AboutDialog About PCSX2 SCM Version SCM= Source Code Management <html><head/><body><p>PCSX2 is a free and open-source PlayStation 2 (PS2) emulator. Its purpose is to emulate the PS2's hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory. This allows you to play PS2 games on your PC, with many additional features and benefits.</p></body></html> <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> Website Support Forums GitHub Repository License AchievementLoginDialog RetroAchievements Login Window title RetroAchievements Login Header text Please enter user name and password for retroachievements.org below. Your password will not be saved in PCSX2, an access token will be generated and used instead. User Name: Password: Ready... <strong>Your RetroAchievements login token is no longer valid.</strong> You must re-enter your credentials for achievements to be tracked. Your password will not be saved in PCSX2, an access token will be generated and used instead. &Login Logging in... Login Error Login failed. Please check your username and password, and try again. Login failed. AchievementSettingsWidget Global Settings Enable Achievements Show Challenge Indicators Enable RA's Rich Presence This "Rich Presence" is not Discord's, but rather RetroAchivements own system. Enable Hardcore Mode Enable Leaderboards Test Unofficial Achievements Enable Test Mode Enable Sound Effects Show Notifications Account Login... View Profile... Game Info <html><head/><body><p align="justify">PCSX2 uses RetroAchievements as an achievement database and for tracking progress. To use achievements, please sign up for an account at <a href="https://retroachievements.org/">retroachievements.org</a>.</p><p align="justify">To view the achievement list in-game, press the hotkey for <span style=" font-weight:600;">Open Pause Menu</span> and select <span style=" font-weight:600;">Achievements</span> from the menu.</p></body></html> Unchecked When enabled and logged in, PCSX2 will scan for achievements on game load. When enabled, PCSX2 will assume all achievements are locked and not send any unlock notifications to the server. When enabled, PCSX2 will list achievements from unofficial sets. Please note that these achievements are not tracked by RetroAchievements, so they unlock every time. When enabled, rich presence information will be collected and sent to the RetroAchievements servers where supported. "Challenge" mode for achievements, including leaderboard tracking. Disables save state, cheats, and slowdown functions. Checked Enables tracking and submission of leaderboards in supported games. If leaderboards are disabled, you will still be able to view the leaderboard and scores, but no scores will be uploaded. Displays popup messages on events such as achievement unlocks and leaderboard submissions. Plays sound effects for events such as achievement unlocks and leaderboard submissions. Shows icons in the lower-right corner of the screen when a challenge/primed achievement is active. Reset System Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now? Username: %1 Login token generated on %2. Variable %1 is an username, variable %2 is a timestamp. Logout Not Logged In. Achievements Hardcore mode is now enabled. Hardcore mode is now disabled. (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 Wait loop: When the game makes the CPU do nothing (loop/spin) while it waits for something to happen (usually an interrupt). 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) Pause On TLB Miss 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. VU0 Rounding Mode VU1 Rounding Mode VU0 Clamping Mode 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 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. 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). Full Wait Loop Detection Enable Recompiler Enable Fast Memory Access Enable Cache (Slow) INTC Spin Detection 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 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 Timestretch Settings Sequence Length: 30 Seekwindow Size: 20 Overlap: 10 Restore Defaults Volume 100% Mixing Settings Synchronization: TimeStretch (Recommended) Async Mix (Breaks some games!) None (Audio can skip.) Expansion: Stereo (None, Default) Quadrafonic Surround 5.1 Surround 7.1 ProLogic Level: ProLogic is a Dolby brand. Leave the name as-is unless there is an official translation for your language. None (Default) 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. Target Latency: 60 ms Output Settings Output Module: Output Latency: 20 ms Minimal Output Backend: Maximum Latency: Output Device: Cubeb (Cross-platform) 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 Cubeb is an audio engine name. Leave as-is. Selects the library to be used for audio output. Output Backend Default When the sound output module supports multiple audio backends, determines the API to be used for audio output to the system. Output Device Determines which audio device to output the sound to. 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. 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% 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) AutoUpdaterDialog Automatic Updater Update Available Current Version: New Version: Download and Install... Skip This Update Remind Me Later Updater Error <h2>Changes:</h2> <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> <h2>Settings Warning</h2><p>Installing this update will reset your program configuration. Please note that you will have to reconfigure your settings after this update.</p> Savestate Warning <h1>WARNING</h1><p style='font-size:12pt;'>Installing this update will make your <b>save states incompatible</b>, <i>be sure to save any progress to your memory cards before proceeding</i>.</p><p>Do you wish to continue?</p> Downloading %1... Cancel No updates are currently available. Please try again later. Current Version: %1 (%2) New Version: %1 (%2) Loading... BIOSSettingsWidget BIOS Directory PCSX2 will search for BIOS images in this directory. Browse... Reset BIOS Selection Open in Explorer... Refresh List Filename Version Options and Patches 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 Create / Modify Breakpoint Type Execute Memory Address 0 Read Write Change Size 1 Condition Log Enable Error Invalid address "%1" Invalid condition "%1" Invalid size "%1" BreakpointModel Execute No Condition -- Enabled Disabled Read Write(C) (C) = changes, as in "look for changes". Write TYPE Warning: limited space available. Abbreviate if needed. OFFSET 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 '{}'. Audio Mode 1 Mode 2 Unknown ColorPickerButton Select LED Color ControllerBindingWidget Virtual Controller Type Bindings Settings Macros Automatic Mapping Clear Mapping 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 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. Down Left Up Right 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. Large Motor 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. Small Motor L3 Leave this button name as-is. R3 Leave this button name as-is. Pressure Modifier Analog ControllerBindingWidget_Guitar Form Yellow PushButton Start Red Green Orange Select Strum Up Strum Down Blue Whammy Bar Tilt ControllerCustomSettingsWidget Restore Default Settings Browse... Select File ControllerGlobalSettingsWidget 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 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 PCSX2 allows you to use your mouse to simulate analog stick movement. Settings... Enable Mouse Mapping Detected Devices ControllerLEDSettingsDialog Controller LED Settings SDL-0 LED SDL-1 LED SDL-2 LED SDL-3 LED ControllerMacroEditWidget Binds/Buttons Select the buttons which you want to trigger with this macro. All buttons are activated concurrently. Pressure 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. Deadzone: 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. 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 ControllerSettingsDialog PCSX2 Controller Settings Editing Profile: New Profile Load Profile Delete Profile Restore Defaults Create Input Profile Custom input profiles are used to override the Shared input profile for specific games. To apply a custom input profile to a game, go to its Game Properties, then change the 'Input Profile' on the Summary tab. 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. 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. 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. CoverDownloadDialog Download Covers PCSX2 can automatically download covers for games which do not currently have a cover set. We do not host any cover images, the user must provide their own source for images. <html><head/><body><p>In the box below, specify the URLs to download covers from, with one template URL per line. The following variables are available:</p><p><span style=" font-style:italic;">${title}:</span> Title of the game.<br/><span style=" font-style:italic;">${filetitle}:</span> Name component of the game's filename.<br/><span style=" font-style:italic;">${serial}:</span> Serial of the game.</p><p><span style=" font-weight:700;">Example:</span> https://www.example-not-a-real-domain.com/covers/${serial}.jpg</p></body></html> By default, the downloaded covers will be saved with the game's title. If this is not desired, you can check the "Use Serial File Names" box below. Using serials instead of game titles will prevent conflicts when multiple regions of the same game are used. Use Serial File Names Waiting to start... Start Close Download complete. Stop CpuWidget Registers Functions Refresh Filter Memory Search End Value Start Type 1 Byte (8 bits) 2 Bytes (16 bits) 4 Bytes (32 bits) 8 Bytes (64 bits) Float Double String Array of byte Hex Search Memory Breakpoints Threads Active Call Stack Breakpoint List Context Menu New Edit Copy Delete Thread List Context Menu 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 DEV9DnsHostDialog Network DNS Hosts Import/Export Select Hosts OK Cancel Selected Name Url Address Enabled DEV9SettingsWidget Ethernet Ethernet Device: Ethernet Device Type: Intercept DHCP Enabled Enabled InterceptDHCP Subnet Mask: Gateway Address: Auto Intercept DHCP: PS2 Address: DNS1 Address: DNS2 Address: Internal DNS Add Delete Export Import Per game Internal DNS can be selected using the DNS1/2 dropdowns, or by setting them to 192.0.2.1 Enabled InternalDNSTable Hard Disk Drive HDD File: 40 120 HDD Size (GiB): Enabled HDD Browse Create Image PCAP Bridged PCAP Switched TAP Sockets Manual Internal Use Global Setting [%1] Name Url Address 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 GS Draw Dumping Dump GS Draws Save RT Save Frame Save Texture Save Depth Start Draw Number: Draw Dump Count: Hardware Dump Directory: Software Dump Directory: Browse... Open... DebuggerWindow PCSX2 Debugger Run Step Into Step Over Step Out Pause DisassemblyWidget Disassembly Copy Address Copy Instruction Hex Copy Instruction Text Assemble new Instruction(s) NOP Instruction(s) Run to Cursor Jump to Cursor Toggle Breakpoint Follow Branch Go to Address Go to in Memory View Add Function Rename Function Remove Function Assemble Error Unable to change assembly while core is running Assemble Instruction Go to address Go to address error Invalid address Add Function Error A function entry point already exists here. Consider renaming instead. Function will be (0x%1) instructions long. Enter function name Function name Rename Function Error Function name cannot be nothing. No function / symbol is currently selected. %1 NOT VALID ADDRESS EmptyGameListWidget <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> Add Game Directory... Scan For New Games EmuThread %1x%2 Game: %1 FPS Video: %1 FPS (%2%) Game ID: %1 Game Title: %2 Achievements: %5 (%6) %n points Rich presence inactive or unsupported. Game not loaded or no RetroAchievements available. EmulationSettingsWidget Speed Control Normal Speed: Enable Speed Limiter System Settings Enable Instant VU1 Enable Cheats Slow-Motion Speed: Fast-Forward Speed: Enable Multithreaded VU1 (MTVU) Enable Host Filesystem Enable Fast CDVD EE Cycle Skipping: Disabled Mild Underclock Moderate Underclock Maximum Underclock EE Cycle Rate: 50% (Underclock) 60% (Underclock) 75% (Underclock) 100% (Normal Speed) 130% (Overclock) 180% (Overclock) 300% (Overclock) Affinity Control: EE > VU > GS EE > GS > VU VU > EE > GS VU > GS > EE GS > EE > VU GS > VU > EE Frame Pacing / Latency Control frames This string will appear next to the amount of frames selected, in a dropdown box. Maximum Frame Latency: Optimal Frame Pacing Scale To Host Refresh Rate Use Global Setting [%1] 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. User Preference Speed Limiter Checked Limits the emulation to the appropriate framerate for the currently running game. 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. 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 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. Fast-Forward Speed The "User Preference" string will appear after the text "Recommended Value:" Sets the fast-forward speed. This speed will be used when the fast-forward hotkey is pressed/toggled. Slow-Motion Speed The "User Preference" string will appear after the text "Recommended Value:" 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 Cache Directory Browse... Open... Reset Used for storing shaders, game list, and achievement data. Cheats Directory Used for storing .pnach files containing game cheats. Covers Directory Used for storing covers in the game grid/Big Picture UIs. Snapshots Directory Used for screenshots and saving GS dumps. Save States Directory Used for storing save states. 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 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. 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. GameFixSettingsWidget Game Fixes (NOT recommended to change globally) 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. GameListModel Type Code Title File Title CRC Time Played Last Played Size Region Compatibility GameListSettingsWidget Search Directories (will be scanned for games) Add Remove Search Directory Scan Recursively Excluded Paths (will not be scanned) Scan For New Games Rescan All Games Open Directory... Select Search Directory Scan Recursively? Would you like to scan the directory "%1" recursively? Scanning recursively takes more time, but will identify files in subdirectories. Select Path GameListWidget Game List Game Grid Show Titles All Types All Regions Search... GamePatchDetailsWidget 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 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 Title: Path: Serial: CRC: Type: PS2 Disc PS1 Disc ELF (PS2 Executable) Region: 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. Other 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-PL (Poland) 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. Compatibility: Unknown Not Bootable Reaches Intro Reaches Menu In-Game Playable Perfect Input Profile: Shared Refers to the shared settings profile. Disc Path: Browse... Clear Verify Search on Redump.org... Select Disc Path Game is not a CD/DVD. Track list unavailable while virtual machine is running. # Mode Start Sectors Size MD5 Status %1 <not computed> Error Cannot verify image while a game is running. One or more tracks is missing. Verified as %1 [%2] (Version %3). Verified as %1 [%2]. GraphicsSettingsWidget Renderer: Adapter: Display Fullscreen Mode: Aspect Ratio: Fit to Window / Fullscreen Auto Standard (4:3 Interlaced / 3:2 Progressive) Standard (4:3) Widescreen (16:9) FMV Aspect Ratio: Off (Default) Automatic (Default) None (Interlaced, also used by Progressive) 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. Bilinear Filtering: None Bilinear (Smooth) Smooth: Refers to the texture clarity. Bilinear (Sharp) Sharp: Refers to the texture clarity. Vertical Stretch: % Percentage sign that shows next to a value. You might want to add a space before if your language requires it. ---------- Percentage sign that will appear next to a number. Add a space or whatever is needed before depending on your language. Crop: Left: Warning: short space constraints. Abbreviate if necessary. px 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 VSync Show Overscan Enable Widescreen Patches Enable No-Interlacing Patches Anti-Blur Ctrl+S Disable Interlace Offset Screenshot Size: Screen Resolution Internal Resolution Internal Resolution (Aspect Uncorrected) PNG JPEG Quality: Rendering Internal Resolution: Mipmapping: Off Basic (Generated Mipmaps) Full (PS2 Mipmaps) Texture Filtering: Nearest Bilinear (Forced) Bilinear (PS2) Bilinear (Forced excluding sprite) Trilinear Filtering: Off (None) Trilinear (PS2) Trilinear (Forced) Anisotropic Filtering: Dithering: Scaled Unscaled (Default) 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 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 Deinterlacing: Sprites Only Sprites/Triangles Blended Sprites/Triangles Auto Flush: Enabled (Sprites Only) Enabled (All Primitives) Texture Inside RT: Inside Target Merge Targets 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... 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. ---------- 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 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 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. 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 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. 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. 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) 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 Edit Bindings Bindings for Controller0/ButtonCircle Sensitivity: 100% Deadzone: Add Binding Remove Binding Clear Bindings Bindings for %1 %2 Close Push Button/Axis... [%1] %1% InputBindingWidget Left click to assign a new button Shift + left click for additional bindings Right click to clear binding No bindings registered %n bindings Push Button/Axis... [%1] InputRecordingViewer Input Recording Viewer File Edit View Open Close %1 %2 %1 %1 [%2] Input Recording Files (*.p2m2) InputVibrationBindingWidget Error No devices with vibration motors were detected. Select vibration motor for %1. InterfaceSettingsWidget Behaviour 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 Game Display Start Fullscreen Double-Click Toggles Fullscreen Render To Separate Window Hide Main Window When Running Disable Window Resizing Hide Cursor In Fullscreen Preferences Language: Theme: Automatic Updater Update Channel: Current Version: Enable Automatic Update Check Check for Updates... Native 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. 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. 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. 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. Shows the game you are currently playing as part of your profile in Discord. System Language [Default] MAC_APPLICATION_MENU Services Hide %1 Hide Others Show All Preferences... Quit %1 About %1 MainWindow PCSX2 &System Change Disc Load State Save State S&ettings &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 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... Fullscreen In Toolbar Change Disc... In Toolbar &Audio Game List Interface Add Game Directory... &Settings From File... From Device... From Game List... Remove Disc Global State &Screenshot Start File In Toolbar Start Disc In Toolbar Start BIOS In Toolbar Shut Down In Toolbar Reset In Toolbar Pause In Toolbar Load State In Toolbar Save State In Toolbar Controllers In Toolbar Settings In Toolbar Screenshot In Toolbar &Memory Cards &Network && HDD &Folders &Toolbar Lock Toolbar &Status Bar Verbose Status Game &List System &Display 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. Game &Properties Game &Grid Show Titles (Grid View) Zoom &In (Grid View) Ctrl++ Zoom &Out (Grid View) 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 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 In Toolbar Cover Downloader... Show Advanced Settings Recording Viewer Video Capture 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. 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 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) 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. 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 Cards reinserted. Force ejecting all Memory Cards. Reinserting in 1 second. Memory card in port {} / slot {} reinserted MemoryCardConvertDialog Convert Memory Card Conversion Type 8 MB File 16 MB File 32 MB File 64 MB File Folder <center><strong>Note:</strong> Converting a Memory Card creates a <strong>COPY</strong> of your existing Memory Card. It does <strong">NOT delete, modify, or replace</strong> your existing Memory Card.</center> Progress Uses a folder on your PC filesystem, instead of a file. Infinite capacity, while keeping the same compatibility as an 8 MB Memory Card. A standard, 8 MB Memory Card. Most compatible, but smallest capacity. 2x larger than a standard Memory Card. May have some compatibility issues. 4x larger than a standard Memory Card. Likely to have compatibility issues. 8x larger than a standard Memory Card. Likely to have compatibility issues. Convert Memory Card Failed MemoryCardType should be left as-is. Invalid MemoryCardType Conversion Complete 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 2x larger as a standard Memory Card. May have some compatibility issues. MemoryCardCreateDialog 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> 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. 32 MB 64 MB Low compatibility 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 the name '%1' contains one or more invalid characters. 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. Memory Card '%1' created. MemoryCardListWidget Yes No MemoryCardSettingsWidget Console Ports Memory Cards Folder: Browse... Open... Reset Name Type Formatted Last Modified Refresh Create Duplicate Rename Convert Delete Settings Automatically manage saves based on running game Auto-eject Memory Cards when loading save states Checked (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 Not yet implemented. Delete Memory Card 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. 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) MemoryCardSlotWidget %1 [%2] %1 [Missing] Ignore Crowdin's warning for [Missing], the text should be translated. MemoryViewWidget Memory 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 New Input Recording Select Recording Type 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. <html><head/><body><p align="center"><span style=" color:#ff0000;">Be Warned! Making an input recording that starts from a save-state will fail to work on future versions due to save-state versioning.</span></p></body></html> Select File Path Browse Enter Author Name Input Recording Files (*.p2m2) 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 stick movement which will be ignored. Sets the analog stick axis scaling factor. A value between 1.30 and 1.40 is recommended when using recent controllers, e.g. DualShock 4, Xbox One Controller. Button/Trigger Deadzone Sets the deadzone for activating buttons/triggers, i.e. the fraction of the trigger which will be ignored. Analog light is now on for port {} / slot {} Analog light is now off for port {} / slot {} Analog Sensitivity 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. Modifier Pressure Sets the pressure when the modifier button is held. Not Connected DualShock 2 Controller port {}, slot {} has a {} connected, but the save state has a {}. Leaving the original controller type connected, but this may cause issues. Strum Up Strum Down Green Fret Red Fret Yellow Fret Blue Fret Orange Fret Whammy Bar Tilt Up Whammy Bar Deadzone Sets the whammy bar deadzone. Inputs below this value will not be sent to the PS2. Whammy Bar Sensitivity Sets the whammy bar axis scaling factor. Guitar Patch Failed to open {}. Built-in game patches are not available. {} GameDB patches {}{} game patches {}{} cheat patches {} are active. No cheats or patches (widescreen, compatibility or others) are found / enabled. QObject Failed to open URL Failed to open URL. The URL was: %1 HDD Creator Failed to create HDD image Creating HDD file %1 / %2 MiB Cancel QtAsyncProgressThread Error Question Information QtModalProgressCallback PCSX2 Cancel Error Question Information RegisterWidget Register View View as hex View as float Copy Top Half Copy Bottom Half Copy Segment Copy Value Change Top Half Change Bottom Half Change Segment Change Value Go to in Disassembly Go to in Memory 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. Cubeb (Cross-platform) Cubeb is an audio engine name. Leave as-is. No Sound (Emulate SPU2 only) XAudio2 XAudio2 is an audio engine name. Leave as-is. SettingWidgetBinder Reset Default: Select folder for %1 SettingsDialog PCSX2 Settings Restore Defaults Close Summary <strong>Summary</strong><hr>This page shows details about the selected game. Changing the Input Profile will set the controller binding scheme for this game to whichever profile is chosen, instead of the default (Shared) configuration. The track list and dump verification can be used to determine if your disc image matches a known good dump. If it does not match, the game may be broken. Summary is unavailable for files not present in game list. 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. 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. 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] 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] SetupWizardDialog PCSX2 Setup Wizard Language BIOS Image Game Directories Controller Setup Complete <html><head/><body><h1 style=" margin-top:18px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:xx-large; font-weight:700;">Welcome to PCSX2!</span></h1><p>This wizard will help guide you through the configuration steps required to use the application. It is recommended if this is your first time installing PCSX2 that you view the setup guide at <a href="https://pcsx2.net/docs/usage/setup/">https://pcsx2.net/docs/usage/setup/</a>.</p><p>By default, PCSX2 will connect to the server at <a href="https://pcsx2.net/">pcsx2.net</a> to check for updates, and if available and confirmed, download update packages from <a href="https://github.com/">github.com</a>. If you do not wish for PCSX2 to make any network connections on startup, you should uncheck the Automatic Updates option now. The Automatic Update setting can be changed later at any time in Interface Settings.</p><p>Please choose a language and theme to begin.</p></body></html> Language: Theme: Enable Automatic Updates <html><head/><body><p>PCSX2 requires a PS2 BIOS in order to run.</p><p>For legal reasons, you must obtain a BIOS <strong>from an actual PS2 unit that you own</strong> (borrowing doesn't count).</p><p>Once dumped, this BIOS image should be placed in the bios folder within the data directory shown below, or you can instruct PCSX2 to scan an alternative directory.</p><p>A guide for dumping your BIOS can be found at <a href="https://pcsx2.net/docs/usage/setup/#how-to-dump-your-ps2-bios">pcsx2.net</a>.</p></body></html> BIOS Directory: Browse... Reset Filename Version Open in Explorer... Refresh List <html><head/><body><p>PCSX2 will automatically scan and identify games from the selected directories below, and populate the game list.<br>These games should be dumped from discs you own. Guides for dumping discs can be found at <a href="https://pcsx2.net/docs/usage/setup/#dumping-ps2-discs-via-imgburn">pcsx2.net</a>.</p><p>Supported formats for dumps include:</p><p><ul><li>.bin/.iso (ISO Disc Images)</li><li>.mdf (Media Descriptor File)</li><li>.chd (Compressed Hunks of Data)</li><li>.cso (Compressed ISO)</li><li>.gz (Gzip Compressed ISO)</li></ul></p></p></body></html> Search Directories (will be scanned for games) Add Remove Search Directory Scan Recursively <html><head/><body><p>By default, PCSX2 will map your keyboard to the virtual PS2 controller.</p><p><span style=" font-weight:700;">To use an external controller, you must map it first. </span>On this screen, you can automatically map any controller which is currently connected. If your controller is not currently connected, you can plug it in now.</p><p>To change controller bindings in more detail, or use multi-tap, open the Settings menu and choose Controllers once you have completed the Setup Wizard.</p></body></html> Controller Port 1 Controller Mapped To: Controller Type: Default (Keyboard) Automatic Mapping Controller Port 2 <html><head/><body><h1 style=" margin-top:18px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:xx-large; font-weight:700;">Setup Complete!</span></h1><p>You are now ready to run games.</p><p>Further options are available under the settings menu. You can also use the Big Picture UI for navigation entirely with a gamepad.</p><p>We hope you enjoy using PCSX2.</p></body></html> &Back &Next &Cancel Warning A BIOS image has not been selected. PCSX2 <strong>will not</strong> be able to run games without a BIOS image.<br><br>Are you sure you wish to continue without selecting a BIOS image? No game directories have been selected. You will have to manually open any game dumps you want to play, PCSX2's list will be empty. Are you sure you want to continue? Cancel Setup Are you sure you want to cancel PCSX2 setup? Any changes have been saved, and the wizard will run again next time you start PCSX2. Open Directory... Select Search Directory Scan Recursively? Would you like to scan the directory "%1" recursively? Scanning recursively takes more time, but will identify files in subdirectories. Default (None) No devices available Automatic Binding No generic bindings were generated for device '%1'. The controller/source may not support automatic mapping. StackModel ENTRY Warning: short space limit. Abbreviate if needed. LABEL Warning: short space limit. Abbreviate if needed. PC 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 Warning: short space limit. Abbreviate if needed. BAD Refers to a Thread State in the Debugger. RUN Refers to a Thread State in the Debugger. READY Refers to a Thread State in the Debugger. WAIT Refers to a Thread State in the Debugger. 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 Relative Left Relative Right Relative Up Relative Down Sets the crosshair image that this lightgun will use. Setting a crosshair image will disable the system cursor. Cursor Scale Scales the crosshair image set above. Cursor Color Applies a color to the chosen crosshair images, can be used for multiple players. Specify in HTML/CSS format (e.g. #aabbcc) Manual Screen Configuration Forces the use of the screen parameters below, instead of automatic parameters if available. X Scale (Sensitivity) Scales the position to simulate CRT curvature. 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 Default Input Device Default Output Device DJ Hero Turntable Triangle / Euphoria Crossfader Left Crossfader Right Left Turntable Clockwise Left Turntable Counterclockwise Right Turntable Clockwise Right Turntable Counterclockwise Left Turntable Green Left Turntable Red Left Turntable Blue Right Turntable Green Right Turntable Red Right Turntable Blue Apply a multiplier to the turntable Effects Knob Left Effects Knob Right Turntable Multiplier USBBindingWidget Axes Buttons USBBindingWidget_DrivingForce Hints To bind steering for most modern 900 degree wheels, turn the wheel one rotation in the desired direction, then back again to center. Force Feedback D-Pad Down Left Up Right L1 L2 Brake Steering Left Steering Right Select Start Face Buttons Circle Cross Triangle Square R1 R2 Accelerator USBBindingWidget_GTForce Hints To bind steering for most modern 900 degree wheels, turn the wheel one rotation in the desired direction, then back again to center. Force Feedback X A Brake Steering Left Steering Right Left Paddle Right Paddle Y B Accelerator USBBindingWidget_GunCon2 Buttons A C Start Select B D-Pad Down Left Up Right Pointer Setup <p>By default, GunCon2 will use the mouse pointer. To use the mouse, you <strong>do not</strong> need to configure any bindings apart from the trigger and buttons.</p> <p>If you want to use a controller, or lightgun which simulates a controller instead of a mouse, then you should bind it to Relative Aiming. Otherwise, Relative Aiming should be <strong>left unbound</strong>.</p> Relative Aiming 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. Trigger Shoot Offscreen Calibration Shot Calibration shot is required to pass the setup screen in some games. USBDeviceWidget Device Type Bindings Settings Automatic Mapping Clear Mapping USB Port %1 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. VMManager Failed to back up old save state {}. Failed to save save state: {}. PS2 BIOS ({}) Unknown Game Error PCSX2 requires a PS2 BIOS in order to run. For legal reasons, you *must* obtain a BIOS from an actual PS2 unit that you own (borrowing doesn't count). Once dumped, this BIOS image should be placed in the bios folder within the data directory (Tools Menu -> Open Data Directory). Please consult the FAQs and Guides for further instructions. 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.