug in Rice Video. If you have problems loading textures, try checking or unchecking this option.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Mostly unchecked, checked for old texture packs&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção emula um bug do cálculo do CRC da paleta no vídeo do Rice. Se você tem problemas carregando as texturas tente selecionar ou desmarcar esta opção.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Na maior parte do tempo desmarcado, selecionado pra pacotes de texturas antigos&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2676"/>
<source>Alternative CRC calculation (for old Rice Video packs)</source>
<translation type="unfinished">Cálculo alternativo do CRC (pros velhos pacotes do vídeo do Rice)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2798"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option saves all previously loaded and enhanced textures to your PC. When the game is next launched, textures don&apos;t have to be recreated, causing smoother performance.&lt;/p&gt;&lt;p&gt;When using texture packs, loading packs will take only a few seconds when the game is launched as opposed to the 560 seconds that loading usually takes. However, if you change the texture pack you&apos;ll have to manually delete the texture cache. Saved cache files are saved to a folder called Cache within the plugins folder.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção salva todas as texutras anteriormente carregadas e melhoradas no seu PC. Quando o jogo é executado em seguida as texturas não tem que ser recriadas causando uma performance mais suave.&lt;/p&gt;&lt;p&gt;Quando usar pacotes de texturas carregar os pacotes levará só alguns segundos quando o jogo é executado oposto aos 560 segundos que o carregamento geralmente leva. Contudo se você mudar o pacote das texturas você terá que apagar manualmente o cache das texturas. Os arquivos do cache salvo são salvos numa pasta chamada Cache dentro da pasta dos plugins.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Selecionado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2801"/>
<source>Save enhanced texture cache to hard disk</source>
<translation>Salvar o cache das texturas melhoradas no disco rígido</translation>
</message>
<message>
<location filename="configDialog.ui" line="2811"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Textures will be compressed so more textures can be held in the cache. The compression ratio varies per texture, but the compression is typically 1/5 of the original size.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;As texturas serão comprimidas pra que mais texturas possam ser mantidas no cache. A proporção da compressão varia por textura mas a compressão é tipicamente 1/5 do tamanho original.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Selecionado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2821"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option halves the space used by textures in the texture cache and video card memory to improve performance. When reducing the color, GLideN64 tries to perserve the original quality as much as possible. On most textures it&apos;s hardly noticeable, but some textures, like skies, can look noticeably worse.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Unchecked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esta opção diminui pela metade o espaço usado pelo cache das texturas e memória da placa de vídeo pra melhorar a performance. Quando reduzir a cor o GLideN64 tenta perservar a qualidade original tanto quanto possível. Na maioria das texturas é dificilmente notável mas algumas texturas tipo as dos céus podem parecer notavelmente pior.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Desmarcado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2824"/>
<source>Convert textures to 16 bpp</source>
<translation type="unfinished">Converter as texturas pra 16 bpp</translation>
</message>
<message>
<location filename="configDialog.ui" line="1249"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Some N64 games use gamma correction to brighten the image. When the frame buffer is enabled, gamma correction is applied automatically for all games that use it on the N64. You can use your own gamma correction instead with this option. The default level, used on the N64, is 2.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Unchecked; 2.00&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Alguns jogos do N64 usam a correção do gamma pra clarear a imagem. Quando o buffer dos frames está ativado a correção do gamma é aplicada automaticamente pra todos os jogos que o usam no N64. Você pode usar sua própria correção do gamma ao invés desta opção. O nível padrão usado no N64, é 2.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Desmarcado; 2.00&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2847"/>
<location filename="ConfigDialog.cpp" line="858"/>
<source>OSD</source>
<translation>OSD</translation>
</message>
<message>
<location filename="configDialog.ui" line="2850"/>
<source>On-screen display</source>
<translation>Exibição na tela</translation>
</message>
<message>
<location filename="configDialog.ui" line="2863"/>
<source>Position</source>
<translation>Posição</translation>
</message>
<message>
<location filename="configDialog.ui" line="3209"/>
<source>Top left</source>
<translation>Topo a esquerda</translation>
</message>
<message>
<location filename="configDialog.ui" line="3011"/>
<source>Top</source>
<translation>Topo</translation>
</message>
<message>
<location filename="configDialog.ui" line="3313"/>
<source>Top right</source>
<translation>Topo a direita</translation>
</message>
<message>
<location filename="configDialog.ui" line="3118"/>
<source>Left</source>
<translation>Esquerda</translation>
</message>
<message>
<location filename="configDialog.ui" line="2907"/>
<source>Right</source>
<translation>Direita</translation>
</message>
<message>
<location filename="configDialog.ui" line="2959"/>
<source>Bottom left</source>
<translation>Rodapé a esquerda</translation>
</message>
<message>
<location filename="configDialog.ui" line="3261"/>
<source>Bottom</source>
<translation>Rodapé</translation>
</message>
<message>
<location filename="configDialog.ui" line="3063"/>
<source>Bottom right</source>
<translation>Rodapé a direita</translation>
</message>
<message>
<location filename="configDialog.ui" line="3506"/>
<source>Color:</source>
<translation>Cor:</translation>
</message>
<message>
<location filename="configDialog.ui" line="3572"/>
<source>Preview</source>
<translation>Pré-visualização</translation>
</message>
<message>
<location filename="configDialog.ui" line="3364"/>
<source>Display percentage</source>
<translation>Porcentagem da exibição</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="331"/>
<source>Save and Close</source>
<translation>Salvar e Fechar</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="332"/>
<source>Save</source>
<translation>Salvar</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="333"/>
<source>Close</source>
<translation>Fechar</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="334"/>
<location filename="ConfigDialog.cpp" line="688"/>
<location filename="ConfigDialog.cpp" line="693"/>
<source>Restore Defaults</source>
<translation>Restaurar Padrões</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="393"/>
<location filename="ConfigDialog.cpp" line="906"/>
<location filename="ConfigDialog.cpp" line="914"/>
<source>New...</source>
<translation>Novo...</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="567"/>
<source>The texture pack folder is missing. Please change the folder or turn off texture packs.</source>
<translation>A pasta do pacote das texturas está ausente. Por favor mude a pasta ou desligue o pacote das texturas.</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="582"/>
<source>The texture pack cache folder is missing. Please change the folder or turn off texture packs.</source>
<translation>A pasta do cache do pacote das texturas está ausente. Por favor mude a pasta ou desligue os pacotes das texturas.</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="597"/>
<source>The texture dump folder is missing. Please change the folder or turn off dumping texture packs.</source>
<translation>A pasta do dump das texturas está ausente. Por favor mude a pasta ou desligue a dumpagem dos pacotes das texturas.</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="689"/>
<source>Are you sure you want to reset all settings to default?</source>
<translation type="unfinished">Você tem certeza que você quer resetar todas as configurações para o padrão?</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="694"/>
<location filename="ConfigDialog.cpp" line="973"/>
<source>Cancel</source>
<translation>Cancelar</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="910"/>
<location filename="ConfigDialog.cpp" line="915"/>
<location filename="ConfigDialog.cpp" line="921"/>
<location filename="ConfigDialog.cpp" line="927"/>
<source>New Profile</source>
<translation>Novo Perfil</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="910"/>
<source>New profile name:</source>
<translation>Nome do novo perfil:</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="916"/>
<source>New settings profiles cannot be called &quot;New...&quot;.</source>
<translation>Novos perfis das configurações não podem ser chamados de &quot;Novo...&quot;.</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="922"/>
<source>Please type a name for your new settings profile.</source>
<translation>Por favor digite um nome pro seu novo perfil das configurações.</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="928"/>
<source>This settings profile already exists.</source>
<translation>Este perfil de configuração já existe.</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="967"/>
<source>Are you sure you want to remove the settings profile &quot;</source>
<translation>Você tem certeza que você quer remover o perfil das configurações?</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="968"/>
<source>&quot;?</source>
<translation>&quot;?</translation>
</message>
<message>
<location filename="ConfigDialog.cpp" line="969"/>
<source>Remove Profile</source>
<translation>Remover Perfil</translation>
</message>
</context>
<context>
<name>QObject</name>
<message>
<location filename="FullscreenResolutions_windows.cpp" line="82"/>
<source> Hz</source>
<extracomment>Abbreviation for Hertz; include a leading space if appropriate</extracomment>
<translation> Hz</translation>
</message>
</context>
</TS>