From 703c02c32c7e055f9cb3bd98897a589dcdaf5a37 Mon Sep 17 00:00:00 2001 From: Stenzek Date: Tue, 20 Jun 2023 00:57:00 +1000 Subject: [PATCH] Qt: Update base (en) translation --- pcsx2-qt/Translations/pcsx2-qt_en.ts | 6783 ++++++++++++++++++-------- 1 file changed, 4683 insertions(+), 2100 deletions(-) diff --git a/pcsx2-qt/Translations/pcsx2-qt_en.ts b/pcsx2-qt/Translations/pcsx2-qt_en.ts index 431d973197..a201442d1a 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_en.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_en.ts @@ -11,6 +11,7 @@ SCM Version + SCM= Source Code Management @@ -23,11 +24,6 @@ <html><head/><body><p>PlayStation 2 and PS2 are registered trademarks of Sony Interactive Entertainment. This application is not affiliated in any way with Sony Interactive Entertainment.</p></body></html> - - - TextLabel - - Website @@ -84,38 +80,33 @@ - + &Login - + Logging in... - + Login Error - + Login failed. Please check your username and password, and try again. - + Login failed. AchievementSettingsWidget - - - Form - - Global Settings @@ -136,7 +127,8 @@ - Enable Rich Presence + Enable RA's Rich Presence + This "Rich Presence" is not Discord's, but rather RetroAchivements own system. @@ -227,7 +219,7 @@ - When enabled, rich presence information will be collected and sent to the server where supported. + When enabled, rich presence information will be collected and sent to the RetroAchievements servers where supported. @@ -264,12 +256,12 @@ - + Reset System - + Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now? @@ -277,6 +269,7 @@ Username: %1 Login token generated on %2. + Variable %1 is an username, variable %2 is a timestamp. @@ -290,176 +283,232 @@ Login token generated on %2. + + Achievements + + + (Hardcore Mode) + + + + + You have earned {0} of {1} achievements, and {2} of {3} points. + + + + + This game has no achievements. + + + + + Leaderboard submission is enabled. + + + + + Failed to read executable from disc. Achievements disabled. + + + AdvancedSettingsWidget - + Use Global Setting [%1] - - - + Rounding Mode - - - + + + Chop / Zero (Default) - - - + Clamping Mode - - - + + + Normal (Default) - - + + Enable Recompiler - - + - - - - - - + + + + + + + Checked - - Performs just - in - time binary translation of 64 - bit MIPS - IV machine code to x86. - - - - - Wait Loop Detection - - - - - Moderate speedup for some games, with no known side effects. - - - - - Enable Cache (Slow) - - - - - Unchecked - - - - - Interpreter only, provided for diagnostic. + + Performs just-in-time binary translation of 64-bit MIPS-IV machine code to x86. - INTC Spin Detection + Wait Loop Detection + Wait loop: When the game makes the CPU do nothing (loop/spin) while it waits for something to happen (usually an interrupt). - Huge speedup for some games, with almost no compatibility side effects. + Moderate speedup for some games, with no known side effects. + Enable Cache (Slow) + + + + + + Unchecked + + + + + Interpreter only, provided for diagnostic. + + + + + INTC Spin Detection + INTC = Name of a PS2 register, leave as-is. "spin" = to make a cpu (or gpu) actively do nothing while you wait for something. Like spinning in a circle, you're moving but not actually going anywhere. + + + + + Huge speedup for some games, with almost no compatibility side effects. + + + + Enable Fast Memory Access - + Uses backpatching to avoid register flushing on every memory access. + "Backpatching" = To edit previously generated code to change what it does (in this case, we generate direct memory accesses, then backpatch them to jump to a fancier handler function when we realize they need the fancier handler function) - - Enable VU0 Recompiler (Micro Mode) - - - - - Enables VU0 Recompiler. + + Pause On TLB Miss - Enable VU1 Recompiler + Pauses the virtual machine when a TLB miss occurs, instead of ignoring it and continuing. Note that the VM will pause after the end of the block, not on the instruction which caused the exception. Refer to the console to see the address where the invalid access occurred. - - Enables VU1 Recompiler. + + VU0 Rounding Mode - - mVU Flag Hack + + VU1 Rounding Mode - - Good speedup and high compatibility, may cause graphical errors. - - - - - Performs just-in-time binary translation of 32-bit MIPS-I machine code to x86. + + VU0 Clamping Mode - Enable Game Fixes - - - - - Automatically loads and applies gamefixes to known problematic games on game start. + VU1 Clamping Mode + Enable VU0 Recompiler (Micro Mode) + VU0 = Vector Unit 0. One of the PS2's processors. + + + + + Enables VU0 Recompiler. + + + + + Enable VU1 Recompiler + VU1 = Vector Unit 1. One of the PS2's processors. + + + + + Enables VU1 Recompiler. + + + + + mVU Flag Hack + mVU = PCSX2's recompiler for VU (Vector Unit) code (full name: microVU) + + + + + Good speedup and high compatibility, may cause graphical errors. + + + + + Performs just-in-time binary translation of 32-bit MIPS-I machine code to x86. + + + + + Enable Game Fixes + + + + + Automatically loads and applies fixes to known problematic games on game start. + + + + Enable Compatibility Patches - + Automatically loads and applies compatibility patches to known problematic games. AdvancedSystemSettingsWidget - - - Form - - Changing these options may cause games to become non-functional. Modify at your own risk, the PCSX2 team will not provide support for configurations with these settings changed. @@ -468,65 +517,74 @@ Login token generated on %2. EmotionEngine (MIPS-IV) + Emotion Engine = Commercial name of one of PS2's processors. Leave as-is unless there's an official name (like for Japanese). Rounding Mode: + Rounding refers here to the mathematical term. - - + + Nearest - - + + Negative - - + + Positive - - + + Chop / Zero (Default) Clamping Mode: + Clamping: Forcing out of bounds things in bounds by changing them to the closest possible value. In this case, this refers to clamping large PS2 floating point values (which map to infinity or NaN in PCs' IEEE754 floats) to non-infinite ones. - - - + + None - - + + Normal (Default) + + + None + ClampMode + + - - + + Extra + Preserve Sign + Sign: refers here to the mathematical meaning (plus/minus). @@ -541,7 +599,7 @@ Login token generated on %2. - + Enable Recompiler @@ -561,100 +619,117 @@ Login token generated on %2. - - Vector Units (VU) + + Pause On TLB Miss - + + Vector Units (VU) + Vector Unit/VU: refers to two of PS2's processors. Do not translate the full text or do so as a comment. Leave the acronym as-is. + + + + VU1 Rounding Mode: - + mVU Flag Hack - + Enable VU1 Recompiler - + Enable VU0 Recompiler (Micro Mode) - - + + Extra - + VU0 Clamping Mode: - + VU0 Rounding Mode: - + VU1 Clamping Mode: - + I/O Processor (IOP, MIPS-I) - + Game Settings - + Enable Game Fixes - + Enable Compatibility Patches - + Frame Rate Control - - + + hz - - - - - PAL Frame Rate: + hz=Hertz, as in the measuring unit. Shown after the corresponding number. Those languages who'd need to remove the space or do something in between should do so. + PAL Frame Rate: + + + + NTSC Frame Rate: + + + PINE Settings + + + + + Slot: + + + + + Enable + + AudioSettingsWidget - - - Form - - Timestretch Settings @@ -697,13 +772,13 @@ Login token generated on %2. - + Volume - + 100% @@ -719,7 +794,7 @@ Login token generated on %2. - + TimeStretch (Recommended) @@ -740,7 +815,7 @@ Login token generated on %2. - + Stereo (None, Default) @@ -762,6 +837,7 @@ Login token generated on %2. ProLogic Level: + ProLogic is a Dolby brand. Leave the name as-is unless there is an official translation for your language. @@ -772,11 +848,13 @@ Login token generated on %2. ProLogic Decoding (basic) + ProLogic is a Dolby brand. Leave the name as-is unless there is an official translation for your language. ProLogic II Decoding (gigaherz) + ProLogic II is a Dolby brand. Leave the name as-is unless there is an official translation for your language. gigaherz is the nickname of one of PCSX2's developers. Leave as-is. @@ -786,7 +864,7 @@ Login token generated on %2. - + 60 ms @@ -807,8 +885,8 @@ Login token generated on %2. - - + + 20 ms @@ -838,130 +916,168 @@ Login token generated on %2. - - + + Cubeb (Cross-platform) + Cubeb is an audio engine name. Leave as-is. - + XAudio2 + XAudio2 is an audio engine name. Leave as-is. - - - + + - + + ms + Measuring unit that will appear after the number selected in its option. Adapt the space depending on your language's rules. - + Synchronization - + + When running outside of 100% speed, adjusts the tempo on audio instead of dropping frames. Produces much nicer fast-forward/slowdown audio. + + + + Expansion - + + Determines how the stereo output from the emulated system is upmixed into a greater number of the output speakers. + + + + Output Module - - - - - Output Backend - - - - - - - - Default - - - - - Target Latency - - - - - Determines the buffer size which the time stretcher will try to keep filled. It effectively selects the average latency, as audio will be stretched/shrunk to keep the buffer size within check. + Cubeb is an audio engine name. Leave as-is. - Output Latency + Selects the library to be used for audio output. - - Determines the latency from the buffer to the host audio output. This can be set lower than the target latency to reduce audio delay. + + Output Backend - - Sequence Length + + + + + + Default - - 30 ms + + When the sound output module supports multiple audio backends, determines the API to be used for audio output to the system. + + + + + Output Device - Seekwindow Size + Determines which audio device to output the sound to. - Overlap + Target Latency - - 10 ms + + Determines the buffer size which the time stretcher will try to keep filled. It effectively selects the average latency, as audio will be stretched/shrunk to keep the buffer size within check. + Output Latency + + + + + Determines the latency from the buffer to the host audio output. This can be set lower than the target latency to reduce audio delay. + + + + + Sequence Length + + + + + 30 ms + + + + + Seek Window Size + Seek Window: the region of samples (window) the audio stretching algorithm is allowed to search. + + + + + Overlap + + + + + 10 ms + + + + Pre-applies a volume modifier to the game's audio output before forwarding it to your computer. - + Use Global Setting [%1] - + %1% - - - - - N/A - - - - - %1 ms - - - - - Average Latency: %1 ms (%2 ms buffer + %3 ms output) + Variable value that indicates a percentage. Preserve the %1 variable, adapt the latter % (and/or any possible spaces) to your language's ruleset. + N/A + Preserve the %1 variable, adapt the latter ms (and/or any possible spaces in between) to your language's ruleset. + + + + + %1 ms + + + + + Average Latency: %1 ms (%2 ms buffer + %3 ms output) + + + + Average Latency: %1 ms (minimum output latency unknown) @@ -1017,7 +1133,7 @@ Login token generated on %2. - <h2>Save State Warning</h2><p>Installing this update will make your save states <b>incompatible</b>. Please ensure you have saved your games to memory card before installing this update or you will lose progress.</p> + <h2>Save State Warning</h2><p>Installing this update will make your save states <b>incompatible</b>. Please ensure you have saved your games to a Memory Card before installing this update or you will lose progress.</p> @@ -1041,28 +1157,23 @@ Login token generated on %2. - + Current Version: %1 (%2) - + New Version: %1 (%2) - + Loading... BIOSSettingsWidget - - - Form - - BIOS Directory @@ -1114,21 +1225,37 @@ Login token generated on %2. - - + + Fast Boot - + + + Fast Forward Boot + + + + Checked - + Patches the BIOS to skip the console's boot animation. + + + Unchecked + + + + + Removes emulation speed throttle until the game starts to reduce startup time. + + BreakpointDialog @@ -1206,25 +1333,25 @@ Login token generated on %2. - - - + + + Error - + Invalid address "%1" - + Invalid condition "%1" - + Invalid size "%1" @@ -1243,20 +1370,20 @@ Login token generated on %2. - - + + -- - + Enabled - + Disabled @@ -1266,58 +1393,82 @@ Login token generated on %2. - + Write(C) + (C) = changes, as in "look for changes". - + Write - - - TYPE - - + TYPE + Warning: limited space available. Abbreviate if needed. + + + + OFFSET - - - - - SIZE / LABEL - - - - - INSTRUCTION + Warning: limited space available. Abbreviate if needed. + SIZE / LABEL + Warning: limited space available. Abbreviate if needed. + + + + + INSTRUCTION + Warning: limited space available. Abbreviate if needed. + + + + CONDITION + Warning: limited space available. Abbreviate if needed. - + HITS + Warning: limited space available. Abbreviate if needed. - + ENABLED + Warning: limited space available. Abbreviate if needed. + + + + + CDVD + + + Game disc location is on a removable drive, performance issues such as jittering and freezing may occur. + + + + + Saving CDVD block dump to '{}'. + + + + + ColorPickerButton + + + Select LED Color ControllerBindingWidget - - - Form - - Virtual Controller Type @@ -1349,46 +1500,44 @@ Login token generated on %2. - - %1 Settings + + Controller Port %1 - + No devices available - + Clear Bindings + Binding: A pair of (host button, target button); Mapping: A list of bindings covering an entire controller. These are two different things (which might be the same in your language, please make sure to verify this). - + Are you sure you want to clear all bindings for this controller? This action cannot be undone. + Binding: A pair of (host button, target button); Mapping: A list of bindings covering an entire controller. These are two different things (which might be the same in your language, please make sure to verify this). - + Automatic Binding - + No generic bindings were generated for device '%1'. The controller/source may not support automatic mapping. ControllerBindingWidget_DualShock2 - - - Form - - D-Pad + Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term. @@ -1398,38 +1547,6 @@ Login token generated on %2. Down - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PushButton - - @@ -1454,6 +1571,7 @@ Login token generated on %2. Left Analog + Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term. @@ -1464,61 +1582,73 @@ Login token generated on %2. L2 + Leave this button name as-is. R2 + Leave this button name as-is. L1 + Leave this button name as-is. R1 + Leave this button name as-is. Start + Leave this button name as-is or uppercase it entirely. Select + Leave this button name as-is or uppercase it entirely. Face Buttons + Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term. Cross + Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term. Square + Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term. Triangle + Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term. Circle + Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term. Right Analog + Try to use Sony's official terminology for this. A good place to start would be in the console or the DualShock 2's manual. If this element was officially translated to your language by Sony in later DualShocks, you may use that term. @@ -1529,11 +1659,13 @@ Login token generated on %2. L3 + Leave this button name as-is. R3 + Leave this button name as-is. @@ -1550,17 +1682,17 @@ Login token generated on %2. ControllerCustomSettingsWidget - + Restore Default Settings - + Browse... - + Select File @@ -1568,201 +1700,234 @@ Login token generated on %2. ControllerGlobalSettingsWidget - - Form - - - - + SDL Input Source - + The SDL input source supports most controllers, and provides advanced functionality for DualShock 4 / DualSense pads in Bluetooth mode (Vibration / LED Control). - + Enable SDL Input Source - + DualShock 4 / DualSense Enhanced Mode - + XInput Source - - The XInput source provides support for XBox 360 / XBox One / XBox Series controllers, and third party controllers which implement the XInput protocol. - - - - + Enable XInput Input Source - + DInput Source - + The DInput source provides support for legacy controllers which do not support XInput. Accessing these controllers via SDL instead is recommended, but DirectInput can be used if they are not compatible with SDL. - + Enable DInput Input Source - + Profile Settings - + When this option is enabled, hotkeys can be set in this input profile, and will be used instead of the global hotkeys. By default, hotkeys are always shared between all profiles. - + Use Per-Profile Hotkeys - + + + Controller LED Settings + + + + + Enable SDL Raw Input + + + + + The XInput source provides support for Xbox 360 / Xbox One / Xbox Series controllers, and third party controllers which implement the XInput protocol. + + + + Controller Multitap - + The multitap enables up to 8 controllers to be connected to the console. Each multitap provides 4 ports. Multitap is not supported by all games. - + Multitap on Console Port 1 - + Multitap on Console Port 2 - + Mouse/Pointer Source - - Using raw input improves precision when you bind controller sticks to the mouse pointer. Also enables multiple mice to be used. + + PCSX2 allows you to use your mouse to simulate analog stick movement. - - Horizontal Sensitivity: + + Settings... - - - 10 - - - - - Vertical Sensitivity: - - - - + Enable Mouse Mapping - + Detected Devices + + ControllerLEDSettingsDialog + + + Controller LED Settings + + + + + SDL-0 LED + + + + + SDL-1 LED + + + + + SDL-2 LED + + + + + SDL-3 LED + + + ControllerMacroEditWidget - - - Form - - Binds/Buttons - + Select the buttons which you want to trigger with this macro. All buttons are activated concurrently. - Trigger + Pressure - Select the trigger to activate this macro. This can be a single button, or combination of buttons (chord). Shift-click for multiple triggers. - - - - - PushButton - - - - - Frequency + For buttons which are pressure sensitive, this slider controls how much force will be simulated when the macro is active. + 100% + + + + + Trigger + + + + + Select the trigger to activate this macro. This can be a single button, or combination of buttons (chord). Shift-click for multiple triggers. + + + + + Frequency + + + + Macro will toggle every N frames. - + Set... - + Not Configured - + + %1% + + + + Set Frequency - + Frequency: - + Macro will not repeat. - + Macro will toggle buttons every %1 frames. @@ -1770,14 +1935,65 @@ Login token generated on %2. ControllerMacroWidget - + Controller Port %1 Macros - + Macro %1 %2 + This is the full text that appears in each option of the 16 available macros, and reads like this: + +Macro 1 +Not Configured/Buttons configured + + + + + ControllerMouseSettingsDialog + + + Mouse Mapping Settings + + + + + Y Speed + + + + + + + + + 10 + + + + + X Speed + + + + + <html><head/><body><p><span style=" font-weight:700;">Mouse Mapping Settings</span><br/>These settings fine-tune the behavior when mapping a mouse to the emulated controller.</p></body></html> + + + + + Inertia + + + + + X Dead Zone + + + + + Y Dead Zone @@ -1790,71 +2006,71 @@ Login token generated on %2. - Profile: + Editing Profile: - + New Profile - + Load Profile - + Delete Profile - - + + Restore Defaults - - + + Create Input Profile - + Enter the name for the new input profile: - - - - + + + + Error - + A profile with the name '%1' already exists. - + Do you want to copy all bindings from the currently-selected profile to the new profile? Selecting No will create a completely empty profile. - + Failed to save the new profile to '%1'. - + Load Input Profile - + Are you sure you want to load the input profile named '%1'? All current global bindings will be removed, and the profile bindings loaded. @@ -1863,24 +2079,24 @@ You cannot undo this action. - + Delete Input Profile - + Are you sure you want to delete the input profile named '%1'? You cannot undo this action. - + Failed to delete '%1'. - + Are you sure you want to restore the default controller configuration? All shared bindings and configuration will be lost, but your input profiles will remain. @@ -1889,43 +2105,46 @@ You cannot undo this action. - + Global Settings - - + + Controller Port %1%2 %3 + Controller Port is an official term from Sony. Find the official translation for your language inside the console's manual. - - + + Controller Port %1 %2 + Controller Port is an official term from Sony. Find the official translation for your language inside the console's manual. - - + + USB Port %1 %2 - + Hotkeys - + Shared + "Shared" refers here to the shared input profile. - + The input profile named '%1' cannot be found. @@ -2016,11 +2235,6 @@ You cannot undo this action. End - - - 0x00 - - Value @@ -2031,11 +2245,6 @@ You cannot undo this action. Start - - - 0x2000000 - - Type @@ -2124,7 +2333,7 @@ You cannot undo this action. - + Copy @@ -2139,163 +2348,170 @@ You cannot undo this action. - + Demangle Symbols + "Demangling" is the opposite of "Name mangling", which is a process where a compiler takes function names and combines them with other characteristics of the function (e.g. what types of data it accepts) to ensure they stay unique even when multiple functions exist with the same name (but different inputs / const-ness). See here: https://en.wikipedia.org/wiki/Name_mangling#C++ - + Copy Function Name - + Copy Function Address - + Go to in Disassembly - + Go to in Memory View - + Stack List Context Menu - - - - + + + + + Debugger - + Invalid start address - + Invalid end address - + Start address can't be equal to or greater than the end address - + Invalid search value + + + Value is larger than type + + CreateMemoryCardDialog - - - + + + Create Memory Card - - <html><head/><body><p><span style=" font-weight:700;">Create Memory Card</span><br />Enter the name of the memory card you wish to create, and choose a size. We recommend either using 8MB memory cards, or folder memory cards for best compatibility.</p></body></html> + + <html><head/><body><p><span style=" font-weight:700;">Create Memory Card</span><br />Enter the name of the Memory Card you wish to create, and choose a size. We recommend either using 8MB Memory Cards, or folder Memory Cards for best compatibility.</p></body></html> - + Memory Card Name: - + 8 MB [Most Compatible] - + This is the standard Sony-provisioned size, and is supported by all games and BIOS versions. - + 16 MB - - - A typical size for third-party memory cards which should work with most games. + + + A typical size for third-party Memory Cards which should work with most games. - + + Store Memory Card contents in the host filesystem instead of a file. + + + + + This is the standard Sony-provisioned size PS1 Memory Card, and only compatible with PS1 games. + + + + + NTFS compression is built-in, fast, and completely reliable. Typically compresses Memory Cards (highly recommended). + + + + 32 MB - + 64 MB - + Low compatiblity warning: yes, it's very big, but may not work with many games. - + Folder [Recommended] - - Store memory card contents in the host filesystem instead of a file. - - - - + 128 KB (PS1) - - This is the standard Sony-provisioned size PS1 memory card, and only compatible with PS1 games. - - - - + Use NTFS Compression - - NTFS compression is built-in, fast, and completely reliable. Typically compresses memory cards (highly recommended). + + Failed to create the Memory Card, because another card with the name '%1' already exists. - - Failed to create the memory card, because another card with the name '%1' already exists. + + Failed to create the Memory Card, the log may contain more information. - - Failed to create the memory card, the log may contain more information. - - - - - Memory card '%1' created. + + Memory Card '%1' created. @@ -2303,7 +2519,7 @@ You cannot undo this action. DEV9DnsHostDialog - Network DNS Hosts Inport/Export + Network DNS Hosts Import/Export @@ -2349,11 +2565,6 @@ You cannot undo this action. DEV9SettingsWidget - - - Form - - Ethernet @@ -2375,13 +2586,16 @@ You cannot undo this action. - - - Enabled + + + Enabled + InterceptDHCP + + Subnet Mask: @@ -2454,6 +2668,12 @@ You cannot undo this action. Internal DNS can be selected using the DNS1/2 dropdowns, or by setting them to 192.0.2.1 + + + Enabled + InternalDNSTable + + Hard Disk Drive @@ -2479,6 +2699,12 @@ You cannot undo this action. HDD Size (GiB): + + + Enabled + HDD + + Browse @@ -2526,7 +2752,7 @@ You cannot undo this action. - + Use Global Setting [%1] @@ -2546,116 +2772,106 @@ You cannot undo this action. - - Global [%1] - - - - - + + Hosts File - - + + ini (*.ini) - - - - + + + + DNS Hosts - + Exported Successfully - + Failed to open file - + No Hosts in file - + Imported Successfully - - + + Per Game Host list - + Copy global settings? - + Delete per game host list? - + HDD Image File - + HDD (*.raw) - + Overwrite File? - + HDD image "%1" already exists? Do you want to overwrite? - + HDD Creator - + HDD image created - + Use Global - + Override DebugSettingsWidget - - - Form - - GS @@ -2915,21 +3131,11 @@ Enter function name EmptyGameListWidget - - - Form - - <html><head/><body><p><span style=" font-weight:700;">No games in supported formats were found.</span></p><p>Please add a directory with games to begin.</p><p>Game dumps in the following formats will be scanned and listed:</p></body></html> - - - TextLabel - - Add Game Directory... @@ -2944,22 +3150,22 @@ Enter function name EmuThread - + %1x%2 - + Game: %1 FPS - + Video: %1 FPS (%2%) - + Game ID: %1 Game Title: %2 Achievements: %5 (%6) @@ -2968,7 +3174,7 @@ Achievements: %5 (%6) - + %n points @@ -2976,23 +3182,18 @@ Achievements: %5 (%6) - + Rich presence inactive or unsupported. - + Game not loaded or no RetroAchievements available. EmulationSettingsWidget - - - Form - - Speed Control @@ -3003,16 +3204,6 @@ Achievements: %5 (%6) Normal Speed: - - - Slow Motion Speed: - - - - - Fast Forward Speed: - - Enable Speed Limiter @@ -3025,29 +3216,40 @@ Achievements: %5 (%6) + Enable Instant VU1 - + Enable Cheats + + + Slow-Motion Speed: + + + + + Fast-Forward Speed: + + - Enable Multi-Threaded VU1 (MTVU) + Enable Multithreaded VU1 (MTVU) - + Enable Host Filesystem - + Enable Fast CDVD @@ -3059,8 +3261,8 @@ Achievements: %5 (%6) - - + + Disabled @@ -3101,7 +3303,7 @@ Achievements: %5 (%6) - + 100% (Normal Speed) @@ -3163,6 +3365,7 @@ Achievements: %5 (%6) frames + This string will appear next to the amount of frames selected, in a dropdown box. @@ -3172,13 +3375,13 @@ Achievements: %5 (%6) - + Optimal Frame Pacing - + Scale To Host Refresh Rate @@ -3188,201 +3391,197 @@ Achievements: %5 (%6) - + Normal Speed - + Sets the target emulation speed. It is not guaranteed that this speed will be reached, and if not, the emulator will run as fast as it can manage. - - Fast Forward Speed - - - - - + + User Preference - - Sets the fast forward speed. This speed will be used when the fast forward hotkey is pressed/toggled. - - - - - Slow Motion Speed - - - - - Sets the slow motion speed. This speed will be used when the slow motion hotkey is pressed/toggled. - - - - + Speed Limiter - - - + + + Checked - + Limits the emulation to the appropriate framerate for the currently running game. - - Cycle Rate - - - - + Higher values may increase internal framerate in games, but will increase CPU requirements substantially. Lower values will reduce the CPU load allowing lightweight games to run full speed on weaker CPUs. - - Cycle Skip - - - - + Makes the emulated Emotion Engine skip cycles. Helps a small subset of games like SOTC. Most of the time it's harmful to performance. + SOTC = Shadow of the Colossus. A game's title, should not be translated unless an official translation exists. - + Affinity Control - - Sets the priority for specific threads in a specific order ignoring the system scheduler. May help CPUs with big (P) and little (E) cores (e.g. Intel 12th or newer generation CPUs from Intel or other vendors such as AMD) - - - - - MTVU (Multi-threaded VU1) - - - - - Generally a speedup on CPUs with 3 or more threads. Safe for most games, but a few are incompatible and may hang. - - - - - Instant VU1 - - - - + Runs VU1 instantly. Provides a modest speed improvement in most games. Safe for most games, but a few games may exhibit graphical errors. - - - - - + + + + + Unchecked - + Fast disc access, less loading times. Check HDLoader compatibility lists for known games that have issues with this. - + Automatically loads and applies cheats on game start. - + Allows games and homebrew to access files / folders directly on the host computer. - - Sets the vsync queue size to 0, making every frame be completed and presented by the GS before input is polled, and the next frame begins. Using this setting can reduce input lag, at the cost of measurably higher CPU and GPU requirements. + + Fast-Forward Speed + The "User Preference" string will appear after the text "Recommended Value:" - - Maximum Frame Latency + + Sets the fast-forward speed. This speed will be used when the fast-forward hotkey is pressed/toggled. - - 2 Frames + + Slow-Motion Speed + The "User Preference" string will appear after the text "Recommended Value:" - - Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + + Sets the slow-motion speed. This speed will be used when the slow-motion hotkey is pressed/toggled. + + + + + EE Cycle Rate + + + + + EE Cycle Skip + Sets the priority for specific threads in a specific order ignoring the system scheduler. May help CPUs with big (P) and little (E) cores (e.g. Intel 12th or newer generation CPUs from Intel or other vendors such as AMD). + P-Core = Performance Core, E-Core = Efficiency Core. See if Intel has official translations for these terms. + + + + + Enable Multithreaded VU1 (MTVU1) + + + + + Generally a speedup on CPUs with 4 or more cores. Safe for most games, but a few are incompatible and may hang. + + + + + Sets the VSync queue size to 0, making every frame be completed and presented by the GS before input is polled and the next frame begins. Using this setting can reduce input lag at the cost of measurably higher CPU and GPU requirements. + + + + + Maximum Frame Latency + + + + + 2 Frames + + + + + Sets the maximum number of frames that can be queued up to the GS, before the CPU thread will wait for one of them to complete before continuing. Higher values can assist with smoothing out irregular frame times, but add additional input lag. + + + + Adjusts the emulation speed so the console's refresh rate matches the host's refresh rate when both VSync and Audio Resampling settings are enabled. This results in the smoothest animations possible, at the cost of potentially increasing the emulation speed by less than 1%. Scale To Host Refresh Rate will not take effect if the console's refresh rate is too far from the host's refresh rate. Users with variable refresh rate displays should disable this option. - + Use Global Setting [%1%] - + %1% [%2 FPS (NTSC) / %3 FPS (PAL)] - + Unlimited + Every case that uses this particular string seems to refer to speeds: Normal Speed/Fast Forward Speed/Slow Motion Speed. - + Custom + Every case that uses this particular string seems to refer to speeds: Normal Speed/Fast Forward Speed/Slow Motion Speed. - - + + Custom [%1% / %2 FPS (NTSC) / %3 FPS (PAL)] - + Custom Speed - + Enter Custom Speed FolderSettingsWidget - - - Form - - Cache Directory @@ -3462,12 +3661,144 @@ Achievements: %5 (%6) - GameFixSettingsWidget + GS - + + Failed to reopen, restoring old configuration. + + + + + Upscale multiplier set to {}x. + + + + + Saving screenshot to '{}'. + + + + + Saved screenshot to '{}'. + + + + + Failed to save screenshot to '{}'. + + + + + Host GPU device encountered an error and was recovered. This may have broken rendering. + + + + + CAS is not available, your graphics driver does not support the required functionality. + + + + + Saving {0} GS dump {1} to '{2}' + + + + + Failed to render/download screenshot. + + + + + Saved GS dump to '{}'. + + + + + Hash cache has used {:.2f} MB of VRAM, disabling. + + + + + Disabling autogenerated mipmaps on one or more compressed replacement textures. Please generate mipmaps when compressing your textures. + + + + + Stencil buffers and texture barriers are both unavailable, this will break some graphical effects. + + + + + Spin GPU During Readbacks is enabled, but calibrated timestamps are unavailable. This might be really slow. + + + + + GameCheatSettingsWidget + + Form + + + Activating cheats can cause unpredictable behavior, crashing, soft-locks, or broken saved games. Use cheats at your own risk, the PCSX2 team will provide no support for users who have enabled cheats. + + + + + Enable Cheats + + + + + Name + + + + + Author + + + + + Description + + + + + Enable All + + + + + Disable All + + + + + Reload Cheats + + + + + %1 unlabelled patch codes will automatically activate. + + + + + GameDatabase + + + {0} Current Blending Accuracy is {1}. +Recommended Blending Accuracy for this game is {2}. +You can adjust the blending level in Game Properties to improve +graphical quality, but this will increase system requirements. + + + + + GameFixSettingsWidget Game Fixes (NOT recommended to change globally) @@ -3476,96 +3807,115 @@ Achievements: %5 (%6) FPU Negative Divide Hack (For Gundam Games) + FPU = Floating Point Unit. A part of the PS2's CPU. Do not translate.\nNegative Divide: mathematical term.\nGundam: a multimedia franchise name. Leave as-is or use an official translation. FPU Multiply Hack (For Tales of Destiny) + FPU = Floating Point Unit. A part of the PS2's CPU. Do not translate.\nMultiply: mathematical term.\nTales of Destiny: a game's name. Leave as-is or use an official translation. Use Software Renderer For FMVs + FMV: Full Motion Video. Find the common used term in your language. Skip MPEG Hack (Skips Videos/FMVs) + MPEG: video codec, leave as-is. FMV: Full Motion Video. Find the common used term in your language. Preload TLB Hack (For Goemon) + TLB: Translation Lookaside Buffer. Leave as-is. Goemon: name of a character from the series with his name. Leave as-is or use an official translation. EE Timing Hack (General Purpose Timing Hack) + EE: Emotion Engine. Leave as-is. Instant DMA Hack (Good for cache emulation problems) + DMA: Direct Memory Access. Leave as-is. OPH Flag Hack (For Bleach Blade Battlers) + OPH: Name of a flag (Output PatH) in the GIF_STAT register in the EE. Leave as-is.\nBleach Blade Battles: a game's name. Leave as-is or use an official translation. Emulate GIF FIFO (Correct But Slower) + GIF = GS (Graphics Synthesizer, the GPU) Interface. Leave as-is.\nFIFO = First-In-First-Out, a type of buffer. Leave as-is. DMA Busy Hack (Deny Writes When Busy) + DMA: Direct Memory Access. Leave as-is. Delay VIF1 Stalls (For SOCOM 2 HUD/Spy Hunter) + VIF = VU (Vector Unit) Interface. Leave as-is. SOCOM 2 and Spy Hunter: names of two different games. Leave as-is or use an official translation.\nHUD = Heads-Up Display. The games' interfaces. Emulate VIF FIFO (Correct But Slower) + VIF = VU (Vector Unit) Interface. Leave as-is.\nFIFO = First-In-First-Out, a type of buffer. Leave as-is. Full VU0 Synchronization (Correct But Slower) + VU0 = VU (Vector Unit) 0. Leave as-is. VU I Bit Hack (For Scarface The World is Yours/Crash Tag Team Racing) + VU = Vector Unit. Leave as-is.\nI Bit = A bit referred as I, not as 1.\nScarface The World is Yours and Crash Tag Team Racing: names of two different games. Leave as-is or use an official translation. VU Add Hack (For Tri-Ace Games) + VU = Vector Unit. Leave as-is.\nTri-Ace: a game development company name. Leave as-is. VU Overflow Hack (Superman Returns) + VU = Vector Unit. Leave as-is.\nSuperman Returns: a game's name. Leave as-is or use an official translation. VU Sync (Run Behind, M-Bit games) + VU = Vector Unit. Leave as-is.\nRun Behind: watch out for misleading capitalization for non-English: this refers to making the VUs run behind (delayed relative to) the EE.\nM-Bit: a bitflag in VU instructions that tells VU0 to synchronize with the EE. M-Bit Game: A game that uses instructions with the M-Bit enabled (unofficial PCSX2 name). VU XGKick Sync (Correct But Slower) + VU = Vector Unit. Leave as-is.\nXGKick: the name of one of the VU's instructions. Leave as-is. Force Blit Internal FPS Detection (When auto-detection fails) + Blit = a data operation. You might want to write it as-is, but fully uppercased. More information: https://en.wikipedia.org/wiki/Bit_blit This option tells PCSX2 to estimate internal FPS by detecting blits (image copies) onto visible display memory. @@ -3624,11 +3974,6 @@ Achievements: %5 (%6) GameListSettingsWidget - - - Form - - Search Directories (will be scanned for games) @@ -3702,11 +4047,6 @@ Scanning recursively takes more time, but will identify files in subdirectories. GameListWidget - - - Form - - Game List @@ -3738,6 +4078,71 @@ Scanning recursively takes more time, but will identify files in subdirectories. + + GamePatchDetailsWidget + + + + Form + + + + + + Patch Title + + + + + + Enabled + + + + + + <html><head/><body><p><span style=" font-weight:700;">Author: </span>Patch Author</p><p>Description would go here</p></body></html> + + + + + <strong>Author: </strong>%1<br>%2 + + + + + Unknown + + + + + No description provided. + + + + + GamePatchSettingsWidget + + + Form + + + + + Activating game patches can cause unpredictable behavior, crashing, soft-locks, or broken saved games. Use patches at your own risk, the PCSX2 team will provide no support for users who have enabled game patches. + + + + + Reload Patches + + + + + There are no patches available for this game. + + + GameSummaryWidget @@ -3788,36 +4193,43 @@ Scanning recursively takes more time, but will identify files in subdirectories. NTSC-B (Brazil) + Leave the code as-is, translate the country's name. NTSC-C (China) + Leave the code as-is, translate the country's name. NTSC-HK (Hong Kong) + Leave the code as-is, translate the country's name. NTSC-J (Japan) + Leave the code as-is, translate the country's name. NTSC-K (Korea) + Leave the code as-is, translate the country's name. NTSC-T (Taiwan) + Leave the code as-is, translate the country's name. NTSC-U (US) + Leave the code as-is, translate the country's name. @@ -3828,106 +4240,127 @@ Scanning recursively takes more time, but will identify files in subdirectories. PAL-A (Australia) + Leave the code as-is, translate the country's name. PAL-AF (South Africa) + Leave the code as-is, translate the country's name. PAL-AU (Austria) + Leave the code as-is, translate the country's name. PAL-BE (Belgium) + Leave the code as-is, translate the country's name. PAL-E (Europe/Australia) + Leave the code as-is, translate the country's name. PAL-F (France) + Leave the code as-is, translate the country's name. PAL-FI (Finland) + Leave the code as-is, translate the country's name. PAL-G (Germany) + Leave the code as-is, translate the country's name. PAL-GR (Greece) + Leave the code as-is, translate the country's name. PAL-I (Italy) + Leave the code as-is, translate the country's name. PAL-IN (India) + Leave the code as-is, translate the country's name. PAL-M (Europe/Australia) + Leave the code as-is, translate the country's name. PAL-NL (Netherlands) + Leave the code as-is, translate the country's name. PAL-NO (Norway) + Leave the code as-is, translate the country's name. PAL-P (Portugal) + Leave the code as-is, translate the country's name. PAL-R (Russia) + Leave the code as-is, translate the country's name. PAL-S (Spain) + Leave the code as-is, translate the country's name. PAL-SC (Scandinavia) + Leave the code as-is, translate the country's name. PAL-SW (Sweden) + Leave the code as-is, translate the country's name. PAL-SWI (Switzerland) + Leave the code as-is, translate the country's name. PAL-UK (United Kingdom) + Leave the code as-is, translate the country's name. @@ -3962,31 +4395,37 @@ Scanning recursively takes more time, but will identify files in subdirectories. + Playable + + + + Perfect - + Input Profile: - + Shared + Refers to the shared settings profile. - + Disc Path: - + Browse... - + Clear @@ -3998,11 +4437,6 @@ Scanning recursively takes more time, but will identify files in subdirectories. GraphicsSettingsWidget - - - Form - - Renderer @@ -4063,37 +4497,30 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - - - - - - + + + + + + + Off (Default) - - - De-interlacing: - - - - - - - - - - - - - - + + + + + + + + + + Automatic (Default) @@ -4105,41 +4532,49 @@ Scanning recursively takes more time, but will identify files in subdirectories. Weave (Top Field First, Sawtooth) + Weave: deinterlacing method that can be translated or left as-is in English. Sawtooth: refers to the jagged effect weave deinterlacing has on motion. Weave (Bottom Field First, Sawtooth) + Weave: deinterlacing method that can be translated or left as-is in English. Sawtooth: refers to the jagged effect weave deinterlacing has on motion. Bob (Top Field First, Full Frames) + Bob: deinterlacing method that refers to the way it makes video look like it's bobbing up and down. Bob (Bottom Field First, Full Frames) + Bob: deinterlacing method that refers to the way it makes video look like it's bobbing up and down. Blend (Top Field First, Merge 2 Fields) + Blend: deinterlacing method that blends the colors of the two frames, can be translated or left as-is in English. Blend (Bottom Field First, Merge 2 Fields) + Blend: deinterlacing method that blends the colors of the two frames, can be translated or left as-is in English. Adaptive (Top Field First, Similar to Bob + Weave) + Adaptive: deinterlacing method that should be translated. Adaptive (Bottom Field First, Similar to Bob + Weave) + Adaptive: deinterlacing method that should be translated. @@ -4149,19 +4584,21 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + None - + Bilinear (Smooth) + Smooth: Refers to the texture clarity. Bilinear (Sharp) + Sharp: Refers to the texture clarity. @@ -4172,9 +4609,12 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - + + % + Percentage sign that shows next to a value. You might want to add a space before if you language requires it. +---------- +Percentage sign that will appear next to a number. Add a space or whatever is needed before depending on your language. @@ -4185,6 +4625,7 @@ Scanning recursively takes more time, but will identify files in subdirectories. Left: + Warning: short space constraints. Abbreviate if necessary. @@ -4198,56 +4639,54 @@ Scanning recursively takes more time, but will identify files in subdirectories. Top: + Warning: short space constraints. Abbreviate if necessary. Right: + Warning: short space constraints. Abbreviate if necessary. Bottom: + Warning: short space constraints. Abbreviate if necessary. - + Screen Offsets - - - Integer Upscaling - - - + VSync - + Show Overscan - + Enable Widescreen Patches - + Enable No-Interlacing Patches - + Anti-Blur @@ -4258,7 +4697,7 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Disable Interlace Offset @@ -4269,13 +4708,13 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Screen Resolution - + Internal Resolution @@ -4286,7 +4725,7 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + PNG @@ -4302,7 +4741,7 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Rendering @@ -4334,32 +4773,32 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Texture Filtering: - + Nearest - + Bilinear (Forced) - - + + Bilinear (PS2) - + Bilinear (Forced excluding sprite) @@ -4400,1468 +4839,2127 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Unscaled (Default) - CRC Fix Level: - - - - - None (Debug) - - - - - Minimum (Debug) - - - - - Partial (OpenGL) - - - - - Full (Direct3D) - - - - - Aggressive - - - - Blending Accuracy: - + Minimum - - + + Basic (Recommended) - + Medium - + High - + Full (Slow) - + Maximum (Very Slow) - + Texture Preloading: - + Partial - - + + Full (Hash Cache) - - + + GPU Palette Conversion - - + + Manual Hardware Renderer Fixes - - + + Spin GPU During Readbacks - - + + Spin CPU During Readbacks - + Extra Rendering Threads: - + threads - - - + + + Mipmapping - - - - + + + Auto Flush - + Hardware Fixes - + Half Screen Fix: - - - + + Force Disabled - - - + + Force Enabled - + CPU Sprite Render Size: - - - - - + + + + + 0 (Disabled) 0 (Disabled) - + 1 (64 Max Width) - + 2 (128 Max Width) - + 3 (192 Max Width) - + 4 (256 Max Width) - + 5 (320 Max Width) - + 6 (384 Max Width) - + 7 (448 Max Width) - + 8 (512 Max Width) - + 9 (576 Max Width) - + 10 (640 Max Width) - + Skipdraw Range: - - + Frame Buffer Conversion - - + + Disable Depth Emulation - - + + Disable Safe Features - - - Disable Partial Invalidation - - - - - + + Preload Frame Data - - + Texture Inside RT - + 1 (Normal) - + 2 (Aggressive) - + Software CLUT Render: - + GPU Target CLUT: + CLUT: Color Look Up Table, often referred to as a palette in non-PS2 things. GPU Target CLUT: GPU handling of when a game uses data from a render target as a CLUT. - + + + Disabled (Default) - + Enabled (Exact Match) - + Enabled (Check Inside Target) - + Upscaling Fixes - + Half Pixel Offset: - + Normal (Vertex) - + Special (Texture) - + Special (Texture - Aggressive) - + Round Sprite: - + Half - + Full - + Texture Offsets: - + X: - + Y: - - + + Merge Sprite - - + + Align Sprite - - - Wild Arms Hack + + Deinterlacing: - - Texture Replacement + + Sprites Only - - Search Directory + + Sprites/Triangles - - Browse... + + Blended Sprites/Triangles - - Open... + + Auto Flush: - - Reset + + Enabled (Sprites Only) - - PCSX2 will dump and load texture replacements from this directory. + + Enabled (All Primitives) - - Options + + Texture Inside RT: + + + + + Inside Target + + + + + Merge Targets + + + + + + Disable Partial Source Invalidation + + + + + + Target Partial Invalidation + + + + + + Read Targets When Closing + + + + + + Estimate Texture Region + + + + + + Disable Render Fixes + + + + + Bilinear Dirty Upscale + + + + + Unscaled Palette Texture Draws - + + Wild Arms Hack + Wild Arms: name of a game series. Leave as-is or use an official translation. + + + + + Texture Replacement + + + + + Search Directory + + + + + + Browse... + + + + + + Open... + + + + + + Reset + + + + + PCSX2 will dump and load texture replacements from this directory. + + + + + Options + + + + + Dump Textures - - + + Dump Mipmaps - - + + Dump FMV Textures - - + + Async Texture Loading - - + + Load Textures - - + + Precache Textures - + Post-Processing - + Sharpening/Anti-Aliasing - + Contrast Adaptive Sharpening: + You might find an official translation for this on AMD's website (Spanish version linked): https://www.amd.com/es/technologies/radeon-software-fidelityfx - - - - + + + + None (Default) - + Sharpen Only (Internal Resolution) - + Sharpen and Resize (Display Resolution) - + Sharpness: - - + + FXAA - + Filters - + TV Shader: - + Scanline Filter - + Diagonal Filter - + Triangular Filter - + Wave Filter - + Lottes CRT + Lottes = Timothy Lottes, the creator of the shader filter. Leave as-is. CRT= Cathode Ray Tube, an old type of television technology. - - + + Shade Boost - + Brightness: - + Contrast: - - + + Saturation - + OSD - + On-Screen Display - + OSD Scale: - - + + Show Indicators - - + + Show Resolution - - + + Show Inputs - - + + Show GPU Usage - - + + Show Settings - + + Show FPS - - Show Notifications + + Disable Shader Cache - - + + Disable Vertex Shader Expand + + + + + Show Statistics - - + + Show CPU Usage - - Show Speed - - - - - + + Warn About Unsafe Settings - - + + Show Frame Times - - Advanced + + Recording - + + Video Dumping Directory + + + + + Capture Setup + + + + + Container: + + + + + + Codec: + + + + + + + Extra Arguments + + + + + Capture Audio + + + + + Resolution: + + + + + x + + + + + Auto + + + + + Capture Video + + + + + Advanced + Advanced here refers to the advanced graphics options. + + + + Advanced Options - + Hardware Download Mode: - + Accurate (Recommended) - + Disable Readbacks (Synchronize GS Thread) - + Unsynchronized (Non-Deterministic) - + Disabled (Ignore Transfers) - + GS Dump Compression: - + Uncompressed - + LZMA (xz) - - + + Zstandard (zst) - - + + Skip Presenting Duplicate Frames - - + + Use Blit Swap Chain + Blit = a data operation. You might want to write it as-is, but fully uppercased. More information: https://en.wikipedia.org/wiki/Bit_blit \nSwap chain: see Microsoft's Terminology Portal. +---------- +Blit = a data operation. You might want to write it as-is, but fully uppercased. More information: https://en.wikipedia.org/wiki/Bit_blit +Swap chain: see Microsoft's Terminology Portal. - - + + Disable Threaded Presentation - - Video Capture Codec: - - - - + + Bitrate: - + + kbps + Unit that will appear next to a number. Alter the space or whatever is needed before the text depending on your language. - + + Allow Exclusive Fullscreen: + + + + + Disallowed + + + + + Allowed + + + + Debugging Options - + Override Texture Barriers: - - Override Geometry Shader: - - - - - + + Use Debug Device - - + + Disable Dual Source Blending - + + + Show Speed Percentages + + + + + Disable Framebuffer Fetch - + Direct3D 11 + Graphics backend/engine type. Leave as-is. - + Direct3D 12 + Graphics backend/engine type. Leave as-is. - + OpenGL + Graphics backend/engine type. Leave as-is. - + Vulkan + Graphics backend/engine type. Leave as-is. - + Metal + Graphics backend/engine type. Leave as-is. + + + + + Software + Graphics backend/engine type (refers to emulating the GS in software, on the CPU). Translate accordingly. + + + + + Null + Null here means that this is a graphics backend that will show nothing. - Software - - - - - Null - - - - 2x - + 4x - + 8x - + 16x - - - + + + Use Global Setting [%1] - - - - - - - - - - - - - - - - + + + + + + + + + - - - - - - + + - + + + + - - - - - - - - - - + + + + + + - - + + + + + + + + + + + + + + + + + + Unchecked - + Automatically loads and applies widescreen patches on game start. Can cause issues. - + Automatically loads and applies no-interlacing patches on game start. Can cause issues. - + Disables interlacing offset which may reduce blurring in some situations. - + Bilinear Filtering - + Enables bilinear post processing filter. Smooths the overall picture as it is displayed on the screen. Corrects positioning between pixels. - + Enables PCRTC Offsets which position the screen as the game requests. Useful for some games such as WipEout Fusion for its screen shake effect, but can make the picture blurry. + PCRTC: Programmable CRT (Cathode Ray Tube) Controller. - + Enables the option to show the overscan area on games which draw more than the safe area of the screen. - + FMV Aspect Ratio - - Overrides the FMV aspect ratio. + + Overrides the full-motion video (FMV) aspect ratio. - - - - - - - Checked + + Control the texture's trilinear filtering of the emulation. - - Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry. + + Control the accuracy level of the GS blending unit emulation.<br> The higher the setting, the more blending is emulated in the shader accurately, and the higher the speed penalty will be.<br> Do note that Direct3D's blending is reduced in capability compared to OpenGL/Vulkan. - - Enable this option to match PCSX2's refresh rate with your current monitor or screen. VSync is automatically disabled when it is not possible (eg. running at non-100% speed). - - - - - Integer Scaling - - - - - Adds padding to the display area to ensure that the ratio between pixels on the host to pixels in the console is an integer number. May result in a sharper image in some 2D games. - - - - - Aspect Ratio - - - - - Auto Standard (4:3/3:2 Progressive) - - - - - Deinterlacing - - - - - Screenshot Size - - - - - Determines the resolution at which screenshots will be saved. Internal resolutions preserve more detail at the cost of file size. - - - - - Screenshot Format - - - - - Selects the format which will be used to save screenshots. JPEG produces smaller files, but loses detail. - - - - - Screenshot Quality - - - - - - 50% - - - - - Selects the quality at which screenshots will be compressed. Higher values preserve more detail for JPEG, and reduce file size for PNG. - - - - - Stretch Height - - - - - - 100% - - - - - Fullscreen Mode - - - - - - Borderless Fullscreen - - - - - Left - - - - - - - - 0px - - - - - Top - - - - - Right - - - - - Bottom - - - - - Native (PS2) (Default) - - - - - Control the accuracy level of the mipmapping emulation. - - - - - Texture Filtering - - - - - Control the texture filtering of the emulation. - - - - - Trilinear Filtering - - - - - Control the texture tri-filtering of the emulation. - - - - - Anisotropic Filtering - - - - - Reduces texture aliasing at extreme viewing angles. - - - - - Dithering - - - - - Reduces banding between colors and improves the perceived color depth.<br> Off: Disables any dithering.<br> Unscaled: Native Dithering / Lowest dithering effect does not increase size of squares when upscaling.<br> Scaled: Upscaling-aware / Highest dithering effect. - - - - - CRC Fix Level - - - - - Control the number of Auto-CRC fixes and hacks applied to games. - - - - - Blending Accuracy - - - - - Control the accuracy level of the GS blending unit emulation. The higher the setting, the more blending is emulated in the shader accurately, and the higher the speed penalty will be. Do note that Direct3D's blending is reduced in capability compared to OpenGL/Vulkan - - - - - Texture Preloading - - - - - Uploads entire textures at once instead of small pieces, avoiding redundant uploads when possible. Improves performance in most games, but can make a small selection slower. - - - - - When enabled GPU converts colormap-textures, otherwise the CPU will. It is a trade-off between GPU and CPU. - - - - - Enabling this option gives you the ability to change the renderer and upscaling fixes to your games. However IF you have ENABLED this, you WILL DISABLE AUTOMATIC SETTINGS and you can re-enable automatic settings by unchecking this option. - - - - - Does useless work on the CPU during readbacks to prevent it from going to into powersave modes. May improve performance but with a significant increase in power usage. - - - - - Submits useless work to the GPU during readbacks to prevent it from going into powersave modes. May improve performance but with a significant increase in power usage. - - - - - Extra Rendering Threads - - - - - 2 threads - - - - - Number of rendering threads: 0 for single thread, 2 or more for multithread (1 is for debugging). If you have 4 threads on your CPU pick 2 or 3. You can calculate how to get the best performance (amount of CPU threads - 2). 7+ threads will not give much more performance and could perhaps even lower it. - - - - - - Force a primitive flush when a framebuffer is also an input texture. Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA. - - - - - Enables mipmapping, which some games require to render correctly. - - - - - Half Screen Fix - - - - - Control the half-screen fix detection on texture shuffling. - - - - - CPU Sprite Renderer Size - - - - - Software Clut Render - - - - - Skipdraw Range Start - - - - - - - - 0 - - - - - - Completely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right. - - - - - Skipdraw Range End - - - - - Disable the support of Depth buffer in the texture cache. It can help to increase speed but it will likely create various glitches. - - - - - This option disables multiple safe features. Disables accurate Unscale Point and Line rendering which can help Xenosaga games. Disables accurate GS Memory Clearing to be done on the CPU, and let the GPU handle it, which can help Kingdom Hearts games. - - - - - By default, the texture cache handles partial invalidations. Unfortunately it is very costly to compute CPU wise. This hack replaces the partial invalidation with a complete deletion of the texture to reduce the CPU load. It helps snowblind engine games. - - - - - Convert 4-bit and 8-bit frame buffer on the CPU instead of the GPU. Helps Harry Potter and Stuntman games. It has a big impact on performance. - - - - - Uploads GS data when rendering a new frame to reproduce some effects accurately. Fixes black screen issues in games like Armored Core: Last Raven. - - - - - Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer. In some selected games this is enabled by default regardless of this setting. - - - - - Half Pixel Offset - - - - - Might fix some misaligned fog, bloom, or blend effect. - - - - - Round Sprite - - - - - Corrects the sampling of 2D sprite textures when upscaling. Fixes lines in sprites of games like Ar tonelico when upscaling. Half option is for flat sprites, Full is for all sprites. - - - - - Texture Offsets X - - - - - - Offset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too. - - - - - Texture Offsets Y - - - - - Fixes issues with upscaling(vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc. - - - - - Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games. - - - - - Replaces post-processing multiple paving sprites by a single fat sprite. It reduces various upscaling lines. - - - - - Contrast Adaptive Sharpening + + Software CLUT Render - Sharpness + This option disables game-specific render fixes. - Enables saturation, contrast, and brightness to be adjusted. Values of brightness, saturation, and contrast are at default 50. + By default, the texture cache handles partial invalidations. Unfortunately it is very costly to compute CPU wise. This hack replaces the partial invalidation with a complete deletion of the texture to reduce the CPU load. It helps with the Snowblind engine games. - Applies the FXAA anti-aliasing algorithm to improve the visual quality of games. + Framebuffer Conversion - - Brightness - - - - - - - 50 - - - - - Contrast + + Convert 4-bit and 8-bit framebuffer on the CPU instead of the GPU. Helps Harry Potter and Stuntman games. It has a big impact on performance. - TV Shader + Disabled - - OSD Scale + + Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer. - - Show OSD Messages + + Flushes all targets in the texture cache back to local memory when shutting down. Can prevent lost visuals when saving state or switching renderers, but can also cause graphical corruption. - Shows on-screen-display messages when events occur such as save states being created/loaded, screenshots being taken, etc. - - - - - Show Game Frame Rate + Allows partial invalidation of render targets, which can fix graphical errors in some games. Texture Inside Render Target automatically enables this option. - Shows the internal frame rate of the game in the top-right corner of the display. + Attempts to reduce the texture size when games do not set it themselves (e.g. Snowblind games). - - Show Emulation Speed + + Fixes issues with upscaling (vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc. + Namco: a game publisher and development company. Leave the name as-is. Ace Combat, Tekken, Soul Calibur: game names. Leave as-is or use official translations. - - Shows the current emulation speed of the system in the top-right corner of the display as a percentage. + + Scales the size of the onscreen OSD from 50% to 500%. + + + + + Shows OSD icon indicators for emulation states such as Pausing, Turbo, Fast-Forward, and Slow-Motion. + + + + + Displays various settings and the current values of those settings, useful for debugging. + + + + + Shows the current controler state of the system in the bottom left corner of the display. + + + + + Displays a graph showing the average frametimes. + + + + + Allow Exclusive Fullscreen + + + + + Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout.<br>Disallowing exclusive fullscreen may enable smoother task switching and overlays, but increase input latency. + + + + + + + + + + + Checked + + + + + Enables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry. + + + + + Enable this option to match PCSX2's refresh rate with your current monitor or screen. VSync is automatically disabled when it is not possible (eg. running at non-100% speed). + + + + + + Integer Scaling + + + + + Adds padding to the display area to ensure that the ratio between pixels on the host to pixels in the console is an integer number. May result in a sharper image in some 2D games. + + + + + Aspect Ratio + + + + + Auto Standard (4:3/3:2 Progressive) + + + + + Changes the aspect ratio used to display the console's output to the screen. The default is Auto Standard (4:3/3:2 Progressive) which automatically adjusts the aspect ratio to match how a game would be shown on a typical TV of the era. + + + + + Deinterlacing + + + + + Screenshot Size + + + + + Determines the resolution at which screenshots will be saved. Internal resolutions preserve more detail at the cost of file size. + + + + + Screenshot Format + + + + + Selects the format which will be used to save screenshots. JPEG produces smaller files, but loses detail. + + + + + Screenshot Quality + + + + + + 50% + + + + + Selects the quality at which screenshots will be compressed. Higher values preserve more detail for JPEG, and reduce file size for PNG. + + + + + + 100% + + + + + Vertical Stretch + + + + + Stretches (&lt; 100%) or squashes (&gt; 100%) the vertical component of the display. + + + + + Fullscreen Mode + + + + + + Borderless Fullscreen + + + + + Chooses the fullscreen resolution and frequency. + + + + + Left + + + + + + + + 0px + + + + + Changes the number of pixels cropped from the left side of the display. + + + + + Top + + + + + Changes the number of pixels cropped from the top of the display. + + + + + Right + + + + + Changes the number of pixels cropped from the right side of the display. + + + + + Bottom + + + + + Changes the number of pixels cropped from the bottom of the display. + + + + + Native (PS2) (Default) + + + + + Control the resolution at which games are rendered. High resolutions can impact performance on older or lower-end GPUs.<br>Non-native resolution may cause minor graphical issues in some games.<br>FMV resolution will remain unchanged, as the video files are pre-rendered. + + + + + Control the accuracy level of the mipmapping emulation. + + + + + Texture Filtering + + + + + Control the texture filtering of the emulation. + + + + + Trilinear Filtering + + + + + Anisotropic Filtering + + + + + Reduces texture aliasing at extreme viewing angles. + + + + + Dithering + + + + + Reduces banding between colors and improves the perceived color depth.<br> Off: Disables any dithering.<br> Unscaled: Native Dithering / Lowest dithering effect does not increase size of squares when upscaling.<br> Scaled: Upscaling-aware / Highest dithering effect. + + + + + Blending Accuracy + + + + + Texture Preloading + + + + + Uploads entire textures at once instead of small pieces, avoiding redundant uploads when possible. Improves performance in most games, but can make a small selection slower. + + + + + When enabled GPU converts colormap-textures, otherwise the CPU will. It is a trade-off between GPU and CPU. + + + + + Enabling this option gives you the ability to change the renderer and upscaling fixes to your games. However IF you have ENABLED this, you WILL DISABLE AUTOMATIC SETTINGS and you can re-enable automatic settings by unchecking this option. + + + + + Does useless work on the CPU during readbacks to prevent it from going to into powersave modes. May improve performance but with a significant increase in power usage. + + + + + Submits useless work to the GPU during readbacks to prevent it from going into powersave modes. May improve performance but with a significant increase in power usage. + + + + + Extra Rendering Threads + + + + + 2 threads + + + + + Number of rendering threads: 0 for single thread, 2 or more for multithread (1 is for debugging). If you have 4 threads on your CPU pick 2 or 3. You can calculate how to get the best performance (amount of CPU threads - 2). 7+ threads will not give much more performance and could perhaps even lower it. + + + + + + Force a primitive flush when a framebuffer is also an input texture. Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA. + + + + + Enables mipmapping, which some games require to render correctly. + + + + + Half Screen Fix + + + + + Control the half-screen fix detection on texture shuffling. + + + + + CPU Sprite Renderer Size + + + + + Skipdraw Range Start + + + + + + + + 0 + + + + + + Completely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right. + + + + + Skipdraw Range End + + + + + Disable the support of Depth buffer in the texture cache. It can help to increase speed but it will likely create various glitches. + + + + + This option disables multiple safe features. Disables accurate Unscale Point and Line rendering which can help Xenosaga games. Disables accurate GS Memory Clearing to be done on the CPU, and let the GPU handle it, which can help Kingdom Hearts games. + + + + + Uploads GS data when rendering a new frame to reproduce some effects accurately. Fixes black screen issues in games like Armored Core: Last Raven. + + + + + Half Pixel Offset - Shows the resolution of the game in the top-right corner of the display. + Might fix some misaligned fog, bloom, or blend effect. + + + + + Round Sprite - Shows host's CPU utilization. + Corrects the sampling of 2D sprite textures when upscaling. Fixes lines in sprites of games like Ar tonelico when upscaling. Half option is for flat sprites, Full is for all sprites. - - Shows host's GPU utilization. + + Texture Offsets X - Shows counters for internal graphical utilization, useful for debugging. + + Offset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too. + ST and UV are different types of texture coordinates, like XY would be spatial coordinates. - Shows OSD icon indicators for emulation states such as Pausing, Turbo, Fast Forward, and Slow Motion. + Texture Offsets Y - - Displays warnings when settings are enabled which may break games. + + Lowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games. + Wild Arms: name of a game series. Leave as-is or use an official translation. - Override Texture Barriers + Bilinear Upscale - - Override Geometry Shader + + Can smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare. - - Allows the GPU instead of just the CPU to transform lines into sprites. This reduces CPU load and bandwidth requirement, but it is heavier on the GPU. - - - - - GS Dump Compression - - - - - Uses a blit presentation model instead of flipping when using the Direct3D 11 renderer. This usually results in slower performance, but may be required for some streaming applications, or to uncap framerates on some systems. - - - - - Disable Frame Buffer Fetch - - - - - Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth our frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + + Replaces post-processing multiple paving sprites by a single fat sprite. It reduces various upscaling lines. - Presents frames on the main GS thread instead of a worker thread. Used for debugging frametime issues. Could reduce chance of missing a frame or reduce tearing at the expense of more erratic frame times. Only applies to the Vulkan renderer. + Contrast Adaptive Sharpening + You might find an official translation for this on AMD's website (Spanish version linked): https://www.amd.com/es/technologies/radeon-software-fidelityfx - - GS Download Mode - - - - - Accurate + + Sharpness + Enables saturation, contrast, and brightness to be adjusted. Values of brightness, saturation, and contrast are at default 50. + + + + + Applies the FXAA anti-aliasing algorithm to improve the visual quality of games. + + + + + Brightness + + + + + + + 50 + + + + + Contrast + + + + + TV Shader + + + + + Applies a shader which replicates the visual effects of different styles of television set. + + + + + OSD Scale + + + + + + Show OSD Messages + + + + + Shows on-screen-display messages when events occur such as save states being created/loaded, screenshots being taken, etc. + + + + + Shows the internal frame rate of the game in the top-right corner of the display. + + + + + Shows the current emulation speed of the system in the top-right corner of the display as a percentage. + + + + + Shows the resolution of the game in the top-right corner of the display. + + + + + Shows host's CPU utilization. + + + + + Shows host's GPU utilization. + + + + + Shows counters for internal graphical utilization, useful for debugging. + + + + + Displays warnings when settings are enabled which may break games. + + + + + Enable Extra Arguments + + + + + Leave It Blank + + + + + Parameters passed to selected video codec.<br> You must use '=' to separate key from value and ':' to separate two pairs from each other.<br> For example: "crf = 21 : preset = veryfast" + + + + + Override Texture Barriers + + + + + GS Dump Compression + + + + + Change the compression algorithm used when creating a GS dump. + + + + + Uses a blit presentation model instead of flipping when using the Direct3D 11 renderer. This usually results in slower performance, but may be required for some streaming applications, or to uncap framerates on some systems. + Blit = a data operation. You might want to write it as-is, but fully uppercased. More information: https://en.wikipedia.org/wiki/Bit_blit + + + + + Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth our frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag. + + + + + Presents frames on the main GS thread instead of a worker thread. Used for debugging frametime issues. Could reduce chance of missing a frame or reduce tearing at the expense of more erratic frame times. Only applies to the Vulkan renderer. + + + + + GS Download Mode + + + + + Accurate + + + + Skips synchronizing with the GS thread and host GPU for GS downloads. Can result in a large speed boost on slower systems, at the cost of many broken graphical effects. If games are broken and you have this option enabled, please disable it first. - + + Default + This string refers to a default codec, whether it's an audio codec or a video codec. - - - + + + (Default) + + Hotkeys + + + + + + + + + + + + + + + Graphics + + + + + Save Screenshot + + + + + Toggle Video Capture + + + + + Save Single Frame GS Dump + + + + + Save Multi Frame GS Dump + + + + + Toggle Software Rendering + + + + + Increase Upscale Multiplier + + + + + Decrease Upscale Multiplier + + + + + Cycle Aspect Ratio + + + + + Aspect ratio set to '{}'. + + + + + Cycle Hardware Mipmapping + + + + + Hardware mipmapping set to '{}'. + + + + + Cycle Deinterlace Mode + + + + + Deinterlace mode set to '{}'. + + + + + Toggle Texture Dumping + + + + + Texture dumping is now enabled. + + + + + Texture dumping is now disabled. + + + + + Toggle Texture Replacements + + + + + Texture replacements are now enabled. + + + + + Texture replacements are now disabled. + + + + + Reload Texture Replacements + + + + + Texture replacements are not enabled. + + + + + Reloading texture replacements... + + + + + Target speed set to {:.0f}%. + + + + + Volume: Muted + + + + + Volume: {}% + + + + + Save slot {} selected (last save: {}). + + + + + Save slot {} selected (no save yet). + + + + + No save state found in slot {}. + + + + + + + + + + + + + + + + + + + + + + System + + + + + Open Pause Menu + + + + + Open Achievements List + + + + + Open Leaderboards List + + + + + Toggle Pause + + + + + Toggle Fullscreen + + + + + Toggle Frame Limit + + + + + Toggle Turbo / Fast Forward + + + + + Toggle Slow Motion + + + + + Turbo / Fast Forward (Hold) + + + + + Increase Target Speed + + + + + Decrease Target Speed + + + + + Increase Volume + + + + + Decrease Volume + + + + + Toggle Mute + + + + + Frame Advance + + + + + Shut Down Virtual Machine + + + + + Reset Virtual Machine + + + + + Toggle Input Recording Mode + + + + + + + + Save States + + + + + Select Previous Save Slot + + + + + Select Next Save Slot + + + + + Save State To Selected Slot + + + + + Load State From Selected Slot + + + + + Save State To Slot 1 + + + + + Load State From Slot 1 + + + + + Save State To Slot 2 + + + + + Load State From Slot 2 + + + + + Save State To Slot 3 + + + + + Load State From Slot 3 + + + + + Save State To Slot 4 + + + + + Load State From Slot 4 + + + + + Save State To Slot 5 + + + + + Load State From Slot 5 + + + + + Save State To Slot 6 + + + + + Load State From Slot 6 + + + + + Save State To Slot 7 + + + + + Load State From Slot 7 + + + + + Save State To Slot 8 + + + + + Load State From Slot 8 + + + + + Save State To Slot 9 + + + + + Load State From Slot 9 + + + + + Save State To Slot 10 + + + + + Load State From Slot 10 + + + InputBindingDialog @@ -5875,36 +6973,58 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + + Sensitivity: + + + + + + 100% + + + + + Deadzone: + + + + Add Binding - + Remove Binding - + Clear Bindings - + Bindings for %1 %2 - + Close - - + + Push Button/Axis... [%1] + + + + %1% + + InputBindingWidget @@ -5996,11 +7116,6 @@ Scanning recursively takes more time, but will identify files in subdirectories. InterfaceSettingsWidget - - - Form - - Behaviour @@ -6008,49 +7123,49 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Pause On Focus Loss - + Inhibit Screensaver - + Save State On Shutdown - + Pause On Start - + Confirm Shutdown - + Create Save State Backups - + Enable Discord Presence - + Enable Per-Game Settings @@ -6061,37 +7176,37 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Start Fullscreen - + Double-Click Toggles Fullscreen - + Render To Separate Window - + Hide Main Window When Running - + Disable Window Resizing - + Hide Cursor In Fullscreen @@ -6127,7 +7242,7 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Enable Automatic Update Check @@ -6137,155 +7252,190 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Native - - - Fusion [Light] - - - - - Dark Fusion (Gray) [Dark] - - - - - Dark Fusion (Blue) [Dark] - - - - - Untouched Lagoon (Grayish Green/-Blue ) [Light] - - - Baby Pastel (Pink) [Light] - - - - - PCSX2 (White/Blue) [Light] + Dark Fusion (Gray) [Dark] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. - Scarlet Devil (Red/Purple) [Dark] - - - - - Violet Angel (Blue/Purple) [Dark] + Dark Fusion (Blue) [Dark] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. - Ruby (Black/Red) [Dark] - - - - - Sapphire (Black/Blue) [Dark] + Untouched Lagoon (Grayish Green/-Blue ) [Light] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. - Custom.qss [Drop in PCSX2 Folder] + Baby Pastel (Pink) [Light] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. - - - - - + + Pizza Time! (Brown-ish/Creamy White) [Light] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. + + + + + PCSX2 (White/Blue) [Light] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. + + + + + Scarlet Devil (Red/Purple) [Dark] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. + + + + + Violet Angel (Blue/Purple) [Dark] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. + + + + + Cobalt Sky (Blue) [Dark] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. + + + + + Ruby (Black/Red) [Dark] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. + + + + + Sapphire (Black/Blue) [Dark] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. + + + + + Custom.qss [Drop in PCSX2 Folder] + "Custom.qss" must be kept as-is. + + + + + + + + Checked - + Automatically checks for updates to the program on startup. Updates can be deferred until later or skipped entirely. - + %1 (%2) + Variable %1 shows the version number and variable %2 shows a timestamp. - + Prevents the screen saver from activating and the host from sleeping while emulation is running. - + Determines whether a prompt will be displayed to confirm shutting down the virtual machine when the hotkey is pressed. - + Automatically saves the emulator state when powering down or exiting. You can then resume directly from where you left off next time. - - - - - - + + When enabled, custom per-game settings will be applied. Disable to always use the global configuration. + + + + + Allows switching in and out of fullscreen mode by double-clicking the game window. + + + + + Prevents the main window from being resized. + + + - + + + + + + + Unchecked - + + Fusion [Light/Dark] + Ignore what Crowdin says in this string about "[Light]/[Dark]" being untouchable here, these are not variables in this case and must be translated. + + + + Pauses the emulator when a game is started. - + Pauses the emulator when you minimize the window or switch to another application, and unpauses when you switch back. - + Creates a backup copy of a save state if it already exists when the save is created. The backup copy has a .backup suffix. + Do not translate the ".backup" extension. - + Automatically switches to fullscreen mode when a game is started. - + Hides the mouse pointer/cursor when the emulator is in fullscreen mode. - + Renders the game to a separate window, instead of the main window. If unchecked, the game will display over the top of the game list. - + Hides the main window (with the game list) when a game is running, requires Render To Separate Window to be enabled. - - When enabled, custom per-game settings will be appled. Disable to always use the global configuration. - - - - + Shows the game you are currently playing as part of your profile in Discord. @@ -6304,14 +7454,14 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - + + Change Disc - + Load State @@ -6326,490 +7476,486 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + &Help - + &Debug - + Switch Renderer - + &View - + &Window Size - + &Tools - + Input Recording - + Toolbar - + Start &File... - + Start &Disc... - + Start &BIOS - + &Scan For New Games - + &Rescan All Games - + Shut &Down - + Shut Down &Without Saving - + &Reset - + &Pause - + &Load State - + &Save State - + E&xit - + &BIOS - + Emulation - + &Controllers - + &Hotkeys - + &Graphics - + A&chievements - + &Post-Processing Settings... - + Fullscreen - + Resolution Scale - + &GitHub Repository... - + Support &Forums... - + &Discord Server... - + Check for &Updates... - + About &Qt... - + &About PCSX2... - + Change Disc... - + &Audio - + Game List - + Interface - + Add Game Directory... - - &Settings... + + + &Settings - + From File... - + From Device... - + From Game List... - + Remove Disc - + Global State - + &Screenshot - + &Memory Cards - + &Network && HDD - + &Folders - + &Toolbar - + Lock Toolbar - + &Status Bar - + Verbose Status - + Game &List - + System &Display - - - - - Game &Properties - - - - - Game &Grid - - - - - Show Titles (Grid View) - - - - - Zoom &In (Grid View) - - - - - Ctrl++ + This grayed-out at first option will become available while there is a game emulated and the game list is displayed over the actual emulation, to let users display the system emulation once more. - Zoom &Out (Grid View) + Game &Properties - - Ctrl+- + + Game &Grid - - Refresh &Covers (Grid View) + + Show Titles (Grid View) - - Open Memory Card Directory... - - - - - Open Data Directory... - - - - - Toggle Software Rendering + + Zoom &In (Grid View) - Open Debugger + Ctrl++ - - Reload Cheats/Patches + + Zoom &Out (Grid View) - - Enable System Console + + Ctrl+- + Refresh &Covers (Grid View) + + + + + Open Memory Card Directory... + + + + + Open Data Directory... + + + + + Toggle Software Rendering + + + + + Open Debugger + + + + + Reload Cheats/Patches + + + + + Enable System Console + + + + Enable Verbose Logging - + Enable EE Console Logging - + Enable IOP Console Logging - + Save Single Frame GS Dump - + New + This section refers to the Input Recording submenu. - + Play + This section refers to the Input Recording submenu. - + Stop + This section refers to the Input Recording submenu. - + Settings - - - - - - Input Recording Logs - - - - - Controller Logs - - - - - Enable &File Logging - - - - - Enable CDVD Read Logging - - - - - Save CDVD Block Dump - - - - - Enable Log Timestamps + This section refers to the Input Recording submenu. + + Input Recording Logs + + + + + Controller Logs + + + + + Enable &File Logging + + + + + Enable CDVD Read Logging + + + + + Save CDVD Block Dump + + + + + Enable Log Timestamps + + + + Start Big Picture Mode - + Big Picture - + Cover Downloader... - - + + Show Advanced Settings - + Recording Viewer - - + + Video Capture - - All File Types (*.bin *.iso *.cue *.chd *.cso *.gz *.elf *.irx *.gs *.gs.xz *.gs.zst *.dump);;Single-Track Raw Images (*.bin *.iso);;Cue Sheets (*.cue);;MAME CHD Images (*.chd);;CSO Images (*.cso);;GZ Images (*.gz);;ELF Executables (*.elf);;IRX Executables (*.irx);;GS Dumps (*.gs *.gs.xz *.gs.zst);;Block Dumps (*.dump) - - - - - All File Types (*.bin *.iso *.cue *.chd *.cso *.gz *.dump);;Single-Track Raw Images (*.bin *.iso);;Cue Sheets (*.cue);;MAME CHD Images (*.chd);;CSO Images (*.cso);;GZ Images (*.gz);;Block Dumps (*.dump) - - - - + Internal Resolution - + %1x Scale - + Select location to save block dump: - + Do not show again - + Changing advanced settings can have unpredictable effects on games, including graphical glitches, lock-ups, and even corrupted save files. We do not recommend changing advanced settings unless you know what you are doing, and the implications of changing each setting. The PCSX2 team will not provide any support for configurations that modify these settings, you are on your own. @@ -6818,225 +7964,234 @@ Are you sure you want to continue? - + %1 Files (*.%2) - + Confirm Shutdown - + Are you sure you want to shut down the virtual machine? - + Save State For Resume - - - - - - + + + + Error - + You must select a disc to change discs. - + Properties... - + Open Containing Directory... + Refers to the directory where a game is contained. - + Set Cover Image... - + Exclude From List - + Reset Play Time - + Default Boot - + Fast Boot - + Full Boot - + Boot and Debug - + Add Search Directory... - + Start File - + Start Disc - + Select Disc Image - + Updater Error - + <p>Sorry, you are trying to update a PCSX2 version which is not an official GitHub release. To prevent incompatibilities, the auto-updater is only enabled on official builds.</p><p>To obtain an official build, please download from the link below:</p><p><a href="https://pcsx2.net/downloads/">https://pcsx2.net/downloads/</a></p> - + Automatic updating is not supported on the current platform. - + Input Recording Files (*.p2m2) - + Paused - + Load State Failed - + Cannot load a save state without a running VM. - + Failed to get window info from widget - - Failed to create host display device context. + + All File Types (*.bin *.iso *.cue *.mdf *.chd *.cso *.gz *.elf *.irx *.gs *.gs.xz *.gs.zst *.dump);;Single-Track Raw Images (*.bin *.iso);;Cue Sheets (*.cue);;Media Descriptor File (*.mdf);;MAME CHD Images (*.chd);;CSO Images (*.cso);;GZ Images (*.gz);;ELF Executables (*.elf);;IRX Executables (*.irx);;GS Dumps (*.gs *.gs.xz *.gs.zst);;Block Dumps (*.dump) - - Failed to get new window info from widget + + All File Types (*.bin *.iso *.cue *.mdf *.chd *.cso *.gz *.dump);;Single-Track Raw Images (*.bin *.iso);;Cue Sheets (*.cue);;Media Descriptor File (*.mdf);;MAME CHD Images (*.chd);;CSO Images (*.cso);;GZ Images (*.gz);;Block Dumps (*.dump) - + + Game Properties + + + + + Game properties is unavailable for the current game. + + + + Could not find any CD/DVD-ROM devices. Please ensure you have a drive connected and sufficient permissions to access it. - + Select disc drive: - + This save state does not exist. - + Select Cover Image - + All Cover Image Types (*.jpg *.jpeg *.png) - + Cover Already Exists - + A cover image for this game already exists, do you wish to replace it? - - + + Copy Error - + Failed to remove existing cover '%1' - + Failed to copy '%1' to '%2' - + Confirm Reset - + Are you sure you want to reset the play time for '%1'? This action cannot be undone. - + Load Resume State - + A resume save state was found for this game, saved at: %1. @@ -7045,116 +8200,140 @@ Do you want to load this state, or start from a fresh boot? - + Fresh Boot - + Delete And Boot - + Failed to delete save state file '%1'. - + Load State File... - + Load From File... - - + + Select Save State File - - + + Save States (*.p2s) - + Delete Save States... - + Undo Load State - + Resume (%2) - + Load Slot %1 (%2) - - + + Delete Save States - + Are you sure you want to delete all save states for %1? The saves will not be recoverable. - + %1 save states deleted. - + Save To File... - + Empty - + Save Slot %1 (%2) - + Confirm Disc Change - + Do you want to swap discs or boot the new image (via system reset)? - + Swap Disc - + Reset + + MemoryCard + + + + Memory card '{}' was saved to storage. + + + + + Memory card in port %d / slot %d reinserted + + + + + Memory card in port {} / slot {} reinserted. + + + + + Force ejecting all memory cards. + + + MemoryCardConvertDialog @@ -7199,7 +8378,7 @@ The saves will not be recoverable. p, li { white-space: pre-wrap; } hr { height: 1px; border-width: 0; } </style></head><body style=" font-family:'Segoe UI'; font-size:9pt; font-weight:400; font-style:normal;"> -<p align="center" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Note: Converting a memory card creates a COPY of your existing memory card. It does NOT delete, modify, or replace your existing memory card.</p></body></html> +<p align="center" style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Note: Converting a Memory Card creates a COPY of your existing Memory Card. It does NOT delete, modify, or replace your existing Memory Card.</p></body></html> @@ -7218,60 +8397,56 @@ hr { height: 1px; border-width: 0; } - - - + + + Convert Memory Card Failed + MemoryCardType should be left as-is. - - - + + + Invalid MemoryCardType - + Conversion Complete - - Memory card "%1" converted to "%2" + + Memory Card "%1" converted to "%2" - + + Your folder Memory Card has too much data inside it to be converted to a file Memory Card. The largest supported file Memory Card has a capacity of 64 MB. To convert your folder Memory Card, you must remove game folders until its size is 64 MB or less. + + + + Cannot Convert Memory Card - - - Your folder memory card has too much data inside it to be converted to a file memory card. The largest supported file memory card has a capacity of 64 MB. To convert your folder memory card, you must remove game folders until its size is 64 MB or less. - - MemoryCardListWidget - + Yes - + No MemoryCardSettingsWidget - - - Form - - Console Ports @@ -7299,6 +8474,7 @@ hr { height: 1px; border-width: 0; } + Reset @@ -7334,25 +8510,25 @@ hr { height: 1px; border-width: 0; } - + Duplicate - + Rename - + Convert - + Delete @@ -7363,153 +8539,153 @@ hr { height: 1px; border-width: 0; } - + Automatically manage saves based on running game - - Auto-eject memory cards when loading save states + + Auto-eject Memory Cards when loading save states - - + + Checked - - Avoids broken memory card saves. May not work with some games such as Guitar Hero. - - - - + (Folder type only / Card size: Auto) Loads only the relevant booted game saves, ignoring others. Avoids running out of space for saves. - + Swap Memory Cards - + Port %1 - + Eject Memory Card - - - + + + Error - - This memory card is unknown. - - - - + Not yet implemented. - - + + Delete Memory Card - - Are you sure you wish to delete the memory card '%1'? + + + + + Rename Memory Card + + + + + New Card Name + + + + + New name is invalid, it must end with .ps2 + + + + + New name is invalid, a card with this name already exists. + + + + + Avoids broken Memory Card saves. May not work with some games such as Guitar Hero. + + + + + This Memory Card is unknown. + + + + + Are you sure you wish to delete the Memory Card '%1'? This action cannot be reversed, and you will lose any saves on the card. - - - Failed to delete the memory card. The log may have more information. - - - - - - Rename Memory Card + Failed to delete the Memory Card. The log may have more information. - - New Card Name + + Failed to rename Memory Card. The log may contain more information. - - New name is invalid, it must end with .ps2 - - - - - New name is invalid, a card with this name already exists. - - - - - Failed to rename memory card. The log may contain more information. - - - - + Use for Port %1 - + Both ports must have a card selected to swap. - + PS2 (8MB) - + PS2 (16MB) - + PS2 (32MB) - + PS2 (64MB) - + PS1 (128KB) - - + + Unknown - + PS2 (Folder) @@ -7517,13 +8693,14 @@ This action cannot be reversed, and you will lose any saves on the card. MemoryCardSlotWidget - + %1 [%2] - + %1 [Missing] + Ignore Crowdin's warning for [Missing], the text should be translated. @@ -7535,51 +8712,56 @@ This action cannot be reversed, and you will lose any saves on the card. - + Go to in disassembly - - + + Go to address - + Show as 1 byte - + Show as 2 bytes - + Show as 4 bytes - + Show as 8 bytes - + Copy Byte - + Copy Segment - + Copy Character + + + Paste + + NewInputRecordingDlg @@ -7596,11 +8778,13 @@ This action cannot be reversed, and you will lose any saves on the card. Power On + Indicates that the input recording that is about to be started will be recorded from the moment the emulation boots on/starts. Save State + Indicates that the input recording that is about to be started will be recorded when an accompanying save state is saved. @@ -7629,6 +8813,307 @@ This action cannot be reversed, and you will lose any saves on the card. + + Pad + + + D-Pad Up + + + + + D-Pad Right + + + + + D-Pad Down + + + + + D-Pad Left + + + + + Triangle + + + + + Circle + + + + + Cross + + + + + Square + + + + + Select + + + + + Start + + + + + L1 (Left Bumper) + + + + + L2 (Left Trigger) + + + + + R1 (Right Bumper) + + + + + R2 (Right Trigger) + + + + + L3 (Left Stick Button) + + + + + R3 (Right Stick Button) + + + + + Analog Toggle + + + + + Apply Pressure + + + + + Left Stick Up + + + + + Left Stick Right + + + + + Left Stick Down + + + + + Left Stick Left + + + + + Right Stick Up + + + + + Right Stick Right + + + + + Right Stick Down + + + + + Right Stick Left + + + + + Large (Low Frequency) Motor + + + + + Small (High Frequency) Motor + + + + + Not Inverted + + + + + Invert Left/Right + + + + + Invert Up/Down + + + + + Invert Left/Right + Up/Down + + + + + Invert Left Stick + + + + + Inverts the direction of the left analog stick. + + + + + Invert Right Stick + + + + + Inverts the direction of the right analog stick. + + + + + Analog Deadzone + + + + + Sets the analog stick deadzone, i.e. the fraction of the analog stick movement which will be ignored. + + + + + Analog Sensitivity + + + + + Sets the analog stick axis scaling factor. A value between 130% and 140% is recommended when using recent controllers, e.g. DualShock 4, Xbox One Controller. + + + + + Trigger Deadzone + + + + + Sets the deadzone for activating triggers, i.e. the fraction of the trigger press which will be ignored. + + + + + Trigger Sensitivity + + + + + Sets the trigger scaling factor. + + + + + Large Motor Vibration Scale + + + + + Increases or decreases the intensity of low frequency vibration sent by the game. + + + + + Small Motor Vibration Scale + + + + + Increases or decreases the intensity of high frequency vibration sent by the game. + + + + + Button Deadzone + + + + + Sets the deadzone for activating buttons, i.e. the fraction of the button press which will be ignored. + + + + + Modifier Pressure + + + + + Sets the pressure when the modifier button is held. + + + + + Not Connected + + + + + DualShock 2 + + + + + Patch + + + Failed to open {}. Built-in game patches are not available. + + + + + {} GameDB patches + + + + + {}{} game patches + + + + + {}{} cheat patches + + + + + No cheats or patches (widescreen, compatibility or others) are found / enabled. + + + QObject @@ -7644,13 +9129,13 @@ The URL was: %1 - + HDD Creator - + Failed to create HDD image @@ -7784,50 +9269,60 @@ The URL was: %1 - + Change %1 + Changing the value in a CPU register (e.g. "Change t0") - - + + Invalid register value - + Invalid hexadecimal register value. - + Invalid floating-point register value. - + Invalid target address + + SPU2 + + + Requested audio output device '{}' not found, using default. + + + SettingWidgetBinder - - - - + + + + + Reset - - + + Default: - + Select folder for %1 @@ -7850,193 +9345,215 @@ The URL was: %1 - + Summary - + <strong>Summary</strong><hr>Eventually this will be where we can see patches and compute hashes/verify dumps/etc. - + Interface - + <strong>Interface Settings</strong><hr>These options control how the software looks and behaves.<br><br>Mouse over an option for additional information. - + Game List - + <strong>Game List Settings</strong><hr>The list above shows the directories which will be searched by PCSX2 to populate the game list. Search directories can be added, removed, and switched to recursive/non-recursive. - + BIOS - + <strong>BIOS Settings</strong><hr>Configure your BIOS here.<br><br>Mouse over an option for additional information. - + Emulation - + <strong>Emulation Settings</strong><hr>These options determine the configuration of frame pacing and game settings.<br><br>Mouse over an option for additional information. - - Game Fix + + Patches + + + + + <strong>Patches</strong><hr>This section allows you to select optional patches to apply to the game, which may provide performance, visual, or gameplay improvements. - <strong>Game Fix Settings</strong><hr>Gamefixes can work around incorrect emulation in some titles<br>however they can also cause problems in games if used incorrectly.<br>It is best to leave them all disabled unless advised otherwise. + Cheats - + + <strong>Cheats</strong><hr>This section allows you to select which cheats you wish to enable. You cannot enable/disable cheats without labels for old-format pnach files, those will automatically activate if the main cheat enable option is checked. + + + + + Game Fixes + + + + + <strong>Game Fixes Settings</strong><hr>Game Fixes can work around incorrect emulation in some titles.<br>However, they can also cause problems in games if used incorrectly.<br>It is best to leave them all disabled unless advised otherwise. + + + + Graphics - + <strong>Graphics Settings</strong><hr>These options determine the configuration of the graphical output.<br><br>Mouse over an option for additional information. - + Audio - + <strong>Audio Settings</strong><hr>These options control the audio output of the console.<br><br>Mouse over an option for additional information. - + Memory Cards - + <strong>Memory Card Settings</strong><hr>Create and configure Memory Cards here.<br><br>Mouse over an option for additional information. - + Network & HDD - + <strong>Network & HDD Settings</strong><hr>These options control the network connectivity and internal HDD storage of the console.<br><br>Mouse over an option for additional information. - + Folders - + <strong>Folder Settings</strong><hr>These options control where PCSX2 will save runtime data files. - + Achievements - + <strong>Achievements Settings</strong><hr>These options control the RetroAchievements implementation in PCSX2, allowing you to earn achievements in your games. - + RAIntegration is being used, built-in RetroAchievements support is disabled. - + This PCSX2 build was not compiled with RetroAchievements support. - + Advanced - + <strong>Advanced Settings</strong><hr>These are advanced options to determine the configuration of the simulated console.<br><br>Mouse over an option for additional information. - + Debug - + <strong>Debug Settings</strong><hr>These are options which can be used to log internal information about the application. <strong>Do not modify unless you know what you are doing</strong>, it will cause significant slowdown, and can waste large amounts of disk space. - + Confirm Restore Defaults - + Are you sure you want to restore the default settings? Any preferences will be lost. - + Reset UI Settings - + Recommended Value - + %1 [%2] - - - Use Global Setting [Enabled] - - - Use Global Setting [Disabled] + Use Global Setting [Enabled] + THIS STRING IS SHARED ACROSS MULTIPLE OPTIONS. Be wary about gender/number. Also, ignore Crowdin's warning regarding [Enabled]: the text must be translated. - - + + Use Global Setting [Disabled] + THIS STRING IS SHARED ACROSS MULTIPLE OPTIONS. Be wary about gender/number. Also, ignore Crowdin's warning regarding [Disabled]: the text must be translated. + + + + + Use Global Setting [%1] @@ -8044,145 +9561,1051 @@ The URL was: %1 StackModel - + ENTRY - - - - - LABEL + Warning: short space limit. Abbreviate if needed. + LABEL + Warning: short space limit. Abbreviate if needed. + + + + PC - - - - - INSTRUCTION - - - - - STACK POINTER + Warning: short space limit. Abbreviate if needed. PC = Program Counter (location where the CPU is executing). + INSTRUCTION + Warning: short space limit. Abbreviate if needed. + + + + + STACK POINTER + Warning: short space limit. Abbreviate if needed. + + + + SIZE + Warning: short space limit. Abbreviate if needed. ThreadModel - - + + INVALID - + ID + Warning: short space limit. Abbreviate if needed. - + PC + Warning: short space limit. Abbreviate if needed. PC = Program Counter (location where the CPU is executing). - + ENTRY + Warning: short space limit. Abbreviate if needed. PRIORITY + Warning: short space limit. Abbreviate if needed. - + STATE + Warning: short space limit. Abbreviate if needed. - + WAIT TYPE - - - - - BAD - - - - - RUN + Warning: short space limit. Abbreviate if needed. - READY - - - - - WAIT + BAD + Refers to a Thread State in the Debugger. - SUSPEND - - - - - WAIT SUSPEND + RUN + Refers to a Thread State in the Debugger. - DORMANT + READY + Refers to a Thread State in the Debugger. - - NONE + + WAIT + Refers to a Thread State in the Debugger. - WAKEUP REQUEST + SUSPEND + Refers to a Thread State in the Debugger. - + + WAIT SUSPEND + Refers to a Thread State in the Debugger. + + + + + DORMANT + Refers to a Thread State in the Debugger. + + + + + NONE + Refers to a Thread Wait State in the Debugger. + + + + + WAKEUP REQUEST + Refers to a Thread Wait State in the Debugger. + + + + SEMAPHORE + Refers to a Thread Wait State in the Debugger. + + + + + SLEEP + Refers to a Thread Wait State in the Debugger. + + + + + DELAY + Refers to a Thread Wait State in the Debugger. + + + + + EVENTFLAG + Refers to a Thread Wait State in the Debugger. + + + + + MBOX + Refers to a Thread Wait State in the Debugger. + + + + + VPOOL + Refers to a Thread Wait State in the Debugger. + + + + + FIXPOOL + Refers to a Thread Wait State in the Debugger. + + + + + USB + + + Webcam (EyeToy) + + + + + Sony EyeToy + + + + + Konami Capture Eye + + + + + Device Name + + + + + Selects the device to capture images from. + + + + + HID Keyboard + + + + + Keyboard + + + + + HID Mouse + + + + + Pointer + + + + + Left Button + + + + + Right Button + + + + + Middle Button + + + + + BeatMania Da Da Da!! Keyboard + + + + + GunCon 2 + + + + + + + + D-Pad Up + + + + + + + + D-Pad Down + + + + + + + + D-Pad Left + + + + + + + + D-Pad Right + + + + + Trigger + + + + + Shoot Offscreen + + + + + Calibration Shot + + + + + + + A + + + + + + + B + + + + + + C + + + + + + + + + + Select + + + + + + + + + + Start + + + + + Manual Screen Configuration + + + + + Forces the use of the screen parameters below, instead of automatic parameters if available. + + + + + X Scale (Sensitivity) + + + + + Y Scale (Sensitivity) + + + + + Center X + + + + + Sets the horizontal center position of the simulated screen. + + + + + Center Y + + + + + Sets the vertical center position of the simulated screen. + + + + + Screen Width + + + + + Sets the width of the simulated screen. + + + + + Screen Height + + + + + Sets the height of the simulated screen. + + + + + Logitech USB Headset + + + + + + + Input Device + + + + + + + Selects the device to read audio from. + + + + + Output Device + + + + + Selects the device to output audio to. + + + + + + + + Input Latency + + + + + + + + Specifies the latency to the host input device. + + + + + Output Latency + + + + + Specifies the latency to the host output device. + + + + + USB-Mic: Neither player 1 nor 2 is connected. + + + + + USB-Mic: Failed to start player {} audio stream. + + + + + Singstar + + + + + Player 1 Device + + + + + Selects the input for the first player. + + + + + Player 2 Device + + + + + Selects the input for the second player. + + + + + Logitech USB Mic + + + + + usb-msd: Could not open image file '{}' + + + + + Mass Storage Device + + + + + Modification time to USB mass storage image changed, reattaching. + + + + + Image Path + + + + + Sets the path to image which will back the virtual mass storage device. + + + + + + + Steering Left + + + + + + + Steering Right + + + + + + + Throttle + + + + + + + Brake + + + + + + Cross + + + + + + Square + + + + + + Circle + + + + + + Triangle + + + + + L1 + + + + + R1 + + + + + + L2 + + + + + + R2 + + + + + + Force Feedback + + + + + Shift Up / R1 + + + + + Shift Down / L1 + + + + + L3 + + + + + R3 + + + + + Menu Up + + + + + Menu Down + + + + + + X + + + + + + Y + + + + + Steering Smoothing + + + + + Smooths out changes in steering to the specified percentage per poll. Needed for using keyboards. + + + + + Steering Deadzone + + + + + Steering axis deadzone for pads or non self centering wheels. + + + + + Steering Damping + + + + + Applies power curve filter to steering axis values. Dampens small inputs. + + + + + Wheel Device + + + + + Driving Force + + + + + Driving Force Pro + + + + + Driving Force Pro (rev11.02) + + + + + GT Force + + + + + Rock Band Drum Kit + + + + + Blue + + + + + Green + + + + + Red + + + + + Yellow + + + + + Orange + + + + + Buzz Controller + + + + + Player 1 Red + + + + + Player 1 Blue + + + + + Player 1 Orange + + + + + Player 1 Green + + + + + Player 1 Yellow + + + + + Player 2 Red + + + + + Player 2 Blue + + + + + Player 2 Orange + + + + + Player 2 Green + + + + + Player 2 Yellow + + + + + Player 3 Red + + + + + Player 3 Blue + + + + + Player 3 Orange + + + + + Player 3 Green + + + + + Player 3 Yellow + + + + + Player 4 Red + + + + + Player 4 Blue + + + + + Player 4 Orange + + + + + Player 4 Green + + + + + Player 4 Yellow + + + + + Keyboardmania + + + + + C 1 + + + + + C# 1 + + + + + D 1 + + + + + D# 1 + + + + + E 1 + + + + + F 1 + + + + + F# 1 + + + + + G 1 + + + + + G# 1 + + + + + A 1 + + + + + A# 1 + + + + + B 1 + + + + + C 2 + + + + + C# 2 + + + + + D 2 + + + + + D# 2 + + + + + E 2 + + + + + F 2 + + + + + F# 2 + + + + + G 2 + + + + + G# 2 + + + + + A 2 + + + + + A# 2 + + + + + B 2 + + + + + Wheel Up + + + + + Wheel Down + + + + + Sega Seamic + + + + + Stick Left + + + + + Stick Right + + + + + Stick Up + + + + + Stick Down + + + + + Z + + + + + L + + + + + R + + + + + Failed to open '{}' for printing. + + + + + Printer saving to '{}'... + + + + + Printer + + + + + None + + + + + + Not Connected USBBindingWidget - + Axes - + Buttons USBBindingWidget_DrivingForce - - - Form - - Hints @@ -8198,29 +10621,6 @@ The URL was: %1 Force Feedback - - - - - - - - - - - - - - - - - - - - - PushButton - - D-Pad @@ -8324,11 +10724,6 @@ The URL was: %1 USBBindingWidget_GTForce - - - Form - - Hints @@ -8344,21 +10739,6 @@ The URL was: %1 Force Feedback - - - - - - - - - - - - - PushButton - - X @@ -8412,11 +10792,6 @@ The URL was: %1 USBDeviceWidget - - - Form - - Device Type @@ -8443,34 +10818,242 @@ The URL was: %1 - - Device Settings + + USB Port %1 - + No devices available - + Clear Bindings - + Are you sure you want to clear all bindings for this controller? This action cannot be undone. - + Automatic Binding - + No generic bindings were generated for device '%1'. The controller/source may not support automatic mapping. + + VMManager + + + Failed to back up old save state {}. + + + + + Failed to save save state: {}. + + + + + State saved to slot {}. + + + + + Failed to save save state to slot {}. + + + + + There is no save state in slot {}. + + + + + Loading state from slot {}... + + + + + Saving state to slot {}... + + + + + Disc removed. + + + + + Disc changed to '{}'. + + + + + Failed to open new disc image '{}'. Reverting to old image. + + + + + Failed to switch back to old disc image. Removing disc. + + + + + Cheats have been disabled due to achievements hardcore mode. + + + + + Fast CDVD is enabled, this may break games. + + + + + Cycle rate/skip is not at default, this may crash or make games run too slow. + + + + + Audio is using async mix, expect desynchronization in FMVs. + + + + + Upscale multiplier is below native, this will break rendering. + + + + + Mipmapping is not set to automatic. This may break rendering in some games. + + + + + Texture filtering is not set to Bilinear (PS2). This will break rendering in some games. + + + + + Trilinear filtering is not set to automatic. This may break rendering in some games. + + + + + Blending is below basic, this may break effects in some games. + + + + + Hardware Download Mode is not set to Accurate, this may break rendering in some games. + + + + + EE FPU Round Mode is not set to default, this may break some games. + + + + + EE FPU Clamp Mode is not set to default, this may break some games. + + + + + VU Round Mode is not set to default, this may break some games. + + + + + VU Clamp Mode is not set to default, this may break some games. + + + + + Game Fixes are not enabled. Compatibility with some games may be affected. + + + + + Compatibility Patches are not enabled. Compatibility with some games may be affected. + + + + + Frame rate for NTSC is not default. This may break some games. + + + + + Frame rate for PAL is not default. This may break some games. + + + + + EE Recompiler is not enabled, this will significantly reduce performance. + + + + + VU0 Recompiler is not enabled, this will significantly reduce performance. + + + + + VU1 Recompiler is not enabled, this will significantly reduce performance. + + + + + IOP Recompiler is not enabled, this will significantly reduce performance. + + + + + EE Cache is enabled, this will significantly reduce performance. + + + + + EE Wait Loop Detection is not enabled, this may reduce performance. + + + + + INTC Spin Detection is not enabled, this may reduce performance. + + + + + Instant VU1 is disabled, this may reduce performance. + + + + + mVU Flag Hack is not enabled, this may reduce performance. + + + + + GPU Palette Conversion is enabled, this may reduce performance. + + + + + Texture Preloading is not Full, this may reduce performance. + + + + + Estimate texture region is enabled, this may reduce performance. + + +