diff --git a/pcsx2-qt/Translations/pcsx2-qt_en.ts b/pcsx2-qt/Translations/pcsx2-qt_en.ts index 7523807bf1..151294921e 100644 --- a/pcsx2-qt/Translations/pcsx2-qt_en.ts +++ b/pcsx2-qt/Translations/pcsx2-qt_en.ts @@ -1109,29 +1109,29 @@ Login token generated on %2. - + %1% 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) @@ -3859,7 +3859,7 @@ Achievements: %5 (%6) 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 @@ -3867,39 +3867,39 @@ graphical quality, but this will increase system requirements. - + Manual GS hardware renderer fixes are enabled, automatic fixes were not applied: - + No tracks provided. - + Hash {} is not in database. - + Data track number does not match data track in database. - + Track {} with hash {} is not found in database. - + Track {} with hash {} is for a different game ({}). - + Track {} with hash {} does not match database track. @@ -4722,13 +4722,13 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - + + - - - - + + + + Off (Default) @@ -4736,15 +4736,15 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - - + + + - + + - - - + + Automatic (Default) @@ -4814,7 +4814,7 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Bilinear (Smooth) Smooth: Refers to the texture clarity. @@ -4833,8 +4833,8 @@ 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 your language requires it. ---------- @@ -4880,37 +4880,37 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Screen Offsets - + VSync - + Show Overscan - + Enable Widescreen Patches - + Enable No-Interlacing Patches - + Anti-Blur @@ -4921,7 +4921,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Disable Interlace Offset @@ -4932,13 +4932,13 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Screen Resolution - + Internal Resolution @@ -4949,7 +4949,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + PNG @@ -5016,7 +5016,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Bilinear (PS2) @@ -5063,7 +5063,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Unscaled (Default) @@ -5079,7 +5079,7 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Basic (Recommended) @@ -5115,31 +5115,31 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Full (Hash Cache) - - + + GPU Palette Conversion - + Manual Hardware Renderer Fixes - + Spin GPU During Readbacks - + Spin CPU During Readbacks @@ -5155,15 +5155,15 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - - + + Mipmapping - - + + Auto Flush @@ -5173,12 +5173,12 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Force Disabled - + Force Enabled @@ -5191,8 +5191,8 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - - + + 0 (Disabled) 0 (Disabled) @@ -5253,30 +5253,30 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Frame Buffer Conversion - + Disable Depth Emulation - + Disable Safe Features - - + + Preload Frame Data - + Texture Inside RT @@ -5319,69 +5319,69 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Upscaling Fixes - + Half Pixel Offset: - + Normal (Vertex) - + Special (Texture) - + Special (Texture - Aggressive) - + Round Sprite: - + Half - + Full - + Texture Offsets: - + X: - + Y: - - + + Merge Sprite - - + + Align Sprite @@ -5437,457 +5437,451 @@ Percentage sign that will appear next to a number. Add a space or whatever is ne - + Disable Partial Source Invalidation - - Target Partial Invalidation - - - - - + Read Targets When Closing - - + + Estimate Texture Region - - + + Disable Render Fixes - + Unscaled Palette Texture Draws - - + + Wild Arms Hack Wild Arms: name of a game series. Leave as-is or use an official translation. - + Bilinear Dirty Upscale: - + Force Bilinear - + Force Nearest - + Texture Replacement - + Search Directory + + + + Browse... + + - Browse... + Open... - 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. - + 4xRGSS downsampling (4x Rotated Grid SuperSampling) - + NxAGSS downsampling (Nx Automatic Grid SuperSampling) - - + + Shade Boost - + Brightness: - + Contrast: - - + + Saturation - + OSD - + On-Screen Display - + OSD Scale: - - + + Show Indicators - - + + Show Resolution - - + + Show Inputs - - + + Show GPU Usage - - + + Show Settings - - + + Show FPS - + Disable Shader Cache - + Disable Vertex Shader Expand - - + + Show Statistics - - + + Show CPU Usage - - + + Warn About Unsafe Settings - - + + Show Frame Times - + 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. ---------- @@ -5896,70 +5890,70 @@ Swap chain: see Microsoft's Terminology Portal. - - + + Disable Threaded Presentation + + + + Bitrate: + + - 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: - - + + Use Debug Device - - + + Disable Dual Source Blending - - + + Show Speed Percentages - - + + Disable Framebuffer Fetch @@ -6026,763 +6020,757 @@ Swap chain: see Microsoft's Terminology Portal. - - - + + + 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 full-motion video (FMV) aspect ratio. - + Control the texture's trilinear filtering of the emulation. - + 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. - + Software CLUT Render - + This option disables game-specific render fixes. - + 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. - + Framebuffer Conversion - + 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. - + Uploads GS data when rendering a new frame to reproduce some effects accurately. - + Disabled - + Allows the texture cache to reuse as an input texture the inner portion of a previous framebuffer. - + 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. - - Allows partial invalidation of render targets, which can fix graphical errors in some games. Texture Inside Render Target automatically enables this option. - - - - + Attempts to reduce the texture size when games do not set it themselves (e.g. Snowblind games). - + 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. - + 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 controller 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. - + 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. - + 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. ST and UV are different types of texture coordinates, like XY would be spatial coordinates. - + Texture Offsets Y - + 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. - + Bilinear Upscale - + Can smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare. - + Replaces post-processing multiple paving sprites by a single fat sprite. It reduces various upscaling lines. - + 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 - + 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) @@ -6790,129 +6778,135 @@ Swap chain: see Microsoft's Terminology Portal. 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 - + + Toggle On-Screen Display + + + + 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... @@ -9198,52 +9192,57 @@ This action cannot be reversed, and you will lose any saves on the card. - Go to in disassembly + Copy Address - + 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 @@ -9508,12 +9507,12 @@ This action cannot be reversed, and you will lose any saves on the card. - + Analog light is now on for port {} / slot {} - + Analog light is now off for port {} / slot {} @@ -9563,7 +9562,7 @@ This action cannot be reversed, and you will lose any saves on the card. - + Controller port {}, slot {} has a {} connected, but the save state has a {}. Leaving the original controller type connected, but this may cause issues. @@ -9893,7 +9892,7 @@ Otherwise delete the savestate and do a fresh boot. SettingWidgetBinder - + @@ -10651,7 +10650,7 @@ Scanning recursively takes more time, but will identify files in subdirectories. - BeatMania Da Da Da!! Keyboard + Konami Keyboard @@ -10661,8 +10660,8 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - + + D-Pad Up @@ -10670,8 +10669,8 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - + + D-Pad Down @@ -10679,8 +10678,8 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - + + D-Pad Left @@ -10688,8 +10687,8 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - + + D-Pad Right @@ -10712,14 +10711,14 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + A - + B @@ -10732,10 +10731,10 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - - - + + + + Select @@ -10743,10 +10742,10 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - - - + + + + Start @@ -10870,14 +10869,14 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + Input Device - + Selects the device to read audio from. @@ -10894,16 +10893,16 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - + + Input Latency - - + + Specifies the latency to the host input device. @@ -10919,42 +10918,42 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + 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 @@ -10984,452 +10983,452 @@ Scanning recursively takes more time, but will identify files in subdirectories. - - - + + + 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 + + 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 @@ -11604,12 +11603,12 @@ Scanning recursively takes more time, but will identify files in subdirectories. USBBindingWidget - + Axes - + Buttons @@ -11934,27 +11933,27 @@ Scanning recursively takes more time, but will identify files in subdirectories. - + No devices available - + Clear Bindings - + Are you sure you want to clear all bindings for this device? This action cannot be undone. - + Automatic Binding - + No generic bindings were generated for device '%1'. The controller/source may not support automatic mapping.