diff --git a/README.md b/README.md
index 322706c0e..d90d6276c 100755
--- a/README.md
+++ b/README.md
@@ -1,7 +1,7 @@
yuzu emulator early access
=============
-This is the source code for early-access 3907.
+This is the source code for early-access 3908.
## Legal Notice
diff --git a/dist/languages/ar.ts b/dist/languages/ar.ts
new file mode 100755
index 000000000..89adc7e7b
--- /dev/null
+++ b/dist/languages/ar.ts
@@ -0,0 +1,7176 @@
+
+
+ AboutDialog
+
+
+ About yuzu
+ عن يوزو
+
+
+
+ <html><head/><body><p><span style=" font-size:28pt;">yuzu</span></p></body></html>
+ <html><head/><body><p><span style=" font-size:28pt;">يوزو</span></p></body></html>
+
+
+
+ <html><head/><body><p>%1 (%2)</p></body></html>
+ <html><head/><body><p>%1 (%2)</p></body></html>
+
+
+
+ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd">
+<html><head><meta name="qrichtext" content="1" /><style type="text/css">
+p, li { white-space: pre-wrap; }
+</style></head><body style=" font-family:'Ubuntu'; font-size:11pt; font-weight:400; font-style:normal;">
+<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-family:'MS Shell Dlg 2'; font-size:12pt;">yuzu is an experimental open-source emulator for the Nintendo Switch licensed under GPLv3.0+.</span></p>
+<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-family:'MS Shell Dlg 2'; font-size:8pt;"><br /></p>
+<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-family:'MS Shell Dlg 2'; font-size:12pt;">This software should not be used to play games you have not legally obtained.</span></p></body></html>
+ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd">
+<html><head><meta name="qrichtext" content="1" /><style type="text/css">
+p, li { white-space: pre-wrap; }
+</style></head><body style=" font-family:'Ubuntu'; font-size:11pt; font-weight:400; font-style:normal;">
+<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-family:'MS Shell Dlg 2'; font-size:12pt;">يوزو هو محاكٍ تجربيٌّ مفتوح مصدره لجهاز ننتندو سوتش ورخصته هي «+GPLv3.0» </span></p>
+<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-family:'MS Shell Dlg 2'; font-size:8pt;"><br /></p>
+<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-family:'MS Shell Dlg 2'; font-size:12pt;">لا تلعب في هذه البرمجية إن لم تشترِ الألعاب وفق القانون. </span></p></body></html>
+
+
+
+ <html><head/><body><p><a href="https://yuzu-emu.org/"><span style=" text-decoration: underline; color:#039be5;">Website</span></a> | <a href="https://github.com/yuzu-emu"><span style=" text-decoration: underline; color:#039be5;">Source Code</span></a> | <a href="https://github.com/yuzu-emu/yuzu/graphs/contributors"><span style=" text-decoration: underline; color:#039be5;">Contributors</span></a> | <a href="https://github.com/yuzu-emu/yuzu/blob/master/LICENSE.txt"><span style=" text-decoration: underline; color:#039be5;">License</span></a></p></body></html>
+ <html><head/><body><p><a href="https://yuzu-emu.org/"><span style=" text-decoration: underline; color:#039be5;">موقعنا</span></a>|<a href="https://github.com/yuzu-emu"><span style=" text-decoration: underline; color:#039be5;">رماز المصدر</span></a>|<a href="https://github.com/yuzu-emu/yuzu/graphs/contributors"><span style=" text-decoration: underline; color:#039be5;">المساهمون</span></a>|<a href="https://github.com/yuzu-emu/yuzu/blob/master/LICENSE.txt"><span style=" text-decoration: underline; color:#039be5;">الرخصة</span></a></p></body></html>
+
+
+
+ <html><head/><body><p><span style=" font-size:7pt;">"Nintendo Switch" is a trademark of Nintendo. yuzu is not affiliated with Nintendo in any way.</span></p></body></html>
+ <html><head/><body><p><span style=" font-size:7pt;">«ننتندو سوتش» علامة تجارية تملكها ننتندو، ويوزو ليس ذا صلة بننتندو.</span></p></body></html>
+
+
+
+ CalibrationConfigurationDialog
+
+
+ Communicating with the server...
+ يتواصل مع الخادوم...
+
+
+
+ Cancel
+ الغِ
+
+
+
+ Touch the top left corner <br>of your touchpad.
+ المس الركن الأعلى الأيسر <br>من لوح اللمس
+
+
+
+ Now touch the bottom right corner <br>of your touchpad.
+ والآن المس الركن الأسفل يمينًا <br> من لوح اللمس.
+
+
+
+ Configuration completed!
+ أتممت الضبط!
+
+
+
+ OK
+ حسنًا
+
+
+
+ ChatRoom
+
+
+ Room Window
+ نافذة الغرفة
+
+
+
+ Send Chat Message
+ أرسل رسالةً
+
+
+
+ Send Message
+ أرسل الرسالة
+
+
+
+ Members
+ الأعضاء
+
+
+
+ %1 has joined
+ قد انضم %1
+
+
+
+ %1 has left
+ غادر %1
+
+
+
+ %1 has been kicked
+ طُرِد %1
+
+
+
+ %1 has been banned
+ حُظِر %1
+
+
+
+ %1 has been unbanned
+ رُفِع حظر %1
+
+
+
+ View Profile
+ اعرض ملف المستخدم
+
+
+
+
+ Block Player
+ احجب اللاعب
+
+
+
+ When you block a player, you will no longer receive chat messages from them.<br><br>Are you sure you would like to block %1?
+ لن يتمكَّن من تحجب من مراسلتك، <br><br>فهل تريد حجب %1؟
+
+
+
+ Kick
+ اطرد
+
+
+
+ Ban
+ احظر
+
+
+
+ Kick Player
+ اطرد اللاعب
+
+
+
+ Are you sure you would like to <b>kick</b> %1?
+ هل أنت متأكد من رغبتك في <b>طرد</b> %1؟
+
+
+
+ Ban Player
+ احظر اللاعب
+
+
+
+ Are you sure you would like to <b>kick and ban</b> %1?
+
+This would ban both their forum username and their IP address.
+ هل أنت متأكد من رغبتك في <b>طرد و حظر</b> %1؟
+
+فعل هذا يحظر كلًّا من اسمه في المنتدى وعنوان IP.
+
+
+
+ ClientRoom
+
+
+ Room Window
+ نافذة الغرفة
+
+
+
+ Room Description
+ وصف الغرفة
+
+
+
+ Moderation...
+ الإشراف...
+
+
+
+ Leave Room
+ غادر الغرفة
+
+
+
+ ClientRoomWindow
+
+
+ Connected
+ متصل
+
+
+
+ Disconnected
+ ليس متصلًا
+
+
+
+ %1 - %2 (%3/%4 members) - connected
+ %1 - %2 (%3\%4 من الأعضاء) - متصلون
+
+
+
+ CompatDB
+
+
+ Report Compatibility
+ أبلغ عن التوافق
+
+
+
+
+
+
+
+
+
+ Report Game Compatibility
+ أبلغ عن توافق اللعبة
+
+
+
+ <html><head/><body><p><span style=" font-size:10pt;">Should you choose to submit a test case to the </span><a href="https://yuzu-emu.org/game/"><span style=" font-size:10pt; text-decoration: underline; color:#0000ff;">yuzu Compatibility List</span></a><span style=" font-size:10pt;">, The following information will be collected and displayed on the site:</span></p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Hardware Information (CPU / GPU / Operating System)</li><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Which version of yuzu you are running</li><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">The connected yuzu account</li></ul></body></html>
+ <html><head/><body><p><span style=" font-size:10pt;">إن أرسلت تقريرًا إلى </span><a href="https://yuzu-emu.org/game/"><span style=" font-size:10pt; text-decoration: underline; color:#0000ff;">قامة توافق يوزو</span></a><span style=" font-size:10pt;"> فسوف تُجمَع المعلومات التالية وتُعرض في الصفحة: </span></p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">معلومات العتاد (أي المعالج ومعالج الرسوميات ونظام التشغيل)</li><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">وأي إصدار يوزو أنت مشغِّله</li><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">، وحساب يوزو المتصل</li></ul></body></html>
+
+
+
+ <html><head/><body><p>Does the game boot?</p></body></html>
+ <html><head/><body><p>هل تشتغل اللعبة؟</p></body></html>
+
+
+
+ Yes The game starts to output video or audio
+ تشتغل وأرى رسمًا وأسمع أصوتًا
+
+
+
+ No The game doesn't get past the "Launching..." screen
+ لا تشتغل، ولا تتعدى شاشة «يشغِّل...»
+
+
+
+ Yes The game gets past the intro/menu and into gameplay
+ تشتغل، وتصل شاشة البداية وحتى بداية اللعب
+
+
+
+ No The game crashes or freezes while loading or using the menu
+ لا تشتغل، فاللعبة تنهار أو تُعلِّق ريثما تحمِّل أو أثناء استخدام القائمة
+
+
+
+ <html><head/><body><p>Does the game reach gameplay?</p></body></html>
+ <html><head/><body><p>هل تصل اللعبة إلى اللعب؟</p></body></html>
+
+
+
+ Yes The game works without crashes
+ نعم، وتعمل دون أن تتعطل
+
+
+
+ No The game crashes or freezes during gameplay
+ لا، وتنهار أو تبقى معلَّقةً أثناء اللعب
+
+
+
+ <html><head/><body><p>Does the game work without crashing, freezing or locking up during gameplay?</p></body></html>
+ <html><head/><body><p>هل تعمل اللعبة بدون أن تتعطل أو تدخل في حالة معلقة؟</p></body></html>
+
+
+
+ Yes The game can be finished without any workarounds
+ نعم يمكن إكمال اللعبة بدون أي حلول غير تقليدية
+
+
+
+ No The game can't progress past a certain area
+ لا لا يمكن تعدي أحد الأماكن في اللعبة
+
+
+
+ <html><head/><body><p>Is the game completely playable from start to finish?</p></body></html>
+ <html><head/><body><p>هل يمكنك أن تلعب اللعبة من بدايتها إلى نهايتها؟</p></body></html>
+
+
+
+ Major The game has major graphical errors
+ توجد أخطاء كبيرة توجد أخطاء رسمية كبيرة في اللعبة
+
+
+
+ Minor The game has minor graphical errors
+ توجد أخطاء صغيرة توجد أخطاء رسمية صغيرة في اللعبة
+
+
+
+ None Everything is rendered as it looks on the Nintendo Switch
+ لا يتم رسم كل شيء كما يرسم على جهاز "نينتيندو سويتش"
+
+
+
+ <html><head/><body><p>Does the game have any graphical glitches?</p></body></html>
+ <html><head/><body><p>هل توجد أخطاء رسمية في اللعبة؟</p></body></html>
+
+
+
+ Major The game has major audio errors
+ توجد أخطاء كبيرة توجد أخطاء صوتية كبيرة في اللعبة
+
+
+
+ Minor The game has minor audio errors
+ توجد أخطاء صغيرة توجد أخطاء صوتية صغيرة في اللعبة
+
+
+
+ None Audio is played perfectly
+ لاشيء شغل الصوت بشكل مثالي
+
+
+
+ <html><head/><body><p>Does the game have any audio glitches / missing effects?</p></body></html>
+ <html><head/><body><p>هل لدي اللعبة أي مشاكل صوتية أو مؤثرات مفقودة؟</p></body></html>
+
+
+
+ Thank you for your submission!
+ شكرا على مساهمتك!
+
+
+
+ Submitting
+ جار إرسال المساهمة
+
+
+
+ Communication error
+ خطأ في الإتصال
+
+
+
+ An error occurred while sending the Testcase
+ حدث خطأ عند إرسال حالة الاختبار
+
+
+
+ Next
+ التالي
+
+
+
+ ConfigurationShared
+
+
+ %
+ %
+
+
+
+ Auto (%1)
+ Auto select time zone
+ تلقائي (%1)
+
+
+
+ Default (%1)
+ Default time zone
+ افتراضي (%1)
+
+
+
+ ConfigureAudio
+
+
+
+ Audio
+ الصوت
+
+
+
+ ConfigureCamera
+
+
+ Configure Infrared Camera
+ إعداد كاميرا الاشعة فوق الحمراء
+
+
+
+ Select where the image of the emulated camera comes from. It may be a virtual camera or a real camera.
+
+
+
+
+ Camera Image Source:
+ مصدر صورة الكاميرا:
+
+
+
+ Input device:
+ جهاز الادخال:
+
+
+
+ Preview
+ معاينة
+
+
+
+ Resolution: 320*240
+ الدقة: 320*240
+
+
+
+ Click to preview
+ اضغط للمعاينة
+
+
+
+ Restore Defaults
+ إعادة الأصلي
+
+
+
+ Auto
+ تلقائي
+
+
+
+ ConfigureCpu
+
+
+ Form
+ الشكل
+
+
+
+ CPU
+ وحدة المعالج المركزية
+
+
+
+ General
+ عام
+
+
+
+ We recommend setting accuracy to "Auto".
+ نحن نوصي بتتعين الدقة إلى "تلقائي".
+
+
+
+ Unsafe CPU Optimization Settings
+ إعدادات غير سالمة لتحسين مردود المعالج
+
+
+
+ These settings reduce accuracy for speed.
+ هذه الإعدادات تتنازل عن صحة المحاكاة في سبيل السرعة.
+
+
+
+ ConfigureCpuDebug
+
+
+ Form
+ الشكل
+
+
+
+ CPU
+ وحدة المعالج المركزية
+
+
+
+ Toggle CPU Optimizations
+ تبديل تحسينات وحدة المعالجة المركزية
+
+
+
+ <html><head/><body><p><span style=" font-weight:600;">For debugging only.</span><br/>If you're not sure what these do, keep all of these enabled. <br/>These settings, when disabled, only take effect when CPU Debugging is enabled. </p></body></html>
+
+
+
+
+
+ <div style="white-space: nowrap">This optimization speeds up memory accesses by the guest program.</div>
+ <div style="white-space: nowrap">Enabling it inlines accesses to PageTable::pointers into emitted code.</div>
+ <div style="white-space: nowrap">Disabling this forces all memory accesses to go through the Memory::Read/Memory::Write functions.</div>
+
+
+
+
+
+ Enable inline page tables
+
+
+
+
+
+ <div>This optimization avoids dispatcher lookups by allowing emitted basic blocks to jump directly to other basic blocks if the destination PC is static.</div>
+
+
+
+
+
+ Enable block linking
+
+
+
+
+
+ <div>This optimization avoids dispatcher lookups by keeping track potential return addresses of BL instructions. This approximates what happens with a return stack buffer on a real CPU.</div>
+
+
+
+
+
+ Enable return stack buffer
+
+
+
+
+
+ <div>Enable a two-tiered dispatch system. A faster dispatcher written in assembly has a small MRU cache of jump destinations is used first. If that fails, dispatch falls back to the slower C++ dispatcher.</div>
+
+
+
+
+
+ Enable fast dispatcher
+
+
+
+
+
+ <div>Enables an IR optimization that reduces unnecessary accesses to the CPU context structure.</div>
+
+
+
+
+
+ Enable context elimination
+
+
+
+
+
+ <div>Enables IR optimizations that involve constant propagation.</div>
+
+
+
+
+
+ Enable constant propagation
+
+
+
+
+
+ <div>Enables miscellaneous IR optimizations.</div>
+
+
+
+
+
+ Enable miscellaneous optimizations
+
+
+
+
+
+ <div style="white-space: nowrap">When enabled, a misalignment is only triggered when an access crosses a page boundary.</div>
+ <div style="white-space: nowrap">When disabled, a misalignment is triggered on all misaligned accesses.</div>
+
+
+
+
+
+ Enable misalignment check reduction
+
+
+
+
+
+ <div style="white-space: nowrap">This optimization speeds up memory accesses by the guest program.</div>
+ <div style="white-space: nowrap">Enabling it causes guest memory reads/writes to be done directly into memory and make use of Host's MMU.</div>
+ <div style="white-space: nowrap">Disabling this forces all memory accesses to use Software MMU Emulation.</div>
+
+
+
+
+
+ Enable Host MMU Emulation (general memory instructions)
+
+
+
+
+
+ <div style="white-space: nowrap">This optimization speeds up exclusive memory accesses by the guest program.</div>
+ <div style="white-space: nowrap">Enabling it causes guest exclusive memory reads/writes to be done directly into memory and make use of Host's MMU.</div>
+ <div style="white-space: nowrap">Disabling this forces all exclusive memory accesses to use Software MMU Emulation.</div>
+
+
+
+
+
+ Enable Host MMU Emulation (exclusive memory instructions)
+
+
+
+
+
+ <div style="white-space: nowrap">This optimization speeds up exclusive memory accesses by the guest program.</div>
+ <div style="white-space: nowrap">Enabling it reduces the overhead of fastmem failure of exclusive memory accesses.</div>
+
+
+
+
+
+ Enable recompilation of exclusive memory instructions
+
+
+
+
+
+ <div style="white-space: nowrap">This optimization speeds up memory accesses by allowing invalid memory accesses to succeed.</div>
+ <div style="white-space: nowrap">Enabling it reduces the overhead of all memory accesses and has no impact on programs that don't access invalid memory.</div>
+
+
+
+
+
+ Enable fallbacks for invalid memory accesses
+
+
+
+
+ CPU settings are available only when game is not running.
+
+
+
+
+ ConfigureDebug
+
+
+ Debugger
+ مصحح الأخطاء
+
+
+
+ Enable GDB Stub
+
+
+
+
+ Port:
+ المنفذ:
+
+
+
+ Logging
+ تسجيل
+
+
+
+ Open Log Location
+ فتح مكان السجل
+
+
+
+ Global Log Filter
+ مرشح السجل العالمي
+
+
+
+ When checked, the max size of the log increases from 100 MB to 1 GB
+ عند التعليم، سيرتفع الحج الأقصى للسجل من 100 ميجا إلى 1 جيجا
+
+
+
+ Enable Extended Logging**
+ تفعيل السجل المطول
+
+
+
+ Show Log in Console
+ عرض السجل في الطرفية
+
+
+
+ Homebrew
+
+
+
+
+ Arguments String
+
+
+
+
+ Graphics
+ الرسوميات
+
+
+
+ When checked, it executes shaders without loop logic changes
+
+
+
+
+ Disable Loop safety checks
+
+
+
+
+ When checked, it disables the macro HLE functions. Enabling this makes games run slower
+
+
+
+
+ Disable Macro HLE
+
+
+
+
+ When checked, it will dump all the macro programs of the GPU
+
+
+
+
+ Dump Maxwell Macros
+
+
+
+
+ When checked, it enables Nsight Aftermath crash dumps
+
+
+
+
+ Enable Nsight Aftermath
+
+
+
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+
+
+
+
+ Enable Shader Feedback
+
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+
+
+
+
+ Disable Macro JIT
+
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+
+
+
+
+ Enable Graphics Debugging
+
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+
+
+
+
+ Dump Game Shaders
+
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+
+ Advanced
+ متقدم
+
+
+
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.
+
+
+
+
+ Perform Startup Vulkan Check
+
+
+
+
+ Disable Web Applet
+
+
+
+
+ Enable All Controller Types
+
+
+
+
+ Enable Auto-Stub**
+
+
+
+
+ Kiosk (Quest) Mode
+
+
+
+
+ Enable CPU Debugging
+
+
+
+
+ Enable Debug Asserts
+
+
+
+
+ Debugging
+ تصحيح الأخطاء
+
+
+
+ Enable FS Access Log
+
+
+
+
+ Create Minidump After Crash
+
+
+
+
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.
+
+
+
+
+ Dump Audio Commands To Console**
+
+
+
+
+ Enable Verbose Reporting Services**
+
+
+
+
+ **This will be reset automatically when yuzu closes.
+
+
+
+
+ Restart Required
+ إعادة التشغيل مطلوبة
+
+
+
+ yuzu is required to restart in order to apply this setting.
+
+
+
+
+ Web applet not compiled
+
+
+
+
+ MiniDump creation not compiled
+
+
+
+
+ ConfigureDebugController
+
+
+ Configure Debug Controller
+
+
+
+
+ Clear
+ مسح
+
+
+
+ Defaults
+ الافتراضيات
+
+
+
+ ConfigureDebugTab
+
+
+ Form
+ الشكل
+
+
+
+
+ Debug
+ تصحيح الأخطاء
+
+
+
+ CPU
+ وحدة المعالج المركزية
+
+
+
+ ConfigureDialog
+
+
+ yuzu Configuration
+ إعدادات يوزو
+
+
+
+ Some settings are only available when a game is not running.
+ بعض الإعدادات تتوفر عندما تكون اللعبة غير مشغلة.
+
+
+
+
+ Audio
+ الصوت
+
+
+
+
+ CPU
+ وحدة المعالج المركزية
+
+
+
+ Debug
+ تصحيح الأخطاء
+
+
+
+ Filesystem
+ نظام الملفات
+
+
+
+
+ General
+ عام
+
+
+
+
+ Graphics
+ الرسوميات
+
+
+
+ GraphicsAdvanced
+
+
+
+
+ Hotkeys
+ الأزرار السريعة
+
+
+
+
+ Controls
+ أيدي التحكم
+
+
+
+ Profiles
+ ملفات المستخدمين
+
+
+
+ Network
+ الشبكة
+
+
+
+
+ System
+ النظام
+
+
+
+ Game List
+ قائمة الألعاب
+
+
+
+ Web
+ الشبكة
+
+
+
+ ConfigureFilesystem
+
+
+ Form
+ الشكل
+
+
+
+ Filesystem
+ نظام الملفات
+
+
+
+ Storage Directories
+ أدلة التخزين
+
+
+
+ NAND
+ الذاكرة الداخلية
+
+
+
+
+
+
+
+ ...
+ ...
+
+
+
+ SD Card
+ بطاقة الذاكرة
+
+
+
+ Gamecard
+ بطاقة اللعبة
+
+
+
+ Path
+ المسار
+
+
+
+ Inserted
+ مدرج
+
+
+
+ Current Game
+ اللعبة الحالية
+
+
+
+ Patch Manager
+ مدير الرقع
+
+
+
+ Dump Decompressed NSOs
+
+
+
+
+ Dump ExeFS
+
+
+
+
+ Mod Load Root
+
+
+
+
+ Dump Root
+
+
+
+
+ Caching
+ الذاكرة المؤقتة
+
+
+
+ Cache Game List Metadata
+ تفعيل الذاكرة المؤقتة للبيانات الوصفية لقائمة الألعاب
+
+
+
+
+
+
+ Reset Metadata Cache
+ إعادة تعيين الذاكرة المؤقتة للبيانات الوصفية
+
+
+
+ Select Emulated NAND Directory...
+ أختر مسار محاكاة الذاكرة الداخلية
+
+
+
+ Select Emulated SD Directory...
+ أختر مسار محاكاة بطاقة الذاكرة
+
+
+
+ Select Gamecard Path...
+ أختر مسار بطاقة اللعبة
+
+
+
+ Select Dump Directory...
+
+
+
+
+ Select Mod Load Directory...
+
+
+
+
+ The metadata cache is already empty.
+ الذاكرة مؤقتة للبيانات الوصفية لقائمة الألعاب فارغة مسبقا.
+
+
+
+ The operation completed successfully.
+ أكتملت العملية بنجاح
+
+
+
+ The metadata cache couldn't be deleted. It might be in use or non-existent.
+ لا يمكن حذف الذاكرة المؤقتة للبيانات الوصفية لقائمة الألعاب. قد تكون مستخدمة الآن أو غير موجودة.
+
+
+
+ ConfigureGeneral
+
+
+ Form
+ الشكل
+
+
+
+
+ General
+ عام
+
+
+
+ Reset All Settings
+ إعادة تعيين جميع الإعدادات
+
+
+
+ yuzu
+ يوزو
+
+
+
+ This reset all settings and remove all per-game configurations. This will not delete game directories, profiles, or input profiles. Proceed?
+
+
+
+
+ ConfigureGraphics
+
+
+ Form
+ الشكل
+
+
+
+ Graphics
+ الرسوميات
+
+
+
+ API Settings
+ إعدادات API
+
+
+
+ Graphics Settings
+ إعدادات الرسوميات
+
+
+
+ Background Color:
+ لون الخلفية:
+
+
+
+ %
+ FSR sharpening percentage (e.g. 50%)
+ %
+
+
+
+ Off
+ معطل
+
+
+
+ VSync Off
+ VSync معطل
+
+
+
+ Recommended
+ مستحسن
+
+
+
+ On
+ مفعل
+
+
+
+ VSync On
+ VSync مفعل
+
+
+
+ ConfigureGraphicsAdvanced
+
+
+ Form
+ الشكل
+
+
+
+ Advanced
+ متقدم
+
+
+
+ Advanced Graphics Settings
+ إعدادات الرسوميات المتقدمة
+
+
+
+ ConfigureHotkeys
+
+
+ Hotkey Settings
+ إعدادات الأزرار السريعة
+
+
+
+ Hotkeys
+ الأزرار السريعة
+
+
+
+ Double-click on a binding to change it.
+ انقر مرتين على تعيين لتغييره.
+
+
+
+ Clear All
+ مسح الكل
+
+
+
+ Restore Defaults
+ إعادة الأصلي
+
+
+
+ Action
+ فعل
+
+
+
+ Hotkey
+ زر إختصار
+
+
+
+ Controller Hotkey
+
+
+
+
+
+
+ Conflicting Key Sequence
+ تسلسل أزرار متناقض مع الموجود
+
+
+
+
+ The entered key sequence is already assigned to: %1
+ سبق و تم تعيين تسلسل الأزرار الذي أدخلته، مع: %1
+
+
+
+ [waiting]
+ [بانتظار الرد]
+
+
+
+ Invalid
+ غير صالح
+
+
+
+ Restore Default
+ إعادة الأصلي
+
+
+
+ Clear
+ مسح
+
+
+
+ Conflicting Button Sequence
+
+
+
+
+ The default button sequence is already assigned to: %1
+
+
+
+
+ The default key sequence is already assigned to: %1
+ سبق و تم تعيين تسلسل الأزرار الأصلي، مع: %1
+
+
+
+ ConfigureInput
+
+
+ ConfigureInput
+ تعديل الأزرار
+
+
+
+
+ Player 1
+ اللاعب 1
+
+
+
+
+ Player 2
+ اللاعب 2
+
+
+
+
+ Player 3
+ اللاعب 3
+
+
+
+
+ Player 4
+ اللاعب 4
+
+
+
+
+ Player 5
+ اللاعب 5
+
+
+
+
+ Player 6
+ اللاعب 6
+
+
+
+
+ Player 7
+ اللاعب 7
+
+
+
+
+ Player 8
+ اللاعب 8
+
+
+
+
+ Advanced
+ متقدم
+
+
+
+ Console Mode
+ وضع الوحدة
+
+
+
+ Docked
+ مركب بالمنصة
+
+
+
+ Handheld
+ محمول
+
+
+
+ Vibration
+ إرتجاج
+
+
+
+
+ Configure
+ تعديل
+
+
+
+ Motion
+ حركة
+
+
+
+ Controllers
+ أيادي التحكم
+
+
+
+ 1
+ 1
+
+
+
+ 2
+ 2
+
+
+
+ 3
+ 3
+
+
+
+ 4
+ 4
+
+
+
+ 5
+ 5
+
+
+
+ 6
+ 6
+
+
+
+ 7
+ 7
+
+
+
+ 8
+ 8
+
+
+
+ Connected
+ متصل
+
+
+
+ Defaults
+ الأصلي
+
+
+
+ Clear
+ مسح
+
+
+
+ ConfigureInputAdvanced
+
+
+ Configure Input
+ إعداد الإدخال
+
+
+
+ Joycon Colors
+ ألوان أيادي جويكون
+
+
+
+ Player 1
+ اللاعب 1
+
+
+
+
+
+
+
+
+
+
+ L Body
+
+
+
+
+
+
+
+
+
+
+
+ L Button
+
+
+
+
+
+
+
+
+
+
+
+ R Body
+
+
+
+
+
+
+
+
+
+
+
+ R Button
+
+
+
+
+ Player 2
+ اللاعب 2
+
+
+
+ Player 3
+ اللاعب 3
+
+
+
+ Player 4
+ اللاعب 4
+
+
+
+ Player 5
+ اللاعب 5
+
+
+
+ Player 6
+ اللاعب 6
+
+
+
+ Player 7
+ اللاعب 7
+
+
+
+ Player 8
+ اللاعب 8
+
+
+
+ Emulated Devices
+ الأجهزة المحاكاة
+
+
+
+ Keyboard
+ لوحة المفاتيح
+
+
+
+ Mouse
+ الفأرة
+
+
+
+ Touchscreen
+ شاشة اللمس
+
+
+
+ Advanced
+ متقدم
+
+
+
+ Debug Controller
+ تصحيح أخطاء أداة التحكم
+
+
+
+
+
+
+ Configure
+ تعديل
+
+
+
+ Ring Controller
+
+
+
+
+ Infrared Camera
+ كاميرا الأشعة فوق الحمراء
+
+
+
+ Other
+ أخرى
+
+
+
+ Emulate Analog with Keyboard Input
+
+
+
+
+
+
+ Requires restarting yuzu
+ يتطلب إعادة تشغيل يوزو
+
+
+
+ Enable XInput 8 player support (disables web applet)
+
+
+
+
+ Enable UDP controllers (not needed for motion)
+
+
+
+
+ Controller navigation
+
+
+
+
+ Enable direct JoyCon driver
+
+
+
+
+ Enable direct Pro Controller driver [EXPERIMENTAL]
+
+
+
+
+ Allows unlimited uses of the same Amiibo in games that would otherwise limit you to one use.
+
+
+
+
+ Use random Amiibo ID
+ استخدم معرف عشوائي لأميبو
+
+
+
+ Motion / Touch
+ حركة / لمس
+
+
+
+ ConfigureInputPerGame
+
+
+ Form
+ الشكل
+
+
+
+ Graphics
+ الرسوميات
+
+
+
+ Input Profiles
+
+
+
+
+ Player 1 Profile
+
+
+
+
+ Player 2 Profile
+
+
+
+
+ Player 3 Profile
+
+
+
+
+ Player 4 Profile
+
+
+
+
+ Player 5 Profile
+
+
+
+
+ Player 6 Profile
+
+
+
+
+ Player 7 Profile
+
+
+
+
+ Player 8 Profile
+
+
+
+
+ Use global input configuration
+
+
+
+
+ Player %1 profile
+
+
+
+
+ ConfigureInputPlayer
+
+
+ Configure Input
+ إعداد الإدخال
+
+
+
+ Connect Controller
+ اتصال وحدة التحكم
+
+
+
+ Input Device
+ جهاز الإدخال
+
+
+
+ Profile
+ ملف المستخدم
+
+
+
+ Save
+ حفظ
+
+
+
+ New
+ جديد
+
+
+
+ Delete
+ حذف
+
+
+
+
+ Left Stick
+ العصا اليسرى
+
+
+
+
+
+
+
+
+ Up
+ فوق
+
+
+
+
+
+
+
+
+
+ Left
+ يسار
+
+
+
+
+
+
+
+
+
+ Right
+ يمين
+
+
+
+
+
+
+
+
+ Down
+ تحت
+
+
+
+
+
+
+ Pressed
+ مضغوط
+
+
+
+
+
+
+ Modifier
+ معدل الضغطة
+
+
+
+
+ Range
+ مدى
+
+
+
+
+ %
+ %
+
+
+
+
+ Deadzone: 0%
+ المنطقة الميتة: 0%
+
+
+
+
+ Modifier Range: 0%
+
+
+
+
+ D-Pad
+ الإتجاهات
+
+
+
+
+
+ L
+ L
+
+
+
+
+
+ ZL
+ ZL
+
+
+
+
+ Minus
+ ناقص
+
+
+
+
+ Capture
+ تصوير
+
+
+
+
+
+ Plus
+ زائد
+
+
+
+
+ Home
+ المنزل
+
+
+
+
+
+
+ R
+ R
+
+
+
+
+
+ ZR
+ ZR
+
+
+
+
+ SL
+ SL
+
+
+
+
+ SR
+ SR
+
+
+
+ Motion 1
+
+
+
+
+ Motion 2
+
+
+
+
+ Face Buttons
+ الأزرار الأمامية
+
+
+
+
+ X
+ X
+
+
+
+
+ Y
+ Y
+
+
+
+
+ A
+ A
+
+
+
+
+ B
+ B
+
+
+
+
+ Right Stick
+ العصا اليمنى
+
+
+
+ Mouse panning
+
+
+
+
+ Configure
+ تعديل
+
+
+
+
+
+
+ Clear
+ مسح
+
+
+
+
+
+
+
+ [not set]
+ [ غير معد ]
+
+
+
+
+
+ Invert button
+ عكس الزر
+
+
+
+
+ Toggle button
+
+
+
+
+ Turbo button
+
+
+
+
+
+ Invert axis
+ عكس المحاور
+
+
+
+
+
+ Set threshold
+
+
+
+
+
+ Choose a value between 0% and 100%
+
+
+
+
+ Toggle axis
+
+
+
+
+ Set gyro threshold
+
+
+
+
+ Calibrate sensor
+
+
+
+
+ Map Analog Stick
+
+
+
+
+ After pressing OK, first move your joystick horizontally, and then vertically.
+To invert the axes, first move your joystick vertically, and then horizontally.
+
+
+
+
+ Center axis
+
+
+
+
+
+ Deadzone: %1%
+ المنطقة الميتة: %1%
+
+
+
+
+ Modifier Range: %1%
+
+
+
+
+
+ Pro Controller
+
+
+
+
+ Dual Joycons
+
+
+
+
+ Left Joycon
+
+
+
+
+ Right Joycon
+
+
+
+
+ Handheld
+ محمول
+
+
+
+ GameCube Controller
+ أداة تحكم GameCube
+
+
+
+ Poke Ball Plus
+ Poke Ball Plus
+
+
+
+ NES Controller
+ أداة تحكم NES
+
+
+
+ SNES Controller
+ أداة تحكم SNES
+
+
+
+ N64 Controller
+ أداة تحكم N64
+
+
+
+ Sega Genesis
+
+
+
+
+ Start / Pause
+ بدء / إيقاف مؤقت
+
+
+
+ Z
+ Z
+
+
+
+ Control Stick
+
+
+
+
+ C-Stick
+
+
+
+
+ Shake!
+ هزة!
+
+
+
+ [waiting]
+ [بانتظار الرد]
+
+
+
+ New Profile
+
+
+
+
+ Enter a profile name:
+
+
+
+
+
+ Create Input Profile
+
+
+
+
+ The given profile name is not valid!
+
+
+
+
+ Failed to create the input profile "%1"
+
+
+
+
+ Delete Input Profile
+
+
+
+
+ Failed to delete the input profile "%1"
+
+
+
+
+ Load Input Profile
+
+
+
+
+ Failed to load the input profile "%1"
+
+
+
+
+ Save Input Profile
+
+
+
+
+ Failed to save the input profile "%1"
+
+
+
+
+ ConfigureInputProfileDialog
+
+
+ Create Input Profile
+
+
+
+
+ Clear
+ مسح
+
+
+
+ Defaults
+ الأصلي
+
+
+
+ ConfigureMotionTouch
+
+
+ Configure Motion / Touch
+ إعداد الحركة / اللمس
+
+
+
+ Touch
+ اللمس
+
+
+
+ UDP Calibration:
+
+
+
+
+ (100, 50) - (1800, 850)
+ (100, 50) - (1800, 850)
+
+
+
+
+
+ Configure
+ تعديل
+
+
+
+ Touch from button profile:
+
+
+
+
+ CemuhookUDP Config
+
+
+
+
+ You may use any Cemuhook compatible UDP input source to provide motion and touch input.
+
+
+
+
+ Server:
+
+
+
+
+ Port:
+ المنفذ:
+
+
+
+ Learn More
+ اعرف المزيد
+
+
+
+
+ Test
+ إختبار
+
+
+
+ Add Server
+ إضافة خادم
+
+
+
+ Remove Server
+ إزالة خادم
+
+
+
+ <a href='https://yuzu-emu.org/wiki/using-a-controller-or-android-phone-for-motion-or-touch-input'><span style="text-decoration: underline; color:#039be5;">Learn More</span></a>
+ <a href='https://yuzu-emu.org/wiki/using-a-controller-or-android-phone-for-motion-or-touch-input'><span style="text-decoration: underline; color:#039be5;">اعرف المزيد</span></a>
+
+
+
+ %1:%2
+ %1:%2
+
+
+
+
+
+
+
+
+ yuzu
+ يوزو
+
+
+
+ Port number has invalid characters
+
+
+
+
+ Port has to be in range 0 and 65353
+
+
+
+
+ IP address is not valid
+
+
+
+
+ This UDP server already exists
+
+
+
+
+ Unable to add more than 8 servers
+
+
+
+
+ Testing
+
+
+
+
+ Configuring
+
+
+
+
+ Test Successful
+
+
+
+
+ Successfully received data from the server.
+
+
+
+
+ Test Failed
+
+
+
+
+ Could not receive valid data from the server.<br>Please verify that the server is set up correctly and the address and port are correct.
+
+
+
+
+ UDP Test or calibration configuration is in progress.<br>Please wait for them to finish.
+
+
+
+
+ ConfigureMousePanning
+
+
+ Configure mouse panning
+
+
+
+
+ Enable mouse panning
+
+
+
+
+ Can be toggled via a hotkey. Default hotkey is Ctrl + F9
+
+
+
+
+ Sensitivity
+ الحساسية
+
+
+
+ Horizontal
+ أفقي
+
+
+
+
+
+
+
+ %
+ %
+
+
+
+ Vertical
+ عمودي
+
+
+
+ Deadzone counterweight
+
+
+
+
+ Counteracts a game's built-in deadzone
+
+
+
+
+ Deadzone
+
+
+
+
+ Stick decay
+
+
+
+
+ Strength
+
+
+
+
+ Minimum
+
+
+
+
+ Default
+ الافتراضي
+
+
+
+ Mouse panning works better with a deadzone of 0% and a range of 100%.
+Current values are %1% and %2% respectively.
+
+
+
+
+ Emulated mouse is enabled. This is incompatible with mouse panning.
+
+
+
+
+ Emulated mouse is enabled
+
+
+
+
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
+
+
+
+
+ ConfigureNetwork
+
+
+ Form
+ الشكل
+
+
+
+ Network
+ الشبكة
+
+
+
+ General
+ عام
+
+
+
+ Network Interface
+
+
+
+
+ None
+ الاسم
+
+
+
+ ConfigurePerGame
+
+
+ Dialog
+
+
+
+
+ Info
+
+
+
+
+ Name
+ الاسم
+
+
+
+ Title ID
+ معرف العنوان
+
+
+
+ Filename
+ اسم الملف
+
+
+
+ Format
+ الصيغة
+
+
+
+ Version
+ النسخة
+
+
+
+ Size
+ الحجم
+
+
+
+ Developer
+ المطور
+
+
+
+ Some settings are only available when a game is not running.
+ بعض الإعدادات تتوفر عند عدم تشغيل اللعبة
+
+
+
+ Add-Ons
+ الاضافات
+
+
+
+ System
+ النظام
+
+
+
+ CPU
+ وحدة المعالج المركزية
+
+
+
+ Graphics
+ الرسوميات
+
+
+
+ Adv. Graphics
+
+
+
+
+ Audio
+ الصوت
+
+
+
+ Input Profiles
+
+
+
+
+ Properties
+ الخصائص
+
+
+
+ ConfigurePerGameAddons
+
+
+ Form
+ الشكل
+
+
+
+ Add-Ons
+ الاضافات
+
+
+
+ Patch Name
+ اسم الرقعة
+
+
+
+ Version
+ النسخة
+
+
+
+ ConfigureProfileManager
+
+
+ Form
+ الشكل
+
+
+
+ Profiles
+ ملفات المستخدمين
+
+
+
+ Profile Manager
+
+
+
+
+ Current User
+ المستخدم الحالي
+
+
+
+ Username
+ اسم المستخدم
+
+
+
+ Set Image
+ تعيين صورة
+
+
+
+ Add
+ إضافة
+
+
+
+ Rename
+ تسمية
+
+
+
+ Remove
+ ازالة
+
+
+
+ Profile management is available only when game is not running.
+
+
+
+
+ %1
+%2
+ %1 is the profile username, %2 is the formatted UUID (e.g. 00112233-4455-6677-8899-AABBCCDDEEFF))
+ %1
+%2
+
+
+
+ Enter Username
+ أدخل اسم المستخدم
+
+
+
+ Users
+ المستخدمين
+
+
+
+ Enter a username for the new user:
+
+
+
+
+ Enter a new username:
+
+
+
+
+ Select User Image
+ اختر صورة المستخدم
+
+
+
+ JPEG Images (*.jpg *.jpeg)
+ صور JPEG (*.jpg *.jpeg)
+
+
+
+ Error deleting image
+
+
+
+
+ Error occurred attempting to overwrite previous image at: %1.
+
+
+
+
+ Error deleting file
+
+
+
+
+ Unable to delete existing file: %1.
+
+
+
+
+ Error creating user image directory
+
+
+
+
+ Unable to create directory %1 for storing user images.
+
+
+
+
+ Error copying user image
+
+
+
+
+ Unable to copy image from %1 to %2
+
+
+
+
+ Error resizing user image
+
+
+
+
+ Unable to resize image
+
+
+
+
+ ConfigureProfileManagerDeleteDialog
+
+
+ Delete this user? All of the user's save data will be deleted.
+
+
+
+
+ Confirm Delete
+ تأكيد الحذف
+
+
+
+ Name: %1
+UUID: %2
+ الاسم: %1
+الرقم التعريفي: %2
+
+
+
+ ConfigureRingController
+
+
+ Configure Ring Controller
+
+
+
+
+ To use Ring-Con, configure player 1 as right Joy-Con (both physical and emulated), and player 2 as left Joy-Con (left physical and dual emulated) before starting the game.
+
+
+
+
+ Virtual Ring Sensor Parameters
+
+
+
+
+
+ Pull
+ سحب
+
+
+
+
+ Push
+ دفع
+
+
+
+ Deadzone: 0%
+ المنطقة الميتة: 0%
+
+
+
+ Direct Joycon Driver
+
+
+
+
+ Enable Ring Input
+
+
+
+
+
+ Enable
+ تفعيل
+
+
+
+ Ring Sensor Value
+
+
+
+
+
+ Not connected
+
+
+
+
+ Restore Defaults
+ إعادة الأصلي
+
+
+
+ Clear
+ مسح
+
+
+
+ [not set]
+ [ غير معد ]
+
+
+
+ Invert axis
+ عكس المحاور
+
+
+
+
+ Deadzone: %1%
+ المنطقة الميتة: %1%
+
+
+
+ Error enabling ring input
+
+
+
+
+ Direct Joycon driver is not enabled
+
+
+
+
+ Configuring
+
+
+
+
+ The current mapped device doesn't support the ring controller
+
+
+
+
+ The current mapped device doesn't have a ring attached
+
+
+
+
+ The current mapped device is not connected
+
+
+
+
+ Unexpected driver result %1
+
+
+
+
+ [waiting]
+ [بانتظار الرد]
+
+
+
+ ConfigureSystem
+
+
+ Form
+ الشكل
+
+
+
+
+ System
+ النظام
+
+
+
+ Core
+
+
+
+
+ Warning: "%1" is not a valid language for region "%2"
+
+
+
+
+ ConfigureTas
+
+
+ TAS
+
+
+
+
+ <html><head/><body><p>Reads controller input from scripts in the same format as TAS-nx scripts.<br/>For a more detailed explanation, please consult the <a href="https://yuzu-emu.org/help/feature/tas/"><span style=" text-decoration: underline; color:#039be5;">help page</span></a> on the yuzu website.</p></body></html>
+
+
+
+
+ To check which hotkeys control the playback/recording, please refer to the Hotkey settings (Configure -> General -> Hotkeys).
+
+
+
+
+ WARNING: This is an experimental feature.<br/>It will not play back scripts frame perfectly with the current, imperfect syncing method.
+
+
+
+
+ Settings
+ الإعدادات
+
+
+
+ Enable TAS features
+
+
+
+
+ Loop script
+
+
+
+
+ Pause execution during loads
+
+
+
+
+ Script Directory
+
+
+
+
+ Path
+ المسار
+
+
+
+ ...
+ ...
+
+
+
+ ConfigureTasDialog
+
+
+ TAS Configuration
+
+
+
+
+ Select TAS Load Directory...
+
+
+
+
+ ConfigureTouchFromButton
+
+
+ Configure Touchscreen Mappings
+
+
+
+
+ Mapping:
+ تخطيط أزرار:
+
+
+
+ New
+ جديد
+
+
+
+ Delete
+ حذف
+
+
+
+ Rename
+ تسمية
+
+
+
+ Click the bottom area to add a point, then press a button to bind.
+Drag points to change position, or double-click table cells to edit values.
+
+
+
+
+ Delete Point
+ حذف نقطة
+
+
+
+ Button
+ زر
+
+
+
+ X
+ X axis
+ X
+
+
+
+ Y
+ Y axis
+ Y
+
+
+
+ New Profile
+
+
+
+
+ Enter the name for the new profile.
+
+
+
+
+ Delete Profile
+
+
+
+
+ Delete profile %1?
+
+
+
+
+ Rename Profile
+
+
+
+
+ New name:
+
+
+
+
+ [press key]
+
+
+
+
+ ConfigureTouchscreenAdvanced
+
+
+ Configure Touchscreen
+
+
+
+
+ Warning: The settings in this page affect the inner workings of yuzu's emulated touchscreen. Changing them may result in undesirable behavior, such as the touchscreen partially or not working. You should only use this page if you know what you are doing.
+
+
+
+
+ Touch Parameters
+
+
+
+
+ Touch Diameter Y
+
+
+
+
+ Touch Diameter X
+
+
+
+
+ Rotational Angle
+
+
+
+
+ Restore Defaults
+ إعادة الأصلي
+
+
+
+ ConfigureUI
+
+
+
+
+ None
+ لاشيء
+
+
+
+ Small (32x32)
+ صغير (32*32)
+
+
+
+ Standard (64x64)
+ معياري (64*64)
+
+
+
+ Large (128x128)
+ كبير (128*128)
+
+
+
+ Full Size (256x256)
+ الحجم الكامل (256*256)
+
+
+
+ Small (24x24)
+ صغير (24*24)
+
+
+
+ Standard (48x48)
+ معياري (48*48)
+
+
+
+ Large (72x72)
+ كبير (72*72)
+
+
+
+ Filename
+ اسم الملف
+
+
+
+ Filetype
+ نوع الملف
+
+
+
+ Title ID
+ معرف العنوان
+
+
+
+ Title Name
+ اسم العنوان
+
+
+
+ ConfigureUi
+
+
+ Form
+ الشكل
+
+
+
+ UI
+ واجهة المستخدم
+
+
+
+ General
+ عام
+
+
+
+ Note: Changing language will apply your configuration.
+
+
+
+
+ Interface language:
+ لغة الواجهة:
+
+
+
+ Theme:
+ السمة:
+
+
+
+ Game List
+ قائمة الألعاب
+
+
+
+ Show Compatibility List
+ عرض قائمة التوافقية
+
+
+
+ Show Add-Ons Column
+ عرض عمود الإضافات
+
+
+
+ Show Size Column
+ عرض عمود الحجم
+
+
+
+ Show File Types Column
+ عرض عمود أنواع الملف
+
+
+
+ Game Icon Size:
+ حجم أيقونة اللعبة:
+
+
+
+ Folder Icon Size:
+ حجم أيقونة المجلد:
+
+
+
+ Row 1 Text:
+ نص السطر 1:
+
+
+
+ Row 2 Text:
+ نص السطر 2:
+
+
+
+ Screenshots
+ لقطات الشاشة
+
+
+
+ Ask Where To Save Screenshots (Windows Only)
+ اسأل أين أحفظ لقطات الشاشة (نظام التشغيل ويندوز فقط)
+
+
+
+ Screenshots Path:
+ مسار لقطات الشاشة:
+
+
+
+ ...
+ ...
+
+
+
+ TextLabel
+
+
+
+
+ Resolution:
+ الدقة:
+
+
+
+ Select Screenshots Path...
+ أختر مسار لقطات الشاشة
+
+
+
+ <System>
+ <System>
+
+
+
+ Auto (%1 x %2, %3 x %4)
+ Screenshot width value
+ تلقائي (%1 x %2, %3 x %4)
+
+
+
+ ConfigureVibration
+
+
+ Configure Vibration
+
+
+
+
+ Press any controller button to vibrate the controller.
+
+
+
+
+ Vibration
+ إرتجاج
+
+
+
+ Player 1
+ اللاعب 1
+
+
+
+
+
+
+
+
+
+
+ %
+ %
+
+
+
+ Player 2
+ اللاعب 2
+
+
+
+ Player 3
+ اللاعب 3
+
+
+
+ Player 4
+ اللاعب 4
+
+
+
+ Player 5
+ اللاعب 5
+
+
+
+ Player 6
+ اللاعب 6
+
+
+
+ Player 7
+ اللاعب 7
+
+
+
+ Player 8
+ اللاعب 8
+
+
+
+ Settings
+ الإعدادات
+
+
+
+ Enable Accurate Vibration
+
+
+
+
+ ConfigureWeb
+
+
+ Form
+ الشكل
+
+
+
+ Web
+ الشبكة
+
+
+
+ yuzu Web Service
+ خدمة الويب يوزو
+
+
+
+ By providing your username and token, you agree to allow yuzu to collect additional usage data, which may include user identifying information.
+ بتقديمك اسم المستخدم والرمز المميز الخاص بك، فأنك توافق بالسماح ليوزو بجمع بيانات استخدام إضافية، التي قد تحتوي على بيانات تعريف المستخدم.
+
+
+
+
+ Verify
+ تحقق
+
+
+
+ Sign up
+ تسجيل
+
+
+
+ Token:
+ الرمز:
+
+
+
+ Username:
+ اسم المستخدم:
+
+
+
+ What is my token?
+ ما هو الرمز الخاص بي؟
+
+
+
+ Web Service configuration can only be changed when a public room isn't being hosted.
+
+
+
+
+ Telemetry
+ القياس عن بعد
+
+
+
+ Share anonymous usage data with the yuzu team
+ مشاركة معلومات الاستخدام المجهولة مع فريق يوزو
+
+
+
+ Learn more
+ معرفة المزيد
+
+
+
+ Telemetry ID:
+ معرف القياس عن بعد:
+
+
+
+ Regenerate
+ إعادة توليد
+
+
+
+ Discord Presence
+
+
+
+
+ Show Current Game in your Discord Status
+
+
+
+
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'><span style="text-decoration: underline; color:#039be5;">Learn more</span></a>
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'><span style="text-decoration: underline; color:#039be5;">معرفة المزيد</span></a>
+
+
+
+ <a href='https://profile.yuzu-emu.org/'><span style="text-decoration: underline; color:#039be5;">Sign up</span></a>
+ <a href='https://profile.yuzu-emu.org/'><span style="text-decoration: underline; color:#039be5;">تسجيل</span></a>
+
+
+
+ <a href='https://yuzu-emu.org/wiki/yuzu-web-service/'><span style="text-decoration: underline; color:#039be5;">What is my token?</span></a>
+ <a href='https://yuzu-emu.org/wiki/yuzu-web-service/'><span style="text-decoration: underline; color:#039be5;">ماهو رمزي المميز؟</span></a>
+
+
+
+
+ Telemetry ID: 0x%1
+ معرف القياس عن بعد: 0x%1
+
+
+
+
+ Unspecified
+ غير محدد
+
+
+
+ Token not verified
+
+
+
+
+ Token was not verified. The change to your token has not been saved.
+
+
+
+
+ Unverified, please click Verify before saving configuration
+ Tooltip
+
+
+
+
+
+ Verifying...
+
+
+
+
+ Verified
+ Tooltip
+
+
+
+
+ Verification failed
+ Tooltip
+
+
+
+
+ Verification failed
+
+
+
+
+ Verification failed. Check that you have entered your token correctly, and that your internet connection is working.
+
+
+
+
+ ControllerDialog
+
+
+ Controller P1
+
+
+
+
+ &Controller P1
+
+
+
+
+ DirectConnect
+
+
+ Direct Connect
+
+
+
+
+ Server Address
+
+
+
+
+ <html><head/><body><p>Server address of the host</p></body></html>
+
+
+
+
+ Port
+ المنفذ
+
+
+
+ <html><head/><body><p>Port number the host is listening on</p></body></html>
+
+
+
+
+ Nickname
+
+
+
+
+ Password
+ كلمة المرور
+
+
+
+ Connect
+
+
+
+
+ DirectConnectWindow
+
+
+ Connecting
+
+
+
+
+ Connect
+
+
+
+
+ GMainWindow
+
+
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?
+
+
+
+
+ Telemetry
+ القياس عن بعد
+
+
+
+ Broken Vulkan Installation Detected
+
+
+
+
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.
+
+
+
+
+ Running a game
+ TRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
+
+
+
+
+ Loading Web Applet...
+
+
+
+
+
+ Disable Web Applet
+
+
+
+
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
+(This can be re-enabled in the Debug settings.)
+
+
+
+
+ The amount of shaders currently being built
+
+
+
+
+ The current selected resolution scaling multiplier.
+
+
+
+
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.
+
+
+
+
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.
+
+
+
+
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.
+
+
+
+
+ Unmute
+ إلغاء الكتم
+
+
+
+ Mute
+ كتم
+
+
+
+ Reset Volume
+
+
+
+
+ &Clear Recent Files
+ &مسح الملفات الحديثة
+
+
+
+ Emulated mouse is enabled
+
+
+
+
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
+
+
+
+
+ &Continue
+ &استمرار
+
+
+
+ &Pause
+ &إيقاف مؤقت
+
+
+
+ Warning Outdated Game Format
+
+
+
+
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.
+
+
+
+
+
+ Error while loading ROM!
+
+
+
+
+ The ROM format is not supported.
+
+
+
+
+ An error occurred initializing the video core.
+
+
+
+
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>.
+
+
+
+
+ Error while loading ROM! %1
+ %1 signifies a numeric error code.
+
+
+
+
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.
+ %1 signifies an error string.
+
+
+
+
+ An unknown error occurred. Please see the log for more details.
+
+
+
+
+ (64-bit)
+ (64-بت)
+
+
+
+ (32-bit)
+ (32-بت)
+
+
+
+ %1 %2
+ %1 is the title name. %2 indicates if the title is 64-bit or 32-bit
+ %1 %2
+
+
+
+ Closing software...
+
+
+
+
+ Save Data
+
+
+
+
+ Mod Data
+
+
+
+
+ Error Opening %1 Folder
+
+
+
+
+
+ Folder does not exist!
+
+
+
+
+ Error Opening Transferable Shader Cache
+
+
+
+
+ Failed to create the shader cache directory for this title.
+
+
+
+
+ Error Removing Contents
+
+
+
+
+ Error Removing Update
+
+
+
+
+ Error Removing DLC
+
+
+
+
+ Remove Installed Game Contents?
+
+
+
+
+ Remove Installed Game Update?
+
+
+
+
+ Remove Installed Game DLC?
+
+
+
+
+ Remove Entry
+
+
+
+
+
+
+
+
+
+ Successfully Removed
+
+
+
+
+ Successfully removed the installed base game.
+
+
+
+
+ The base game is not installed in the NAND and cannot be removed.
+
+
+
+
+ Successfully removed the installed update.
+
+
+
+
+ There is no update installed for this title.
+
+
+
+
+ There are no DLC installed for this title.
+
+
+
+
+ Successfully removed %1 installed DLC.
+
+
+
+
+ Delete OpenGL Transferable Shader Cache?
+
+
+
+
+ Delete Vulkan Transferable Shader Cache?
+
+
+
+
+ Delete All Transferable Shader Caches?
+
+
+
+
+ Remove Custom Game Configuration?
+
+
+
+
+ Remove Cache Storage?
+
+
+
+
+ Remove File
+
+
+
+
+
+ Error Removing Transferable Shader Cache
+
+
+
+
+
+ A shader cache for this title does not exist.
+
+
+
+
+ Successfully removed the transferable shader cache.
+
+
+
+
+ Failed to remove the transferable shader cache.
+
+
+
+
+ Error Removing Vulkan Driver Pipeline Cache
+
+
+
+
+ Failed to remove the driver pipeline cache.
+
+
+
+
+
+ Error Removing Transferable Shader Caches
+
+
+
+
+ Successfully removed the transferable shader caches.
+
+
+
+
+ Failed to remove the transferable shader cache directory.
+
+
+
+
+
+ Error Removing Custom Configuration
+
+
+
+
+ A custom configuration for this title does not exist.
+
+
+
+
+ Successfully removed the custom game configuration.
+
+
+
+
+ Failed to remove the custom game configuration.
+
+
+
+
+
+ RomFS Extraction Failed!
+
+
+
+
+ There was an error copying the RomFS files or the user cancelled the operation.
+
+
+
+
+ Full
+
+
+
+
+ Skeleton
+
+
+
+
+ Select RomFS Dump Mode
+
+
+
+
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.
+
+
+
+
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root
+
+
+
+
+ Extracting RomFS...
+
+
+
+
+
+
+
+ Cancel
+ إلغاء
+
+
+
+ RomFS Extraction Succeeded!
+
+
+
+
+
+
+ The operation completed successfully.
+ أكتملت العملية بنجاح
+
+
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+
+ Create Shortcut
+ إنشاء إختصار
+
+
+
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?
+
+
+
+
+ Cannot create shortcut on desktop. Path "%1" does not exist.
+
+
+
+
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.
+
+
+
+
+ Create Icon
+
+
+
+
+ Cannot create icon file. Path "%1" does not exist and cannot be created.
+
+
+
+
+ Start %1 with the yuzu Emulator
+ بدء %1 بمحاكي يوزو
+
+
+
+ Failed to create a shortcut at %1
+
+
+
+
+ Successfully created a shortcut to %1
+
+
+
+
+ Error Opening %1
+
+
+
+
+ Select Directory
+
+
+
+
+ Properties
+ الخصائص
+
+
+
+ The game properties could not be loaded.
+
+
+
+
+ Switch Executable (%1);;All Files (*.*)
+ %1 is an identifier for the Switch executable file extensions.
+
+
+
+
+ Load File
+ تشغيل المِلَفّ
+
+
+
+ Open Extracted ROM Directory
+
+
+
+
+ Invalid Directory Selected
+
+
+
+
+ The directory you have selected does not contain a 'main' file.
+
+
+
+
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
+
+
+
+
+ Install Files
+
+
+
+
+ %n file(s) remaining
+
+
+
+
+ Installing file "%1"...
+
+
+
+
+
+ Install Results
+
+
+
+
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
+Please, only use this feature to install updates and DLC.
+
+
+
+
+ %n file(s) were newly installed
+
+
+
+
+
+ %n file(s) were overwritten
+
+
+
+
+
+ %n file(s) failed to install
+
+
+
+
+
+ System Application
+
+
+
+
+ System Archive
+
+
+
+
+ System Application Update
+
+
+
+
+ Firmware Package (Type A)
+
+
+
+
+ Firmware Package (Type B)
+
+
+
+
+ Game
+ اللعبة
+
+
+
+ Game Update
+
+
+
+
+ Game DLC
+
+
+
+
+ Delta Title
+
+
+
+
+ Select NCA Install Type...
+
+
+
+
+ Please select the type of title you would like to install this NCA as:
+(In most instances, the default 'Game' is fine.)
+
+
+
+
+ Failed to Install
+
+
+
+
+ The title type you selected for the NCA is invalid.
+
+
+
+
+ File not found
+ لم يتم العثور على الملف
+
+
+
+ File "%1" not found
+
+
+
+
+ OK
+ موافق
+
+
+
+
+ Hardware requirements not met
+
+
+
+
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.
+
+
+
+
+ Missing yuzu Account
+ حساب يوزو مفقود
+
+
+
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.
+
+
+
+
+ Error opening URL
+ خطأ في فتح URL
+
+
+
+ Unable to open the URL "%1".
+
+
+
+
+ TAS Recording
+
+
+
+
+ Overwrite file of player 1?
+
+
+
+
+ Invalid config detected
+
+
+
+
+ Handheld controller can't be used on docked mode. Pro controller will be selected.
+
+
+
+
+
+ Amiibo
+ أميبو
+
+
+
+
+ The current amiibo has been removed
+ أميبو اللعبة الحالية تمت إزالته
+
+
+
+ Error
+ خطأ
+
+
+
+
+ The current game is not looking for amiibos
+ اللعبة الحالية لا تبحث عن أميبو
+
+
+
+ Amiibo File (%1);; All Files (*.*)
+
+
+
+
+ Load Amiibo
+ تحميل أميبو
+
+
+
+ Error loading Amiibo data
+ خطأ أثناء تحميل بيانات أميبو
+
+
+
+ The selected file is not a valid amiibo
+
+
+
+
+ The selected file is already on use
+
+
+
+
+ An unknown error occurred
+
+
+
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+
+ Capture Screenshot
+ لقطة شاشة
+
+
+
+ PNG Image (*.png)
+
+
+
+
+ TAS state: Running %1/%2
+
+
+
+
+ TAS state: Recording %1
+
+
+
+
+ TAS state: Idle %1/%2
+
+
+
+
+ TAS State: Invalid
+
+
+
+
+ &Stop Running
+ &إيقاف التشغيل
+
+
+
+ &Start
+ &ابدأ
+
+
+
+ Stop R&ecording
+ &إيقاف التسجيل
+
+
+
+ R&ecord
+ &تسجيل
+
+
+
+ Building: %n shader(s)
+
+
+
+
+ Scale: %1x
+ %1 is the resolution scaling factor
+
+
+
+
+ Speed: %1% / %2%
+
+
+
+
+ Speed: %1%
+
+
+
+
+ Game: %1 FPS (Unlocked)
+
+
+
+
+ Game: %1 FPS
+
+
+
+
+ Frame: %1 ms
+
+
+
+
+ %1 %2
+ %1 %2
+
+
+
+
+ FSR
+
+
+
+
+ NO AA
+
+
+
+
+ VOLUME: MUTE
+
+
+
+
+ VOLUME: %1%
+ Volume percentage (e.g. 50%)
+
+
+
+
+ Confirm Key Rederivation
+
+
+
+
+ You are about to force rederive all of your keys.
+If you do not know what this means or what you are doing,
+this is a potentially destructive action.
+Please make sure this is what you want
+and optionally make backups.
+
+This will delete your autogenerated key files and re-run the key derivation module.
+
+
+
+
+ Missing fuses
+
+
+
+
+ - Missing BOOT0
+
+
+
+
+ - Missing BCPKG2-1-Normal-Main
+
+
+
+
+ - Missing PRODINFO
+
+
+
+
+ Derivation Components Missing
+
+
+
+
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>
+
+
+
+
+ Deriving keys...
+This may take up to a minute depending
+on your system's performance.
+
+
+
+
+ Deriving Keys
+
+
+
+
+ System Archive Decryption Failed
+
+
+
+
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
+
+
+
+
+ Select RomFS Dump Target
+
+
+
+
+ Please select which RomFS you would like to dump.
+
+
+
+
+ Are you sure you want to close yuzu?
+ هل انت متاكد انك تريد اغلاق يوزو?
+
+
+
+
+
+ yuzu
+ يوزو
+
+
+
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.
+ هل أنت متأكد أنك تريد إيقاف المحاكاة؟ ستيم فقد البيانات التي لم تتم حفظه
+
+
+
+ The currently running application has requested yuzu to not exit.
+
+Would you like to bypass this and exit anyway?
+
+
+
+
+ None
+ لا شيء
+
+
+
+ FXAA
+
+
+
+
+ SMAA
+
+
+
+
+ Nearest
+
+
+
+
+ Bilinear
+
+
+
+
+ Bicubic
+
+
+
+
+ Gaussian
+
+
+
+
+ ScaleForce
+
+
+
+
+ Docked
+ مركب بالمنصة
+
+
+
+ Handheld
+ محمول
+
+
+
+ Normal
+ عادي
+
+
+
+ High
+ عالي
+
+
+
+ Extreme
+
+
+
+
+ Vulkan
+
+
+
+
+ OpenGL
+
+
+
+
+ Null
+
+
+
+
+ GLSL
+
+
+
+
+ GLASM
+
+
+
+
+ SPIRV
+
+
+
+
+ GRenderWindow
+
+
+
+ OpenGL not available!
+ غير متوفر! OpenGL
+
+
+
+ OpenGL shared contexts are not supported.
+
+
+
+
+ yuzu has not been compiled with OpenGL support.
+
+
+
+
+
+ Error while initializing OpenGL!
+
+
+
+
+ Your GPU may not support OpenGL, or you do not have the latest graphics driver.
+
+
+
+
+ Error while initializing OpenGL 4.6!
+
+
+
+
+ Your GPU may not support OpenGL 4.6, or you do not have the latest graphics driver.<br><br>GL Renderer:<br>%1
+
+
+
+
+ Your GPU may not support one or more required OpenGL extensions. Please ensure you have the latest graphics driver.<br><br>GL Renderer:<br>%1<br><br>Unsupported extensions:<br>%2
+
+
+
+
+ GameList
+
+
+ Favorite
+ مفضلة
+
+
+
+ Start Game
+ بدء اللعبة
+
+
+
+ Start Game without Custom Configuration
+ بدء اللعبة بدون الإعدادات المخصصة
+
+
+
+ Open Save Data Location
+ فتح موقع بيانات الحفظ
+
+
+
+ Open Mod Data Location
+ فتح موقع بيانات التعديلات
+
+
+
+ Open Transferable Pipeline Cache
+
+
+
+
+ Remove
+ ازالة
+
+
+
+ Remove Installed Update
+ ازالة التحديث المثبت
+
+
+
+ Remove All Installed DLC
+ ازل جميع المحتويات المثبتها
+
+
+
+ Remove Custom Configuration
+
+
+
+
+ Remove Cache Storage
+
+
+
+
+ Remove OpenGL Pipeline Cache
+
+
+
+
+ Remove Vulkan Pipeline Cache
+
+
+
+
+ Remove All Pipeline Caches
+
+
+
+
+ Remove All Installed Contents
+
+
+
+
+
+ Dump RomFS
+
+
+
+
+ Dump RomFS to SDMC
+
+
+
+
+ Verify Integrity
+
+
+
+
+ Copy Title ID to Clipboard
+
+
+
+
+ Navigate to GameDB entry
+
+
+
+
+ Create Shortcut
+ إنشاء إختصار
+
+
+
+ Add to Desktop
+ إضافة إلى سطح المكتب
+
+
+
+ Add to Applications Menu
+ إضافة إلى قائمة التطبيقات
+
+
+
+ Properties
+ الخصائص
+
+
+
+ Scan Subfolders
+ مسح الملفات الداخلية
+
+
+
+ Remove Game Directory
+
+
+
+
+ ▲ Move Up
+ ▲ نقل للأعلى
+
+
+
+ ▼ Move Down
+ ▼ نقل للأسفل
+
+
+
+ Open Directory Location
+ فتح موقع الدليل
+
+
+
+ Clear
+ مسح
+
+
+
+ Name
+ الاسم
+
+
+
+ Compatibility
+ التوافق
+
+
+
+ Add-ons
+ الإضافات
+
+
+
+ File type
+ نوع الملف
+
+
+
+ Size
+ الحجم
+
+
+
+ GameListItemCompat
+
+
+ Ingame
+
+
+
+
+ Game starts, but crashes or major glitches prevent it from being completed.
+
+
+
+
+ Perfect
+ متقن
+
+
+
+ Game can be played without issues.
+
+
+
+
+ Playable
+ قابل للعب
+
+
+
+ Game functions with minor graphical or audio glitches and is playable from start to finish.
+
+
+
+
+ Intro/Menu
+ مقدمة أو قوائم
+
+
+
+ Game loads, but is unable to progress past the Start Screen.
+
+
+
+
+ Won't Boot
+ لا تفتح
+
+
+
+ The game crashes when attempting to startup.
+
+
+
+
+ Not Tested
+ لم تختبر
+
+
+
+ The game has not yet been tested.
+
+
+
+
+ GameListPlaceholder
+
+
+ Double-click to add a new folder to the game list
+
+
+
+
+ GameListSearchField
+
+
+ %1 of %n result(s)
+
+
+
+
+ Filter:
+
+
+
+
+ Enter pattern to filter
+
+
+
+
+ HostRoom
+
+
+ Create Room
+
+
+
+
+ Room Name
+ اسم الغرفة
+
+
+
+ Preferred Game
+ لعبة مفضلة
+
+
+
+ Max Players
+
+
+
+
+ Username
+ اسم المستخدم
+
+
+
+ (Leave blank for open game)
+
+
+
+
+ Password
+ كلمة المرور
+
+
+
+ Port
+ المنفذ
+
+
+
+ Room Description
+ وصف الغرفة
+
+
+
+ Load Previous Ban List
+
+
+
+
+ Public
+ عام
+
+
+
+ Unlisted
+
+
+
+
+ Host Room
+
+
+
+
+ HostRoomWindow
+
+
+ Error
+ خطأ
+
+
+
+ Failed to announce the room to the public lobby. In order to host a room publicly, you must have a valid yuzu account configured in Emulation -> Configure -> Web. If you do not want to publish a room in the public lobby, then select Unlisted instead.
+Debug Message:
+
+
+
+
+ Hotkeys
+
+
+ Audio Mute/Unmute
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Main Window
+
+
+
+
+ Audio Volume Down
+
+
+
+
+ Audio Volume Up
+
+
+
+
+ Capture Screenshot
+ لقطة شاشة
+
+
+
+ Change Adapting Filter
+
+
+
+
+ Change Docked Mode
+
+
+
+
+ Change GPU Accuracy
+
+
+
+
+ Continue/Pause Emulation
+
+
+
+
+ Exit Fullscreen
+ الخروج من ملىء الشاشة
+
+
+
+ Exit yuzu
+ الخروج من يوزو
+
+
+
+ Fullscreen
+ ملىء الشاشة
+
+
+
+ Load File
+ تشغيل المِلَفّ
+
+
+
+ Load/Remove Amiibo
+ تحميل/إزالة أميبو
+
+
+
+ Restart Emulation
+
+
+
+
+ Stop Emulation
+
+
+
+
+ TAS Record
+
+
+
+
+ TAS Reset
+
+
+
+
+ TAS Start/Stop
+
+
+
+
+ Toggle Filter Bar
+
+
+
+
+ Toggle Framerate Limit
+
+
+
+
+ Toggle Mouse Panning
+
+
+
+
+ Toggle Status Bar
+
+
+
+
+ InstallDialog
+
+
+ Please confirm these are the files you wish to install.
+ الرجاء تأكيد هذه هي الملفات التي ترغب في تثبيتها.
+
+
+
+ Installing an Update or DLC will overwrite the previously installed one.
+
+
+
+
+ Install
+ تثبيت
+
+
+
+ Install Files to NAND
+ تثبيت الملفات الى NAND
+
+
+
+ LimitableInputDialog
+
+
+ The text can't contain any of the following characters:
+%1
+
+
+
+
+ LoadingScreen
+
+
+ Loading Shaders 387 / 1628
+
+
+
+
+ Loading Shaders %v out of %m
+
+
+
+
+ Estimated Time 5m 4s
+
+
+
+
+ Loading...
+ جاري التحميل...
+
+
+
+ Loading Shaders %1 / %2
+
+
+
+
+ Launching...
+ يتم بدء اللعبة...
+
+
+
+ Estimated Time %1
+
+
+
+
+ Lobby
+
+
+ Public Room Browser
+
+
+
+
+
+ Nickname
+
+
+
+
+ Filters
+
+
+
+
+ Search
+ البحث
+
+
+
+ Games I Own
+ ألعاب | أملكها
+
+
+
+ Hide Empty Rooms
+ إخفاء الغرف الفارغة
+
+
+
+ Hide Full Rooms
+ إخفاء الغرف الممتلئة
+
+
+
+ Refresh Lobby
+ إنعاش الردهة
+
+
+
+ Password Required to Join
+ كلمة المرور مطلوبة للإنظمام
+
+
+
+ Password:
+ كلمة المرور:
+
+
+
+ Players
+ اللاعبين
+
+
+
+ Room Name
+ اسم الغرفة
+
+
+
+ Preferred Game
+ لعبة مفضلة
+
+
+
+ Host
+ المستضيف
+
+
+
+ Refreshing
+ ينعش
+
+
+
+ Refresh List
+ إنعاش القائمة
+
+
+
+ MainWindow
+
+
+ yuzu
+ يوزو
+
+
+
+ &File
+ &ملف
+
+
+
+ &Recent Files
+ &الملفات الحديثة
+
+
+
+ &Emulation
+ &المحاكاة
+
+
+
+ &View
+ &عرض
+
+
+
+ &Reset Window Size
+ &إعادة تعيين حجم الشاشة
+
+
+
+ &Debugging
+ &اصلاح الأخطاء
+
+
+
+ Reset Window Size to &720p
+ اعادة تعيين حجم النافذة إلى &720p
+
+
+
+ Reset Window Size to 720p
+ اعادة تعيين حجم النافذة إلى 720p
+
+
+
+ Reset Window Size to &900p
+ اعادة تعيين حجم النافذة إلى &900p
+
+
+
+ Reset Window Size to 900p
+ اعادة تعيين حجم النافذة إلى 900p
+
+
+
+ Reset Window Size to &1080p
+ اعادة تعيين حجم النافذة إلى &1080p
+
+
+
+ Reset Window Size to 1080p
+ اعادة تعيين حجم النافذة إلى 1080p
+
+
+
+ &Multiplayer
+ &لعب جماعي
+
+
+
+ &Tools
+ &أدوات
+
+
+
+ &TAS
+
+
+
+
+ &Help
+ &مساعدة
+
+
+
+ &Install Files to NAND...
+ &تثبيت الملفات الى الذاكرة الداخلية...
+
+
+
+ L&oad File...
+ &تحميل ملف...
+
+
+
+ Load &Folder...
+ تحميل &مجلد...
+
+
+
+ E&xit
+ &خروج
+
+
+
+ &Pause
+ &إيقاف مؤقت
+
+
+
+ &Stop
+ &إيقاف
+
+
+
+ &Reinitialize keys...
+ &إعادة تهيئة المفاتيح...
+
+
+
+ &Verify Installed Contents
+
+
+
+
+ &About yuzu
+ &عن يوزو
+
+
+
+ Single &Window Mode
+ وضع &الشاشة الواحدة
+
+
+
+ Con&figure...
+ &أعدادات...
+
+
+
+ Display D&ock Widget Headers
+
+
+
+
+ Show &Filter Bar
+ عرض &شريط المرشح
+
+
+
+ Show &Status Bar
+ عرض &شريط الحالة
+
+
+
+ Show Status Bar
+ عرض شريط الحالة
+
+
+
+ &Browse Public Game Lobby
+ &استعراض ردهة الألعاب العامة
+
+
+
+ &Create Room
+ &إنشاء غرفة
+
+
+
+ &Leave Room
+ &مغادرة الغرفة
+
+
+
+ &Direct Connect to Room
+ &اتصال مباشر مع غرفة
+
+
+
+ &Show Current Room
+ &عرض الغرفة الحالية
+
+
+
+ F&ullscreen
+ &ملئ الشاشة
+
+
+
+ &Restart
+ &إعادة التشغيل
+
+
+
+ Load/Remove &Amiibo...
+ تحميل/إزالة &أميبو...
+
+
+
+ &Report Compatibility
+ &تقرير توافقية
+
+
+
+ Open &Mods Page
+ فتح صفحة &التعديلات
+
+
+
+ Open &Quickstart Guide
+ فتح دليل &البداية السريعة
+
+
+
+ &FAQ
+ &الاسئلة الاكثر شيوعا
+
+
+
+ Open &yuzu Folder
+ فتح مجلد &يوزو
+
+
+
+ &Capture Screenshot
+ &لقط الشاشة
+
+
+
+ Open &Mii Editor
+
+
+
+
+ &Configure TAS...
+
+
+
+
+ Configure C&urrent Game...
+ إعدادات &اللعبة الحالية
+
+
+
+ &Start
+ &ابدأ
+
+
+
+ &Reset
+ &إعادة تعيين
+
+
+
+ R&ecord
+ &تسجيل
+
+
+
+ MicroProfileDialog
+
+
+ &MicroProfile
+
+
+
+
+ ModerationDialog
+
+
+ Moderation
+
+
+
+
+ Ban List
+ قائمة الحظر
+
+
+
+
+ Refreshing
+ ينعش
+
+
+
+ Unban
+ إلغاء الحظر
+
+
+
+ Subject
+ الموضوع
+
+
+
+ Type
+ النوع
+
+
+
+ Forum Username
+
+
+
+
+ IP Address
+ عنوان IP
+
+
+
+ Refresh
+ إنعاش
+
+
+
+ MultiplayerState
+
+
+ Current connection status
+ حالة الاتصال الحالي
+
+
+
+ Not Connected. Click here to find a room!
+ غير متصل. اضغط هنا للبحث عن غرفة!
+
+
+
+ Not Connected
+ غير متصل
+
+
+
+ Connected
+ متصل
+
+
+
+ New Messages Received
+ رسالة جديدة استقبلت
+
+
+
+ Error
+ خطأ
+
+
+
+ Failed to update the room information. Please check your Internet connection and try hosting the room again.
+Debug Message:
+
+
+
+
+ NetworkMessage
+
+
+ Username is not valid. Must be 4 to 20 alphanumeric characters.
+ اسم المستخدم غير صالح. يجب ان يتكون من 4 الى 20 حرف ورقم.
+
+
+
+ Room name is not valid. Must be 4 to 20 alphanumeric characters.
+ اسم الغرفة غير صالح. يجب ان يتكون من 4 الى 20 حرف ورقم.
+
+
+
+ Username is already in use or not valid. Please choose another.
+ اسم المستخدم مستخدم من قبل أو غير صالح. رجاء اختر غيره.
+
+
+
+ IP is not a valid IPv4 address.
+ IP غير صالح كعنوان IPv4.
+
+
+
+ Port must be a number between 0 to 65535.
+ المنفذ يجب ان يكون رقم بين 0 و 65535.
+
+
+
+ You must choose a Preferred Game to host a room. If you do not have any games in your game list yet, add a game folder by clicking on the plus icon in the game list.
+
+
+
+
+ Unable to find an internet connection. Check your internet settings.
+
+
+
+
+ Unable to connect to the host. Verify that the connection settings are correct. If you still cannot connect, contact the room host and verify that the host is properly configured with the external port forwarded.
+
+
+
+
+ Unable to connect to the room because it is already full.
+
+
+
+
+ Creating a room failed. Please retry. Restarting yuzu might be necessary.
+
+
+
+
+ The host of the room has banned you. Speak with the host to unban you or try a different room.
+
+
+
+
+ Version mismatch! Please update to the latest version of yuzu. If the problem persists, contact the room host and ask them to update the server.
+
+
+
+
+ Incorrect password.
+ كلمة مرور غير صحيحة.
+
+
+
+ An unknown error occurred. If this error continues to occur, please open an issue
+ حدث خطأ غير معروف. إذا استمر حدوث المشكلة، رجاء افتح مشكلة
+
+
+
+ Connection to room lost. Try to reconnect.
+ فقد الاتصال مع الغرفة. حاول إعادة الاتصال.
+
+
+
+ You have been kicked by the room host.
+ طردت من قبل مستضيف الغرفة.
+
+
+
+ IP address is already in use. Please choose another.
+ عنوان IP مستخدم مسبقا. رجاء اختر غيره.
+
+
+
+ You do not have enough permission to perform this action.
+ ليست لديك الصلاحية الكافية لتنفيذ هذا الفعل.
+
+
+
+ The user you are trying to kick/ban could not be found.
+They may have left the room.
+ المستخدم الذي تحاول طرده/حظره غير موجود.
+قد يكون ترك الغرفة.
+
+
+
+ No valid network interface is selected.
+Please go to Configure -> System -> Network and make a selection.
+
+
+
+
+ Game already running
+ اللعبة تشتغل مسبقا
+
+
+
+ Joining a room when the game is already running is discouraged and can cause the room feature not to work correctly.
+Proceed anyway?
+
+
+
+
+ Leave Room
+ مغادرة الغزفة
+
+
+
+ You are about to close the room. Any network connections will be closed.
+ أنت على وشك إغلاق الغرفة. أي اتصال سيتم غلقه.
+
+
+
+ Disconnect
+ قطع الاتصال
+
+
+
+ You are about to leave the room. Any network connections will be closed.
+ أنت على وشك إغلاق الغرفة. أي اتصال سيتم غلقه.
+
+
+
+ NetworkMessage::ErrorManager
+
+
+ Error
+ خطأ
+
+
+
+ OverlayDialog
+
+
+ Dialog
+
+
+
+
+
+ Cancel
+ إلغاء
+
+
+
+
+ OK
+ موافق
+
+
+
+ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd">
+<html><head><meta name="qrichtext" content="1" /><style type="text/css">
+p, li { white-space: pre-wrap; }
+</style></head><body style=" font-family:'MS Shell Dlg 2'; font-size:18pt; font-weight:400; font-style:normal;">
+<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><br /></p></body></html>
+ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd">
+<html><head><meta name="qrichtext" content="1" /><style type="text/css">
+p, li { white-space: pre-wrap; }
+</style></head><body style=" font-family:'MS Shell Dlg 2'; font-size:18pt; font-weight:400; font-style:normal;">
+<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><br /></p></body></html>
+
+
+
+ PlayerControlPreview
+
+
+ START/PAUSE
+
+
+
+
+ QObject
+
+
+ %1 is not playing a game
+ %1 لا يلعب أي لعبة
+
+
+
+ %1 is playing %2
+ %1 يلعب %2
+
+
+
+ Not playing a game
+ لا يلعب أي لعبة
+
+
+
+ Installed SD Titles
+ عناوين مثبته على بطاقة الذاكرة
+
+
+
+ Installed NAND Titles
+ عناوين مثبته على الذاكرة الداخلية
+
+
+
+ System Titles
+ عناوين النظام
+
+
+
+ Add New Game Directory
+ اضافة دليل ألعاب جديد
+
+
+
+ Favorites
+ المفضلة
+
+
+
+
+
+ Shift
+ Shift
+
+
+
+
+
+ Ctrl
+ Ctrl
+
+
+
+
+
+ Alt
+ Alt
+
+
+
+
+
+
+
+ [not set]
+ [ غير معد ]
+
+
+
+ Hat %1 %2
+
+
+
+
+
+
+
+
+
+
+
+
+ Axis %1%2
+ محور %1%2
+
+
+
+ Button %1
+ زر %1
+
+
+
+
+
+
+
+
+
+ [unknown]
+ [غير معروف]
+
+
+
+
+
+ Left
+ يسار
+
+
+
+
+
+ Right
+ يمين
+
+
+
+
+
+ Down
+ تحت
+
+
+
+
+
+ Up
+ فوق
+
+
+
+
+ Z
+ Z
+
+
+
+
+ R
+ R
+
+
+
+
+ L
+ L
+
+
+
+
+ A
+ A
+
+
+
+
+ B
+ B
+
+
+
+
+ X
+ X
+
+
+
+
+ Y
+ Y
+
+
+
+
+ Start
+ ابدأ
+
+
+
+
+ L1
+ L1
+
+
+
+
+ L2
+ L2
+
+
+
+
+ L3
+ L3
+
+
+
+
+ R1
+ R1
+
+
+
+
+ R2
+ R2
+
+
+
+
+ R3
+ R3
+
+
+
+
+ Circle
+ دائرة
+
+
+
+
+ Cross
+ إكس
+
+
+
+
+ Square
+ مربع
+
+
+
+
+ Triangle
+ مثلث
+
+
+
+
+ Share
+ مشاركة
+
+
+
+
+ Options
+ خيارات
+
+
+
+
+ [undefined]
+ [غير معرف]
+
+
+
+ %1%2
+ %1%2
+
+
+
+
+ [invalid]
+ [غير صالح]
+
+
+
+
+ %1%2Hat %3
+
+
+
+
+
+
+
+ %1%2Axis %3
+ %1%2محور %3
+
+
+
+
+ %1%2Axis %3,%4,%5
+ %1%2محور %3,%4,%5
+
+
+
+
+ %1%2Motion %3
+ %1%2حركة %3
+
+
+
+
+ %1%2Button %3
+ %1%2زر %3
+
+
+
+
+ [unused]
+ [غير مستخدم]
+
+
+
+ ZR
+ ZR
+
+
+
+ ZL
+ ZL
+
+
+
+ SR
+ SR
+
+
+
+ SL
+ SL
+
+
+
+ Stick L
+ العصا اليسرى
+
+
+
+ Stick R
+ العصا اليمنى
+
+
+
+ Plus
+ زائد
+
+
+
+ Minus
+ ناقص
+
+
+
+
+ Home
+ المنزل
+
+
+
+ Capture
+ تصوير
+
+
+
+ Touch
+ اللمس
+
+
+
+ Wheel
+ Indicates the mouse wheel
+ العجلة
+
+
+
+ Backward
+ الخلف
+
+
+
+ Forward
+ الأمام
+
+
+
+ Task
+ مهمة
+
+
+
+ Extra
+ المزيد
+
+
+
+ %1%2%3%4
+ %1%2%3%4
+
+
+
+
+ %1%2%3Hat %4
+
+
+
+
+
+ %1%2%3Axis %4
+ %1%2%3محور %4
+
+
+
+
+ %1%2%3Button %4
+ %1%2%3زر %4
+
+
+
+ QtAmiiboSettingsDialog
+
+
+ Amiibo Settings
+ إعدادات أميبو
+
+
+
+ Amiibo Info
+ معلومات أميبو
+
+
+
+ Series
+ السلسلة
+
+
+
+ Type
+ النوع
+
+
+
+ Name
+ الاسم
+
+
+
+ Amiibo Data
+ بيانات أميبو
+
+
+
+ Custom Name
+ اسم مخصص
+
+
+
+ Owner
+ المالك
+
+
+
+ Creation Date
+ تاريخ الانشاء
+
+
+
+ dd/MM/yyyy
+ dd/MM/yyyy
+
+
+
+ Modification Date
+ تاريخ التعديل
+
+
+
+ dd/MM/yyyy
+ dd/MM/yyyy
+
+
+
+ Game Data
+ بيانات اللعبة
+
+
+
+ Game Id
+ معرف اللعبة
+
+
+
+ Mount Amiibo
+ إدراج أمبيو
+
+
+
+ ...
+ ...
+
+
+
+ File Path
+ مسار الملف
+
+
+
+ No game data present
+ لا يوجد بيانات لعبة
+
+
+
+ The following amiibo data will be formatted:
+ بيانات أمبيو التالية سيتم تهيئتها:
+
+
+
+ The following game data will removed:
+ بيانات الألعاب التالية سيتم إزالتها:
+
+
+
+ Set nickname and owner:
+
+
+
+
+ Do you wish to restore this amiibo?
+ هل ترغب في إستعادة أميبو؟
+
+
+
+ QtControllerSelectorDialog
+
+
+ Controller Applet
+
+
+
+
+ Supported Controller Types:
+ أنواع أداوت التحكم المدعومة:
+
+
+
+ Players:
+ اللاعبين:
+
+
+
+ 1 - 8
+ 1 - 8
+
+
+
+ P4
+
+
+
+
+
+
+
+
+
+
+
+
+ Pro Controller
+
+
+
+
+
+
+
+
+
+
+
+
+ Dual Joycons
+
+
+
+
+
+
+
+
+
+
+
+
+ Left Joycon
+
+
+
+
+
+
+
+
+
+
+
+
+ Right Joycon
+
+
+
+
+
+
+
+
+
+
+
+ Use Current Config
+
+
+
+
+ P2
+
+
+
+
+ P1
+
+
+
+
+
+
+ Handheld
+ محمول
+
+
+
+ P3
+
+
+
+
+ P7
+
+
+
+
+ P8
+
+
+
+
+ P5
+
+
+
+
+ P6
+
+
+
+
+ Console Mode
+ وضع الوحدة
+
+
+
+ Docked
+ مركب بالمنصة
+
+
+
+ Vibration
+ إرتجاج
+
+
+
+
+ Configure
+ تعديل
+
+
+
+ Motion
+ الحركة
+
+
+
+ Profiles
+ ملفات المستخدمين
+
+
+
+ Create
+ انشاء
+
+
+
+ Controllers
+ أيادي التحكم
+
+
+
+ 1
+ 1
+
+
+
+ 2
+ 2
+
+
+
+ 4
+ 4
+
+
+
+ 3
+ 3
+
+
+
+ Connected
+ متصل
+
+
+
+ 5
+ 5
+
+
+
+ 7
+ 7
+
+
+
+ 6
+ 6
+
+
+
+ 8
+ 8
+
+
+
+ GameCube Controller
+ أداة تحكم GameCube
+
+
+
+ Poke Ball Plus
+ Poke Ball Plus
+
+
+
+ NES Controller
+ أداة تحكم NES
+
+
+
+ SNES Controller
+ أداة تحكم SNES
+
+
+
+ N64 Controller
+ أداة تحكم N64
+
+
+
+ Sega Genesis
+
+
+
+
+ QtErrorDisplay
+
+
+
+
+ Error Code: %1-%2 (0x%3)
+ رمز خطأ: %1-%2 (0x%3)
+
+
+
+ An error has occurred.
+Please try again or contact the developer of the software.
+
+
+
+
+ An error occurred on %1 at %2.
+Please try again or contact the developer of the software.
+
+
+
+
+ An error has occurred.
+
+%1
+
+%2
+
+
+
+
+ QtProfileSelectionDialog
+
+
+ %1
+%2
+ %1 is the profile username, %2 is the formatted UUID (e.g. 00112233-4455-6677-8899-AABBCCDDEEFF))
+ %1
+%2
+
+
+
+ Users
+ المستخدمين
+
+
+
+ Profile Creator
+
+
+
+
+
+ Profile Selector
+
+
+
+
+ Profile Icon Editor
+
+
+
+
+ Profile Nickname Editor
+
+
+
+
+ Who will receive the points?
+
+
+
+
+ Who is using Nintendo eShop?
+
+
+
+
+ Who is making this purchase?
+
+
+
+
+ Who is posting?
+
+
+
+
+ Select a user to link to a Nintendo Account.
+
+
+
+
+ Change settings for which user?
+
+
+
+
+ Format data for which user?
+
+
+
+
+ Which user will be transferred to another console?
+
+
+
+
+ Send save data for which user?
+
+
+
+
+ Select a user:
+ اختر مستخدم:
+
+
+
+ QtSoftwareKeyboardDialog
+
+
+ Software Keyboard
+ لوحة مفاتيح برمجية
+
+
+
+ Enter Text
+ ادخل نص
+
+
+
+ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd">
+<html><head><meta name="qrichtext" content="1" /><style type="text/css">
+p, li { white-space: pre-wrap; }
+</style></head><body style=" font-family:'MS Shell Dlg 2'; font-size:26pt; font-weight:400; font-style:normal;">
+<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><br /></p></body></html>
+ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd">
+<html><head><meta name="qrichtext" content="1" /><style type="text/css">
+p, li { white-space: pre-wrap; }
+</style></head><body style=" font-family:'MS Shell Dlg 2'; font-size:26pt; font-weight:400; font-style:normal;">
+<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><br /></p></body></html>
+
+
+
+
+ OK
+ موافق
+
+
+
+ Cancel
+ إلغاء
+
+
+
+ SequenceDialog
+
+
+ Enter a hotkey
+
+
+
+
+ WaitTreeCallstack
+
+
+ Call stack
+
+
+
+
+ WaitTreeSynchronizationObject
+
+
+ [%1] %2
+ [%1] %2
+
+
+
+ waited by no thread
+
+
+
+
+ WaitTreeThread
+
+
+ runnable
+
+
+
+
+ paused
+
+
+
+
+ sleeping
+
+
+
+
+ waiting for IPC reply
+
+
+
+
+ waiting for objects
+ في انتظار العناصر
+
+
+
+ waiting for condition variable
+
+
+
+
+ waiting for address arbiter
+
+
+
+
+ waiting for suspend resume
+
+
+
+
+ waiting
+ ينتظر
+
+
+
+ initialized
+ مهيئ
+
+
+
+ terminated
+
+
+
+
+ unknown
+ غير معروف
+
+
+
+ PC = 0x%1 LR = 0x%2
+
+
+
+
+ ideal
+ خامل
+
+
+
+ core %1
+ نواة %1
+
+
+
+ processor = %1
+ معالج = %1
+
+
+
+ affinity mask = %1
+
+
+
+
+ thread id = %1
+ معرف الخيط = %1
+
+
+
+ priority = %1(current) / %2(normal)
+ الأولوية = %1(الحالي) / %2(الطبيعي)
+
+
+
+ last running ticks = %1
+
+
+
+
+ WaitTreeThreadList
+
+
+ waited by thread
+
+
+
+
+ WaitTreeWidget
+
+
+ &Wait Tree
+
+
+
+
\ No newline at end of file
diff --git a/dist/languages/ca.ts b/dist/languages/ca.ts
index d604c8aa1..1bc9b27fe 100755
--- a/dist/languages/ca.ts
+++ b/dist/languages/ca.ts
@@ -752,151 +752,156 @@ This would ban both their forum username and their IP address.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Quan està marcat, bolcarà tots els shaders d'assemblador originals del cache de shaders del disc o del joc mentre els troba
-
-
-
- Dump Game Shaders
- Bolcar shaders del joc
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slower
-
+ Disable Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Quan està marcat, desactiva el compilador de macro Just In Time. Activar això fa que els jocs funcionin més lentament
-
-
-
- Disable Macro JIT
- Desactivar macro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Quan està marcat, l'API de gràfics entrarà en un mode de depuració més lent
-
-
-
- Enable Graphics Debugging
- Activar depuració de gràfics
-
-
-
+ When checked, it will dump all the macro programs of the GPU
-
+ Dump Maxwell Macros
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Quan està marcat, yuzu registrarà estadístiques sobre la cache de canonada compilada
-
-
-
- Enable Shader Feedback
- Activar informació de shaders
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsQuan està marcat, habilitarà els volcats dels errors d'Nsight Aftermath
-
+ Enable Nsight AftermathActivar Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Quan està marcat, yuzu registrarà estadístiques sobre la cache de canonada compilada
+
+
+
+ Enable Shader Feedback
+ Activar informació de shaders
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Quan està marcat, desactiva el compilador de macro Just In Time. Activar això fa que els jocs funcionin més lentament
+
+
+
+ Disable Macro JIT
+ Desactivar macro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Quan està marcat, l'API de gràfics entrarà en un mode de depuració més lent
+
+
+
+ Enable Graphics Debugging
+ Activar depuració de gràfics
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Quan està marcat, bolcarà tots els shaders d'assemblador originals del cache de shaders del disc o del joc mentre els troba
+
+
+
+ Dump Game Shaders
+ Bolcar shaders del joc
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedAvançat
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.
-
+ Perform Startup Vulkan Check
-
+ Disable Web AppletDesactivar el Web Applet
-
+ Enable All Controller TypesActivar tots els tipus de controladors
-
+ Enable Auto-Stub**Activar Auto-Stub**
-
+ Kiosk (Quest) ModeMode quiosc (Quest)
-
+ Enable CPU DebuggingActivar depuració de la CPU
-
+ Enable Debug AssertsActivar alertes de depuració
-
+ DebuggingDepuració
-
+ Enable FS Access LogActivar registre d'accés al FS
-
+ Create Minidump After Crash
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.
-
+ Dump Audio Commands To Console**
-
+ Enable Verbose Reporting Services**Activa els serveis d'informes detallats**
-
+ **This will be reset automatically when yuzu closes.**Això es restablirà automàticament quan es tanqui yuzu.
@@ -911,12 +916,12 @@ This would ban both their forum username and their IP address.
-
+ Web applet not compiled
-
+ MiniDump creation not compiled
@@ -1244,33 +1249,33 @@ This would ban both their forum username and their IP address.
Color de fons:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ Off
-
+ VSync Off
-
+ Recommended
-
+ On
-
+ VSync On
@@ -3235,64 +3240,64 @@ Arrossegui els punts per a canviar la posició, o faci doble clic a les cel·les
ConfigureUI
-
-
-
+
+
+ NoneCap
-
+ Small (32x32)Petit (32x32)
-
+ Standard (64x64)Estàndard (64x64)
-
+ Large (128x128)Gran (128x128)
-
+ Full Size (256x256)Tamany complet (256x256)
-
+ Small (24x24)Petit (24x24)
-
+ Standard (48x48)Estàndard (48x48)
-
+ Large (72x72)Gran (72x72)
-
+ FilenameNom de l'arxiu
-
+ FiletypeTipus d'arxiu
-
+ Title IDID del títol
-
+ Title NameNom del títol
@@ -3405,17 +3410,17 @@ Arrossegui els punts per a canviar la posició, o faci doble clic a les cel·les
Resolució:
-
+ Select Screenshots Path...Seleccioni el directori de les Captures de Pantalla...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3733,575 +3738,612 @@ Arrossegui els punts per a canviar la posició, o faci doble clic a les cel·les
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Es recullen dades anònimes</a> per ajudar a millorar yuzu. <br/><br/>Desitja compartir les seves dades d'ús amb nosaltres?
-
+ TelemetryTelemetria
-
+ Broken Vulkan Installation Detected
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Loading Web Applet...Carregant Web applet...
-
-
+
+ Disable Web AppletDesactivar el Web Applet
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Desactivar l'Applet Web pot provocar comportaments indefinits i només hauria d'utilitzar-se amb Super Mario 3D All-Stars. Estàs segur de que vols desactivar l'Applet Web?
(Això pot ser reactivat als paràmetres Debug.)
-
+ The amount of shaders currently being builtLa quantitat de shaders que s'estan compilant actualment
-
+ The current selected resolution scaling multiplier.El multiplicador d'escala de resolució seleccionat actualment.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Velocitat d'emulació actual. Valors superiors o inferiors a 100% indiquen que l'emulació s'està executant més ràpidament o més lentament que a la Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Quants fotogrames per segon està mostrant el joc actualment. Això variarà d'un joc a un altre i d'una escena a una altra.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Temps que costa emular un fotograma de la Switch, sense tenir en compte la limitació de fotogrames o la sincronització vertical. Per a una emulació òptima, aquest valor hauria de ser com a màxim de 16.67 ms.
-
+ Unmute
-
+ Mute
-
+ Reset Volume
-
+ &Clear Recent Files&Esborrar arxius recents
-
+ Emulated mouse is enabled
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
-
+ &Continue&Continuar
-
+ &Pause&Pausar
-
+ Warning Outdated Game FormatAdvertència format del joc desfasat
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Està utilitzant el format de directori de ROM deconstruït per a aquest joc, que és un format desactualitzat que ha sigut reemplaçat per altres, com NCA, NAX, XCI o NSP. Els directoris de ROM deconstruïts careixen d'icones, metadades i suport d'actualitzacions.<br><br>Per a obtenir una explicació dels diversos formats de Switch que suporta yuzu,<a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>faci una ullada a la nostra wiki</a>. Aquest missatge no es tornarà a mostrar.
-
-
+
+ Error while loading ROM!Error carregant la ROM!
-
+ The ROM format is not supported.El format de la ROM no està suportat.
-
+ An error occurred initializing the video core.S'ha produït un error inicialitzant el nucli de vídeo.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu ha trobat un error mentre executava el nucli de vídeo. Això sol ser causat per controladors de la GPU obsolets, inclosos els integrats. Si us plau, consulti el registre per a més detalls. Per obtenir més informació sobre com accedir al registre, consulti la següent pàgina: <a href='https://yuzu-emu.org/help/reference/log-files/'>Com carregar el fitxer de registre</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Error al carregar la ROM! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Si us plau, segueixi <a href='https://yuzu-emu.org/help/quickstart/'>la guia d'inici de yuzu</a> per a bolcar de nou els seus fitxers.<br>Pot consultar la wiki de yuzu wiki</a> o el Discord de yuzu</a> per obtenir ajuda.
-
+ An unknown error occurred. Please see the log for more details.S'ha produït un error desconegut. Si us plau, consulti el registre per a més detalls.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...S'està tancant el programari
-
+ Save DataDades de partides guardades
-
+ Mod DataDades de mods
-
+ Error Opening %1 FolderError obrint la carpeta %1
-
-
+
+ Folder does not exist!La carpeta no existeix!
-
+ Error Opening Transferable Shader CacheError obrint la cache transferible de shaders
-
+ Failed to create the shader cache directory for this title.No s'ha pogut crear el directori de la cache dels shaders per aquest títol.
-
+ Error Removing Contents
-
+ Error Removing Update
-
+ Error Removing DLC
-
+ Remove Installed Game Contents?
-
+ Remove Installed Game Update?
-
+ Remove Installed Game DLC?
-
+ Remove EntryEliminar entrada
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedS'ha eliminat correctament
-
+ Successfully removed the installed base game.S'ha eliminat correctament el joc base instal·lat.
-
+ The base game is not installed in the NAND and cannot be removed.El joc base no està instal·lat a la NAND i no pot ser eliminat.
-
+ Successfully removed the installed update.S'ha eliminat correctament l'actualització instal·lada.
-
+ There is no update installed for this title.No hi ha cap actualització instal·lada per aquest títol.
-
+ There are no DLC installed for this title.No hi ha cap DLC instal·lat per aquest títol.
-
+ Successfully removed %1 installed DLC.S'ha eliminat correctament %1 DLC instal·lat/s.
-
+ Delete OpenGL Transferable Shader Cache?Desitja eliminar la cache transferible de shaders d'OpenGL?
-
+ Delete Vulkan Transferable Shader Cache?Desitja eliminar la cache transferible de shaders de Vulkan?
-
+ Delete All Transferable Shader Caches?Desitja eliminar totes les caches transferibles de shaders?
-
+ Remove Custom Game Configuration?Desitja eliminar la configuració personalitzada del joc?
-
+ Remove Cache Storage?
-
+ Remove FileEliminar arxiu
-
-
+
+ Error Removing Transferable Shader CacheError eliminant la cache transferible de shaders
-
-
+
+ A shader cache for this title does not exist.No existeix una cache de shaders per aquest títol.
-
+ Successfully removed the transferable shader cache.S'ha eliminat correctament la cache transferible de shaders.
-
+ Failed to remove the transferable shader cache.No s'ha pogut eliminar la cache transferible de shaders.
-
+ Error Removing Vulkan Driver Pipeline Cache
-
+ Failed to remove the driver pipeline cache.
-
-
+
+ Error Removing Transferable Shader CachesError al eliminar les caches de shaders transferibles
-
+ Successfully removed the transferable shader caches.Caches de shaders transferibles eliminades correctament.
-
+ Failed to remove the transferable shader cache directory.No s'ha pogut eliminar el directori de caches de shaders transferibles.
-
-
+
+ Error Removing Custom ConfigurationError eliminant la configuració personalitzada
-
+ A custom configuration for this title does not exist.No existeix una configuració personalitzada per aquest joc.
-
+ Successfully removed the custom game configuration.S'ha eliminat correctament la configuració personalitzada del joc.
-
+ Failed to remove the custom game configuration.No s'ha pogut eliminar la configuració personalitzada del joc.
-
-
+
+ RomFS Extraction Failed!La extracció de RomFS ha fallat!
-
+ There was an error copying the RomFS files or the user cancelled the operation.S'ha produït un error copiant els arxius RomFS o l'usuari ha cancel·lat la operació.
-
+ FullCompleta
-
+ SkeletonEsquelet
-
+ Select RomFS Dump ModeSeleccioni el mode de bolcat de RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Si us plau, seleccioni la forma en que desitja bolcar la RomFS.<br>Completa copiarà tots els arxius al nou directori mentre que<br>esquelet només crearà l'estructura de directoris.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootNo hi ha suficient espai lliure a %1 per extreure el RomFS. Si us plau, alliberi espai o esculli un altre directori de bolcat a Emulació > Configuració > Sistema > Sistema d'arxius > Carpeta arrel de bolcat
-
+ Extracting RomFS...Extraient RomFS...
-
-
+
+
+
+ CancelCancel·la
-
+ RomFS Extraction Succeeded!Extracció de RomFS completada correctament!
-
+
+
+ The operation completed successfully.L'operació s'ha completat correctament.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create Shortcut
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.
-
+ Create Icon
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.
-
+ Start %1 with the yuzu Emulator
-
+ Failed to create a shortcut at %1
-
+ Successfully created a shortcut to %1
-
+ Error Opening %1Error obrint %1
-
+ Select DirectorySeleccionar directori
-
+ PropertiesPropietats
-
+ The game properties could not be loaded.Les propietats del joc no s'han pogut carregar.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Executable de Switch (%1);;Tots els Arxius (*.*)
-
+ Load FileCarregar arxiu
-
+ Open Extracted ROM DirectoryObrir el directori de la ROM extreta
-
+ Invalid Directory SelectedDirectori seleccionat invàlid
-
+ The directory you have selected does not contain a 'main' file.El directori que ha seleccionat no conté un arxiu 'main'.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Arxiu de Switch Instal·lable (*.nca *.nsp *.xci);;Arxiu de Continguts Nintendo (*.nca);;Paquet d'enviament Nintendo (*.nsp);;Imatge de Cartutx NX (*.xci)
-
+ Install FilesInstal·lar arxius
-
+ %n file(s) remaining%n arxiu(s) restants%n arxiu(s) restants
-
+ Installing file "%1"...Instal·lant arxiu "%1"...
-
-
+
+ Install ResultsResultats instal·lació
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Per evitar possibles conflictes, no recomanem als usuaris que instal·lin jocs base a la NAND.
Si us plau, utilitzi aquesta funció només per a instal·lar actualitzacions i DLCs.
-
+ %n file(s) were newly installed
%n nou(s) arxiu(s) s'ha(n) instal·lat
@@ -4309,7 +4351,7 @@ Si us plau, utilitzi aquesta funció només per a instal·lar actualitzacions i
-
+ %n file(s) were overwritten
%n arxiu(s) s'han sobreescrit
@@ -4317,7 +4359,7 @@ Si us plau, utilitzi aquesta funció només per a instal·lar actualitzacions i
-
+ %n file(s) failed to install
%n arxiu(s) no s'han instal·lat
@@ -4325,312 +4367,339 @@ Si us plau, utilitzi aquesta funció només per a instal·lar actualitzacions i
-
+ System ApplicationAplicació del sistema
-
+ System ArchiveArxiu del sistema
-
+ System Application UpdateActualització de l'aplicació del sistema
-
+ Firmware Package (Type A)Paquet de firmware (Tipus A)
-
+ Firmware Package (Type B)Paquet de firmware (Tipus B)
-
+ GameJoc
-
+ Game UpdateActualització de joc
-
+ Game DLCDLC del joc
-
+ Delta TitleTítol delta
-
+ Select NCA Install Type...Seleccioni el tipus d'instal·lació NCA...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Seleccioni el tipus de títol que desitja instal·lar aquest NCA com a:
(En la majoria dels casos, el valor predeterminat 'Joc' està bé.)
-
+ Failed to InstallHa fallat la instal·lació
-
+ The title type you selected for the NCA is invalid.El tipus de títol seleccionat per el NCA és invàlid.
-
+ File not foundArxiu no trobat
-
+ File "%1" not foundArxiu "%1" no trobat
-
+ OKD'acord
-
-
+
+ Hardware requirements not met
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.
-
+ Missing yuzu AccountFalta el compte de yuzu
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Per tal d'enviar un cas de prova de compatibilitat de joc, ha de vincular el seu compte de yuzu.<br><br/>Per a vincular el seu compte de yuzu, vagi a Emulació & gt; Configuració & gt; Web.
-
+ Error opening URLError obrint URL
-
+ Unable to open the URL "%1".No es pot obrir la URL "%1".
-
+ TAS RecordingGravació TAS
-
+ Overwrite file of player 1?Sobreescriure l'arxiu del jugador 1?
-
+ Invalid config detectedConfiguració invàlida detectada
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.El controlador del mode portàtil no es pot fer servir en el mode acoblat. Es seleccionarà el controlador Pro en el seu lloc.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedL'amiibo actual ha sigut eliminat
-
+ ErrorError
-
-
+
+ The current game is not looking for amiibosEl joc actual no està buscant amiibos
-
+ Amiibo File (%1);; All Files (*.*)Arxiu Amiibo (%1);; Tots els Arxius (*.*)
-
+ Load AmiiboCarregar Amiibo
-
+ Error loading Amiibo dataError al carregar les dades d'Amiibo
-
+ The selected file is not a valid amiibo
-
+ The selected file is already on use
-
+ An unknown error occurred
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotCaptura de pantalla
-
+ PNG Image (*.png)Imatge PNG (*.png)
-
+ TAS state: Running %1/%2Estat TAS: executant %1/%2
-
+ TAS state: Recording %1Estat TAS: gravant %1
-
+ TAS state: Idle %1/%2Estat TAS: inactiu %1/%2
-
+ TAS State: InvalidEstat TAS: invàlid
-
+ &Stop Running&Parar l'execució
-
+ &Start&Iniciar
-
+ Stop R&ecordingParar g&ravació
-
+ R&ecordG&ravar
-
+ Building: %n shader(s)Construint: %n shader(s)Construint: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factorEscala: %1x
-
+ Speed: %1% / %2%Velocitat: %1% / %2%
-
+ Speed: %1%Velocitat: %1%
-
+ Game: %1 FPS (Unlocked)Joc: %1 FPS (desbloquejat)
-
+ Game: %1 FPSJoc: %1 FPS
-
+ Frame: %1 msFotograma: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AASENSE AA
-
+ VOLUME: MUTE
-
+ VOLUME: %1%Volume percentage (e.g. 50%)
-
+ Confirm Key RederivationConfirmi la clau de rederivació
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4647,37 +4716,37 @@ i opcionalment faci còpies de seguretat.
Això eliminarà els arxius de les claus generats automàticament i tornarà a executar el mòdul de derivació de claus.
-
+ Missing fusesFalten fusibles
-
+ - Missing BOOT0 - Falta BOOT0
-
+ - Missing BCPKG2-1-Normal-Main - Falta BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO - Falta PRODINFO
-
+ Derivation Components MissingFalten components de derivació
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Falten les claus d'encriptació. <br>Si us plau, segueixi <a href='https://yuzu-emu.org/help/quickstart/'>la guia ràpida de yuzu</a> per a obtenir totes les seves claus, firmware i jocs.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4686,49 +4755,49 @@ Això pot prendre fins a un minut depenent
del rendiment del seu sistema.
-
+ Deriving KeysDerivant claus
-
+ System Archive Decryption Failed
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
-
+ Select RomFS Dump TargetSeleccioni el destinatari per a bolcar el RomFS
-
+ Please select which RomFS you would like to dump.Si us plau, seleccioni quin RomFS desitja bolcar.
-
+ Are you sure you want to close yuzu?Està segur de que vol tancar yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Està segur de que vol aturar l'emulació? Qualsevol progrés no guardat es perdrà.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4967,86 +5036,91 @@ Desitja tancar-lo de totes maneres?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardCopiar la ID del títol al porta-retalls
-
+ Navigate to GameDB entryNavegar a l'entrada de GameDB
-
+ Create Shortcut
-
+ Add to Desktop
-
+ Add to Applications Menu
-
+ PropertiesPropietats
-
+ Scan SubfoldersEscanejar subdirectoris
-
+ Remove Game DirectoryEliminar directori de jocs
-
+ ▲ Move Up▲ Moure amunt
-
+ ▼ Move Down▼ Move avall
-
+ Open Directory LocationObre ubicació del directori
-
+ ClearEsborrar
-
+ NameNom
-
+ CompatibilityCompatibilitat
-
+ Add-onsComplements
-
+ File typeTipus d'arxiu
-
+ SizeMida
@@ -5117,7 +5191,7 @@ Desitja tancar-lo de totes maneres?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listFaci doble clic per afegir un nou directori a la llista de jocs
@@ -5130,12 +5204,12 @@ Desitja tancar-lo de totes maneres?
%1 de %n resultat(s)%1 de %n resultat(s)
-
+ Filter:Filtre:
-
+ Enter pattern to filterIntrodueixi patró per a filtrar
@@ -5599,172 +5673,182 @@ Debug Message:
&TAS
-
+ &Help&Ajuda
-
+ &Install Files to NAND...&instal·lar arxius a la NAND...
-
+ L&oad File...C&arregar arxiu...
-
+ Load &Folder...Carregar &carpeta...
-
+ E&xitS&ortir
-
+ &Pause&Pausar
-
+ &Stop&Aturar
-
+ &Reinitialize keys...&Reinicialitzar claus...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu&Sobre yuzu
-
+ Single &Window ModeMode una sola &finestra
-
+ Con&figure...Con&figurar...
-
+ Display D&ock Widget HeadersMostrar complements de capçalera del D&ock
-
+ Show &Filter BarMostrar la barra de &filtre
-
+ Show &Status BarMostrar la barra d'&estat
-
+ Show Status BarMostrar barra d'estat
-
+ &Browse Public Game Lobby
-
+ &Create Room
-
+ &Leave Room
-
+ &Direct Connect to Room
-
+ &Show Current Room
-
+ F&ullscreenP&antalla completa
-
+ &Restart&Reiniciar
-
+ Load/Remove &Amiibo...Carregar/Eliminar &Amiibo...
-
+ &Report Compatibility&Informar de compatibilitat
-
+ Open &Mods PageObrir la pàgina de &mods
-
+ Open &Quickstart GuideObre la guia d'&inici ràpid
-
+ &FAQ&Preguntes freqüents
-
+ Open &yuzu FolderObrir la carpeta de &yuzu
-
+ &Capture Screenshot&Captura de pantalla
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...&Configurar TAS...
-
+ Configure C&urrent Game...Configurar joc a&ctual...
-
+ &Start&Iniciar
-
+ &Reset&Reiniciar
-
+ R&ecordE&nregistrar
@@ -6553,27 +6637,27 @@ p, li { white-space: pre-wrap; }
-
+ No game data present
-
+ The following amiibo data will be formatted:
-
+ The following game data will removed:
-
+ Set nickname and owner:
-
+ Do you wish to restore this amiibo?
diff --git a/dist/languages/cs.ts b/dist/languages/cs.ts
index c912d7c24..1c72f01ae 100755
--- a/dist/languages/cs.ts
+++ b/dist/languages/cs.ts
@@ -746,151 +746,156 @@ This would ban both their forum username and their IP address.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Když je zaškrtnuto, dumpne všechny originální shadery assembleru z diskové zálohy shaderů či hry jak jsou nalezeny.
-
-
-
- Dump Game Shaders
- Dumpnout shadery hry
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slower
-
+ Disable Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Po povolení se zakáže makro Just-in-Time překladač. Poté hry poběží pomaleji.
-
-
-
- Disable Macro JIT
- Zakázat Makro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Po povolení se grafické API přepne do pomalejšího režimu ladění.
-
-
-
- Enable Graphics Debugging
- Zapnout ladění grafiky
-
-
-
+ When checked, it will dump all the macro programs of the GPUKdyž je zaškrtnuto, dumpne všechny makro programy GPU
-
+ Dump Maxwell MacrosDumpnout Maxwell Makra
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Když je zaškrtnuto, yuzu bude logovat statistiky o kompilované mezipaměti pipelinu
-
-
-
- Enable Shader Feedback
- Povolit Shader Feedback
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsZaškrtnutí povolí crash dumpy Nsight Aftermath
-
+ Enable Nsight AftermathPovolit Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Když je zaškrtnuto, yuzu bude logovat statistiky o kompilované mezipaměti pipelinu
+
+
+
+ Enable Shader Feedback
+ Povolit Shader Feedback
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Po povolení se zakáže makro Just-in-Time překladač. Poté hry poběží pomaleji.
+
+
+
+ Disable Macro JIT
+ Zakázat Makro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Po povolení se grafické API přepne do pomalejšího režimu ladění.
+
+
+
+ Enable Graphics Debugging
+ Zapnout ladění grafiky
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Když je zaškrtnuto, dumpne všechny originální shadery assembleru z diskové zálohy shaderů či hry jak jsou nalezeny.
+
+
+
+ Dump Game Shaders
+ Dumpnout shadery hry
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedPokročilé
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.
-
+ Perform Startup Vulkan Check
-
+ Disable Web AppletZakázat Web Applet
-
+ Enable All Controller Types
-
+ Enable Auto-Stub**
-
+ Kiosk (Quest) ModePředváděcí (Quest/Kiosk) režim
-
+ Enable CPU Debugging
-
+ Enable Debug AssertsPovolit Debug Asserts
-
+ DebuggingLadění
-
+ Enable FS Access Log
-
+ Create Minidump After Crash
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.
-
+ Dump Audio Commands To Console**
-
+ Enable Verbose Reporting Services**
-
+ **This will be reset automatically when yuzu closes.
@@ -905,12 +910,12 @@ This would ban both their forum username and their IP address.
-
+ Web applet not compiled
-
+ MiniDump creation not compiled
@@ -1238,33 +1243,33 @@ This would ban both their forum username and their IP address.
Barva Pozadí:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ Off
-
+ VSync Off
-
+ Recommended
-
+ On
-
+ VSync On
@@ -3229,64 +3234,64 @@ Táhněte body pro změnu pozice nebo dvojitě klikněte na buňky tabulky pro z
ConfigureUI
-
-
-
+
+
+ NoneŽádné
-
+ Small (32x32)Malý (32x32)
-
+ Standard (64x64)Standartní (64x64)
-
+ Large (128x128)Velký (128x128)
-
+ Full Size (256x256)Plná Velikost (256x256)
-
+ Small (24x24)Malý (24x24)
-
+ Standard (48x48)Standartní (48x48)
-
+ Large (72x72)Velký (72x72)
-
+ FilenameNázev souboru
-
+ Filetype
-
+ Title IDID Titulu
-
+ Title Name
@@ -3399,17 +3404,17 @@ Táhněte body pro změnu pozice nebo dvojitě klikněte na buňky tabulky pro z
-
+ Select Screenshots Path...Vyberte cestu ke snímkům obrazovky...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3727,897 +3732,961 @@ Táhněte body pro změnu pozice nebo dvojitě klikněte na buňky tabulky pro z
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymní data jsou sbírána</a> pro vylepšení yuzu. <br/><br/>Chcete s námi sdílet anonymní data?
-
+ TelemetryTelemetry
-
+ Broken Vulkan Installation Detected
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Loading Web Applet...Načítání Web Appletu...
-
-
+
+ Disable Web AppletZakázat Web Applet
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)
-
+ The amount of shaders currently being builtPočet aktuálně sestavovaných shaderů
-
+ The current selected resolution scaling multiplier.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Aktuální emulační rychlost. Hodnoty vyšší než 100% indikují, že emulace běží rychleji nebo pomaleji než na Switchi.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Kolik snímků za sekundu aktuálně hra zobrazuje. Tohle závisí na hře od hry a scény od scény.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Čas potřebný na emulaci framu scény, nepočítá se limit nebo v-sync. Pro plnou rychlost by se tohle mělo pohybovat okolo 16.67 ms.
-
+ Unmute
-
+ Mute
-
+ Reset Volume
-
+ &Clear Recent Files&Vymazat poslední soubory
-
+ Emulated mouse is enabled
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
-
+ &Continue&Pokračovat
-
+ &Pause&Pauza
-
+ Warning Outdated Game FormatVarování Zastaralý Formát Hry
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Používáte rozbalený formát hry, který je zastaralý a byl nahrazen jinými jako NCA, NAX, XCI, nebo NSP. Rozbalená ROM nemá ikony, metadata, a podporu updatů.<br><br>Pro vysvětlení všech možných podporovaných typů, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>zkoukni naší wiki</a>. Tato zpráva se nebude znova zobrazovat.
-
-
+
+ Error while loading ROM!Chyba při načítání ROM!
-
+ The ROM format is not supported.Tento formát ROM není podporován.
-
+ An error occurred initializing the video core.Nastala chyba při inicializaci jádra videa.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Chyba při načítání ROM! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Pro extrakci souborů postupujte podle <a href='https://yuzu-emu.org/help/quickstart/'>rychlého průvodce yuzu</a>. Nápovědu naleznete na <br>wiki</a> nebo na Discordu</a>.
-
+ An unknown error occurred. Please see the log for more details.Nastala chyba. Koukni do logu.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...
-
+ Save DataUložit data
-
+ Mod DataMódovat Data
-
+ Error Opening %1 FolderChyba otevírání složky %1
-
-
+
+ Folder does not exist!Složka neexistuje!
-
+ Error Opening Transferable Shader CacheChyba při otevírání přenositelné mezipaměti shaderů
-
+ Failed to create the shader cache directory for this title.
-
+ Error Removing Contents
-
+ Error Removing Update
-
+ Error Removing DLC
-
+ Remove Installed Game Contents?
-
+ Remove Installed Game Update?
-
+ Remove Installed Game DLC?
-
+ Remove EntryOdebrat položku
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedÚspěšně odebráno
-
+ Successfully removed the installed base game.Úspěšně odebrán nainstalovaný základ hry.
-
+ The base game is not installed in the NAND and cannot be removed.Základ hry není nainstalovaný na NAND a nemůže být odstraněn.
-
+ Successfully removed the installed update.Úspěšně odebrána nainstalovaná aktualizace.
-
+ There is no update installed for this title.Není nainstalovaná žádná aktualizace pro tento titul.
-
+ There are no DLC installed for this title.Není nainstalované žádné DLC pro tento titul.
-
+ Successfully removed %1 installed DLC.Úspěšně odstraněno %1 nainstalovaných DLC.
-
+ Delete OpenGL Transferable Shader Cache?
-
+ Delete Vulkan Transferable Shader Cache?
-
+ Delete All Transferable Shader Caches?
-
+ Remove Custom Game Configuration?Odstranit vlastní konfiguraci hry?
-
+ Remove Cache Storage?
-
+ Remove FileOdstranit soubor
-
-
+
+ Error Removing Transferable Shader CacheChyba při odstraňování přenositelné mezipaměti shaderů
-
-
+
+ A shader cache for this title does not exist.Mezipaměť shaderů pro tento titul neexistuje.
-
+ Successfully removed the transferable shader cache.Přenositelná mezipaměť shaderů úspěšně odstraněna
-
+ Failed to remove the transferable shader cache.Nepodařilo se odstranit přenositelnou mezipaměť shaderů
-
+ Error Removing Vulkan Driver Pipeline Cache
-
+ Failed to remove the driver pipeline cache.
-
-
+
+ Error Removing Transferable Shader Caches
-
+ Successfully removed the transferable shader caches.
-
+ Failed to remove the transferable shader cache directory.
-
-
+
+ Error Removing Custom ConfigurationChyba při odstraňování vlastní konfigurace hry
-
+ A custom configuration for this title does not exist.Vlastní konfigurace hry pro tento titul neexistuje.
-
+ Successfully removed the custom game configuration.Úspěšně odstraněna vlastní konfigurace hry.
-
+ Failed to remove the custom game configuration.Nepodařilo se odstranit vlastní konfiguraci hry.
-
-
+
+ RomFS Extraction Failed!Extrakce RomFS se nepovedla!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Nastala chyba při kopírování RomFS souborů, nebo uživatel operaci zrušil.
-
+ FullPlný
-
+ SkeletonKostra
-
+ Select RomFS Dump ModeVyber RomFS Dump Mode
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Vyber jak by si chtěl RomFS vypsat.<br>Plné zkopíruje úplně všechno, ale<br>kostra zkopíruje jen strukturu složky.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root
-
+ Extracting RomFS...Extrahuji RomFS...
-
-
+
+
+
+ CancelZrušit
-
+ RomFS Extraction Succeeded!Extrakce RomFS se povedla!
-
+
+
+ The operation completed successfully.Operace byla dokončena úspěšně.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create Shortcut
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.
-
+ Create Icon
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.
-
+ Start %1 with the yuzu Emulator
-
+ Failed to create a shortcut at %1
-
+ Successfully created a shortcut to %1
-
+ Error Opening %1Chyba při otevírání %1
-
+ Select DirectoryVybraná Složka
-
+ PropertiesVlastnosti
-
+ The game properties could not be loaded.Herní vlastnosti nemohly být načteny.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Switch Executable (%1);;Všechny soubory (*.*)
-
+ Load FileNačíst soubor
-
+ Open Extracted ROM DirectoryOtevřít složku s extrahovanou ROM
-
+ Invalid Directory SelectedVybraná složka je neplatná
-
+ The directory you have selected does not contain a 'main' file.Složka kterou jste vybrali neobsahuje soubor "main"
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Instalovatelný soubor pro Switch (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install FilesInstalovat Soubory
-
+ %n file(s) remaining
-
+ Installing file "%1"...Instalování souboru "%1"...
-
-
+
+ Install ResultsVýsledek instalace
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Abychom předešli možným konfliktům, nedoporučujeme uživatelům instalovat základní hry na paměť NAND.
Tuto funkci prosím používejte pouze k instalaci aktualizací a DLC.
-
+ %n file(s) were newly installed
-
+ %n file(s) were overwritten
-
+ %n file(s) failed to install
-
+ System ApplicationSystémová Aplikace
-
+ System ArchiveSystémový archív
-
+ System Application UpdateSystémový Update Aplikace
-
+ Firmware Package (Type A)Firmware-ový baliček (Typu A)
-
+ Firmware Package (Type B)Firmware-ový baliček (Typu B)
-
+ GameHra
-
+ Game UpdateUpdate Hry
-
+ Game DLCHerní DLC
-
+ Delta TitleDelta Title
-
+ Select NCA Install Type...Vyberte typ instalace NCA...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Vyberte typ title-u, který chcete nainstalovat tenhle NCA jako:
(Většinou základní "game" stačí.)
-
+ Failed to InstallChyba v instalaci
-
+ The title type you selected for the NCA is invalid.Tento typ pro tento NCA není platný.
-
+ File not foundSoubor nenalezen
-
+ File "%1" not foundSoubor "%1" nenalezen
-
+ OKOK
-
-
+
+ Hardware requirements not met
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.
-
+ Missing yuzu AccountChybí účet yuzu
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Pro přidání recenze kompatibility je třeba mít účet yuzu<br><br/>Pro nalinkování yuzu účtu jdi do Emulace > Konfigurace > Web.
-
+ Error opening URLChyba při otevírání URL
-
+ Unable to open the URL "%1".Nelze otevřít URL "%1".
-
+ TAS Recording
-
+ Overwrite file of player 1?
-
+ Invalid config detectedZjištěno neplatné nastavení
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Ruční ovladač nelze používat v dokovacím režimu. Bude vybrán ovladač Pro Controller.
-
-
+
+ Amiibo
-
-
+
+ The current amiibo has been removed
-
+ Error
-
-
+
+ The current game is not looking for amiibos
-
+ Amiibo File (%1);; All Files (*.*)Soubor Amiibo (%1);; Všechny Soubory (*.*)
-
+ Load AmiiboNačíst Amiibo
-
+ Error loading Amiibo dataChyba načítání Amiiba
-
+ The selected file is not a valid amiibo
-
+ The selected file is already on use
-
+ An unknown error occurred
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotPořídit Snímek Obrazovky
-
+ PNG Image (*.png)PNG Image (*.png)
-
+ TAS state: Running %1/%2
-
+ TAS state: Recording %1
-
+ TAS state: Idle %1/%2
-
+ TAS State: Invalid
-
+ &Stop Running
-
+ &Start&Start
-
+ Stop R&ecording
-
+ R&ecord
-
+ Building: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factor
-
+ Speed: %1% / %2%Rychlost: %1% / %2%
-
+ Speed: %1%Rychlost: %1%
-
+ Game: %1 FPS (Unlocked)
-
+ Game: %1 FPSHra: %1 FPS
-
+ Frame: %1 msFrame: %1 ms
-
+ %1 %2%1 %2
-
+ FSR
-
+ NO AA
-
+ VOLUME: MUTE
-
+ VOLUME: %1%Volume percentage (e.g. 50%)
-
+ Confirm Key RederivationPotvďte Rederivaci Klíčů
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4634,37 +4703,37 @@ a udělejte si zálohu.
Toto vymaže věechny vaše automaticky generované klíče a znova spustí modul derivace klíčů.
-
+ Missing fusesChybí Fuses
-
+ - Missing BOOT0- Chybí BOOT0
-
+ - Missing BCPKG2-1-Normal-Main - Chybí BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO - Chybí PRODINFO
-
+ Derivation Components MissingChybé odvozené komponenty
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4673,49 +4742,49 @@ Tohle může zabrat až minutu
podle výkonu systému.
-
+ Deriving KeysDerivuji Klíče
-
+ System Archive Decryption Failed
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
-
+ Select RomFS Dump TargetVyberte Cíl vypsaní RomFS
-
+ Please select which RomFS you would like to dump.Vyberte, kterou RomFS chcete vypsat.
-
+ Are you sure you want to close yuzu?Jste si jist, že chcete zavřít yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Jste si jist, že chcete ukončit emulaci? Jakýkolic neuložený postup bude ztracen.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4954,86 +5023,91 @@ Opravdu si přejete ukončit tuto aplikaci?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardZkopírovat ID Titulu do schránky
-
+ Navigate to GameDB entryNavigovat do GameDB
-
+ Create Shortcut
-
+ Add to Desktop
-
+ Add to Applications Menu
-
+ PropertiesVlastnosti
-
+ Scan SubfoldersProhledat podsložky
-
+ Remove Game DirectoryOdstranit složku se hrou
-
+ ▲ Move Up▲ Posunout nahoru
-
+ ▼ Move Down▼ Posunout dolů
-
+ Open Directory LocationOtevřít umístění složky
-
+ ClearVymazat
-
+ NameNázev
-
+ CompatibilityKompatibilita
-
+ Add-onsModifkace
-
+ File typeTyp-Souboru
-
+ SizeVelikost
@@ -5104,7 +5178,7 @@ Opravdu si přejete ukončit tuto aplikaci?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listDvojitým kliknutím přidáte novou složku do seznamu her
@@ -5117,12 +5191,12 @@ Opravdu si přejete ukončit tuto aplikaci?
-
+ Filter:Filtr:
-
+ Enter pattern to filterZadejte filtr
@@ -5585,172 +5659,182 @@ Debug Message:
-
+ &Help&Pomoc
-
+ &Install Files to NAND...&Instalovat soubory na NAND...
-
+ L&oad File...Načís&t soubor...
-
+ Load &Folder...Načíst sl&ožku...
-
+ E&xitE&xit
-
+ &Pause&Pauza
-
+ &Stop&Stop
-
+ &Reinitialize keys...&Znovu inicializovat klíče...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzuO &aplikaci yuzu
-
+ Single &Window Mode&Režim jednoho okna
-
+ Con&figure...&Nastavení
-
+ Display D&ock Widget HeadersZobrazit záhlaví widgetů d&oku
-
+ Show &Filter BarZobrazit &filtrovací panel
-
+ Show &Status BarZobrazit &stavový řádek
-
+ Show Status BarZobrazit Staus Bar
-
+ &Browse Public Game Lobby
-
+ &Create Room
-
+ &Leave Room
-
+ &Direct Connect to Room
-
+ &Show Current Room
-
+ F&ullscreen&Celá obrazovka
-
+ &Restart&Restartovat
-
+ Load/Remove &Amiibo...
-
+ &Report Compatibility&Nahlásit kompatibilitu
-
+ Open &Mods PageOtevřít stránku s &modifikacemi
-
+ Open &Quickstart GuideOtevřít &rychlého průvodce
-
+ &FAQČasto &kladené otázky
-
+ Open &yuzu FolderOtevřít složku s &yuzu
-
+ &Capture ScreenshotZa&chytit snímek obrazovky
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...
-
+ Configure C&urrent Game...Nastavení současné hry
-
+ &Start&Start
-
+ &Reset
-
+ R&ecord
@@ -6539,27 +6623,27 @@ p, li { white-space: pre-wrap; }
-
+ No game data present
-
+ The following amiibo data will be formatted:
-
+ The following game data will removed:
-
+ Set nickname and owner:
-
+ Do you wish to restore this amiibo?
diff --git a/dist/languages/da.ts b/dist/languages/da.ts
index 2bc87c0f0..fe0ca2f75 100755
--- a/dist/languages/da.ts
+++ b/dist/languages/da.ts
@@ -760,151 +760,156 @@ Dette vil bandlyse både vedkommendes forum-brugernavn og IP-adresse.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Når valgt, vil den dumpe alle de originale samler-shadere fra diskens shader-lager eller game, som fundet
-
-
-
- Dump Game Shaders
- Dump Spil-Shadere
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slower
-
+ Disable Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Når valgt, deaktiverer den makro-Just-In-Time-kompileringen. Aktivering heraf får spil til at køre langsommere
-
-
-
- Disable Macro JIT
- Deaktivér Makro-JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Når valgt, påbegynder grafik-APIen en langsommere fejlfindingstilstand
-
-
-
- Enable Graphics Debugging
- Aktivér Grafik-Fejlfinding
-
-
-
+ When checked, it will dump all the macro programs of the GPUNår valgt, vil den dumpe alle GPUens makroprogrammer
-
+ Dump Maxwell MacrosDump Maxwell-Makroer
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Når valgt, vil yuzu logføre statistikker om det kompilerede rørlinje-mellemlager
-
-
-
- Enable Shader Feedback
- Aktivér Shader-Tilbagemelding
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsNår valgt, aktiverer det Nsight Aftermath nedbruds-nedfældelser
-
+ Enable Nsight AftermathAktivér Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Når valgt, vil yuzu logføre statistikker om det kompilerede rørlinje-mellemlager
+
+
+
+ Enable Shader Feedback
+ Aktivér Shader-Tilbagemelding
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Når valgt, deaktiverer den makro-Just-In-Time-kompileringen. Aktivering heraf får spil til at køre langsommere
+
+
+
+ Disable Macro JIT
+ Deaktivér Makro-JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Når valgt, påbegynder grafik-APIen en langsommere fejlfindingstilstand
+
+
+
+ Enable Graphics Debugging
+ Aktivér Grafik-Fejlfinding
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Når valgt, vil den dumpe alle de originale samler-shadere fra diskens shader-lager eller game, som fundet
+
+
+
+ Dump Game Shaders
+ Dump Spil-Shadere
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedAvanceret
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Gør Yuzu i stand til at kontrollere for et funktionelt Vulkan-miljø, når programmet starter op. Deaktivering af dette forårsager problemer med at eksterne programmer ser Yuzu.
-
+ Perform Startup Vulkan CheckUdfør Vulkan-Kontrol Under Opstart
-
+ Disable Web AppletDeaktivér Net-Applet
-
+ Enable All Controller TypesAktivér Alle Kontrolenhedstyper
-
+ Enable Auto-Stub**Aktivér Automatisk Stub**
-
+ Kiosk (Quest) ModeKiosk (Rejse)-Tilstand
-
+ Enable CPU DebuggingAktivér CPU-Fejlfinding
-
+ Enable Debug AssertsAktivér Fejlfindingshævdelser
-
+ DebuggingFejlfinding
-
+ Enable FS Access LogAktivér FS-Tilgangslog
-
+ Create Minidump After CrashOpret Minidump Efter Nedbrud
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Aktivér dette, for at udgyde den senest genererede lyd-kommandoliste til konsollen. Påvirker kun spil, som gør brug af lyd-renderingen.
-
+ Dump Audio Commands To Console**Dump Lydkommandoer Til Konsol**
-
+ Enable Verbose Reporting Services**Aktivér Vitterlig Rapporteringstjeneste
-
+ **This will be reset automatically when yuzu closes.**Dette vil automatisk blive nulstillet, når yuzu lukkes.
@@ -919,12 +924,12 @@ Dette vil bandlyse både vedkommendes forum-brugernavn og IP-adresse.Yuzu kræver en genstart, for at anvende denne indstilling.
-
+ Web applet not compiledNet-applet ikke kompileret
-
+ MiniDump creation not compiledMiniDump oprettelse ikke kompileret
@@ -1252,33 +1257,33 @@ Dette vil bandlyse både vedkommendes forum-brugernavn og IP-adresse.Baggrundsfarve:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ Off
-
+ VSync Off
-
+ Recommended
-
+ On
-
+ VSync On
@@ -3243,64 +3248,64 @@ Træk punkter, for at skifte position, eller dobbeltklik i tabelceller, for at r
ConfigureUI
-
-
-
+
+
+ NoneIngen
-
+ Small (32x32)Lille (32x32)
-
+ Standard (64x64)Standard (64x64)
-
+ Large (128x128)Stor (128x128)
-
+ Full Size (256x256)Fuld Størrelse (256x256)
-
+ Small (24x24)Lille (24x24)
-
+ Standard (48x48)Standard (48x48)
-
+ Large (72x72)Stor (72x72)
-
+ FilenameFilnavn
-
+ FiletypeFiltype
-
+ Title IDTitel-ID
-
+ Title NameTitelnavn
@@ -3413,17 +3418,17 @@ Træk punkter, for at skifte position, eller dobbeltklik i tabelceller, for at r
Opløsning:
-
+ Select Screenshots Path...Vælg Skærmbilledsti...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3741,895 +3746,959 @@ Træk punkter, for at skifte position, eller dobbeltklik i tabelceller, for at r
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonym data indsamles</a>, for at hjælp med, at forbedre yuzu. <br/><br/>Kunne du tænke dig, at dele dine brugsdata med os?
-
+ TelemetryTelemetri
-
+ Broken Vulkan Installation Detected
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Loading Web Applet...Indlæser Net-Applet...
-
-
+
+ Disable Web AppletDeaktivér Net-Applet
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)
-
+ The amount of shaders currently being built
-
+ The current selected resolution scaling multiplier.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Aktuel emuleringshastighed. Værdier højere eller lavere end 100% indikerer, at emulering kører hurtigere eller langsommere end en Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.
-
+ Unmute
-
+ Mute
-
+ Reset Volume
-
+ &Clear Recent Files
-
+ Emulated mouse is enabled
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
-
+ &Continue
-
+ &Pause
-
+ Warning Outdated Game FormatAdvarsel, Forældet Spilformat
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.
-
-
+
+ Error while loading ROM!Fejl under indlæsning af ROM!
-
+ The ROM format is not supported.ROM-formatet understøttes ikke.
-
+ An error occurred initializing the video core.Der skete en fejl under initialisering af video-kerne.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.
-
+ An unknown error occurred. Please see the log for more details.
-
+ (64-bit)
-
+ (32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit
-
+ Closing software...
-
+ Save Data
-
+ Mod Data
-
+ Error Opening %1 FolderFejl ved Åbning af %1 Mappe
-
-
+
+ Folder does not exist!Mappe eksisterer ikke!
-
+ Error Opening Transferable Shader Cache
-
+ Failed to create the shader cache directory for this title.
-
+ Error Removing Contents
-
+ Error Removing Update
-
+ Error Removing DLC
-
+ Remove Installed Game Contents?
-
+ Remove Installed Game Update?
-
+ Remove Installed Game DLC?
-
+ Remove Entry
-
-
-
-
-
-
+
+
+
+
+
+ Successfully Removed
-
+ Successfully removed the installed base game.
-
+ The base game is not installed in the NAND and cannot be removed.
-
+ Successfully removed the installed update.
-
+ There is no update installed for this title.
-
+ There are no DLC installed for this title.
-
+ Successfully removed %1 installed DLC.
-
+ Delete OpenGL Transferable Shader Cache?
-
+ Delete Vulkan Transferable Shader Cache?
-
+ Delete All Transferable Shader Caches?
-
+ Remove Custom Game Configuration?
-
+ Remove Cache Storage?
-
+ Remove File
-
-
+
+ Error Removing Transferable Shader Cache
-
-
+
+ A shader cache for this title does not exist.
-
+ Successfully removed the transferable shader cache.
-
+ Failed to remove the transferable shader cache.
-
+ Error Removing Vulkan Driver Pipeline Cache
-
+ Failed to remove the driver pipeline cache.
-
-
+
+ Error Removing Transferable Shader Caches
-
+ Successfully removed the transferable shader caches.
-
+ Failed to remove the transferable shader cache directory.
-
-
+
+ Error Removing Custom Configuration
-
+ A custom configuration for this title does not exist.
-
+ Successfully removed the custom game configuration.
-
+ Failed to remove the custom game configuration.
-
-
+
+ RomFS Extraction Failed!RomFS-Udpakning Mislykkedes!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Der skete en fejl ved kopiering af RomFS-filerne, eller brugeren afbrød opgaven.
-
+ FullFuld
-
+ SkeletonSkelet
-
+ Select RomFS Dump ModeVælg RomFS-Nedfældelsestilstand
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root
-
+ Extracting RomFS...Udpakker RomFS...
-
-
+
+
+
+ CancelAfbryd
-
+ RomFS Extraction Succeeded!RomFS-Udpakning Lykkedes!
-
+
+
+ The operation completed successfully.Fuldførelse af opgaven lykkedes.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create Shortcut
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.
-
+ Create Icon
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.
-
+ Start %1 with the yuzu Emulator
-
+ Failed to create a shortcut at %1
-
+ Successfully created a shortcut to %1
-
+ Error Opening %1Fejl ved Åbning af %1
-
+ Select DirectoryVælg Mappe
-
+ PropertiesEgenskaber
-
+ The game properties could not be loaded.Spil-egenskaberne kunne ikke indlæses.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Switch-Eksekverbar (%1);;Alle filer (*.*)
-
+ Load FileIndlæs Fil
-
+ Open Extracted ROM DirectoryÅbn Udpakket ROM-Mappe
-
+ Invalid Directory SelectedUgyldig Mappe Valgt
-
+ The directory you have selected does not contain a 'main' file.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install Files
-
+ %n file(s) remaining
-
+ Installing file "%1"...Installér fil "%1"...
-
-
+
+ Install Results
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.
-
+ %n file(s) were newly installed
-
+ %n file(s) were overwritten
-
+ %n file(s) failed to install
-
+ System ApplicationSystemapplikation
-
+ System ArchiveSystemarkiv
-
+ System Application UpdateSystemapplikationsopdatering
-
+ Firmware Package (Type A)Firmwarepakke (Type A)
-
+ Firmware Package (Type B)Firmwarepakke (Type B)
-
+ GameSpil
-
+ Game UpdateSpilopdatering
-
+ Game DLCSpiludvidelse
-
+ Delta TitleDelta-Titel
-
+ Select NCA Install Type...Vælg NCA-Installationstype...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)
-
+ Failed to InstallInstallation mislykkedes
-
+ The title type you selected for the NCA is invalid.
-
+ File not foundFil ikke fundet
-
+ File "%1" not foundFil "%1" ikke fundet
-
+ OKOK
-
-
+
+ Hardware requirements not met
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.
-
+ Missing yuzu AccountManglende yuzu-Konto
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.
-
+ Error opening URL
-
+ Unable to open the URL "%1".
-
+ TAS Recording
-
+ Overwrite file of player 1?
-
+ Invalid config detected
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.
-
-
+
+ Amiibo
-
-
+
+ The current amiibo has been removed
-
+ Error
-
-
+
+ The current game is not looking for amiibos
-
+ Amiibo File (%1);; All Files (*.*)Amiibo-Fil (%1);; Alle Filer (*.*)
-
+ Load AmiiboIndlæs Amiibo
-
+ Error loading Amiibo dataFejl ved indlæsning af Amiibo-data
-
+ The selected file is not a valid amiibo
-
+ The selected file is already on use
-
+ An unknown error occurred
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotOptag Skærmbillede
-
+ PNG Image (*.png)PNG-Billede (*.png)
-
+ TAS state: Running %1/%2
-
+ TAS state: Recording %1
-
+ TAS state: Idle %1/%2
-
+ TAS State: Invalid
-
+ &Stop Running
-
+ &Start
-
+ Stop R&ecording
-
+ R&ecord
-
+ Building: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factor
-
+ Speed: %1% / %2%Hastighed: %1% / %2%
-
+ Speed: %1%Hastighed: %1%
-
+ Game: %1 FPS (Unlocked)
-
+ Game: %1 FPSSpil: %1 FPS
-
+ Frame: %1 msBillede: %1 ms
-
+ %1 %2
-
+ FSR
-
+ NO AA
-
+ VOLUME: MUTE
-
+ VOLUME: %1%Volume percentage (e.g. 50%)
-
+ Confirm Key Rederivation
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4640,86 +4709,86 @@ This will delete your autogenerated key files and re-run the key derivation modu
-
+ Missing fuses
-
+ - Missing BOOT0
-
+ - Missing BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO
-
+ Derivation Components Missing
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
-
+ Deriving Keys
-
+ System Archive Decryption Failed
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
-
+ Select RomFS Dump Target
-
+ Please select which RomFS you would like to dump.
-
+ Are you sure you want to close yuzu?Er du sikker på, at du vil lukke yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Er du sikker på, at du vil stoppe emulereingen? Enhver ulagret data, vil gå tabt.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4956,86 +5025,91 @@ Would you like to bypass this and exit anyway?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardKopiér Titel-ID til Udklipsholder
-
+ Navigate to GameDB entry
-
+ Create Shortcut
-
+ Add to Desktop
-
+ Add to Applications Menu
-
+ PropertiesEgenskaber
-
+ Scan Subfolders
-
+ Remove Game Directory
-
+ ▲ Move Up
-
+ ▼ Move Down
-
+ Open Directory Location
-
+ ClearRyd
-
+ NameNavn
-
+ CompatibilityKompatibilitet
-
+ Add-onsTilføjelser
-
+ File typeFiltype
-
+ SizeStørrelse
@@ -5106,7 +5180,7 @@ Would you like to bypass this and exit anyway?
GameListPlaceholder
-
+ Double-click to add a new folder to the game list
@@ -5119,12 +5193,12 @@ Would you like to bypass this and exit anyway?
-
+ Filter:Filter:
-
+ Enter pattern to filter
@@ -5587,172 +5661,182 @@ Debug Message:
-
+ &Help&Hjælp
-
+ &Install Files to NAND...
-
+ L&oad File...
-
+ Load &Folder...
-
+ E&xit
-
+ &Pause
-
+ &Stop
-
+ &Reinitialize keys...
-
- &About yuzu
+
+ &Verify Installed Contents
+ &About yuzu
+
+
+
+ Single &Window Mode
-
+ Con&figure...
-
+ Display D&ock Widget Headers
-
+ Show &Filter Bar
-
+ Show &Status Bar
-
+ Show Status BarVis Statuslinje
-
+ &Browse Public Game Lobby
-
+ &Create Room
-
+ &Leave Room
-
+ &Direct Connect to Room
-
+ &Show Current Room
-
+ F&ullscreen
-
+ &Restart
-
+ Load/Remove &Amiibo...
-
+ &Report Compatibility
-
+ Open &Mods Page
-
+ Open &Quickstart Guide
-
+ &FAQ
-
+ Open &yuzu Folder
-
+ &Capture Screenshot
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...
-
+ Configure C&urrent Game...
-
+ &Start
-
+ &Reset
-
+ R&ecord
@@ -6537,27 +6621,27 @@ p, li { white-space: pre-wrap; }
-
+ No game data present
-
+ The following amiibo data will be formatted:
-
+ The following game data will removed:
-
+ Set nickname and owner:
-
+ Do you wish to restore this amiibo?
diff --git a/dist/languages/de.ts b/dist/languages/de.ts
index 0441693d2..675fe0bc8 100755
--- a/dist/languages/de.ts
+++ b/dist/languages/de.ts
@@ -760,151 +760,156 @@ Dies würde deren Forum Benutzernamen und deren IP-Adresse sperren.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Wenn diese Option aktiviert ist, werden alle Original-Assembler-Shader aus dem Festplatten-Shader-Cache oder welche von dem Spiel gefunden gefunden gedumpt.
-
-
-
- Dump Game Shaders
- Spiele-Shader dumpen
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slower When checked, it disables the macro HLE functions. Enabling this makes games run slower
-
+ Disable Macro HLEDeaktiviert Macro-HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Diese Option deaktiviert den Macro-JIT-Compiler. Dies wird die Geschwindigkeit verringern.
-
-
-
- Disable Macro JIT
- Macro-JIT deaktivieren
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Wenn diese Option aktiviert ist, wechselt die Grafik-API in einen langsameren Debug-Modus
-
-
-
- Enable Graphics Debugging
- Grafik-Debugging aktivieren
-
-
-
+ When checked, it will dump all the macro programs of the GPUWenn diese Option aktiviert ist, werden alle Makroprogramme der GPU gedumpt
-
+ Dump Maxwell MacrosMaxwell-Macros dumpen
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Wenn ausgewählt wird yuzu Log Statistiken über den kompilierte Pipeline Chache sammeln.
-
-
-
- Enable Shader Feedback
- Shader-Feedback aktivieren
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsWenn diese Option aktiviert ist, werden Nsight Aftermath-Crash-Dumps zugelassen.
-
+ Enable Nsight AftermathNsight Aftermath aktivieren
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Wenn ausgewählt wird yuzu Log Statistiken über den kompilierte Pipeline Chache sammeln.
+
+
+
+ Enable Shader Feedback
+ Shader-Feedback aktivieren
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Diese Option deaktiviert den Macro-JIT-Compiler. Dies wird die Geschwindigkeit verringern.
+
+
+
+ Disable Macro JIT
+ Macro-JIT deaktivieren
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Wenn diese Option aktiviert ist, wechselt die Grafik-API in einen langsameren Debug-Modus
+
+
+
+ Enable Graphics Debugging
+ Grafik-Debugging aktivieren
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Wenn diese Option aktiviert ist, werden alle Original-Assembler-Shader aus dem Festplatten-Shader-Cache oder welche von dem Spiel gefunden gefunden gedumpt.
+
+
+
+ Dump Game Shaders
+ Spiele-Shader dumpen
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedErweitert
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Ermöglicht es yuzu, beim Programmstart nach einer funktionierenden Vulkan-Umgebung zu suchen. Deaktivieren Sie dies, wenn dies zu Problemen mit externen Programmen führt, die yuzu sehen.
-
+ Perform Startup Vulkan CheckVulkan-Prüfung beim Start durchführen
-
+ Disable Web AppletDeaktiviere die Web Applikation
-
+ Enable All Controller TypesAktiviere alle Arten von Controllern
-
+ Enable Auto-Stub**Auto-Stub** aktivieren
-
+ Kiosk (Quest) ModeKiosk(Quest)-Modus
-
+ Enable CPU DebuggingCPU Debugging aktivieren
-
+ Enable Debug Assertsaktiviere Debug-Meldungen
-
+ DebuggingDebugging
-
+ Enable FS Access LogFS-Zugriffslog aktivieren
-
+ Create Minidump After CrashMinidump nach Absturz erstellen
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Aktivieren Sie diese Option, um den zuletzt generierten Audio-Log auf der Konsole auszugeben. Betrifft nur Spiele, die den Audio-Renderer verwenden.
-
+ Dump Audio Commands To Console** Audio-Befehle auf die Konsole als Dump abspeichern**
-
+ Enable Verbose Reporting Services** Ausführliche Berichtsdienste aktivieren**
-
+ **This will be reset automatically when yuzu closes.**Dies wird automatisch beim Schließen von yuzu zurückgesetzt.
@@ -919,12 +924,12 @@ Dies würde deren Forum Benutzernamen und deren IP-Adresse sperren.yuzu muss neugestartet werden, damit diese Einstellungen übernommen werden können.
-
+ Web applet not compiledWeb-Applet nicht kompiliert
-
+ MiniDump creation not compiledMiniDump-Erstellung nicht kompiliert
@@ -1252,33 +1257,33 @@ Dies würde deren Forum Benutzernamen und deren IP-Adresse sperren.Hintergrundfarbe:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffAus
-
+ VSync OffVsync Aus
-
+ RecommendedEmpfohlen
-
+ OnAn
-
+ VSync OnVsync An
@@ -3243,64 +3248,64 @@ Ziehe die Punkte mit deiner Maus, um ihre Position zu ändern. Doppelklicke auf
ConfigureUI
-
-
-
+
+
+ NoneKeiner
-
+ Small (32x32)Klein (32x32)
-
+ Standard (64x64)Standard (64x64)
-
+ Large (128x128)Groß (128x128)
-
+ Full Size (256x256)Volle Größe (256x256)
-
+ Small (24x24)Klein (24x24)
-
+ Standard (48x48)Standard (48x48)
-
+ Large (72x72)Groß (72x72)
-
+ FilenameDateiname
-
+ FiletypeDateityp
-
+ Title IDTitel ID
-
+ Title NameSpielname
@@ -3413,17 +3418,17 @@ Ziehe die Punkte mit deiner Maus, um ihre Position zu ändern. Doppelklicke auf
Auflösung:
-
+ Select Screenshots Path...Screenshotpfad auswählen...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3741,576 +3746,613 @@ Ziehe die Punkte mit deiner Maus, um ihre Position zu ändern. Doppelklicke auf
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonyme Daten werden gesammelt,</a> um yuzu zu verbessern.<br/><br/>Möchstest du deine Nutzungsdaten mit uns teilen?
-
+ TelemetryTelemetrie
-
+ Broken Vulkan Installation DetectedDefekte Vulkan-Installation erkannt
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.Vulkan Initialisierung fehlgeschlagen.<br><br>Klicken Sie auf <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>für Instruktionen zur Problembehebung.</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Loading Web Applet...Lade Web-Applet...
-
-
+
+ Disable Web AppletDeaktiviere die Web Applikation
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)
-
+ The amount of shaders currently being builtWie viele Shader im Moment kompiliert werden
-
+ The current selected resolution scaling multiplier.Der momentan ausgewählte Auflösungsskalierung Multiplikator.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Derzeitige Emulations-Geschwindigkeit. Werte höher oder niedriger als 100% zeigen, dass die Emulation scheller oder langsamer läuft als auf einer Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Wie viele Bilder pro Sekunde angezeigt werden variiert von Spiel zu Spiel und von Szene zu Szene.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Zeit, die gebraucht wurde, um einen Switch-Frame zu emulieren, ohne Framelimit oder V-Sync. Für eine Emulation bei voller Geschwindigkeit sollte dieser Wert bei höchstens 16.67ms liegen.
-
+ UnmuteTon aktivieren
-
+ MuteStummschalten
-
+ Reset VolumeTon zurücksetzen
-
+ &Clear Recent Files&Zuletzt geladene Dateien leeren
-
+ Emulated mouse is enabledEmulierte Maus ist aktiviert
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.Echte Mauseingabe und Mausschwenken sind nicht kompatibel. Bitte deaktivieren Sie die emulierte Maus in den erweiterten Eingabeeinstellungen, um das Schwenken der Maus zu ermöglichen.
-
+ &Continue&Fortsetzen
-
+ &Pause&Pause
-
+ Warning Outdated Game FormatWarnung veraltetes Spielformat
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Du nutzt eine entpackte ROM-Ordnerstruktur für dieses Spiel, welches ein veraltetes Format ist und von anderen Formaten wie NCA, NAX, XCI oder NSP überholt wurde. Entpackte ROM-Ordner unterstützen keine Icons, Metadaten oder Updates.<br><br><a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>Unser Wiki</a> enthält eine Erklärung der verschiedenen Formate, die yuzu unterstützt. Diese Nachricht wird nicht noch einmal angezeigt.
-
-
+
+ Error while loading ROM!ROM konnte nicht geladen werden!
-
+ The ROM format is not supported.ROM-Format wird nicht unterstützt.
-
+ An error occurred initializing the video core.Beim Initialisieren des Video-Kerns ist ein Fehler aufgetreten.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. Yuzu ist auf einen Fehler gestoßen beim Ausführen des Videokerns.
Dies ist in der Regel auf veraltete GPU Treiber zurückzuführen, integrierte GPUs eingeschlossen.
Bitte öffnen Sie die Log Datei für weitere Informationen. Für weitere Informationen wie Sie auf die Log Datei zugreifen, öffnen Sie bitte die folgende Seite: <a href='https://yuzu-emu.org/help/reference/log-files/'>Wie wird eine Log Datei hochgeladen?</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.ROM konnte nicht geladen werden! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Bitte folge der <a href='https://yuzu-emu.org/help/quickstart/'>yuzu-Schnellstart-Anleitung</a> um deine Dateien zu extrahieren.<br>Hilfe findest du im yuzu-Wiki</a> oder dem yuzu-Discord</a>.
-
+ An unknown error occurred. Please see the log for more details.Ein unbekannter Fehler ist aufgetreten. Bitte prüfe die Log-Dateien auf mögliche Fehlermeldungen.
-
+ (64-bit)(64-Bit)
-
+ (32-bit)(32-Bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Schließe Software...
-
+ Save DataSpeicherdaten
-
+ Mod DataMod-Daten
-
+ Error Opening %1 FolderKonnte Verzeichnis %1 nicht öffnen
-
-
+
+ Folder does not exist!Verzeichnis existiert nicht!
-
+ Error Opening Transferable Shader CacheFehler beim Öffnen des transferierbaren Shader-Caches
-
+ Failed to create the shader cache directory for this title.Fehler beim erstellen des Shader-Cache-Ordner für den ausgewählten Titel.
-
+ Error Removing ContentsFehler beim Entfernen des Inhalts
-
+ Error Removing UpdateFehler beim Entfernen des Updates
-
+ Error Removing DLCFehler beim Entfernen des DLCs
-
+ Remove Installed Game Contents?Installierten Spiele-Content entfernen?
-
+ Remove Installed Game Update?Installierte Spiele-Updates entfernen?
-
+ Remove Installed Game DLC?Installierte Spiele-DLCs entfernen?
-
+ Remove EntryEintrag entfernen
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedErfolgreich entfernt
-
+ Successfully removed the installed base game.Das Spiel wurde entfernt.
-
+ The base game is not installed in the NAND and cannot be removed.Das Spiel ist nicht im NAND installiert und kann somit nicht entfernt werden.
-
+ Successfully removed the installed update.Das Update wurde entfernt.
-
+ There is no update installed for this title.Es ist kein Update für diesen Titel installiert.
-
+ There are no DLC installed for this title.Es sind keine DLC für diesen Titel installiert.
-
+ Successfully removed %1 installed DLC.%1 DLC entfernt.
-
+ Delete OpenGL Transferable Shader Cache?Transferierbaren OpenGL Shader Cache löschen?
-
+ Delete Vulkan Transferable Shader Cache?Transferierbaren Vulkan Shader Cache löschen?
-
+ Delete All Transferable Shader Caches?Alle transferierbaren Shader Caches löschen?
-
+ Remove Custom Game Configuration?Spiel-Einstellungen entfernen?
-
+ Remove Cache Storage?Cache-Speicher entfernen?
-
+ Remove FileDatei entfernen
-
-
+
+ Error Removing Transferable Shader CacheFehler beim Entfernen
-
-
+
+ A shader cache for this title does not exist.Es existiert kein Shader-Cache für diesen Titel.
-
+ Successfully removed the transferable shader cache.Der transferierbare Shader-Cache wurde entfernt.
-
+ Failed to remove the transferable shader cache.Konnte den transferierbaren Shader-Cache nicht entfernen.
-
+ Error Removing Vulkan Driver Pipeline CacheFehler beim Entfernen des Vulkan-Pipeline-Cache
-
+ Failed to remove the driver pipeline cache.Fehler beim Entfernen des Driver-Pipeline-Cache
-
-
+
+ Error Removing Transferable Shader CachesFehler beim Entfernen der transferierbaren Shader Caches
-
+ Successfully removed the transferable shader caches.Die übertragbaren Shader-Caches wurden erfolgreich entfernt.
-
+ Failed to remove the transferable shader cache directory.
-
-
+
+ Error Removing Custom ConfigurationFehler beim Entfernen
-
+ A custom configuration for this title does not exist.Es existieren keine Spiel-Einstellungen für dieses Spiel.
-
+ Successfully removed the custom game configuration.Die Spiel-Einstellungen wurden entfernt.
-
+ Failed to remove the custom game configuration.Die Spiel-Einstellungen konnten nicht entfernt werden.
-
-
+
+ RomFS Extraction Failed!RomFS-Extraktion fehlgeschlagen!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Das RomFS konnte wegen eines Fehlers oder Abbruchs nicht kopiert werden.
-
+ FullKomplett
-
+ SkeletonNur Ordnerstruktur
-
+ Select RomFS Dump ModeRomFS Extraktions-Modus auswählen
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Bitte wähle, wie das RomFS gespeichert werden soll.<br>"Full" wird alle Dateien des Spiels extrahieren, während <br>"Skeleton" nur die Ordnerstruktur erstellt.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootEs ist nicht genügend Speicher (%1) vorhanden um das RomFS zu entpacken. Bitte sorge für genügend Speicherplatze oder wähle ein anderes Verzeichnis aus. (Emulation > Konfiguration > System > Dateisystem > Dump Root)
-
+ Extracting RomFS...RomFS wird extrahiert...
-
-
+
+
+
+ CancelAbbrechen
-
+ RomFS Extraction Succeeded!RomFS wurde extrahiert!
-
+
+
+ The operation completed successfully.Der Vorgang wurde erfolgreich abgeschlossen.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create ShortcutVerknüpfung erstellen
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.
-
+ Create IconIcon erstellen
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Symboldatei konnte nicht erstellt werden. Der Pfad "%1" existiert nicht oder kann nicht erstellt werden.
-
+ Start %1 with the yuzu Emulator
-
+ Failed to create a shortcut at %1Verknüpfung konnte nicht unter %1 erstellt werden.
-
+ Successfully created a shortcut to %1Verknüpfung wurde erfolgreich erstellt unter %1
-
+ Error Opening %1Fehler beim Öffnen von %1
-
+ Select DirectoryVerzeichnis auswählen
-
+ PropertiesEinstellungen
-
+ The game properties could not be loaded.Spiel-Einstellungen konnten nicht geladen werden.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Switch-Programme (%1);;Alle Dateien (*.*)
-
+ Load FileDatei laden
-
+ Open Extracted ROM DirectoryÖffne das extrahierte ROM-Verzeichnis
-
+ Invalid Directory SelectedUngültiges Verzeichnis ausgewählt
-
+ The directory you have selected does not contain a 'main' file.Das Verzeichnis, das du ausgewählt hast, enthält keine 'main'-Datei.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Installierbares Switch-Programm (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submissions Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install FilesDateien installieren
-
+ %n file(s) remaining%n Datei verbleibend%n Dateien verbleibend
-
+ Installing file "%1"...Datei "%1" wird installiert...
-
-
+
+ Install ResultsNAND-Installation
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Um Konflikte zu vermeiden, raten wir Nutzern davon ab, Spiele im NAND zu installieren.
Bitte nutze diese Funktion nur zum Installieren von Updates und DLC.
-
+ %n file(s) were newly installed
%n file was newly installed
@@ -4318,324 +4360,351 @@ Bitte nutze diese Funktion nur zum Installieren von Updates und DLC.
-
+ %n file(s) were overwritten
-
+ %n file(s) failed to install
-
+ System ApplicationSystemanwendung
-
+ System ArchiveSystemarchiv
-
+ System Application UpdateSystemanwendungsupdate
-
+ Firmware Package (Type A)Firmware-Paket (Typ A)
-
+ Firmware Package (Type B)Firmware-Paket (Typ B)
-
+ GameSpiel
-
+ Game UpdateSpiel-Update
-
+ Game DLCSpiel-DLC
-
+ Delta TitleDelta-Titel
-
+ Select NCA Install Type...Wähle den NCA-Installationstyp aus...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Bitte wähle, als was diese NCA installiert werden soll:
(In den meisten Fällen sollte die Standardeinstellung 'Spiel' ausreichen.)
-
+ Failed to InstallInstallation fehlgeschlagen
-
+ The title type you selected for the NCA is invalid.Der Titel-Typ, den du für diese NCA ausgewählt hast, ist ungültig.
-
+ File not foundDatei nicht gefunden
-
+ File "%1" not foundDatei "%1" nicht gefunden
-
+ OKOK
-
-
+
+ Hardware requirements not metHardwareanforderungen nicht erfüllt
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Dein System erfüllt nicht die empfohlenen Mindestanforderungen der Hardware. Meldung der Komptabilität wurde deaktiviert.
-
+ Missing yuzu AccountFehlender yuzu-Account
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Um einen Kompatibilitätsbericht abzuschicken, musst du einen yuzu-Account mit yuzu verbinden.<br><br/>Um einen yuzu-Account zu verbinden, prüfe die Einstellungen unter Emulation > Konfiguration > Web.
-
+ Error opening URLFehler beim Öffnen der URL
-
+ Unable to open the URL "%1".URL "%1" kann nicht geöffnet werden.
-
+ TAS RecordingTAS Aufnahme
-
+ Overwrite file of player 1?Datei von Spieler 1 überschreiben?
-
+ Invalid config detectedUngültige Konfiguration erkannt
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Handheld-Controller können nicht im Dock verwendet werden. Der Pro-Controller wird verwendet.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedDas aktuelle Amiibo wurde entfernt
-
+ ErrorFehler
-
-
+
+ The current game is not looking for amiibosDas aktuelle Spiel sucht nicht nach Amiibos
-
+ Amiibo File (%1);; All Files (*.*)Amiibo-Datei (%1);; Alle Dateien (*.*)
-
+ Load AmiiboAmiibo laden
-
+ Error loading Amiibo dataFehler beim Laden der Amiibo-Daten
-
+ The selected file is not a valid amiiboDie ausgewählte Datei ist keine gültige Amiibo
-
+ The selected file is already on useDie ausgewählte Datei wird bereits verwendet
-
+ An unknown error occurredEin unbekannter Fehler ist aufgetreten
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotScreenshot aufnehmen
-
+ PNG Image (*.png)PNG Bild (*.png)
-
+ TAS state: Running %1/%2TAS Zustand: Läuft %1/%2
-
+ TAS state: Recording %1TAS Zustand: Aufnahme %1
-
+ TAS state: Idle %1/%2
-
+ TAS State: InvalidTAS Zustand: Ungültig
-
+ &Stop Running
-
+ &Start&Start
-
+ Stop R&ecordingAufnahme stoppen
-
+ R&ecordAufnahme
-
+ Building: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factorSkalierung: %1x
-
+ Speed: %1% / %2%Geschwindigkeit: %1% / %2%
-
+ Speed: %1%Geschwindigkeit: %1%
-
+ Game: %1 FPS (Unlocked)Spiel: %1 FPS (Unbegrenzt)
-
+ Game: %1 FPSSpiel: %1 FPS
-
+ Frame: %1 msFrame: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AAKEIN AA
-
+ VOLUME: MUTELAUTSTÄRKE: STUMM
-
+ VOLUME: %1%Volume percentage (e.g. 50%)LAUTSTÄRKE: %1%
-
+ Confirm Key RederivationSchlüsselableitung bestätigen
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4648,37 +4717,37 @@ This will delete your autogenerated key files and re-run the key derivation modu
Dieser Prozess wird die generierten Schlüsseldateien löschen und die Schlüsselableitung neu starten.
-
+ Missing fusesFuses fehlen
-
+ - Missing BOOT0 - BOOT0 fehlt
-
+ - Missing BCPKG2-1-Normal-Main - BCPKG2-1-Normal-Main fehlt
-
+ - Missing PRODINFO - PRODINFO fehlt
-
+ Derivation Components MissingDerivationskomponenten fehlen
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Die Verschlüsselungsschlüssel fehlen. <br>Bitte folgen Sie <a href='https://yuzu-emu.org/help/quickstart/'>dem Yuzu Schnellstart Guide</a> um ihre benötigten Schlüssel, Firmware und Spiele zu erhalten.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4686,49 +4755,49 @@ on your system's performance.
Dies könnte, je nach Leistung deines Systems, bis zu einer Minute dauern.
-
+ Deriving KeysSchlüsselableitung
-
+ System Archive Decryption FailedDie Systemarchiventschlüsselung ist gescheitert.
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
-
+ Select RomFS Dump TargetRomFS wählen
-
+ Please select which RomFS you would like to dump.Wähle, welches RomFS du speichern möchtest.
-
+ Are you sure you want to close yuzu?Bist du sicher, dass du yuzu beenden willst?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Bist du sicher, dass du die Emulation stoppen willst? Jeder nicht gespeicherte Fortschritt geht verloren.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4967,86 +5036,91 @@ Möchtest du dies umgehen und sie trotzdem beenden?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardTitle-ID in die Zwischenablage kopieren
-
+ Navigate to GameDB entryGameDB-Eintrag öffnen
-
+ Create ShortcutVerknüpfung erstellen
-
+ Add to DesktopZum Desktop hinzufügen
-
+ Add to Applications MenuZum Menü "Anwendungen" hinzufügen
-
+ PropertiesEigenschaften
-
+ Scan SubfoldersUnterordner scannen
-
+ Remove Game DirectorySpieleverzeichnis entfernen
-
+ ▲ Move Up▲ Nach Oben
-
+ ▼ Move Down▼ Nach Unten
-
+ Open Directory LocationVerzeichnis öffnen
-
+ ClearLöschen
-
+ NameName
-
+ CompatibilityKompatibilität
-
+ Add-onsAdd-ons
-
+ File typeDateityp
-
+ SizeGröße
@@ -5117,7 +5191,7 @@ Möchtest du dies umgehen und sie trotzdem beenden?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listDoppelklicke, um einen neuen Ordner zur Spieleliste hinzuzufügen.
@@ -5130,12 +5204,12 @@ Möchtest du dies umgehen und sie trotzdem beenden?
%1 von %n Ergebnis%1 von %n Ergebnisse(n)
-
+ Filter:Filter:
-
+ Enter pattern to filterWörter zum Filtern eingeben
@@ -5598,172 +5672,182 @@ Debug Message:
&TAS
-
+ &Help&Hilfe
-
+ &Install Files to NAND...&Dateien im NAND installieren...
-
+ L&oad File...Datei &laden...
-
+ Load &Folder...&Verzeichnis laden...
-
+ E&xitS&chließen
-
+ &Pause&Pause
-
+ &Stop&Stop
-
+ &Reinitialize keys...&Schlüssel neu initialisieren...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu&Über yuzu
-
+ Single &Window Mode&Einzelfenster-Modus
-
+ Con&figure...Kon&figurieren
-
+ Display D&ock Widget HeadersD&ock-Widget-Header anzeigen
-
+ Show &Filter Bar&Filterleiste anzeigen
-
+ Show &Status Bar&Statusleiste anzeigen
-
+ Show Status BarStatusleiste anzeigen
-
+ &Browse Public Game Lobby&Öffentliche Spiele-Lobbys durchsuchen
-
+ &Create Room&Raum erstellen
-
+ &Leave Room&Raum verlassen
-
+ &Direct Connect to Room&Direkte Verbindung zum Raum
-
+ &Show Current Room&Aktuellen Raum anzeigen
-
+ F&ullscreenVollbild (&u)
-
+ &RestartNeusta&rt
-
+ Load/Remove &Amiibo...&Amiibo laden/entfernen...
-
+ &Report Compatibility&Kompatibilität melden
-
+ Open &Mods Page&Mods-Seite öffnen
-
+ Open &Quickstart Guide&Schnellstart-Anleitung öffnen
-
+ &FAQ&FAQ
-
+ Open &yuzu Folder&yuzu-Verzeichnis öffnen
-
+ &Capture Screenshot&Bildschirmfoto aufnehmen
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...&TAS &konfigurieren...
-
+ Configure C&urrent Game...&Spiel-Einstellungen ändern...
-
+ &Start&Start
-
+ &Reset&Zurücksetzen
-
+ R&ecordAufnahme
@@ -6556,27 +6640,27 @@ p, li { white-space: pre-wrap; }
Dateipfad
-
+ No game data presentKeine Spieldaten vorhanden
-
+ The following amiibo data will be formatted:Die folgenden amiibo-Daten werden formatiert:
-
+ The following game data will removed:Die folgenden Spieldaten werden entfernt:
-
+ Set nickname and owner:Spitzname und Besitzer festlegen:
-
+ Do you wish to restore this amiibo?Möchtest du diese amiibo wiederherstellen?
diff --git a/dist/languages/el.ts b/dist/languages/el.ts
index 6f666535d..0d5806225 100755
--- a/dist/languages/el.ts
+++ b/dist/languages/el.ts
@@ -752,151 +752,156 @@ This would ban both their forum username and their IP address.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Όταν επιλεγεί, θα απορρίψει όλους τους αρχικούς assembler shaders από την κρυφή μνήμη ή το παιχνίδι σκίασης δίσκου όπως βρέθηκε
-
-
-
- Dump Game Shaders
-
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slower
-
+ Disable Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Όταν είναι επιλεγμένο, απενεργοποιεί τη μακροεντολή Just In Time compiler. Η ενεργοποίηση αυτού κάνει τα παιχνίδια να τρέχουν πιο αργά
-
-
-
- Disable Macro JIT
- Απενεργοποίηση του Macro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Όταν είναι επιλεγμένο, το API γραφικών εισέρχεται σε μια πιο αργή λειτουργία εντοπισμού σφαλμάτων
-
-
-
- Enable Graphics Debugging
- Ενεργοποίηση του Εντοπισμού Σφαλμάτων Γραφικών
-
-
-
+ When checked, it will dump all the macro programs of the GPU
-
+ Dump Maxwell Macros
-
- When checked, yuzu will log statistics about the compiled pipeline cache
-
-
-
-
- Enable Shader Feedback
- Ενεργοποίηση Shader Feedback
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsΌταν είναι επιλεγμένο, ενεργοποιεί την ένδειξη σφαλμάτων Nsight Aftermath
-
+ Enable Nsight AftermathΕνεργοποίηση του Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+
+
+
+
+ Enable Shader Feedback
+ Ενεργοποίηση Shader Feedback
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Όταν είναι επιλεγμένο, απενεργοποιεί τη μακροεντολή Just In Time compiler. Η ενεργοποίηση αυτού κάνει τα παιχνίδια να τρέχουν πιο αργά
+
+
+
+ Disable Macro JIT
+ Απενεργοποίηση του Macro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Όταν είναι επιλεγμένο, το API γραφικών εισέρχεται σε μια πιο αργή λειτουργία εντοπισμού σφαλμάτων
+
+
+
+ Enable Graphics Debugging
+ Ενεργοποίηση του Εντοπισμού Σφαλμάτων Γραφικών
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Όταν επιλεγεί, θα απορρίψει όλους τους αρχικούς assembler shaders από την κρυφή μνήμη ή το παιχνίδι σκίασης δίσκου όπως βρέθηκε
+
+
+
+ Dump Game Shaders
+
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedΠροχωρημένα
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Επιτρέπει στο yuzu να ελέγχει για ένα λειτουργικό περιβάλλον Vulkan κατά την εκκίνηση του προγράμματος. Απενεργοποιήστε το αν αυτό προκαλεί προβλήματα με τα εξωτερικά προγράμματα που βλέπουν το yuzu.
-
+ Perform Startup Vulkan CheckΕκτέλεση ελέγχου Vulkan κατά την εκκίνηση
-
+ Disable Web Applet
-
+ Enable All Controller Types
-
+ Enable Auto-Stub**Ενεργοποίηση Auto-Stub**
-
+ Kiosk (Quest) Mode
-
+ Enable CPU DebuggingΕνεργοποίηση Εντοπισμού Σφαλμάτων CPU
-
+ Enable Debug AssertsΕνεργοποίηση Βεβαιώσεων Εντοπισμού Σφαλμάτων
-
+ DebuggingΕντοπισμός Σφαλμάτων
-
+ Enable FS Access Log
-
+ Create Minidump After CrashΔημιουργία Minidump μετά από κατάρρευση
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.
-
+ Dump Audio Commands To Console**
-
+ Enable Verbose Reporting Services**
-
+ **This will be reset automatically when yuzu closes.**Αυτό θα μηδενιστεί αυτόματα όταν το yuzu κλείσει.
@@ -911,12 +916,12 @@ This would ban both their forum username and their IP address.
το yuzu πρέπει να επανεκκινηθεί για να εφαρμοστεί αυτή η ρύθμιση.
-
+ Web applet not compiledΤο web applet δεν έχει συσταθεί
-
+ MiniDump creation not compiledΔημιουργία MiniDump που δεν έχει συσταθεί
@@ -1244,33 +1249,33 @@ This would ban both their forum username and their IP address.
Χρώμα Φόντου:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ Off
-
+ VSync Off
-
+ Recommended
-
+ On
-
+ VSync On
@@ -3234,64 +3239,64 @@ Drag points to change position, or double-click table cells to edit values.
ConfigureUI
-
-
-
+
+
+ NoneΚανένα
-
+ Small (32x32)
-
+ Standard (64x64)
-
+ Large (128x128)
-
+ Full Size (256x256)
-
+ Small (24x24)
-
+ Standard (48x48)
-
+ Large (72x72)
-
+ FilenameΌνομα αρχείου
-
+ FiletypeΤύπος αρχείου
-
+ Title IDID Τίτλου
-
+ Title NameΌνομα τίτλου
@@ -3404,17 +3409,17 @@ Drag points to change position, or double-click table cells to edit values.Ανάλυση:
-
+ Select Screenshots Path...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3732,120 +3737,120 @@ Drag points to change position, or double-click table cells to edit values.
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?
-
+ TelemetryΤηλεμετρία
-
+ Broken Vulkan Installation Detected
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Loading Web Applet...
-
-
+
+ Disable Web Applet
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)
-
+ The amount of shaders currently being built
-
+ The current selected resolution scaling multiplier.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Πόσα καρέ ανά δευτερόλεπτο εμφανίζει το παιχνίδι αυτή τη στιγμή. Αυτό διαφέρει από παιχνίδι σε παιχνίδι και από σκηνή σε σκηνή.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.
-
+ Unmute
-
+ Mute
-
+ Reset Volume
-
+ &Clear Recent Files
-
+ Emulated mouse is enabled
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
-
+ &Continue&Συνέχεια
-
+ &Pause&Παύση
-
+ Warning Outdated Game Format
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Μη μεταφρασμένη συμβολοσειρά
@@ -3853,779 +3858,843 @@ Drag points to change position, or double-click table cells to edit values.
-
-
+
+ Error while loading ROM!Σφάλμα κατά τη φόρτωση της ROM!
-
+ The ROM format is not supported.
-
+ An error occurred initializing the video core.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.
-
+ An unknown error occurred. Please see the log for more details.Εμφανίστηκε ένα απροσδιόριστο σφάλμα. Ανατρέξτε στο αρχείο καταγραφής για περισσότερες λεπτομέρειες.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...
-
+ Save DataΑποθήκευση δεδομένων
-
+ Mod Data
-
+ Error Opening %1 Folder
-
-
+
+ Folder does not exist!Ο φάκελος δεν υπάρχει!
-
+ Error Opening Transferable Shader Cache
-
+ Failed to create the shader cache directory for this title.
-
+ Error Removing Contents
-
+ Error Removing Update
-
+ Error Removing DLC
-
+ Remove Installed Game Contents?
-
+ Remove Installed Game Update?
-
+ Remove Installed Game DLC?
-
+ Remove Entry
-
-
-
-
-
-
+
+
+
+
+
+ Successfully Removed
-
+ Successfully removed the installed base game.
-
+ The base game is not installed in the NAND and cannot be removed.
-
+ Successfully removed the installed update.
-
+ There is no update installed for this title.
-
+ There are no DLC installed for this title.
-
+ Successfully removed %1 installed DLC.
-
+ Delete OpenGL Transferable Shader Cache?
-
+ Delete Vulkan Transferable Shader Cache?
-
+ Delete All Transferable Shader Caches?
-
+ Remove Custom Game Configuration?
-
+ Remove Cache Storage?
-
+ Remove FileΑφαίρεση Αρχείου
-
-
+
+ Error Removing Transferable Shader Cache
-
-
+
+ A shader cache for this title does not exist.
-
+ Successfully removed the transferable shader cache.
-
+ Failed to remove the transferable shader cache.
-
+ Error Removing Vulkan Driver Pipeline Cache
-
+ Failed to remove the driver pipeline cache.
-
-
+
+ Error Removing Transferable Shader Caches
-
+ Successfully removed the transferable shader caches.
-
+ Failed to remove the transferable shader cache directory.
-
-
+
+ Error Removing Custom Configuration
-
+ A custom configuration for this title does not exist.
-
+ Successfully removed the custom game configuration.
-
+ Failed to remove the custom game configuration.
-
-
+
+ RomFS Extraction Failed!
-
+ There was an error copying the RomFS files or the user cancelled the operation.
-
+ Full
-
+ Skeleton
-
+ Select RomFS Dump ModeΕπιλογή λειτουργίας απόρριψης RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Μη αποθηκευμένη μετάφραση.
Παρακαλούμε επιλέξτε τον τρόπο με τον οποίο θα θέλατε να γίνει η απόρριψη της RomFS.<br>
Η επιλογή Πλήρης θα αντιγράψει όλα τα αρχεία στο νέο κατάλογο, ενώ η επιλογή <br> Σκελετός θα δημιουργήσει μόνο τη δομή του καταλόγου.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root
-
+ Extracting RomFS...
-
-
+
+
+
+ CancelΑκύρωση
-
+ RomFS Extraction Succeeded!
-
+
+
+ The operation completed successfully.Η επέμβαση ολοκληρώθηκε με επιτυχία.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create Shortcut
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.
-
+ Create Icon
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.
-
+ Start %1 with the yuzu Emulator
-
+ Failed to create a shortcut at %1
-
+ Successfully created a shortcut to %1
-
+ Error Opening %1
-
+ Select DirectoryΕπιλογή καταλόγου
-
+ PropertiesΙδιότητες
-
+ The game properties could not be loaded.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.
-
+ Load FileΦόρτωση αρχείου
-
+ Open Extracted ROM Directory
-
+ Invalid Directory Selected
-
+ The directory you have selected does not contain a 'main' file.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install Files
-
+ %n file(s) remaining
-
+ Installing file "%1"...
-
-
+
+ Install ResultsΑποτελέσματα εγκατάστασης
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.
-
+ %n file(s) were newly installed
-
+ %n file(s) were overwritten
-
+ %n file(s) failed to install
-
+ System ApplicationΕφαρμογή συστήματος
-
+ System Archive
-
+ System Application Update
-
+ Firmware Package (Type A)
-
+ Firmware Package (Type B)
-
+ GameΠαιχνίδι
-
+ Game UpdateΕνημέρωση παιχνιδιού
-
+ Game DLCDLC παιχνιδιού
-
+ Delta Title
-
+ Select NCA Install Type...Επιλέξτε τον τύπο εγκατάστασης NCA...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)
-
+ Failed to Install
-
+ The title type you selected for the NCA is invalid.
-
+ File not foundΤο αρχείο δεν βρέθηκε
-
+ File "%1" not foundΤο αρχείο "%1" δεν βρέθηκε
-
+ OKOK
-
-
+
+ Hardware requirements not met
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.
-
+ Missing yuzu Account
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.
-
+ Error opening URLΣφάλμα κατα το άνοιγμα του URL
-
+ Unable to open the URL "%1".Αδυναμία ανοίγματος του URL "%1".
-
+ TAS Recording
-
+ Overwrite file of player 1?
-
+ Invalid config detected
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removed
-
+ ErrorΣφάλμα
-
-
+
+ The current game is not looking for amiibos
-
+ Amiibo File (%1);; All Files (*.*)
-
+ Load AmiiboΦόρτωση Amiibo
-
+ Error loading Amiibo dataΣφάλμα φόρτωσης δεδομένων Amiibo
-
+ The selected file is not a valid amiiboΤο επιλεγμένο αρχείο δεν αποτελεί έγκυρο amiibo
-
+ The selected file is already on useΤο επιλεγμένο αρχείο χρησιμοποιείται ήδη
-
+ An unknown error occurred
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotΛήψη στιγμιότυπου οθόνης
-
+ PNG Image (*.png)Εικόνα PBG (*.png)
-
+ TAS state: Running %1/%2
-
+ TAS state: Recording %1
-
+ TAS state: Idle %1/%2
-
+ TAS State: Invalid
-
+ &Stop Running
-
+ &Start&Έναρξη
-
+ Stop R&ecording
-
+ R&ecord
-
+ Building: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factorΚλίμακα: %1x
-
+ Speed: %1% / %2%Ταχύτητα: %1% / %2%
-
+ Speed: %1%Ταχύτητα: %1%
-
+ Game: %1 FPS (Unlocked)
-
+ Game: %1 FPS
-
+ Frame: %1 msΚαρέ: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AA
-
+ VOLUME: MUTE
-
+ VOLUME: %1%Volume percentage (e.g. 50%)
-
+ Confirm Key Rederivation
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4636,86 +4705,86 @@ This will delete your autogenerated key files and re-run the key derivation modu
-
+ Missing fuses
-
+ - Missing BOOT0- Λείπει το BOOT0
-
+ - Missing BCPKG2-1-Normal-Main- Λείπει το BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO- Λείπει το PRODINFO
-
+ Derivation Components Missing
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
-
+ Deriving Keys
-
+ System Archive Decryption Failed
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
-
+ Select RomFS Dump Target
-
+ Please select which RomFS you would like to dump.
-
+ Are you sure you want to close yuzu?Είστε σίγουροι ότι θέλετε να κλείσετε το yuzu;
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4952,86 +5021,91 @@ Would you like to bypass this and exit anyway?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardΑντιγραφή του Title ID στο Πρόχειρο
-
+ Navigate to GameDB entryΜεταβείτε στην καταχώρηση GameDB
-
+ Create Shortcut
-
+ Add to Desktop
-
+ Add to Applications Menu
-
+ PropertiesΙδιότητες
-
+ Scan SubfoldersΣκανάρισμα Υποφακέλων
-
+ Remove Game DirectoryΑφαίρεση Φακέλου Παιχνιδιών
-
+ ▲ Move Up▲ Μετακίνηση Επάνω
-
+ ▼ Move Down▼ Μετακίνηση Κάτω
-
+ Open Directory LocationΑνοίξτε την Τοποθεσία Καταλόγου
-
+ ClearΚαθαρισμός
-
+ NameΌνομα
-
+ CompatibilityΣυμβατότητα
-
+ Add-onsΠρόσθετα
-
+ File typeΤύπος αρχείου
-
+ SizeΜέγεθος
@@ -5102,7 +5176,7 @@ Would you like to bypass this and exit anyway?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listΔιπλο-κλικ για προσθήκη νεου φακέλου στη λίστα παιχνιδιών
@@ -5115,12 +5189,12 @@ Would you like to bypass this and exit anyway?
-
+ Filter:Φίλτρο:
-
+ Enter pattern to filterΕισαγάγετε μοτίβο για φιλτράρισμα
@@ -5583,172 +5657,182 @@ Debug Message:
&TAS
-
+ &Help
-
+ &Install Files to NAND...
-
+ L&oad File...
-
+ Load &Folder...
-
+ E&xit
-
+ &Pause&Παύση
-
+ &Stop&Σταμάτημα
-
+ &Reinitialize keys...
-
- &About yuzu
+
+ &Verify Installed Contents
+ &About yuzu
+
+
+
+ Single &Window Mode
-
+ Con&figure...
-
+ Display D&ock Widget Headers
-
+ Show &Filter Bar
-
+ Show &Status Bar
-
+ Show Status Bar
-
+ &Browse Public Game Lobby&Περιήγηση σε δημόσιο λόμπι παιχνιδιού
-
+ &Create Room&Δημιουργία δωματίου
-
+ &Leave Room&Αποχωρήσει από το δωμάτιο
-
+ &Direct Connect to Room&Άμεση σύνδεση σε Δωμάτιο
-
+ &Show Current Room&Εμφάνιση τρέχοντος δωματίου
-
+ F&ullscreen
-
+ &Restart
-
+ Load/Remove &Amiibo...
-
+ &Report Compatibility
-
+ Open &Mods Page
-
+ Open &Quickstart Guide
-
+ &FAQ
-
+ Open &yuzu Folder
-
+ &Capture Screenshot
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...
-
+ Configure C&urrent Game...
-
+ &Start&Έναρξη
-
+ &Reset
-
+ R&ecord
@@ -6536,27 +6620,27 @@ p, li { white-space: pre-wrap; }
-
+ No game data present
-
+ The following amiibo data will be formatted:
-
+ The following game data will removed:
-
+ Set nickname and owner:
-
+ Do you wish to restore this amiibo?
diff --git a/dist/languages/es.ts b/dist/languages/es.ts
index 6d038c8e2..126c9d7b7 100755
--- a/dist/languages/es.ts
+++ b/dist/languages/es.ts
@@ -763,151 +763,156 @@ Esto banearía su nombre del foro y su dirección IP.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Al activarlo, se volcarán todos los shaders del ensamblador original de la caché de sombreadores en disco o del juego tal y como se encuentren.
-
-
-
- Dump Game Shaders
- Volcar shaders del juego
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerAl activarlo, desactiva las funciones de macro HLE. Activar esto hace que los juegos se ejecuten más lento.
-
+ Disable Macro HLEDesactivar Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Al activarlo, se desactiva el compilador de macro Just In Time. Activar esto hace que los juegos se ejecuten más lento.
-
-
-
- Disable Macro JIT
- Desactivar macro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Al activarlo, la API gráfica entrará en un modo de depuración más lento.
-
-
-
- Enable Graphics Debugging
- Activar depuración de gráficos
-
-
-
+ When checked, it will dump all the macro programs of the GPUAl activarlo, se volcarán todos los programas macro de la GPU.
-
+ Dump Maxwell MacrosVolcar Macros Maxwell
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Al activarlo, yuzu realizará un registro de estadísticas del caché de canalización compilado.
-
-
-
- Enable Shader Feedback
- Activar información de shaders
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsAl activarlo, se habilitan los volcados Nsight Aftermath de bloqueos o errores.
-
+ Enable Nsight AftermathActivar Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Al activarlo, yuzu realizará un registro de estadísticas del caché de canalización compilado.
+
+
+
+ Enable Shader Feedback
+ Activar información de shaders
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Al activarlo, se desactiva el compilador de macro Just In Time. Activar esto hace que los juegos se ejecuten más lento.
+
+
+
+ Disable Macro JIT
+ Desactivar macro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Al activarlo, la API gráfica entrará en un modo de depuración más lento.
+
+
+
+ Enable Graphics Debugging
+ Activar depuración de gráficos
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Al activarlo, se volcarán todos los shaders del ensamblador original de la caché de sombreadores en disco o del juego tal y como se encuentren.
+
+
+
+ Dump Game Shaders
+ Volcar shaders del juego
+
+
+
+ Enable Renderdoc Hotkey
+ Activar Atajo de Renderdoc
+
+
+ AdvancedAvanzado
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Permite a yuzu comprobar si el entorno de Vulkan funciona cuando el programa se inicia. Desactiva esto si está causando problemas con los programas externos ligados a yuzu.
-
+ Perform Startup Vulkan CheckRealizar comprobación de Vulkan al ejecutar
-
+ Disable Web AppletDesactivar Web applet
-
+ Enable All Controller TypesActivar todos los tipos de controladores
-
+ Enable Auto-Stub**Activar Auto-Stub**
-
+ Kiosk (Quest) ModeModo quiosco (Quest)
-
+ Enable CPU DebuggingActivar depuración de la CPU
-
+ Enable Debug AssertsActivar alertas de depuración
-
+ DebuggingDepuración
-
+ Enable FS Access LogActivar registro de acceso FS
-
+ Create Minidump After CrashCrear mini volcado tras un crash
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Activa esta opción para mostrar en la consola la última lista de comandos de audio generada. Solo afecta a los juegos que utilizan el renderizador de audio.
-
+ Dump Audio Commands To Console**Volcar comandos de audio a la consola**
-
+ Enable Verbose Reporting Services**Activar servicios de reporte detallados**
-
+ **This will be reset automatically when yuzu closes.**Esto se reiniciará automáticamente cuando yuzu se cierre.
@@ -922,12 +927,12 @@ Esto banearía su nombre del foro y su dirección IP.
Para aplicar estos ajustes es necesario reiniciar yuzu.
-
+ Web applet not compiledLa web applet no se ha compilado
-
+ MiniDump creation not compiledLa creación del mini volcado no se ha compilado
@@ -1255,33 +1260,33 @@ Esto banearía su nombre del foro y su dirección IP.
Color de fondo:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffDesactivado
-
+ VSync OffVSync Desactivado
-
+ RecommendedRecomendado
-
+ OnActivado
-
+ VSync OnVSync Activado
@@ -3248,64 +3253,64 @@ Arrastra los puntos para cambiar de posición, o haz doble clic en las celdas de
ConfigureUI
-
-
-
+
+
+ NoneNinguno
-
+ Small (32x32)Pequeño (32x32)
-
+ Standard (64x64)Estándar (64x64)
-
+ Large (128x128)Grande (128x128)
-
+ Full Size (256x256)Tamaño completo (256x256)
-
+ Small (24x24)Pequeño (24x24)
-
+ Standard (48x48)Estándar (48x48)
-
+ Large (72x72)Grande (72x72)
-
+ FilenameNombre del archivo
-
+ FiletypeTipo de archivo
-
+ Title IDID del título
-
+ Title NameNombre del título
@@ -3410,7 +3415,7 @@ Arrastra los puntos para cambiar de posición, o haz doble clic en las celdas de
TextLabel
-
+ TextLabel
@@ -3418,20 +3423,20 @@ Arrastra los puntos para cambiar de posición, o haz doble clic en las celdas de
Resolución:
-
+ Select Screenshots Path...Selecciona la ruta de las capturas de pantalla:
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
-
+ Auto (%1 x %2, %3 x %4)
@@ -3746,575 +3751,612 @@ Arrastra los puntos para cambiar de posición, o haz doble clic en las celdas de
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Los datos de uso anónimos se recogen</a> para ayudar a mejorar yuzu. <br/><br/>¿Deseas compartir tus datos de uso con nosotros?
-
+ TelemetryTelemetría
-
+ Broken Vulkan Installation DetectedSe ha detectado una instalación corrupta de Vulkan
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.La inicialización de Vulkan ha fallado durante la ejecución. Haz clic <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>aquí para más información sobre como arreglar el problema</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleepingEjecutando un juego
-
+ Loading Web Applet...Cargando Web applet...
-
-
+
+ Disable Web AppletDesactivar Web applet
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Deshabilitar el Applet Web puede causar comportamientos imprevistos y debería solo ser usado con Super Mario 3D All-Stars. ¿Estas seguro que quieres deshabilitar el Applet Web?
(Puede ser reactivado en las configuraciones de Depuración.)
-
+ The amount of shaders currently being builtLa cantidad de shaders que se están construyendo actualmente
-
+ The current selected resolution scaling multiplier.El multiplicador de escala de resolución seleccionado actualmente.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.La velocidad de emulación actual. Los valores superiores o inferiores al 100% indican que la emulación se está ejecutando más rápido o más lento que en una Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.La cantidad de fotogramas por segundo que se está mostrando el juego actualmente. Esto variará de un juego a otro y de una escena a otra.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Tiempo que lleva emular un fotograma de la Switch, sin tener en cuenta la limitación de fotogramas o sincronización vertical. Para una emulación óptima, este valor debería ser como máximo de 16.67 ms.
-
+ UnmuteDesmutear
-
+ MuteMutear
-
+ Reset VolumeRestablecer Volumen
-
+ &Clear Recent Files&Eliminar archivos recientes
-
+ Emulated mouse is enabledEl ratón emulado está activado
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.La entrada de un ratón real y la panoramización del ratón son incompatibles. Por favor, desactive el ratón emulado en la configuración avanzada de entrada para permitir así la panoramización del ratón.
-
+ &Continue&Continuar
-
+ &Pause&Pausar
-
+ Warning Outdated Game FormatAdvertencia: formato del juego obsoleto
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Está utilizando el formato de directorio de ROM deconstruido para este juego, que es un formato desactualizado que ha sido reemplazado por otros, como los NCA, NAX, XCI o NSP. Los directorios de ROM deconstruidos carecen de íconos, metadatos y soporte de actualizaciones.<br><br>Para ver una explicación de los diversos formatos de Switch que soporta yuzu,<a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>echa un vistazo a nuestra wiki</a>. Este mensaje no se volverá a mostrar.
-
-
+
+ Error while loading ROM!¡Error al cargar la ROM!
-
+ The ROM format is not supported.El formato de la ROM no es compatible.
-
+ An error occurred initializing the video core.Se ha producido un error al inicializar el núcleo de video.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu ha encontrado un error al ejecutar el núcleo de video. Esto suele ocurrir al no tener los controladores de la GPU actualizados, incluyendo los integrados. Por favor, revisa el registro para más detalles. Para más información sobre cómo acceder al registro, por favor, consulta la siguiente página: <a href='https://yuzu-emu.org/help/reference/log-files/'>Como cargar el archivo de registro</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.¡Error al cargar la ROM! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Por favor, sigue <a href='https://yuzu-emu.org/help/quickstart/'>la guía de inicio rápido de yuzu</a> para revolcar los archivos.<br>Puedes consultar la wiki de yuzu</a> o el Discord de yuzu</a> para obtener ayuda.
-
+ An unknown error occurred. Please see the log for more details.Error desconocido. Por favor, consulte el archivo de registro para ver más detalles.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Cerrando software...
-
+ Save DataDatos de guardado
-
+ Mod DataDatos de mods
-
+ Error Opening %1 FolderError al abrir la carpeta %1
-
-
+
+ Folder does not exist!¡La carpeta no existe!
-
+ Error Opening Transferable Shader CacheError al abrir el caché transferible de shaders
-
+ Failed to create the shader cache directory for this title.No se pudo crear el directorio de la caché de los shaders para este título.
-
+ Error Removing ContentsError al eliminar el contenido
-
+ Error Removing UpdateError al eliminar la actualización
-
+ Error Removing DLCError al eliminar el DLC
-
+ Remove Installed Game Contents?¿Eliminar contenido del juego instalado?
-
+ Remove Installed Game Update?¿Eliminar actualización del juego instalado?
-
+ Remove Installed Game DLC?¿Eliminar el DLC del juego instalado?
-
+ Remove EntryEliminar entrada
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedSe ha eliminado con éxito
-
+ Successfully removed the installed base game.Se ha eliminado con éxito el juego base instalado.
-
+ The base game is not installed in the NAND and cannot be removed.El juego base no está instalado en el NAND y no se puede eliminar.
-
+ Successfully removed the installed update.Se ha eliminado con éxito la actualización instalada.
-
+ There is no update installed for this title.No hay ninguna actualización instalada para este título.
-
+ There are no DLC installed for this title.No hay ningún DLC instalado para este título.
-
+ Successfully removed %1 installed DLC.Se ha eliminado con éxito %1 DLC instalado(s).
-
+ Delete OpenGL Transferable Shader Cache?¿Deseas eliminar el caché transferible de shaders de OpenGL?
-
+ Delete Vulkan Transferable Shader Cache?¿Deseas eliminar el caché transferible de shaders de Vulkan?
-
+ Delete All Transferable Shader Caches?¿Deseas eliminar todo el caché transferible de shaders?
-
+ Remove Custom Game Configuration?¿Deseas eliminar la configuración personalizada del juego?
-
+ Remove Cache Storage?¿Quitar almacenamiento de caché?
-
+ Remove FileEliminar archivo
-
-
+
+ Error Removing Transferable Shader CacheError al eliminar la caché de shaders transferibles
-
-
+
+ A shader cache for this title does not exist.No existe caché de shaders para este título.
-
+ Successfully removed the transferable shader cache.El caché de shaders transferibles se ha eliminado con éxito.
-
+ Failed to remove the transferable shader cache.No se ha podido eliminar la caché de shaders transferibles.
-
+ Error Removing Vulkan Driver Pipeline CacheError al eliminar la caché de canalización del controlador Vulkan
-
+ Failed to remove the driver pipeline cache.No se ha podido eliminar la caché de canalización del controlador.
-
-
+
+ Error Removing Transferable Shader CachesError al eliminar las cachés de shaders transferibles
-
+ Successfully removed the transferable shader caches.Cachés de shaders transferibles eliminadas con éxito.
-
+ Failed to remove the transferable shader cache directory.No se ha podido eliminar el directorio de cachés de shaders transferibles.
-
-
+
+ Error Removing Custom ConfigurationError al eliminar la configuración personalizada del juego
-
+ A custom configuration for this title does not exist.No existe una configuración personalizada para este título.
-
+ Successfully removed the custom game configuration.Se eliminó con éxito la configuración personalizada del juego.
-
+ Failed to remove the custom game configuration.No se ha podido eliminar la configuración personalizada del juego.
-
-
+
+ RomFS Extraction Failed!¡La extracción de RomFS ha fallado!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Se ha producido un error al copiar los archivos RomFS o el usuario ha cancelado la operación.
-
+ FullCompleto
-
+ SkeletonEn secciones
-
+ Select RomFS Dump ModeElegir método de volcado de RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Por favor, selecciona el método en que quieres volcar el RomFS.<br>Completo copiará todos los archivos al nuevo directorio <br> mientras que en secciones solo creará la estructura del directorio.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootNo hay suficiente espacio en %1 para extraer el RomFS. Por favor, libera espacio o elige otro directorio de volcado en Emulación > Configuración > Sistema > Sistema de archivos > Raíz de volcado
-
+ Extracting RomFS...Extrayendo RomFS...
-
-
+
+
+
+ CancelCancelar
-
+ RomFS Extraction Succeeded!¡La extracción RomFS ha tenido éxito!
-
+
+
+ The operation completed successfully.La operación se completó con éxito.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+ ¡No se pudo ejecutar la verificación de integridad!
+
+
+
+ File contents were not checked for validity.
+ No se ha podido comprobar la validez de los contenidos del archivo.
+
+
+
+
+ Integrity verification failed!
+ ¡Verificación de integridad fallida!
+
+
+
+ File contents may be corrupt.
+ Los contenidos del archivo pueden estar corruptos.
+
+
+
+
+ Verifying integrity...
+ Verificando integridad...
+
+
+
+
+ Integrity verification succeeded!
+ ¡La verificación de integridad ha sido un éxito!
+
+
+
+
+
+
+ Create ShortcutCrear acceso directo
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Esto creará un acceso directo a la AppImage actual. Esto puede no funcionar bien si se actualiza. ¿Continuar?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.No se puede crear un acceso directo en el escritorio. La ruta "%1" no existe.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.No se puede crear un acceso directo en el menú de aplicaciones. La ruta "%1" no existe y no se puede crear.
-
+ Create IconCrear icono
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.No se puede crear el archivo de icono. La ruta "%1" no existe y no se ha podido crear.
-
+ Start %1 with the yuzu EmulatorIniciar %1 con el Emulador yuzu
-
+ Failed to create a shortcut at %1Error al crear un acceso directo en %1
-
+ Successfully created a shortcut to %1Se ha creado un acceso directo a %1
-
+ Error Opening %1Error al intentar abrir %1
-
+ Select DirectorySeleccionar directorio
-
+ PropertiesPropiedades
-
+ The game properties could not be loaded.No se pueden cargar las propiedades del juego.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Ejecutable de Switch (%1);;Todos los archivos (*.*)
-
+ Load FileCargar archivo
-
+ Open Extracted ROM DirectoryAbrir el directorio de la ROM extraída
-
+ Invalid Directory SelectedDirectorio seleccionado no válido
-
+ The directory you have selected does not contain a 'main' file.El directorio que ha seleccionado no contiene ningún archivo 'main'.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Archivo de Switch Instalable (*.nca *.nsp *.xci);;Archivo de contenidos de Nintendo (*.nca);;Paquete de envío de Nintendo (*.nsp);;Imagen de cartucho NX (*.xci)
-
+ Install FilesInstalar archivos
-
+ %n file(s) remaining%n archivo(s) restantes%n archivo(s) restantes%n archivo(s) restantes
-
+ Installing file "%1"...Instalando el archivo "%1"...
-
-
+
+ Install ResultsInstalar resultados
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Para evitar posibles conflictos, no se recomienda a los usuarios que instalen juegos base en el NAND.
Por favor, utiliza esta función sólo para instalar actualizaciones y DLCs.
-
+ %n file(s) were newly installed
%n archivo(s) recién instalado/s
@@ -4323,7 +4365,7 @@ Por favor, utiliza esta función sólo para instalar actualizaciones y DLCs.
-
+ %n file(s) were overwritten
%n archivo(s) recién sobreescrito/s
@@ -4332,7 +4374,7 @@ Por favor, utiliza esta función sólo para instalar actualizaciones y DLCs.
-
+ %n file(s) failed to install
%n archivo(s) no se instaló/instalaron
@@ -4341,312 +4383,341 @@ Por favor, utiliza esta función sólo para instalar actualizaciones y DLCs.
-
+ System ApplicationAplicación del sistema
-
+ System ArchiveArchivo del sistema
-
+ System Application UpdateActualización de la aplicación del sistema
-
+ Firmware Package (Type A)Paquete de firmware (Tipo A)
-
+ Firmware Package (Type B)Paquete de firmware (Tipo B)
-
+ GameJuego
-
+ Game UpdateActualización de juego
-
+ Game DLCDLC del juego
-
+ Delta TitleTitulo delta
-
+ Select NCA Install Type...Seleccione el tipo de instalación NCA...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Seleccione el tipo de título en el que deseas instalar este NCA como:
(En la mayoría de los casos, el 'Juego' predeterminado está bien).
-
+ Failed to InstallFallo en la instalación
-
+ The title type you selected for the NCA is invalid.El tipo de título que seleccionó para el NCA no es válido.
-
+ File not foundArchivo no encontrado
-
+ File "%1" not foundArchivo "%1" no encontrado
-
+ OKAceptar
-
-
+
+ Hardware requirements not metNo se cumplen los requisitos de hardware
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.El sistema no cumple con los requisitos de hardware recomendados. Los informes de compatibilidad se han desactivado.
-
+ Missing yuzu AccountFalta la cuenta de Yuzu
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Para enviar un caso de prueba de compatibilidad de juegos, debes vincular tu cuenta de yuzu.<br><br/> Para vincular tu cuenta de yuzu, ve a Emulación > Configuración > Web.
-
+ Error opening URLError al abrir la URL
-
+ Unable to open the URL "%1".No se puede abrir la URL "%1".
-
+ TAS RecordingGrabación TAS
-
+ Overwrite file of player 1?¿Sobrescribir archivo del jugador 1?
-
+ Invalid config detectedConfiguración no válida detectada
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.El controlador del modo portátil no puede ser usado en el modo sobremesa. Se seleccionará el controlador Pro en su lugar.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedEl amiibo actual ha sido eliminado
-
+ ErrorError
-
-
+
+ The current game is not looking for amiibosEl juego actual no está buscando amiibos
-
+ Amiibo File (%1);; All Files (*.*)Archivo amiibo (%1);; Todos los archivos (*.*)
-
+ Load AmiiboCargar amiibo
-
+ Error loading Amiibo dataError al cargar los datos Amiibo
-
+ The selected file is not a valid amiiboEl archivo seleccionado no es un amiibo válido
-
+ The selected file is already on useEl archivo seleccionado ya se encuentra en uso
-
+ An unknown error occurredHa ocurrido un error inesperado
-
+
+ Verification failed for the following files:
+
+%1
+ La verificación falló en los siguientes archivos:
+
+%1
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotCaptura de pantalla
-
+ PNG Image (*.png)Imagen PNG (*.png)
-
+ TAS state: Running %1/%2Estado TAS: ejecutando %1/%2
-
+ TAS state: Recording %1Estado TAS: grabando %1
-
+ TAS state: Idle %1/%2Estado TAS: inactivo %1/%2
-
+ TAS State: InvalidEstado TAS: nulo
-
+ &Stop Running&Parar de ejecutar
-
+ &Start&Iniciar
-
+ Stop R&ecordingPausar g&rabación
-
+ R&ecordG&rabar
-
+ Building: %n shader(s)Creando: %n shader(s)Construyendo: %n shader(s)Construyendo: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factorEscalado: %1x
-
+ Speed: %1% / %2%Velocidad: %1% / %2%
-
+ Speed: %1%Velocidad: %1%
-
+ Game: %1 FPS (Unlocked)Juego: %1 FPS (desbloqueado)
-
+ Game: %1 FPSJuego: %1 FPS
-
+ Frame: %1 msFotogramas: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AANO AA
-
+ VOLUME: MUTEVOLUMEN: SILENCIO
-
+ VOLUME: %1%Volume percentage (e.g. 50%)VOLUMEN: %1%
-
+ Confirm Key RederivationConfirmar la clave de rederivación
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4663,37 +4734,37 @@ es lo que quieres hacer si es necesario.
Esto eliminará los archivos de las claves generadas automáticamente y volverá a ejecutar el módulo de derivación de claves.
-
+ Missing fusesFaltan fuses
-
+ - Missing BOOT0- Falta BOOT0
-
+ - Missing BCPKG2-1-Normal-Main - Falta BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO - Falta PRODINFO
-
+ Derivation Components MissingFaltan componentes de derivación
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Faltan las claves de encriptación. <br>Por favor, sigue <a href='https://yuzu-emu.org/help/quickstart/'>la guía rápida de yuzu</a> para obtener todas tus claves, firmware y juegos.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4702,49 +4773,49 @@ Esto puede llevar unos minutos dependiendo
del rendimiento de su sistema.
-
+ Deriving KeysObtención de claves
-
+ System Archive Decryption FailedDesencriptación del Sistema de Archivos Fallida
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.Las claves de encriptación no han podido desencriptar el firmware. <br>Por favor, siga<a href='https://yuzu-emu.org/help/quickstart/'>la guía de inicio rápido de yuzu</a> para obtener todas tus claves, firmware y juegos.
-
+ Select RomFS Dump TargetSelecciona el destinatario para volcar el RomFS
-
+ Please select which RomFS you would like to dump.Por favor, seleccione los RomFS que deseas volcar.
-
+ Are you sure you want to close yuzu?¿Estás seguro de que quieres cerrar yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.¿Estás seguro de que quieres detener la emulación? Cualquier progreso no guardado se perderá.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4983,86 +5054,91 @@ Would you like to bypass this and exit anyway?
+ Verify Integrity
+ Verificar Integridad
+
+
+ Copy Title ID to ClipboardCopiar la ID del título al portapapeles
-
+ Navigate to GameDB entryIr a la sección de bases de datos del juego
-
+ Create ShortcutCrear Acceso directo
-
+ Add to DesktopAñadir al Escritorio
-
+ Add to Applications MenuAñadir al menú de Aplicaciones
-
+ PropertiesPropiedades
-
+ Scan SubfoldersEscanear subdirectorios
-
+ Remove Game DirectoryEliminar directorio de juegos
-
+ ▲ Move Up▲ Mover hacia arriba
-
+ ▼ Move Down▼ Mover hacia abajo
-
+ Open Directory LocationAbrir ubicación del directorio
-
+ ClearLimpiar
-
+ NameNombre
-
+ CompatibilityCompatibilidad
-
+ Add-onsExtras/Add-ons
-
+ File typeTipo de archivo
-
+ SizeTamaño
@@ -5133,7 +5209,7 @@ Would you like to bypass this and exit anyway?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listHaz doble clic para agregar un nuevo directorio a la lista de juegos.
@@ -5146,12 +5222,12 @@ Would you like to bypass this and exit anyway?
%1 de %n resultado(s)%1 de %n resultado(s)%1 de %n resultado(s)
-
+ Filter:Búsqueda:
-
+ Enter pattern to filterIntroduce un patrón para buscar
@@ -5616,172 +5692,182 @@ Mensaje de depuración:
&TAS
-
+ &Help&Ayuda
-
+ &Install Files to NAND...&Instalar archivos en NAND...
-
+ L&oad File...C&argar archivo...
-
+ Load &Folder...Cargar &carpeta
-
+ E&xitS&alir
-
+ &Pause&Pausar
-
+ &Stop&Detener
-
+ &Reinitialize keys...&Reiniciar claves...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu&Acerca de yuzu
-
+ Single &Window ModeModo &ventana
-
+ Con&figure...Con&figurar...
-
+ Display D&ock Widget HeadersMostrar complementos de cabecera del D&ock
-
+ Show &Filter BarMostrar barra de &búsqueda
-
+ Show &Status BarMostrar barra de &estado
-
+ Show Status BarMostrar barra de estado
-
+ &Browse Public Game Lobby&Buscar en el lobby de juegos públicos
-
+ &Create Room&Crear sala
-
+ &Leave Room&Abandonar sala
-
+ &Direct Connect to Room&Conexión directa a una sala
-
+ &Show Current Room&Mostrar sala actual
-
+ F&ullscreenP&antalla completa
-
+ &Restart&Reiniciar
-
+ Load/Remove &Amiibo...Cargar/Eliminar &Amiibo...
-
+ &Report Compatibility&Reporte de compatibilidad
-
+ Open &Mods PageAbrir página de &mods
-
+ Open &Quickstart GuideAbrir guía de &inicio rápido
-
+ &FAQ&Preguntas frecuentes
-
+ Open &yuzu FolderAbrir la carpeta de &yuzu
-
+ &Capture Screenshot&Captura de pantalla
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...&Configurar TAS...
-
+ Configure C&urrent Game...Configurar j&uego actual...
-
+ &Start&Iniciar
-
+ &Reset&Reiniciar
-
+ R&ecordG&rabar
@@ -6574,27 +6660,27 @@ p, li { white-space: pre-wrap; }
Ruta del archivo
-
+ No game data presentNo hay datos del juego
-
+ The following amiibo data will be formatted:Los siguientes datos de amiibo serán formateados:
-
+ The following game data will removed:Los siguientes datos del juego se eliminarán:
-
+ Set nickname and owner:Establece un apodo y un propietario:
-
+ Do you wish to restore this amiibo?¿Deseas reestablecer este amiibo?
diff --git a/dist/languages/fr.ts b/dist/languages/fr.ts
index 2fa0d0860..ac1e701a0 100755
--- a/dist/languages/fr.ts
+++ b/dist/languages/fr.ts
@@ -36,7 +36,7 @@ p, li { white-space: pre-wrap; }
<html><head/><body><p><a href="https://yuzu-emu.org/"><span style=" text-decoration: underline; color:#039be5;">Website</span></a> | <a href="https://github.com/yuzu-emu"><span style=" text-decoration: underline; color:#039be5;">Source Code</span></a> | <a href="https://github.com/yuzu-emu/yuzu/graphs/contributors"><span style=" text-decoration: underline; color:#039be5;">Contributors</span></a> | <a href="https://github.com/yuzu-emu/yuzu/blob/master/LICENSE.txt"><span style=" text-decoration: underline; color:#039be5;">License</span></a></p></body></html>
- <html><head/><body><p><a href="https://yuzu-emu.org/"><span style=" text-decoration: underline; color:#039be5;">Site Web</span></a> | <a href="https://github.com/yuzu-emu"><span style=" text-decoration: underline; color:#039be5;">Code Source </span></a> | <a href="https://github.com/yuzu-emu/yuzu/graphs/contributors"><span style=" text-decoration: underline; color:#039be5;">Contributeurs</span></a> | <a href="https://github.com/yuzu-emu/yuzu/blob/master/LICENSE.txt"><span style=" text-decoration: underline; color:#039be5;">License</span></a></p></body></html>
+ <html><head/><body><p><a href="https://yuzu-emu.org/"><span style=" text-decoration: underline; color:#039be5;">Site Web</span></a> | <a href="https://github.com/yuzu-emu"><span style=" text-decoration: underline; color:#039be5;">Code Source </span></a> | <a href="https://github.com/yuzu-emu/yuzu/graphs/contributors"><span style=" text-decoration: underline; color:#039be5;">Contributeurs</span></a> | <a href="https://github.com/yuzu-emu/yuzu/blob/master/LICENSE.txt"><span style=" text-decoration: underline; color:#039be5;">Licence</span></a></p></body></html>
@@ -82,7 +82,7 @@ p, li { white-space: pre-wrap; }
Room Window
- Fenêtre du Salon
+ Fenêtre du salon
@@ -180,7 +180,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Room Window
- Fenêtre du Salon
+ Fenêtre du salon
@@ -313,7 +313,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
None Everything is rendered as it looks on the Nintendo Switch
- Aucun Tout est render comme cela apparait sur la Nintendo Switch
+ Aucun Tout est rendu comme ça apparait sur la Nintendo Switch
@@ -343,7 +343,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Thank you for your submission!
- Merci de votre Suggestion !
+ Merci de votre suggestion !
@@ -435,7 +435,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Restore Defaults
- Restaurer les défauts
+ Restaurer les paramètres par défaut
@@ -687,7 +687,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
CPU settings are available only when game is not running.
- Les réglages du CPU sont uniquement disponibles quand aucun jeu n'est lancé.
+ Les réglages du CPU ne sont disponibles que lorsqu'un jeu n'est pas en cours d'exécution.
@@ -764,151 +764,156 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Lorsqu'il est coché, il videra tous les shaders d'assemblage d'origine du cache de shader de disque ou du jeu tels qu'ils ont été trouvés
-
-
-
- Dump Game Shaders
- Récupérer Shaders Jeu
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerLorsque coché, désactive les fonctions macro HLE. L'activer ralentit les jeux
-
+ Disable Macro HLEDésactiver les macros HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Lorsque coché, désactive le compilateur de macros JIT. L'activer ralentit les jeux
-
-
-
- Disable Macro JIT
- Désactiver les macros JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Lorsque coché, l'API graphique entre dans un mode de débogage plus lent
-
-
-
- Enable Graphics Debugging
- Activer le débogage des graphismes
-
-
-
+ When checked, it will dump all the macro programs of the GPULorsqu'il est coché, il videra tous les programmes de macro du GPU
-
+ Dump Maxwell MacrosCopier les "Maxwell Macros"
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Lorsque la case est cochée, yuzu enregistrera les journaux de statistiques à propos de la cache de pipeline compilée
-
-
-
- Enable Shader Feedback
- Activer le retour d'information des shaders
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsUne fois cochée, cette option active les "crash dumps" pour Nsight Aftermath
-
+ Enable Nsight AftermathActiver Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Lorsque la case est cochée, yuzu enregistrera les journaux de statistiques à propos de la cache de pipeline compilée
+
+
+
+ Enable Shader Feedback
+ Activer le retour d'information des shaders
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Lorsque coché, désactive le compilateur de macros JIT. L'activer ralentit les jeux
+
+
+
+ Disable Macro JIT
+ Désactiver les macros JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Lorsque coché, l'API graphique entre dans un mode de débogage plus lent
+
+
+
+ Enable Graphics Debugging
+ Activer le débogage des graphismes
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Lorsqu'il est coché, il videra tous les shaders d'assemblage d'origine du cache de shader de disque ou du jeu tels qu'ils ont été trouvés
+
+
+
+ Dump Game Shaders
+ Récupérer Shaders Jeu
+
+
+
+ Enable Renderdoc Hotkey
+ Activer le raccourci Renderdoc
+
+
+ AdvancedAvancé
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Active yuzu pour chercher pour un environnement Vulkan fonctionnel quand le programme démarre. Desactiver ceci si cela cause des problèmes avec des programmes externes.
-
+ Perform Startup Vulkan CheckPerforme un check de Vulkan au démarrage
-
+ Disable Web AppletDésactiver l'applet web
-
+ Enable All Controller TypesActiver tous les types de contrôleurs
-
+ Enable Auto-Stub**Activer l'Auto-Stub**
-
+ Kiosk (Quest) ModeMode Kiosk (Quest)
-
+ Enable CPU DebuggingActiver le Débogage CPU
-
+ Enable Debug AssertsActiver les assertions de débogage
-
+ DebuggingDébogage
-
+ Enable FS Access LogActiver la journalisation des accès du système de fichiers
-
+ Create Minidump After Crash
- Crée un Minidump après un crash
+ Créer un minidump après un crash
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Activez cette option pour afficher la dernière liste de commandes audio générée sur la console. N'affecte que les jeux utilisant le moteur de rendu audio.
-
+ Dump Audio Commands To Console**Déversez les commandes audio à la console**
-
+ Enable Verbose Reporting Services**Activer les services de rapport verbeux**
-
+ **This will be reset automatically when yuzu closes.**Ces options seront réinitialisées automatiquement lorsque yuzu fermera.
@@ -923,14 +928,14 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
yuzu doit redémarrer pour appliquer ce paramètre.
-
+ Web applet not compiledApplet Web non compilé
-
+ MiniDump creation not compiled
- Création de MiniDump non compilé
+ Création de minidump non compilé
@@ -1253,36 +1258,36 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Background Color:
- Couleur de L’arrière plan :
+ Couleur de l’arrière plan :
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffDésactivé
-
+ VSync OffVSync Désactivée
-
+ RecommendedRecommandé
-
+ OnActivé
-
+ VSync OnVSync Activée
@@ -1330,7 +1335,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Restore Defaults
- Restaurer les défauts
+ Restaurer les paramètres par défaut
@@ -1363,7 +1368,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
[waiting]
- [En attente]
+ [en attente]
@@ -1373,7 +1378,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Restore Default
- Rétablir les défauts
+ Restaurer les paramètres par défaut
@@ -1541,7 +1546,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Defaults
- Défauts
+ Par défaut
@@ -1737,7 +1742,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Enable direct Pro Controller driver [EXPERIMENTAL]
- Activer le pilote Pro Controller direct [EXPERIMENTAL]
+ Activer le pilote direct de la manette pro [EXPERIMENTAL]
@@ -1752,7 +1757,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Motion / Touch
- La motion / Toucher
+ Mouvement / Tactile
@@ -1775,42 +1780,42 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Player 1 Profile
- Profil joueur 1
+ Profil du joueur 1Player 2 Profile
- Profil joueur 2
+ Profil du joueur 2Player 3 Profile
- Profil joueur 3
+ Profil du joueur 3Player 4 Profile
- Profil joueur 4
+ Profil du joueur 4Player 5 Profile
- Profil joueur 5
+ Profil du joueur 5Player 6 Profile
- Profil joueur 6
+ Profil du joueur 6Player 7 Profile
- Profil joueur 7
+ Profil du joueur 7Player 8 Profile
- Profil joueur 8
+ Profil du joueur 8
@@ -1820,7 +1825,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Player %1 profile
- Profil joueur %1
+ Profil du joueur %1
@@ -1848,7 +1853,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Save
- Sauvegarde
+ Enregistrer
@@ -1977,7 +1982,7 @@ Cela bannirait à la fois son nom d'utilisateur du forum et son adresse IP.
Capture
- Capturer
+ Capture
@@ -2176,7 +2181,7 @@ Pour inverser les axes, bougez d'abord votre joystick verticalement, puis h
Pro Controller
- Pro Controller
+ Manette Switch Pro
@@ -2186,12 +2191,12 @@ Pour inverser les axes, bougez d'abord votre joystick verticalement, puis h
Left Joycon
- Joycon de gauche
+ Joycon gaucheRight Joycon
- Joycon de droit
+ Joycon droit
@@ -2563,7 +2568,7 @@ Pour inverser les axes, bougez d'abord votre joystick verticalement, puis h
Default
- Défaut
+ Par défaut
@@ -2782,7 +2787,7 @@ Les valeurs actuelles sont respectivement de %1% et %2%.
Profile management is available only when game is not running.
- La gestion de profil est accessible uniquement lorsque aucun jeu n'est en cours.
+ La gestion de profil est disponible que lorsqu'un jeu n'est pas en cours d'exécution.
@@ -2883,7 +2888,7 @@ Les valeurs actuelles sont respectivement de %1% et %2%.
Confirm Delete
- Confirmez la suppression
+ Confirmer la suppression
@@ -3018,7 +3023,7 @@ UUID : %2
[waiting]
- [En attente]
+ [en attente]
@@ -3249,64 +3254,64 @@ Faites glisser les points pour modifier la position ou double-cliquez sur les ce
ConfigureUI
-
-
-
+
+
+ NoneAucun
-
+ Small (32x32)Petite (32x32)
-
+ Standard (64x64)Standard (64x64)
-
+ Large (128x128)Grande (128x128)
-
+ Full Size (256x256)Taille Maximale (256x256)
-
+ Small (24x24)Petite (24x24)
-
+ Standard (48x48)Standard (48x48)
-
+ Large (72x72)Grande (72x72)
-
+ FilenameNom du fichier
-
+ FiletypeType du fichier
-
+ Title IDIdentifiant du Titre
-
+ Title NameNom du Titre
@@ -3336,7 +3341,7 @@ Faites glisser les points pour modifier la position ou double-cliquez sur les ce
Interface language:
- Langage de l'interface :
+ Langue de l'interface :
@@ -3356,7 +3361,7 @@ Faites glisser les points pour modifier la position ou double-cliquez sur les ce
Show Add-Ons Column
- Afficher la colonne des Add-Ons
+ Afficher la colonne des extensions
@@ -3371,12 +3376,12 @@ Faites glisser les points pour modifier la position ou double-cliquez sur les ce
Game Icon Size:
- Taille de l'icône jeu:
+ Taille de l'icône du jeu :Folder Icon Size:
- Taille de l'icône dossier:
+ Taille de l'icône du dossier :
@@ -3411,7 +3416,7 @@ Faites glisser les points pour modifier la position ou double-cliquez sur les ce
TextLabel
-
+ TextLabel
@@ -3419,17 +3424,17 @@ Faites glisser les points pour modifier la position ou double-cliquez sur les ce
Résolution :
-
+ Select Screenshots Path...Sélectionnez le chemin du dossier des captures d'écran...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width valueAuto (%1 x %2, %3 x %4)
@@ -3566,7 +3571,7 @@ Faites glisser les points pour modifier la position ou double-cliquez sur les ce
Web Service configuration can only be changed when a public room isn't being hosted.
- La configuration du service Web ne peut être modifiée que lorsqu'une salle publique n'est pas hébergée.
+ La configuration du service Web ne peut être modifiée que lorsqu'un salon publique n'est pas hébergée.
@@ -3747,898 +3752,964 @@ Faites glisser les points pour modifier la position ou double-cliquez sur les ce
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Des données anonymes sont collectées</a> pour aider à améliorer yuzu. <br/><br/>Voulez-vous partager vos données d'utilisations avec nous ?
-
+ TelemetryTélémétrie
-
+ Broken Vulkan Installation DetectedInstallation Vulkan Cassée Détectée
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.L'initialisation de Vulkan a échoué lors du démarrage.<br><br>Cliquez <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>ici pour obtenir des instructions pour résoudre le problème</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleepingExécution d'un jeu
-
+ Loading Web Applet...Chargement du Web Applet...
-
-
+
+ Disable Web AppletDésactiver l'applet web
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)La désactivation de l'applet Web peut entraîner un comportement indéfini et ne doit être utilisée qu'avec Super Mario 3D All-Stars. Voulez-vous vraiment désactiver l'applet Web ?
(Cela peut être réactivé dans les paramètres de débogage.)
-
+ The amount of shaders currently being builtLa quantité de shaders en cours de construction
-
+ The current selected resolution scaling multiplier.Le multiplicateur de mise à l'échelle de résolution actuellement sélectionné.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Valeur actuelle de la vitesse de l'émulation. Des valeurs plus hautes ou plus basses que 100% indique que l'émulation fonctionne plus vite ou plus lentement qu'une véritable Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Combien d'image par seconde le jeu est en train d'afficher. Ceci vas varier de jeu en jeu et de scènes en scènes.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Temps pris pour émuler une image par seconde de la switch, sans compter le limiteur d'image par seconde ou la synchronisation verticale. Pour une émulation à pleine vitesse, ceci devrait être au maximum à 16.67 ms.
-
+ UnmuteRemettre le son
-
+ MuteCouper le son
-
+ Reset VolumeRéinitialiser le volume
-
+ &Clear Recent Files&Effacer les fichiers récents
-
+ Emulated mouse is enabledLa souris émulée est activée
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.La saisie réelle de la souris et le panoramique de la souris sont incompatibles. Veuillez désactiver la souris émulée dans les paramètres avancés d'entrée pour permettre le panoramique de la souris.
-
+ &Continue&Continuer
-
+ &Pause&Pause
-
+ Warning Outdated Game FormatAvertissement : Le Format de jeu est dépassé
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Vous utilisez un format de ROM déconstruite pour ce jeu, qui est donc un format dépassé qui à été remplacer par d'autre. Par exemple les formats NCA, NAX, XCI, ou NSP. Les destinations de ROM déconstruites manque des icônes, des métadonnée et du support de mise à jour.<br><br>Pour une explication des divers formats Switch que yuzu supporte, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>Regardez dans le wiki</a>. Ce message ne sera pas montré une autre fois.
-
-
+
+ Error while loading ROM!Erreur lors du chargement de la ROM !
-
+ The ROM format is not supported.Le format de la ROM n'est pas supporté.
-
+ An error occurred initializing the video core.Une erreur s'est produite lors de l'initialisation du noyau dédié à la vidéo.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu a rencontré une erreur en exécutant le cœur vidéo. Cela est généralement causé par des pilotes graphiques trop anciens. Veuillez consulter les logs pour plus d'informations. Pour savoir comment accéder aux logs, veuillez vous référer à la page suivante : <a href='https://yuzu-emu.org/help/reference/log-files/'>Comment partager un fichier de log </a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Erreur lors du chargement de la ROM ! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Veuillez suivre <a href='https://yuzu-emu.org/help/quickstart/'>le guide de démarrage rapide yuzu</a> pour retransférer vos fichiers.<br>Vous pouvez vous référer au wiki yuzu</a> ou le Discord yuzu</a> pour de l'assistance.
-
+ An unknown error occurred. Please see the log for more details.Une erreur inconnue est survenue. Veuillez consulter le journal des logs pour plus de détails.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Fermeture du logiciel...
-
+ Save DataEnregistrer les données
-
+ Mod DataDonnés du Mod
-
+ Error Opening %1 FolderErreur dans l'ouverture du dossier %1.
-
-
+
+ Folder does not exist!Le dossier n'existe pas !
-
+ Error Opening Transferable Shader CacheErreur lors de l'ouverture des Shader Cache Transferable
-
+ Failed to create the shader cache directory for this title.Impossible de créer le dossier de cache du shader pour ce jeu.
-
+ Error Removing ContentsErreur en enlevant le contenu
-
+ Error Removing UpdateErreur en enlevant la Mise à Jour
-
+ Error Removing DLCErreur en enlevant le DLC
-
+ Remove Installed Game Contents?Enlever les données du jeu installé ?
-
+ Remove Installed Game Update?Enlever la mise à jour du jeu installé ?
-
+ Remove Installed Game DLC?Enlever le DLC du jeu installé ?
-
+ Remove EntrySupprimer l'entrée
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedSupprimé avec succès
-
+ Successfully removed the installed base game.Suppression du jeu de base installé avec succès.
-
+ The base game is not installed in the NAND and cannot be removed.Le jeu de base n'est pas installé dans la NAND et ne peut pas être supprimé.
-
+ Successfully removed the installed update.Suppression de la mise à jour installée avec succès.
-
+ There is no update installed for this title.Il n'y a pas de mise à jour installée pour ce titre.
-
+ There are no DLC installed for this title.Il n'y a pas de DLC installé pour ce titre.
-
+ Successfully removed %1 installed DLC.Suppression de %1 DLC installé(s) avec succès.
-
+ Delete OpenGL Transferable Shader Cache?Supprimer la Cache OpenGL de Shader Transférable?
-
+ Delete Vulkan Transferable Shader Cache?Supprimer la Cache Vulkan de Shader Transférable?
-
+ Delete All Transferable Shader Caches?Supprimer Toutes les Caches de Shader Transférable?
-
+ Remove Custom Game Configuration?Supprimer la configuration personnalisée du jeu?
-
+ Remove Cache Storage?Supprimer le stockage du cache ?
-
+ Remove FileSupprimer fichier
-
-
+
+ Error Removing Transferable Shader CacheErreur lors de la suppression du cache de shader transférable
-
-
+
+ A shader cache for this title does not exist.Un shader cache pour ce titre n'existe pas.
-
+ Successfully removed the transferable shader cache.Suppression du cache de shader transférable avec succès.
-
+ Failed to remove the transferable shader cache.Échec de la suppression du cache de shader transférable.
-
+ Error Removing Vulkan Driver Pipeline CacheErreur lors de la suppression du cache de pipeline de pilotes Vulkan
-
+ Failed to remove the driver pipeline cache.Échec de la suppression du cache de pipeline de pilotes.
-
-
+
+ Error Removing Transferable Shader CachesErreur durant la Suppression des Caches de Shader Transférable
-
+ Successfully removed the transferable shader caches.Suppression des caches de shader transférable effectuée avec succès.
-
+ Failed to remove the transferable shader cache directory.Impossible de supprimer le dossier de la cache de shader transférable.
-
-
+
+ Error Removing Custom ConfigurationErreur lors de la suppression de la configuration personnalisée
-
+ A custom configuration for this title does not exist.Il n'existe pas de configuration personnalisée pour ce titre.
-
+ Successfully removed the custom game configuration.Suppression de la configuration de jeu personnalisée avec succès.
-
+ Failed to remove the custom game configuration.Échec de la suppression de la configuration personnalisée du jeu.
-
-
+
+ RomFS Extraction Failed!L'extraction de la RomFS a échoué !
-
+ There was an error copying the RomFS files or the user cancelled the operation.Une erreur s'est produite lors de la copie des fichiers RomFS ou l'utilisateur a annulé l'opération.
-
+ FullPlein
-
+ SkeletonSquelette
-
+ Select RomFS Dump ModeSélectionnez le mode d'extraction de la RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Veuillez sélectionner la manière dont vous souhaitez que le fichier RomFS soit extrait.<br>Full copiera tous les fichiers dans le nouveau répertoire, tandis que<br>skeleton créera uniquement la structure de répertoires.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootIl n'y a pas assez d'espace libre dans %1 pour extraire la RomFS. Veuillez libérer de l'espace ou sélectionner un autre dossier d'extraction dans Émulation > Configurer > Système > Système de fichiers > Extraire la racine
-
+ Extracting RomFS...Extraction de la RomFS ...
-
-
+
+
+
+ CancelAnnuler
-
+ RomFS Extraction Succeeded!Extraction de la RomFS réussi !
-
+
+
+ The operation completed successfully.L'opération s'est déroulée avec succès.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+ La vérification de l'intégrité n'a pas pu être effectuée !
+
+
+
+ File contents were not checked for validity.
+ La validité du contenu du fichier n'a pas été vérifiée.
+
+
+
+
+ Integrity verification failed!
+ La vérification de l'intégrité a échoué !
+
+
+
+ File contents may be corrupt.
+ Le contenu du fichier pourrait être corrompu.
+
+
+
+
+ Verifying integrity...
+ Vérification de l'intégrité...
+
+
+
+
+ Integrity verification succeeded!
+ La vérification de l'intégrité a réussi !
+
+
+
+
+
+
+ Create ShortcutCréer un raccourci
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Cela créera un raccourci vers l'AppImage actuelle. Cela peut ne pas fonctionner correctement si vous mettez à jour. Continuer ?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Impossible de créer un raccourci sur le bureau. Le chemin "%1" n'existe pas.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Impossible de créer un raccourci dans le menu des applications. Le chemin "%1" n'existe pas et ne peut pas être créé.
-
+ Create IconCréer une icône
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Impossible de créer le fichier d'icône. Le chemin "%1" n'existe pas et ne peut pas être créé.
-
+ Start %1 with the yuzu EmulatorDémarrer %1 avec l'émulateur Yuzu
-
+ Failed to create a shortcut at %1Impossible de créer un raccourci vers %1
-
+ Successfully created a shortcut to %1Création réussie d'un raccourci vers %1
-
+ Error Opening %1Erreur lors de l'ouverture %1
-
+ Select DirectorySélectionner un répertoire
-
+ PropertiesPropriétés
-
+ The game properties could not be loaded.Les propriétés du jeu n'ont pas pu être chargées.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Exécutable Switch (%1);;Tous les fichiers (*.*)
-
+ Load FileCharger un fichier
-
+ Open Extracted ROM DirectoryOuvrir le dossier des ROM extraites
-
+ Invalid Directory SelectedDestination sélectionnée invalide
-
+ The directory you have selected does not contain a 'main' file.Le répertoire que vous avez sélectionné ne contient pas de fichier "main".
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Fichier Switch installable (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install FilesInstaller les fichiers
-
+ %n file(s) remaining%n fichier restant%n fichiers restants%n fichiers restants
-
+ Installing file "%1"...Installation du fichier "%1" ...
-
-
+
+ Install ResultsRésultats d'installation
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Pour éviter d'éventuels conflits, nous déconseillons aux utilisateurs d'installer des jeux de base sur la NAND.
Veuillez n'utiliser cette fonctionnalité que pour installer des mises à jour et des DLC.
-
+ %n file(s) were newly installed
%n fichier a été nouvellement installé%n fichiers ont été nouvellement installés%n fichiers ont été nouvellement installés
-
+ %n file(s) were overwritten
%n fichier a été écrasé%n fichiers ont été écrasés%n fichiers ont été écrasés
-
+ %n file(s) failed to install
%n fichier n'a pas pu être installé%n fichiers n'ont pas pu être installés%n fichiers n'ont pas pu être installés
-
+ System ApplicationApplication Système
-
+ System ArchiveArchive Système
-
+ System Application UpdateMise à jour de l'application système
-
+ Firmware Package (Type A)Paquet micrologiciel (Type A)
-
+ Firmware Package (Type B)Paquet micrologiciel (Type B)
-
+ GameJeu
-
+ Game UpdateMise à jour de jeu
-
+ Game DLCDLC de jeu
-
+ Delta TitleTitre Delta
-
+ Select NCA Install Type...Sélectionner le type d'installation du NCA...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Veuillez sélectionner le type de titre auquel vous voulez installer ce NCA :
(Dans la plupart des cas, le titre par défaut : 'Jeu' est correct.)
-
+ Failed to InstallÉchec de l'installation
-
+ The title type you selected for the NCA is invalid.Le type de titre que vous avez sélectionné pour le NCA n'est pas valide.
-
+ File not foundFichier non trouvé
-
+ File "%1" not foundFichier "%1" non trouvé
-
+ OKOK
-
-
+
+ Hardware requirements not metÉxigences matérielles non respectées
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Votre système ne correspond pas aux éxigences matérielles. Les rapports de comptabilité ont été désactivés.
-
+ Missing yuzu AccountCompte yuzu manquant
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Pour soumettre un test de compatibilité pour un jeu, vous devez lier votre compte yuzu.<br><br/>Pour lier votre compte yuzu, aller à Emulation > Configuration> Web.
-
+ Error opening URLErreur lors de l'ouverture de l'URL
-
+ Unable to open the URL "%1".Impossible d'ouvrir l'URL "%1".
-
+ TAS RecordingEnregistrement TAS
-
+ Overwrite file of player 1?Écraser le fichier du joueur 1 ?
-
+ Invalid config detectedConfiguration invalide détectée
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.
- Contrôleur portable ne peut pas être utilisé en mode téléviseur. La manette Pro sera sélectionnée.
+ Le contrôleur portable ne peut pas être utilisé en mode TV. La manette pro sera sélectionné.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedL'amiibo actuel a été retiré
-
+ ErrorErreur
-
-
+
+ The current game is not looking for amiibosLe jeu actuel ne cherche pas d'amiibos.
-
+ Amiibo File (%1);; All Files (*.*)Fichier Amiibo (%1);; Tous les fichiers (*.*)
-
+ Load AmiiboCharger un Amiibo
-
+ Error loading Amiibo dataErreur lors du chargement des données Amiibo
-
+ The selected file is not a valid amiiboLe fichier choisi n'est pas un amiibo valide
-
+ The selected file is already on useLe fichier sélectionné est déjà utilisé
-
+ An unknown error occurredUne erreur inconnue s'est produite
-
+
+ Verification failed for the following files:
+
+%1
+ La vérification a échoué pour les fichiers suivants :
+
+%1
+
+
+
+ No firmware available
+ Pas de firmware disponible
+
+
+
+ Please install the firmware to use the Mii editor.
+ Veuillez installer le firmware pour utiliser l'éditeur Mii.
+
+
+
+ Mii Edit Applet
+ Applet de l'éditeur Mii
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+ L'éditeur Mii n'est pas disponible. Veuillez réinstaller le firmware.
+
+
+ Capture ScreenshotCapture d'écran
-
+ PNG Image (*.png)Image PNG (*.png)
-
+ TAS state: Running %1/%2État du TAS : En cours d'exécution %1/%2
-
+ TAS state: Recording %1État du TAS : Enregistrement %1
-
+ TAS state: Idle %1/%2État du TAS : Inactif %1:%2
-
+ TAS State: InvalidÉtat du TAS : Invalide
-
+ &Stop Running&Stopper l'exécution
-
+ &Start&Start
-
+ Stop R&ecordingStopper l'en®istrement
-
+ R&ecordEn®istrer
-
+ Building: %n shader(s)Compilation: %n shaderCompilation : %n shadersCompilation : %n shaders
-
+ Scale: %1x%1 is the resolution scaling factorÉchelle : %1x
-
+ Speed: %1% / %2%Vitesse : %1% / %2%
-
+ Speed: %1%Vitesse : %1%
-
+ Game: %1 FPS (Unlocked)Jeu : %1 IPS (Débloqué)
-
+ Game: %1 FPSJeu : %1 FPS
-
+ Frame: %1 msFrame : %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AAAUCUN AA
-
+ VOLUME: MUTE
- VOLUME: MUET
+ VOLUME : MUET
-
+ VOLUME: %1%Volume percentage (e.g. 50%)
- VOLUME: %1%
+ VOLUME : %1%
-
+ Confirm Key RederivationConfirmer la réinstallation de la clé
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4655,37 +4726,37 @@ et éventuellement faites des sauvegardes.
Cela supprimera vos fichiers de clé générés automatiquement et ré exécutera le module d'installation de clé.
-
+ Missing fusesFusibles manquants
-
+ - Missing BOOT0- BOOT0 manquant
-
+ - Missing BCPKG2-1-Normal-Main- BCPKG2-1-Normal-Main manquant
-
+ - Missing PRODINFO- PRODINFO manquant
-
+ Derivation Components MissingComposants de dérivation manquants
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Les clés de chiffrement sont manquantes. <br>Veuillez suivre <a href='https://yuzu-emu.org/help/quickstart/'>le guide de démarrage rapide yuzu</a> pour obtenir tous vos clés, firmware et jeux.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4694,49 +4765,49 @@ Cela peut prendre jusqu'à une minute en fonction
des performances de votre système.
-
+ Deriving KeysInstallation des clés
-
+ System Archive Decryption FailedÉchec du déchiffrement de l'archive système.
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.Les clés de chiffrement n'ont pas réussi à déchiffrer le firmware. <br>Veuillez suivre <a href='https://yuzu-emu.org/help/quickstart/'>le guide de démarrage rapide du yuzu</a> pour obtenir toutes vos clés, firmware et jeux.
-
+ Select RomFS Dump TargetSélectionner la cible d'extraction du RomFS
-
+ Please select which RomFS you would like to dump.Veuillez sélectionner quel RomFS vous voulez extraire.
-
+ Are you sure you want to close yuzu?Êtes vous sûr de vouloir fermer yuzu ?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Êtes-vous sûr d'arrêter l'émulation ? Tout progrès non enregistré sera perdu.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4862,7 +4933,7 @@ Voulez-vous ignorer ceci and quitter quand même ?
Error while initializing OpenGL!
- Erreur lors de l'initialisation d'OpenGL!
+ Erreur lors de l'initialisation d'OpenGL !
@@ -4872,7 +4943,7 @@ Voulez-vous ignorer ceci and quitter quand même ?
Error while initializing OpenGL 4.6!
- Erreur lors de l'initialisation d'OpenGL 4.6!
+ Erreur lors de l'initialisation d'OpenGL 4.6 !
@@ -4975,86 +5046,91 @@ Voulez-vous ignorer ceci and quitter quand même ?
+ Verify Integrity
+ Vérifier l'intégrité
+
+
+ Copy Title ID to ClipboardCopier l'ID du titre dans le Presse-papiers
-
+ Navigate to GameDB entryAccédez à l'entrée GameDB
-
+ Create ShortcutCréer un raccourci
-
+ Add to DesktopAjouter au bureau
-
+ Add to Applications MenuAjouter au menu des applications
-
+ PropertiesPropriétés
-
+ Scan SubfoldersScanner les sous-dossiers
-
+ Remove Game DirectorySupprimer le répertoire du jeu
-
+ ▲ Move Up▲ Monter
-
+ ▼ Move Down▼ Descendre
-
+ Open Directory LocationOuvrir l'emplacement du répertoire
-
+ ClearEffacer
-
+ NameNom
-
+ CompatibilityCompatibilité
-
+ Add-onsExtensions
-
+ File typeType de fichier
-
+ SizeTaille
@@ -5125,7 +5201,7 @@ Voulez-vous ignorer ceci and quitter quand même ?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listDouble-cliquez pour ajouter un nouveau dossier à la liste de jeux
@@ -5138,12 +5214,12 @@ Voulez-vous ignorer ceci and quitter quand même ?
%1 sur %n résultat%1 sur %n résultats%1 sur %n résultats
-
+ Filter:Filtre :
-
+ Enter pattern to filterEntrez un motif à filtrer
@@ -5227,7 +5303,7 @@ Voulez-vous ignorer ceci and quitter quand même ?
Failed to announce the room to the public lobby. In order to host a room publicly, you must have a valid yuzu account configured in Emulation -> Configure -> Web. If you do not want to publish a room in the public lobby, then select Unlisted instead.
Debug Message:
- Échec de l'annonce de la salle dans le hall public. Pour héberger une salle publiquement, vous devez avoir un compte yuzu valide configuré dans Emulation -> Configurer -> Web. Si vous ne souhaitez pas publier une salle dans le hall public, sélectionnez plutôt Non Répertorié.
+ Échec de l'annonce du salon dans le hall public. Pour héberger un salon publiquement, vous devez avoir un compte yuzu valide configuré dans Emulation -> Configurer -> Web. Si vous ne souhaitez pas publier un salon dans le hall public, sélectionnez plutôt Non Répertorié.
Message de débogage :
@@ -5236,7 +5312,7 @@ Message de débogage :
Audio Mute/Unmute
- Désactiver/Activer le Son
+ Désactiver/Activer le son
@@ -5492,7 +5568,7 @@ Message de débogage :
Password:
- Mot de passe:
+ Mot de passe :
@@ -5608,172 +5684,182 @@ Message de débogage :
&TAS
-
+ &Help&Aide
-
+ &Install Files to NAND...&Installer des fichiers sur la NAND...
-
+ L&oad File...&Charger un fichier...
-
+ Load &Folder...&Charger un dossier
-
+ E&xitQ&uitter
-
+ &Pause&Pause
-
+ &Stop&Arrêter
-
+ &Reinitialize keys...&Réinitialiser les clés...
-
+
+ &Verify Installed Contents
+ &Vérifier les contenus installés
+
+
+ &About yuzu&À propos de yuzu
-
+ Single &Window Mode&Mode fenêtre unique
-
+ Con&figure...&Configurer...
-
+ Display D&ock Widget Headers&Afficher les en-têtes du widget Dock
-
+ Show &Filter Bar&Afficher la barre de filtre
-
+ Show &Status Bar&Afficher la barre d'état
-
+ Show Status BarAfficher la barre d'état
-
+ &Browse Public Game Lobby&Parcourir le menu des jeux publics
-
-
- &Create Room
- &Créer une room
-
- &Leave Room
- &Quitter la room
+ &Create Room
+ &Créer un salon
-
- &Direct Connect to Room
- &Connexion directe à la room
+
+ &Leave Room
+ &Quitter le salon
- &Show Current Room
- &Afficher la room actuelle
+ &Direct Connect to Room
+ &Connexion directe au salon
+ &Show Current Room
+ &Afficher le salon actuel
+
+
+ F&ullscreenP&lein écran
-
+ &Restart&Redémarrer
-
+ Load/Remove &Amiibo...Charger/Retirer &Amiibo…
-
+ &Report Compatibility&Signaler la compatibilité
-
+ Open &Mods Page
- Ouvrir la &Page des Mods
+ Ouvrir la &page des mods
-
+ Open &Quickstart Guide
- Ouvrir le &Guide de Démarrage rapide
+ Ouvrir le &guide de Démarrage rapide
-
+ &FAQ&FAQ
-
+ Open &yuzu Folder
- Ouvrir le &Dossier de Yuzu
+ Ouvrir le &dossier de Yuzu
-
+ &Capture Screenshot&Capture d'écran
-
+
+ Open &Mii Editor
+ Ouvrir l'&éditeur Mii
+
+
+ &Configure TAS...&Configurer TAS...
-
+ Configure C&urrent Game...
- Configurer le J&eu actuel...
+ Configurer le j&eu actuel...
-
+ &Start&Démarrer
-
+ &Reset&Réinitialiser
-
+ R&ecordEn®istrer
@@ -5871,7 +5957,7 @@ Message de débogage :
Failed to update the room information. Please check your Internet connection and try hosting the room again.
Debug Message:
- Impossible de mettre à jour les informations de la room. Veuillez vérifier votre connexion internet et d'héberger la room à nouveau.
+ Impossible de mettre à jour les informations du salon. Veuillez vérifier votre connexion internet et d'héberger le salon à nouveau.
Message de Débogage :
@@ -5880,12 +5966,12 @@ Message de Débogage :
Username is not valid. Must be 4 to 20 alphanumeric characters.
- Le nom d'utilisateur n'est pas valide. Doit être de 4 à 20 caractères alphanumériques.
+ Le nom d'utilisateur n'est pas valide. Il doit être de 4 à 20 caractères alphanumériques.Room name is not valid. Must be 4 to 20 alphanumeric characters.
- Le nom du salon n'est pas valide. Doit être de 4 à 20 caractères alphanumériques.
+ Le nom du salon n'est pas valide. Il doit être de 4 à 20 caractères alphanumériques.
@@ -5895,7 +5981,7 @@ Message de Débogage :
IP is not a valid IPv4 address.
- IP n'est pas une adresse IPv4 valide.
+ L'IP n'est pas une adresse IPv4 valide.
@@ -5915,7 +6001,7 @@ Message de Débogage :
Unable to connect to the host. Verify that the connection settings are correct. If you still cannot connect, contact the room host and verify that the host is properly configured with the external port forwarded.
- Impossible de se connecter à l'hôte. Vérifiez que les paramètres de connexion sont corrects. Si vous ne parvenez toujours pas à vous connecter, contactez l'hôte de la salle et vérifiez que l'hôte a correctement configuré le port externe redirigé.
+ Impossible de se connecter à l'hôte. Vérifiez que les paramètres de connexion sont corrects. Si vous ne parvenez toujours pas à vous connecter, contactez l'hôte du salon et vérifiez que l'hôte a correctement configuré le port externe redirigé.
@@ -5935,7 +6021,7 @@ Message de Débogage :
Version mismatch! Please update to the latest version of yuzu. If the problem persists, contact the room host and ask them to update the server.
- Décalage de version ! Veuillez mettre à jour la dernière version de yuzu. Si le problème persiste, contactez l'hôte de la salle et demandez lui de mettre à jour le serveur.
+ Décalage de version ! Veuillez faire la mettre à jour vers la dernière version de yuzu. Si le problème persiste, contactez l'hôte du salon et demandez lui de mettre à jour le serveur.
@@ -5984,7 +6070,7 @@ Veuillez aller dans Configurer -> Système -> Réseau et faites un choix.<
Game already running
- Jeu déjà en cours
+ Le jeu est déjà en cours d'exécution
@@ -6421,7 +6507,7 @@ p, li { white-space: pre-wrap; }
Capture
- Capturer
+ Capture
@@ -6566,27 +6652,27 @@ p, li { white-space: pre-wrap; }
Chemin du fichier
-
+ No game data presentAucune données de jeu présent
-
+ The following amiibo data will be formatted:Les données de cet Amiibo vont être formatées :
-
+ The following game data will removed:Les données de ce jeu vont être enlevés :
-
+ Set nickname and owner:Mettre un surnom et un propriétaire
-
+ Do you wish to restore this amiibo?Voulez-vous restaurer cet Amiibo ?
@@ -6629,7 +6715,7 @@ p, li { white-space: pre-wrap; }
Pro Controller
- Pro Controller
+ Manette Switch Pro
@@ -6697,7 +6783,7 @@ p, li { white-space: pre-wrap; }
Handheld
- Portable
+ Mode Portable
@@ -6927,7 +7013,7 @@ Veuillez essayer à nouveau ou contactez le développeur du logiciel.
Who is making this purchase?
- Qui effectue cet achat ?
+ Qui effectue cet achat ?
@@ -6942,22 +7028,22 @@ Veuillez essayer à nouveau ou contactez le développeur du logiciel.
Change settings for which user?
- Modifier les paramètres pour quel utilisateur ?
+ Modifier les paramètres pour quel utilisateur ?Format data for which user?
- Formater les données pour quel utilisateur ?
+ Formater les données pour quel utilisateur ?Which user will be transferred to another console?
- Quel utilisateur sera transféré sur une autre console ?
+ Quel utilisateur sera transféré sur une autre console ?Send save data for which user?
- Envoyer les données de sauvegarde pour quel utilisateur ?
+ Envoyer les données de sauvegarde pour quel utilisateur ?
diff --git a/dist/languages/hu.ts b/dist/languages/hu.ts
new file mode 100755
index 000000000..3c14971ba
--- /dev/null
+++ b/dist/languages/hu.ts
@@ -0,0 +1,7171 @@
+
+
+ AboutDialog
+
+
+ About yuzu
+ A yuzuról
+
+
+
+ <html><head/><body><p><span style=" font-size:28pt;">yuzu</span></p></body></html>
+ <html><head/><body><p><span style=" font-size:28pt;">yuzu</span></p></body></html>
+
+
+
+ <html><head/><body><p>%1 (%2)</p></body></html>
+ <html><head/><body><p>%1 (%2)</p></body></html>
+
+
+
+ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd">
+<html><head><meta name="qrichtext" content="1" /><style type="text/css">
+p, li { white-space: pre-wrap; }
+</style></head><body style=" font-family:'Ubuntu'; font-size:11pt; font-weight:400; font-style:normal;">
+<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-family:'MS Shell Dlg 2'; font-size:12pt;">yuzu is an experimental open-source emulator for the Nintendo Switch licensed under GPLv3.0+.</span></p>
+<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-family:'MS Shell Dlg 2'; font-size:8pt;"><br /></p>
+<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-family:'MS Shell Dlg 2'; font-size:12pt;">This software should not be used to play games you have not legally obtained.</span></p></body></html>
+ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd">
+<html><head><meta name="qrichtext" content="1" /><style type="text/css">
+p, li { white-space: pre-wrap; }
+</style></head><body style=" font-family:'Ubuntu'; font-size:11pt; font-weight:400; font-style:normal;">
+<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-family:'MS Shell Dlg 2'; font-size:12pt;">A yuzu egy kísérleti nyílt forráskódú emulátor a Nintendo Switchhez, GPLv3.0+ licenccel.</span></p>
+<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-family:'MS Shell Dlg 2'; font-size:8pt;"><br /></p>
+<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-family:'MS Shell Dlg 2'; font-size:12pt;">Ezt a szoftvert ne használd, ha nem legálisan szerezted meg a játékaidat.</span></p></body></html>
+
+
+
+ <html><head/><body><p><a href="https://yuzu-emu.org/"><span style=" text-decoration: underline; color:#039be5;">Website</span></a> | <a href="https://github.com/yuzu-emu"><span style=" text-decoration: underline; color:#039be5;">Source Code</span></a> | <a href="https://github.com/yuzu-emu/yuzu/graphs/contributors"><span style=" text-decoration: underline; color:#039be5;">Contributors</span></a> | <a href="https://github.com/yuzu-emu/yuzu/blob/master/LICENSE.txt"><span style=" text-decoration: underline; color:#039be5;">License</span></a></p></body></html>
+ <html><head/><body><p><a href="https://yuzu-emu.org/"><span style=" text-decoration: underline; color:#039be5;">Weboldal</span></a> | <a href="https://github.com/yuzu-emu"><span style=" text-decoration: underline; color:#039be5;">Forráskód</span></a> | <a href="https://github.com/yuzu-emu/yuzu/graphs/contributors"><span style=" text-decoration: underline; color:#039be5;">Közreműködők</span></a> | <a href="https://github.com/yuzu-emu/yuzu/blob/master/LICENSE.txt"><span style=" text-decoration: underline; color:#039be5;">Licensz</span></a></p></body></html>
+
+
+
+ <html><head/><body><p><span style=" font-size:7pt;">"Nintendo Switch" is a trademark of Nintendo. yuzu is not affiliated with Nintendo in any way.</span></p></body></html>
+ <html><head/><body><p><span style=" font-size:7pt;">"Nintendo Switch" a Nintendo védjegye. A yuzu semmilyen módon nem áll kapcsolatban a Nintendóval.
+
+
+
+ CalibrationConfigurationDialog
+
+
+ Communicating with the server...
+ Kommunikáció a szerverrel...
+
+
+
+ Cancel
+ Mégse
+
+
+
+ Touch the top left corner <br>of your touchpad.
+ Nyomd meg a bal felső sarkot <br>a touchpaden.
+
+
+
+ Now touch the bottom right corner <br>of your touchpad.
+ Most pedig nyomd meg a jobb alsó sarkot <br>a touchpaden.
+
+
+
+ Configuration completed!
+ Beállitás befejezve!
+
+
+
+ OK
+ OK
+
+
+
+ ChatRoom
+
+
+ Room Window
+ Szoba ablak
+
+
+
+ Send Chat Message
+ Chat üzenet küldése
+
+
+
+ Send Message
+ Üzenet küldése
+
+
+
+ Members
+ Tagok
+
+
+
+ %1 has joined
+ %1 csatlakozott
+
+
+
+ %1 has left
+ %1 kilépett
+
+
+
+ %1 has been kicked
+ %1 ki lett rúgva
+
+
+
+ %1 has been banned
+ %1 ki lett tiltva
+
+
+
+ %1 has been unbanned
+ %1 tiltása feloldva
+
+
+
+ View Profile
+ Profil megtekintése
+
+
+
+
+ Block Player
+ Játékos blokkolása
+
+
+
+ When you block a player, you will no longer receive chat messages from them.<br><br>Are you sure you would like to block %1?
+ Ha blokkolsz egy játékost, akkor nem kaphatsz tőle üzeneteket.<br><br>Biztos, hogy blokkolni szeretnéd %1-t?
+
+
+
+ Kick
+ Kirúgás
+
+
+
+ Ban
+ Kitiltás
+
+
+
+ Kick Player
+ Játékos kirúgása
+
+
+
+ Are you sure you would like to <b>kick</b> %1?
+ Biztos, hogy ki szeretnéd <b>rúgni</b> %1-t?
+
+
+
+ Ban Player
+ Játékos kitiltása
+
+
+
+ Are you sure you would like to <b>kick and ban</b> %1?
+
+This would ban both their forum username and their IP address.
+ Biztos, hogy ki szeretnéd <b>rúgni és tiltani</b> %1-t?
+
+Ez kitiltaná a fórum felhasználóneve és az IP címe alapján.
+
+
+
+ ClientRoom
+
+
+ Room Window
+ Szoba ablak
+
+
+
+ Room Description
+ Szoba leírása
+
+
+
+ Moderation...
+ Moderáció...
+
+
+
+ Leave Room
+ Szoba elhagyása
+
+
+
+ ClientRoomWindow
+
+
+ Connected
+ Csatlakoztatva
+
+
+
+ Disconnected
+ Lecsatlakozva
+
+
+
+ %1 - %2 (%3/%4 members) - connected
+ %1 - %2 (%3/%4 tagok) - csatlakoztatva
+
+
+
+ CompatDB
+
+
+ Report Compatibility
+ Kompatibilitás jelentése
+
+
+
+
+
+
+
+
+
+ Report Game Compatibility
+ Játék kompatibilitásának jelentése
+
+
+
+ <html><head/><body><p><span style=" font-size:10pt;">Should you choose to submit a test case to the </span><a href="https://yuzu-emu.org/game/"><span style=" font-size:10pt; text-decoration: underline; color:#0000ff;">yuzu Compatibility List</span></a><span style=" font-size:10pt;">, The following information will be collected and displayed on the site:</span></p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Hardware Information (CPU / GPU / Operating System)</li><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Which version of yuzu you are running</li><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">The connected yuzu account</li></ul></body></html>
+ <html><head/><body><p><span style=" font-size:10pt;">Szeretnél küldeni egy tesztelési jelentést a </span><a href="https://yuzu-emu.org/game/"><span style=" font-size:10pt; text-decoration: underline; color:#0000ff;">yuzu Kompatibilitás Listájára</span></a><span style=" font-size:10pt;">, A következő információkat fogjuk begyűjteni és megjeleníteni az oldalon:</span></p><ul style="margin-top: 0px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; -qt-list-indent: 1;"><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Hardver Információk (CPU / GPU / Operációs rendszer)</li><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">A yuzu, milyen verzión fut</li><li style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">A használt yuzu fiók</li></ul></body></html>
+
+
+
+ <html><head/><body><p>Does the game boot?</p></body></html>
+ <html><head/><body><p>Elindul a játék?</p></body></html>
+
+
+
+ Yes The game starts to output video or audio
+ Igen A játék ad ki magából videót vagy hangot
+
+
+
+ No The game doesn't get past the "Launching..." screen
+ Nem A játék nem megy tovább az "Indítás..." képernyőn
+
+
+
+ Yes The game gets past the intro/menu and into gameplay
+ Igen A játék tovább megy az intro/menü szekción, és betölt a játékmenet
+
+
+
+ No The game crashes or freezes while loading or using the menu
+ Nem A játék összeomlik, lefagy betöltés, vagy a menü használata közben
+
+
+
+ <html><head/><body><p>Does the game reach gameplay?</p></body></html>
+ <html><head/><body><p>A játék eléri a játékmenetet?</p></body></html>
+
+
+
+ Yes The game works without crashes
+ Igen A játék működik összeomlások nélkül
+
+
+
+ No The game crashes or freezes during gameplay
+ Nem A játék összeomlik, vagy lefagy játékmenet közben
+
+
+
+ <html><head/><body><p>Does the game work without crashing, freezing or locking up during gameplay?</p></body></html>
+ <html><head/><body><p>Működik a játék összeomlások, lefagyások vagy leállások nélkül játékmenet közben?</p></body></html>
+
+
+
+ Yes The game can be finished without any workarounds
+ Igen A játék befejezhető akármilyen probléma megoldás nélkül
+
+
+
+ No The game can't progress past a certain area
+ Nem A játékot nem lehet egy ponton túl tovább vinni
+
+
+
+ <html><head/><body><p>Is the game completely playable from start to finish?</p></body></html>
+ <html><head/><body><p>A játék teljesen befejezhető az elejétől a végéig?</p></body></html>
+
+
+
+ Major The game has major graphical errors
+ Jelentős A játéknak jelentős grafikai problémái vannak
+
+
+
+ Minor The game has minor graphical errors
+ Enyhe A játéknak enyhe grafikai problémái vannak
+
+
+
+ None Everything is rendered as it looks on the Nintendo Switch
+ Nincs Minden úgy van betöltve, ahogy Nintendo Switchen néz ki
+
+
+
+ <html><head/><body><p>Does the game have any graphical glitches?</p></body></html>
+ <html><head/><body><p>Van a játéknak akármilyen grafikai problémája?</p></body></html>
+
+
+
+ Major The game has major audio errors
+ Jelentős A játéknak jelentős hang problémái vannak
+
+
+
+ Minor The game has minor audio errors
+ Enyhe A játéknak enyhe hang problémái vannak
+
+
+
+ None Audio is played perfectly
+ Nincs A hang tökéletesen működik
+
+
+
+ <html><head/><body><p>Does the game have any audio glitches / missing effects?</p></body></html>
+ <html><head/><body><p>Van a játéknak akármilyen hang problémája / kihagyott effektje?</p></body></html>
+
+
+
+ Thank you for your submission!
+ Köszönjük a jelentését!
+
+
+
+ Submitting
+ Beküldés
+
+
+
+ Communication error
+ Kommunikációs probléma
+
+
+
+ An error occurred while sending the Testcase
+ Probléma lépett fel a tesztelési jelentés küldése során
+
+
+
+ Next
+ Következő
+
+
+
+ ConfigurationShared
+
+
+ %
+ %
+
+
+
+ Auto (%1)
+ Auto select time zone
+ Automatikus (%1)
+
+
+
+ Default (%1)
+ Default time zone
+ Alapértelmezett (%1)
+
+
+
+ ConfigureAudio
+
+
+
+ Audio
+ Hang
+
+
+
+ ConfigureCamera
+
+
+ Configure Infrared Camera
+ Infravörös Kamera Konfigurálása
+
+
+
+ Select where the image of the emulated camera comes from. It may be a virtual camera or a real camera.
+
+
+
+
+ Camera Image Source:
+
+
+
+
+ Input device:
+ Beviteli eszköz:
+
+
+
+ Preview
+ Előnézet
+
+
+
+ Resolution: 320*240
+ Felbontás: 320*240
+
+
+
+ Click to preview
+ Kattints az előnézethez
+
+
+
+ Restore Defaults
+ Visszaállítás alapértelmezettre
+
+
+
+ Auto
+ Automatikus
+
+
+
+ ConfigureCpu
+
+
+ Form
+
+
+
+
+ CPU
+ Processzor
+
+
+
+ General
+ Általános
+
+
+
+ We recommend setting accuracy to "Auto".
+ Az "Automatikus" pontosság beállítást ajánljuk.
+
+
+
+ Unsafe CPU Optimization Settings
+ Nem biztonságos CPU Optimalizálási Beállítások
+
+
+
+ These settings reduce accuracy for speed.
+ Ezek a beállítások csökkentik a pontosságot a gyorsaság érdekében.
+
+
+
+ ConfigureCpuDebug
+
+
+ Form
+
+
+
+
+ CPU
+ Processzor
+
+
+
+ Toggle CPU Optimizations
+ CPU optimalizáció kapcsoló
+
+
+
+ <html><head/><body><p><span style=" font-weight:600;">For debugging only.</span><br/>If you're not sure what these do, keep all of these enabled. <br/>These settings, when disabled, only take effect when CPU Debugging is enabled. </p></body></html>
+ <html><head/><body><p><span style=" font-weight:600;">Csak hibakereséshez.</span><br/>Ha nem vagy biztos benne, hogy ezek mit csinálnak, hagyj mindent bekapcsolva. <br/>Ezen beállítások kikapcsolása csak akkor lép érvénybe, ha a CPU hibakeresés engedélyezve van. </p></body></html>
+
+
+
+
+ <div style="white-space: nowrap">This optimization speeds up memory accesses by the guest program.</div>
+ <div style="white-space: nowrap">Enabling it inlines accesses to PageTable::pointers into emitted code.</div>
+ <div style="white-space: nowrap">Disabling this forces all memory accesses to go through the Memory::Read/Memory::Write functions.</div>
+
+
+
+
+
+ Enable inline page tables
+
+
+
+
+
+ <div>This optimization avoids dispatcher lookups by allowing emitted basic blocks to jump directly to other basic blocks if the destination PC is static.</div>
+
+
+
+
+
+ Enable block linking
+
+
+
+
+
+ <div>This optimization avoids dispatcher lookups by keeping track potential return addresses of BL instructions. This approximates what happens with a return stack buffer on a real CPU.</div>
+
+
+
+
+
+ Enable return stack buffer
+
+
+
+
+
+ <div>Enable a two-tiered dispatch system. A faster dispatcher written in assembly has a small MRU cache of jump destinations is used first. If that fails, dispatch falls back to the slower C++ dispatcher.</div>
+
+
+
+
+
+ Enable fast dispatcher
+
+
+
+
+
+ <div>Enables an IR optimization that reduces unnecessary accesses to the CPU context structure.</div>
+
+
+
+
+
+ Enable context elimination
+
+
+
+
+
+ <div>Enables IR optimizations that involve constant propagation.</div>
+
+
+
+
+
+ Enable constant propagation
+
+
+
+
+
+ <div>Enables miscellaneous IR optimizations.</div>
+
+
+
+
+
+ Enable miscellaneous optimizations
+
+
+
+
+
+ <div style="white-space: nowrap">When enabled, a misalignment is only triggered when an access crosses a page boundary.</div>
+ <div style="white-space: nowrap">When disabled, a misalignment is triggered on all misaligned accesses.</div>
+
+
+
+
+
+ Enable misalignment check reduction
+
+
+
+
+
+ <div style="white-space: nowrap">This optimization speeds up memory accesses by the guest program.</div>
+ <div style="white-space: nowrap">Enabling it causes guest memory reads/writes to be done directly into memory and make use of Host's MMU.</div>
+ <div style="white-space: nowrap">Disabling this forces all memory accesses to use Software MMU Emulation.</div>
+
+
+
+
+
+ Enable Host MMU Emulation (general memory instructions)
+
+
+
+
+
+ <div style="white-space: nowrap">This optimization speeds up exclusive memory accesses by the guest program.</div>
+ <div style="white-space: nowrap">Enabling it causes guest exclusive memory reads/writes to be done directly into memory and make use of Host's MMU.</div>
+ <div style="white-space: nowrap">Disabling this forces all exclusive memory accesses to use Software MMU Emulation.</div>
+
+
+
+
+
+ Enable Host MMU Emulation (exclusive memory instructions)
+
+
+
+
+
+ <div style="white-space: nowrap">This optimization speeds up exclusive memory accesses by the guest program.</div>
+ <div style="white-space: nowrap">Enabling it reduces the overhead of fastmem failure of exclusive memory accesses.</div>
+
+
+
+
+
+ Enable recompilation of exclusive memory instructions
+
+
+
+
+
+ <div style="white-space: nowrap">This optimization speeds up memory accesses by allowing invalid memory accesses to succeed.</div>
+ <div style="white-space: nowrap">Enabling it reduces the overhead of all memory accesses and has no impact on programs that don't access invalid memory.</div>
+
+
+
+
+
+ Enable fallbacks for invalid memory accesses
+
+
+
+
+ CPU settings are available only when game is not running.
+ A CPU beállítások csak akkor érhetők el, amikor éppen nem fut játék.
+
+
+
+ ConfigureDebug
+
+
+ Debugger
+ Hibakereső
+
+
+
+ Enable GDB Stub
+
+
+
+
+ Port:
+ Port:
+
+
+
+ Logging
+ Naplózás
+
+
+
+ Open Log Location
+ Naplózási Hely Megnyitása
+
+
+
+ Global Log Filter
+ Globális Naplózási Szűrő
+
+
+
+ When checked, the max size of the log increases from 100 MB to 1 GB
+ Ha bepipálva marad, a naplózásnak a maximális nagysága 100 MB-ról 1 GB-ra növekszik
+
+
+
+ Enable Extended Logging**
+ Bővített Naplózás Engedélyezése
+
+
+
+ Show Log in Console
+ Napló mutatása a Konzolban
+
+
+
+ Homebrew
+
+
+
+
+ Arguments String
+
+
+
+
+ Graphics
+ Grafika
+
+
+
+ When checked, it executes shaders without loop logic changes
+ Ha be van pipálva, végrehajtja az árnyékolókat ismétlő logikai változtatások nélkül
+
+
+
+ Disable Loop safety checks
+ Ismétlő biztonsági ellenőrzések tiltása
+
+
+
+ When checked, it disables the macro HLE functions. Enabling this makes games run slower
+ Ha bepipálva marad, letiltja a macro HLE funkciókat. Ha engedélyezi, lassabban futnak a játékok
+
+
+
+ Disable Macro HLE
+ Macro HLE tiltása
+
+
+
+ When checked, it will dump all the macro programs of the GPU
+
+
+
+
+ Dump Maxwell Macros
+
+
+
+
+ When checked, it enables Nsight Aftermath crash dumps
+
+
+
+
+ Enable Nsight Aftermath
+ Nsight Aftermath Engedélyezése
+
+
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+
+
+
+
+ Enable Shader Feedback
+ Árnyékoló Visszajelzés Engedélyezése
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Ha bepipálva marad, letiltja a macro Just In Time összegyűjtőt. Ha engedélyezi, lassabban futnak a játékok
+
+
+
+ Disable Macro JIT
+ Macro JIT tiltása
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Ha bepipálva marad, a grafikai API lassabb hibakereső módba fog lépni
+
+
+
+ Enable Graphics Debugging
+ Grafikai Hibakereső Engedélyezése
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+
+
+
+
+ Dump Game Shaders
+
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+
+ Advanced
+ Haladó
+
+
+
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.
+ Engedélyezi a yuzunak, hogy keressen működő Vulkan környezetet, amikor a program elindul. Tiltsa le, ha okoz problémát yuzu észlelésénél külsős programoknál
+
+
+
+ Perform Startup Vulkan Check
+ Elindítási Vulkan Ellenőrzés Végrehajtása
+
+
+
+ Disable Web Applet
+ Webalkalmazás letiltása
+
+
+
+ Enable All Controller Types
+ Összes Kontroller Típus Engedélyezése
+
+
+
+ Enable Auto-Stub**
+ Auto-Stub engedélyezése**
+
+
+
+ Kiosk (Quest) Mode
+ Kiosk (Quest) Mód
+
+
+
+ Enable CPU Debugging
+ CPU Hibakereső Engedélyezése
+
+
+
+ Enable Debug Asserts
+
+
+
+
+ Debugging
+ Hibakeresés
+
+
+
+ Enable FS Access Log
+ FS Hozzáférés Naplózás Engedélyezése
+
+
+
+ Create Minidump After Crash
+
+
+
+
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.
+
+
+
+
+ Dump Audio Commands To Console**
+
+
+
+
+ Enable Verbose Reporting Services**
+
+
+
+
+ **This will be reset automatically when yuzu closes.
+ **Ez automatikusan visszaáll, amikor a yuzu leáll.
+
+
+
+ Restart Required
+ Újraindítás Szükséges
+
+
+
+ yuzu is required to restart in order to apply this setting.
+ Szükséges a yuzu újraindítása, hogy alkalmazzuk ezt a beállítást.
+
+
+
+ Web applet not compiled
+
+
+
+
+ MiniDump creation not compiled
+
+
+
+
+ ConfigureDebugController
+
+
+ Configure Debug Controller
+ Hibakeresési Kontroller Konfigurálása
+
+
+
+ Clear
+ Törlés
+
+
+
+ Defaults
+ Alapértelmezettek
+
+
+
+ ConfigureDebugTab
+
+
+ Form
+
+
+
+
+
+ Debug
+ Hibakeresés
+
+
+
+ CPU
+ Processzor
+
+
+
+ ConfigureDialog
+
+
+ yuzu Configuration
+ yuzu konfigurálás
+
+
+
+ Some settings are only available when a game is not running.
+ Valamely beállítások csak akkor elérhetőek, amikor nem fut játék.
+
+
+
+
+ Audio
+ Hang
+
+
+
+
+ CPU
+ CPU
+
+
+
+ Debug
+ Hibakeresés
+
+
+
+ Filesystem
+ Fájlrendszer
+
+
+
+
+ General
+ Általános
+
+
+
+
+ Graphics
+ Grafika
+
+
+
+ GraphicsAdvanced
+ Haladó Grafika
+
+
+
+ Hotkeys
+ Gyorsgombok
+
+
+
+
+ Controls
+ Irányítás
+
+
+
+ Profiles
+ Profilok
+
+
+
+ Network
+ Hálózat
+
+
+
+
+ System
+ Rendszer
+
+
+
+ Game List
+ Játék lista
+
+
+
+ Web
+ Web
+
+
+
+ ConfigureFilesystem
+
+
+ Form
+
+
+
+
+ Filesystem
+ Fájlrendszer
+
+
+
+ Storage Directories
+ Tárolási Könyvtárak
+
+
+
+ NAND
+ NAND
+
+
+
+
+
+
+
+ ...
+ ...
+
+
+
+ SD Card
+ SD Kártya
+
+
+
+ Gamecard
+ Játékkártya
+
+
+
+ Path
+ Útvonal
+
+
+
+ Inserted
+ Beillesztve
+
+
+
+ Current Game
+ Jelenlegi Játék
+
+
+
+ Patch Manager
+ Patch kezelő
+
+
+
+ Dump Decompressed NSOs
+
+
+
+
+ Dump ExeFS
+
+
+
+
+ Mod Load Root
+
+
+
+
+ Dump Root
+
+
+
+
+ Caching
+ Gyorsítótárazás
+
+
+
+ Cache Game List Metadata
+ Játéklista metaadatainak gyorsítótárazása
+
+
+
+
+
+
+ Reset Metadata Cache
+ Metaadat gyorsítótár visszaállítása
+
+
+
+ Select Emulated NAND Directory...
+ Válasszon ki Emulált NAND Könyvtárat...
+
+
+
+ Select Emulated SD Directory...
+ Válasszon ki Emulált SD Könyvtárat...
+
+
+
+ Select Gamecard Path...
+ Válasszon ki Játékkártya Könyvtárat...
+
+
+
+ Select Dump Directory...
+
+
+
+
+ Select Mod Load Directory...
+ Válasszon ki Mod Betöltő Könyvtárat...
+
+
+
+ The metadata cache is already empty.
+ A metaadat gyórsítótár már üres.
+
+
+
+ The operation completed successfully.
+ A művelet sikeresen végrehajtva.
+
+
+
+ The metadata cache couldn't be deleted. It might be in use or non-existent.
+ A metaadat gyórsítótárat nem lehetett törölni. Lehetséges, hogy használatban van, vagy nem létezik.
+
+
+
+ ConfigureGeneral
+
+
+ Form
+
+
+
+
+
+ General
+ Általános
+
+
+
+ Reset All Settings
+ Összes Beállítás Visszaállítása
+
+
+
+ yuzu
+ yuzu
+
+
+
+ This reset all settings and remove all per-game configurations. This will not delete game directories, profiles, or input profiles. Proceed?
+ Ez visszaállítja az összes beállítást és törli az összes játékonkénti konfigurációkat. Ez nem fogja kitörölni a játék könyvtárakat, profilokat, se a beviteli profilokat. Folytatja?
+
+
+
+ ConfigureGraphics
+
+
+ Form
+
+
+
+
+ Graphics
+ Grafika
+
+
+
+ API Settings
+ API Beállítások
+
+
+
+ Graphics Settings
+ Grafikai Beállítások
+
+
+
+ Background Color:
+ Háttérszín:
+
+
+
+ %
+ FSR sharpening percentage (e.g. 50%)
+ %
+
+
+
+ Off
+ Ki
+
+
+
+ VSync Off
+ VSync Ki
+
+
+
+ Recommended
+ Ajánlott
+
+
+
+ On
+ Be
+
+
+
+ VSync On
+ VSync Be
+
+
+
+ ConfigureGraphicsAdvanced
+
+
+ Form
+
+
+
+
+ Advanced
+ Haladó
+
+
+
+ Advanced Graphics Settings
+ Haladó Grafikai Beállítások
+
+
+
+ ConfigureHotkeys
+
+
+ Hotkey Settings
+ Gyorsgomb Beállítások
+
+
+
+ Hotkeys
+ Gyorsgombok
+
+
+
+ Double-click on a binding to change it.
+ A módosításhoz kattints duplán egy hozzárendelésre.
+
+
+
+ Clear All
+ Összes Törlése
+
+
+
+ Restore Defaults
+ Visszaállítás alapértelmezettre
+
+
+
+ Action
+ Akció
+
+
+
+ Hotkey
+ Gyorsgomb
+
+
+
+ Controller Hotkey
+ Kontroller Gyorsgomb
+
+
+
+
+
+ Conflicting Key Sequence
+ Ütköző kulcssorozat
+
+
+
+
+ The entered key sequence is already assigned to: %1
+ A megadott kulcssorozat már hozzá van rendelve a: %1
+
+
+
+ [waiting]
+ [várakozás]
+
+
+
+ Invalid
+ Érvénytelen
+
+
+
+ Restore Default
+ Alapértelmezettre állítás
+
+
+
+ Clear
+ Törlés
+
+
+
+ Conflicting Button Sequence
+ Ütköző gombsor
+
+
+
+ The default button sequence is already assigned to: %1
+ Az alapértelmezett gombsor már hozzá van rendelve a: %1
+
+
+
+ The default key sequence is already assigned to: %1
+ Az alapértelmezett kulcssorozat már hozzá van rendelve a: %1
+
+
+
+ ConfigureInput
+
+
+ ConfigureInput
+ Bevitel Konfigurálása
+
+
+
+
+ Player 1
+ Játékos 1
+
+
+
+
+ Player 2
+ Játékos 2
+
+
+
+
+ Player 3
+ Játékos 3
+
+
+
+
+ Player 4
+ Játékos 4
+
+
+
+
+ Player 5
+ Játékos 5
+
+
+
+
+ Player 6
+ Játékos 6
+
+
+
+
+ Player 7
+ Játékos 7
+
+
+
+
+ Player 8
+ Játékos 8
+
+
+
+
+ Advanced
+ Haladó
+
+
+
+ Console Mode
+ Konzol Mód
+
+
+
+ Docked
+ Dokkolva
+
+
+
+ Handheld
+ Kézi
+
+
+
+ Vibration
+ Rezgés
+
+
+
+
+ Configure
+ Konfigurálás
+
+
+
+ Motion
+ Mozgás
+
+
+
+ Controllers
+ Kontrollerek
+
+
+
+ 1
+ 1
+
+
+
+ 2
+ 2
+
+
+
+ 3
+ 3
+
+
+
+ 4
+ 4
+
+
+
+ 5
+ 5
+
+
+
+ 6
+ 6
+
+
+
+ 7
+ 7
+
+
+
+ 8
+ 8
+
+
+
+ Connected
+ Csatlakoztatva
+
+
+
+ Defaults
+ Alapértelmezettek
+
+
+
+ Clear
+ Törlés
+
+
+
+ ConfigureInputAdvanced
+
+
+ Configure Input
+ Bevitel Konfigurálása
+
+
+
+ Joycon Colors
+ Joycon Színei
+
+
+
+ Player 1
+ Játékos 1
+
+
+
+
+
+
+
+
+
+
+ L Body
+ Bal Test
+
+
+
+
+
+
+
+
+
+
+ L Button
+ Bal Gomb
+
+
+
+
+
+
+
+
+
+
+ R Body
+ Jobb Test
+
+
+
+
+
+
+
+
+
+
+ R Button
+ Jobb Gomb
+
+
+
+ Player 2
+ Játékos 2
+
+
+
+ Player 3
+ Játékos 3
+
+
+
+ Player 4
+ Játékos 4
+
+
+
+ Player 5
+ Játékos 5
+
+
+
+ Player 6
+ Játékos 6
+
+
+
+ Player 7
+ Játékos 7
+
+
+
+ Player 8
+ Játékos 8
+
+
+
+ Emulated Devices
+ Emulált Eszközök
+
+
+
+ Keyboard
+ Billentyűzet
+
+
+
+ Mouse
+ Egér
+
+
+
+ Touchscreen
+ Érintőképernyő
+
+
+
+ Advanced
+ Haladó
+
+
+
+ Debug Controller
+ Kontroller Hibakeresése
+
+
+
+
+
+
+ Configure
+ Konfigurálás
+
+
+
+ Ring Controller
+ Ring Kontroller
+
+
+
+ Infrared Camera
+ Infravörös Kamera
+
+
+
+ Other
+ Egyéb
+
+
+
+ Emulate Analog with Keyboard Input
+ Analóg Emulálása Billentyűzet Bevitellel
+
+
+
+
+
+ Requires restarting yuzu
+ Yuzu újraindítása szükséges
+
+
+
+ Enable XInput 8 player support (disables web applet)
+
+
+
+
+ Enable UDP controllers (not needed for motion)
+
+
+
+
+ Controller navigation
+ Kontroller nagiváció
+
+
+
+ Enable direct JoyCon driver
+ Közvetlen JoyCon driver engedélyezése
+
+
+
+ Enable direct Pro Controller driver [EXPERIMENTAL]
+ Közvetlen Pro Kontroller driver engedélyezése [KÍSÉRLETI]
+
+
+
+ Allows unlimited uses of the same Amiibo in games that would otherwise limit you to one use.
+ Engedélyezi az ugyanolyan Amiibo korlátlan használatát, olyan játékokban ahol másképpen egyszeri használatra lenne limitálva.
+
+
+
+ Use random Amiibo ID
+ Véletlenszerű Amiibo ID használata
+
+
+
+ Motion / Touch
+ Mozgás / Érintés
+
+
+
+ ConfigureInputPerGame
+
+
+ Form
+
+
+
+
+ Graphics
+ Grafika
+
+
+
+ Input Profiles
+ Beviteli Profilok
+
+
+
+ Player 1 Profile
+ Játékos 1 Profilja
+
+
+
+ Player 2 Profile
+ Játékos 2 Profilja
+
+
+
+ Player 3 Profile
+ Játékos 3 Profilja
+
+
+
+ Player 4 Profile
+ Játékos 4 Profilja
+
+
+
+ Player 5 Profile
+ Játékos 5 Profilja
+
+
+
+ Player 6 Profile
+ Játékos 6 Profilja
+
+
+
+ Player 7 Profile
+ Játékos 7 Profilja
+
+
+
+ Player 8 Profile
+ Játékos 8 Profilja
+
+
+
+ Use global input configuration
+
+
+
+
+ Player %1 profile
+ Játékos %1 profilja
+
+
+
+ ConfigureInputPlayer
+
+
+ Configure Input
+ Bevitel Konfigurálása
+
+
+
+ Connect Controller
+ Csatlakoztatott kontroller
+
+
+
+ Input Device
+ Bemeneti Eszköz
+
+
+
+ Profile
+ Profil
+
+
+
+ Save
+ Mentés
+
+
+
+ New
+ Új
+
+
+
+ Delete
+ Törlés
+
+
+
+
+ Left Stick
+ Bal kar
+
+
+
+
+
+
+
+
+ Up
+ Fel
+
+
+
+
+
+
+
+
+
+ Left
+ Balra
+
+
+
+
+
+
+
+
+
+ Right
+ Jobbra
+
+
+
+
+
+
+
+
+ Down
+ Le
+
+
+
+
+
+
+ Pressed
+ Lenyomva
+
+
+
+
+
+
+ Modifier
+
+
+
+
+
+ Range
+
+
+
+
+
+ %
+ %
+
+
+
+
+ Deadzone: 0%
+
+
+
+
+
+ Modifier Range: 0%
+
+
+
+
+ D-Pad
+ D-Pad
+
+
+
+
+
+ L
+
+
+
+
+
+
+ ZL
+
+
+
+
+
+ Minus
+
+
+
+
+
+ Capture
+
+
+
+
+
+
+ Plus
+
+
+
+
+
+ Home
+ Home
+
+
+
+
+
+
+ R
+
+
+
+
+
+
+ ZR
+
+
+
+
+
+ SL
+
+
+
+
+
+ SR
+
+
+
+
+ Motion 1
+
+
+
+
+ Motion 2
+
+
+
+
+ Face Buttons
+
+
+
+
+
+ X
+ X
+
+
+
+
+ Y
+ Y
+
+
+
+
+ A
+
+
+
+
+
+ B
+
+
+
+
+
+ Right Stick
+ Jobb kar
+
+
+
+ Mouse panning
+
+
+
+
+ Configure
+ Konfigurálás
+
+
+
+
+
+
+ Clear
+ Törlés
+
+
+
+
+
+
+
+ [not set]
+ [nincs beállítva]
+
+
+
+
+
+ Invert button
+
+
+
+
+
+ Toggle button
+
+
+
+
+ Turbo button
+
+
+
+
+
+ Invert axis
+ Fordított tengely
+
+
+
+
+
+ Set threshold
+
+
+
+
+
+ Choose a value between 0% and 100%
+ Válassz egy 0% és 100% közötti értéket
+
+
+
+ Toggle axis
+
+
+
+
+ Set gyro threshold
+
+
+
+
+ Calibrate sensor
+ Szenzor kalibrálása
+
+
+
+ Map Analog Stick
+
+
+
+
+ After pressing OK, first move your joystick horizontally, and then vertically.
+To invert the axes, first move your joystick vertically, and then horizontally.
+ Az OK megnyomása után először mozgasd a kart vízszintesen, majd függőlegesen.
+A tengely megfordításához mozgasd a kart először függőlegesen, majd vízszintesen.
+
+
+
+ Center axis
+
+
+
+
+
+ Deadzone: %1%
+
+
+
+
+
+ Modifier Range: %1%
+
+
+
+
+
+ Pro Controller
+ Pro kontroller
+
+
+
+ Dual Joycons
+
+
+
+
+ Left Joycon
+ Bal Joycon
+
+
+
+ Right Joycon
+ Jobb Joycon
+
+
+
+ Handheld
+ Kézben
+
+
+
+ GameCube Controller
+ GameCube kontroller
+
+
+
+ Poke Ball Plus
+
+
+
+
+ NES Controller
+ NES kontroller
+
+
+
+ SNES Controller
+ SNES kontroller
+
+
+
+ N64 Controller
+ N64 kontroller
+
+
+
+ Sega Genesis
+
+
+
+
+ Start / Pause
+ Indítás / Szünet
+
+
+
+ Z
+
+
+
+
+ Control Stick
+
+
+
+
+ C-Stick
+
+
+
+
+ Shake!
+
+
+
+
+ [waiting]
+ [várokazás]
+
+
+
+ New Profile
+ Új profil
+
+
+
+ Enter a profile name:
+
+
+
+
+
+ Create Input Profile
+ Bemeneti profil létrehozása
+
+
+
+ The given profile name is not valid!
+ A megadott profilnév érvénytelen!
+
+
+
+ Failed to create the input profile "%1"
+
+
+
+
+ Delete Input Profile
+ Beviteli profil törlése
+
+
+
+ Failed to delete the input profile "%1"
+
+
+
+
+ Load Input Profile
+ Beviteli profil betöltése
+
+
+
+ Failed to load the input profile "%1"
+
+
+
+
+ Save Input Profile
+ Beviteli profil mentése
+
+
+
+ Failed to save the input profile "%1"
+
+
+
+
+ ConfigureInputProfileDialog
+
+
+ Create Input Profile
+ Bemeneti profil létrehozása
+
+
+
+ Clear
+ Törlés
+
+
+
+ Defaults
+ Alapértelmezettek
+
+
+
+ ConfigureMotionTouch
+
+
+ Configure Motion / Touch
+
+
+
+
+ Touch
+
+
+
+
+ UDP Calibration:
+ UDP kalibráció:
+
+
+
+ (100, 50) - (1800, 850)
+ (100, 50) - (1800, 850)
+
+
+
+
+
+ Configure
+ Konfigurálás
+
+
+
+ Touch from button profile:
+
+
+
+
+ CemuhookUDP Config
+
+
+
+
+ You may use any Cemuhook compatible UDP input source to provide motion and touch input.
+
+
+
+
+ Server:
+ Szerver:
+
+
+
+ Port:
+ Port:
+
+
+
+ Learn More
+ Tudj meg többet
+
+
+
+
+ Test
+ Teszt
+
+
+
+ Add Server
+ Szerver hozzáadása
+
+
+
+ Remove Server
+ Szerver eltávolítása
+
+
+
+ <a href='https://yuzu-emu.org/wiki/using-a-controller-or-android-phone-for-motion-or-touch-input'><span style="text-decoration: underline; color:#039be5;">Learn More</span></a>
+ <a href='https://yuzu-emu.org/wiki/using-a-controller-or-android-phone-for-motion-or-touch-input'><span style="text-decoration: underline; color:#039be5;">Tudj meg többet</span></a>
+
+
+
+ %1:%2
+ %1:%2
+
+
+
+
+
+
+
+
+ yuzu
+ yuzu
+
+
+
+ Port number has invalid characters
+ A port érvénytelen karaktereket tartalmaz
+
+
+
+ Port has to be in range 0 and 65353
+ A portnak 0 és 65353 közötti tartományban kell lennie.
+
+
+
+ IP address is not valid
+ Érvénytelen IP-cím
+
+
+
+ This UDP server already exists
+ Ez az UDP szerver már létezik
+
+
+
+ Unable to add more than 8 servers
+
+
+
+
+ Testing
+ Tesztelés
+
+
+
+ Configuring
+ Konfigurálás
+
+
+
+ Test Successful
+ Sikeres teszt
+
+
+
+ Successfully received data from the server.
+
+
+
+
+ Test Failed
+ Sikertelen teszt
+
+
+
+ Could not receive valid data from the server.<br>Please verify that the server is set up correctly and the address and port are correct.
+
+
+
+
+ UDP Test or calibration configuration is in progress.<br>Please wait for them to finish.
+
+
+
+
+ ConfigureMousePanning
+
+
+ Configure mouse panning
+
+
+
+
+ Enable mouse panning
+
+
+
+
+ Can be toggled via a hotkey. Default hotkey is Ctrl + F9
+
+
+
+
+ Sensitivity
+ Érzékenység
+
+
+
+ Horizontal
+ Vízszintes
+
+
+
+
+
+
+
+ %
+ %
+
+
+
+ Vertical
+ Függőleges
+
+
+
+ Deadzone counterweight
+
+
+
+
+ Counteracts a game's built-in deadzone
+
+
+
+
+ Deadzone
+
+
+
+
+ Stick decay
+
+
+
+
+ Strength
+
+
+
+
+ Minimum
+ Minimum
+
+
+
+ Default
+ Alapértelmezett
+
+
+
+ Mouse panning works better with a deadzone of 0% and a range of 100%.
+Current values are %1% and %2% respectively.
+
+
+
+
+ Emulated mouse is enabled. This is incompatible with mouse panning.
+
+
+
+
+ Emulated mouse is enabled
+ Emulált egér engedélyezve
+
+
+
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
+
+
+
+
+ ConfigureNetwork
+
+
+ Form
+
+
+
+
+ Network
+ Hálózat
+
+
+
+ General
+ Általános
+
+
+
+ Network Interface
+
+
+
+
+ None
+ Nincs
+
+
+
+ ConfigurePerGame
+
+
+ Dialog
+
+
+
+
+ Info
+
+
+
+
+ Name
+ Név
+
+
+
+ Title ID
+ Játék azonosító
+
+
+
+ Filename
+ Fájlnév
+
+
+
+ Format
+ Formátum
+
+
+
+ Version
+ Verzió
+
+
+
+ Size
+ Méret
+
+
+
+ Developer
+ Fejlesztő
+
+
+
+ Some settings are only available when a game is not running.
+ Valamely beállítások csak akkor elérhetőek, amikor nem fut játék.
+
+
+
+ Add-Ons
+ Kiegészítők
+
+
+
+ System
+ Rendszer
+
+
+
+ CPU
+ Processzor
+
+
+
+ Graphics
+ Grafika
+
+
+
+ Adv. Graphics
+ Haladó graf.
+
+
+
+ Audio
+ Hang
+
+
+
+ Input Profiles
+ Beviteli Profilok
+
+
+
+ Properties
+ Tulajdonságok
+
+
+
+ ConfigurePerGameAddons
+
+
+ Form
+
+
+
+
+ Add-Ons
+ Kiegészítők
+
+
+
+ Patch Name
+ Patch Név
+
+
+
+ Version
+ Verzió
+
+
+
+ ConfigureProfileManager
+
+
+ Form
+
+
+
+
+ Profiles
+ Profilok
+
+
+
+ Profile Manager
+ Profilkezelő
+
+
+
+ Current User
+ Jelenlegi felhasználó
+
+
+
+ Username
+ Felhasználónév
+
+
+
+ Set Image
+ Kép beállítása
+
+
+
+ Add
+ Hozzáadás
+
+
+
+ Rename
+ Átnevezés
+
+
+
+ Remove
+ Eltávolítás
+
+
+
+ Profile management is available only when game is not running.
+ A profilkezelés játék közben nem érhető el.
+
+
+
+ %1
+%2
+ %1 is the profile username, %2 is the formatted UUID (e.g. 00112233-4455-6677-8899-AABBCCDDEEFF))
+ %1
+%2
+
+
+
+ Enter Username
+ Felhasználónév megadása
+
+
+
+ Users
+ Felhasználók
+
+
+
+ Enter a username for the new user:
+ Add meg az új felhasználó nevét:
+
+
+
+ Enter a new username:
+
+
+
+
+ Select User Image
+
+
+
+
+ JPEG Images (*.jpg *.jpeg)
+ JPEG képek (*.jpg *.jpeg)
+
+
+
+ Error deleting image
+ Hiba történt a kép törlése során
+
+
+
+ Error occurred attempting to overwrite previous image at: %1.
+
+
+
+
+ Error deleting file
+ Hiba történt a fájl törlés során
+
+
+
+ Unable to delete existing file: %1.
+
+
+
+
+ Error creating user image directory
+
+
+
+
+ Unable to create directory %1 for storing user images.
+
+
+
+
+ Error copying user image
+
+
+
+
+ Unable to copy image from %1 to %2
+
+
+
+
+ Error resizing user image
+
+
+
+
+ Unable to resize image
+
+
+
+
+ ConfigureProfileManagerDeleteDialog
+
+
+ Delete this user? All of the user's save data will be deleted.
+
+
+
+
+ Confirm Delete
+ Törlés megerősítése
+
+
+
+ Name: %1
+UUID: %2
+
+
+
+
+ ConfigureRingController
+
+
+ Configure Ring Controller
+
+
+
+
+ To use Ring-Con, configure player 1 as right Joy-Con (both physical and emulated), and player 2 as left Joy-Con (left physical and dual emulated) before starting the game.
+
+
+
+
+ Virtual Ring Sensor Parameters
+
+
+
+
+
+ Pull
+ Húzás
+
+
+
+
+ Push
+ Tolás
+
+
+
+ Deadzone: 0%
+
+
+
+
+ Direct Joycon Driver
+
+
+
+
+ Enable Ring Input
+
+
+
+
+
+ Enable
+ Engedélyezés
+
+
+
+ Ring Sensor Value
+
+
+
+
+
+ Not connected
+ Nincs csatlakoztatva
+
+
+
+ Restore Defaults
+ Visszaállítás alapértelmezettre
+
+
+
+ Clear
+ Törlés
+
+
+
+ [not set]
+ [nincs beállítva]
+
+
+
+ Invert axis
+ Fordított tengely
+
+
+
+
+ Deadzone: %1%
+
+
+
+
+ Error enabling ring input
+
+
+
+
+ Direct Joycon driver is not enabled
+
+
+
+
+ Configuring
+ Konfigurálás
+
+
+
+ The current mapped device doesn't support the ring controller
+
+
+
+
+ The current mapped device doesn't have a ring attached
+
+
+
+
+ The current mapped device is not connected
+
+
+
+
+ Unexpected driver result %1
+ Váratlan illesztőprogram eredmény %1
+
+
+
+ [waiting]
+ [várokazás]
+
+
+
+ ConfigureSystem
+
+
+ Form
+
+
+
+
+
+ System
+ Rendszer
+
+
+
+ Core
+ Mag
+
+
+
+ Warning: "%1" is not a valid language for region "%2"
+ Figyelmeztetés: A(z) "%1" nyelv nem érvényes a(z) "%2" régióra
+
+
+
+ ConfigureTas
+
+
+ TAS
+
+
+
+
+ <html><head/><body><p>Reads controller input from scripts in the same format as TAS-nx scripts.<br/>For a more detailed explanation, please consult the <a href="https://yuzu-emu.org/help/feature/tas/"><span style=" text-decoration: underline; color:#039be5;">help page</span></a> on the yuzu website.</p></body></html>
+
+
+
+
+ To check which hotkeys control the playback/recording, please refer to the Hotkey settings (Configure -> General -> Hotkeys).
+
+
+
+
+ WARNING: This is an experimental feature.<br/>It will not play back scripts frame perfectly with the current, imperfect syncing method.
+
+
+
+
+ Settings
+ Beállítások
+
+
+
+ Enable TAS features
+
+
+
+
+ Loop script
+
+
+
+
+ Pause execution during loads
+
+
+
+
+ Script Directory
+ Szkript könyvtár
+
+
+
+ Path
+ Útvonal
+
+
+
+ ...
+ ...
+
+
+
+ ConfigureTasDialog
+
+
+ TAS Configuration
+
+
+
+
+ Select TAS Load Directory...
+
+
+
+
+ ConfigureTouchFromButton
+
+
+ Configure Touchscreen Mappings
+
+
+
+
+ Mapping:
+
+
+
+
+ New
+ Új
+
+
+
+ Delete
+ Törlés
+
+
+
+ Rename
+ Átnevezés
+
+
+
+ Click the bottom area to add a point, then press a button to bind.
+Drag points to change position, or double-click table cells to edit values.
+
+
+
+
+ Delete Point
+
+
+
+
+ Button
+ Gomb
+
+
+
+ X
+ X axis
+ X
+
+
+
+ Y
+ Y axis
+ Y
+
+
+
+ New Profile
+ Új profil
+
+
+
+ Enter the name for the new profile.
+ Add meg az új profil nevét.
+
+
+
+ Delete Profile
+ Profil törlése
+
+
+
+ Delete profile %1?
+ Törlöd a(z) %1 profilt?
+
+
+
+ Rename Profile
+ Profil átnevezése
+
+
+
+ New name:
+ Új név:
+
+
+
+ [press key]
+ [nyomj meg egy gombot]
+
+
+
+ ConfigureTouchscreenAdvanced
+
+
+ Configure Touchscreen
+
+
+
+
+ Warning: The settings in this page affect the inner workings of yuzu's emulated touchscreen. Changing them may result in undesirable behavior, such as the touchscreen partially or not working. You should only use this page if you know what you are doing.
+
+
+
+
+ Touch Parameters
+
+
+
+
+ Touch Diameter Y
+
+
+
+
+ Touch Diameter X
+
+
+
+
+ Rotational Angle
+
+
+
+
+ Restore Defaults
+ Visszaállítás alapértelmezettre
+
+
+
+ ConfigureUI
+
+
+
+
+ None
+ Nincs
+
+
+
+ Small (32x32)
+ Kicsi (32x32)
+
+
+
+ Standard (64x64)
+
+
+
+
+ Large (128x128)
+ Nagy (128x128)
+
+
+
+ Full Size (256x256)
+ Teljes méret (256x256)
+
+
+
+ Small (24x24)
+ Kicsi (24x24)
+
+
+
+ Standard (48x48)
+
+
+
+
+ Large (72x72)
+ Nagy (72x72)
+
+
+
+ Filename
+ Fájlnév
+
+
+
+ Filetype
+ Fájltípus
+
+
+
+ Title ID
+ Játék azonosító
+
+
+
+ Title Name
+ Játék neve
+
+
+
+ ConfigureUi
+
+
+ Form
+
+
+
+
+ UI
+ Menü
+
+
+
+ General
+ Általános
+
+
+
+ Note: Changing language will apply your configuration.
+
+
+
+
+ Interface language:
+ Felület nyelve:
+
+
+
+ Theme:
+ Téma:
+
+
+
+ Game List
+ Játék lista
+
+
+
+ Show Compatibility List
+ Kompatibilitási lista mutatása
+
+
+
+ Show Add-Ons Column
+ Kiegészítők oszlop mutatása
+
+
+
+ Show Size Column
+ Méret oszlop mutatása
+
+
+
+ Show File Types Column
+ Fájltípus oszlop mutatása
+
+
+
+ Game Icon Size:
+ Játék ikonméret:
+
+
+
+ Folder Icon Size:
+ Mappa ikonméret:
+
+
+
+ Row 1 Text:
+ 1. sor szövege:
+
+
+
+ Row 2 Text:
+ 2. sor szövege:
+
+
+
+ Screenshots
+ Képernyőmentések
+
+
+
+ Ask Where To Save Screenshots (Windows Only)
+ Kérdezze meg a képernyőmentések útvonalát (csak Windowson)
+
+
+
+ Screenshots Path:
+ Képernyőmentések útvonala:
+
+
+
+ ...
+ ...
+
+
+
+ TextLabel
+
+
+
+
+ Resolution:
+ Felbontás:
+
+
+
+ Select Screenshots Path...
+ Képernyőmentések útvonala...
+
+
+
+ <System>
+ <System>
+
+
+
+ Auto (%1 x %2, %3 x %4)
+ Screenshot width value
+ Auto (%1 x %2, %3 x %4)
+
+
+
+ ConfigureVibration
+
+
+ Configure Vibration
+ Rezgés konfigurálása
+
+
+
+ Press any controller button to vibrate the controller.
+ Nyomj meg bármilyen gombot a kontroller rezegtetéséhez.
+
+
+
+ Vibration
+ Vibráció
+
+
+
+ Player 1
+ Játékos 1
+
+
+
+
+
+
+
+
+
+
+ %
+ %
+
+
+
+ Player 2
+ Játékos 2
+
+
+
+ Player 3
+ Játékos 3
+
+
+
+ Player 4
+ Játékos 4
+
+
+
+ Player 5
+ Játékos 5
+
+
+
+ Player 6
+ Játékos 6
+
+
+
+ Player 7
+ Játékos 7
+
+
+
+ Player 8
+ Játékos 8
+
+
+
+ Settings
+ Beállítások
+
+
+
+ Enable Accurate Vibration
+ Pontos rezgés engedélyezése
+
+
+
+ ConfigureWeb
+
+
+ Form
+
+
+
+
+ Web
+ Web
+
+
+
+ yuzu Web Service
+ yuzu webszolgáltatás
+
+
+
+ By providing your username and token, you agree to allow yuzu to collect additional usage data, which may include user identifying information.
+
+
+
+
+
+ Verify
+ Megerősítés
+
+
+
+ Sign up
+ Regisztráció
+
+
+
+ Token:
+ Token:
+
+
+
+ Username:
+ Felhasználónév:
+
+
+
+ What is my token?
+
+
+
+
+ Web Service configuration can only be changed when a public room isn't being hosted.
+
+
+
+
+ Telemetry
+ Telemetria
+
+
+
+ Share anonymous usage data with the yuzu team
+ Névtelen felhasználási adat megosztása a yuzu csapatával
+
+
+
+ Learn more
+ Tudj meg többet
+
+
+
+ Telemetry ID:
+ Telemetria azonosító:
+
+
+
+ Regenerate
+ Helyreállítás
+
+
+
+ Discord Presence
+ Discord jelenlét
+
+
+
+ Show Current Game in your Discord Status
+ Jelenlegi játék megjelenítése a Discord állapotodban
+
+
+
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'><span style="text-decoration: underline; color:#039be5;">Learn more</span></a>
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'><span style="text-decoration: underline; color:#039be5;">Tudj meg többet</span></a>
+
+
+
+ <a href='https://profile.yuzu-emu.org/'><span style="text-decoration: underline; color:#039be5;">Sign up</span></a>
+ <a href='https://profile.yuzu-emu.org/'><span style="text-decoration: underline; color:#039be5;">Regisztráció</span></a>
+
+
+
+ <a href='https://yuzu-emu.org/wiki/yuzu-web-service/'><span style="text-decoration: underline; color:#039be5;">What is my token?</span></a>
+
+
+
+
+
+ Telemetry ID: 0x%1
+ Telemetria ID: 0x%1
+
+
+
+
+ Unspecified
+
+
+
+
+ Token not verified
+
+
+
+
+ Token was not verified. The change to your token has not been saved.
+
+
+
+
+ Unverified, please click Verify before saving configuration
+ Tooltip
+
+
+
+
+
+ Verifying...
+ Megerősítés...
+
+
+
+ Verified
+ Tooltip
+ Megerősítve
+
+
+
+ Verification failed
+ Tooltip
+ Sikertelen megerősítés
+
+
+
+ Verification failed
+ Sikertelen megerősítés
+
+
+
+ Verification failed. Check that you have entered your token correctly, and that your internet connection is working.
+ Sikertelen megerősítése. Győződj meg róla, hogy helyesen írtad be a tokened, és van internetkapcsolatod.
+
+
+
+ ControllerDialog
+
+
+ Controller P1
+ Kontroller P1
+
+
+
+ &Controller P1
+ &Kontroller P1
+
+
+
+ DirectConnect
+
+
+ Direct Connect
+ Közvetlen kapcsolat
+
+
+
+ Server Address
+ Kiszolgálócím
+
+
+
+ <html><head/><body><p>Server address of the host</p></body></html>
+ <html><head/><body><p>Hoszt kiszolgálócíme</p></body></html>
+
+
+
+ Port
+ Port
+
+
+
+ <html><head/><body><p>Port number the host is listening on</p></body></html>
+ <html><head/><body><p>Port, amin a hoszt kommunikál</p></body></html>
+
+
+
+ Nickname
+ Becenév
+
+
+
+ Password
+ Jelszó
+
+
+
+ Connect
+ Csatlakozás
+
+
+
+ DirectConnectWindow
+
+
+ Connecting
+ Csatlakozás
+
+
+
+ Connect
+ Csatlakozás
+
+
+
+ GMainWindow
+
+
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?
+
+
+
+
+ Telemetry
+ Telemetria
+
+
+
+ Broken Vulkan Installation Detected
+ Hibás Vulkan telepítés észlelve
+
+
+
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.
+ A Vulkan inicializálása sikertelen volt az indulás során. <br><br>Kattints ide<a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>a probléma megoldásához szükséges instrukciókhoz</a>.
+
+
+
+ Running a game
+ TRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
+ Játék közben
+
+
+
+ Loading Web Applet...
+ Webalkalmazás betöltése...
+
+
+
+
+ Disable Web Applet
+ Webalkalmazás letiltása
+
+
+
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
+(This can be re-enabled in the Debug settings.)
+
+
+
+
+ The amount of shaders currently being built
+
+
+
+
+ The current selected resolution scaling multiplier.
+
+
+
+
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.
+
+
+
+
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.
+
+
+
+
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.
+
+
+
+
+ Unmute
+ Némítás feloldása
+
+
+
+ Mute
+ Némítás
+
+
+
+ Reset Volume
+ Hangerő visszaállítása
+
+
+
+ &Clear Recent Files
+ &Legutóbbi fájlok törlése
+
+
+
+ Emulated mouse is enabled
+ Emulált egér engedélyezve
+
+
+
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
+
+
+
+
+ &Continue
+ &Folytatás
+
+
+
+ &Pause
+ &Szünet
+
+
+
+ Warning Outdated Game Format
+ Figyelmeztetés: Elavult játékformátum
+
+
+
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.
+
+
+
+
+
+ Error while loading ROM!
+ Hiba történt a ROM betöltése során!
+
+
+
+ The ROM format is not supported.
+ A ROM formátum nem támogatott.
+
+
+
+ An error occurred initializing the video core.
+
+
+
+
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>.
+
+
+
+
+ Error while loading ROM! %1
+ %1 signifies a numeric error code.
+ Hiba történt a ROM betöltése során! %1
+
+
+
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.
+ %1 signifies an error string.
+
+
+
+
+ An unknown error occurred. Please see the log for more details.
+ Ismeretlen hiba történt. Nyisd meg a logot a részletekért.
+
+
+
+ (64-bit)
+ (64-bit)
+
+
+
+ (32-bit)
+ (32-bit)
+
+
+
+ %1 %2
+ %1 is the title name. %2 indicates if the title is 64-bit or 32-bit
+ %1 %2
+
+
+
+ Closing software...
+ Szoftver bezárása...
+
+
+
+ Save Data
+ Mentett adat
+
+
+
+ Mod Data
+ Modolt adat
+
+
+
+ Error Opening %1 Folder
+ Hiba törént a(z) %1 mappa megnyitása során
+
+
+
+
+ Folder does not exist!
+ A mappa nem létezik!
+
+
+
+ Error Opening Transferable Shader Cache
+
+
+
+
+ Failed to create the shader cache directory for this title.
+ Nem sikerült létrehozni az árnyékoló gyorsítótár könyvtárat ehhez a játékhoz.
+
+
+
+ Error Removing Contents
+ Hiba történt a játéktartalom eltávolítása során
+
+
+
+ Error Removing Update
+ Hiba történt a frissítés eltávolítása során
+
+
+
+ Error Removing DLC
+ Hiba történt a DLC eltávolítása során
+
+
+
+ Remove Installed Game Contents?
+ Törlöd a telepített játéktartalmat?
+
+
+
+ Remove Installed Game Update?
+ Törlöd a telepített játékfrissítést?
+
+
+
+ Remove Installed Game DLC?
+ Törlöd a telepített DLC-t?
+
+
+
+ Remove Entry
+ Bejegyzés törlése
+
+
+
+
+
+
+
+
+ Successfully Removed
+ Sikeresen eltávolítva
+
+
+
+ Successfully removed the installed base game.
+ A telepített alapjáték sikeresen el lett távolítva.
+
+
+
+ The base game is not installed in the NAND and cannot be removed.
+ Az alapjáték nincs telepítve a NAND-ra, ezért nem törölhető.
+
+
+
+ Successfully removed the installed update.
+ A telepített frissítés sikeresen el lett távolítva.
+
+
+
+ There is no update installed for this title.
+ Nincs telepítve frissítés ehhez a játékhoz.
+
+
+
+ There are no DLC installed for this title.
+ Nincs telepítve DLC ehhez a játékhoz.
+
+
+
+ Successfully removed %1 installed DLC.
+ %1 telepített DLC sikeresen eltávolítva.
+
+
+
+ Delete OpenGL Transferable Shader Cache?
+
+
+
+
+ Delete Vulkan Transferable Shader Cache?
+
+
+
+
+ Delete All Transferable Shader Caches?
+
+
+
+
+ Remove Custom Game Configuration?
+ Törlöd az egyéni játék konfigurációt?
+
+
+
+ Remove Cache Storage?
+ Törlöd a gyorsítótárat?
+
+
+
+ Remove File
+ Fájl eltávolítása
+
+
+
+
+ Error Removing Transferable Shader Cache
+
+
+
+
+
+ A shader cache for this title does not exist.
+
+
+
+
+ Successfully removed the transferable shader cache.
+
+
+
+
+ Failed to remove the transferable shader cache.
+
+
+
+
+ Error Removing Vulkan Driver Pipeline Cache
+
+
+
+
+ Failed to remove the driver pipeline cache.
+
+
+
+
+
+ Error Removing Transferable Shader Caches
+
+
+
+
+ Successfully removed the transferable shader caches.
+
+
+
+
+ Failed to remove the transferable shader cache directory.
+
+
+
+
+
+ Error Removing Custom Configuration
+ Hiba történt az egyéni konfiguráció törlése során
+
+
+
+ A custom configuration for this title does not exist.
+ Nem létezik egyéni konfiguráció ehhez a játékhoz.
+
+
+
+ Successfully removed the custom game configuration.
+ Egyéni játék konfiguráció sikeresen eltávolítva.
+
+
+
+ Failed to remove the custom game configuration.
+ Nem sikerült eltávolítani az egyéni játék konfigurációt.
+
+
+
+
+ RomFS Extraction Failed!
+ RomFS kicsomagolása sikertelen!
+
+
+
+ There was an error copying the RomFS files or the user cancelled the operation.
+ Hiba történt a RomFS fájlok másolása közben, vagy a felhasználó megszakította a műveletet.
+
+
+
+ Full
+ Teljes
+
+
+
+ Skeleton
+ Csontváz
+
+
+
+ Select RomFS Dump Mode
+
+
+
+
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.
+
+
+
+
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root
+
+
+
+
+ Extracting RomFS...
+ RomFS kicsomagolása...
+
+
+
+
+
+
+ Cancel
+ Mégse
+
+
+
+ RomFS Extraction Succeeded!
+
+
+
+
+
+
+ The operation completed successfully.
+ A művelet sikeresen végrehajtva.
+
+
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+
+ Create Shortcut
+ Parancsikon létrehozása
+
+
+
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?
+
+
+
+
+ Cannot create shortcut on desktop. Path "%1" does not exist.
+
+
+
+
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.
+
+
+
+
+ Create Icon
+ Ikon létrehozása
+
+
+
+ Cannot create icon file. Path "%1" does not exist and cannot be created.
+
+
+
+
+ Start %1 with the yuzu Emulator
+
+
+
+
+ Failed to create a shortcut at %1
+
+
+
+
+ Successfully created a shortcut to %1
+
+
+
+
+ Error Opening %1
+
+
+
+
+ Select Directory
+ Könyvtár kiválasztása
+
+
+
+ Properties
+ Tulajdonságok
+
+
+
+ The game properties could not be loaded.
+
+
+
+
+ Switch Executable (%1);;All Files (*.*)
+ %1 is an identifier for the Switch executable file extensions.
+
+
+
+
+ Load File
+ Fájl betöltése
+
+
+
+ Open Extracted ROM Directory
+
+
+
+
+ Invalid Directory Selected
+ Érvénytelen könyvtár kiválasztva
+
+
+
+ The directory you have selected does not contain a 'main' file.
+
+
+
+
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
+
+
+
+
+ Install Files
+ Fájlok telepítése
+
+
+
+ %n file(s) remaining
+
+
+
+
+ Installing file "%1"...
+ "%1" fájl telepítése...
+
+
+
+
+ Install Results
+ Telepítés eredménye
+
+
+
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
+Please, only use this feature to install updates and DLC.
+
+
+
+
+ %n file(s) were newly installed
+
+
+
+
+
+ %n file(s) were overwritten
+
+
+
+
+
+ %n file(s) failed to install
+
+
+
+
+
+ System Application
+ Rendszeralkalmazás
+
+
+
+ System Archive
+
+
+
+
+ System Application Update
+
+
+
+
+ Firmware Package (Type A)
+
+
+
+
+ Firmware Package (Type B)
+
+
+
+
+ Game
+ Játék
+
+
+
+ Game Update
+ Játékfrissítés
+
+
+
+ Game DLC
+ Játék DLC
+
+
+
+ Delta Title
+
+
+
+
+ Select NCA Install Type...
+
+
+
+
+ Please select the type of title you would like to install this NCA as:
+(In most instances, the default 'Game' is fine.)
+
+
+
+
+ Failed to Install
+
+
+
+
+ The title type you selected for the NCA is invalid.
+
+
+
+
+ File not found
+ Fájl nem található
+
+
+
+ File "%1" not found
+ "%1" fájl nem található
+
+
+
+ OK
+ OK
+
+
+
+
+ Hardware requirements not met
+
+
+
+
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.
+
+
+
+
+ Missing yuzu Account
+
+
+
+
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.
+
+
+
+
+ Error opening URL
+ Hiba történt az URL megnyitása során
+
+
+
+ Unable to open the URL "%1".
+ Hiba történt az URL megnyitása során: "%1".
+
+
+
+ TAS Recording
+
+
+
+
+ Overwrite file of player 1?
+
+
+
+
+ Invalid config detected
+ Érvénytelen konfig észlelve
+
+
+
+ Handheld controller can't be used on docked mode. Pro controller will be selected.
+
+
+
+
+
+ Amiibo
+ Amiibo
+
+
+
+
+ The current amiibo has been removed
+
+
+
+
+ Error
+ Hiba
+
+
+
+
+ The current game is not looking for amiibos
+
+
+
+
+ Amiibo File (%1);; All Files (*.*)
+ Amiibo fájl (%1);; Minden fájl (*.*)
+
+
+
+ Load Amiibo
+ Amiibo betöltése
+
+
+
+ Error loading Amiibo data
+
+
+
+
+ The selected file is not a valid amiibo
+
+
+
+
+ The selected file is already on use
+ A kiválasztott fájl már használatban van
+
+
+
+ An unknown error occurred
+ Ismeretlen hiba történt
+
+
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+
+ Capture Screenshot
+ Képernyőkép készítése
+
+
+
+ PNG Image (*.png)
+ PNG kép (*.png)
+
+
+
+ TAS state: Running %1/%2
+
+
+
+
+ TAS state: Recording %1
+
+
+
+
+ TAS state: Idle %1/%2
+
+
+
+
+ TAS State: Invalid
+
+
+
+
+ &Stop Running
+
+
+
+
+ &Start
+ &Indítás
+
+
+
+ Stop R&ecording
+ F&elvétel leállítása
+
+
+
+ R&ecord
+ F&elvétel
+
+
+
+ Building: %n shader(s)
+
+
+
+
+ Scale: %1x
+ %1 is the resolution scaling factor
+ Skálázás: %1x
+
+
+
+ Speed: %1% / %2%
+ Sebesség: %1% / %2%
+
+
+
+ Speed: %1%
+ Sebesség: %1%
+
+
+
+ Game: %1 FPS (Unlocked)
+ Játék: %1 FPS (Feloldva)
+
+
+
+ Game: %1 FPS
+ Játék: %1 FPS
+
+
+
+ Frame: %1 ms
+ Képkocka: %1 ms
+
+
+
+ %1 %2
+ %1 %2
+
+
+
+
+ FSR
+ FSR
+
+
+
+ NO AA
+ Nincs élsimítás
+
+
+
+ VOLUME: MUTE
+ HANGERŐ: NÉMÍTVA
+
+
+
+ VOLUME: %1%
+ Volume percentage (e.g. 50%)
+ HANGERŐ: %1%
+
+
+
+ Confirm Key Rederivation
+
+
+
+
+ You are about to force rederive all of your keys.
+If you do not know what this means or what you are doing,
+this is a potentially destructive action.
+Please make sure this is what you want
+and optionally make backups.
+
+This will delete your autogenerated key files and re-run the key derivation module.
+
+
+
+
+ Missing fuses
+
+
+
+
+ - Missing BOOT0
+ - Hiányzó BOOT0
+
+
+
+ - Missing BCPKG2-1-Normal-Main
+ - Hiányzó BCPKG2-1-Normal-Main
+
+
+
+ - Missing PRODINFO
+ - Hiányzó PRODINFO
+
+
+
+ Derivation Components Missing
+
+
+
+
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>
+
+
+
+
+ Deriving keys...
+This may take up to a minute depending
+on your system's performance.
+
+
+
+
+ Deriving Keys
+
+
+
+
+ System Archive Decryption Failed
+
+
+
+
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
+
+
+
+
+ Select RomFS Dump Target
+
+
+
+
+ Please select which RomFS you would like to dump.
+
+
+
+
+ Are you sure you want to close yuzu?
+ Biztosan be akarod zárni a yuzut?
+
+
+
+
+
+ yuzu
+ yuzu
+
+
+
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.
+
+
+
+
+ The currently running application has requested yuzu to not exit.
+
+Would you like to bypass this and exit anyway?
+
+
+
+
+ None
+ Nincs
+
+
+
+ FXAA
+ FXAA
+
+
+
+ SMAA
+ SMAA
+
+
+
+ Nearest
+ Legközelebbi
+
+
+
+ Bilinear
+ Bilineáris
+
+
+
+ Bicubic
+ Bikubikus
+
+
+
+ Gaussian
+ Gauss-féle
+
+
+
+ ScaleForce
+ ScaleForce
+
+
+
+ Docked
+ Dokkolva
+
+
+
+ Handheld
+ Kézi
+
+
+
+ Normal
+ Normál
+
+
+
+ High
+ Magas
+
+
+
+ Extreme
+ Extrém
+
+
+
+ Vulkan
+ Vulkan
+
+
+
+ OpenGL
+ OpenGL
+
+
+
+ Null
+ Nulla
+
+
+
+ GLSL
+ GLSL
+
+
+
+ GLASM
+ GLASM
+
+
+
+ SPIRV
+ SPIRV
+
+
+
+ GRenderWindow
+
+
+
+ OpenGL not available!
+ OpenGL nem elérhető!
+
+
+
+ OpenGL shared contexts are not supported.
+
+
+
+
+ yuzu has not been compiled with OpenGL support.
+
+
+
+
+
+ Error while initializing OpenGL!
+ Hiba történt az OpenGL inicializálása során!
+
+
+
+ Your GPU may not support OpenGL, or you do not have the latest graphics driver.
+ Lehetséges, hogy a GPU-d nem támogatja az OpenGL-t, vagy nem a legfrissebb grafikus illesztőprogram van telepítve.
+
+
+
+ Error while initializing OpenGL 4.6!
+ Hiba történt az OpenGL 4.6 inicializálása során!
+
+
+
+ Your GPU may not support OpenGL 4.6, or you do not have the latest graphics driver.<br><br>GL Renderer:<br>%1
+ Lehetséges, hogy a GPU-d nem támogatja az OpenGL 4.6-ot, vagy nem a legfrissebb grafikus illesztőprogram van telepítve.<br><br>GL Renderer:<br>%1
+
+
+
+ Your GPU may not support one or more required OpenGL extensions. Please ensure you have the latest graphics driver.<br><br>GL Renderer:<br>%1<br><br>Unsupported extensions:<br>%2
+
+
+
+
+ GameList
+
+
+ Favorite
+ Kedvenc
+
+
+
+ Start Game
+ Játék indítása
+
+
+
+ Start Game without Custom Configuration
+ Játék indítása egyéni konfiguráció nélkül
+
+
+
+ Open Save Data Location
+
+
+
+
+ Open Mod Data Location
+
+
+
+
+ Open Transferable Pipeline Cache
+
+
+
+
+ Remove
+ Eltávolítás
+
+
+
+ Remove Installed Update
+ Telepített frissítés eltávolítása
+
+
+
+ Remove All Installed DLC
+ Összes telepített DLC eltávolítása
+
+
+
+ Remove Custom Configuration
+ Egyéni konfiguráció eltávolítása
+
+
+
+ Remove Cache Storage
+ Gyorsítótár ürítése
+
+
+
+ Remove OpenGL Pipeline Cache
+ OpenGL Pipeline gyorsítótár eltávolítása
+
+
+
+ Remove Vulkan Pipeline Cache
+ Vulkan Pipeline gyorsítótár eltávolítása
+
+
+
+ Remove All Pipeline Caches
+ Az összes Pipeline gyorsítótár törlése
+
+
+
+ Remove All Installed Contents
+ Összes telepített tartalom törlése
+
+
+
+
+ Dump RomFS
+
+
+
+
+ Dump RomFS to SDMC
+
+
+
+
+ Verify Integrity
+ Integritás ellenőrzése
+
+
+
+ Copy Title ID to Clipboard
+ Játék címének vágólapra másolása
+
+
+
+ Navigate to GameDB entry
+
+
+
+
+ Create Shortcut
+ Parancsikon létrehozása
+
+
+
+ Add to Desktop
+ Asztalhoz adás
+
+
+
+ Add to Applications Menu
+ Alkalmazások menühöz adás
+
+
+
+ Properties
+ Tulajdonságok
+
+
+
+ Scan Subfolders
+ Almappák szkennelése
+
+
+
+ Remove Game Directory
+
+
+
+
+ ▲ Move Up
+
+
+
+
+ ▼ Move Down
+
+
+
+
+ Open Directory Location
+
+
+
+
+ Clear
+ Törlés
+
+
+
+ Name
+ Név
+
+
+
+ Compatibility
+ Kompatibilitás
+
+
+
+ Add-ons
+ Kiegészítők
+
+
+
+ File type
+ Fájltípus
+
+
+
+ Size
+ Méret
+
+
+
+ GameListItemCompat
+
+
+ Ingame
+ Játékban
+
+
+
+ Game starts, but crashes or major glitches prevent it from being completed.
+
+
+
+
+ Perfect
+ Tökéletes
+
+
+
+ Game can be played without issues.
+ A játék problémamentesen játszható.
+
+
+
+ Playable
+ Játszható
+
+
+
+ Game functions with minor graphical or audio glitches and is playable from start to finish.
+ A játék kisebb grafikai- és hanghibákkal végigjátszható.
+
+
+
+ Intro/Menu
+ Bevezető/Menü
+
+
+
+ Game loads, but is unable to progress past the Start Screen.
+
+
+
+
+ Won't Boot
+ Nem indul
+
+
+
+ The game crashes when attempting to startup.
+
+
+
+
+ Not Tested
+ Nem tesztelt
+
+
+
+ The game has not yet been tested.
+ Ez a játék még nem lett tesztelve.
+
+
+
+ GameListPlaceholder
+
+
+ Double-click to add a new folder to the game list
+
+
+
+
+ GameListSearchField
+
+
+ %1 of %n result(s)
+
+
+
+
+ Filter:
+ Szűrés:
+
+
+
+ Enter pattern to filter
+
+
+
+
+ HostRoom
+
+
+ Create Room
+ Szoba létrehozása
+
+
+
+ Room Name
+ Szoba neve
+
+
+
+ Preferred Game
+
+
+
+
+ Max Players
+ Max játékosok
+
+
+
+ Username
+ Felhasználónév
+
+
+
+ (Leave blank for open game)
+
+
+
+
+ Password
+ Jelszó
+
+
+
+ Port
+ Port
+
+
+
+ Room Description
+ Szoba leírása
+
+
+
+ Load Previous Ban List
+ Előző tiltólista betöltése
+
+
+
+ Public
+ Nyilvános
+
+
+
+ Unlisted
+ Nem listázott
+
+
+
+ Host Room
+
+
+
+
+ HostRoomWindow
+
+
+ Error
+ Hiba
+
+
+
+ Failed to announce the room to the public lobby. In order to host a room publicly, you must have a valid yuzu account configured in Emulation -> Configure -> Web. If you do not want to publish a room in the public lobby, then select Unlisted instead.
+Debug Message:
+
+
+
+
+ Hotkeys
+
+
+ Audio Mute/Unmute
+ Hang némítása/feloldása
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Main Window
+ Főablak
+
+
+
+ Audio Volume Down
+ Hangerő csökkentése
+
+
+
+ Audio Volume Up
+ Hangerő növelése
+
+
+
+ Capture Screenshot
+ Képernyőkép készítése
+
+
+
+ Change Adapting Filter
+
+
+
+
+ Change Docked Mode
+
+
+
+
+ Change GPU Accuracy
+
+
+
+
+ Continue/Pause Emulation
+
+
+
+
+ Exit Fullscreen
+ Kilépés a teljes képernyőből
+
+
+
+ Exit yuzu
+ Kilépés a yuzuból
+
+
+
+ Fullscreen
+ Teljes képernyő
+
+
+
+ Load File
+ Fájl betöltése
+
+
+
+ Load/Remove Amiibo
+
+
+
+
+ Restart Emulation
+ Emuláció újraindítása
+
+
+
+ Stop Emulation
+ Emulácíó leállítása
+
+
+
+ TAS Record
+
+
+
+
+ TAS Reset
+
+
+
+
+ TAS Start/Stop
+
+
+
+
+ Toggle Filter Bar
+ Szűrősáv kapcsoló
+
+
+
+ Toggle Framerate Limit
+
+
+
+
+ Toggle Mouse Panning
+
+
+
+
+ Toggle Status Bar
+ Állapotsáv kapcsoló
+
+
+
+ InstallDialog
+
+
+ Please confirm these are the files you wish to install.
+
+
+
+
+ Installing an Update or DLC will overwrite the previously installed one.
+
+
+
+
+ Install
+ Telepítés
+
+
+
+ Install Files to NAND
+ Fájlok telepítése a NAND-ra
+
+
+
+ LimitableInputDialog
+
+
+ The text can't contain any of the following characters:
+%1
+
+
+
+
+ LoadingScreen
+
+
+ Loading Shaders 387 / 1628
+ Árnyékolók betöltése 387 / 1628
+
+
+
+ Loading Shaders %v out of %m
+ Loading Shaders %v out of %m
+
+
+
+ Estimated Time 5m 4s
+ Hátralévő idő 5p 4mp
+
+
+
+ Loading...
+ Betöltés...
+
+
+
+ Loading Shaders %1 / %2
+ Árnyékolók betöltése %1 / %2
+
+
+
+ Launching...
+ Indítás...
+
+
+
+ Estimated Time %1
+ Hátralévő idő %1
+
+
+
+ Lobby
+
+
+ Public Room Browser
+
+
+
+
+
+ Nickname
+ Becenév
+
+
+
+ Filters
+ Szűrők
+
+
+
+ Search
+ Keresés
+
+
+
+ Games I Own
+ Játékok I Saját
+
+
+
+ Hide Empty Rooms
+ Üres szobák elrejtése
+
+
+
+ Hide Full Rooms
+ Teli szobák elrejtése
+
+
+
+ Refresh Lobby
+ Lobbi frissítése
+
+
+
+ Password Required to Join
+ A csatlakozáshoz jelszó szükséges
+
+
+
+ Password:
+ Jelszó:
+
+
+
+ Players
+ Játékosok
+
+
+
+ Room Name
+ Szoba neve
+
+
+
+ Preferred Game
+
+
+
+
+ Host
+ Hoszt
+
+
+
+ Refreshing
+ Frissítés
+
+
+
+ Refresh List
+ Lista frissítése
+
+
+
+ MainWindow
+
+
+ yuzu
+ yuzu
+
+
+
+ &File
+ &Fájl
+
+
+
+ &Recent Files
+ &Legutóbbi fájlok
+
+
+
+ &Emulation
+
+
+
+
+ &View
+ &Nézet
+
+
+
+ &Reset Window Size
+ &Ablakméret visszaállítása
+
+
+
+ &Debugging
+ &Hibakeresés
+
+
+
+ Reset Window Size to &720p
+ Ablakfelbontás visszaállítása erre: &720p
+
+
+
+ Reset Window Size to 720p
+ Ablakfelbontás visszaállítása 720p-re
+
+
+
+ Reset Window Size to &900p
+ Ablakfelbontás visszaállítása erre: &900p
+
+
+
+ Reset Window Size to 900p
+ Ablakfelbontás visszaállítása 900p-re
+
+
+
+ Reset Window Size to &1080p
+ Ablakfelbontás visszaállítása erre: &1080p
+
+
+
+ Reset Window Size to 1080p
+ Ablakfelbontás visszaállítása 1080p-re
+
+
+
+ &Multiplayer
+ &Multiplayer
+
+
+
+ &Tools
+ &Eszközök
+
+
+
+ &TAS
+ &TAS
+
+
+
+ &Help
+ &Segítség
+
+
+
+ &Install Files to NAND...
+
+
+
+
+ L&oad File...
+
+
+
+
+ Load &Folder...
+
+
+
+
+ E&xit
+ K&ilépés
+
+
+
+ &Pause
+ &Szünet
+
+
+
+ &Stop
+ &Leállítás
+
+
+
+ &Reinitialize keys...
+
+
+
+
+ &Verify Installed Contents
+
+
+
+
+ &About yuzu
+ &A yuzuról
+
+
+
+ Single &Window Mode
+
+
+
+
+ Con&figure...
+ Kon@figurálás
+
+
+
+ Display D&ock Widget Headers
+
+
+
+
+ Show &Filter Bar
+ &Szűrősáv mutatása
+
+
+
+ Show &Status Bar
+ &Állapotsáv mutatása
+
+
+
+ Show Status Bar
+ Állapotsáv mutatása
+
+
+
+ &Browse Public Game Lobby
+ &Nyilvános játéklobbi böngészése
+
+
+
+ &Create Room
+ &Szoba létrehozása
+
+
+
+ &Leave Room
+ &Szoba elhagyása
+
+
+
+ &Direct Connect to Room
+
+
+
+
+ &Show Current Room
+
+
+
+
+ F&ullscreen
+ T@eljes képernyő
+
+
+
+ &Restart
+ &Újraindítás
+
+
+
+ Load/Remove &Amiibo...
+ &Amiibo betöltése/törlése...
+
+
+
+ &Report Compatibility
+ &Kompatibilitás jelentése
+
+
+
+ Open &Mods Page
+ &Módok oldal megnyitása
+
+
+
+ Open &Quickstart Guide
+
+
+
+
+ &FAQ
+ &GYIK
+
+
+
+ Open &yuzu Folder
+ &yuzu mappa megnyitása
+
+
+
+ &Capture Screenshot
+
+
+
+
+ Open &Mii Editor
+
+
+
+
+ &Configure TAS...
+
+
+
+
+ Configure C&urrent Game...
+
+
+
+
+ &Start
+ &Indítás
+
+
+
+ &Reset
+ &Visszaállítás
+
+
+
+ R&ecord
+ F&elvétel
+
+
+
+ MicroProfileDialog
+
+
+ &MicroProfile
+
+
+
+
+ ModerationDialog
+
+
+ Moderation
+ Moderáció
+
+
+
+ Ban List
+ Tiltólista
+
+
+
+
+ Refreshing
+ Frissítés
+
+
+
+ Unban
+ Tiltás feloldása
+
+
+
+ Subject
+ Tárgy
+
+
+
+ Type
+ Típus
+
+
+
+ Forum Username
+ Fórum felhasználónév
+
+
+
+ IP Address
+ IP-cím
+
+
+
+ Refresh
+ Frissítés
+
+
+
+ MultiplayerState
+
+
+ Current connection status
+ Jelenlegi kapcsolat állapota
+
+
+
+ Not Connected. Click here to find a room!
+ Nincs csatlakozva. Kattints ide a szobák kereséséhez.
+
+
+
+ Not Connected
+ Nincs csatlakozva
+
+
+
+ Connected
+ Csatlakoztatva
+
+
+
+ New Messages Received
+ Új üzenetek érkeztek
+
+
+
+ Error
+ Hiba
+
+
+
+ Failed to update the room information. Please check your Internet connection and try hosting the room again.
+Debug Message:
+
+
+
+
+ NetworkMessage
+
+
+ Username is not valid. Must be 4 to 20 alphanumeric characters.
+ Érvénytelen felhasználónév. 4-20 alfanumerikus karakterből kell állnia.
+
+
+
+ Room name is not valid. Must be 4 to 20 alphanumeric characters.
+ Érvénytelen szobanév. 4-20 alfanumerikus karakterből kell állnia.
+
+
+
+ Username is already in use or not valid. Please choose another.
+ A felhasználónév már használatban van, vagy érvénytelen. Próbálj megadni egy másikat.
+
+
+
+ IP is not a valid IPv4 address.
+ Az IP nem érvényes IPv4 cím.
+
+
+
+ Port must be a number between 0 to 65535.
+
+
+
+
+ You must choose a Preferred Game to host a room. If you do not have any games in your game list yet, add a game folder by clicking on the plus icon in the game list.
+
+
+
+
+ Unable to find an internet connection. Check your internet settings.
+
+
+
+
+ Unable to connect to the host. Verify that the connection settings are correct. If you still cannot connect, contact the room host and verify that the host is properly configured with the external port forwarded.
+
+
+
+
+ Unable to connect to the room because it is already full.
+ Nem lehetett csatlakozni a szobához, mert már megtelt.
+
+
+
+ Creating a room failed. Please retry. Restarting yuzu might be necessary.
+
+
+
+
+ The host of the room has banned you. Speak with the host to unban you or try a different room.
+
+
+
+
+ Version mismatch! Please update to the latest version of yuzu. If the problem persists, contact the room host and ask them to update the server.
+
+
+
+
+ Incorrect password.
+ Helytelen jelszó.
+
+
+
+ An unknown error occurred. If this error continues to occur, please open an issue
+
+
+
+
+ Connection to room lost. Try to reconnect.
+
+
+
+
+ You have been kicked by the room host.
+
+
+
+
+ IP address is already in use. Please choose another.
+
+
+
+
+ You do not have enough permission to perform this action.
+
+
+
+
+ The user you are trying to kick/ban could not be found.
+They may have left the room.
+
+
+
+
+ No valid network interface is selected.
+Please go to Configure -> System -> Network and make a selection.
+
+
+
+
+ Game already running
+ A játék már fut
+
+
+
+ Joining a room when the game is already running is discouraged and can cause the room feature not to work correctly.
+Proceed anyway?
+
+
+
+
+ Leave Room
+ Szoba elhagyása
+
+
+
+ You are about to close the room. Any network connections will be closed.
+
+
+
+
+ Disconnect
+ Lecsatlakozás
+
+
+
+ You are about to leave the room. Any network connections will be closed.
+
+
+
+
+ NetworkMessage::ErrorManager
+
+
+ Error
+ Hiba
+
+
+
+ OverlayDialog
+
+
+ Dialog
+
+
+
+
+
+ Cancel
+ Mégse
+
+
+
+
+ OK
+ OK
+
+
+
+ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd">
+<html><head><meta name="qrichtext" content="1" /><style type="text/css">
+p, li { white-space: pre-wrap; }
+</style></head><body style=" font-family:'MS Shell Dlg 2'; font-size:18pt; font-weight:400; font-style:normal;">
+<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><br /></p></body></html>
+
+
+
+
+ PlayerControlPreview
+
+
+ START/PAUSE
+ INDÍTÁS/SZÜNET
+
+
+
+ QObject
+
+
+ %1 is not playing a game
+ %1 éppen nem játszik
+
+
+
+ %1 is playing %2
+ %1 ezzel játszik %2
+
+
+
+ Not playing a game
+ Nincs játékban
+
+
+
+ Installed SD Titles
+
+
+
+
+ Installed NAND Titles
+
+
+
+
+ System Titles
+
+
+
+
+ Add New Game Directory
+
+
+
+
+ Favorites
+ Kedvencek
+
+
+
+
+
+ Shift
+
+
+
+
+
+
+ Ctrl
+
+
+
+
+
+
+ Alt
+
+
+
+
+
+
+
+
+ [not set]
+ [nincs beállítva]
+
+
+
+ Hat %1 %2
+
+
+
+
+
+
+
+
+
+
+
+
+ Axis %1%2
+
+
+
+
+ Button %1
+
+
+
+
+
+
+
+
+
+
+ [unknown]
+
+
+
+
+
+
+ Left
+ Balra
+
+
+
+
+
+ Right
+ Jobbra
+
+
+
+
+
+ Down
+ Le
+
+
+
+
+
+ Up
+ Fel
+
+
+
+
+ Z
+
+
+
+
+
+ R
+
+
+
+
+
+ L
+
+
+
+
+
+ A
+
+
+
+
+
+ B
+
+
+
+
+
+ X
+ X
+
+
+
+
+ Y
+ Y
+
+
+
+
+ Start
+
+
+
+
+
+ L1
+
+
+
+
+
+ L2
+
+
+
+
+
+ L3
+
+
+
+
+
+ R1
+
+
+
+
+
+ R2
+
+
+
+
+
+ R3
+
+
+
+
+
+ Circle
+ Kör
+
+
+
+
+ Cross
+ Kereszt
+
+
+
+
+ Square
+ Négyzet
+
+
+
+
+ Triangle
+ Háromszög
+
+
+
+
+ Share
+
+
+
+
+
+ Options
+
+
+
+
+
+ [undefined]
+
+
+
+
+ %1%2
+
+
+
+
+
+ [invalid]
+
+
+
+
+
+ %1%2Hat %3
+
+
+
+
+
+
+
+ %1%2Axis %3
+
+
+
+
+
+ %1%2Axis %3,%4,%5
+
+
+
+
+
+ %1%2Motion %3
+
+
+
+
+
+ %1%2Button %3
+
+
+
+
+
+ [unused]
+
+
+
+
+ ZR
+
+
+
+
+ ZL
+
+
+
+
+ SR
+
+
+
+
+ SL
+
+
+
+
+ Stick L
+
+
+
+
+ Stick R
+
+
+
+
+ Plus
+
+
+
+
+ Minus
+
+
+
+
+
+ Home
+ Home
+
+
+
+ Capture
+
+
+
+
+ Touch
+
+
+
+
+ Wheel
+ Indicates the mouse wheel
+
+
+
+
+ Backward
+
+
+
+
+ Forward
+
+
+
+
+ Task
+
+
+
+
+ Extra
+
+
+
+
+ %1%2%3%4
+
+
+
+
+
+ %1%2%3Hat %4
+
+
+
+
+
+ %1%2%3Axis %4
+
+
+
+
+
+ %1%2%3Button %4
+
+
+
+
+ QtAmiiboSettingsDialog
+
+
+ Amiibo Settings
+
+
+
+
+ Amiibo Info
+
+
+
+
+ Series
+
+
+
+
+ Type
+ Típus
+
+
+
+ Name
+ Név
+
+
+
+ Amiibo Data
+
+
+
+
+ Custom Name
+ Egyéni név
+
+
+
+ Owner
+ Tulajdonos
+
+
+
+ Creation Date
+ Lérehozás dátuma
+
+
+
+ dd/MM/yyyy
+ nn/HH/éééé
+
+
+
+ Modification Date
+ Módosítás dátuma
+
+
+
+ dd/MM/yyyy
+ nn/HH/éééé
+
+
+
+ Game Data
+ Játékadat
+
+
+
+ Game Id
+ Játék azonosító
+
+
+
+ Mount Amiibo
+
+
+
+
+ ...
+ ...
+
+
+
+ File Path
+ Fájl elérési útja
+
+
+
+ No game data present
+ Nincs elérhető játékadat.
+
+
+
+ The following amiibo data will be formatted:
+
+
+
+
+ The following game data will removed:
+ Az alábbi játékadat törlésre kerül:
+
+
+
+ Set nickname and owner:
+
+
+
+
+ Do you wish to restore this amiibo?
+
+
+
+
+ QtControllerSelectorDialog
+
+
+ Controller Applet
+
+
+
+
+ Supported Controller Types:
+ Támogatott kontroller típusok:
+
+
+
+ Players:
+ Játékosok:
+
+
+
+ 1 - 8
+ 1 - 8
+
+
+
+ P4
+
+
+
+
+
+
+
+
+
+
+
+
+ Pro Controller
+ Pro kontroller
+
+
+
+
+
+
+
+
+
+
+
+ Dual Joycons
+
+
+
+
+
+
+
+
+
+
+
+
+ Left Joycon
+ Bal Joycon
+
+
+
+
+
+
+
+
+
+
+
+ Right Joycon
+ Jobb Joycon
+
+
+
+
+
+
+
+
+
+
+ Use Current Config
+ Jelenlegi konfig használata
+
+
+
+ P2
+ P2
+
+
+
+ P1
+ P1
+
+
+
+
+
+ Handheld
+ Kézi
+
+
+
+ P3
+
+
+
+
+ P7
+
+
+
+
+ P8
+
+
+
+
+ P5
+
+
+
+
+ P6
+
+
+
+
+ Console Mode
+ Konzol Mód
+
+
+
+ Docked
+ Dokkolva
+
+
+
+ Vibration
+ Rezgés
+
+
+
+
+ Configure
+ Konfigurálás
+
+
+
+ Motion
+ Mozgás
+
+
+
+ Profiles
+ Profilok
+
+
+
+ Create
+ Létrehozás
+
+
+
+ Controllers
+ Kontrollerek
+
+
+
+ 1
+ 1
+
+
+
+ 2
+ 2
+
+
+
+ 4
+ 4
+
+
+
+ 3
+ 3
+
+
+
+ Connected
+ Csatlakoztatva
+
+
+
+ 5
+ 5
+
+
+
+ 7
+ 7
+
+
+
+ 6
+ 6
+
+
+
+ 8
+ 8
+
+
+
+ GameCube Controller
+ GameCube kontroller
+
+
+
+ Poke Ball Plus
+
+
+
+
+ NES Controller
+ NES kontroller
+
+
+
+ SNES Controller
+ SNES kontroller
+
+
+
+ N64 Controller
+ N64 kontroller
+
+
+
+ Sega Genesis
+
+
+
+
+ QtErrorDisplay
+
+
+
+
+ Error Code: %1-%2 (0x%3)
+ Hibakód: %1-%2 (0x%3)
+
+
+
+ An error has occurred.
+Please try again or contact the developer of the software.
+
+
+
+
+ An error occurred on %1 at %2.
+Please try again or contact the developer of the software.
+
+
+
+
+ An error has occurred.
+
+%1
+
+%2
+ Hiba történt.
+
+%1
+
+%2
+
+
+
+ QtProfileSelectionDialog
+
+
+ %1
+%2
+ %1 is the profile username, %2 is the formatted UUID (e.g. 00112233-4455-6677-8899-AABBCCDDEEFF))
+ %1
+%2
+
+
+
+ Users
+ Felhasználók
+
+
+
+ Profile Creator
+ Profil készítő
+
+
+
+
+ Profile Selector
+ Profil kiválasztó
+
+
+
+ Profile Icon Editor
+ Profil ikonszerkesztő
+
+
+
+ Profile Nickname Editor
+ Profil becenév szerkesztő
+
+
+
+ Who will receive the points?
+ Ki kapja meg a pontokat?
+
+
+
+ Who is using Nintendo eShop?
+ Ki használja a Nintendo eShopot?
+
+
+
+ Who is making this purchase?
+ Ki végzi el a vásárlást?
+
+
+
+ Who is posting?
+ Ki posztol?
+
+
+
+ Select a user to link to a Nintendo Account.
+
+
+
+
+ Change settings for which user?
+ Melyik felhasználó beállításait változtassuk meg?
+
+
+
+ Format data for which user?
+
+
+
+
+ Which user will be transferred to another console?
+ Melyik felhasználó lesz átköltöztetve a másik konzolra?
+
+
+
+ Send save data for which user?
+ Melyik felhasználóhoz küldjük a mentési adatokat?
+
+
+
+ Select a user:
+ Válassz egy felhasználót:
+
+
+
+ QtSoftwareKeyboardDialog
+
+
+ Software Keyboard
+ Szoftver billentyűzet
+
+
+
+ Enter Text
+ Szöveg beírása
+
+
+
+ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd">
+<html><head><meta name="qrichtext" content="1" /><style type="text/css">
+p, li { white-space: pre-wrap; }
+</style></head><body style=" font-family:'MS Shell Dlg 2'; font-size:26pt; font-weight:400; font-style:normal;">
+<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><br /></p></body></html>
+
+
+
+
+
+ OK
+ OK
+
+
+
+ Cancel
+ Mégse
+
+
+
+ SequenceDialog
+
+
+ Enter a hotkey
+ Gyorsbillentyű megadása
+
+
+
+ WaitTreeCallstack
+
+
+ Call stack
+
+
+
+
+ WaitTreeSynchronizationObject
+
+
+ [%1] %2
+ [%1] %2
+
+
+
+ waited by no thread
+
+
+
+
+ WaitTreeThread
+
+
+ runnable
+ futtatható
+
+
+
+ paused
+ szünetel
+
+
+
+ sleeping
+
+
+
+
+ waiting for IPC reply
+
+
+
+
+ waiting for objects
+
+
+
+
+ waiting for condition variable
+
+
+
+
+ waiting for address arbiter
+
+
+
+
+ waiting for suspend resume
+
+
+
+
+ waiting
+ várakozás
+
+
+
+ initialized
+ inicializált
+
+
+
+ terminated
+ megszakítva
+
+
+
+ unknown
+ ismeretlen
+
+
+
+ PC = 0x%1 LR = 0x%2
+ PC = 0x%1 LR = 0x%2
+
+
+
+ ideal
+ ideális
+
+
+
+ core %1
+
+
+
+
+ processor = %1
+ processzor = %1
+
+
+
+ affinity mask = %1
+
+
+
+
+ thread id = %1
+
+
+
+
+ priority = %1(current) / %2(normal)
+
+
+
+
+ last running ticks = %1
+
+
+
+
+ WaitTreeThreadList
+
+
+ waited by thread
+
+
+
+
+ WaitTreeWidget
+
+
+ &Wait Tree
+
+
+
+
\ No newline at end of file
diff --git a/dist/languages/id.ts b/dist/languages/id.ts
index 8be48288c..3f2f44b9b 100755
--- a/dist/languages/id.ts
+++ b/dist/languages/id.ts
@@ -725,151 +725,156 @@ Memungkinkan berbagai macam optimasi IR.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
-
-
-
-
- Dump Game Shaders
-
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slower
-
+ Disable Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Saat dicentang, ini menonaktifkan kompiler makro Just In Time. Mengaktifkan ini membuat game berjalan lebih lambat
-
-
-
- Disable Macro JIT
- Matikan Macro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
-
-
-
-
- Enable Graphics Debugging
- Nyalakan Pengawakutuan Grafis
-
-
-
+ When checked, it will dump all the macro programs of the GPU
-
+ Dump Maxwell Macros
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Saat dinyalakan, yuzu akan mencatat statstik tentang pipeline cache yang disusun
-
-
-
- Enable Shader Feedback
- Nyalakan Umpan Balik Shader
-
-
-
+ When checked, it enables Nsight Aftermath crash dumps
-
+ Enable Nsight AftermathAktifkan Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Saat dinyalakan, yuzu akan mencatat statstik tentang pipeline cache yang disusun
+
+
+
+ Enable Shader Feedback
+ Nyalakan Umpan Balik Shader
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Saat dicentang, ini menonaktifkan kompiler makro Just In Time. Mengaktifkan ini membuat game berjalan lebih lambat
+
+
+
+ Disable Macro JIT
+ Matikan Macro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+
+
+
+
+ Enable Graphics Debugging
+ Nyalakan Pengawakutuan Grafis
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+
+
+
+
+ Dump Game Shaders
+
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedLanjutan
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.
-
+ Perform Startup Vulkan Check
-
+ Disable Web AppletMatikan Applet Web
-
+ Enable All Controller TypesAktifkan Semua Jenis Controller
-
+ Enable Auto-Stub**
-
+ Kiosk (Quest) ModeMode Kiosk (Pencarian)
-
+ Enable CPU DebuggingNyalakan Pengawakutuan CPU
-
+ Enable Debug AssertsNyalakan Awakutu Assert
-
+ DebuggingPengawakutuan
-
+ Enable FS Access LogNyalakan Log Akses FS
-
+ Create Minidump After Crash
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.
-
+ Dump Audio Commands To Console**
-
+ Enable Verbose Reporting Services**Nyalakan Layanan Laporan Bertele-tele**
-
+ **This will be reset automatically when yuzu closes.**Ini akan diatur ulang secara otomatis ketika yuzu ditutup.
@@ -884,12 +889,12 @@ Memungkinkan berbagai macam optimasi IR.
yuzu harus dimuat-ulang untuk mengaplikasikan pengaturan ini.
-
+ Web applet not compiled
-
+ MiniDump creation not compiled
@@ -1217,33 +1222,33 @@ Memungkinkan berbagai macam optimasi IR.
Warna Latar:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffMati
-
+ VSync Off
-
+ RecommendedDirekomendasikan
-
+ OnNyala
-
+ VSync On
@@ -3207,64 +3212,64 @@ Drag points to change position, or double-click table cells to edit values.
ConfigureUI
-
-
-
+
+
+ NoneTak ada
-
+ Small (32x32)Kecil (32x32)
-
+ Standard (64x64)Standar (64x64)
-
+ Large (128x128)Besar (128x128)
-
+ Full Size (256x256)Ukuran Penuh (256x256)
-
+ Small (24x24)Kecil (24x24)
-
+ Standard (48x48)Standar (48x48)
-
+ Large (72x72)Besar (72x72)
-
+ FilenameNama Berkas
-
+ FiletypeFiletype
-
+ Title IDID Judul
-
+ Title NameNama Judul
@@ -3377,17 +3382,17 @@ Drag points to change position, or double-click table cells to edit values.Resolusi:
-
+ Select Screenshots Path...Pilih Jalur Screenshot...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3705,899 +3710,963 @@ Drag points to change position, or double-click table cells to edit values.
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Data anonim dikumpulkan</a> untuk membantu yuzu. <br/><br/>Apa Anda ingin membagi data penggunaan dengan kami?
-
+ TelemetryTelemetri
-
+ Broken Vulkan Installation Detected
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Loading Web Applet...Memuat Applet Web...
-
-
+
+ Disable Web AppletMatikan Applet Web
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)
-
+ The amount of shaders currently being builtJumlah shader yang sedang dibuat
-
+ The current selected resolution scaling multiplier.Pengali skala resolusi yang terpilih.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Kecepatan emulasi saat ini. Nilai yang lebih tinggi atau rendah dari 100% menandakan pengemulasian berjalan lebih cepat atau lambat dibanding Switch aslinya.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Berapa banyak frame per second (bingkai per detik) permainan akan ditampilkan. Ini akan berubah dari berbagai permainan dan pemandangan.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Waktu yang diperlukan untuk mengemulasikan bingkai Switch, tak menghitung pembatas bingkai atau v-sync. Agar emulasi berkecepatan penuh, ini harus 16.67 mdtk.
-
+ UnmuteMembunyikan
-
+ MuteBisukan
-
+ Reset VolumeAtur ulang tingkat suara
-
+ &Clear Recent Files&Bersihkan Berkas Baru-baru Ini
-
+ Emulated mouse is enabled
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
-
+ &Continue&Lanjutkan
-
+ &Pause&Jeda
-
+ Warning Outdated Game FormatPeringatan Format Permainan yang Usang
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Anda menggunakan format direktori ROM yang sudah didekonstruksi untuk permainan ini, yang mana itu merupakan format lawas yang sudah tergantikan oleh yang lain seperti NCA, NAX, XCI, atau NSP. Direktori ROM yang sudah didekonstruksi kekurangan ikon, metadata, dan dukungan pembaruan.<br><br>Untuk penjelasan berbagai format Switch yang didukung yuzu, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>periksa wiki kami</a>. Pesan ini tidak akan ditampilkan lagi.
-
-
+
+ Error while loading ROM!Kesalahan ketika memuat ROM!
-
+ The ROM format is not supported.Format ROM tak didukung.
-
+ An error occurred initializing the video core.Terjadi kesalahan ketika menginisialisasi inti video.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu telah mengalami error saat menjalankan inti video. Ini biasanya disebabkan oleh pemicu piranti (driver) GPU yang usang, termasuk yang terintegrasi. Mohon lihat catatan untuk informasi lebih rinci. Untuk informasi cara mengakses catatan, mohon lihat halaman berikut: <a href='https://yuzu-emu.org/help/reference/log-files/'>Cara Mengupload Berkas Catatan</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.
-
+ An unknown error occurred. Please see the log for more details.Terjadi kesalahan yang tak diketahui. Mohon lihat catatan untuk informasi lebih rinci.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...
-
+ Save DataSimpan Data
-
+ Mod DataMod Data
-
+ Error Opening %1 FolderGagal Membuka Folder %1
-
-
+
+ Folder does not exist!Folder tak ada!
-
+ Error Opening Transferable Shader CacheGagal Ketika Membuka Tembolok Shader yang Dapat Ditransfer
-
+ Failed to create the shader cache directory for this title.
-
+ Error Removing ContentsError saat menghapus konten
-
+ Error Removing UpdateError saat menghapus Update
-
+ Error Removing DLCError saat menghapus DLC
-
+ Remove Installed Game Contents?Hapus Konten Game yang terinstall?
-
+ Remove Installed Game Update?Hapus Update Game yang terinstall?
-
+ Remove Installed Game DLC?Hapus DLC Game yang terinstall?
-
+ Remove EntryHapus Masukan
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedBerhasil menghapus
-
+ Successfully removed the installed base game.
-
+ The base game is not installed in the NAND and cannot be removed.
-
+ Successfully removed the installed update.
-
+ There is no update installed for this title.
-
+ There are no DLC installed for this title.Tidak ada DLC yang terinstall untuk judul ini.
-
+ Successfully removed %1 installed DLC.
-
+ Delete OpenGL Transferable Shader Cache?
-
+ Delete Vulkan Transferable Shader Cache?
-
+ Delete All Transferable Shader Caches?
-
+ Remove Custom Game Configuration?
-
+ Remove Cache Storage?
-
+ Remove FileHapus File
-
-
+
+ Error Removing Transferable Shader CacheKesalahan Menghapus Transferable Shader Cache
-
-
+
+ A shader cache for this title does not exist.Cache shader bagi judul ini tidak ada
-
+ Successfully removed the transferable shader cache.
-
+ Failed to remove the transferable shader cache.
-
+ Error Removing Vulkan Driver Pipeline Cache
-
+ Failed to remove the driver pipeline cache.
-
-
+
+ Error Removing Transferable Shader Caches
-
+ Successfully removed the transferable shader caches.
-
+ Failed to remove the transferable shader cache directory.
-
-
+
+ Error Removing Custom ConfigurationKesalahan Menghapus Konfigurasi Buatan
-
+ A custom configuration for this title does not exist.
-
+ Successfully removed the custom game configuration.
-
+ Failed to remove the custom game configuration.
-
-
+
+ RomFS Extraction Failed!Pengekstrakan RomFS Gagal!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Terjadi kesalahan ketika menyalin berkas RomFS atau dibatalkan oleh pengguna.
-
+ FullPenuh
-
+ SkeletonSkeleton
-
+ Select RomFS Dump ModePilih Mode Dump RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Mohon pilih cara RomFS akan di-dump.<br>FPenuh akan menyalin seluruh berkas ke dalam direktori baru sementara <br>jerangkong hanya akan menciptakan struktur direktorinya saja.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root
-
+ Extracting RomFS...Mengekstrak RomFS...
-
-
+
+
+
+ CancelBatal
-
+ RomFS Extraction Succeeded!Pengekstrakan RomFS Berhasil!
-
+
+
+ The operation completed successfully.Operasi selesai dengan sukses,
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create ShortcutBuat Pintasan
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.
-
+ Create IconBuat ikon
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.
-
+ Start %1 with the yuzu Emulator
-
+ Failed to create a shortcut at %1
-
+ Successfully created a shortcut to %1
-
+ Error Opening %1Gagal membuka %1
-
+ Select DirectoryPilih Direktori
-
+ PropertiesProperti
-
+ The game properties could not be loaded.Properti permainan tak dapat dimuat.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Eksekutabel Switch (%1);;Semua Berkas (*.*)
-
+ Load FileMuat Berkas
-
+ Open Extracted ROM DirectoryBuka Direktori ROM Terekstrak
-
+ Invalid Directory SelectedDirektori Terpilih Tidak Sah
-
+ The directory you have selected does not contain a 'main' file.Direktori yang Anda pilih tak memiliki berkas 'utama.'
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install FilesInstall File
-
+ %n file(s) remaining
-
+ Installing file "%1"...Memasang berkas "%1"...
-
-
+
+ Install ResultsHasil Install
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.
-
+ %n file(s) were newly installed
%n file(s) baru diinstall
-
+ %n file(s) were overwritten
%n file(s) telah ditimpa
-
+ %n file(s) failed to install
%n file(s) gagal di install
-
+ System ApplicationAplikasi Sistem
-
+ System ArchiveArsip Sistem
-
+ System Application UpdatePembaruan Aplikasi Sistem
-
+ Firmware Package (Type A)Paket Perangkat Tegar (Tipe A)
-
+ Firmware Package (Type B)Paket Perangkat Tegar (Tipe B)
-
+ GamePermainan
-
+ Game UpdatePembaruan Permainan
-
+ Game DLCDLC Permainan
-
+ Delta TitleJudul Delta
-
+ Select NCA Install Type...Pilih Tipe Pemasangan NCA...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Mohon pilih jenis judul yang Anda ingin pasang sebagai NCA ini:
(Dalam kebanyakan kasus, pilihan bawaan 'Permainan' tidak apa-apa`.)
-
+ Failed to InstallGagal Memasang
-
+ The title type you selected for the NCA is invalid.Jenis judul yang Anda pilih untuk NCA tidak sah.
-
+ File not foundBerkas tak ditemukan
-
+ File "%1" not foundBerkas "%1" tak ditemukan
-
+ OKOK
-
-
+
+ Hardware requirements not met
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.
-
+ Missing yuzu AccountAkun yuzu Hilang
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Agar dapat mengirimkan berkas uju kompatibilitas permainan, Anda harus menautkan akun yuzu Anda.<br><br/>TUntuk mennautkan akun yuzu Anda, pergi ke Emulasi > Konfigurasi > Web.
-
+ Error opening URLKesalahan saat membuka URL
-
+ Unable to open the URL "%1".Tidak dapat membuka URL "%1".
-
+ TAS RecordingRekaman TAS
-
+ Overwrite file of player 1?Timpa file pemain 1?
-
+ Invalid config detectedKonfigurasi tidak sah terdeteksi
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Kontroller jinjing tidak bisa digunakan dalam mode dock. Kontroller Pro akan dipilih
-
-
+
+ Amiibo
-
-
+
+ The current amiibo has been removed
-
+ Error
-
-
+
+ The current game is not looking for amiibos
-
+ Amiibo File (%1);; All Files (*.*)Berkas Amiibo (%1);; Semua Berkas (*.*)
-
+ Load AmiiboMuat Amiibo
-
+ Error loading Amiibo dataGagal memuat data Amiibo
-
+ The selected file is not a valid amiibo
-
+ The selected file is already on use
-
+ An unknown error occurred
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotTangkapan Layar
-
+ PNG Image (*.png)Berkas PNG (*.png)
-
+ TAS state: Running %1/%2Status TAS: Berjalan %1/%2
-
+ TAS state: Recording %1Status TAS: Merekam %1
-
+ TAS state: Idle %1/%2Status TAS: Diam %1/%2
-
+ TAS State: InvalidStatus TAS: Tidak Valid
-
+ &Stop Running&Matikan
-
+ &Start&Mulai
-
+ Stop R&ecordingBerhenti Mer&ekam
-
+ R&ecordR&ekam
-
+ Building: %n shader(s)Membangun: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factorSkala: %1x
-
+ Speed: %1% / %2%Kecepatan: %1% / %2%
-
+ Speed: %1%Kecepatan: %1%
-
+ Game: %1 FPS (Unlocked)
-
+ Game: %1 FPSPermainan: %1 FPS
-
+ Frame: %1 msFrame: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AATANPA AA
-
+ VOLUME: MUTEVOLUME : SENYAP
-
+ VOLUME: %1%Volume percentage (e.g. 50%)
-
+ Confirm Key Rederivation
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4608,37 +4677,37 @@ This will delete your autogenerated key files and re-run the key derivation modu
-
+ Missing fuses
-
+ - Missing BOOT0- Kehilangan BOOT0
-
+ - Missing BCPKG2-1-Normal-Main- Kehilangan BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO- Kehilangan PRODINFO
-
+ Derivation Components Missing
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4647,49 +4716,49 @@ Ini mungkin memakan waktu hingga satu menit
tergantung dari sistem performa Anda.
-
+ Deriving Keys
-
+ System Archive Decryption Failed
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
-
+ Select RomFS Dump TargetPilih Target Dump RomFS
-
+ Please select which RomFS you would like to dump.Silahkan pilih jenis RomFS yang ingin Anda buang.
-
+ Are you sure you want to close yuzu?Apakah anda yakin ingin menutup yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Apakah Anda yakin untuk menghentikan emulasi? Setiap progres yang tidak tersimpan akan hilang.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4926,86 +4995,91 @@ Would you like to bypass this and exit anyway?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardSalin Judul ID ke Clipboard.
-
+ Navigate to GameDB entryPindah ke tampilan GameDB
-
+ Create ShortcutBuat pintasan
-
+ Add to DesktopMenambahkan ke Desktop
-
+ Add to Applications Menu
-
+ PropertiesProperti
-
+ Scan SubfoldersMemindai subfolder
-
+ Remove Game Directory
-
+ ▲ Move Up
-
+ ▼ Move Down
-
+ Open Directory LocationBuka Lokasi Direktori
-
+ ClearBersihkan
-
+ NameNama
-
+ CompatibilityKompatibilitas
-
+ Add-onsPengaya (Add-On)
-
+ File typeTipe berkas
-
+ SizeUkuran
@@ -5076,7 +5150,7 @@ Would you like to bypass this and exit anyway?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listKlik dua kali untuk menambahkan folder sebagai daftar permainan.
@@ -5089,12 +5163,12 @@ Would you like to bypass this and exit anyway?
-
+ Filter:
-
+ Enter pattern to filterMasukkan pola untuk memfilter
@@ -5557,172 +5631,182 @@ Debug Message:
-
+ &Help
-
+ &Install Files to NAND...
-
+ L&oad File...
-
+ Load &Folder...
-
+ E&xit
-
+ &Pause&Jeda
-
+ &Stop
-
+ &Reinitialize keys...
-
- &About yuzu
+
+ &Verify Installed Contents
+ &About yuzu
+
+
+
+ Single &Window Mode
-
+ Con&figure...
-
+ Display D&ock Widget Headers
-
+ Show &Filter Bar
-
+ Show &Status Bar
-
+ Show Status BarMunculkan Status Bar
-
+ &Browse Public Game Lobby
-
+ &Create Room
-
+ &Leave Room
-
+ &Direct Connect to Room
-
+ &Show Current Room
-
+ F&ullscreen
-
+ &Restart
-
+ Load/Remove &Amiibo...
-
+ &Report Compatibility
-
+ Open &Mods Page
-
+ Open &Quickstart GuideBuka %Panduan cepat
-
+ &FAQ
-
+ Open &yuzu Folder
-
+ &Capture Screenshot
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...
-
+ Configure C&urrent Game...
-
+ &Start&Mulai
-
+ &Reset
-
+ R&ecordR&ekam
@@ -6507,27 +6591,27 @@ p, li { white-space: pre-wrap; }
-
+ No game data present
-
+ The following amiibo data will be formatted:
-
+ The following game data will removed:
-
+ Set nickname and owner:
-
+ Do you wish to restore this amiibo?
diff --git a/dist/languages/it.ts b/dist/languages/it.ts
index 0819177f3..c42532d35 100755
--- a/dist/languages/it.ts
+++ b/dist/languages/it.ts
@@ -761,151 +761,156 @@ Questo bannerà sia il suo nome utente del forum che il suo indirizzo IP.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Quando l'opzione è selezionata, verrà eseguito il dump degli shader originali in assembler dalla shader cache o dal gioco
-
-
-
- Dump Game Shaders
- Estrai shader del gioco
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerQuando l'opzione è selezionata, disabilita le funzioni HLE delle macro. Abilitare questa opzione rende i giochi più lenti
-
+ Disable Macro HLEDisabilita HLE macro
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Quando l'opzione è selezionata, disabilita il compilatore Just-In-Time delle macro. Abilitare questa opzione rende i giochi più lenti
-
-
-
- Disable Macro JIT
- Disabilita JIT macro
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Quando l'opzione è selezionata, l'API grafica entra in una modalità di debug più lenta
-
-
-
- Enable Graphics Debugging
- Abilita il debug della grafica
-
-
-
+ When checked, it will dump all the macro programs of the GPUQuando l'opzione è selezionata, verranno estratti tutti i programmi macro della GPU
-
+ Dump Maxwell MacrosEstrai macro Maxwell
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Quando l'opzione è selezionata, yuzu scriverà nel log le statistiche riguardanti la cache delle pipeline compilate
-
-
-
- Enable Shader Feedback
- Abilita lo shader feedback
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsQuando l'opzione è selezionata, abilita i crash dump di Nsight Aftermath
-
+ Enable Nsight AftermathAbilita Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Quando l'opzione è selezionata, yuzu scriverà nel log le statistiche riguardanti la cache delle pipeline compilate
+
+
+
+ Enable Shader Feedback
+ Abilita lo shader feedback
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Quando l'opzione è selezionata, disabilita il compilatore Just-In-Time delle macro. Abilitare questa opzione rende i giochi più lenti
+
+
+
+ Disable Macro JIT
+ Disabilita JIT macro
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Quando l'opzione è selezionata, l'API grafica entra in una modalità di debug più lenta
+
+
+
+ Enable Graphics Debugging
+ Abilita il debug della grafica
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Quando l'opzione è selezionata, verrà eseguito il dump degli shader originali in assembler dalla shader cache o dal gioco
+
+
+
+ Dump Game Shaders
+ Estrai shader del gioco
+
+
+
+ Enable Renderdoc Hotkey
+ Abilita Hotkey Renderdoc
+
+
+ AdvancedAvanzate
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Se abilitato, yuzu verificherà se è presente un ambiente Vulkan funzionante quando il programma viene eseguito. Disabilita questa impostazione se hai problemi con altre applicazioni mentre usi yuzu.
-
+ Perform Startup Vulkan CheckEsegui controllo di Vulkan all'avvio
-
+ Disable Web AppletDisabilita l'applet web
-
+ Enable All Controller TypesAbilita tutti i tipi di controller
-
+ Enable Auto-Stub**Abilita stub automatico**
-
+ Kiosk (Quest) ModeModalità Kiosk (Quest)
-
+ Enable CPU DebuggingAbilita il debug della CPU
-
+ Enable Debug AssertsAbilita le asserzioni di debug
-
+ DebuggingDebug
-
+ Enable FS Access LogAbilita log di accesso al FS
-
+ Create Minidump After CrashCrea Minidump dopo un arresto anomalo
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Abilita questa opzione per stampare l'ultima lista dei comandi audio nella console. Impatta solo i giochi che usano il renderer audio.
-
+ Dump Audio Commands To Console**Stampa i comandi audio nella console**
-
+ Enable Verbose Reporting Services**Abilita servizi di segnalazione dettagliata**
-
+ **This will be reset automatically when yuzu closes.**L'opzione verrà automaticamente ripristinata alla chiusura di yuzu.
@@ -920,12 +925,12 @@ Questo bannerà sia il suo nome utente del forum che il suo indirizzo IP.yuzu dev'essere riavviato affinché questa opzione venga applicata.
-
+ Web applet not compiledApplet web non compilato
-
+ MiniDump creation not compiledCreazione MiniDump non compilata
@@ -1253,33 +1258,33 @@ Questo bannerà sia il suo nome utente del forum che il suo indirizzo IP.Colore dello sfondo:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffDisattivato
-
+ VSync OffVSync disattivato
-
+ RecommendedConsigliata
-
+ OnAttivato
-
+ VSync OnVSync attivato
@@ -3009,7 +3014,7 @@ UUID: %2
The current mapped device is not connected
- Il dispositivo mappato corrente non è connesso.
+ L'attuale dispositivo mappato non è connesso.
@@ -3250,64 +3255,64 @@ Trascina i punti per cambiare posizione, oppure clicca due volte la cella in tab
ConfigureUI
-
-
-
+
+
+ NoneNessuna
-
+ Small (32x32)Piccola (32x32)
-
+ Standard (64x64)Standard (64x64)
-
+ Large (128x128)Grande (128x128)
-
+ Full Size (256x256)Dimensione intera (256x256)
-
+ Small (24x24)Piccola (24x24)
-
+ Standard (48x48)Standard (48x48)
-
+ Large (72x72)Grande (72x72)
-
+ FilenameNome del file
-
+ FiletypeTipo di file
-
+ Title IDID del gioco (Title ID)
-
+ Title NameNome del gioco
@@ -3412,7 +3417,7 @@ Trascina i punti per cambiare posizione, oppure clicca due volte la cella in tab
TextLabel
-
+ Etichetta
@@ -3420,20 +3425,20 @@ Trascina i punti per cambiare posizione, oppure clicca due volte la cella in tab
Risoluzione:
-
+ Select Screenshots Path...Seleziona il percorso degli screenshot...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
-
+ Automatica (%1 x %2, %3 x %4)
@@ -3748,44 +3753,44 @@ Trascina i punti per cambiare posizione, oppure clicca due volte la cella in tab
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Vengono raccolti dati anonimi</a> per aiutarci a migliorare yuzu. <br/><br/>Desideri condividere i tuoi dati di utilizzo con noi?
-
+ TelemetryTelemetria
-
+ Broken Vulkan Installation DetectedRilevata installazione di Vulkan non funzionante
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.L'inizializzazione di Vulkan è fallita durante l'avvio.<br><br>Clicca <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>qui per istruzioni su come risolvere il problema</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleepingGioco in esecuzione
-
+ Loading Web Applet...Caricamento dell'applet web...
-
-
+
+ Disable Web AppletDisabilita l'applet web
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Disabilitare l'applet web potrebbe causare dei comportamenti indesiderati.
@@ -3793,533 +3798,570 @@ Da usare solo con Super Mario 3D All-Stars. Sei sicuro di voler procedere?
(Puoi riabilitarlo quando vuoi nelle impostazioni di Debug.)
-
+ The amount of shaders currently being builtIl numero di shader in fase di compilazione
-
+ The current selected resolution scaling multiplier.Il moltiplicatore corrente dello scaling della risoluzione.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Velocità corrente dell'emulazione. Valori più alti o più bassi di 100% indicano che l'emulazione sta funzionando più velocemente o lentamente rispetto a una Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Il numero di fotogrammi al secondo che il gioco visualizza attualmente. Può variare in base al gioco e alla situazione.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Tempo necessario per emulare un fotogramma della Switch, senza tenere conto del limite al framerate o del V-Sync. Per un'emulazione alla massima velocità, il valore non dovrebbe essere superiore a 16.67 ms.
-
+ UnmuteRiattiva
-
+ MuteSilenzia
-
+ Reset VolumeReimposta volume
-
+ &Clear Recent Files&Cancella i file recenti
-
+ Emulated mouse is enabledMouse emulato abilitato
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.L'input reale del mouse è incompatibile col mouse panning.
Per attivarlo, disattiva il mouse emulato.
-
+ &Continue&Continua
-
+ &Pause&Pausa
-
+ Warning Outdated Game FormatFormato del gioco obsoleto
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Stai usando una cartella contenente una ROM decostruita per avviare questo gioco, che è un formato obsoleto e sostituito da NCA, NAX, XCI o NSP. Le ROM decostruite non hanno icone, metadati e non supportano gli aggiornamenti. <br><br>Per una spiegazione sui vari formati della Switch supportati da yuzu, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>consulta la nostra wiki (in inglese)</a>. Non riceverai di nuovo questo avviso.
-
-
+
+ Error while loading ROM!Errore nel caricamento della ROM!
-
+ The ROM format is not supported.Il formato della ROM non è supportato.
-
+ An error occurred initializing the video core.È stato riscontrato un errore nell'inizializzazione del core video.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu ha riscontrato un problema durante l'avvio del core video. Di solito questo errore è causato da driver GPU obsoleti, compresi quelli integrati.
Consulta il log per maggiori dettagli. Se hai bisogno di aiuto per accedere ai log, consulta questa pagina (in inglese): <a href='https://yuzu-emu.org/help/reference/log-files/'>Come caricare i file di log</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Errore nel caricamento della ROM! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Segui <a href='https://yuzu-emu.org/help/quickstart/'>la guida introduttiva di yuzu</a> per rifare il dump dei file.<br>Puoi dare un occhiata alla wiki di yuzu (in inglese)</a> o al server Discord di yuzu</a> per assistenza.
-
+ An unknown error occurred. Please see the log for more details.Si è verificato un errore sconosciuto. Visualizza il log per maggiori dettagli.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Chiusura del software in corso...
-
+ Save DataDati di salvataggio
-
+ Mod DataDati delle mod
-
+ Error Opening %1 FolderImpossibile aprire la cartella %1
-
-
+
+ Folder does not exist!La cartella non esiste!
-
+ Error Opening Transferable Shader CacheImpossibile aprire la cache trasferibile degli shader
-
+ Failed to create the shader cache directory for this title.Impossibile creare la cartella della cache degli shader per questo titolo.
-
+ Error Removing ContentsImpossibile rimuovere il contentuto
-
+ Error Removing UpdateImpossibile rimuovere l'aggiornamento
-
+ Error Removing DLCImpossibile rimuovere il DLC
-
+ Remove Installed Game Contents?Rimuovere il contenuto del gioco installato?
-
+ Remove Installed Game Update?Rimuovere l'aggiornamento installato?
-
+ Remove Installed Game DLC?Rimuovere il DLC installato?
-
+ Remove EntryRimuovi voce
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedRimozione completata
-
+ Successfully removed the installed base game.Il gioco base installato è stato rimosso con successo.
-
+ The base game is not installed in the NAND and cannot be removed.Il gioco base non è installato su NAND e non può essere rimosso.
-
+ Successfully removed the installed update.Aggiornamento rimosso con successo.
-
+ There is no update installed for this title.Non c'è alcun aggiornamento installato per questo gioco.
-
+ There are no DLC installed for this title.Non c'è alcun DLC installato per questo gioco.
-
+ Successfully removed %1 installed DLC.%1 DLC rimossi con successo.
-
+ Delete OpenGL Transferable Shader Cache?Vuoi rimuovere la cache trasferibile degli shader OpenGL?
-
+ Delete Vulkan Transferable Shader Cache?Vuoi rimuovere la cache trasferibile degli shader Vulkan?
-
+ Delete All Transferable Shader Caches?Vuoi rimuovere tutte le cache trasferibili degli shader?
-
+ Remove Custom Game Configuration?Rimuovere la configurazione personalizzata del gioco?
-
+ Remove Cache Storage?Rimuovere la Storage Cache?
-
+ Remove FileRimuovi file
-
-
+
+ Error Removing Transferable Shader CacheImpossibile rimuovere la cache trasferibile degli shader
-
-
+
+ A shader cache for this title does not exist.Per questo titolo non esiste una cache degli shader.
-
+ Successfully removed the transferable shader cache.La cache trasferibile degli shader è stata rimossa con successo.
-
+ Failed to remove the transferable shader cache.Impossibile rimuovere la cache trasferibile degli shader.
-
+ Error Removing Vulkan Driver Pipeline CacheImpossibile rimuovere la cache delle pipeline del driver Vulkan
-
+ Failed to remove the driver pipeline cache.Impossibile rimuovere la cache delle pipeline del driver.
-
-
+
+ Error Removing Transferable Shader CachesImpossibile rimuovere le cache trasferibili degli shader
-
+ Successfully removed the transferable shader caches.Le cache trasferibili degli shader sono state rimosse con successo.
-
+ Failed to remove the transferable shader cache directory.Impossibile rimuovere la cartella della cache trasferibile degli shader.
-
-
+
+ Error Removing Custom ConfigurationImpossibile rimuovere la configurazione personalizzata
-
+ A custom configuration for this title does not exist.Non esiste una configurazione personalizzata per questo gioco.
-
+ Successfully removed the custom game configuration.La configurazione personalizzata del gioco è stata rimossa con successo.
-
+ Failed to remove the custom game configuration.Impossibile rimuovere la configurazione personalizzata del gioco.
-
-
+
+ RomFS Extraction Failed!Estrazione RomFS fallita!
-
+ There was an error copying the RomFS files or the user cancelled the operation.C'è stato un errore nella copia dei file del RomFS o l'operazione è stata annullata dall'utente.
-
+ FullCompleta
-
+ SkeletonCartelle
-
+ Select RomFS Dump ModeSeleziona la modalità di estrazione della RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Seleziona come vorresti estrarre la RomFS. <br>La modalità Completa copierà tutti i file in una nuova cartella mentre<br>la modalità Cartelle creerà solamente le cartelle e le sottocartelle.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootNon c'è abbastanza spazio disponibile nel disco %1 per estrarre la RomFS. Libera lo spazio o seleziona una cartella di estrazione diversa in Emulazione > Configura > Sistema > File system > Cartella di estrazione
-
+ Extracting RomFS...Estrazione RomFS in corso...
-
-
+
+
+
+ CancelAnnulla
-
+ RomFS Extraction Succeeded!Estrazione RomFS riuscita!
-
+
+
+ The operation completed successfully.L'operazione è stata completata con successo.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+ Impossibile verificare l'integrità dei file.
+
+
+
+ File contents were not checked for validity.
+ I contenuti di questo file non sono stati verificati
+
+
+
+
+ Integrity verification failed!
+ Verifica integrità fallita.
+
+
+
+ File contents may be corrupt.
+ I contenuti di questo File potrebbero essere corrotti.
+
+
+
+
+ Verifying integrity...
+ Verificando l'integrità della ROM...
+
+
+
+
+ Integrity verification succeeded!
+ Verifica dell'integrità completata con successo!
+
+
+
+
+
+
+ Create ShortcutCrea scorciatoia
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Verrà creata una scorciatoia all'AppImage attuale. Potrebbe non funzionare correttamente se effettui un aggiornamento. Vuoi continuare?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Impossibile creare la scorciatoia sul desktop. Il percorso "%1" non esiste.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Impossibile creare la scorciatoia nel menù delle applicazioni. Il percorso "%1" non esiste e non può essere creato.
-
+ Create IconCrea icona
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Impossibile creare il file dell'icona. Il percorso "%1" non esiste e non può essere creato.
-
+ Start %1 with the yuzu EmulatorAvvia %1 con l'emulatore yuzu
-
+ Failed to create a shortcut at %1Impossibile creare la scorciatoia in %1
-
+ Successfully created a shortcut to %1Scorciatoia creata con successo in %1
-
+ Error Opening %1Impossibile aprire %1
-
+ Select DirectorySeleziona cartella
-
+ PropertiesProprietà
-
+ The game properties could not be loaded.Non è stato possibile caricare le proprietà del gioco.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Eseguibile Switch (%1);;Tutti i file (*.*)
-
+ Load FileCarica file
-
+ Open Extracted ROM DirectoryApri cartella ROM estratta
-
+ Invalid Directory SelectedCartella selezionata non valida
-
+ The directory you have selected does not contain a 'main' file.La cartella che hai selezionato non contiene un file "main".
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)File installabili Switch (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install FilesInstalla file
-
+ %n file(s) remaining%n file rimanente%n file rimanenti%n file rimanenti
-
+ Installing file "%1"...Installazione del file "%1"...
-
-
+
+ Install ResultsRisultati dell'installazione
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Per evitare possibli conflitti, sconsigliamo di installare i giochi base su NAND.
Usa questa funzione solo per installare aggiornamenti e DLC.
-
+ %n file(s) were newly installed
%n nuovo file è stato installato
@@ -4328,7 +4370,7 @@ Usa questa funzione solo per installare aggiornamenti e DLC.
-
+ %n file(s) were overwritten
%n file è stato sovrascritto
@@ -4337,7 +4379,7 @@ Usa questa funzione solo per installare aggiornamenti e DLC.
-
+ %n file(s) failed to install
%n file non è stato installato a causa di errori
@@ -4346,313 +4388,342 @@ Usa questa funzione solo per installare aggiornamenti e DLC.
-
+ System ApplicationApplicazione di sistema
-
+ System ArchiveArchivio di sistema
-
+ System Application UpdateAggiornamento di un'applicazione di sistema
-
+ Firmware Package (Type A)Pacchetto firmware (tipo A)
-
+ Firmware Package (Type B)Pacchetto firmware (tipo B)
-
+ GameGioco
-
+ Game UpdateAggiornamento di gioco
-
+ Game DLCDLC
-
+ Delta TitleTitolo delta
-
+ Select NCA Install Type...Seleziona il tipo di installazione NCA
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Seleziona il tipo del file NCA da installare:
(Nella maggior parte dei casi, il valore predefinito 'Gioco' va bene.)
-
+ Failed to InstallInstallazione fallita
-
+ The title type you selected for the NCA is invalid.Il tipo che hai selezionato per l'NCA non è valido.
-
+ File not foundFile non trovato
-
+ File "%1" not foundFile "%1" non trovato
-
+ OKOK
-
-
+
+ Hardware requirements not metRequisiti hardware non soddisfatti
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Il tuo sistema non soddisfa i requisiti hardware consigliati. La funzionalità di segnalazione della compatibilità è stata disattivata.
-
+ Missing yuzu AccountAccount di yuzu non trovato
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Per segnalare la compatibilità di un gioco, devi collegare il tuo account yuzu. <br><br/>Per collegare il tuo account yuzu, vai su Emulazione >
Configurazione > Web.
-
+ Error opening URLImpossibile aprire l'URL
-
+ Unable to open the URL "%1".Non è stato possibile aprire l'URL "%1".
-
+ TAS RecordingRegistrazione TAS
-
+ Overwrite file of player 1?Vuoi sovrascrivere il file del giocatore 1?
-
+ Invalid config detectedRilevata configurazione non valida
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Il controller portatile non può essere utilizzato in modalità dock. Verrà selezionato il controller Pro.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedL'Amiibo corrente è stato rimosso
-
+ ErrorErrore
-
-
+
+ The current game is not looking for amiibosIl gioco in uso non è alla ricerca di Amiibo
-
+ Amiibo File (%1);; All Files (*.*)File Amiibo (%1);; Tutti i file (*.*)
-
+ Load AmiiboCarica Amiibo
-
+ Error loading Amiibo dataImpossibile caricare i dati dell'Amiibo
-
+ The selected file is not a valid amiiboIl file selezionato non è un Amiibo valido
-
+ The selected file is already on useIl file selezionato è già in uso
-
+ An unknown error occurredSi è verificato un errore sconosciuto
-
+
+ Verification failed for the following files:
+
+%1
+ La verifica sui seguenti file è fallita:
+
+%1
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotCattura screenshot
-
+ PNG Image (*.png)Immagine PNG (*.png)
-
+ TAS state: Running %1/%2Stato TAS: In esecuzione (%1/%2)
-
+ TAS state: Recording %1Stato TAS: Registrazione in corso (%1)
-
+ TAS state: Idle %1/%2Stato TAS: In attesa (%1/%2)
-
+ TAS State: InvalidStato TAS: Non valido
-
+ &Stop Running&Interrompi
-
+ &Start&Avvia
-
+ Stop R&ecordingInterrompi r&egistrazione
-
+ R&ecordR&egistra
-
+ Building: %n shader(s)Compilazione di %n shaderCompilazione di %n shaderCompilazione di %n shader
-
+ Scale: %1x%1 is the resolution scaling factorRisoluzione: %1x
-
+ Speed: %1% / %2%Velocità: %1% / %2%
-
+ Speed: %1%Velocità: %1%
-
+ Game: %1 FPS (Unlocked)Gioco: %1 FPS (Sbloccati)
-
+ Game: %1 FPSGioco: %1 FPS
-
+ Frame: %1 msFrame: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AANO AA
-
+ VOLUME: MUTEVOLUME: MUTO
-
+ VOLUME: %1%Volume percentage (e.g. 50%)VOLUME: %1%
-
+ Confirm Key RederivationConferma ri-derivazione chiavi
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4669,37 +4740,37 @@ Se sei sicuro di voler procedere,
Questa azione eliminerà i tuoi file delle chiavi autogenerati e ripeterà il processo di derivazione delle chiavi.
-
+ Missing fusesFusi mancanti
-
+ - Missing BOOT0 - BOOT0 mancante
-
+ - Missing BCPKG2-1-Normal-Main - BCPKG2-1-Normal-Main mancante
-
+ - Missing PRODINFO- PRODINFO mancante
-
+ Derivation Components MissingComponenti di derivazione mancanti
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Chiavi di crittografia mancanti. <br>Segui <a href='https://yuzu-emu.org/help/quickstart/'>la guida introduttiva di yuzu</a> per ottenere tutte le tue chiavi, il firmware e i giochi.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4708,49 +4779,49 @@ Questa operazione potrebbe durare fino a un minuto in
base alle prestazioni del tuo sistema.
-
+ Deriving KeysDerivazione chiavi
-
+ System Archive Decryption FailedDecrittazione dell'archivio di sistema fallita
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.Le chiavi di crittografia non sono riuscite a decrittare il firmware. <br>Segui <a href='https://yuzu-emu.org/help/quickstart/'>la guida introduttiva di yuzu</a> per estrarre tutte le tue chiavi, il firmware e i giochi dalla tua Switch.
-
+ Select RomFS Dump TargetSeleziona Target dell'Estrazione del RomFS
-
+ Please select which RomFS you would like to dump.Seleziona quale RomFS vorresti estrarre.
-
+ Are you sure you want to close yuzu?Sei sicuro di voler chiudere yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Sei sicuro di voler arrestare l'emulazione? Tutti i progressi non salvati verranno perduti.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4989,86 +5060,91 @@ Vuoi forzare l'arresto?
+ Verify Integrity
+ Verifica Integrità
+
+
+ Copy Title ID to ClipboardCopia il Title ID negli Appunti
-
+ Navigate to GameDB entryVai alla pagina di GameDB
-
+ Create ShortcutCrea scorciatoia
-
+ Add to DesktopAggiungi al desktop
-
+ Add to Applications MenuAggiungi al menù delle applicazioni
-
+ PropertiesProprietà
-
+ Scan SubfoldersScansiona le sottocartelle
-
+ Remove Game DirectoryRimuovi cartella dei giochi
-
+ ▲ Move Up▲ Sposta in alto
-
+ ▼ Move Down▼ Sposta in basso
-
+ Open Directory LocationApri cartella
-
+ ClearCancella
-
+ NameNome
-
+ CompatibilityCompatibilità
-
+ Add-onsAdd-on
-
+ File typeTipo di file
-
+ SizeDimensione
@@ -5139,7 +5215,7 @@ Vuoi forzare l'arresto?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listClicca due volte per aggiungere una nuova cartella alla lista dei giochi
@@ -5152,12 +5228,12 @@ Vuoi forzare l'arresto?
%1 di %n risultato%1 di %n risultati%1 di %n risultati
-
+ Filter:Filtro:
-
+ Enter pattern to filterInserisci pattern per filtrare
@@ -5622,172 +5698,182 @@ Messaggio di debug:
&TAS
-
+ &Help&Aiuto
-
+ &Install Files to NAND...&Installa file su NAND...
-
+ L&oad File...Carica &file...
-
+ Load &Folder...Carica &cartella...
-
+ E&xit&Esci
-
+ &Pause&Pausa
-
+ &StopArre&sta
-
+ &Reinitialize keys...&Reinizializza chiavi...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu&Informazioni su yuzu
-
+ Single &Window Mode&Modalità finestra singola
-
+ Con&figure...Configura...
-
+ Display D&ock Widget HeadersVisualizza le intestazioni del dock dei widget
-
+ Show &Filter BarMostra barra del &filtro
-
+ Show &Status BarMostra barra di &stato
-
+ Show Status BarMostra barra di stato
-
+ &Browse Public Game Lobby&Sfoglia lobby di gioco pubblica
-
+ &Create Room&Crea stanza
-
+ &Leave Room&Esci dalla stanza
-
+ &Direct Connect to RoomCollegamento &diretto alla stanza
-
+ &Show Current Room&Mostra stanza attuale
-
+ F&ullscreenSchermo intero
-
+ &Restart&Riavvia
-
+ Load/Remove &Amiibo...Carica/Rimuovi &Amiibo...
-
+ &Report Compatibility&Segnala la compatibilità
-
+ Open &Mods PageApri la pagina delle &mod
-
+ Open &Quickstart GuideApri la &guida introduttiva
-
+ &FAQ&Domande frequenti
-
+ Open &yuzu FolderApri la cartella di yuzu
-
+ &Capture ScreenshotCattura schermo
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...&Configura TAS...
-
+ Configure C&urrent Game...Configura il gioco in uso...
-
+ &Start&Avvia
-
+ &Reset&Reimposta
-
+ R&ecordR&egistra
@@ -6580,27 +6666,27 @@ p, li { white-space: pre-wrap; }
Percorso file
-
+ No game data presentNessun dato di gioco presente
-
+ The following amiibo data will be formatted:I seguenti dati Amiibo verranno formattati:
-
+ The following game data will removed:I seguenti dati di gioco verranno rimossi:
-
+ Set nickname and owner:Imposta nickname e proprietario:
-
+ Do you wish to restore this amiibo?Vuoi ripristinare questo Amiibo?
diff --git a/dist/languages/ja_JP.ts b/dist/languages/ja_JP.ts
index c8fee9667..2e301cc1e 100755
--- a/dist/languages/ja_JP.ts
+++ b/dist/languages/ja_JP.ts
@@ -133,7 +133,7 @@ p, li { white-space: pre-wrap; }
Block Player
-
+ プレイヤーをブロック
@@ -213,7 +213,7 @@ This would ban both their forum username and their IP address.
%1 - %2 (%3/%4 members) - connected
-
+ %1 - %2 (%3/%4 メンバー) - 接続済み
@@ -242,12 +242,12 @@ This would ban both their forum username and their IP address.
<html><head/><body><p>Does the game boot?</p></body></html>
-
+ <html><head/><body><p>ゲームは起動しますか?</p></body></html>Yes The game starts to output video or audio
-
+ はい ゲームは映像または音声の出力を開始します
@@ -267,12 +267,12 @@ This would ban both their forum username and their IP address.
<html><head/><body><p>Does the game reach gameplay?</p></body></html>
-
+ <html><head/><body><p>ゲームはゲームプレイまで達しますか?</p></body></html>Yes The game works without crashes
-
+ はい ゲームはクラッシュせず動作します
@@ -302,17 +302,17 @@ This would ban both their forum username and their IP address.
Major The game has major graphical errors
-
+ メジャー ゲームは大きなグラフィックエラーがありますMinor The game has minor graphical errors
-
+ マイナー ゲームはマイナーなグラフィックエラーがありますNone Everything is rendered as it looks on the Nintendo Switch
-
+ なし すべてはニンテンドースイッチと同様にレンダリングされます
@@ -376,13 +376,13 @@ This would ban both their forum username and their IP address.
Auto (%1)Auto select time zone
-
+ 自動 (%1)Default (%1)Default time zone
-
+ 既定 (%1)
@@ -763,151 +763,156 @@ This would ban both their forum username and their IP address.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- チェックすると、ディスクシェーダーキャッシュまたはゲームからオリジナルのアセンブラーシェーダーをすべてダンプします
-
-
-
- Dump Game Shaders
- ゲームシェーダーをダンプ
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slower有効化すると、マクロHLE機能を無効にします。これを有効にすると、ゲームの動作が遅くなります
-
+ Disable Macro HLEMacro HLE を無効化
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- チェックすると、マクロのJust In Timeコンパイラが無効になります。有効にすると、ゲームの動作が遅くなります。
-
-
-
- Disable Macro JIT
- Macro JITを無効化
-
-
-
- When checked, the graphics API enters a slower debugging mode
- チェックすると、 グラフィックAPIはより遅いデバッグモードになります。
-
-
-
- Enable Graphics Debugging
- グラフィックデバッグの有効化
-
-
-
+ When checked, it will dump all the macro programs of the GPUチェックすると、GPUのすべてのマクロプログラムをダンプします
-
+ Dump Maxwell MacrosMaxwellマクロをダンプ
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- チェックすると、コンパイルしたパイプラインキャッシュの統計情報をロギングします
-
-
-
- Enable Shader Feedback
- シェーダーフィードバックの有効j化
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsチェックすると、Nsight Aftermathのクラッシュダンプが有効になります
-
+ Enable Nsight AftermathNsight Aftermathの有効化
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ チェックすると、コンパイルしたパイプラインキャッシュの統計情報をロギングします
+
+
+
+ Enable Shader Feedback
+ シェーダーフィードバックの有効j化
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ チェックすると、マクロのJust In Timeコンパイラが無効になります。有効にすると、ゲームの動作が遅くなります。
+
+
+
+ Disable Macro JIT
+ Macro JITを無効化
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ チェックすると、 グラフィックAPIはより遅いデバッグモードになります。
+
+
+
+ Enable Graphics Debugging
+ グラフィックデバッグの有効化
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ チェックすると、ディスクシェーダーキャッシュまたはゲームからオリジナルのアセンブラーシェーダーをすべてダンプします
+
+
+
+ Dump Game Shaders
+ ゲームシェーダーをダンプ
+
+
+
+ Enable Renderdoc Hotkey
+ Renderdocのホットキーを有効化
+
+
+ Advanced高度
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.プログラム起動時にyuzuがVulkan環境が動作しているかどうかを確認するようにします。外部プログラムがyuzuを参照する際に問題がある場合は、これを無効にしてください。
-
+ Perform Startup Vulkan Checkスタートアップ時にVulkanのチェックを実行する
-
+ Disable Web AppletWebアプレットの無効化
-
+ Enable All Controller Typesすべてのコントローラタイプを有効にする
-
+ Enable Auto-Stub**自動スタブの有効化**
-
+ Kiosk (Quest) ModeKiosk (Quest) Mode
-
+ Enable CPU DebuggingCPUデバッグの有効化
-
+ Enable Debug Assertsデバッグアサートの有効化
-
+ Debuggingデバッグ
-
+ Enable FS Access LogFSアクセスログの有効化
-
+ Create Minidump After Crashクラッシュ時にミニダンプを生成
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.これを有効にすると、最新のオーディオコマンドリストがコンソールに出力されます。オーディオレンダラーを使用するゲームにのみ影響します。
-
+ Dump Audio Commands To Console**
-
+ Enable Verbose Reporting Services**詳細なレポートサービスの有効化**
-
+ **This will be reset automatically when yuzu closes.** yuzuを終了したときに自動的にリセットされます。
@@ -922,12 +927,12 @@ This would ban both their forum username and their IP address.
この設定を適用するには yuzu を再起動する必要があります.
-
+ Web applet not compiledウェブアプレットがコンパイルされていません
-
+ MiniDump creation not compiled
@@ -979,7 +984,7 @@ This would ban both their forum username and their IP address.
Some settings are only available when a game is not running.
-
+ いくつかの設定はゲームが実行中でないときのみ設定できます
@@ -1255,33 +1260,33 @@ This would ban both their forum username and their IP address.
背景色:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ Offオフ
-
+ VSync OffVSync オフ
-
+ Recommended推奨
-
+ Onオン
-
+ VSync OnVSync オン
@@ -2664,7 +2669,7 @@ Current values are %1% and %2% respectively.
Some settings are only available when a game is not running.
-
+ いくつかの設定はゲームが実行中でないときのみ設定できます
@@ -3247,64 +3252,64 @@ Drag points to change position, or double-click table cells to edit values.
ConfigureUI
-
-
-
+
+
+ Noneなし
-
+ Small (32x32)小 (32x32)
-
+ Standard (64x64)標準 (64x64)
-
+ Large (128x128)大 (128x128)
-
+ Full Size (256x256)フルサイズ (256x256)
-
+ Small (24x24)小 (24x24)
-
+ Standard (48x48)標準 (48x48)
-
+ Large (72x72)大 (72x72)
-
+ Filenameファイル名
-
+ Filetypeファイル種別
-
+ Title IDタイトルID
-
+ Title Nameタイトル名
@@ -3417,17 +3422,17 @@ Drag points to change position, or double-click table cells to edit values.解像度:
-
+ Select Screenshots Path...スクリーンショットの保存先を選択...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3745,901 +3750,965 @@ Drag points to change position, or double-click table cells to edit values.
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?yuzuの改善に役立てるため、<a href='https://yuzu-emu.org/help/feature/telemetry/'>匿名データが収集されます</a>。<br/><br/>統計情報を共有しますか?
-
+ Telemetryテレメトリ
-
+ Broken Vulkan Installation Detected壊れたVulkanのインストールが検出されました。
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.起動時にVulkanの初期化に失敗しました。<br><br>この問題を解決するための手順は<a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>こちら</a>。
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Loading Web Applet...Webアプレットをロード中...
-
-
+
+ Disable Web AppletWebアプレットの無効化
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Webアプレットを無効にすると、未定義の動作になる可能性があるため、スーパーマリオ3Dオールスターズでのみ使用するようにしてください。本当にWebアプレットを無効化しますか?
(デバッグ設定で再度有効にすることができます)。
-
+ The amount of shaders currently being builtビルド中のシェーダー数
-
+ The current selected resolution scaling multiplier.現在選択されている解像度の倍率。
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.現在のエミュレーション速度。値が100%より高いか低い場合、エミュレーション速度がSwitchより速いか遅いことを示します。
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.ゲームが現在表示している1秒あたりのフレーム数。これはゲームごと、シーンごとに異なります。
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Switchフレームをエミュレートするのにかかる時間で、フレームリミットやV-Syncは含まれません。フルスピードエミュレーションの場合、最大で16.67ミリ秒になります。
-
+ Unmute
-
+ 消音解除
-
+ Mute
-
+ 消音
-
+ Reset Volume
-
+ 音量をリセット
-
+ &Clear Recent Files最近のファイルをクリア(&C)
-
+ Emulated mouse is enabled
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
-
+ &Continue再開(&C)
-
+ &Pause中断(&P)
-
+ Warning Outdated Game Format古いゲームフォーマットの警告
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.このゲームでは、分解されたROMディレクトリフォーマットを使用しています。これは、NCA、NAX、XCI、またはNSPなどに取って代わられた古いフォーマットです。分解されたROMディレクトリには、アイコン、メタデータ、およびアップデートサポートがありません。<br><br>yuzuがサポートするSwitchフォーマットの説明については、<a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>wikiをチェックしてください</a>。このメッセージは二度と表示されません。
-
-
+
+ Error while loading ROM!ROMロード中にエラーが発生しました!
-
+ The ROM format is not supported.このROMフォーマットはサポートされていません。
-
+ An error occurred initializing the video core.ビデオコア初期化中にエラーが発生しました。
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzuは、ビデオコアの実行中にエラーが発生しました。これは通常、内蔵GPUも含め、古いGPUドライバが原因です。詳しくはログをご覧ください。ログへのアクセス方法については、以下のページをご覧ください:<a href='https://yuzu-emu.org/help/reference/log-files/'>ログファイルのアップロード方法について</a>。
-
+ Error while loading ROM! %1%1 signifies a numeric error code.ROMのロード中にエラー! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br><a href='https://yuzu-emu.org/help/quickstart/'>yuzuクイックスタートガイド</a>を参照してファイルを再ダンプしてください。<br>またはyuzu wiki及び</a>yuzu Discord</a>を参照するとよいでしょう。
-
+ An unknown error occurred. Please see the log for more details.不明なエラーが発生しました。詳細はログを確認して下さい。
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...ソフトウェアを終了中...
-
+ Save Dataデータのセーブ
-
+ Mod DataModデータ
-
+ Error Opening %1 Folder”%1”フォルダを開けませんでした
-
-
+
+ Folder does not exist!フォルダが存在しません!
-
+ Error Opening Transferable Shader Cacheシェーダーキャッシュを開けませんでした
-
+ Failed to create the shader cache directory for this title.このタイトル用のシェーダーキャッシュディレクトリの作成に失敗しました
-
+ Error Removing Contentsコンテンツの削除エラー
-
+ Error Removing Updateアップデートの削除エラー
-
+ Error Removing DLCDLC の削除エラー
-
+ Remove Installed Game Contents?インストールされたゲームのコンテンツを削除しますか?
-
+ Remove Installed Game Update?インストールされたゲームのアップデートを削除しますか?
-
+ Remove Installed Game DLC?インストールされたゲームの DLC を削除しますか?
-
+ Remove Entryエントリ削除
-
-
-
-
-
-
+
+
+
+
+
+ Successfully Removed削除しました
-
+ Successfully removed the installed base game.インストールされたゲームを正常に削除しました。
-
+ The base game is not installed in the NAND and cannot be removed.ゲームはNANDにインストールされていないため、削除できません。
-
+ Successfully removed the installed update.インストールされたアップデートを正常に削除しました。
-
+ There is no update installed for this title.このタイトルのアップデートはインストールされていません。
-
+ There are no DLC installed for this title.このタイトルにはDLCがインストールされていません。
-
+ Successfully removed %1 installed DLC.%1にインストールされたDLCを正常に削除しました。
-
+ Delete OpenGL Transferable Shader Cache?転送可能なOpenGLシェーダーキャッシュを削除しますか?
-
+ Delete Vulkan Transferable Shader Cache?転送可能なVulkanシェーダーキャッシュを削除しますか?
-
+ Delete All Transferable Shader Caches?転送可能なすべてのシェーダーキャッシュを削除しますか?
-
+ Remove Custom Game Configuration?このタイトルのカスタム設定を削除しますか?
-
+ Remove Cache Storage?キャッシュストレージを削除しますか?
-
+ Remove Fileファイル削除
-
-
+
+ Error Removing Transferable Shader Cache転送可能なシェーダーキャッシュの削除エラー
-
-
+
+ A shader cache for this title does not exist.このタイトル用のシェーダーキャッシュは存在しません。
-
+ Successfully removed the transferable shader cache.転送可能なシェーダーキャッシュが正常に削除されました。
-
+ Failed to remove the transferable shader cache.転送可能なシェーダーキャッシュを削除できませんでした。
-
+ Error Removing Vulkan Driver Pipeline Cache
-
+ Failed to remove the driver pipeline cache.
-
-
+
+ Error Removing Transferable Shader Caches転送可能なシェーダーキャッシュの削除エラー
-
+ Successfully removed the transferable shader caches.転送可能なシェーダーキャッシュを正常に削除しました。
-
+ Failed to remove the transferable shader cache directory.転送可能なシェーダーキャッシュディレクトリの削除に失敗しました。
-
-
+
+ Error Removing Custom Configurationカスタム設定の削除エラー
-
+ A custom configuration for this title does not exist.このタイトルのカスタム設定は存在しません。
-
+ Successfully removed the custom game configuration.カスタム設定を正常に削除しました。
-
+ Failed to remove the custom game configuration.カスタム設定の削除に失敗しました。
-
-
+
+ RomFS Extraction Failed!RomFSの抽出に失敗しました!
-
+ There was an error copying the RomFS files or the user cancelled the operation.RomFSファイルをコピー中にエラーが発生したか、ユーザー操作によりキャンセルされました。
-
+ Fullフル
-
+ Skeletonスケルトン
-
+ Select RomFS Dump ModeRomFSダンプモードの選択
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.RomFSのダンプ方法を選択してください。<br>”完全”はすべてのファイルが新しいディレクトリにコピーされます。<br>”スケルトン”はディレクトリ構造を作成するだけです。
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root%1 に RomFS を展開するための十分な空き領域がありません。Emulation > Configure > System > Filesystem > Dump Root で、空き容量を確保するか、別のダンプディレクトリを選択してください。
-
+ Extracting RomFS...RomFSを抽出中...
-
-
+
+
+
+ Cancelキャンセル
-
+ RomFS Extraction Succeeded!RomFS抽出成功!
-
+
+
+ The operation completed successfully.操作は成功しました。
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create Shortcutショートカットを作成
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.
-
+ Create Iconアイコンを作成
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.
-
+ Start %1 with the yuzu Emulator
-
+ Failed to create a shortcut at %1
-
+ Successfully created a shortcut to %1
-
+ Error Opening %1”%1”を開けませんでした
-
+ Select Directoryディレクトリの選択
-
+ Propertiesプロパティ
-
+ The game properties could not be loaded.ゲームプロパティをロード出来ませんでした。
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Switch実行ファイル (%1);;すべてのファイル (*.*)
-
+ Load Fileファイルのロード
-
+ Open Extracted ROM Directory展開されているROMディレクトリを開く
-
+ Invalid Directory Selected無効なディレクトリが選択されました
-
+ The directory you have selected does not contain a 'main' file.選択されたディレクトリに”main”ファイルが見つかりませんでした。
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)インストール可能なスイッチファイル (*.nca *.nsp *.xci);;任天堂コンテンツアーカイブ (*.nca);;任天堂サブミッションパッケージ (*.nsp);;NXカートリッジイメージ (*.xci)
-
+ Install Filesファイルのインストール
-
+ %n file(s) remaining残り %n ファイル
-
+ Installing file "%1"..."%1"ファイルをインストールしています・・・
-
-
+
+ Install Resultsインストール結果
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.競合を避けるため、NANDにゲーム本体をインストールすることはお勧めしません。
この機能は、アップデートやDLCのインストールにのみ使用してください。
-
+ %n file(s) were newly installed
%n ファイルが新たにインストールされました
-
+ %n file(s) were overwritten
%n ファイルが上書きされました
-
+ %n file(s) failed to install
%n ファイルのインストールに失敗しました
-
+ System Applicationシステムアプリケーション
-
+ System Archiveシステムアーカイブ
-
+ System Application Updateシステムアプリケーションアップデート
-
+ Firmware Package (Type A)ファームウェアパッケージ(Type A)
-
+ Firmware Package (Type B)ファームウェアパッケージ(Type B)
-
+ Gameゲーム
-
+ Game Updateゲームアップデート
-
+ Game DLCゲームDLC
-
+ Delta Title差分タイトル
-
+ Select NCA Install Type...NCAインストール種別を選択・・・
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)インストールするNCAタイトル種別を選択して下さい:
(ほとんどの場合、デフォルトの”ゲーム”で問題ありません。)
-
+ Failed to Installインストール失敗
-
+ The title type you selected for the NCA is invalid.選択されたNCAのタイトル種別が無効です。
-
+ File not foundファイルが存在しません
-
+ File "%1" not foundファイル”%1”が存在しません
-
+ OKOK
-
-
+
+ Hardware requirements not met
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.
-
+ Missing yuzu Accountyuzuアカウントが存在しません
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.ゲームの互換性テストケースを送信するには、yuzuアカウントをリンクする必要があります。<br><br/>yuzuアカウントをリンクするには、エミュレーション > 設定 > Web から行います。
-
+ Error opening URLURLオープンエラー
-
+ Unable to open the URL "%1".URL"%1"を開けません。
-
+ TAS Recording TAS 記録中
-
+ Overwrite file of player 1?プレイヤー1のファイルを上書きしますか?
-
+ Invalid config detected無効な設定を検出しました
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.携帯コントローラはドックモードで使用できないため、Proコントローラが選択されます。
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removed現在の amiibo は削除されました
-
+ Errorエラー
-
-
+
+ The current game is not looking for amiibos現在のゲームはamiiboを要求しません
-
+ Amiibo File (%1);; All Files (*.*)amiiboファイル (%1);;すべてのファイル (*.*)
-
+ Load Amiiboamiiboのロード
-
+ Error loading Amiibo dataamiiboデータ読み込み中にエラーが発生しました
-
+ The selected file is not a valid amiibo
-
+ The selected file is already on use
-
+ An unknown error occurred不明なエラーが発生しました
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture Screenshotスクリーンショットのキャプチャ
-
+ PNG Image (*.png)PNG画像 (*.png)
-
+ TAS state: Running %1/%2TAS 状態: 実行中 %1/%2
-
+ TAS state: Recording %1TAS 状態: 記録中 %1
-
+ TAS state: Idle %1/%2TAS 状態: アイドル %1/%2
-
+ TAS State: InvalidTAS 状態: 無効
-
+ &Stop Running実行停止(&S)
-
+ &Start実行(&S)
-
+ Stop R&ecording記録停止(&R)
-
+ R&ecord記録(&R)
-
+ Building: %n shader(s)構築中: %n 個のシェーダー
-
+ Scale: %1x%1 is the resolution scaling factor拡大率: %1x
-
+ Speed: %1% / %2%速度:%1% / %2%
-
+ Speed: %1%速度:%1%
-
+ Game: %1 FPS (Unlocked)Game: %1 FPS(制限解除)
-
+ Game: %1 FPSゲーム:%1 FPS
-
+ Frame: %1 msフレーム:%1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AANO AA
-
+ VOLUME: MUTE音量: ミュート
-
+ VOLUME: %1%Volume percentage (e.g. 50%)音量: %1%
-
+ Confirm Key Rederivationキーの再取得確認
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4656,37 +4725,37 @@ This will delete your autogenerated key files and re-run the key derivation modu
実行すると、自動生成された鍵ファイルが削除され、鍵生成モジュールが再実行されます。
-
+ Missing fusesヒューズがありません
-
+ - Missing BOOT0 - BOOT0がありません
-
+ - Missing BCPKG2-1-Normal-Main - BCPKG2-1-Normal-Mainがありません
-
+ - Missing PRODINFO - PRODINFOがありません
-
+ Derivation Components Missing派生コンポーネントがありません
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>暗号化キーがありません。<br>キー、ファームウェア、ゲームを取得するには<a href='https://yuzu-emu.org/help/quickstart/'>yuzu クイックスタートガイド</a>を参照ください。<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4695,49 +4764,49 @@ on your system's performance.
1分以上かかります。
-
+ Deriving Keys派生キー
-
+ System Archive Decryption Failedシステムアーカイブの復号に失敗しました
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
-
+ Select RomFS Dump TargetRomFSダンプターゲットの選択
-
+ Please select which RomFS you would like to dump.ダンプしたいRomFSを選択して下さい。
-
+ Are you sure you want to close yuzu?yuzuを終了しますか?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.エミュレーションを停止しますか?セーブされていない進行状況は失われます。
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4976,86 +5045,91 @@ Would you like to bypass this and exit anyway?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardタイトルIDをクリップボードへコピー
-
+ Navigate to GameDB entryGameDBエントリを表示
-
+ Create Shortcutショートカットを作成
-
+ Add to Desktopデスクトップに追加
-
+ Add to Applications Menuアプリケーションメニューに追加
-
+ Propertiesプロパティ
-
+ Scan Subfoldersサブフォルダをスキャンする
-
+ Remove Game Directoryゲームディレクトリを削除する
-
+ ▲ Move Up▲ 上へ移動
-
+ ▼ Move Down▼ 下へ移動
-
+ Open Directory Locationディレクトリの場所を開く
-
+ Clearクリア
-
+ Nameゲーム名
-
+ Compatibility互換性
-
+ Add-onsアドオン
-
+ File typeファイル種別
-
+ Sizeファイルサイズ
@@ -5126,7 +5200,7 @@ Would you like to bypass this and exit anyway?
GameListPlaceholder
-
+ Double-click to add a new folder to the game list新しいゲームリストフォルダを追加するにはダブルクリックしてください。
@@ -5139,12 +5213,12 @@ Would you like to bypass this and exit anyway?
-
+ Filter:フィルター:
-
+ Enter pattern to filterフィルターパターンを入力
@@ -5609,172 +5683,182 @@ Debug Message:
&TAS
-
+ &Helpヘルプ(&H)
-
+ &Install Files to NAND...ファイルをNANDにインストール...(&I)
-
+ L&oad File...ファイルをロード...(&L)
-
+ Load &Folder...フォルダをロード...(&F)
-
+ E&xit終了(&E)
-
+ &Pause中断(&P)
-
+ &Stop停止(&S)
-
+ &Reinitialize keys...鍵を再初期化...(&R)
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzuyuzuについて(&A)
-
+ Single &Window Modeシングルウィンドウモード(&W)
-
+ Con&figure...設定...(&F)
-
+ Display D&ock Widget Headersドックウィジェットヘッダ(&O)
-
+ Show &Filter Barフィルタバー(&F)
-
+ Show &Status Barステータスバー(&S)
-
+ Show Status Barステータスバーの表示
-
+ &Browse Public Game Lobby公開ゲームロビーを参照 (&B)
-
+ &Create Roomルームを作成 (&C)
-
+ &Leave Roomルームを退出 (&L)
-
+ &Direct Connect to Roomルームに直接接続 (&D)
-
+ &Show Current Room現在のルームを表示 (&S)
-
+ F&ullscreen全画面表示(&F)
-
+ &Restart再実行(&R)
-
+ Load/Remove &Amiibo...&Amiibo をロード/削除...
-
+ &Report Compatibility互換性を報告(&R)
-
+ Open &Mods Page&Modページを開く
-
+ Open &Quickstart Guideクイックスタートガイドを開く(&Q)
-
+ &FAQ&FAQ
-
+ Open &yuzu Folder&yuzuフォルダを開く
-
+ &Capture Screenshotスクリーンショットをキャプチャ(&C)
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...TASを設定... (&C)
-
+ Configure C&urrent Game...現在のゲームを設定...(&U)
-
+ &Start実行(&S)
-
+ &Resetリセット(&R)
-
+ R&ecord記録(&R)
@@ -6566,27 +6650,27 @@ p, li { white-space: pre-wrap; }
ファイルパス
-
+ No game data present
-
+ The following amiibo data will be formatted:
-
+ The following game data will removed:
-
+ Set nickname and owner:
-
+ Do you wish to restore this amiibo?
diff --git a/dist/languages/ko_KR.ts b/dist/languages/ko_KR.ts
index e10c3a770..2aa3d6869 100755
--- a/dist/languages/ko_KR.ts
+++ b/dist/languages/ko_KR.ts
@@ -764,151 +764,156 @@ This would ban both their forum username and their IP address.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- 선택하면 디스크 셰이더 캐시 또는 게임에서 찾은 모든 원본 어셈블러 셰이더를 덤프합니다.
-
-
-
- Dump Game Shaders
- 게임 셰이더 덤프
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slower선택하면 매크로 HLE 기능이 비활성화됩니다. 이 기능을 활성화하면 게임 실행 속도가 느려짐
-
+ Disable Macro HLE매크로 HLE 비활성화
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- 이 옵션에 체크할 시, 매크로 JIT 컴파일러를 비활성화 합니다. 게임 속도가 느려지니 유의하십시오.
-
-
-
- Disable Macro JIT
- Macro JIT 비활성화
-
-
-
- When checked, the graphics API enters a slower debugging mode
- 이 옵션을 활성화 시, 그래픽 API가 디버깅 모드로 진입하여 속도가 느려집니다.
-
-
-
- Enable Graphics Debugging
- 그래픽 디버깅 활성화
-
-
-
+ When checked, it will dump all the macro programs of the GPU체크하면 GPU의 모든 매크로 프로그램을 덤프합니다.
-
+ Dump Maxwell MacrosMaxwell 매크로 덤프
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- 선택하면 yuzu는 컴파일된 파이프라인 캐시에 대한 통계를 기록합니다.
-
-
-
- Enable Shader Feedback
- 셰이더 피드백 활성화
-
-
-
+ When checked, it enables Nsight Aftermath crash dumps선택하면 Nsight Aftermath 크래시 덤프가 활성화됩니다.
-
+ Enable Nsight AftermathNsight Aftermath 활성화
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ 선택하면 yuzu는 컴파일된 파이프라인 캐시에 대한 통계를 기록합니다.
+
+
+
+ Enable Shader Feedback
+ 셰이더 피드백 활성화
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ 이 옵션에 체크할 시, 매크로 JIT 컴파일러를 비활성화 합니다. 게임 속도가 느려지니 유의하십시오.
+
+
+
+ Disable Macro JIT
+ Macro JIT 비활성화
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ 이 옵션을 활성화 시, 그래픽 API가 디버깅 모드로 진입하여 속도가 느려집니다.
+
+
+
+ Enable Graphics Debugging
+ 그래픽 디버깅 활성화
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ 선택하면 디스크 셰이더 캐시 또는 게임에서 찾은 모든 원본 어셈블러 셰이더를 덤프합니다.
+
+
+
+ Dump Game Shaders
+ 게임 셰이더 덤프
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ Advanced고급
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.프로그램 시작시 yuzu가 Vulkan 환경을 확인할 수 있도록 합니다. 외부 프로그램에서 유자를 보는 데 문제가 있는 경우 이 기능을 비활성화합니다.
-
+ Perform Startup Vulkan Check시작시 Vulkan 검사 수행
-
+ Disable Web Applet웹 애플릿 비활성화
-
+ Enable All Controller Types모든 컨트롤러 유형 활성화
-
+ Enable Auto-Stub**자동 스텁 활성화**
-
+ Kiosk (Quest) ModeKiosk (Quest) 모드
-
+ Enable CPU DebuggingCPU 디버깅 활성화
-
+ Enable Debug Asserts디버그 에러 검출 활성화
-
+ Debugging디버깅
-
+ Enable FS Access LogFS 액세스 로그 활성화
-
+ Create Minidump After Crash충돌후 미니덤프 생성
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.이 옵션을 활성화하면 가장 최근에 생성된 오디오 명령어 목록을 콘솔에 출력할 수 있습니다. 오디오 렌더러를 사용하는 게임에만 영향을 줍니다.
-
+ Dump Audio Commands To Console**콘솔에 오디오 명령어 덤프
-
+ Enable Verbose Reporting Services**자세한 리포팅 서비스 활성화**
-
+ **This will be reset automatically when yuzu closes.**Yuzu가 종료되면 자동으로 재설정됩니다.
@@ -923,12 +928,12 @@ This would ban both their forum username and their IP address.
이 설정을 적용하려면 yuzu를 다시 시작해야 합니다.
-
+ Web applet not compiled웹 애플릿이 컴파일되지 않음
-
+ MiniDump creation not compiledMiniDump 생성이 컴파일되지 않음
@@ -1256,33 +1261,33 @@ This would ban both their forum username and their IP address.
배경색:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ Off끔
-
+ VSync Off수직동기화 끔
-
+ Recommended추천
-
+ On켬
-
+ VSync On수직동기화 켬
@@ -3248,64 +3253,64 @@ Drag points to change position, or double-click table cells to edit values.
ConfigureUI
-
-
-
+
+
+ None없음
-
+ Small (32x32)작은 크기 (32x32)
-
+ Standard (64x64)기본 크기 (64x64)
-
+ Large (128x128)큰 크기 (128x128)
-
+ Full Size (256x256)전체 크기(256x256)
-
+ Small (24x24)작은 크기 (24x24)
-
+ Standard (48x48)기본 크기 (48x48)
-
+ Large (72x72)큰 크기 (72x72)
-
+ Filename파일명
-
+ Filetype파일타입
-
+ Title ID타이틀 ID
-
+ Title Name타이틀 이름
@@ -3418,17 +3423,17 @@ Drag points to change position, or double-click table cells to edit values.해상도:
-
+ Select Screenshots Path...스크린샷 경로 선택...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value자동 (%1 x %2, %3 x %4)
@@ -3746,901 +3751,965 @@ Drag points to change position, or double-click table cells to edit values.
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?yuzu를 개선하기 위해 <a href='https://yuzu-emu.org/help/feature/telemetry/'>익명 데이터가 수집됩니다.</a> <br/><br/>사용 데이터를 공유하시겠습니까?
-
+ Telemetry원격 측정
-
+ Broken Vulkan Installation Detected깨진 Vulkan 설치 감지됨
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.부팅하는 동안 Vulkan 초기화에 실패했습니다.<br><br>문제 해결 지침을 보려면 <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>여기</a>를 클릭하세요.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping게임 실행중
-
+ Loading Web Applet...웹 애플릿을 로드하는 중...
-
-
+
+ Disable Web Applet웹 애플릿 비활성화
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)웹 애플릿을 비활성화하면 정의되지 않은 동작이 발생할 수 있으며 Super Mario 3D All-Stars에서만 사용해야 합니다. 웹 애플릿을 비활성화하시겠습니까?
(디버그 설정에서 다시 활성화할 수 있습니다.)
-
+ The amount of shaders currently being built현재 생성중인 셰이더의 양
-
+ The current selected resolution scaling multiplier.현재 선택된 해상도 배율입니다.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.현재 에뮬레이션 속도. 100%보다 높거나 낮은 값은 에뮬레이션이 Switch보다 빠르거나 느린 것을 나타냅니다.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.게임이 현재 표시하고 있는 초당 프레임 수입니다. 이것은 게임마다 다르고 장면마다 다릅니다.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.프레임 제한이나 수직 동기화를 계산하지 않고 Switch 프레임을 에뮬레이션 하는 데 걸린 시간. 최대 속도로 에뮬레이트 중일 때에는 대부분 16.67 ms 근처입니다.
-
+ Unmute음소거 해제
-
+ Mute음소거
-
+ Reset Volume볼륨 재설정
-
+ &Clear Recent FilesClear Recent Files(&C)
-
+ Emulated mouse is enabled에뮬레이트 마우스 사용
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.실제 마우스 입력과 마우스 패닝은 호환되지 않습니다. 마우스 패닝을 허용하려면 입력 고급 설정에서 에뮬레이트 마우스를 비활성화하세요.
-
+ &Continue재개(&C)
-
+ &Pause일시중지(&P)
-
+ Warning Outdated Game Format오래된 게임 포맷 경고
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.이 게임 파일은 '분해된 ROM 디렉토리'라는 오래된 포맷을 사용하고 있습니다. 해당 포맷은 NCA, NAX, XCI 또는 NSP와 같은 다른 포맷으로 대체되었으며 분해된 ROM 디렉토리에는 아이콘, 메타 데이터 및 업데이트가 지원되지 않습니다.<br><br>yuzu가 지원하는 다양한 Switch 포맷에 대한 설명은 <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>위키를 확인하세요.</a> 이 메시지는 다시 표시되지 않습니다.
-
-
+
+ Error while loading ROM!ROM 로드 중 오류 발생!
-
+ The ROM format is not supported.지원되지 않는 롬 포맷입니다.
-
+ An error occurred initializing the video core.비디오 코어를 초기화하는 동안 오류가 발생했습니다.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. 비디오 코어를 실행하는 동안 yuzu에 오류가 발생했습니다. 이것은 일반적으로 통합 드라이버를 포함하여 오래된 GPU 드라이버로 인해 발생합니다. 자세한 내용은 로그를 참조하십시오. 로그 액세스에 대한 자세한 내용은 <a href='https://yuzu-emu.org/help/reference/log-files/'>로그 파일 업로드 방법</a> 페이지를 참조하세요.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.ROM 불러오는 중 오류 발생! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>파일들을 다시 덤프하기 위해<a href='https://yuzu-emu.org/help/quickstart/'>yuzu 빠른 시작 가이드</a> 를 따라주세요.<br>도움이 필요할 시 yuzu 위키</a> 를 참고하거나 yuzu 디스코드</a> 를 이용해보세요.
-
+ An unknown error occurred. Please see the log for more details.알 수 없는 오류가 발생했습니다. 자세한 내용은 로그를 참고하십시오.
-
+ (64-bit)(64비트)
-
+ (32-bit)(32비트)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...소프트웨어를 닫는 중...
-
+ Save Data세이브 데이터
-
+ Mod Data모드 데이터
-
+ Error Opening %1 Folder%1 폴더 열기 오류
-
-
+
+ Folder does not exist!폴더가 존재하지 않습니다!
-
+ Error Opening Transferable Shader Cache전송 가능한 셰이더 캐시 열기 오류
-
+ Failed to create the shader cache directory for this title.이 타이틀에 대한 셰이더 캐시 디렉토리를 생성하지 못했습니다.
-
+ Error Removing Contents콘텐츠 제거 중 오류 발생
-
+ Error Removing Update업데이트 제거 오류
-
+ Error Removing DLCDLC 제거 오류
-
+ Remove Installed Game Contents?설치된 게임 콘텐츠를 제거하겠습니까?
-
+ Remove Installed Game Update?설치된 게임 업데이트를 제거하겠습니까?
-
+ Remove Installed Game DLC?설치된 게임 DLC를 제거하겠습니까?
-
+ Remove Entry항목 제거
-
-
-
-
-
-
+
+
+
+
+
+ Successfully Removed삭제 완료
-
+ Successfully removed the installed base game.설치된 기본 게임을 성공적으로 제거했습니다.
-
+ The base game is not installed in the NAND and cannot be removed.기본 게임은 NAND에 설치되어 있지 않으며 제거 할 수 없습니다.
-
+ Successfully removed the installed update.설치된 업데이트를 성공적으로 제거했습니다.
-
+ There is no update installed for this title.이 타이틀에 대해 설치된 업데이트가 없습니다.
-
+ There are no DLC installed for this title.이 타이틀에 설치된 DLC가 없습니다.
-
+ Successfully removed %1 installed DLC.설치된 %1 DLC를 성공적으로 제거했습니다.
-
+ Delete OpenGL Transferable Shader Cache?OpenGL 전송 가능한 셰이더 캐시를 삭제하시겠습니까?
-
+ Delete Vulkan Transferable Shader Cache?Vulkan 전송 가능한 셰이더 캐시를 삭제하시겠습니까?
-
+ Delete All Transferable Shader Caches?모든 전송 가능한 셰이더 캐시를 삭제하시겠습니까?
-
+ Remove Custom Game Configuration?사용자 지정 게임 구성을 제거 하시겠습니까?
-
+ Remove Cache Storage?캐시 저장소를 제거하겠습니까?
-
+ Remove File파일 제거
-
-
+
+ Error Removing Transferable Shader Cache전송 가능한 셰이더 캐시 제거 오류
-
-
+
+ A shader cache for this title does not exist.이 타이틀에 대한 셰이더 캐시가 존재하지 않습니다.
-
+ Successfully removed the transferable shader cache.전송 가능한 셰이더 캐시를 성공적으로 제거했습니다.
-
+ Failed to remove the transferable shader cache.전송 가능한 셰이더 캐시를 제거하지 못했습니다.
-
+ Error Removing Vulkan Driver Pipeline CacheVulkan 드라이버 파이프라인 캐시 제거 오류
-
+ Failed to remove the driver pipeline cache.드라이버 파이프라인 캐시를 제거하지 못했습니다.
-
-
+
+ Error Removing Transferable Shader Caches전송 가능한 셰이더 캐시 제거 오류
-
+ Successfully removed the transferable shader caches.전송 가능한 셰이더 캐시를 성공적으로 제거했습니다.
-
+ Failed to remove the transferable shader cache directory.전송 가능한 셰이더 캐시 디렉토리를 제거하지 못했습니다.
-
-
+
+ Error Removing Custom Configuration사용자 지정 구성 제거 오류
-
+ A custom configuration for this title does not exist.이 타이틀에 대한 사용자 지정 구성이 존재하지 않습니다.
-
+ Successfully removed the custom game configuration.사용자 지정 게임 구성을 성공적으로 제거했습니다.
-
+ Failed to remove the custom game configuration.사용자 지정 게임 구성을 제거하지 못했습니다.
-
-
+
+ RomFS Extraction Failed!RomFS 추출 실패!
-
+ There was an error copying the RomFS files or the user cancelled the operation.RomFS 파일을 복사하는 중에 오류가 발생했거나 사용자가 작업을 취소했습니다.
-
+ Full전체
-
+ Skeleton뼈대
-
+ Select RomFS Dump ModeRomFS 덤프 모드 선택
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.RomFS 덤프 방법을 선택하십시오.<br>전체는 모든 파일을 새 디렉토리에 복사하고<br>뼈대는 디렉토리 구조 만 생성합니다.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root%1에 RomFS를 추출하기에 충분한 여유 공간이 없습니다. 공간을 확보하거나 에뮬레이견 > 설정 > 시스템 > 파일시스템 > 덤프 경로에서 다른 덤프 디렉토리를 선택하십시오.
-
+ Extracting RomFS...RomFS 추출 중...
-
-
+
+
+
+ Cancel취소
-
+ RomFS Extraction Succeeded!RomFS 추출이 성공했습니다!
-
+
+
+ The operation completed successfully.작업이 성공적으로 완료되었습니다.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create Shortcut바로가기 만들기
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?현재 AppImage에 대한 바로 가기가 생성됩니다. 업데이트하면 제대로 작동하지 않을 수 있습니다. 계속합니까?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.바탕 화면에 바로가기를 만들 수 없습니다. 경로 "%1"이(가) 존재하지 않습니다.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.애플리케이션 메뉴에서 바로가기를 만들 수 없습니다. 경로 "%1"이(가) 존재하지 않으며 생성할 수 없습니다.
-
+ Create Icon아이콘 만들기
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.아이콘 파일을 만들 수 없습니다. 경로 "%1"이(가) 존재하지 않으며 생성할 수 없습니다.
-
+ Start %1 with the yuzu Emulatoryuzu 에뮬레이터로 %1 시작
-
+ Failed to create a shortcut at %1%1에서 바로가기를 만들기 실패
-
+ Successfully created a shortcut to %1%1 바로가기를 성공적으로 만듬
-
+ Error Opening %1%1 열기 오류
-
+ Select Directory경로 선택
-
+ Properties속성
-
+ The game properties could not be loaded.게임 속성을 로드 할 수 없습니다.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Switch 실행파일 (%1);;모든 파일 (*.*)
-
+ Load File파일 로드
-
+ Open Extracted ROM Directory추출된 ROM 디렉토리 열기
-
+ Invalid Directory Selected잘못된 디렉토리 선택
-
+ The directory you have selected does not contain a 'main' file.선택한 디렉토리에 'main'파일이 없습니다.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)설치 가능한 Switch 파일 (*.nca *.nsp *.xci);;Nintendo 컨텐츠 아카이브 (*.nca);;Nintendo 서브미션 패키지 (*.nsp);;NX 카트리지 이미지 (*.xci)
-
+ Install Files파일 설치
-
+ %n file(s) remaining%n개의 파일이 남음
-
+ Installing file "%1"...파일 "%1" 설치 중...
-
-
+
+ Install Results설치 결과
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.충돌을 피하기 위해, 낸드에 베이스 게임을 설치하는 것을 권장하지 않습니다.
이 기능은 업데이트나 DLC를 설치할 때에만 사용해주세요.
-
+ %n file(s) were newly installed
%n개의 파일이 새로 설치되었습니다.
-
+ %n file(s) were overwritten
%n개의 파일을 덮어썼습니다.
-
+ %n file(s) failed to install
%n개의 파일을 설치하지 못했습니다.
-
+ System Application시스템 애플리케이션
-
+ System Archive시스템 아카이브
-
+ System Application Update시스템 애플리케이션 업데이트
-
+ Firmware Package (Type A)펌웨어 패키지 (A타입)
-
+ Firmware Package (Type B)펌웨어 패키지 (B타입)
-
+ Game게임
-
+ Game Update게임 업데이트
-
+ Game DLC게임 DLC
-
+ Delta Title델타 타이틀
-
+ Select NCA Install Type...NCA 설치 유형 선택...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)이 NCA를 설치할 타이틀 유형을 선택하세요:
(대부분의 경우 기본값인 '게임'이 괜찮습니다.)
-
+ Failed to Install설치 실패
-
+ The title type you selected for the NCA is invalid.NCA 타이틀 유형이 유효하지 않습니다.
-
+ File not found파일을 찾을 수 없음
-
+ File "%1" not found파일 "%1"을 찾을 수 없습니다
-
+ OKOK
-
-
+
+ Hardware requirements not met하드웨어 요구 사항이 충족되지 않음
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.시스템이 권장 하드웨어 요구 사항을 충족하지 않습니다. 호환성 보고가 비활성화되었습니다.
-
+ Missing yuzu Accountyuzu 계정 누락
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.게임 호환성 테스트 결과를 제출하려면 yuzu 계정을 연결해야합니다.<br><br/>yuzu 계정을 연결하려면 에뮬레이션 > 설정 > 웹으로 가세요.
-
+ Error opening URLURL 열기 오류
-
+ Unable to open the URL "%1".URL "%1"을 열 수 없습니다.
-
+ TAS RecordingTAS 레코딩
-
+ Overwrite file of player 1?플레이어 1의 파일을 덮어쓰시겠습니까?
-
+ Invalid config detected유효하지 않은 설정 감지
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.휴대 모드용 컨트롤러는 거치 모드에서 사용할 수 없습니다. 프로 컨트롤러로 대신 선택됩니다.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removed현재 amiibo가 제거되었습니다.
-
+ Error오류
-
-
+
+ The current game is not looking for amiibos현재 게임은 amiibo를 찾고 있지 않습니다
-
+ Amiibo File (%1);; All Files (*.*)Amiibo 파일 (%1);; 모든 파일 (*.*)
-
+ Load AmiiboAmiibo 로드
-
+ Error loading Amiibo dataAmiibo 데이터 로드 오류
-
+ The selected file is not a valid amiibo선택한 파일은 유효한 amiibo가 아닙니다
-
+ The selected file is already on use선택한 파일은 이미 사용 중입니다
-
+ An unknown error occurred알수없는 오류가 발생했습니다
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture Screenshot스크린샷 캡처
-
+ PNG Image (*.png)PNG 이미지 (*.png)
-
+ TAS state: Running %1/%2TAS 상태: %1/%2 실행 중
-
+ TAS state: Recording %1TAS 상태: 레코딩 %1
-
+ TAS state: Idle %1/%2TAS 상태: 유휴 %1/%2
-
+ TAS State: InvalidTAS 상태: 유효하지 않음
-
+ &Stop Running실행 중지(&S)
-
+ &Start시작(&S)
-
+ Stop R&ecording레코딩 중지(&e)
-
+ R&ecord레코드(&R)
-
+ Building: %n shader(s)빌드중: %n개 셰이더
-
+ Scale: %1x%1 is the resolution scaling factor스케일: %1x
-
+ Speed: %1% / %2%속도: %1% / %2%
-
+ Speed: %1%속도: %1%
-
+ Game: %1 FPS (Unlocked)게임: %1 FPS (제한없음)
-
+ Game: %1 FPS게임: %1 FPS
-
+ Frame: %1 ms프레임: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AAAA 없음
-
+ VOLUME: MUTE볼륨: 음소거
-
+ VOLUME: %1%Volume percentage (e.g. 50%)볼륨: %1%
-
+ Confirm Key Rederivation키 재생성 확인
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4657,37 +4726,37 @@ This will delete your autogenerated key files and re-run the key derivation modu
자동 생성되었던 키 파일들이 삭제되고 키 생성 모듈이 다시 실행됩니다.
-
+ Missing fusesfuses 누락
-
+ - Missing BOOT0 - BOOT0 누락
-
+ - Missing BCPKG2-1-Normal-Main - BCPKG2-1-Normal-Main 누락
-
+ - Missing PRODINFO - PRODINFO 누락
-
+ Derivation Components Missing파생 구성 요소 누락
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>암호화 키가 없습니다. <br>모든 키, 펌웨어 및 게임을 얻으려면 <a href='https://yuzu-emu.org/help/quickstart/'>yuzu 빠른 시작 가이드</a>를 따르세요.<br><br> <small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4696,49 +4765,49 @@ on your system's performance.
소요될 수 있습니다.
-
+ Deriving Keys파생 키
-
+ System Archive Decryption Failed시스템 아카이브 암호 해독 실패
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.암호화 키가 펌웨어를 해독하지 못했습니다. <br> 암호화 키와 펌웨어 및 게임을 얻기위해<a href='https://yuzu-emu.org/help/quickstart/'> Yuzu 빠른 시작 가이드 </a>를 따르세요.
-
+ Select RomFS Dump TargetRomFS 덤프 대상 선택
-
+ Please select which RomFS you would like to dump.덤프할 RomFS를 선택하십시오.
-
+ Are you sure you want to close yuzu?yuzu를 닫으시겠습니까?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.에뮬레이션을 중지하시겠습니까? 모든 저장되지 않은 진행 상황은 사라집니다.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4977,86 +5046,91 @@ Would you like to bypass this and exit anyway?
+ Verify Integrity
+
+
+
+ Copy Title ID to Clipboard클립보드에 타이틀 ID 복사
-
+ Navigate to GameDB entryGameDB 항목으로 이동
-
+ Create Shortcut바로가기 만들기
-
+ Add to Desktop데스크톱에 추가
-
+ Add to Applications Menu애플리케이션 메뉴에 추가
-
+ Properties속성
-
+ Scan Subfolders하위 폴더 스캔
-
+ Remove Game Directory게임 디렉토리 제거
-
+ ▲ Move Up▲ 위로 이동
-
+ ▼ Move Down▼ 아래로 이동
-
+ Open Directory Location디렉토리 위치 열기
-
+ Clear초기화
-
+ Name이름
-
+ Compatibility호환성
-
+ Add-ons부가 기능
-
+ File type파일 형식
-
+ Size크기
@@ -5127,7 +5201,7 @@ Would you like to bypass this and exit anyway?
GameListPlaceholder
-
+ Double-click to add a new folder to the game list더블 클릭하여 게임 목록에 새 폴더 추가
@@ -5140,12 +5214,12 @@ Would you like to bypass this and exit anyway?
%1 중의 %n 결과
-
+ Filter:필터:
-
+ Enter pattern to filter검색 필터 입력
@@ -5610,172 +5684,182 @@ Debug Message:
TAS(&T)
-
+ &Help도움말(&H)
-
+ &Install Files to NAND...낸드에 파일 설치(&I)
-
+ L&oad File...파일 불러오기...(&L)
-
+ Load &Folder...폴더 불러오기...(&F)
-
+ E&xit종료(&X)
-
+ &Pause일시중지(&P)
-
+ &Stop정지(&S)
-
+ &Reinitialize keys...키 재설정...(&R)
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzuyuzu 정보(&A)
-
+ Single &Window Mode싱글 창 모드(&W)
-
+ Con&figure...설정(&f)
-
+ Display D&ock Widget Headers독 위젯 헤더 표시(&o)
-
+ Show &Filter Bar필터링 바 표시(&F)
-
+ Show &Status Bar상태 표시줄 보이기(&S)
-
+ Show Status Bar상태 표시줄 보이기
-
+ &Browse Public Game Lobby공개 게임 로비 찾아보기(&B)
-
+ &Create Room방 만들기(&C)
-
+ &Leave Room방에서 나가기(&L)
-
+ &Direct Connect to Room방에 직접 연결(&D)
-
+ &Show Current Room현재 방 표시(&S)
-
+ F&ullscreen전체 화면(&u)
-
+ &Restart재시작(&R)
-
+ Load/Remove &Amiibo...Amiibo 로드/제거(&A)...
-
+ &Report Compatibility호환성 보고(&R)
-
+ Open &Mods Page게임 모드 페이지 열기(&M)
-
+ Open &Quickstart Guide빠른 시작 가이드 열기(&Q)
-
+ &FAQFAQ(&F)
-
+ Open &yuzu Folderyuzu 폴더 열기(&y)
-
+ &Capture Screenshot스크린샷 찍기(&C)
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...TAS설정...(&C)
-
+ Configure C&urrent Game...실행중인 게임 맞춤 설정...(&u)
-
+ &Start시작(&S)
-
+ &Reset리셋(&R)
-
+ R&ecord레코드(&e)
@@ -6568,27 +6652,27 @@ p, li { white-space: pre-wrap; }
파일 경로
-
+ No game data present게임 데이터 없음
-
+ The following amiibo data will be formatted:다음 amiibo 데이터의 형식이 지정됩니다:
-
+ The following game data will removed:다음 게임 데이터가 제거됩니다:
-
+ Set nickname and owner:닉네임 및 소유자 설정:
-
+ Do you wish to restore this amiibo?이 amiibo를 복원하겠습니까?
diff --git a/dist/languages/nb.ts b/dist/languages/nb.ts
index fbb8517b9..920b3d998 100755
--- a/dist/languages/nb.ts
+++ b/dist/languages/nb.ts
@@ -763,151 +763,156 @@ Dette vil bannlyse både deres forum brukernavn og deres IP adresse.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Når det er merket av, vil det dumpe alle de originale assembler shaders fra disk shader cache eller spillet som funnet
-
-
-
- Dump Game Shaders
- Dump Spill Shadere
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerNår det er merket av, deaktiverer det makro HLE-funksjonene. Aktivering av dette gjør at spillene kjører saktere
-
+ Disable Macro HLEDeaktiver Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Når den er merket av, deaktiverer den makrokompilatoren Just In Time. Aktivering av dette gjør at spill kjører saktere
-
-
-
- Disable Macro JIT
- Deaktiver Macro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Når dette er på går grafikk–API-et inn i en tregere feilsøkingsmodus
-
-
-
- Enable Graphics Debugging
- Slå på Grafikkfeilsøking
-
-
-
+ When checked, it will dump all the macro programs of the GPUNår det er merket av, vil det dumpe alle makroprogrammene til GPUen
-
+ Dump Maxwell MacrosDump Maxwell Makroer
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Når det er merket av, vil yuzu logge statistikk om den kompilerte rørledningsbufferen
-
-
-
- Enable Shader Feedback
- Slå på shader-tilbakemelding
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsNår avhuket, aktiverer Nsight Aftermath kræsjdumper
-
+ Enable Nsight AftermathAktiver Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Når det er merket av, vil yuzu logge statistikk om den kompilerte rørledningsbufferen
+
+
+
+ Enable Shader Feedback
+ Slå på shader-tilbakemelding
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Når den er merket av, deaktiverer den makrokompilatoren Just In Time. Aktivering av dette gjør at spill kjører saktere
+
+
+
+ Disable Macro JIT
+ Deaktiver Macro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Når dette er på går grafikk–API-et inn i en tregere feilsøkingsmodus
+
+
+
+ Enable Graphics Debugging
+ Slå på Grafikkfeilsøking
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Når det er merket av, vil det dumpe alle de originale assembler shaders fra disk shader cache eller spillet som funnet
+
+
+
+ Dump Game Shaders
+ Dump Spill Shadere
+
+
+
+ Enable Renderdoc Hotkey
+ Aktiver hurtigtast for Renderdoc
+
+
+ AdvancedAvansert
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Gjør det mulig for yuzu å se etter et fungerende Vulkan-miljø når programmet starter opp. Deaktiver dette hvis dette forårsaker problemer ved at eksterne programmer ser yuzu.
-
+ Perform Startup Vulkan CheckUtfør Vulkan-Sjekk Ved Oppstart
-
+ Disable Web AppletSlå av web-applet
-
+ Enable All Controller TypesAktiver Alle Kontrollertyper
-
+ Enable Auto-Stub**Aktiver Auto-Stub**
-
+ Kiosk (Quest) ModeKiosk (Quest) Modus
-
+ Enable CPU DebuggingSlå på prosessorfeilsøking
-
+ Enable Debug AssertsAktiver Feilsøkingsoppgaver
-
+ DebuggingFeilsøking
-
+ Enable FS Access LogAktiver FS Tilgangs Logg
-
+ Create Minidump After CrashLag Minidump Etter Kræsj
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Aktiver dette for å sende den siste genererte lydkommandolisten til konsollen. Påvirker bare spill som bruker lydrenderen.
-
+ Dump Audio Commands To Console**Dump Lydkommandoer Til Konsollen**
-
+ Enable Verbose Reporting Services**Aktiver Verbose Reporting Services**
-
+ **This will be reset automatically when yuzu closes.**Dette blir automatisk tilbakestilt når yuzu lukkes.
@@ -922,12 +927,12 @@ Dette vil bannlyse både deres forum brukernavn og deres IP adresse.yuzu må startes på nytt for å bruke denne innstillingen.
-
+ Web applet not compiledWeb-applet ikke kompilert
-
+ MiniDump creation not compiledMiniDump-opprettelse ikke kompilert
@@ -1255,33 +1260,33 @@ Dette vil bannlyse både deres forum brukernavn og deres IP adresse.Bakgrunnsfarge:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffAv
-
+ VSync OffVSync Av
-
+ RecommendedAnbefalt
-
+ OnPå
-
+ VSync OnVSync På
@@ -3248,64 +3253,64 @@ Dra punkter for å endre posisjon, eller dobbelttrykk på tabellfelter for å re
ConfigureUI
-
-
-
+
+
+ NoneIngen
-
+ Small (32x32)Liten (32x32)
-
+ Standard (64x64)Standard (64x64)
-
+ Large (128x128)Stor (128x128)
-
+ Full Size (256x256)Full størrelse (256x256)
-
+ Small (24x24)Liten (24x24)
-
+ Standard (48x48)Standard (48x48)
-
+ Large (72x72)Stor (72x72)
-
+ FilenameFilnavn
-
+ FiletypeFiltype
-
+ Title IDTittel-ID
-
+ Title NameTittelnavn
@@ -3410,7 +3415,7 @@ Dra punkter for å endre posisjon, eller dobbelttrykk på tabellfelter for å re
TextLabel
-
+ TextLabel
@@ -3418,20 +3423,20 @@ Dra punkter for å endre posisjon, eller dobbelttrykk på tabellfelter for å re
Oppløsning:
-
+ Select Screenshots Path...Velg Skermbildebane...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
-
+ Auto (%1 x %2, %3 x %4)
@@ -3746,575 +3751,612 @@ Dra punkter for å endre posisjon, eller dobbelttrykk på tabellfelter for å re
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonym data blir samlet inn</a>for å hjelpe til med å forbedre yuzu.<br/><br/>Vil du dele din bruksdata med oss?
-
+ TelemetryTelemetri
-
+ Broken Vulkan Installation DetectedØdelagt Vulkan-installasjon oppdaget
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.Vulkan-initialisering mislyktes under oppstart.<br><br>Klikk<a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>her for instruksjoner for å løse problemet</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleepingKjører et spill
-
+ Loading Web Applet...Laster web-applet...
-
-
+
+ Disable Web AppletSlå av web-applet
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Deaktivering av webappleten kan føre til udefinert oppførsel og bør bare brukes med Super Mario 3D All-Stars. Er du sikker på at du vil deaktivere webappleten?
(Dette kan aktiveres på nytt i feilsøkingsinnstillingene).
-
+ The amount of shaders currently being builtAntall shader-e som bygges for øyeblikket
-
+ The current selected resolution scaling multiplier.Den valgte oppløsningsskaleringsfaktoren.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Nåværende emuleringshastighet. Verdier høyere eller lavere en 100% indikerer at emuleringen kjører raskere eller tregere enn en Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Hvor mange bilder per sekund spiller viser. Dette vil variere fra spill til spill og scene til scene.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Tid det tar for å emulere et Switch bilde. Teller ikke med bildebegrensing eller v-sync. For full-hastighet emulering burde dette være 16.67 ms. på det høyeste.
-
+ UnmuteSlå på lyden
-
+ MuteLydløs
-
+ Reset VolumeTilbakestill volum
-
+ &Clear Recent Files&Tøm Nylige Filer
-
+ Emulated mouse is enabledEmulert mus er aktivert
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.Ekte museinndata og musepanning er inkompatible. Deaktiver den emulerte musen i avanserte innstillinger for inndata for å tillate musepanning.
-
+ &Continue&Fortsett
-
+ &Pause&Paus
-
+ Warning Outdated Game FormatAdvarsel: Utdatert Spillformat
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Du bruker en dekonstruert ROM-mappe for dette spillet, som er et utdatert format som har blitt erstattet av andre formater som NCA, NAX, XCI, eller NSP. Dekonstruerte ROM-mapper mangler ikoner, metadata, og oppdateringsstøtte.<br><br>For en forklaring på diverse Switch-formater som yuzu støtter,<a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>sjekk vår wiki</a>. Denne meldingen vil ikke bli vist igjen.
-
-
+
+ Error while loading ROM!Feil under innlasting av ROM!
-
+ The ROM format is not supported.Dette ROM-formatet er ikke støttet.
-
+ An error occurred initializing the video core.En feil oppstod under initialisering av videokjernen.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu har oppdaget en feil under kjøring av videokjernen. Dette er vanligvis forårsaket av utdaterte GPU-drivere, inkludert for integrert grafikk. Vennligst sjekk loggen for flere detaljer. For mer informasjon om å finne loggen, besøk følgende side: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Uploadd the Log File</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Feil under lasting av ROM! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Vennligst følg <a href='https://yuzu-emu.org/help/quickstart/'>hurtigstartsguiden</a> for å redumpe filene dine. <br>Du kan henvise til yuzu wikien</a> eller yuzu Discorden</a> for hjelp.
-
+ An unknown error occurred. Please see the log for more details.En ukjent feil oppstod. Se loggen for flere detaljer.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Lukker programvare...
-
+ Save DataLagre Data
-
+ Mod DataMod Data
-
+ Error Opening %1 FolderFeil Under Åpning av %1 Mappen
-
-
+
+ Folder does not exist!Mappen eksisterer ikke!
-
+ Error Opening Transferable Shader CacheFeil ved åpning av overførbar shaderbuffer
-
+ Failed to create the shader cache directory for this title.Kunne ikke opprette shader cache-katalogen for denne tittelen.
-
+ Error Removing ContentsFeil ved fjerning av innhold
-
+ Error Removing UpdateFeil ved fjerning av oppdatering
-
+ Error Removing DLCFeil ved fjerning av DLC
-
+ Remove Installed Game Contents?Fjern Innstallert Spillinnhold?
-
+ Remove Installed Game Update?Fjern Installert Spilloppdatering?
-
+ Remove Installed Game DLC?Fjern Installert Spill DLC?
-
+ Remove EntryFjern oppføring
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedFjerning lykkes
-
+ Successfully removed the installed base game.Vellykket fjerning av det installerte basisspillet.
-
+ The base game is not installed in the NAND and cannot be removed.Grunnspillet er ikke installert i NAND og kan ikke bli fjernet.
-
+ Successfully removed the installed update.Fjernet vellykket den installerte oppdateringen.
-
+ There is no update installed for this title.Det er ingen oppdatering installert for denne tittelen.
-
+ There are no DLC installed for this title.Det er ingen DLC installert for denne tittelen.
-
+ Successfully removed %1 installed DLC.Fjernet vellykket %1 installerte DLC-er.
-
+ Delete OpenGL Transferable Shader Cache?Slette OpenGL Overførbar Shaderbuffer?
-
+ Delete Vulkan Transferable Shader Cache?Slette Vulkan Overførbar Shaderbuffer?
-
+ Delete All Transferable Shader Caches?Slette Alle Overførbare Shaderbuffere?
-
+ Remove Custom Game Configuration?Fjern Tilpasset Spillkonfigurasjon?
-
+ Remove Cache Storage?Fjerne Hurtiglagringen?
-
+ Remove FileFjern Fil
-
-
+
+ Error Removing Transferable Shader CacheFeil under fjerning av overførbar shader cache
-
-
+
+ A shader cache for this title does not exist.En shaderbuffer for denne tittelen eksisterer ikke.
-
+ Successfully removed the transferable shader cache.Lykkes i å fjerne den overførbare shader cachen.
-
+ Failed to remove the transferable shader cache.Feil under fjerning av den overførbare shader cachen.
-
+ Error Removing Vulkan Driver Pipeline CacheFeil ved fjerning av Vulkan Driver-Rørledningsbuffer
-
+ Failed to remove the driver pipeline cache.Kunne ikke fjerne driverens rørledningsbuffer.
-
-
+
+ Error Removing Transferable Shader CachesFeil ved fjerning av overførbare shaderbuffere
-
+ Successfully removed the transferable shader caches.Vellykket fjerning av overførbare shaderbuffere.
-
+ Failed to remove the transferable shader cache directory.Feil ved fjerning av overførbar shaderbuffer katalog.
-
-
+
+ Error Removing Custom ConfigurationFeil Under Fjerning Av Tilpasset Konfigurasjon
-
+ A custom configuration for this title does not exist.En tilpasset konfigurasjon for denne tittelen finnes ikke.
-
+ Successfully removed the custom game configuration.Fjernet vellykket den tilpassede spillkonfigurasjonen.
-
+ Failed to remove the custom game configuration.Feil under fjerning av den tilpassede spillkonfigurasjonen.
-
-
+
+ RomFS Extraction Failed!Utvinning av RomFS Feilet!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Det oppstod en feil under kopiering av RomFS filene eller så kansellerte brukeren operasjonen.
-
+ FullFullstendig
-
+ SkeletonSkjelett
-
+ Select RomFS Dump ModeVelg RomFS Dump Modus
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Velg hvordan du vil dumpe RomFS.<br>Fullstendig vil kopiere alle filene til en ny mappe mens <br>skjelett vil bare skape mappestrukturen.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootDet er ikke nok ledig plass på %1 til å pakke ut RomFS. Vennligst frigjør plass eller velg en annen dump-katalog under Emulering > Konfigurer > System > Filsystem > Dump Root.
-
+ Extracting RomFS...Utvinner RomFS...
-
-
+
+
+
+ CancelAvbryt
-
+ RomFS Extraction Succeeded!RomFS Utpakking lyktes!
-
+
+
+ The operation completed successfully.Operasjonen fullført vellykket.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+ Integritetsverifisering kunne ikke utføres!
+
+
+
+ File contents were not checked for validity.
+ Filinnholdet ble ikke kontrollert for gyldighet.
+
+
+
+
+ Integrity verification failed!
+ Integritetsverifisering mislyktes!
+
+
+
+ File contents may be corrupt.
+ Filinnholdet kan være skadet.
+
+
+
+
+ Verifying integrity...
+ Verifiserer integritet...
+
+
+
+
+ Integrity verification succeeded!
+ Integritetsverifisering vellykket!
+
+
+
+
+
+
+ Create ShortcutLag Snarvei
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Dette vil opprette en snarvei til gjeldende AppImage. Dette fungerer kanskje ikke bra hvis du oppdaterer. Fortsette?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Kan ikke opprette snarvei på skrivebordet. Stien "%1" finnes ikke.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Kan ikke opprette snarvei i applikasjonsmenyen. Stien "%1" finnes ikke og kan ikke opprettes.
-
+ Create IconLag Ikon
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Kan ikke opprette ikonfil. Stien "%1" finnes ikke og kan ikke opprettes.
-
+ Start %1 with the yuzu EmulatorStart %1 med yuzu-emulatoren
-
+ Failed to create a shortcut at %1Mislyktes i å opprette en snarvei ved %1
-
+ Successfully created a shortcut to %1Opprettet en snarvei til %1
-
+ Error Opening %1Feil ved åpning av %1
-
+ Select DirectoryVelg Mappe
-
+ PropertiesEgenskaper
-
+ The game properties could not be loaded.Spillets egenskaper kunne ikke bli lastet inn.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Switch Kjørbar Fil (%1);;Alle Filer (*.*)
-
+ Load FileLast inn Fil
-
+ Open Extracted ROM DirectoryÅpne Utpakket ROM Mappe
-
+ Invalid Directory SelectedUgyldig Mappe Valgt
-
+ The directory you have selected does not contain a 'main' file.Mappen du valgte inneholder ikke en 'main' fil.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Installerbar Switch-Fil (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xcI)
-
+ Install FilesInstaller Filer
-
+ %n file(s) remaining%n fil gjenstår%n filer gjenstår
-
+ Installing file "%1"...Installerer fil "%1"...
-
-
+
+ Install ResultsInsallasjonsresultater
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.For å unngå mulige konflikter fraråder vi brukere å installere basisspill på NAND.
Bruk kun denne funksjonen til å installere oppdateringer og DLC.
-
+ %n file(s) were newly installed
%n fil ble nylig installert
@@ -4322,7 +4364,7 @@ Bruk kun denne funksjonen til å installere oppdateringer og DLC.
-
+ %n file(s) were overwritten
%n fil ble overskrevet
@@ -4330,7 +4372,7 @@ Bruk kun denne funksjonen til å installere oppdateringer og DLC.
-
+ %n file(s) failed to install
%n fil ble ikke installert
@@ -4338,312 +4380,341 @@ Bruk kun denne funksjonen til å installere oppdateringer og DLC.
-
+ System ApplicationSystemapplikasjon
-
+ System ArchiveSystemarkiv
-
+ System Application UpdateSystemapplikasjonsoppdatering
-
+ Firmware Package (Type A)Firmware Pakke (Type A)
-
+ Firmware Package (Type B)Firmware-Pakke (Type B)
-
+ GameSpill
-
+ Game UpdateSpilloppdatering
-
+ Game DLCSpill tilleggspakke
-
+ Delta TitleDelta Tittel
-
+ Select NCA Install Type...Velg NCA Installasjonstype...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Vennligst velg typen tittel du vil installere denne NCA-en som:
(I de fleste tilfellene, standarden 'Spill' fungerer.)
-
+ Failed to InstallFeil under Installasjon
-
+ The title type you selected for the NCA is invalid.Titteltypen du valgte for NCA-en er ugyldig.
-
+ File not foundFil ikke funnet
-
+ File "%1" not foundFilen "%1" ikke funnet
-
+ OKOK
-
-
+
+ Hardware requirements not metKrav til maskinvare ikke oppfylt
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Systemet ditt oppfyller ikke de anbefalte maskinvarekravene. Kompatibilitetsrapportering er deaktivert.
-
+ Missing yuzu AccountMangler yuzu Bruker
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.For å sende inn et testtilfelle for spillkompatibilitet, må du linke yuzu-brukeren din.<br><br/>For å linke yuzu-brukeren din, gå til Emulasjon > Konfigurasjon > Nett.
-
+ Error opening URLFeil under åpning av URL
-
+ Unable to open the URL "%1".Kunne ikke åpne URL "%1".
-
+ TAS RecordingTAS-innspilling
-
+ Overwrite file of player 1?Overskriv filen til spiller 1?
-
+ Invalid config detectedUgyldig konfigurasjon oppdaget
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Håndholdt kontroller kan ikke brukes i dokket modus. Pro-kontroller vil bli valgt.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedDen valgte amiibo-en har blitt fjernet
-
+ ErrorFeil
-
-
+
+ The current game is not looking for amiibosDet kjørende spillet sjekker ikke for amiibo-er
-
+ Amiibo File (%1);; All Files (*.*)Amiibo-Fil (%1);; Alle Filer (*.*)
-
+ Load AmiiboLast inn Amiibo
-
+ Error loading Amiibo dataFeil ved lasting av Amiibo data
-
+ The selected file is not a valid amiiboDen valgte filen er ikke en gyldig amiibo
-
+ The selected file is already on useDen valgte filen er allerede i bruk
-
+ An unknown error occurredEn ukjent feil oppso
-
+
+ Verification failed for the following files:
+
+%1
+ Verifisering mislyktes for følgende filer:
+
+%1
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotTa Skjermbilde
-
+ PNG Image (*.png)PNG Bilde (*.png)
-
+ TAS state: Running %1/%2TAS-tilstand: Kjører %1/%2
-
+ TAS state: Recording %1TAS-tilstand: Spiller inn %1
-
+ TAS state: Idle %1/%2TAS-tilstand: Venter %1%2
-
+ TAS State: InvalidTAS-tilstand: Ugyldig
-
+ &Stop Running&Stopp kjøring
-
+ &Start&Start
-
+ Stop R&ecordingStopp innspilling (&E)
-
+ R&ecordSpill inn (%E)
-
+ Building: %n shader(s)Bygger: %n shaderBygger: %n shader-e
-
+ Scale: %1x%1 is the resolution scaling factorSkala: %1x
-
+ Speed: %1% / %2%Hastighet: %1% / %2%
-
+ Speed: %1%Hastighet: %1%
-
+ Game: %1 FPS (Unlocked)Spill: %1 FPS (ubegrenset)
-
+ Game: %1 FPSSpill: %1 FPS
-
+ Frame: %1 msRamme: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AAINGEN AA
-
+ VOLUME: MUTEVOLUM: DEMPET
-
+ VOLUME: %1%Volume percentage (e.g. 50%)VOLUM: %1%
-
+ Confirm Key RederivationBekreft Nøkkel-Redirevasjon
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4660,37 +4731,37 @@ og eventuelt lag backups.
Dette vil slette dine autogenererte nøkkel-filer og kjøre nøkkel-derivasjonsmodulen på nytt.
-
+ Missing fusesMangler fuses
-
+ - Missing BOOT0- Mangler BOOT0
-
+ - Missing BCPKG2-1-Normal-Main- Mangler BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO- Mangler PRODINFO
-
+ Derivation Components MissingDerivasjonskomponenter Mangler
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Krypteringsnøkler mangler. <br>Vennligst følg <a href='https://yuzu-emu.org/help/quickstart/'>yuzus oppstartsguide</a> for å få alle nøklene, fastvaren og spillene dine.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4699,49 +4770,49 @@ Dette kan ta opp til et minutt avhengig
av systemytelsen din.
-
+ Deriving KeysDeriverer Nøkler
-
+ System Archive Decryption FailedDekryptering av systemarkiv mislyktes
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.Krypteringsnøkler klarte ikke å dekryptere firmware. <br>Vennligst følg <a href='https://yuzu-emu.org/help/quickstart/'>quickstartguiden for yuzu </a> for å få alle nøkler, firmware og spill.
-
+ Select RomFS Dump TargetVelg RomFS Dump-Mål
-
+ Please select which RomFS you would like to dump.Vennligst velg hvilken RomFS du vil dumpe.
-
+ Are you sure you want to close yuzu?Er du sikker på at du vil lukke yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Er du sikker på at du vil stoppe emulasjonen? All ulagret fremgang vil bli tapt.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4980,86 +5051,91 @@ Vil du overstyre dette og lukke likevel?
+ Verify Integrity
+ Verifiser integritet
+
+
+ Copy Title ID to ClipboardKopier Tittel-ID til Utklippstavle
-
+ Navigate to GameDB entryNaviger til GameDB-oppføring
-
+ Create Shortcutlag Snarvei
-
+ Add to DesktopLegg Til På Skrivebordet
-
+ Add to Applications MenuLegg Til Applikasjonsmenyen
-
+ PropertiesEgenskaper
-
+ Scan SubfoldersSkann Undermapper
-
+ Remove Game DirectoryFjern Spillmappe
-
+ ▲ Move Up▲ Flytt Opp
-
+ ▼ Move Down▼ Flytt Ned
-
+ Open Directory LocationÅpne Spillmappe
-
+ ClearFjern
-
+ NameNavn
-
+ CompatibilityKompatibilitet
-
+ Add-onsTilleggsprogrammer
-
+ File typeFil Type
-
+ SizeStørrelse
@@ -5130,7 +5206,7 @@ Vil du overstyre dette og lukke likevel?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listDobbeltrykk for å legge til en ny mappe i spillisten
@@ -5143,12 +5219,12 @@ Vil du overstyre dette og lukke likevel?
%1 of %n resultat%1 of %n resultater
-
+ Filter:Filter:
-
+ Enter pattern to filterAngi mønster for å filtrere
@@ -5613,172 +5689,182 @@ Feilmelding:
&TAS
-
+ &Help&Hjelp
-
+ &Install Files to NAND...&Installer filer til NAND...
-
+ L&oad File...Last inn fil... (&O)
-
+ Load &Folder...Last inn mappe (&F)
-
+ E&xit&Avslutt
-
+ &Pause&Paus
-
+ &Stop&Stop
-
+ &Reinitialize keys...&Reinitialiser nøkler...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzuOm yuzu (&A)
-
+ Single &Window ModeÉnvindusmodus (&W)
-
+ Con&figure...Kon&figurer...
-
+ Display D&ock Widget HeadersVis Overskrifter for Dock Widget (&O)
-
+ Show &Filter BarVis &filterlinje
-
+ Show &Status BarVis &statuslinje
-
+ Show Status BarVis statuslinje
-
+ &Browse Public Game LobbyBla gjennom den offentlige spillobbyen (&B)
-
+ &Create RoomOpprett Rom (&C)
-
+ &Leave RoomForlat Rommet (&L)
-
+ &Direct Connect to RoomDirekte Tilkobling Til Rommet (&D)
-
+ &Show Current RoomVis nåværende rom (&S)
-
+ F&ullscreenF&ullskjerm
-
+ &RestartOmstart (&R)
-
+ Load/Remove &Amiibo...Last/Fjern Amiibo (&A)
-
+ &Report CompatibilityRapporter kompatibilitet (&R)
-
+ Open &Mods PageÅpne Modifikasjonssiden (&M)
-
+ Open &Quickstart GuideÅpne Hurtigstartsguiden (&Q)
-
+ &FAQ&FAQ
-
+ Open &yuzu FolderÅpne &yuzu Mappen
-
+ &Capture ScreenshotTa Skjermbilde (&C)
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...Konfigurer TAS (&C)
-
+ Configure C&urrent Game...Konfigurer Gjeldende Spill (&U)
-
+ &Start&Start
-
+ &ResetTilbakestill (&R)
-
+ R&ecordSpill inn (%E)
@@ -6571,27 +6657,27 @@ p, li { white-space: pre-wrap; }
Filbane
-
+ No game data presentIngen spilldata til stede
-
+ The following amiibo data will be formatted:Følgende amiibo-data vil bli formatert:
-
+ The following game data will removed:Følgende spilldata vil bli fjernet:
-
+ Set nickname and owner:Angi kallenavn og eier:
-
+ Do you wish to restore this amiibo?Ønsker du å gjenopprette denne amiiboen?
diff --git a/dist/languages/nl.ts b/dist/languages/nl.ts
index f998250f6..944132721 100755
--- a/dist/languages/nl.ts
+++ b/dist/languages/nl.ts
@@ -376,13 +376,13 @@ Dit zou zowel hun forum gebruikersnaam als hun IP-adres verbannen.
Auto (%1)Auto select time zone
-
+ Auto (%1)Default (%1)Default time zone
-
+ Standaard (%1)
@@ -751,151 +751,156 @@ Dit zou zowel hun forum gebruikersnaam als hun IP-adres verbannen.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Indien aangevinkt, zal het alle originele assembler shaders van de disk shader cache of het gevonden spel dumpen
-
-
-
- Dump Game Shaders
- Dump Spel-shaders
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerIndien aangevinkt, schakelt het de macro HLE functies uit. Inschakelen maakt spellen langzamer
-
+ Disable Macro HLESchakel Macro HLE uit
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Indien aangevinkt, wordt de macro Just In Time-compiler uitgeschakeld. Als je dit inschakelt, worden spellen langzamer
-
-
-
- Disable Macro JIT
- Schakel Macro JIT uit
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Indien aangevinkt, gaat de grafische API naar een langzamere foutopsporingsmodus
-
-
-
- Enable Graphics Debugging
- Schakel Graphics Foutopsporing in
-
-
-
+ When checked, it will dump all the macro programs of the GPUIndien aangevinkt, worden alle macroprogramma's van de GPU gedumpt
-
+ Dump Maxwell MacrosDump Maxwell-macro's
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Indien aangevinkt, zal yuzu statistieken registreren over de gecompileerde pijplijn-cache
-
-
-
- Enable Shader Feedback
- Schakel Shader Feedback in
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsIndien aangevinkt schakelt het Nsight Aftermath crashdumps in
-
+ Enable Nsight AftermathSchakel Nsight Aftermath in
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Indien aangevinkt, zal yuzu statistieken registreren over de gecompileerde pijplijn-cache
+
+
+
+ Enable Shader Feedback
+ Schakel Shader Feedback in
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Indien aangevinkt, wordt de macro Just In Time-compiler uitgeschakeld. Als je dit inschakelt, worden spellen langzamer
+
+
+
+ Disable Macro JIT
+ Schakel Macro JIT uit
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Indien aangevinkt, gaat de grafische API naar een langzamere foutopsporingsmodus
+
+
+
+ Enable Graphics Debugging
+ Schakel Graphics Foutopsporing in
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Indien aangevinkt, zal het alle originele assembler shaders van de disk shader cache of het gevonden spel dumpen
+
+
+
+ Dump Game Shaders
+ Dump Spel-shaders
+
+
+
+ Enable Renderdoc Hotkey
+ Schakel Renderdoc-sneltoets in
+
+
+ AdvancedGeavanceerd
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Laat yuzu controleren op een werkende Vulkan-omgeving wanneer het programma opstart. Schakel dit uit als dit problemen veroorzaakt met externe programma's die yuzu zien.
-
+ Perform Startup Vulkan CheckVoer Vulkan-controle bij het opstarten uit
-
+ Disable Web AppletSchakel Webapplet uit
-
+ Enable All Controller TypesSchakel Alle Controler-soorten in
-
+ Enable Auto-Stub**Schakel Auto-Stub** in
-
+ Kiosk (Quest) ModeKiosk-modus (Quest)
-
+ Enable CPU DebuggingSchakel CPU-foutopsporing in
-
+ Enable Debug AssertsSchakel Debug-asserts in
-
+ DebuggingDebugging
-
+ Enable FS Access LogSchakel FS-toegangslogboek in
-
+ Create Minidump After CrashMaak Minidump na Crash
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Zet dit aan om de laatst gegenereerde audio commandolijst naar de console te sturen. Alleen van invloed op spellen die de audio renderer gebruiken.
-
+ Dump Audio Commands To Console**Dump Audio-opdrachten naar Console**
-
+ Enable Verbose Reporting Services**Schakel Verbose Reporting Services** in
-
+ **This will be reset automatically when yuzu closes.**Deze optie wordt automatisch gereset wanneer yuzu is gesloten.
@@ -910,12 +915,12 @@ Dit zou zowel hun forum gebruikersnaam als hun IP-adres verbannen.
yuzu moet opnieuw opstarten om deze instelling toe te passen.
-
+ Web applet not compiledWebapplet niet gecompileerd
-
+ MiniDump creation not compiledMiniDump-creatie niet gecompileerd
@@ -967,7 +972,7 @@ Dit zou zowel hun forum gebruikersnaam als hun IP-adres verbannen.
Some settings are only available when a game is not running.
-
+ Sommige instellingen zijn alleen beschikbaar als een spel niet actief is.
@@ -1243,33 +1248,33 @@ Dit zou zowel hun forum gebruikersnaam als hun IP-adres verbannen.
Achtergrondkleur:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffUit
-
+ VSync OffVSync Uit
-
+ RecommendedAanbevolen
-
+ OnAan
-
+ VSync OnVSync Aan
@@ -2054,7 +2059,7 @@ Dit zou zowel hun forum gebruikersnaam als hun IP-adres verbannen.
Mouse panning
-
+ Muis pannen
@@ -2481,7 +2486,7 @@ Om de assen om te keren, beweeg je de joystick eerst verticaal en vervolgens hor
Configure mouse panning
-
+ Configureer muis pannen
@@ -2491,17 +2496,17 @@ Om de assen om te keren, beweeg je de joystick eerst verticaal en vervolgens hor
Can be toggled via a hotkey. Default hotkey is Ctrl + F9
-
+ Kan worden geschakeld met een sneltoets. Standaardsneltoets is Ctrl + F9Sensitivity
-
+ GevoeligheidHorizontal
-
+ Horizontaal
@@ -2515,27 +2520,27 @@ Om de assen om te keren, beweeg je de joystick eerst verticaal en vervolgens hor
Vertical
-
+ VerticaalDeadzone counterweight
-
+ Deadzone tegengewichtCounteracts a game's built-in deadzone
-
+ Gaat de ingebouwde deadzone van een game tegenDeadzone
-
+ DeadzoneStick decay
-
+ Stick verval
@@ -2556,12 +2561,13 @@ Om de assen om te keren, beweeg je de joystick eerst verticaal en vervolgens hor
Mouse panning works better with a deadzone of 0% and a range of 100%.
Current values are %1% and %2% respectively.
-
+ Muis panning werkt beter met een deadzone van 0% en een bereik van 100%
+De huidige waarden zijn %1% en %2%.Emulated mouse is enabled. This is incompatible with mouse panning.
-
+ Geëmuleerde muis is ingeschakeld. Dit is niet compatibel met panning met de muis.
@@ -2652,7 +2658,7 @@ Current values are %1% and %2% respectively.
Some settings are only available when a game is not running.
-
+ Sommige instellingen zijn alleen beschikbaar als een spel niet actief is.
@@ -2889,7 +2895,7 @@ UUID: %2
To use Ring-Con, configure player 1 as right Joy-Con (both physical and emulated), and player 2 as left Joy-Con (left physical and dual emulated) before starting the game.
-
+ Om Ring-Con te gebruiken, configureer speler 1 als rechter Joy-Con (zowel fysiek als geëmuleerd) en speler 2 als linker Joy-Con (links fysiek en dubbel geëmuleerd) voordat het spel start.
@@ -2994,7 +3000,7 @@ UUID: %2
The current mapped device is not connected
-
+ Het huidige toegewezen apparaat is niet aangesloten
@@ -3023,7 +3029,7 @@ UUID: %2
Core
-
+ Core
@@ -3235,64 +3241,64 @@ Versleep punten om de positie te veranderen, of dubbelklik op tabelcellen om waa
ConfigureUI
-
-
-
+
+
+ NoneGeen
-
+ Small (32x32)Klein (32x32)
-
+ Standard (64x64)Standaard (64x64)
-
+ Large (128x128)Groot (128x128)
-
+ Full Size (256x256)Volledige Grootte (256x256)
-
+ Small (24x24)Klein (24x24)
-
+ Standard (48x48)Standaard (48x48)
-
+ Large (72x72)Groot (72x72)
-
+ FilenameBestandsnaam
-
+ FiletypeBestandstype
-
+ Title IDTitel-ID
-
+ Title NameTitelnaam
@@ -3397,7 +3403,7 @@ Versleep punten om de positie te veranderen, of dubbelklik op tabelcellen om waa
TextLabel
-
+ TextLabel
@@ -3405,20 +3411,20 @@ Versleep punten om de positie te veranderen, of dubbelklik op tabelcellen om waa
Resolutie:
-
+ Select Screenshots Path...Selecteer Schermafbeeldingspad...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
-
+ Auto (%1 x %2, %3 x %4)
@@ -3733,575 +3739,612 @@ Versleep punten om de positie te veranderen, of dubbelklik op tabelcellen om waa
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Annonieme gegevens worden verzameld</a> om yuzu te helpen verbeteren. <br/><br/> Zou je jouw gebruiksgegevens met ons willen delen?
-
+ TelemetryTelemetrie
-
+ Broken Vulkan Installation DetectedBeschadigde Vulkan-installatie gedetecteerd
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.Vulkan-initialisatie mislukt tijdens het opstarten.<br><br>Klik <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>hier voor instructies om het probleem op te lossen</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Een spel uitvoeren
-
+ Loading Web Applet...Web Applet Laden...
-
-
+
+ Disable Web AppletSchakel Webapplet uit
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Het uitschakelen van de webapplet kan leiden tot ongedefinieerd gedrag en mag alleen gebruikt worden met Super Mario 3D All-Stars. Weet je zeker dat je de webapplet wilt uitschakelen?
(Deze kan opnieuw worden ingeschakeld in de Debug-instellingen).
-
+ The amount of shaders currently being builtHet aantal shaders dat momenteel wordt gebouwd
-
+ The current selected resolution scaling multiplier.De huidige geselecteerde resolutieschaalmultiplier.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Huidige emulatiesnelheid. Waarden hoger of lager dan 100% geven aan dat de emulatie sneller of langzamer werkt dan een Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Hoeveel beelden per seconde het spel momenteel weergeeft. Dit varieert van spel tot spel en van scène tot scène.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Tijd die nodig is om een Switch-beeld te emuleren, beeldbeperking of v-sync niet meegerekend. Voor emulatie op volle snelheid mag dit maximaal 16,67 ms zijn.
-
+ UnmuteDempen opheffen
-
+ MuteDempen
-
+ Reset Volume
- Volume resetten
+ Herstel Volume
-
+ &Clear Recent Files&Wis Recente Bestanden
-
+ Emulated mouse is enabledGeëmuleerde muis is ingeschakeld
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.Echte muisinvoer en muispanning zijn niet compatibel. Schakel de geëmuleerde muis uit in de geavanceerde invoerinstellingen om muispanning mogelijk te maken.
-
+ &Continue&Doorgaan
-
+ &Pause&Onderbreken
-
+ Warning Outdated Game FormatWaarschuwing Verouderd Spelformaat
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Je gebruikt het gedeconstrueerde ROM-mapformaat voor dit spel, wat een verouderd formaat is dat vervangen is door andere zoals NCA, NAX, XCI, of NSP. Deconstructed ROM-mappen missen iconen, metadata, en update-ondersteuning.<br><br>Voor een uitleg van de verschillende Switch-formaten die yuzu ondersteunt,<a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'> bekijk onze wiki</a>. Dit bericht wordt niet meer getoond.
-
-
+
+ Error while loading ROM!Fout tijdens het laden van een ROM!
-
+ The ROM format is not supported.Het ROM-formaat wordt niet ondersteund.
-
+ An error occurred initializing the video core.Er is een fout opgetreden tijdens het initialiseren van de videokern.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu is een fout tegengekomen tijdens het uitvoeren van de videokern. Dit wordt meestal veroorzaakt door verouderde GPU-drivers, inclusief geïntegreerde. Zie het logboek voor meer details. Voor meer informatie over toegang tot het log, zie de volgende pagina: <a href='https://yuzu-emu.org/help/reference/log-files/'>Hoe upload je het logbestand</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Fout tijdens het laden van ROM! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Volg de <a href='https://yuzu-emu.org/help/quickstart/'>yuzu snelstartgids</a> om je bestanden te redumpen.<br>Je kunt de yuzu-wiki</a>of de yuzu-Discord</a> raadplegen voor hulp.
-
+ An unknown error occurred. Please see the log for more details.Een onbekende fout heeft plaatsgevonden. Kijk in de log voor meer details.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Software sluiten...
-
+ Save DataSave Data
-
+ Mod DataMod Data
-
+ Error Opening %1 FolderFout tijdens het openen van %1 map
-
-
+
+ Folder does not exist!Map bestaat niet!
-
+ Error Opening Transferable Shader CacheFout bij het openen van overdraagbare shader-cache
-
+ Failed to create the shader cache directory for this title.Kon de shader-cache-map voor dit spel niet aanmaken.
-
+ Error Removing ContentsFout bij het verwijderen van de inhoud
-
+ Error Removing UpdateFout bij het verwijderen van de update
-
+ Error Removing DLCFout bij het verwijderen van DLC
-
+ Remove Installed Game Contents?Geïnstalleerde Spelinhoud Verwijderen?
-
+ Remove Installed Game Update?Geïnstalleerde Spel-update Verwijderen?
-
+ Remove Installed Game DLC?Geïnstalleerde Spel-DLC Verwijderen?
-
+ Remove EntryVerwijder Invoer
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedMet Succes Verwijderd
-
+ Successfully removed the installed base game.Het geïnstalleerde basisspel is succesvol verwijderd.
-
+ The base game is not installed in the NAND and cannot be removed.Het basisspel is niet geïnstalleerd in de NAND en kan niet worden verwijderd.
-
+ Successfully removed the installed update.De geïnstalleerde update is succesvol verwijderd.
-
+ There is no update installed for this title.Er is geen update geïnstalleerd voor dit spel.
-
+ There are no DLC installed for this title.Er is geen DLC geïnstalleerd voor dit spel.
-
+ Successfully removed %1 installed DLC.%1 geïnstalleerde DLC met succes verwijderd.
-
+ Delete OpenGL Transferable Shader Cache?Overdraagbare OpenGL-shader-cache Verwijderen?
-
+ Delete Vulkan Transferable Shader Cache?Overdraagbare Vulkan-shader-cache Verwijderen?
-
+ Delete All Transferable Shader Caches?Alle Overdraagbare Shader-caches Verwijderen?
-
+ Remove Custom Game Configuration?Aangepaste Spelconfiguratie Verwijderen?
-
+ Remove Cache Storage?
- Cache-opslag verwijderen
+ Verwijder Cache-opslag?
-
+ Remove FileVerwijder Bestand
-
-
+
+ Error Removing Transferable Shader CacheFout bij het verwijderen van Overdraagbare Shader-cache
-
-
+
+ A shader cache for this title does not exist.Er bestaat geen shader-cache voor dit spel.
-
+ Successfully removed the transferable shader cache.De overdraagbare shader-cache is verwijderd.
-
+ Failed to remove the transferable shader cache.Kon de overdraagbare shader-cache niet verwijderen.
-
+ Error Removing Vulkan Driver Pipeline CacheFout bij het verwijderen van Pijplijn-cache van Vulkan-driver
-
+ Failed to remove the driver pipeline cache.Kon de pijplijn-cache van de driver niet verwijderen.
-
-
+
+ Error Removing Transferable Shader CachesFout bij het verwijderen van overdraagbare shader-caches
-
+ Successfully removed the transferable shader caches.De overdraagbare shader-caches zijn verwijderd.
-
+ Failed to remove the transferable shader cache directory.Kon de overdraagbare shader-cache-map niet verwijderen.
-
-
+
+ Error Removing Custom ConfigurationFout bij het verwijderen van aangepaste configuratie
-
+ A custom configuration for this title does not exist.Er bestaat geen aangepaste configuratie voor dit spel.
-
+ Successfully removed the custom game configuration.De aangepaste spelconfiguratie is verwijderd.
-
+ Failed to remove the custom game configuration.Kon de aangepaste spelconfiguratie niet verwijderen.
-
-
+
+ RomFS Extraction Failed!RomFS-extractie Mislukt!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Er is een fout opgetreden bij het kopiëren van de RomFS-bestanden of de gebruiker heeft de bewerking geannuleerd.
-
+ FullVolledig
-
+ SkeletonSkelet
-
+ Select RomFS Dump ModeSelecteer RomFS-dumpmodus
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Selecteer hoe je de RomFS gedumpt wilt hebben.<br>Volledig zal alle bestanden naar de nieuwe map kopiëren, terwijl <br>Skelet alleen de mapstructuur zal aanmaken.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootEr is niet genoeg vrije ruimte op %1 om de RomFS uit te pakken. Maak ruimte vrij of kies een andere dumpmap bij Emulatie > Configuratie > Systeem > Bestandssysteem > Dump Root.
-
+ Extracting RomFS...RomFS uitpakken...
-
-
+
+
+
+ CancelAnnuleren
-
+ RomFS Extraction Succeeded!RomFS-extractie Geslaagd!
-
+
+
+ The operation completed successfully.De bewerking is succesvol voltooid.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+ Integriteitsverificatie kon niet worden uitgevoerd!
+
+
+
+ File contents were not checked for validity.
+ De inhoud van bestanden werd niet gecontroleerd op geldigheid.
+
+
+
+
+ Integrity verification failed!
+ Integriteitsverificatie mislukt!
+
+
+
+ File contents may be corrupt.
+ Bestandsinhoud kan corrupt zijn.
+
+
+
+
+ Verifying integrity...
+ Integriteit verifiëren...
+
+
+
+
+ Integrity verification succeeded!
+ Integriteitsverificatie geslaagd!
+
+
+
+
+
+
+ Create ShortcutMaak Snelkoppeling
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Dit maakt een snelkoppeling naar de huidige AppImage. Dit werkt mogelijk niet goed als je een update uitvoert. Doorgaan?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Kan geen snelkoppeling op het bureaublad maken. Pad "%1" bestaat niet.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Kan geen snelkoppeling maken in toepassingen menu. Pad "%1" bestaat niet en kan niet worden aangemaakt.
-
+ Create IconMaak Icoon
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Kan geen icoonbestand maken. Pad "%1" bestaat niet en kan niet worden aangemaakt.
-
+ Start %1 with the yuzu EmulatorVoer %1 uiit met de yuzu-emulator
-
+ Failed to create a shortcut at %1Er is geen snelkoppeling gemaakt op %1
-
+ Successfully created a shortcut to %1Succesvol een snelkoppeling naar %1 gemaakt
-
+ Error Opening %1Fout bij openen %1
-
+ Select DirectorySelecteer Map
-
+ PropertiesEigenschappen
-
+ The game properties could not be loaded.De speleigenschappen kunnen niet geladen worden.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Switch Executable (%1);;Alle Bestanden (*.*)
-
+ Load FileLaad Bestand
-
+ Open Extracted ROM DirectoryOpen Uitgepakte ROM-map
-
+ Invalid Directory SelectedOngeldige Map Geselecteerd
-
+ The directory you have selected does not contain a 'main' file.De map die je hebt geselecteerd bevat geen 'main'-bestand.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Installeerbaar Switch-bestand (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install FilesInstalleer Bestanden
-
+ %n file(s) remaining%n bestand(en) resterend%n bestand(en) resterend
-
+ Installing file "%1"...Bestand "%1" Installeren...
-
-
+
+ Install ResultsInstalleerresultaten
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Om mogelijke conflicten te voorkomen, raden we gebruikers af om basisgames te installeren op de NAND.
Gebruik deze functie alleen om updates en DLC te installeren.
-
+ %n file(s) were newly installed
%n bestand(en) zijn recent geïnstalleerd
@@ -4309,7 +4352,7 @@ Gebruik deze functie alleen om updates en DLC te installeren.
-
+ %n file(s) were overwritten
%n bestand(en) werden overschreven
@@ -4317,7 +4360,7 @@ Gebruik deze functie alleen om updates en DLC te installeren.
-
+ %n file(s) failed to install
%n bestand(en) niet geïnstalleerd
@@ -4325,312 +4368,341 @@ Gebruik deze functie alleen om updates en DLC te installeren.
-
+ System ApplicationSysteemapplicatie
-
+ System ArchiveSysteemarchief
-
+ System Application UpdateSysteemapplicatie-update
-
+ Firmware Package (Type A)Filmware-pakket (Type A)
-
+ Firmware Package (Type B)Filmware-pakket (Type B)
-
+ GameSpel
-
+ Game UpdateSpelupdate
-
+ Game DLCSpel-DLC
-
+ Delta TitleDelta Titel
-
+ Select NCA Install Type...Selecteer NCA-installatiesoort...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Selecteer het type titel waarin je deze NCA wilt installeren:
(In de meeste gevallen is de standaard "Spel" prima).
-
+ Failed to InstallInstallatie Mislukt
-
+ The title type you selected for the NCA is invalid.Het soort title dat je hebt geselecteerd voor de NCA is ongeldig.
-
+ File not foundBestand niet gevonden
-
+ File "%1" not foundBestand "%1" niet gevonden
-
+ OKOK
-
-
+
+ Hardware requirements not metEr is niet voldaan aan de hardwarevereisten
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Je systeem voldoet niet aan de aanbevolen hardwarevereisten. Compatibiliteitsrapportage is uitgeschakeld.
-
+ Missing yuzu Accountyuzu-account Ontbreekt
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Om een spelcompatibiliteitstest in te dienen, moet je je yuzu-account koppelen.<br><br/>Om je yuzu-account te koppelen, ga naar Emulatie > Configuratie > Web.
-
+ Error opening URLFout bij het openen van URL
-
+ Unable to open the URL "%1".Kan de URL "%1" niet openen.
-
+ TAS RecordingTAS-opname
-
+ Overwrite file of player 1?Het bestand van speler 1 overschrijven?
-
+ Invalid config detectedOngeldige configuratie gedetecteerd
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Handheld-controller kan niet gebruikt worden in docked-modus. Pro controller wordt geselecteerd.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedDe huidige amiibo is verwijderd
-
+ ErrorFout
-
-
+
+ The current game is not looking for amiibosHet huidige spel is niet op zoek naar amiibo's
-
+ Amiibo File (%1);; All Files (*.*)Amiibo-bestand (%1);; Alle Bestanden (*.*)
-
+ Load AmiiboLaad Amiibo
-
+ Error loading Amiibo dataFout tijdens het laden van de Amiibo-gegevens
-
+ The selected file is not a valid amiiboHet geselecteerde bestand is geen geldige amiibo
-
+ The selected file is already on useHet geselecteerde bestand is al in gebruik
-
+ An unknown error occurredEr is een onbekende fout opgetreden
-
+
+ Verification failed for the following files:
+
+%1
+ Verificatie mislukt voor de volgende bestanden:
+
+%1
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotLeg Schermafbeelding Vast
-
+ PNG Image (*.png)PNG-afbeelding (*.png)
-
+ TAS state: Running %1/%2TAS-status: %1/%2 In werking
-
+ TAS state: Recording %1TAS-status: %1 Aan het opnemen
-
+ TAS state: Idle %1/%2TAS-status: %1/%2 Inactief
-
+ TAS State: InvalidTAS-status: Ongeldig
-
+ &Stop Running&Stop Uitvoering
-
+ &Start&Start
-
+ Stop R&ecordingStop Opname
-
+ R&ecordOpnemen
-
+ Building: %n shader(s)Bouwen: %n shader(s)Bouwen: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factorSchaal: %1x
-
+ Speed: %1% / %2%Snelheid: %1% / %2%
-
+ Speed: %1%Snelheid: %1%
-
+ Game: %1 FPS (Unlocked)Spel: %1 FPS (Ontgrendeld)
-
+ Game: %1 FPSGame: %1 FPS
-
+ Frame: %1 msFrame: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AAGEEN AA
-
+ VOLUME: MUTEVOLUME: GEDEMPT
-
+ VOLUME: %1%Volume percentage (e.g. 50%)VOLUME: %1%
-
+ Confirm Key RederivationBevestig Sleutelherhaling
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4647,37 +4719,37 @@ en maak eventueel back-ups.
Dit zal je automatisch gegenereerde sleutelbestanden verwijderen en de sleutelafleidingsmodule opnieuw uitvoeren.
-
+ Missing fusesMissing fuses
-
+ - Missing BOOT0 - BOOT0 Ontbreekt
-
+ - Missing BCPKG2-1-Normal-Main - BCPKG2-1-Normal-Main Ontbreekt
-
+ - Missing PRODINFO - PRODINFO Ontbreekt
-
+ Derivation Components MissingAfleidingscomponenten ontbreken
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Encryptiesleutels ontbreken. <br>Volg <a href='https://yuzu-emu.org/help/quickstart/'>de yuzu-snelstartgids</a> om al je sleutels, firmware en spellen te krijgen.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4686,49 +4758,49 @@ Dit kan tot een minuut duren,
afhankelijk van de prestaties van je systeem.
-
+ Deriving KeysSleutels Afleiden
-
+ System Archive Decryption FailedDecryptie van Systeemarchief Mislukt
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.Encryptiesleutels zijn mislukt om firmware te decoderen. <br>Volg <a href='https://yuzu-emu.org/help/quickstart/'>de yuzu-snelstartgids</a> om al je sleutels, firmware en games te krijgen.
-
+ Select RomFS Dump TargetSelecteer RomFS-dumpdoel
-
+ Please select which RomFS you would like to dump.Selecteer welke RomFS je zou willen dumpen.
-
+ Are you sure you want to close yuzu?Weet je zeker dat je yuzu wilt sluiten?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Weet je zeker dat je de emulatie wilt stoppen? Alle niet opgeslagen voortgang zal verloren gaan.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4754,7 +4826,7 @@ Wil je toch afsluiten?
Nearest
- Naast
+ Nearest
@@ -4799,7 +4871,7 @@ Wil je toch afsluiten?
Extreme
- Extreem
+ Extreme
@@ -4814,7 +4886,7 @@ Wil je toch afsluiten?
Null
- Nul
+ Null
@@ -4932,7 +5004,7 @@ Wil je toch afsluiten?
Remove Cache Storage
- Cache-opslag verwijderen
+ Verwijder Cache-opslag
@@ -4967,86 +5039,91 @@ Wil je toch afsluiten?
+ Verify Integrity
+ Verifieer Integriteit
+
+
+ Copy Title ID to ClipboardKopiëer Titel-ID naar Klembord
-
+ Navigate to GameDB entryNavigeer naar GameDB-invoer
-
+ Create ShortcutMaak Snelkoppeling
-
+ Add to DesktopToevoegen aan Bureaublad
-
+ Add to Applications MenuToevoegen aan menu Toepassingen
-
+ PropertiesEigenschappen
-
+ Scan SubfoldersScan Submappen
-
+ Remove Game DirectoryVerwijder Spelmap
-
+ ▲ Move Up▲ Omhoog
-
+ ▼ Move Down▼ Omlaag
-
+ Open Directory LocationOpen Maplocatie
-
+ ClearVerwijder
-
+ NameNaam
-
+ CompatibilityCompatibiliteit
-
+ Add-onsAdd-ons
-
+ File typeBestandssoort
-
+ SizeGrootte
@@ -5117,7 +5194,7 @@ Wil je toch afsluiten?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listDubbel-klik om een nieuwe map toe te voegen aan de spellijst
@@ -5130,12 +5207,12 @@ Wil je toch afsluiten?
%1 van %n resultaat(en)%1 van %n resultaat(en)
-
+ Filter:Filter:
-
+ Enter pattern to filterVoer patroon in om te filteren
@@ -5600,172 +5677,182 @@ Debug-bericht:
&TAS
-
+ &Help&Help
-
+ &Install Files to NAND...&Installeer Bestanden naar NAND...
-
+ L&oad File...L&aad Bestand...
-
+ Load &Folder...Laad &Map...
-
+ E&xitA&fsluiten
-
+ &Pause&Onderbreken
-
+ &Stop&Stop
-
+ &Reinitialize keys...&Herinitialiseer toetsen...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu&Over yuzu
-
+ Single &Window ModeModus Enkel Venster
-
+ Con&figure...Con&figureer...
-
+ Display D&ock Widget HeadersToon Dock Widget Kopteksten
-
+ Show &Filter BarToon &Filterbalk
-
+ Show &Status BarToon &Statusbalk
-
+ Show Status BarToon Statusbalk
-
+ &Browse Public Game Lobby&Bladeren door Openbare Spellobby
-
+ &Create Room&Maak Kamer
-
+ &Leave Room&Verlaat Kamer
-
+ &Direct Connect to Room&Directe Verbinding met Kamer
-
+ &Show Current Room&Toon Huidige Kamer
-
+ F&ullscreenVolledig Scherm
-
+ &Restart&Herstart
-
+ Load/Remove &Amiibo...Laad/Verwijder &Amiibo...
-
+ &Report Compatibility&Rapporteer Compatibiliteit
-
+ Open &Mods PageOpen &Mod-pagina
-
+ Open &Quickstart GuideOpen &Snelstartgids
-
+ &FAQ&FAQ
-
+ Open &yuzu FolderOpen &yuzu-map
-
+ &Capture Screenshot&Leg Schermafbeelding Vast
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...&Configureer TAS...
-
+ Configure C&urrent Game...Configureer Huidig Spel...
-
+ &Start&Start
-
+ &Reset&Herstel
-
+ R&ecordOpnemen
@@ -6558,27 +6645,27 @@ p, li { white-space: pre-wrap; }
Bestandspad
-
+ No game data presentGeen spelgegevens aanwezig
-
+ The following amiibo data will be formatted:De volgende amiibo-gegevens worden zo geformatteerd:
-
+ The following game data will removed:De volgende spelgegevens worden verwijderd:
-
+ Set nickname and owner:Stel gebruikersnaam en eigenaar in:
-
+ Do you wish to restore this amiibo?Wil je deze amiibo herstellen?
diff --git a/dist/languages/pl.ts b/dist/languages/pl.ts
index a8a79b2b6..2b66a748e 100755
--- a/dist/languages/pl.ts
+++ b/dist/languages/pl.ts
@@ -761,151 +761,156 @@ Gdy ta opcja jest włączona, niedopasowanie jest uruchamiane tylko wtedy, gdy d
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Po zaznaczeniu, zrzuci wszystkie oryginalne shadery asemblera z pamięci podręcznej dysku shaderów albo gry, jeśli zostaną znalezione
-
-
-
- Dump Game Shaders
- Zrzuć Shadery Gry
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerKiedy jest zaznaczone, wyłączane są funkcje makra HLE. Włączenie tego powoduje spadek wydajności w grach.
-
+ Disable Macro HLEWyłącz makra HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Gdy zaznaczone, wyłącza kompilator makr Just In Time. Włączenie tej opcji spowalnia działanie gier
-
-
-
- Disable Macro JIT
- Wyłącz Makro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Gdy zaznaczone, API grafiki przechodzi w wolniejszy tryb debugowania
-
-
-
- Enable Graphics Debugging
- Włącz debugowanie grafiki
-
-
-
+ When checked, it will dump all the macro programs of the GPUKiedy jest zaznaczone, będą zrzucane wszystkie makro programy GPU
-
+ Dump Maxwell MacrosZrzuć Makra Maxwell
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Po zaznaczeniu, yuzu będzie rejestrować statystyki dotyczące skompilowanej pamięci podręcznej.
-
-
-
- Enable Shader Feedback
- Włącz funkcję Feedbacku Shaderów
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsGdy zaznaczone, włącza zrzucanie awarii Nsight Aftermath
-
+ Enable Nsight AftermathWłącz Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Po zaznaczeniu, yuzu będzie rejestrować statystyki dotyczące skompilowanej pamięci podręcznej.
+
+
+
+ Enable Shader Feedback
+ Włącz funkcję Feedbacku Shaderów
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Gdy zaznaczone, wyłącza kompilator makr Just In Time. Włączenie tej opcji spowalnia działanie gier
+
+
+
+ Disable Macro JIT
+ Wyłącz Makro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Gdy zaznaczone, API grafiki przechodzi w wolniejszy tryb debugowania
+
+
+
+ Enable Graphics Debugging
+ Włącz debugowanie grafiki
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Po zaznaczeniu, zrzuci wszystkie oryginalne shadery asemblera z pamięci podręcznej dysku shaderów albo gry, jeśli zostaną znalezione
+
+
+
+ Dump Game Shaders
+ Zrzuć Shadery Gry
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedZaawansowane
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Umożliwia yuzu sprawdzanie działającego środowiska Vulkan podczas uruchamiania programu. Wyłącz to, jeśli powoduje to problemy z zewnętrznymi programami widzącymi yuzu.
-
+ Perform Startup Vulkan CheckPrzeprowadź sprawdzanie uruchamiania Vulkana
-
+ Disable Web AppletWyłącz Aplet internetowy
-
+ Enable All Controller TypesWłącz wszystkie Typy Kontrolerów
-
+ Enable Auto-Stub**Włącz Auto-Stub**
-
+ Kiosk (Quest) ModeTryb Kiosk (Quest)
-
+ Enable CPU DebuggingWłącz Debugowanie CPU
-
+ Enable Debug AssertsWłącz potwierdzenia debugowania
-
+ DebuggingDebugowanie
-
+ Enable FS Access LogWłącz dziennik Dostępu FS
-
+ Create Minidump After CrashUtwórz mini zrzut po awarii
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Włącz tę opcję, aby wyświetlić ostatnio wygenerowaną listę poleceń dźwiękowych na konsoli. Wpływa tylko na gry korzystające z renderera dźwięku.
-
+ Dump Audio Commands To Console**Zrzuć polecenia audio do konsoli**
-
+ Enable Verbose Reporting Services**Włącz Pełne Usługi Raportowania**
-
+ **This will be reset automatically when yuzu closes.**To zresetuje się automatycznie po wyłączeniu yuzu.
@@ -920,12 +925,12 @@ Gdy ta opcja jest włączona, niedopasowanie jest uruchamiane tylko wtedy, gdy d
yuzu wymaga ponownego uruchomienia w przypadku zastosowania tego ustawienia.
-
+ Web applet not compiledAplet sieciowy nie został skompilowany
-
+ MiniDump creation not compiledTworzenie mini zrzutów nie zostało skompilowane
@@ -1253,33 +1258,33 @@ Gdy ta opcja jest włączona, niedopasowanie jest uruchamiane tylko wtedy, gdy d
Kolor tła
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffWyłączone
-
+ VSync OffVSync wyłączony
-
+ RecommendedZalecane
-
+ OnWłączone
-
+ VSync OnVSync aktywny
@@ -3245,64 +3250,64 @@ Przeciągnij punkty, aby zmienić pozycję, lub kliknij dwukrotnie komórki tabe
ConfigureUI
-
-
-
+
+
+ NoneŻadny
-
+ Small (32x32)Małe (32x32)
-
+ Standard (64x64)Standardowe (64x64)
-
+ Large (128x128)Duże (128x128)
-
+ Full Size (256x256)Pełny Rozmiar (256x256)
-
+ Small (24x24)Małe (24x24)
-
+ Standard (48x48)Standardowe (48x48)
-
+ Large (72x72)Duże (72x72)
-
+ FilenameNazwa pliku
-
+ FiletypeTyp pliku
-
+ Title IDIdentyfikator gry
-
+ Title NameNazwa Tytułu
@@ -3415,17 +3420,17 @@ Przeciągnij punkty, aby zmienić pozycję, lub kliknij dwukrotnie komórki tabe
Rozdzielczość:
-
+ Select Screenshots Path...Wybierz ścieżkę zrzutów ekranu...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3743,576 +3748,613 @@ Przeciągnij punkty, aby zmienić pozycję, lub kliknij dwukrotnie komórki tabe
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Dane anonimowe są gromadzone</a> aby ulepszyć yuzu. <br/><br/>Czy chcesz udostępnić nam swoje dane o użytkowaniu?
-
+ TelemetryTelemetria
-
+ Broken Vulkan Installation DetectedWykryto uszkodzoną instalację Vulkana
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.Inicjalizacja Vulkana nie powiodła się podczas uruchamiania.<br><br>Kliknij<a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>tutaj aby uzyskać instrukcje dotyczące rozwiązania tego problemu</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Loading Web Applet...Ładowanie apletu internetowego...
-
-
+
+ Disable Web AppletWyłącz Aplet internetowy
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Wyłączanie web appletu może doprowadzić do nieokreślonych zachowań - wyłączyć applet należy jedynie grając w Super Mario 3D All-Stars. Na pewno chcesz wyłączyć web applet?
(Można go ponownie włączyć w ustawieniach debug.)
-
+ The amount of shaders currently being builtIlość budowanych shaderów
-
+ The current selected resolution scaling multiplier.Obecnie wybrany mnożnik rozdzielczości.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Aktualna prędkość emulacji. Wartości większe lub niższe niż 100% wskazują, że emulacja działa szybciej lub wolniej niż Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Ile klatek na sekundę gra aktualnie wyświetla. To będzie się różnić w zależności od gry, od sceny do sceny.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Czas potrzebny do emulacji klatki na sekundę Switcha, nie licząc ograniczania klatek ani v-sync. Dla emulacji pełnej szybkości powinno to wynosić co najwyżej 16,67 ms.
-
+ Unmute
-
+ Mute
-
+ Reset Volume
-
+ &Clear Recent Files&Usuń Ostatnie pliki
-
+ Emulated mouse is enabledEmulacja myszki jest aktywna
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
-
+ &Continue&Kontynuuj
-
+ &Pause&Pauza
-
+ Warning Outdated Game FormatOSTRZEŻENIE! Nieaktualny format gry
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Używasz zdekonstruowanego formatu katalogu ROM dla tej gry, który jest przestarzałym formatem, który został zastąpiony przez inne, takie jak NCA, NAX, XCI lub NSP. W zdekonstruowanych katalogach ROM brakuje ikon, metadanych i obsługi aktualizacji.<br><br> Aby znaleźć wyjaśnienie różnych formatów Switch obsługiwanych przez yuzu,<a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'> sprawdź nasze wiki</a>. Ta wiadomość nie pojawi się ponownie.
-
-
+
+ Error while loading ROM!Błąd podczas wczytywania ROMu!
-
+ The ROM format is not supported.Ten format ROMu nie jest wspierany.
-
+ An error occurred initializing the video core.Wystąpił błąd podczas inicjowania rdzenia wideo.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu napotkał błąd podczas uruchamiania rdzenia wideo. Jest to zwykle spowodowane przestarzałymi sterownikami GPU, w tym zintegrowanymi. Więcej szczegółów znajdziesz w pliku log. Więcej informacji na temat dostępu do log-u można znaleźć na następującej stronie: <a href='https://yuzu-emu.org/help/reference/log-files/'>Jak przesłać plik log</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Błąd podczas wczytywania ROMu! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Postępuj zgodnie z<a href='https://yuzu-emu.org/help/quickstart/'>yuzu quickstart guide</a> aby zrzucić ponownie swoje pliki.<br>Możesz odwołać się do wiki yuzu</a>lub discord yuzu </a> po pomoc.
-
+ An unknown error occurred. Please see the log for more details.Wystąpił nieznany błąd. Więcej informacji można znaleźć w pliku log.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Zamykanie aplikacji...
-
+ Save DataZapis danych
-
+ Mod DataDane modów
-
+ Error Opening %1 FolderBłąd podczas otwarcia folderu %1
-
-
+
+ Folder does not exist!Folder nie istnieje!
-
+ Error Opening Transferable Shader CacheBłąd podczas otwierania przenośnej pamięci podręcznej Shaderów.
-
+ Failed to create the shader cache directory for this title.Nie udało się stworzyć ścieżki shaderów dla tego tytułu.
-
+ Error Removing ContentsBłąd podczas usuwania zawartości
-
+ Error Removing UpdateBłąd podczas usuwania aktualizacji
-
+ Error Removing DLCBłąd podczas usuwania dodatków
-
+ Remove Installed Game Contents?Czy usunąć zainstalowaną zawartość gry?
-
+ Remove Installed Game Update?Czy usunąć zainstalowaną aktualizację gry?
-
+ Remove Installed Game DLC?Czy usunąć zainstalowane dodatki gry?
-
+ Remove EntryUsuń wpis
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedPomyślnie usunięto
-
+ Successfully removed the installed base game.Pomyślnie usunięto zainstalowaną grę.
-
+ The base game is not installed in the NAND and cannot be removed.Gra nie jest zainstalowana w NAND i nie może zostać usunięta.
-
+ Successfully removed the installed update.Pomyślnie usunięto zainstalowaną łatkę.
-
+ There is no update installed for this title.Brak zainstalowanych łatek dla tego tytułu.
-
+ There are no DLC installed for this title.Brak zainstalowanych DLC dla tego tytułu.
-
+ Successfully removed %1 installed DLC.Pomyślnie usunięto %1 zainstalowane DLC.
-
+ Delete OpenGL Transferable Shader Cache?Usunąć Transferowalne Shadery OpenGL?
-
+ Delete Vulkan Transferable Shader Cache?Usunąć Transferowalne Shadery Vulkan?
-
+ Delete All Transferable Shader Caches?Usunąć Wszystkie Transferowalne Shadery?
-
+ Remove Custom Game Configuration?Usunąć niestandardową konfigurację gry?
-
+ Remove Cache Storage?Usunąć pamięć podręczną?
-
+ Remove FileUsuń plik
-
-
+
+ Error Removing Transferable Shader CacheBłąd podczas usuwania przenośnej pamięci podręcznej Shaderów.
-
-
+
+ A shader cache for this title does not exist.Pamięć podręczna Shaderów dla tego tytułu nie istnieje.
-
+ Successfully removed the transferable shader cache.Pomyślnie usunięto przenośną pamięć podręczną Shaderów.
-
+ Failed to remove the transferable shader cache.Nie udało się usunąć przenośnej pamięci Shaderów.
-
+ Error Removing Vulkan Driver Pipeline CacheBłąd podczas usuwania pamięci podręcznej strumienia sterownika Vulkana
-
+ Failed to remove the driver pipeline cache.Błąd podczas usuwania pamięci podręcznej strumienia sterownika.
-
-
+
+ Error Removing Transferable Shader CachesBłąd podczas usuwania Transferowalnych Shaderów
-
+ Successfully removed the transferable shader caches.Pomyślnie usunięto transferowalne shadery.
-
+ Failed to remove the transferable shader cache directory.Nie udało się usunąć ścieżki transferowalnych shaderów.
-
-
+
+ Error Removing Custom ConfigurationBłąd podczas usuwania niestandardowej konfiguracji
-
+ A custom configuration for this title does not exist.Niestandardowa konfiguracja nie istnieje dla tego tytułu.
-
+ Successfully removed the custom game configuration.Pomyślnie usunięto niestandardową konfiguracje gry.
-
+ Failed to remove the custom game configuration.Nie udało się usunąć niestandardowej konfiguracji gry.
-
-
+
+ RomFS Extraction Failed!Wypakowanie RomFS nieudane!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Wystąpił błąd podczas kopiowania plików RomFS lub użytkownik anulował operację.
-
+ FullPełny
-
+ SkeletonSzkielet
-
+ Select RomFS Dump ModeWybierz tryb zrzutu RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Proszę wybrać w jaki sposób chcesz, aby zrzut pliku RomFS został wykonany. <br>Pełna kopia ze wszystkimi plikami do nowego folderu, gdy <br>skielet utworzy tylko strukturę folderu.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootNie ma wystarczająco miejsca w %1 aby wyodrębnić RomFS.
Zwolnij trochę miejsca, albo zmień ścieżkę zrzutu RomFs w Emulacja> Konfiguruj> System> System Plików> Źródło Zrzutu
-
+ Extracting RomFS...Wypakowywanie RomFS...
-
-
+
+
+
+ CancelAnuluj
-
+ RomFS Extraction Succeeded!Wypakowanie RomFS zakończone pomyślnie!
-
+
+
+ The operation completed successfully.Operacja zakończona sukcesem.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create ShortcutUtwórz skrót
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Utworzy to skrót do obecnego AppImage. Może nie działać dobrze po aktualizacji. Kontynuować?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Nie można utworzyć skrótu na pulpicie. Ścieżka "%1" nie istnieje.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Nie można utworzyć skrótu w menu aplikacji. Ścieżka "%1" nie istnieje oraz nie może być utworzona.
-
+ Create IconUtwórz ikonę
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Nie można utworzyć pliku ikony. Ścieżka "%1" nie istnieje oraz nie może być utworzona.
-
+ Start %1 with the yuzu EmulatorWłącz %1 z emulatorem yuzu
-
+ Failed to create a shortcut at %1Nie udało się utworzyć skrótu pod %1
-
+ Successfully created a shortcut to %1Pomyślnie utworzono skrót do %1
-
+ Error Opening %1Błąd podczas otwierania %1
-
+ Select DirectoryWybierz folder...
-
+ PropertiesWłaściwości
-
+ The game properties could not be loaded.Właściwości tej gry nie mogły zostać załadowane.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Plik wykonywalny Switcha (%1);;Wszystkie pliki (*.*)
-
+ Load FileZaładuj plik...
-
+ Open Extracted ROM DirectoryOtwórz folder wypakowanego ROMu
-
+ Invalid Directory SelectedWybrano niewłaściwy folder
-
+ The directory you have selected does not contain a 'main' file.Folder wybrany przez ciebie nie zawiera 'głownego' pliku.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Instalacyjne pliki Switch'a (*.nca *.nsp *.xci);;Archiwum zawartości Nintendo (*.nca);;Pakiet poddany Nintendo (*.nsp);;Obraz z kartridża NX (*.xci)
-
+ Install FilesZainstaluj pliki
-
+ %n file(s) remaining1 plik został%n plików zostało%n plików zostało%n plików zostało
-
+ Installing file "%1"...Instalowanie pliku "%1"...
-
-
+
+ Install ResultsWynik instalacji
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Aby uniknąć ewentualnych konfliktów, odradzamy użytkownikom instalowanie gier na NAND.
Proszę, używaj tej funkcji tylko do instalowania łatek i DLC.
-
+ %n file(s) were newly installed
1 nowy plik został zainstalowany
@@ -4322,324 +4364,351 @@ Proszę, używaj tej funkcji tylko do instalowania łatek i DLC.
-
+ %n file(s) were overwritten
1 plik został nadpisany%n plików zostało nadpisane%n plików zostało nadpisane%n plików zostało nadpisane
-
+ %n file(s) failed to install
1 pliku nie udało się zainstalować%n plików nie udało się zainstalować%n plików nie udało się zainstalować%n plików nie udało się zainstalować
-
+ System ApplicationAplikacja systemowa
-
+ System ArchiveArchiwum systemu
-
+ System Application UpdateAktualizacja aplikacji systemowej
-
+ Firmware Package (Type A)Paczka systemowa (Typ A)
-
+ Firmware Package (Type B)Paczka systemowa (Typ B)
-
+ GameGra
-
+ Game UpdateAktualizacja gry
-
+ Game DLCDodatek do gry
-
+ Delta TitleTytuł Delta
-
+ Select NCA Install Type...Wybierz typ instalacji NCA...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Wybierz typ tytułu, do którego chcesz zainstalować ten NCA, jako:
(W większości przypadków domyślna "gra" jest w porządku.)
-
+ Failed to InstallInstalacja nieudana
-
+ The title type you selected for the NCA is invalid.Typ tytułu wybrany dla NCA jest nieprawidłowy.
-
+ File not foundNie znaleziono pliku
-
+ File "%1" not foundNie znaleziono pliku "%1"
-
+ OKOK
-
-
+
+ Hardware requirements not metWymagania sprzętowe nie są spełnione
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Twój system nie spełnia rekomendowanych wymagań sprzętowych. Raportowanie kompatybilności zostało wyłączone.
-
+ Missing yuzu AccountBrakuje konta Yuzu
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Aby przesłać test zgodności gry, musisz połączyć swoje konto yuzu.<br><br/> Aby połączyć swoje konto yuzu, przejdź do opcji Emulacja > Konfiguracja > Sieć.
-
+ Error opening URLBłąd otwierania adresu URL
-
+ Unable to open the URL "%1".Nie można otworzyć adresu URL "%1".
-
+ TAS RecordingNagrywanie TAS
-
+ Overwrite file of player 1?Nadpisać plik gracza 1?
-
+ Invalid config detectedWykryto nieprawidłową konfigurację
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Nie można używać kontrolera handheld w trybie zadokowanym. Zostanie wybrany kontroler Pro.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedAmiibo zostało "zdjęte"
-
+ ErrorBłąd
-
-
+
+ The current game is not looking for amiibosTa gra nie szuka amiibo
-
+ Amiibo File (%1);; All Files (*.*)Plik Amiibo (%1);;Wszyskie pliki (*.*)
-
+ Load AmiiboZaładuj Amiibo
-
+ Error loading Amiibo dataBłąd podczas ładowania pliku danych Amiibo
-
+ The selected file is not a valid amiiboWybrany plik nie jest poprawnym amiibo
-
+ The selected file is already on useWybrany plik jest już w użyciu
-
+ An unknown error occurredWystąpił nieznany błąd
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotZrób zrzut ekranu
-
+ PNG Image (*.png)Obrazek PNG (*.png)
-
+ TAS state: Running %1/%2Status TAS: Działa %1%2
-
+ TAS state: Recording %1Status TAS: Nagrywa %1
-
+ TAS state: Idle %1/%2Status TAS: Bezczynny %1%2
-
+ TAS State: InvalidStatus TAS: Niepoprawny
-
+ &Stop Running&Wyłącz
-
+ &Start&Start
-
+ Stop R&ecordingPrzestań N&agrywać
-
+ R&ecordN&agraj
-
+ Building: %n shader(s)Budowanie shaderaBudowanie: %n shaderówBudowanie: %n shaderówBudowanie: %n shaderów
-
+ Scale: %1x%1 is the resolution scaling factorSkala: %1x
-
+ Speed: %1% / %2%Prędkość: %1% / %2%
-
+ Speed: %1%Prędkość: %1%
-
+ Game: %1 FPS (Unlocked)Gra: %1 FPS (Odblokowane)
-
+ Game: %1 FPSGra: %1 FPS
-
+ Frame: %1 msKlatka: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AABEZ AA
-
+ VOLUME: MUTEGłośność: Wyciszony
-
+ VOLUME: %1%Volume percentage (e.g. 50%)Głośność: %1%
-
+ Confirm Key RederivationPotwierdź ponowną aktywacje klucza
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4656,37 +4725,37 @@ i opcjonalnie tworzyć kopie zapasowe.
Spowoduje to usunięcie wygenerowanych automatycznie plików kluczy i ponowne uruchomienie modułu pochodnego klucza.
-
+ Missing fusesBrakujące bezpieczniki
-
+ - Missing BOOT0 - Brak BOOT0
-
+ - Missing BCPKG2-1-Normal-Main - Brak BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO - Brak PRODINFO
-
+ Derivation Components MissingBrak komponentów wyprowadzania
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Brakuje elementów, które mogą uniemożliwić zakończenie wyprowadzania kluczy. <br>Postępuj zgodnie z <a href='https://yuzu-emu.org/help/quickstart/'>yuzu quickstart guide</a> aby zdobyć wszystkie swoje klucze i gry.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4695,49 +4764,49 @@ Zależnie od tego może potrwać do minuty
na wydajność twojego systemu.
-
+ Deriving KeysWyprowadzanie kluczy...
-
+ System Archive Decryption Failed
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
-
+ Select RomFS Dump TargetWybierz cel zrzutu RomFS
-
+ Please select which RomFS you would like to dump.Proszę wybrać RomFS, jakie chcesz zrzucić.
-
+ Are you sure you want to close yuzu?Czy na pewno chcesz zamknąć yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Czy na pewno chcesz zatrzymać emulację? Wszystkie niezapisane postępy zostaną utracone.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4976,86 +5045,91 @@ Czy chcesz to ominąć i mimo to wyjść?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardKopiuj identyfikator gry do schowka
-
+ Navigate to GameDB entryNawiguj do wpisu kompatybilności gry
-
+ Create ShortcutUtwórz skrót
-
+ Add to DesktopDodaj do pulpitu
-
+ Add to Applications MenuDodaj do menu aplikacji
-
+ PropertiesWłaściwości
-
+ Scan SubfoldersSkanuj podfoldery
-
+ Remove Game DirectoryUsuń katalog gier
-
+ ▲ Move Up▲ Przenieś w górę
-
+ ▼ Move Down▼ Przenieś w dół
-
+ Open Directory LocationOtwórz lokalizacje katalogu
-
+ ClearWyczyść
-
+ NameNazwa gry
-
+ CompatibilityKompatybilność
-
+ Add-onsDodatki
-
+ File typeTyp pliku
-
+ SizeRozmiar
@@ -5126,7 +5200,7 @@ Czy chcesz to ominąć i mimo to wyjść?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listKliknij podwójnie aby dodać folder do listy gier
@@ -5139,12 +5213,12 @@ Czy chcesz to ominąć i mimo to wyjść?
1 z %n rezultatów%1 z %n rezultatów%1 z %n rezultatów%1 z %n rezultatów
-
+ Filter:Filter:
-
+ Enter pattern to filterWpisz typ do filtra
@@ -5609,172 +5683,182 @@ Komunikat debugowania:
&TAS
-
+ &Help&Pomoc
-
+ &Install Files to NAND...&Zainstaluj pliki na NAND...
-
+ L&oad File...Z&aładuj Plik...
-
+ Load &Folder...Załaduj &Folder...
-
+ E&xit&Wyjście
-
+ &Pause&Pauza
-
+ &Stop&Stop
-
+ &Reinitialize keys...&Zainicjuj ponownie klucze...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu&O yuzu
-
+ Single &Window ModeTryb &Pojedyńczego Okna
-
+ Con&figure...Kon&figuruj...
-
+ Display D&ock Widget HeadersWyłącz Nagłówek Widżetu Docku
-
+ Show &Filter BarPokaż &Pasek Filtrów
-
+ Show &Status BarPokaż &Pasek Statusu
-
+ Show Status BarPokaż pasek statusu
-
+ &Browse Public Game Lobby&Przeglądaj publiczne lobby gier
-
+ &Create Room&Utwórz Pokój
-
+ &Leave Room&Wyjdź z Pokoju
-
+ &Direct Connect to Room&Bezpośrednie połączenie z pokojem
-
+ &Show Current Room&Pokaż bieżący pokój
-
+ F&ullscreenP&ełny Ekran
-
+ &Restart&Restart
-
+ Load/Remove &Amiibo...Załaduj/Usuń &Amiibo...
-
+ &Report Compatibility&Zraportuj Kompatybilność
-
+ Open &Mods PageOtwórz &Stronę z Modami
-
+ Open &Quickstart GuideOtwórz &Poradnik Szybkiego Startu
-
+ &FAQ&FAQ
-
+ Open &yuzu FolderOtwórz &Folder yuzu
-
+ &Capture Screenshot&Zrób Zdjęcie
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...&Skonfiguruj TAS
-
+ Configure C&urrent Game...Skonfiguruj O&becną Grę...
-
+ &Start&Start
-
+ &Reset&Zresetuj
-
+ R&ecordN&agraj
@@ -6567,27 +6651,27 @@ p, li { white-space: pre-wrap; }
Ścieżka pliku
-
+ No game data presentBrak danych gry
-
+ The following amiibo data will be formatted:Następujące dane amiibo zostaną sformatowane:
-
+ The following game data will removed:Następujące dane gry zostaną usunięte:
-
+ Set nickname and owner:Ustaw nick oraz właściciela:
-
+ Do you wish to restore this amiibo?Czy chcesz odnowić to amiibo?
diff --git a/dist/languages/pt_BR.ts b/dist/languages/pt_BR.ts
index e6cba9746..682b07ad3 100755
--- a/dist/languages/pt_BR.ts
+++ b/dist/languages/pt_BR.ts
@@ -376,13 +376,13 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.
Auto (%1)Auto select time zone
-
+ Auto (%1)Default (%1)Default time zone
-
+ Padrão (%1)
@@ -763,151 +763,156 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Se selecionado, extrai todos os shaders originários do cache do disco ou do jogo conforme encontrá-los.
-
-
-
- Dump Game Shaders
- Descarregar shaders do jogo
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerQuando marcado, desabilita as funções do macro HLE. Habilitar esta opção faz com que os jogos rodem mais lentamente
-
+ Disable Macro HLEDesabilitar o Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Quando ativado, desativa o macro compilador Just In Time. Ativar isto faz os jogos rodarem mais lentamente.
-
-
-
- Disable Macro JIT
- Desativar macro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Quando ativado, a API gráfica entra em um modo de depuração mais lento.
-
-
-
- Enable Graphics Debugging
- Ativar depuração de gráficos
-
-
-
+ When checked, it will dump all the macro programs of the GPUQuando marcada, essa opção irá extrair todos os macro programas da GPU
-
+ Dump Maxwell MacrosExtrair macros Maxwell
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Quando ativado, o yuzu registrará estatísticas sobre o cache de pipeline compilado
-
-
-
- Enable Shader Feedback
- Ativar Feedback de Shaders
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsQuando ativado, ativa a extração de registros de travamento do Nsight Aftermath
-
+ Enable Nsight AftermathAtivar Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Quando ativado, o yuzu registrará estatísticas sobre o cache de pipeline compilado
+
+
+
+ Enable Shader Feedback
+ Ativar Feedback de Shaders
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Quando ativado, desativa o macro compilador Just In Time. Ativar isto faz os jogos rodarem mais lentamente.
+
+
+
+ Disable Macro JIT
+ Desativar macro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Quando ativado, a API gráfica entra em um modo de depuração mais lento.
+
+
+
+ Enable Graphics Debugging
+ Ativar depuração de gráficos
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Se selecionado, extrai todos os shaders originários do cache do disco ou do jogo conforme encontrá-los.
+
+
+
+ Dump Game Shaders
+ Descarregar shaders do jogo
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedAvançado
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Permite que o yuzu procure por um ambiente Vulkan funcional quando o programa iniciar. Desabilite essa opção se estiver causando conflitos com programas externos visualizando o yuzu.
-
+ Perform Startup Vulkan CheckExecutar checagem do Vulkan na inicialização
-
+ Disable Web AppletDesativar o applet da web
-
+ Enable All Controller TypesAtivar todos os tipos de controles
-
+ Enable Auto-Stub**Ativar auto-esboço**
-
+ Kiosk (Quest) ModeModo quiosque (Quest)
-
+ Enable CPU DebuggingAtivar depuração de CPU
-
+ Enable Debug AssertsAtivar asserções de depuração
-
+ DebuggingDepuração
-
+ Enable FS Access LogAtivar acesso de registro FS
-
+ Create Minidump After CrashCriar um despejo resumido após uma falha
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Habilite essa opção para gravar a última saída da lista de comandos de áudio para o console. Somente afetará jogos que utilizam o renderizador de áudio.
-
+ Dump Audio Commands To Console**Despejar comandos de áudio no console**
-
+ Enable Verbose Reporting Services**Ativar serviços de relatório detalhado**
-
+ **This will be reset automatically when yuzu closes.**Isto será restaurado automaticamente assim que o yuzu for fechado.
@@ -922,12 +927,12 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.Será necessário reiniciar o yuzu para aplicar as configurações.
-
+ Web applet not compiledApplet Web não compilado
-
+ MiniDump creation not compiledCriação do mini despejo não compilada
@@ -979,7 +984,7 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.
Some settings are only available when a game is not running.
-
+ Algumas configurações só estão disponíveis apenas quando não houver nenhum jogo em execução.
@@ -1255,33 +1260,33 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.Cor de fundo:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffDesligado
-
+ VSync OffSincronização vertical desligada
-
+ RecommendedRecomendado
-
+ OnLigado
-
+ VSync OnSincronização vertical ligada
@@ -2066,7 +2071,7 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.
Mouse panning
-
+ Mouse panorâmico
@@ -2493,7 +2498,7 @@ Para inverter os eixos, mova seu analógico primeiro verticalmente e depois hori
Configure mouse panning
-
+ Configurar movimentação panorâmica do mouse
@@ -2503,17 +2508,17 @@ Para inverter os eixos, mova seu analógico primeiro verticalmente e depois hori
Can be toggled via a hotkey. Default hotkey is Ctrl + F9
-
+ Pode ser ativado e desativado com um atalho de teclado. O atalho padrão é Ctrl + F9.Sensitivity
-
+ SensibilidadeHorizontal
-
+ Horizontal
@@ -2527,37 +2532,37 @@ Para inverter os eixos, mova seu analógico primeiro verticalmente e depois hori
Vertical
-
+ VerticalDeadzone counterweight
-
+ Neutralização de zona mortaCounteracts a game's built-in deadzone
-
+ Neutraliza a zona morta embutida de um jogoDeadzone
-
+ Zona mortaStick decay
-
+ Degeneração do analógicoStrength
-
+ ForçaMinimum
-
+ Mínima
@@ -2568,12 +2573,13 @@ Para inverter os eixos, mova seu analógico primeiro verticalmente e depois hori
Mouse panning works better with a deadzone of 0% and a range of 100%.
Current values are %1% and %2% respectively.
-
+ O mouse panorâmico funciona melhor com uma zona morta de 0% e alcance de 100%
+Os valores atuais são %1% e %2% respectivamente.Emulated mouse is enabled. This is incompatible with mouse panning.
-
+ O mouse emulado está ativado. Isto é incompatível com o mouse panorâmico.
@@ -2664,7 +2670,7 @@ Current values are %1% and %2% respectively.
Some settings are only available when a game is not running.
-
+ Algumas configurações só estão disponíveis apenas quando não houver nenhum jogo em execução.
@@ -2901,7 +2907,7 @@ UUID: %2
To use Ring-Con, configure player 1 as right Joy-Con (both physical and emulated), and player 2 as left Joy-Con (left physical and dual emulated) before starting the game.
-
+ Para usar o Ring-Con, configure o jogador 1 como o Joy-Con direito (tanto físico como emulado), e o jogador 2 como Joy-Con esquerdo (esquerdo físico e com dupla emulação) antes de iniciar o jogo.
@@ -3006,7 +3012,7 @@ UUID: %2
The current mapped device is not connected
-
+ O dispositivo atualmente mapeado não está conectado
@@ -3035,7 +3041,7 @@ UUID: %2
Core
-
+ Core
@@ -3247,64 +3253,64 @@ Mova os pontos para mudar a posição, ou clique duas vezes nas células da tabe
ConfigureUI
-
-
-
+
+
+ NoneNenhum
-
+ Small (32x32)Pequeno (32x32)
-
+ Standard (64x64)Padrão (64x64)
-
+ Large (128x128)Grande (128x128)
-
+ Full Size (256x256)Tamanho completo (256x256)
-
+ Small (24x24)Pequeno (24x24)
-
+ Standard (48x48)Padrão (48x48)
-
+ Large (72x72)Grande (72x72)
-
+ FilenameNome do arquivo
-
+ FiletypeTipo de arquivo
-
+ Title IDID do título
-
+ Title NameNome do título
@@ -3409,7 +3415,7 @@ Mova os pontos para mudar a posição, ou clique duas vezes nas células da tabe
TextLabel
-
+ TextLabel
@@ -3417,20 +3423,20 @@ Mova os pontos para mudar a posição, ou clique duas vezes nas células da tabe
Resolução:
-
+ Select Screenshots Path...Selecione a pasta de capturas de tela...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
-
+ Auto (%1 x %2, %3 x %4)
@@ -3745,575 +3751,612 @@ Mova os pontos para mudar a posição, ou clique duas vezes nas células da tabe
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Dados anônimos são recolhidos</a> para ajudar a melhorar o yuzu. <br/><br/>Gostaria de compartilhar os seus dados de uso conosco?
-
+ TelemetryTelemetria
-
+ Broken Vulkan Installation DetectedDetectada Instalação Defeituosa do Vulkan
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.A inicialização do Vulkan falhou durante a carga do programa. <br><br>Clique <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>aqui para instruções de como resolver o problema</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Rodando um jogo
-
+ Loading Web Applet...Carregando applet web...
-
-
+
+ Disable Web AppletDesativar o applet da web
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)A desativação do applet da web pode causar comportamento inesperado e deve apenas ser usada com Super Mario 3D All-Stars. Você deseja mesmo desativar o applet da web?
(Ele pode ser reativado nas configurações de depuração.)
-
+ The amount of shaders currently being builtA quantidade de shaders sendo construídos
-
+ The current selected resolution scaling multiplier.O atualmente multiplicador de escala de resolução selecionado.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Velocidade atual de emulação. Valores maiores ou menores que 100% indicam que a emulação está rodando mais rápida ou lentamente que em um Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Quantos quadros por segundo o jogo está exibindo atualmente. Isto irá variar de jogo para jogo e cena para cena.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Tempo que leva para emular um quadro do Switch, sem considerar o limitador de taxa de quadros ou a sincronização vertical. Um valor menor ou igual a 16.67 ms indica que a emulação está em velocidade plena.
-
+ UnmuteUnmute
-
+ MuteMudo
-
+ Reset VolumeRedefinir volume
-
+ &Clear Recent Files&Limpar arquivos recentes
-
+ Emulated mouse is enabledMouse emulado está habilitado
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.Controle de mouse real e controle panorâmico do mouse são incompatíveis. Por favor desabilite a emulação do mouse em configurações avançadas de controles para permitir o controle panorâmico do mouse.
-
+ &Continue&Continuar
-
+ &Pause&Pausar
-
+ Warning Outdated Game FormatAviso - formato de jogo desatualizado
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Você está usando neste jogo o formato de ROM desconstruída e extraída em uma pasta, que é um formato desatualizado que foi substituído por outros, como NCA, NAX, XCI ou NSP. Pastas desconstruídas de ROMs não possuem ícones, metadados e suporte a atualizações.<br><br>Para saber mais sobre os vários formatos de ROMs de Switch compatíveis com o yuzu, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>confira a nossa wiki</a>. Esta mensagem não será exibida novamente.
-
-
+
+ Error while loading ROM!Erro ao carregar a ROM!
-
+ The ROM format is not supported.O formato da ROM não é suportado.
-
+ An error occurred initializing the video core.Ocorreu um erro ao inicializar o núcleo de vídeo.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu encontrou um erro enquanto rodando o núcleo de vídeo. Normalmente isto é causado por drivers de GPU desatualizados, incluindo integrados. Por favor veja o registro para mais detalhes. Para mais informações em acesso ao registro por favor veja a seguinte página: <a href='https://yuzu-emu.org/help/reference/log-files/'>Como fazer envio de arquivo de registro</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Erro ao carregar a ROM! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Por favor, siga <a href='https://yuzu-emu.org/help/quickstart/'>o guia de início rápido</a> para reextrair os seus arquivos.<br>Você pode consultar a wiki do yuzu</a> ou o Discord do yuzu</a> para obter ajuda.
-
+ An unknown error occurred. Please see the log for more details.Ocorreu um erro desconhecido. Consulte o registro para mais detalhes.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Encerrando software...
-
+ Save DataDados de jogos salvos
-
+ Mod DataDados de mods
-
+ Error Opening %1 FolderErro ao abrir a pasta %1
-
-
+
+ Folder does not exist!A pasta não existe!
-
+ Error Opening Transferable Shader CacheErro ao abrir o cache de shaders transferível
-
+ Failed to create the shader cache directory for this title.Falha ao criar o diretório de cache de shaders para este título.
-
+ Error Removing ContentsErro ao Remover Conteúdos
-
+ Error Removing UpdateErro ao Remover Atualização
-
+ Error Removing DLCErro ao Remover DLC
-
+ Remove Installed Game Contents?Remover Conteúdo Instalado do Jogo?
-
+ Remove Installed Game Update?Remover Atualização Instalada do Jogo?
-
+ Remove Installed Game DLC?Remover DLC Instalada do Jogo?
-
+ Remove EntryRemover item
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedRemovido com sucesso
-
+ Successfully removed the installed base game.O jogo base foi removido com sucesso.
-
+ The base game is not installed in the NAND and cannot be removed.O jogo base não está instalado na NAND e não pode ser removido.
-
+ Successfully removed the installed update.A atualização instalada foi removida com sucesso.
-
+ There is no update installed for this title.Não há nenhuma atualização instalada para este título.
-
+ There are no DLC installed for this title.Não há nenhum DLC instalado para este título.
-
+ Successfully removed %1 installed DLC.%1 DLC(s) instalados foram removidos com sucesso.
-
+ Delete OpenGL Transferable Shader Cache?Apagar o cache de shaders transferível do OpenGL?
-
+ Delete Vulkan Transferable Shader Cache?Apagar o cache de shaders transferível do Vulkan?
-
+ Delete All Transferable Shader Caches?Apagar todos os caches de shaders transferíveis?
-
+ Remove Custom Game Configuration?Remover configurações customizadas do jogo?
-
+ Remove Cache Storage?Remover Armazenamento da Cache?
-
+ Remove FileRemover arquivo
-
-
+
+ Error Removing Transferable Shader CacheErro ao remover cache de shaders transferível
-
-
+
+ A shader cache for this title does not exist.Não existe um cache de shaders para este título.
-
+ Successfully removed the transferable shader cache.O cache de shaders transferível foi removido com sucesso.
-
+ Failed to remove the transferable shader cache.Falha ao remover o cache de shaders transferível.
-
+ Error Removing Vulkan Driver Pipeline CacheErro ao Remover Cache de Pipeline do Driver Vulkan
-
+ Failed to remove the driver pipeline cache.Falha ao remover o pipeline de cache do driver.
-
-
+
+ Error Removing Transferable Shader CachesErro ao remover os caches de shaders transferíveis
-
+ Successfully removed the transferable shader caches.Os caches de shaders transferíveis foram removidos com sucesso.
-
+ Failed to remove the transferable shader cache directory.Falha ao remover o diretório do cache de shaders transferível.
-
-
+
+ Error Removing Custom ConfigurationErro ao remover as configurações customizadas do jogo.
-
+ A custom configuration for this title does not exist.Não há uma configuração customizada para este título.
-
+ Successfully removed the custom game configuration.As configurações customizadas do jogo foram removidas com sucesso.
-
+ Failed to remove the custom game configuration.Falha ao remover as configurações customizadas do jogo.
-
-
+
+ RomFS Extraction Failed!Falha ao extrair RomFS!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Houve um erro ao copiar os arquivos RomFS ou o usuário cancelou a operação.
-
+ FullExtração completa
-
+ SkeletonApenas estrutura
-
+ Select RomFS Dump ModeSelecione o modo de extração do RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Selecione a forma como você gostaria que o RomFS seja extraído.<br>"Extração completa" copiará todos os arquivos para a nova pasta, enquanto que <br>"Apenas estrutura" criará apenas a estrutura de pastas.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootNão há espaço suficiente em %1 para extrair o RomFS. Por favor abra espaço ou selecione um diretório diferente em Emulação > Configurar > Sistema > Sistema de arquivos > Extrair raiz
-
+ Extracting RomFS...Extraindo RomFS...
-
-
+
+
+
+ CancelCancelar
-
+ RomFS Extraction Succeeded!Extração do RomFS concluida!
-
+
+
+ The operation completed successfully.A operação foi concluída com sucesso.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create ShortcutCriar Atalho
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Isso irá criar um atalho para o AppImage atual. Isso pode não funcionar corretamente se você fizer uma atualização. Continuar?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Não foi possível criar um atalho na área de trabalho. O caminho "%1" não existe.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Não foi possível criar um atalho no menu de aplicativos. O caminho "%1" não existe e não pode ser criado.
-
+ Create IconCriar Ícone
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Não foi possível criar o arquivo de ícone. O caminho "%1" não existe e não pode ser criado.
-
+ Start %1 with the yuzu EmulatorIniciar %1 com o emulador yuzu
-
+ Failed to create a shortcut at %1Falha ao criar um atalho em %1
-
+ Successfully created a shortcut to %1Atalho criado em %1
-
+ Error Opening %1Erro ao abrir %1
-
+ Select DirectorySelecionar pasta
-
+ PropertiesPropriedades
-
+ The game properties could not be loaded.As propriedades do jogo não puderam ser carregadas.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Executável do Switch (%1);;Todos os arquivos (*.*)
-
+ Load FileCarregar arquivo
-
+ Open Extracted ROM DirectoryAbrir pasta da ROM extraída
-
+ Invalid Directory SelectedPasta inválida selecionada
-
+ The directory you have selected does not contain a 'main' file.A pasta que você selecionou não contém um arquivo 'main'.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Arquivo de Switch instalável (*.nca *.nsp *.xci);; Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install FilesInstalar arquivos
-
+ %n file(s) remaining%n arquivo restante%n arquivo(s) restante(s)%n arquivo(s) restante(s)
-
+ Installing file "%1"...Instalando arquivo "%1"...
-
-
+
+ Install ResultsResultados da instalação
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Para evitar possíveis conflitos, desencorajamos que os usuários instalem os jogos base na NAND.
Por favor, use esse recurso apenas para instalar atualizações e DLCs.
-
+ %n file(s) were newly installed
%n arquivo(s) instalado(s)
@@ -4322,7 +4365,7 @@ Por favor, use esse recurso apenas para instalar atualizações e DLCs.
-
+ %n file(s) were overwritten
%n arquivo(s) sobrescrito(s)
@@ -4331,7 +4374,7 @@ Por favor, use esse recurso apenas para instalar atualizações e DLCs.
-
+ %n file(s) failed to install
%n arquivo(s) não instalado(s)
@@ -4340,312 +4383,339 @@ Por favor, use esse recurso apenas para instalar atualizações e DLCs.
-
+ System ApplicationAplicativo do sistema
-
+ System ArchiveArquivo do sistema
-
+ System Application UpdateAtualização de aplicativo do sistema
-
+ Firmware Package (Type A)Pacote de firmware (tipo A)
-
+ Firmware Package (Type B)Pacote de firmware (tipo B)
-
+ GameJogo
-
+ Game UpdateAtualização de jogo
-
+ Game DLCDLC de jogo
-
+ Delta TitleTítulo delta
-
+ Select NCA Install Type...Selecione o tipo de instalação do NCA...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Selecione o tipo de título como o qual você gostaria de instalar este NCA:
(Na maioria dos casos, o padrão 'Jogo' serve bem.)
-
+ Failed to InstallFalha ao instalar
-
+ The title type you selected for the NCA is invalid.O tipo de título que você selecionou para o NCA é inválido.
-
+ File not foundArquivo não encontrado
-
+ File "%1" not foundArquivo "%1" não encontrado
-
+ OKOK
-
-
+
+ Hardware requirements not metRequisitos de hardware não atendidos
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Seu sistema não atende os requisitos de harwdare. O relatório de compatibilidade foi desabilitado.
-
+ Missing yuzu AccountConta do yuzu faltando
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Para enviar um caso de teste de compatibilidade de jogo, você precisa entrar com a sua conta do yuzu.<br><br/>Para isso, vá para Emulação > Configurar... > Rede.
-
+ Error opening URLErro ao abrir URL
-
+ Unable to open the URL "%1".Não foi possível abrir o URL "%1".
-
+ TAS RecordingGravando TAS
-
+ Overwrite file of player 1?Sobrescrever arquivo do jogador 1?
-
+ Invalid config detectedConfiguração inválida detectada
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.O controle portátil não pode ser usado no modo encaixado na base. O Pro Controller será selecionado.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedO amiibo atual foi removido
-
+ ErrorErro
-
-
+
+ The current game is not looking for amiibosO jogo atual não está procurando amiibos
-
+ Amiibo File (%1);; All Files (*.*)Arquivo Amiibo (%1);; Todos os arquivos (*.*)
-
+ Load AmiiboCarregar Amiibo
-
+ Error loading Amiibo dataErro ao carregar dados do Amiibo
-
+ The selected file is not a valid amiiboO arquivo selecionado não é um amiibo válido
-
+ The selected file is already on useO arquivo selecionado já está em uso
-
+ An unknown error occurredOcorreu um erro desconhecido
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotCapturar tela
-
+ PNG Image (*.png)Imagem PNG (*.png)
-
+ TAS state: Running %1/%2Situação TAS: Rodando %1%2
-
+ TAS state: Recording %1Situação TAS: Gravando %1
-
+ TAS state: Idle %1/%2Situação TAS: Repouso %1%2
-
+ TAS State: InvalidSituação TAS: Inválido
-
+ &Stop Running&Parar de rodar
-
+ &Start&Iniciar
-
+ Stop R&ecordingParar G&ravação
-
+ R&ecordG&ravação
-
+ Building: %n shader(s)Compilando: %n shader(s)Compilando: %n shader(s)Compilando: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factorEscala: %1x
-
+ Speed: %1% / %2%Velocidade: %1% / %2%
-
+ Speed: %1%Velocidade: %1%
-
+ Game: %1 FPS (Unlocked)Jogo: %1 FPS (Desbloqueado)
-
+ Game: %1 FPSJogo: %1 FPS
-
+ Frame: %1 msQuadro: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AASem AA
-
+ VOLUME: MUTEVOLUME: MUDO
-
+ VOLUME: %1%Volume percentage (e.g. 50%)VOLUME: %1%
-
+ Confirm Key RederivationConfirmar rederivação de chave
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4662,37 +4732,37 @@ e opcionalmente faça cópias de segurança.
Isto excluirá o seus arquivos de chaves geradas automaticamente, e reexecutar o módulo de derivação de chaves.
-
+ Missing fusesFaltando fusíveis
-
+ - Missing BOOT0 - Faltando BOOT0
-
+ - Missing BCPKG2-1-Normal-Main - Faltando BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO - Faltando PRODINFO
-
+ Derivation Components MissingFaltando componentes de derivação
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Chaves de encriptação faltando. <br>Por favor, siga <a href='https://yuzu-emu.org/help/quickstart/'>o guia de início rápido</a> para extrair suas chaves, firmware e jogos. <br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4701,49 +4771,49 @@ Isto pode demorar até um minuto, dependendo
do desempenho do seu sistema.
-
+ Deriving KeysDerivando chaves
-
+ System Archive Decryption FailedFalha a desencriptar o arquivo do sistema
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.Chaves de encriptação falharam a desencriptar o firmware. <br>Por favor segue <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> para obter todas as tuas chaves, firmware e jogos.
-
+ Select RomFS Dump TargetSelecionar alvo de extração do RomFS
-
+ Please select which RomFS you would like to dump.Selecione qual RomFS você quer extrair.
-
+ Are you sure you want to close yuzu?Você deseja mesmo fechar o yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Deseja mesmo parar a emulação? Qualquer progresso não salvo será perdido.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4769,7 +4839,7 @@ Deseja ignorar isso e sair mesmo assim?
Nearest
-
+ Mais próximo
@@ -4814,7 +4884,7 @@ Deseja ignorar isso e sair mesmo assim?
Extreme
-
+ Extremo
@@ -4824,27 +4894,27 @@ Deseja ignorar isso e sair mesmo assim?
OpenGL
-
+ OpenGLNull
-
+ Nenhum (desativado)GLSL
-
+ GLSLGLASM
-
+ GLASMSPIRV
-
+ SPIRV
@@ -4982,86 +5052,91 @@ Deseja ignorar isso e sair mesmo assim?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardCopiar ID do título para a área de transferência
-
+ Navigate to GameDB entryAbrir artigo do jogo no GameDB
-
+ Create ShortcutCriar atalho
-
+ Add to DesktopAdicionar à área de trabalho
-
+ Add to Applications MenuAdicionar ao menu de aplicativos
-
+ PropertiesPropriedades
-
+ Scan SubfoldersExaminar subpastas
-
+ Remove Game DirectoryRemover pasta de jogo
-
+ ▲ Move Up▲ Mover para cima
-
+ ▼ Move Down▼ Mover para baixo
-
+ Open Directory LocationAbrir local da pasta
-
+ ClearLimpar
-
+ NameNome
-
+ CompatibilityCompatibilidade
-
+ Add-onsAdicionais
-
+ File typeTipo de arquivo
-
+ SizeTamanho
@@ -5132,7 +5207,7 @@ Deseja ignorar isso e sair mesmo assim?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listClique duas vezes para adicionar uma pasta à lista de jogos
@@ -5145,12 +5220,12 @@ Deseja ignorar isso e sair mesmo assim?
%1 de %n resultado(s)%1 de %n resultado(s)%1 de %n resultado(s)
-
+ Filter:Filtro:
-
+ Enter pattern to filterDigite o padrão para filtrar
@@ -5615,172 +5690,182 @@ Mensagem de depuração:
&TAS
-
+ &Help&Ajuda
-
+ &Install Files to NAND...&Instalar arquivos para NAND...
-
+ L&oad File...&Carregar arquivo...
-
+ Load &Folder...Carregar &pasta...
-
+ E&xitS&air
-
+ &Pause&Pausar
-
+ &Stop&Parar
-
+ &Reinitialize keys...&Reinicializar chaves...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu&Sobre o yuzu
-
+ Single &Window ModeModo de &janela única
-
+ Con&figure...Con&figurar...
-
+ Display D&ock Widget HeadersExibir barra de títul&os de widgets afixados
-
+ Show &Filter BarExibir barra de &filtro
-
+ Show &Status BarExibir barra de &status
-
+ Show Status BarExibir barra de status
-
+ &Browse Public Game Lobby&Navegar no Lobby de Salas Públicas
-
+ &Create Room&Criar sala
-
+ &Leave RoomSai&r da sala
-
+ &Direct Connect to RoomEntrar &diretamente numa sala
-
+ &Show Current RoomMostrar &sala atual
-
+ F&ullscreen&Tela cheia
-
+ &Restart&Reiniciar
-
+ Load/Remove &Amiibo...Carregar/Remover &Amiibo...
-
+ &Report Compatibility&Reportar compatibilidade
-
+ Open &Mods PageAbrir página de &mods
-
+ Open &Quickstart GuideAbrir &guia de início rápido
-
+ &FAQ&Perguntas frequentes
-
+ Open &yuzu FolderAbrir pasta do &yuzu
-
+ &Capture Screenshot&Captura de tela
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...&Configurar TAS
-
+ Configure C&urrent Game...Configurar jogo &atual..
-
+ &Start&Iniciar
-
+ &Reset&Restaurar
-
+ R&ecordG&ravar
@@ -5952,7 +6037,7 @@ Mensagem de Depuração:
An unknown error occurred. If this error continues to occur, please open an issue
-
+ Ocorreu um erro desconhecido. Se esse erro continuar ocorrendo, recomendamos abrir uma issue.
@@ -5962,40 +6047,43 @@ Mensagem de Depuração:
You have been kicked by the room host.
-
+ Você foi expulso(a) pelo anfitrião da sala.IP address is already in use. Please choose another.
-
+ Este endereço IP já está em uso. Por favor, escolha outro.You do not have enough permission to perform this action.
-
+ Você não tem permissão suficiente para realizar esta ação.The user you are trying to kick/ban could not be found.
They may have left the room.
-
+ O usuário que você está tentando expulsar/banir não pôde ser encontrado.
+Essa pessoa pode já ter saído da sala.No valid network interface is selected.
Please go to Configure -> System -> Network and make a selection.
-
+ Nenhuma interface de rede válida foi detectada.
+Vá para Configurar -> Sistema -> Rede e selecione uma.Game already running
-
+ O jogo já está rodandoJoining a room when the game is already running is discouraged and can cause the room feature not to work correctly.
Proceed anyway?
-
+ Entrar em uma sala enquanto o jogo já está rodando não é recomendado e pode fazer com que o recurso de sala não funcione corretamente.
+Você deseja prosseguir mesmo assim?
@@ -6005,17 +6093,17 @@ Proceed anyway?
You are about to close the room. Any network connections will be closed.
-
+ Você está prestes a fechar a sala. Todas conexões de rede serão encerradas.Disconnect
-
+ DesconectarYou are about to leave the room. Any network connections will be closed.
-
+ Você está prestes a sair da sala. Todas conexões de rede serão encerradas.
@@ -6072,17 +6160,17 @@ p, li { white-space: pre-wrap; }
%1 is not playing a game
-
+ %1 não está jogando um jogo%1 is playing %2
-
+ %1 está jogando %2Not playing a game
-
+ Não está jogando um jogo
@@ -6399,12 +6487,12 @@ p, li { white-space: pre-wrap; }
Stick L
-
+ Analógico esquerdoStick R
-
+ Analógico direito
@@ -6461,25 +6549,25 @@ p, li { white-space: pre-wrap; }
%1%2%3%4
-
+ %1%2%3%4%1%2%3Hat %4
-
+ %1%2%3Alavanca %4%1%2%3Axis %4
-
+ %1%2%3Eixo %4%1%2%3Button %4
-
+ %1%2%3Botão %4
@@ -6487,17 +6575,17 @@ p, li { white-space: pre-wrap; }
Amiibo Settings
-
+ Configurações do amiiboAmiibo Info
-
+ Informação do amiiboSeries
-
+ Série
@@ -6512,7 +6600,7 @@ p, li { white-space: pre-wrap; }
Amiibo Data
-
+ Dados de amiibo
@@ -6522,42 +6610,42 @@ p, li { white-space: pre-wrap; }
Owner
-
+ ProprietárioCreation Date
-
+ Data de criaçãodd/MM/yyyy
-
+ dd/mm/aaaaModification Date
-
+ Data de modificaçãodd/MM/yyyy
-
+ dd/mm/aaaa Game Data
-
+ Dados do jogoGame Id
-
+ ID do jogoMount Amiibo
-
+ Montar amiibo
@@ -6567,32 +6655,32 @@ p, li { white-space: pre-wrap; }
File Path
-
+ Caminho de arquivo
-
+ No game data present
-
+ Nenhum dado do jogo presente
-
+ The following amiibo data will be formatted:
-
+ Os seguintes dados de amiibo serão formatados:
-
+ The following game data will removed:
-
+ Os seguintes dados do jogo serão removidos:
-
+ Set nickname and owner:
-
+ Definir apelido e proprietário:
-
+ Do you wish to restore this amiibo?
-
+ Deseja restaurar este amiibo?
@@ -6900,7 +6988,7 @@ Tente novamente ou entre em contato com o desenvolvedor do software.
Profile Creator
-
+ Criador de perfil
@@ -6911,57 +6999,57 @@ Tente novamente ou entre em contato com o desenvolvedor do software.
Profile Icon Editor
-
+ Editor de ícone de perfilProfile Nickname Editor
-
+ Editor do apelido de perfilWho will receive the points?
-
+ Quem receberá os pontos?Who is using Nintendo eShop?
-
+ Quem está usando o Nintendo eShop?Who is making this purchase?
-
+ Quem está fazendo essa compra?Who is posting?
-
+ Quem está postando?Select a user to link to a Nintendo Account.
-
+ Selecione um usuário para vincular a uma conta Nintendo.Change settings for which user?
-
+ Mudar configurações para qual usuário?Format data for which user?
-
+ Formatar dados para qual usuário?Which user will be transferred to another console?
-
+ Qual usuário será transferido para outro console?Send save data for which user?
-
+ Enviar dados salvos para qual usuário?
@@ -7027,7 +7115,7 @@ p, li { white-space: pre-wrap; }
[%1] %2
-
+ [%1] %2
diff --git a/dist/languages/pt_PT.ts b/dist/languages/pt_PT.ts
index cece732d7..b788856c4 100755
--- a/dist/languages/pt_PT.ts
+++ b/dist/languages/pt_PT.ts
@@ -376,13 +376,13 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.
Auto (%1)Auto select time zone
-
+ Auto (%1)Default (%1)Default time zone
-
+ Padrão (%1)
@@ -755,151 +755,156 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Se selecionado, descarrega todos os shaders originários do cache do disco ou do jogo conforme encontrá-los.
-
-
-
- Dump Game Shaders
- Descarregar shaders do jogo
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerQuando marcado, desabilita as funções do macro HLE. Habilitar esta opção faz com que os jogos rodem mais lentamente
-
+ Disable Macro HLEDesabilitar o Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Quando ativado, desativa o macro compilador Just In Time. Ativar isto faz os jogos rodarem mais lentamente.
-
-
-
- Disable Macro JIT
- Desactivar Macro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Quando ativado, a API gráfica entra em um modo de depuração mais lento.
-
-
-
- Enable Graphics Debugging
- Activar Depuração Gráfica
-
-
-
+ When checked, it will dump all the macro programs of the GPUQuando marcada, essa opção irá despejar todos os macro programas da GPU
-
+ Dump Maxwell MacrosDespejar macros Maxwell
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Quando ativado, o yuzu registrará estatísticas sobre o cache de pipeline compilado
-
-
-
- Enable Shader Feedback
- Ativar Feedback de Shaders
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsQuando ativado, ativa a extração de registros de travamento do Nsight Aftermath
-
+ Enable Nsight AftermathAtivar Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Quando ativado, o yuzu registrará estatísticas sobre o cache de pipeline compilado
+
+
+
+ Enable Shader Feedback
+ Ativar Feedback de Shaders
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Quando ativado, desativa o macro compilador Just In Time. Ativar isto faz os jogos rodarem mais lentamente.
+
+
+
+ Disable Macro JIT
+ Desactivar Macro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Quando ativado, a API gráfica entra em um modo de depuração mais lento.
+
+
+
+ Enable Graphics Debugging
+ Activar Depuração Gráfica
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Se selecionado, descarrega todos os shaders originários do cache do disco ou do jogo conforme encontrá-los.
+
+
+
+ Dump Game Shaders
+ Descarregar shaders do jogo
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedAvançado
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Permite que o yuzu procure por um ambiente Vulkan funcional quando o programa iniciar. Desabilite essa opção se estiver causando conflitos com programas externos visualizando o yuzu.
-
+ Perform Startup Vulkan CheckExecutar checagem do Vulkan na inicialização
-
+ Disable Web AppletDesativar Web Applet
-
+ Enable All Controller TypesAtivar todos os tipos de controles
-
+ Enable Auto-Stub**Ativar auto-esboço**
-
+ Kiosk (Quest) ModeModo Quiosque (Quest)
-
+ Enable CPU DebuggingAtivar depuração de CPU
-
+ Enable Debug AssertsAtivar asserções de depuração
-
+ DebuggingDepuração
-
+ Enable FS Access LogAtivar acesso de registro FS
-
+ Create Minidump After CrashCriar um despejo resumido após uma falha
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Habilite essa opção para gravar a última saída da lista de comandos de áudio para o console. Somente afetará jogos que utilizam o renderizador de áudio.
-
+ Dump Audio Commands To Console**Despejar comandos de áudio no console**
-
+ Enable Verbose Reporting Services**Ativar serviços de relatório detalhado**
-
+ **This will be reset automatically when yuzu closes.**Isto será restaurado automaticamente assim que o yuzu for fechado.
@@ -914,12 +919,12 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.Será necessário reiniciar o yuzu para aplicar as configurações.
-
+ Web applet not compiledApplet Web não compilado
-
+ MiniDump creation not compiledCriação do mini despejo não compilada
@@ -971,7 +976,7 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.
Some settings are only available when a game is not running.
-
+ Algumas configurações só estão disponíveis apenas quando não houver nenhum jogo em execução.
@@ -1247,33 +1252,33 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.Cor de fundo:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffDesligado
-
+ VSync OffSincronização vertical desligada
-
+ RecommendedRecomendado
-
+ OnLigado
-
+ VSync OnSincronização vertical ligada
@@ -2058,7 +2063,7 @@ Isto banirá tanto o nome de usuário do fórum como o endereço IP.
Mouse panning
-
+ Mouse panorâmico
@@ -2485,7 +2490,7 @@ Para inverter os eixos, mova o seu analógico primeiro verticalmente e depois ho
Configure mouse panning
-
+ Configurar mouse panorâmico
@@ -2495,17 +2500,17 @@ Para inverter os eixos, mova o seu analógico primeiro verticalmente e depois ho
Can be toggled via a hotkey. Default hotkey is Ctrl + F9
-
+ Pode ser alternado através de um atalho de teclado. O atalho padrão é Ctrl + F9.Sensitivity
-
+ SensibilidadeHorizontal
-
+ Horizontal
@@ -2519,37 +2524,37 @@ Para inverter os eixos, mova o seu analógico primeiro verticalmente e depois ho
Vertical
-
+ VerticalDeadzone counterweight
-
+ Contrapeso da zona mortaCounteracts a game's built-in deadzone
-
+ Neutraliza a zona morta embutida de um jogoDeadzone
-
+ Zona mortaStick decay
-
+ Degeneração do analógicoStrength
-
+ ForçaMinimum
-
+ Mínima
@@ -2560,12 +2565,13 @@ Para inverter os eixos, mova o seu analógico primeiro verticalmente e depois ho
Mouse panning works better with a deadzone of 0% and a range of 100%.
Current values are %1% and %2% respectively.
-
+ O mouse panorâmico funciona melhor com uma zona morta de 0% e alcance de 100%
+Os valores atuais são %1% e %2% respectivamente.Emulated mouse is enabled. This is incompatible with mouse panning.
-
+ O mouse emulado está ativado. Isto é incompatível com o mouse panorâmico.
@@ -2656,7 +2662,7 @@ Current values are %1% and %2% respectively.
Some settings are only available when a game is not running.
-
+ Algumas configurações só estão disponíveis apenas quando não houver nenhum jogo em execução.
@@ -2893,7 +2899,7 @@ UUID: %2
To use Ring-Con, configure player 1 as right Joy-Con (both physical and emulated), and player 2 as left Joy-Con (left physical and dual emulated) before starting the game.
-
+ Para usar o Ring-Con, configure o jogador 1 como o Joy-Con direito (tanto físico como emulado), e o jogador 2 como Joy-Con esquerdo (esquerdo físico e com dupla emulação) antes de iniciar o jogo.
@@ -2998,7 +3004,7 @@ UUID: %2
The current mapped device is not connected
-
+ O dispositivo atualmente mapeado não está conectado
@@ -3027,7 +3033,7 @@ UUID: %2
Core
-
+ Core
@@ -3239,64 +3245,64 @@ Arrasta os pontos para mudar a posição, ou dá duplo-clique nas células da ta
ConfigureUI
-
-
-
+
+
+ NoneNenhum
-
+ Small (32x32)Pequeno (32x32)
-
+ Standard (64x64)Padrão (64x64)
-
+ Large (128x128)Grande (128x128)
-
+ Full Size (256x256)Tamanho completo (256x256)
-
+ Small (24x24)Pequeno (24x24)
-
+ Standard (48x48)Padrão (48x48)
-
+ Large (72x72)Grande (72x72)
-
+ FilenameNome de Ficheiro
-
+ FiletypeTipo de arquivo
-
+ Title IDID de Título
-
+ Title NameNome do título
@@ -3401,7 +3407,7 @@ Arrasta os pontos para mudar a posição, ou dá duplo-clique nas células da ta
TextLabel
-
+ TextLabel
@@ -3409,20 +3415,20 @@ Arrasta os pontos para mudar a posição, ou dá duplo-clique nas células da ta
Resolução:
-
+ Select Screenshots Path...Seleccionar Caminho de Capturas de Ecrã...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
-
+ Auto (%1 x %2, %3 x %4)
@@ -3737,898 +3743,962 @@ Arrasta os pontos para mudar a posição, ou dá duplo-clique nas células da ta
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Dados anônimos são coletados</a>para ajudar a melhorar o yuzu.<br/><br/>Gostaria de compartilhar seus dados de uso conosco?
-
+ TelemetryTelemetria
-
+ Broken Vulkan Installation DetectedDetectada Instalação Defeituosa do Vulkan
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.A inicialização do Vulkan falhou durante a carga do programa. <br><br>Clique <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>aqui para instruções de como resolver o problema</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Rodando um jogo
-
+ Loading Web Applet...A Carregar o Web Applet ...
-
-
+
+ Disable Web AppletDesativar Web Applet
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)A desativação do applet da web pode causar comportamento inesperado e deve apenas ser usada com Super Mario 3D All-Stars. Você deseja mesmo desativar o applet da web?
(Ele pode ser reativado nas configurações de depuração.)
-
+ The amount of shaders currently being builtQuantidade de shaders a serem construídos
-
+ The current selected resolution scaling multiplier.O atualmente multiplicador de escala de resolução selecionado.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Velocidade da emulação actual. Valores acima ou abaixo de 100% indicam que a emulação está sendo executada mais depressa ou mais devagar do que a Switch
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Quantos quadros por segundo o jogo está exibindo de momento. Isto irá variar de jogo para jogo e de cena para cena.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Tempo gasto para emular um frame da Switch, sem contar o a limitação de quadros ou o v-sync. Para emulação de velocidade máxima, esta deve ser no máximo 16.67 ms.
-
+ UnmuteUnmute
-
+ MuteMute
-
+ Reset VolumeRedefinir volume
-
+ &Clear Recent Files&Limpar arquivos recentes
-
+ Emulated mouse is enabledMouse emulado está habilitado
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.Controle de mouse real e controle panorâmico do mouse são incompatíveis. Por favor desabilite a emulação do mouse em configurações avançadas de controles para permitir o controle panorâmico do mouse.
-
+ &Continue&Continuar
-
+ &Pause&Pausa
-
+ Warning Outdated Game FormatAviso de Formato de Jogo Desactualizado
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Você está usando o formato de directório ROM desconstruído para este jogo, que é um formato desactualizado que foi substituído por outros, como NCA, NAX, XCI ou NSP. Os directórios de ROM não construídos não possuem ícones, metadados e suporte de actualização.<br><br>Para uma explicação dos vários formatos de Switch que o yuzu suporta,<a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>Verifique a nossa Wiki</a>. Esta mensagem não será mostrada novamente.
-
-
+
+ Error while loading ROM!Erro ao carregar o ROM!
-
+ The ROM format is not supported.O formato do ROM não é suportado.
-
+ An error occurred initializing the video core.Ocorreu um erro ao inicializar o núcleo do vídeo.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu encontrou um erro enquanto rodando o núcleo de vídeo. Normalmente isto é causado por drivers de GPU desatualizados, incluindo integrados. Por favor veja o registro para mais detalhes. Para mais informações em acesso ao registro por favor veja a seguinte página: <a href='https://yuzu-emu.org/help/reference/log-files/'>Como fazer envio de arquivo de registro</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Erro ao carregar a ROM! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Por favor, siga <a href='https://yuzu-emu.org/help/quickstart/'>a guia de início rápido do yuzu</a> para fazer o redespejo dos seus arquivos.<br>Você pode consultar a wiki do yuzu</a> ou o Discord do yuzu</a> para obter ajuda.
-
+ An unknown error occurred. Please see the log for more details.Ocorreu um erro desconhecido. Por favor, veja o log para mais detalhes.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Encerrando software...
-
+ Save DataSave Data
-
+ Mod DataMod Data
-
+ Error Opening %1 FolderErro ao abrir a pasta %1
-
-
+
+ Folder does not exist!A Pasta não existe!
-
+ Error Opening Transferable Shader CacheErro ao abrir os Shader Cache transferíveis
-
+ Failed to create the shader cache directory for this title.Falha ao criar o diretório de cache de shaders para este título.
-
+ Error Removing ContentsErro Removendo Conteúdos
-
+ Error Removing UpdateErro ao Remover Atualização
-
+ Error Removing DLCErro Removendo DLC
-
+ Remove Installed Game Contents?Remover Conteúdo Instalado do Jogo?
-
+ Remove Installed Game Update?Remover Atualização Instalada do Jogo?
-
+ Remove Installed Game DLC?Remover DLC Instalada do Jogo?
-
+ Remove EntryRemover Entrada
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedRemovido com Sucesso
-
+ Successfully removed the installed base game.Removida a instalação do jogo base com sucesso.
-
+ The base game is not installed in the NAND and cannot be removed.O jogo base não está instalado no NAND e não pode ser removido.
-
+ Successfully removed the installed update.Removida a actualização instalada com sucesso.
-
+ There is no update installed for this title.Não há actualização instalada neste título.
-
+ There are no DLC installed for this title.Não há DLC instalado neste título.
-
+ Successfully removed %1 installed DLC.Removido DLC instalado %1 com sucesso.
-
+ Delete OpenGL Transferable Shader Cache?Apagar o cache de shaders transferível do OpenGL?
-
+ Delete Vulkan Transferable Shader Cache?Apagar o cache de shaders transferível do Vulkan?
-
+ Delete All Transferable Shader Caches?Apagar todos os caches de shaders transferíveis?
-
+ Remove Custom Game Configuration?Remover Configuração Personalizada do Jogo?
-
+ Remove Cache Storage?Remover Armazenamento da Cache?
-
+ Remove FileRemover Ficheiro
-
-
+
+ Error Removing Transferable Shader CacheError ao Remover Cache de Shader Transferível
-
-
+
+ A shader cache for this title does not exist.O Shader Cache para este titulo não existe.
-
+ Successfully removed the transferable shader cache.Removido a Cache de Shader Transferível com Sucesso.
-
+ Failed to remove the transferable shader cache.Falha ao remover a cache de shader transferível.
-
+ Error Removing Vulkan Driver Pipeline CacheErro ao Remover Cache de Pipeline do Driver Vulkan
-
+ Failed to remove the driver pipeline cache.Falha ao remover o pipeline de cache do driver.
-
-
+
+ Error Removing Transferable Shader CachesErro ao remover os caches de shaders transferíveis
-
+ Successfully removed the transferable shader caches.Os caches de shaders transferíveis foram removidos com sucesso.
-
+ Failed to remove the transferable shader cache directory.Falha ao remover o diretório do cache de shaders transferível.
-
-
+
+ Error Removing Custom ConfigurationErro ao Remover Configuração Personalizada
-
+ A custom configuration for this title does not exist.Não existe uma configuração personalizada para este titúlo.
-
+ Successfully removed the custom game configuration.Removida a configuração personalizada do jogo com sucesso.
-
+ Failed to remove the custom game configuration.Falha ao remover a configuração personalizada do jogo.
-
-
+
+ RomFS Extraction Failed!A Extração de RomFS falhou!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Houve um erro ao copiar os arquivos RomFS ou o usuário cancelou a operação.
-
+ FullCheio
-
+ SkeletonEsqueleto
-
+ Select RomFS Dump ModeSelecione o modo de despejo do RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Por favor, selecione a forma como você gostaria que o RomFS fosse despejado<br>Full irá copiar todos os arquivos para o novo diretório enquanto<br>skeleton criará apenas a estrutura de diretórios.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootNão há espaço suficiente em %1 para extrair o RomFS. Por favor abra espaço ou selecione um diretório diferente em Emulação > Configurar > Sistema > Sistema de arquivos > Extrair raiz
-
+ Extracting RomFS...Extraindo o RomFS ...
-
-
+
+
+
+ CancelCancelar
-
+ RomFS Extraction Succeeded!Extração de RomFS Bem-Sucedida!
-
+
+
+ The operation completed successfully.A operação foi completa com sucesso.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create ShortcutCriar Atalho
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Isso irá criar um atalho para o AppImage atual. Isso pode não funcionar corretamente se você fizer uma atualização. Continuar?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Não foi possível criar um atalho na área de trabalho. O caminho "%1" não existe.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Não foi possível criar um atalho no menu de aplicativos. O caminho "%1" não existe e não pode ser criado.
-
+ Create IconCriar Ícone
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Não foi possível criar o arquivo de ícone. O caminho "%1" não existe e não pode ser criado.
-
+ Start %1 with the yuzu EmulatorIniciar %1 com o Emulador Yuzu
-
+ Failed to create a shortcut at %1Falha ao criar um atalho em %1
-
+ Successfully created a shortcut to %1Atalho criado com sucesso em %1
-
+ Error Opening %1Erro ao abrir %1
-
+ Select DirectorySelecione o Diretório
-
+ PropertiesPropriedades
-
+ The game properties could not be loaded.As propriedades do jogo não puderam ser carregadas.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Executáveis Switch (%1);;Todos os Ficheiros (*.*)
-
+ Load FileCarregar Ficheiro
-
+ Open Extracted ROM DirectoryAbrir o directório ROM extraído
-
+ Invalid Directory SelectedDiretório inválido selecionado
-
+ The directory you have selected does not contain a 'main' file.O diretório que você selecionou não contém um arquivo 'Main'.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Ficheiro Switch Instalável (*.nca *.nsp *.xci);;Arquivo de Conteúdo Nintendo (*.nca);;Pacote de Envio Nintendo (*.nsp);;Imagem de Cartucho NX (*.xci)
-
+ Install FilesInstalar Ficheiros
-
+ %n file(s) remaining%n arquivo restante%n ficheiro(s) remanescente(s)%n ficheiro(s) remanescente(s)
-
+ Installing file "%1"...Instalando arquivo "%1"...
-
-
+
+ Install ResultsInstalar Resultados
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Para evitar possíveis conflitos, desencorajamos que os utilizadores instalem os jogos base na NAND.
Por favor, use esse recurso apenas para instalar atualizações e DLC.
-
+ %n file(s) were newly installed
-
+ %n file(s) were overwritten
-
+ %n file(s) failed to install
-
+ System ApplicationAplicação do sistema
-
+ System ArchiveArquivo do sistema
-
+ System Application UpdateAtualização do aplicativo do sistema
-
+ Firmware Package (Type A)Pacote de Firmware (Tipo A)
-
+ Firmware Package (Type B)Pacote de Firmware (Tipo B)
-
+ GameJogo
-
+ Game UpdateActualização do Jogo
-
+ Game DLCDLC do Jogo
-
+ Delta TitleTítulo Delta
-
+ Select NCA Install Type...Selecione o tipo de instalação do NCA ...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Por favor, selecione o tipo de título que você gostaria de instalar este NCA como:
(Na maioria dos casos, o padrão 'Jogo' é suficiente).
-
+ Failed to InstallFalha na instalação
-
+ The title type you selected for the NCA is invalid.O tipo de título que você selecionou para o NCA é inválido.
-
+ File not foundArquivo não encontrado
-
+ File "%1" not foundArquivo "%1" não encontrado
-
+ OKOK
-
-
+
+ Hardware requirements not metRequisitos de hardware não atendidos
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Seu sistema não atende os requisitos de harwdare. O relatório de compatibilidade foi desabilitado.
-
+ Missing yuzu AccountConta Yuzu Ausente
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Para enviar um caso de teste de compatibilidade de jogos, você deve vincular sua conta yuzu.<br><br/>Para vincular sua conta yuzu, vá para Emulação > Configuração > Rede.
-
+ Error opening URLErro ao abrir URL
-
+ Unable to open the URL "%1".Não foi possível abrir o URL "%1".
-
+ TAS RecordingGravando TAS
-
+ Overwrite file of player 1?Sobrescrever arquivo do jogador 1?
-
+ Invalid config detectedConfigação inválida detectada
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.O comando portátil não pode ser usado no modo encaixado na base. O Pro controller será selecionado.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedO amiibo atual foi removido
-
+ ErrorErro
-
-
+
+ The current game is not looking for amiibosO jogo atual não está procurando amiibos
-
+ Amiibo File (%1);; All Files (*.*)Arquivo Amiibo (%1);; Todos os Arquivos (*.*)
-
+ Load AmiiboCarregar Amiibo
-
+ Error loading Amiibo dataErro ao carregar dados do Amiibo
-
+ The selected file is not a valid amiiboO arquivo selecionado não é um amiibo válido
-
+ The selected file is already on useO arquivo selecionado já está em uso
-
+ An unknown error occurredOcorreu um erro desconhecido
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotCaptura de Tela
-
+ PNG Image (*.png)Imagem PNG (*.png)
-
+ TAS state: Running %1/%2Situação TAS: Rodando %1%2
-
+ TAS state: Recording %1Situação TAS: Gravando %1
-
+ TAS state: Idle %1/%2Situação TAS: Repouso %1%2
-
+ TAS State: InvalidSituação TAS: Inválido
-
+ &Stop Running&Parar de rodar
-
+ &Start&Começar
-
+ Stop R&ecordingParar G&ravação
-
+ R&ecordG&ravação
-
+ Building: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factorEscala: %1x
-
+ Speed: %1% / %2%Velocidade: %1% / %2%
-
+ Speed: %1%Velocidade: %1%
-
+ Game: %1 FPS (Unlocked)Jogo: %1 FPS (Desbloqueado)
-
+ Game: %1 FPSJogo: %1 FPS
-
+ Frame: %1 msQuadro: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AASem AA
-
+ VOLUME: MUTEVOLUME: MUDO
-
+ VOLUME: %1%Volume percentage (e.g. 50%)VOLUME: %1%
-
+ Confirm Key RederivationConfirme a rederivação da chave
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4645,37 +4715,37 @@ e opcionalmente faça backups.
Isso irá excluir os seus arquivos de chave gerados automaticamente e executará novamente o módulo de derivação de chave.
-
+ Missing fusesFusíveis em Falta
-
+ - Missing BOOT0- BOOT0 em Falta
-
+ - Missing BCPKG2-1-Normal-Main- BCPKG2-1-Normal-Main em Falta
-
+ - Missing PRODINFO- PRODINFO em Falta
-
+ Derivation Components MissingComponentes de Derivação em Falta
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Chaves de encriptação faltando. <br>Por favor, siga <a href='https://yuzu-emu.org/help/quickstart/'>o guia de início rápido</a> para extrair suas chaves, firmware e jogos. <br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4684,49 +4754,49 @@ Isto pode demorar até um minuto, dependendo
do desempenho do seu sistema.
-
+ Deriving KeysDerivando Chaves
-
+ System Archive Decryption FailedFalha a desencriptar o arquivo do sistema
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.Chaves de encriptação falharam a desencriptar o firmware. <br>Por favor segue <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> para obter todas as tuas chaves, firmware e jogos.
-
+ Select RomFS Dump TargetSelecione o destino de despejo do RomFS
-
+ Please select which RomFS you would like to dump.Por favor, selecione qual o RomFS que você gostaria de despejar.
-
+ Are you sure you want to close yuzu?Tem a certeza que quer fechar o yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Tem a certeza de que quer parar a emulação? Qualquer progresso não salvo será perdido.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4752,7 +4822,7 @@ Deseja ignorar isso e sair mesmo assim?
Nearest
-
+ Mais próximo
@@ -4797,7 +4867,7 @@ Deseja ignorar isso e sair mesmo assim?
Extreme
-
+ Extremo
@@ -4807,27 +4877,27 @@ Deseja ignorar isso e sair mesmo assim?
OpenGL
-
+ OpenGLNull
-
+ Nenhum (desativado)GLSL
-
+ GLSLGLASM
-
+ GLASMSPIRV
-
+ SPIRV
@@ -4965,86 +5035,91 @@ Deseja ignorar isso e sair mesmo assim?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardCopiar título de ID para a área de transferência
-
+ Navigate to GameDB entryNavegue para a Entrada da Base de Dados de Jogos
-
+ Create ShortcutCriar Atalho
-
+ Add to DesktopAdicionar à Área de Trabalho
-
+ Add to Applications MenuAdicionar ao Menu de Aplicativos
-
+ PropertiesPropriedades
-
+ Scan SubfoldersExaminar Sub-pastas
-
+ Remove Game DirectoryRemover diretório do Jogo
-
+ ▲ Move Up▲ Mover para Cima
-
+ ▼ Move Down▼ Mover para Baixo
-
+ Open Directory LocationAbrir Localização do diretório
-
+ ClearLimpar
-
+ NameNome
-
+ CompatibilityCompatibilidade
-
+ Add-onsAdd-ons
-
+ File typeTipo de Arquivo
-
+ SizeTamanho
@@ -5115,7 +5190,7 @@ Deseja ignorar isso e sair mesmo assim?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listClique duas vezes para adicionar uma nova pasta à lista de jogos
@@ -5128,12 +5203,12 @@ Deseja ignorar isso e sair mesmo assim?
-
+ Filter:Filtro:
-
+ Enter pattern to filterDigite o padrão para filtrar
@@ -5598,172 +5673,182 @@ Mensagem de depuração:
&TAS
-
+ &Help&Ajuda
-
+ &Install Files to NAND...&Instalar arquivos na NAND...
-
+ L&oad File...C&arregar arquivo...
-
+ Load &Folder...Carregar &pasta...
-
+ E&xit&Sair
-
+ &Pause&Pausa
-
+ &Stop&Parar
-
+ &Reinitialize keys...&Reinicializar chaves...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu&Sobre o yuzu
-
+ Single &Window ModeModo de &janela única
-
+ Con&figure...Con&figurar...
-
+ Display D&ock Widget HeadersExibir barra de títul&os de widgets afixados
-
+ Show &Filter BarMostrar Barra de &Filtros
-
+ Show &Status BarMostrar Barra de &Estado
-
+ Show Status BarMostrar Barra de Estado
-
+ &Browse Public Game Lobby&Navegar no Lobby de Salas Públicas
-
+ &Create Room&Criar Sala
-
+ &Leave Room&Sair da Sala
-
+ &Direct Connect to RoomConectar &Diretamente Numa Sala
-
+ &Show Current RoomExibir &Sala Atual
-
+ F&ullscreenT&ela cheia
-
+ &Restart&Reiniciar
-
+ Load/Remove &Amiibo...Carregar/Remover &Amiibo...
-
+ &Report Compatibility&Reportar compatibilidade
-
+ Open &Mods PageAbrir Página de &Mods
-
+ Open &Quickstart GuideAbrir &guia de início rápido
-
+ &FAQ&Perguntas frequentes
-
+ Open &yuzu FolderAbrir pasta &yuzu
-
+ &Capture Screenshot&Captura de Tela
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...&Configurar TAS
-
+ Configure C&urrent Game...Configurar jogo atual...
-
+ &Start&Começar
-
+ &Reset&Restaurar
-
+ R&ecordG&ravar
@@ -5935,7 +6020,7 @@ Mensagem de Depuração:
An unknown error occurred. If this error continues to occur, please open an issue
-
+ Ocorreu um erro desconhecido. Se esse erro continuar ocorrendo, recomendamos abrir uma issue.
@@ -5945,40 +6030,42 @@ Mensagem de Depuração:
You have been kicked by the room host.
-
+ Você foi expulso(a) pelo anfitrião da sala.IP address is already in use. Please choose another.
-
+ Este endereço IP já está em uso. Por favor, escolha outro.You do not have enough permission to perform this action.
-
+ Você não tem permissão suficiente para realizar esta ação.The user you are trying to kick/ban could not be found.
They may have left the room.
-
+ O usuário que você está tentando expulsar/banir não pôde ser encontrado.
+Essa pessoa pode já ter saído da sala.No valid network interface is selected.
Please go to Configure -> System -> Network and make a selection.
-
+ Nenhuma interface de rede válida foi detectada.Game already running
-
+ O jogo já está rodandoJoining a room when the game is already running is discouraged and can cause the room feature not to work correctly.
Proceed anyway?
-
+ Entrar em uma sala enquanto o jogo já está rodando não é recomendado e pode fazer com que o recurso de sala não funcione corretamente.
+Você deseja prosseguir mesmo assim?
@@ -5988,17 +6075,17 @@ Proceed anyway?
You are about to close the room. Any network connections will be closed.
-
+ Você está prestes a fechar a sala. Todas conexões de rede serão encerradas.Disconnect
-
+ DesconectarYou are about to leave the room. Any network connections will be closed.
-
+ Você está prestes a sair da sala. Todas conexões de rede serão encerradas.
@@ -6055,17 +6142,17 @@ p, li { white-space: pre-wrap; }
%1 is not playing a game
-
+ %1 não está jogando um jogo%1 is playing %2
-
+ %1 está jogando %2Not playing a game
-
+ Não está jogando um jogo
@@ -6382,12 +6469,12 @@ p, li { white-space: pre-wrap; }
Stick L
-
+ Analógico esquerdoStick R
-
+ Analógico direito
@@ -6444,25 +6531,25 @@ p, li { white-space: pre-wrap; }
%1%2%3%4
-
+ %1%2%3%4%1%2%3Hat %4
-
+ %1%2%3Alavanca %4%1%2%3Axis %4
-
+ %1%2%3Eixo %4%1%2%3Button %4
-
+ %1%2%3Botão %4
@@ -6470,17 +6557,17 @@ p, li { white-space: pre-wrap; }
Amiibo Settings
-
+ Configurações do amiiboAmiibo Info
-
+ Informação do amiiboSeries
-
+ Série
@@ -6495,7 +6582,7 @@ p, li { white-space: pre-wrap; }
Amiibo Data
-
+ Dados de amiibo
@@ -6505,42 +6592,42 @@ p, li { white-space: pre-wrap; }
Owner
-
+ ProprietárioCreation Date
-
+ Data de criaçãodd/MM/yyyy
-
+ dd/mm/aaaaModification Date
-
+ Data de modificaçãodd/MM/yyyy
-
+ dd/mm/aaaa Game Data
-
+ Dados do jogoGame Id
-
+ ID do jogoMount Amiibo
-
+ Montar amiibo
@@ -6550,32 +6637,32 @@ p, li { white-space: pre-wrap; }
File Path
-
+ Caminho de arquivo
-
+ No game data present
-
+ Nenhum dado do jogo presente
-
+ The following amiibo data will be formatted:
-
+ Os seguintes dados de amiibo serão formatados:
-
+ The following game data will removed:
-
+ Os seguintes dados do jogo serão removidos:
-
+ Set nickname and owner:
-
+ Definir apelido e proprietário:
-
+ Do you wish to restore this amiibo?
-
+ Deseja restaurar este amiibo?
@@ -6883,7 +6970,7 @@ Tente novamente ou entre em contato com o desenvolvedor do software.
Profile Creator
-
+ Criador de perfil
@@ -6894,57 +6981,57 @@ Tente novamente ou entre em contato com o desenvolvedor do software.
Profile Icon Editor
-
+ Editor de ícone de perfilProfile Nickname Editor
-
+ Editor do apelido de perfilWho will receive the points?
-
+ Quem receberá os pontos?Who is using Nintendo eShop?
-
+ Quem está usando o Nintendo eShop?Who is making this purchase?
-
+ Quem está fazendo essa compra?Who is posting?
-
+ Quem está postando?Select a user to link to a Nintendo Account.
-
+ Selecione um usuário para vincular a uma conta Nintendo.Change settings for which user?
-
+ Mudar configurações para qual usuário?Format data for which user?
-
+ Formatar dados para qual usuário?Which user will be transferred to another console?
-
+ Qual usuário será transferido para outro console?Send save data for which user?
-
+ Enviar dados salvos para qual usuário?
@@ -7010,7 +7097,7 @@ p, li { white-space: pre-wrap; }
[%1] %2
-
+ [%1] %2
diff --git a/dist/languages/ru_RU.ts b/dist/languages/ru_RU.ts
index c92693783..db366dd2e 100755
--- a/dist/languages/ru_RU.ts
+++ b/dist/languages/ru_RU.ts
@@ -763,151 +763,156 @@ This would ban both their forum username and their IP address.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Если включено, будет дампить все оригинальные шейдеры ассемблера из кэша шейдеров на диске или игры как найденные
-
-
-
- Dump Game Shaders
- Дамп игровых шейдеров
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerЕсли флажок установлен, он отключает функции макроса HLE. Включение этого параметра замедляет работу игр
-
+ Disable Macro HLEВыключить макрос HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Если включено, отключает компилятор макроса Just In Time. Включение этого параметра замедляет работу игр
-
-
-
- Disable Macro JIT
- Отключить макрос JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Если включено, графический API переходит в более медленный режим отладки
-
-
-
- Enable Graphics Debugging
- Включить отладку графики
-
-
-
+ When checked, it will dump all the macro programs of the GPUЕсли включено, будет дампить все макропрограммы ГП
-
+ Dump Maxwell MacrosДамп макросов Maxwell
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Если включено, yuzu будет записывать статистику о скомпилированном кэше конвейера
-
-
-
- Enable Shader Feedback
- Включить обратную связь о шейдерах
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsЕсли включено, включает дампы крашей Nsight Aftermath
-
+ Enable Nsight AftermathВключить Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Если включено, yuzu будет записывать статистику о скомпилированном кэше конвейера
+
+
+
+ Enable Shader Feedback
+ Включить обратную связь о шейдерах
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Если включено, отключает компилятор макроса Just In Time. Включение этого параметра замедляет работу игр
+
+
+
+ Disable Macro JIT
+ Отключить макрос JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Если включено, графический API переходит в более медленный режим отладки
+
+
+
+ Enable Graphics Debugging
+ Включить отладку графики
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Если включено, будет дампить все оригинальные шейдеры ассемблера из кэша шейдеров на диске или игры как найденные
+
+
+
+ Dump Game Shaders
+ Дамп игровых шейдеров
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedРасширенные
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Позволяет yuzu проверять наличие рабочей среды Vulkan при запуске программы. Отключите эту опцию, если это вызывает проблемы с тем, что внешние программы видят yuzu.
-
+ Perform Startup Vulkan CheckВыполнять проверку Vulkan при запуске
-
+ Disable Web AppletОтключить веб-апплет
-
+ Enable All Controller TypesВключить все типы контроллеров
-
+ Enable Auto-Stub**Включить автоподставку**
-
+ Kiosk (Quest) ModeРежим киоска (Квест)
-
+ Enable CPU DebuggingВключить отладку ЦП
-
+ Enable Debug AssertsВключить отладочные утверждения
-
+ DebuggingОтладка
-
+ Enable FS Access LogВключить журнал доступа к ФС
-
+ Create Minidump After CrashСоздавать мини-дамп после краша
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Включите эту опцию, чтобы вывести на консоль последний сгенерированный список аудиокоманд. Влияет только на игры, использующие аудио рендерер.
-
+ Dump Audio Commands To Console**Дамп аудиокоманд в консоль**
-
+ Enable Verbose Reporting Services**Включить службу отчётов в развернутом виде**
-
+ **This will be reset automatically when yuzu closes.**Это будет автоматически сброшено после закрытия yuzu.
@@ -922,12 +927,12 @@ This would ban both their forum username and their IP address.
yuzu необходимо перезапустить, чтобы применить эту настройку.
-
+ Web applet not compiledВеб-апплет не скомпилирован
-
+ MiniDump creation not compiledСоздание мини-дампа не скомпилировано
@@ -1255,33 +1260,33 @@ This would ban both their forum username and their IP address.
Фоновый цвет:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffОтключена
-
+ VSync OffВерт. синхронизация отключена
-
+ RecommendedРекомендуется
-
+ OnВключена
-
+ VSync OnВерт. синхронизация включена
@@ -3248,64 +3253,64 @@ Drag points to change position, or double-click table cells to edit values.
ConfigureUI
-
-
-
+
+
+ NoneНет
-
+ Small (32x32)Маленький (32х32)
-
+ Standard (64x64)Стандартный (64х64)
-
+ Large (128x128)Большой (128х128)
-
+ Full Size (256x256)Полноразмерный (256х256)
-
+ Small (24x24)Маленький (24х24)
-
+ Standard (48x48)Стандартный (48х48)
-
+ Large (72x72)Большой (72х72)
-
+ FilenameНазвание файла
-
+ FiletypeТип файла
-
+ Title IDID приложения
-
+ Title NameНазвание игры
@@ -3418,17 +3423,17 @@ Drag points to change position, or double-click table cells to edit values.Разрешение:
-
+ Select Screenshots Path...Выберите папку для скриншотов...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3746,575 +3751,612 @@ Drag points to change position, or double-click table cells to edit values.
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Анонимные данные собираются для того,</a> чтобы помочь улучшить работу yuzu. <br/><br/>Хотели бы вы делиться данными об использовании с нами?
-
+ TelemetryТелеметрия
-
+ Broken Vulkan Installation DetectedОбнаружена поврежденная установка Vulkan
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.Не удалось выполнить инициализацию Vulkan во время загрузки.<br><br>Нажмите <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>здесь для получения инструкций по устранению проблемы</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleepingЗапущена игра
-
+ Loading Web Applet...Загрузка веб-апплета...
-
-
+
+ Disable Web AppletОтключить веб-апплет
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Отключение веб-апплета может привести к неожиданному поведению и должно использоваться только с Super Mario 3D All-Stars. Вы уверены, что хотите отключить веб-апплет?
(Его можно снова включить в настройках отладки.)
-
+ The amount of shaders currently being builtКоличество создаваемых шейдеров на данный момент
-
+ The current selected resolution scaling multiplier.Текущий выбранный множитель масштабирования разрешения.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Текущая скорость эмуляции. Значения выше или ниже 100% указывают на то, что эмуляция идет быстрее или медленнее, чем на Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Количество кадров в секунду в данный момент. Значение будет меняться между играми и сценами.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Время, которое нужно для эмуляции 1 кадра Switch, не принимая во внимание ограничение FPS или вертикальную синхронизацию. Для эмуляции в полной скорости значение должно быть не больше 16,67 мс.
-
+ UnmuteВключить звук
-
+ MuteВыключить звук
-
+ Reset VolumeСбросить громкость
-
+ &Clear Recent Files[&C] Очистить недавние файлы
-
+ Emulated mouse is enabledЭмулированная мышь включена
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.Ввод реальной мыши и панорамирование мышью несовместимы. Пожалуйста, отключите эмулированную мышь в расширенных настройках ввода, чтобы разрешить панорамирование мышью.
-
+ &Continue[&C] Продолжить
-
+ &Pause[&P] Пауза
-
+ Warning Outdated Game FormatПредупреждение устаревший формат игры
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Для этой игры вы используете разархивированный формат ROM'а, который является устаревшим и был заменен другими, такими как NCA, NAX, XCI или NSP. В разархивированных каталогах ROM'а отсутствуют иконки, метаданные и поддержка обновлений. <br><br>Для получения информации о различных форматах Switch, поддерживаемых yuzu, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>просмотрите нашу вики</a>. Это сообщение больше не будет отображаться.
-
-
+
+ Error while loading ROM!Ошибка при загрузке ROM'а!
-
+ The ROM format is not supported.Формат ROM'а не поддерживается.
-
+ An error occurred initializing the video core.Произошла ошибка при инициализации видеоядра.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu столкнулся с ошибкой при запуске видеоядра. Обычно это вызвано устаревшими драйверами ГП, включая интегрированные. Проверьте журнал для получения более подробной информации. Дополнительную информацию о доступе к журналу смотрите на следующей странице: <a href='https://yuzu-emu.org/help/reference/log-files/'>Как загрузить файл журнала</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Ошибка при загрузке ROM'а! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Пожалуйста, следуйте <a href='https://yuzu-emu.org/help/quickstart/'>краткому руководству пользователя yuzu</a> чтобы пере-дампить ваши файлы<br>Вы можете обратиться к вики yuzu</a> или Discord yuzu</a> для помощи.
-
+ An unknown error occurred. Please see the log for more details.Произошла неизвестная ошибка. Пожалуйста, проверьте журнал для подробностей.
-
+ (64-bit)(64-х битный)
-
+ (32-bit)(32-х битный)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Закрываем программу...
-
+ Save DataСохранения
-
+ Mod DataДанные модов
-
+ Error Opening %1 FolderОшибка при открытии папки %1
-
-
+
+ Folder does not exist!Папка не существует!
-
+ Error Opening Transferable Shader CacheОшибка при открытии переносного кэша шейдеров
-
+ Failed to create the shader cache directory for this title.Не удалось создать папку кэша шейдеров для этой игры.
-
+ Error Removing ContentsОшибка при удалении содержимого
-
+ Error Removing UpdateОшибка при удалении обновлений
-
+ Error Removing DLCОшибка при удалении DLC
-
+ Remove Installed Game Contents?Удалить установленное содержимое игр?
-
+ Remove Installed Game Update?Удалить установленные обновления игры?
-
+ Remove Installed Game DLC?Удалить установленные DLC игры?
-
+ Remove EntryУдалить запись
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedУспешно удалено
-
+ Successfully removed the installed base game.Установленная игра успешно удалена.
-
+ The base game is not installed in the NAND and cannot be removed.Игра не установлена в NAND и не может быть удалена.
-
+ Successfully removed the installed update.Установленное обновление успешно удалено.
-
+ There is no update installed for this title.Для этой игры не было установлено обновление.
-
+ There are no DLC installed for this title.Для этой игры не были установлены DLC.
-
+ Successfully removed %1 installed DLC.Установленное DLC %1 было успешно удалено
-
+ Delete OpenGL Transferable Shader Cache?Удалить переносной кэш шейдеров OpenGL?
-
+ Delete Vulkan Transferable Shader Cache?Удалить переносной кэш шейдеров Vulkan?
-
+ Delete All Transferable Shader Caches?Удалить весь переносной кэш шейдеров?
-
+ Remove Custom Game Configuration?Удалить пользовательскую настройку игры?
-
+ Remove Cache Storage?Удалить кэш-хранилище?
-
+ Remove FileУдалить файл
-
-
+
+ Error Removing Transferable Shader CacheОшибка при удалении переносного кэша шейдеров
-
-
+
+ A shader cache for this title does not exist.Кэш шейдеров для этой игры не существует.
-
+ Successfully removed the transferable shader cache.Переносной кэш шейдеров успешно удалён.
-
+ Failed to remove the transferable shader cache.Не удалось удалить переносной кэш шейдеров.
-
+ Error Removing Vulkan Driver Pipeline CacheОшибка при удалении конвейерного кэша Vulkan
-
+ Failed to remove the driver pipeline cache.Не удалось удалить конвейерный кэш шейдеров.
-
-
+
+ Error Removing Transferable Shader CachesОшибка при удалении переносного кэша шейдеров
-
+ Successfully removed the transferable shader caches.Переносной кэш шейдеров успешно удален.
-
+ Failed to remove the transferable shader cache directory.Ошибка при удалении папки переносного кэша шейдеров.
-
-
+
+ Error Removing Custom ConfigurationОшибка при удалении пользовательской настройки
-
+ A custom configuration for this title does not exist.Пользовательская настройка для этой игры не существует.
-
+ Successfully removed the custom game configuration.Пользовательская настройка игры успешно удалена.
-
+ Failed to remove the custom game configuration.Не удалось удалить пользовательскую настройку игры.
-
-
+
+ RomFS Extraction Failed!Не удалось извлечь RomFS!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Произошла ошибка при копировании файлов RomFS или пользователь отменил операцию.
-
+ FullПолный
-
+ SkeletonСкелет
-
+ Select RomFS Dump ModeВыберите режим дампа RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Пожалуйста, выберите, как вы хотите выполнить дамп RomFS. <br>Полный скопирует все файлы в новую папку, в то время как <br>скелет создаст только структуру папок.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootВ %1 недостаточно свободного места для извлечения RomFS. Пожалуйста, освободите место или выберите другую папку для дампа в Эмуляция > Настройка > Система > Файловая система > Корень дампа
-
+ Extracting RomFS...Извлечение RomFS...
-
-
+
+
+
+ CancelОтмена
-
+ RomFS Extraction Succeeded!Извлечение RomFS прошло успешно!
-
+
+
+ The operation completed successfully.Операция выполнена.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create ShortcutСоздать ярлык
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Это создаст ярлык для текущего AppImage. Он может не работать после обновлений. Продолжить?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Не удается создать ярлык на рабочем столе. Путь "%1" не существует.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Невозможно создать ярлык в меню приложений. Путь "%1" не существует и не может быть создан.
-
+ Create IconСоздать иконку
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Невозможно создать файл иконки. Путь "%1" не существует и не может быть создан.
-
+ Start %1 with the yuzu EmulatorЗапустить %1 с помощью эмулятора yuzu
-
+ Failed to create a shortcut at %1Не удалось создать ярлык в %1
-
+ Successfully created a shortcut to %1Успешно создан ярлык в %1
-
+ Error Opening %1Ошибка открытия %1
-
+ Select DirectoryВыбрать папку
-
+ PropertiesСвойства
-
+ The game properties could not be loaded.Не удалось загрузить свойства игры.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Исполняемый файл Switch (%1);;Все файлы (*.*)
-
+ Load FileЗагрузить файл
-
+ Open Extracted ROM DirectoryОткрыть папку извлечённого ROM'а
-
+ Invalid Directory SelectedВыбрана недопустимая папка
-
+ The directory you have selected does not contain a 'main' file.Папка, которую вы выбрали, не содержит файла 'main'.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Устанавливаемый файл Switch (*.nca, *.nsp, *.xci);;Архив контента Nintendo (*.nca);;Пакет подачи Nintendo (*.nsp);;Образ картриджа NX (*.xci)
-
+ Install FilesУстановить файлы
-
+ %n file(s) remainingОстался %n файлОсталось %n файл(ов)Осталось %n файл(ов)Осталось %n файл(ов)
-
+ Installing file "%1"...Установка файла "%1"...
-
-
+
+ Install ResultsРезультаты установки
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Чтобы избежать возможных конфликтов, мы не рекомендуем пользователям устанавливать игры в NAND.
Пожалуйста, используйте эту функцию только для установки обновлений и DLC.
-
+ %n file(s) were newly installed
%n файл был недавно установлен
@@ -4324,7 +4366,7 @@ Please, only use this feature to install updates and DLC.
-
+ %n file(s) were overwritten
%n файл был перезаписан
@@ -4334,7 +4376,7 @@ Please, only use this feature to install updates and DLC.
-
+ %n file(s) failed to install
%n файл не удалось установить
@@ -4344,312 +4386,339 @@ Please, only use this feature to install updates and DLC.
-
+ System ApplicationСистемное приложение
-
+ System ArchiveСистемный архив
-
+ System Application UpdateОбновление системного приложения
-
+ Firmware Package (Type A)Пакет прошивки (Тип А)
-
+ Firmware Package (Type B)Пакет прошивки (Тип Б)
-
+ GameИгра
-
+ Game UpdateОбновление игры
-
+ Game DLCDLC игры
-
+ Delta TitleДельта-титул
-
+ Select NCA Install Type...Выберите тип установки NCA...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Пожалуйста, выберите тип приложения, который вы хотите установить для этого NCA:
(В большинстве случаев, подходит стандартный выбор «Игра».)
-
+ Failed to InstallОшибка установки
-
+ The title type you selected for the NCA is invalid.Тип приложения, который вы выбрали для NCA, недействителен.
-
+ File not foundФайл не найден
-
+ File "%1" not foundФайл "%1" не найден
-
+ OKОК
-
-
+
+ Hardware requirements not metНе удовлетворены системные требования
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Ваша система не соответствует рекомендуемым системным требованиям. Отчеты о совместимости были отключены.
-
+ Missing yuzu AccountОтсутствует аккаунт yuzu
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Чтобы отправить отчет о совместимости игры, необходимо привязать свою учетную запись yuzu.<br><br/>Чтобы привязать свою учетную запись yuzu, перейдите в раздел Эмуляция > Параметры > Сеть.
-
+ Error opening URLОшибка при открытии URL
-
+ Unable to open the URL "%1".Не удалось открыть URL: "%1".
-
+ TAS RecordingЗапись TAS
-
+ Overwrite file of player 1?Перезаписать файл игрока 1?
-
+ Invalid config detectedОбнаружена недопустимая конфигурация
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Портативный контроллер не может быть использован в режиме док-станции. Будет выбран контроллер Pro.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedТекущий amiibo был убран
-
+ ErrorОшибка
-
-
+
+ The current game is not looking for amiibosТекущая игра не ищет amiibo
-
+ Amiibo File (%1);; All Files (*.*)Файл Amiibo (%1);; Все Файлы (*.*)
-
+ Load AmiiboЗагрузить Amiibo
-
+ Error loading Amiibo dataОшибка загрузки данных Amiibo
-
+ The selected file is not a valid amiiboВыбранный файл не является допустимым amiibo
-
+ The selected file is already on useВыбранный файл уже используется
-
+ An unknown error occurredПроизошла неизвестная ошибка
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotСделать скриншот
-
+ PNG Image (*.png)Изображение PNG (*.png)
-
+ TAS state: Running %1/%2Состояние TAS: Выполняется %1/%2
-
+ TAS state: Recording %1Состояние TAS: Записывается %1
-
+ TAS state: Idle %1/%2Состояние TAS: Простой %1/%2
-
+ TAS State: InvalidСостояние TAS: Неверное
-
+ &Stop Running[&S] Остановка
-
+ &Start[&S] Начать
-
+ Stop R&ecording[&E] Закончить запись
-
+ R&ecord[&E] Запись
-
+ Building: %n shader(s)Постройка: %n шейдерПостройка: %n шейдер(ов)Постройка: %n шейдер(ов)Постройка: %n шейдер(ов)
-
+ Scale: %1x%1 is the resolution scaling factorМасштаб: %1x
-
+ Speed: %1% / %2%Скорость: %1% / %2%
-
+ Speed: %1%Скорость: %1%
-
+ Game: %1 FPS (Unlocked)Игра: %1 FPS (Неограниченно)
-
+ Game: %1 FPSИгра: %1 FPS
-
+ Frame: %1 msКадр: %1 мс
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AAБЕЗ СГЛАЖИВАНИЯ
-
+ VOLUME: MUTEГРОМКОСТЬ: ЗАГЛУШЕНА
-
+ VOLUME: %1%Volume percentage (e.g. 50%)ГРОМКОСТЬ: %1%
-
+ Confirm Key RederivationПодтвердите перерасчет ключа
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4666,37 +4735,37 @@ This will delete your autogenerated key files and re-run the key derivation modu
Это удалит ваши автоматически сгенерированные файлы ключей и повторно запустит модуль расчета ключей.
-
+ Missing fusesОтсутствуют предохранители
-
+ - Missing BOOT0- Отсутствует BOOT0
-
+ - Missing BCPKG2-1-Normal-Main- Отсутствует BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO- Отсутствует PRODINFO
-
+ Derivation Components MissingКомпоненты расчета отсутствуют
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Ключи шифрования отсутствуют. <br>Пожалуйста, следуйте <a href='https://yuzu-emu.org/help/quickstart/'>краткому руководству пользователя yuzu</a>, чтобы получить все ваши ключи, прошивку и игры.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4705,49 +4774,49 @@ on your system's performance.
от производительности вашей системы.
-
+ Deriving KeysПолучение ключей
-
+ System Archive Decryption FailedНе удалось расшифровать системный архив
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.Ключи шифрования не смогли расшифровать прошивку. <br>Пожалуйста, следуйте <a href='https://yuzu-emu.org/help/quickstart/'>краткому руководству пользователя yuzu</a> чтобы получить все ваши ключи, прошивку и игры.
-
+ Select RomFS Dump TargetВыберите цель для дампа RomFS
-
+ Please select which RomFS you would like to dump.Пожалуйста, выберите, какой RomFS вы хотите сдампить.
-
+ Are you sure you want to close yuzu?Вы уверены, что хотите закрыть yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Вы уверены, что хотите остановить эмуляцию? Любой несохраненный прогресс будет потерян.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4986,86 +5055,91 @@ Would you like to bypass this and exit anyway?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardСкопировать ID приложения в буфер обмена
-
+ Navigate to GameDB entryПерейти к странице GameDB
-
+ Create ShortcutСоздать ярлык
-
+ Add to DesktopДобавить на Рабочий стол
-
+ Add to Applications MenuДобавить в меню приложений
-
+ PropertiesСвойства
-
+ Scan SubfoldersСканировать подпапки
-
+ Remove Game DirectoryУдалить папку с играми
-
+ ▲ Move Up▲ Переместить вверх
-
+ ▼ Move Down▼ Переместить вниз
-
+ Open Directory LocationОткрыть расположение папки
-
+ ClearОчистить
-
+ NameИмя
-
+ CompatibilityСовместимость
-
+ Add-onsДополнения
-
+ File typeТип файла
-
+ SizeРазмер
@@ -5136,7 +5210,7 @@ Would you like to bypass this and exit anyway?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listНажмите дважды, чтобы добавить новую папку в список игр
@@ -5149,12 +5223,12 @@ Would you like to bypass this and exit anyway?
%1 из %n результат(ов)%1 из %n результат(ов)%1 из %n результат(ов)%1 из %n результат(ов)
-
+ Filter:Поиск:
-
+ Enter pattern to filterВведите текст для поиска
@@ -5619,172 +5693,182 @@ Debug Message:
[&T] TAS
-
+ &Help[&H] Помощь
-
+ &Install Files to NAND...[&I] Установить файлы в NAND...
-
+ L&oad File...[&O] Загрузить файл...
-
+ Load &Folder...[&F] Загрузить папку...
-
+ E&xit[&X] Выход
-
+ &Pause[&P] Пауза
-
+ &Stop[&S] Стоп
-
+ &Reinitialize keys...[&R] Переинициализировать ключи...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu[&A] О yuzu
-
+ Single &Window Mode[&W] Режим одного окна
-
+ Con&figure...[&F] Параметры...
-
+ Display D&ock Widget Headers[&O] Отображать заголовки виджетов дока
-
+ Show &Filter Bar[&F] Показать панель поиска
-
+ Show &Status Bar[&S] Показать панель статуса
-
+ Show Status BarПоказать панель статуса
-
+ &Browse Public Game Lobby[&B] Просмотреть публичные игровые лобби
-
+ &Create Room[&C] Создать комнату
-
+ &Leave Room[&L] Покинуть комнату
-
+ &Direct Connect to Room[&D] Прямое подключение к комнате
-
+ &Show Current Room[&S] Показать текущую комнату
-
+ F&ullscreen[&U] Полноэкранный
-
+ &Restart[&R] Перезапустить
-
+ Load/Remove &Amiibo...[&A] Загрузить/Удалить Amiibo...
-
+ &Report Compatibility[&R] Сообщить о совместимости
-
+ Open &Mods Page[&M] Открыть страницу модов
-
+ Open &Quickstart Guide[&Q] Открыть руководство пользователя
-
+ &FAQ[&F] ЧАВО
-
+ Open &yuzu Folder[&Y] Открыть папку yuzu
-
+ &Capture Screenshot[&C] Сделать скриншот
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...[&C] Настройка TAS...
-
+ Configure C&urrent Game...[&U] Настроить текущую игру...
-
+ &Start[&S] Запустить
-
+ &Reset[&S] Сбросить
-
+ R&ecord[&E] Запись
@@ -6577,27 +6661,27 @@ p, li { white-space: pre-wrap; }
Путь к файлу
-
+ No game data presentДанные игры отсутствуют
-
+ The following amiibo data will be formatted:Следующие данные amiibo будут отформатированы:
-
+ The following game data will removed:Следующие данные игры будут удалены:
-
+ Set nickname and owner:Установите псевдоним и владельца:
-
+ Do you wish to restore this amiibo?Хотите ли вы восстановить эту amiibo?
diff --git a/dist/languages/sv.ts b/dist/languages/sv.ts
index 28f7efefe..7c2f9b591 100755
--- a/dist/languages/sv.ts
+++ b/dist/languages/sv.ts
@@ -749,151 +749,156 @@ avgjord kod.</div>
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
-
-
-
-
- Dump Game Shaders
-
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slower
-
+ Disable Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
-
-
-
-
- Disable Macro JIT
- Stäng av Macro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- När ibockad så går grafik API:et in i ett långsammare felsökningsläge
-
-
-
- Enable Graphics Debugging
- Sätt på grafikdebugging
-
-
-
+ When checked, it will dump all the macro programs of the GPU
-
+ Dump Maxwell Macros
-
- When checked, yuzu will log statistics about the compiled pipeline cache
-
-
-
-
- Enable Shader Feedback
-
-
-
-
+ When checked, it enables Nsight Aftermath crash dumps
-
+ Enable Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+
+
+
+
+ Enable Shader Feedback
+
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+
+
+
+
+ Disable Macro JIT
+ Stäng av Macro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ När ibockad så går grafik API:et in i ett långsammare felsökningsläge
+
+
+
+ Enable Graphics Debugging
+ Sätt på grafikdebugging
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+
+
+
+
+ Dump Game Shaders
+
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedAvancerat
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.
-
+ Perform Startup Vulkan Check
-
+ Disable Web AppletAvaktivera Webbappletten
-
+ Enable All Controller Types
-
+ Enable Auto-Stub**
-
+ Kiosk (Quest) ModeKiosk(Quest)-läge
-
+ Enable CPU Debugging
-
+ Enable Debug Asserts
-
+ DebuggingFelsökning
-
+ Enable FS Access Log
-
+ Create Minidump After Crash
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.
-
+ Dump Audio Commands To Console**
-
+ Enable Verbose Reporting Services**
-
+ **This will be reset automatically when yuzu closes.
@@ -908,12 +913,12 @@ avgjord kod.</div>
-
+ Web applet not compiled
-
+ MiniDump creation not compiled
@@ -1241,33 +1246,33 @@ avgjord kod.</div>
Bakgrundsfärg:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ Off
-
+ VSync Off
-
+ Recommended
-
+ On
-
+ VSync On
@@ -3231,64 +3236,64 @@ Dra punkter för att ändra position, eller dubbelklicka tabellceller för att r
ConfigureUI
-
-
-
+
+
+ NoneIngen
-
+ Small (32x32)
-
+ Standard (64x64)
-
+ Large (128x128)
-
+ Full Size (256x256)
-
+ Small (24x24)
-
+ Standard (48x48)
-
+ Large (72x72)
-
+ FilenameFilnamn
-
+ Filetype
-
+ Title IDTitel-ID
-
+ Title Name
@@ -3401,17 +3406,17 @@ Dra punkter för att ändra position, eller dubbelklicka tabellceller för att r
-
+ Select Screenshots Path...Välj Skärmdumpssökväg...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3729,896 +3734,960 @@ Dra punkter för att ändra position, eller dubbelklicka tabellceller för att r
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonym data skickas </a>För att förbättra yuzu. <br/><br/>Vill du dela med dig av din användarstatistik med oss?
-
+ TelemetryTelemetri
-
+ Broken Vulkan Installation DetectedFelaktig Vulkaninstallation Upptäckt
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Loading Web Applet...Laddar WebApplet...
-
-
+
+ Disable Web AppletAvaktivera Webbappletten
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)
-
+ The amount of shaders currently being builtMängden shaders som just nu byggs
-
+ The current selected resolution scaling multiplier.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Nuvarande emuleringshastighet. Värden över eller under 100% indikerar på att emulationen körs snabbare eller långsammare än en Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Hur många bilder per sekund som spelet just nu visar. Detta varierar från spel till spel och scen till scen.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Tid det tar att emulera en Switch bild, utan att räkna med framelimiting eller v-sync. För emulering på full hastighet så ska det vara som mest 16.67 ms.
-
+ Unmute
-
+ Mute
-
+ Reset Volume
-
+ &Clear Recent Files
-
+ Emulated mouse is enabledEmulerad datormus är aktiverad
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
-
+ &Continue
-
+ &Pause&Paus
-
+ Warning Outdated Game FormatVarning Föråldrat Spelformat
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Du använder det dekonstruerade ROM-formatet för det här spelet. Det är ett föråldrat format som har överträffats av andra som NCA, NAX, XCI eller NSP. Dekonstruerade ROM-kataloger saknar ikoner, metadata och uppdatering.<br><br>För en förklaring av de olika format som yuzu stöder, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>kolla in vår wiki</a>. Det här meddelandet visas inte igen.
-
-
+
+ Error while loading ROM!Fel vid laddning av ROM!
-
+ The ROM format is not supported.ROM-formatet stöds inte.
-
+ An error occurred initializing the video core.Ett fel inträffade vid initiering av videokärnan.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.
-
+ An unknown error occurred. Please see the log for more details.Ett okänt fel har uppstått. Se loggen för mer information.
-
+ (64-bit)
-
+ (32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit
-
+ Closing software...
-
+ Save DataSpardata
-
+ Mod DataMod-data
-
+ Error Opening %1 FolderFel Öppnar %1 Mappen
-
-
+
+ Folder does not exist!Mappen finns inte!
-
+ Error Opening Transferable Shader CacheFel Under Öppning Av Överförbar Shadercache
-
+ Failed to create the shader cache directory for this title.
-
+ Error Removing Contents
-
+ Error Removing Update
-
+ Error Removing DLC
-
+ Remove Installed Game Contents?
-
+ Remove Installed Game Update?
-
+ Remove Installed Game DLC?
-
+ Remove EntryTa bort katalog
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedFramgångsrikt borttagen
-
+ Successfully removed the installed base game.Tog bort det installerade basspelet framgångsrikt.
-
+ The base game is not installed in the NAND and cannot be removed.Basspelet är inte installerat i NAND och kan inte tas bort.
-
+ Successfully removed the installed update.Tog bort den installerade uppdateringen framgångsrikt.
-
+ There is no update installed for this title.Det finns ingen uppdatering installerad för denna titel.
-
+ There are no DLC installed for this title.Det finns inga DLC installerade för denna titel.
-
+ Successfully removed %1 installed DLC.Tog framgångsrikt bort den %1 installerade DLCn.
-
+ Delete OpenGL Transferable Shader Cache?
-
+ Delete Vulkan Transferable Shader Cache?
-
+ Delete All Transferable Shader Caches?
-
+ Remove Custom Game Configuration?Ta Bort Anpassad Spelkonfiguration?
-
+ Remove Cache Storage?
-
+ Remove FileRadera fil
-
-
+
+ Error Removing Transferable Shader CacheFel När Överförbar Shader Cache Raderades
-
-
+
+ A shader cache for this title does not exist.En shader cache för denna titel existerar inte.
-
+ Successfully removed the transferable shader cache.Raderade den överförbara shadercachen framgångsrikt.
-
+ Failed to remove the transferable shader cache.Misslyckades att ta bort den överförbara shadercache
-
+ Error Removing Vulkan Driver Pipeline Cache
-
+ Failed to remove the driver pipeline cache.
-
-
+
+ Error Removing Transferable Shader Caches
-
+ Successfully removed the transferable shader caches.
-
+ Failed to remove the transferable shader cache directory.
-
-
+
+ Error Removing Custom ConfigurationFel När Anpassad Konfiguration Raderades
-
+ A custom configuration for this title does not exist.En anpassad konfiguration för denna titel existerar inte.
-
+ Successfully removed the custom game configuration.Tog bort den anpassade spelkonfigurationen framgångsrikt.
-
+ Failed to remove the custom game configuration.Misslyckades att ta bort den anpassade spelkonfigurationen.
-
-
+
+ RomFS Extraction Failed!RomFS Extraktion Misslyckades!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Det uppstod ett fel vid kopiering av RomFS filer eller användaren avbröt operationen.
-
+ FullFull
-
+ SkeletonSkelett
-
+ Select RomFS Dump ModeVälj RomFS Dump-Läge
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Välj hur du vill att RomFS ska dumpas. <br>Full kommer att kopiera alla filer i den nya katalogen medan <br>skelett bara skapar katalogstrukturen.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root
-
+ Extracting RomFS...Extraherar RomFS...
-
-
+
+
+
+ CancelAvbryt
-
+ RomFS Extraction Succeeded!RomFS Extraktion Lyckades!
-
+
+
+ The operation completed successfully.Operationen var lyckad.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create Shortcut
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.
-
+ Create Icon
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.
-
+ Start %1 with the yuzu Emulator
-
+ Failed to create a shortcut at %1
-
+ Successfully created a shortcut to %1
-
+ Error Opening %1Fel under öppning av %1
-
+ Select DirectoryVälj Katalog
-
+ PropertiesEgenskaper
-
+ The game properties could not be loaded.Spelegenskaperna kunde inte laddas.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Switch Körbar (%1);;Alla Filer (*.*)
-
+ Load FileLadda Fil
-
+ Open Extracted ROM DirectoryÖppna Extraherad ROM-Katalog
-
+ Invalid Directory SelectedOgiltig Katalog Vald
-
+ The directory you have selected does not contain a 'main' file.Katalogen du har valt innehåller inte en 'main'-fil.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Installerbar Switch-fil (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install FilesInstallera filer
-
+ %n file(s) remaining
-
+ Installing file "%1"...Installerar Fil "%1"...
-
-
+
+ Install ResultsInstallera resultat
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.
-
+ %n file(s) were newly installed
-
+ %n file(s) were overwritten
-
+ %n file(s) failed to install
-
+ System ApplicationSystemapplikation
-
+ System ArchiveSystemarkiv
-
+ System Application UpdateSystemapplikationsuppdatering
-
+ Firmware Package (Type A)Firmwarepaket (Typ A)
-
+ Firmware Package (Type B)Firmwarepaket (Typ B)
-
+ GameSpel
-
+ Game UpdateSpeluppdatering
-
+ Game DLCSpel DLC
-
+ Delta TitleDelta Titel
-
+ Select NCA Install Type...Välj NCA-Installationsläge...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Välj vilken typ av titel du vill installera som:
(I de flesta fallen, standard 'Spel' är bra.)
-
+ Failed to InstallMisslyckades med Installationen
-
+ The title type you selected for the NCA is invalid.Den titeltyp du valt för NCA är ogiltig.
-
+ File not foundFilen hittades inte
-
+ File "%1" not foundFilen "%1" hittades inte
-
+ OKOK
-
-
+
+ Hardware requirements not met Hårdvarukraven uppfylls ej
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.
-
+ Missing yuzu Accountyuzu Konto hittades inte
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.För att skicka ett spelkompatibilitetstest, du måste länka ditt yuzu-konto.<br><br/>För att länka ditt yuzu-konto, gå till Emulering >, Konfigurering >, Web.
-
+ Error opening URLFel när URL öppnades
-
+ Unable to open the URL "%1".Oförmögen att öppna URL:en "%1".
-
+ TAS RecordingTAS Inspelning
-
+ Overwrite file of player 1?Överskriv spelare 1:s fil?
-
+ Invalid config detectedOgiltig konfiguration upptäckt
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedDen aktuella amiibon har avlägsnats
-
+ ErrorFel
-
-
+
+ The current game is not looking for amiibosDet aktuella spelet letar ej efter amiibos
-
+ Amiibo File (%1);; All Files (*.*)Amiibo Fil (%1);; Alla Filer (*.*)
-
+ Load AmiiboLadda Amiibo
-
+ Error loading Amiibo dataFel vid laddning av Amiibodata
-
+ The selected file is not a valid amiiboDen valda filen är inte en giltig amiibo
-
+ The selected file is already on useDen valda filen är redan använd
-
+ An unknown error occurredEtt okänt fel har inträffat
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotSkärmdump
-
+ PNG Image (*.png)PNG Bild (*.png)
-
+ TAS state: Running %1/%2TAStillstånd: pågående %1/%2
-
+ TAS state: Recording %1TAStillstånd: spelar in %1
-
+ TAS state: Idle %1/%2TAStillstånd: inaktiv %1/%2
-
+ TAS State: InvalidTAStillstånd: ogiltigt
-
+ &Stop Running
-
+ &Start&Start
-
+ Stop R&ecording
-
+ R&ecord
-
+ Building: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factor
-
+ Speed: %1% / %2%Hastighet: %1% / %2%
-
+ Speed: %1%Hastighet: %1%
-
+ Game: %1 FPS (Unlocked)
-
+ Game: %1 FPSSpel: %1 FPS
-
+ Frame: %1 msRuta: %1 ms
-
+ %1 %2
-
+ FSR
-
+ NO AA
-
+ VOLUME: MUTE
-
+ VOLUME: %1%Volume percentage (e.g. 50%)
-
+ Confirm Key RederivationBekräfta Nyckel Rederivering
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4635,37 +4704,37 @@ och eventuellt göra säkerhetskopior.
Detta raderar dina autogenererade nyckelfiler och kör nyckelderivationsmodulen.
-
+ Missing fusesSaknade säkringar
-
+ - Missing BOOT0- Saknar BOOT0
-
+ - Missing BCPKG2-1-Normal-Main- Saknar BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO- Saknar PRODINFO
-
+ Derivation Components MissingDeriveringsdelar saknas
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4674,49 +4743,49 @@ Detta kan ta upp till en minut beroende
på systemets prestanda.
-
+ Deriving KeysHärleda Nycklar
-
+ System Archive Decryption Failed
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
-
+ Select RomFS Dump TargetVälj RomFS Dumpa Mål
-
+ Please select which RomFS you would like to dump.Välj vilken RomFS du vill dumpa.
-
+ Are you sure you want to close yuzu?Är du säker på att du vill stänga yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Är du säker på att du vill stoppa emuleringen? Du kommer att förlora osparade framsteg.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4955,86 +5024,91 @@ Vill du strunta i detta och avsluta ändå?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardKopiera Titel ID till Urklipp
-
+ Navigate to GameDB entryNavigera till GameDB-sida
-
+ Create Shortcut
-
+ Add to Desktop
-
+ Add to Applications Menu
-
+ PropertiesEgenskaper
-
+ Scan SubfoldersSkanna Underkataloger
-
+ Remove Game DirectoryRadera Spelkatalog
-
+ ▲ Move Up▲ Flytta upp
-
+ ▼ Move Down▼ Flytta ner
-
+ Open Directory LocationÖppna Sökvägsplats
-
+ ClearRensa
-
+ NameNamn
-
+ CompatibilityKompatibilitet
-
+ Add-onsAdd-Ons
-
+ File typeFiltyp
-
+ SizeStorlek
@@ -5105,7 +5179,7 @@ Vill du strunta i detta och avsluta ändå?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listDubbelklicka för att lägga till en ny mapp i spellistan.
@@ -5118,12 +5192,12 @@ Vill du strunta i detta och avsluta ändå?
-
+ Filter:Filter:
-
+ Enter pattern to filterAnge mönster för att filtrera
@@ -5586,172 +5660,182 @@ Debug Message:
-
+ &Help&Hjälp
-
+ &Install Files to NAND...
-
+ L&oad File...
-
+ Load &Folder...
-
+ E&xitA&vsluta
-
+ &Pause&Paus
-
+ &Stop&Sluta
-
+ &Reinitialize keys...
-
- &About yuzu
+
+ &Verify Installed Contents
+ &About yuzu
+
+
+
+ Single &Window Mode
-
+ Con&figure...
-
+ Display D&ock Widget Headers
-
+ Show &Filter Bar
-
+ Show &Status Bar
-
+ Show Status BarVisa Statusfält
-
+ &Browse Public Game Lobby
-
+ &Create Room
-
+ &Leave Room
-
+ &Direct Connect to Room
-
+ &Show Current Room
-
+ F&ullscreen
-
+ &Restart
-
+ Load/Remove &Amiibo...
-
+ &Report Compatibility
-
+ Open &Mods Page
-
+ Open &Quickstart Guide
-
+ &FAQ
-
+ Open &yuzu Folder
-
+ &Capture Screenshot
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...
-
+ Configure C&urrent Game...
-
+ &Start&Start
-
+ &Reset
-
+ R&ecord
@@ -6536,27 +6620,27 @@ p, li { white-space: pre-wrap; }
-
+ No game data present
-
+ The following amiibo data will be formatted:
-
+ The following game data will removed:
-
+ Set nickname and owner:
-
+ Do you wish to restore this amiibo?
diff --git a/dist/languages/tr_TR.ts b/dist/languages/tr_TR.ts
index 6d20f6086..144a6f59f 100755
--- a/dist/languages/tr_TR.ts
+++ b/dist/languages/tr_TR.ts
@@ -761,151 +761,156 @@ Bu işlem onların hem forum kullanıcı adını hem de IP adresini banlar.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Kullanılırsa, asıl assembler shader dosyaları diskten shader önbelleği ya da oyun bulundukça dump'lanır
-
-
-
- Dump Game Shaders
- Oyun Shader'larını Dump'la
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerKullanılırsa makro HLE işlevselliği kapatılır. Bu seçeneği açmak oyunların yavaşlamasına sebep olur
-
+ Disable Macro HLEMakro HLE'yi Kapat
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- İşaretlendiğinde Makro JIT derleyicisini devre dışı bırakır. Bu seçeneği etkinleştirmek oyunların yavaş çalışmasına neden olur.
-
-
-
- Disable Macro JIT
- Macro JIT'i devre dışı bırak
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Etkinleştirildiğinde, grafik API'ı daha yavaş bir hata ayıklama moduna girer.
-
-
-
- Enable Graphics Debugging
- Grafik Hata Ayıklama Modunu Etkinleştir
-
-
-
+ When checked, it will dump all the macro programs of the GPUKullanılırsa, GPU'daki bütün makro uygulamalar dump'lanır
-
+ Dump Maxwell MacrosMaxwell Makro'larını Dump'la
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Etkinleştirildiğinde, yuzu derlenen pipeline cache istatistiklerini log'a kaydeder.
-
-
-
- Enable Shader Feedback
- Shader Geribildirimini Etkinleştir
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsİşaretlendiğinde Nsight Aftermath çökme dökümlerini etkinleştirir.
-
+ Enable Nsight AftermathNsight Aftermath'ı Etkinleştir
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Etkinleştirildiğinde, yuzu derlenen pipeline cache istatistiklerini log'a kaydeder.
+
+
+
+ Enable Shader Feedback
+ Shader Geribildirimini Etkinleştir
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ İşaretlendiğinde Makro JIT derleyicisini devre dışı bırakır. Bu seçeneği etkinleştirmek oyunların yavaş çalışmasına neden olur.
+
+
+
+ Disable Macro JIT
+ Macro JIT'i devre dışı bırak
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Etkinleştirildiğinde, grafik API'ı daha yavaş bir hata ayıklama moduna girer.
+
+
+
+ Enable Graphics Debugging
+ Grafik Hata Ayıklama Modunu Etkinleştir
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Kullanılırsa, asıl assembler shader dosyaları diskten shader önbelleği ya da oyun bulundukça dump'lanır
+
+
+
+ Dump Game Shaders
+ Oyun Shader'larını Dump'la
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedGelişmiş
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Bu seçenek, program açılırken Vulkan ortam işlevselliğini kontrol etmesini sağlar. Diğer programlar yuzu'yu görmekte sorun yaşıyorsa bu seçeneği kapatın.
-
+ Perform Startup Vulkan CheckAçılırken Vulkan Taraması Yap
-
+ Disable Web AppletWeb Uygulamasını Devre Dışı Bırak
-
+ Enable All Controller TypesBütün Kontrolcü Türlerini Etkinleştir
-
+ Enable Auto-Stub**Auto-Stub'ı Etkinleştir
-
+ Kiosk (Quest) ModeKiosk (Quest) Modu
-
+ Enable CPU DebuggingCPU Hata Ayıklama Modu'nu Etkinleştir
-
+ Enable Debug AssertsHata Ayıklama Assert'lerini Etkinleştir
-
+ DebuggingHata ayıklama
-
+ Enable FS Access LogFS Erişim Kaydını Etkinleştir
-
+ Create Minidump After CrashÇöküş Sonrası Küçük Dump Oluştur
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Bu seçenek açıksa son oluşturulan ses komutları konsolda gösterilir. Sadece ses işleyicisi kullanan oyunları etkiler.
-
+ Dump Audio Commands To Console**Konsola Ses Komutlarını Aktar**
-
+ Enable Verbose Reporting Services**Detaylı Raporlama Hizmetini Etkinleştir
-
+ **This will be reset automatically when yuzu closes.**Bu yuzu kapandığında otomatik olarak eski haline dönecektir.
@@ -920,12 +925,12 @@ Bu işlem onların hem forum kullanıcı adını hem de IP adresini banlar.yuzu'nun bu ayarı uygulayabilmesi için yeniden başlatılması gereklidir.
-
+ Web applet not compiledWeb uygulaması derlenmemiş
-
+ MiniDump creation not compiledKüçük Dump oluşumu derlenmemiş
@@ -1253,33 +1258,33 @@ Bu işlem onların hem forum kullanıcı adını hem de IP adresini banlar.Arkaplan Rengi:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ Off
-
+ VSync Off
-
+ Recommended
-
+ On
-
+ VSync On
@@ -3245,64 +3250,64 @@ Noktanın konumunu değiştirmek için sürükleyin ya da sayıların üstüne
ConfigureUI
-
-
-
+
+
+ NoneHiçbiri
-
+ Small (32x32)Küçük (32x32)
-
+ Standard (64x64)Standart (64x64)
-
+ Large (128x128)Büyük (128x128)
-
+ Full Size (256x256)Tam Boyut (256x256)
-
+ Small (24x24)Küçük (24x24)
-
+ Standard (48x48)Standart (48x48)
-
+ Large (72x72)Büyük (72x72)
-
+ FilenameDosya adı
-
+ FiletypeDosya türü
-
+ Title IDOyun ID
-
+ Title NameOyun Adı
@@ -3415,17 +3420,17 @@ Noktanın konumunu değiştirmek için sürükleyin ya da sayıların üstüne
Çözünürlük:
-
+ Select Screenshots Path...Ekran Görüntülerinin Konumunu Seçin...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3743,575 +3748,612 @@ Noktanın konumunu değiştirmek için sürükleyin ya da sayıların üstüne
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Yuzuyu geliştirmeye yardımcı olmak için </a> anonim veri toplandı. <br/><br/>Kullanım verinizi bizimle paylaşmak ister misiniz?
-
+ TelemetryTelemetri
-
+ Broken Vulkan Installation DetectedBozuk Vulkan Kurulumu Algılandı
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.Açılışta Vulkan başlatılırken hata. Hata yardımını görüntülemek için <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>buraya tıklayın</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping
-
+ Loading Web Applet...Web Uygulaması Yükleniyor...
-
-
+
+ Disable Web AppletWeb Uygulamasını Devre Dışı Bırak
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Web uygulamasını kapatmak bilinmeyen hatalara neden olabileceğinden dolayı sadece Super Mario 3D All-Stars için kapatılması önerilir. Web uygulamasını kapatmak istediğinize emin misiniz?
(Hata ayıklama ayarlarından tekrar açılabilir)
-
+ The amount of shaders currently being builtŞu anda derlenen shader miktarı
-
+ The current selected resolution scaling multiplier.Geçerli seçili çözünürlük ölçekleme çarpanı.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Geçerli emülasyon hızı. %100'den yüksek veya düşük değerler emülasyonun bir Switch'den daha hızlı veya daha yavaş çalıştığını gösterir.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Oyunun şuanda saniye başına kaç kare gösterdiği. Bu oyundan oyuna ve sahneden sahneye değişiklik gösterir.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Bir Switch karesini emüle etmekte geçen zaman, karelimitleme ve v-sync hariç. Tam hız emülasyon için bu en çok 16,67 ms olmalı.
-
+ Unmute
-
+ Mute
-
+ Reset Volume
-
+ &Clear Recent Files&Son Dosyaları Temizle
-
+ Emulated mouse is enabled
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.
-
+ &Continue&Devam Et
-
+ &Pause&Duraklat
-
+ Warning Outdated Game FormatUyarı, Eski Oyun Formatı
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Bu oyun için dekonstrükte ROM formatı kullanıyorsunuz, bu fromatın yerine NCA, NAX, XCI ve NSP formatları kullanılmaktadır. Dekonstrükte ROM formatları ikon, üst veri ve güncelleme desteği içermemektedir.<br><br>Yuzu'nun desteklediği çeşitli Switch formatları için<a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>Wiki'yi ziyaret edin</a>. Bu mesaj yeniden gösterilmeyecektir.
-
-
+
+ Error while loading ROM!ROM yüklenirken hata oluştu!
-
+ The ROM format is not supported.Bu ROM biçimi desteklenmiyor.
-
+ An error occurred initializing the video core.Video çekirdeğini başlatılırken bir hata oluştu.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu video çekirdeğini çalıştırırken bir hatayla karşılaştı. Bu sorun genellikle eski GPU sürücüleri sebebiyle ortaya çıkar. Daha fazla detay için lütfen log dosyasına bakın. Log dosyasını incelemeye dair daha fazla bilgi için lütfen bu sayfaya ulaşın: <a href='https://yuzu-emu.org/help/reference/log-files/'>Log dosyası nasıl yüklenir</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.ROM yüklenirken hata oluştu! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Lütfen dosyalarınızı yeniden dump etmek için<a href='https://yuzu-emu.org/help/quickstart/'>yuzu hızlı başlangıç kılavuzu'nu</a> takip edin.<br> Yardım için yuzu wiki</a>veya yuzu Discord'una</a> bakabilirsiniz.
-
+ An unknown error occurred. Please see the log for more details.Bilinmeyen bir hata oluştu. Lütfen daha fazla detay için kütüğe göz atınız.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Yazılım kapatılıyor...
-
+ Save DataKayıt Verisi
-
+ Mod DataMod Verisi
-
+ Error Opening %1 Folder%1 klasörü açılırken hata
-
-
+
+ Folder does not exist!Klasör mevcut değil!
-
+ Error Opening Transferable Shader CacheTransfer Edilebilir Shader Cache'ini Açarken Bir Hata Oluştu
-
+ Failed to create the shader cache directory for this title.Bu oyun için shader cache konumu oluşturulamadı.
-
+ Error Removing Contentsİçerik Kaldırma Hatası
-
+ Error Removing UpdateGüncelleme Kaldırma hatası
-
+ Error Removing DLCDLC Kaldırma Hatası
-
+ Remove Installed Game Contents?Yüklenmiş Oyun İçeriğini Kaldırmak İstediğinize Emin Misiniz?
-
+ Remove Installed Game Update?Yüklenmiş Oyun Güncellemesini Kaldırmak İstediğinize Emin Misiniz?
-
+ Remove Installed Game DLC?Yüklenmiş DLC'yi Kaldırmak İstediğinize Emin Misiniz?
-
+ Remove EntryGirdiyi Kaldır
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedBaşarıyla Kaldırıldı
-
+ Successfully removed the installed base game.Yüklenmiş oyun başarıyla kaldırıldı.
-
+ The base game is not installed in the NAND and cannot be removed.Asıl oyun NAND'de kurulu değil ve kaldırılamaz.
-
+ Successfully removed the installed update.Yüklenmiş güncelleme başarıyla kaldırıldı.
-
+ There is no update installed for this title.Bu oyun için yüklenmiş bir güncelleme yok.
-
+ There are no DLC installed for this title.Bu oyun için yüklenmiş bir DLC yok.
-
+ Successfully removed %1 installed DLC.%1 yüklenmiş DLC başarıyla kaldırıldı.
-
+ Delete OpenGL Transferable Shader Cache?OpenGL Transfer Edilebilir Shader Cache'ini Kaldırmak İstediğinize Emin Misiniz?
-
+ Delete Vulkan Transferable Shader Cache?Vulkan Transfer Edilebilir Shader Cache'ini Kaldırmak İstediğinize Emin Misiniz?
-
+ Delete All Transferable Shader Caches?Tüm Transfer Edilebilir Shader Cache'leri Kaldırmak İstediğinize Emin Misiniz?
-
+ Remove Custom Game Configuration?Oyuna Özel Yapılandırmayı Kaldırmak İstediğinize Emin Misiniz?
-
+ Remove Cache Storage?
-
+ Remove FileDosyayı Sil
-
-
+
+ Error Removing Transferable Shader CacheTransfer Edilebilir Shader Cache Kaldırılırken Bir Hata Oluştu
-
-
+
+ A shader cache for this title does not exist.Bu oyun için oluşturulmuş bir shader cache yok.
-
+ Successfully removed the transferable shader cache.Transfer edilebilir shader cache başarıyla kaldırıldı.
-
+ Failed to remove the transferable shader cache.Transfer edilebilir shader cache kaldırılamadı.
-
+ Error Removing Vulkan Driver Pipeline CacheVulkan Pipeline Önbelleği Kaldırılırken Hata
-
+ Failed to remove the driver pipeline cache.Sürücü pipeline önbelleği kaldırılamadı.
-
-
+
+ Error Removing Transferable Shader CachesTransfer Edilebilir Shader Cache'ler Kaldırılırken Bir Hata Oluştu
-
+ Successfully removed the transferable shader caches.Transfer edilebilir shader cacheler başarıyla kaldırıldı.
-
+ Failed to remove the transferable shader cache directory.Transfer edilebilir shader cache konumu kaldırılamadı.
-
-
+
+ Error Removing Custom ConfigurationOyuna Özel Yapılandırma Kaldırılırken Bir Hata Oluştu.
-
+ A custom configuration for this title does not exist.Bu oyun için bir özel yapılandırma yok.
-
+ Successfully removed the custom game configuration.Oyuna özel yapılandırma başarıyla kaldırıldı.
-
+ Failed to remove the custom game configuration.Oyuna özel yapılandırma kaldırılamadı.
-
-
+
+ RomFS Extraction Failed!RomFS Çıkartımı Başarısız!
-
+ There was an error copying the RomFS files or the user cancelled the operation.RomFS dosyaları kopyalanırken bir hata oluştu veya kullanıcı işlemi iptal etti.
-
+ FullFull
-
+ SkeletonÇerçeve
-
+ Select RomFS Dump ModeRomFS Dump Modunu Seçiniz
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Lütfen RomFS'in nasıl dump edilmesini istediğinizi seçin.<br>"Full" tüm dosyaları yeni bir klasöre kopyalarken <br>"skeleton" sadece klasör yapısını oluşturur.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root%1 konumunda RomFS çıkarmaya yetecek alan yok. Lütfen yer açın ya da Emülasyon > Yapılandırma > Sistem > Dosya Sistemi > Dump konumu kısmından farklı bir çıktı konumu belirleyin.
-
+ Extracting RomFS...RomFS çıkartılıyor...
-
-
+
+
+
+ Cancelİptal
-
+ RomFS Extraction Succeeded!RomFS Çıkartımı Başarılı!
-
+
+
+ The operation completed successfully.İşlem başarıyla tamamlandı.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create ShortcutKısayol Oluştur
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Bu seçenek, şu anki AppImage dosyasının kısayolunu oluşturacak. Uygulama güncellenirse kısayol çalışmayabilir. Devam edilsin mi?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Masaüstünde kısayol oluşturulamadı. "%1" dizini yok.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Uygulamalar menüsünde kısayol oluşturulamadı. "%1" dizini yok ve oluşturulamıyor.
-
+ Create IconSimge Oluştur
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Simge dosyası oluşturulamadı. "%1" dizini yok ve oluşturulamıyor.
-
+ Start %1 with the yuzu Emulatoryuzu Emülatörü başlatılırken %1 başlatılsın
-
+ Failed to create a shortcut at %1%1 dizininde kısayol oluşturulamadı
-
+ Successfully created a shortcut to %1%1 dizinine kısayol oluşturuldu
-
+ Error Opening %1%1 Açılırken Bir Hata Oluştu
-
+ Select DirectoryKlasör Seç
-
+ PropertiesÖzellikler
-
+ The game properties could not be loaded.Oyun özellikleri yüklenemedi.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Switch Çalıştırılabilir Dosyası (%1);;Tüm Dosyalar (*.*)
-
+ Load FileDosya Aç
-
+ Open Extracted ROM DirectoryÇıkartılmış ROM klasörünü aç
-
+ Invalid Directory SelectedGeçersiz Klasör Seçildi
-
+ The directory you have selected does not contain a 'main' file.Seçtiğiniz klasör bir "main" dosyası içermiyor.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Yüklenilebilir Switch Dosyası (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submissions Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install FilesDosya Kur
-
+ %n file(s) remaining%n dosya kaldı%n dosya kaldı
-
+ Installing file "%1"..."%1" dosyası kuruluyor...
-
-
+
+ Install ResultsKurulum Sonuçları
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Olası çakışmaları önlemek için oyunları NAND'e yüklememenizi tavsiye ediyoruz.
Lütfen bu özelliği sadece güncelleme ve DLC yüklemek için kullanın.
-
+ %n file(s) were newly installed
%n dosya güncel olarak yüklendi
@@ -4319,7 +4361,7 @@ Lütfen bu özelliği sadece güncelleme ve DLC yüklemek için kullanın.
-
+ %n file(s) were overwritten
%n dosyanın üstüne yazıldı
@@ -4327,7 +4369,7 @@ Lütfen bu özelliği sadece güncelleme ve DLC yüklemek için kullanın.
-
+ %n file(s) failed to install
%n dosya yüklenemedi
@@ -4335,312 +4377,339 @@ Lütfen bu özelliği sadece güncelleme ve DLC yüklemek için kullanın.
-
+ System ApplicationSistem Uygulaması
-
+ System ArchiveSistem Arşivi
-
+ System Application UpdateSistem Uygulama Güncellemesi
-
+ Firmware Package (Type A)Yazılım Paketi (Tür A)
-
+ Firmware Package (Type B)Yazılım Paketi (Tür B)
-
+ GameOyun
-
+ Game UpdateOyun Güncellemesi
-
+ Game DLCOyun DLC'si
-
+ Delta TitleDelta Başlık
-
+ Select NCA Install Type...NCA Kurulum Tipi Seçin...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Lütfen bu NCA dosyası için belirlemek istediğiniz başlık türünü seçiniz:
(Çoğu durumda, varsayılan olan 'Oyun' kullanılabilir.)
-
+ Failed to InstallKurulum Başarısız Oldu
-
+ The title type you selected for the NCA is invalid.NCA için seçtiğiniz başlık türü geçersiz
-
+ File not foundDosya Bulunamadı
-
+ File "%1" not foundDosya "%1" Bulunamadı
-
+ OKTamam
-
-
+
+ Hardware requirements not metDonanım gereksinimleri karşılanmıyor
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Sisteminiz, önerilen donanım gereksinimlerini karşılamıyor. Uyumluluk raporlayıcı kapatıldı.
-
+ Missing yuzu AccountKayıp yuzu Hesabı
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Oyun uyumluluk test çalışması göndermek için öncelikle yuzu hesabınla giriş yapmanız gerekiyor.<br><br/>Yuzu hesabınızla giriş yapmak için, Emülasyon > Yapılandırma > Web'e gidiniz.
-
+ Error opening URLURL açılırken bir hata oluştu
-
+ Unable to open the URL "%1".URL "%1" açılamıyor.
-
+ TAS RecordingTAS kayıtta
-
+ Overwrite file of player 1?Oyuncu 1'in dosyasının üstüne yazılsın mı?
-
+ Invalid config detectedGeçersiz yapılandırma tespit edildi
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Handheld kontrolcü dock modunda kullanılamaz. Pro kontrolcü seçilecek.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedAmiibo kaldırıldı
-
+ ErrorHata
-
-
+
+ The current game is not looking for amiibosAktif oyun amiibo beklemiyor
-
+ Amiibo File (%1);; All Files (*.*)Amiibo Dosyası (%1);; Tüm Dosyalar (*.*)
-
+ Load AmiiboAmiibo Yükle
-
+ Error loading Amiibo dataAmiibo verisi yüklenirken hata
-
+ The selected file is not a valid amiiboSeçtiğiniz dosya geçerli bir amiibo değil
-
+ The selected file is already on useSeçtiğiniz dosya hali hazırda kullanılıyor
-
+ An unknown error occurredBilinmeyen bir hata oluştu
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotEkran Görüntüsü Al
-
+ PNG Image (*.png)PNG görüntüsü (*.png)
-
+ TAS state: Running %1/%2TAS durumu: %1%2 çalışıyor
-
+ TAS state: Recording %1TAS durumu: %1 kaydediliyor
-
+ TAS state: Idle %1/%2TAS durumu: %1%2 boşta
-
+ TAS State: InvalidTAS durumu: Geçersiz
-
+ &Stop Running&Çalıştırmayı durdur
-
+ &Start&Başlat
-
+ Stop R&ecordingK&aydetmeyi Durdur
-
+ R&ecordK&aydet
-
+ Building: %n shader(s)Oluşturuluyor: %n shaderOluşturuluyor: %n shader
-
+ Scale: %1x%1 is the resolution scaling factorÖlçek: %1x
-
+ Speed: %1% / %2%Hız %1% / %2%
-
+ Speed: %1%Hız: %1%
-
+ Game: %1 FPS (Unlocked)Oyun: %1 FPS (Sınırsız)
-
+ Game: %1 FPSOyun: %1 FPS
-
+ Frame: %1 msKare: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AAAA YOK
-
+ VOLUME: MUTESES: KAPALI
-
+ VOLUME: %1%Volume percentage (e.g. 50%)SES: %%1
-
+ Confirm Key RederivationAnahtar Yeniden Türetimini Onayla
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4657,37 +4726,37 @@ ve opsiyonel olarak yedekler alın.
Bu sizin otomatik oluşturulmuş anahtar dosyalarınızı silecek ve anahtar türetme modülünü tekrar çalıştıracak.
-
+ Missing fusesAnahtarlar Kayıp
-
+ - Missing BOOT0- BOOT0 Kayıp
-
+ - Missing BCPKG2-1-Normal-Main- BCPKG2-1-Normal-Main Kayıp
-
+ - Missing PRODINFO- PRODINFO Kayıp
-
+ Derivation Components MissingTüreten Bileşenleri Kayıp
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Şifreleme anahtarları eksik. <br>Lütfen takip edin<a href='https://yuzu-emu.org/help/quickstart/'>yuzu hızlı başlangıç kılavuzunu</a>tüm anahtarlarınızı, aygıt yazılımınızı ve oyunlarınızı almada.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4696,49 +4765,49 @@ Bu sistem performansınıza bağlı olarak
bir dakika kadar zaman alabilir.
-
+ Deriving KeysAnahtarlar Türetiliyor
-
+ System Archive Decryption Failed
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.
-
+ Select RomFS Dump TargetRomFS Dump Hedefini Seçiniz
-
+ Please select which RomFS you would like to dump.Lütfen dump etmek istediğiniz RomFS'i seçiniz.
-
+ Are you sure you want to close yuzu?yuzu'yu kapatmak istediğinizden emin misiniz?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Emülasyonu durdurmak istediğinizden emin misiniz? Kaydedilmemiş veriler kaybolur.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4977,86 +5046,91 @@ Görmezden gelip kapatmak ister misiniz?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardTitle ID'yi Panoya Kopyala
-
+ Navigate to GameDB entryGameDB sayfasına yönlendir
-
+ Create ShortcutKısayol Oluştur
-
+ Add to DesktopMasaüstüne Ekle
-
+ Add to Applications MenuUygulamalar Menüsüne Ekl
-
+ PropertiesÖzellikler
-
+ Scan SubfoldersAlt Klasörleri Tara
-
+ Remove Game DirectoryOyun Konumunu Kaldır
-
+ ▲ Move Up▲Yukarı Git
-
+ ▼ Move Down▼Aşağı Git
-
+ Open Directory LocationOyun Dosyası Konumunu Aç
-
+ ClearTemizle
-
+ Nameİsim
-
+ CompatibilityUyumluluk
-
+ Add-onsEklentiler
-
+ File typeDosya türü
-
+ SizeBoyut
@@ -5127,7 +5201,7 @@ Görmezden gelip kapatmak ister misiniz?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listOyun listesine yeni bir klasör eklemek için çift tıklayın.
@@ -5140,12 +5214,12 @@ Görmezden gelip kapatmak ister misiniz?
%n sonucun %1'i%n sonucun %1'i
-
+ Filter:Filtre:
-
+ Enter pattern to filterFiltrelemek için bir düzen giriniz
@@ -5609,172 +5683,182 @@ Debug Message:
&TAS
-
+ &Help&Yardım
-
+ &Install Files to NAND...&NAND'e Dosya Kur...
-
+ L&oad File...&Dosyayı Yükle...
-
+ Load &Folder...&Klasörü Yükle...
-
+ E&xit&Çıkış
-
+ &Pause&Duraklat
-
+ &StopDu&rdur
-
+ &Reinitialize keys...&Anahtarları Yeniden Kur...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu&Yuzu Hakkında
-
+ Single &Window Mode&Tek Pencere Modu
-
+ Con&figure...&Yapılandır...
-
+ Display D&ock Widget HeadersD&ock Widget Başlıkları'nı Göster
-
+ Show &Filter Bar&Filtre Çubuğu'nu Göster
-
+ Show &Status Bar&Durum Çubuğu'nu Göster
-
+ Show Status BarDurum Çubuğunu Göster
-
+ &Browse Public Game Lobby&Herkese Açık Oyun Lobilerine Göz At
-
+ &Create Room&Oda Oluştur
-
+ &Leave Room&Odadan Ayrıl
-
+ &Direct Connect to Room&Odaya Direkt Bağlan
-
+ &Show Current Room&Şu Anki Odayı Göster
-
+ F&ullscreen&Tam Ekran
-
+ &Restart&Yeniden Başlat
-
+ Load/Remove &Amiibo...&Amiibo Yükle/Kaldır
-
+ &Report Compatibility&Uyumluluk Bildir
-
+ Open &Mods Page&Mod Sayfasını Aç
-
+ Open &Quickstart Guide&Hızlı Başlangıç Kılavuzunu Aç
-
+ &FAQ&SSS
-
+ Open &yuzu Folder&yuzu Klasörünü Aç
-
+ &Capture Screenshot&Ekran Görüntüsü Al
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...&TAS'i Ayarla...
-
+ Configure C&urrent Game...&Geçerli Oyunu Yapılandır...
-
+ &StartB&aşlat
-
+ &Reset&Sıfırla
-
+ R&ecordK&aydet
@@ -6567,27 +6651,27 @@ p, li { white-space: pre-wrap; }
Dosya Adresi
-
+ No game data presentOyun verisi yok
-
+ The following amiibo data will be formatted:Şu amiibo verisi biçimlendirilecek:
-
+ The following game data will removed:Şu oyun verisi kaldırılacak:
-
+ Set nickname and owner:Kullanıcı adı ve sahip ayarla:
-
+ Do you wish to restore this amiibo?Bu amiibo'yu geri yüklemek istediğinize emin misiniz?
diff --git a/dist/languages/uk.ts b/dist/languages/uk.ts
index 25e5c6db7..cea576376 100755
--- a/dist/languages/uk.ts
+++ b/dist/languages/uk.ts
@@ -763,151 +763,156 @@ This would ban both their forum username and their IP address.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Якщо ввімкнено, буде дампити всі оригінальні шейдери асемблера з кешу шейдерів на диску або гри як знайдені
-
-
-
- Dump Game Shaders
- Дамп ігрових шейдерів
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerЯкщо прапорець встановлено, він вимикає функції макроса HLE. Увімкнення цього параметра уповільнює роботу ігор
-
+ Disable Macro HLEВимкнути макрос HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Якщо ввімкнено, вимикає компілятор макросу Just In Time. Увімкнення цього параметра уповільнює роботу ігор
-
-
-
- Disable Macro JIT
- Вимкнути макрос JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Якщо увімкнено, графічний API переходить у повільніший режим налагодження
-
-
-
- Enable Graphics Debugging
- Увімкнути налагодження графіки
-
-
-
+ When checked, it will dump all the macro programs of the GPUЯкщо ввімкнено, буде дампити всі макропрограми ГП
-
+ Dump Maxwell MacrosДамп макросов Maxwell
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Якщо увімкнено, yuzu записуватиме статистику про скомпільований кеш конвеєра
-
-
-
- Enable Shader Feedback
- Увімкнути зворотний зв'язок про шейдери
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsЯкщо ввімкнено, вмикає дампи крашів Nsight Aftermath
-
+ Enable Nsight AftermathУвімкнути Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Якщо увімкнено, yuzu записуватиме статистику про скомпільований кеш конвеєра
+
+
+
+ Enable Shader Feedback
+ Увімкнути зворотний зв'язок про шейдери
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Якщо ввімкнено, вимикає компілятор макросу Just In Time. Увімкнення цього параметра уповільнює роботу ігор
+
+
+
+ Disable Macro JIT
+ Вимкнути макрос JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Якщо увімкнено, графічний API переходить у повільніший режим налагодження
+
+
+
+ Enable Graphics Debugging
+ Увімкнути налагодження графіки
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Якщо ввімкнено, буде дампити всі оригінальні шейдери асемблера з кешу шейдерів на диску або гри як знайдені
+
+
+
+ Dump Game Shaders
+ Дамп ігрових шейдерів
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedРозширені
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Дозволяє yuzu перевіряти наявність робочого середовища Vulkan під час запуску програми. Вимкніть цю опцію, якщо це викликає проблеми з тим, що зовнішні програми бачать yuzu.
-
+ Perform Startup Vulkan CheckВиконувати перевірку Vulkan під час запуску
-
+ Disable Web AppletВимкнути веб-аплет
-
+ Enable All Controller TypesУвімкнути всі типи контролерів
-
+ Enable Auto-Stub**Увімкнути автопідставку**
-
+ Kiosk (Quest) ModeРежим кіоску (Квест)
-
+ Enable CPU DebuggingУвімкнути налагодження ЦП
-
+ Enable Debug AssertsУвімкнути налагоджувальні припущення
-
+ DebuggingНалагодження
-
+ Enable FS Access LogУвімкнути журнал доступу до ФС
-
+ Create Minidump After CrashСтворювати міні-дамп після крашу
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Увімкніть це щоб виводити останній згенерирований список аудіо команд в консоль. Впливає лише на ігри, які використовують аудіо рендерер.
-
+ Dump Audio Commands To Console**Вивантажувати аудіо команди в консоль**
-
+ Enable Verbose Reporting Services**Увімкнути службу звітів у розгорнутому вигляді**
-
+ **This will be reset automatically when yuzu closes.**Це буде автоматично скинуто після закриття yuzu.
@@ -922,12 +927,12 @@ This would ban both their forum username and their IP address.
yuzu необхідно перезапустити, щоб застосувати це налаштування.
-
+ Web applet not compiledВеб-аплет не скомпільовано
-
+ MiniDump creation not compiledСтворення міні-дампа не скомпільовано
@@ -1255,33 +1260,33 @@ This would ban both their forum username and their IP address.
Фоновий колір:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffВимкнено
-
+ VSync OffВерт. синхронізацію вимкнено
-
+ RecommendedРекомендовано
-
+ OnУвімкнено
-
+ VSync OnВерт. синхронізація увімкнена
@@ -3248,64 +3253,64 @@ Drag points to change position, or double-click table cells to edit values.
ConfigureUI
-
-
-
+
+
+ NoneНічого
-
+ Small (32x32)Маленький (32х32)
-
+ Standard (64x64)Стандартний (64х64)
-
+ Large (128x128)Великий (128х128)
-
+ Full Size (256x256)Повнорозмірний (256х256)
-
+ Small (24x24)Маленький (24х24)
-
+ Standard (48x48)Стандартний (48х48)
-
+ Large (72x72)Великий (72х72)
-
+ FilenameІм'я файлу
-
+ FiletypeТип файлу
-
+ Title IDІдентифікатор гри
-
+ Title NameНазва гри
@@ -3418,17 +3423,17 @@ Drag points to change position, or double-click table cells to edit values.Роздільна здатність:
-
+ Select Screenshots Path...Виберіть папку для знімків екрану...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value
@@ -3746,575 +3751,612 @@ Drag points to change position, or double-click table cells to edit values.
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Анонімні дані збираються для того,</a> щоб допомогти поліпшити роботу yuzu. <br/><br/>Хотіли б ви ділитися даними про використання з нами?
-
+ TelemetryТелеметрія
-
+ Broken Vulkan Installation DetectedВиявлено пошкоджену інсталяцію Vulkan
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.Не вдалося виконати ініціалізацію Vulkan під час завантаження.<br><br>Натисніть <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>тут для отримання інструкцій щодо усунення проблеми</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleepingЗапущено гру
-
+ Loading Web Applet...Завантаження веб-аплета...
-
-
+
+ Disable Web AppletВимкнути веб-аплет
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Вимкнення веб-апплета може призвести до несподіваної поведінки, і його слід вимикати лише заради Super Mario 3D All-Stars. Ви впевнені, що хочете вимкнути веб-апплет?
(Його можна знову ввімкнути в налаштуваннях налагодження.)
-
+ The amount of shaders currently being builtКількість створюваних шейдерів на цей момент
-
+ The current selected resolution scaling multiplier.Поточний обраний множник масштабування роздільної здатності.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Поточна швидкість емуляції. Значення вище або нижче 100% вказують на те, що емуляція йде швидше або повільніше, ніж на Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Кількість кадрів на секунду в цей момент. Значення буде змінюватися між іграми та сценами.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Час, який потрібен для емуляції 1 кадру Switch, не беручи до уваги обмеження FPS або вертикальну синхронізацію. Для емуляції в повній швидкості значення має бути не більше 16,67 мс.
-
+ UnmuteУвімкнути звук
-
+ MuteВимкнути звук
-
+ Reset VolumeСкинути гучність
-
+ &Clear Recent Files[&C] Очистити нещодавні файли
-
+ Emulated mouse is enabledЕмульована мишка увімкнена
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.Введення реальної миші та панорамування мишею несумісні. Будь ласка, вимкніть емульовану мишу в розширених налаштуваннях введення, щоб дозволити панорамування мишею.
-
+ &Continue[&C] Продовжити
-
+ &Pause[&P] Пауза
-
+ Warning Outdated Game FormatПопередження застарілий формат гри
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Для цієї гри ви використовуєте розархівований формат ROM'а, який є застарілим і був замінений іншими, такими як NCA, NAX, XCI або NSP. У розархівованих каталогах ROM'а відсутні іконки, метадані та підтримка оновлень. <br><br>Для отримання інформації про різні формати Switch, підтримувані yuzu, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>перегляньте нашу вікі</a>. Це повідомлення більше не буде відображатися.
-
-
+
+ Error while loading ROM!Помилка під час завантаження ROM!
-
+ The ROM format is not supported.Формат ROM'а не підтримується.
-
+ An error occurred initializing the video core.Сталася помилка під час ініціалізації відеоядра.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu зіткнувся з помилкою під час запуску відеоядра. Зазвичай це спричинено застарілими драйверами ГП, включно з інтегрованими. Перевірте журнал для отримання більш детальної інформації. Додаткову інформацію про доступ до журналу дивіться на наступній сторінці: <a href='https://yuzu-emu.org/help/reference/log-files/'>Як завантажити файл журналу</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Помилка під час завантаження ROM'а! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Будь ласка, дотримуйтесь <a href='https://yuzu-emu.org/help/quickstart/'>короткого керівництва користувача yuzu</a> щоб пере-дампити ваші файли<br>Ви можете звернутися до вікі yuzu</a> або Discord yuzu</a> для допомоги
-
+ An unknown error occurred. Please see the log for more details.Сталася невідома помилка. Будь ласка, перевірте журнал для подробиць.
-
+ (64-bit)(64-бітний)
-
+ (32-bit)(32-бітний)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Закриваємо програму...
-
+ Save DataЗбереження
-
+ Mod DataДані модів
-
+ Error Opening %1 FolderПомилка під час відкриття папки %1
-
-
+
+ Folder does not exist!Папка не існує!
-
+ Error Opening Transferable Shader CacheПомилка під час відкриття переносного кешу шейдерів
-
+ Failed to create the shader cache directory for this title.Не вдалося створити папку кешу шейдерів для цієї гри.
-
+ Error Removing ContentsПомилка під час видалення вмісту
-
+ Error Removing UpdateПомилка під час видалення оновлень
-
+ Error Removing DLCПомилка під час видалення DLC
-
+ Remove Installed Game Contents?Видалити встановлений вміст ігор?
-
+ Remove Installed Game Update?Видалити встановлені оновлення гри?
-
+ Remove Installed Game DLC?Видалити встановлені DLC гри?
-
+ Remove EntryВидалити запис
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedУспішно видалено
-
+ Successfully removed the installed base game.Встановлену гру успішно видалено.
-
+ The base game is not installed in the NAND and cannot be removed.Гру не встановлено в NAND і не може буде видалено.
-
+ Successfully removed the installed update.Встановлене оновлення успішно видалено.
-
+ There is no update installed for this title.Для цієї гри не було встановлено оновлення.
-
+ There are no DLC installed for this title.Для цієї гри не було встановлено DLC.
-
+ Successfully removed %1 installed DLC.Встановлений DLC %1 було успішно видалено
-
+ Delete OpenGL Transferable Shader Cache?Видалити переносний кеш шейдерів OpenGL?
-
+ Delete Vulkan Transferable Shader Cache?Видалити переносний кеш шейдерів Vulkan?
-
+ Delete All Transferable Shader Caches?Видалити весь переносний кеш шейдерів?
-
+ Remove Custom Game Configuration?Видалити користувацьке налаштування гри?
-
+ Remove Cache Storage?Видалити кеш-сховище?
-
+ Remove FileВидалити файл
-
-
+
+ Error Removing Transferable Shader CacheПомилка під час видалення переносного кешу шейдерів
-
-
+
+ A shader cache for this title does not exist.Кеш шейдерів для цієї гри не існує.
-
+ Successfully removed the transferable shader cache.Переносний кеш шейдерів успішно видалено.
-
+ Failed to remove the transferable shader cache.Не вдалося видалити переносний кеш шейдерів.
-
+ Error Removing Vulkan Driver Pipeline CacheПомилка під час видалення конвеєрного кешу Vulkan
-
+ Failed to remove the driver pipeline cache.Не вдалося видалити конвеєрний кеш шейдерів.
-
-
+
+ Error Removing Transferable Shader CachesПомилка під час видалення переносного кешу шейдерів
-
+ Successfully removed the transferable shader caches.Переносний кеш шейдерів успішно видалено.
-
+ Failed to remove the transferable shader cache directory.Помилка під час видалення папки переносного кешу шейдерів.
-
-
+
+ Error Removing Custom ConfigurationПомилка під час видалення користувацького налаштування
-
+ A custom configuration for this title does not exist.Користувацьких налаштувань для цієї гри не існує.
-
+ Successfully removed the custom game configuration.Користувацьке налаштування гри успішно видалено.
-
+ Failed to remove the custom game configuration.Не вдалося видалити користувацьке налаштування гри.
-
-
+
+ RomFS Extraction Failed!Не вдалося вилучити RomFS!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Сталася помилка під час копіювання файлів RomFS або користувач скасував операцію.
-
+ FullПовний
-
+ SkeletonСкелет
-
+ Select RomFS Dump ModeВиберіть режим дампа RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Будь ласка, виберіть, як ви хочете виконати дамп RomFS <br>Повний скопіює всі файли в нову папку, тоді як <br>скелет створить лише структуру папок.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootВ %1 недостатньо вільного місця для вилучення RomFS. Будь ласка, звільніть місце або виберіть іншу папку для дампа в Емуляція > Налаштування > Система > Файлова система > Корінь дампа
-
+ Extracting RomFS...Вилучення RomFS...
-
-
+
+
+
+ CancelСкасувати
-
+ RomFS Extraction Succeeded!Вилучення RomFS пройшло успішно!
-
+
+
+ The operation completed successfully.Операція завершилася успішно.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+
+
+
+
+ File contents were not checked for validity.
+
+
+
+
+
+ Integrity verification failed!
+
+
+
+
+ File contents may be corrupt.
+
+
+
+
+
+ Verifying integrity...
+
+
+
+
+
+ Integrity verification succeeded!
+
+
+
+
+
+
+
+ Create ShortcutСтворити ярлик
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Це створить ярлик для поточного AppImage. Він може не працювати після оновлень. Продовжити?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Не вдається створити ярлик на робочому столі. Шлях "%1" не існує.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Неможливо створити ярлик у меню додатків. Шлях "%1" не існує і не може бути створений.
-
+ Create IconСтворити іконку
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Неможливо створити файл іконки. Шлях "%1" не існує і не може бути створений.
-
+ Start %1 with the yuzu EmulatorЗапустити %1 за допомогою емулятора yuzu
-
+ Failed to create a shortcut at %1Не вдалося створити ярлик у %1
-
+ Successfully created a shortcut to %1Успішно створено ярлик у %1
-
+ Error Opening %1Помилка відкриття %1
-
+ Select DirectoryОбрати папку
-
+ PropertiesВластивості
-
+ The game properties could not be loaded.Не вдалося завантажити властивості гри.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Виконуваний файл Switch (%1);;Усі файли (*.*)
-
+ Load FileЗавантажити файл
-
+ Open Extracted ROM DirectoryВідкрити папку вилученого ROM'а
-
+ Invalid Directory SelectedВибрано неприпустиму папку
-
+ The directory you have selected does not contain a 'main' file.Папка, яку ви вибрали, не містить файлу 'main'.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Встановлюваний файл Switch (*.nca, *.nsp, *.xci);;Архів контенту Nintendo (*.nca);;Пакет подачі Nintendo (*.nsp);;Образ картриджа NX (*.xci)
-
+ Install FilesВстановити файли
-
+ %n file(s) remainingЗалишився %n файлЗалишилося %n файл(ів)Залишилося %n файл(ів)Залишилося %n файл(ів)
-
+ Installing file "%1"...Встановлення файлу "%1"...
-
-
+
+ Install ResultsРезультати встановлення
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Щоб уникнути можливих конфліктів, ми не рекомендуємо користувачам встановлювати ігри в NAND.
Будь ласка, використовуйте цю функцію тільки для встановлення оновлень і завантажуваного контенту.
-
+ %n file(s) were newly installed
%n файл було нещодавно встановлено
@@ -4324,7 +4366,7 @@ Please, only use this feature to install updates and DLC.
-
+ %n file(s) were overwritten
%n файл було перезаписано
@@ -4334,7 +4376,7 @@ Please, only use this feature to install updates and DLC.
-
+ %n file(s) failed to install
%n файл не вдалося встановити
@@ -4344,312 +4386,339 @@ Please, only use this feature to install updates and DLC.
-
+ System ApplicationСистемний додаток
-
+ System ArchiveСистемний архів
-
+ System Application UpdateОновлення системного додатку
-
+ Firmware Package (Type A)Пакет прошивки (Тип А)
-
+ Firmware Package (Type B)Пакет прошивки (Тип Б)
-
+ GameГра
-
+ Game UpdateОновлення гри
-
+ Game DLCDLC до гри
-
+ Delta TitleДельта-титул
-
+ Select NCA Install Type...Виберіть тип установки NCA...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Будь ласка, виберіть тип додатку, який ви хочете встановити для цього NCA:
(У більшості випадків, підходить стандартний вибір "Гра".)
-
+ Failed to InstallПомилка встановлення
-
+ The title type you selected for the NCA is invalid.Тип додатку, який ви вибрали для NCA, недійсний.
-
+ File not foundФайл не знайдено
-
+ File "%1" not foundФайл "%1" не знайдено
-
+ OKОК
-
-
+
+ Hardware requirements not metНе задоволені системні вимоги
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Ваша система не відповідає рекомендованим системним вимогам. Звіти про сумісність було вимкнено.
-
+ Missing yuzu AccountВідсутній обліковий запис yuzu
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Щоб надіслати звіт про сумісність гри, необхідно прив'язати свій обліковий запис yuzu. <br><br/>Щоб прив'язати свій обліковий запис yuzu, перейдіть у розділ Емуляція > Параметри > Мережа.
-
+ Error opening URLПомилка під час відкриття URL
-
+ Unable to open the URL "%1".Не вдалося відкрити URL: "%1".
-
+ TAS RecordingЗапис TAS
-
+ Overwrite file of player 1?Перезаписати файл гравця 1?
-
+ Invalid config detectedВиявлено неприпустиму конфігурацію
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Портативний контролер не може бути використаний у режимі док-станції. Буде обрано контролер Pro.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedПоточний amiibo було прибрано
-
+ ErrorПомилка
-
-
+
+ The current game is not looking for amiibosПоточна гра не шукає amiibo
-
+ Amiibo File (%1);; All Files (*.*)Файл Amiibo (%1);; Всі Файли (*.*)
-
+ Load AmiiboЗавантажити Amiibo
-
+ Error loading Amiibo dataПомилка під час завантаження даних Amiibo
-
+ The selected file is not a valid amiiboОбраний файл не є допустимим amiibo
-
+ The selected file is already on useОбраний файл уже використовується
-
+ An unknown error occurredВиникла невідома помилка
-
+
+ Verification failed for the following files:
+
+%1
+
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotЗробити знімок екрану
-
+ PNG Image (*.png)Зображення PNG (*.png)
-
+ TAS state: Running %1/%2Стан TAS: Виконується %1/%2
-
+ TAS state: Recording %1Стан TAS: Записується %1
-
+ TAS state: Idle %1/%2Стан TAS: Простий %1/%2
-
+ TAS State: InvalidСтан TAS: Неприпустимий
-
+ &Stop Running[&S] Зупинка
-
+ &Start[&S] Почати
-
+ Stop R&ecording[&E] Закінчити запис
-
+ R&ecord[&E] Запис
-
+ Building: %n shader(s)Побудова: %n шейдерПобудова: %n шейдер(ів)Побудова: %n шейдер(ів)Побудова: %n шейдер(ів)
-
+ Scale: %1x%1 is the resolution scaling factorМасштаб: %1x
-
+ Speed: %1% / %2%Швидкість: %1% / %2%
-
+ Speed: %1%Швидкість: %1%
-
+ Game: %1 FPS (Unlocked)Гра: %1 FPS (Необмежено)
-
+ Game: %1 FPSГра: %1 FPS
-
+ Frame: %1 msКадр: %1 мс
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AAБЕЗ ЗГЛАДЖУВАННЯ
-
+ VOLUME: MUTEГУЧНІСТЬ: ЗАГЛУШЕНА
-
+ VOLUME: %1%Volume percentage (e.g. 50%)ГУЧНІСТЬ: %1%
-
+ Confirm Key RederivationПідтвердіть перерахунок ключа
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4666,37 +4735,37 @@ This will delete your autogenerated key files and re-run the key derivation modu
Це видалить ваші автоматично згенеровані файли ключів і повторно запустить модуль розрахунку ключів.
-
+ Missing fusesВідсутні запобіжники
-
+ - Missing BOOT0- Відсутній BOOT0
-
+ - Missing BCPKG2-1-Normal-Main- Відсутній BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO - Відсутній PRODINFO
-
+ Derivation Components MissingКомпоненти розрахунку відсутні
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Ключі шифрування відсутні.<br>Будь ласка, дотримуйтесь <a href='https://yuzu-emu.org/help/quickstart/'>короткого керівництва користувача yuzu</a>, щоб отримати всі ваші ключі, прошивку та ігри<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4705,49 +4774,49 @@ on your system's performance.
від продуктивності вашої системи.
-
+ Deriving KeysОтримання ключів
-
+ System Archive Decryption FailedНе вдалося розшифрувати системний архів
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.Ключі шифрування не змогли розшифрувати прошивку.<br>Будь ласка, дотримуйтесь <a href='https://yuzu-emu.org/help/quickstart/'>короткого керівництва користувача yuzu</a> щоб отримати всі ваші ключі, прошивку та ігри.
-
+ Select RomFS Dump TargetОберіть ціль для дампа RomFS
-
+ Please select which RomFS you would like to dump.Будь ласка, виберіть, який RomFS ви хочете здампити.
-
+ Are you sure you want to close yuzu?Ви впевнені, що хочете закрити yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Ви впевнені, що хочете зупинити емуляцію? Будь-який незбережений прогрес буде втрачено.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4986,86 +5055,91 @@ Would you like to bypass this and exit anyway?
+ Verify Integrity
+
+
+
+ Copy Title ID to ClipboardСкопіювати ідентифікатор додатку в буфер обміну
-
+ Navigate to GameDB entryПерейти до сторінки GameDB
-
+ Create ShortcutСтворити ярлик
-
+ Add to DesktopДодати на Робочий стіл
-
+ Add to Applications MenuДодати до меню застосунків
-
+ PropertiesВластивості
-
+ Scan SubfoldersСканувати підпапки
-
+ Remove Game DirectoryВидалити директорію гри
-
+ ▲ Move Up▲ Перемістити вверх
-
+ ▼ Move Down▼ Перемістити вниз
-
+ Open Directory LocationВідкрити розташування папки
-
+ ClearОчистити
-
+ NameНазва
-
+ CompatibilityСумісність
-
+ Add-onsДоповнення
-
+ File typeТип файлу
-
+ SizeРозмір
@@ -5136,7 +5210,7 @@ Would you like to bypass this and exit anyway?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listНатисніть двічі, щоб додати нову папку до списку ігор
@@ -5149,12 +5223,12 @@ Would you like to bypass this and exit anyway?
%1 із %n результат(ів)%1 із %n результат(ів)%1 із %n результат(ів)%1 із %n результат(ів)
-
+ Filter:Пошук:
-
+ Enter pattern to filterВведіть текст для пошуку
@@ -5619,172 +5693,182 @@ Debug Message:
[&T] TAS
-
+ &Help[&H] Допомога
-
+ &Install Files to NAND...[&I] Встановити файли в NAND...
-
+ L&oad File...[&O] Завантажити файл...
-
+ Load &Folder...[&F] Завантажити папку...
-
+ E&xit[&X] Вихід
-
+ &Pause[&P] Пауза
-
+ &Stop[&S] Стоп
-
+ &Reinitialize keys...[&R] Переініціалізувати ключі...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu[&A] Про yuzu
-
+ Single &Window Mode[&W] Режим одного вікна
-
+ Con&figure...[&F] Налаштування...
-
+ Display D&ock Widget Headers[&O] Відображати заголовки віджетів дока
-
+ Show &Filter Bar[&F] Показати панель пошуку
-
+ Show &Status Bar[&S] Показати панель статусу
-
+ Show Status BarПоказати панель статусу
-
+ &Browse Public Game Lobby[&B] Переглянути публічні ігрові фойє
-
+ &Create Room[&C] Створити кімнату
-
+ &Leave Room[&L] Залишити кімнату
-
+ &Direct Connect to Room[&D] Пряме під'єднання до кімнати
-
+ &Show Current Room[&S] Показати поточну кімнату
-
+ F&ullscreen[&U] Повноекранний
-
+ &Restart[&R] Перезапустити
-
+ Load/Remove &Amiibo...[&A] Завантажити/Видалити Amiibo...
-
+ &Report Compatibility[&R] Повідомити про сумісність
-
+ Open &Mods Page[&M] Відкрити сторінку модів
-
+ Open &Quickstart Guide[&Q] Відкрити посібник користувача
-
+ &FAQ[&F] ЧАП
-
+ Open &yuzu Folder[&Y] Відкрити папку yuzu
-
+ &Capture Screenshot[&C] Зробити знімок екрану
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...[&C] Налаштування TAS...
-
+ Configure C&urrent Game...[&U] Налаштувати поточну гру...
-
+ &Start[&S] Почати
-
+ &Reset[&S] Скинути
-
+ R&ecord[&E] Запис
@@ -6577,27 +6661,27 @@ p, li { white-space: pre-wrap; }
Шлях до файлу
-
+ No game data presentДані гри відсутні
-
+ The following amiibo data will be formatted:Наступні дані amiibo буде відформатовано:
-
+ The following game data will removed:Наступні дані гри буде видалено:
-
+ Set nickname and owner:Встановіть псевдонім і власника:
-
+ Do you wish to restore this amiibo?Чи хочете ви відновити цю amiibo?
diff --git a/dist/languages/vi.ts b/dist/languages/vi.ts
index 0540cb916..be9a37a91 100755
--- a/dist/languages/vi.ts
+++ b/dist/languages/vi.ts
@@ -763,151 +763,156 @@ Việc này sẽ ban tên người dùng trên diễn đàn và IP của họ lu
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Khi kích hoạt, nó sẽ trích xuất tất cả shader của trình hợp dịch từ bộ nhớ đệm shader trên ổ cứng hoặc từ game khi tìm thấy
-
-
-
- Dump Game Shaders
- Trích xuất shader game
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerKhi kích hoạt, nó sẽ tắt các chức năng Macro HLE. Bật tính năng này sẽ làm cho các game chạy chậm hơn
-
+ Disable Macro HLETắt Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Khi kích hoạt, nó sẽ tắt trình biên dịch Just In Time cho macro. Bật tính năng này sẽ làm cho các game chạy chậm hơn
-
-
-
- Disable Macro JIT
- Tắt Macro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Khi kích hoạt, API đồ hoạ sẽ chuyển sang chế độ gỡ lỗi chậm hơn
-
-
-
- Enable Graphics Debugging
- Kích hoạt chế độ gỡ lỗi đồ hoạ
-
-
-
+ When checked, it will dump all the macro programs of the GPUKhi kích hoạt, nó sẽ trích xuất tất cả chương trình macro của GPU
-
+ Dump Maxwell MacrosTrích xuất Maxwell Macros
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Khi kích hoạt, yuzu sẽ ghi lại các thống kê về bộ nhớ đệm pipeline đã được biên dịch
-
-
-
- Enable Shader Feedback
- Bật phản hồi shader
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsKhi kích hoạt, nó cho phép ghi nhận lỗi Nsight Aftermath
-
+ Enable Nsight AftermathBật Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Khi kích hoạt, yuzu sẽ ghi lại các thống kê về bộ nhớ đệm pipeline đã được biên dịch
+
+
+
+ Enable Shader Feedback
+ Bật phản hồi shader
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Khi kích hoạt, nó sẽ tắt trình biên dịch Just In Time cho macro. Bật tính năng này sẽ làm cho các game chạy chậm hơn
+
+
+
+ Disable Macro JIT
+ Tắt Macro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Khi kích hoạt, API đồ hoạ sẽ chuyển sang chế độ gỡ lỗi chậm hơn
+
+
+
+ Enable Graphics Debugging
+ Kích hoạt chế độ gỡ lỗi đồ hoạ
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Khi kích hoạt, nó sẽ trích xuất tất cả shader của trình hợp dịch từ bộ nhớ đệm shader trên ổ cứng hoặc từ game khi tìm thấy
+
+
+
+ Dump Game Shaders
+ Trích xuất shader game
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedNâng cao
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Cho phép yuzu kiểm tra môi trường Vulkan hoạt động khi chương trình bắt đầu. Vô hiệu hóa tính năng này nếu nó gây ra vấn đề cho các chương trình bên ngoài khi nhìn thấy yuzu.
-
+ Perform Startup Vulkan CheckThực hiện kiểm tra Vulkan khi khởi động
-
+ Disable Web AppletTắt applet web
-
+ Enable All Controller TypesCho phép tất cả các loại tay cầm
-
+ Enable Auto-Stub**Bật Auto-Stub**
-
+ Kiosk (Quest) ModeChế độ Kiosk (Khách)
-
+ Enable CPU DebuggingBật chế độ gỡ lỗi CPU
-
+ Enable Debug AssertsBật kiểm tra lỗi gỡ lỗi
-
+ DebuggingGỡ lỗi
-
+ Enable FS Access LogBật nhật ký truy cập FS
-
+ Create Minidump After CrashTạo Minidump sau khi crash
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Bật tính năng này để đưa ra danh sách lệnh âm thanh mới nhất đã tạo ra đến console. Chỉ ảnh hưởng đến các game sử dụng bộ mã hóa âm thanh.
-
+ Dump Audio Commands To Console**Trích xuất các lệnh âm thanh đến console**
-
+ Enable Verbose Reporting Services**Bật dịch vụ báo cáo chi tiết**
-
+ **This will be reset automatically when yuzu closes.**Sẽ tự động đặt lại khi đóng yuzu.
@@ -922,12 +927,12 @@ Việc này sẽ ban tên người dùng trên diễn đàn và IP của họ lu
yuzu cần khởi động lại để áp dụng cài đặt này.
-
+ Web applet not compiledApplet web chưa được biên dịch
-
+ MiniDump creation not compiledChức năng tạo MiniDump không được biên dịch
@@ -1255,33 +1260,33 @@ Việc này sẽ ban tên người dùng trên diễn đàn và IP của họ lu
Màu nền:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffTắt
-
+ VSync OffTắt Vsync
-
+ RecommendedĐề xuất
-
+ OnBật
-
+ VSync OnBật Vsync
@@ -3248,64 +3253,64 @@ Kéo điểm để thay đổi vị trí, hoặc nhấp đúp chuột vào ô tr
ConfigureUI
-
-
-
+
+
+ NoneKhông có
-
+ Small (32x32)Nhỏ (32x32)
-
+ Standard (64x64)Tiêu chuẩn (64x64)
-
+ Large (128x128)Lớn (128x128)
-
+ Full Size (256x256)Kích thước đầy đủ (256x256)
-
+ Small (24x24)Nhỏ (24x24)
-
+ Standard (48x48)Tiêu chuẩn (48x48)
-
+ Large (72x72)Lớn (72x72)
-
+ FilenameTên tập tin
-
+ FiletypeLoại tập tin
-
+ Title IDID title
-
+ Title NameTên title
@@ -3410,7 +3415,7 @@ Kéo điểm để thay đổi vị trí, hoặc nhấp đúp chuột vào ô tr
TextLabel
-
+ NhãnVănBản
@@ -3418,17 +3423,17 @@ Kéo điểm để thay đổi vị trí, hoặc nhấp đúp chuột vào ô tr
Độ phân giải:
-
+ Select Screenshots Path...Chọn đường dẫn cho ảnh chụp màn hình...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width valueTự động (%1 x %2, %3 x %4)
@@ -3746,901 +3751,967 @@ Kéo điểm để thay đổi vị trí, hoặc nhấp đúp chuột vào ô tr
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Dữ liệu ẩn danh được thu thập</a>để hỗ trợ cải thiện yuzu. <br/><br/>Bạn có muốn chia sẽ dữ liệu sử dụng với chúng tôi?
-
+ TelemetryViễn trắc
-
+ Broken Vulkan Installation DetectedPhát hiện cài đặt Vulkan bị hỏng
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.Khởi tạo Vulkan thất bại trong quá trình khởi động.<br>Nhấp <br><a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>vào đây để xem hướng dẫn khắc phục vấn đề</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleepingĐang chạy một game
-
+ Loading Web Applet...Đang tải applet web...
-
-
+
+ Disable Web AppletTắt applet web
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Tắt applet web có thể dẫn đến hành vi không xác định và chỉ nên được sử dụng với Super Mario 3D All-Stars. Bạn có chắc chắn muốn tắt applet web không?
(Có thể được bật lại trong cài đặt Gỡ lỗi.)
-
+ The amount of shaders currently being builtSố lượng shader đang được dựng
-
+ The current selected resolution scaling multiplier.Bội số tỷ lệ độ phân giải được chọn hiện tại.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Tốc độ giả lập hiện tại. Giá trị cao hơn hoặc thấp hơn 100% chỉ ra giả lập sẽ chạy nhanh hơn hoặc chậm hơn trên máy Switch.
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Có bao nhiêu khung hình trên mỗi giây mà game đang hiển thị. Điều này sẽ thay đổi giữa các game và các cảnh khác nhau.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Thời gian mà giả lập lấy từ khung hình Switch, sẽ không kể đến giới hạn khung hình hoặc v-sync. Đối với tốc độ tối đa mà giả lập nhận được nhiều nhất là ở độ khoảng 16.67 ms.
-
+ UnmuteBật tiếng
-
+ MuteTắt tiếng
-
+ Reset VolumeĐặt lại âm lượng
-
+ &Clear Recent Files&Xoá tập tin gần đây
-
+ Emulated mouse is enabledChuột giả lập đã được bật
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.Đầu vào từ chuột thật và tính năng lia chuột không tương thích. Vui lòng tắt chuột giả lập trong cài đặt đầu vào nâng cao để cho phép lia chuột.
-
+ &Continue&Tiếp tục
-
+ &Pause&Tạm dừng
-
+ Warning Outdated Game FormatCảnh báo định dạng game đã lỗi thời
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Bạn đang sử dụng định dạng thư mục ROM đã giải nén cho game này, một định dạng lỗi thời đã được thay thế bởi những thứ khác như NCA, NAX, XCI, hoặc NSP. Thư mục ROM đã giải nén có thể thiếu các biểu tượng, metadata, và hỗ trợ cập nhật.<br><br>Để hiểu thêm về các định dạng khác nhau của Switch mà yuzu hỗ trợ, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>vui lòng kiểm tra wiki của chúng tôi</a>. Thông báo này sẽ không hiển thị lại lần sau.
-
-
+
+ Error while loading ROM!Lỗi khi nạp ROM!
-
+ The ROM format is not supported.Định dạng ROM này không được hỗ trợ.
-
+ An error occurred initializing the video core.Đã xảy ra lỗi khi khởi tạo lõi video.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu đã gặp lỗi khi chạy lõi video. Điều này thường xảy ra do phiên bản driver GPU đã cũ, bao gồm cả driver tích hợp. Vui lòng xem nhật ký để biết thêm chi tiết. Để biết thêm thông tin về cách truy cập nhật ký, vui lòng xem trang sau: <a href='https://yuzu-emu.org/help/reference/log-files/'>Cách tải lên tập tin nhật ký</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Lỗi khi nạp ROM! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Vui lòng tuân theo <a href='https://yuzu-emu.org/help/quickstart/'>hướng dẫn nhanh của yuzu</a> để trích xuất lại các tập tin của bạn.<br>Bạn có thể tham khảo yuzu wiki</a> hoặc yuzu Discord</a>để được hỗ trợ.
-
+ An unknown error occurred. Please see the log for more details.Đã xảy ra lỗi không xác định. Hãy xem nhật ký để biết thêm chi tiết.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Đang đóng phần mềm...
-
+ Save DataDữ liệu save
-
+ Mod DataDữ liệu mod
-
+ Error Opening %1 FolderLỗi khi mở thư mục %1
-
-
+
+ Folder does not exist!Thư mục này không tồn tại!
-
+ Error Opening Transferable Shader CacheLỗi khi mở bộ nhớ đệm shader chuyển được
-
+ Failed to create the shader cache directory for this title.Thất bại khi tạo thư mục bộ nhớ đệm shader cho title này.
-
+ Error Removing ContentsLỗi khi loại bỏ nội dung
-
+ Error Removing UpdateLỗi khi loại bỏ bản cập nhật
-
+ Error Removing DLCLỗi khi loại bỏ DLC
-
+ Remove Installed Game Contents?Loại bỏ nội dung game đã cài đặt?
-
+ Remove Installed Game Update?Loại bỏ bản cập nhật game đã cài đặt?
-
+ Remove Installed Game DLC?Loại bỏ DLC game đã cài đặt?
-
+ Remove EntryXoá mục
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedLoại bỏ thành công
-
+ Successfully removed the installed base game.Loại bỏ thành công base game đã cài đặt.
-
+ The base game is not installed in the NAND and cannot be removed.Base game không được cài đặt trong NAND và không thể loại bỏ.
-
+ Successfully removed the installed update.Loại bỏ thành công bản cập nhật đã cài đặt.
-
+ There is no update installed for this title.Không có bản cập nhật nào được cài đặt cho title này.
-
+ There are no DLC installed for this title.Không có DLC nào được cài đặt cho title này.
-
+ Successfully removed %1 installed DLC.Loại bỏ thành công %1 DLC đã cài đặt.
-
+ Delete OpenGL Transferable Shader Cache?Xoá bộ nhớ đệm shader OpenGL chuyển được?
-
+ Delete Vulkan Transferable Shader Cache?Xoá bộ nhớ đệm shader Vulkan chuyển được?
-
+ Delete All Transferable Shader Caches?Xoá tất cả bộ nhớ đệm shader chuyển được?
-
+ Remove Custom Game Configuration?Loại bỏ cấu hình game tuỳ chỉnh?
-
+ Remove Cache Storage?Loại bỏ bộ nhớ đệm?
-
+ Remove FileLoại bỏ tập tin
-
-
+
+ Error Removing Transferable Shader CacheLỗi khi loại bỏ bộ nhớ đệm shader chuyển được
-
-
+
+ A shader cache for this title does not exist.Bộ nhớ đệm shader cho title này không tồn tại.
-
+ Successfully removed the transferable shader cache.Thành công loại bỏ bộ nhớ đệm shader chuyển được.
-
+ Failed to remove the transferable shader cache.Thất bại khi xoá bộ nhớ đệm shader chuyển được.
-
+ Error Removing Vulkan Driver Pipeline CacheLỗi khi xoá bộ nhớ đệm pipeline Vulkan
-
+ Failed to remove the driver pipeline cache.Thất bại khi xoá bộ nhớ đệm pipeline của driver.
-
-
+
+ Error Removing Transferable Shader CachesLỗi khi loại bỏ bộ nhớ đệm shader chuyển được
-
+ Successfully removed the transferable shader caches.Thành công loại bỏ tất cả bộ nhớ đệm shader chuyển được.
-
+ Failed to remove the transferable shader cache directory.Thất bại khi loại bỏ thư mục bộ nhớ đệm shader.
-
-
+
+ Error Removing Custom ConfigurationLỗi khi loại bỏ cấu hình tuỳ chỉnh
-
+ A custom configuration for this title does not exist.Cấu hình tuỳ chỉnh cho title này không tồn tại.
-
+ Successfully removed the custom game configuration.Loại bỏ thành công cấu hình game tuỳ chỉnh.
-
+ Failed to remove the custom game configuration.Thất bại khi xoá cấu hình game tuỳ chỉnh.
-
-
+
+ RomFS Extraction Failed!Giải nén RomFS không thành công!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Đã xảy ra lỗi khi sao chép các tập tin RomFS hoặc người dùng đã hủy bỏ hoạt động này.
-
+ FullĐầy đủ
-
+ SkeletonKhung
-
+ Select RomFS Dump ModeChọn chế độ trích xuất RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Vui lòng chọn cách mà bạn muốn RomFS được trích xuất.<br>Chế độ Đầy đủ sẽ sao chép toàn bộ tập tin vào một thư mục mới trong khi <br>chế độ Khung chỉ tạo cấu trúc thư mục.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootKhông đủ bộ nhớ trống tại %1 để trích xuất RomFS. Hãy giải phóng bộ nhớ hoặc chọn một thư mục trích xuất khác tại Giả lập > Cấu hình > Hệ thống > Hệ thống tập tin > Thư mục trích xuất gốc
-
+ Extracting RomFS...Giải nén RomFS...
-
-
+
+
+
+ CancelHủy bỏ
-
+ RomFS Extraction Succeeded!Giải nén RomFS thành công!
-
+
+
+ The operation completed successfully.Các hoạt động đã hoàn tất thành công.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+ Không thể thực hiện kiểm tra tính toàn vẹn!
+
+
+
+ File contents were not checked for validity.
+ Chưa kiểm tra sự hợp lệ của nội dung tập tin.
+
+
+
+
+ Integrity verification failed!
+ Kiểm tra tính toàn vẹn thất bại!
+
+
+
+ File contents may be corrupt.
+ Nội dung tập tin có thể bị hỏng.
+
+
+
+
+ Verifying integrity...
+ Đang kiểm tra tính toàn vẹn...
+
+
+
+
+ Integrity verification succeeded!
+ Kiểm tra tính toàn vẹn thành công!
+
+
+
+
+
+
+ Create ShortcutTạo lối tắt
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Việc này sẽ tạo một lối tắt tới AppImage hiện tại. Điều này có thể không hoạt động tốt nếu bạn cập nhật. Tiếp tục?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Không thể tạo lối tắt trên desktop. Đường dẫn "%1" không tồn tại.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Không thể tạo lối tắt trong menu ứng dụng. Đường dẫn "%1" không tồn tại và không thể tạo.
-
+ Create IconTạo biểu tượng
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Không thể tạo tập tin biểu tượng. Đường dẫn "%1" không tồn tại và không thể tạo.
-
+ Start %1 with the yuzu EmulatorBắt đầu %1 với giả lập yuzu
-
+ Failed to create a shortcut at %1Thất bại khi tạo lối tắt tại %1
-
+ Successfully created a shortcut to %1Thành công tạo lối tắt tại %1
-
+ Error Opening %1Lỗi khi mở %1
-
+ Select DirectoryChọn thư mục
-
+ PropertiesThuộc tính
-
+ The game properties could not be loaded.Không thể tải thuộc tính của game.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Thực thi Switch (%1);;Tất cả tập tin (*.*)
-
+ Load FileNạp tập tin
-
+ Open Extracted ROM DirectoryMở thư mục ROM đã giải nén
-
+ Invalid Directory SelectedDanh mục đã chọn không hợp lệ
-
+ The directory you have selected does not contain a 'main' file.Thư mục mà bạn đã chọn không chứa tập tin 'main'.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Những tập tin Switch cài được (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install FilesCài đặt tập tin
-
+ %n file(s) remaining%n tập tin còn lại
-
+ Installing file "%1"...Đang cài đặt tập tin "%1"...
-
-
+
+ Install ResultsKết quả cài đặt
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Để tránh xung đột có thể xảy ra, chúng tôi không khuyến khích người dùng cài đặt base game vào NAND.
Vui lòng, chỉ sử dụng tính năng này để cài đặt các bản cập nhật và DLC.
-
+ %n file(s) were newly installed
%n tập tin đã được cài đặt mới
-
+ %n file(s) were overwritten
%n tập tin đã được ghi đè
-
+ %n file(s) failed to install
%n tập tin thất bại khi cài đặt
-
+ System ApplicationỨng dụng hệ thống
-
+ System ArchiveBản lưu trữ của hệ thống
-
+ System Application UpdateCập nhật ứng dụng hệ thống
-
+ Firmware Package (Type A)Gói firmware (Loại A)
-
+ Firmware Package (Type B)Gói firmware (Loại B)
-
+ GameGame
-
+ Game UpdateCập nhật game
-
+ Game DLCDLC game
-
+ Delta TitleTitle Delta
-
+ Select NCA Install Type...Chọn cách cài đặt NCA...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Vui lòng chọn loại title mà bạn muốn cài đặt NCA này:
(Trong hầu hết trường hợp, chọn mặc định 'Game' là tốt nhất.)
-
+ Failed to InstallCài đặt thất bại
-
+ The title type you selected for the NCA is invalid.Loại title mà bạn đã chọn cho NCA không hợp lệ.
-
+ File not foundKhông tìm thấy tập tin
-
+ File "%1" not foundKhông tìm thấy tập tin "%1"
-
+ OKOK
-
-
+
+ Hardware requirements not metYêu cầu phần cứng không được đáp ứng
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Hệ thống của bạn không đáp ứng yêu cầu phần cứng được đề xuất. Báo cáo độ tương thích đã bị vô hiệu hoá.
-
+ Missing yuzu AccountThiếu tài khoản yuzu
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Để gửi trường hợp thử nghiệm game tương thích, bạn phải liên kết tài khoản yuzu.<br><br/>Để liên kết tải khoản yuzu của bạn, hãy đến Giả lập > Cấu hình > Web.
-
+ Error opening URLLỗi khi mở URL
-
+ Unable to open the URL "%1".Không thể mở URL "%1".
-
+ TAS RecordingGhi lại TAS
-
+ Overwrite file of player 1?Ghi đè tập tin của người chơi 1?
-
+ Invalid config detectedĐã phát hiện cấu hình không hợp lệ
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Tay cầm handheld không thể được sử dụng trong chế độ docked. Pro Controller sẽ được chọn.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedAmiibo hiện tại đã được loại bỏ
-
+ ErrorLỗi
-
-
+
+ The current game is not looking for amiibosGame hiện tại không tìm kiếm amiibos
-
+ Amiibo File (%1);; All Files (*.*)Tập tin Amiibo (%1);; Tất cả tập tin (*.*)
-
+ Load AmiiboNạp Amiibo
-
+ Error loading Amiibo dataLỗi khi nạp dữ liệu Amiibo
-
+ The selected file is not a valid amiiboTập tin đã chọn không phải là amiibo hợp lệ
-
+ The selected file is already on useTập tin đã chọn đã được sử dụng
-
+ An unknown error occurredĐã xảy ra lỗi không xác định
-
+
+ Verification failed for the following files:
+
+%1
+ Kiểm tra những tập tin sau thất bại:
+
+%1
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotChụp ảnh màn hình
-
+ PNG Image (*.png)Hình ảnh PNG (*.png)
-
+ TAS state: Running %1/%2Trạng thái TAS: Đang chạy %1/%2
-
+ TAS state: Recording %1Trạng thái TAS: Đang ghi %1
-
+ TAS state: Idle %1/%2Trạng thái TAS: Đang chờ %1/%2
-
+ TAS State: InvalidTrạng thái TAS: Không hợp lệ
-
+ &Stop Running&Dừng chạy
-
+ &Start&Bắt đầu
-
+ Stop R&ecordingDừng G&hi
-
+ R&ecordG&hi
-
+ Building: %n shader(s)Đang dựng: %n shader
-
+ Scale: %1x%1 is the resolution scaling factorTỉ lệ thu phóng: %1x
-
+ Speed: %1% / %2%Tốc độ: %1% / %2%
-
+ Speed: %1%Tốc độ: %1%
-
+ Game: %1 FPS (Unlocked)Game: %1 FPS (Đã mở khoá)
-
+ Game: %1 FPSGame: %1 FPS
-
+ Frame: %1 msKhung hình: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AANO AA
-
+ VOLUME: MUTEÂM LƯỢNG: TẮT TIẾNG
-
+ VOLUME: %1%Volume percentage (e.g. 50%)ÂM LƯỢNG: %1%
-
+ Confirm Key RederivationXác nhận chuyển hoá lại key
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4657,37 +4728,37 @@ và tạo một bản sao lưu.
Việc này sẽ xóa các tập tin key tự động sinh ra của bạn và chạy lại mô-đun chuyển hoá key.
-
+ Missing fusesThiếu fuses
-
+ - Missing BOOT0 - Thiếu BOOT0
-
+ - Missing BCPKG2-1-Normal-Main - Thiếu BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO - Thiếu PRODINFO
-
+ Derivation Components MissingThiếu các thành phần chuyển hoá
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Keys mã hoá bị thiếu. <br>Vui lòng tuân theo <a href='https://yuzu-emu.org/help/quickstart/'>hướng dẫn nhanh của yuzu</a> để lấy tất cả key, firmware và game của bạn.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4696,49 +4767,49 @@ on your system's performance.
hệ thống của bạn.
-
+ Deriving KeysĐang chuyển hoá key
-
+ System Archive Decryption FailedGiải mã bản lưu trữ của hệ thống thất bại
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.Keys mã hoá thất bại khi giải mã firmware. <br>Vui lòng tuân theo <a href='https://yuzu-emu.org/help/quickstart/'>hướng dẫn nhanh của yuzu</a>để lấy tất cả key, firmware và game của bạn.
-
+ Select RomFS Dump TargetChọn thư mục để trích xuất RomFS
-
+ Please select which RomFS you would like to dump.Vui lòng chọn RomFS mà bạn muốn trích xuất.
-
+ Are you sure you want to close yuzu?Bạn có chắc chắn muốn đóng yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Bạn có chắc rằng muốn dừng giả lập? Bất kì tiến trình nào chưa được lưu sẽ bị mất.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4977,86 +5048,91 @@ Bạn có muốn bỏ qua yêu cầu đó và thoát luôn không?
+ Verify Integrity
+ Kiểm tra tính toàn vẹn
+
+
+ Copy Title ID to ClipboardSao chép ID title vào bộ nhớ tạm
-
+ Navigate to GameDB entryĐiều hướng đến mục GameDB
-
+ Create ShortcutTạo lối tắt
-
+ Add to DesktopThêm vào desktop
-
+ Add to Applications MenuThêm vào menu ứng dụng
-
+ PropertiesThuộc tính
-
+ Scan SubfoldersQuét các thư mục con
-
+ Remove Game DirectoryLoại bỏ thư mục game
-
+ ▲ Move Up▲ Di chuyển lên
-
+ ▼ Move Down▼ Di chuyển xuống
-
+ Open Directory LocationMở vị trí thư mục
-
+ ClearXóa
-
+ NameTên
-
+ CompatibilityĐộ tương thích
-
+ Add-onsAdd-ons
-
+ File typeLoại tập tin
-
+ SizeKích thước
@@ -5127,7 +5203,7 @@ Bạn có muốn bỏ qua yêu cầu đó và thoát luôn không?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listNhấp đúp chuột để thêm một thư mục mới vào danh sách game
@@ -5140,12 +5216,12 @@ Bạn có muốn bỏ qua yêu cầu đó và thoát luôn không?
%1 trong %n kết quả
-
+ Filter:Lọc:
-
+ Enter pattern to filterNhập mẫu để lọc
@@ -5610,172 +5686,182 @@ Tin nhắn gỡ lỗi:
&TAS
-
+ &Help&Trợ giúp
-
+ &Install Files to NAND...&Cài đặt tập tin vào NAND...
-
+ L&oad File...N&ạp tập tin...
-
+ Load &Folder...Nạp &thư mục...
-
+ E&xitT&hoát
-
+ &Pause&Tạm dừng
-
+ &Stop&Dừng
-
+ &Reinitialize keys...&Khởi tạo lại keys...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu&Thông tin về yuzu
-
+ Single &Window ModeChế độ &cửa sổ đơn
-
+ Con&figure...Cấu &hình...
-
+ Display D&ock Widget HeadersHiển thị tiêu đề công cụ D&ock
-
+ Show &Filter BarHiện thanh &lọc
-
+ Show &Status BarHiện thanh &trạng thái
-
+ Show Status BarHiện thanh trạng thái
-
+ &Browse Public Game Lobby&Duyệt phòng game công khai
-
+ &Create Room&Tạo phòng
-
+ &Leave Room&Rời phòng
-
+ &Direct Connect to Room&Kết nối trực tiếp tới phòng
-
+ &Show Current Room&Hiện phòng hiện tại
-
+ F&ullscreenT&oàn màn hình
-
+ &Restart&Khởi động lại
-
+ Load/Remove &Amiibo...Nạp/Loại bỏ &Amiibo...
-
+ &Report Compatibility&Báo cáo độ tương thích
-
+ Open &Mods PageMở trang &mods
-
+ Open &Quickstart GuideMở &Hướng dẫn nhanh
-
+ &FAQ&FAQ
-
+ Open &yuzu FolderMở thư mục &yuzu
-
+ &Capture Screenshot&Chụp ảnh màn hình
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...&Cấu hình TAS...
-
+ Configure C&urrent Game...Cấu hình game h&iện tại...
-
+ &Start&Bắt đầu
-
+ &Reset&Đặt lại
-
+ R&ecordG&hi lại
@@ -6568,27 +6654,27 @@ p, li { white-space: pre-wrap; }
Đường dẫn tập tin
-
+ No game data presentHiện tại không có dữ liệu game
-
+ The following amiibo data will be formatted:Dữ liệu amiibo sau sẽ được định dạng:
-
+ The following game data will removed:Dữ liệu game sau sẽ bị xoá:
-
+ Set nickname and owner:Đặt biệt danh và chủ sỡ hữu:
-
+ Do you wish to restore this amiibo?Bạn có muốn khôi phục amiibo này không?
diff --git a/dist/languages/vi_VN.ts b/dist/languages/vi_VN.ts
index fa9cdb7ee..d1d062e9b 100755
--- a/dist/languages/vi_VN.ts
+++ b/dist/languages/vi_VN.ts
@@ -763,151 +763,156 @@ This would ban both their forum username and their IP address.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- Khi kích hoạt, nó sẽ trích xuất tất cả shader của trình hợp dịch từ bộ nhớ đệm shader trên ổ cứng hoặc từ game khi tìm thấy
-
-
-
- Dump Game Shaders
- Trích xuất shader game
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slowerKhi chọn, nó sẽ tắt các chức năng Macro HLE. Bật tính năng này sẽ làm cho các trò chơi chạy chậm hơn
-
+ Disable Macro HLETắt Macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- Khi chọn, nó sẽ tắt trình biên dịch Just In Time cho macro. Bật tính năng này sẽ làm cho các trò chơi chạy chậm hơn
-
-
-
- Disable Macro JIT
- Không dùng Macro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- Khi được kích hoạt, API đồ hoạ sẽ chuyển sang chế độ gỡ lỗi chậm hơn.
-
-
-
- Enable Graphics Debugging
- Kích hoạt chế độ gỡ lỗi đồ hoạ
-
-
-
+ When checked, it will dump all the macro programs of the GPUKhi kích hoạt, nó sẽ trích xuất tất cả chương trình macro của GPU
-
+ Dump Maxwell MacrosTrích xuất Maxwell Macros
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- Khi chọn, yuzu sẽ ghi lại các thống kê về bộ nhớ cache pipeline đã được biên dịch
-
-
-
- Enable Shader Feedback
- Bật phản hồi shader
-
-
-
+ When checked, it enables Nsight Aftermath crash dumpsKhi kích hoạt, nó cho phép ghi nhận lỗi Nsight Aftermath.
-
+ Enable Nsight AftermathBật Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ Khi chọn, yuzu sẽ ghi lại các thống kê về bộ nhớ cache pipeline đã được biên dịch
+
+
+
+ Enable Shader Feedback
+ Bật phản hồi shader
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ Khi chọn, nó sẽ tắt trình biên dịch Just In Time cho macro. Bật tính năng này sẽ làm cho các trò chơi chạy chậm hơn
+
+
+
+ Disable Macro JIT
+ Không dùng Macro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ Khi được kích hoạt, API đồ hoạ sẽ chuyển sang chế độ gỡ lỗi chậm hơn.
+
+
+
+ Enable Graphics Debugging
+ Kích hoạt chế độ gỡ lỗi đồ hoạ
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ Khi kích hoạt, nó sẽ trích xuất tất cả shader của trình hợp dịch từ bộ nhớ đệm shader trên ổ cứng hoặc từ game khi tìm thấy
+
+
+
+ Dump Game Shaders
+ Trích xuất shader game
+
+
+
+ Enable Renderdoc Hotkey
+
+
+
+ AdvancedNâng Cao
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.Cho phép yuzu kiểm tra môi trường Vulkan hoạt động khi chương trình bắt đầu. Vô hiệu hóa tính năng này nếu nó gây ra vấn đề cho các chương trình bên ngoài khi nhìn thấy yuzu.
-
+ Perform Startup Vulkan CheckThực hiện kiểm tra Vulkan khi khởi động
-
+ Disable Web AppletTắt applet web
-
+ Enable All Controller TypesKích hoạt tất cả các loại tay cầm
-
+ Enable Auto-Stub**Bật Auto-Stub**
-
+ Kiosk (Quest) ModeChế độ Kiosk (Khách)
-
+ Enable CPU DebuggingBật Vá Lỗi CPU
-
+ Enable Debug AssertsBật kiểm tra lỗi gỡ lỗi
-
+ DebuggingVá lỗi
-
+ Enable FS Access LogBật log truy cập FS
-
+ Create Minidump After CrashTạo Minidump sau khi xảy ra sự cố.
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.Bật tính năng này để đưa ra danh sách lệnh âm thanh mới nhất đã tạo ra đến console. Chỉ ảnh hưởng đến các game sử dụng bộ mã hóa âm thanh.
-
+ Dump Audio Commands To Console**Trích xuất các lệnh âm thanh đến console**
-
+ Enable Verbose Reporting Services**Bật dịch vụ báo cáo chi tiết**
-
+ **This will be reset automatically when yuzu closes.**Sẽ tự động thiết lập lại khi tắt yuzu.
@@ -922,12 +927,12 @@ This would ban both their forum username and their IP address.
yuzu cần khởi động lại để áp dụng cài đặt này.
-
+ Web applet not compiledApplet web chưa được biên dịch
-
+ MiniDump creation not compiledChức năng tạo MiniDump không được biên dịch
@@ -1255,33 +1260,33 @@ This would ban both their forum username and their IP address.
Màu nền:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ OffTắt
-
+ VSync OffTắt Vsync
-
+ RecommendedĐề xuất
-
+ OnBật
-
+ VSync OnBật Vsync
@@ -3248,64 +3253,64 @@ Kéo điểm để thay đổi vị trí, hoặc nhấp đúp chuột vào ô tr
ConfigureUI
-
-
-
+
+
+ NoneTrống
-
+ Small (32x32)Nhỏ (32x32)
-
+ Standard (64x64)Tiêu chuẩn (64x64)
-
+ Large (128x128)Lớn (128x128)
-
+ Full Size (256x256)Kích thước đầy đủ (256x256)
-
+ Small (24x24)Nhỏ (24x24)
-
+ Standard (48x48)Tiêu chuẩn (48x48)
-
+ Large (72x72)Lớn (72x72)
-
+ FilenameTên tệp
-
+ FiletypeLoại tập tin
-
+ Title IDID của game
-
+ Title NameTên title
@@ -3410,7 +3415,7 @@ Kéo điểm để thay đổi vị trí, hoặc nhấp đúp chuột vào ô tr
TextLabel
-
+ NhãnVănBản
@@ -3418,17 +3423,17 @@ Kéo điểm để thay đổi vị trí, hoặc nhấp đúp chuột vào ô tr
Độ phân giải:
-
+ Select Screenshots Path...Chọn đường dẫn cho ảnh chụp màn hình...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width valueTự động (%1 x %2, %3 x %4)
@@ -3746,901 +3751,967 @@ Kéo điểm để thay đổi vị trí, hoặc nhấp đúp chuột vào ô tr
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>Dữ liệu ẩn danh được thu thập</a>để hỗ trợ cải thiện yuzu. <br/><br/>Bạn có muốn chia sẽ dữ liệu sử dụng cho chúng tôi?
-
+ TelemetryViễn trắc
-
+ Broken Vulkan Installation DetectedPhát hiện cài đặt Vulkan bị hỏng
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.Khởi tạo Vulkan thất bại trong quá trình khởi động.<br>Nhấn <br><a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>vào đây để xem hướng dẫn khắc phục vấn đề</a>.
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleepingĐang chạy một game
-
+ Loading Web Applet...Đang tải applet web...
-
-
+
+ Disable Web AppletTắt applet web
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)Tắt applet web có thể dẫn đến hành vi không xác định và chỉ nên được sử dụng với Super Mario 3D All-Stars. Bạn có chắc chắn muốn tắt applet web không?
(Có thể được bật lại trong cài đặt Gỡ lỗi.)
-
+ The amount of shaders currently being builtSố lượng shader đang được dựng
-
+ The current selected resolution scaling multiplier.Bội số tỷ lệ độ phân giải được chọn hiện tại.
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.Tốc độ giả lập hiện tại. Giá trị cao hơn hoặc thấp hơn 100% chỉ ra giả lập sẽ chạy nhanh hơn hoặc chậm hơn trên máy Switch
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.Có bao nhiêu khung hình trên mỗi giây mà trò chơi đang hiển thị. Điều này sẽ thay đổi từ trò chơi này đến trò chơi kia và khung cảnh này đến khung cảnh kia.
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.Thời gian mà giả lập lấy từ khung hình Switch, sẽ không kể đến giới hạn khung hình hoặc v-sync. Đối với tốc độ tối đa mà giả lập nhận được nhiều nhất là ở độ khoảng 16.67 ms.
-
+ UnmuteBật tiếng
-
+ MuteTắt tiếng
-
+ Reset VolumeĐặt lại âm lượng
-
+ &Clear Recent Files&Xoá tập tin gần đây
-
+ Emulated mouse is enabledChuột giả lập đã được kích hoạt
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.Đầu vào chuột thật và tính năng lia chuột không tương thích. Vui lòng tắt chuột giả lập trong cài đặt đầu vào nâng cao để cho phép lia chuột.
-
+ &Continue&Tiếp tục
-
+ &Pause&Tạm dừng
-
+ Warning Outdated Game FormatChú ý định dạng trò chơi đã lỗi thời
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.Bạn đang sử dụng định dạng danh mục ROM giải mã cho trò chơi này, và đó là một định dạng lỗi thời đã được thay thế bởi những thứ khác như NCA, NAX, XCI, hoặc NSP. Danh mục ROM giải mã có thể thiếu biểu tượng, metadata, và hỗ trợ cập nhật.<br><br>Để giải thích về các định dạng khác nhau của Switch mà yuzu hỗ trợ, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>vui lòng kiểm tra trên wiki của chúng tôi</a>. Thông báo này sẽ không hiển thị lại lần sau.
-
-
+
+ Error while loading ROM!Xảy ra lỗi khi đang nạp ROM!
-
+ The ROM format is not supported.Định dạng ROM này không hỗ trợ.
-
+ An error occurred initializing the video core.Đã xảy ra lỗi khi khởi tạo lõi video.
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu đã gặp lỗi khi chạy lõi video. Điều này thường xảy ra do phiên bản driver GPU đã cũ, bao gồm cả driver tích hợp. Vui lòng xem nhật ký để biết thêm chi tiết. Để biết thêm thông tin về cách truy cập nhật ký, vui lòng xem trang sau: <a href='https://yuzu-emu.org/help/reference/log-files/'>Cách tải lên tập tin nhật ký</a>.
-
+ Error while loading ROM! %1%1 signifies a numeric error code.Lỗi xảy ra khi nạp ROM! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>Vui lòng tuân theo <a href='https://yuzu-emu.org/help/quickstart/'>hướng dẫn nhanh của yuzu</a> để trích xuất lại các tệp của bạn.<br>Bạn có thể tham khảo yuzu wiki</a> hoặc yuzu Discord</a>để được hỗ trợ.
-
+ An unknown error occurred. Please see the log for more details.Đã xảy ra lỗi không xác định. Vui lòng kiểm tra sổ ghi chép để biết thêm chi tiết.
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...Đang đóng phần mềm...
-
+ Save DataDữ liệu save
-
+ Mod DataDữ liệu mod
-
+ Error Opening %1 FolderXảy ra lỗi khi mở %1 thư mục
-
-
+
+ Folder does not exist!Thư mục này không tồn tại!
-
+ Error Opening Transferable Shader CacheLỗi khi mở bộ nhớ cache shader có thể chuyển.
-
+ Failed to create the shader cache directory for this title.Thất bại khi tạo thư mục bộ nhớ cache shader cho title này.
-
+ Error Removing ContentsLỗi khi loại bỏ nội dung
-
+ Error Removing UpdateLỗi khi loại bỏ cập nhật
-
+ Error Removing DLCLỗi khi loại bỏ DLC
-
+ Remove Installed Game Contents?Loại bỏ nội dung game đã cài đặt?
-
+ Remove Installed Game Update?Loại bỏ bản cập nhật game đã cài đặt?
-
+ Remove Installed Game DLC?Loại bỏ DLC game đã cài đặt?
-
+ Remove EntryXoá mục
-
-
-
-
-
-
+
+
+
+
+
+ Successfully RemovedLoại bỏ thành công
-
+ Successfully removed the installed base game.Loại bỏ thành công base game đã cài đặt
-
+ The base game is not installed in the NAND and cannot be removed.Base game không được cài đặt trong NAND và không thể loại bỏ.
-
+ Successfully removed the installed update.Loại bỏ thành công bản cập nhật đã cài đặt
-
+ There is no update installed for this title.Không có bản cập nhật nào được cài đặt cho title này.
-
+ There are no DLC installed for this title.Không có DLC nào được cài đặt cho title này.
-
+ Successfully removed %1 installed DLC.Loại bỏ thành công %1 DLC đã cài đặt
-
+ Delete OpenGL Transferable Shader Cache?Xoá bộ nhớ cache shader OpenGL chuyển được?
-
+ Delete Vulkan Transferable Shader Cache?Xoá bộ nhớ cache shader Vulkan chuyển được?
-
+ Delete All Transferable Shader Caches?Xoá tất cả bộ nhớ cache shader chuyển được?
-
+ Remove Custom Game Configuration?Loại bỏ cấu hình game tuỳ chỉnh?
-
+ Remove Cache Storage?Xoá bộ nhớ cache?
-
+ Remove FileXoá tập tin
-
-
+
+ Error Removing Transferable Shader CacheLỗi khi xoá bộ nhớ cache shader chuyển được
-
-
+
+ A shader cache for this title does not exist.Bộ nhớ cache shader cho title này không tồn tại.
-
+ Successfully removed the transferable shader cache.Thành công loại bỏ bộ nhớ cache shader chuyển được
-
+ Failed to remove the transferable shader cache.Thất bại khi xoá bộ nhớ cache shader chuyển được.
-
+ Error Removing Vulkan Driver Pipeline CacheLỗi khi xoá bộ nhớ cache pipeline Vulkan
-
+ Failed to remove the driver pipeline cache.Thất bại khi xoá bộ nhớ cache pipeline của driver.
-
-
+
+ Error Removing Transferable Shader CachesLỗi khi loại bỏ bộ nhớ cache shader chuyển được
-
+ Successfully removed the transferable shader caches.Thành công loại bỏ tât cả bộ nhớ cache shader chuyển được.
-
+ Failed to remove the transferable shader cache directory.Thất bại khi loại bỏ thư mục bộ nhớ cache shader.
-
-
+
+ Error Removing Custom ConfigurationLỗi khi loại bỏ cấu hình tuỳ chỉnh
-
+ A custom configuration for this title does not exist.Cấu hình tuỳ chỉnh cho title này không tồn tại.
-
+ Successfully removed the custom game configuration.Loại bỏ thành công cấu hình game tuỳ chỉnh.
-
+ Failed to remove the custom game configuration.Thất bại khi xoá cấu hình game tuỳ chỉnh
-
-
+
+ RomFS Extraction Failed!Khai thác RomFS không thành công!
-
+ There was an error copying the RomFS files or the user cancelled the operation.Đã xảy ra lỗi khi sao chép tệp tin RomFS hoặc người dùng đã hủy bỏ hoạt động này.
-
+ FullĐầy
-
+ SkeletonSườn
-
+ Select RomFS Dump ModeChọn chế độ kết xuất RomFS
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.Vui lòng chọn RomFS mà bạn muốn kết xuất như thế nào.<br>Đầy đủ sẽ sao chép toàn bộ tệp tin vào một danh mục mới trong khi <br>bộ xương chỉ tạo kết cấu danh mục.
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump RootKhông đủ bộ nhớ trống tại %1 để trích xuất RomFS. Hãy giải phóng bộ nhớ hoặc chọn một thư mục trích xuất khác tại Giả lập > Thiết lập > Hệ thống > Hệ thống tệp > Thư mục trích xuất gốc
-
+ Extracting RomFS...Khai thác RomFS...
-
-
+
+
+
+ CancelHủy bỏ
-
+ RomFS Extraction Succeeded!Khai thác RomFS thành công!
-
+
+
+ The operation completed successfully.Các hoạt động đã hoàn tất thành công.
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+ Không thể thực hiện kiểm tra tính toàn vẹn!
+
+
+
+ File contents were not checked for validity.
+ Chưa kiểm tra sự hợp lệ của nội dung tập tin.
+
+
+
+
+ Integrity verification failed!
+ Kiểm tra tính toàn vẹn thất bại!
+
+
+
+ File contents may be corrupt.
+ Nội dung tập tin có thể bị hỏng.
+
+
+
+
+ Verifying integrity...
+ Đang kiểm tra tính toàn vẹn...
+
+
+
+
+ Integrity verification succeeded!
+ Kiểm tra tính toàn vẹn thành công!
+
+
+
+
+
+
+ Create ShortcutTạo lối tắt
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?Việc này sẽ tạo một lối tắt tới AppImage hiện tại. Điều này có thể không hoạt động tốt nếu bạn cập nhật. Tiếp tục?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.Không thể tạo lối tắt trên desktop. Đường dẫn "%1" không tồn tại.
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.Không thể tạo lối tắt trong menu ứng dụng. Đường dẫn "%1" không tồn tại và không thể tạo.
-
+ Create IconTạo icon
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.Không thể tạo tập tin icon. Đường dẫn "%1" không tồn tại và không thể tạo.
-
+ Start %1 with the yuzu EmulatorBắt đầu %1 với giả lập yuzu
-
+ Failed to create a shortcut at %1Thất bại khi tạo lối tắt tại %1
-
+ Successfully created a shortcut to %1Thành công tạo lối tắt tại %1
-
+ Error Opening %1Lỗi khi mở %1
-
+ Select DirectoryChọn danh mục
-
+ PropertiesThuộc tính
-
+ The game properties could not be loaded.Thuộc tính của trò chơi không thể nạp được.
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Thực thi Switch (%1);;Tất cả tệp tin (*.*)
-
+ Load FileNạp tệp tin
-
+ Open Extracted ROM DirectoryMở danh mục ROM đã trích xuất
-
+ Invalid Directory SelectedDanh mục đã chọn không hợp lệ
-
+ The directory you have selected does not contain a 'main' file.Danh mục mà bạn đã chọn không có chứa tệp tin 'main'.
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)Những tệp tin Switch cài được (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)
-
+ Install FilesCài đặt tập tin
-
+ %n file(s) remaining%n tập tin còn lại
-
+ Installing file "%1"...Đang cài đặt tệp tin "%1"...
-
-
+
+ Install ResultsKết quả cài đặt
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.Để tránh xung đột có thể xảy ra, chúng tôi không khuyến khích người dùng cài base games vào NAND.
Vui lòng, chỉ sử dụng tính năng này để cài các bản cập nhật và DLC.
-
+ %n file(s) were newly installed
%n đã được cài đặt mới
-
+ %n file(s) were overwritten
%n tập tin đã được ghi đè
-
+ %n file(s) failed to install
%n tập tin thất bại khi cài đặt
-
+ System ApplicationỨng dụng hệ thống
-
+ System ArchiveHệ thống lưu trữ
-
+ System Application UpdateCập nhật hệ thống ứng dụng
-
+ Firmware Package (Type A)Gói phần mềm (Loại A)
-
+ Firmware Package (Type B)Gói phần mềm (Loại B)
-
+ GameTrò chơi
-
+ Game UpdateCập nhật trò chơi
-
+ Game DLCNội dung trò chơi có thể tải xuống
-
+ Delta TitleTiêu đề Delta
-
+ Select NCA Install Type...Chọn loại NCA để cài đặt...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)Vui lòng chọn loại tiêu đề mà bạn muốn cài đặt NCA này:
(Trong hầu hết trường hợp, chọn mặc định 'Game' là tốt nhất.)
-
+ Failed to InstallCài đặt đã không thành công
-
+ The title type you selected for the NCA is invalid.Loại tiêu đề NCA mà bạn chọn nó không hợp lệ.
-
+ File not foundKhông tìm thấy tệp tin
-
+ File "%1" not foundKhông tìm thấy "%1" tệp tin
-
+ OKOK
-
-
+
+ Hardware requirements not metYêu cầu phần cứng không được đáp ứng
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.Hệ thống của bạn không đáp ứng yêu cầu phần cứng được đề xuất. Báo cáo tương thích đã được tắt.
-
+ Missing yuzu AccountThiếu tài khoản yuzu
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.Để gửi trường hợp thử nghiệm trò chơi tương thích, bạn phải liên kết tài khoản yuzu.<br><br/>Để liên kết tải khoản yuzu của bạn, hãy đến Giả lập > Thiết lập > Web.
-
+ Error opening URLLỗi khi mở URL
-
+ Unable to open the URL "%1".Không thể mở URL "%1".
-
+ TAS RecordingGhi lại TAS
-
+ Overwrite file of player 1?Ghi đè tập tin của người chơi 1?
-
+ Invalid config detectedĐã phát hiện cấu hình không hợp lệ
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.Tay cầm handheld không thể được sử dụng trong chế độ docked. Pro Controller sẽ được chọn.
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removedAmiibo hiện tại đã bị loại bỏ
-
+ ErrorLỗi
-
-
+
+ The current game is not looking for amiibosGame hiện tại không tìm kiếm amiibos
-
+ Amiibo File (%1);; All Files (*.*)Tệp tin Amiibo (%1);; Tất cả tệp tin (*.*)
-
+ Load AmiiboNạp dữ liệu Amiibo
-
+ Error loading Amiibo dataXảy ra lỗi khi nạp dữ liệu Amiibo
-
+ The selected file is not a valid amiiboTập tin đã chọn không phải là amiibo hợp lệ
-
+ The selected file is already on useTập tin đã chọn đã được sử dụng
-
+ An unknown error occurredĐã xảy ra lỗi không xác định
-
+
+ Verification failed for the following files:
+
+%1
+ Kiểm tra những tập tin sau thất bại:
+
+%1
+
+
+
+ No firmware available
+
+
+
+
+ Please install the firmware to use the Mii editor.
+
+
+
+
+ Mii Edit Applet
+
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+
+
+
+ Capture ScreenshotChụp ảnh màn hình
-
+ PNG Image (*.png)Hình ảnh PNG (*.png)
-
+ TAS state: Running %1/%2Trạng thái TAS: Đang chạy %1/%2
-
+ TAS state: Recording %1Trạng thái TAS: Đang ghi %1
-
+ TAS state: Idle %1/%2Trạng thái TAS: Đang chờ %1/%2
-
+ TAS State: InvalidTrạng thái TAS: Không hợp lệ
-
+ &Stop Running&Dừng chạy
-
+ &Start&Bắt đầu
-
+ Stop R&ecordingDừng G&hi
-
+ R&ecordG&hi
-
+ Building: %n shader(s)Đang dựng: %n shader(s)
-
+ Scale: %1x%1 is the resolution scaling factorTỉ lệ thu phóng: %1x
-
+ Speed: %1% / %2%Tốc độ: %1% / %2%
-
+ Speed: %1%Tốc độ: %1%
-
+ Game: %1 FPS (Unlocked)Game: %1 FPS (Đã mở khoá)
-
+ Game: %1 FPSTrò chơi: %1 FPS
-
+ Frame: %1 msKhung hình: %1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AANO AA
-
+ VOLUME: MUTEÂM LƯỢNG: TẮT TIẾNG
-
+ VOLUME: %1%Volume percentage (e.g. 50%)ÂM LƯỢNG: %1%
-
+ Confirm Key RederivationXác nhận mã khóa Rederivation
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4657,37 +4728,37 @@ và phải tạo ra một bản sao lưu lại.
Điều này sẽ xóa mã khóa tự động tạo trên tệp tin của bạn và chạy lại mô-đun mã khóa derivation.
-
+ Missing fusesThiếu fuses
-
+ - Missing BOOT0 - Thiếu BOOT0
-
+ - Missing BCPKG2-1-Normal-Main - Thiếu BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO - Thiếu PRODINFO
-
+ Derivation Components MissingThiếu các thành phần chuyển hoá
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>Keys mã hoá bị thiếu. <br>Vui lòng tuân theo <a href='https://yuzu-emu.org/help/quickstart/'>hướng dẫn nhanh của yuzu</a> để lấy tất cả keys, firmware và games của bạn.<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4696,49 +4767,49 @@ on your system's performance.
vào hiệu suất hệ thống của bạn.
-
+ Deriving KeysMã khóa xuất phát
-
+ System Archive Decryption FailedGiải mã bản lưu trữ của hệ thống thất bại
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.Keys mã hoá thấy bại khi giải mã firmware. <br>Vui lòng tuân theo <a href='https://yuzu-emu.org/help/quickstart/'>hướng dẫn nhanh của yuzu</a>để lấy tất cả keys, firmware và games của bạn.
-
+ Select RomFS Dump TargetChọn thư mục để sao chép RomFS
-
+ Please select which RomFS you would like to dump.Vui lòng chọn RomFS mà bạn muốn sao chép.
-
+ Are you sure you want to close yuzu?Bạn có chắc chắn muốn đóng yuzu?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.Bạn có chắc rằng muốn dừng giả lập? Bất kì tiến trình nào chưa được lưu sẽ bị mất.
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4977,86 +5048,91 @@ Bạn có muốn bỏ qua yêu cầu đó và thoát luôn không?
+ Verify Integrity
+ Kiểm tra tính toàn vẹn
+
+
+ Copy Title ID to ClipboardSao chép ID tiêu đề vào bộ nhớ tạm
-
+ Navigate to GameDB entryĐiều hướng đến mục cơ sở dữ liệu trò chơi
-
+ Create ShortcutTạo lối tắt
-
+ Add to DesktopThêm vào Desktop
-
+ Add to Applications MenuThêm vào menu ứng dụng
-
+ PropertiesThuộc tính
-
+ Scan SubfoldersQuét các thư mục con
-
+ Remove Game DirectoryLoại bỏ thư mục game
-
+ ▲ Move Up▲ Di chuyển lên
-
+ ▼ Move Down▼ Di chuyển xuống
-
+ Open Directory LocationMở vị trí thư mục
-
+ ClearBỏ trống
-
+ NameTên
-
+ CompatibilityTương thích
-
+ Add-onsTiện ích ngoài
-
+ File typeLoại tệp tin
-
+ SizeKích cỡ
@@ -5127,7 +5203,7 @@ Bạn có muốn bỏ qua yêu cầu đó và thoát luôn không?
GameListPlaceholder
-
+ Double-click to add a new folder to the game listNháy đúp chuột để thêm một thư mục mới vào danh sách trò chơi game
@@ -5140,12 +5216,12 @@ Bạn có muốn bỏ qua yêu cầu đó và thoát luôn không?
%1 trong %n kết quả
-
+ Filter:Bộ lọc:
-
+ Enter pattern to filterNhập khuôn để lọc
@@ -5610,172 +5686,182 @@ Tin nhắn gỡ lỗi:
&TAS
-
+ &Help&Trợ giúp
-
+ &Install Files to NAND...&Cài đặt tập tin vào NAND...
-
+ L&oad File...N&ạp tập tin...
-
+ Load &Folder...Nạp &Thư mục
-
+ E&xitTh&oát
-
+ &Pause&Tạm dừng
-
+ &Stop&Dừng
-
+ &Reinitialize keys...&Khởi tạo lại keys...
-
+
+ &Verify Installed Contents
+
+
+
+ &About yuzu&Thông tin về yuzu
-
+ Single &Window Mode&Chế độ cửa sổ đơn
-
+ Con&figure...Cấu& hình
-
+ Display D&ock Widget HeadersHiển thị tiêu đề công cụ D&ock
-
+ Show &Filter BarHiện thanh &lọc
-
+ Show &Status BarHiện thanh &trạng thái
-
+ Show Status BarHiển thị thanh trạng thái
-
+ &Browse Public Game Lobby&Duyệt phòng game công khai
-
+ &Create Room&Tạo phòng
-
+ &Leave Room&Rời phòng
-
+ &Direct Connect to Room&Kết nối trực tiếp tới phòng
-
+ &Show Current Room&Hiện phòng hiện tại
-
+ F&ullscreenT&oàn màn hình
-
+ &Restart&Khởi động lại
-
+ Load/Remove &Amiibo...Tải/Loại bỏ &Amiibo
-
+ &Report Compatibility&Báo cáo tương thích
-
+ Open &Mods PageMở trang &mods
-
+ Open &Quickstart GuideMở &Hướng dẫn nhanh
-
+ &FAQ&FAQ
-
+ Open &yuzu FolderMở thư mục &yuzu
-
+ &Capture Screenshot&Chụp ảnh màn hình
-
+
+ Open &Mii Editor
+
+
+
+ &Configure TAS...&Cấu hình TAS...
-
+ Configure C&urrent Game...Cấu hình game hiện tại...
-
+ &Start&Bắt đầu
-
+ &Reset&Đặt lại
-
+ R&ecordG&hi
@@ -6567,27 +6653,27 @@ p, li { white-space: pre-wrap; }
Đường dẫn tập tin
-
+ No game data presentHiện tại không có dữ liệu game
-
+ The following amiibo data will be formatted:Dữ liệu amiibo sau sẽ được định dạng:
-
+ The following game data will removed:Dữ liệu game sau sẽ bị xoá:
-
+ Set nickname and owner:Đặt biệt danh và chủ sỡ hữu:
-
+ Do you wish to restore this amiibo?Bạn có muốn khôi phục amiibo này không?
diff --git a/dist/languages/zh_CN.ts b/dist/languages/zh_CN.ts
index 2095dbda8..d681b3f31 100755
--- a/dist/languages/zh_CN.ts
+++ b/dist/languages/zh_CN.ts
@@ -506,7 +506,7 @@ This would ban both their forum username and their IP address.
<div style="white-space: nowrap">这个选项提升了来宾程序的内存访问速度。</div>
-<div style="white-space: nowrap">启用内嵌到 PageTable::指向已发射代码的指针。</div>
+<div style="white-space: nowrap">启用内嵌到 PageTable::pointers 指向已发射代码的指针。</div>
<div style="white-space: nowrap">禁用此选项将强制通过 Memory::Read/Memory::Write 函数进行内存访问。</div>
@@ -762,151 +762,156 @@ This would ban both their forum username and their IP address.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- 启用时,将从磁盘着色器缓存或游戏中转储所有的着色器文件。
-
-
-
- Dump Game Shaders
- 转储着色器文件
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slower启用时,将禁用宏高阶模拟。这会降低游戏运行速度。
-
+ Disable Macro HLE禁用宏高阶模拟
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- 启用时,将禁用宏即时编译器。这会降低游戏运行速度。
-
-
-
- Disable Macro JIT
- 禁用宏即时编译
-
-
-
- When checked, the graphics API enters a slower debugging mode
- 启用时,图形 API 将进入较慢的调试模式。
-
-
-
- Enable Graphics Debugging
- 启用图形调试
-
-
-
+ When checked, it will dump all the macro programs of the GPU选中后,将转储 GPU 的所有宏程序
-
+ Dump Maxwell Macros转储 Maxwell 宏
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- 选中时,yuzu 将记录有关已编译着色器缓存的统计信息。
-
-
-
- Enable Shader Feedback
- 启用着色器反馈
-
-
-
+ When checked, it enables Nsight Aftermath crash dumps启用后,yuzu 将会保存 Nsight Aftermath 格式的崩溃转储文件
-
+ Enable Nsight Aftermath启用 Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ 选中时,yuzu 将记录有关已编译着色器缓存的统计信息。
+
+
+
+ Enable Shader Feedback
+ 启用着色器反馈
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ 启用时,将禁用宏即时编译器。这会降低游戏运行速度。
+
+
+
+ Disable Macro JIT
+ 禁用宏即时编译
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ 启用时,图形 API 将进入较慢的调试模式。
+
+
+
+ Enable Graphics Debugging
+ 启用图形调试
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ 启用时,将从磁盘着色器缓存或游戏中转储所有的着色器文件。
+
+
+
+ Dump Game Shaders
+ 转储着色器文件
+
+
+
+ Enable Renderdoc Hotkey
+ 启用 Renderdoc 热键
+
+
+ Advanced高级选项
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.允许 yuzu 在启动时检查 Vulkan 环境是否正常工作。如果是其他程序导致 yuzu 出现相关问题,请禁用此选项。
-
+ Perform Startup Vulkan Check启动时进行 Vulkan 检测
-
+ Disable Web Applet禁用 Web 应用程序
-
+ Enable All Controller Types启用其他类型的控制器
-
+ Enable Auto-Stub**启用自动函数打桩(Auto-Stub)**
-
+ Kiosk (Quest) ModeKiosk (Quest) 模式
-
+ Enable CPU Debugging启用 CPU 模拟调试
-
+ Enable Debug Asserts启用调试
-
+ Debugging调试选项
-
+ Enable FS Access Log启用文件系统访问记录
-
+ Create Minidump After Crash微型故障转储
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.启用此选项会将最新的音频命令列表输出到控制台。只影响使用音频渲染器的游戏。
-
+ Dump Audio Commands To Console**将音频命令转储至控制台**
-
+ Enable Verbose Reporting Services**启用详细报告服务**
-
+ **This will be reset automatically when yuzu closes.**该选项将在 yuzu 关闭时自动重置。
@@ -921,12 +926,12 @@ This would ban both their forum username and their IP address.
重启 yuzu 后才能应用此设置。
-
+ Web applet not compiledWeb 应用程序未编译
-
+ MiniDump creation not compiled微型转储未编译
@@ -1254,33 +1259,33 @@ This would ban both their forum username and their IP address.
背景颜色:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ Off关闭
-
+ VSync Off垂直同步关
-
+ Recommended推荐
-
+ On开启
-
+ VSync On垂直同步开
@@ -3247,64 +3252,64 @@ Drag points to change position, or double-click table cells to edit values.
ConfigureUI
-
-
-
+
+
+ None无
-
+ Small (32x32)小 (32x32)
-
+ Standard (64x64)标准 (64x64)
-
+ Large (128x128)大 (128x128)
-
+ Full Size (256x256)最大 (256x256)
-
+ Small (24x24)小 (24x24)
-
+ Standard (48x48)标准 (48x48)
-
+ Large (72x72)大 (72x72)
-
+ Filename文件名
-
+ Filetype文件类型
-
+ Title ID游戏 ID
-
+ Title Name游戏名称
@@ -3417,17 +3422,17 @@ Drag points to change position, or double-click table cells to edit values.分辨率:
-
+ Select Screenshots Path...选择截图保存位置...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value自动 (%1 x %2, %3 x %4)
@@ -3745,901 +3750,967 @@ Drag points to change position, or double-click table cells to edit values.
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?<a href='https://yuzu-emu.org/help/feature/telemetry/'>我们收集匿名数据</a>来帮助改进 yuzu 。<br/><br/>您愿意和我们分享您的使用数据吗?
-
+ Telemetry使用数据共享
-
+ Broken Vulkan Installation Detected检测到 Vulkan 的安装已损坏
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.Vulkan 初始化失败。<br><br>点击<a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>这里</a>获取此问题的相关信息。
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping游戏正在运行
-
+ Loading Web Applet...正在加载 Web 应用程序...
-
-
+
+ Disable Web Applet禁用 Web 应用程序
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)禁用 Web 应用程序可能会发生未知的行为,且只能在《超级马里奥 3D 全明星》中使用。您确定要禁用 Web 应用程序吗?
(您可以在调试选项中重新启用它。)
-
+ The amount of shaders currently being built当前正在构建的着色器数量
-
+ The current selected resolution scaling multiplier.当前选定的分辨率缩放比例。
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.当前的模拟速度。高于或低于 100% 的值表示运行速度比实际的 Switch 更快或更慢。
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.游戏当前运行的帧率。这将因游戏和场景的不同而有所变化。
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.在不计算速度限制和垂直同步的情况下,模拟一个 Switch 帧的实际时间。若要进行全速模拟,这个数值不应超过 16.67 毫秒。
-
+ Unmute取消静音
-
+ Mute静音
-
+ Reset Volume重置音量
-
+ &Clear Recent Files清除最近文件 (&C)
-
+ Emulated mouse is enabled已启用模拟鼠标
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.实体鼠标输入与鼠标平移不兼容。请在高级输入设置中禁用模拟鼠标以使用鼠标平移。
-
+ &Continue继续 (&C)
-
+ &Pause暂停 (&P)
-
+ Warning Outdated Game Format过时游戏格式警告
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.目前使用的游戏为解体的 ROM 目录格式,这是一种过时的格式,已被其他格式替代,如 NCA,NAX,XCI 或 NSP。解体的 ROM 目录缺少图标、元数据和更新支持。<br><br>有关 yuzu 支持的各种 Switch 格式的说明,<a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>请查看我们的 wiki</a>。此消息将不会再次出现。
-
-
+
+ Error while loading ROM!加载 ROM 时出错!
-
+ The ROM format is not supported.该 ROM 格式不受支持。
-
+ An error occurred initializing the video core.初始化视频核心时发生错误
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu 在运行视频核心时发生错误。这可能是由 GPU 驱动程序过旧造成的。有关详细信息,请参阅日志文件。关于日志文件的更多信息,请参考以下页面:<a href='https://yuzu-emu.org/help/reference/log-files/'>如何上传日志文件</a>。
-
+ Error while loading ROM! %1%1 signifies a numeric error code.加载 ROM 时出错! %1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>请参考<a href='https://yuzu-emu.org/help/quickstart/'>yuzu 快速导航</a>以获取相关文件。<br>您可以参考 yuzu 的 wiki 页面</a>或 Discord 社区</a>以获得帮助。
-
+ An unknown error occurred. Please see the log for more details.发生了未知错误。请查看日志了解详情。
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...正在关闭…
-
+ Save Data保存数据
-
+ Mod DataMod 数据
-
+ Error Opening %1 Folder打开 %1 文件夹时出错
-
-
+
+ Folder does not exist!文件夹不存在!
-
+ Error Opening Transferable Shader Cache打开可转移着色器缓存时出错
-
+ Failed to create the shader cache directory for this title.为该游戏创建着色器缓存目录时失败。
-
+ Error Removing Contents删除内容时出错
-
+ Error Removing Update删除更新时出错
-
+ Error Removing DLC删除 DLC 时出错
-
+ Remove Installed Game Contents?删除已安装的游戏内容?
-
+ Remove Installed Game Update?删除已安装的游戏更新?
-
+ Remove Installed Game DLC?删除已安装的游戏 DLC 内容?
-
+ Remove Entry删除项目
-
-
-
-
-
-
+
+
+
+
+
+ Successfully Removed删除成功
-
+ Successfully removed the installed base game.成功删除已安装的游戏。
-
+ The base game is not installed in the NAND and cannot be removed.该游戏未安装于 NAND 中,无法删除。
-
+ Successfully removed the installed update.成功删除已安装的游戏更新。
-
+ There is no update installed for this title.这个游戏没有任何已安装的更新。
-
+ There are no DLC installed for this title.这个游戏没有任何已安装的 DLC 。
-
+ Successfully removed %1 installed DLC.成功删除游戏 %1 安装的 DLC 。
-
+ Delete OpenGL Transferable Shader Cache?删除 OpenGL 模式的着色器缓存?
-
+ Delete Vulkan Transferable Shader Cache?删除 Vulkan 模式的着色器缓存?
-
+ Delete All Transferable Shader Caches?删除所有的着色器缓存?
-
+ Remove Custom Game Configuration?移除自定义游戏设置?
-
+ Remove Cache Storage?移除缓存?
-
+ Remove File删除文件
-
-
+
+ Error Removing Transferable Shader Cache删除着色器缓存时出错
-
-
+
+ A shader cache for this title does not exist.这个游戏的着色器缓存不存在。
-
+ Successfully removed the transferable shader cache.成功删除着色器缓存。
-
+ Failed to remove the transferable shader cache.删除着色器缓存失败。
-
+ Error Removing Vulkan Driver Pipeline Cache删除 Vulkan 驱动程序管线缓存时出错
-
+ Failed to remove the driver pipeline cache.删除驱动程序管线缓存失败。
-
-
+
+ Error Removing Transferable Shader Caches删除着色器缓存时出错
-
+ Successfully removed the transferable shader caches.着色器缓存删除成功。
-
+ Failed to remove the transferable shader cache directory.删除着色器缓存目录失败。
-
-
+
+ Error Removing Custom Configuration移除自定义游戏设置时出错
-
+ A custom configuration for this title does not exist.这个游戏的自定义设置不存在。
-
+ Successfully removed the custom game configuration.成功移除自定义游戏设置。
-
+ Failed to remove the custom game configuration.移除自定义游戏设置失败。
-
-
+
+ RomFS Extraction Failed!RomFS 提取失败!
-
+ There was an error copying the RomFS files or the user cancelled the operation.复制 RomFS 文件时出错,或用户取消了操作。
-
+ Full完整
-
+ Skeleton框架
-
+ Select RomFS Dump Mode选择 RomFS 转储模式
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.请选择 RomFS 转储的方式。<br>“完整” 会将所有文件复制到新目录中,而<br>“框架” 只会创建目录结构。
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root%1 没有足够的空间用于提取 RomFS。请保持足够的空间或于模拟—>设置—>系统—>文件系统—>转储根目录中选择一个其他目录。
-
+ Extracting RomFS...正在提取 RomFS...
-
-
+
+
+
+ Cancel取消
-
+ RomFS Extraction Succeeded!RomFS 提取成功!
-
+
+
+ The operation completed successfully.操作成功完成。
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+ 无法执行完整性验证!
+
+
+
+ File contents were not checked for validity.
+ 未检查文件的完整性。
+
+
+
+
+ Integrity verification failed!
+ 完整性验证失败!
+
+
+
+ File contents may be corrupt.
+ 文件可能已经损坏。
+
+
+
+
+ Verifying integrity...
+ 正在验证完整性...
+
+
+
+
+ Integrity verification succeeded!
+ 完整性验证成功!
+
+
+
+
+
+
+ Create Shortcut创建快捷方式
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?这将为当前的游戏创建快捷方式。但在其更新后,快捷方式可能无法正常工作。是否继续?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.无法在桌面创建快捷方式。路径“ %1 ”不存在。
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.无法在应用程序菜单中创建快捷方式。路径“ %1 ”不存在且无法被创建。
-
+ Create Icon创建图标
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.无法创建图标文件。路径“ %1 ”不存在且无法被创建。
-
+ Start %1 with the yuzu Emulator使用 yuzu 启动 %1
-
+ Failed to create a shortcut at %1在 %1 处创建快捷方式时失败
-
+ Successfully created a shortcut to %1成功地在 %1 处创建快捷方式
-
+ Error Opening %1打开 %1 时出错
-
+ Select Directory选择目录
-
+ Properties属性
-
+ The game properties could not be loaded.无法加载该游戏的属性信息。
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Switch 可执行文件 (%1);;所有文件 (*.*)
-
+ Load File加载文件
-
+ Open Extracted ROM Directory打开提取的 ROM 目录
-
+ Invalid Directory Selected选择的目录无效
-
+ The directory you have selected does not contain a 'main' file.选择的目录不包含 “main” 文件。
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)可安装 Switch 文件 (*.nca *.nsp *.xci);;任天堂内容档案 (*.nca);;任天堂应用包 (*.nsp);;NX 卡带镜像 (*.xci)
-
+ Install Files安装文件
-
+ %n file(s) remaining剩余 %n 个文件
-
+ Installing file "%1"...正在安装文件 "%1"...
-
-
+
+ Install Results安装结果
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.为了避免可能存在的冲突,我们不建议将游戏本体安装到 NAND 中。
此功能仅用于安装游戏更新和 DLC 。
-
+ %n file(s) were newly installed
最近安装了 %n 个文件
-
+ %n file(s) were overwritten
%n 个文件被覆盖
-
+ %n file(s) failed to install
%n 个文件安装失败
-
+ System Application系统应用
-
+ System Archive系统档案
-
+ System Application Update系统应用更新
-
+ Firmware Package (Type A)固件包 (A型)
-
+ Firmware Package (Type B)固件包 (B型)
-
+ Game游戏
-
+ Game Update游戏更新
-
+ Game DLC游戏 DLC
-
+ Delta Title差量程序
-
+ Select NCA Install Type...选择 NCA 安装类型...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)请选择此 NCA 的程序类型:
(在大多数情况下,选择默认的“游戏”即可。)
-
+ Failed to Install安装失败
-
+ The title type you selected for the NCA is invalid.选择的 NCA 程序类型无效。
-
+ File not found找不到文件
-
+ File "%1" not found文件 "%1" 未找到
-
+ OK确定
-
-
+
+ Hardware requirements not met硬件不满足要求
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.您的系统不满足运行 yuzu 的推荐配置。兼容性报告已被禁用。
-
+ Missing yuzu Account未设置 yuzu 账户
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.要提交游戏兼容性测试用例,您必须设置您的 yuzu 帐户。<br><br/>要设置您的 yuzu 帐户,请转到模拟 > 设置 > 网络。
-
+ Error opening URL打开 URL 时出错
-
+ Unable to open the URL "%1".无法打开 URL : "%1" 。
-
+ TAS RecordingTAS 录制中
-
+ Overwrite file of player 1?覆盖玩家 1 的文件?
-
+ Invalid config detected检测到无效配置
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.掌机手柄无法在主机模式中使用。将会选择 Pro controller。
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removed当前的 Amiibo 已被移除。
-
+ Error错误
-
-
+
+ The current game is not looking for amiibos当前游戏并没有在寻找 Amiibos
-
+ Amiibo File (%1);; All Files (*.*)Amiibo 文件 (%1);; 全部文件 (*.*)
-
+ Load Amiibo加载 Amiibo
-
+ Error loading Amiibo data加载 Amiibo 数据时出错
-
+ The selected file is not a valid amiibo选择的文件并不是有效的 amiibo
-
+ The selected file is already on use选择的文件已在使用中
-
+ An unknown error occurred发生了未知错误
-
+
+ Verification failed for the following files:
+
+%1
+ 以下文件完整性验证失败:
+
+%1
+
+
+
+ No firmware available
+ 无可用固件
+
+
+
+ Please install the firmware to use the Mii editor.
+ 请安装固件以使用 Mii editor。
+
+
+
+ Mii Edit Applet
+ MiiEdit 小程序
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+ Mii editor 不可用。请安装固件。
+
+
+ Capture Screenshot捕获截图
-
+ PNG Image (*.png)PNG 图像 (*.png)
-
+ TAS state: Running %1/%2TAS 状态:正在运行 %1/%2
-
+ TAS state: Recording %1TAS 状态:正在录制 %1
-
+ TAS state: Idle %1/%2TAS 状态:空闲 %1/%2
-
+ TAS State: InvalidTAS 状态:无效
-
+ &Stop Running停止运行 (&S)
-
+ &Start开始 (&S)
-
+ Stop R&ecording停止录制 (&E)
-
+ R&ecord录制 (&E)
-
+ Building: %n shader(s)正在编译 %n 个着色器文件
-
+ Scale: %1x%1 is the resolution scaling factor缩放比例: %1x
-
+ Speed: %1% / %2%速度: %1% / %2%
-
+ Speed: %1%速度: %1%
-
+ Game: %1 FPS (Unlocked)FPS: %1 (未锁定)
-
+ Game: %1 FPSFPS: %1
-
+ Frame: %1 ms帧延迟: %1 毫秒
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AA抗锯齿关
-
+ VOLUME: MUTE音量: 静音
-
+ VOLUME: %1%Volume percentage (e.g. 50%)音量: %1%
-
+ Confirm Key Rederivation确认重新生成密钥
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4655,37 +4726,37 @@ This will delete your autogenerated key files and re-run the key derivation modu
这将删除您自动生成的密钥文件并重新运行密钥生成模块。
-
+ Missing fuses项目丢失
-
+ - Missing BOOT0- 丢失 BOOT0
-
+ - Missing BCPKG2-1-Normal-Main - 丢失 BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO- 丢失 PRODINFO
-
+ Derivation Components Missing组件丢失
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>密钥缺失。<br>请查看<a href='https://yuzu-emu.org/help/quickstart/'>yuzu 快速导航</a>以获得你的密钥、固件和游戏。<br><br><small>(%1)</small>
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4694,49 +4765,49 @@ on your system's performance.
您的系统性能。
-
+ Deriving Keys生成密钥
-
+ System Archive Decryption Failed系统固件解密失败
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.当前密钥无法解密系统固件。<br>请查看<a href='https://yuzu-emu.org/help/quickstart/'>yuzu 快速导航</a>以获得你的密钥、固件和游戏。
-
+ Select RomFS Dump Target选择 RomFS 转储目标
-
+ Please select which RomFS you would like to dump.请选择希望转储的 RomFS。
-
+ Are you sure you want to close yuzu?您确定要关闭 yuzu 吗?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.您确定要停止模拟吗?未保存的进度将会丢失。
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4975,86 +5046,91 @@ Would you like to bypass this and exit anyway?
+ Verify Integrity
+ 完整性验证
+
+
+ Copy Title ID to Clipboard复制游戏 ID 到剪贴板
-
+ Navigate to GameDB entry查看兼容性报告
-
+ Create Shortcut创建快捷方式
-
+ Add to Desktop添加到桌面
-
+ Add to Applications Menu添加到应用程序菜单
-
+ Properties属性
-
+ Scan Subfolders扫描子文件夹
-
+ Remove Game Directory移除游戏目录
-
+ ▲ Move Up▲ 向上移动
-
+ ▼ Move Down▼ 向下移动
-
+ Open Directory Location打开目录位置
-
+ Clear清除
-
+ Name名称
-
+ Compatibility兼容性
-
+ Add-ons附加项
-
+ File type文件类型
-
+ Size大小
@@ -5125,7 +5201,7 @@ Would you like to bypass this and exit anyway?
GameListPlaceholder
-
+ Double-click to add a new folder to the game list双击添加新的游戏文件夹
@@ -5138,12 +5214,12 @@ Would you like to bypass this and exit anyway?
%1 / %n 个结果
-
+ Filter:搜索:
-
+ Enter pattern to filter搜索游戏
@@ -5608,172 +5684,182 @@ Debug Message:
TAS (&T)
-
+ &Help帮助 (&H)
-
+ &Install Files to NAND...安装文件到 NAND... (&I)
-
+ L&oad File...加载文件... (&O)
-
+ Load &Folder...加载文件夹... (&F)
-
+ E&xit退出 (&X)
-
+ &Pause暂停 (&P)
-
+ &Stop停止 (&S)
-
+ &Reinitialize keys...重新生成密钥... (&R)
-
+
+ &Verify Installed Contents
+ 验证已安装内容的完整性 (&V)
+
+
+ &About yuzu关于 yuzu (&A)
-
+ Single &Window Mode单窗口模式 (&W)
-
+ Con&figure...设置... (&F)
-
+ Display D&ock Widget Headers显示停靠小部件的标题 (&O)
-
+ Show &Filter Bar显示搜索栏 (&F)
-
+ Show &Status Bar显示状态栏 (&S)
-
+ Show Status Bar显示状态栏
-
+ &Browse Public Game Lobby浏览公共游戏大厅 (&B)
-
+ &Create Room创建房间 (&C)
-
+ &Leave Room离开房间 (&L)
-
+ &Direct Connect to Room直接连接到房间 (&D)
-
+ &Show Current Room显示当前房间 (&S)
-
+ F&ullscreen全屏 (&U)
-
+ &Restart重新启动 (&R)
-
+ Load/Remove &Amiibo...加载/移除 Amiibo... (&A)
-
+ &Report Compatibility报告兼容性 (&R)
-
+ Open &Mods Page打开 Mod 页面 (&M)
-
+ Open &Quickstart Guide查看快速导航 (&Q)
-
+ &FAQFAQ (&F)
-
+ Open &yuzu Folder打开 yuzu 文件夹 (&Y)
-
+ &Capture Screenshot捕获截图 (&C)
-
+
+ Open &Mii Editor
+ 打开 Mii Editor (&M)
+
+
+ &Configure TAS...配置 TAS... (&C)
-
+ Configure C&urrent Game...配置当前游戏... (&U)
-
+ &Start开始 (&S)
-
+ &Reset重置 (&R)
-
+ R&ecord录制 (&E)
@@ -6566,27 +6652,27 @@ p, li { white-space: pre-wrap; }
文件路径
-
+ No game data present没有游戏数据
-
+ The following amiibo data will be formatted:将格式化以下 amiibo 数据:
-
+ The following game data will removed:将删除以下游戏数据:
-
+ Set nickname and owner:设置昵称及所有者:
-
+ Do you wish to restore this amiibo?您想要恢复这个 amiibo 吗?
diff --git a/dist/languages/zh_TW.ts b/dist/languages/zh_TW.ts
index b3154ab26..91bc603f3 100755
--- a/dist/languages/zh_TW.ts
+++ b/dist/languages/zh_TW.ts
@@ -762,151 +762,156 @@ This would ban both their forum username and their IP address.
- When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
- 啟用時,將從磁碟著色器快娶或遊戲中轉儲所有的著色器檔案。
-
-
-
- Dump Game Shaders
- 傾印遊戲著色器
-
-
- When checked, it disables the macro HLE functions. Enabling this makes games run slower停用macro HLE,將會降低遊戲效能。
-
+ Disable Macro HLE停用macro HLE
-
- When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
- 啟用時將停用 Macro Just In Time 編譯器,會使得效能降低。
-
-
-
- Disable Macro JIT
- 停用 Macro JIT
-
-
-
- When checked, the graphics API enters a slower debugging mode
- 啟用時圖形 API 會進入較慢的偵錯模式。
-
-
-
- Enable Graphics Debugging
- 啟用圖形偵錯
-
-
-
+ When checked, it will dump all the macro programs of the GPU选中后,将转储 GPU 的所有宏程序
-
+ Dump Maxwell Macros转储 Maxwell 宏
-
- When checked, yuzu will log statistics about the compiled pipeline cache
- 啟用時 yuzu 將記錄有關編譯著色器快取的統計資訊。
-
-
-
- Enable Shader Feedback
- 啟用著色器回饋
-
-
-
+ When checked, it enables Nsight Aftermath crash dumps啟用時 yuzu 將會儲存 Nsight Aftermath 格式的錯誤傾印檔案。
-
+ Enable Nsight Aftermath啟用 Nsight Aftermath
-
+
+ When checked, yuzu will log statistics about the compiled pipeline cache
+ 啟用時 yuzu 將記錄有關編譯著色器快取的統計資訊。
+
+
+
+ Enable Shader Feedback
+ 啟用著色器回饋
+
+
+
+ When checked, it disables the macro Just In Time compiler. Enabling this makes games run slower
+ 啟用時將停用 Macro Just In Time 編譯器,會使得效能降低。
+
+
+
+ Disable Macro JIT
+ 停用 Macro JIT
+
+
+
+ When checked, the graphics API enters a slower debugging mode
+ 啟用時圖形 API 會進入較慢的偵錯模式。
+
+
+
+ Enable Graphics Debugging
+ 啟用圖形偵錯
+
+
+
+ When checked, it will dump all the original assembler shaders from the disk shader cache or game as found
+ 啟用時,將從磁碟著色器快娶或遊戲中轉儲所有的著色器檔案。
+
+
+
+ Dump Game Shaders
+ 傾印遊戲著色器
+
+
+
+ Enable Renderdoc Hotkey
+ 启用 Renderdoc 图形调试器热键
+
+
+ Advanced進階
-
+ Enables yuzu to check for a working Vulkan environment when the program starts up. Disable this if this is causing issues with external programs seeing yuzu.允许 yuzu 在启动时检查 Vulkan 环境是否正常工作。如果是其他程序导致 yuzu 出现此问题,请禁用此选项。
-
+ Perform Startup Vulkan Check启动时进行 Vulkan 检测
-
+ Disable Web Applet停用 Web Applet
-
+ Enable All Controller Types启用其他控制器
-
+ Enable Auto-Stub**啟用自動偵錯**
-
+ Kiosk (Quest) ModeKiosk (Quest) 模式
-
+ Enable CPU Debugging啟用 CPU 模擬偵錯
-
+ Enable Debug Asserts啟用偵錯
-
+ Debugging偵錯
-
+ Enable FS Access Log啟用檔案系統存取記錄
-
+ Create Minidump After Crash微型故障转储
-
+ Enable this to output the latest generated audio command list to the console. Only affects games using the audio renderer.启用此选项会将最新的音频命令列表输出到控制台。只影响使用音频渲染器的游戏。
-
+ Dump Audio Commands To Console**将音频命令转储至控制台**
-
+ Enable Verbose Reporting Services**啟用詳細報告服務
-
+ **This will be reset automatically when yuzu closes.**當 yuzu 關閉時會自動重設。
@@ -921,12 +926,12 @@ This would ban both their forum username and their IP address.
yuzu 需要重新啟動以套用此設定。
-
+ Web applet not compiledWeb 小程式未編譯
-
+ MiniDump creation not compiled小型转储创建未编译
@@ -1254,33 +1259,33 @@ This would ban both their forum username and their IP address.
背景顏色:
-
+ %FSR sharpening percentage (e.g. 50%)%
-
+ Off關閉
-
+ VSync Off垂直同步關
-
+ Recommended推薦
-
+ On開啟
-
+ VSync On垂直同步開
@@ -3247,64 +3252,64 @@ Drag points to change position, or double-click table cells to edit values.
ConfigureUI
-
-
-
+
+
+ None無
-
+ Small (32x32)小 (32x32)
-
+ Standard (64x64)中 (64x64)
-
+ Large (128x128)大 (128x128)
-
+ Full Size (256x256)更大 (256x256)
-
+ Small (24x24)小 (24x24)
-
+ Standard (48x48)中 (48x48)
-
+ Large (72x72)大 (72x72)
-
+ Filename檔案名稱
-
+ Filetype檔案類型
-
+ Title ID遊戲 ID
-
+ Title Name遊戲名稱
@@ -3417,17 +3422,17 @@ Drag points to change position, or double-click table cells to edit values.解析度:
-
+ Select Screenshots Path...選擇儲存螢幕截圖位置...
-
+ <System><System>
-
+ Auto (%1 x %2, %3 x %4)Screenshot width value自动 (%1 x %2, %3 x %4)
@@ -3745,900 +3750,966 @@ Drag points to change position, or double-click table cells to edit values.
GMainWindow
-
+ <a href='https://yuzu-emu.org/help/feature/telemetry/'>Anonymous data is collected</a> to help improve yuzu. <br/><br/>Would you like to share your usage data with us?我們<a href='https://yuzu-emu.org/help/feature/telemetry/'>蒐集匿名的資料</a>以幫助改善 yuzu。<br/><br/>您願意和我們分享您的使用資料嗎?
-
+ Telemetry遙測
-
+ Broken Vulkan Installation Detected检测到 Vulkan 的安装已损坏
-
+ Vulkan initialization failed during boot.<br><br>Click <a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>here for instructions to fix the issue</a>.Vulkan 初始化失败。<br><br>点击<a href='https://yuzu-emu.org/wiki/faq/#yuzu-starts-with-the-error-broken-vulkan-installation-detected'>这里</a>获取此问题的相关信息。
-
+ Running a gameTRANSLATORS: This string is shown to the user to explain why yuzu needs to prevent the computer from sleeping游戏正在运行
-
+ Loading Web Applet...載入 Web Applet...
-
-
+
+ Disable Web Applet停用 Web Applet
-
+ Disabling the web applet can lead to undefined behavior and should only be used with Super Mario 3D All-Stars. Are you sure you want to disable the web applet?
(This can be re-enabled in the Debug settings.)禁用 Web 应用程序可能会导致未知的行为,且只能在《超级马里奥 3D 全明星》中使用。您确定要禁用 Web 应用程序吗?
(您可以在调试选项中重新启用它。)
-
+ The amount of shaders currently being built目前正在建構的著色器數量
-
+ The current selected resolution scaling multiplier.目前選擇的解析度縮放比例。
-
+ Current emulation speed. Values higher or lower than 100% indicate emulation is running faster or slower than a Switch.目前的模擬速度。高於或低於 100% 表示比實際 Switch 執行速度更快或更慢。
-
+ How many frames per second the game is currently displaying. This will vary from game to game and scene to scene.遊戲即時 FPS。會因遊戲和場景的不同而改變。
-
+ Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For full-speed emulation this should be at most 16.67 ms.在不考慮幀數限制和垂直同步的情況下模擬一個 Switch 畫格的實際時間,若要全速模擬,此數值不得超過 16.67 毫秒。
-
+ Unmute取消靜音
-
+ Mute靜音
-
+ Reset Volume重設音量
-
+ &Clear Recent Files清除最近的檔案(&C)
-
+ Emulated mouse is enabled模擬滑鼠已啟用
-
+ Real mouse input and mouse panning are incompatible. Please disable the emulated mouse in input advanced settings to allow mouse panning.实体鼠标输入与鼠标平移不兼容。请在高级输入设置中禁用模拟鼠标以使用鼠标平移。
-
+ &Continue繼續(&C)
-
+ &Pause&暫停
-
+ Warning Outdated Game Format過時遊戲格式警告
-
+ You are using the deconstructed ROM directory format for this game, which is an outdated format that has been superseded by others such as NCA, NAX, XCI, or NSP. Deconstructed ROM directories lack icons, metadata, and update support.<br><br>For an explanation of the various Switch formats yuzu supports, <a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>check out our wiki</a>. This message will not be shown again.此遊戲為解構的 ROM 資料夾格式,這是一種過時的格式,已被其他格式取代,如 NCA、NAX、XCI、NSP。解構的 ROM 目錄缺少圖示、中繼資料和更新支援。<br><br>有關 yuzu 支援的各種 Switch 格式說明,<a href='https://yuzu-emu.org/wiki/overview-of-switch-game-formats'>請參閱我們的 wiki </a>。此訊息將不再顯示。
-
-
+
+ Error while loading ROM!載入 ROM 時發生錯誤!
-
+ The ROM format is not supported.此 ROM 格式不支援
-
+ An error occurred initializing the video core.初始化視訊核心時發生錯誤
-
+ yuzu has encountered an error while running the video core. This is usually caused by outdated GPU drivers, including integrated ones. Please see the log for more details. For more information on accessing the log, please see the following page: <a href='https://yuzu-emu.org/help/reference/log-files/'>How to Upload the Log File</a>. yuzu 在執行視訊核心時發生錯誤。 這可能是 GPU 驅動程序過舊造成的。 詳細資訊請查閱日誌檔案。 關於日誌檔案的更多資訊,請參考以下頁面:<a href='https://yuzu-emu.org/help/reference/log-files/'>如何上傳日誌檔案</a>。
-
+ Error while loading ROM! %1%1 signifies a numeric error code.載入 ROM 時發生錯誤!%1
-
+ %1<br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to redump your files.<br>You can refer to the yuzu wiki</a> or the yuzu Discord</a> for help.%1 signifies an error string.%1<br>請參閱 <a href='https://yuzu-emu.org/help/quickstart/'>yuzu 快速指引</a>以重新傾印檔案。<br>您可以前往 yuzu 的 wiki</a> 或 Discord 社群</a>以獲得幫助。
-
+ An unknown error occurred. Please see the log for more details.發生未知錯誤,請檢視紀錄了解細節。
-
+ (64-bit)(64-bit)
-
+ (32-bit)(32-bit)
-
+ %1 %2%1 is the title name. %2 indicates if the title is 64-bit or 32-bit%1 %2
-
+ Closing software...正在關閉軟體…
-
+ Save Data儲存資料
-
+ Mod Data模組資料
-
+ Error Opening %1 Folder開啟資料夾 %1 時發生錯誤
-
-
+
+ Folder does not exist!資料夾不存在
-
+ Error Opening Transferable Shader Cache開啟通用著色器快取位置時發生錯誤
-
+ Failed to create the shader cache directory for this title.無法新增此遊戲的著色器快取資料夾。
-
+ Error Removing Contents移除內容時發生錯誤
-
+ Error Removing Update移除更新時發生錯誤
-
+ Error Removing DLC移除 DLC 時發生錯誤
-
+ Remove Installed Game Contents?移除已安裝的遊戲內容?
-
+ Remove Installed Game Update?移除已安裝的遊戲更新?
-
+ Remove Installed Game DLC?移除已安裝的遊戲 DLC?
-
+ Remove Entry移除項目
-
-
-
-
-
-
+
+
+
+
+
+ Successfully Removed移除成功
-
+ Successfully removed the installed base game.成功移除已安裝的遊戲。
-
+ The base game is not installed in the NAND and cannot be removed.此遊戲並非安裝在內部儲存空間,因此無法移除。
-
+ Successfully removed the installed update.成功移除已安裝的遊戲更新。
-
+ There is no update installed for this title.此遊戲沒有已安裝的更新。
-
+ There are no DLC installed for this title.此遊戲沒有已安裝的 DLC。
-
+ Successfully removed %1 installed DLC.成功移除遊戲 %1 已安裝的 DLC。
-
+ Delete OpenGL Transferable Shader Cache?刪除 OpenGL 模式的著色器快取?
-
+ Delete Vulkan Transferable Shader Cache?刪除 Vulkan 模式的著色器快取?
-
+ Delete All Transferable Shader Caches?刪除所有的著色器快取?
-
+ Remove Custom Game Configuration?移除額外遊戲設定?
-
+ Remove Cache Storage?移除快取儲存空間?
-
+ Remove File刪除檔案
-
-
+
+ Error Removing Transferable Shader Cache刪除通用著色器快取時發生錯誤
-
-
+
+ A shader cache for this title does not exist.此遊戲沒有著色器快取
-
+ Successfully removed the transferable shader cache.成功刪除著色器快取。
-
+ Failed to remove the transferable shader cache.刪除通用著色器快取失敗。
-
+ Error Removing Vulkan Driver Pipeline Cache移除 Vulkan 驅動程式管線快取時發生錯誤
-
+ Failed to remove the driver pipeline cache.無法移除驅動程式管線快取。
-
-
+
+ Error Removing Transferable Shader Caches刪除通用著色器快取時發生錯誤
-
+ Successfully removed the transferable shader caches.成功刪除通用著色器快取。
-
+ Failed to remove the transferable shader cache directory.無法刪除著色器快取資料夾。
-
-
+
+ Error Removing Custom Configuration移除額外遊戲設定時發生錯誤
-
+ A custom configuration for this title does not exist.此遊戲沒有額外設定。
-
+ Successfully removed the custom game configuration.成功移除額外遊戲設定。
-
+ Failed to remove the custom game configuration.移除額外遊戲設定失敗。
-
-
+
+ RomFS Extraction Failed!RomFS 抽取失敗!
-
+ There was an error copying the RomFS files or the user cancelled the operation.複製 RomFS 檔案時發生錯誤或使用者取消動作。
-
+ Full全部
-
+ Skeleton部分
-
+ Select RomFS Dump Mode選擇RomFS傾印模式
-
+ Please select the how you would like the RomFS dumped.<br>Full will copy all of the files into the new directory while <br>skeleton will only create the directory structure.請選擇如何傾印 RomFS。<br>「全部」會複製所有檔案到新資料夾中,而<br>「部分」只會建立資料夾結構。
-
+ There is not enough free space at %1 to extract the RomFS. Please free up space or select a different dump directory at Emulation > Configure > System > Filesystem > Dump Root%1 沒有足夠的空間用於抽取 RomFS。請確保有足夠的空間或於模擬 > 設定 >系統 >檔案系統 > 傾印根目錄中選擇其他資料夾。
-
+ Extracting RomFS...抽取 RomFS 中...
-
-
+
+
+
+ Cancel取消
-
+ RomFS Extraction Succeeded!RomFS 抽取完成!
-
+
+
+ The operation completed successfully.動作已成功完成
-
-
-
-
-
+
+ Integrity verification couldn't be performed!
+ 无法执行完整性验证!
+
+
+
+ File contents were not checked for validity.
+ 未检查文件的完整性。
+
+
+
+
+ Integrity verification failed!
+ 完整性验证失败!
+
+
+
+ File contents may be corrupt.
+ 文件可能已经损坏。
+
+
+
+
+ Verifying integrity...
+ 正在验证完整性...
+
+
+
+
+ Integrity verification succeeded!
+ 完整性验证成功!
+
+
+
+
+
+
+ Create Shortcut建立捷徑
-
+ This will create a shortcut to the current AppImage. This may not work well if you update. Continue?這將會為目前的應用程式映像建立捷徑,可能在其更新後無法運作,仍要繼續嗎?
-
+ Cannot create shortcut on desktop. Path "%1" does not exist.無法在桌面上建立捷徑,路徑「%1」不存在。
-
+ Cannot create shortcut in applications menu. Path "%1" does not exist and cannot be created.無法在應用程式選單中建立捷徑,路徑「%1」不存在且無法建立。
-
+ Create Icon建立圖示
-
+ Cannot create icon file. Path "%1" does not exist and cannot be created.無法建立圖示檔案,路徑「%1」不存在且無法建立。
-
+ Start %1 with the yuzu Emulator使用 yuzu 模擬器啟動 %1
-
+ Failed to create a shortcut at %1無法在 %1 建立捷徑
-
+ Successfully created a shortcut to %1已成功在 %1 建立捷徑
-
+ Error Opening %1開啟 %1 時發生錯誤
-
+ Select Directory選擇資料夾
-
+ Properties屬性
-
+ The game properties could not be loaded.無法載入遊戲屬性
-
+ Switch Executable (%1);;All Files (*.*)%1 is an identifier for the Switch executable file extensions.Switch 執行檔 (%1);;所有檔案 (*.*)
-
+ Load File開啟檔案
-
+ Open Extracted ROM Directory開啟已抽取的 ROM 資料夾
-
+ Invalid Directory Selected選擇的資料夾無效
-
+ The directory you have selected does not contain a 'main' file.選擇的資料夾未包含「main」檔案。
-
+ Installable Switch File (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX Cartridge Image (*.xci)可安装的 Switch 檔案 (*.nca *.nsp *.xci);;Nintendo Content Archive (*.nca);;Nintendo Submission Package (*.nsp);;NX 卡帶映像 (*.xci)
-
+ Install Files安裝檔案
-
+ %n file(s) remaining剩餘 %n 個檔案
-
+ Installing file "%1"...正在安裝檔案「%1」...
-
-
+
+ Install Results安裝結果
-
+ To avoid possible conflicts, we discourage users from installing base games to the NAND.
Please, only use this feature to install updates and DLC.為了避免潛在的衝突,不建議將遊戲本體安裝至內部儲存空間。
此功能僅用於安裝遊戲更新和 DLC。
-
+ %n file(s) were newly installed
最近安裝了 %n 個檔案
-
+ %n file(s) were overwritten
%n 個檔案被取代
-
+ %n file(s) failed to install
%n 個檔案安裝失敗
-
+ System Application系統應用程式
-
+ System Archive系統檔案
-
+ System Application Update系統應用程式更新
-
+ Firmware Package (Type A)韌體包(A型)
-
+ Firmware Package (Type B)韌體包(B型)
-
+ Game遊戲
-
+ Game Update遊戲更新
-
+ Game DLC遊戲 DLC
-
+ Delta TitleDelta Title
-
+ Select NCA Install Type...選擇 NCA 安裝類型...
-
+ Please select the type of title you would like to install this NCA as:
(In most instances, the default 'Game' is fine.)請選擇此 NCA 的安裝類型:
(在多數情況下,選擇預設的「遊戲」即可。)
-
+ Failed to Install安裝失敗
-
+ The title type you selected for the NCA is invalid.選擇的 NCA 安裝類型無效。
-
+ File not found找不到檔案
-
+ File "%1" not found找不到「%1」檔案
-
+ OK確定
-
-
+
+ Hardware requirements not met硬體不符合需求
-
-
+
+ Your system does not meet the recommended hardware requirements. Compatibility reporting has been disabled.您的系統不符合建議的硬體需求,相容性回報已停用。
-
+ Missing yuzu Account未設定 yuzu 帳號
-
+ In order to submit a game compatibility test case, you must link your yuzu account.<br><br/>To link your yuzu account, go to Emulation > Configuration > Web.為了上傳相容性測試結果,您必須登入 yuzu 帳號。<br><br/>欲登入 yuzu 帳號請至模擬 > 設定 > 網路。
-
+ Error opening URL開啟 URL 時發生錯誤
-
+ Unable to open the URL "%1".無法開啟 URL:「%1」。
-
+ TAS RecordingTAS 錄製
-
+ Overwrite file of player 1?覆寫玩家 1 的檔案?
-
+ Invalid config detected偵測到無效設定
-
+ Handheld controller can't be used on docked mode. Pro controller will be selected.掌機手把無法在主機模式中使用。將會選擇 Pro 手把。
-
-
+
+ AmiiboAmiibo
-
-
+
+ The current amiibo has been removed目前 Amiibo 已被移除。
-
+ Error錯誤
-
-
+
+ The current game is not looking for amiibos目前遊戲並未在尋找 Amiibos
-
+ Amiibo File (%1);; All Files (*.*)Amiibo 檔案 (%1);; 所有檔案 (*.*)
-
+ Load Amiibo開啟 Amiibo
-
+ Error loading Amiibo data載入 Amiibo 資料時發生錯誤
-
+ The selected file is not a valid amiibo選取的檔案不是有效的 Amiibo
-
+ The selected file is already on use選取的檔案已在使用中
-
+ An unknown error occurred發生了未知錯誤
-
+
+ Verification failed for the following files:
+
+%1
+ 以下文件完整性验证失败:
+
+%1
+
+
+
+ No firmware available
+ 无可用固件
+
+
+
+ Please install the firmware to use the Mii editor.
+ 请安装固件以使用 Mii editor。
+
+
+
+ Mii Edit Applet
+ MiiEdit 小程序
+
+
+
+ Mii editor is not available. Please reinstall firmware.
+ Mii editor 不可用。请安装固件。
+
+
+ Capture Screenshot截圖
-
+ PNG Image (*.png)PNG 圖片 (*.png)
-
+ TAS state: Running %1/%2TAS 狀態:正在執行 %1/%2
-
+ TAS state: Recording %1TAS 狀態:正在錄製 %1
-
+ TAS state: Idle %1/%2TAS 狀態:閒置 %1/%2
-
+ TAS State: InvalidTAS 狀態:無效
-
+ &Stop Running&停止執行
-
+ &Start開始(&S)
-
+ Stop R&ecording停止錄製
-
+ R&ecord錄製 (&E)
-
+ Building: %n shader(s)正在編譯 %n 個著色器檔案
-
+ Scale: %1x%1 is the resolution scaling factor縮放比例:%1x
-
+ Speed: %1% / %2%速度:%1% / %2%
-
+ Speed: %1%速度:%1%
-
+ Game: %1 FPS (Unlocked)遊戲: %1 FPS(未限制)
-
+ Game: %1 FPS遊戲:%1 FPS
-
+ Frame: %1 ms畫格延遲:%1 ms
-
+ %1 %2%1 %2
-
+ FSRFSR
-
+ NO AA抗鋸齒關
-
+ VOLUME: MUTE音量: 靜音
-
+ VOLUME: %1%Volume percentage (e.g. 50%)音量: %1%
-
+ Confirm Key Rederivation確認重新產生金鑰
-
+ You are about to force rederive all of your keys.
If you do not know what this means or what you are doing,
this is a potentially destructive action.
@@ -4654,37 +4725,37 @@ This will delete your autogenerated key files and re-run the key derivation modu
這將刪除您自動產生的金鑰檔案並重新執行產生金鑰模組。
-
+ Missing fuses遺失項目
-
+ - Missing BOOT0- 遺失 BOOT0
-
+ - Missing BCPKG2-1-Normal-Main - 遺失 BCPKG2-1-Normal-Main
-
+ - Missing PRODINFO- 遺失 PRODINFO
-
+ Derivation Components Missing遺失產生元件
-
+ Encryption keys are missing. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.<br><br><small>(%1)</small>缺少加密金鑰。 <br>請按照<a href='https://yuzu-emu.org/help/quickstart/'>《Yuzu快速入門指南》來取得所有金鑰、韌體、遊戲<br><br><small>(%1)。
-
+ Deriving keys...
This may take up to a minute depending
on your system's performance.
@@ -4693,49 +4764,49 @@ on your system's performance.
您的系統效能。
-
+ Deriving Keys產生金鑰
-
+ System Archive Decryption Failed系統封存解密失敗
-
+ Encryption keys failed to decrypt firmware. <br>Please follow <a href='https://yuzu-emu.org/help/quickstart/'>the yuzu quickstart guide</a> to get all your keys, firmware and games.加密金鑰無法解密韌體。<br>請依循<a href='https://yuzu-emu.org/help/quickstart/'>yuzu 快速開始指南</a>以取得您的金鑰、韌體和遊戲。
-
+ Select RomFS Dump Target選擇 RomFS 傾印目標
-
+ Please select which RomFS you would like to dump.請選擇希望傾印的 RomFS。
-
+ Are you sure you want to close yuzu?您確定要關閉 yuzu 嗎?
-
-
-
+
+
+ yuzuyuzu
-
+ Are you sure you want to stop the emulation? Any unsaved progress will be lost.您確定要停止模擬嗎?未儲存的進度將會遺失。
-
+ The currently running application has requested yuzu to not exit.
Would you like to bypass this and exit anyway?
@@ -4974,86 +5045,91 @@ Would you like to bypass this and exit anyway?
+ Verify Integrity
+ 完整性验证
+
+
+ Copy Title ID to Clipboard複製遊戲 ID 到剪貼簿
-
+ Navigate to GameDB entry檢視遊戲相容性報告
-
+ Create Shortcut建立捷徑
-
+ Add to Desktop新增至桌面
-
+ Add to Applications Menu新增至應用程式選單
-
+ Properties屬性
-
+ Scan Subfolders包含子資料夾
-
+ Remove Game Directory移除遊戲資料夾
-
+ ▲ Move Up▲ 向上移動
-
+ ▼ Move Down▼ 向下移動
-
+ Open Directory Location開啟資料夾位置
-
+ Clear清除
-
+ Name名稱
-
+ Compatibility相容性
-
+ Add-ons延伸模組
-
+ File type檔案格式
-
+ Size大小
@@ -5124,7 +5200,7 @@ Would you like to bypass this and exit anyway?
GameListPlaceholder
-
+ Double-click to add a new folder to the game list連點兩下以新增資料夾至遊戲清單
@@ -5137,12 +5213,12 @@ Would you like to bypass this and exit anyway?
%1 / %n 個結果
-
+ Filter:搜尋:
-
+ Enter pattern to filter輸入文字以搜尋
@@ -5606,172 +5682,182 @@ Debug Message:
TAS (&T)
-
+ &Help說明 (&H)
-
+ &Install Files to NAND...&安裝檔案至內部儲存空間
-
+ L&oad File...開啟檔案(&O)...
-
+ Load &Folder...開啟資料夾(&F)...
-
+ E&xit結束(&X)
-
+ &Pause暫停(&P)
-
+ &Stop停止(&S)
-
+ &Reinitialize keys...重新初始化金鑰(&R)...
-
+
+ &Verify Installed Contents
+ 验证已安装内容的完整性 (&V)
+
+
+ &About yuzu關於 yuzu(&A)
-
+ Single &Window Mode單一視窗模式(&W)
-
+ Con&figure...設定 (&F)
-
+ Display D&ock Widget Headers顯示 Dock 小工具標題 (&O)
-
+ Show &Filter Bar顯示搜尋列(&F)
-
+ Show &Status Bar顯示狀態列(&S)
-
+ Show Status Bar顯示狀態列
-
+ &Browse Public Game Lobby瀏覽公用遊戲大廳 (&B)
-
+ &Create Room建立房間 (&C)
-
+ &Leave Room離開房間 (&L)
-
+ &Direct Connect to Room直接連線到房間 (&D)
-
+ &Show Current Room顯示目前的房間 (&S)
-
+ F&ullscreen全螢幕(&U)
-
+ &Restart重新啟動(&R)
-
+ Load/Remove &Amiibo...載入/移除 Amiibo... (&A)
-
+ &Report Compatibility回報相容性(&R)
-
+ Open &Mods Page模組資訊 (&M)
-
+ Open &Quickstart Guide快速入門 (&Q)
-
+ &FAQ常見問題 (&F)
-
+ Open &yuzu Folder開啟 yuzu 資料夾(&Y)
-
+ &Capture Screenshot截圖 (&C)
-
+
+ Open &Mii Editor
+ 打开 Mii Editor (&M)
+
+
+ &Configure TAS...設定 &TAS…
-
+ Configure C&urrent Game...目前遊戲設定...(&U)
-
+ &Start開始(&S)
-
+ &Reset重設 (&R)
-
+ R&ecord錄製 (&E)
@@ -6564,27 +6650,27 @@ p, li { white-space: pre-wrap; }
文件路径
-
+ No game data present没有游戏数据
-
+ The following amiibo data will be formatted:将格式化以下 amiibo 数据:
-
+ The following game data will removed:将删除以下游戏数据:
-
+ Set nickname and owner:设置昵称及所有者:
-
+ Do you wish to restore this amiibo?您想要恢复这个 amiibo 吗?
diff --git a/externals/CMakeLists.txt b/externals/CMakeLists.txt
index 6d5f44c67..b95e535dc 100755
--- a/externals/CMakeLists.txt
+++ b/externals/CMakeLists.txt
@@ -168,7 +168,7 @@ if (NOT TARGET LLVM::Demangle)
add_library(LLVM::Demangle ALIAS demangle)
endif()
-add_library(stb stb/stb_dxt.cpp)
+add_library(stb stb/stb_dxt.cpp stb/stb_image.cpp stb/stb_image_resize.cpp)
target_include_directories(stb PUBLIC ./stb)
add_library(bc_decoder bc_decoder/bc_decoder.cpp)
diff --git a/externals/stb/stb_image.cpp b/externals/stb/stb_image.cpp
new file mode 100755
index 000000000..dbf26f7c5
--- /dev/null
+++ b/externals/stb/stb_image.cpp
@@ -0,0 +1,7529 @@
+// SPDX-FileCopyrightText: stb http://nothings.org/stb
+// SPDX-License-Identifier: MIT
+
+/* stb_image - v2.28 - public domain image loader - http://nothings.org/stb
+ no warranty implied; use at your own risk
+
+LICENSE
+
+ See end of file for license information.
+
+RECENT REVISION HISTORY:
+
+ 2.28 (2023-01-29) many error fixes, security errors, just tons of stuff
+ 2.27 (2021-07-11) document stbi_info better, 16-bit PNM support, bug fixes
+ 2.26 (2020-07-13) many minor fixes
+ 2.25 (2020-02-02) fix warnings
+ 2.24 (2020-02-02) fix warnings; thread-local failure_reason and flip_vertically
+ 2.23 (2019-08-11) fix clang static analysis warning
+ 2.22 (2019-03-04) gif fixes, fix warnings
+ 2.21 (2019-02-25) fix typo in comment
+ 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs
+ 2.19 (2018-02-11) fix warning
+ 2.18 (2018-01-30) fix warnings
+ 2.17 (2018-01-29) bugfix, 1-bit BMP, 16-bitness query, fix warnings
+ 2.16 (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes
+ 2.15 (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC
+ 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs
+ 2.13 (2016-12-04) experimental 16-bit API, only for PNG so far; fixes
+ 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes
+ 2.11 (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64
+ RGB-format JPEG; remove white matting in PSD;
+ allocate large structures on the stack;
+ correct channel count for PNG & BMP
+ 2.10 (2016-01-22) avoid warning introduced in 2.09
+ 2.09 (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED
+
+ See end of file for full revision history.
+
+
+ ============================ Contributors =========================
+
+ Image formats Extensions, features
+ Sean Barrett (jpeg, png, bmp) Jetro Lauha (stbi_info)
+ Nicolas Schulz (hdr, psd) Martin "SpartanJ" Golini (stbi_info)
+ Jonathan Dummer (tga) James "moose2000" Brown (iPhone PNG)
+ Jean-Marc Lienher (gif) Ben "Disch" Wenger (io callbacks)
+ Tom Seddon (pic) Omar Cornut (1/2/4-bit PNG)
+ Thatcher Ulrich (psd) Nicolas Guillemot (vertical flip)
+ Ken Miller (pgm, ppm) Richard Mitton (16-bit PSD)
+ github:urraka (animated gif) Junggon Kim (PNM comments)
+ Christopher Forseth (animated gif) Daniel Gibson (16-bit TGA)
+ socks-the-fox (16-bit PNG)
+ Jeremy Sawicki (handle all ImageNet JPGs)
+ Optimizations & bugfixes Mikhail Morozov (1-bit BMP)
+ Fabian "ryg" Giesen Anael Seghezzi (is-16-bit query)
+ Arseny Kapoulkine Simon Breuss (16-bit PNM)
+ John-Mark Allen
+ Carmelo J Fdez-Aguera
+
+ Bug & warning fixes
+ Marc LeBlanc David Woo Guillaume George Martins Mozeiko
+ Christpher Lloyd Jerry Jansson Joseph Thomson Blazej Dariusz Roszkowski
+ Phil Jordan Dave Moore Roy Eltham
+ Hayaki Saito Nathan Reed Won Chun
+ Luke Graham Johan Duparc Nick Verigakis the Horde3D community
+ Thomas Ruf Ronny Chevalier github:rlyeh
+ Janez Zemva John Bartholomew Michal Cichon github:romigrou
+ Jonathan Blow Ken Hamada Tero Hanninen github:svdijk
+ Eugene Golushkov Laurent Gomila Cort Stratton github:snagar
+ Aruelien Pocheville Sergio Gonzalez Thibault Reuille github:Zelex
+ Cass Everitt Ryamond Barbiero github:grim210
+ Paul Du Bois Engin Manap Aldo Culquicondor github:sammyhw
+ Philipp Wiesemann Dale Weiler Oriol Ferrer Mesia github:phprus
+ Josh Tobin Neil Bickford Matthew Gregan github:poppolopoppo
+ Julian Raschke Gregory Mullen Christian Floisand github:darealshinji
+ Baldur Karlsson Kevin Schmidt JR Smith github:Michaelangel007
+ Brad Weinberger Matvey Cherevko github:mosra
+ Luca Sas Alexander Veselov Zack Middleton [reserved]
+ Ryan C. Gordon [reserved] [reserved]
+ DO NOT ADD YOUR NAME HERE
+
+ Jacko Dirks
+
+ To add your name to the credits, pick a random blank space in the middle and fill it.
+ 80% of merge conflicts on stb PRs are due to people adding their name at the end
+ of the credits.
+*/
+
+#include
+
+#if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \
+ || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \
+ || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \
+ || defined(STBI_ONLY_ZLIB)
+ #ifndef STBI_ONLY_JPEG
+ #define STBI_NO_JPEG
+ #endif
+ #ifndef STBI_ONLY_PNG
+ #define STBI_NO_PNG
+ #endif
+ #ifndef STBI_ONLY_BMP
+ #define STBI_NO_BMP
+ #endif
+ #ifndef STBI_ONLY_PSD
+ #define STBI_NO_PSD
+ #endif
+ #ifndef STBI_ONLY_TGA
+ #define STBI_NO_TGA
+ #endif
+ #ifndef STBI_ONLY_GIF
+ #define STBI_NO_GIF
+ #endif
+ #ifndef STBI_ONLY_HDR
+ #define STBI_NO_HDR
+ #endif
+ #ifndef STBI_ONLY_PIC
+ #define STBI_NO_PIC
+ #endif
+ #ifndef STBI_ONLY_PNM
+ #define STBI_NO_PNM
+ #endif
+#endif
+
+#if defined(STBI_NO_PNG) && !defined(STBI_SUPPORT_ZLIB) && !defined(STBI_NO_ZLIB)
+#define STBI_NO_ZLIB
+#endif
+
+
+#include
+#include // ptrdiff_t on osx
+#include
+#include
+#include
+
+#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR)
+#include // ldexp, pow
+#endif
+
+#ifndef STBI_NO_STDIO
+#include
+#endif
+
+#ifndef STBI_ASSERT
+#include
+#define STBI_ASSERT(x) assert(x)
+#endif
+
+#ifdef __cplusplus
+#define STBI_EXTERN extern "C"
+#else
+#define STBI_EXTERN extern
+#endif
+
+
+#ifndef _MSC_VER
+ #ifdef __cplusplus
+ #define stbi_inline inline
+ #else
+ #define stbi_inline
+ #endif
+#else
+ #define stbi_inline __forceinline
+#endif
+
+#ifndef STBI_NO_THREAD_LOCALS
+ #if defined(__cplusplus) && __cplusplus >= 201103L
+ #define STBI_THREAD_LOCAL thread_local
+ #elif defined(__GNUC__) && __GNUC__ < 5
+ #define STBI_THREAD_LOCAL __thread
+ #elif defined(_MSC_VER)
+ #define STBI_THREAD_LOCAL __declspec(thread)
+ #elif defined (__STDC_VERSION__) && __STDC_VERSION__ >= 201112L && !defined(__STDC_NO_THREADS__)
+ #define STBI_THREAD_LOCAL _Thread_local
+ #endif
+
+ #ifndef STBI_THREAD_LOCAL
+ #if defined(__GNUC__)
+ #define STBI_THREAD_LOCAL __thread
+ #endif
+ #endif
+#endif
+
+#if defined(_MSC_VER) || defined(__SYMBIAN32__)
+typedef unsigned short stbi__uint16;
+typedef signed short stbi__int16;
+typedef unsigned int stbi__uint32;
+typedef signed int stbi__int32;
+#else
+#include
+typedef uint16_t stbi__uint16;
+typedef int16_t stbi__int16;
+typedef uint32_t stbi__uint32;
+typedef int32_t stbi__int32;
+#endif
+
+// should produce compiler error if size is wrong
+typedef unsigned char validate_uint32[sizeof(stbi__uint32)==4 ? 1 : -1];
+
+#ifdef _MSC_VER
+#define STBI_NOTUSED(v) (void)(v)
+#else
+#define STBI_NOTUSED(v) (void)sizeof(v)
+#endif
+
+#ifdef _MSC_VER
+#define STBI_HAS_LROTL
+#endif
+
+#ifdef STBI_HAS_LROTL
+ #define stbi_lrot(x,y) _lrotl(x,y)
+#else
+ #define stbi_lrot(x,y) (((x) << (y)) | ((x) >> (-(y) & 31)))
+#endif
+
+#if defined(STBI_MALLOC) && defined(STBI_FREE) && (defined(STBI_REALLOC) || defined(STBI_REALLOC_SIZED))
+// ok
+#elif !defined(STBI_MALLOC) && !defined(STBI_FREE) && !defined(STBI_REALLOC) && !defined(STBI_REALLOC_SIZED)
+// ok
+#else
+#error "Must define all or none of STBI_MALLOC, STBI_FREE, and STBI_REALLOC (or STBI_REALLOC_SIZED)."
+#endif
+
+#ifndef STBI_MALLOC
+#define STBI_MALLOC(sz) malloc(sz)
+#define STBI_REALLOC(p,newsz) realloc(p,newsz)
+#define STBI_FREE(p) free(p)
+#endif
+
+#ifndef STBI_REALLOC_SIZED
+#define STBI_REALLOC_SIZED(p,oldsz,newsz) STBI_REALLOC(p,newsz)
+#endif
+
+// x86/x64 detection
+#if defined(__x86_64__) || defined(_M_X64)
+#define STBI__X64_TARGET
+#elif defined(__i386) || defined(_M_IX86)
+#define STBI__X86_TARGET
+#endif
+
+#if defined(__GNUC__) && defined(STBI__X86_TARGET) && !defined(__SSE2__) && !defined(STBI_NO_SIMD)
+// gcc doesn't support sse2 intrinsics unless you compile with -msse2,
+// which in turn means it gets to use SSE2 everywhere. This is unfortunate,
+// but previous attempts to provide the SSE2 functions with runtime
+// detection caused numerous issues. The way architecture extensions are
+// exposed in GCC/Clang is, sadly, not really suited for one-file libs.
+// New behavior: if compiled with -msse2, we use SSE2 without any
+// detection; if not, we don't use it at all.
+#define STBI_NO_SIMD
+#endif
+
+#if defined(__MINGW32__) && defined(STBI__X86_TARGET) && !defined(STBI_MINGW_ENABLE_SSE2) && !defined(STBI_NO_SIMD)
+// Note that __MINGW32__ doesn't actually mean 32-bit, so we have to avoid STBI__X64_TARGET
+//
+// 32-bit MinGW wants ESP to be 16-byte aligned, but this is not in the
+// Windows ABI and VC++ as well as Windows DLLs don't maintain that invariant.
+// As a result, enabling SSE2 on 32-bit MinGW is dangerous when not
+// simultaneously enabling "-mstackrealign".
+//
+// See https://github.com/nothings/stb/issues/81 for more information.
+//
+// So default to no SSE2 on 32-bit MinGW. If you've read this far and added
+// -mstackrealign to your build settings, feel free to #define STBI_MINGW_ENABLE_SSE2.
+#define STBI_NO_SIMD
+#endif
+
+#if !defined(STBI_NO_SIMD) && (defined(STBI__X86_TARGET) || defined(STBI__X64_TARGET))
+#define STBI_SSE2
+#include
+
+#ifdef _MSC_VER
+
+#if _MSC_VER >= 1400 // not VC6
+#include // __cpuid
+static int stbi__cpuid3(void)
+{
+ int info[4];
+ __cpuid(info,1);
+ return info[3];
+}
+#else
+static int stbi__cpuid3(void)
+{
+ int res;
+ __asm {
+ mov eax,1
+ cpuid
+ mov res,edx
+ }
+ return res;
+}
+#endif
+
+#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name
+
+#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2)
+static int stbi__sse2_available(void)
+{
+ int info3 = stbi__cpuid3();
+ return ((info3 >> 26) & 1) != 0;
+}
+#endif
+
+#else // assume GCC-style if not VC++
+#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))
+
+#if !defined(STBI_NO_JPEG) && defined(STBI_SSE2)
+static int stbi__sse2_available(void)
+{
+ // If we're even attempting to compile this on GCC/Clang, that means
+ // -msse2 is on, which means the compiler is allowed to use SSE2
+ // instructions at will, and so are we.
+ return 1;
+}
+#endif
+
+#endif
+#endif
+
+// ARM NEON
+#if defined(STBI_NO_SIMD) && defined(STBI_NEON)
+#undef STBI_NEON
+#endif
+
+#ifdef STBI_NEON
+#include
+#ifdef _MSC_VER
+#define STBI_SIMD_ALIGN(type, name) __declspec(align(16)) type name
+#else
+#define STBI_SIMD_ALIGN(type, name) type name __attribute__((aligned(16)))
+#endif
+#endif
+
+#ifndef STBI_SIMD_ALIGN
+#define STBI_SIMD_ALIGN(type, name) type name
+#endif
+
+#ifndef STBI_MAX_DIMENSIONS
+#define STBI_MAX_DIMENSIONS (1 << 24)
+#endif
+
+///////////////////////////////////////////////
+//
+// stbi__context struct and start_xxx functions
+
+// stbi__context structure is our basic context used by all images, so it
+// contains all the IO context, plus some basic image information
+typedef struct
+{
+ stbi__uint32 img_x, img_y;
+ int img_n, img_out_n;
+
+ stbi_io_callbacks io;
+ void *io_user_data;
+
+ int read_from_callbacks;
+ int buflen;
+ stbi_uc buffer_start[128];
+ int callback_already_read;
+
+ stbi_uc *img_buffer, *img_buffer_end;
+ stbi_uc *img_buffer_original, *img_buffer_original_end;
+} stbi__context;
+
+
+static void stbi__refill_buffer(stbi__context *s);
+
+// initialize a memory-decode context
+static void stbi__start_mem(stbi__context *s, stbi_uc const *buffer, int len)
+{
+ s->io.read = NULL;
+ s->read_from_callbacks = 0;
+ s->callback_already_read = 0;
+ s->img_buffer = s->img_buffer_original = (stbi_uc *) buffer;
+ s->img_buffer_end = s->img_buffer_original_end = (stbi_uc *) buffer+len;
+}
+
+// initialize a callback-based context
+static void stbi__start_callbacks(stbi__context *s, stbi_io_callbacks *c, void *user)
+{
+ s->io = *c;
+ s->io_user_data = user;
+ s->buflen = sizeof(s->buffer_start);
+ s->read_from_callbacks = 1;
+ s->callback_already_read = 0;
+ s->img_buffer = s->img_buffer_original = s->buffer_start;
+ stbi__refill_buffer(s);
+ s->img_buffer_original_end = s->img_buffer_end;
+}
+
+#ifndef STBI_NO_STDIO
+
+static int stbi__stdio_read(void *user, char *data, int size)
+{
+ return (int) fread(data,1,size,(FILE*) user);
+}
+
+static void stbi__stdio_skip(void *user, int n)
+{
+ int ch;
+ fseek((FILE*) user, n, SEEK_CUR);
+ ch = fgetc((FILE*) user); /* have to read a byte to reset feof()'s flag */
+ if (ch != EOF) {
+ ungetc(ch, (FILE *) user); /* push byte back onto stream if valid. */
+ }
+}
+
+static int stbi__stdio_eof(void *user)
+{
+ return feof((FILE*) user) || ferror((FILE *) user);
+}
+
+static stbi_io_callbacks stbi__stdio_callbacks =
+{
+ stbi__stdio_read,
+ stbi__stdio_skip,
+ stbi__stdio_eof,
+};
+
+static void stbi__start_file(stbi__context *s, FILE *f)
+{
+ stbi__start_callbacks(s, &stbi__stdio_callbacks, (void *) f);
+}
+
+//static void stop_file(stbi__context *s) { }
+
+#endif // !STBI_NO_STDIO
+
+static void stbi__rewind(stbi__context *s)
+{
+ // conceptually rewind SHOULD rewind to the beginning of the stream,
+ // but we just rewind to the beginning of the initial buffer, because
+ // we only use it after doing 'test', which only ever looks at at most 92 bytes
+ s->img_buffer = s->img_buffer_original;
+ s->img_buffer_end = s->img_buffer_original_end;
+}
+
+enum
+{
+ STBI_ORDER_RGB,
+ STBI_ORDER_BGR
+};
+
+typedef struct
+{
+ int bits_per_channel;
+ int num_channels;
+ int channel_order;
+} stbi__result_info;
+
+#ifndef STBI_NO_JPEG
+static int stbi__jpeg_test(stbi__context *s);
+static void *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);
+static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PNG
+static int stbi__png_test(stbi__context *s);
+static void *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);
+static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp);
+static int stbi__png_is16(stbi__context *s);
+#endif
+
+#ifndef STBI_NO_BMP
+static int stbi__bmp_test(stbi__context *s);
+static void *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);
+static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_TGA
+static int stbi__tga_test(stbi__context *s);
+static void *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);
+static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PSD
+static int stbi__psd_test(stbi__context *s);
+static void *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc);
+static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp);
+static int stbi__psd_is16(stbi__context *s);
+#endif
+
+#ifndef STBI_NO_HDR
+static int stbi__hdr_test(stbi__context *s);
+static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);
+static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PIC
+static int stbi__pic_test(stbi__context *s);
+static void *stbi__pic_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);
+static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_GIF
+static int stbi__gif_test(stbi__context *s);
+static void *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);
+static void *stbi__load_gif_main(stbi__context *s, int **delays, int *x, int *y, int *z, int *comp, int req_comp);
+static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp);
+#endif
+
+#ifndef STBI_NO_PNM
+static int stbi__pnm_test(stbi__context *s);
+static void *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri);
+static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp);
+static int stbi__pnm_is16(stbi__context *s);
+#endif
+
+static
+#ifdef STBI_THREAD_LOCAL
+STBI_THREAD_LOCAL
+#endif
+const char *stbi__g_failure_reason;
+
+STBIDEF const char *stbi_failure_reason(void)
+{
+ return stbi__g_failure_reason;
+}
+
+#ifndef STBI_NO_FAILURE_STRINGS
+static int stbi__err(const char *str)
+{
+ stbi__g_failure_reason = str;
+ return 0;
+}
+#endif
+
+static void *stbi__malloc(size_t size)
+{
+ return STBI_MALLOC(size);
+}
+
+// stb_image uses ints pervasively, including for offset calculations.
+// therefore the largest decoded image size we can support with the
+// current code, even on 64-bit targets, is INT_MAX. this is not a
+// significant limitation for the intended use case.
+//
+// we do, however, need to make sure our size calculations don't
+// overflow. hence a few helper functions for size calculations that
+// multiply integers together, making sure that they're non-negative
+// and no overflow occurs.
+
+// return 1 if the sum is valid, 0 on overflow.
+// negative terms are considered invalid.
+static int stbi__addsizes_valid(int a, int b)
+{
+ if (b < 0) return 0;
+ // now 0 <= b <= INT_MAX, hence also
+ // 0 <= INT_MAX - b <= INTMAX.
+ // And "a + b <= INT_MAX" (which might overflow) is the
+ // same as a <= INT_MAX - b (no overflow)
+ return a <= INT_MAX - b;
+}
+
+// returns 1 if the product is valid, 0 on overflow.
+// negative factors are considered invalid.
+static int stbi__mul2sizes_valid(int a, int b)
+{
+ if (a < 0 || b < 0) return 0;
+ if (b == 0) return 1; // mul-by-0 is always safe
+ // portable way to check for no overflows in a*b
+ return a <= INT_MAX/b;
+}
+
+#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR)
+// returns 1 if "a*b + add" has no negative terms/factors and doesn't overflow
+static int stbi__mad2sizes_valid(int a, int b, int add)
+{
+ return stbi__mul2sizes_valid(a, b) && stbi__addsizes_valid(a*b, add);
+}
+#endif
+
+// returns 1 if "a*b*c + add" has no negative terms/factors and doesn't overflow
+static int stbi__mad3sizes_valid(int a, int b, int c, int add)
+{
+ return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) &&
+ stbi__addsizes_valid(a*b*c, add);
+}
+
+// returns 1 if "a*b*c*d + add" has no negative terms/factors and doesn't overflow
+#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) || !defined(STBI_NO_PNM)
+static int stbi__mad4sizes_valid(int a, int b, int c, int d, int add)
+{
+ return stbi__mul2sizes_valid(a, b) && stbi__mul2sizes_valid(a*b, c) &&
+ stbi__mul2sizes_valid(a*b*c, d) && stbi__addsizes_valid(a*b*c*d, add);
+}
+#endif
+
+#if !defined(STBI_NO_JPEG) || !defined(STBI_NO_PNG) || !defined(STBI_NO_TGA) || !defined(STBI_NO_HDR)
+// mallocs with size overflow checking
+static void *stbi__malloc_mad2(int a, int b, int add)
+{
+ if (!stbi__mad2sizes_valid(a, b, add)) return NULL;
+ return stbi__malloc(a*b + add);
+}
+#endif
+
+static void *stbi__malloc_mad3(int a, int b, int c, int add)
+{
+ if (!stbi__mad3sizes_valid(a, b, c, add)) return NULL;
+ return stbi__malloc(a*b*c + add);
+}
+
+#if !defined(STBI_NO_LINEAR) || !defined(STBI_NO_HDR) || !defined(STBI_NO_PNM)
+static void *stbi__malloc_mad4(int a, int b, int c, int d, int add)
+{
+ if (!stbi__mad4sizes_valid(a, b, c, d, add)) return NULL;
+ return stbi__malloc(a*b*c*d + add);
+}
+#endif
+
+// returns 1 if the sum of two signed ints is valid (between -2^31 and 2^31-1 inclusive), 0 on overflow.
+static int stbi__addints_valid(int a, int b)
+{
+ if ((a >= 0) != (b >= 0)) return 1; // a and b have different signs, so no overflow
+ if (a < 0 && b < 0) return a >= INT_MIN - b; // same as a + b >= INT_MIN; INT_MIN - b cannot overflow since b < 0.
+ return a <= INT_MAX - b;
+}
+
+// returns 1 if the product of two signed shorts is valid, 0 on overflow.
+static int stbi__mul2shorts_valid(short a, short b)
+{
+ if (b == 0 || b == -1) return 1; // multiplication by 0 is always 0; check for -1 so SHRT_MIN/b doesn't overflow
+ if ((a >= 0) == (b >= 0)) return a <= SHRT_MAX/b; // product is positive, so similar to mul2sizes_valid
+ if (b < 0) return a <= SHRT_MIN / b; // same as a * b >= SHRT_MIN
+ return a >= SHRT_MIN / b;
+}
+
+// stbi__err - error
+// stbi__errpf - error returning pointer to float
+// stbi__errpuc - error returning pointer to unsigned char
+
+#ifdef STBI_NO_FAILURE_STRINGS
+ #define stbi__err(x,y) 0
+#elif defined(STBI_FAILURE_USERMSG)
+ #define stbi__err(x,y) stbi__err(y)
+#else
+ #define stbi__err(x,y) stbi__err(x)
+#endif
+
+#define stbi__errpf(x,y) ((float *)(size_t) (stbi__err(x,y)?NULL:NULL))
+#define stbi__errpuc(x,y) ((unsigned char *)(size_t) (stbi__err(x,y)?NULL:NULL))
+
+STBIDEF void stbi_image_free(void *retval_from_stbi_load)
+{
+ STBI_FREE(retval_from_stbi_load);
+}
+
+#ifndef STBI_NO_LINEAR
+static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp);
+#endif
+
+#ifndef STBI_NO_HDR
+static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp);
+#endif
+
+static int stbi__vertically_flip_on_load_global = 0;
+
+STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip)
+{
+ stbi__vertically_flip_on_load_global = flag_true_if_should_flip;
+}
+
+#ifndef STBI_THREAD_LOCAL
+#define stbi__vertically_flip_on_load stbi__vertically_flip_on_load_global
+#else
+static STBI_THREAD_LOCAL int stbi__vertically_flip_on_load_local, stbi__vertically_flip_on_load_set;
+
+STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip)
+{
+ stbi__vertically_flip_on_load_local = flag_true_if_should_flip;
+ stbi__vertically_flip_on_load_set = 1;
+}
+
+#define stbi__vertically_flip_on_load (stbi__vertically_flip_on_load_set \
+ ? stbi__vertically_flip_on_load_local \
+ : stbi__vertically_flip_on_load_global)
+#endif // STBI_THREAD_LOCAL
+
+static void *stbi__load_main(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc)
+{
+ memset(ri, 0, sizeof(*ri)); // make sure it's initialized if we add new fields
+ ri->bits_per_channel = 8; // default is 8 so most paths don't have to be changed
+ ri->channel_order = STBI_ORDER_RGB; // all current input & output are this, but this is here so we can add BGR order
+ ri->num_channels = 0;
+
+ // test the formats with a very explicit header first (at least a FOURCC
+ // or distinctive magic number first)
+ #ifndef STBI_NO_PNG
+ if (stbi__png_test(s)) return stbi__png_load(s,x,y,comp,req_comp, ri);
+ #endif
+ #ifndef STBI_NO_BMP
+ if (stbi__bmp_test(s)) return stbi__bmp_load(s,x,y,comp,req_comp, ri);
+ #endif
+ #ifndef STBI_NO_GIF
+ if (stbi__gif_test(s)) return stbi__gif_load(s,x,y,comp,req_comp, ri);
+ #endif
+ #ifndef STBI_NO_PSD
+ if (stbi__psd_test(s)) return stbi__psd_load(s,x,y,comp,req_comp, ri, bpc);
+ #else
+ STBI_NOTUSED(bpc);
+ #endif
+ #ifndef STBI_NO_PIC
+ if (stbi__pic_test(s)) return stbi__pic_load(s,x,y,comp,req_comp, ri);
+ #endif
+
+ // then the formats that can end up attempting to load with just 1 or 2
+ // bytes matching expectations; these are prone to false positives, so
+ // try them later
+ #ifndef STBI_NO_JPEG
+ if (stbi__jpeg_test(s)) return stbi__jpeg_load(s,x,y,comp,req_comp, ri);
+ #endif
+ #ifndef STBI_NO_PNM
+ if (stbi__pnm_test(s)) return stbi__pnm_load(s,x,y,comp,req_comp, ri);
+ #endif
+
+ #ifndef STBI_NO_HDR
+ if (stbi__hdr_test(s)) {
+ float *hdr = stbi__hdr_load(s, x,y,comp,req_comp, ri);
+ return stbi__hdr_to_ldr(hdr, *x, *y, req_comp ? req_comp : *comp);
+ }
+ #endif
+
+ #ifndef STBI_NO_TGA
+ // test tga last because it's a crappy test!
+ if (stbi__tga_test(s))
+ return stbi__tga_load(s,x,y,comp,req_comp, ri);
+ #endif
+
+ return stbi__errpuc("unknown image type", "Image not of any known type, or corrupt");
+}
+
+static stbi_uc *stbi__convert_16_to_8(stbi__uint16 *orig, int w, int h, int channels)
+{
+ int i;
+ int img_len = w * h * channels;
+ stbi_uc *reduced;
+
+ reduced = (stbi_uc *) stbi__malloc(img_len);
+ if (reduced == NULL) return stbi__errpuc("outofmem", "Out of memory");
+
+ for (i = 0; i < img_len; ++i)
+ reduced[i] = (stbi_uc)((orig[i] >> 8) & 0xFF); // top half of each byte is sufficient approx of 16->8 bit scaling
+
+ STBI_FREE(orig);
+ return reduced;
+}
+
+static stbi__uint16 *stbi__convert_8_to_16(stbi_uc *orig, int w, int h, int channels)
+{
+ int i;
+ int img_len = w * h * channels;
+ stbi__uint16 *enlarged;
+
+ enlarged = (stbi__uint16 *) stbi__malloc(img_len*2);
+ if (enlarged == NULL) return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory");
+
+ for (i = 0; i < img_len; ++i)
+ enlarged[i] = (stbi__uint16)((orig[i] << 8) + orig[i]); // replicate to high and low byte, maps 0->0, 255->0xffff
+
+ STBI_FREE(orig);
+ return enlarged;
+}
+
+static void stbi__vertical_flip(void *image, int w, int h, int bytes_per_pixel)
+{
+ int row;
+ size_t bytes_per_row = (size_t)w * bytes_per_pixel;
+ stbi_uc temp[2048];
+ stbi_uc *bytes = (stbi_uc *)image;
+
+ for (row = 0; row < (h>>1); row++) {
+ stbi_uc *row0 = bytes + row*bytes_per_row;
+ stbi_uc *row1 = bytes + (h - row - 1)*bytes_per_row;
+ // swap row0 with row1
+ size_t bytes_left = bytes_per_row;
+ while (bytes_left) {
+ size_t bytes_copy = (bytes_left < sizeof(temp)) ? bytes_left : sizeof(temp);
+ memcpy(temp, row0, bytes_copy);
+ memcpy(row0, row1, bytes_copy);
+ memcpy(row1, temp, bytes_copy);
+ row0 += bytes_copy;
+ row1 += bytes_copy;
+ bytes_left -= bytes_copy;
+ }
+ }
+}
+
+#ifndef STBI_NO_GIF
+static void stbi__vertical_flip_slices(void *image, int w, int h, int z, int bytes_per_pixel)
+{
+ int slice;
+ int slice_size = w * h * bytes_per_pixel;
+
+ stbi_uc *bytes = (stbi_uc *)image;
+ for (slice = 0; slice < z; ++slice) {
+ stbi__vertical_flip(bytes, w, h, bytes_per_pixel);
+ bytes += slice_size;
+ }
+}
+#endif
+
+static unsigned char *stbi__load_and_postprocess_8bit(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__result_info ri;
+ void *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 8);
+
+ if (result == NULL)
+ return NULL;
+
+ // it is the responsibility of the loaders to make sure we get either 8 or 16 bit.
+ STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16);
+
+ if (ri.bits_per_channel != 8) {
+ result = stbi__convert_16_to_8((stbi__uint16 *) result, *x, *y, req_comp == 0 ? *comp : req_comp);
+ ri.bits_per_channel = 8;
+ }
+
+ // @TODO: move stbi__convert_format to here
+
+ if (stbi__vertically_flip_on_load) {
+ int channels = req_comp ? req_comp : *comp;
+ stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi_uc));
+ }
+
+ return (unsigned char *) result;
+}
+
+static stbi__uint16 *stbi__load_and_postprocess_16bit(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__result_info ri;
+ void *result = stbi__load_main(s, x, y, comp, req_comp, &ri, 16);
+
+ if (result == NULL)
+ return NULL;
+
+ // it is the responsibility of the loaders to make sure we get either 8 or 16 bit.
+ STBI_ASSERT(ri.bits_per_channel == 8 || ri.bits_per_channel == 16);
+
+ if (ri.bits_per_channel != 16) {
+ result = stbi__convert_8_to_16((stbi_uc *) result, *x, *y, req_comp == 0 ? *comp : req_comp);
+ ri.bits_per_channel = 16;
+ }
+
+ // @TODO: move stbi__convert_format16 to here
+ // @TODO: special case RGB-to-Y (and RGBA-to-YA) for 8-bit-to-16-bit case to keep more precision
+
+ if (stbi__vertically_flip_on_load) {
+ int channels = req_comp ? req_comp : *comp;
+ stbi__vertical_flip(result, *x, *y, channels * sizeof(stbi__uint16));
+ }
+
+ return (stbi__uint16 *) result;
+}
+
+#if !defined(STBI_NO_HDR) && !defined(STBI_NO_LINEAR)
+static void stbi__float_postprocess(float *result, int *x, int *y, int *comp, int req_comp)
+{
+ if (stbi__vertically_flip_on_load && result != NULL) {
+ int channels = req_comp ? req_comp : *comp;
+ stbi__vertical_flip(result, *x, *y, channels * sizeof(float));
+ }
+}
+#endif
+
+#ifndef STBI_NO_STDIO
+
+#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8)
+STBI_EXTERN __declspec(dllimport) int __stdcall MultiByteToWideChar(unsigned int cp, unsigned long flags, const char *str, int cbmb, wchar_t *widestr, int cchwide);
+STBI_EXTERN __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, const wchar_t *widestr, int cchwide, char *str, int cbmb, const char *defchar, int *used_default);
+#endif
+
+#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8)
+STBIDEF int stbi_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input)
+{
+ return WideCharToMultiByte(65001 /* UTF8 */, 0, input, -1, buffer, (int) bufferlen, NULL, NULL);
+}
+#endif
+
+static FILE *stbi__fopen(char const *filename, char const *mode)
+{
+ FILE *f;
+#if defined(_WIN32) && defined(STBI_WINDOWS_UTF8)
+ wchar_t wMode[64];
+ wchar_t wFilename[1024];
+ if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, filename, -1, wFilename, sizeof(wFilename)/sizeof(*wFilename)))
+ return 0;
+
+ if (0 == MultiByteToWideChar(65001 /* UTF8 */, 0, mode, -1, wMode, sizeof(wMode)/sizeof(*wMode)))
+ return 0;
+
+#if defined(_MSC_VER) && _MSC_VER >= 1400
+ if (0 != _wfopen_s(&f, wFilename, wMode))
+ f = 0;
+#else
+ f = _wfopen(wFilename, wMode);
+#endif
+
+#elif defined(_MSC_VER) && _MSC_VER >= 1400
+ if (0 != fopen_s(&f, filename, mode))
+ f=0;
+#else
+ f = fopen(filename, mode);
+#endif
+ return f;
+}
+
+
+STBIDEF stbi_uc *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp)
+{
+ FILE *f = stbi__fopen(filename, "rb");
+ unsigned char *result;
+ if (!f) return stbi__errpuc("can't fopen", "Unable to open file");
+ result = stbi_load_from_file(f,x,y,comp,req_comp);
+ fclose(f);
+ return result;
+}
+
+STBIDEF stbi_uc *stbi_load_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
+{
+ unsigned char *result;
+ stbi__context s;
+ stbi__start_file(&s,f);
+ result = stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp);
+ if (result) {
+ // need to 'unget' all the characters in the IO buffer
+ fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR);
+ }
+ return result;
+}
+
+STBIDEF stbi__uint16 *stbi_load_from_file_16(FILE *f, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__uint16 *result;
+ stbi__context s;
+ stbi__start_file(&s,f);
+ result = stbi__load_and_postprocess_16bit(&s,x,y,comp,req_comp);
+ if (result) {
+ // need to 'unget' all the characters in the IO buffer
+ fseek(f, - (int) (s.img_buffer_end - s.img_buffer), SEEK_CUR);
+ }
+ return result;
+}
+
+STBIDEF stbi_us *stbi_load_16(char const *filename, int *x, int *y, int *comp, int req_comp)
+{
+ FILE *f = stbi__fopen(filename, "rb");
+ stbi__uint16 *result;
+ if (!f) return (stbi_us *) stbi__errpuc("can't fopen", "Unable to open file");
+ result = stbi_load_from_file_16(f,x,y,comp,req_comp);
+ fclose(f);
+ return result;
+}
+
+
+#endif //!STBI_NO_STDIO
+
+STBIDEF stbi_us *stbi_load_16_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels)
+{
+ stbi__context s;
+ stbi__start_mem(&s,buffer,len);
+ return stbi__load_and_postprocess_16bit(&s,x,y,channels_in_file,desired_channels);
+}
+
+STBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels)
+{
+ stbi__context s;
+ stbi__start_callbacks(&s, (stbi_io_callbacks *)clbk, user);
+ return stbi__load_and_postprocess_16bit(&s,x,y,channels_in_file,desired_channels);
+}
+
+STBIDEF stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__context s;
+ stbi__start_mem(&s,buffer,len);
+ return stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp);
+}
+
+STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__context s;
+ stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
+ return stbi__load_and_postprocess_8bit(&s,x,y,comp,req_comp);
+}
+
+#ifndef STBI_NO_GIF
+STBIDEF stbi_uc *stbi_load_gif_from_memory(stbi_uc const *buffer, int len, int **delays, int *x, int *y, int *z, int *comp, int req_comp)
+{
+ unsigned char *result;
+ stbi__context s;
+ stbi__start_mem(&s,buffer,len);
+
+ result = (unsigned char*) stbi__load_gif_main(&s, delays, x, y, z, comp, req_comp);
+ if (stbi__vertically_flip_on_load) {
+ stbi__vertical_flip_slices( result, *x, *y, *z, *comp );
+ }
+
+ return result;
+}
+#endif
+
+#ifndef STBI_NO_LINEAR
+static float *stbi__loadf_main(stbi__context *s, int *x, int *y, int *comp, int req_comp)
+{
+ unsigned char *data;
+ #ifndef STBI_NO_HDR
+ if (stbi__hdr_test(s)) {
+ stbi__result_info ri;
+ float *hdr_data = stbi__hdr_load(s,x,y,comp,req_comp, &ri);
+ if (hdr_data)
+ stbi__float_postprocess(hdr_data,x,y,comp,req_comp);
+ return hdr_data;
+ }
+ #endif
+ data = stbi__load_and_postprocess_8bit(s, x, y, comp, req_comp);
+ if (data)
+ return stbi__ldr_to_hdr(data, *x, *y, req_comp ? req_comp : *comp);
+ return stbi__errpf("unknown image type", "Image not of any known type, or corrupt");
+}
+
+STBIDEF float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__context s;
+ stbi__start_mem(&s,buffer,len);
+ return stbi__loadf_main(&s,x,y,comp,req_comp);
+}
+
+STBIDEF float *stbi_loadf_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__context s;
+ stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
+ return stbi__loadf_main(&s,x,y,comp,req_comp);
+}
+
+#ifndef STBI_NO_STDIO
+STBIDEF float *stbi_loadf(char const *filename, int *x, int *y, int *comp, int req_comp)
+{
+ float *result;
+ FILE *f = stbi__fopen(filename, "rb");
+ if (!f) return stbi__errpf("can't fopen", "Unable to open file");
+ result = stbi_loadf_from_file(f,x,y,comp,req_comp);
+ fclose(f);
+ return result;
+}
+
+STBIDEF float *stbi_loadf_from_file(FILE *f, int *x, int *y, int *comp, int req_comp)
+{
+ stbi__context s;
+ stbi__start_file(&s,f);
+ return stbi__loadf_main(&s,x,y,comp,req_comp);
+}
+#endif // !STBI_NO_STDIO
+
+#endif // !STBI_NO_LINEAR
+
+// these is-hdr-or-not is defined independent of whether STBI_NO_LINEAR is
+// defined, for API simplicity; if STBI_NO_LINEAR is defined, it always
+// reports false!
+
+STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len)
+{
+ #ifndef STBI_NO_HDR
+ stbi__context s;
+ stbi__start_mem(&s,buffer,len);
+ return stbi__hdr_test(&s);
+ #else
+ STBI_NOTUSED(buffer);
+ STBI_NOTUSED(len);
+ return 0;
+ #endif
+}
+
+#ifndef STBI_NO_STDIO
+STBIDEF int stbi_is_hdr (char const *filename)
+{
+ FILE *f = stbi__fopen(filename, "rb");
+ int result=0;
+ if (f) {
+ result = stbi_is_hdr_from_file(f);
+ fclose(f);
+ }
+ return result;
+}
+
+STBIDEF int stbi_is_hdr_from_file(FILE *f)
+{
+ #ifndef STBI_NO_HDR
+ long pos = ftell(f);
+ int res;
+ stbi__context s;
+ stbi__start_file(&s,f);
+ res = stbi__hdr_test(&s);
+ fseek(f, pos, SEEK_SET);
+ return res;
+ #else
+ STBI_NOTUSED(f);
+ return 0;
+ #endif
+}
+#endif // !STBI_NO_STDIO
+
+STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user)
+{
+ #ifndef STBI_NO_HDR
+ stbi__context s;
+ stbi__start_callbacks(&s, (stbi_io_callbacks *) clbk, user);
+ return stbi__hdr_test(&s);
+ #else
+ STBI_NOTUSED(clbk);
+ STBI_NOTUSED(user);
+ return 0;
+ #endif
+}
+
+#ifndef STBI_NO_LINEAR
+static float stbi__l2h_gamma=2.2f, stbi__l2h_scale=1.0f;
+
+STBIDEF void stbi_ldr_to_hdr_gamma(float gamma) { stbi__l2h_gamma = gamma; }
+STBIDEF void stbi_ldr_to_hdr_scale(float scale) { stbi__l2h_scale = scale; }
+#endif
+
+static float stbi__h2l_gamma_i=1.0f/2.2f, stbi__h2l_scale_i=1.0f;
+
+STBIDEF void stbi_hdr_to_ldr_gamma(float gamma) { stbi__h2l_gamma_i = 1/gamma; }
+STBIDEF void stbi_hdr_to_ldr_scale(float scale) { stbi__h2l_scale_i = 1/scale; }
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Common code used by all image loaders
+//
+
+enum
+{
+ STBI__SCAN_load=0,
+ STBI__SCAN_type,
+ STBI__SCAN_header
+};
+
+static void stbi__refill_buffer(stbi__context *s)
+{
+ int n = (s->io.read)(s->io_user_data,(char*)s->buffer_start,s->buflen);
+ s->callback_already_read += (int) (s->img_buffer - s->img_buffer_original);
+ if (n == 0) {
+ // at end of file, treat same as if from memory, but need to handle case
+ // where s->img_buffer isn't pointing to safe memory, e.g. 0-byte file
+ s->read_from_callbacks = 0;
+ s->img_buffer = s->buffer_start;
+ s->img_buffer_end = s->buffer_start+1;
+ *s->img_buffer = 0;
+ } else {
+ s->img_buffer = s->buffer_start;
+ s->img_buffer_end = s->buffer_start + n;
+ }
+}
+
+stbi_inline static stbi_uc stbi__get8(stbi__context *s)
+{
+ if (s->img_buffer < s->img_buffer_end)
+ return *s->img_buffer++;
+ if (s->read_from_callbacks) {
+ stbi__refill_buffer(s);
+ return *s->img_buffer++;
+ }
+ return 0;
+}
+
+#if defined(STBI_NO_JPEG) && defined(STBI_NO_HDR) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)
+// nothing
+#else
+stbi_inline static int stbi__at_eof(stbi__context *s)
+{
+ if (s->io.read) {
+ if (!(s->io.eof)(s->io_user_data)) return 0;
+ // if feof() is true, check if buffer = end
+ // special case: we've only got the special 0 character at the end
+ if (s->read_from_callbacks == 0) return 1;
+ }
+
+ return s->img_buffer >= s->img_buffer_end;
+}
+#endif
+
+#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC)
+// nothing
+#else
+static void stbi__skip(stbi__context *s, int n)
+{
+ if (n == 0) return; // already there!
+ if (n < 0) {
+ s->img_buffer = s->img_buffer_end;
+ return;
+ }
+ if (s->io.read) {
+ int blen = (int) (s->img_buffer_end - s->img_buffer);
+ if (blen < n) {
+ s->img_buffer = s->img_buffer_end;
+ (s->io.skip)(s->io_user_data, n - blen);
+ return;
+ }
+ }
+ s->img_buffer += n;
+}
+#endif
+
+#if defined(STBI_NO_PNG) && defined(STBI_NO_TGA) && defined(STBI_NO_HDR) && defined(STBI_NO_PNM)
+// nothing
+#else
+static int stbi__getn(stbi__context *s, stbi_uc *buffer, int n)
+{
+ if (s->io.read) {
+ int blen = (int) (s->img_buffer_end - s->img_buffer);
+ if (blen < n) {
+ int res, count;
+
+ memcpy(buffer, s->img_buffer, blen);
+
+ count = (s->io.read)(s->io_user_data, (char*) buffer + blen, n - blen);
+ res = (count == (n-blen));
+ s->img_buffer = s->img_buffer_end;
+ return res;
+ }
+ }
+
+ if (s->img_buffer+n <= s->img_buffer_end) {
+ memcpy(buffer, s->img_buffer, n);
+ s->img_buffer += n;
+ return 1;
+ } else
+ return 0;
+}
+#endif
+
+#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC)
+// nothing
+#else
+static int stbi__get16be(stbi__context *s)
+{
+ int z = stbi__get8(s);
+ return (z << 8) + stbi__get8(s);
+}
+#endif
+
+#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD) && defined(STBI_NO_PIC)
+// nothing
+#else
+static stbi__uint32 stbi__get32be(stbi__context *s)
+{
+ stbi__uint32 z = stbi__get16be(s);
+ return (z << 16) + stbi__get16be(s);
+}
+#endif
+
+#if defined(STBI_NO_BMP) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF)
+// nothing
+#else
+static int stbi__get16le(stbi__context *s)
+{
+ int z = stbi__get8(s);
+ return z + (stbi__get8(s) << 8);
+}
+#endif
+
+#ifndef STBI_NO_BMP
+static stbi__uint32 stbi__get32le(stbi__context *s)
+{
+ stbi__uint32 z = stbi__get16le(s);
+ z += (stbi__uint32)stbi__get16le(s) << 16;
+ return z;
+}
+#endif
+
+#define STBI__BYTECAST(x) ((stbi_uc) ((x) & 255)) // truncate int to byte without warnings
+
+#if defined(STBI_NO_JPEG) && defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)
+// nothing
+#else
+//////////////////////////////////////////////////////////////////////////////
+//
+// generic converter from built-in img_n to req_comp
+// individual types do this automatically as much as possible (e.g. jpeg
+// does all cases internally since it needs to colorspace convert anyway,
+// and it never has alpha, so very few cases ). png can automatically
+// interleave an alpha=255 channel, but falls back to this for other cases
+//
+// assume data buffer is malloced, so malloc a new one and free that one
+// only failure mode is malloc failing
+
+static stbi_uc stbi__compute_y(int r, int g, int b)
+{
+ return (stbi_uc) (((r*77) + (g*150) + (29*b)) >> 8);
+}
+#endif
+
+#if defined(STBI_NO_PNG) && defined(STBI_NO_BMP) && defined(STBI_NO_PSD) && defined(STBI_NO_TGA) && defined(STBI_NO_GIF) && defined(STBI_NO_PIC) && defined(STBI_NO_PNM)
+// nothing
+#else
+static unsigned char *stbi__convert_format(unsigned char *data, int img_n, int req_comp, unsigned int x, unsigned int y)
+{
+ int i,j;
+ unsigned char *good;
+
+ if (req_comp == img_n) return data;
+ STBI_ASSERT(req_comp >= 1 && req_comp <= 4);
+
+ good = (unsigned char *) stbi__malloc_mad3(req_comp, x, y, 0);
+ if (good == NULL) {
+ STBI_FREE(data);
+ return stbi__errpuc("outofmem", "Out of memory");
+ }
+
+ for (j=0; j < (int) y; ++j) {
+ unsigned char *src = data + j * x * img_n ;
+ unsigned char *dest = good + j * x * req_comp;
+
+ #define STBI__COMBO(a,b) ((a)*8+(b))
+ #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)
+ // convert source image with img_n components to one with req_comp components;
+ // avoid switch per pixel, so use switch per scanline and massive macros
+ switch (STBI__COMBO(img_n, req_comp)) {
+ STBI__CASE(1,2) { dest[0]=src[0]; dest[1]=255; } break;
+ STBI__CASE(1,3) { dest[0]=dest[1]=dest[2]=src[0]; } break;
+ STBI__CASE(1,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=255; } break;
+ STBI__CASE(2,1) { dest[0]=src[0]; } break;
+ STBI__CASE(2,3) { dest[0]=dest[1]=dest[2]=src[0]; } break;
+ STBI__CASE(2,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=src[1]; } break;
+ STBI__CASE(3,4) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2];dest[3]=255; } break;
+ STBI__CASE(3,1) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); } break;
+ STBI__CASE(3,2) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); dest[1] = 255; } break;
+ STBI__CASE(4,1) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); } break;
+ STBI__CASE(4,2) { dest[0]=stbi__compute_y(src[0],src[1],src[2]); dest[1] = src[3]; } break;
+ STBI__CASE(4,3) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2]; } break;
+ default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return stbi__errpuc("unsupported", "Unsupported format conversion");
+ }
+ #undef STBI__CASE
+ }
+
+ STBI_FREE(data);
+ return good;
+}
+#endif
+
+#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD)
+// nothing
+#else
+static stbi__uint16 stbi__compute_y_16(int r, int g, int b)
+{
+ return (stbi__uint16) (((r*77) + (g*150) + (29*b)) >> 8);
+}
+#endif
+
+#if defined(STBI_NO_PNG) && defined(STBI_NO_PSD)
+// nothing
+#else
+static stbi__uint16 *stbi__convert_format16(stbi__uint16 *data, int img_n, int req_comp, unsigned int x, unsigned int y)
+{
+ int i,j;
+ stbi__uint16 *good;
+
+ if (req_comp == img_n) return data;
+ STBI_ASSERT(req_comp >= 1 && req_comp <= 4);
+
+ good = (stbi__uint16 *) stbi__malloc(req_comp * x * y * 2);
+ if (good == NULL) {
+ STBI_FREE(data);
+ return (stbi__uint16 *) stbi__errpuc("outofmem", "Out of memory");
+ }
+
+ for (j=0; j < (int) y; ++j) {
+ stbi__uint16 *src = data + j * x * img_n ;
+ stbi__uint16 *dest = good + j * x * req_comp;
+
+ #define STBI__COMBO(a,b) ((a)*8+(b))
+ #define STBI__CASE(a,b) case STBI__COMBO(a,b): for(i=x-1; i >= 0; --i, src += a, dest += b)
+ // convert source image with img_n components to one with req_comp components;
+ // avoid switch per pixel, so use switch per scanline and massive macros
+ switch (STBI__COMBO(img_n, req_comp)) {
+ STBI__CASE(1,2) { dest[0]=src[0]; dest[1]=0xffff; } break;
+ STBI__CASE(1,3) { dest[0]=dest[1]=dest[2]=src[0]; } break;
+ STBI__CASE(1,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=0xffff; } break;
+ STBI__CASE(2,1) { dest[0]=src[0]; } break;
+ STBI__CASE(2,3) { dest[0]=dest[1]=dest[2]=src[0]; } break;
+ STBI__CASE(2,4) { dest[0]=dest[1]=dest[2]=src[0]; dest[3]=src[1]; } break;
+ STBI__CASE(3,4) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2];dest[3]=0xffff; } break;
+ STBI__CASE(3,1) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); } break;
+ STBI__CASE(3,2) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); dest[1] = 0xffff; } break;
+ STBI__CASE(4,1) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); } break;
+ STBI__CASE(4,2) { dest[0]=stbi__compute_y_16(src[0],src[1],src[2]); dest[1] = src[3]; } break;
+ STBI__CASE(4,3) { dest[0]=src[0];dest[1]=src[1];dest[2]=src[2]; } break;
+ default: STBI_ASSERT(0); STBI_FREE(data); STBI_FREE(good); return (stbi__uint16*) stbi__errpuc("unsupported", "Unsupported format conversion");
+ }
+ #undef STBI__CASE
+ }
+
+ STBI_FREE(data);
+ return good;
+}
+#endif
+
+#ifndef STBI_NO_LINEAR
+static float *stbi__ldr_to_hdr(stbi_uc *data, int x, int y, int comp)
+{
+ int i,k,n;
+ float *output;
+ if (!data) return NULL;
+ output = (float *) stbi__malloc_mad4(x, y, comp, sizeof(float), 0);
+ if (output == NULL) { STBI_FREE(data); return stbi__errpf("outofmem", "Out of memory"); }
+ // compute number of non-alpha components
+ if (comp & 1) n = comp; else n = comp-1;
+ for (i=0; i < x*y; ++i) {
+ for (k=0; k < n; ++k) {
+ output[i*comp + k] = (float) (pow(data[i*comp+k]/255.0f, stbi__l2h_gamma) * stbi__l2h_scale);
+ }
+ }
+ if (n < comp) {
+ for (i=0; i < x*y; ++i) {
+ output[i*comp + n] = data[i*comp + n]/255.0f;
+ }
+ }
+ STBI_FREE(data);
+ return output;
+}
+#endif
+
+#ifndef STBI_NO_HDR
+#define stbi__float2int(x) ((int) (x))
+static stbi_uc *stbi__hdr_to_ldr(float *data, int x, int y, int comp)
+{
+ int i,k,n;
+ stbi_uc *output;
+ if (!data) return NULL;
+ output = (stbi_uc *) stbi__malloc_mad3(x, y, comp, 0);
+ if (output == NULL) { STBI_FREE(data); return stbi__errpuc("outofmem", "Out of memory"); }
+ // compute number of non-alpha components
+ if (comp & 1) n = comp; else n = comp-1;
+ for (i=0; i < x*y; ++i) {
+ for (k=0; k < n; ++k) {
+ float z = (float) pow(data[i*comp+k]*stbi__h2l_scale_i, stbi__h2l_gamma_i) * 255 + 0.5f;
+ if (z < 0) z = 0;
+ if (z > 255) z = 255;
+ output[i*comp + k] = (stbi_uc) stbi__float2int(z);
+ }
+ if (k < comp) {
+ float z = data[i*comp+k] * 255 + 0.5f;
+ if (z < 0) z = 0;
+ if (z > 255) z = 255;
+ output[i*comp + k] = (stbi_uc) stbi__float2int(z);
+ }
+ }
+ STBI_FREE(data);
+ return output;
+}
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// "baseline" JPEG/JFIF decoder
+//
+// simple implementation
+// - doesn't support delayed output of y-dimension
+// - simple interface (only one output format: 8-bit interleaved RGB)
+// - doesn't try to recover corrupt jpegs
+// - doesn't allow partial loading, loading multiple at once
+// - still fast on x86 (copying globals into locals doesn't help x86)
+// - allocates lots of intermediate memory (full size of all components)
+// - non-interleaved case requires this anyway
+// - allows good upsampling (see next)
+// high-quality
+// - upsampled channels are bilinearly interpolated, even across blocks
+// - quality integer IDCT derived from IJG's 'slow'
+// performance
+// - fast huffman; reasonable integer IDCT
+// - some SIMD kernels for common paths on targets with SSE2/NEON
+// - uses a lot of intermediate memory, could cache poorly
+
+#ifndef STBI_NO_JPEG
+
+// huffman decoding acceleration
+#define FAST_BITS 9 // larger handles more cases; smaller stomps less cache
+
+typedef struct
+{
+ stbi_uc fast[1 << FAST_BITS];
+ // weirdly, repacking this into AoS is a 10% speed loss, instead of a win
+ stbi__uint16 code[256];
+ stbi_uc values[256];
+ stbi_uc size[257];
+ unsigned int maxcode[18];
+ int delta[17]; // old 'firstsymbol' - old 'firstcode'
+} stbi__huffman;
+
+typedef struct
+{
+ stbi__context *s;
+ stbi__huffman huff_dc[4];
+ stbi__huffman huff_ac[4];
+ stbi__uint16 dequant[4][64];
+ stbi__int16 fast_ac[4][1 << FAST_BITS];
+
+// sizes for components, interleaved MCUs
+ int img_h_max, img_v_max;
+ int img_mcu_x, img_mcu_y;
+ int img_mcu_w, img_mcu_h;
+
+// definition of jpeg image component
+ struct
+ {
+ int id;
+ int h,v;
+ int tq;
+ int hd,ha;
+ int dc_pred;
+
+ int x,y,w2,h2;
+ stbi_uc *data;
+ void *raw_data, *raw_coeff;
+ stbi_uc *linebuf;
+ short *coeff; // progressive only
+ int coeff_w, coeff_h; // number of 8x8 coefficient blocks
+ } img_comp[4];
+
+ stbi__uint32 code_buffer; // jpeg entropy-coded buffer
+ int code_bits; // number of valid bits
+ unsigned char marker; // marker seen while filling entropy buffer
+ int nomore; // flag if we saw a marker so must stop
+
+ int progressive;
+ int spec_start;
+ int spec_end;
+ int succ_high;
+ int succ_low;
+ int eob_run;
+ int jfif;
+ int app14_color_transform; // Adobe APP14 tag
+ int rgb;
+
+ int scan_n, order[4];
+ int restart_interval, todo;
+
+// kernels
+ void (*idct_block_kernel)(stbi_uc *out, int out_stride, short data[64]);
+ void (*YCbCr_to_RGB_kernel)(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step);
+ stbi_uc *(*resample_row_hv_2_kernel)(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs);
+} stbi__jpeg;
+
+static int stbi__build_huffman(stbi__huffman *h, int *count)
+{
+ int i,j,k=0;
+ unsigned int code;
+ // build size list for each symbol (from JPEG spec)
+ for (i=0; i < 16; ++i) {
+ for (j=0; j < count[i]; ++j) {
+ h->size[k++] = (stbi_uc) (i+1);
+ if(k >= 257) return stbi__err("bad size list","Corrupt JPEG");
+ }
+ }
+ h->size[k] = 0;
+
+ // compute actual symbols (from jpeg spec)
+ code = 0;
+ k = 0;
+ for(j=1; j <= 16; ++j) {
+ // compute delta to add to code to compute symbol id
+ h->delta[j] = k - code;
+ if (h->size[k] == j) {
+ while (h->size[k] == j)
+ h->code[k++] = (stbi__uint16) (code++);
+ if (code-1 >= (1u << j)) return stbi__err("bad code lengths","Corrupt JPEG");
+ }
+ // compute largest code + 1 for this size, preshifted as needed later
+ h->maxcode[j] = code << (16-j);
+ code <<= 1;
+ }
+ h->maxcode[j] = 0xffffffff;
+
+ // build non-spec acceleration table; 255 is flag for not-accelerated
+ memset(h->fast, 255, 1 << FAST_BITS);
+ for (i=0; i < k; ++i) {
+ int s = h->size[i];
+ if (s <= FAST_BITS) {
+ int c = h->code[i] << (FAST_BITS-s);
+ int m = 1 << (FAST_BITS-s);
+ for (j=0; j < m; ++j) {
+ h->fast[c+j] = (stbi_uc) i;
+ }
+ }
+ }
+ return 1;
+}
+
+// build a table that decodes both magnitude and value of small ACs in
+// one go.
+static void stbi__build_fast_ac(stbi__int16 *fast_ac, stbi__huffman *h)
+{
+ int i;
+ for (i=0; i < (1 << FAST_BITS); ++i) {
+ stbi_uc fast = h->fast[i];
+ fast_ac[i] = 0;
+ if (fast < 255) {
+ int rs = h->values[fast];
+ int run = (rs >> 4) & 15;
+ int magbits = rs & 15;
+ int len = h->size[fast];
+
+ if (magbits && len + magbits <= FAST_BITS) {
+ // magnitude code followed by receive_extend code
+ int k = ((i << len) & ((1 << FAST_BITS) - 1)) >> (FAST_BITS - magbits);
+ int m = 1 << (magbits - 1);
+ if (k < m) k += (~0U << magbits) + 1;
+ // if the result is small enough, we can fit it in fast_ac table
+ if (k >= -128 && k <= 127)
+ fast_ac[i] = (stbi__int16) ((k * 256) + (run * 16) + (len + magbits));
+ }
+ }
+ }
+}
+
+static void stbi__grow_buffer_unsafe(stbi__jpeg *j)
+{
+ do {
+ unsigned int b = j->nomore ? 0 : stbi__get8(j->s);
+ if (b == 0xff) {
+ int c = stbi__get8(j->s);
+ while (c == 0xff) c = stbi__get8(j->s); // consume fill bytes
+ if (c != 0) {
+ j->marker = (unsigned char) c;
+ j->nomore = 1;
+ return;
+ }
+ }
+ j->code_buffer |= b << (24 - j->code_bits);
+ j->code_bits += 8;
+ } while (j->code_bits <= 24);
+}
+
+// (1 << n) - 1
+static const stbi__uint32 stbi__bmask[17]={0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535};
+
+// decode a jpeg huffman value from the bitstream
+stbi_inline static int stbi__jpeg_huff_decode(stbi__jpeg *j, stbi__huffman *h)
+{
+ unsigned int temp;
+ int c,k;
+
+ if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+
+ // look at the top FAST_BITS and determine what symbol ID it is,
+ // if the code is <= FAST_BITS
+ c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
+ k = h->fast[c];
+ if (k < 255) {
+ int s = h->size[k];
+ if (s > j->code_bits)
+ return -1;
+ j->code_buffer <<= s;
+ j->code_bits -= s;
+ return h->values[k];
+ }
+
+ // naive test is to shift the code_buffer down so k bits are
+ // valid, then test against maxcode. To speed this up, we've
+ // preshifted maxcode left so that it has (16-k) 0s at the
+ // end; in other words, regardless of the number of bits, it
+ // wants to be compared against something shifted to have 16;
+ // that way we don't need to shift inside the loop.
+ temp = j->code_buffer >> 16;
+ for (k=FAST_BITS+1 ; ; ++k)
+ if (temp < h->maxcode[k])
+ break;
+ if (k == 17) {
+ // error! code not found
+ j->code_bits -= 16;
+ return -1;
+ }
+
+ if (k > j->code_bits)
+ return -1;
+
+ // convert the huffman code to the symbol id
+ c = ((j->code_buffer >> (32 - k)) & stbi__bmask[k]) + h->delta[k];
+ if(c < 0 || c >= 256) // symbol id out of bounds!
+ return -1;
+ STBI_ASSERT((((j->code_buffer) >> (32 - h->size[c])) & stbi__bmask[h->size[c]]) == h->code[c]);
+
+ // convert the id to a symbol
+ j->code_bits -= k;
+ j->code_buffer <<= k;
+ return h->values[c];
+}
+
+// bias[n] = (-1<code_bits < n) stbi__grow_buffer_unsafe(j);
+ if (j->code_bits < n) return 0; // ran out of bits from stream, return 0s intead of continuing
+
+ sgn = j->code_buffer >> 31; // sign bit always in MSB; 0 if MSB clear (positive), 1 if MSB set (negative)
+ k = stbi_lrot(j->code_buffer, n);
+ j->code_buffer = k & ~stbi__bmask[n];
+ k &= stbi__bmask[n];
+ j->code_bits -= n;
+ return k + (stbi__jbias[n] & (sgn - 1));
+}
+
+// get some unsigned bits
+stbi_inline static int stbi__jpeg_get_bits(stbi__jpeg *j, int n)
+{
+ unsigned int k;
+ if (j->code_bits < n) stbi__grow_buffer_unsafe(j);
+ if (j->code_bits < n) return 0; // ran out of bits from stream, return 0s intead of continuing
+ k = stbi_lrot(j->code_buffer, n);
+ j->code_buffer = k & ~stbi__bmask[n];
+ k &= stbi__bmask[n];
+ j->code_bits -= n;
+ return k;
+}
+
+stbi_inline static int stbi__jpeg_get_bit(stbi__jpeg *j)
+{
+ unsigned int k;
+ if (j->code_bits < 1) stbi__grow_buffer_unsafe(j);
+ if (j->code_bits < 1) return 0; // ran out of bits from stream, return 0s intead of continuing
+ k = j->code_buffer;
+ j->code_buffer <<= 1;
+ --j->code_bits;
+ return k & 0x80000000;
+}
+
+// given a value that's at position X in the zigzag stream,
+// where does it appear in the 8x8 matrix coded as row-major?
+static const stbi_uc stbi__jpeg_dezigzag[64+15] =
+{
+ 0, 1, 8, 16, 9, 2, 3, 10,
+ 17, 24, 32, 25, 18, 11, 4, 5,
+ 12, 19, 26, 33, 40, 48, 41, 34,
+ 27, 20, 13, 6, 7, 14, 21, 28,
+ 35, 42, 49, 56, 57, 50, 43, 36,
+ 29, 22, 15, 23, 30, 37, 44, 51,
+ 58, 59, 52, 45, 38, 31, 39, 46,
+ 53, 60, 61, 54, 47, 55, 62, 63,
+ // let corrupt input sample past end
+ 63, 63, 63, 63, 63, 63, 63, 63,
+ 63, 63, 63, 63, 63, 63, 63
+};
+
+// decode one 64-entry block--
+static int stbi__jpeg_decode_block(stbi__jpeg *j, short data[64], stbi__huffman *hdc, stbi__huffman *hac, stbi__int16 *fac, int b, stbi__uint16 *dequant)
+{
+ int diff,dc,k;
+ int t;
+
+ if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+ t = stbi__jpeg_huff_decode(j, hdc);
+ if (t < 0 || t > 15) return stbi__err("bad huffman code","Corrupt JPEG");
+
+ // 0 all the ac values now so we can do it 32-bits at a time
+ memset(data,0,64*sizeof(data[0]));
+
+ diff = t ? stbi__extend_receive(j, t) : 0;
+ if (!stbi__addints_valid(j->img_comp[b].dc_pred, diff)) return stbi__err("bad delta","Corrupt JPEG");
+ dc = j->img_comp[b].dc_pred + diff;
+ j->img_comp[b].dc_pred = dc;
+ if (!stbi__mul2shorts_valid(dc, dequant[0])) return stbi__err("can't merge dc and ac", "Corrupt JPEG");
+ data[0] = (short) (dc * dequant[0]);
+
+ // decode AC components, see JPEG spec
+ k = 1;
+ do {
+ unsigned int zig;
+ int c,r,s;
+ if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+ c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
+ r = fac[c];
+ if (r) { // fast-AC path
+ k += (r >> 4) & 15; // run
+ s = r & 15; // combined length
+ if (s > j->code_bits) return stbi__err("bad huffman code", "Combined length longer than code bits available");
+ j->code_buffer <<= s;
+ j->code_bits -= s;
+ // decode into unzigzag'd location
+ zig = stbi__jpeg_dezigzag[k++];
+ data[zig] = (short) ((r >> 8) * dequant[zig]);
+ } else {
+ int rs = stbi__jpeg_huff_decode(j, hac);
+ if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
+ s = rs & 15;
+ r = rs >> 4;
+ if (s == 0) {
+ if (rs != 0xf0) break; // end block
+ k += 16;
+ } else {
+ k += r;
+ // decode into unzigzag'd location
+ zig = stbi__jpeg_dezigzag[k++];
+ data[zig] = (short) (stbi__extend_receive(j,s) * dequant[zig]);
+ }
+ }
+ } while (k < 64);
+ return 1;
+}
+
+static int stbi__jpeg_decode_block_prog_dc(stbi__jpeg *j, short data[64], stbi__huffman *hdc, int b)
+{
+ int diff,dc;
+ int t;
+ if (j->spec_end != 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG");
+
+ if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+
+ if (j->succ_high == 0) {
+ // first scan for DC coefficient, must be first
+ memset(data,0,64*sizeof(data[0])); // 0 all the ac values now
+ t = stbi__jpeg_huff_decode(j, hdc);
+ if (t < 0 || t > 15) return stbi__err("can't merge dc and ac", "Corrupt JPEG");
+ diff = t ? stbi__extend_receive(j, t) : 0;
+
+ if (!stbi__addints_valid(j->img_comp[b].dc_pred, diff)) return stbi__err("bad delta", "Corrupt JPEG");
+ dc = j->img_comp[b].dc_pred + diff;
+ j->img_comp[b].dc_pred = dc;
+ if (!stbi__mul2shorts_valid(dc, 1 << j->succ_low)) return stbi__err("can't merge dc and ac", "Corrupt JPEG");
+ data[0] = (short) (dc * (1 << j->succ_low));
+ } else {
+ // refinement scan for DC coefficient
+ if (stbi__jpeg_get_bit(j))
+ data[0] += (short) (1 << j->succ_low);
+ }
+ return 1;
+}
+
+// @OPTIMIZE: store non-zigzagged during the decode passes,
+// and only de-zigzag when dequantizing
+static int stbi__jpeg_decode_block_prog_ac(stbi__jpeg *j, short data[64], stbi__huffman *hac, stbi__int16 *fac)
+{
+ int k;
+ if (j->spec_start == 0) return stbi__err("can't merge dc and ac", "Corrupt JPEG");
+
+ if (j->succ_high == 0) {
+ int shift = j->succ_low;
+
+ if (j->eob_run) {
+ --j->eob_run;
+ return 1;
+ }
+
+ k = j->spec_start;
+ do {
+ unsigned int zig;
+ int c,r,s;
+ if (j->code_bits < 16) stbi__grow_buffer_unsafe(j);
+ c = (j->code_buffer >> (32 - FAST_BITS)) & ((1 << FAST_BITS)-1);
+ r = fac[c];
+ if (r) { // fast-AC path
+ k += (r >> 4) & 15; // run
+ s = r & 15; // combined length
+ if (s > j->code_bits) return stbi__err("bad huffman code", "Combined length longer than code bits available");
+ j->code_buffer <<= s;
+ j->code_bits -= s;
+ zig = stbi__jpeg_dezigzag[k++];
+ data[zig] = (short) ((r >> 8) * (1 << shift));
+ } else {
+ int rs = stbi__jpeg_huff_decode(j, hac);
+ if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
+ s = rs & 15;
+ r = rs >> 4;
+ if (s == 0) {
+ if (r < 15) {
+ j->eob_run = (1 << r);
+ if (r)
+ j->eob_run += stbi__jpeg_get_bits(j, r);
+ --j->eob_run;
+ break;
+ }
+ k += 16;
+ } else {
+ k += r;
+ zig = stbi__jpeg_dezigzag[k++];
+ data[zig] = (short) (stbi__extend_receive(j,s) * (1 << shift));
+ }
+ }
+ } while (k <= j->spec_end);
+ } else {
+ // refinement scan for these AC coefficients
+
+ short bit = (short) (1 << j->succ_low);
+
+ if (j->eob_run) {
+ --j->eob_run;
+ for (k = j->spec_start; k <= j->spec_end; ++k) {
+ short *p = &data[stbi__jpeg_dezigzag[k]];
+ if (*p != 0)
+ if (stbi__jpeg_get_bit(j))
+ if ((*p & bit)==0) {
+ if (*p > 0)
+ *p += bit;
+ else
+ *p -= bit;
+ }
+ }
+ } else {
+ k = j->spec_start;
+ do {
+ int r,s;
+ int rs = stbi__jpeg_huff_decode(j, hac); // @OPTIMIZE see if we can use the fast path here, advance-by-r is so slow, eh
+ if (rs < 0) return stbi__err("bad huffman code","Corrupt JPEG");
+ s = rs & 15;
+ r = rs >> 4;
+ if (s == 0) {
+ if (r < 15) {
+ j->eob_run = (1 << r) - 1;
+ if (r)
+ j->eob_run += stbi__jpeg_get_bits(j, r);
+ r = 64; // force end of block
+ } else {
+ // r=15 s=0 should write 16 0s, so we just do
+ // a run of 15 0s and then write s (which is 0),
+ // so we don't have to do anything special here
+ }
+ } else {
+ if (s != 1) return stbi__err("bad huffman code", "Corrupt JPEG");
+ // sign bit
+ if (stbi__jpeg_get_bit(j))
+ s = bit;
+ else
+ s = -bit;
+ }
+
+ // advance by r
+ while (k <= j->spec_end) {
+ short *p = &data[stbi__jpeg_dezigzag[k++]];
+ if (*p != 0) {
+ if (stbi__jpeg_get_bit(j))
+ if ((*p & bit)==0) {
+ if (*p > 0)
+ *p += bit;
+ else
+ *p -= bit;
+ }
+ } else {
+ if (r == 0) {
+ *p = (short) s;
+ break;
+ }
+ --r;
+ }
+ }
+ } while (k <= j->spec_end);
+ }
+ }
+ return 1;
+}
+
+// take a -128..127 value and stbi__clamp it and convert to 0..255
+stbi_inline static stbi_uc stbi__clamp(int x)
+{
+ // trick to use a single test to catch both cases
+ if ((unsigned int) x > 255) {
+ if (x < 0) return 0;
+ if (x > 255) return 255;
+ }
+ return (stbi_uc) x;
+}
+
+#define stbi__f2f(x) ((int) (((x) * 4096 + 0.5)))
+#define stbi__fsh(x) ((x) * 4096)
+
+// derived from jidctint -- DCT_ISLOW
+#define STBI__IDCT_1D(s0,s1,s2,s3,s4,s5,s6,s7) \
+ int t0,t1,t2,t3,p1,p2,p3,p4,p5,x0,x1,x2,x3; \
+ p2 = s2; \
+ p3 = s6; \
+ p1 = (p2+p3) * stbi__f2f(0.5411961f); \
+ t2 = p1 + p3*stbi__f2f(-1.847759065f); \
+ t3 = p1 + p2*stbi__f2f( 0.765366865f); \
+ p2 = s0; \
+ p3 = s4; \
+ t0 = stbi__fsh(p2+p3); \
+ t1 = stbi__fsh(p2-p3); \
+ x0 = t0+t3; \
+ x3 = t0-t3; \
+ x1 = t1+t2; \
+ x2 = t1-t2; \
+ t0 = s7; \
+ t1 = s5; \
+ t2 = s3; \
+ t3 = s1; \
+ p3 = t0+t2; \
+ p4 = t1+t3; \
+ p1 = t0+t3; \
+ p2 = t1+t2; \
+ p5 = (p3+p4)*stbi__f2f( 1.175875602f); \
+ t0 = t0*stbi__f2f( 0.298631336f); \
+ t1 = t1*stbi__f2f( 2.053119869f); \
+ t2 = t2*stbi__f2f( 3.072711026f); \
+ t3 = t3*stbi__f2f( 1.501321110f); \
+ p1 = p5 + p1*stbi__f2f(-0.899976223f); \
+ p2 = p5 + p2*stbi__f2f(-2.562915447f); \
+ p3 = p3*stbi__f2f(-1.961570560f); \
+ p4 = p4*stbi__f2f(-0.390180644f); \
+ t3 += p1+p4; \
+ t2 += p2+p3; \
+ t1 += p2+p4; \
+ t0 += p1+p3;
+
+static void stbi__idct_block(stbi_uc *out, int out_stride, short data[64])
+{
+ int i,val[64],*v=val;
+ stbi_uc *o;
+ short *d = data;
+
+ // columns
+ for (i=0; i < 8; ++i,++d, ++v) {
+ // if all zeroes, shortcut -- this avoids dequantizing 0s and IDCTing
+ if (d[ 8]==0 && d[16]==0 && d[24]==0 && d[32]==0
+ && d[40]==0 && d[48]==0 && d[56]==0) {
+ // no shortcut 0 seconds
+ // (1|2|3|4|5|6|7)==0 0 seconds
+ // all separate -0.047 seconds
+ // 1 && 2|3 && 4|5 && 6|7: -0.047 seconds
+ int dcterm = d[0]*4;
+ v[0] = v[8] = v[16] = v[24] = v[32] = v[40] = v[48] = v[56] = dcterm;
+ } else {
+ STBI__IDCT_1D(d[ 0],d[ 8],d[16],d[24],d[32],d[40],d[48],d[56])
+ // constants scaled things up by 1<<12; let's bring them back
+ // down, but keep 2 extra bits of precision
+ x0 += 512; x1 += 512; x2 += 512; x3 += 512;
+ v[ 0] = (x0+t3) >> 10;
+ v[56] = (x0-t3) >> 10;
+ v[ 8] = (x1+t2) >> 10;
+ v[48] = (x1-t2) >> 10;
+ v[16] = (x2+t1) >> 10;
+ v[40] = (x2-t1) >> 10;
+ v[24] = (x3+t0) >> 10;
+ v[32] = (x3-t0) >> 10;
+ }
+ }
+
+ for (i=0, v=val, o=out; i < 8; ++i,v+=8,o+=out_stride) {
+ // no fast case since the first 1D IDCT spread components out
+ STBI__IDCT_1D(v[0],v[1],v[2],v[3],v[4],v[5],v[6],v[7])
+ // constants scaled things up by 1<<12, plus we had 1<<2 from first
+ // loop, plus horizontal and vertical each scale by sqrt(8) so together
+ // we've got an extra 1<<3, so 1<<17 total we need to remove.
+ // so we want to round that, which means adding 0.5 * 1<<17,
+ // aka 65536. Also, we'll end up with -128 to 127 that we want
+ // to encode as 0..255 by adding 128, so we'll add that before the shift
+ x0 += 65536 + (128<<17);
+ x1 += 65536 + (128<<17);
+ x2 += 65536 + (128<<17);
+ x3 += 65536 + (128<<17);
+ // tried computing the shifts into temps, or'ing the temps to see
+ // if any were out of range, but that was slower
+ o[0] = stbi__clamp((x0+t3) >> 17);
+ o[7] = stbi__clamp((x0-t3) >> 17);
+ o[1] = stbi__clamp((x1+t2) >> 17);
+ o[6] = stbi__clamp((x1-t2) >> 17);
+ o[2] = stbi__clamp((x2+t1) >> 17);
+ o[5] = stbi__clamp((x2-t1) >> 17);
+ o[3] = stbi__clamp((x3+t0) >> 17);
+ o[4] = stbi__clamp((x3-t0) >> 17);
+ }
+}
+
+#ifdef STBI_SSE2
+// sse2 integer IDCT. not the fastest possible implementation but it
+// produces bit-identical results to the generic C version so it's
+// fully "transparent".
+static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64])
+{
+ // This is constructed to match our regular (generic) integer IDCT exactly.
+ __m128i row0, row1, row2, row3, row4, row5, row6, row7;
+ __m128i tmp;
+
+ // dot product constant: even elems=x, odd elems=y
+ #define dct_const(x,y) _mm_setr_epi16((x),(y),(x),(y),(x),(y),(x),(y))
+
+ // out(0) = c0[even]*x + c0[odd]*y (c0, x, y 16-bit, out 32-bit)
+ // out(1) = c1[even]*x + c1[odd]*y
+ #define dct_rot(out0,out1, x,y,c0,c1) \
+ __m128i c0##lo = _mm_unpacklo_epi16((x),(y)); \
+ __m128i c0##hi = _mm_unpackhi_epi16((x),(y)); \
+ __m128i out0##_l = _mm_madd_epi16(c0##lo, c0); \
+ __m128i out0##_h = _mm_madd_epi16(c0##hi, c0); \
+ __m128i out1##_l = _mm_madd_epi16(c0##lo, c1); \
+ __m128i out1##_h = _mm_madd_epi16(c0##hi, c1)
+
+ // out = in << 12 (in 16-bit, out 32-bit)
+ #define dct_widen(out, in) \
+ __m128i out##_l = _mm_srai_epi32(_mm_unpacklo_epi16(_mm_setzero_si128(), (in)), 4); \
+ __m128i out##_h = _mm_srai_epi32(_mm_unpackhi_epi16(_mm_setzero_si128(), (in)), 4)
+
+ // wide add
+ #define dct_wadd(out, a, b) \
+ __m128i out##_l = _mm_add_epi32(a##_l, b##_l); \
+ __m128i out##_h = _mm_add_epi32(a##_h, b##_h)
+
+ // wide sub
+ #define dct_wsub(out, a, b) \
+ __m128i out##_l = _mm_sub_epi32(a##_l, b##_l); \
+ __m128i out##_h = _mm_sub_epi32(a##_h, b##_h)
+
+ // butterfly a/b, add bias, then shift by "s" and pack
+ #define dct_bfly32o(out0, out1, a,b,bias,s) \
+ { \
+ __m128i abiased_l = _mm_add_epi32(a##_l, bias); \
+ __m128i abiased_h = _mm_add_epi32(a##_h, bias); \
+ dct_wadd(sum, abiased, b); \
+ dct_wsub(dif, abiased, b); \
+ out0 = _mm_packs_epi32(_mm_srai_epi32(sum_l, s), _mm_srai_epi32(sum_h, s)); \
+ out1 = _mm_packs_epi32(_mm_srai_epi32(dif_l, s), _mm_srai_epi32(dif_h, s)); \
+ }
+
+ // 8-bit interleave step (for transposes)
+ #define dct_interleave8(a, b) \
+ tmp = a; \
+ a = _mm_unpacklo_epi8(a, b); \
+ b = _mm_unpackhi_epi8(tmp, b)
+
+ // 16-bit interleave step (for transposes)
+ #define dct_interleave16(a, b) \
+ tmp = a; \
+ a = _mm_unpacklo_epi16(a, b); \
+ b = _mm_unpackhi_epi16(tmp, b)
+
+ #define dct_pass(bias,shift) \
+ { \
+ /* even part */ \
+ dct_rot(t2e,t3e, row2,row6, rot0_0,rot0_1); \
+ __m128i sum04 = _mm_add_epi16(row0, row4); \
+ __m128i dif04 = _mm_sub_epi16(row0, row4); \
+ dct_widen(t0e, sum04); \
+ dct_widen(t1e, dif04); \
+ dct_wadd(x0, t0e, t3e); \
+ dct_wsub(x3, t0e, t3e); \
+ dct_wadd(x1, t1e, t2e); \
+ dct_wsub(x2, t1e, t2e); \
+ /* odd part */ \
+ dct_rot(y0o,y2o, row7,row3, rot2_0,rot2_1); \
+ dct_rot(y1o,y3o, row5,row1, rot3_0,rot3_1); \
+ __m128i sum17 = _mm_add_epi16(row1, row7); \
+ __m128i sum35 = _mm_add_epi16(row3, row5); \
+ dct_rot(y4o,y5o, sum17,sum35, rot1_0,rot1_1); \
+ dct_wadd(x4, y0o, y4o); \
+ dct_wadd(x5, y1o, y5o); \
+ dct_wadd(x6, y2o, y5o); \
+ dct_wadd(x7, y3o, y4o); \
+ dct_bfly32o(row0,row7, x0,x7,bias,shift); \
+ dct_bfly32o(row1,row6, x1,x6,bias,shift); \
+ dct_bfly32o(row2,row5, x2,x5,bias,shift); \
+ dct_bfly32o(row3,row4, x3,x4,bias,shift); \
+ }
+
+ __m128i rot0_0 = dct_const(stbi__f2f(0.5411961f), stbi__f2f(0.5411961f) + stbi__f2f(-1.847759065f));
+ __m128i rot0_1 = dct_const(stbi__f2f(0.5411961f) + stbi__f2f( 0.765366865f), stbi__f2f(0.5411961f));
+ __m128i rot1_0 = dct_const(stbi__f2f(1.175875602f) + stbi__f2f(-0.899976223f), stbi__f2f(1.175875602f));
+ __m128i rot1_1 = dct_const(stbi__f2f(1.175875602f), stbi__f2f(1.175875602f) + stbi__f2f(-2.562915447f));
+ __m128i rot2_0 = dct_const(stbi__f2f(-1.961570560f) + stbi__f2f( 0.298631336f), stbi__f2f(-1.961570560f));
+ __m128i rot2_1 = dct_const(stbi__f2f(-1.961570560f), stbi__f2f(-1.961570560f) + stbi__f2f( 3.072711026f));
+ __m128i rot3_0 = dct_const(stbi__f2f(-0.390180644f) + stbi__f2f( 2.053119869f), stbi__f2f(-0.390180644f));
+ __m128i rot3_1 = dct_const(stbi__f2f(-0.390180644f), stbi__f2f(-0.390180644f) + stbi__f2f( 1.501321110f));
+
+ // rounding biases in column/row passes, see stbi__idct_block for explanation.
+ __m128i bias_0 = _mm_set1_epi32(512);
+ __m128i bias_1 = _mm_set1_epi32(65536 + (128<<17));
+
+ // load
+ row0 = _mm_load_si128((const __m128i *) (data + 0*8));
+ row1 = _mm_load_si128((const __m128i *) (data + 1*8));
+ row2 = _mm_load_si128((const __m128i *) (data + 2*8));
+ row3 = _mm_load_si128((const __m128i *) (data + 3*8));
+ row4 = _mm_load_si128((const __m128i *) (data + 4*8));
+ row5 = _mm_load_si128((const __m128i *) (data + 5*8));
+ row6 = _mm_load_si128((const __m128i *) (data + 6*8));
+ row7 = _mm_load_si128((const __m128i *) (data + 7*8));
+
+ // column pass
+ dct_pass(bias_0, 10);
+
+ {
+ // 16bit 8x8 transpose pass 1
+ dct_interleave16(row0, row4);
+ dct_interleave16(row1, row5);
+ dct_interleave16(row2, row6);
+ dct_interleave16(row3, row7);
+
+ // transpose pass 2
+ dct_interleave16(row0, row2);
+ dct_interleave16(row1, row3);
+ dct_interleave16(row4, row6);
+ dct_interleave16(row5, row7);
+
+ // transpose pass 3
+ dct_interleave16(row0, row1);
+ dct_interleave16(row2, row3);
+ dct_interleave16(row4, row5);
+ dct_interleave16(row6, row7);
+ }
+
+ // row pass
+ dct_pass(bias_1, 17);
+
+ {
+ // pack
+ __m128i p0 = _mm_packus_epi16(row0, row1); // a0a1a2a3...a7b0b1b2b3...b7
+ __m128i p1 = _mm_packus_epi16(row2, row3);
+ __m128i p2 = _mm_packus_epi16(row4, row5);
+ __m128i p3 = _mm_packus_epi16(row6, row7);
+
+ // 8bit 8x8 transpose pass 1
+ dct_interleave8(p0, p2); // a0e0a1e1...
+ dct_interleave8(p1, p3); // c0g0c1g1...
+
+ // transpose pass 2
+ dct_interleave8(p0, p1); // a0c0e0g0...
+ dct_interleave8(p2, p3); // b0d0f0h0...
+
+ // transpose pass 3
+ dct_interleave8(p0, p2); // a0b0c0d0...
+ dct_interleave8(p1, p3); // a4b4c4d4...
+
+ // store
+ _mm_storel_epi64((__m128i *) out, p0); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p0, 0x4e)); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, p2); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p2, 0x4e)); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, p1); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p1, 0x4e)); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, p3); out += out_stride;
+ _mm_storel_epi64((__m128i *) out, _mm_shuffle_epi32(p3, 0x4e));
+ }
+
+#undef dct_const
+#undef dct_rot
+#undef dct_widen
+#undef dct_wadd
+#undef dct_wsub
+#undef dct_bfly32o
+#undef dct_interleave8
+#undef dct_interleave16
+#undef dct_pass
+}
+
+#endif // STBI_SSE2
+
+#ifdef STBI_NEON
+
+// NEON integer IDCT. should produce bit-identical
+// results to the generic C version.
+static void stbi__idct_simd(stbi_uc *out, int out_stride, short data[64])
+{
+ int16x8_t row0, row1, row2, row3, row4, row5, row6, row7;
+
+ int16x4_t rot0_0 = vdup_n_s16(stbi__f2f(0.5411961f));
+ int16x4_t rot0_1 = vdup_n_s16(stbi__f2f(-1.847759065f));
+ int16x4_t rot0_2 = vdup_n_s16(stbi__f2f( 0.765366865f));
+ int16x4_t rot1_0 = vdup_n_s16(stbi__f2f( 1.175875602f));
+ int16x4_t rot1_1 = vdup_n_s16(stbi__f2f(-0.899976223f));
+ int16x4_t rot1_2 = vdup_n_s16(stbi__f2f(-2.562915447f));
+ int16x4_t rot2_0 = vdup_n_s16(stbi__f2f(-1.961570560f));
+ int16x4_t rot2_1 = vdup_n_s16(stbi__f2f(-0.390180644f));
+ int16x4_t rot3_0 = vdup_n_s16(stbi__f2f( 0.298631336f));
+ int16x4_t rot3_1 = vdup_n_s16(stbi__f2f( 2.053119869f));
+ int16x4_t rot3_2 = vdup_n_s16(stbi__f2f( 3.072711026f));
+ int16x4_t rot3_3 = vdup_n_s16(stbi__f2f( 1.501321110f));
+
+#define dct_long_mul(out, inq, coeff) \
+ int32x4_t out##_l = vmull_s16(vget_low_s16(inq), coeff); \
+ int32x4_t out##_h = vmull_s16(vget_high_s16(inq), coeff)
+
+#define dct_long_mac(out, acc, inq, coeff) \
+ int32x4_t out##_l = vmlal_s16(acc##_l, vget_low_s16(inq), coeff); \
+ int32x4_t out##_h = vmlal_s16(acc##_h, vget_high_s16(inq), coeff)
+
+#define dct_widen(out, inq) \
+ int32x4_t out##_l = vshll_n_s16(vget_low_s16(inq), 12); \
+ int32x4_t out##_h = vshll_n_s16(vget_high_s16(inq), 12)
+
+// wide add
+#define dct_wadd(out, a, b) \
+ int32x4_t out##_l = vaddq_s32(a##_l, b##_l); \
+ int32x4_t out##_h = vaddq_s32(a##_h, b##_h)
+
+// wide sub
+#define dct_wsub(out, a, b) \
+ int32x4_t out##_l = vsubq_s32(a##_l, b##_l); \
+ int32x4_t out##_h = vsubq_s32(a##_h, b##_h)
+
+// butterfly a/b, then shift using "shiftop" by "s" and pack
+#define dct_bfly32o(out0,out1, a,b,shiftop,s) \
+ { \
+ dct_wadd(sum, a, b); \
+ dct_wsub(dif, a, b); \
+ out0 = vcombine_s16(shiftop(sum_l, s), shiftop(sum_h, s)); \
+ out1 = vcombine_s16(shiftop(dif_l, s), shiftop(dif_h, s)); \
+ }
+
+#define dct_pass(shiftop, shift) \
+ { \
+ /* even part */ \
+ int16x8_t sum26 = vaddq_s16(row2, row6); \
+ dct_long_mul(p1e, sum26, rot0_0); \
+ dct_long_mac(t2e, p1e, row6, rot0_1); \
+ dct_long_mac(t3e, p1e, row2, rot0_2); \
+ int16x8_t sum04 = vaddq_s16(row0, row4); \
+ int16x8_t dif04 = vsubq_s16(row0, row4); \
+ dct_widen(t0e, sum04); \
+ dct_widen(t1e, dif04); \
+ dct_wadd(x0, t0e, t3e); \
+ dct_wsub(x3, t0e, t3e); \
+ dct_wadd(x1, t1e, t2e); \
+ dct_wsub(x2, t1e, t2e); \
+ /* odd part */ \
+ int16x8_t sum15 = vaddq_s16(row1, row5); \
+ int16x8_t sum17 = vaddq_s16(row1, row7); \
+ int16x8_t sum35 = vaddq_s16(row3, row5); \
+ int16x8_t sum37 = vaddq_s16(row3, row7); \
+ int16x8_t sumodd = vaddq_s16(sum17, sum35); \
+ dct_long_mul(p5o, sumodd, rot1_0); \
+ dct_long_mac(p1o, p5o, sum17, rot1_1); \
+ dct_long_mac(p2o, p5o, sum35, rot1_2); \
+ dct_long_mul(p3o, sum37, rot2_0); \
+ dct_long_mul(p4o, sum15, rot2_1); \
+ dct_wadd(sump13o, p1o, p3o); \
+ dct_wadd(sump24o, p2o, p4o); \
+ dct_wadd(sump23o, p2o, p3o); \
+ dct_wadd(sump14o, p1o, p4o); \
+ dct_long_mac(x4, sump13o, row7, rot3_0); \
+ dct_long_mac(x5, sump24o, row5, rot3_1); \
+ dct_long_mac(x6, sump23o, row3, rot3_2); \
+ dct_long_mac(x7, sump14o, row1, rot3_3); \
+ dct_bfly32o(row0,row7, x0,x7,shiftop,shift); \
+ dct_bfly32o(row1,row6, x1,x6,shiftop,shift); \
+ dct_bfly32o(row2,row5, x2,x5,shiftop,shift); \
+ dct_bfly32o(row3,row4, x3,x4,shiftop,shift); \
+ }
+
+ // load
+ row0 = vld1q_s16(data + 0*8);
+ row1 = vld1q_s16(data + 1*8);
+ row2 = vld1q_s16(data + 2*8);
+ row3 = vld1q_s16(data + 3*8);
+ row4 = vld1q_s16(data + 4*8);
+ row5 = vld1q_s16(data + 5*8);
+ row6 = vld1q_s16(data + 6*8);
+ row7 = vld1q_s16(data + 7*8);
+
+ // add DC bias
+ row0 = vaddq_s16(row0, vsetq_lane_s16(1024, vdupq_n_s16(0), 0));
+
+ // column pass
+ dct_pass(vrshrn_n_s32, 10);
+
+ // 16bit 8x8 transpose
+ {
+// these three map to a single VTRN.16, VTRN.32, and VSWP, respectively.
+// whether compilers actually get this is another story, sadly.
+#define dct_trn16(x, y) { int16x8x2_t t = vtrnq_s16(x, y); x = t.val[0]; y = t.val[1]; }
+#define dct_trn32(x, y) { int32x4x2_t t = vtrnq_s32(vreinterpretq_s32_s16(x), vreinterpretq_s32_s16(y)); x = vreinterpretq_s16_s32(t.val[0]); y = vreinterpretq_s16_s32(t.val[1]); }
+#define dct_trn64(x, y) { int16x8_t x0 = x; int16x8_t y0 = y; x = vcombine_s16(vget_low_s16(x0), vget_low_s16(y0)); y = vcombine_s16(vget_high_s16(x0), vget_high_s16(y0)); }
+
+ // pass 1
+ dct_trn16(row0, row1); // a0b0a2b2a4b4a6b6
+ dct_trn16(row2, row3);
+ dct_trn16(row4, row5);
+ dct_trn16(row6, row7);
+
+ // pass 2
+ dct_trn32(row0, row2); // a0b0c0d0a4b4c4d4
+ dct_trn32(row1, row3);
+ dct_trn32(row4, row6);
+ dct_trn32(row5, row7);
+
+ // pass 3
+ dct_trn64(row0, row4); // a0b0c0d0e0f0g0h0
+ dct_trn64(row1, row5);
+ dct_trn64(row2, row6);
+ dct_trn64(row3, row7);
+
+#undef dct_trn16
+#undef dct_trn32
+#undef dct_trn64
+ }
+
+ // row pass
+ // vrshrn_n_s32 only supports shifts up to 16, we need
+ // 17. so do a non-rounding shift of 16 first then follow
+ // up with a rounding shift by 1.
+ dct_pass(vshrn_n_s32, 16);
+
+ {
+ // pack and round
+ uint8x8_t p0 = vqrshrun_n_s16(row0, 1);
+ uint8x8_t p1 = vqrshrun_n_s16(row1, 1);
+ uint8x8_t p2 = vqrshrun_n_s16(row2, 1);
+ uint8x8_t p3 = vqrshrun_n_s16(row3, 1);
+ uint8x8_t p4 = vqrshrun_n_s16(row4, 1);
+ uint8x8_t p5 = vqrshrun_n_s16(row5, 1);
+ uint8x8_t p6 = vqrshrun_n_s16(row6, 1);
+ uint8x8_t p7 = vqrshrun_n_s16(row7, 1);
+
+ // again, these can translate into one instruction, but often don't.
+#define dct_trn8_8(x, y) { uint8x8x2_t t = vtrn_u8(x, y); x = t.val[0]; y = t.val[1]; }
+#define dct_trn8_16(x, y) { uint16x4x2_t t = vtrn_u16(vreinterpret_u16_u8(x), vreinterpret_u16_u8(y)); x = vreinterpret_u8_u16(t.val[0]); y = vreinterpret_u8_u16(t.val[1]); }
+#define dct_trn8_32(x, y) { uint32x2x2_t t = vtrn_u32(vreinterpret_u32_u8(x), vreinterpret_u32_u8(y)); x = vreinterpret_u8_u32(t.val[0]); y = vreinterpret_u8_u32(t.val[1]); }
+
+ // sadly can't use interleaved stores here since we only write
+ // 8 bytes to each scan line!
+
+ // 8x8 8-bit transpose pass 1
+ dct_trn8_8(p0, p1);
+ dct_trn8_8(p2, p3);
+ dct_trn8_8(p4, p5);
+ dct_trn8_8(p6, p7);
+
+ // pass 2
+ dct_trn8_16(p0, p2);
+ dct_trn8_16(p1, p3);
+ dct_trn8_16(p4, p6);
+ dct_trn8_16(p5, p7);
+
+ // pass 3
+ dct_trn8_32(p0, p4);
+ dct_trn8_32(p1, p5);
+ dct_trn8_32(p2, p6);
+ dct_trn8_32(p3, p7);
+
+ // store
+ vst1_u8(out, p0); out += out_stride;
+ vst1_u8(out, p1); out += out_stride;
+ vst1_u8(out, p2); out += out_stride;
+ vst1_u8(out, p3); out += out_stride;
+ vst1_u8(out, p4); out += out_stride;
+ vst1_u8(out, p5); out += out_stride;
+ vst1_u8(out, p6); out += out_stride;
+ vst1_u8(out, p7);
+
+#undef dct_trn8_8
+#undef dct_trn8_16
+#undef dct_trn8_32
+ }
+
+#undef dct_long_mul
+#undef dct_long_mac
+#undef dct_widen
+#undef dct_wadd
+#undef dct_wsub
+#undef dct_bfly32o
+#undef dct_pass
+}
+
+#endif // STBI_NEON
+
+#define STBI__MARKER_none 0xff
+// if there's a pending marker from the entropy stream, return that
+// otherwise, fetch from the stream and get a marker. if there's no
+// marker, return 0xff, which is never a valid marker value
+static stbi_uc stbi__get_marker(stbi__jpeg *j)
+{
+ stbi_uc x;
+ if (j->marker != STBI__MARKER_none) { x = j->marker; j->marker = STBI__MARKER_none; return x; }
+ x = stbi__get8(j->s);
+ if (x != 0xff) return STBI__MARKER_none;
+ while (x == 0xff)
+ x = stbi__get8(j->s); // consume repeated 0xff fill bytes
+ return x;
+}
+
+// in each scan, we'll have scan_n components, and the order
+// of the components is specified by order[]
+#define STBI__RESTART(x) ((x) >= 0xd0 && (x) <= 0xd7)
+
+// after a restart interval, stbi__jpeg_reset the entropy decoder and
+// the dc prediction
+static void stbi__jpeg_reset(stbi__jpeg *j)
+{
+ j->code_bits = 0;
+ j->code_buffer = 0;
+ j->nomore = 0;
+ j->img_comp[0].dc_pred = j->img_comp[1].dc_pred = j->img_comp[2].dc_pred = j->img_comp[3].dc_pred = 0;
+ j->marker = STBI__MARKER_none;
+ j->todo = j->restart_interval ? j->restart_interval : 0x7fffffff;
+ j->eob_run = 0;
+ // no more than 1<<31 MCUs if no restart_interal? that's plenty safe,
+ // since we don't even allow 1<<30 pixels
+}
+
+static int stbi__parse_entropy_coded_data(stbi__jpeg *z)
+{
+ stbi__jpeg_reset(z);
+ if (!z->progressive) {
+ if (z->scan_n == 1) {
+ int i,j;
+ STBI_SIMD_ALIGN(short, data[64]);
+ int n = z->order[0];
+ // non-interleaved data, we just need to process one block at a time,
+ // in trivial scanline order
+ // number of blocks to do just depends on how many actual "pixels" this
+ // component has, independent of interleaved MCU blocking and such
+ int w = (z->img_comp[n].x+7) >> 3;
+ int h = (z->img_comp[n].y+7) >> 3;
+ for (j=0; j < h; ++j) {
+ for (i=0; i < w; ++i) {
+ int ha = z->img_comp[n].ha;
+ if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;
+ z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data);
+ // every data block is an MCU, so countdown the restart interval
+ if (--z->todo <= 0) {
+ if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+ // if it's NOT a restart, then just bail, so we get corrupt data
+ // rather than no data
+ if (!STBI__RESTART(z->marker)) return 1;
+ stbi__jpeg_reset(z);
+ }
+ }
+ }
+ return 1;
+ } else { // interleaved
+ int i,j,k,x,y;
+ STBI_SIMD_ALIGN(short, data[64]);
+ for (j=0; j < z->img_mcu_y; ++j) {
+ for (i=0; i < z->img_mcu_x; ++i) {
+ // scan an interleaved mcu... process scan_n components in order
+ for (k=0; k < z->scan_n; ++k) {
+ int n = z->order[k];
+ // scan out an mcu's worth of this component; that's just determined
+ // by the basic H and V specified for the component
+ for (y=0; y < z->img_comp[n].v; ++y) {
+ for (x=0; x < z->img_comp[n].h; ++x) {
+ int x2 = (i*z->img_comp[n].h + x)*8;
+ int y2 = (j*z->img_comp[n].v + y)*8;
+ int ha = z->img_comp[n].ha;
+ if (!stbi__jpeg_decode_block(z, data, z->huff_dc+z->img_comp[n].hd, z->huff_ac+ha, z->fast_ac[ha], n, z->dequant[z->img_comp[n].tq])) return 0;
+ z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*y2+x2, z->img_comp[n].w2, data);
+ }
+ }
+ }
+ // after all interleaved components, that's an interleaved MCU,
+ // so now count down the restart interval
+ if (--z->todo <= 0) {
+ if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+ if (!STBI__RESTART(z->marker)) return 1;
+ stbi__jpeg_reset(z);
+ }
+ }
+ }
+ return 1;
+ }
+ } else {
+ if (z->scan_n == 1) {
+ int i,j;
+ int n = z->order[0];
+ // non-interleaved data, we just need to process one block at a time,
+ // in trivial scanline order
+ // number of blocks to do just depends on how many actual "pixels" this
+ // component has, independent of interleaved MCU blocking and such
+ int w = (z->img_comp[n].x+7) >> 3;
+ int h = (z->img_comp[n].y+7) >> 3;
+ for (j=0; j < h; ++j) {
+ for (i=0; i < w; ++i) {
+ short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);
+ if (z->spec_start == 0) {
+ if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))
+ return 0;
+ } else {
+ int ha = z->img_comp[n].ha;
+ if (!stbi__jpeg_decode_block_prog_ac(z, data, &z->huff_ac[ha], z->fast_ac[ha]))
+ return 0;
+ }
+ // every data block is an MCU, so countdown the restart interval
+ if (--z->todo <= 0) {
+ if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+ if (!STBI__RESTART(z->marker)) return 1;
+ stbi__jpeg_reset(z);
+ }
+ }
+ }
+ return 1;
+ } else { // interleaved
+ int i,j,k,x,y;
+ for (j=0; j < z->img_mcu_y; ++j) {
+ for (i=0; i < z->img_mcu_x; ++i) {
+ // scan an interleaved mcu... process scan_n components in order
+ for (k=0; k < z->scan_n; ++k) {
+ int n = z->order[k];
+ // scan out an mcu's worth of this component; that's just determined
+ // by the basic H and V specified for the component
+ for (y=0; y < z->img_comp[n].v; ++y) {
+ for (x=0; x < z->img_comp[n].h; ++x) {
+ int x2 = (i*z->img_comp[n].h + x);
+ int y2 = (j*z->img_comp[n].v + y);
+ short *data = z->img_comp[n].coeff + 64 * (x2 + y2 * z->img_comp[n].coeff_w);
+ if (!stbi__jpeg_decode_block_prog_dc(z, data, &z->huff_dc[z->img_comp[n].hd], n))
+ return 0;
+ }
+ }
+ }
+ // after all interleaved components, that's an interleaved MCU,
+ // so now count down the restart interval
+ if (--z->todo <= 0) {
+ if (z->code_bits < 24) stbi__grow_buffer_unsafe(z);
+ if (!STBI__RESTART(z->marker)) return 1;
+ stbi__jpeg_reset(z);
+ }
+ }
+ }
+ return 1;
+ }
+ }
+}
+
+static void stbi__jpeg_dequantize(short *data, stbi__uint16 *dequant)
+{
+ int i;
+ for (i=0; i < 64; ++i)
+ data[i] *= dequant[i];
+}
+
+static void stbi__jpeg_finish(stbi__jpeg *z)
+{
+ if (z->progressive) {
+ // dequantize and idct the data
+ int i,j,n;
+ for (n=0; n < z->s->img_n; ++n) {
+ int w = (z->img_comp[n].x+7) >> 3;
+ int h = (z->img_comp[n].y+7) >> 3;
+ for (j=0; j < h; ++j) {
+ for (i=0; i < w; ++i) {
+ short *data = z->img_comp[n].coeff + 64 * (i + j * z->img_comp[n].coeff_w);
+ stbi__jpeg_dequantize(data, z->dequant[z->img_comp[n].tq]);
+ z->idct_block_kernel(z->img_comp[n].data+z->img_comp[n].w2*j*8+i*8, z->img_comp[n].w2, data);
+ }
+ }
+ }
+ }
+}
+
+static int stbi__process_marker(stbi__jpeg *z, int m)
+{
+ int L;
+ switch (m) {
+ case STBI__MARKER_none: // no marker found
+ return stbi__err("expected marker","Corrupt JPEG");
+
+ case 0xDD: // DRI - specify restart interval
+ if (stbi__get16be(z->s) != 4) return stbi__err("bad DRI len","Corrupt JPEG");
+ z->restart_interval = stbi__get16be(z->s);
+ return 1;
+
+ case 0xDB: // DQT - define quantization table
+ L = stbi__get16be(z->s)-2;
+ while (L > 0) {
+ int q = stbi__get8(z->s);
+ int p = q >> 4, sixteen = (p != 0);
+ int t = q & 15,i;
+ if (p != 0 && p != 1) return stbi__err("bad DQT type","Corrupt JPEG");
+ if (t > 3) return stbi__err("bad DQT table","Corrupt JPEG");
+
+ for (i=0; i < 64; ++i)
+ z->dequant[t][stbi__jpeg_dezigzag[i]] = (stbi__uint16)(sixteen ? stbi__get16be(z->s) : stbi__get8(z->s));
+ L -= (sixteen ? 129 : 65);
+ }
+ return L==0;
+
+ case 0xC4: // DHT - define huffman table
+ L = stbi__get16be(z->s)-2;
+ while (L > 0) {
+ stbi_uc *v;
+ int sizes[16],i,n=0;
+ int q = stbi__get8(z->s);
+ int tc = q >> 4;
+ int th = q & 15;
+ if (tc > 1 || th > 3) return stbi__err("bad DHT header","Corrupt JPEG");
+ for (i=0; i < 16; ++i) {
+ sizes[i] = stbi__get8(z->s);
+ n += sizes[i];
+ }
+ if(n > 256) return stbi__err("bad DHT header","Corrupt JPEG"); // Loop over i < n would write past end of values!
+ L -= 17;
+ if (tc == 0) {
+ if (!stbi__build_huffman(z->huff_dc+th, sizes)) return 0;
+ v = z->huff_dc[th].values;
+ } else {
+ if (!stbi__build_huffman(z->huff_ac+th, sizes)) return 0;
+ v = z->huff_ac[th].values;
+ }
+ for (i=0; i < n; ++i)
+ v[i] = stbi__get8(z->s);
+ if (tc != 0)
+ stbi__build_fast_ac(z->fast_ac[th], z->huff_ac + th);
+ L -= n;
+ }
+ return L==0;
+ }
+
+ // check for comment block or APP blocks
+ if ((m >= 0xE0 && m <= 0xEF) || m == 0xFE) {
+ L = stbi__get16be(z->s);
+ if (L < 2) {
+ if (m == 0xFE)
+ return stbi__err("bad COM len","Corrupt JPEG");
+ else
+ return stbi__err("bad APP len","Corrupt JPEG");
+ }
+ L -= 2;
+
+ if (m == 0xE0 && L >= 5) { // JFIF APP0 segment
+ static const unsigned char tag[5] = {'J','F','I','F','\0'};
+ int ok = 1;
+ int i;
+ for (i=0; i < 5; ++i)
+ if (stbi__get8(z->s) != tag[i])
+ ok = 0;
+ L -= 5;
+ if (ok)
+ z->jfif = 1;
+ } else if (m == 0xEE && L >= 12) { // Adobe APP14 segment
+ static const unsigned char tag[6] = {'A','d','o','b','e','\0'};
+ int ok = 1;
+ int i;
+ for (i=0; i < 6; ++i)
+ if (stbi__get8(z->s) != tag[i])
+ ok = 0;
+ L -= 6;
+ if (ok) {
+ stbi__get8(z->s); // version
+ stbi__get16be(z->s); // flags0
+ stbi__get16be(z->s); // flags1
+ z->app14_color_transform = stbi__get8(z->s); // color transform
+ L -= 6;
+ }
+ }
+
+ stbi__skip(z->s, L);
+ return 1;
+ }
+
+ return stbi__err("unknown marker","Corrupt JPEG");
+}
+
+// after we see SOS
+static int stbi__process_scan_header(stbi__jpeg *z)
+{
+ int i;
+ int Ls = stbi__get16be(z->s);
+ z->scan_n = stbi__get8(z->s);
+ if (z->scan_n < 1 || z->scan_n > 4 || z->scan_n > (int) z->s->img_n) return stbi__err("bad SOS component count","Corrupt JPEG");
+ if (Ls != 6+2*z->scan_n) return stbi__err("bad SOS len","Corrupt JPEG");
+ for (i=0; i < z->scan_n; ++i) {
+ int id = stbi__get8(z->s), which;
+ int q = stbi__get8(z->s);
+ for (which = 0; which < z->s->img_n; ++which)
+ if (z->img_comp[which].id == id)
+ break;
+ if (which == z->s->img_n) return 0; // no match
+ z->img_comp[which].hd = q >> 4; if (z->img_comp[which].hd > 3) return stbi__err("bad DC huff","Corrupt JPEG");
+ z->img_comp[which].ha = q & 15; if (z->img_comp[which].ha > 3) return stbi__err("bad AC huff","Corrupt JPEG");
+ z->order[i] = which;
+ }
+
+ {
+ int aa;
+ z->spec_start = stbi__get8(z->s);
+ z->spec_end = stbi__get8(z->s); // should be 63, but might be 0
+ aa = stbi__get8(z->s);
+ z->succ_high = (aa >> 4);
+ z->succ_low = (aa & 15);
+ if (z->progressive) {
+ if (z->spec_start > 63 || z->spec_end > 63 || z->spec_start > z->spec_end || z->succ_high > 13 || z->succ_low > 13)
+ return stbi__err("bad SOS", "Corrupt JPEG");
+ } else {
+ if (z->spec_start != 0) return stbi__err("bad SOS","Corrupt JPEG");
+ if (z->succ_high != 0 || z->succ_low != 0) return stbi__err("bad SOS","Corrupt JPEG");
+ z->spec_end = 63;
+ }
+ }
+
+ return 1;
+}
+
+static int stbi__free_jpeg_components(stbi__jpeg *z, int ncomp, int why)
+{
+ int i;
+ for (i=0; i < ncomp; ++i) {
+ if (z->img_comp[i].raw_data) {
+ STBI_FREE(z->img_comp[i].raw_data);
+ z->img_comp[i].raw_data = NULL;
+ z->img_comp[i].data = NULL;
+ }
+ if (z->img_comp[i].raw_coeff) {
+ STBI_FREE(z->img_comp[i].raw_coeff);
+ z->img_comp[i].raw_coeff = 0;
+ z->img_comp[i].coeff = 0;
+ }
+ if (z->img_comp[i].linebuf) {
+ STBI_FREE(z->img_comp[i].linebuf);
+ z->img_comp[i].linebuf = NULL;
+ }
+ }
+ return why;
+}
+
+static int stbi__process_frame_header(stbi__jpeg *z, int scan)
+{
+ stbi__context *s = z->s;
+ int Lf,p,i,q, h_max=1,v_max=1,c;
+ Lf = stbi__get16be(s); if (Lf < 11) return stbi__err("bad SOF len","Corrupt JPEG"); // JPEG
+ p = stbi__get8(s); if (p != 8) return stbi__err("only 8-bit","JPEG format not supported: 8-bit only"); // JPEG baseline
+ s->img_y = stbi__get16be(s); if (s->img_y == 0) return stbi__err("no header height", "JPEG format not supported: delayed height"); // Legal, but we don't handle it--but neither does IJG
+ s->img_x = stbi__get16be(s); if (s->img_x == 0) return stbi__err("0 width","Corrupt JPEG"); // JPEG requires
+ if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)");
+ if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)");
+ c = stbi__get8(s);
+ if (c != 3 && c != 1 && c != 4) return stbi__err("bad component count","Corrupt JPEG");
+ s->img_n = c;
+ for (i=0; i < c; ++i) {
+ z->img_comp[i].data = NULL;
+ z->img_comp[i].linebuf = NULL;
+ }
+
+ if (Lf != 8+3*s->img_n) return stbi__err("bad SOF len","Corrupt JPEG");
+
+ z->rgb = 0;
+ for (i=0; i < s->img_n; ++i) {
+ static const unsigned char rgb[3] = { 'R', 'G', 'B' };
+ z->img_comp[i].id = stbi__get8(s);
+ if (s->img_n == 3 && z->img_comp[i].id == rgb[i])
+ ++z->rgb;
+ q = stbi__get8(s);
+ z->img_comp[i].h = (q >> 4); if (!z->img_comp[i].h || z->img_comp[i].h > 4) return stbi__err("bad H","Corrupt JPEG");
+ z->img_comp[i].v = q & 15; if (!z->img_comp[i].v || z->img_comp[i].v > 4) return stbi__err("bad V","Corrupt JPEG");
+ z->img_comp[i].tq = stbi__get8(s); if (z->img_comp[i].tq > 3) return stbi__err("bad TQ","Corrupt JPEG");
+ }
+
+ if (scan != STBI__SCAN_load) return 1;
+
+ if (!stbi__mad3sizes_valid(s->img_x, s->img_y, s->img_n, 0)) return stbi__err("too large", "Image too large to decode");
+
+ for (i=0; i < s->img_n; ++i) {
+ if (z->img_comp[i].h > h_max) h_max = z->img_comp[i].h;
+ if (z->img_comp[i].v > v_max) v_max = z->img_comp[i].v;
+ }
+
+ // check that plane subsampling factors are integer ratios; our resamplers can't deal with fractional ratios
+ // and I've never seen a non-corrupted JPEG file actually use them
+ for (i=0; i < s->img_n; ++i) {
+ if (h_max % z->img_comp[i].h != 0) return stbi__err("bad H","Corrupt JPEG");
+ if (v_max % z->img_comp[i].v != 0) return stbi__err("bad V","Corrupt JPEG");
+ }
+
+ // compute interleaved mcu info
+ z->img_h_max = h_max;
+ z->img_v_max = v_max;
+ z->img_mcu_w = h_max * 8;
+ z->img_mcu_h = v_max * 8;
+ // these sizes can't be more than 17 bits
+ z->img_mcu_x = (s->img_x + z->img_mcu_w-1) / z->img_mcu_w;
+ z->img_mcu_y = (s->img_y + z->img_mcu_h-1) / z->img_mcu_h;
+
+ for (i=0; i < s->img_n; ++i) {
+ // number of effective pixels (e.g. for non-interleaved MCU)
+ z->img_comp[i].x = (s->img_x * z->img_comp[i].h + h_max-1) / h_max;
+ z->img_comp[i].y = (s->img_y * z->img_comp[i].v + v_max-1) / v_max;
+ // to simplify generation, we'll allocate enough memory to decode
+ // the bogus oversized data from using interleaved MCUs and their
+ // big blocks (e.g. a 16x16 iMCU on an image of width 33); we won't
+ // discard the extra data until colorspace conversion
+ //
+ // img_mcu_x, img_mcu_y: <=17 bits; comp[i].h and .v are <=4 (checked earlier)
+ // so these muls can't overflow with 32-bit ints (which we require)
+ z->img_comp[i].w2 = z->img_mcu_x * z->img_comp[i].h * 8;
+ z->img_comp[i].h2 = z->img_mcu_y * z->img_comp[i].v * 8;
+ z->img_comp[i].coeff = 0;
+ z->img_comp[i].raw_coeff = 0;
+ z->img_comp[i].linebuf = NULL;
+ z->img_comp[i].raw_data = stbi__malloc_mad2(z->img_comp[i].w2, z->img_comp[i].h2, 15);
+ if (z->img_comp[i].raw_data == NULL)
+ return stbi__free_jpeg_components(z, i+1, stbi__err("outofmem", "Out of memory"));
+ // align blocks for idct using mmx/sse
+ z->img_comp[i].data = (stbi_uc*) (((size_t) z->img_comp[i].raw_data + 15) & ~15);
+ if (z->progressive) {
+ // w2, h2 are multiples of 8 (see above)
+ z->img_comp[i].coeff_w = z->img_comp[i].w2 / 8;
+ z->img_comp[i].coeff_h = z->img_comp[i].h2 / 8;
+ z->img_comp[i].raw_coeff = stbi__malloc_mad3(z->img_comp[i].w2, z->img_comp[i].h2, sizeof(short), 15);
+ if (z->img_comp[i].raw_coeff == NULL)
+ return stbi__free_jpeg_components(z, i+1, stbi__err("outofmem", "Out of memory"));
+ z->img_comp[i].coeff = (short*) (((size_t) z->img_comp[i].raw_coeff + 15) & ~15);
+ }
+ }
+
+ return 1;
+}
+
+// use comparisons since in some cases we handle more than one case (e.g. SOF)
+#define stbi__DNL(x) ((x) == 0xdc)
+#define stbi__SOI(x) ((x) == 0xd8)
+#define stbi__EOI(x) ((x) == 0xd9)
+#define stbi__SOF(x) ((x) == 0xc0 || (x) == 0xc1 || (x) == 0xc2)
+#define stbi__SOS(x) ((x) == 0xda)
+
+#define stbi__SOF_progressive(x) ((x) == 0xc2)
+
+static int stbi__decode_jpeg_header(stbi__jpeg *z, int scan)
+{
+ int m;
+ z->jfif = 0;
+ z->app14_color_transform = -1; // valid values are 0,1,2
+ z->marker = STBI__MARKER_none; // initialize cached marker to empty
+ m = stbi__get_marker(z);
+ if (!stbi__SOI(m)) return stbi__err("no SOI","Corrupt JPEG");
+ if (scan == STBI__SCAN_type) return 1;
+ m = stbi__get_marker(z);
+ while (!stbi__SOF(m)) {
+ if (!stbi__process_marker(z,m)) return 0;
+ m = stbi__get_marker(z);
+ while (m == STBI__MARKER_none) {
+ // some files have extra padding after their blocks, so ok, we'll scan
+ if (stbi__at_eof(z->s)) return stbi__err("no SOF", "Corrupt JPEG");
+ m = stbi__get_marker(z);
+ }
+ }
+ z->progressive = stbi__SOF_progressive(m);
+ if (!stbi__process_frame_header(z, scan)) return 0;
+ return 1;
+}
+
+static int stbi__skip_jpeg_junk_at_end(stbi__jpeg *j)
+{
+ // some JPEGs have junk at end, skip over it but if we find what looks
+ // like a valid marker, resume there
+ while (!stbi__at_eof(j->s)) {
+ int x = stbi__get8(j->s);
+ while (x == 255) { // might be a marker
+ if (stbi__at_eof(j->s)) return STBI__MARKER_none;
+ x = stbi__get8(j->s);
+ if (x != 0x00 && x != 0xff) {
+ // not a stuffed zero or lead-in to another marker, looks
+ // like an actual marker, return it
+ return x;
+ }
+ // stuffed zero has x=0 now which ends the loop, meaning we go
+ // back to regular scan loop.
+ // repeated 0xff keeps trying to read the next byte of the marker.
+ }
+ }
+ return STBI__MARKER_none;
+}
+
+// decode image to YCbCr format
+static int stbi__decode_jpeg_image(stbi__jpeg *j)
+{
+ int m;
+ for (m = 0; m < 4; m++) {
+ j->img_comp[m].raw_data = NULL;
+ j->img_comp[m].raw_coeff = NULL;
+ }
+ j->restart_interval = 0;
+ if (!stbi__decode_jpeg_header(j, STBI__SCAN_load)) return 0;
+ m = stbi__get_marker(j);
+ while (!stbi__EOI(m)) {
+ if (stbi__SOS(m)) {
+ if (!stbi__process_scan_header(j)) return 0;
+ if (!stbi__parse_entropy_coded_data(j)) return 0;
+ if (j->marker == STBI__MARKER_none ) {
+ j->marker = stbi__skip_jpeg_junk_at_end(j);
+ // if we reach eof without hitting a marker, stbi__get_marker() below will fail and we'll eventually return 0
+ }
+ m = stbi__get_marker(j);
+ if (STBI__RESTART(m))
+ m = stbi__get_marker(j);
+ } else if (stbi__DNL(m)) {
+ int Ld = stbi__get16be(j->s);
+ stbi__uint32 NL = stbi__get16be(j->s);
+ if (Ld != 4) return stbi__err("bad DNL len", "Corrupt JPEG");
+ if (NL != j->s->img_y) return stbi__err("bad DNL height", "Corrupt JPEG");
+ m = stbi__get_marker(j);
+ } else {
+ if (!stbi__process_marker(j, m)) return 1;
+ m = stbi__get_marker(j);
+ }
+ }
+ if (j->progressive)
+ stbi__jpeg_finish(j);
+ return 1;
+}
+
+// static jfif-centered resampling (across block boundaries)
+
+typedef stbi_uc *(*resample_row_func)(stbi_uc *out, stbi_uc *in0, stbi_uc *in1,
+ int w, int hs);
+
+#define stbi__div4(x) ((stbi_uc) ((x) >> 2))
+
+static stbi_uc *resample_row_1(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ STBI_NOTUSED(out);
+ STBI_NOTUSED(in_far);
+ STBI_NOTUSED(w);
+ STBI_NOTUSED(hs);
+ return in_near;
+}
+
+static stbi_uc* stbi__resample_row_v_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ // need to generate two samples vertically for every one in input
+ int i;
+ STBI_NOTUSED(hs);
+ for (i=0; i < w; ++i)
+ out[i] = stbi__div4(3*in_near[i] + in_far[i] + 2);
+ return out;
+}
+
+static stbi_uc* stbi__resample_row_h_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ // need to generate two samples horizontally for every one in input
+ int i;
+ stbi_uc *input = in_near;
+
+ if (w == 1) {
+ // if only one sample, can't do any interpolation
+ out[0] = out[1] = input[0];
+ return out;
+ }
+
+ out[0] = input[0];
+ out[1] = stbi__div4(input[0]*3 + input[1] + 2);
+ for (i=1; i < w-1; ++i) {
+ int n = 3*input[i]+2;
+ out[i*2+0] = stbi__div4(n+input[i-1]);
+ out[i*2+1] = stbi__div4(n+input[i+1]);
+ }
+ out[i*2+0] = stbi__div4(input[w-2]*3 + input[w-1] + 2);
+ out[i*2+1] = input[w-1];
+
+ STBI_NOTUSED(in_far);
+ STBI_NOTUSED(hs);
+
+ return out;
+}
+
+#define stbi__div16(x) ((stbi_uc) ((x) >> 4))
+
+static stbi_uc *stbi__resample_row_hv_2(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ // need to generate 2x2 samples for every one in input
+ int i,t0,t1;
+ if (w == 1) {
+ out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2);
+ return out;
+ }
+
+ t1 = 3*in_near[0] + in_far[0];
+ out[0] = stbi__div4(t1+2);
+ for (i=1; i < w; ++i) {
+ t0 = t1;
+ t1 = 3*in_near[i]+in_far[i];
+ out[i*2-1] = stbi__div16(3*t0 + t1 + 8);
+ out[i*2 ] = stbi__div16(3*t1 + t0 + 8);
+ }
+ out[w*2-1] = stbi__div4(t1+2);
+
+ STBI_NOTUSED(hs);
+
+ return out;
+}
+
+#if defined(STBI_SSE2) || defined(STBI_NEON)
+static stbi_uc *stbi__resample_row_hv_2_simd(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ // need to generate 2x2 samples for every one in input
+ int i=0,t0,t1;
+
+ if (w == 1) {
+ out[0] = out[1] = stbi__div4(3*in_near[0] + in_far[0] + 2);
+ return out;
+ }
+
+ t1 = 3*in_near[0] + in_far[0];
+ // process groups of 8 pixels for as long as we can.
+ // note we can't handle the last pixel in a row in this loop
+ // because we need to handle the filter boundary conditions.
+ for (; i < ((w-1) & ~7); i += 8) {
+#if defined(STBI_SSE2)
+ // load and perform the vertical filtering pass
+ // this uses 3*x + y = 4*x + (y - x)
+ __m128i zero = _mm_setzero_si128();
+ __m128i farb = _mm_loadl_epi64((__m128i *) (in_far + i));
+ __m128i nearb = _mm_loadl_epi64((__m128i *) (in_near + i));
+ __m128i farw = _mm_unpacklo_epi8(farb, zero);
+ __m128i nearw = _mm_unpacklo_epi8(nearb, zero);
+ __m128i diff = _mm_sub_epi16(farw, nearw);
+ __m128i nears = _mm_slli_epi16(nearw, 2);
+ __m128i curr = _mm_add_epi16(nears, diff); // current row
+
+ // horizontal filter works the same based on shifted vers of current
+ // row. "prev" is current row shifted right by 1 pixel; we need to
+ // insert the previous pixel value (from t1).
+ // "next" is current row shifted left by 1 pixel, with first pixel
+ // of next block of 8 pixels added in.
+ __m128i prv0 = _mm_slli_si128(curr, 2);
+ __m128i nxt0 = _mm_srli_si128(curr, 2);
+ __m128i prev = _mm_insert_epi16(prv0, t1, 0);
+ __m128i next = _mm_insert_epi16(nxt0, 3*in_near[i+8] + in_far[i+8], 7);
+
+ // horizontal filter, polyphase implementation since it's convenient:
+ // even pixels = 3*cur + prev = cur*4 + (prev - cur)
+ // odd pixels = 3*cur + next = cur*4 + (next - cur)
+ // note the shared term.
+ __m128i bias = _mm_set1_epi16(8);
+ __m128i curs = _mm_slli_epi16(curr, 2);
+ __m128i prvd = _mm_sub_epi16(prev, curr);
+ __m128i nxtd = _mm_sub_epi16(next, curr);
+ __m128i curb = _mm_add_epi16(curs, bias);
+ __m128i even = _mm_add_epi16(prvd, curb);
+ __m128i odd = _mm_add_epi16(nxtd, curb);
+
+ // interleave even and odd pixels, then undo scaling.
+ __m128i int0 = _mm_unpacklo_epi16(even, odd);
+ __m128i int1 = _mm_unpackhi_epi16(even, odd);
+ __m128i de0 = _mm_srli_epi16(int0, 4);
+ __m128i de1 = _mm_srli_epi16(int1, 4);
+
+ // pack and write output
+ __m128i outv = _mm_packus_epi16(de0, de1);
+ _mm_storeu_si128((__m128i *) (out + i*2), outv);
+#elif defined(STBI_NEON)
+ // load and perform the vertical filtering pass
+ // this uses 3*x + y = 4*x + (y - x)
+ uint8x8_t farb = vld1_u8(in_far + i);
+ uint8x8_t nearb = vld1_u8(in_near + i);
+ int16x8_t diff = vreinterpretq_s16_u16(vsubl_u8(farb, nearb));
+ int16x8_t nears = vreinterpretq_s16_u16(vshll_n_u8(nearb, 2));
+ int16x8_t curr = vaddq_s16(nears, diff); // current row
+
+ // horizontal filter works the same based on shifted vers of current
+ // row. "prev" is current row shifted right by 1 pixel; we need to
+ // insert the previous pixel value (from t1).
+ // "next" is current row shifted left by 1 pixel, with first pixel
+ // of next block of 8 pixels added in.
+ int16x8_t prv0 = vextq_s16(curr, curr, 7);
+ int16x8_t nxt0 = vextq_s16(curr, curr, 1);
+ int16x8_t prev = vsetq_lane_s16(t1, prv0, 0);
+ int16x8_t next = vsetq_lane_s16(3*in_near[i+8] + in_far[i+8], nxt0, 7);
+
+ // horizontal filter, polyphase implementation since it's convenient:
+ // even pixels = 3*cur + prev = cur*4 + (prev - cur)
+ // odd pixels = 3*cur + next = cur*4 + (next - cur)
+ // note the shared term.
+ int16x8_t curs = vshlq_n_s16(curr, 2);
+ int16x8_t prvd = vsubq_s16(prev, curr);
+ int16x8_t nxtd = vsubq_s16(next, curr);
+ int16x8_t even = vaddq_s16(curs, prvd);
+ int16x8_t odd = vaddq_s16(curs, nxtd);
+
+ // undo scaling and round, then store with even/odd phases interleaved
+ uint8x8x2_t o;
+ o.val[0] = vqrshrun_n_s16(even, 4);
+ o.val[1] = vqrshrun_n_s16(odd, 4);
+ vst2_u8(out + i*2, o);
+#endif
+
+ // "previous" value for next iter
+ t1 = 3*in_near[i+7] + in_far[i+7];
+ }
+
+ t0 = t1;
+ t1 = 3*in_near[i] + in_far[i];
+ out[i*2] = stbi__div16(3*t1 + t0 + 8);
+
+ for (++i; i < w; ++i) {
+ t0 = t1;
+ t1 = 3*in_near[i]+in_far[i];
+ out[i*2-1] = stbi__div16(3*t0 + t1 + 8);
+ out[i*2 ] = stbi__div16(3*t1 + t0 + 8);
+ }
+ out[w*2-1] = stbi__div4(t1+2);
+
+ STBI_NOTUSED(hs);
+
+ return out;
+}
+#endif
+
+static stbi_uc *stbi__resample_row_generic(stbi_uc *out, stbi_uc *in_near, stbi_uc *in_far, int w, int hs)
+{
+ // resample with nearest-neighbor
+ int i,j;
+ STBI_NOTUSED(in_far);
+ for (i=0; i < w; ++i)
+ for (j=0; j < hs; ++j)
+ out[i*hs+j] = in_near[i];
+ return out;
+}
+
+// this is a reduced-precision calculation of YCbCr-to-RGB introduced
+// to make sure the code produces the same results in both SIMD and scalar
+#define stbi__float2fixed(x) (((int) ((x) * 4096.0f + 0.5f)) << 8)
+static void stbi__YCbCr_to_RGB_row(stbi_uc *out, const stbi_uc *y, const stbi_uc *pcb, const stbi_uc *pcr, int count, int step)
+{
+ int i;
+ for (i=0; i < count; ++i) {
+ int y_fixed = (y[i] << 20) + (1<<19); // rounding
+ int r,g,b;
+ int cr = pcr[i] - 128;
+ int cb = pcb[i] - 128;
+ r = y_fixed + cr* stbi__float2fixed(1.40200f);
+ g = y_fixed + (cr*-stbi__float2fixed(0.71414f)) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000);
+ b = y_fixed + cb* stbi__float2fixed(1.77200f);
+ r >>= 20;
+ g >>= 20;
+ b >>= 20;
+ if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; }
+ if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; }
+ if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; }
+ out[0] = (stbi_uc)r;
+ out[1] = (stbi_uc)g;
+ out[2] = (stbi_uc)b;
+ out[3] = 255;
+ out += step;
+ }
+}
+
+#if defined(STBI_SSE2) || defined(STBI_NEON)
+static void stbi__YCbCr_to_RGB_simd(stbi_uc *out, stbi_uc const *y, stbi_uc const *pcb, stbi_uc const *pcr, int count, int step)
+{
+ int i = 0;
+
+#ifdef STBI_SSE2
+ // step == 3 is pretty ugly on the final interleave, and i'm not convinced
+ // it's useful in practice (you wouldn't use it for textures, for example).
+ // so just accelerate step == 4 case.
+ if (step == 4) {
+ // this is a fairly straightforward implementation and not super-optimized.
+ __m128i signflip = _mm_set1_epi8(-0x80);
+ __m128i cr_const0 = _mm_set1_epi16( (short) ( 1.40200f*4096.0f+0.5f));
+ __m128i cr_const1 = _mm_set1_epi16( - (short) ( 0.71414f*4096.0f+0.5f));
+ __m128i cb_const0 = _mm_set1_epi16( - (short) ( 0.34414f*4096.0f+0.5f));
+ __m128i cb_const1 = _mm_set1_epi16( (short) ( 1.77200f*4096.0f+0.5f));
+ __m128i y_bias = _mm_set1_epi8((char) (unsigned char) 128);
+ __m128i xw = _mm_set1_epi16(255); // alpha channel
+
+ for (; i+7 < count; i += 8) {
+ // load
+ __m128i y_bytes = _mm_loadl_epi64((__m128i *) (y+i));
+ __m128i cr_bytes = _mm_loadl_epi64((__m128i *) (pcr+i));
+ __m128i cb_bytes = _mm_loadl_epi64((__m128i *) (pcb+i));
+ __m128i cr_biased = _mm_xor_si128(cr_bytes, signflip); // -128
+ __m128i cb_biased = _mm_xor_si128(cb_bytes, signflip); // -128
+
+ // unpack to short (and left-shift cr, cb by 8)
+ __m128i yw = _mm_unpacklo_epi8(y_bias, y_bytes);
+ __m128i crw = _mm_unpacklo_epi8(_mm_setzero_si128(), cr_biased);
+ __m128i cbw = _mm_unpacklo_epi8(_mm_setzero_si128(), cb_biased);
+
+ // color transform
+ __m128i yws = _mm_srli_epi16(yw, 4);
+ __m128i cr0 = _mm_mulhi_epi16(cr_const0, crw);
+ __m128i cb0 = _mm_mulhi_epi16(cb_const0, cbw);
+ __m128i cb1 = _mm_mulhi_epi16(cbw, cb_const1);
+ __m128i cr1 = _mm_mulhi_epi16(crw, cr_const1);
+ __m128i rws = _mm_add_epi16(cr0, yws);
+ __m128i gwt = _mm_add_epi16(cb0, yws);
+ __m128i bws = _mm_add_epi16(yws, cb1);
+ __m128i gws = _mm_add_epi16(gwt, cr1);
+
+ // descale
+ __m128i rw = _mm_srai_epi16(rws, 4);
+ __m128i bw = _mm_srai_epi16(bws, 4);
+ __m128i gw = _mm_srai_epi16(gws, 4);
+
+ // back to byte, set up for transpose
+ __m128i brb = _mm_packus_epi16(rw, bw);
+ __m128i gxb = _mm_packus_epi16(gw, xw);
+
+ // transpose to interleave channels
+ __m128i t0 = _mm_unpacklo_epi8(brb, gxb);
+ __m128i t1 = _mm_unpackhi_epi8(brb, gxb);
+ __m128i o0 = _mm_unpacklo_epi16(t0, t1);
+ __m128i o1 = _mm_unpackhi_epi16(t0, t1);
+
+ // store
+ _mm_storeu_si128((__m128i *) (out + 0), o0);
+ _mm_storeu_si128((__m128i *) (out + 16), o1);
+ out += 32;
+ }
+ }
+#endif
+
+#ifdef STBI_NEON
+ // in this version, step=3 support would be easy to add. but is there demand?
+ if (step == 4) {
+ // this is a fairly straightforward implementation and not super-optimized.
+ uint8x8_t signflip = vdup_n_u8(0x80);
+ int16x8_t cr_const0 = vdupq_n_s16( (short) ( 1.40200f*4096.0f+0.5f));
+ int16x8_t cr_const1 = vdupq_n_s16( - (short) ( 0.71414f*4096.0f+0.5f));
+ int16x8_t cb_const0 = vdupq_n_s16( - (short) ( 0.34414f*4096.0f+0.5f));
+ int16x8_t cb_const1 = vdupq_n_s16( (short) ( 1.77200f*4096.0f+0.5f));
+
+ for (; i+7 < count; i += 8) {
+ // load
+ uint8x8_t y_bytes = vld1_u8(y + i);
+ uint8x8_t cr_bytes = vld1_u8(pcr + i);
+ uint8x8_t cb_bytes = vld1_u8(pcb + i);
+ int8x8_t cr_biased = vreinterpret_s8_u8(vsub_u8(cr_bytes, signflip));
+ int8x8_t cb_biased = vreinterpret_s8_u8(vsub_u8(cb_bytes, signflip));
+
+ // expand to s16
+ int16x8_t yws = vreinterpretq_s16_u16(vshll_n_u8(y_bytes, 4));
+ int16x8_t crw = vshll_n_s8(cr_biased, 7);
+ int16x8_t cbw = vshll_n_s8(cb_biased, 7);
+
+ // color transform
+ int16x8_t cr0 = vqdmulhq_s16(crw, cr_const0);
+ int16x8_t cb0 = vqdmulhq_s16(cbw, cb_const0);
+ int16x8_t cr1 = vqdmulhq_s16(crw, cr_const1);
+ int16x8_t cb1 = vqdmulhq_s16(cbw, cb_const1);
+ int16x8_t rws = vaddq_s16(yws, cr0);
+ int16x8_t gws = vaddq_s16(vaddq_s16(yws, cb0), cr1);
+ int16x8_t bws = vaddq_s16(yws, cb1);
+
+ // undo scaling, round, convert to byte
+ uint8x8x4_t o;
+ o.val[0] = vqrshrun_n_s16(rws, 4);
+ o.val[1] = vqrshrun_n_s16(gws, 4);
+ o.val[2] = vqrshrun_n_s16(bws, 4);
+ o.val[3] = vdup_n_u8(255);
+
+ // store, interleaving r/g/b/a
+ vst4_u8(out, o);
+ out += 8*4;
+ }
+ }
+#endif
+
+ for (; i < count; ++i) {
+ int y_fixed = (y[i] << 20) + (1<<19); // rounding
+ int r,g,b;
+ int cr = pcr[i] - 128;
+ int cb = pcb[i] - 128;
+ r = y_fixed + cr* stbi__float2fixed(1.40200f);
+ g = y_fixed + cr*-stbi__float2fixed(0.71414f) + ((cb*-stbi__float2fixed(0.34414f)) & 0xffff0000);
+ b = y_fixed + cb* stbi__float2fixed(1.77200f);
+ r >>= 20;
+ g >>= 20;
+ b >>= 20;
+ if ((unsigned) r > 255) { if (r < 0) r = 0; else r = 255; }
+ if ((unsigned) g > 255) { if (g < 0) g = 0; else g = 255; }
+ if ((unsigned) b > 255) { if (b < 0) b = 0; else b = 255; }
+ out[0] = (stbi_uc)r;
+ out[1] = (stbi_uc)g;
+ out[2] = (stbi_uc)b;
+ out[3] = 255;
+ out += step;
+ }
+}
+#endif
+
+// set up the kernels
+static void stbi__setup_jpeg(stbi__jpeg *j)
+{
+ j->idct_block_kernel = stbi__idct_block;
+ j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_row;
+ j->resample_row_hv_2_kernel = stbi__resample_row_hv_2;
+
+#ifdef STBI_SSE2
+ if (stbi__sse2_available()) {
+ j->idct_block_kernel = stbi__idct_simd;
+ j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;
+ j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;
+ }
+#endif
+
+#ifdef STBI_NEON
+ j->idct_block_kernel = stbi__idct_simd;
+ j->YCbCr_to_RGB_kernel = stbi__YCbCr_to_RGB_simd;
+ j->resample_row_hv_2_kernel = stbi__resample_row_hv_2_simd;
+#endif
+}
+
+// clean up the temporary component buffers
+static void stbi__cleanup_jpeg(stbi__jpeg *j)
+{
+ stbi__free_jpeg_components(j, j->s->img_n, 0);
+}
+
+typedef struct
+{
+ resample_row_func resample;
+ stbi_uc *line0,*line1;
+ int hs,vs; // expansion factor in each axis
+ int w_lores; // horizontal pixels pre-expansion
+ int ystep; // how far through vertical expansion we are
+ int ypos; // which pre-expansion row we're on
+} stbi__resample;
+
+// fast 0..255 * 0..255 => 0..255 rounded multiplication
+static stbi_uc stbi__blinn_8x8(stbi_uc x, stbi_uc y)
+{
+ unsigned int t = x*y + 128;
+ return (stbi_uc) ((t + (t >>8)) >> 8);
+}
+
+static stbi_uc *load_jpeg_image(stbi__jpeg *z, int *out_x, int *out_y, int *comp, int req_comp)
+{
+ int n, decode_n, is_rgb;
+ z->s->img_n = 0; // make stbi__cleanup_jpeg safe
+
+ // validate req_comp
+ if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
+
+ // load a jpeg image from whichever source, but leave in YCbCr format
+ if (!stbi__decode_jpeg_image(z)) { stbi__cleanup_jpeg(z); return NULL; }
+
+ // determine actual number of components to generate
+ n = req_comp ? req_comp : z->s->img_n >= 3 ? 3 : 1;
+
+ is_rgb = z->s->img_n == 3 && (z->rgb == 3 || (z->app14_color_transform == 0 && !z->jfif));
+
+ if (z->s->img_n == 3 && n < 3 && !is_rgb)
+ decode_n = 1;
+ else
+ decode_n = z->s->img_n;
+
+ // nothing to do if no components requested; check this now to avoid
+ // accessing uninitialized coutput[0] later
+ if (decode_n <= 0) { stbi__cleanup_jpeg(z); return NULL; }
+
+ // resample and color-convert
+ {
+ int k;
+ unsigned int i,j;
+ stbi_uc *output;
+ stbi_uc *coutput[4] = { NULL, NULL, NULL, NULL };
+
+ stbi__resample res_comp[4];
+
+ for (k=0; k < decode_n; ++k) {
+ stbi__resample *r = &res_comp[k];
+
+ // allocate line buffer big enough for upsampling off the edges
+ // with upsample factor of 4
+ z->img_comp[k].linebuf = (stbi_uc *) stbi__malloc(z->s->img_x + 3);
+ if (!z->img_comp[k].linebuf) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
+
+ r->hs = z->img_h_max / z->img_comp[k].h;
+ r->vs = z->img_v_max / z->img_comp[k].v;
+ r->ystep = r->vs >> 1;
+ r->w_lores = (z->s->img_x + r->hs-1) / r->hs;
+ r->ypos = 0;
+ r->line0 = r->line1 = z->img_comp[k].data;
+
+ if (r->hs == 1 && r->vs == 1) r->resample = resample_row_1;
+ else if (r->hs == 1 && r->vs == 2) r->resample = stbi__resample_row_v_2;
+ else if (r->hs == 2 && r->vs == 1) r->resample = stbi__resample_row_h_2;
+ else if (r->hs == 2 && r->vs == 2) r->resample = z->resample_row_hv_2_kernel;
+ else r->resample = stbi__resample_row_generic;
+ }
+
+ // can't error after this so, this is safe
+ output = (stbi_uc *) stbi__malloc_mad3(n, z->s->img_x, z->s->img_y, 1);
+ if (!output) { stbi__cleanup_jpeg(z); return stbi__errpuc("outofmem", "Out of memory"); }
+
+ // now go ahead and resample
+ for (j=0; j < z->s->img_y; ++j) {
+ stbi_uc *out = output + n * z->s->img_x * j;
+ for (k=0; k < decode_n; ++k) {
+ stbi__resample *r = &res_comp[k];
+ int y_bot = r->ystep >= (r->vs >> 1);
+ coutput[k] = r->resample(z->img_comp[k].linebuf,
+ y_bot ? r->line1 : r->line0,
+ y_bot ? r->line0 : r->line1,
+ r->w_lores, r->hs);
+ if (++r->ystep >= r->vs) {
+ r->ystep = 0;
+ r->line0 = r->line1;
+ if (++r->ypos < z->img_comp[k].y)
+ r->line1 += z->img_comp[k].w2;
+ }
+ }
+ if (n >= 3) {
+ stbi_uc *y = coutput[0];
+ if (z->s->img_n == 3) {
+ if (is_rgb) {
+ for (i=0; i < z->s->img_x; ++i) {
+ out[0] = y[i];
+ out[1] = coutput[1][i];
+ out[2] = coutput[2][i];
+ out[3] = 255;
+ out += n;
+ }
+ } else {
+ z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);
+ }
+ } else if (z->s->img_n == 4) {
+ if (z->app14_color_transform == 0) { // CMYK
+ for (i=0; i < z->s->img_x; ++i) {
+ stbi_uc m = coutput[3][i];
+ out[0] = stbi__blinn_8x8(coutput[0][i], m);
+ out[1] = stbi__blinn_8x8(coutput[1][i], m);
+ out[2] = stbi__blinn_8x8(coutput[2][i], m);
+ out[3] = 255;
+ out += n;
+ }
+ } else if (z->app14_color_transform == 2) { // YCCK
+ z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);
+ for (i=0; i < z->s->img_x; ++i) {
+ stbi_uc m = coutput[3][i];
+ out[0] = stbi__blinn_8x8(255 - out[0], m);
+ out[1] = stbi__blinn_8x8(255 - out[1], m);
+ out[2] = stbi__blinn_8x8(255 - out[2], m);
+ out += n;
+ }
+ } else { // YCbCr + alpha? Ignore the fourth channel for now
+ z->YCbCr_to_RGB_kernel(out, y, coutput[1], coutput[2], z->s->img_x, n);
+ }
+ } else
+ for (i=0; i < z->s->img_x; ++i) {
+ out[0] = out[1] = out[2] = y[i];
+ out[3] = 255; // not used if n==3
+ out += n;
+ }
+ } else {
+ if (is_rgb) {
+ if (n == 1)
+ for (i=0; i < z->s->img_x; ++i)
+ *out++ = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]);
+ else {
+ for (i=0; i < z->s->img_x; ++i, out += 2) {
+ out[0] = stbi__compute_y(coutput[0][i], coutput[1][i], coutput[2][i]);
+ out[1] = 255;
+ }
+ }
+ } else if (z->s->img_n == 4 && z->app14_color_transform == 0) {
+ for (i=0; i < z->s->img_x; ++i) {
+ stbi_uc m = coutput[3][i];
+ stbi_uc r = stbi__blinn_8x8(coutput[0][i], m);
+ stbi_uc g = stbi__blinn_8x8(coutput[1][i], m);
+ stbi_uc b = stbi__blinn_8x8(coutput[2][i], m);
+ out[0] = stbi__compute_y(r, g, b);
+ out[1] = 255;
+ out += n;
+ }
+ } else if (z->s->img_n == 4 && z->app14_color_transform == 2) {
+ for (i=0; i < z->s->img_x; ++i) {
+ out[0] = stbi__blinn_8x8(255 - coutput[0][i], coutput[3][i]);
+ out[1] = 255;
+ out += n;
+ }
+ } else {
+ stbi_uc *y = coutput[0];
+ if (n == 1)
+ for (i=0; i < z->s->img_x; ++i) out[i] = y[i];
+ else
+ for (i=0; i < z->s->img_x; ++i) { *out++ = y[i]; *out++ = 255; }
+ }
+ }
+ }
+ stbi__cleanup_jpeg(z);
+ *out_x = z->s->img_x;
+ *out_y = z->s->img_y;
+ if (comp) *comp = z->s->img_n >= 3 ? 3 : 1; // report original components, not output
+ return output;
+ }
+}
+
+static void *stbi__jpeg_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)
+{
+ unsigned char* result;
+ stbi__jpeg* j = (stbi__jpeg*) stbi__malloc(sizeof(stbi__jpeg));
+ if (!j) return stbi__errpuc("outofmem", "Out of memory");
+ memset(j, 0, sizeof(stbi__jpeg));
+ STBI_NOTUSED(ri);
+ j->s = s;
+ stbi__setup_jpeg(j);
+ result = load_jpeg_image(j, x,y,comp,req_comp);
+ STBI_FREE(j);
+ return result;
+}
+
+static int stbi__jpeg_test(stbi__context *s)
+{
+ int r;
+ stbi__jpeg* j = (stbi__jpeg*)stbi__malloc(sizeof(stbi__jpeg));
+ if (!j) return stbi__err("outofmem", "Out of memory");
+ memset(j, 0, sizeof(stbi__jpeg));
+ j->s = s;
+ stbi__setup_jpeg(j);
+ r = stbi__decode_jpeg_header(j, STBI__SCAN_type);
+ stbi__rewind(s);
+ STBI_FREE(j);
+ return r;
+}
+
+static int stbi__jpeg_info_raw(stbi__jpeg *j, int *x, int *y, int *comp)
+{
+ if (!stbi__decode_jpeg_header(j, STBI__SCAN_header)) {
+ stbi__rewind( j->s );
+ return 0;
+ }
+ if (x) *x = j->s->img_x;
+ if (y) *y = j->s->img_y;
+ if (comp) *comp = j->s->img_n >= 3 ? 3 : 1;
+ return 1;
+}
+
+static int stbi__jpeg_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ int result;
+ stbi__jpeg* j = (stbi__jpeg*) (stbi__malloc(sizeof(stbi__jpeg)));
+ if (!j) return stbi__err("outofmem", "Out of memory");
+ memset(j, 0, sizeof(stbi__jpeg));
+ j->s = s;
+ result = stbi__jpeg_info_raw(j, x, y, comp);
+ STBI_FREE(j);
+ return result;
+}
+#endif
+
+// public domain zlib decode v0.2 Sean Barrett 2006-11-18
+// simple implementation
+// - all input must be provided in an upfront buffer
+// - all output is written to a single output buffer (can malloc/realloc)
+// performance
+// - fast huffman
+
+#ifndef STBI_NO_ZLIB
+
+// fast-way is faster to check than jpeg huffman, but slow way is slower
+#define STBI__ZFAST_BITS 9 // accelerate all cases in default tables
+#define STBI__ZFAST_MASK ((1 << STBI__ZFAST_BITS) - 1)
+#define STBI__ZNSYMS 288 // number of symbols in literal/length alphabet
+
+// zlib-style huffman encoding
+// (jpegs packs from left, zlib from right, so can't share code)
+typedef struct
+{
+ stbi__uint16 fast[1 << STBI__ZFAST_BITS];
+ stbi__uint16 firstcode[16];
+ int maxcode[17];
+ stbi__uint16 firstsymbol[16];
+ stbi_uc size[STBI__ZNSYMS];
+ stbi__uint16 value[STBI__ZNSYMS];
+} stbi__zhuffman;
+
+stbi_inline static int stbi__bitreverse16(int n)
+{
+ n = ((n & 0xAAAA) >> 1) | ((n & 0x5555) << 1);
+ n = ((n & 0xCCCC) >> 2) | ((n & 0x3333) << 2);
+ n = ((n & 0xF0F0) >> 4) | ((n & 0x0F0F) << 4);
+ n = ((n & 0xFF00) >> 8) | ((n & 0x00FF) << 8);
+ return n;
+}
+
+stbi_inline static int stbi__bit_reverse(int v, int bits)
+{
+ STBI_ASSERT(bits <= 16);
+ // to bit reverse n bits, reverse 16 and shift
+ // e.g. 11 bits, bit reverse and shift away 5
+ return stbi__bitreverse16(v) >> (16-bits);
+}
+
+static int stbi__zbuild_huffman(stbi__zhuffman *z, const stbi_uc *sizelist, int num)
+{
+ int i,k=0;
+ int code, next_code[16], sizes[17];
+
+ // DEFLATE spec for generating codes
+ memset(sizes, 0, sizeof(sizes));
+ memset(z->fast, 0, sizeof(z->fast));
+ for (i=0; i < num; ++i)
+ ++sizes[sizelist[i]];
+ sizes[0] = 0;
+ for (i=1; i < 16; ++i)
+ if (sizes[i] > (1 << i))
+ return stbi__err("bad sizes", "Corrupt PNG");
+ code = 0;
+ for (i=1; i < 16; ++i) {
+ next_code[i] = code;
+ z->firstcode[i] = (stbi__uint16) code;
+ z->firstsymbol[i] = (stbi__uint16) k;
+ code = (code + sizes[i]);
+ if (sizes[i])
+ if (code-1 >= (1 << i)) return stbi__err("bad codelengths","Corrupt PNG");
+ z->maxcode[i] = code << (16-i); // preshift for inner loop
+ code <<= 1;
+ k += sizes[i];
+ }
+ z->maxcode[16] = 0x10000; // sentinel
+ for (i=0; i < num; ++i) {
+ int s = sizelist[i];
+ if (s) {
+ int c = next_code[s] - z->firstcode[s] + z->firstsymbol[s];
+ stbi__uint16 fastv = (stbi__uint16) ((s << 9) | i);
+ z->size [c] = (stbi_uc ) s;
+ z->value[c] = (stbi__uint16) i;
+ if (s <= STBI__ZFAST_BITS) {
+ int j = stbi__bit_reverse(next_code[s],s);
+ while (j < (1 << STBI__ZFAST_BITS)) {
+ z->fast[j] = fastv;
+ j += (1 << s);
+ }
+ }
+ ++next_code[s];
+ }
+ }
+ return 1;
+}
+
+// zlib-from-memory implementation for PNG reading
+// because PNG allows splitting the zlib stream arbitrarily,
+// and it's annoying structurally to have PNG call ZLIB call PNG,
+// we require PNG read all the IDATs and combine them into a single
+// memory buffer
+
+typedef struct
+{
+ stbi_uc *zbuffer, *zbuffer_end;
+ int num_bits;
+ stbi__uint32 code_buffer;
+
+ char *zout;
+ char *zout_start;
+ char *zout_end;
+ int z_expandable;
+
+ stbi__zhuffman z_length, z_distance;
+} stbi__zbuf;
+
+stbi_inline static int stbi__zeof(stbi__zbuf *z)
+{
+ return (z->zbuffer >= z->zbuffer_end);
+}
+
+stbi_inline static stbi_uc stbi__zget8(stbi__zbuf *z)
+{
+ return stbi__zeof(z) ? 0 : *z->zbuffer++;
+}
+
+static void stbi__fill_bits(stbi__zbuf *z)
+{
+ do {
+ if (z->code_buffer >= (1U << z->num_bits)) {
+ z->zbuffer = z->zbuffer_end; /* treat this as EOF so we fail. */
+ return;
+ }
+ z->code_buffer |= (unsigned int) stbi__zget8(z) << z->num_bits;
+ z->num_bits += 8;
+ } while (z->num_bits <= 24);
+}
+
+stbi_inline static unsigned int stbi__zreceive(stbi__zbuf *z, int n)
+{
+ unsigned int k;
+ if (z->num_bits < n) stbi__fill_bits(z);
+ k = z->code_buffer & ((1 << n) - 1);
+ z->code_buffer >>= n;
+ z->num_bits -= n;
+ return k;
+}
+
+static int stbi__zhuffman_decode_slowpath(stbi__zbuf *a, stbi__zhuffman *z)
+{
+ int b,s,k;
+ // not resolved by fast table, so compute it the slow way
+ // use jpeg approach, which requires MSbits at top
+ k = stbi__bit_reverse(a->code_buffer, 16);
+ for (s=STBI__ZFAST_BITS+1; ; ++s)
+ if (k < z->maxcode[s])
+ break;
+ if (s >= 16) return -1; // invalid code!
+ // code size is s, so:
+ b = (k >> (16-s)) - z->firstcode[s] + z->firstsymbol[s];
+ if (b >= STBI__ZNSYMS) return -1; // some data was corrupt somewhere!
+ if (z->size[b] != s) return -1; // was originally an assert, but report failure instead.
+ a->code_buffer >>= s;
+ a->num_bits -= s;
+ return z->value[b];
+}
+
+stbi_inline static int stbi__zhuffman_decode(stbi__zbuf *a, stbi__zhuffman *z)
+{
+ int b,s;
+ if (a->num_bits < 16) {
+ if (stbi__zeof(a)) {
+ return -1; /* report error for unexpected end of data. */
+ }
+ stbi__fill_bits(a);
+ }
+ b = z->fast[a->code_buffer & STBI__ZFAST_MASK];
+ if (b) {
+ s = b >> 9;
+ a->code_buffer >>= s;
+ a->num_bits -= s;
+ return b & 511;
+ }
+ return stbi__zhuffman_decode_slowpath(a, z);
+}
+
+static int stbi__zexpand(stbi__zbuf *z, char *zout, int n) // need to make room for n bytes
+{
+ char *q;
+ unsigned int cur, limit, old_limit;
+ z->zout = zout;
+ if (!z->z_expandable) return stbi__err("output buffer limit","Corrupt PNG");
+ cur = (unsigned int) (z->zout - z->zout_start);
+ limit = old_limit = (unsigned) (z->zout_end - z->zout_start);
+ if (UINT_MAX - cur < (unsigned) n) return stbi__err("outofmem", "Out of memory");
+ while (cur + n > limit) {
+ if(limit > UINT_MAX / 2) return stbi__err("outofmem", "Out of memory");
+ limit *= 2;
+ }
+ q = (char *) STBI_REALLOC_SIZED(z->zout_start, old_limit, limit);
+ STBI_NOTUSED(old_limit);
+ if (q == NULL) return stbi__err("outofmem", "Out of memory");
+ z->zout_start = q;
+ z->zout = q + cur;
+ z->zout_end = q + limit;
+ return 1;
+}
+
+static const int stbi__zlength_base[31] = {
+ 3,4,5,6,7,8,9,10,11,13,
+ 15,17,19,23,27,31,35,43,51,59,
+ 67,83,99,115,131,163,195,227,258,0,0 };
+
+static const int stbi__zlength_extra[31]=
+{ 0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0 };
+
+static const int stbi__zdist_base[32] = { 1,2,3,4,5,7,9,13,17,25,33,49,65,97,129,193,
+257,385,513,769,1025,1537,2049,3073,4097,6145,8193,12289,16385,24577,0,0};
+
+static const int stbi__zdist_extra[32] =
+{ 0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13};
+
+static int stbi__parse_huffman_block(stbi__zbuf *a)
+{
+ char *zout = a->zout;
+ for(;;) {
+ int z = stbi__zhuffman_decode(a, &a->z_length);
+ if (z < 256) {
+ if (z < 0) return stbi__err("bad huffman code","Corrupt PNG"); // error in huffman codes
+ if (zout >= a->zout_end) {
+ if (!stbi__zexpand(a, zout, 1)) return 0;
+ zout = a->zout;
+ }
+ *zout++ = (char) z;
+ } else {
+ stbi_uc *p;
+ int len,dist;
+ if (z == 256) {
+ a->zout = zout;
+ return 1;
+ }
+ if (z >= 286) return stbi__err("bad huffman code","Corrupt PNG"); // per DEFLATE, length codes 286 and 287 must not appear in compressed data
+ z -= 257;
+ len = stbi__zlength_base[z];
+ if (stbi__zlength_extra[z]) len += stbi__zreceive(a, stbi__zlength_extra[z]);
+ z = stbi__zhuffman_decode(a, &a->z_distance);
+ if (z < 0 || z >= 30) return stbi__err("bad huffman code","Corrupt PNG"); // per DEFLATE, distance codes 30 and 31 must not appear in compressed data
+ dist = stbi__zdist_base[z];
+ if (stbi__zdist_extra[z]) dist += stbi__zreceive(a, stbi__zdist_extra[z]);
+ if (zout - a->zout_start < dist) return stbi__err("bad dist","Corrupt PNG");
+ if (zout + len > a->zout_end) {
+ if (!stbi__zexpand(a, zout, len)) return 0;
+ zout = a->zout;
+ }
+ p = (stbi_uc *) (zout - dist);
+ if (dist == 1) { // run of one byte; common in images.
+ stbi_uc v = *p;
+ if (len) { do *zout++ = v; while (--len); }
+ } else {
+ if (len) { do *zout++ = *p++; while (--len); }
+ }
+ }
+ }
+}
+
+static int stbi__compute_huffman_codes(stbi__zbuf *a)
+{
+ static const stbi_uc length_dezigzag[19] = { 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 };
+ stbi__zhuffman z_codelength;
+ stbi_uc lencodes[286+32+137];//padding for maximum single op
+ stbi_uc codelength_sizes[19];
+ int i,n;
+
+ int hlit = stbi__zreceive(a,5) + 257;
+ int hdist = stbi__zreceive(a,5) + 1;
+ int hclen = stbi__zreceive(a,4) + 4;
+ int ntot = hlit + hdist;
+
+ memset(codelength_sizes, 0, sizeof(codelength_sizes));
+ for (i=0; i < hclen; ++i) {
+ int s = stbi__zreceive(a,3);
+ codelength_sizes[length_dezigzag[i]] = (stbi_uc) s;
+ }
+ if (!stbi__zbuild_huffman(&z_codelength, codelength_sizes, 19)) return 0;
+
+ n = 0;
+ while (n < ntot) {
+ int c = stbi__zhuffman_decode(a, &z_codelength);
+ if (c < 0 || c >= 19) return stbi__err("bad codelengths", "Corrupt PNG");
+ if (c < 16)
+ lencodes[n++] = (stbi_uc) c;
+ else {
+ stbi_uc fill = 0;
+ if (c == 16) {
+ c = stbi__zreceive(a,2)+3;
+ if (n == 0) return stbi__err("bad codelengths", "Corrupt PNG");
+ fill = lencodes[n-1];
+ } else if (c == 17) {
+ c = stbi__zreceive(a,3)+3;
+ } else if (c == 18) {
+ c = stbi__zreceive(a,7)+11;
+ } else {
+ return stbi__err("bad codelengths", "Corrupt PNG");
+ }
+ if (ntot - n < c) return stbi__err("bad codelengths", "Corrupt PNG");
+ memset(lencodes+n, fill, c);
+ n += c;
+ }
+ }
+ if (n != ntot) return stbi__err("bad codelengths","Corrupt PNG");
+ if (!stbi__zbuild_huffman(&a->z_length, lencodes, hlit)) return 0;
+ if (!stbi__zbuild_huffman(&a->z_distance, lencodes+hlit, hdist)) return 0;
+ return 1;
+}
+
+static int stbi__parse_uncompressed_block(stbi__zbuf *a)
+{
+ stbi_uc header[4];
+ int len,nlen,k;
+ if (a->num_bits & 7)
+ stbi__zreceive(a, a->num_bits & 7); // discard
+ // drain the bit-packed data into header
+ k = 0;
+ while (a->num_bits > 0) {
+ header[k++] = (stbi_uc) (a->code_buffer & 255); // suppress MSVC run-time check
+ a->code_buffer >>= 8;
+ a->num_bits -= 8;
+ }
+ if (a->num_bits < 0) return stbi__err("zlib corrupt","Corrupt PNG");
+ // now fill header the normal way
+ while (k < 4)
+ header[k++] = stbi__zget8(a);
+ len = header[1] * 256 + header[0];
+ nlen = header[3] * 256 + header[2];
+ if (nlen != (len ^ 0xffff)) return stbi__err("zlib corrupt","Corrupt PNG");
+ if (a->zbuffer + len > a->zbuffer_end) return stbi__err("read past buffer","Corrupt PNG");
+ if (a->zout + len > a->zout_end)
+ if (!stbi__zexpand(a, a->zout, len)) return 0;
+ memcpy(a->zout, a->zbuffer, len);
+ a->zbuffer += len;
+ a->zout += len;
+ return 1;
+}
+
+static int stbi__parse_zlib_header(stbi__zbuf *a)
+{
+ int cmf = stbi__zget8(a);
+ int cm = cmf & 15;
+ /* int cinfo = cmf >> 4; */
+ int flg = stbi__zget8(a);
+ if (stbi__zeof(a)) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec
+ if ((cmf*256+flg) % 31 != 0) return stbi__err("bad zlib header","Corrupt PNG"); // zlib spec
+ if (flg & 32) return stbi__err("no preset dict","Corrupt PNG"); // preset dictionary not allowed in png
+ if (cm != 8) return stbi__err("bad compression","Corrupt PNG"); // DEFLATE required for png
+ // window = 1 << (8 + cinfo)... but who cares, we fully buffer output
+ return 1;
+}
+
+static const stbi_uc stbi__zdefault_length[STBI__ZNSYMS] =
+{
+ 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
+ 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
+ 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
+ 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
+ 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
+ 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
+ 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
+ 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9, 9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
+ 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, 7,7,7,7,7,7,7,7,8,8,8,8,8,8,8,8
+};
+static const stbi_uc stbi__zdefault_distance[32] =
+{
+ 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
+};
+/*
+Init algorithm:
+{
+ int i; // use <= to match clearly with spec
+ for (i=0; i <= 143; ++i) stbi__zdefault_length[i] = 8;
+ for ( ; i <= 255; ++i) stbi__zdefault_length[i] = 9;
+ for ( ; i <= 279; ++i) stbi__zdefault_length[i] = 7;
+ for ( ; i <= 287; ++i) stbi__zdefault_length[i] = 8;
+
+ for (i=0; i <= 31; ++i) stbi__zdefault_distance[i] = 5;
+}
+*/
+
+static int stbi__parse_zlib(stbi__zbuf *a, int parse_header)
+{
+ int final, type;
+ if (parse_header)
+ if (!stbi__parse_zlib_header(a)) return 0;
+ a->num_bits = 0;
+ a->code_buffer = 0;
+ do {
+ final = stbi__zreceive(a,1);
+ type = stbi__zreceive(a,2);
+ if (type == 0) {
+ if (!stbi__parse_uncompressed_block(a)) return 0;
+ } else if (type == 3) {
+ return 0;
+ } else {
+ if (type == 1) {
+ // use fixed code lengths
+ if (!stbi__zbuild_huffman(&a->z_length , stbi__zdefault_length , STBI__ZNSYMS)) return 0;
+ if (!stbi__zbuild_huffman(&a->z_distance, stbi__zdefault_distance, 32)) return 0;
+ } else {
+ if (!stbi__compute_huffman_codes(a)) return 0;
+ }
+ if (!stbi__parse_huffman_block(a)) return 0;
+ }
+ } while (!final);
+ return 1;
+}
+
+static int stbi__do_zlib(stbi__zbuf *a, char *obuf, int olen, int exp, int parse_header)
+{
+ a->zout_start = obuf;
+ a->zout = obuf;
+ a->zout_end = obuf + olen;
+ a->z_expandable = exp;
+
+ return stbi__parse_zlib(a, parse_header);
+}
+
+STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen)
+{
+ stbi__zbuf a;
+ char *p = (char *) stbi__malloc(initial_size);
+ if (p == NULL) return NULL;
+ a.zbuffer = (stbi_uc *) buffer;
+ a.zbuffer_end = (stbi_uc *) buffer + len;
+ if (stbi__do_zlib(&a, p, initial_size, 1, 1)) {
+ if (outlen) *outlen = (int) (a.zout - a.zout_start);
+ return a.zout_start;
+ } else {
+ STBI_FREE(a.zout_start);
+ return NULL;
+ }
+}
+
+STBIDEF char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen)
+{
+ return stbi_zlib_decode_malloc_guesssize(buffer, len, 16384, outlen);
+}
+
+STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header)
+{
+ stbi__zbuf a;
+ char *p = (char *) stbi__malloc(initial_size);
+ if (p == NULL) return NULL;
+ a.zbuffer = (stbi_uc *) buffer;
+ a.zbuffer_end = (stbi_uc *) buffer + len;
+ if (stbi__do_zlib(&a, p, initial_size, 1, parse_header)) {
+ if (outlen) *outlen = (int) (a.zout - a.zout_start);
+ return a.zout_start;
+ } else {
+ STBI_FREE(a.zout_start);
+ return NULL;
+ }
+}
+
+STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, char const *ibuffer, int ilen)
+{
+ stbi__zbuf a;
+ a.zbuffer = (stbi_uc *) ibuffer;
+ a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
+ if (stbi__do_zlib(&a, obuffer, olen, 0, 1))
+ return (int) (a.zout - a.zout_start);
+ else
+ return -1;
+}
+
+STBIDEF char *stbi_zlib_decode_noheader_malloc(char const *buffer, int len, int *outlen)
+{
+ stbi__zbuf a;
+ char *p = (char *) stbi__malloc(16384);
+ if (p == NULL) return NULL;
+ a.zbuffer = (stbi_uc *) buffer;
+ a.zbuffer_end = (stbi_uc *) buffer+len;
+ if (stbi__do_zlib(&a, p, 16384, 1, 0)) {
+ if (outlen) *outlen = (int) (a.zout - a.zout_start);
+ return a.zout_start;
+ } else {
+ STBI_FREE(a.zout_start);
+ return NULL;
+ }
+}
+
+STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen)
+{
+ stbi__zbuf a;
+ a.zbuffer = (stbi_uc *) ibuffer;
+ a.zbuffer_end = (stbi_uc *) ibuffer + ilen;
+ if (stbi__do_zlib(&a, obuffer, olen, 0, 0))
+ return (int) (a.zout - a.zout_start);
+ else
+ return -1;
+}
+#endif
+
+// public domain "baseline" PNG decoder v0.10 Sean Barrett 2006-11-18
+// simple implementation
+// - only 8-bit samples
+// - no CRC checking
+// - allocates lots of intermediate memory
+// - avoids problem of streaming data between subsystems
+// - avoids explicit window management
+// performance
+// - uses stb_zlib, a PD zlib implementation with fast huffman decoding
+
+#ifndef STBI_NO_PNG
+typedef struct
+{
+ stbi__uint32 length;
+ stbi__uint32 type;
+} stbi__pngchunk;
+
+static stbi__pngchunk stbi__get_chunk_header(stbi__context *s)
+{
+ stbi__pngchunk c;
+ c.length = stbi__get32be(s);
+ c.type = stbi__get32be(s);
+ return c;
+}
+
+static int stbi__check_png_header(stbi__context *s)
+{
+ static const stbi_uc png_sig[8] = { 137,80,78,71,13,10,26,10 };
+ int i;
+ for (i=0; i < 8; ++i)
+ if (stbi__get8(s) != png_sig[i]) return stbi__err("bad png sig","Not a PNG");
+ return 1;
+}
+
+typedef struct
+{
+ stbi__context *s;
+ stbi_uc *idata, *expanded, *out;
+ int depth;
+} stbi__png;
+
+
+enum {
+ STBI__F_none=0,
+ STBI__F_sub=1,
+ STBI__F_up=2,
+ STBI__F_avg=3,
+ STBI__F_paeth=4,
+ // synthetic filters used for first scanline to avoid needing a dummy row of 0s
+ STBI__F_avg_first,
+ STBI__F_paeth_first
+};
+
+static stbi_uc first_row_filter[5] =
+{
+ STBI__F_none,
+ STBI__F_sub,
+ STBI__F_none,
+ STBI__F_avg_first,
+ STBI__F_paeth_first
+};
+
+static int stbi__paeth(int a, int b, int c)
+{
+ int p = a + b - c;
+ int pa = abs(p-a);
+ int pb = abs(p-b);
+ int pc = abs(p-c);
+ if (pa <= pb && pa <= pc) return a;
+ if (pb <= pc) return b;
+ return c;
+}
+
+static const stbi_uc stbi__depth_scale_table[9] = { 0, 0xff, 0x55, 0, 0x11, 0,0,0, 0x01 };
+
+// create the png data from post-deflated data
+static int stbi__create_png_image_raw(stbi__png *a, stbi_uc *raw, stbi__uint32 raw_len, int out_n, stbi__uint32 x, stbi__uint32 y, int depth, int color)
+{
+ int bytes = (depth == 16? 2 : 1);
+ stbi__context *s = a->s;
+ stbi__uint32 i,j,stride = x*out_n*bytes;
+ stbi__uint32 img_len, img_width_bytes;
+ int k;
+ int img_n = s->img_n; // copy it into a local for later
+
+ int output_bytes = out_n*bytes;
+ int filter_bytes = img_n*bytes;
+ int width = x;
+
+ STBI_ASSERT(out_n == s->img_n || out_n == s->img_n+1);
+ a->out = (stbi_uc *) stbi__malloc_mad3(x, y, output_bytes, 0); // extra bytes to write off the end into
+ if (!a->out) return stbi__err("outofmem", "Out of memory");
+
+ if (!stbi__mad3sizes_valid(img_n, x, depth, 7)) return stbi__err("too large", "Corrupt PNG");
+ img_width_bytes = (((img_n * x * depth) + 7) >> 3);
+ img_len = (img_width_bytes + 1) * y;
+
+ // we used to check for exact match between raw_len and img_len on non-interlaced PNGs,
+ // but issue #276 reported a PNG in the wild that had extra data at the end (all zeros),
+ // so just check for raw_len < img_len always.
+ if (raw_len < img_len) return stbi__err("not enough pixels","Corrupt PNG");
+
+ for (j=0; j < y; ++j) {
+ stbi_uc *cur = a->out + stride*j;
+ stbi_uc *prior;
+ int filter = *raw++;
+
+ if (filter > 4)
+ return stbi__err("invalid filter","Corrupt PNG");
+
+ if (depth < 8) {
+ if (img_width_bytes > x) return stbi__err("invalid width","Corrupt PNG");
+ cur += x*out_n - img_width_bytes; // store output to the rightmost img_len bytes, so we can decode in place
+ filter_bytes = 1;
+ width = img_width_bytes;
+ }
+ prior = cur - stride; // bugfix: need to compute this after 'cur +=' computation above
+
+ // if first row, use special filter that doesn't sample previous row
+ if (j == 0) filter = first_row_filter[filter];
+
+ // handle first byte explicitly
+ for (k=0; k < filter_bytes; ++k) {
+ switch (filter) {
+ case STBI__F_none : cur[k] = raw[k]; break;
+ case STBI__F_sub : cur[k] = raw[k]; break;
+ case STBI__F_up : cur[k] = STBI__BYTECAST(raw[k] + prior[k]); break;
+ case STBI__F_avg : cur[k] = STBI__BYTECAST(raw[k] + (prior[k]>>1)); break;
+ case STBI__F_paeth : cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(0,prior[k],0)); break;
+ case STBI__F_avg_first : cur[k] = raw[k]; break;
+ case STBI__F_paeth_first: cur[k] = raw[k]; break;
+ }
+ }
+
+ if (depth == 8) {
+ if (img_n != out_n)
+ cur[img_n] = 255; // first pixel
+ raw += img_n;
+ cur += out_n;
+ prior += out_n;
+ } else if (depth == 16) {
+ if (img_n != out_n) {
+ cur[filter_bytes] = 255; // first pixel top byte
+ cur[filter_bytes+1] = 255; // first pixel bottom byte
+ }
+ raw += filter_bytes;
+ cur += output_bytes;
+ prior += output_bytes;
+ } else {
+ raw += 1;
+ cur += 1;
+ prior += 1;
+ }
+
+ // this is a little gross, so that we don't switch per-pixel or per-component
+ if (depth < 8 || img_n == out_n) {
+ int nk = (width - 1)*filter_bytes;
+ #define STBI__CASE(f) \
+ case f: \
+ for (k=0; k < nk; ++k)
+ switch (filter) {
+ // "none" filter turns into a memcpy here; make that explicit.
+ case STBI__F_none: memcpy(cur, raw, nk); break;
+ STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k-filter_bytes]); } break;
+ STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break;
+ STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k-filter_bytes])>>1)); } break;
+ STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],prior[k],prior[k-filter_bytes])); } break;
+ STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k-filter_bytes] >> 1)); } break;
+ STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k-filter_bytes],0,0)); } break;
+ }
+ #undef STBI__CASE
+ raw += nk;
+ } else {
+ STBI_ASSERT(img_n+1 == out_n);
+ #define STBI__CASE(f) \
+ case f: \
+ for (i=x-1; i >= 1; --i, cur[filter_bytes]=255,raw+=filter_bytes,cur+=output_bytes,prior+=output_bytes) \
+ for (k=0; k < filter_bytes; ++k)
+ switch (filter) {
+ STBI__CASE(STBI__F_none) { cur[k] = raw[k]; } break;
+ STBI__CASE(STBI__F_sub) { cur[k] = STBI__BYTECAST(raw[k] + cur[k- output_bytes]); } break;
+ STBI__CASE(STBI__F_up) { cur[k] = STBI__BYTECAST(raw[k] + prior[k]); } break;
+ STBI__CASE(STBI__F_avg) { cur[k] = STBI__BYTECAST(raw[k] + ((prior[k] + cur[k- output_bytes])>>1)); } break;
+ STBI__CASE(STBI__F_paeth) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k- output_bytes],prior[k],prior[k- output_bytes])); } break;
+ STBI__CASE(STBI__F_avg_first) { cur[k] = STBI__BYTECAST(raw[k] + (cur[k- output_bytes] >> 1)); } break;
+ STBI__CASE(STBI__F_paeth_first) { cur[k] = STBI__BYTECAST(raw[k] + stbi__paeth(cur[k- output_bytes],0,0)); } break;
+ }
+ #undef STBI__CASE
+
+ // the loop above sets the high byte of the pixels' alpha, but for
+ // 16 bit png files we also need the low byte set. we'll do that here.
+ if (depth == 16) {
+ cur = a->out + stride*j; // start at the beginning of the row again
+ for (i=0; i < x; ++i,cur+=output_bytes) {
+ cur[filter_bytes+1] = 255;
+ }
+ }
+ }
+ }
+
+ // we make a separate pass to expand bits to pixels; for performance,
+ // this could run two scanlines behind the above code, so it won't
+ // intefere with filtering but will still be in the cache.
+ if (depth < 8) {
+ for (j=0; j < y; ++j) {
+ stbi_uc *cur = a->out + stride*j;
+ stbi_uc *in = a->out + stride*j + x*out_n - img_width_bytes;
+ // unpack 1/2/4-bit into a 8-bit buffer. allows us to keep the common 8-bit path optimal at minimal cost for 1/2/4-bit
+ // png guarante byte alignment, if width is not multiple of 8/4/2 we'll decode dummy trailing data that will be skipped in the later loop
+ stbi_uc scale = (color == 0) ? stbi__depth_scale_table[depth] : 1; // scale grayscale values to 0..255 range
+
+ // note that the final byte might overshoot and write more data than desired.
+ // we can allocate enough data that this never writes out of memory, but it
+ // could also overwrite the next scanline. can it overwrite non-empty data
+ // on the next scanline? yes, consider 1-pixel-wide scanlines with 1-bit-per-pixel.
+ // so we need to explicitly clamp the final ones
+
+ if (depth == 4) {
+ for (k=x*img_n; k >= 2; k-=2, ++in) {
+ *cur++ = scale * ((*in >> 4) );
+ *cur++ = scale * ((*in ) & 0x0f);
+ }
+ if (k > 0) *cur++ = scale * ((*in >> 4) );
+ } else if (depth == 2) {
+ for (k=x*img_n; k >= 4; k-=4, ++in) {
+ *cur++ = scale * ((*in >> 6) );
+ *cur++ = scale * ((*in >> 4) & 0x03);
+ *cur++ = scale * ((*in >> 2) & 0x03);
+ *cur++ = scale * ((*in ) & 0x03);
+ }
+ if (k > 0) *cur++ = scale * ((*in >> 6) );
+ if (k > 1) *cur++ = scale * ((*in >> 4) & 0x03);
+ if (k > 2) *cur++ = scale * ((*in >> 2) & 0x03);
+ } else if (depth == 1) {
+ for (k=x*img_n; k >= 8; k-=8, ++in) {
+ *cur++ = scale * ((*in >> 7) );
+ *cur++ = scale * ((*in >> 6) & 0x01);
+ *cur++ = scale * ((*in >> 5) & 0x01);
+ *cur++ = scale * ((*in >> 4) & 0x01);
+ *cur++ = scale * ((*in >> 3) & 0x01);
+ *cur++ = scale * ((*in >> 2) & 0x01);
+ *cur++ = scale * ((*in >> 1) & 0x01);
+ *cur++ = scale * ((*in ) & 0x01);
+ }
+ if (k > 0) *cur++ = scale * ((*in >> 7) );
+ if (k > 1) *cur++ = scale * ((*in >> 6) & 0x01);
+ if (k > 2) *cur++ = scale * ((*in >> 5) & 0x01);
+ if (k > 3) *cur++ = scale * ((*in >> 4) & 0x01);
+ if (k > 4) *cur++ = scale * ((*in >> 3) & 0x01);
+ if (k > 5) *cur++ = scale * ((*in >> 2) & 0x01);
+ if (k > 6) *cur++ = scale * ((*in >> 1) & 0x01);
+ }
+ if (img_n != out_n) {
+ int q;
+ // insert alpha = 255
+ cur = a->out + stride*j;
+ if (img_n == 1) {
+ for (q=x-1; q >= 0; --q) {
+ cur[q*2+1] = 255;
+ cur[q*2+0] = cur[q];
+ }
+ } else {
+ STBI_ASSERT(img_n == 3);
+ for (q=x-1; q >= 0; --q) {
+ cur[q*4+3] = 255;
+ cur[q*4+2] = cur[q*3+2];
+ cur[q*4+1] = cur[q*3+1];
+ cur[q*4+0] = cur[q*3+0];
+ }
+ }
+ }
+ }
+ } else if (depth == 16) {
+ // force the image data from big-endian to platform-native.
+ // this is done in a separate pass due to the decoding relying
+ // on the data being untouched, but could probably be done
+ // per-line during decode if care is taken.
+ stbi_uc *cur = a->out;
+ stbi__uint16 *cur16 = (stbi__uint16*)cur;
+
+ for(i=0; i < x*y*out_n; ++i,cur16++,cur+=2) {
+ *cur16 = (cur[0] << 8) | cur[1];
+ }
+ }
+
+ return 1;
+}
+
+static int stbi__create_png_image(stbi__png *a, stbi_uc *image_data, stbi__uint32 image_data_len, int out_n, int depth, int color, int interlaced)
+{
+ int bytes = (depth == 16 ? 2 : 1);
+ int out_bytes = out_n * bytes;
+ stbi_uc *final;
+ int p;
+ if (!interlaced)
+ return stbi__create_png_image_raw(a, image_data, image_data_len, out_n, a->s->img_x, a->s->img_y, depth, color);
+
+ // de-interlacing
+ final = (stbi_uc *) stbi__malloc_mad3(a->s->img_x, a->s->img_y, out_bytes, 0);
+ if (!final) return stbi__err("outofmem", "Out of memory");
+ for (p=0; p < 7; ++p) {
+ int xorig[] = { 0,4,0,2,0,1,0 };
+ int yorig[] = { 0,0,4,0,2,0,1 };
+ int xspc[] = { 8,8,4,4,2,2,1 };
+ int yspc[] = { 8,8,8,4,4,2,2 };
+ int i,j,x,y;
+ // pass1_x[4] = 0, pass1_x[5] = 1, pass1_x[12] = 1
+ x = (a->s->img_x - xorig[p] + xspc[p]-1) / xspc[p];
+ y = (a->s->img_y - yorig[p] + yspc[p]-1) / yspc[p];
+ if (x && y) {
+ stbi__uint32 img_len = ((((a->s->img_n * x * depth) + 7) >> 3) + 1) * y;
+ if (!stbi__create_png_image_raw(a, image_data, image_data_len, out_n, x, y, depth, color)) {
+ STBI_FREE(final);
+ return 0;
+ }
+ for (j=0; j < y; ++j) {
+ for (i=0; i < x; ++i) {
+ int out_y = j*yspc[p]+yorig[p];
+ int out_x = i*xspc[p]+xorig[p];
+ memcpy(final + out_y*a->s->img_x*out_bytes + out_x*out_bytes,
+ a->out + (j*x+i)*out_bytes, out_bytes);
+ }
+ }
+ STBI_FREE(a->out);
+ image_data += img_len;
+ image_data_len -= img_len;
+ }
+ }
+ a->out = final;
+
+ return 1;
+}
+
+static int stbi__compute_transparency(stbi__png *z, stbi_uc tc[3], int out_n)
+{
+ stbi__context *s = z->s;
+ stbi__uint32 i, pixel_count = s->img_x * s->img_y;
+ stbi_uc *p = z->out;
+
+ // compute color-based transparency, assuming we've
+ // already got 255 as the alpha value in the output
+ STBI_ASSERT(out_n == 2 || out_n == 4);
+
+ if (out_n == 2) {
+ for (i=0; i < pixel_count; ++i) {
+ p[1] = (p[0] == tc[0] ? 0 : 255);
+ p += 2;
+ }
+ } else {
+ for (i=0; i < pixel_count; ++i) {
+ if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])
+ p[3] = 0;
+ p += 4;
+ }
+ }
+ return 1;
+}
+
+static int stbi__compute_transparency16(stbi__png *z, stbi__uint16 tc[3], int out_n)
+{
+ stbi__context *s = z->s;
+ stbi__uint32 i, pixel_count = s->img_x * s->img_y;
+ stbi__uint16 *p = (stbi__uint16*) z->out;
+
+ // compute color-based transparency, assuming we've
+ // already got 65535 as the alpha value in the output
+ STBI_ASSERT(out_n == 2 || out_n == 4);
+
+ if (out_n == 2) {
+ for (i = 0; i < pixel_count; ++i) {
+ p[1] = (p[0] == tc[0] ? 0 : 65535);
+ p += 2;
+ }
+ } else {
+ for (i = 0; i < pixel_count; ++i) {
+ if (p[0] == tc[0] && p[1] == tc[1] && p[2] == tc[2])
+ p[3] = 0;
+ p += 4;
+ }
+ }
+ return 1;
+}
+
+static int stbi__expand_png_palette(stbi__png *a, stbi_uc *palette, int len, int pal_img_n)
+{
+ stbi__uint32 i, pixel_count = a->s->img_x * a->s->img_y;
+ stbi_uc *p, *temp_out, *orig = a->out;
+
+ p = (stbi_uc *) stbi__malloc_mad2(pixel_count, pal_img_n, 0);
+ if (p == NULL) return stbi__err("outofmem", "Out of memory");
+
+ // between here and free(out) below, exitting would leak
+ temp_out = p;
+
+ if (pal_img_n == 3) {
+ for (i=0; i < pixel_count; ++i) {
+ int n = orig[i]*4;
+ p[0] = palette[n ];
+ p[1] = palette[n+1];
+ p[2] = palette[n+2];
+ p += 3;
+ }
+ } else {
+ for (i=0; i < pixel_count; ++i) {
+ int n = orig[i]*4;
+ p[0] = palette[n ];
+ p[1] = palette[n+1];
+ p[2] = palette[n+2];
+ p[3] = palette[n+3];
+ p += 4;
+ }
+ }
+ STBI_FREE(a->out);
+ a->out = temp_out;
+
+ STBI_NOTUSED(len);
+
+ return 1;
+}
+
+static int stbi__unpremultiply_on_load_global = 0;
+static int stbi__de_iphone_flag_global = 0;
+
+STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply)
+{
+ stbi__unpremultiply_on_load_global = flag_true_if_should_unpremultiply;
+}
+
+STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert)
+{
+ stbi__de_iphone_flag_global = flag_true_if_should_convert;
+}
+
+#ifndef STBI_THREAD_LOCAL
+#define stbi__unpremultiply_on_load stbi__unpremultiply_on_load_global
+#define stbi__de_iphone_flag stbi__de_iphone_flag_global
+#else
+static STBI_THREAD_LOCAL int stbi__unpremultiply_on_load_local, stbi__unpremultiply_on_load_set;
+static STBI_THREAD_LOCAL int stbi__de_iphone_flag_local, stbi__de_iphone_flag_set;
+
+STBIDEF void stbi_set_unpremultiply_on_load_thread(int flag_true_if_should_unpremultiply)
+{
+ stbi__unpremultiply_on_load_local = flag_true_if_should_unpremultiply;
+ stbi__unpremultiply_on_load_set = 1;
+}
+
+STBIDEF void stbi_convert_iphone_png_to_rgb_thread(int flag_true_if_should_convert)
+{
+ stbi__de_iphone_flag_local = flag_true_if_should_convert;
+ stbi__de_iphone_flag_set = 1;
+}
+
+#define stbi__unpremultiply_on_load (stbi__unpremultiply_on_load_set \
+ ? stbi__unpremultiply_on_load_local \
+ : stbi__unpremultiply_on_load_global)
+#define stbi__de_iphone_flag (stbi__de_iphone_flag_set \
+ ? stbi__de_iphone_flag_local \
+ : stbi__de_iphone_flag_global)
+#endif // STBI_THREAD_LOCAL
+
+static void stbi__de_iphone(stbi__png *z)
+{
+ stbi__context *s = z->s;
+ stbi__uint32 i, pixel_count = s->img_x * s->img_y;
+ stbi_uc *p = z->out;
+
+ if (s->img_out_n == 3) { // convert bgr to rgb
+ for (i=0; i < pixel_count; ++i) {
+ stbi_uc t = p[0];
+ p[0] = p[2];
+ p[2] = t;
+ p += 3;
+ }
+ } else {
+ STBI_ASSERT(s->img_out_n == 4);
+ if (stbi__unpremultiply_on_load) {
+ // convert bgr to rgb and unpremultiply
+ for (i=0; i < pixel_count; ++i) {
+ stbi_uc a = p[3];
+ stbi_uc t = p[0];
+ if (a) {
+ stbi_uc half = a / 2;
+ p[0] = (p[2] * 255 + half) / a;
+ p[1] = (p[1] * 255 + half) / a;
+ p[2] = ( t * 255 + half) / a;
+ } else {
+ p[0] = p[2];
+ p[2] = t;
+ }
+ p += 4;
+ }
+ } else {
+ // convert bgr to rgb
+ for (i=0; i < pixel_count; ++i) {
+ stbi_uc t = p[0];
+ p[0] = p[2];
+ p[2] = t;
+ p += 4;
+ }
+ }
+ }
+}
+
+#define STBI__PNG_TYPE(a,b,c,d) (((unsigned) (a) << 24) + ((unsigned) (b) << 16) + ((unsigned) (c) << 8) + (unsigned) (d))
+
+static int stbi__parse_png_file(stbi__png *z, int scan, int req_comp)
+{
+ stbi_uc palette[1024], pal_img_n=0;
+ stbi_uc has_trans=0, tc[3]={0};
+ stbi__uint16 tc16[3];
+ stbi__uint32 ioff=0, idata_limit=0, i, pal_len=0;
+ int first=1,k,interlace=0, color=0, is_iphone=0;
+ stbi__context *s = z->s;
+
+ z->expanded = NULL;
+ z->idata = NULL;
+ z->out = NULL;
+
+ if (!stbi__check_png_header(s)) return 0;
+
+ if (scan == STBI__SCAN_type) return 1;
+
+ for (;;) {
+ stbi__pngchunk c = stbi__get_chunk_header(s);
+ switch (c.type) {
+ case STBI__PNG_TYPE('C','g','B','I'):
+ is_iphone = 1;
+ stbi__skip(s, c.length);
+ break;
+ case STBI__PNG_TYPE('I','H','D','R'): {
+ int comp,filter;
+ if (!first) return stbi__err("multiple IHDR","Corrupt PNG");
+ first = 0;
+ if (c.length != 13) return stbi__err("bad IHDR len","Corrupt PNG");
+ s->img_x = stbi__get32be(s);
+ s->img_y = stbi__get32be(s);
+ if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)");
+ if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)");
+ z->depth = stbi__get8(s); if (z->depth != 1 && z->depth != 2 && z->depth != 4 && z->depth != 8 && z->depth != 16) return stbi__err("1/2/4/8/16-bit only","PNG not supported: 1/2/4/8/16-bit only");
+ color = stbi__get8(s); if (color > 6) return stbi__err("bad ctype","Corrupt PNG");
+ if (color == 3 && z->depth == 16) return stbi__err("bad ctype","Corrupt PNG");
+ if (color == 3) pal_img_n = 3; else if (color & 1) return stbi__err("bad ctype","Corrupt PNG");
+ comp = stbi__get8(s); if (comp) return stbi__err("bad comp method","Corrupt PNG");
+ filter= stbi__get8(s); if (filter) return stbi__err("bad filter method","Corrupt PNG");
+ interlace = stbi__get8(s); if (interlace>1) return stbi__err("bad interlace method","Corrupt PNG");
+ if (!s->img_x || !s->img_y) return stbi__err("0-pixel image","Corrupt PNG");
+ if (!pal_img_n) {
+ s->img_n = (color & 2 ? 3 : 1) + (color & 4 ? 1 : 0);
+ if ((1 << 30) / s->img_x / s->img_n < s->img_y) return stbi__err("too large", "Image too large to decode");
+ } else {
+ // if paletted, then pal_n is our final components, and
+ // img_n is # components to decompress/filter.
+ s->img_n = 1;
+ if ((1 << 30) / s->img_x / 4 < s->img_y) return stbi__err("too large","Corrupt PNG");
+ }
+ // even with SCAN_header, have to scan to see if we have a tRNS
+ break;
+ }
+
+ case STBI__PNG_TYPE('P','L','T','E'): {
+ if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+ if (c.length > 256*3) return stbi__err("invalid PLTE","Corrupt PNG");
+ pal_len = c.length / 3;
+ if (pal_len * 3 != c.length) return stbi__err("invalid PLTE","Corrupt PNG");
+ for (i=0; i < pal_len; ++i) {
+ palette[i*4+0] = stbi__get8(s);
+ palette[i*4+1] = stbi__get8(s);
+ palette[i*4+2] = stbi__get8(s);
+ palette[i*4+3] = 255;
+ }
+ break;
+ }
+
+ case STBI__PNG_TYPE('t','R','N','S'): {
+ if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+ if (z->idata) return stbi__err("tRNS after IDAT","Corrupt PNG");
+ if (pal_img_n) {
+ if (scan == STBI__SCAN_header) { s->img_n = 4; return 1; }
+ if (pal_len == 0) return stbi__err("tRNS before PLTE","Corrupt PNG");
+ if (c.length > pal_len) return stbi__err("bad tRNS len","Corrupt PNG");
+ pal_img_n = 4;
+ for (i=0; i < c.length; ++i)
+ palette[i*4+3] = stbi__get8(s);
+ } else {
+ if (!(s->img_n & 1)) return stbi__err("tRNS with alpha","Corrupt PNG");
+ if (c.length != (stbi__uint32) s->img_n*2) return stbi__err("bad tRNS len","Corrupt PNG");
+ has_trans = 1;
+ // non-paletted with tRNS = constant alpha. if header-scanning, we can stop now.
+ if (scan == STBI__SCAN_header) { ++s->img_n; return 1; }
+ if (z->depth == 16) {
+ for (k = 0; k < s->img_n; ++k) tc16[k] = (stbi__uint16)stbi__get16be(s); // copy the values as-is
+ } else {
+ for (k = 0; k < s->img_n; ++k) tc[k] = (stbi_uc)(stbi__get16be(s) & 255) * stbi__depth_scale_table[z->depth]; // non 8-bit images will be larger
+ }
+ }
+ break;
+ }
+
+ case STBI__PNG_TYPE('I','D','A','T'): {
+ if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+ if (pal_img_n && !pal_len) return stbi__err("no PLTE","Corrupt PNG");
+ if (scan == STBI__SCAN_header) {
+ // header scan definitely stops at first IDAT
+ if (pal_img_n)
+ s->img_n = pal_img_n;
+ return 1;
+ }
+ if (c.length > (1u << 30)) return stbi__err("IDAT size limit", "IDAT section larger than 2^30 bytes");
+ if ((int)(ioff + c.length) < (int)ioff) return 0;
+ if (ioff + c.length > idata_limit) {
+ stbi__uint32 idata_limit_old = idata_limit;
+ stbi_uc *p;
+ if (idata_limit == 0) idata_limit = c.length > 4096 ? c.length : 4096;
+ while (ioff + c.length > idata_limit)
+ idata_limit *= 2;
+ STBI_NOTUSED(idata_limit_old);
+ p = (stbi_uc *) STBI_REALLOC_SIZED(z->idata, idata_limit_old, idata_limit); if (p == NULL) return stbi__err("outofmem", "Out of memory");
+ z->idata = p;
+ }
+ if (!stbi__getn(s, z->idata+ioff,c.length)) return stbi__err("outofdata","Corrupt PNG");
+ ioff += c.length;
+ break;
+ }
+
+ case STBI__PNG_TYPE('I','E','N','D'): {
+ stbi__uint32 raw_len, bpl;
+ if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+ if (scan != STBI__SCAN_load) return 1;
+ if (z->idata == NULL) return stbi__err("no IDAT","Corrupt PNG");
+ // initial guess for decoded data size to avoid unnecessary reallocs
+ bpl = (s->img_x * z->depth + 7) / 8; // bytes per line, per component
+ raw_len = bpl * s->img_y * s->img_n /* pixels */ + s->img_y /* filter mode per row */;
+ z->expanded = (stbi_uc *) stbi_zlib_decode_malloc_guesssize_headerflag((char *) z->idata, ioff, raw_len, (int *) &raw_len, !is_iphone);
+ if (z->expanded == NULL) return 0; // zlib should set error
+ STBI_FREE(z->idata); z->idata = NULL;
+ if ((req_comp == s->img_n+1 && req_comp != 3 && !pal_img_n) || has_trans)
+ s->img_out_n = s->img_n+1;
+ else
+ s->img_out_n = s->img_n;
+ if (!stbi__create_png_image(z, z->expanded, raw_len, s->img_out_n, z->depth, color, interlace)) return 0;
+ if (has_trans) {
+ if (z->depth == 16) {
+ if (!stbi__compute_transparency16(z, tc16, s->img_out_n)) return 0;
+ } else {
+ if (!stbi__compute_transparency(z, tc, s->img_out_n)) return 0;
+ }
+ }
+ if (is_iphone && stbi__de_iphone_flag && s->img_out_n > 2)
+ stbi__de_iphone(z);
+ if (pal_img_n) {
+ // pal_img_n == 3 or 4
+ s->img_n = pal_img_n; // record the actual colors we had
+ s->img_out_n = pal_img_n;
+ if (req_comp >= 3) s->img_out_n = req_comp;
+ if (!stbi__expand_png_palette(z, palette, pal_len, s->img_out_n))
+ return 0;
+ } else if (has_trans) {
+ // non-paletted image with tRNS -> source image has (constant) alpha
+ ++s->img_n;
+ }
+ STBI_FREE(z->expanded); z->expanded = NULL;
+ // end of PNG chunk, read and skip CRC
+ stbi__get32be(s);
+ return 1;
+ }
+
+ default:
+ // if critical, fail
+ if (first) return stbi__err("first not IHDR", "Corrupt PNG");
+ if ((c.type & (1 << 29)) == 0) {
+ #ifndef STBI_NO_FAILURE_STRINGS
+ // not threadsafe
+ static char invalid_chunk[] = "XXXX PNG chunk not known";
+ invalid_chunk[0] = STBI__BYTECAST(c.type >> 24);
+ invalid_chunk[1] = STBI__BYTECAST(c.type >> 16);
+ invalid_chunk[2] = STBI__BYTECAST(c.type >> 8);
+ invalid_chunk[3] = STBI__BYTECAST(c.type >> 0);
+ #endif
+ return stbi__err(invalid_chunk, "PNG not supported: unknown PNG chunk type");
+ }
+ stbi__skip(s, c.length);
+ break;
+ }
+ // end of PNG chunk, read and skip CRC
+ stbi__get32be(s);
+ }
+}
+
+static void *stbi__do_png(stbi__png *p, int *x, int *y, int *n, int req_comp, stbi__result_info *ri)
+{
+ void *result=NULL;
+ if (req_comp < 0 || req_comp > 4) return stbi__errpuc("bad req_comp", "Internal error");
+ if (stbi__parse_png_file(p, STBI__SCAN_load, req_comp)) {
+ if (p->depth <= 8)
+ ri->bits_per_channel = 8;
+ else if (p->depth == 16)
+ ri->bits_per_channel = 16;
+ else
+ return stbi__errpuc("bad bits_per_channel", "PNG not supported: unsupported color depth");
+ result = p->out;
+ p->out = NULL;
+ if (req_comp && req_comp != p->s->img_out_n) {
+ if (ri->bits_per_channel == 8)
+ result = stbi__convert_format((unsigned char *) result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);
+ else
+ result = stbi__convert_format16((stbi__uint16 *) result, p->s->img_out_n, req_comp, p->s->img_x, p->s->img_y);
+ p->s->img_out_n = req_comp;
+ if (result == NULL) return result;
+ }
+ *x = p->s->img_x;
+ *y = p->s->img_y;
+ if (n) *n = p->s->img_n;
+ }
+ STBI_FREE(p->out); p->out = NULL;
+ STBI_FREE(p->expanded); p->expanded = NULL;
+ STBI_FREE(p->idata); p->idata = NULL;
+
+ return result;
+}
+
+static void *stbi__png_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)
+{
+ stbi__png p;
+ p.s = s;
+ return stbi__do_png(&p, x,y,comp,req_comp, ri);
+}
+
+static int stbi__png_test(stbi__context *s)
+{
+ int r;
+ r = stbi__check_png_header(s);
+ stbi__rewind(s);
+ return r;
+}
+
+static int stbi__png_info_raw(stbi__png *p, int *x, int *y, int *comp)
+{
+ if (!stbi__parse_png_file(p, STBI__SCAN_header, 0)) {
+ stbi__rewind( p->s );
+ return 0;
+ }
+ if (x) *x = p->s->img_x;
+ if (y) *y = p->s->img_y;
+ if (comp) *comp = p->s->img_n;
+ return 1;
+}
+
+static int stbi__png_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ stbi__png p;
+ p.s = s;
+ return stbi__png_info_raw(&p, x, y, comp);
+}
+
+static int stbi__png_is16(stbi__context *s)
+{
+ stbi__png p;
+ p.s = s;
+ if (!stbi__png_info_raw(&p, NULL, NULL, NULL))
+ return 0;
+ if (p.depth != 16) {
+ stbi__rewind(p.s);
+ return 0;
+ }
+ return 1;
+}
+#endif
+
+// Microsoft/Windows BMP image
+
+#ifndef STBI_NO_BMP
+static int stbi__bmp_test_raw(stbi__context *s)
+{
+ int r;
+ int sz;
+ if (stbi__get8(s) != 'B') return 0;
+ if (stbi__get8(s) != 'M') return 0;
+ stbi__get32le(s); // discard filesize
+ stbi__get16le(s); // discard reserved
+ stbi__get16le(s); // discard reserved
+ stbi__get32le(s); // discard data offset
+ sz = stbi__get32le(s);
+ r = (sz == 12 || sz == 40 || sz == 56 || sz == 108 || sz == 124);
+ return r;
+}
+
+static int stbi__bmp_test(stbi__context *s)
+{
+ int r = stbi__bmp_test_raw(s);
+ stbi__rewind(s);
+ return r;
+}
+
+
+// returns 0..31 for the highest set bit
+static int stbi__high_bit(unsigned int z)
+{
+ int n=0;
+ if (z == 0) return -1;
+ if (z >= 0x10000) { n += 16; z >>= 16; }
+ if (z >= 0x00100) { n += 8; z >>= 8; }
+ if (z >= 0x00010) { n += 4; z >>= 4; }
+ if (z >= 0x00004) { n += 2; z >>= 2; }
+ if (z >= 0x00002) { n += 1;/* >>= 1;*/ }
+ return n;
+}
+
+static int stbi__bitcount(unsigned int a)
+{
+ a = (a & 0x55555555) + ((a >> 1) & 0x55555555); // max 2
+ a = (a & 0x33333333) + ((a >> 2) & 0x33333333); // max 4
+ a = (a + (a >> 4)) & 0x0f0f0f0f; // max 8 per 4, now 8 bits
+ a = (a + (a >> 8)); // max 16 per 8 bits
+ a = (a + (a >> 16)); // max 32 per 8 bits
+ return a & 0xff;
+}
+
+// extract an arbitrarily-aligned N-bit value (N=bits)
+// from v, and then make it 8-bits long and fractionally
+// extend it to full full range.
+static int stbi__shiftsigned(unsigned int v, int shift, int bits)
+{
+ static unsigned int mul_table[9] = {
+ 0,
+ 0xff/*0b11111111*/, 0x55/*0b01010101*/, 0x49/*0b01001001*/, 0x11/*0b00010001*/,
+ 0x21/*0b00100001*/, 0x41/*0b01000001*/, 0x81/*0b10000001*/, 0x01/*0b00000001*/,
+ };
+ static unsigned int shift_table[9] = {
+ 0, 0,0,1,0,2,4,6,0,
+ };
+ if (shift < 0)
+ v <<= -shift;
+ else
+ v >>= shift;
+ STBI_ASSERT(v < 256);
+ v >>= (8-bits);
+ STBI_ASSERT(bits >= 0 && bits <= 8);
+ return (int) ((unsigned) v * mul_table[bits]) >> shift_table[bits];
+}
+
+typedef struct
+{
+ int bpp, offset, hsz;
+ unsigned int mr,mg,mb,ma, all_a;
+ int extra_read;
+} stbi__bmp_data;
+
+static int stbi__bmp_set_mask_defaults(stbi__bmp_data *info, int compress)
+{
+ // BI_BITFIELDS specifies masks explicitly, don't override
+ if (compress == 3)
+ return 1;
+
+ if (compress == 0) {
+ if (info->bpp == 16) {
+ info->mr = 31u << 10;
+ info->mg = 31u << 5;
+ info->mb = 31u << 0;
+ } else if (info->bpp == 32) {
+ info->mr = 0xffu << 16;
+ info->mg = 0xffu << 8;
+ info->mb = 0xffu << 0;
+ info->ma = 0xffu << 24;
+ info->all_a = 0; // if all_a is 0 at end, then we loaded alpha channel but it was all 0
+ } else {
+ // otherwise, use defaults, which is all-0
+ info->mr = info->mg = info->mb = info->ma = 0;
+ }
+ return 1;
+ }
+ return 0; // error
+}
+
+static void *stbi__bmp_parse_header(stbi__context *s, stbi__bmp_data *info)
+{
+ int hsz;
+ if (stbi__get8(s) != 'B' || stbi__get8(s) != 'M') return stbi__errpuc("not BMP", "Corrupt BMP");
+ stbi__get32le(s); // discard filesize
+ stbi__get16le(s); // discard reserved
+ stbi__get16le(s); // discard reserved
+ info->offset = stbi__get32le(s);
+ info->hsz = hsz = stbi__get32le(s);
+ info->mr = info->mg = info->mb = info->ma = 0;
+ info->extra_read = 14;
+
+ if (info->offset < 0) return stbi__errpuc("bad BMP", "bad BMP");
+
+ if (hsz != 12 && hsz != 40 && hsz != 56 && hsz != 108 && hsz != 124) return stbi__errpuc("unknown BMP", "BMP type not supported: unknown");
+ if (hsz == 12) {
+ s->img_x = stbi__get16le(s);
+ s->img_y = stbi__get16le(s);
+ } else {
+ s->img_x = stbi__get32le(s);
+ s->img_y = stbi__get32le(s);
+ }
+ if (stbi__get16le(s) != 1) return stbi__errpuc("bad BMP", "bad BMP");
+ info->bpp = stbi__get16le(s);
+ if (hsz != 12) {
+ int compress = stbi__get32le(s);
+ if (compress == 1 || compress == 2) return stbi__errpuc("BMP RLE", "BMP type not supported: RLE");
+ if (compress >= 4) return stbi__errpuc("BMP JPEG/PNG", "BMP type not supported: unsupported compression"); // this includes PNG/JPEG modes
+ if (compress == 3 && info->bpp != 16 && info->bpp != 32) return stbi__errpuc("bad BMP", "bad BMP"); // bitfields requires 16 or 32 bits/pixel
+ stbi__get32le(s); // discard sizeof
+ stbi__get32le(s); // discard hres
+ stbi__get32le(s); // discard vres
+ stbi__get32le(s); // discard colorsused
+ stbi__get32le(s); // discard max important
+ if (hsz == 40 || hsz == 56) {
+ if (hsz == 56) {
+ stbi__get32le(s);
+ stbi__get32le(s);
+ stbi__get32le(s);
+ stbi__get32le(s);
+ }
+ if (info->bpp == 16 || info->bpp == 32) {
+ if (compress == 0) {
+ stbi__bmp_set_mask_defaults(info, compress);
+ } else if (compress == 3) {
+ info->mr = stbi__get32le(s);
+ info->mg = stbi__get32le(s);
+ info->mb = stbi__get32le(s);
+ info->extra_read += 12;
+ // not documented, but generated by photoshop and handled by mspaint
+ if (info->mr == info->mg && info->mg == info->mb) {
+ // ?!?!?
+ return stbi__errpuc("bad BMP", "bad BMP");
+ }
+ } else
+ return stbi__errpuc("bad BMP", "bad BMP");
+ }
+ } else {
+ // V4/V5 header
+ int i;
+ if (hsz != 108 && hsz != 124)
+ return stbi__errpuc("bad BMP", "bad BMP");
+ info->mr = stbi__get32le(s);
+ info->mg = stbi__get32le(s);
+ info->mb = stbi__get32le(s);
+ info->ma = stbi__get32le(s);
+ if (compress != 3) // override mr/mg/mb unless in BI_BITFIELDS mode, as per docs
+ stbi__bmp_set_mask_defaults(info, compress);
+ stbi__get32le(s); // discard color space
+ for (i=0; i < 12; ++i)
+ stbi__get32le(s); // discard color space parameters
+ if (hsz == 124) {
+ stbi__get32le(s); // discard rendering intent
+ stbi__get32le(s); // discard offset of profile data
+ stbi__get32le(s); // discard size of profile data
+ stbi__get32le(s); // discard reserved
+ }
+ }
+ }
+ return (void *) 1;
+}
+
+
+static void *stbi__bmp_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)
+{
+ stbi_uc *out;
+ unsigned int mr=0,mg=0,mb=0,ma=0, all_a;
+ stbi_uc pal[256][4];
+ int psize=0,i,j,width;
+ int flip_vertically, pad, target;
+ stbi__bmp_data info;
+ STBI_NOTUSED(ri);
+
+ info.all_a = 255;
+ if (stbi__bmp_parse_header(s, &info) == NULL)
+ return NULL; // error code already set
+
+ flip_vertically = ((int) s->img_y) > 0;
+ s->img_y = abs((int) s->img_y);
+
+ if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)");
+ if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)");
+
+ mr = info.mr;
+ mg = info.mg;
+ mb = info.mb;
+ ma = info.ma;
+ all_a = info.all_a;
+
+ if (info.hsz == 12) {
+ if (info.bpp < 24)
+ psize = (info.offset - info.extra_read - 24) / 3;
+ } else {
+ if (info.bpp < 16)
+ psize = (info.offset - info.extra_read - info.hsz) >> 2;
+ }
+ if (psize == 0) {
+ // accept some number of extra bytes after the header, but if the offset points either to before
+ // the header ends or implies a large amount of extra data, reject the file as malformed
+ int bytes_read_so_far = s->callback_already_read + (int)(s->img_buffer - s->img_buffer_original);
+ int header_limit = 1024; // max we actually read is below 256 bytes currently.
+ int extra_data_limit = 256*4; // what ordinarily goes here is a palette; 256 entries*4 bytes is its max size.
+ if (bytes_read_so_far <= 0 || bytes_read_so_far > header_limit) {
+ return stbi__errpuc("bad header", "Corrupt BMP");
+ }
+ // we established that bytes_read_so_far is positive and sensible.
+ // the first half of this test rejects offsets that are either too small positives, or
+ // negative, and guarantees that info.offset >= bytes_read_so_far > 0. this in turn
+ // ensures the number computed in the second half of the test can't overflow.
+ if (info.offset < bytes_read_so_far || info.offset - bytes_read_so_far > extra_data_limit) {
+ return stbi__errpuc("bad offset", "Corrupt BMP");
+ } else {
+ stbi__skip(s, info.offset - bytes_read_so_far);
+ }
+ }
+
+ if (info.bpp == 24 && ma == 0xff000000)
+ s->img_n = 3;
+ else
+ s->img_n = ma ? 4 : 3;
+ if (req_comp && req_comp >= 3) // we can directly decode 3 or 4
+ target = req_comp;
+ else
+ target = s->img_n; // if they want monochrome, we'll post-convert
+
+ // sanity-check size
+ if (!stbi__mad3sizes_valid(target, s->img_x, s->img_y, 0))
+ return stbi__errpuc("too large", "Corrupt BMP");
+
+ out = (stbi_uc *) stbi__malloc_mad3(target, s->img_x, s->img_y, 0);
+ if (!out) return stbi__errpuc("outofmem", "Out of memory");
+ if (info.bpp < 16) {
+ int z=0;
+ if (psize == 0 || psize > 256) { STBI_FREE(out); return stbi__errpuc("invalid", "Corrupt BMP"); }
+ for (i=0; i < psize; ++i) {
+ pal[i][2] = stbi__get8(s);
+ pal[i][1] = stbi__get8(s);
+ pal[i][0] = stbi__get8(s);
+ if (info.hsz != 12) stbi__get8(s);
+ pal[i][3] = 255;
+ }
+ stbi__skip(s, info.offset - info.extra_read - info.hsz - psize * (info.hsz == 12 ? 3 : 4));
+ if (info.bpp == 1) width = (s->img_x + 7) >> 3;
+ else if (info.bpp == 4) width = (s->img_x + 1) >> 1;
+ else if (info.bpp == 8) width = s->img_x;
+ else { STBI_FREE(out); return stbi__errpuc("bad bpp", "Corrupt BMP"); }
+ pad = (-width)&3;
+ if (info.bpp == 1) {
+ for (j=0; j < (int) s->img_y; ++j) {
+ int bit_offset = 7, v = stbi__get8(s);
+ for (i=0; i < (int) s->img_x; ++i) {
+ int color = (v>>bit_offset)&0x1;
+ out[z++] = pal[color][0];
+ out[z++] = pal[color][1];
+ out[z++] = pal[color][2];
+ if (target == 4) out[z++] = 255;
+ if (i+1 == (int) s->img_x) break;
+ if((--bit_offset) < 0) {
+ bit_offset = 7;
+ v = stbi__get8(s);
+ }
+ }
+ stbi__skip(s, pad);
+ }
+ } else {
+ for (j=0; j < (int) s->img_y; ++j) {
+ for (i=0; i < (int) s->img_x; i += 2) {
+ int v=stbi__get8(s),v2=0;
+ if (info.bpp == 4) {
+ v2 = v & 15;
+ v >>= 4;
+ }
+ out[z++] = pal[v][0];
+ out[z++] = pal[v][1];
+ out[z++] = pal[v][2];
+ if (target == 4) out[z++] = 255;
+ if (i+1 == (int) s->img_x) break;
+ v = (info.bpp == 8) ? stbi__get8(s) : v2;
+ out[z++] = pal[v][0];
+ out[z++] = pal[v][1];
+ out[z++] = pal[v][2];
+ if (target == 4) out[z++] = 255;
+ }
+ stbi__skip(s, pad);
+ }
+ }
+ } else {
+ int rshift=0,gshift=0,bshift=0,ashift=0,rcount=0,gcount=0,bcount=0,acount=0;
+ int z = 0;
+ int easy=0;
+ stbi__skip(s, info.offset - info.extra_read - info.hsz);
+ if (info.bpp == 24) width = 3 * s->img_x;
+ else if (info.bpp == 16) width = 2*s->img_x;
+ else /* bpp = 32 and pad = 0 */ width=0;
+ pad = (-width) & 3;
+ if (info.bpp == 24) {
+ easy = 1;
+ } else if (info.bpp == 32) {
+ if (mb == 0xff && mg == 0xff00 && mr == 0x00ff0000 && ma == 0xff000000)
+ easy = 2;
+ }
+ if (!easy) {
+ if (!mr || !mg || !mb) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); }
+ // right shift amt to put high bit in position #7
+ rshift = stbi__high_bit(mr)-7; rcount = stbi__bitcount(mr);
+ gshift = stbi__high_bit(mg)-7; gcount = stbi__bitcount(mg);
+ bshift = stbi__high_bit(mb)-7; bcount = stbi__bitcount(mb);
+ ashift = stbi__high_bit(ma)-7; acount = stbi__bitcount(ma);
+ if (rcount > 8 || gcount > 8 || bcount > 8 || acount > 8) { STBI_FREE(out); return stbi__errpuc("bad masks", "Corrupt BMP"); }
+ }
+ for (j=0; j < (int) s->img_y; ++j) {
+ if (easy) {
+ for (i=0; i < (int) s->img_x; ++i) {
+ unsigned char a;
+ out[z+2] = stbi__get8(s);
+ out[z+1] = stbi__get8(s);
+ out[z+0] = stbi__get8(s);
+ z += 3;
+ a = (easy == 2 ? stbi__get8(s) : 255);
+ all_a |= a;
+ if (target == 4) out[z++] = a;
+ }
+ } else {
+ int bpp = info.bpp;
+ for (i=0; i < (int) s->img_x; ++i) {
+ stbi__uint32 v = (bpp == 16 ? (stbi__uint32) stbi__get16le(s) : stbi__get32le(s));
+ unsigned int a;
+ out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mr, rshift, rcount));
+ out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mg, gshift, gcount));
+ out[z++] = STBI__BYTECAST(stbi__shiftsigned(v & mb, bshift, bcount));
+ a = (ma ? stbi__shiftsigned(v & ma, ashift, acount) : 255);
+ all_a |= a;
+ if (target == 4) out[z++] = STBI__BYTECAST(a);
+ }
+ }
+ stbi__skip(s, pad);
+ }
+ }
+
+ // if alpha channel is all 0s, replace with all 255s
+ if (target == 4 && all_a == 0)
+ for (i=4*s->img_x*s->img_y-1; i >= 0; i -= 4)
+ out[i] = 255;
+
+ if (flip_vertically) {
+ stbi_uc t;
+ for (j=0; j < (int) s->img_y>>1; ++j) {
+ stbi_uc *p1 = out + j *s->img_x*target;
+ stbi_uc *p2 = out + (s->img_y-1-j)*s->img_x*target;
+ for (i=0; i < (int) s->img_x*target; ++i) {
+ t = p1[i]; p1[i] = p2[i]; p2[i] = t;
+ }
+ }
+ }
+
+ if (req_comp && req_comp != target) {
+ out = stbi__convert_format(out, target, req_comp, s->img_x, s->img_y);
+ if (out == NULL) return out; // stbi__convert_format frees input on failure
+ }
+
+ *x = s->img_x;
+ *y = s->img_y;
+ if (comp) *comp = s->img_n;
+ return out;
+}
+#endif
+
+// Targa Truevision - TGA
+// by Jonathan Dummer
+#ifndef STBI_NO_TGA
+// returns STBI_rgb or whatever, 0 on error
+static int stbi__tga_get_comp(int bits_per_pixel, int is_grey, int* is_rgb16)
+{
+ // only RGB or RGBA (incl. 16bit) or grey allowed
+ if (is_rgb16) *is_rgb16 = 0;
+ switch(bits_per_pixel) {
+ case 8: return STBI_grey;
+ case 16: if(is_grey) return STBI_grey_alpha;
+ // fallthrough
+ case 15: if(is_rgb16) *is_rgb16 = 1;
+ return STBI_rgb;
+ case 24: // fallthrough
+ case 32: return bits_per_pixel/8;
+ default: return 0;
+ }
+}
+
+static int stbi__tga_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ int tga_w, tga_h, tga_comp, tga_image_type, tga_bits_per_pixel, tga_colormap_bpp;
+ int sz, tga_colormap_type;
+ stbi__get8(s); // discard Offset
+ tga_colormap_type = stbi__get8(s); // colormap type
+ if( tga_colormap_type > 1 ) {
+ stbi__rewind(s);
+ return 0; // only RGB or indexed allowed
+ }
+ tga_image_type = stbi__get8(s); // image type
+ if ( tga_colormap_type == 1 ) { // colormapped (paletted) image
+ if (tga_image_type != 1 && tga_image_type != 9) {
+ stbi__rewind(s);
+ return 0;
+ }
+ stbi__skip(s,4); // skip index of first colormap entry and number of entries
+ sz = stbi__get8(s); // check bits per palette color entry
+ if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) {
+ stbi__rewind(s);
+ return 0;
+ }
+ stbi__skip(s,4); // skip image x and y origin
+ tga_colormap_bpp = sz;
+ } else { // "normal" image w/o colormap - only RGB or grey allowed, +/- RLE
+ if ( (tga_image_type != 2) && (tga_image_type != 3) && (tga_image_type != 10) && (tga_image_type != 11) ) {
+ stbi__rewind(s);
+ return 0; // only RGB or grey allowed, +/- RLE
+ }
+ stbi__skip(s,9); // skip colormap specification and image x/y origin
+ tga_colormap_bpp = 0;
+ }
+ tga_w = stbi__get16le(s);
+ if( tga_w < 1 ) {
+ stbi__rewind(s);
+ return 0; // test width
+ }
+ tga_h = stbi__get16le(s);
+ if( tga_h < 1 ) {
+ stbi__rewind(s);
+ return 0; // test height
+ }
+ tga_bits_per_pixel = stbi__get8(s); // bits per pixel
+ stbi__get8(s); // ignore alpha bits
+ if (tga_colormap_bpp != 0) {
+ if((tga_bits_per_pixel != 8) && (tga_bits_per_pixel != 16)) {
+ // when using a colormap, tga_bits_per_pixel is the size of the indexes
+ // I don't think anything but 8 or 16bit indexes makes sense
+ stbi__rewind(s);
+ return 0;
+ }
+ tga_comp = stbi__tga_get_comp(tga_colormap_bpp, 0, NULL);
+ } else {
+ tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3) || (tga_image_type == 11), NULL);
+ }
+ if(!tga_comp) {
+ stbi__rewind(s);
+ return 0;
+ }
+ if (x) *x = tga_w;
+ if (y) *y = tga_h;
+ if (comp) *comp = tga_comp;
+ return 1; // seems to have passed everything
+}
+
+static int stbi__tga_test(stbi__context *s)
+{
+ int res = 0;
+ int sz, tga_color_type;
+ stbi__get8(s); // discard Offset
+ tga_color_type = stbi__get8(s); // color type
+ if ( tga_color_type > 1 ) goto errorEnd; // only RGB or indexed allowed
+ sz = stbi__get8(s); // image type
+ if ( tga_color_type == 1 ) { // colormapped (paletted) image
+ if (sz != 1 && sz != 9) goto errorEnd; // colortype 1 demands image type 1 or 9
+ stbi__skip(s,4); // skip index of first colormap entry and number of entries
+ sz = stbi__get8(s); // check bits per palette color entry
+ if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) goto errorEnd;
+ stbi__skip(s,4); // skip image x and y origin
+ } else { // "normal" image w/o colormap
+ if ( (sz != 2) && (sz != 3) && (sz != 10) && (sz != 11) ) goto errorEnd; // only RGB or grey allowed, +/- RLE
+ stbi__skip(s,9); // skip colormap specification and image x/y origin
+ }
+ if ( stbi__get16le(s) < 1 ) goto errorEnd; // test width
+ if ( stbi__get16le(s) < 1 ) goto errorEnd; // test height
+ sz = stbi__get8(s); // bits per pixel
+ if ( (tga_color_type == 1) && (sz != 8) && (sz != 16) ) goto errorEnd; // for colormapped images, bpp is size of an index
+ if ( (sz != 8) && (sz != 15) && (sz != 16) && (sz != 24) && (sz != 32) ) goto errorEnd;
+
+ res = 1; // if we got this far, everything's good and we can return 1 instead of 0
+
+errorEnd:
+ stbi__rewind(s);
+ return res;
+}
+
+// read 16bit value and convert to 24bit RGB
+static void stbi__tga_read_rgb16(stbi__context *s, stbi_uc* out)
+{
+ stbi__uint16 px = (stbi__uint16)stbi__get16le(s);
+ stbi__uint16 fiveBitMask = 31;
+ // we have 3 channels with 5bits each
+ int r = (px >> 10) & fiveBitMask;
+ int g = (px >> 5) & fiveBitMask;
+ int b = px & fiveBitMask;
+ // Note that this saves the data in RGB(A) order, so it doesn't need to be swapped later
+ out[0] = (stbi_uc)((r * 255)/31);
+ out[1] = (stbi_uc)((g * 255)/31);
+ out[2] = (stbi_uc)((b * 255)/31);
+
+ // some people claim that the most significant bit might be used for alpha
+ // (possibly if an alpha-bit is set in the "image descriptor byte")
+ // but that only made 16bit test images completely translucent..
+ // so let's treat all 15 and 16bit TGAs as RGB with no alpha.
+}
+
+static void *stbi__tga_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)
+{
+ // read in the TGA header stuff
+ int tga_offset = stbi__get8(s);
+ int tga_indexed = stbi__get8(s);
+ int tga_image_type = stbi__get8(s);
+ int tga_is_RLE = 0;
+ int tga_palette_start = stbi__get16le(s);
+ int tga_palette_len = stbi__get16le(s);
+ int tga_palette_bits = stbi__get8(s);
+ int tga_x_origin = stbi__get16le(s);
+ int tga_y_origin = stbi__get16le(s);
+ int tga_width = stbi__get16le(s);
+ int tga_height = stbi__get16le(s);
+ int tga_bits_per_pixel = stbi__get8(s);
+ int tga_comp, tga_rgb16=0;
+ int tga_inverted = stbi__get8(s);
+ // int tga_alpha_bits = tga_inverted & 15; // the 4 lowest bits - unused (useless?)
+ // image data
+ unsigned char *tga_data;
+ unsigned char *tga_palette = NULL;
+ int i, j;
+ unsigned char raw_data[4] = {0};
+ int RLE_count = 0;
+ int RLE_repeating = 0;
+ int read_next_pixel = 1;
+ STBI_NOTUSED(ri);
+ STBI_NOTUSED(tga_x_origin); // @TODO
+ STBI_NOTUSED(tga_y_origin); // @TODO
+
+ if (tga_height > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)");
+ if (tga_width > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)");
+
+ // do a tiny bit of precessing
+ if ( tga_image_type >= 8 )
+ {
+ tga_image_type -= 8;
+ tga_is_RLE = 1;
+ }
+ tga_inverted = 1 - ((tga_inverted >> 5) & 1);
+
+ // If I'm paletted, then I'll use the number of bits from the palette
+ if ( tga_indexed ) tga_comp = stbi__tga_get_comp(tga_palette_bits, 0, &tga_rgb16);
+ else tga_comp = stbi__tga_get_comp(tga_bits_per_pixel, (tga_image_type == 3), &tga_rgb16);
+
+ if(!tga_comp) // shouldn't really happen, stbi__tga_test() should have ensured basic consistency
+ return stbi__errpuc("bad format", "Can't find out TGA pixelformat");
+
+ // tga info
+ *x = tga_width;
+ *y = tga_height;
+ if (comp) *comp = tga_comp;
+
+ if (!stbi__mad3sizes_valid(tga_width, tga_height, tga_comp, 0))
+ return stbi__errpuc("too large", "Corrupt TGA");
+
+ tga_data = (unsigned char*)stbi__malloc_mad3(tga_width, tga_height, tga_comp, 0);
+ if (!tga_data) return stbi__errpuc("outofmem", "Out of memory");
+
+ // skip to the data's starting position (offset usually = 0)
+ stbi__skip(s, tga_offset );
+
+ if ( !tga_indexed && !tga_is_RLE && !tga_rgb16 ) {
+ for (i=0; i < tga_height; ++i) {
+ int row = tga_inverted ? tga_height -i - 1 : i;
+ stbi_uc *tga_row = tga_data + row*tga_width*tga_comp;
+ stbi__getn(s, tga_row, tga_width * tga_comp);
+ }
+ } else {
+ // do I need to load a palette?
+ if ( tga_indexed)
+ {
+ if (tga_palette_len == 0) { /* you have to have at least one entry! */
+ STBI_FREE(tga_data);
+ return stbi__errpuc("bad palette", "Corrupt TGA");
+ }
+
+ // any data to skip? (offset usually = 0)
+ stbi__skip(s, tga_palette_start );
+ // load the palette
+ tga_palette = (unsigned char*)stbi__malloc_mad2(tga_palette_len, tga_comp, 0);
+ if (!tga_palette) {
+ STBI_FREE(tga_data);
+ return stbi__errpuc("outofmem", "Out of memory");
+ }
+ if (tga_rgb16) {
+ stbi_uc *pal_entry = tga_palette;
+ STBI_ASSERT(tga_comp == STBI_rgb);
+ for (i=0; i < tga_palette_len; ++i) {
+ stbi__tga_read_rgb16(s, pal_entry);
+ pal_entry += tga_comp;
+ }
+ } else if (!stbi__getn(s, tga_palette, tga_palette_len * tga_comp)) {
+ STBI_FREE(tga_data);
+ STBI_FREE(tga_palette);
+ return stbi__errpuc("bad palette", "Corrupt TGA");
+ }
+ }
+ // load the data
+ for (i=0; i < tga_width * tga_height; ++i)
+ {
+ // if I'm in RLE mode, do I need to get a RLE stbi__pngchunk?
+ if ( tga_is_RLE )
+ {
+ if ( RLE_count == 0 )
+ {
+ // yep, get the next byte as a RLE command
+ int RLE_cmd = stbi__get8(s);
+ RLE_count = 1 + (RLE_cmd & 127);
+ RLE_repeating = RLE_cmd >> 7;
+ read_next_pixel = 1;
+ } else if ( !RLE_repeating )
+ {
+ read_next_pixel = 1;
+ }
+ } else
+ {
+ read_next_pixel = 1;
+ }
+ // OK, if I need to read a pixel, do it now
+ if ( read_next_pixel )
+ {
+ // load however much data we did have
+ if ( tga_indexed )
+ {
+ // read in index, then perform the lookup
+ int pal_idx = (tga_bits_per_pixel == 8) ? stbi__get8(s) : stbi__get16le(s);
+ if ( pal_idx >= tga_palette_len ) {
+ // invalid index
+ pal_idx = 0;
+ }
+ pal_idx *= tga_comp;
+ for (j = 0; j < tga_comp; ++j) {
+ raw_data[j] = tga_palette[pal_idx+j];
+ }
+ } else if(tga_rgb16) {
+ STBI_ASSERT(tga_comp == STBI_rgb);
+ stbi__tga_read_rgb16(s, raw_data);
+ } else {
+ // read in the data raw
+ for (j = 0; j < tga_comp; ++j) {
+ raw_data[j] = stbi__get8(s);
+ }
+ }
+ // clear the reading flag for the next pixel
+ read_next_pixel = 0;
+ } // end of reading a pixel
+
+ // copy data
+ for (j = 0; j < tga_comp; ++j)
+ tga_data[i*tga_comp+j] = raw_data[j];
+
+ // in case we're in RLE mode, keep counting down
+ --RLE_count;
+ }
+ // do I need to invert the image?
+ if ( tga_inverted )
+ {
+ for (j = 0; j*2 < tga_height; ++j)
+ {
+ int index1 = j * tga_width * tga_comp;
+ int index2 = (tga_height - 1 - j) * tga_width * tga_comp;
+ for (i = tga_width * tga_comp; i > 0; --i)
+ {
+ unsigned char temp = tga_data[index1];
+ tga_data[index1] = tga_data[index2];
+ tga_data[index2] = temp;
+ ++index1;
+ ++index2;
+ }
+ }
+ }
+ // clear my palette, if I had one
+ if ( tga_palette != NULL )
+ {
+ STBI_FREE( tga_palette );
+ }
+ }
+
+ // swap RGB - if the source data was RGB16, it already is in the right order
+ if (tga_comp >= 3 && !tga_rgb16)
+ {
+ unsigned char* tga_pixel = tga_data;
+ for (i=0; i < tga_width * tga_height; ++i)
+ {
+ unsigned char temp = tga_pixel[0];
+ tga_pixel[0] = tga_pixel[2];
+ tga_pixel[2] = temp;
+ tga_pixel += tga_comp;
+ }
+ }
+
+ // convert to target component count
+ if (req_comp && req_comp != tga_comp)
+ tga_data = stbi__convert_format(tga_data, tga_comp, req_comp, tga_width, tga_height);
+
+ // the things I do to get rid of an error message, and yet keep
+ // Microsoft's C compilers happy... [8^(
+ tga_palette_start = tga_palette_len = tga_palette_bits =
+ tga_x_origin = tga_y_origin = 0;
+ STBI_NOTUSED(tga_palette_start);
+ // OK, done
+ return tga_data;
+}
+#endif
+
+// *************************************************************************************************
+// Photoshop PSD loader -- PD by Thatcher Ulrich, integration by Nicolas Schulz, tweaked by STB
+
+#ifndef STBI_NO_PSD
+static int stbi__psd_test(stbi__context *s)
+{
+ int r = (stbi__get32be(s) == 0x38425053);
+ stbi__rewind(s);
+ return r;
+}
+
+static int stbi__psd_decode_rle(stbi__context *s, stbi_uc *p, int pixelCount)
+{
+ int count, nleft, len;
+
+ count = 0;
+ while ((nleft = pixelCount - count) > 0) {
+ len = stbi__get8(s);
+ if (len == 128) {
+ // No-op.
+ } else if (len < 128) {
+ // Copy next len+1 bytes literally.
+ len++;
+ if (len > nleft) return 0; // corrupt data
+ count += len;
+ while (len) {
+ *p = stbi__get8(s);
+ p += 4;
+ len--;
+ }
+ } else if (len > 128) {
+ stbi_uc val;
+ // Next -len+1 bytes in the dest are replicated from next source byte.
+ // (Interpret len as a negative 8-bit int.)
+ len = 257 - len;
+ if (len > nleft) return 0; // corrupt data
+ val = stbi__get8(s);
+ count += len;
+ while (len) {
+ *p = val;
+ p += 4;
+ len--;
+ }
+ }
+ }
+
+ return 1;
+}
+
+static void *stbi__psd_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri, int bpc)
+{
+ int pixelCount;
+ int channelCount, compression;
+ int channel, i;
+ int bitdepth;
+ int w,h;
+ stbi_uc *out;
+ STBI_NOTUSED(ri);
+
+ // Check identifier
+ if (stbi__get32be(s) != 0x38425053) // "8BPS"
+ return stbi__errpuc("not PSD", "Corrupt PSD image");
+
+ // Check file type version.
+ if (stbi__get16be(s) != 1)
+ return stbi__errpuc("wrong version", "Unsupported version of PSD image");
+
+ // Skip 6 reserved bytes.
+ stbi__skip(s, 6 );
+
+ // Read the number of channels (R, G, B, A, etc).
+ channelCount = stbi__get16be(s);
+ if (channelCount < 0 || channelCount > 16)
+ return stbi__errpuc("wrong channel count", "Unsupported number of channels in PSD image");
+
+ // Read the rows and columns of the image.
+ h = stbi__get32be(s);
+ w = stbi__get32be(s);
+
+ if (h > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)");
+ if (w > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)");
+
+ // Make sure the depth is 8 bits.
+ bitdepth = stbi__get16be(s);
+ if (bitdepth != 8 && bitdepth != 16)
+ return stbi__errpuc("unsupported bit depth", "PSD bit depth is not 8 or 16 bit");
+
+ // Make sure the color mode is RGB.
+ // Valid options are:
+ // 0: Bitmap
+ // 1: Grayscale
+ // 2: Indexed color
+ // 3: RGB color
+ // 4: CMYK color
+ // 7: Multichannel
+ // 8: Duotone
+ // 9: Lab color
+ if (stbi__get16be(s) != 3)
+ return stbi__errpuc("wrong color format", "PSD is not in RGB color format");
+
+ // Skip the Mode Data. (It's the palette for indexed color; other info for other modes.)
+ stbi__skip(s,stbi__get32be(s) );
+
+ // Skip the image resources. (resolution, pen tool paths, etc)
+ stbi__skip(s, stbi__get32be(s) );
+
+ // Skip the reserved data.
+ stbi__skip(s, stbi__get32be(s) );
+
+ // Find out if the data is compressed.
+ // Known values:
+ // 0: no compression
+ // 1: RLE compressed
+ compression = stbi__get16be(s);
+ if (compression > 1)
+ return stbi__errpuc("bad compression", "PSD has an unknown compression format");
+
+ // Check size
+ if (!stbi__mad3sizes_valid(4, w, h, 0))
+ return stbi__errpuc("too large", "Corrupt PSD");
+
+ // Create the destination image.
+
+ if (!compression && bitdepth == 16 && bpc == 16) {
+ out = (stbi_uc *) stbi__malloc_mad3(8, w, h, 0);
+ ri->bits_per_channel = 16;
+ } else
+ out = (stbi_uc *) stbi__malloc(4 * w*h);
+
+ if (!out) return stbi__errpuc("outofmem", "Out of memory");
+ pixelCount = w*h;
+
+ // Initialize the data to zero.
+ //memset( out, 0, pixelCount * 4 );
+
+ // Finally, the image data.
+ if (compression) {
+ // RLE as used by .PSD and .TIFF
+ // Loop until you get the number of unpacked bytes you are expecting:
+ // Read the next source byte into n.
+ // If n is between 0 and 127 inclusive, copy the next n+1 bytes literally.
+ // Else if n is between -127 and -1 inclusive, copy the next byte -n+1 times.
+ // Else if n is 128, noop.
+ // Endloop
+
+ // The RLE-compressed data is preceded by a 2-byte data count for each row in the data,
+ // which we're going to just skip.
+ stbi__skip(s, h * channelCount * 2 );
+
+ // Read the RLE data by channel.
+ for (channel = 0; channel < 4; channel++) {
+ stbi_uc *p;
+
+ p = out+channel;
+ if (channel >= channelCount) {
+ // Fill this channel with default data.
+ for (i = 0; i < pixelCount; i++, p += 4)
+ *p = (channel == 3 ? 255 : 0);
+ } else {
+ // Read the RLE data.
+ if (!stbi__psd_decode_rle(s, p, pixelCount)) {
+ STBI_FREE(out);
+ return stbi__errpuc("corrupt", "bad RLE data");
+ }
+ }
+ }
+
+ } else {
+ // We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...)
+ // where each channel consists of an 8-bit (or 16-bit) value for each pixel in the image.
+
+ // Read the data by channel.
+ for (channel = 0; channel < 4; channel++) {
+ if (channel >= channelCount) {
+ // Fill this channel with default data.
+ if (bitdepth == 16 && bpc == 16) {
+ stbi__uint16 *q = ((stbi__uint16 *) out) + channel;
+ stbi__uint16 val = channel == 3 ? 65535 : 0;
+ for (i = 0; i < pixelCount; i++, q += 4)
+ *q = val;
+ } else {
+ stbi_uc *p = out+channel;
+ stbi_uc val = channel == 3 ? 255 : 0;
+ for (i = 0; i < pixelCount; i++, p += 4)
+ *p = val;
+ }
+ } else {
+ if (ri->bits_per_channel == 16) { // output bpc
+ stbi__uint16 *q = ((stbi__uint16 *) out) + channel;
+ for (i = 0; i < pixelCount; i++, q += 4)
+ *q = (stbi__uint16) stbi__get16be(s);
+ } else {
+ stbi_uc *p = out+channel;
+ if (bitdepth == 16) { // input bpc
+ for (i = 0; i < pixelCount; i++, p += 4)
+ *p = (stbi_uc) (stbi__get16be(s) >> 8);
+ } else {
+ for (i = 0; i < pixelCount; i++, p += 4)
+ *p = stbi__get8(s);
+ }
+ }
+ }
+ }
+ }
+
+ // remove weird white matte from PSD
+ if (channelCount >= 4) {
+ if (ri->bits_per_channel == 16) {
+ for (i=0; i < w*h; ++i) {
+ stbi__uint16 *pixel = (stbi__uint16 *) out + 4*i;
+ if (pixel[3] != 0 && pixel[3] != 65535) {
+ float a = pixel[3] / 65535.0f;
+ float ra = 1.0f / a;
+ float inv_a = 65535.0f * (1 - ra);
+ pixel[0] = (stbi__uint16) (pixel[0]*ra + inv_a);
+ pixel[1] = (stbi__uint16) (pixel[1]*ra + inv_a);
+ pixel[2] = (stbi__uint16) (pixel[2]*ra + inv_a);
+ }
+ }
+ } else {
+ for (i=0; i < w*h; ++i) {
+ unsigned char *pixel = out + 4*i;
+ if (pixel[3] != 0 && pixel[3] != 255) {
+ float a = pixel[3] / 255.0f;
+ float ra = 1.0f / a;
+ float inv_a = 255.0f * (1 - ra);
+ pixel[0] = (unsigned char) (pixel[0]*ra + inv_a);
+ pixel[1] = (unsigned char) (pixel[1]*ra + inv_a);
+ pixel[2] = (unsigned char) (pixel[2]*ra + inv_a);
+ }
+ }
+ }
+ }
+
+ // convert to desired output format
+ if (req_comp && req_comp != 4) {
+ if (ri->bits_per_channel == 16)
+ out = (stbi_uc *) stbi__convert_format16((stbi__uint16 *) out, 4, req_comp, w, h);
+ else
+ out = stbi__convert_format(out, 4, req_comp, w, h);
+ if (out == NULL) return out; // stbi__convert_format frees input on failure
+ }
+
+ if (comp) *comp = 4;
+ *y = h;
+ *x = w;
+
+ return out;
+}
+#endif
+
+// *************************************************************************************************
+// Softimage PIC loader
+// by Tom Seddon
+//
+// See http://softimage.wiki.softimage.com/index.php/INFO:_PIC_file_format
+// See http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/softimagepic/
+
+#ifndef STBI_NO_PIC
+static int stbi__pic_is4(stbi__context *s,const char *str)
+{
+ int i;
+ for (i=0; i<4; ++i)
+ if (stbi__get8(s) != (stbi_uc)str[i])
+ return 0;
+
+ return 1;
+}
+
+static int stbi__pic_test_core(stbi__context *s)
+{
+ int i;
+
+ if (!stbi__pic_is4(s,"\x53\x80\xF6\x34"))
+ return 0;
+
+ for(i=0;i<84;++i)
+ stbi__get8(s);
+
+ if (!stbi__pic_is4(s,"PICT"))
+ return 0;
+
+ return 1;
+}
+
+typedef struct
+{
+ stbi_uc size,type,channel;
+} stbi__pic_packet;
+
+static stbi_uc *stbi__readval(stbi__context *s, int channel, stbi_uc *dest)
+{
+ int mask=0x80, i;
+
+ for (i=0; i<4; ++i, mask>>=1) {
+ if (channel & mask) {
+ if (stbi__at_eof(s)) return stbi__errpuc("bad file","PIC file too short");
+ dest[i]=stbi__get8(s);
+ }
+ }
+
+ return dest;
+}
+
+static void stbi__copyval(int channel,stbi_uc *dest,const stbi_uc *src)
+{
+ int mask=0x80,i;
+
+ for (i=0;i<4; ++i, mask>>=1)
+ if (channel&mask)
+ dest[i]=src[i];
+}
+
+static stbi_uc *stbi__pic_load_core(stbi__context *s,int width,int height,int *comp, stbi_uc *result)
+{
+ int act_comp=0,num_packets=0,y,chained;
+ stbi__pic_packet packets[10];
+
+ // this will (should...) cater for even some bizarre stuff like having data
+ // for the same channel in multiple packets.
+ do {
+ stbi__pic_packet *packet;
+
+ if (num_packets==sizeof(packets)/sizeof(packets[0]))
+ return stbi__errpuc("bad format","too many packets");
+
+ packet = &packets[num_packets++];
+
+ chained = stbi__get8(s);
+ packet->size = stbi__get8(s);
+ packet->type = stbi__get8(s);
+ packet->channel = stbi__get8(s);
+
+ act_comp |= packet->channel;
+
+ if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (reading packets)");
+ if (packet->size != 8) return stbi__errpuc("bad format","packet isn't 8bpp");
+ } while (chained);
+
+ *comp = (act_comp & 0x10 ? 4 : 3); // has alpha channel?
+
+ for(y=0; ytype) {
+ default:
+ return stbi__errpuc("bad format","packet has bad compression type");
+
+ case 0: {//uncompressed
+ int x;
+
+ for(x=0;xchannel,dest))
+ return 0;
+ break;
+ }
+
+ case 1://Pure RLE
+ {
+ int left=width, i;
+
+ while (left>0) {
+ stbi_uc count,value[4];
+
+ count=stbi__get8(s);
+ if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pure read count)");
+
+ if (count > left)
+ count = (stbi_uc) left;
+
+ if (!stbi__readval(s,packet->channel,value)) return 0;
+
+ for(i=0; ichannel,dest,value);
+ left -= count;
+ }
+ }
+ break;
+
+ case 2: {//Mixed RLE
+ int left=width;
+ while (left>0) {
+ int count = stbi__get8(s), i;
+ if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (mixed read count)");
+
+ if (count >= 128) { // Repeated
+ stbi_uc value[4];
+
+ if (count==128)
+ count = stbi__get16be(s);
+ else
+ count -= 127;
+ if (count > left)
+ return stbi__errpuc("bad file","scanline overrun");
+
+ if (!stbi__readval(s,packet->channel,value))
+ return 0;
+
+ for(i=0;ichannel,dest,value);
+ } else { // Raw
+ ++count;
+ if (count>left) return stbi__errpuc("bad file","scanline overrun");
+
+ for(i=0;ichannel,dest))
+ return 0;
+ }
+ left-=count;
+ }
+ break;
+ }
+ }
+ }
+ }
+
+ return result;
+}
+
+static void *stbi__pic_load(stbi__context *s,int *px,int *py,int *comp,int req_comp, stbi__result_info *ri)
+{
+ stbi_uc *result;
+ int i, x,y, internal_comp;
+ STBI_NOTUSED(ri);
+
+ if (!comp) comp = &internal_comp;
+
+ for (i=0; i<92; ++i)
+ stbi__get8(s);
+
+ x = stbi__get16be(s);
+ y = stbi__get16be(s);
+
+ if (y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)");
+ if (x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)");
+
+ if (stbi__at_eof(s)) return stbi__errpuc("bad file","file too short (pic header)");
+ if (!stbi__mad3sizes_valid(x, y, 4, 0)) return stbi__errpuc("too large", "PIC image too large to decode");
+
+ stbi__get32be(s); //skip `ratio'
+ stbi__get16be(s); //skip `fields'
+ stbi__get16be(s); //skip `pad'
+
+ // intermediate buffer is RGBA
+ result = (stbi_uc *) stbi__malloc_mad3(x, y, 4, 0);
+ if (!result) return stbi__errpuc("outofmem", "Out of memory");
+ memset(result, 0xff, x*y*4);
+
+ if (!stbi__pic_load_core(s,x,y,comp, result)) {
+ STBI_FREE(result);
+ result=0;
+ }
+ *px = x;
+ *py = y;
+ if (req_comp == 0) req_comp = *comp;
+ result=stbi__convert_format(result,4,req_comp,x,y);
+
+ return result;
+}
+
+static int stbi__pic_test(stbi__context *s)
+{
+ int r = stbi__pic_test_core(s);
+ stbi__rewind(s);
+ return r;
+}
+#endif
+
+// *************************************************************************************************
+// GIF loader -- public domain by Jean-Marc Lienher -- simplified/shrunk by stb
+
+#ifndef STBI_NO_GIF
+typedef struct
+{
+ stbi__int16 prefix;
+ stbi_uc first;
+ stbi_uc suffix;
+} stbi__gif_lzw;
+
+typedef struct
+{
+ int w,h;
+ stbi_uc *out; // output buffer (always 4 components)
+ stbi_uc *background; // The current "background" as far as a gif is concerned
+ stbi_uc *history;
+ int flags, bgindex, ratio, transparent, eflags;
+ stbi_uc pal[256][4];
+ stbi_uc lpal[256][4];
+ stbi__gif_lzw codes[8192];
+ stbi_uc *color_table;
+ int parse, step;
+ int lflags;
+ int start_x, start_y;
+ int max_x, max_y;
+ int cur_x, cur_y;
+ int line_size;
+ int delay;
+} stbi__gif;
+
+static int stbi__gif_test_raw(stbi__context *s)
+{
+ int sz;
+ if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8') return 0;
+ sz = stbi__get8(s);
+ if (sz != '9' && sz != '7') return 0;
+ if (stbi__get8(s) != 'a') return 0;
+ return 1;
+}
+
+static int stbi__gif_test(stbi__context *s)
+{
+ int r = stbi__gif_test_raw(s);
+ stbi__rewind(s);
+ return r;
+}
+
+static void stbi__gif_parse_colortable(stbi__context *s, stbi_uc pal[256][4], int num_entries, int transp)
+{
+ int i;
+ for (i=0; i < num_entries; ++i) {
+ pal[i][2] = stbi__get8(s);
+ pal[i][1] = stbi__get8(s);
+ pal[i][0] = stbi__get8(s);
+ pal[i][3] = transp == i ? 0 : 255;
+ }
+}
+
+static int stbi__gif_header(stbi__context *s, stbi__gif *g, int *comp, int is_info)
+{
+ stbi_uc version;
+ if (stbi__get8(s) != 'G' || stbi__get8(s) != 'I' || stbi__get8(s) != 'F' || stbi__get8(s) != '8')
+ return stbi__err("not GIF", "Corrupt GIF");
+
+ version = stbi__get8(s);
+ if (version != '7' && version != '9') return stbi__err("not GIF", "Corrupt GIF");
+ if (stbi__get8(s) != 'a') return stbi__err("not GIF", "Corrupt GIF");
+
+ stbi__g_failure_reason = "";
+ g->w = stbi__get16le(s);
+ g->h = stbi__get16le(s);
+ g->flags = stbi__get8(s);
+ g->bgindex = stbi__get8(s);
+ g->ratio = stbi__get8(s);
+ g->transparent = -1;
+
+ if (g->w > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)");
+ if (g->h > STBI_MAX_DIMENSIONS) return stbi__err("too large","Very large image (corrupt?)");
+
+ if (comp != 0) *comp = 4; // can't actually tell whether it's 3 or 4 until we parse the comments
+
+ if (is_info) return 1;
+
+ if (g->flags & 0x80)
+ stbi__gif_parse_colortable(s,g->pal, 2 << (g->flags & 7), -1);
+
+ return 1;
+}
+
+static int stbi__gif_info_raw(stbi__context *s, int *x, int *y, int *comp)
+{
+ stbi__gif* g = (stbi__gif*) stbi__malloc(sizeof(stbi__gif));
+ if (!g) return stbi__err("outofmem", "Out of memory");
+ if (!stbi__gif_header(s, g, comp, 1)) {
+ STBI_FREE(g);
+ stbi__rewind( s );
+ return 0;
+ }
+ if (x) *x = g->w;
+ if (y) *y = g->h;
+ STBI_FREE(g);
+ return 1;
+}
+
+static void stbi__out_gif_code(stbi__gif *g, stbi__uint16 code)
+{
+ stbi_uc *p, *c;
+ int idx;
+
+ // recurse to decode the prefixes, since the linked-list is backwards,
+ // and working backwards through an interleaved image would be nasty
+ if (g->codes[code].prefix >= 0)
+ stbi__out_gif_code(g, g->codes[code].prefix);
+
+ if (g->cur_y >= g->max_y) return;
+
+ idx = g->cur_x + g->cur_y;
+ p = &g->out[idx];
+ g->history[idx / 4] = 1;
+
+ c = &g->color_table[g->codes[code].suffix * 4];
+ if (c[3] > 128) { // don't render transparent pixels;
+ p[0] = c[2];
+ p[1] = c[1];
+ p[2] = c[0];
+ p[3] = c[3];
+ }
+ g->cur_x += 4;
+
+ if (g->cur_x >= g->max_x) {
+ g->cur_x = g->start_x;
+ g->cur_y += g->step;
+
+ while (g->cur_y >= g->max_y && g->parse > 0) {
+ g->step = (1 << g->parse) * g->line_size;
+ g->cur_y = g->start_y + (g->step >> 1);
+ --g->parse;
+ }
+ }
+}
+
+static stbi_uc *stbi__process_gif_raster(stbi__context *s, stbi__gif *g)
+{
+ stbi_uc lzw_cs;
+ stbi__int32 len, init_code;
+ stbi__uint32 first;
+ stbi__int32 codesize, codemask, avail, oldcode, bits, valid_bits, clear;
+ stbi__gif_lzw *p;
+
+ lzw_cs = stbi__get8(s);
+ if (lzw_cs > 12) return NULL;
+ clear = 1 << lzw_cs;
+ first = 1;
+ codesize = lzw_cs + 1;
+ codemask = (1 << codesize) - 1;
+ bits = 0;
+ valid_bits = 0;
+ for (init_code = 0; init_code < clear; init_code++) {
+ g->codes[init_code].prefix = -1;
+ g->codes[init_code].first = (stbi_uc) init_code;
+ g->codes[init_code].suffix = (stbi_uc) init_code;
+ }
+
+ // support no starting clear code
+ avail = clear+2;
+ oldcode = -1;
+
+ len = 0;
+ for(;;) {
+ if (valid_bits < codesize) {
+ if (len == 0) {
+ len = stbi__get8(s); // start new block
+ if (len == 0)
+ return g->out;
+ }
+ --len;
+ bits |= (stbi__int32) stbi__get8(s) << valid_bits;
+ valid_bits += 8;
+ } else {
+ stbi__int32 code = bits & codemask;
+ bits >>= codesize;
+ valid_bits -= codesize;
+ // @OPTIMIZE: is there some way we can accelerate the non-clear path?
+ if (code == clear) { // clear code
+ codesize = lzw_cs + 1;
+ codemask = (1 << codesize) - 1;
+ avail = clear + 2;
+ oldcode = -1;
+ first = 0;
+ } else if (code == clear + 1) { // end of stream code
+ stbi__skip(s, len);
+ while ((len = stbi__get8(s)) > 0)
+ stbi__skip(s,len);
+ return g->out;
+ } else if (code <= avail) {
+ if (first) {
+ return stbi__errpuc("no clear code", "Corrupt GIF");
+ }
+
+ if (oldcode >= 0) {
+ p = &g->codes[avail++];
+ if (avail > 8192) {
+ return stbi__errpuc("too many codes", "Corrupt GIF");
+ }
+
+ p->prefix = (stbi__int16) oldcode;
+ p->first = g->codes[oldcode].first;
+ p->suffix = (code == avail) ? p->first : g->codes[code].first;
+ } else if (code == avail)
+ return stbi__errpuc("illegal code in raster", "Corrupt GIF");
+
+ stbi__out_gif_code(g, (stbi__uint16) code);
+
+ if ((avail & codemask) == 0 && avail <= 0x0FFF) {
+ codesize++;
+ codemask = (1 << codesize) - 1;
+ }
+
+ oldcode = code;
+ } else {
+ return stbi__errpuc("illegal code in raster", "Corrupt GIF");
+ }
+ }
+ }
+}
+
+// this function is designed to support animated gifs, although stb_image doesn't support it
+// two back is the image from two frames ago, used for a very specific disposal format
+static stbi_uc *stbi__gif_load_next(stbi__context *s, stbi__gif *g, int *comp, int req_comp, stbi_uc *two_back)
+{
+ int dispose;
+ int first_frame;
+ int pi;
+ int pcount;
+ STBI_NOTUSED(req_comp);
+
+ // on first frame, any non-written pixels get the background colour (non-transparent)
+ first_frame = 0;
+ if (g->out == 0) {
+ if (!stbi__gif_header(s, g, comp,0)) return 0; // stbi__g_failure_reason set by stbi__gif_header
+ if (!stbi__mad3sizes_valid(4, g->w, g->h, 0))
+ return stbi__errpuc("too large", "GIF image is too large");
+ pcount = g->w * g->h;
+ g->out = (stbi_uc *) stbi__malloc(4 * pcount);
+ g->background = (stbi_uc *) stbi__malloc(4 * pcount);
+ g->history = (stbi_uc *) stbi__malloc(pcount);
+ if (!g->out || !g->background || !g->history)
+ return stbi__errpuc("outofmem", "Out of memory");
+
+ // image is treated as "transparent" at the start - ie, nothing overwrites the current background;
+ // background colour is only used for pixels that are not rendered first frame, after that "background"
+ // color refers to the color that was there the previous frame.
+ memset(g->out, 0x00, 4 * pcount);
+ memset(g->background, 0x00, 4 * pcount); // state of the background (starts transparent)
+ memset(g->history, 0x00, pcount); // pixels that were affected previous frame
+ first_frame = 1;
+ } else {
+ // second frame - how do we dispose of the previous one?
+ dispose = (g->eflags & 0x1C) >> 2;
+ pcount = g->w * g->h;
+
+ if ((dispose == 3) && (two_back == 0)) {
+ dispose = 2; // if I don't have an image to revert back to, default to the old background
+ }
+
+ if (dispose == 3) { // use previous graphic
+ for (pi = 0; pi < pcount; ++pi) {
+ if (g->history[pi]) {
+ memcpy( &g->out[pi * 4], &two_back[pi * 4], 4 );
+ }
+ }
+ } else if (dispose == 2) {
+ // restore what was changed last frame to background before that frame;
+ for (pi = 0; pi < pcount; ++pi) {
+ if (g->history[pi]) {
+ memcpy( &g->out[pi * 4], &g->background[pi * 4], 4 );
+ }
+ }
+ } else {
+ // This is a non-disposal case eithe way, so just
+ // leave the pixels as is, and they will become the new background
+ // 1: do not dispose
+ // 0: not specified.
+ }
+
+ // background is what out is after the undoing of the previou frame;
+ memcpy( g->background, g->out, 4 * g->w * g->h );
+ }
+
+ // clear my history;
+ memset( g->history, 0x00, g->w * g->h ); // pixels that were affected previous frame
+
+ for (;;) {
+ int tag = stbi__get8(s);
+ switch (tag) {
+ case 0x2C: /* Image Descriptor */
+ {
+ stbi__int32 x, y, w, h;
+ stbi_uc *o;
+
+ x = stbi__get16le(s);
+ y = stbi__get16le(s);
+ w = stbi__get16le(s);
+ h = stbi__get16le(s);
+ if (((x + w) > (g->w)) || ((y + h) > (g->h)))
+ return stbi__errpuc("bad Image Descriptor", "Corrupt GIF");
+
+ g->line_size = g->w * 4;
+ g->start_x = x * 4;
+ g->start_y = y * g->line_size;
+ g->max_x = g->start_x + w * 4;
+ g->max_y = g->start_y + h * g->line_size;
+ g->cur_x = g->start_x;
+ g->cur_y = g->start_y;
+
+ // if the width of the specified rectangle is 0, that means
+ // we may not see *any* pixels or the image is malformed;
+ // to make sure this is caught, move the current y down to
+ // max_y (which is what out_gif_code checks).
+ if (w == 0)
+ g->cur_y = g->max_y;
+
+ g->lflags = stbi__get8(s);
+
+ if (g->lflags & 0x40) {
+ g->step = 8 * g->line_size; // first interlaced spacing
+ g->parse = 3;
+ } else {
+ g->step = g->line_size;
+ g->parse = 0;
+ }
+
+ if (g->lflags & 0x80) {
+ stbi__gif_parse_colortable(s,g->lpal, 2 << (g->lflags & 7), g->eflags & 0x01 ? g->transparent : -1);
+ g->color_table = (stbi_uc *) g->lpal;
+ } else if (g->flags & 0x80) {
+ g->color_table = (stbi_uc *) g->pal;
+ } else
+ return stbi__errpuc("missing color table", "Corrupt GIF");
+
+ o = stbi__process_gif_raster(s, g);
+ if (!o) return NULL;
+
+ // if this was the first frame,
+ pcount = g->w * g->h;
+ if (first_frame && (g->bgindex > 0)) {
+ // if first frame, any pixel not drawn to gets the background color
+ for (pi = 0; pi < pcount; ++pi) {
+ if (g->history[pi] == 0) {
+ g->pal[g->bgindex][3] = 255; // just in case it was made transparent, undo that; It will be reset next frame if need be;
+ memcpy( &g->out[pi * 4], &g->pal[g->bgindex], 4 );
+ }
+ }
+ }
+
+ return o;
+ }
+
+ case 0x21: // Comment Extension.
+ {
+ int len;
+ int ext = stbi__get8(s);
+ if (ext == 0xF9) { // Graphic Control Extension.
+ len = stbi__get8(s);
+ if (len == 4) {
+ g->eflags = stbi__get8(s);
+ g->delay = 10 * stbi__get16le(s); // delay - 1/100th of a second, saving as 1/1000ths.
+
+ // unset old transparent
+ if (g->transparent >= 0) {
+ g->pal[g->transparent][3] = 255;
+ }
+ if (g->eflags & 0x01) {
+ g->transparent = stbi__get8(s);
+ if (g->transparent >= 0) {
+ g->pal[g->transparent][3] = 0;
+ }
+ } else {
+ // don't need transparent
+ stbi__skip(s, 1);
+ g->transparent = -1;
+ }
+ } else {
+ stbi__skip(s, len);
+ break;
+ }
+ }
+ while ((len = stbi__get8(s)) != 0) {
+ stbi__skip(s, len);
+ }
+ break;
+ }
+
+ case 0x3B: // gif stream termination code
+ return (stbi_uc *) s; // using '1' causes warning on some compilers
+
+ default:
+ return stbi__errpuc("unknown code", "Corrupt GIF");
+ }
+ }
+}
+
+static void *stbi__load_gif_main_outofmem(stbi__gif *g, stbi_uc *out, int **delays)
+{
+ STBI_FREE(g->out);
+ STBI_FREE(g->history);
+ STBI_FREE(g->background);
+
+ if (out) STBI_FREE(out);
+ if (delays && *delays) STBI_FREE(*delays);
+ return stbi__errpuc("outofmem", "Out of memory");
+}
+
+static void *stbi__load_gif_main(stbi__context *s, int **delays, int *x, int *y, int *z, int *comp, int req_comp)
+{
+ if (stbi__gif_test(s)) {
+ int layers = 0;
+ stbi_uc *u = 0;
+ stbi_uc *out = 0;
+ stbi_uc *two_back = 0;
+ stbi__gif g;
+ int stride;
+ int out_size = 0;
+ int delays_size = 0;
+
+ STBI_NOTUSED(out_size);
+ STBI_NOTUSED(delays_size);
+
+ memset(&g, 0, sizeof(g));
+ if (delays) {
+ *delays = 0;
+ }
+
+ do {
+ u = stbi__gif_load_next(s, &g, comp, req_comp, two_back);
+ if (u == (stbi_uc *) s) u = 0; // end of animated gif marker
+
+ if (u) {
+ *x = g.w;
+ *y = g.h;
+ ++layers;
+ stride = g.w * g.h * 4;
+
+ if (out) {
+ void *tmp = (stbi_uc*) STBI_REALLOC_SIZED( out, out_size, layers * stride );
+ if (!tmp)
+ return stbi__load_gif_main_outofmem(&g, out, delays);
+ else {
+ out = (stbi_uc*) tmp;
+ out_size = layers * stride;
+ }
+
+ if (delays) {
+ int *new_delays = (int*) STBI_REALLOC_SIZED( *delays, delays_size, sizeof(int) * layers );
+ if (!new_delays)
+ return stbi__load_gif_main_outofmem(&g, out, delays);
+ *delays = new_delays;
+ delays_size = layers * sizeof(int);
+ }
+ } else {
+ out = (stbi_uc*)stbi__malloc( layers * stride );
+ if (!out)
+ return stbi__load_gif_main_outofmem(&g, out, delays);
+ out_size = layers * stride;
+ if (delays) {
+ *delays = (int*) stbi__malloc( layers * sizeof(int) );
+ if (!*delays)
+ return stbi__load_gif_main_outofmem(&g, out, delays);
+ delays_size = layers * sizeof(int);
+ }
+ }
+ memcpy( out + ((layers - 1) * stride), u, stride );
+ if (layers >= 2) {
+ two_back = out - 2 * stride;
+ }
+
+ if (delays) {
+ (*delays)[layers - 1U] = g.delay;
+ }
+ }
+ } while (u != 0);
+
+ // free temp buffer;
+ STBI_FREE(g.out);
+ STBI_FREE(g.history);
+ STBI_FREE(g.background);
+
+ // do the final conversion after loading everything;
+ if (req_comp && req_comp != 4)
+ out = stbi__convert_format(out, 4, req_comp, layers * g.w, g.h);
+
+ *z = layers;
+ return out;
+ } else {
+ return stbi__errpuc("not GIF", "Image was not as a gif type.");
+ }
+}
+
+static void *stbi__gif_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)
+{
+ stbi_uc *u = 0;
+ stbi__gif g;
+ memset(&g, 0, sizeof(g));
+ STBI_NOTUSED(ri);
+
+ u = stbi__gif_load_next(s, &g, comp, req_comp, 0);
+ if (u == (stbi_uc *) s) u = 0; // end of animated gif marker
+ if (u) {
+ *x = g.w;
+ *y = g.h;
+
+ // moved conversion to after successful load so that the same
+ // can be done for multiple frames.
+ if (req_comp && req_comp != 4)
+ u = stbi__convert_format(u, 4, req_comp, g.w, g.h);
+ } else if (g.out) {
+ // if there was an error and we allocated an image buffer, free it!
+ STBI_FREE(g.out);
+ }
+
+ // free buffers needed for multiple frame loading;
+ STBI_FREE(g.history);
+ STBI_FREE(g.background);
+
+ return u;
+}
+
+static int stbi__gif_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ return stbi__gif_info_raw(s,x,y,comp);
+}
+#endif
+
+// *************************************************************************************************
+// Radiance RGBE HDR loader
+// originally by Nicolas Schulz
+#ifndef STBI_NO_HDR
+static int stbi__hdr_test_core(stbi__context *s, const char *signature)
+{
+ int i;
+ for (i=0; signature[i]; ++i)
+ if (stbi__get8(s) != signature[i])
+ return 0;
+ stbi__rewind(s);
+ return 1;
+}
+
+static int stbi__hdr_test(stbi__context* s)
+{
+ int r = stbi__hdr_test_core(s, "#?RADIANCE\n");
+ stbi__rewind(s);
+ if(!r) {
+ r = stbi__hdr_test_core(s, "#?RGBE\n");
+ stbi__rewind(s);
+ }
+ return r;
+}
+
+#define STBI__HDR_BUFLEN 1024
+static char *stbi__hdr_gettoken(stbi__context *z, char *buffer)
+{
+ int len=0;
+ char c = '\0';
+
+ c = (char) stbi__get8(z);
+
+ while (!stbi__at_eof(z) && c != '\n') {
+ buffer[len++] = c;
+ if (len == STBI__HDR_BUFLEN-1) {
+ // flush to end of line
+ while (!stbi__at_eof(z) && stbi__get8(z) != '\n')
+ ;
+ break;
+ }
+ c = (char) stbi__get8(z);
+ }
+
+ buffer[len] = 0;
+ return buffer;
+}
+
+static void stbi__hdr_convert(float *output, stbi_uc *input, int req_comp)
+{
+ if ( input[3] != 0 ) {
+ float f1;
+ // Exponent
+ f1 = (float) ldexp(1.0f, input[3] - (int)(128 + 8));
+ if (req_comp <= 2)
+ output[0] = (input[0] + input[1] + input[2]) * f1 / 3;
+ else {
+ output[0] = input[0] * f1;
+ output[1] = input[1] * f1;
+ output[2] = input[2] * f1;
+ }
+ if (req_comp == 2) output[1] = 1;
+ if (req_comp == 4) output[3] = 1;
+ } else {
+ switch (req_comp) {
+ case 4: output[3] = 1; /* fallthrough */
+ case 3: output[0] = output[1] = output[2] = 0;
+ break;
+ case 2: output[1] = 1; /* fallthrough */
+ case 1: output[0] = 0;
+ break;
+ }
+ }
+}
+
+static float *stbi__hdr_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)
+{
+ char buffer[STBI__HDR_BUFLEN];
+ char *token;
+ int valid = 0;
+ int width, height;
+ stbi_uc *scanline;
+ float *hdr_data;
+ int len;
+ unsigned char count, value;
+ int i, j, k, c1,c2, z;
+ const char *headerToken;
+ STBI_NOTUSED(ri);
+
+ // Check identifier
+ headerToken = stbi__hdr_gettoken(s,buffer);
+ if (strcmp(headerToken, "#?RADIANCE") != 0 && strcmp(headerToken, "#?RGBE") != 0)
+ return stbi__errpf("not HDR", "Corrupt HDR image");
+
+ // Parse header
+ for(;;) {
+ token = stbi__hdr_gettoken(s,buffer);
+ if (token[0] == 0) break;
+ if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
+ }
+
+ if (!valid) return stbi__errpf("unsupported format", "Unsupported HDR format");
+
+ // Parse width and height
+ // can't use sscanf() if we're not using stdio!
+ token = stbi__hdr_gettoken(s,buffer);
+ if (strncmp(token, "-Y ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format");
+ token += 3;
+ height = (int) strtol(token, &token, 10);
+ while (*token == ' ') ++token;
+ if (strncmp(token, "+X ", 3)) return stbi__errpf("unsupported data layout", "Unsupported HDR format");
+ token += 3;
+ width = (int) strtol(token, NULL, 10);
+
+ if (height > STBI_MAX_DIMENSIONS) return stbi__errpf("too large","Very large image (corrupt?)");
+ if (width > STBI_MAX_DIMENSIONS) return stbi__errpf("too large","Very large image (corrupt?)");
+
+ *x = width;
+ *y = height;
+
+ if (comp) *comp = 3;
+ if (req_comp == 0) req_comp = 3;
+
+ if (!stbi__mad4sizes_valid(width, height, req_comp, sizeof(float), 0))
+ return stbi__errpf("too large", "HDR image is too large");
+
+ // Read data
+ hdr_data = (float *) stbi__malloc_mad4(width, height, req_comp, sizeof(float), 0);
+ if (!hdr_data)
+ return stbi__errpf("outofmem", "Out of memory");
+
+ // Load image data
+ // image data is stored as some number of sca
+ if ( width < 8 || width >= 32768) {
+ // Read flat data
+ for (j=0; j < height; ++j) {
+ for (i=0; i < width; ++i) {
+ stbi_uc rgbe[4];
+ main_decode_loop:
+ stbi__getn(s, rgbe, 4);
+ stbi__hdr_convert(hdr_data + j * width * req_comp + i * req_comp, rgbe, req_comp);
+ }
+ }
+ } else {
+ // Read RLE-encoded data
+ scanline = NULL;
+
+ for (j = 0; j < height; ++j) {
+ c1 = stbi__get8(s);
+ c2 = stbi__get8(s);
+ len = stbi__get8(s);
+ if (c1 != 2 || c2 != 2 || (len & 0x80)) {
+ // not run-length encoded, so we have to actually use THIS data as a decoded
+ // pixel (note this can't be a valid pixel--one of RGB must be >= 128)
+ stbi_uc rgbe[4];
+ rgbe[0] = (stbi_uc) c1;
+ rgbe[1] = (stbi_uc) c2;
+ rgbe[2] = (stbi_uc) len;
+ rgbe[3] = (stbi_uc) stbi__get8(s);
+ stbi__hdr_convert(hdr_data, rgbe, req_comp);
+ i = 1;
+ j = 0;
+ STBI_FREE(scanline);
+ goto main_decode_loop; // yes, this makes no sense
+ }
+ len <<= 8;
+ len |= stbi__get8(s);
+ if (len != width) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("invalid decoded scanline length", "corrupt HDR"); }
+ if (scanline == NULL) {
+ scanline = (stbi_uc *) stbi__malloc_mad2(width, 4, 0);
+ if (!scanline) {
+ STBI_FREE(hdr_data);
+ return stbi__errpf("outofmem", "Out of memory");
+ }
+ }
+
+ for (k = 0; k < 4; ++k) {
+ int nleft;
+ i = 0;
+ while ((nleft = width - i) > 0) {
+ count = stbi__get8(s);
+ if (count > 128) {
+ // Run
+ value = stbi__get8(s);
+ count -= 128;
+ if ((count == 0) || (count > nleft)) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); }
+ for (z = 0; z < count; ++z)
+ scanline[i++ * 4 + k] = value;
+ } else {
+ // Dump
+ if ((count == 0) || (count > nleft)) { STBI_FREE(hdr_data); STBI_FREE(scanline); return stbi__errpf("corrupt", "bad RLE data in HDR"); }
+ for (z = 0; z < count; ++z)
+ scanline[i++ * 4 + k] = stbi__get8(s);
+ }
+ }
+ }
+ for (i=0; i < width; ++i)
+ stbi__hdr_convert(hdr_data+(j*width + i)*req_comp, scanline + i*4, req_comp);
+ }
+ if (scanline)
+ STBI_FREE(scanline);
+ }
+
+ return hdr_data;
+}
+
+static int stbi__hdr_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ char buffer[STBI__HDR_BUFLEN];
+ char *token;
+ int valid = 0;
+ int dummy;
+
+ if (!x) x = &dummy;
+ if (!y) y = &dummy;
+ if (!comp) comp = &dummy;
+
+ if (stbi__hdr_test(s) == 0) {
+ stbi__rewind( s );
+ return 0;
+ }
+
+ for(;;) {
+ token = stbi__hdr_gettoken(s,buffer);
+ if (token[0] == 0) break;
+ if (strcmp(token, "FORMAT=32-bit_rle_rgbe") == 0) valid = 1;
+ }
+
+ if (!valid) {
+ stbi__rewind( s );
+ return 0;
+ }
+ token = stbi__hdr_gettoken(s,buffer);
+ if (strncmp(token, "-Y ", 3)) {
+ stbi__rewind( s );
+ return 0;
+ }
+ token += 3;
+ *y = (int) strtol(token, &token, 10);
+ while (*token == ' ') ++token;
+ if (strncmp(token, "+X ", 3)) {
+ stbi__rewind( s );
+ return 0;
+ }
+ token += 3;
+ *x = (int) strtol(token, NULL, 10);
+ *comp = 3;
+ return 1;
+}
+#endif // STBI_NO_HDR
+
+#ifndef STBI_NO_BMP
+static int stbi__bmp_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ void *p;
+ stbi__bmp_data info;
+
+ info.all_a = 255;
+ p = stbi__bmp_parse_header(s, &info);
+ if (p == NULL) {
+ stbi__rewind( s );
+ return 0;
+ }
+ if (x) *x = s->img_x;
+ if (y) *y = s->img_y;
+ if (comp) {
+ if (info.bpp == 24 && info.ma == 0xff000000)
+ *comp = 3;
+ else
+ *comp = info.ma ? 4 : 3;
+ }
+ return 1;
+}
+#endif
+
+#ifndef STBI_NO_PSD
+static int stbi__psd_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ int channelCount, dummy, depth;
+ if (!x) x = &dummy;
+ if (!y) y = &dummy;
+ if (!comp) comp = &dummy;
+ if (stbi__get32be(s) != 0x38425053) {
+ stbi__rewind( s );
+ return 0;
+ }
+ if (stbi__get16be(s) != 1) {
+ stbi__rewind( s );
+ return 0;
+ }
+ stbi__skip(s, 6);
+ channelCount = stbi__get16be(s);
+ if (channelCount < 0 || channelCount > 16) {
+ stbi__rewind( s );
+ return 0;
+ }
+ *y = stbi__get32be(s);
+ *x = stbi__get32be(s);
+ depth = stbi__get16be(s);
+ if (depth != 8 && depth != 16) {
+ stbi__rewind( s );
+ return 0;
+ }
+ if (stbi__get16be(s) != 3) {
+ stbi__rewind( s );
+ return 0;
+ }
+ *comp = 4;
+ return 1;
+}
+
+static int stbi__psd_is16(stbi__context *s)
+{
+ int channelCount, depth;
+ if (stbi__get32be(s) != 0x38425053) {
+ stbi__rewind( s );
+ return 0;
+ }
+ if (stbi__get16be(s) != 1) {
+ stbi__rewind( s );
+ return 0;
+ }
+ stbi__skip(s, 6);
+ channelCount = stbi__get16be(s);
+ if (channelCount < 0 || channelCount > 16) {
+ stbi__rewind( s );
+ return 0;
+ }
+ STBI_NOTUSED(stbi__get32be(s));
+ STBI_NOTUSED(stbi__get32be(s));
+ depth = stbi__get16be(s);
+ if (depth != 16) {
+ stbi__rewind( s );
+ return 0;
+ }
+ return 1;
+}
+#endif
+
+#ifndef STBI_NO_PIC
+static int stbi__pic_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ int act_comp=0,num_packets=0,chained,dummy;
+ stbi__pic_packet packets[10];
+
+ if (!x) x = &dummy;
+ if (!y) y = &dummy;
+ if (!comp) comp = &dummy;
+
+ if (!stbi__pic_is4(s,"\x53\x80\xF6\x34")) {
+ stbi__rewind(s);
+ return 0;
+ }
+
+ stbi__skip(s, 88);
+
+ *x = stbi__get16be(s);
+ *y = stbi__get16be(s);
+ if (stbi__at_eof(s)) {
+ stbi__rewind( s);
+ return 0;
+ }
+ if ( (*x) != 0 && (1 << 28) / (*x) < (*y)) {
+ stbi__rewind( s );
+ return 0;
+ }
+
+ stbi__skip(s, 8);
+
+ do {
+ stbi__pic_packet *packet;
+
+ if (num_packets==sizeof(packets)/sizeof(packets[0]))
+ return 0;
+
+ packet = &packets[num_packets++];
+ chained = stbi__get8(s);
+ packet->size = stbi__get8(s);
+ packet->type = stbi__get8(s);
+ packet->channel = stbi__get8(s);
+ act_comp |= packet->channel;
+
+ if (stbi__at_eof(s)) {
+ stbi__rewind( s );
+ return 0;
+ }
+ if (packet->size != 8) {
+ stbi__rewind( s );
+ return 0;
+ }
+ } while (chained);
+
+ *comp = (act_comp & 0x10 ? 4 : 3);
+
+ return 1;
+}
+#endif
+
+// *************************************************************************************************
+// Portable Gray Map and Portable Pixel Map loader
+// by Ken Miller
+//
+// PGM: http://netpbm.sourceforge.net/doc/pgm.html
+// PPM: http://netpbm.sourceforge.net/doc/ppm.html
+//
+// Known limitations:
+// Does not support comments in the header section
+// Does not support ASCII image data (formats P2 and P3)
+
+#ifndef STBI_NO_PNM
+
+static int stbi__pnm_test(stbi__context *s)
+{
+ char p, t;
+ p = (char) stbi__get8(s);
+ t = (char) stbi__get8(s);
+ if (p != 'P' || (t != '5' && t != '6')) {
+ stbi__rewind( s );
+ return 0;
+ }
+ return 1;
+}
+
+static void *stbi__pnm_load(stbi__context *s, int *x, int *y, int *comp, int req_comp, stbi__result_info *ri)
+{
+ stbi_uc *out;
+ STBI_NOTUSED(ri);
+
+ ri->bits_per_channel = stbi__pnm_info(s, (int *)&s->img_x, (int *)&s->img_y, (int *)&s->img_n);
+ if (ri->bits_per_channel == 0)
+ return 0;
+
+ if (s->img_y > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)");
+ if (s->img_x > STBI_MAX_DIMENSIONS) return stbi__errpuc("too large","Very large image (corrupt?)");
+
+ *x = s->img_x;
+ *y = s->img_y;
+ if (comp) *comp = s->img_n;
+
+ if (!stbi__mad4sizes_valid(s->img_n, s->img_x, s->img_y, ri->bits_per_channel / 8, 0))
+ return stbi__errpuc("too large", "PNM too large");
+
+ out = (stbi_uc *) stbi__malloc_mad4(s->img_n, s->img_x, s->img_y, ri->bits_per_channel / 8, 0);
+ if (!out) return stbi__errpuc("outofmem", "Out of memory");
+ if (!stbi__getn(s, out, s->img_n * s->img_x * s->img_y * (ri->bits_per_channel / 8))) {
+ STBI_FREE(out);
+ return stbi__errpuc("bad PNM", "PNM file truncated");
+ }
+
+ if (req_comp && req_comp != s->img_n) {
+ if (ri->bits_per_channel == 16) {
+ out = (stbi_uc *) stbi__convert_format16((stbi__uint16 *) out, s->img_n, req_comp, s->img_x, s->img_y);
+ } else {
+ out = stbi__convert_format(out, s->img_n, req_comp, s->img_x, s->img_y);
+ }
+ if (out == NULL) return out; // stbi__convert_format frees input on failure
+ }
+ return out;
+}
+
+static int stbi__pnm_isspace(char c)
+{
+ return c == ' ' || c == '\t' || c == '\n' || c == '\v' || c == '\f' || c == '\r';
+}
+
+static void stbi__pnm_skip_whitespace(stbi__context *s, char *c)
+{
+ for (;;) {
+ while (!stbi__at_eof(s) && stbi__pnm_isspace(*c))
+ *c = (char) stbi__get8(s);
+
+ if (stbi__at_eof(s) || *c != '#')
+ break;
+
+ while (!stbi__at_eof(s) && *c != '\n' && *c != '\r' )
+ *c = (char) stbi__get8(s);
+ }
+}
+
+static int stbi__pnm_isdigit(char c)
+{
+ return c >= '0' && c <= '9';
+}
+
+static int stbi__pnm_getinteger(stbi__context *s, char *c)
+{
+ int value = 0;
+
+ while (!stbi__at_eof(s) && stbi__pnm_isdigit(*c)) {
+ value = value*10 + (*c - '0');
+ *c = (char) stbi__get8(s);
+ if((value > 214748364) || (value == 214748364 && *c > '7'))
+ return stbi__err("integer parse overflow", "Parsing an integer in the PPM header overflowed a 32-bit int");
+ }
+
+ return value;
+}
+
+static int stbi__pnm_info(stbi__context *s, int *x, int *y, int *comp)
+{
+ int maxv, dummy;
+ char c, p, t;
+
+ if (!x) x = &dummy;
+ if (!y) y = &dummy;
+ if (!comp) comp = &dummy;
+
+ stbi__rewind(s);
+
+ // Get identifier
+ p = (char) stbi__get8(s);
+ t = (char) stbi__get8(s);
+ if (p != 'P' || (t != '5' && t != '6')) {
+ stbi__rewind(s);
+ return 0;
+ }
+
+ *comp = (t == '6') ? 3 : 1; // '5' is 1-component .pgm; '6' is 3-component .ppm
+
+ c = (char) stbi__get8(s);
+ stbi__pnm_skip_whitespace(s, &c);
+
+ *x = stbi__pnm_getinteger(s, &c); // read width
+ if(*x == 0)
+ return stbi__err("invalid width", "PPM image header had zero or overflowing width");
+ stbi__pnm_skip_whitespace(s, &c);
+
+ *y = stbi__pnm_getinteger(s, &c); // read height
+ if (*y == 0)
+ return stbi__err("invalid width", "PPM image header had zero or overflowing width");
+ stbi__pnm_skip_whitespace(s, &c);
+
+ maxv = stbi__pnm_getinteger(s, &c); // read max value
+ if (maxv > 65535)
+ return stbi__err("max value > 65535", "PPM image supports only 8-bit and 16-bit images");
+ else if (maxv > 255)
+ return 16;
+ else
+ return 8;
+}
+
+static int stbi__pnm_is16(stbi__context *s)
+{
+ if (stbi__pnm_info(s, NULL, NULL, NULL) == 16)
+ return 1;
+ return 0;
+}
+#endif
+
+static int stbi__info_main(stbi__context *s, int *x, int *y, int *comp)
+{
+ #ifndef STBI_NO_JPEG
+ if (stbi__jpeg_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_PNG
+ if (stbi__png_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_GIF
+ if (stbi__gif_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_BMP
+ if (stbi__bmp_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_PSD
+ if (stbi__psd_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_PIC
+ if (stbi__pic_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_PNM
+ if (stbi__pnm_info(s, x, y, comp)) return 1;
+ #endif
+
+ #ifndef STBI_NO_HDR
+ if (stbi__hdr_info(s, x, y, comp)) return 1;
+ #endif
+
+ // test tga last because it's a crappy test!
+ #ifndef STBI_NO_TGA
+ if (stbi__tga_info(s, x, y, comp))
+ return 1;
+ #endif
+ return stbi__err("unknown image type", "Image not of any known type, or corrupt");
+}
+
+static int stbi__is_16_main(stbi__context *s)
+{
+ #ifndef STBI_NO_PNG
+ if (stbi__png_is16(s)) return 1;
+ #endif
+
+ #ifndef STBI_NO_PSD
+ if (stbi__psd_is16(s)) return 1;
+ #endif
+
+ #ifndef STBI_NO_PNM
+ if (stbi__pnm_is16(s)) return 1;
+ #endif
+ return 0;
+}
+
+#ifndef STBI_NO_STDIO
+STBIDEF int stbi_info(char const *filename, int *x, int *y, int *comp)
+{
+ FILE *f = stbi__fopen(filename, "rb");
+ int result;
+ if (!f) return stbi__err("can't fopen", "Unable to open file");
+ result = stbi_info_from_file(f, x, y, comp);
+ fclose(f);
+ return result;
+}
+
+STBIDEF int stbi_info_from_file(FILE *f, int *x, int *y, int *comp)
+{
+ int r;
+ stbi__context s;
+ long pos = ftell(f);
+ stbi__start_file(&s, f);
+ r = stbi__info_main(&s,x,y,comp);
+ fseek(f,pos,SEEK_SET);
+ return r;
+}
+
+STBIDEF int stbi_is_16_bit(char const *filename)
+{
+ FILE *f = stbi__fopen(filename, "rb");
+ int result;
+ if (!f) return stbi__err("can't fopen", "Unable to open file");
+ result = stbi_is_16_bit_from_file(f);
+ fclose(f);
+ return result;
+}
+
+STBIDEF int stbi_is_16_bit_from_file(FILE *f)
+{
+ int r;
+ stbi__context s;
+ long pos = ftell(f);
+ stbi__start_file(&s, f);
+ r = stbi__is_16_main(&s);
+ fseek(f,pos,SEEK_SET);
+ return r;
+}
+#endif // !STBI_NO_STDIO
+
+STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp)
+{
+ stbi__context s;
+ stbi__start_mem(&s,buffer,len);
+ return stbi__info_main(&s,x,y,comp);
+}
+
+STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *c, void *user, int *x, int *y, int *comp)
+{
+ stbi__context s;
+ stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user);
+ return stbi__info_main(&s,x,y,comp);
+}
+
+STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const *buffer, int len)
+{
+ stbi__context s;
+ stbi__start_mem(&s,buffer,len);
+ return stbi__is_16_main(&s);
+}
+
+STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const *c, void *user)
+{
+ stbi__context s;
+ stbi__start_callbacks(&s, (stbi_io_callbacks *) c, user);
+ return stbi__is_16_main(&s);
+}
+
+/*
+ revision history:
+ 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs
+ 2.19 (2018-02-11) fix warning
+ 2.18 (2018-01-30) fix warnings
+ 2.17 (2018-01-29) change sbti__shiftsigned to avoid clang -O2 bug
+ 1-bit BMP
+ *_is_16_bit api
+ avoid warnings
+ 2.16 (2017-07-23) all functions have 16-bit variants;
+ STBI_NO_STDIO works again;
+ compilation fixes;
+ fix rounding in unpremultiply;
+ optimize vertical flip;
+ disable raw_len validation;
+ documentation fixes
+ 2.15 (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode;
+ warning fixes; disable run-time SSE detection on gcc;
+ uniform handling of optional "return" values;
+ thread-safe initialization of zlib tables
+ 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs
+ 2.13 (2016-11-29) add 16-bit API, only supported for PNG right now
+ 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes
+ 2.11 (2016-04-02) allocate large structures on the stack
+ remove white matting for transparent PSD
+ fix reported channel count for PNG & BMP
+ re-enable SSE2 in non-gcc 64-bit
+ support RGB-formatted JPEG
+ read 16-bit PNGs (only as 8-bit)
+ 2.10 (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED
+ 2.09 (2016-01-16) allow comments in PNM files
+ 16-bit-per-pixel TGA (not bit-per-component)
+ info() for TGA could break due to .hdr handling
+ info() for BMP to shares code instead of sloppy parse
+ can use STBI_REALLOC_SIZED if allocator doesn't support realloc
+ code cleanup
+ 2.08 (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA
+ 2.07 (2015-09-13) fix compiler warnings
+ partial animated GIF support
+ limited 16-bpc PSD support
+ #ifdef unused functions
+ bug with < 92 byte PIC,PNM,HDR,TGA
+ 2.06 (2015-04-19) fix bug where PSD returns wrong '*comp' value
+ 2.05 (2015-04-19) fix bug in progressive JPEG handling, fix warning
+ 2.04 (2015-04-15) try to re-enable SIMD on MinGW 64-bit
+ 2.03 (2015-04-12) extra corruption checking (mmozeiko)
+ stbi_set_flip_vertically_on_load (nguillemot)
+ fix NEON support; fix mingw support
+ 2.02 (2015-01-19) fix incorrect assert, fix warning
+ 2.01 (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2
+ 2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG
+ 2.00 (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg)
+ progressive JPEG (stb)
+ PGM/PPM support (Ken Miller)
+ STBI_MALLOC,STBI_REALLOC,STBI_FREE
+ GIF bugfix -- seemingly never worked
+ STBI_NO_*, STBI_ONLY_*
+ 1.48 (2014-12-14) fix incorrectly-named assert()
+ 1.47 (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb)
+ optimize PNG (ryg)
+ fix bug in interlaced PNG with user-specified channel count (stb)
+ 1.46 (2014-08-26)
+ fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG
+ 1.45 (2014-08-16)
+ fix MSVC-ARM internal compiler error by wrapping malloc
+ 1.44 (2014-08-07)
+ various warning fixes from Ronny Chevalier
+ 1.43 (2014-07-15)
+ fix MSVC-only compiler problem in code changed in 1.42
+ 1.42 (2014-07-09)
+ don't define _CRT_SECURE_NO_WARNINGS (affects user code)
+ fixes to stbi__cleanup_jpeg path
+ added STBI_ASSERT to avoid requiring assert.h
+ 1.41 (2014-06-25)
+ fix search&replace from 1.36 that messed up comments/error messages
+ 1.40 (2014-06-22)
+ fix gcc struct-initialization warning
+ 1.39 (2014-06-15)
+ fix to TGA optimization when req_comp != number of components in TGA;
+ fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite)
+ add support for BMP version 5 (more ignored fields)
+ 1.38 (2014-06-06)
+ suppress MSVC warnings on integer casts truncating values
+ fix accidental rename of 'skip' field of I/O
+ 1.37 (2014-06-04)
+ remove duplicate typedef
+ 1.36 (2014-06-03)
+ convert to header file single-file library
+ if de-iphone isn't set, load iphone images color-swapped instead of returning NULL
+ 1.35 (2014-05-27)
+ various warnings
+ fix broken STBI_SIMD path
+ fix bug where stbi_load_from_file no longer left file pointer in correct place
+ fix broken non-easy path for 32-bit BMP (possibly never used)
+ TGA optimization by Arseny Kapoulkine
+ 1.34 (unknown)
+ use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case
+ 1.33 (2011-07-14)
+ make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements
+ 1.32 (2011-07-13)
+ support for "info" function for all supported filetypes (SpartanJ)
+ 1.31 (2011-06-20)
+ a few more leak fixes, bug in PNG handling (SpartanJ)
+ 1.30 (2011-06-11)
+ added ability to load files via callbacks to accomidate custom input streams (Ben Wenger)
+ removed deprecated format-specific test/load functions
+ removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway
+ error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha)
+ fix inefficiency in decoding 32-bit BMP (David Woo)
+ 1.29 (2010-08-16)
+ various warning fixes from Aurelien Pocheville
+ 1.28 (2010-08-01)
+ fix bug in GIF palette transparency (SpartanJ)
+ 1.27 (2010-08-01)
+ cast-to-stbi_uc to fix warnings
+ 1.26 (2010-07-24)
+ fix bug in file buffering for PNG reported by SpartanJ
+ 1.25 (2010-07-17)
+ refix trans_data warning (Won Chun)
+ 1.24 (2010-07-12)
+ perf improvements reading from files on platforms with lock-heavy fgetc()
+ minor perf improvements for jpeg
+ deprecated type-specific functions so we'll get feedback if they're needed
+ attempt to fix trans_data warning (Won Chun)
+ 1.23 fixed bug in iPhone support
+ 1.22 (2010-07-10)
+ removed image *writing* support
+ stbi_info support from Jetro Lauha
+ GIF support from Jean-Marc Lienher
+ iPhone PNG-extensions from James Brown
+ warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva)
+ 1.21 fix use of 'stbi_uc' in header (reported by jon blow)
+ 1.20 added support for Softimage PIC, by Tom Seddon
+ 1.19 bug in interlaced PNG corruption check (found by ryg)
+ 1.18 (2008-08-02)
+ fix a threading bug (local mutable static)
+ 1.17 support interlaced PNG
+ 1.16 major bugfix - stbi__convert_format converted one too many pixels
+ 1.15 initialize some fields for thread safety
+ 1.14 fix threadsafe conversion bug
+ header-file-only version (#define STBI_HEADER_FILE_ONLY before including)
+ 1.13 threadsafe
+ 1.12 const qualifiers in the API
+ 1.11 Support installable IDCT, colorspace conversion routines
+ 1.10 Fixes for 64-bit (don't use "unsigned long")
+ optimized upsampling by Fabian "ryg" Giesen
+ 1.09 Fix format-conversion for PSD code (bad global variables!)
+ 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz
+ 1.07 attempt to fix C++ warning/errors again
+ 1.06 attempt to fix C++ warning/errors again
+ 1.05 fix TGA loading to return correct *comp and use good luminance calc
+ 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free
+ 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR
+ 1.02 support for (subset of) HDR files, float interface for preferred access to them
+ 1.01 fix bug: possible bug in handling right-side up bmps... not sure
+ fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all
+ 1.00 interface to zlib that skips zlib header
+ 0.99 correct handling of alpha in palette
+ 0.98 TGA loader by lonesock; dynamically add loaders (untested)
+ 0.97 jpeg errors on too large a file; also catch another malloc failure
+ 0.96 fix detection of invalid v value - particleman@mollyrocket forum
+ 0.95 during header scan, seek to markers in case of padding
+ 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same
+ 0.93 handle jpegtran output; verbose errors
+ 0.92 read 4,8,16,24,32-bit BMP files of several formats
+ 0.91 output 24-bit Windows 3.0 BMP files
+ 0.90 fix a few more warnings; bump version number to approach 1.0
+ 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd
+ 0.60 fix compiling as c++
+ 0.59 fix warnings: merge Dave Moore's -Wall fixes
+ 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian
+ 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available
+ 0.56 fix bug: zlib uncompressed mode len vs. nlen
+ 0.55 fix bug: restart_interval not initialized to 0
+ 0.54 allow NULL for 'int *comp'
+ 0.53 fix bug in png 3->4; speedup png decoding
+ 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments
+ 0.51 obey req_comp requests, 1-component jpegs return as 1-component,
+ on 'test' only check type, not whether we support this variant
+ 0.50 (2006-11-19)
+ first released version
+*/
+
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/externals/stb/stb_image.h b/externals/stb/stb_image.h
new file mode 100755
index 000000000..f0dfad1c6
--- /dev/null
+++ b/externals/stb/stb_image.h
@@ -0,0 +1,772 @@
+// SPDX-FileCopyrightText: stb http://nothings.org/stb
+// SPDX-License-Identifier: MIT
+
+/* stb_image - v2.28 - public domain image loader - http://nothings.org/stb
+ no warranty implied; use at your own risk
+
+ Do this:
+ #define STB_IMAGE_IMPLEMENTATION
+ before you include this file in *one* C or C++ file to create the implementation.
+
+ // i.e. it should look like this:
+ #include ...
+ #include ...
+ #include ...
+ #define STB_IMAGE_IMPLEMENTATION
+ #include "stb_image.h"
+
+ You can #define STBI_ASSERT(x) before the #include to avoid using assert.h.
+ And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free
+
+
+ QUICK NOTES:
+ Primarily of interest to game developers and other people who can
+ avoid problematic images and only need the trivial interface
+
+ JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib)
+ PNG 1/2/4/8/16-bit-per-channel
+
+ TGA (not sure what subset, if a subset)
+ BMP non-1bpp, non-RLE
+ PSD (composited view only, no extra channels, 8/16 bit-per-channel)
+
+ GIF (*comp always reports as 4-channel)
+ HDR (radiance rgbE format)
+ PIC (Softimage PIC)
+ PNM (PPM and PGM binary only)
+
+ Animated GIF still needs a proper API, but here's one way to do it:
+ http://gist.github.com/urraka/685d9a6340b26b830d49
+
+ - decode from memory or through FILE (define STBI_NO_STDIO to remove code)
+ - decode from arbitrary I/O callbacks
+ - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON)
+
+ Full documentation under "DOCUMENTATION" below.
+
+
+LICENSE
+
+ See end of file for license information.
+
+RECENT REVISION HISTORY:
+
+ 2.28 (2023-01-29) many error fixes, security errors, just tons of stuff
+ 2.27 (2021-07-11) document stbi_info better, 16-bit PNM support, bug fixes
+ 2.26 (2020-07-13) many minor fixes
+ 2.25 (2020-02-02) fix warnings
+ 2.24 (2020-02-02) fix warnings; thread-local failure_reason and flip_vertically
+ 2.23 (2019-08-11) fix clang static analysis warning
+ 2.22 (2019-03-04) gif fixes, fix warnings
+ 2.21 (2019-02-25) fix typo in comment
+ 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs
+ 2.19 (2018-02-11) fix warning
+ 2.18 (2018-01-30) fix warnings
+ 2.17 (2018-01-29) bugfix, 1-bit BMP, 16-bitness query, fix warnings
+ 2.16 (2017-07-23) all functions have 16-bit variants; optimizations; bugfixes
+ 2.15 (2017-03-18) fix png-1,2,4; all Imagenet JPGs; no runtime SSE detection on GCC
+ 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs
+ 2.13 (2016-12-04) experimental 16-bit API, only for PNG so far; fixes
+ 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes
+ 2.11 (2016-04-02) 16-bit PNGS; enable SSE2 in non-gcc x64
+ RGB-format JPEG; remove white matting in PSD;
+ allocate large structures on the stack;
+ correct channel count for PNG & BMP
+ 2.10 (2016-01-22) avoid warning introduced in 2.09
+ 2.09 (2016-01-16) 16-bit TGA; comments in PNM files; STBI_REALLOC_SIZED
+
+ See end of file for full revision history.
+
+
+ ============================ Contributors =========================
+
+ Image formats Extensions, features
+ Sean Barrett (jpeg, png, bmp) Jetro Lauha (stbi_info)
+ Nicolas Schulz (hdr, psd) Martin "SpartanJ" Golini (stbi_info)
+ Jonathan Dummer (tga) James "moose2000" Brown (iPhone PNG)
+ Jean-Marc Lienher (gif) Ben "Disch" Wenger (io callbacks)
+ Tom Seddon (pic) Omar Cornut (1/2/4-bit PNG)
+ Thatcher Ulrich (psd) Nicolas Guillemot (vertical flip)
+ Ken Miller (pgm, ppm) Richard Mitton (16-bit PSD)
+ github:urraka (animated gif) Junggon Kim (PNM comments)
+ Christopher Forseth (animated gif) Daniel Gibson (16-bit TGA)
+ socks-the-fox (16-bit PNG)
+ Jeremy Sawicki (handle all ImageNet JPGs)
+ Optimizations & bugfixes Mikhail Morozov (1-bit BMP)
+ Fabian "ryg" Giesen Anael Seghezzi (is-16-bit query)
+ Arseny Kapoulkine Simon Breuss (16-bit PNM)
+ John-Mark Allen
+ Carmelo J Fdez-Aguera
+
+ Bug & warning fixes
+ Marc LeBlanc David Woo Guillaume George Martins Mozeiko
+ Christpher Lloyd Jerry Jansson Joseph Thomson Blazej Dariusz Roszkowski
+ Phil Jordan Dave Moore Roy Eltham
+ Hayaki Saito Nathan Reed Won Chun
+ Luke Graham Johan Duparc Nick Verigakis the Horde3D community
+ Thomas Ruf Ronny Chevalier github:rlyeh
+ Janez Zemva John Bartholomew Michal Cichon github:romigrou
+ Jonathan Blow Ken Hamada Tero Hanninen github:svdijk
+ Eugene Golushkov Laurent Gomila Cort Stratton github:snagar
+ Aruelien Pocheville Sergio Gonzalez Thibault Reuille github:Zelex
+ Cass Everitt Ryamond Barbiero github:grim210
+ Paul Du Bois Engin Manap Aldo Culquicondor github:sammyhw
+ Philipp Wiesemann Dale Weiler Oriol Ferrer Mesia github:phprus
+ Josh Tobin Neil Bickford Matthew Gregan github:poppolopoppo
+ Julian Raschke Gregory Mullen Christian Floisand github:darealshinji
+ Baldur Karlsson Kevin Schmidt JR Smith github:Michaelangel007
+ Brad Weinberger Matvey Cherevko github:mosra
+ Luca Sas Alexander Veselov Zack Middleton [reserved]
+ Ryan C. Gordon [reserved] [reserved]
+ DO NOT ADD YOUR NAME HERE
+
+ Jacko Dirks
+
+ To add your name to the credits, pick a random blank space in the middle and fill it.
+ 80% of merge conflicts on stb PRs are due to people adding their name at the end
+ of the credits.
+*/
+
+#ifndef STBI_INCLUDE_STB_IMAGE_H
+#define STBI_INCLUDE_STB_IMAGE_H
+
+// DOCUMENTATION
+//
+// Limitations:
+// - no 12-bit-per-channel JPEG
+// - no JPEGs with arithmetic coding
+// - GIF always returns *comp=4
+//
+// Basic usage (see HDR discussion below for HDR usage):
+// int x,y,n;
+// unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
+// // ... process data if not NULL ...
+// // ... x = width, y = height, n = # 8-bit components per pixel ...
+// // ... replace '0' with '1'..'4' to force that many components per pixel
+// // ... but 'n' will always be the number that it would have been if you said 0
+// stbi_image_free(data);
+//
+// Standard parameters:
+// int *x -- outputs image width in pixels
+// int *y -- outputs image height in pixels
+// int *channels_in_file -- outputs # of image components in image file
+// int desired_channels -- if non-zero, # of image components requested in result
+//
+// The return value from an image loader is an 'unsigned char *' which points
+// to the pixel data, or NULL on an allocation failure or if the image is
+// corrupt or invalid. The pixel data consists of *y scanlines of *x pixels,
+// with each pixel consisting of N interleaved 8-bit components; the first
+// pixel pointed to is top-left-most in the image. There is no padding between
+// image scanlines or between pixels, regardless of format. The number of
+// components N is 'desired_channels' if desired_channels is non-zero, or
+// *channels_in_file otherwise. If desired_channels is non-zero,
+// *channels_in_file has the number of components that _would_ have been
+// output otherwise. E.g. if you set desired_channels to 4, you will always
+// get RGBA output, but you can check *channels_in_file to see if it's trivially
+// opaque because e.g. there were only 3 channels in the source image.
+//
+// An output image with N components has the following components interleaved
+// in this order in each pixel:
+//
+// N=#comp components
+// 1 grey
+// 2 grey, alpha
+// 3 red, green, blue
+// 4 red, green, blue, alpha
+//
+// If image loading fails for any reason, the return value will be NULL,
+// and *x, *y, *channels_in_file will be unchanged. The function
+// stbi_failure_reason() can be queried for an extremely brief, end-user
+// unfriendly explanation of why the load failed. Define STBI_NO_FAILURE_STRINGS
+// to avoid compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly
+// more user-friendly ones.
+//
+// Paletted PNG, BMP, GIF, and PIC images are automatically depalettized.
+//
+// To query the width, height and component count of an image without having to
+// decode the full file, you can use the stbi_info family of functions:
+//
+// int x,y,n,ok;
+// ok = stbi_info(filename, &x, &y, &n);
+// // returns ok=1 and sets x, y, n if image is a supported format,
+// // 0 otherwise.
+//
+// Note that stb_image pervasively uses ints in its public API for sizes,
+// including sizes of memory buffers. This is now part of the API and thus
+// hard to change without causing breakage. As a result, the various image
+// loaders all have certain limits on image size; these differ somewhat
+// by format but generally boil down to either just under 2GB or just under
+// 1GB. When the decoded image would be larger than this, stb_image decoding
+// will fail.
+//
+// Additionally, stb_image will reject image files that have any of their
+// dimensions set to a larger value than the configurable STBI_MAX_DIMENSIONS,
+// which defaults to 2**24 = 16777216 pixels. Due to the above memory limit,
+// the only way to have an image with such dimensions load correctly
+// is for it to have a rather extreme aspect ratio. Either way, the
+// assumption here is that such larger images are likely to be malformed
+// or malicious. If you do need to load an image with individual dimensions
+// larger than that, and it still fits in the overall size limit, you can
+// #define STBI_MAX_DIMENSIONS on your own to be something larger.
+//
+// ===========================================================================
+//
+// UNICODE:
+//
+// If compiling for Windows and you wish to use Unicode filenames, compile
+// with
+// #define STBI_WINDOWS_UTF8
+// and pass utf8-encoded filenames. Call stbi_convert_wchar_to_utf8 to convert
+// Windows wchar_t filenames to utf8.
+//
+// ===========================================================================
+//
+// Philosophy
+//
+// stb libraries are designed with the following priorities:
+//
+// 1. easy to use
+// 2. easy to maintain
+// 3. good performance
+//
+// Sometimes I let "good performance" creep up in priority over "easy to maintain",
+// and for best performance I may provide less-easy-to-use APIs that give higher
+// performance, in addition to the easy-to-use ones. Nevertheless, it's important
+// to keep in mind that from the standpoint of you, a client of this library,
+// all you care about is #1 and #3, and stb libraries DO NOT emphasize #3 above all.
+//
+// Some secondary priorities arise directly from the first two, some of which
+// provide more explicit reasons why performance can't be emphasized.
+//
+// - Portable ("ease of use")
+// - Small source code footprint ("easy to maintain")
+// - No dependencies ("ease of use")
+//
+// ===========================================================================
+//
+// I/O callbacks
+//
+// I/O callbacks allow you to read from arbitrary sources, like packaged
+// files or some other source. Data read from callbacks are processed
+// through a small internal buffer (currently 128 bytes) to try to reduce
+// overhead.
+//
+// The three functions you must define are "read" (reads some bytes of data),
+// "skip" (skips some bytes of data), "eof" (reports if the stream is at the end).
+//
+// ===========================================================================
+//
+// SIMD support
+//
+// The JPEG decoder will try to automatically use SIMD kernels on x86 when
+// supported by the compiler. For ARM Neon support, you must explicitly
+// request it.
+//
+// (The old do-it-yourself SIMD API is no longer supported in the current
+// code.)
+//
+// On x86, SSE2 will automatically be used when available based on a run-time
+// test; if not, the generic C versions are used as a fall-back. On ARM targets,
+// the typical path is to have separate builds for NEON and non-NEON devices
+// (at least this is true for iOS and Android). Therefore, the NEON support is
+// toggled by a build flag: define STBI_NEON to get NEON loops.
+//
+// If for some reason you do not want to use any of SIMD code, or if
+// you have issues compiling it, you can disable it entirely by
+// defining STBI_NO_SIMD.
+//
+// ===========================================================================
+//
+// HDR image support (disable by defining STBI_NO_HDR)
+//
+// stb_image supports loading HDR images in general, and currently the Radiance
+// .HDR file format specifically. You can still load any file through the existing
+// interface; if you attempt to load an HDR file, it will be automatically remapped
+// to LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1;
+// both of these constants can be reconfigured through this interface:
+//
+// stbi_hdr_to_ldr_gamma(2.2f);
+// stbi_hdr_to_ldr_scale(1.0f);
+//
+// (note, do not use _inverse_ constants; stbi_image will invert them
+// appropriately).
+//
+// Additionally, there is a new, parallel interface for loading files as
+// (linear) floats to preserve the full dynamic range:
+//
+// float *data = stbi_loadf(filename, &x, &y, &n, 0);
+//
+// If you load LDR images through this interface, those images will
+// be promoted to floating point values, run through the inverse of
+// constants corresponding to the above:
+//
+// stbi_ldr_to_hdr_scale(1.0f);
+// stbi_ldr_to_hdr_gamma(2.2f);
+//
+// Finally, given a filename (or an open file or memory block--see header
+// file for details) containing image data, you can query for the "most
+// appropriate" interface to use (that is, whether the image is HDR or
+// not), using:
+//
+// stbi_is_hdr(char *filename);
+//
+// ===========================================================================
+//
+// iPhone PNG support:
+//
+// We optionally support converting iPhone-formatted PNGs (which store
+// premultiplied BGRA) back to RGB, even though they're internally encoded
+// differently. To enable this conversion, call
+// stbi_convert_iphone_png_to_rgb(1).
+//
+// Call stbi_set_unpremultiply_on_load(1) as well to force a divide per
+// pixel to remove any premultiplied alpha *only* if the image file explicitly
+// says there's premultiplied data (currently only happens in iPhone images,
+// and only if iPhone convert-to-rgb processing is on).
+//
+// ===========================================================================
+//
+// ADDITIONAL CONFIGURATION
+//
+// - You can suppress implementation of any of the decoders to reduce
+// your code footprint by #defining one or more of the following
+// symbols before creating the implementation.
+//
+// STBI_NO_JPEG
+// STBI_NO_PNG
+// STBI_NO_BMP
+// STBI_NO_PSD
+// STBI_NO_TGA
+// STBI_NO_GIF
+// STBI_NO_HDR
+// STBI_NO_PIC
+// STBI_NO_PNM (.ppm and .pgm)
+//
+// - You can request *only* certain decoders and suppress all other ones
+// (this will be more forward-compatible, as addition of new decoders
+// doesn't require you to disable them explicitly):
+//
+// STBI_ONLY_JPEG
+// STBI_ONLY_PNG
+// STBI_ONLY_BMP
+// STBI_ONLY_PSD
+// STBI_ONLY_TGA
+// STBI_ONLY_GIF
+// STBI_ONLY_HDR
+// STBI_ONLY_PIC
+// STBI_ONLY_PNM (.ppm and .pgm)
+//
+// - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still
+// want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB
+//
+// - If you define STBI_MAX_DIMENSIONS, stb_image will reject images greater
+// than that size (in either width or height) without further processing.
+// This is to let programs in the wild set an upper bound to prevent
+// denial-of-service attacks on untrusted data, as one could generate a
+// valid image of gigantic dimensions and force stb_image to allocate a
+// huge block of memory and spend disproportionate time decoding it. By
+// default this is set to (1 << 24), which is 16777216, but that's still
+// very big.
+
+#ifndef STBI_NO_STDIO
+#include
+#endif // STBI_NO_STDIO
+
+#define STBI_VERSION 1
+
+enum
+{
+ STBI_default = 0, // only used for desired_channels
+
+ STBI_grey = 1,
+ STBI_grey_alpha = 2,
+ STBI_rgb = 3,
+ STBI_rgb_alpha = 4
+};
+
+#include
+typedef unsigned char stbi_uc;
+typedef unsigned short stbi_us;
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#ifndef STBIDEF
+#ifdef STB_IMAGE_STATIC
+#define STBIDEF static
+#else
+#define STBIDEF extern
+#endif
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// PRIMARY API - works on images of any type
+//
+
+//
+// load image by filename, open file, or memory buffer
+//
+
+typedef struct
+{
+ int (*read) (void *user,char *data,int size); // fill 'data' with 'size' bytes. return number of bytes actually read
+ void (*skip) (void *user,int n); // skip the next 'n' bytes, or 'unget' the last -n bytes if negative
+ int (*eof) (void *user); // returns nonzero if we are at end of file/data
+} stbi_io_callbacks;
+
+////////////////////////////////////
+//
+// 8-bits-per-channel interface
+//
+
+STBIDEF stbi_uc *stbi_load_from_memory (stbi_uc const *buffer, int len , int *x, int *y, int *channels_in_file, int desired_channels);
+STBIDEF stbi_uc *stbi_load_from_callbacks(stbi_io_callbacks const *clbk , void *user, int *x, int *y, int *channels_in_file, int desired_channels);
+
+#ifndef STBI_NO_STDIO
+STBIDEF stbi_uc *stbi_load (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels);
+STBIDEF stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *channels_in_file, int desired_channels);
+// for stbi_load_from_file, file pointer is left pointing immediately after image
+#endif
+
+#ifndef STBI_NO_GIF
+STBIDEF stbi_uc *stbi_load_gif_from_memory(stbi_uc const *buffer, int len, int **delays, int *x, int *y, int *z, int *comp, int req_comp);
+#endif
+
+#ifdef STBI_WINDOWS_UTF8
+STBIDEF int stbi_convert_wchar_to_utf8(char *buffer, size_t bufferlen, const wchar_t* input);
+#endif
+
+////////////////////////////////////
+//
+// 16-bits-per-channel interface
+//
+
+STBIDEF stbi_us *stbi_load_16_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels);
+STBIDEF stbi_us *stbi_load_16_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels);
+
+#ifndef STBI_NO_STDIO
+STBIDEF stbi_us *stbi_load_16 (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels);
+STBIDEF stbi_us *stbi_load_from_file_16(FILE *f, int *x, int *y, int *channels_in_file, int desired_channels);
+#endif
+
+////////////////////////////////////
+//
+// float-per-channel interface
+//
+#ifndef STBI_NO_LINEAR
+ STBIDEF float *stbi_loadf_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *channels_in_file, int desired_channels);
+ STBIDEF float *stbi_loadf_from_callbacks (stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *channels_in_file, int desired_channels);
+
+ #ifndef STBI_NO_STDIO
+ STBIDEF float *stbi_loadf (char const *filename, int *x, int *y, int *channels_in_file, int desired_channels);
+ STBIDEF float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *channels_in_file, int desired_channels);
+ #endif
+#endif
+
+#ifndef STBI_NO_HDR
+ STBIDEF void stbi_hdr_to_ldr_gamma(float gamma);
+ STBIDEF void stbi_hdr_to_ldr_scale(float scale);
+#endif // STBI_NO_HDR
+
+#ifndef STBI_NO_LINEAR
+ STBIDEF void stbi_ldr_to_hdr_gamma(float gamma);
+ STBIDEF void stbi_ldr_to_hdr_scale(float scale);
+#endif // STBI_NO_LINEAR
+
+// stbi_is_hdr is always defined, but always returns false if STBI_NO_HDR
+STBIDEF int stbi_is_hdr_from_callbacks(stbi_io_callbacks const *clbk, void *user);
+STBIDEF int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len);
+#ifndef STBI_NO_STDIO
+STBIDEF int stbi_is_hdr (char const *filename);
+STBIDEF int stbi_is_hdr_from_file(FILE *f);
+#endif // STBI_NO_STDIO
+
+
+// get a VERY brief reason for failure
+// on most compilers (and ALL modern mainstream compilers) this is threadsafe
+STBIDEF const char *stbi_failure_reason (void);
+
+// free the loaded image -- this is just free()
+STBIDEF void stbi_image_free (void *retval_from_stbi_load);
+
+// get image dimensions & components without fully decoding
+STBIDEF int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp);
+STBIDEF int stbi_info_from_callbacks(stbi_io_callbacks const *clbk, void *user, int *x, int *y, int *comp);
+STBIDEF int stbi_is_16_bit_from_memory(stbi_uc const *buffer, int len);
+STBIDEF int stbi_is_16_bit_from_callbacks(stbi_io_callbacks const *clbk, void *user);
+
+#ifndef STBI_NO_STDIO
+STBIDEF int stbi_info (char const *filename, int *x, int *y, int *comp);
+STBIDEF int stbi_info_from_file (FILE *f, int *x, int *y, int *comp);
+STBIDEF int stbi_is_16_bit (char const *filename);
+STBIDEF int stbi_is_16_bit_from_file(FILE *f);
+#endif
+
+
+
+// for image formats that explicitly notate that they have premultiplied alpha,
+// we just return the colors as stored in the file. set this flag to force
+// unpremultiplication. results are undefined if the unpremultiply overflow.
+STBIDEF void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply);
+
+// indicate whether we should process iphone images back to canonical format,
+// or just pass them through "as-is"
+STBIDEF void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert);
+
+// flip the image vertically, so the first pixel in the output array is the bottom left
+STBIDEF void stbi_set_flip_vertically_on_load(int flag_true_if_should_flip);
+
+// as above, but only applies to images loaded on the thread that calls the function
+// this function is only available if your compiler supports thread-local variables;
+// calling it will fail to link if your compiler doesn't
+STBIDEF void stbi_set_unpremultiply_on_load_thread(int flag_true_if_should_unpremultiply);
+STBIDEF void stbi_convert_iphone_png_to_rgb_thread(int flag_true_if_should_convert);
+STBIDEF void stbi_set_flip_vertically_on_load_thread(int flag_true_if_should_flip);
+
+// ZLIB client - used by PNG, available for other purposes
+
+STBIDEF char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen);
+STBIDEF char *stbi_zlib_decode_malloc_guesssize_headerflag(const char *buffer, int len, int initial_size, int *outlen, int parse_header);
+STBIDEF char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen);
+STBIDEF int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
+
+STBIDEF char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen);
+STBIDEF int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
+
+
+#ifdef __cplusplus
+}
+#endif
+
+//
+//
+//// end header file /////////////////////////////////////////////////////
+#endif // STBI_INCLUDE_STB_IMAGE_H
+
+/*
+ revision history:
+ 2.20 (2019-02-07) support utf8 filenames in Windows; fix warnings and platform ifdefs
+ 2.19 (2018-02-11) fix warning
+ 2.18 (2018-01-30) fix warnings
+ 2.17 (2018-01-29) change sbti__shiftsigned to avoid clang -O2 bug
+ 1-bit BMP
+ *_is_16_bit api
+ avoid warnings
+ 2.16 (2017-07-23) all functions have 16-bit variants;
+ STBI_NO_STDIO works again;
+ compilation fixes;
+ fix rounding in unpremultiply;
+ optimize vertical flip;
+ disable raw_len validation;
+ documentation fixes
+ 2.15 (2017-03-18) fix png-1,2,4 bug; now all Imagenet JPGs decode;
+ warning fixes; disable run-time SSE detection on gcc;
+ uniform handling of optional "return" values;
+ thread-safe initialization of zlib tables
+ 2.14 (2017-03-03) remove deprecated STBI_JPEG_OLD; fixes for Imagenet JPGs
+ 2.13 (2016-11-29) add 16-bit API, only supported for PNG right now
+ 2.12 (2016-04-02) fix typo in 2.11 PSD fix that caused crashes
+ 2.11 (2016-04-02) allocate large structures on the stack
+ remove white matting for transparent PSD
+ fix reported channel count for PNG & BMP
+ re-enable SSE2 in non-gcc 64-bit
+ support RGB-formatted JPEG
+ read 16-bit PNGs (only as 8-bit)
+ 2.10 (2016-01-22) avoid warning introduced in 2.09 by STBI_REALLOC_SIZED
+ 2.09 (2016-01-16) allow comments in PNM files
+ 16-bit-per-pixel TGA (not bit-per-component)
+ info() for TGA could break due to .hdr handling
+ info() for BMP to shares code instead of sloppy parse
+ can use STBI_REALLOC_SIZED if allocator doesn't support realloc
+ code cleanup
+ 2.08 (2015-09-13) fix to 2.07 cleanup, reading RGB PSD as RGBA
+ 2.07 (2015-09-13) fix compiler warnings
+ partial animated GIF support
+ limited 16-bpc PSD support
+ #ifdef unused functions
+ bug with < 92 byte PIC,PNM,HDR,TGA
+ 2.06 (2015-04-19) fix bug where PSD returns wrong '*comp' value
+ 2.05 (2015-04-19) fix bug in progressive JPEG handling, fix warning
+ 2.04 (2015-04-15) try to re-enable SIMD on MinGW 64-bit
+ 2.03 (2015-04-12) extra corruption checking (mmozeiko)
+ stbi_set_flip_vertically_on_load (nguillemot)
+ fix NEON support; fix mingw support
+ 2.02 (2015-01-19) fix incorrect assert, fix warning
+ 2.01 (2015-01-17) fix various warnings; suppress SIMD on gcc 32-bit without -msse2
+ 2.00b (2014-12-25) fix STBI_MALLOC in progressive JPEG
+ 2.00 (2014-12-25) optimize JPG, including x86 SSE2 & NEON SIMD (ryg)
+ progressive JPEG (stb)
+ PGM/PPM support (Ken Miller)
+ STBI_MALLOC,STBI_REALLOC,STBI_FREE
+ GIF bugfix -- seemingly never worked
+ STBI_NO_*, STBI_ONLY_*
+ 1.48 (2014-12-14) fix incorrectly-named assert()
+ 1.47 (2014-12-14) 1/2/4-bit PNG support, both direct and paletted (Omar Cornut & stb)
+ optimize PNG (ryg)
+ fix bug in interlaced PNG with user-specified channel count (stb)
+ 1.46 (2014-08-26)
+ fix broken tRNS chunk (colorkey-style transparency) in non-paletted PNG
+ 1.45 (2014-08-16)
+ fix MSVC-ARM internal compiler error by wrapping malloc
+ 1.44 (2014-08-07)
+ various warning fixes from Ronny Chevalier
+ 1.43 (2014-07-15)
+ fix MSVC-only compiler problem in code changed in 1.42
+ 1.42 (2014-07-09)
+ don't define _CRT_SECURE_NO_WARNINGS (affects user code)
+ fixes to stbi__cleanup_jpeg path
+ added STBI_ASSERT to avoid requiring assert.h
+ 1.41 (2014-06-25)
+ fix search&replace from 1.36 that messed up comments/error messages
+ 1.40 (2014-06-22)
+ fix gcc struct-initialization warning
+ 1.39 (2014-06-15)
+ fix to TGA optimization when req_comp != number of components in TGA;
+ fix to GIF loading because BMP wasn't rewinding (whoops, no GIFs in my test suite)
+ add support for BMP version 5 (more ignored fields)
+ 1.38 (2014-06-06)
+ suppress MSVC warnings on integer casts truncating values
+ fix accidental rename of 'skip' field of I/O
+ 1.37 (2014-06-04)
+ remove duplicate typedef
+ 1.36 (2014-06-03)
+ convert to header file single-file library
+ if de-iphone isn't set, load iphone images color-swapped instead of returning NULL
+ 1.35 (2014-05-27)
+ various warnings
+ fix broken STBI_SIMD path
+ fix bug where stbi_load_from_file no longer left file pointer in correct place
+ fix broken non-easy path for 32-bit BMP (possibly never used)
+ TGA optimization by Arseny Kapoulkine
+ 1.34 (unknown)
+ use STBI_NOTUSED in stbi__resample_row_generic(), fix one more leak in tga failure case
+ 1.33 (2011-07-14)
+ make stbi_is_hdr work in STBI_NO_HDR (as specified), minor compiler-friendly improvements
+ 1.32 (2011-07-13)
+ support for "info" function for all supported filetypes (SpartanJ)
+ 1.31 (2011-06-20)
+ a few more leak fixes, bug in PNG handling (SpartanJ)
+ 1.30 (2011-06-11)
+ added ability to load files via callbacks to accomidate custom input streams (Ben Wenger)
+ removed deprecated format-specific test/load functions
+ removed support for installable file formats (stbi_loader) -- would have been broken for IO callbacks anyway
+ error cases in bmp and tga give messages and don't leak (Raymond Barbiero, grisha)
+ fix inefficiency in decoding 32-bit BMP (David Woo)
+ 1.29 (2010-08-16)
+ various warning fixes from Aurelien Pocheville
+ 1.28 (2010-08-01)
+ fix bug in GIF palette transparency (SpartanJ)
+ 1.27 (2010-08-01)
+ cast-to-stbi_uc to fix warnings
+ 1.26 (2010-07-24)
+ fix bug in file buffering for PNG reported by SpartanJ
+ 1.25 (2010-07-17)
+ refix trans_data warning (Won Chun)
+ 1.24 (2010-07-12)
+ perf improvements reading from files on platforms with lock-heavy fgetc()
+ minor perf improvements for jpeg
+ deprecated type-specific functions so we'll get feedback if they're needed
+ attempt to fix trans_data warning (Won Chun)
+ 1.23 fixed bug in iPhone support
+ 1.22 (2010-07-10)
+ removed image *writing* support
+ stbi_info support from Jetro Lauha
+ GIF support from Jean-Marc Lienher
+ iPhone PNG-extensions from James Brown
+ warning-fixes from Nicolas Schulz and Janez Zemva (i.stbi__err. Janez (U+017D)emva)
+ 1.21 fix use of 'stbi_uc' in header (reported by jon blow)
+ 1.20 added support for Softimage PIC, by Tom Seddon
+ 1.19 bug in interlaced PNG corruption check (found by ryg)
+ 1.18 (2008-08-02)
+ fix a threading bug (local mutable static)
+ 1.17 support interlaced PNG
+ 1.16 major bugfix - stbi__convert_format converted one too many pixels
+ 1.15 initialize some fields for thread safety
+ 1.14 fix threadsafe conversion bug
+ header-file-only version (#define STBI_HEADER_FILE_ONLY before including)
+ 1.13 threadsafe
+ 1.12 const qualifiers in the API
+ 1.11 Support installable IDCT, colorspace conversion routines
+ 1.10 Fixes for 64-bit (don't use "unsigned long")
+ optimized upsampling by Fabian "ryg" Giesen
+ 1.09 Fix format-conversion for PSD code (bad global variables!)
+ 1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz
+ 1.07 attempt to fix C++ warning/errors again
+ 1.06 attempt to fix C++ warning/errors again
+ 1.05 fix TGA loading to return correct *comp and use good luminance calc
+ 1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free
+ 1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR
+ 1.02 support for (subset of) HDR files, float interface for preferred access to them
+ 1.01 fix bug: possible bug in handling right-side up bmps... not sure
+ fix bug: the stbi__bmp_load() and stbi__tga_load() functions didn't work at all
+ 1.00 interface to zlib that skips zlib header
+ 0.99 correct handling of alpha in palette
+ 0.98 TGA loader by lonesock; dynamically add loaders (untested)
+ 0.97 jpeg errors on too large a file; also catch another malloc failure
+ 0.96 fix detection of invalid v value - particleman@mollyrocket forum
+ 0.95 during header scan, seek to markers in case of padding
+ 0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same
+ 0.93 handle jpegtran output; verbose errors
+ 0.92 read 4,8,16,24,32-bit BMP files of several formats
+ 0.91 output 24-bit Windows 3.0 BMP files
+ 0.90 fix a few more warnings; bump version number to approach 1.0
+ 0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd
+ 0.60 fix compiling as c++
+ 0.59 fix warnings: merge Dave Moore's -Wall fixes
+ 0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian
+ 0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less than 16 available
+ 0.56 fix bug: zlib uncompressed mode len vs. nlen
+ 0.55 fix bug: restart_interval not initialized to 0
+ 0.54 allow NULL for 'int *comp'
+ 0.53 fix bug in png 3->4; speedup png decoding
+ 0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments
+ 0.51 obey req_comp requests, 1-component jpegs return as 1-component,
+ on 'test' only check type, not whether we support this variant
+ 0.50 (2006-11-19)
+ first released version
+*/
+
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/externals/stb/stb_image_resize.cpp b/externals/stb/stb_image_resize.cpp
new file mode 100755
index 000000000..6f023629e
--- /dev/null
+++ b/externals/stb/stb_image_resize.cpp
@@ -0,0 +1,2282 @@
+// SPDX-FileCopyrightText: Jorge L Rodriguez
+// SPDX-License-Identifier: MIT
+
+/* stb_image_resize - v0.97 - public domain image resizing
+ by Jorge L Rodriguez (@VinoBS) - 2014
+ http://github.com/nothings/stb
+
+ CONTRIBUTORS
+ Jorge L Rodriguez: Implementation
+ Sean Barrett: API design, optimizations
+ Aras Pranckevicius: bugfix
+ Nathan Reed: warning fixes
+
+ REVISIONS
+ 0.97 (2020-02-02) fixed warning
+ 0.96 (2019-03-04) fixed warnings
+ 0.95 (2017-07-23) fixed warnings
+ 0.94 (2017-03-18) fixed warnings
+ 0.93 (2017-03-03) fixed bug with certain combinations of heights
+ 0.92 (2017-01-02) fix integer overflow on large (>2GB) images
+ 0.91 (2016-04-02) fix warnings; fix handling of subpixel regions
+ 0.90 (2014-09-17) first released version
+
+ LICENSE
+ See end of file for license information.
+
+ TODO
+ Don't decode all of the image data when only processing a partial tile
+ Don't use full-width decode buffers when only processing a partial tile
+ When processing wide images, break processing into tiles so data fits in L1 cache
+ Installable filters?
+ Resize that respects alpha test coverage
+ (Reference code: FloatImage::alphaTestCoverage and FloatImage::scaleAlphaToCoverage:
+ https://code.google.com/p/nvidia-texture-tools/source/browse/trunk/src/nvimage/FloatImage.cpp )
+*/
+
+#include
+
+#ifndef STBIR_ASSERT
+#include
+#define STBIR_ASSERT(x) assert(x)
+#endif
+
+// For memset
+#include
+
+#include
+
+#ifndef STBIR_MALLOC
+#include
+// use comma operator to evaluate c, to avoid "unused parameter" warnings
+#define STBIR_MALLOC(size,c) ((void)(c), malloc(size))
+#define STBIR_FREE(ptr,c) ((void)(c), free(ptr))
+#endif
+
+#ifndef _MSC_VER
+#ifdef __cplusplus
+#define stbir__inline inline
+#else
+#define stbir__inline
+#endif
+#else
+#define stbir__inline __forceinline
+#endif
+
+
+// should produce compiler error if size is wrong
+typedef unsigned char stbir__validate_uint32[sizeof(stbir_uint32) == 4 ? 1 : -1];
+
+#ifdef _MSC_VER
+#define STBIR__NOTUSED(v) (void)(v)
+#else
+#define STBIR__NOTUSED(v) (void)sizeof(v)
+#endif
+
+#define STBIR__ARRAY_SIZE(a) (sizeof((a))/sizeof((a)[0]))
+
+#ifndef STBIR_DEFAULT_FILTER_UPSAMPLE
+#define STBIR_DEFAULT_FILTER_UPSAMPLE STBIR_FILTER_CATMULLROM
+#endif
+
+#ifndef STBIR_DEFAULT_FILTER_DOWNSAMPLE
+#define STBIR_DEFAULT_FILTER_DOWNSAMPLE STBIR_FILTER_MITCHELL
+#endif
+
+#ifndef STBIR_PROGRESS_REPORT
+#define STBIR_PROGRESS_REPORT(float_0_to_1)
+#endif
+
+#ifndef STBIR_MAX_CHANNELS
+#define STBIR_MAX_CHANNELS 64
+#endif
+
+#if STBIR_MAX_CHANNELS > 65536
+#error "Too many channels; STBIR_MAX_CHANNELS must be no more than 65536."
+// because we store the indices in 16-bit variables
+#endif
+
+// This value is added to alpha just before premultiplication to avoid
+// zeroing out color values. It is equivalent to 2^-80. If you don't want
+// that behavior (it may interfere if you have floating point images with
+// very small alpha values) then you can define STBIR_NO_ALPHA_EPSILON to
+// disable it.
+#ifndef STBIR_ALPHA_EPSILON
+#define STBIR_ALPHA_EPSILON ((float)1 / (1 << 20) / (1 << 20) / (1 << 20) / (1 << 20))
+#endif
+
+
+
+#ifdef _MSC_VER
+#define STBIR__UNUSED_PARAM(v) (void)(v)
+#else
+#define STBIR__UNUSED_PARAM(v) (void)sizeof(v)
+#endif
+
+// must match stbir_datatype
+static unsigned char stbir__type_size[] = {
+ 1, // STBIR_TYPE_UINT8
+ 2, // STBIR_TYPE_UINT16
+ 4, // STBIR_TYPE_UINT32
+ 4, // STBIR_TYPE_FLOAT
+};
+
+// Kernel function centered at 0
+typedef float (stbir__kernel_fn)(float x, float scale);
+typedef float (stbir__support_fn)(float scale);
+
+typedef struct
+{
+ stbir__kernel_fn* kernel;
+ stbir__support_fn* support;
+} stbir__filter_info;
+
+// When upsampling, the contributors are which source pixels contribute.
+// When downsampling, the contributors are which destination pixels are contributed to.
+typedef struct
+{
+ int n0; // First contributing pixel
+ int n1; // Last contributing pixel
+} stbir__contributors;
+
+typedef struct
+{
+ const void* input_data;
+ int input_w;
+ int input_h;
+ int input_stride_bytes;
+
+ void* output_data;
+ int output_w;
+ int output_h;
+ int output_stride_bytes;
+
+ float s0, t0, s1, t1;
+
+ float horizontal_shift; // Units: output pixels
+ float vertical_shift; // Units: output pixels
+ float horizontal_scale;
+ float vertical_scale;
+
+ int channels;
+ int alpha_channel;
+ stbir_uint32 flags;
+ stbir_datatype type;
+ stbir_filter horizontal_filter;
+ stbir_filter vertical_filter;
+ stbir_edge edge_horizontal;
+ stbir_edge edge_vertical;
+ stbir_colorspace colorspace;
+
+ stbir__contributors* horizontal_contributors;
+ float* horizontal_coefficients;
+
+ stbir__contributors* vertical_contributors;
+ float* vertical_coefficients;
+
+ int decode_buffer_pixels;
+ float* decode_buffer;
+
+ float* horizontal_buffer;
+
+ // cache these because ceil/floor are inexplicably showing up in profile
+ int horizontal_coefficient_width;
+ int vertical_coefficient_width;
+ int horizontal_filter_pixel_width;
+ int vertical_filter_pixel_width;
+ int horizontal_filter_pixel_margin;
+ int vertical_filter_pixel_margin;
+ int horizontal_num_contributors;
+ int vertical_num_contributors;
+
+ int ring_buffer_length_bytes; // The length of an individual entry in the ring buffer. The total number of ring buffers is stbir__get_filter_pixel_width(filter)
+ int ring_buffer_num_entries; // Total number of entries in the ring buffer.
+ int ring_buffer_first_scanline;
+ int ring_buffer_last_scanline;
+ int ring_buffer_begin_index; // first_scanline is at this index in the ring buffer
+ float* ring_buffer;
+
+ float* encode_buffer; // A temporary buffer to store floats so we don't lose precision while we do multiply-adds.
+
+ int horizontal_contributors_size;
+ int horizontal_coefficients_size;
+ int vertical_contributors_size;
+ int vertical_coefficients_size;
+ int decode_buffer_size;
+ int horizontal_buffer_size;
+ int ring_buffer_size;
+ int encode_buffer_size;
+} stbir__info;
+
+
+static const float stbir__max_uint8_as_float = 255.0f;
+static const float stbir__max_uint16_as_float = 65535.0f;
+static const double stbir__max_uint32_as_float = 4294967295.0;
+
+
+static stbir__inline int stbir__min(int a, int b)
+{
+ return a < b ? a : b;
+}
+
+static stbir__inline float stbir__saturate(float x)
+{
+ if (x < 0)
+ return 0;
+
+ if (x > 1)
+ return 1;
+
+ return x;
+}
+
+#ifdef STBIR_SATURATE_INT
+static stbir__inline stbir_uint8 stbir__saturate8(int x)
+{
+ if ((unsigned int) x <= 255)
+ return x;
+
+ if (x < 0)
+ return 0;
+
+ return 255;
+}
+
+static stbir__inline stbir_uint16 stbir__saturate16(int x)
+{
+ if ((unsigned int) x <= 65535)
+ return x;
+
+ if (x < 0)
+ return 0;
+
+ return 65535;
+}
+#endif
+
+static float stbir__srgb_uchar_to_linear_float[256] = {
+ 0.000000f, 0.000304f, 0.000607f, 0.000911f, 0.001214f, 0.001518f, 0.001821f, 0.002125f, 0.002428f, 0.002732f, 0.003035f,
+ 0.003347f, 0.003677f, 0.004025f, 0.004391f, 0.004777f, 0.005182f, 0.005605f, 0.006049f, 0.006512f, 0.006995f, 0.007499f,
+ 0.008023f, 0.008568f, 0.009134f, 0.009721f, 0.010330f, 0.010960f, 0.011612f, 0.012286f, 0.012983f, 0.013702f, 0.014444f,
+ 0.015209f, 0.015996f, 0.016807f, 0.017642f, 0.018500f, 0.019382f, 0.020289f, 0.021219f, 0.022174f, 0.023153f, 0.024158f,
+ 0.025187f, 0.026241f, 0.027321f, 0.028426f, 0.029557f, 0.030713f, 0.031896f, 0.033105f, 0.034340f, 0.035601f, 0.036889f,
+ 0.038204f, 0.039546f, 0.040915f, 0.042311f, 0.043735f, 0.045186f, 0.046665f, 0.048172f, 0.049707f, 0.051269f, 0.052861f,
+ 0.054480f, 0.056128f, 0.057805f, 0.059511f, 0.061246f, 0.063010f, 0.064803f, 0.066626f, 0.068478f, 0.070360f, 0.072272f,
+ 0.074214f, 0.076185f, 0.078187f, 0.080220f, 0.082283f, 0.084376f, 0.086500f, 0.088656f, 0.090842f, 0.093059f, 0.095307f,
+ 0.097587f, 0.099899f, 0.102242f, 0.104616f, 0.107023f, 0.109462f, 0.111932f, 0.114435f, 0.116971f, 0.119538f, 0.122139f,
+ 0.124772f, 0.127438f, 0.130136f, 0.132868f, 0.135633f, 0.138432f, 0.141263f, 0.144128f, 0.147027f, 0.149960f, 0.152926f,
+ 0.155926f, 0.158961f, 0.162029f, 0.165132f, 0.168269f, 0.171441f, 0.174647f, 0.177888f, 0.181164f, 0.184475f, 0.187821f,
+ 0.191202f, 0.194618f, 0.198069f, 0.201556f, 0.205079f, 0.208637f, 0.212231f, 0.215861f, 0.219526f, 0.223228f, 0.226966f,
+ 0.230740f, 0.234551f, 0.238398f, 0.242281f, 0.246201f, 0.250158f, 0.254152f, 0.258183f, 0.262251f, 0.266356f, 0.270498f,
+ 0.274677f, 0.278894f, 0.283149f, 0.287441f, 0.291771f, 0.296138f, 0.300544f, 0.304987f, 0.309469f, 0.313989f, 0.318547f,
+ 0.323143f, 0.327778f, 0.332452f, 0.337164f, 0.341914f, 0.346704f, 0.351533f, 0.356400f, 0.361307f, 0.366253f, 0.371238f,
+ 0.376262f, 0.381326f, 0.386430f, 0.391573f, 0.396755f, 0.401978f, 0.407240f, 0.412543f, 0.417885f, 0.423268f, 0.428691f,
+ 0.434154f, 0.439657f, 0.445201f, 0.450786f, 0.456411f, 0.462077f, 0.467784f, 0.473532f, 0.479320f, 0.485150f, 0.491021f,
+ 0.496933f, 0.502887f, 0.508881f, 0.514918f, 0.520996f, 0.527115f, 0.533276f, 0.539480f, 0.545725f, 0.552011f, 0.558340f,
+ 0.564712f, 0.571125f, 0.577581f, 0.584078f, 0.590619f, 0.597202f, 0.603827f, 0.610496f, 0.617207f, 0.623960f, 0.630757f,
+ 0.637597f, 0.644480f, 0.651406f, 0.658375f, 0.665387f, 0.672443f, 0.679543f, 0.686685f, 0.693872f, 0.701102f, 0.708376f,
+ 0.715694f, 0.723055f, 0.730461f, 0.737911f, 0.745404f, 0.752942f, 0.760525f, 0.768151f, 0.775822f, 0.783538f, 0.791298f,
+ 0.799103f, 0.806952f, 0.814847f, 0.822786f, 0.830770f, 0.838799f, 0.846873f, 0.854993f, 0.863157f, 0.871367f, 0.879622f,
+ 0.887923f, 0.896269f, 0.904661f, 0.913099f, 0.921582f, 0.930111f, 0.938686f, 0.947307f, 0.955974f, 0.964686f, 0.973445f,
+ 0.982251f, 0.991102f, 1.0f
+};
+
+static float stbir__srgb_to_linear(float f)
+{
+ if (f <= 0.04045f)
+ return f / 12.92f;
+ else
+ return (float)pow((f + 0.055f) / 1.055f, 2.4f);
+}
+
+static float stbir__linear_to_srgb(float f)
+{
+ if (f <= 0.0031308f)
+ return f * 12.92f;
+ else
+ return 1.055f * (float)pow(f, 1 / 2.4f) - 0.055f;
+}
+
+#ifndef STBIR_NON_IEEE_FLOAT
+// From https://gist.github.com/rygorous/2203834
+
+typedef union
+{
+ stbir_uint32 u;
+ float f;
+} stbir__FP32;
+
+static const stbir_uint32 fp32_to_srgb8_tab4[104] = {
+ 0x0073000d, 0x007a000d, 0x0080000d, 0x0087000d, 0x008d000d, 0x0094000d, 0x009a000d, 0x00a1000d,
+ 0x00a7001a, 0x00b4001a, 0x00c1001a, 0x00ce001a, 0x00da001a, 0x00e7001a, 0x00f4001a, 0x0101001a,
+ 0x010e0033, 0x01280033, 0x01410033, 0x015b0033, 0x01750033, 0x018f0033, 0x01a80033, 0x01c20033,
+ 0x01dc0067, 0x020f0067, 0x02430067, 0x02760067, 0x02aa0067, 0x02dd0067, 0x03110067, 0x03440067,
+ 0x037800ce, 0x03df00ce, 0x044600ce, 0x04ad00ce, 0x051400ce, 0x057b00c5, 0x05dd00bc, 0x063b00b5,
+ 0x06970158, 0x07420142, 0x07e30130, 0x087b0120, 0x090b0112, 0x09940106, 0x0a1700fc, 0x0a9500f2,
+ 0x0b0f01cb, 0x0bf401ae, 0x0ccb0195, 0x0d950180, 0x0e56016e, 0x0f0d015e, 0x0fbc0150, 0x10630143,
+ 0x11070264, 0x1238023e, 0x1357021d, 0x14660201, 0x156601e9, 0x165a01d3, 0x174401c0, 0x182401af,
+ 0x18fe0331, 0x1a9602fe, 0x1c1502d2, 0x1d7e02ad, 0x1ed4028d, 0x201a0270, 0x21520256, 0x227d0240,
+ 0x239f0443, 0x25c003fe, 0x27bf03c4, 0x29a10392, 0x2b6a0367, 0x2d1d0341, 0x2ebe031f, 0x304d0300,
+ 0x31d105b0, 0x34a80555, 0x37520507, 0x39d504c5, 0x3c37048b, 0x3e7c0458, 0x40a8042a, 0x42bd0401,
+ 0x44c20798, 0x488e071e, 0x4c1c06b6, 0x4f76065d, 0x52a50610, 0x55ac05cc, 0x5892058f, 0x5b590559,
+ 0x5e0c0a23, 0x631c0980, 0x67db08f6, 0x6c55087f, 0x70940818, 0x74a007bd, 0x787d076c, 0x7c330723,
+};
+
+static stbir_uint8 stbir__linear_to_srgb_uchar(float in)
+{
+ static const stbir__FP32 almostone = { 0x3f7fffff }; // 1-eps
+ static const stbir__FP32 minval = { (127-13) << 23 };
+ stbir_uint32 tab,bias,scale,t;
+ stbir__FP32 f;
+
+ // Clamp to [2^(-13), 1-eps]; these two values map to 0 and 1, respectively.
+ // The tests are carefully written so that NaNs map to 0, same as in the reference
+ // implementation.
+ if (!(in > minval.f)) // written this way to catch NaNs
+ in = minval.f;
+ if (in > almostone.f)
+ in = almostone.f;
+
+ // Do the table lookup and unpack bias, scale
+ f.f = in;
+ tab = fp32_to_srgb8_tab4[(f.u - minval.u) >> 20];
+ bias = (tab >> 16) << 9;
+ scale = tab & 0xffff;
+
+ // Grab next-highest mantissa bits and perform linear interpolation
+ t = (f.u >> 12) & 0xff;
+ return (unsigned char) ((bias + scale*t) >> 16);
+}
+
+#else
+// sRGB transition values, scaled by 1<<28
+static int stbir__srgb_offset_to_linear_scaled[256] =
+{
+ 0, 40738, 122216, 203693, 285170, 366648, 448125, 529603,
+ 611080, 692557, 774035, 855852, 942009, 1033024, 1128971, 1229926,
+ 1335959, 1447142, 1563542, 1685229, 1812268, 1944725, 2082664, 2226148,
+ 2375238, 2529996, 2690481, 2856753, 3028870, 3206888, 3390865, 3580856,
+ 3776916, 3979100, 4187460, 4402049, 4622919, 4850123, 5083710, 5323731,
+ 5570236, 5823273, 6082892, 6349140, 6622065, 6901714, 7188133, 7481369,
+ 7781466, 8088471, 8402427, 8723380, 9051372, 9386448, 9728650, 10078021,
+ 10434603, 10798439, 11169569, 11548036, 11933879, 12327139, 12727857, 13136073,
+ 13551826, 13975156, 14406100, 14844697, 15290987, 15745007, 16206795, 16676389,
+ 17153826, 17639142, 18132374, 18633560, 19142734, 19659934, 20185196, 20718552,
+ 21260042, 21809696, 22367554, 22933648, 23508010, 24090680, 24681686, 25281066,
+ 25888850, 26505076, 27129772, 27762974, 28404716, 29055026, 29713942, 30381490,
+ 31057708, 31742624, 32436272, 33138682, 33849884, 34569912, 35298800, 36036568,
+ 36783260, 37538896, 38303512, 39077136, 39859796, 40651528, 41452360, 42262316,
+ 43081432, 43909732, 44747252, 45594016, 46450052, 47315392, 48190064, 49074096,
+ 49967516, 50870356, 51782636, 52704392, 53635648, 54576432, 55526772, 56486700,
+ 57456236, 58435408, 59424248, 60422780, 61431036, 62449032, 63476804, 64514376,
+ 65561776, 66619028, 67686160, 68763192, 69850160, 70947088, 72053992, 73170912,
+ 74297864, 75434880, 76581976, 77739184, 78906536, 80084040, 81271736, 82469648,
+ 83677792, 84896192, 86124888, 87363888, 88613232, 89872928, 91143016, 92423512,
+ 93714432, 95015816, 96327688, 97650056, 98982952, 100326408, 101680440, 103045072,
+ 104420320, 105806224, 107202800, 108610064, 110028048, 111456776, 112896264, 114346544,
+ 115807632, 117279552, 118762328, 120255976, 121760536, 123276016, 124802440, 126339832,
+ 127888216, 129447616, 131018048, 132599544, 134192112, 135795792, 137410592, 139036528,
+ 140673648, 142321952, 143981456, 145652208, 147334208, 149027488, 150732064, 152447968,
+ 154175200, 155913792, 157663776, 159425168, 161197984, 162982240, 164777968, 166585184,
+ 168403904, 170234160, 172075968, 173929344, 175794320, 177670896, 179559120, 181458992,
+ 183370528, 185293776, 187228736, 189175424, 191133888, 193104112, 195086128, 197079968,
+ 199085648, 201103184, 203132592, 205173888, 207227120, 209292272, 211369392, 213458480,
+ 215559568, 217672656, 219797792, 221934976, 224084240, 226245600, 228419056, 230604656,
+ 232802400, 235012320, 237234432, 239468736, 241715280, 243974080, 246245120, 248528464,
+ 250824112, 253132064, 255452368, 257785040, 260130080, 262487520, 264857376, 267239664,
+};
+
+static stbir_uint8 stbir__linear_to_srgb_uchar(float f)
+{
+ int x = (int) (f * (1 << 28)); // has headroom so you don't need to clamp
+ int v = 0;
+ int i;
+
+ // Refine the guess with a short binary search.
+ i = v + 128; if (x >= stbir__srgb_offset_to_linear_scaled[i]) v = i;
+ i = v + 64; if (x >= stbir__srgb_offset_to_linear_scaled[i]) v = i;
+ i = v + 32; if (x >= stbir__srgb_offset_to_linear_scaled[i]) v = i;
+ i = v + 16; if (x >= stbir__srgb_offset_to_linear_scaled[i]) v = i;
+ i = v + 8; if (x >= stbir__srgb_offset_to_linear_scaled[i]) v = i;
+ i = v + 4; if (x >= stbir__srgb_offset_to_linear_scaled[i]) v = i;
+ i = v + 2; if (x >= stbir__srgb_offset_to_linear_scaled[i]) v = i;
+ i = v + 1; if (x >= stbir__srgb_offset_to_linear_scaled[i]) v = i;
+
+ return (stbir_uint8) v;
+}
+#endif
+
+static float stbir__filter_trapezoid(float x, float scale)
+{
+ float halfscale = scale / 2;
+ float t = 0.5f + halfscale;
+ STBIR_ASSERT(scale <= 1);
+
+ x = (float)fabs(x);
+
+ if (x >= t)
+ return 0;
+ else
+ {
+ float r = 0.5f - halfscale;
+ if (x <= r)
+ return 1;
+ else
+ return (t - x) / scale;
+ }
+}
+
+static float stbir__support_trapezoid(float scale)
+{
+ STBIR_ASSERT(scale <= 1);
+ return 0.5f + scale / 2;
+}
+
+static float stbir__filter_triangle(float x, float s)
+{
+ STBIR__UNUSED_PARAM(s);
+
+ x = (float)fabs(x);
+
+ if (x <= 1.0f)
+ return 1 - x;
+ else
+ return 0;
+}
+
+static float stbir__filter_cubic(float x, float s)
+{
+ STBIR__UNUSED_PARAM(s);
+
+ x = (float)fabs(x);
+
+ if (x < 1.0f)
+ return (4 + x*x*(3*x - 6))/6;
+ else if (x < 2.0f)
+ return (8 + x*(-12 + x*(6 - x)))/6;
+
+ return (0.0f);
+}
+
+static float stbir__filter_catmullrom(float x, float s)
+{
+ STBIR__UNUSED_PARAM(s);
+
+ x = (float)fabs(x);
+
+ if (x < 1.0f)
+ return 1 - x*x*(2.5f - 1.5f*x);
+ else if (x < 2.0f)
+ return 2 - x*(4 + x*(0.5f*x - 2.5f));
+
+ return (0.0f);
+}
+
+static float stbir__filter_mitchell(float x, float s)
+{
+ STBIR__UNUSED_PARAM(s);
+
+ x = (float)fabs(x);
+
+ if (x < 1.0f)
+ return (16 + x*x*(21 * x - 36))/18;
+ else if (x < 2.0f)
+ return (32 + x*(-60 + x*(36 - 7*x)))/18;
+
+ return (0.0f);
+}
+
+static float stbir__support_zero(float s)
+{
+ STBIR__UNUSED_PARAM(s);
+ return 0;
+}
+
+static float stbir__support_one(float s)
+{
+ STBIR__UNUSED_PARAM(s);
+ return 1;
+}
+
+static float stbir__support_two(float s)
+{
+ STBIR__UNUSED_PARAM(s);
+ return 2;
+}
+
+static stbir__filter_info stbir__filter_info_table[] = {
+ { NULL, stbir__support_zero },
+ { stbir__filter_trapezoid, stbir__support_trapezoid },
+ { stbir__filter_triangle, stbir__support_one },
+ { stbir__filter_cubic, stbir__support_two },
+ { stbir__filter_catmullrom, stbir__support_two },
+ { stbir__filter_mitchell, stbir__support_two },
+};
+
+stbir__inline static int stbir__use_upsampling(float ratio)
+{
+ return ratio > 1;
+}
+
+stbir__inline static int stbir__use_width_upsampling(stbir__info* stbir_info)
+{
+ return stbir__use_upsampling(stbir_info->horizontal_scale);
+}
+
+stbir__inline static int stbir__use_height_upsampling(stbir__info* stbir_info)
+{
+ return stbir__use_upsampling(stbir_info->vertical_scale);
+}
+
+// This is the maximum number of input samples that can affect an output sample
+// with the given filter
+static int stbir__get_filter_pixel_width(stbir_filter filter, float scale)
+{
+ STBIR_ASSERT(filter != 0);
+ STBIR_ASSERT(filter < STBIR__ARRAY_SIZE(stbir__filter_info_table));
+
+ if (stbir__use_upsampling(scale))
+ return (int)ceil(stbir__filter_info_table[filter].support(1/scale) * 2);
+ else
+ return (int)ceil(stbir__filter_info_table[filter].support(scale) * 2 / scale);
+}
+
+// This is how much to expand buffers to account for filters seeking outside
+// the image boundaries.
+static int stbir__get_filter_pixel_margin(stbir_filter filter, float scale)
+{
+ return stbir__get_filter_pixel_width(filter, scale) / 2;
+}
+
+static int stbir__get_coefficient_width(stbir_filter filter, float scale)
+{
+ if (stbir__use_upsampling(scale))
+ return (int)ceil(stbir__filter_info_table[filter].support(1 / scale) * 2);
+ else
+ return (int)ceil(stbir__filter_info_table[filter].support(scale) * 2);
+}
+
+static int stbir__get_contributors(float scale, stbir_filter filter, int input_size, int output_size)
+{
+ if (stbir__use_upsampling(scale))
+ return output_size;
+ else
+ return (input_size + stbir__get_filter_pixel_margin(filter, scale) * 2);
+}
+
+static int stbir__get_total_horizontal_coefficients(stbir__info* info)
+{
+ return info->horizontal_num_contributors
+ * stbir__get_coefficient_width (info->horizontal_filter, info->horizontal_scale);
+}
+
+static int stbir__get_total_vertical_coefficients(stbir__info* info)
+{
+ return info->vertical_num_contributors
+ * stbir__get_coefficient_width (info->vertical_filter, info->vertical_scale);
+}
+
+static stbir__contributors* stbir__get_contributor(stbir__contributors* contributors, int n)
+{
+ return &contributors[n];
+}
+
+// For perf reasons this code is duplicated in stbir__resample_horizontal_upsample/downsample,
+// if you change it here change it there too.
+static float* stbir__get_coefficient(float* coefficients, stbir_filter filter, float scale, int n, int c)
+{
+ int width = stbir__get_coefficient_width(filter, scale);
+ return &coefficients[width*n + c];
+}
+
+static int stbir__edge_wrap_slow(stbir_edge edge, int n, int max)
+{
+ switch (edge)
+ {
+ case STBIR_EDGE_ZERO:
+ return 0; // we'll decode the wrong pixel here, and then overwrite with 0s later
+
+ case STBIR_EDGE_CLAMP:
+ if (n < 0)
+ return 0;
+
+ if (n >= max)
+ return max - 1;
+
+ return n; // NOTREACHED
+
+ case STBIR_EDGE_REFLECT:
+ {
+ if (n < 0)
+ {
+ if (n < max)
+ return -n;
+ else
+ return max - 1;
+ }
+
+ if (n >= max)
+ {
+ int max2 = max * 2;
+ if (n >= max2)
+ return 0;
+ else
+ return max2 - n - 1;
+ }
+
+ return n; // NOTREACHED
+ }
+
+ case STBIR_EDGE_WRAP:
+ if (n >= 0)
+ return (n % max);
+ else
+ {
+ int m = (-n) % max;
+
+ if (m != 0)
+ m = max - m;
+
+ return (m);
+ }
+ // NOTREACHED
+
+ default:
+ STBIR_ASSERT(!"Unimplemented edge type");
+ return 0;
+ }
+}
+
+stbir__inline static int stbir__edge_wrap(stbir_edge edge, int n, int max)
+{
+ // avoid per-pixel switch
+ if (n >= 0 && n < max)
+ return n;
+ return stbir__edge_wrap_slow(edge, n, max);
+}
+
+// What input pixels contribute to this output pixel?
+static void stbir__calculate_sample_range_upsample(int n, float out_filter_radius, float scale_ratio, float out_shift, int* in_first_pixel, int* in_last_pixel, float* in_center_of_out)
+{
+ float out_pixel_center = (float)n + 0.5f;
+ float out_pixel_influence_lowerbound = out_pixel_center - out_filter_radius;
+ float out_pixel_influence_upperbound = out_pixel_center + out_filter_radius;
+
+ float in_pixel_influence_lowerbound = (out_pixel_influence_lowerbound + out_shift) / scale_ratio;
+ float in_pixel_influence_upperbound = (out_pixel_influence_upperbound + out_shift) / scale_ratio;
+
+ *in_center_of_out = (out_pixel_center + out_shift) / scale_ratio;
+ *in_first_pixel = (int)(floor(in_pixel_influence_lowerbound + 0.5));
+ *in_last_pixel = (int)(floor(in_pixel_influence_upperbound - 0.5));
+}
+
+// What output pixels does this input pixel contribute to?
+static void stbir__calculate_sample_range_downsample(int n, float in_pixels_radius, float scale_ratio, float out_shift, int* out_first_pixel, int* out_last_pixel, float* out_center_of_in)
+{
+ float in_pixel_center = (float)n + 0.5f;
+ float in_pixel_influence_lowerbound = in_pixel_center - in_pixels_radius;
+ float in_pixel_influence_upperbound = in_pixel_center + in_pixels_radius;
+
+ float out_pixel_influence_lowerbound = in_pixel_influence_lowerbound * scale_ratio - out_shift;
+ float out_pixel_influence_upperbound = in_pixel_influence_upperbound * scale_ratio - out_shift;
+
+ *out_center_of_in = in_pixel_center * scale_ratio - out_shift;
+ *out_first_pixel = (int)(floor(out_pixel_influence_lowerbound + 0.5));
+ *out_last_pixel = (int)(floor(out_pixel_influence_upperbound - 0.5));
+}
+
+static void stbir__calculate_coefficients_upsample(stbir_filter filter, float scale, int in_first_pixel, int in_last_pixel, float in_center_of_out, stbir__contributors* contributor, float* coefficient_group)
+{
+ int i;
+ float total_filter = 0;
+ float filter_scale;
+
+ STBIR_ASSERT(in_last_pixel - in_first_pixel <= (int)ceil(stbir__filter_info_table[filter].support(1/scale) * 2)); // Taken directly from stbir__get_coefficient_width() which we can't call because we don't know if we're horizontal or vertical.
+
+ contributor->n0 = in_first_pixel;
+ contributor->n1 = in_last_pixel;
+
+ STBIR_ASSERT(contributor->n1 >= contributor->n0);
+
+ for (i = 0; i <= in_last_pixel - in_first_pixel; i++)
+ {
+ float in_pixel_center = (float)(i + in_first_pixel) + 0.5f;
+ coefficient_group[i] = stbir__filter_info_table[filter].kernel(in_center_of_out - in_pixel_center, 1 / scale);
+
+ // If the coefficient is zero, skip it. (Don't do the <0 check here, we want the influence of those outside pixels.)
+ if (i == 0 && !coefficient_group[i])
+ {
+ contributor->n0 = ++in_first_pixel;
+ i--;
+ continue;
+ }
+
+ total_filter += coefficient_group[i];
+ }
+
+ // NOTE(fg): Not actually true in general, nor is there any reason to expect it should be.
+ // It would be true in exact math but is at best approximately true in floating-point math,
+ // and it would not make sense to try and put actual bounds on this here because it depends
+ // on the image aspect ratio which can get pretty extreme.
+ //STBIR_ASSERT(stbir__filter_info_table[filter].kernel((float)(in_last_pixel + 1) + 0.5f - in_center_of_out, 1/scale) == 0);
+
+ STBIR_ASSERT(total_filter > 0.9);
+ STBIR_ASSERT(total_filter < 1.1f); // Make sure it's not way off.
+
+ // Make sure the sum of all coefficients is 1.
+ filter_scale = 1 / total_filter;
+
+ for (i = 0; i <= in_last_pixel - in_first_pixel; i++)
+ coefficient_group[i] *= filter_scale;
+
+ for (i = in_last_pixel - in_first_pixel; i >= 0; i--)
+ {
+ if (coefficient_group[i])
+ break;
+
+ // This line has no weight. We can skip it.
+ contributor->n1 = contributor->n0 + i - 1;
+ }
+}
+
+static void stbir__calculate_coefficients_downsample(stbir_filter filter, float scale_ratio, int out_first_pixel, int out_last_pixel, float out_center_of_in, stbir__contributors* contributor, float* coefficient_group)
+{
+ int i;
+
+ STBIR_ASSERT(out_last_pixel - out_first_pixel <= (int)ceil(stbir__filter_info_table[filter].support(scale_ratio) * 2)); // Taken directly from stbir__get_coefficient_width() which we can't call because we don't know if we're horizontal or vertical.
+
+ contributor->n0 = out_first_pixel;
+ contributor->n1 = out_last_pixel;
+
+ STBIR_ASSERT(contributor->n1 >= contributor->n0);
+
+ for (i = 0; i <= out_last_pixel - out_first_pixel; i++)
+ {
+ float out_pixel_center = (float)(i + out_first_pixel) + 0.5f;
+ float x = out_pixel_center - out_center_of_in;
+ coefficient_group[i] = stbir__filter_info_table[filter].kernel(x, scale_ratio) * scale_ratio;
+ }
+
+ // NOTE(fg): Not actually true in general, nor is there any reason to expect it should be.
+ // It would be true in exact math but is at best approximately true in floating-point math,
+ // and it would not make sense to try and put actual bounds on this here because it depends
+ // on the image aspect ratio which can get pretty extreme.
+ //STBIR_ASSERT(stbir__filter_info_table[filter].kernel((float)(out_last_pixel + 1) + 0.5f - out_center_of_in, scale_ratio) == 0);
+
+ for (i = out_last_pixel - out_first_pixel; i >= 0; i--)
+ {
+ if (coefficient_group[i])
+ break;
+
+ // This line has no weight. We can skip it.
+ contributor->n1 = contributor->n0 + i - 1;
+ }
+}
+
+static void stbir__normalize_downsample_coefficients(stbir__contributors* contributors, float* coefficients, stbir_filter filter, float scale_ratio, int input_size, int output_size)
+{
+ int num_contributors = stbir__get_contributors(scale_ratio, filter, input_size, output_size);
+ int num_coefficients = stbir__get_coefficient_width(filter, scale_ratio);
+ int i, j;
+ int skip;
+
+ for (i = 0; i < output_size; i++)
+ {
+ float scale;
+ float total = 0;
+
+ for (j = 0; j < num_contributors; j++)
+ {
+ if (i >= contributors[j].n0 && i <= contributors[j].n1)
+ {
+ float coefficient = *stbir__get_coefficient(coefficients, filter, scale_ratio, j, i - contributors[j].n0);
+ total += coefficient;
+ }
+ else if (i < contributors[j].n0)
+ break;
+ }
+
+ STBIR_ASSERT(total > 0.9f);
+ STBIR_ASSERT(total < 1.1f);
+
+ scale = 1 / total;
+
+ for (j = 0; j < num_contributors; j++)
+ {
+ if (i >= contributors[j].n0 && i <= contributors[j].n1)
+ *stbir__get_coefficient(coefficients, filter, scale_ratio, j, i - contributors[j].n0) *= scale;
+ else if (i < contributors[j].n0)
+ break;
+ }
+ }
+
+ // Optimize: Skip zero coefficients and contributions outside of image bounds.
+ // Do this after normalizing because normalization depends on the n0/n1 values.
+ for (j = 0; j < num_contributors; j++)
+ {
+ int range, max, width;
+
+ skip = 0;
+ while (*stbir__get_coefficient(coefficients, filter, scale_ratio, j, skip) == 0)
+ skip++;
+
+ contributors[j].n0 += skip;
+
+ while (contributors[j].n0 < 0)
+ {
+ contributors[j].n0++;
+ skip++;
+ }
+
+ range = contributors[j].n1 - contributors[j].n0 + 1;
+ max = stbir__min(num_coefficients, range);
+
+ width = stbir__get_coefficient_width(filter, scale_ratio);
+ for (i = 0; i < max; i++)
+ {
+ if (i + skip >= width)
+ break;
+
+ *stbir__get_coefficient(coefficients, filter, scale_ratio, j, i) = *stbir__get_coefficient(coefficients, filter, scale_ratio, j, i + skip);
+ }
+
+ continue;
+ }
+
+ // Using min to avoid writing into invalid pixels.
+ for (i = 0; i < num_contributors; i++)
+ contributors[i].n1 = stbir__min(contributors[i].n1, output_size - 1);
+}
+
+// Each scan line uses the same kernel values so we should calculate the kernel
+// values once and then we can use them for every scan line.
+static void stbir__calculate_filters(stbir__contributors* contributors, float* coefficients, stbir_filter filter, float scale_ratio, float shift, int input_size, int output_size)
+{
+ int n;
+ int total_contributors = stbir__get_contributors(scale_ratio, filter, input_size, output_size);
+
+ if (stbir__use_upsampling(scale_ratio))
+ {
+ float out_pixels_radius = stbir__filter_info_table[filter].support(1 / scale_ratio) * scale_ratio;
+
+ // Looping through out pixels
+ for (n = 0; n < total_contributors; n++)
+ {
+ float in_center_of_out; // Center of the current out pixel in the in pixel space
+ int in_first_pixel, in_last_pixel;
+
+ stbir__calculate_sample_range_upsample(n, out_pixels_radius, scale_ratio, shift, &in_first_pixel, &in_last_pixel, &in_center_of_out);
+
+ stbir__calculate_coefficients_upsample(filter, scale_ratio, in_first_pixel, in_last_pixel, in_center_of_out, stbir__get_contributor(contributors, n), stbir__get_coefficient(coefficients, filter, scale_ratio, n, 0));
+ }
+ }
+ else
+ {
+ float in_pixels_radius = stbir__filter_info_table[filter].support(scale_ratio) / scale_ratio;
+
+ // Looping through in pixels
+ for (n = 0; n < total_contributors; n++)
+ {
+ float out_center_of_in; // Center of the current out pixel in the in pixel space
+ int out_first_pixel, out_last_pixel;
+ int n_adjusted = n - stbir__get_filter_pixel_margin(filter, scale_ratio);
+
+ stbir__calculate_sample_range_downsample(n_adjusted, in_pixels_radius, scale_ratio, shift, &out_first_pixel, &out_last_pixel, &out_center_of_in);
+
+ stbir__calculate_coefficients_downsample(filter, scale_ratio, out_first_pixel, out_last_pixel, out_center_of_in, stbir__get_contributor(contributors, n), stbir__get_coefficient(coefficients, filter, scale_ratio, n, 0));
+ }
+
+ stbir__normalize_downsample_coefficients(contributors, coefficients, filter, scale_ratio, input_size, output_size);
+ }
+}
+
+static float* stbir__get_decode_buffer(stbir__info* stbir_info)
+{
+ // The 0 index of the decode buffer starts after the margin. This makes
+ // it okay to use negative indexes on the decode buffer.
+ return &stbir_info->decode_buffer[stbir_info->horizontal_filter_pixel_margin * stbir_info->channels];
+}
+
+#define STBIR__DECODE(type, colorspace) ((int)(type) * (STBIR_MAX_COLORSPACES) + (int)(colorspace))
+
+static void stbir__decode_scanline(stbir__info* stbir_info, int n)
+{
+ int c;
+ int channels = stbir_info->channels;
+ int alpha_channel = stbir_info->alpha_channel;
+ int type = stbir_info->type;
+ int colorspace = stbir_info->colorspace;
+ int input_w = stbir_info->input_w;
+ size_t input_stride_bytes = stbir_info->input_stride_bytes;
+ float* decode_buffer = stbir__get_decode_buffer(stbir_info);
+ stbir_edge edge_horizontal = stbir_info->edge_horizontal;
+ stbir_edge edge_vertical = stbir_info->edge_vertical;
+ size_t in_buffer_row_offset = stbir__edge_wrap(edge_vertical, n, stbir_info->input_h) * input_stride_bytes;
+ const void* input_data = (char *) stbir_info->input_data + in_buffer_row_offset;
+ int max_x = input_w + stbir_info->horizontal_filter_pixel_margin;
+ int decode = STBIR__DECODE(type, colorspace);
+
+ int x = -stbir_info->horizontal_filter_pixel_margin;
+
+ // special handling for STBIR_EDGE_ZERO because it needs to return an item that doesn't appear in the input,
+ // and we want to avoid paying overhead on every pixel if not STBIR_EDGE_ZERO
+ if (edge_vertical == STBIR_EDGE_ZERO && (n < 0 || n >= stbir_info->input_h))
+ {
+ for (; x < max_x; x++)
+ for (c = 0; c < channels; c++)
+ decode_buffer[x*channels + c] = 0;
+ return;
+ }
+
+ switch (decode)
+ {
+ case STBIR__DECODE(STBIR_TYPE_UINT8, STBIR_COLORSPACE_LINEAR):
+ for (; x < max_x; x++)
+ {
+ int decode_pixel_index = x * channels;
+ int input_pixel_index = stbir__edge_wrap(edge_horizontal, x, input_w) * channels;
+ for (c = 0; c < channels; c++)
+ decode_buffer[decode_pixel_index + c] = ((float)((const unsigned char*)input_data)[input_pixel_index + c]) / stbir__max_uint8_as_float;
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_UINT8, STBIR_COLORSPACE_SRGB):
+ for (; x < max_x; x++)
+ {
+ int decode_pixel_index = x * channels;
+ int input_pixel_index = stbir__edge_wrap(edge_horizontal, x, input_w) * channels;
+ for (c = 0; c < channels; c++)
+ decode_buffer[decode_pixel_index + c] = stbir__srgb_uchar_to_linear_float[((const unsigned char*)input_data)[input_pixel_index + c]];
+
+ if (!(stbir_info->flags&STBIR_FLAG_ALPHA_USES_COLORSPACE))
+ decode_buffer[decode_pixel_index + alpha_channel] = ((float)((const unsigned char*)input_data)[input_pixel_index + alpha_channel]) / stbir__max_uint8_as_float;
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_UINT16, STBIR_COLORSPACE_LINEAR):
+ for (; x < max_x; x++)
+ {
+ int decode_pixel_index = x * channels;
+ int input_pixel_index = stbir__edge_wrap(edge_horizontal, x, input_w) * channels;
+ for (c = 0; c < channels; c++)
+ decode_buffer[decode_pixel_index + c] = ((float)((const unsigned short*)input_data)[input_pixel_index + c]) / stbir__max_uint16_as_float;
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_UINT16, STBIR_COLORSPACE_SRGB):
+ for (; x < max_x; x++)
+ {
+ int decode_pixel_index = x * channels;
+ int input_pixel_index = stbir__edge_wrap(edge_horizontal, x, input_w) * channels;
+ for (c = 0; c < channels; c++)
+ decode_buffer[decode_pixel_index + c] = stbir__srgb_to_linear(((float)((const unsigned short*)input_data)[input_pixel_index + c]) / stbir__max_uint16_as_float);
+
+ if (!(stbir_info->flags&STBIR_FLAG_ALPHA_USES_COLORSPACE))
+ decode_buffer[decode_pixel_index + alpha_channel] = ((float)((const unsigned short*)input_data)[input_pixel_index + alpha_channel]) / stbir__max_uint16_as_float;
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_UINT32, STBIR_COLORSPACE_LINEAR):
+ for (; x < max_x; x++)
+ {
+ int decode_pixel_index = x * channels;
+ int input_pixel_index = stbir__edge_wrap(edge_horizontal, x, input_w) * channels;
+ for (c = 0; c < channels; c++)
+ decode_buffer[decode_pixel_index + c] = (float)(((double)((const unsigned int*)input_data)[input_pixel_index + c]) / stbir__max_uint32_as_float);
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_UINT32, STBIR_COLORSPACE_SRGB):
+ for (; x < max_x; x++)
+ {
+ int decode_pixel_index = x * channels;
+ int input_pixel_index = stbir__edge_wrap(edge_horizontal, x, input_w) * channels;
+ for (c = 0; c < channels; c++)
+ decode_buffer[decode_pixel_index + c] = stbir__srgb_to_linear((float)(((double)((const unsigned int*)input_data)[input_pixel_index + c]) / stbir__max_uint32_as_float));
+
+ if (!(stbir_info->flags&STBIR_FLAG_ALPHA_USES_COLORSPACE))
+ decode_buffer[decode_pixel_index + alpha_channel] = (float)(((double)((const unsigned int*)input_data)[input_pixel_index + alpha_channel]) / stbir__max_uint32_as_float);
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_FLOAT, STBIR_COLORSPACE_LINEAR):
+ for (; x < max_x; x++)
+ {
+ int decode_pixel_index = x * channels;
+ int input_pixel_index = stbir__edge_wrap(edge_horizontal, x, input_w) * channels;
+ for (c = 0; c < channels; c++)
+ decode_buffer[decode_pixel_index + c] = ((const float*)input_data)[input_pixel_index + c];
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_FLOAT, STBIR_COLORSPACE_SRGB):
+ for (; x < max_x; x++)
+ {
+ int decode_pixel_index = x * channels;
+ int input_pixel_index = stbir__edge_wrap(edge_horizontal, x, input_w) * channels;
+ for (c = 0; c < channels; c++)
+ decode_buffer[decode_pixel_index + c] = stbir__srgb_to_linear(((const float*)input_data)[input_pixel_index + c]);
+
+ if (!(stbir_info->flags&STBIR_FLAG_ALPHA_USES_COLORSPACE))
+ decode_buffer[decode_pixel_index + alpha_channel] = ((const float*)input_data)[input_pixel_index + alpha_channel];
+ }
+
+ break;
+
+ default:
+ STBIR_ASSERT(!"Unknown type/colorspace/channels combination.");
+ break;
+ }
+
+ if (!(stbir_info->flags & STBIR_FLAG_ALPHA_PREMULTIPLIED))
+ {
+ for (x = -stbir_info->horizontal_filter_pixel_margin; x < max_x; x++)
+ {
+ int decode_pixel_index = x * channels;
+
+ // If the alpha value is 0 it will clobber the color values. Make sure it's not.
+ float alpha = decode_buffer[decode_pixel_index + alpha_channel];
+#ifndef STBIR_NO_ALPHA_EPSILON
+ if (stbir_info->type != STBIR_TYPE_FLOAT) {
+ alpha += STBIR_ALPHA_EPSILON;
+ decode_buffer[decode_pixel_index + alpha_channel] = alpha;
+ }
+#endif
+ for (c = 0; c < channels; c++)
+ {
+ if (c == alpha_channel)
+ continue;
+
+ decode_buffer[decode_pixel_index + c] *= alpha;
+ }
+ }
+ }
+
+ if (edge_horizontal == STBIR_EDGE_ZERO)
+ {
+ for (x = -stbir_info->horizontal_filter_pixel_margin; x < 0; x++)
+ {
+ for (c = 0; c < channels; c++)
+ decode_buffer[x*channels + c] = 0;
+ }
+ for (x = input_w; x < max_x; x++)
+ {
+ for (c = 0; c < channels; c++)
+ decode_buffer[x*channels + c] = 0;
+ }
+ }
+}
+
+static float* stbir__get_ring_buffer_entry(float* ring_buffer, int index, int ring_buffer_length)
+{
+ return &ring_buffer[index * ring_buffer_length];
+}
+
+static float* stbir__add_empty_ring_buffer_entry(stbir__info* stbir_info, int n)
+{
+ int ring_buffer_index;
+ float* ring_buffer;
+
+ stbir_info->ring_buffer_last_scanline = n;
+
+ if (stbir_info->ring_buffer_begin_index < 0)
+ {
+ ring_buffer_index = stbir_info->ring_buffer_begin_index = 0;
+ stbir_info->ring_buffer_first_scanline = n;
+ }
+ else
+ {
+ ring_buffer_index = (stbir_info->ring_buffer_begin_index + (stbir_info->ring_buffer_last_scanline - stbir_info->ring_buffer_first_scanline)) % stbir_info->ring_buffer_num_entries;
+ STBIR_ASSERT(ring_buffer_index != stbir_info->ring_buffer_begin_index);
+ }
+
+ ring_buffer = stbir__get_ring_buffer_entry(stbir_info->ring_buffer, ring_buffer_index, stbir_info->ring_buffer_length_bytes / sizeof(float));
+ memset(ring_buffer, 0, stbir_info->ring_buffer_length_bytes);
+
+ return ring_buffer;
+}
+
+
+static void stbir__resample_horizontal_upsample(stbir__info* stbir_info, float* output_buffer)
+{
+ int x, k;
+ int output_w = stbir_info->output_w;
+ int channels = stbir_info->channels;
+ float* decode_buffer = stbir__get_decode_buffer(stbir_info);
+ stbir__contributors* horizontal_contributors = stbir_info->horizontal_contributors;
+ float* horizontal_coefficients = stbir_info->horizontal_coefficients;
+ int coefficient_width = stbir_info->horizontal_coefficient_width;
+
+ for (x = 0; x < output_w; x++)
+ {
+ int n0 = horizontal_contributors[x].n0;
+ int n1 = horizontal_contributors[x].n1;
+
+ int out_pixel_index = x * channels;
+ int coefficient_group = coefficient_width * x;
+ int coefficient_counter = 0;
+
+ STBIR_ASSERT(n1 >= n0);
+ STBIR_ASSERT(n0 >= -stbir_info->horizontal_filter_pixel_margin);
+ STBIR_ASSERT(n1 >= -stbir_info->horizontal_filter_pixel_margin);
+ STBIR_ASSERT(n0 < stbir_info->input_w + stbir_info->horizontal_filter_pixel_margin);
+ STBIR_ASSERT(n1 < stbir_info->input_w + stbir_info->horizontal_filter_pixel_margin);
+
+ switch (channels) {
+ case 1:
+ for (k = n0; k <= n1; k++)
+ {
+ int in_pixel_index = k * 1;
+ float coefficient = horizontal_coefficients[coefficient_group + coefficient_counter++];
+ STBIR_ASSERT(coefficient != 0);
+ output_buffer[out_pixel_index + 0] += decode_buffer[in_pixel_index + 0] * coefficient;
+ }
+ break;
+ case 2:
+ for (k = n0; k <= n1; k++)
+ {
+ int in_pixel_index = k * 2;
+ float coefficient = horizontal_coefficients[coefficient_group + coefficient_counter++];
+ STBIR_ASSERT(coefficient != 0);
+ output_buffer[out_pixel_index + 0] += decode_buffer[in_pixel_index + 0] * coefficient;
+ output_buffer[out_pixel_index + 1] += decode_buffer[in_pixel_index + 1] * coefficient;
+ }
+ break;
+ case 3:
+ for (k = n0; k <= n1; k++)
+ {
+ int in_pixel_index = k * 3;
+ float coefficient = horizontal_coefficients[coefficient_group + coefficient_counter++];
+ STBIR_ASSERT(coefficient != 0);
+ output_buffer[out_pixel_index + 0] += decode_buffer[in_pixel_index + 0] * coefficient;
+ output_buffer[out_pixel_index + 1] += decode_buffer[in_pixel_index + 1] * coefficient;
+ output_buffer[out_pixel_index + 2] += decode_buffer[in_pixel_index + 2] * coefficient;
+ }
+ break;
+ case 4:
+ for (k = n0; k <= n1; k++)
+ {
+ int in_pixel_index = k * 4;
+ float coefficient = horizontal_coefficients[coefficient_group + coefficient_counter++];
+ STBIR_ASSERT(coefficient != 0);
+ output_buffer[out_pixel_index + 0] += decode_buffer[in_pixel_index + 0] * coefficient;
+ output_buffer[out_pixel_index + 1] += decode_buffer[in_pixel_index + 1] * coefficient;
+ output_buffer[out_pixel_index + 2] += decode_buffer[in_pixel_index + 2] * coefficient;
+ output_buffer[out_pixel_index + 3] += decode_buffer[in_pixel_index + 3] * coefficient;
+ }
+ break;
+ default:
+ for (k = n0; k <= n1; k++)
+ {
+ int in_pixel_index = k * channels;
+ float coefficient = horizontal_coefficients[coefficient_group + coefficient_counter++];
+ int c;
+ STBIR_ASSERT(coefficient != 0);
+ for (c = 0; c < channels; c++)
+ output_buffer[out_pixel_index + c] += decode_buffer[in_pixel_index + c] * coefficient;
+ }
+ break;
+ }
+ }
+}
+
+static void stbir__resample_horizontal_downsample(stbir__info* stbir_info, float* output_buffer)
+{
+ int x, k;
+ int input_w = stbir_info->input_w;
+ int channels = stbir_info->channels;
+ float* decode_buffer = stbir__get_decode_buffer(stbir_info);
+ stbir__contributors* horizontal_contributors = stbir_info->horizontal_contributors;
+ float* horizontal_coefficients = stbir_info->horizontal_coefficients;
+ int coefficient_width = stbir_info->horizontal_coefficient_width;
+ int filter_pixel_margin = stbir_info->horizontal_filter_pixel_margin;
+ int max_x = input_w + filter_pixel_margin * 2;
+
+ STBIR_ASSERT(!stbir__use_width_upsampling(stbir_info));
+
+ switch (channels) {
+ case 1:
+ for (x = 0; x < max_x; x++)
+ {
+ int n0 = horizontal_contributors[x].n0;
+ int n1 = horizontal_contributors[x].n1;
+
+ int in_x = x - filter_pixel_margin;
+ int in_pixel_index = in_x * 1;
+ int max_n = n1;
+ int coefficient_group = coefficient_width * x;
+
+ for (k = n0; k <= max_n; k++)
+ {
+ int out_pixel_index = k * 1;
+ float coefficient = horizontal_coefficients[coefficient_group + k - n0];
+ output_buffer[out_pixel_index + 0] += decode_buffer[in_pixel_index + 0] * coefficient;
+ }
+ }
+ break;
+
+ case 2:
+ for (x = 0; x < max_x; x++)
+ {
+ int n0 = horizontal_contributors[x].n0;
+ int n1 = horizontal_contributors[x].n1;
+
+ int in_x = x - filter_pixel_margin;
+ int in_pixel_index = in_x * 2;
+ int max_n = n1;
+ int coefficient_group = coefficient_width * x;
+
+ for (k = n0; k <= max_n; k++)
+ {
+ int out_pixel_index = k * 2;
+ float coefficient = horizontal_coefficients[coefficient_group + k - n0];
+ output_buffer[out_pixel_index + 0] += decode_buffer[in_pixel_index + 0] * coefficient;
+ output_buffer[out_pixel_index + 1] += decode_buffer[in_pixel_index + 1] * coefficient;
+ }
+ }
+ break;
+
+ case 3:
+ for (x = 0; x < max_x; x++)
+ {
+ int n0 = horizontal_contributors[x].n0;
+ int n1 = horizontal_contributors[x].n1;
+
+ int in_x = x - filter_pixel_margin;
+ int in_pixel_index = in_x * 3;
+ int max_n = n1;
+ int coefficient_group = coefficient_width * x;
+
+ for (k = n0; k <= max_n; k++)
+ {
+ int out_pixel_index = k * 3;
+ float coefficient = horizontal_coefficients[coefficient_group + k - n0];
+ output_buffer[out_pixel_index + 0] += decode_buffer[in_pixel_index + 0] * coefficient;
+ output_buffer[out_pixel_index + 1] += decode_buffer[in_pixel_index + 1] * coefficient;
+ output_buffer[out_pixel_index + 2] += decode_buffer[in_pixel_index + 2] * coefficient;
+ }
+ }
+ break;
+
+ case 4:
+ for (x = 0; x < max_x; x++)
+ {
+ int n0 = horizontal_contributors[x].n0;
+ int n1 = horizontal_contributors[x].n1;
+
+ int in_x = x - filter_pixel_margin;
+ int in_pixel_index = in_x * 4;
+ int max_n = n1;
+ int coefficient_group = coefficient_width * x;
+
+ for (k = n0; k <= max_n; k++)
+ {
+ int out_pixel_index = k * 4;
+ float coefficient = horizontal_coefficients[coefficient_group + k - n0];
+ output_buffer[out_pixel_index + 0] += decode_buffer[in_pixel_index + 0] * coefficient;
+ output_buffer[out_pixel_index + 1] += decode_buffer[in_pixel_index + 1] * coefficient;
+ output_buffer[out_pixel_index + 2] += decode_buffer[in_pixel_index + 2] * coefficient;
+ output_buffer[out_pixel_index + 3] += decode_buffer[in_pixel_index + 3] * coefficient;
+ }
+ }
+ break;
+
+ default:
+ for (x = 0; x < max_x; x++)
+ {
+ int n0 = horizontal_contributors[x].n0;
+ int n1 = horizontal_contributors[x].n1;
+
+ int in_x = x - filter_pixel_margin;
+ int in_pixel_index = in_x * channels;
+ int max_n = n1;
+ int coefficient_group = coefficient_width * x;
+
+ for (k = n0; k <= max_n; k++)
+ {
+ int c;
+ int out_pixel_index = k * channels;
+ float coefficient = horizontal_coefficients[coefficient_group + k - n0];
+ for (c = 0; c < channels; c++)
+ output_buffer[out_pixel_index + c] += decode_buffer[in_pixel_index + c] * coefficient;
+ }
+ }
+ break;
+ }
+}
+
+static void stbir__decode_and_resample_upsample(stbir__info* stbir_info, int n)
+{
+ // Decode the nth scanline from the source image into the decode buffer.
+ stbir__decode_scanline(stbir_info, n);
+
+ // Now resample it into the ring buffer.
+ if (stbir__use_width_upsampling(stbir_info))
+ stbir__resample_horizontal_upsample(stbir_info, stbir__add_empty_ring_buffer_entry(stbir_info, n));
+ else
+ stbir__resample_horizontal_downsample(stbir_info, stbir__add_empty_ring_buffer_entry(stbir_info, n));
+
+ // Now it's sitting in the ring buffer ready to be used as source for the vertical sampling.
+}
+
+static void stbir__decode_and_resample_downsample(stbir__info* stbir_info, int n)
+{
+ // Decode the nth scanline from the source image into the decode buffer.
+ stbir__decode_scanline(stbir_info, n);
+
+ memset(stbir_info->horizontal_buffer, 0, stbir_info->output_w * stbir_info->channels * sizeof(float));
+
+ // Now resample it into the horizontal buffer.
+ if (stbir__use_width_upsampling(stbir_info))
+ stbir__resample_horizontal_upsample(stbir_info, stbir_info->horizontal_buffer);
+ else
+ stbir__resample_horizontal_downsample(stbir_info, stbir_info->horizontal_buffer);
+
+ // Now it's sitting in the horizontal buffer ready to be distributed into the ring buffers.
+}
+
+// Get the specified scan line from the ring buffer.
+static float* stbir__get_ring_buffer_scanline(int get_scanline, float* ring_buffer, int begin_index, int first_scanline, int ring_buffer_num_entries, int ring_buffer_length)
+{
+ int ring_buffer_index = (begin_index + (get_scanline - first_scanline)) % ring_buffer_num_entries;
+ return stbir__get_ring_buffer_entry(ring_buffer, ring_buffer_index, ring_buffer_length);
+}
+
+
+static void stbir__encode_scanline(stbir__info* stbir_info, int num_pixels, void *output_buffer, float *encode_buffer, int channels, int alpha_channel, int decode)
+{
+ int x;
+ int n;
+ int num_nonalpha;
+ stbir_uint16 nonalpha[STBIR_MAX_CHANNELS];
+
+ if (!(stbir_info->flags&STBIR_FLAG_ALPHA_PREMULTIPLIED))
+ {
+ for (x=0; x < num_pixels; ++x)
+ {
+ int pixel_index = x*channels;
+
+ float alpha = encode_buffer[pixel_index + alpha_channel];
+ float reciprocal_alpha = alpha ? 1.0f / alpha : 0;
+
+ // unrolling this produced a 1% slowdown upscaling a large RGBA linear-space image on my machine - stb
+ for (n = 0; n < channels; n++)
+ if (n != alpha_channel)
+ encode_buffer[pixel_index + n] *= reciprocal_alpha;
+
+ // We added in a small epsilon to prevent the color channel from being deleted with zero alpha.
+ // Because we only add it for integer types, it will automatically be discarded on integer
+ // conversion, so we don't need to subtract it back out (which would be problematic for
+ // numeric precision reasons).
+ }
+ }
+
+ // build a table of all channels that need colorspace correction, so
+ // we don't perform colorspace correction on channels that don't need it.
+ for (x = 0, num_nonalpha = 0; x < channels; ++x)
+ {
+ if (x != alpha_channel || (stbir_info->flags & STBIR_FLAG_ALPHA_USES_COLORSPACE))
+ {
+ nonalpha[num_nonalpha++] = (stbir_uint16)x;
+ }
+ }
+
+ #define STBIR__ROUND_INT(f) ((int) ((f)+0.5))
+ #define STBIR__ROUND_UINT(f) ((stbir_uint32) ((f)+0.5))
+
+ #ifdef STBIR__SATURATE_INT
+ #define STBIR__ENCODE_LINEAR8(f) stbir__saturate8 (STBIR__ROUND_INT((f) * stbir__max_uint8_as_float ))
+ #define STBIR__ENCODE_LINEAR16(f) stbir__saturate16(STBIR__ROUND_INT((f) * stbir__max_uint16_as_float))
+ #else
+ #define STBIR__ENCODE_LINEAR8(f) (unsigned char ) STBIR__ROUND_INT(stbir__saturate(f) * stbir__max_uint8_as_float )
+ #define STBIR__ENCODE_LINEAR16(f) (unsigned short) STBIR__ROUND_INT(stbir__saturate(f) * stbir__max_uint16_as_float)
+ #endif
+
+ switch (decode)
+ {
+ case STBIR__DECODE(STBIR_TYPE_UINT8, STBIR_COLORSPACE_LINEAR):
+ for (x=0; x < num_pixels; ++x)
+ {
+ int pixel_index = x*channels;
+
+ for (n = 0; n < channels; n++)
+ {
+ int index = pixel_index + n;
+ ((unsigned char*)output_buffer)[index] = STBIR__ENCODE_LINEAR8(encode_buffer[index]);
+ }
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_UINT8, STBIR_COLORSPACE_SRGB):
+ for (x=0; x < num_pixels; ++x)
+ {
+ int pixel_index = x*channels;
+
+ for (n = 0; n < num_nonalpha; n++)
+ {
+ int index = pixel_index + nonalpha[n];
+ ((unsigned char*)output_buffer)[index] = stbir__linear_to_srgb_uchar(encode_buffer[index]);
+ }
+
+ if (!(stbir_info->flags & STBIR_FLAG_ALPHA_USES_COLORSPACE))
+ ((unsigned char *)output_buffer)[pixel_index + alpha_channel] = STBIR__ENCODE_LINEAR8(encode_buffer[pixel_index+alpha_channel]);
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_UINT16, STBIR_COLORSPACE_LINEAR):
+ for (x=0; x < num_pixels; ++x)
+ {
+ int pixel_index = x*channels;
+
+ for (n = 0; n < channels; n++)
+ {
+ int index = pixel_index + n;
+ ((unsigned short*)output_buffer)[index] = STBIR__ENCODE_LINEAR16(encode_buffer[index]);
+ }
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_UINT16, STBIR_COLORSPACE_SRGB):
+ for (x=0; x < num_pixels; ++x)
+ {
+ int pixel_index = x*channels;
+
+ for (n = 0; n < num_nonalpha; n++)
+ {
+ int index = pixel_index + nonalpha[n];
+ ((unsigned short*)output_buffer)[index] = (unsigned short)STBIR__ROUND_INT(stbir__linear_to_srgb(stbir__saturate(encode_buffer[index])) * stbir__max_uint16_as_float);
+ }
+
+ if (!(stbir_info->flags&STBIR_FLAG_ALPHA_USES_COLORSPACE))
+ ((unsigned short*)output_buffer)[pixel_index + alpha_channel] = STBIR__ENCODE_LINEAR16(encode_buffer[pixel_index + alpha_channel]);
+ }
+
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_UINT32, STBIR_COLORSPACE_LINEAR):
+ for (x=0; x < num_pixels; ++x)
+ {
+ int pixel_index = x*channels;
+
+ for (n = 0; n < channels; n++)
+ {
+ int index = pixel_index + n;
+ ((unsigned int*)output_buffer)[index] = (unsigned int)STBIR__ROUND_UINT(((double)stbir__saturate(encode_buffer[index])) * stbir__max_uint32_as_float);
+ }
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_UINT32, STBIR_COLORSPACE_SRGB):
+ for (x=0; x < num_pixels; ++x)
+ {
+ int pixel_index = x*channels;
+
+ for (n = 0; n < num_nonalpha; n++)
+ {
+ int index = pixel_index + nonalpha[n];
+ ((unsigned int*)output_buffer)[index] = (unsigned int)STBIR__ROUND_UINT(((double)stbir__linear_to_srgb(stbir__saturate(encode_buffer[index]))) * stbir__max_uint32_as_float);
+ }
+
+ if (!(stbir_info->flags&STBIR_FLAG_ALPHA_USES_COLORSPACE))
+ ((unsigned int*)output_buffer)[pixel_index + alpha_channel] = (unsigned int)STBIR__ROUND_INT(((double)stbir__saturate(encode_buffer[pixel_index + alpha_channel])) * stbir__max_uint32_as_float);
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_FLOAT, STBIR_COLORSPACE_LINEAR):
+ for (x=0; x < num_pixels; ++x)
+ {
+ int pixel_index = x*channels;
+
+ for (n = 0; n < channels; n++)
+ {
+ int index = pixel_index + n;
+ ((float*)output_buffer)[index] = encode_buffer[index];
+ }
+ }
+ break;
+
+ case STBIR__DECODE(STBIR_TYPE_FLOAT, STBIR_COLORSPACE_SRGB):
+ for (x=0; x < num_pixels; ++x)
+ {
+ int pixel_index = x*channels;
+
+ for (n = 0; n < num_nonalpha; n++)
+ {
+ int index = pixel_index + nonalpha[n];
+ ((float*)output_buffer)[index] = stbir__linear_to_srgb(encode_buffer[index]);
+ }
+
+ if (!(stbir_info->flags&STBIR_FLAG_ALPHA_USES_COLORSPACE))
+ ((float*)output_buffer)[pixel_index + alpha_channel] = encode_buffer[pixel_index + alpha_channel];
+ }
+ break;
+
+ default:
+ STBIR_ASSERT(!"Unknown type/colorspace/channels combination.");
+ break;
+ }
+}
+
+static void stbir__resample_vertical_upsample(stbir__info* stbir_info, int n)
+{
+ int x, k;
+ int output_w = stbir_info->output_w;
+ stbir__contributors* vertical_contributors = stbir_info->vertical_contributors;
+ float* vertical_coefficients = stbir_info->vertical_coefficients;
+ int channels = stbir_info->channels;
+ int alpha_channel = stbir_info->alpha_channel;
+ int type = stbir_info->type;
+ int colorspace = stbir_info->colorspace;
+ int ring_buffer_entries = stbir_info->ring_buffer_num_entries;
+ void* output_data = stbir_info->output_data;
+ float* encode_buffer = stbir_info->encode_buffer;
+ int decode = STBIR__DECODE(type, colorspace);
+ int coefficient_width = stbir_info->vertical_coefficient_width;
+ int coefficient_counter;
+ int contributor = n;
+
+ float* ring_buffer = stbir_info->ring_buffer;
+ int ring_buffer_begin_index = stbir_info->ring_buffer_begin_index;
+ int ring_buffer_first_scanline = stbir_info->ring_buffer_first_scanline;
+ int ring_buffer_length = stbir_info->ring_buffer_length_bytes/sizeof(float);
+
+ int n0,n1, output_row_start;
+ int coefficient_group = coefficient_width * contributor;
+
+ n0 = vertical_contributors[contributor].n0;
+ n1 = vertical_contributors[contributor].n1;
+
+ output_row_start = n * stbir_info->output_stride_bytes;
+
+ STBIR_ASSERT(stbir__use_height_upsampling(stbir_info));
+
+ memset(encode_buffer, 0, output_w * sizeof(float) * channels);
+
+ // I tried reblocking this for better cache usage of encode_buffer
+ // (using x_outer, k, x_inner), but it lost speed. -- stb
+
+ coefficient_counter = 0;
+ switch (channels) {
+ case 1:
+ for (k = n0; k <= n1; k++)
+ {
+ int coefficient_index = coefficient_counter++;
+ float* ring_buffer_entry = stbir__get_ring_buffer_scanline(k, ring_buffer, ring_buffer_begin_index, ring_buffer_first_scanline, ring_buffer_entries, ring_buffer_length);
+ float coefficient = vertical_coefficients[coefficient_group + coefficient_index];
+ for (x = 0; x < output_w; ++x)
+ {
+ int in_pixel_index = x * 1;
+ encode_buffer[in_pixel_index + 0] += ring_buffer_entry[in_pixel_index + 0] * coefficient;
+ }
+ }
+ break;
+ case 2:
+ for (k = n0; k <= n1; k++)
+ {
+ int coefficient_index = coefficient_counter++;
+ float* ring_buffer_entry = stbir__get_ring_buffer_scanline(k, ring_buffer, ring_buffer_begin_index, ring_buffer_first_scanline, ring_buffer_entries, ring_buffer_length);
+ float coefficient = vertical_coefficients[coefficient_group + coefficient_index];
+ for (x = 0; x < output_w; ++x)
+ {
+ int in_pixel_index = x * 2;
+ encode_buffer[in_pixel_index + 0] += ring_buffer_entry[in_pixel_index + 0] * coefficient;
+ encode_buffer[in_pixel_index + 1] += ring_buffer_entry[in_pixel_index + 1] * coefficient;
+ }
+ }
+ break;
+ case 3:
+ for (k = n0; k <= n1; k++)
+ {
+ int coefficient_index = coefficient_counter++;
+ float* ring_buffer_entry = stbir__get_ring_buffer_scanline(k, ring_buffer, ring_buffer_begin_index, ring_buffer_first_scanline, ring_buffer_entries, ring_buffer_length);
+ float coefficient = vertical_coefficients[coefficient_group + coefficient_index];
+ for (x = 0; x < output_w; ++x)
+ {
+ int in_pixel_index = x * 3;
+ encode_buffer[in_pixel_index + 0] += ring_buffer_entry[in_pixel_index + 0] * coefficient;
+ encode_buffer[in_pixel_index + 1] += ring_buffer_entry[in_pixel_index + 1] * coefficient;
+ encode_buffer[in_pixel_index + 2] += ring_buffer_entry[in_pixel_index + 2] * coefficient;
+ }
+ }
+ break;
+ case 4:
+ for (k = n0; k <= n1; k++)
+ {
+ int coefficient_index = coefficient_counter++;
+ float* ring_buffer_entry = stbir__get_ring_buffer_scanline(k, ring_buffer, ring_buffer_begin_index, ring_buffer_first_scanline, ring_buffer_entries, ring_buffer_length);
+ float coefficient = vertical_coefficients[coefficient_group + coefficient_index];
+ for (x = 0; x < output_w; ++x)
+ {
+ int in_pixel_index = x * 4;
+ encode_buffer[in_pixel_index + 0] += ring_buffer_entry[in_pixel_index + 0] * coefficient;
+ encode_buffer[in_pixel_index + 1] += ring_buffer_entry[in_pixel_index + 1] * coefficient;
+ encode_buffer[in_pixel_index + 2] += ring_buffer_entry[in_pixel_index + 2] * coefficient;
+ encode_buffer[in_pixel_index + 3] += ring_buffer_entry[in_pixel_index + 3] * coefficient;
+ }
+ }
+ break;
+ default:
+ for (k = n0; k <= n1; k++)
+ {
+ int coefficient_index = coefficient_counter++;
+ float* ring_buffer_entry = stbir__get_ring_buffer_scanline(k, ring_buffer, ring_buffer_begin_index, ring_buffer_first_scanline, ring_buffer_entries, ring_buffer_length);
+ float coefficient = vertical_coefficients[coefficient_group + coefficient_index];
+ for (x = 0; x < output_w; ++x)
+ {
+ int in_pixel_index = x * channels;
+ int c;
+ for (c = 0; c < channels; c++)
+ encode_buffer[in_pixel_index + c] += ring_buffer_entry[in_pixel_index + c] * coefficient;
+ }
+ }
+ break;
+ }
+ stbir__encode_scanline(stbir_info, output_w, (char *) output_data + output_row_start, encode_buffer, channels, alpha_channel, decode);
+}
+
+static void stbir__resample_vertical_downsample(stbir__info* stbir_info, int n)
+{
+ int x, k;
+ int output_w = stbir_info->output_w;
+ stbir__contributors* vertical_contributors = stbir_info->vertical_contributors;
+ float* vertical_coefficients = stbir_info->vertical_coefficients;
+ int channels = stbir_info->channels;
+ int ring_buffer_entries = stbir_info->ring_buffer_num_entries;
+ float* horizontal_buffer = stbir_info->horizontal_buffer;
+ int coefficient_width = stbir_info->vertical_coefficient_width;
+ int contributor = n + stbir_info->vertical_filter_pixel_margin;
+
+ float* ring_buffer = stbir_info->ring_buffer;
+ int ring_buffer_begin_index = stbir_info->ring_buffer_begin_index;
+ int ring_buffer_first_scanline = stbir_info->ring_buffer_first_scanline;
+ int ring_buffer_length = stbir_info->ring_buffer_length_bytes/sizeof(float);
+ int n0,n1;
+
+ n0 = vertical_contributors[contributor].n0;
+ n1 = vertical_contributors[contributor].n1;
+
+ STBIR_ASSERT(!stbir__use_height_upsampling(stbir_info));
+
+ for (k = n0; k <= n1; k++)
+ {
+ int coefficient_index = k - n0;
+ int coefficient_group = coefficient_width * contributor;
+ float coefficient = vertical_coefficients[coefficient_group + coefficient_index];
+
+ float* ring_buffer_entry = stbir__get_ring_buffer_scanline(k, ring_buffer, ring_buffer_begin_index, ring_buffer_first_scanline, ring_buffer_entries, ring_buffer_length);
+
+ switch (channels) {
+ case 1:
+ for (x = 0; x < output_w; x++)
+ {
+ int in_pixel_index = x * 1;
+ ring_buffer_entry[in_pixel_index + 0] += horizontal_buffer[in_pixel_index + 0] * coefficient;
+ }
+ break;
+ case 2:
+ for (x = 0; x < output_w; x++)
+ {
+ int in_pixel_index = x * 2;
+ ring_buffer_entry[in_pixel_index + 0] += horizontal_buffer[in_pixel_index + 0] * coefficient;
+ ring_buffer_entry[in_pixel_index + 1] += horizontal_buffer[in_pixel_index + 1] * coefficient;
+ }
+ break;
+ case 3:
+ for (x = 0; x < output_w; x++)
+ {
+ int in_pixel_index = x * 3;
+ ring_buffer_entry[in_pixel_index + 0] += horizontal_buffer[in_pixel_index + 0] * coefficient;
+ ring_buffer_entry[in_pixel_index + 1] += horizontal_buffer[in_pixel_index + 1] * coefficient;
+ ring_buffer_entry[in_pixel_index + 2] += horizontal_buffer[in_pixel_index + 2] * coefficient;
+ }
+ break;
+ case 4:
+ for (x = 0; x < output_w; x++)
+ {
+ int in_pixel_index = x * 4;
+ ring_buffer_entry[in_pixel_index + 0] += horizontal_buffer[in_pixel_index + 0] * coefficient;
+ ring_buffer_entry[in_pixel_index + 1] += horizontal_buffer[in_pixel_index + 1] * coefficient;
+ ring_buffer_entry[in_pixel_index + 2] += horizontal_buffer[in_pixel_index + 2] * coefficient;
+ ring_buffer_entry[in_pixel_index + 3] += horizontal_buffer[in_pixel_index + 3] * coefficient;
+ }
+ break;
+ default:
+ for (x = 0; x < output_w; x++)
+ {
+ int in_pixel_index = x * channels;
+
+ int c;
+ for (c = 0; c < channels; c++)
+ ring_buffer_entry[in_pixel_index + c] += horizontal_buffer[in_pixel_index + c] * coefficient;
+ }
+ break;
+ }
+ }
+}
+
+static void stbir__buffer_loop_upsample(stbir__info* stbir_info)
+{
+ int y;
+ float scale_ratio = stbir_info->vertical_scale;
+ float out_scanlines_radius = stbir__filter_info_table[stbir_info->vertical_filter].support(1/scale_ratio) * scale_ratio;
+
+ STBIR_ASSERT(stbir__use_height_upsampling(stbir_info));
+
+ for (y = 0; y < stbir_info->output_h; y++)
+ {
+ float in_center_of_out = 0; // Center of the current out scanline in the in scanline space
+ int in_first_scanline = 0, in_last_scanline = 0;
+
+ stbir__calculate_sample_range_upsample(y, out_scanlines_radius, scale_ratio, stbir_info->vertical_shift, &in_first_scanline, &in_last_scanline, &in_center_of_out);
+
+ STBIR_ASSERT(in_last_scanline - in_first_scanline + 1 <= stbir_info->ring_buffer_num_entries);
+
+ if (stbir_info->ring_buffer_begin_index >= 0)
+ {
+ // Get rid of whatever we don't need anymore.
+ while (in_first_scanline > stbir_info->ring_buffer_first_scanline)
+ {
+ if (stbir_info->ring_buffer_first_scanline == stbir_info->ring_buffer_last_scanline)
+ {
+ // We just popped the last scanline off the ring buffer.
+ // Reset it to the empty state.
+ stbir_info->ring_buffer_begin_index = -1;
+ stbir_info->ring_buffer_first_scanline = 0;
+ stbir_info->ring_buffer_last_scanline = 0;
+ break;
+ }
+ else
+ {
+ stbir_info->ring_buffer_first_scanline++;
+ stbir_info->ring_buffer_begin_index = (stbir_info->ring_buffer_begin_index + 1) % stbir_info->ring_buffer_num_entries;
+ }
+ }
+ }
+
+ // Load in new ones.
+ if (stbir_info->ring_buffer_begin_index < 0)
+ stbir__decode_and_resample_upsample(stbir_info, in_first_scanline);
+
+ while (in_last_scanline > stbir_info->ring_buffer_last_scanline)
+ stbir__decode_and_resample_upsample(stbir_info, stbir_info->ring_buffer_last_scanline + 1);
+
+ // Now all buffers should be ready to write a row of vertical sampling.
+ stbir__resample_vertical_upsample(stbir_info, y);
+
+ STBIR_PROGRESS_REPORT((float)y / stbir_info->output_h);
+ }
+}
+
+static void stbir__empty_ring_buffer(stbir__info* stbir_info, int first_necessary_scanline)
+{
+ int output_stride_bytes = stbir_info->output_stride_bytes;
+ int channels = stbir_info->channels;
+ int alpha_channel = stbir_info->alpha_channel;
+ int type = stbir_info->type;
+ int colorspace = stbir_info->colorspace;
+ int output_w = stbir_info->output_w;
+ void* output_data = stbir_info->output_data;
+ int decode = STBIR__DECODE(type, colorspace);
+
+ float* ring_buffer = stbir_info->ring_buffer;
+ int ring_buffer_length = stbir_info->ring_buffer_length_bytes/sizeof(float);
+
+ if (stbir_info->ring_buffer_begin_index >= 0)
+ {
+ // Get rid of whatever we don't need anymore.
+ while (first_necessary_scanline > stbir_info->ring_buffer_first_scanline)
+ {
+ if (stbir_info->ring_buffer_first_scanline >= 0 && stbir_info->ring_buffer_first_scanline < stbir_info->output_h)
+ {
+ int output_row_start = stbir_info->ring_buffer_first_scanline * output_stride_bytes;
+ float* ring_buffer_entry = stbir__get_ring_buffer_entry(ring_buffer, stbir_info->ring_buffer_begin_index, ring_buffer_length);
+ stbir__encode_scanline(stbir_info, output_w, (char *) output_data + output_row_start, ring_buffer_entry, channels, alpha_channel, decode);
+ STBIR_PROGRESS_REPORT((float)stbir_info->ring_buffer_first_scanline / stbir_info->output_h);
+ }
+
+ if (stbir_info->ring_buffer_first_scanline == stbir_info->ring_buffer_last_scanline)
+ {
+ // We just popped the last scanline off the ring buffer.
+ // Reset it to the empty state.
+ stbir_info->ring_buffer_begin_index = -1;
+ stbir_info->ring_buffer_first_scanline = 0;
+ stbir_info->ring_buffer_last_scanline = 0;
+ break;
+ }
+ else
+ {
+ stbir_info->ring_buffer_first_scanline++;
+ stbir_info->ring_buffer_begin_index = (stbir_info->ring_buffer_begin_index + 1) % stbir_info->ring_buffer_num_entries;
+ }
+ }
+ }
+}
+
+static void stbir__buffer_loop_downsample(stbir__info* stbir_info)
+{
+ int y;
+ float scale_ratio = stbir_info->vertical_scale;
+ int output_h = stbir_info->output_h;
+ float in_pixels_radius = stbir__filter_info_table[stbir_info->vertical_filter].support(scale_ratio) / scale_ratio;
+ int pixel_margin = stbir_info->vertical_filter_pixel_margin;
+ int max_y = stbir_info->input_h + pixel_margin;
+
+ STBIR_ASSERT(!stbir__use_height_upsampling(stbir_info));
+
+ for (y = -pixel_margin; y < max_y; y++)
+ {
+ float out_center_of_in; // Center of the current out scanline in the in scanline space
+ int out_first_scanline, out_last_scanline;
+
+ stbir__calculate_sample_range_downsample(y, in_pixels_radius, scale_ratio, stbir_info->vertical_shift, &out_first_scanline, &out_last_scanline, &out_center_of_in);
+
+ STBIR_ASSERT(out_last_scanline - out_first_scanline + 1 <= stbir_info->ring_buffer_num_entries);
+
+ if (out_last_scanline < 0 || out_first_scanline >= output_h)
+ continue;
+
+ stbir__empty_ring_buffer(stbir_info, out_first_scanline);
+
+ stbir__decode_and_resample_downsample(stbir_info, y);
+
+ // Load in new ones.
+ if (stbir_info->ring_buffer_begin_index < 0)
+ stbir__add_empty_ring_buffer_entry(stbir_info, out_first_scanline);
+
+ while (out_last_scanline > stbir_info->ring_buffer_last_scanline)
+ stbir__add_empty_ring_buffer_entry(stbir_info, stbir_info->ring_buffer_last_scanline + 1);
+
+ // Now the horizontal buffer is ready to write to all ring buffer rows.
+ stbir__resample_vertical_downsample(stbir_info, y);
+ }
+
+ stbir__empty_ring_buffer(stbir_info, stbir_info->output_h);
+}
+
+static void stbir__setup(stbir__info *info, int input_w, int input_h, int output_w, int output_h, int channels)
+{
+ info->input_w = input_w;
+ info->input_h = input_h;
+ info->output_w = output_w;
+ info->output_h = output_h;
+ info->channels = channels;
+}
+
+static void stbir__calculate_transform(stbir__info *info, float s0, float t0, float s1, float t1, float *transform)
+{
+ info->s0 = s0;
+ info->t0 = t0;
+ info->s1 = s1;
+ info->t1 = t1;
+
+ if (transform)
+ {
+ info->horizontal_scale = transform[0];
+ info->vertical_scale = transform[1];
+ info->horizontal_shift = transform[2];
+ info->vertical_shift = transform[3];
+ }
+ else
+ {
+ info->horizontal_scale = ((float)info->output_w / info->input_w) / (s1 - s0);
+ info->vertical_scale = ((float)info->output_h / info->input_h) / (t1 - t0);
+
+ info->horizontal_shift = s0 * info->output_w / (s1 - s0);
+ info->vertical_shift = t0 * info->output_h / (t1 - t0);
+ }
+}
+
+static void stbir__choose_filter(stbir__info *info, stbir_filter h_filter, stbir_filter v_filter)
+{
+ if (h_filter == 0)
+ h_filter = stbir__use_upsampling(info->horizontal_scale) ? STBIR_DEFAULT_FILTER_UPSAMPLE : STBIR_DEFAULT_FILTER_DOWNSAMPLE;
+ if (v_filter == 0)
+ v_filter = stbir__use_upsampling(info->vertical_scale) ? STBIR_DEFAULT_FILTER_UPSAMPLE : STBIR_DEFAULT_FILTER_DOWNSAMPLE;
+ info->horizontal_filter = h_filter;
+ info->vertical_filter = v_filter;
+}
+
+static stbir_uint32 stbir__calculate_memory(stbir__info *info)
+{
+ int pixel_margin = stbir__get_filter_pixel_margin(info->horizontal_filter, info->horizontal_scale);
+ int filter_height = stbir__get_filter_pixel_width(info->vertical_filter, info->vertical_scale);
+
+ info->horizontal_num_contributors = stbir__get_contributors(info->horizontal_scale, info->horizontal_filter, info->input_w, info->output_w);
+ info->vertical_num_contributors = stbir__get_contributors(info->vertical_scale , info->vertical_filter , info->input_h, info->output_h);
+
+ // One extra entry because floating point precision problems sometimes cause an extra to be necessary.
+ info->ring_buffer_num_entries = filter_height + 1;
+
+ info->horizontal_contributors_size = info->horizontal_num_contributors * sizeof(stbir__contributors);
+ info->horizontal_coefficients_size = stbir__get_total_horizontal_coefficients(info) * sizeof(float);
+ info->vertical_contributors_size = info->vertical_num_contributors * sizeof(stbir__contributors);
+ info->vertical_coefficients_size = stbir__get_total_vertical_coefficients(info) * sizeof(float);
+ info->decode_buffer_size = (info->input_w + pixel_margin * 2) * info->channels * sizeof(float);
+ info->horizontal_buffer_size = info->output_w * info->channels * sizeof(float);
+ info->ring_buffer_size = info->output_w * info->channels * info->ring_buffer_num_entries * sizeof(float);
+ info->encode_buffer_size = info->output_w * info->channels * sizeof(float);
+
+ STBIR_ASSERT(info->horizontal_filter != 0);
+ STBIR_ASSERT(info->horizontal_filter < STBIR__ARRAY_SIZE(stbir__filter_info_table)); // this now happens too late
+ STBIR_ASSERT(info->vertical_filter != 0);
+ STBIR_ASSERT(info->vertical_filter < STBIR__ARRAY_SIZE(stbir__filter_info_table)); // this now happens too late
+
+ if (stbir__use_height_upsampling(info))
+ // The horizontal buffer is for when we're downsampling the height and we
+ // can't output the result of sampling the decode buffer directly into the
+ // ring buffers.
+ info->horizontal_buffer_size = 0;
+ else
+ // The encode buffer is to retain precision in the height upsampling method
+ // and isn't used when height downsampling.
+ info->encode_buffer_size = 0;
+
+ return info->horizontal_contributors_size + info->horizontal_coefficients_size
+ + info->vertical_contributors_size + info->vertical_coefficients_size
+ + info->decode_buffer_size + info->horizontal_buffer_size
+ + info->ring_buffer_size + info->encode_buffer_size;
+}
+
+static int stbir__resize_allocated(stbir__info *info,
+ const void* input_data, int input_stride_in_bytes,
+ void* output_data, int output_stride_in_bytes,
+ int alpha_channel, stbir_uint32 flags, stbir_datatype type,
+ stbir_edge edge_horizontal, stbir_edge edge_vertical, stbir_colorspace colorspace,
+ void* tempmem, size_t tempmem_size_in_bytes)
+{
+ size_t memory_required = stbir__calculate_memory(info);
+
+ int width_stride_input = input_stride_in_bytes ? input_stride_in_bytes : info->channels * info->input_w * stbir__type_size[type];
+ int width_stride_output = output_stride_in_bytes ? output_stride_in_bytes : info->channels * info->output_w * stbir__type_size[type];
+
+#ifdef STBIR_DEBUG_OVERWRITE_TEST
+#define OVERWRITE_ARRAY_SIZE 8
+ unsigned char overwrite_output_before_pre[OVERWRITE_ARRAY_SIZE];
+ unsigned char overwrite_tempmem_before_pre[OVERWRITE_ARRAY_SIZE];
+ unsigned char overwrite_output_after_pre[OVERWRITE_ARRAY_SIZE];
+ unsigned char overwrite_tempmem_after_pre[OVERWRITE_ARRAY_SIZE];
+
+ size_t begin_forbidden = width_stride_output * (info->output_h - 1) + info->output_w * info->channels * stbir__type_size[type];
+ memcpy(overwrite_output_before_pre, &((unsigned char*)output_data)[-OVERWRITE_ARRAY_SIZE], OVERWRITE_ARRAY_SIZE);
+ memcpy(overwrite_output_after_pre, &((unsigned char*)output_data)[begin_forbidden], OVERWRITE_ARRAY_SIZE);
+ memcpy(overwrite_tempmem_before_pre, &((unsigned char*)tempmem)[-OVERWRITE_ARRAY_SIZE], OVERWRITE_ARRAY_SIZE);
+ memcpy(overwrite_tempmem_after_pre, &((unsigned char*)tempmem)[tempmem_size_in_bytes], OVERWRITE_ARRAY_SIZE);
+#endif
+
+ STBIR_ASSERT(info->channels >= 0);
+ STBIR_ASSERT(info->channels <= STBIR_MAX_CHANNELS);
+
+ if (info->channels < 0 || info->channels > STBIR_MAX_CHANNELS)
+ return 0;
+
+ STBIR_ASSERT(info->horizontal_filter < STBIR__ARRAY_SIZE(stbir__filter_info_table));
+ STBIR_ASSERT(info->vertical_filter < STBIR__ARRAY_SIZE(stbir__filter_info_table));
+
+ if (info->horizontal_filter >= STBIR__ARRAY_SIZE(stbir__filter_info_table))
+ return 0;
+ if (info->vertical_filter >= STBIR__ARRAY_SIZE(stbir__filter_info_table))
+ return 0;
+
+ if (alpha_channel < 0)
+ flags |= STBIR_FLAG_ALPHA_USES_COLORSPACE | STBIR_FLAG_ALPHA_PREMULTIPLIED;
+
+ if (!(flags&STBIR_FLAG_ALPHA_USES_COLORSPACE) || !(flags&STBIR_FLAG_ALPHA_PREMULTIPLIED)) {
+ STBIR_ASSERT(alpha_channel >= 0 && alpha_channel < info->channels);
+ }
+
+ if (alpha_channel >= info->channels)
+ return 0;
+
+ STBIR_ASSERT(tempmem);
+
+ if (!tempmem)
+ return 0;
+
+ STBIR_ASSERT(tempmem_size_in_bytes >= memory_required);
+
+ if (tempmem_size_in_bytes < memory_required)
+ return 0;
+
+ memset(tempmem, 0, tempmem_size_in_bytes);
+
+ info->input_data = input_data;
+ info->input_stride_bytes = width_stride_input;
+
+ info->output_data = output_data;
+ info->output_stride_bytes = width_stride_output;
+
+ info->alpha_channel = alpha_channel;
+ info->flags = flags;
+ info->type = type;
+ info->edge_horizontal = edge_horizontal;
+ info->edge_vertical = edge_vertical;
+ info->colorspace = colorspace;
+
+ info->horizontal_coefficient_width = stbir__get_coefficient_width (info->horizontal_filter, info->horizontal_scale);
+ info->vertical_coefficient_width = stbir__get_coefficient_width (info->vertical_filter , info->vertical_scale );
+ info->horizontal_filter_pixel_width = stbir__get_filter_pixel_width (info->horizontal_filter, info->horizontal_scale);
+ info->vertical_filter_pixel_width = stbir__get_filter_pixel_width (info->vertical_filter , info->vertical_scale );
+ info->horizontal_filter_pixel_margin = stbir__get_filter_pixel_margin(info->horizontal_filter, info->horizontal_scale);
+ info->vertical_filter_pixel_margin = stbir__get_filter_pixel_margin(info->vertical_filter , info->vertical_scale );
+
+ info->ring_buffer_length_bytes = info->output_w * info->channels * sizeof(float);
+ info->decode_buffer_pixels = info->input_w + info->horizontal_filter_pixel_margin * 2;
+
+#define STBIR__NEXT_MEMPTR(current, newtype) (newtype*)(((unsigned char*)current) + current##_size)
+
+ info->horizontal_contributors = (stbir__contributors *) tempmem;
+ info->horizontal_coefficients = STBIR__NEXT_MEMPTR(info->horizontal_contributors, float);
+ info->vertical_contributors = STBIR__NEXT_MEMPTR(info->horizontal_coefficients, stbir__contributors);
+ info->vertical_coefficients = STBIR__NEXT_MEMPTR(info->vertical_contributors, float);
+ info->decode_buffer = STBIR__NEXT_MEMPTR(info->vertical_coefficients, float);
+
+ if (stbir__use_height_upsampling(info))
+ {
+ info->horizontal_buffer = NULL;
+ info->ring_buffer = STBIR__NEXT_MEMPTR(info->decode_buffer, float);
+ info->encode_buffer = STBIR__NEXT_MEMPTR(info->ring_buffer, float);
+
+ STBIR_ASSERT((size_t)STBIR__NEXT_MEMPTR(info->encode_buffer, unsigned char) == (size_t)tempmem + tempmem_size_in_bytes);
+ }
+ else
+ {
+ info->horizontal_buffer = STBIR__NEXT_MEMPTR(info->decode_buffer, float);
+ info->ring_buffer = STBIR__NEXT_MEMPTR(info->horizontal_buffer, float);
+ info->encode_buffer = NULL;
+
+ STBIR_ASSERT((size_t)STBIR__NEXT_MEMPTR(info->ring_buffer, unsigned char) == (size_t)tempmem + tempmem_size_in_bytes);
+ }
+
+#undef STBIR__NEXT_MEMPTR
+
+ // This signals that the ring buffer is empty
+ info->ring_buffer_begin_index = -1;
+
+ stbir__calculate_filters(info->horizontal_contributors, info->horizontal_coefficients, info->horizontal_filter, info->horizontal_scale, info->horizontal_shift, info->input_w, info->output_w);
+ stbir__calculate_filters(info->vertical_contributors, info->vertical_coefficients, info->vertical_filter, info->vertical_scale, info->vertical_shift, info->input_h, info->output_h);
+
+ STBIR_PROGRESS_REPORT(0);
+
+ if (stbir__use_height_upsampling(info))
+ stbir__buffer_loop_upsample(info);
+ else
+ stbir__buffer_loop_downsample(info);
+
+ STBIR_PROGRESS_REPORT(1);
+
+#ifdef STBIR_DEBUG_OVERWRITE_TEST
+ STBIR_ASSERT(memcmp(overwrite_output_before_pre, &((unsigned char*)output_data)[-OVERWRITE_ARRAY_SIZE], OVERWRITE_ARRAY_SIZE) == 0);
+ STBIR_ASSERT(memcmp(overwrite_output_after_pre, &((unsigned char*)output_data)[begin_forbidden], OVERWRITE_ARRAY_SIZE) == 0);
+ STBIR_ASSERT(memcmp(overwrite_tempmem_before_pre, &((unsigned char*)tempmem)[-OVERWRITE_ARRAY_SIZE], OVERWRITE_ARRAY_SIZE) == 0);
+ STBIR_ASSERT(memcmp(overwrite_tempmem_after_pre, &((unsigned char*)tempmem)[tempmem_size_in_bytes], OVERWRITE_ARRAY_SIZE) == 0);
+#endif
+
+ return 1;
+}
+
+
+static int stbir__resize_arbitrary(
+ void *alloc_context,
+ const void* input_data, int input_w, int input_h, int input_stride_in_bytes,
+ void* output_data, int output_w, int output_h, int output_stride_in_bytes,
+ float s0, float t0, float s1, float t1, float *transform,
+ int channels, int alpha_channel, stbir_uint32 flags, stbir_datatype type,
+ stbir_filter h_filter, stbir_filter v_filter,
+ stbir_edge edge_horizontal, stbir_edge edge_vertical, stbir_colorspace colorspace)
+{
+ stbir__info info;
+ int result;
+ size_t memory_required;
+ void* extra_memory;
+
+ stbir__setup(&info, input_w, input_h, output_w, output_h, channels);
+ stbir__calculate_transform(&info, s0,t0,s1,t1,transform);
+ stbir__choose_filter(&info, h_filter, v_filter);
+ memory_required = stbir__calculate_memory(&info);
+ extra_memory = STBIR_MALLOC(memory_required, alloc_context);
+
+ if (!extra_memory)
+ return 0;
+
+ result = stbir__resize_allocated(&info, input_data, input_stride_in_bytes,
+ output_data, output_stride_in_bytes,
+ alpha_channel, flags, type,
+ edge_horizontal, edge_vertical,
+ colorspace, extra_memory, memory_required);
+
+ STBIR_FREE(extra_memory, alloc_context);
+
+ return result;
+}
+
+STBIRDEF int stbir_resize_uint8( const unsigned char *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ unsigned char *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels)
+{
+ return stbir__resize_arbitrary(NULL, input_pixels, input_w, input_h, input_stride_in_bytes,
+ output_pixels, output_w, output_h, output_stride_in_bytes,
+ 0,0,1,1,NULL,num_channels,-1,0, STBIR_TYPE_UINT8, STBIR_FILTER_DEFAULT, STBIR_FILTER_DEFAULT,
+ STBIR_EDGE_CLAMP, STBIR_EDGE_CLAMP, STBIR_COLORSPACE_LINEAR);
+}
+
+STBIRDEF int stbir_resize_float( const float *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ float *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels)
+{
+ return stbir__resize_arbitrary(NULL, input_pixels, input_w, input_h, input_stride_in_bytes,
+ output_pixels, output_w, output_h, output_stride_in_bytes,
+ 0,0,1,1,NULL,num_channels,-1,0, STBIR_TYPE_FLOAT, STBIR_FILTER_DEFAULT, STBIR_FILTER_DEFAULT,
+ STBIR_EDGE_CLAMP, STBIR_EDGE_CLAMP, STBIR_COLORSPACE_LINEAR);
+}
+
+STBIRDEF int stbir_resize_uint8_srgb(const unsigned char *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ unsigned char *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels, int alpha_channel, int flags)
+{
+ return stbir__resize_arbitrary(NULL, input_pixels, input_w, input_h, input_stride_in_bytes,
+ output_pixels, output_w, output_h, output_stride_in_bytes,
+ 0,0,1,1,NULL,num_channels,alpha_channel,flags, STBIR_TYPE_UINT8, STBIR_FILTER_DEFAULT, STBIR_FILTER_DEFAULT,
+ STBIR_EDGE_CLAMP, STBIR_EDGE_CLAMP, STBIR_COLORSPACE_SRGB);
+}
+
+STBIRDEF int stbir_resize_uint8_srgb_edgemode(const unsigned char *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ unsigned char *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_wrap_mode)
+{
+ return stbir__resize_arbitrary(NULL, input_pixels, input_w, input_h, input_stride_in_bytes,
+ output_pixels, output_w, output_h, output_stride_in_bytes,
+ 0,0,1,1,NULL,num_channels,alpha_channel,flags, STBIR_TYPE_UINT8, STBIR_FILTER_DEFAULT, STBIR_FILTER_DEFAULT,
+ edge_wrap_mode, edge_wrap_mode, STBIR_COLORSPACE_SRGB);
+}
+
+STBIRDEF int stbir_resize_uint8_generic( const unsigned char *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ unsigned char *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_wrap_mode, stbir_filter filter, stbir_colorspace space,
+ void *alloc_context)
+{
+ return stbir__resize_arbitrary(alloc_context, input_pixels, input_w, input_h, input_stride_in_bytes,
+ output_pixels, output_w, output_h, output_stride_in_bytes,
+ 0,0,1,1,NULL,num_channels,alpha_channel,flags, STBIR_TYPE_UINT8, filter, filter,
+ edge_wrap_mode, edge_wrap_mode, space);
+}
+
+STBIRDEF int stbir_resize_uint16_generic(const stbir_uint16 *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ stbir_uint16 *output_pixels , int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_wrap_mode, stbir_filter filter, stbir_colorspace space,
+ void *alloc_context)
+{
+ return stbir__resize_arbitrary(alloc_context, input_pixels, input_w, input_h, input_stride_in_bytes,
+ output_pixels, output_w, output_h, output_stride_in_bytes,
+ 0,0,1,1,NULL,num_channels,alpha_channel,flags, STBIR_TYPE_UINT16, filter, filter,
+ edge_wrap_mode, edge_wrap_mode, space);
+}
+
+
+STBIRDEF int stbir_resize_float_generic( const float *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ float *output_pixels , int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_wrap_mode, stbir_filter filter, stbir_colorspace space,
+ void *alloc_context)
+{
+ return stbir__resize_arbitrary(alloc_context, input_pixels, input_w, input_h, input_stride_in_bytes,
+ output_pixels, output_w, output_h, output_stride_in_bytes,
+ 0,0,1,1,NULL,num_channels,alpha_channel,flags, STBIR_TYPE_FLOAT, filter, filter,
+ edge_wrap_mode, edge_wrap_mode, space);
+}
+
+
+STBIRDEF int stbir_resize( const void *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ void *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ stbir_datatype datatype,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_mode_horizontal, stbir_edge edge_mode_vertical,
+ stbir_filter filter_horizontal, stbir_filter filter_vertical,
+ stbir_colorspace space, void *alloc_context)
+{
+ return stbir__resize_arbitrary(alloc_context, input_pixels, input_w, input_h, input_stride_in_bytes,
+ output_pixels, output_w, output_h, output_stride_in_bytes,
+ 0,0,1,1,NULL,num_channels,alpha_channel,flags, datatype, filter_horizontal, filter_vertical,
+ edge_mode_horizontal, edge_mode_vertical, space);
+}
+
+
+STBIRDEF int stbir_resize_subpixel(const void *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ void *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ stbir_datatype datatype,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_mode_horizontal, stbir_edge edge_mode_vertical,
+ stbir_filter filter_horizontal, stbir_filter filter_vertical,
+ stbir_colorspace space, void *alloc_context,
+ float x_scale, float y_scale,
+ float x_offset, float y_offset)
+{
+ float transform[4];
+ transform[0] = x_scale;
+ transform[1] = y_scale;
+ transform[2] = x_offset;
+ transform[3] = y_offset;
+ return stbir__resize_arbitrary(alloc_context, input_pixels, input_w, input_h, input_stride_in_bytes,
+ output_pixels, output_w, output_h, output_stride_in_bytes,
+ 0,0,1,1,transform,num_channels,alpha_channel,flags, datatype, filter_horizontal, filter_vertical,
+ edge_mode_horizontal, edge_mode_vertical, space);
+}
+
+STBIRDEF int stbir_resize_region( const void *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ void *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ stbir_datatype datatype,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_mode_horizontal, stbir_edge edge_mode_vertical,
+ stbir_filter filter_horizontal, stbir_filter filter_vertical,
+ stbir_colorspace space, void *alloc_context,
+ float s0, float t0, float s1, float t1)
+{
+ return stbir__resize_arbitrary(alloc_context, input_pixels, input_w, input_h, input_stride_in_bytes,
+ output_pixels, output_w, output_h, output_stride_in_bytes,
+ s0,t0,s1,t1,NULL,num_channels,alpha_channel,flags, datatype, filter_horizontal, filter_vertical,
+ edge_mode_horizontal, edge_mode_vertical, space);
+}
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/externals/stb/stb_image_resize.h b/externals/stb/stb_image_resize.h
new file mode 100755
index 000000000..3107e0670
--- /dev/null
+++ b/externals/stb/stb_image_resize.h
@@ -0,0 +1,426 @@
+// SPDX-FileCopyrightText: Jorge L Rodriguez
+// SPDX-License-Identifier: MIT
+
+/* stb_image_resize - v0.97 - public domain image resizing
+ by Jorge L Rodriguez (@VinoBS) - 2014
+ http://github.com/nothings/stb
+
+ Written with emphasis on usability, portability, and efficiency. (No
+ SIMD or threads, so it be easily outperformed by libs that use those.)
+ Only scaling and translation is supported, no rotations or shears.
+ Easy API downsamples w/Mitchell filter, upsamples w/cubic interpolation.
+
+ COMPILING & LINKING
+ In one C/C++ file that #includes this file, do this:
+ #define STB_IMAGE_RESIZE_IMPLEMENTATION
+ before the #include. That will create the implementation in that file.
+
+ QUICKSTART
+ stbir_resize_uint8( input_pixels , in_w , in_h , 0,
+ output_pixels, out_w, out_h, 0, num_channels)
+ stbir_resize_float(...)
+ stbir_resize_uint8_srgb( input_pixels , in_w , in_h , 0,
+ output_pixels, out_w, out_h, 0,
+ num_channels , alpha_chan , 0)
+ stbir_resize_uint8_srgb_edgemode(
+ input_pixels , in_w , in_h , 0,
+ output_pixels, out_w, out_h, 0,
+ num_channels , alpha_chan , 0, STBIR_EDGE_CLAMP)
+ // WRAP/REFLECT/ZERO
+
+ FULL API
+ See the "header file" section of the source for API documentation.
+
+ ADDITIONAL DOCUMENTATION
+
+ SRGB & FLOATING POINT REPRESENTATION
+ The sRGB functions presume IEEE floating point. If you do not have
+ IEEE floating point, define STBIR_NON_IEEE_FLOAT. This will use
+ a slower implementation.
+
+ MEMORY ALLOCATION
+ The resize functions here perform a single memory allocation using
+ malloc. To control the memory allocation, before the #include that
+ triggers the implementation, do:
+
+ #define STBIR_MALLOC(size,context) ...
+ #define STBIR_FREE(ptr,context) ...
+
+ Each resize function makes exactly one call to malloc/free, so to use
+ temp memory, store the temp memory in the context and return that.
+
+ ASSERT
+ Define STBIR_ASSERT(boolval) to override assert() and not use assert.h
+
+ OPTIMIZATION
+ Define STBIR_SATURATE_INT to compute clamp values in-range using
+ integer operations instead of float operations. This may be faster
+ on some platforms.
+
+ DEFAULT FILTERS
+ For functions which don't provide explicit control over what filters
+ to use, you can change the compile-time defaults with
+
+ #define STBIR_DEFAULT_FILTER_UPSAMPLE STBIR_FILTER_something
+ #define STBIR_DEFAULT_FILTER_DOWNSAMPLE STBIR_FILTER_something
+
+ See stbir_filter in the header-file section for the list of filters.
+
+ NEW FILTERS
+ A number of 1D filter kernels are used. For a list of
+ supported filters see the stbir_filter enum. To add a new filter,
+ write a filter function and add it to stbir__filter_info_table.
+
+ PROGRESS
+ For interactive use with slow resize operations, you can install
+ a progress-report callback:
+
+ #define STBIR_PROGRESS_REPORT(val) some_func(val)
+
+ The parameter val is a float which goes from 0 to 1 as progress is made.
+
+ For example:
+
+ static void my_progress_report(float progress);
+ #define STBIR_PROGRESS_REPORT(val) my_progress_report(val)
+
+ #define STB_IMAGE_RESIZE_IMPLEMENTATION
+ #include "stb_image_resize.h"
+
+ static void my_progress_report(float progress)
+ {
+ printf("Progress: %f%%\n", progress*100);
+ }
+
+ MAX CHANNELS
+ If your image has more than 64 channels, define STBIR_MAX_CHANNELS
+ to the max you'll have.
+
+ ALPHA CHANNEL
+ Most of the resizing functions provide the ability to control how
+ the alpha channel of an image is processed. The important things
+ to know about this:
+
+ 1. The best mathematically-behaved version of alpha to use is
+ called "premultiplied alpha", in which the other color channels
+ have had the alpha value multiplied in. If you use premultiplied
+ alpha, linear filtering (such as image resampling done by this
+ library, or performed in texture units on GPUs) does the "right
+ thing". While premultiplied alpha is standard in the movie CGI
+ industry, it is still uncommon in the videogame/real-time world.
+
+ If you linearly filter non-premultiplied alpha, strange effects
+ occur. (For example, the 50/50 average of 99% transparent bright green
+ and 1% transparent black produces 50% transparent dark green when
+ non-premultiplied, whereas premultiplied it produces 50%
+ transparent near-black. The former introduces green energy
+ that doesn't exist in the source image.)
+
+ 2. Artists should not edit premultiplied-alpha images; artists
+ want non-premultiplied alpha images. Thus, art tools generally output
+ non-premultiplied alpha images.
+
+ 3. You will get best results in most cases by converting images
+ to premultiplied alpha before processing them mathematically.
+
+ 4. If you pass the flag STBIR_FLAG_ALPHA_PREMULTIPLIED, the
+ resizer does not do anything special for the alpha channel;
+ it is resampled identically to other channels. This produces
+ the correct results for premultiplied-alpha images, but produces
+ less-than-ideal results for non-premultiplied-alpha images.
+
+ 5. If you do not pass the flag STBIR_FLAG_ALPHA_PREMULTIPLIED,
+ then the resizer weights the contribution of input pixels
+ based on their alpha values, or, equivalently, it multiplies
+ the alpha value into the color channels, resamples, then divides
+ by the resultant alpha value. Input pixels which have alpha=0 do
+ not contribute at all to output pixels unless _all_ of the input
+ pixels affecting that output pixel have alpha=0, in which case
+ the result for that pixel is the same as it would be without
+ STBIR_FLAG_ALPHA_PREMULTIPLIED. However, this is only true for
+ input images in integer formats. For input images in float format,
+ input pixels with alpha=0 have no effect, and output pixels
+ which have alpha=0 will be 0 in all channels. (For float images,
+ you can manually achieve the same result by adding a tiny epsilon
+ value to the alpha channel of every image, and then subtracting
+ or clamping it at the end.)
+
+ 6. You can suppress the behavior described in #5 and make
+ all-0-alpha pixels have 0 in all channels by #defining
+ STBIR_NO_ALPHA_EPSILON.
+
+ 7. You can separately control whether the alpha channel is
+ interpreted as linear or affected by the colorspace. By default
+ it is linear; you almost never want to apply the colorspace.
+ (For example, graphics hardware does not apply sRGB conversion
+ to the alpha channel.)
+
+ CONTRIBUTORS
+ Jorge L Rodriguez: Implementation
+ Sean Barrett: API design, optimizations
+ Aras Pranckevicius: bugfix
+ Nathan Reed: warning fixes
+
+ REVISIONS
+ 0.97 (2020-02-02) fixed warning
+ 0.96 (2019-03-04) fixed warnings
+ 0.95 (2017-07-23) fixed warnings
+ 0.94 (2017-03-18) fixed warnings
+ 0.93 (2017-03-03) fixed bug with certain combinations of heights
+ 0.92 (2017-01-02) fix integer overflow on large (>2GB) images
+ 0.91 (2016-04-02) fix warnings; fix handling of subpixel regions
+ 0.90 (2014-09-17) first released version
+
+ LICENSE
+ See end of file for license information.
+
+ TODO
+ Don't decode all of the image data when only processing a partial tile
+ Don't use full-width decode buffers when only processing a partial tile
+ When processing wide images, break processing into tiles so data fits in L1 cache
+ Installable filters?
+ Resize that respects alpha test coverage
+ (Reference code: FloatImage::alphaTestCoverage and FloatImage::scaleAlphaToCoverage:
+ https://code.google.com/p/nvidia-texture-tools/source/browse/trunk/src/nvimage/FloatImage.cpp )
+*/
+
+#ifndef STBIR_INCLUDE_STB_IMAGE_RESIZE_H
+#define STBIR_INCLUDE_STB_IMAGE_RESIZE_H
+
+#ifdef _MSC_VER
+typedef unsigned char stbir_uint8;
+typedef unsigned short stbir_uint16;
+typedef unsigned int stbir_uint32;
+#else
+#include
+typedef uint8_t stbir_uint8;
+typedef uint16_t stbir_uint16;
+typedef uint32_t stbir_uint32;
+#endif
+
+#ifndef STBIRDEF
+#ifdef STB_IMAGE_RESIZE_STATIC
+#define STBIRDEF static
+#else
+#ifdef __cplusplus
+#define STBIRDEF extern "C"
+#else
+#define STBIRDEF extern
+#endif
+#endif
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Easy-to-use API:
+//
+// * "input pixels" points to an array of image data with 'num_channels' channels (e.g. RGB=3, RGBA=4)
+// * input_w is input image width (x-axis), input_h is input image height (y-axis)
+// * stride is the offset between successive rows of image data in memory, in bytes. you can
+// specify 0 to mean packed continuously in memory
+// * alpha channel is treated identically to other channels.
+// * colorspace is linear or sRGB as specified by function name
+// * returned result is 1 for success or 0 in case of an error.
+// #define STBIR_ASSERT() to trigger an assert on parameter validation errors.
+// * Memory required grows approximately linearly with input and output size, but with
+// discontinuities at input_w == output_w and input_h == output_h.
+// * These functions use a "default" resampling filter defined at compile time. To change the filter,
+// you can change the compile-time defaults by #defining STBIR_DEFAULT_FILTER_UPSAMPLE
+// and STBIR_DEFAULT_FILTER_DOWNSAMPLE, or you can use the medium-complexity API.
+
+STBIRDEF int stbir_resize_uint8( const unsigned char *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ unsigned char *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels);
+
+STBIRDEF int stbir_resize_float( const float *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ float *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels);
+
+
+// The following functions interpret image data as gamma-corrected sRGB.
+// Specify STBIR_ALPHA_CHANNEL_NONE if you have no alpha channel,
+// or otherwise provide the index of the alpha channel. Flags value
+// of 0 will probably do the right thing if you're not sure what
+// the flags mean.
+
+#define STBIR_ALPHA_CHANNEL_NONE -1
+
+// Set this flag if your texture has premultiplied alpha. Otherwise, stbir will
+// use alpha-weighted resampling (effectively premultiplying, resampling,
+// then unpremultiplying).
+#define STBIR_FLAG_ALPHA_PREMULTIPLIED (1 << 0)
+// The specified alpha channel should be handled as gamma-corrected value even
+// when doing sRGB operations.
+#define STBIR_FLAG_ALPHA_USES_COLORSPACE (1 << 1)
+
+STBIRDEF int stbir_resize_uint8_srgb(const unsigned char *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ unsigned char *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels, int alpha_channel, int flags);
+
+
+typedef enum
+{
+ STBIR_EDGE_CLAMP = 1,
+ STBIR_EDGE_REFLECT = 2,
+ STBIR_EDGE_WRAP = 3,
+ STBIR_EDGE_ZERO = 4,
+} stbir_edge;
+
+// This function adds the ability to specify how requests to sample off the edge of the image are handled.
+STBIRDEF int stbir_resize_uint8_srgb_edgemode(const unsigned char *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ unsigned char *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_wrap_mode);
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Medium-complexity API
+//
+// This extends the easy-to-use API as follows:
+//
+// * Alpha-channel can be processed separately
+// * If alpha_channel is not STBIR_ALPHA_CHANNEL_NONE
+// * Alpha channel will not be gamma corrected (unless flags&STBIR_FLAG_GAMMA_CORRECT)
+// * Filters will be weighted by alpha channel (unless flags&STBIR_FLAG_ALPHA_PREMULTIPLIED)
+// * Filter can be selected explicitly
+// * uint16 image type
+// * sRGB colorspace available for all types
+// * context parameter for passing to STBIR_MALLOC
+
+typedef enum
+{
+ STBIR_FILTER_DEFAULT = 0, // use same filter type that easy-to-use API chooses
+ STBIR_FILTER_BOX = 1, // A trapezoid w/1-pixel wide ramps, same result as box for integer scale ratios
+ STBIR_FILTER_TRIANGLE = 2, // On upsampling, produces same results as bilinear texture filtering
+ STBIR_FILTER_CUBICBSPLINE = 3, // The cubic b-spline (aka Mitchell-Netrevalli with B=1,C=0), gaussian-esque
+ STBIR_FILTER_CATMULLROM = 4, // An interpolating cubic spline
+ STBIR_FILTER_MITCHELL = 5, // Mitchell-Netrevalli filter with B=1/3, C=1/3
+} stbir_filter;
+
+typedef enum
+{
+ STBIR_COLORSPACE_LINEAR,
+ STBIR_COLORSPACE_SRGB,
+
+ STBIR_MAX_COLORSPACES,
+} stbir_colorspace;
+
+// The following functions are all identical except for the type of the image data
+
+STBIRDEF int stbir_resize_uint8_generic( const unsigned char *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ unsigned char *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_wrap_mode, stbir_filter filter, stbir_colorspace space,
+ void *alloc_context);
+
+STBIRDEF int stbir_resize_uint16_generic(const stbir_uint16 *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ stbir_uint16 *output_pixels , int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_wrap_mode, stbir_filter filter, stbir_colorspace space,
+ void *alloc_context);
+
+STBIRDEF int stbir_resize_float_generic( const float *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ float *output_pixels , int output_w, int output_h, int output_stride_in_bytes,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_wrap_mode, stbir_filter filter, stbir_colorspace space,
+ void *alloc_context);
+
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Full-complexity API
+//
+// This extends the medium API as follows:
+//
+// * uint32 image type
+// * not typesafe
+// * separate filter types for each axis
+// * separate edge modes for each axis
+// * can specify scale explicitly for subpixel correctness
+// * can specify image source tile using texture coordinates
+
+typedef enum
+{
+ STBIR_TYPE_UINT8 ,
+ STBIR_TYPE_UINT16,
+ STBIR_TYPE_UINT32,
+ STBIR_TYPE_FLOAT ,
+
+ STBIR_MAX_TYPES
+} stbir_datatype;
+
+STBIRDEF int stbir_resize( const void *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ void *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ stbir_datatype datatype,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_mode_horizontal, stbir_edge edge_mode_vertical,
+ stbir_filter filter_horizontal, stbir_filter filter_vertical,
+ stbir_colorspace space, void *alloc_context);
+
+STBIRDEF int stbir_resize_subpixel(const void *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ void *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ stbir_datatype datatype,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_mode_horizontal, stbir_edge edge_mode_vertical,
+ stbir_filter filter_horizontal, stbir_filter filter_vertical,
+ stbir_colorspace space, void *alloc_context,
+ float x_scale, float y_scale,
+ float x_offset, float y_offset);
+
+STBIRDEF int stbir_resize_region( const void *input_pixels , int input_w , int input_h , int input_stride_in_bytes,
+ void *output_pixels, int output_w, int output_h, int output_stride_in_bytes,
+ stbir_datatype datatype,
+ int num_channels, int alpha_channel, int flags,
+ stbir_edge edge_mode_horizontal, stbir_edge edge_mode_vertical,
+ stbir_filter filter_horizontal, stbir_filter filter_vertical,
+ stbir_colorspace space, void *alloc_context,
+ float s0, float t0, float s1, float t1);
+// (s0, t0) & (s1, t1) are the top-left and bottom right corner (uv addressing style: [0, 1]x[0, 1]) of a region of the input image to use.
+
+//
+//
+//// end header file /////////////////////////////////////////////////////
+#endif // STBIR_INCLUDE_STB_IMAGE_RESIZE_H
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/src/core/hle/service/am/am.cpp b/src/core/hle/service/am/am.cpp
index bb6659476..73929e56e 100755
--- a/src/core/hle/service/am/am.cpp
+++ b/src/core/hle/service/am/am.cpp
@@ -764,6 +764,64 @@ void AppletMessageQueue::OperationModeChanged() {
on_operation_mode_changed->Signal();
}
+ILockAccessor::ILockAccessor(Core::System& system_)
+ : ServiceFramework{system_, "ILockAccessor"}, service_context{system_, "ILockAccessor"} {
+ // clang-format off
+ static const FunctionInfo functions[] = {
+ {1, &ILockAccessor::TryLock, "TryLock"},
+ {2, &ILockAccessor::Unlock, "Unlock"},
+ {3, &ILockAccessor::GetEvent, "GetEvent"},
+ {4,&ILockAccessor::IsLocked, "IsLocked"},
+ };
+ // clang-format on
+
+ RegisterHandlers(functions);
+
+ lock_event = service_context.CreateEvent("ILockAccessor::LockEvent");
+}
+
+ILockAccessor::~ILockAccessor() = default;
+
+void ILockAccessor::TryLock(HLERequestContext& ctx) {
+ IPC::RequestParser rp{ctx};
+ const auto return_handle = rp.Pop();
+
+ LOG_INFO(Service_AM, "called, return_handle={}", return_handle);
+
+ is_locked = true;
+
+ IPC::ResponseBuilder rb{ctx, 3};
+ rb.Push(ResultSuccess);
+ rb.Push(is_locked);
+}
+
+void ILockAccessor::Unlock(HLERequestContext& ctx) {
+ LOG_WARNING(Service_AM, "called");
+
+ is_locked = false;
+
+ IPC::ResponseBuilder rb{ctx, 2};
+ rb.Push(ResultSuccess);
+}
+
+void ILockAccessor::GetEvent(HLERequestContext& ctx) {
+ LOG_WARNING(Service_AM, "called");
+
+ lock_event->Signal();
+
+ IPC::ResponseBuilder rb{ctx, 2, 1};
+ rb.Push(ResultSuccess);
+ rb.PushCopyObjects(lock_event->GetReadableEvent());
+}
+
+void ILockAccessor::IsLocked(HLERequestContext& ctx) {
+ LOG_WARNING(Service_AM, "called");
+
+ IPC::ResponseBuilder rb{ctx, 2};
+ rb.Push(ResultSuccess);
+ rb.Push(is_locked);
+}
+
ICommonStateGetter::ICommonStateGetter(Core::System& system_,
std::shared_ptr msg_queue_)
: ServiceFramework{system_, "ICommonStateGetter"}, msg_queue{std::move(msg_queue_)},
@@ -787,7 +845,7 @@ ICommonStateGetter::ICommonStateGetter(Core::System& system_,
{14, nullptr, "GetWakeupCount"},
{20, nullptr, "PushToGeneralChannel"},
{30, nullptr, "GetHomeButtonReaderLockAccessor"},
- {31, nullptr, "GetReaderLockAccessorEx"},
+ {31, &ICommonStateGetter::GetReaderLockAccessorEx, "GetReaderLockAccessorEx"},
{32, nullptr, "GetWriterLockAccessorEx"},
{40, nullptr, "GetCradleFwVersion"},
{50, &ICommonStateGetter::IsVrModeEnabled, "IsVrModeEnabled"},
@@ -805,7 +863,7 @@ ICommonStateGetter::ICommonStateGetter(Core::System& system_,
{65, nullptr, "GetApplicationIdByContentActionName"},
{66, &ICommonStateGetter::SetCpuBoostMode, "SetCpuBoostMode"},
{67, nullptr, "CancelCpuBoostMode"},
- {68, nullptr, "GetBuiltInDisplayType"},
+ {68, &ICommonStateGetter::GetBuiltInDisplayType, "GetBuiltInDisplayType"},
{80, &ICommonStateGetter::PerformSystemButtonPressingIfInFocus, "PerformSystemButtonPressingIfInFocus"},
{90, nullptr, "SetPerformanceConfigurationChangedNotification"},
{91, nullptr, "GetCurrentPerformanceConfiguration"},
@@ -886,6 +944,18 @@ void ICommonStateGetter::RequestToAcquireSleepLock(HLERequestContext& ctx) {
rb.Push(ResultSuccess);
}
+void ICommonStateGetter::GetReaderLockAccessorEx(HLERequestContext& ctx) {
+ IPC::RequestParser rp{ctx};
+ const auto unknown = rp.Pop();
+
+ LOG_INFO(Service_AM, "called, unknown={}", unknown);
+
+ IPC::ResponseBuilder rb{ctx, 2, 0, 1};
+
+ rb.Push(ResultSuccess);
+ rb.PushIpcInterface(system);
+}
+
void ICommonStateGetter::GetAcquiredSleepLockEvent(HLERequestContext& ctx) {
LOG_WARNING(Service_AM, "called");
@@ -970,6 +1040,14 @@ void ICommonStateGetter::SetCpuBoostMode(HLERequestContext& ctx) {
apm_sys->SetCpuBoostMode(ctx);
}
+void ICommonStateGetter::GetBuiltInDisplayType(HLERequestContext& ctx) {
+ LOG_WARNING(Service_AM, "(STUBBED) called");
+
+ IPC::ResponseBuilder rb{ctx, 3};
+ rb.Push(ResultSuccess);
+ rb.Push(0);
+}
+
void ICommonStateGetter::PerformSystemButtonPressingIfInFocus(HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const auto system_button{rp.PopEnum()};
@@ -1493,6 +1571,9 @@ ILibraryAppletSelfAccessor::ILibraryAppletSelfAccessor(Core::System& system_)
case Applets::AppletId::MiiEdit:
PushInShowMiiEditData();
break;
+ case Applets::AppletId::PhotoViewer:
+ PushInShowAlbum();
+ break;
default:
break;
}
@@ -1569,6 +1650,23 @@ void ILibraryAppletSelfAccessor::GetCallerAppletIdentityInfo(HLERequestContext&
rb.PushRaw(applet_info);
}
+void ILibraryAppletSelfAccessor::PushInShowAlbum() {
+ const Applets::CommonArguments arguments{
+ .arguments_version = Applets::CommonArgumentVersion::Version3,
+ .size = Applets::CommonArgumentSize::Version3,
+ .library_version = 1,
+ .theme_color = Applets::ThemeColor::BasicBlack,
+ .play_startup_sound = true,
+ .system_tick = system.CoreTiming().GetClockTicks(),
+ };
+
+ std::vector argument_data(sizeof(arguments));
+ std::vector settings_data{2};
+ std::memcpy(argument_data.data(), &arguments, sizeof(arguments));
+ queue_data.emplace_back(std::move(argument_data));
+ queue_data.emplace_back(std::move(settings_data));
+}
+
void ILibraryAppletSelfAccessor::PushInShowCabinetData() {
const Applets::CommonArguments arguments{
.arguments_version = Applets::CommonArgumentVersion::Version3,
diff --git a/src/core/hle/service/am/am.h b/src/core/hle/service/am/am.h
index f0804dd44..401dcc5df 100755
--- a/src/core/hle/service/am/am.h
+++ b/src/core/hle/service/am/am.h
@@ -195,6 +195,23 @@ private:
ScreenshotPermission screenshot_permission = ScreenshotPermission::Inherit;
};
+class ILockAccessor final : public ServiceFramework {
+public:
+ explicit ILockAccessor(Core::System& system_);
+ ~ILockAccessor() override;
+
+private:
+ void TryLock(HLERequestContext& ctx);
+ void Unlock(HLERequestContext& ctx);
+ void GetEvent(HLERequestContext& ctx);
+ void IsLocked(HLERequestContext& ctx);
+
+ bool is_locked{};
+
+ Kernel::KEvent* lock_event;
+ KernelHelpers::ServiceContext service_context;
+};
+
class ICommonStateGetter final : public ServiceFramework {
public:
explicit ICommonStateGetter(Core::System& system_,
@@ -237,6 +254,7 @@ private:
void GetCurrentFocusState(HLERequestContext& ctx);
void RequestToAcquireSleepLock(HLERequestContext& ctx);
void GetAcquiredSleepLockEvent(HLERequestContext& ctx);
+ void GetReaderLockAccessorEx(HLERequestContext& ctx);
void GetDefaultDisplayResolutionChangeEvent(HLERequestContext& ctx);
void GetOperationMode(HLERequestContext& ctx);
void GetPerformanceMode(HLERequestContext& ctx);
@@ -248,6 +266,7 @@ private:
void EndVrModeEx(HLERequestContext& ctx);
void GetDefaultDisplayResolution(HLERequestContext& ctx);
void SetCpuBoostMode(HLERequestContext& ctx);
+ void GetBuiltInDisplayType(HLERequestContext& ctx);
void PerformSystemButtonPressingIfInFocus(HLERequestContext& ctx);
void GetSettingsPlatformRegion(HLERequestContext& ctx);
void SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled(HLERequestContext& ctx);
@@ -327,6 +346,7 @@ private:
void ExitProcessAndReturn(HLERequestContext& ctx);
void GetCallerAppletIdentityInfo(HLERequestContext& ctx);
+ void PushInShowAlbum();
void PushInShowCabinetData();
void PushInShowMiiEditData();
diff --git a/src/core/hle/service/am/applet_ae.cpp b/src/core/hle/service/am/applet_ae.cpp
index a80dad983..3a41b891a 100755
--- a/src/core/hle/service/am/applet_ae.cpp
+++ b/src/core/hle/service/am/applet_ae.cpp
@@ -28,8 +28,8 @@ public:
{11, &ILibraryAppletProxy::GetLibraryAppletCreator, "GetLibraryAppletCreator"},
{20, &ILibraryAppletProxy::OpenLibraryAppletSelfAccessor, "OpenLibraryAppletSelfAccessor"},
{21, &ILibraryAppletProxy::GetAppletCommonFunctions, "GetAppletCommonFunctions"},
- {22, nullptr, "GetHomeMenuFunctions"},
- {23, nullptr, "GetGlobalStateController"},
+ {22, &ILibraryAppletProxy::GetHomeMenuFunctions, "GetHomeMenuFunctions"},
+ {23, &ILibraryAppletProxy::GetGlobalStateController, "GetGlobalStateController"},
{1000, &ILibraryAppletProxy::GetDebugFunctions, "GetDebugFunctions"},
};
// clang-format on
@@ -110,6 +110,22 @@ private:
rb.PushIpcInterface(system);
}
+ void GetHomeMenuFunctions(HLERequestContext& ctx) {
+ LOG_DEBUG(Service_AM, "called");
+
+ IPC::ResponseBuilder rb{ctx, 2, 0, 1};
+ rb.Push(ResultSuccess);
+ rb.PushIpcInterface(system);
+ }
+
+ void GetGlobalStateController(HLERequestContext& ctx) {
+ LOG_DEBUG(Service_AM, "called");
+
+ IPC::ResponseBuilder rb{ctx, 2, 0, 1};
+ rb.Push(ResultSuccess);
+ rb.PushIpcInterface(system);
+ }
+
void GetDebugFunctions(HLERequestContext& ctx) {
LOG_DEBUG(Service_AM, "called");
diff --git a/src/core/hle/service/am/applets/applet_error.cpp b/src/core/hle/service/am/applets/applet_error.cpp
index 3958af089..e35c5f1a6 100755
--- a/src/core/hle/service/am/applets/applet_error.cpp
+++ b/src/core/hle/service/am/applets/applet_error.cpp
@@ -138,6 +138,10 @@ void Error::Initialize() {
CopyArgumentData(data, args->application_error);
error_code = Result(args->application_error.error_code);
break;
+ case ErrorAppletMode::ShowErrorPctl:
+ CopyArgumentData(data, args->error_record);
+ error_code = Decode64BitError(args->error_record.error_code_64);
+ break;
case ErrorAppletMode::ShowErrorRecord:
CopyArgumentData(data, args->error_record);
error_code = Decode64BitError(args->error_record.error_code_64);
@@ -191,6 +195,7 @@ void Error::Execute() {
frontend.ShowCustomErrorText(error_code, main_text_string, detail_text_string, callback);
break;
}
+ case ErrorAppletMode::ShowErrorPctl:
case ErrorAppletMode::ShowErrorRecord:
reporter.SaveErrorReport(title_id, error_code,
fmt::format("{:016X}", args->error_record.posix_time));
diff --git a/src/core/hle/service/caps/caps.cpp b/src/core/hle/service/caps/caps.cpp
index 0bd2ba63b..858396397 100755
--- a/src/core/hle/service/caps/caps.cpp
+++ b/src/core/hle/service/caps/caps.cpp
@@ -16,7 +16,7 @@ namespace Service::Capture {
void LoopProcess(Core::System& system) {
auto server_manager = std::make_unique(system);
- server_manager->RegisterNamedService("caps:a", std::make_shared(system));
+ server_manager->RegisterNamedService("caps:a", std::make_shared(system));
server_manager->RegisterNamedService("caps:c", std::make_shared(system));
server_manager->RegisterNamedService("caps:u", std::make_shared(system));
server_manager->RegisterNamedService("caps:sc", std::make_shared(system));
diff --git a/src/core/hle/service/caps/caps_a.cpp b/src/core/hle/service/caps/caps_a.cpp
index a82619ca4..1feb4b5e8 100755
--- a/src/core/hle/service/caps/caps_a.cpp
+++ b/src/core/hle/service/caps/caps_a.cpp
@@ -1,7 +1,14 @@
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
+#include
+#include
+#include
+
+#include "common/fs/file.h"
+#include "common/fs/path_util.h"
#include "core/hle/service/caps/caps_a.h"
+#include "core/hle/service/ipc_helpers.h"
namespace Service::Capture {
@@ -26,15 +33,16 @@ public:
}
};
-CAPS_A::CAPS_A(Core::System& system_) : ServiceFramework{system_, "caps:a"} {
+IAlbumAccessorService::IAlbumAccessorService(Core::System& system_)
+ : ServiceFramework{system_, "caps:a"} {
// clang-format off
static const FunctionInfo functions[] = {
{0, nullptr, "GetAlbumFileCount"},
{1, nullptr, "GetAlbumFileList"},
{2, nullptr, "LoadAlbumFile"},
- {3, nullptr, "DeleteAlbumFile"},
+ {3, &IAlbumAccessorService::DeleteAlbumFile, "DeleteAlbumFile"},
{4, nullptr, "StorageCopyAlbumFile"},
- {5, nullptr, "IsAlbumMounted"},
+ {5, &IAlbumAccessorService::IsAlbumMounted, "IsAlbumMounted"},
{6, nullptr, "GetAlbumUsage"},
{7, nullptr, "GetAlbumFileSize"},
{8, nullptr, "LoadAlbumFileThumbnail"},
@@ -47,18 +55,18 @@ CAPS_A::CAPS_A(Core::System& system_) : ServiceFramework{system_, "caps:a"} {
{15, nullptr, "GetAlbumUsage3"},
{16, nullptr, "GetAlbumMountResult"},
{17, nullptr, "GetAlbumUsage16"},
- {18, nullptr, "Unknown18"},
+ {18, &IAlbumAccessorService::Unknown18, "Unknown18"},
{19, nullptr, "Unknown19"},
{100, nullptr, "GetAlbumFileCountEx0"},
- {101, nullptr, "GetAlbumFileListEx0"},
+ {101, &IAlbumAccessorService::GetAlbumFileListEx0, "GetAlbumFileListEx0"},
{202, nullptr, "SaveEditedScreenShot"},
{301, nullptr, "GetLastThumbnail"},
{302, nullptr, "GetLastOverlayMovieThumbnail"},
- {401, nullptr, "GetAutoSavingStorage"},
+ {401, &IAlbumAccessorService::GetAutoSavingStorage, "GetAutoSavingStorage"},
{501, nullptr, "GetRequiredStorageSpaceSizeToCopyAll"},
{1001, nullptr, "LoadAlbumScreenShotThumbnailImageEx0"},
- {1002, nullptr, "LoadAlbumScreenShotImageEx1"},
- {1003, nullptr, "LoadAlbumScreenShotThumbnailImageEx1"},
+ {1002, &IAlbumAccessorService::LoadAlbumScreenShotImageEx1, "LoadAlbumScreenShotImageEx1"},
+ {1003, &IAlbumAccessorService::LoadAlbumScreenShotThumbnailImageEx1, "LoadAlbumScreenShotThumbnailImageEx1"},
{8001, nullptr, "ForceAlbumUnmounted"},
{8002, nullptr, "ResetAlbumMountStatus"},
{8011, nullptr, "RefreshAlbumCache"},
@@ -74,6 +82,294 @@ CAPS_A::CAPS_A(Core::System& system_) : ServiceFramework{system_, "caps:a"} {
RegisterHandlers(functions);
}
-CAPS_A::~CAPS_A() = default;
+IAlbumAccessorService::~IAlbumAccessorService() = default;
+
+void IAlbumAccessorService::DeleteAlbumFile(HLERequestContext& ctx) {
+ IPC::RequestParser rp{ctx};
+ const auto file_id{rp.PopRaw()};
+
+ LOG_INFO(Service_Capture, "called, application_id=0x{:0x}, storage={}, type={}",
+ file_id.application_id, file_id.storage, file_id.type);
+
+ if (file_id.storage == AlbumStorage::Sd) {
+ if (!Common::FS::RemoveFile(sd_image_paths[file_id.date.unique_id])) {
+ IPC::ResponseBuilder rb{ctx, 2};
+ rb.Push(ResultUnknown);
+ return;
+ }
+ }
+
+ IPC::ResponseBuilder rb{ctx, 2};
+ rb.Push(ResultSuccess);
+}
+
+void IAlbumAccessorService::IsAlbumMounted(HLERequestContext& ctx) {
+ IPC::RequestParser rp{ctx};
+ const auto storage{rp.PopEnum()};
+
+ LOG_INFO(Service_Capture, "called, storage={}, is_mounted={}", storage, is_mounted);
+
+ if (storage == AlbumStorage::Sd) {
+ FindScreenshots();
+ }
+
+ IPC::ResponseBuilder rb{ctx, 3};
+ rb.Push(ResultSuccess);
+ rb.Push(is_mounted);
+}
+
+void IAlbumAccessorService::Unknown18(HLERequestContext& ctx) {
+ struct UnknownBuffer {
+ INSERT_PADDING_BYTES(0x10);
+ };
+ static_assert(sizeof(UnknownBuffer) == 0x10, "UnknownBuffer is an invalid size");
+
+ LOG_WARNING(Service_Capture, "(STUBBED) called");
+
+ std::vector buffer{};
+
+ if (!buffer.empty()) {
+ ctx.WriteBuffer(buffer);
+ }
+
+ IPC::ResponseBuilder rb{ctx, 3};
+ rb.Push(ResultSuccess);
+ rb.Push(static_cast(buffer.size()));
+}
+
+void IAlbumAccessorService::GetAlbumFileListEx0(HLERequestContext& ctx) {
+ IPC::RequestParser rp{ctx};
+ const auto storage{rp.PopEnum()};
+ const auto flags{rp.Pop()};
+
+ LOG_INFO(Service_Capture, "called, storage={}, flags={}", storage, flags);
+
+ std::vector entries{};
+
+ if (storage == AlbumStorage::Sd) {
+ AlbumEntry entry;
+ for (u8 i = 0; i < static_cast(sd_image_paths.size()); i++) {
+ if (GetAlbumEntry(entry, sd_image_paths[i]).IsError()) {
+ continue;
+ }
+ entry.file_id.date.unique_id = i;
+ entries.push_back(entry);
+ }
+ }
+
+ if (!entries.empty()) {
+ ctx.WriteBuffer(entries);
+ }
+
+ IPC::ResponseBuilder rb{ctx, 3};
+ rb.Push(ResultSuccess);
+ rb.Push(entries.size());
+}
+
+void IAlbumAccessorService::GetAutoSavingStorage(HLERequestContext& ctx) {
+ bool is_autosaving{};
+
+ LOG_WARNING(Service_Capture, "(STUBBED) called, is_autosaving={}", is_autosaving);
+
+ IPC::ResponseBuilder rb{ctx, 3};
+ rb.Push(ResultSuccess);
+ rb.Push(is_autosaving);
+}
+
+void IAlbumAccessorService::LoadAlbumScreenShotImageEx1(HLERequestContext& ctx) {
+ IPC::RequestParser rp{ctx};
+ const auto file_id{rp.PopRaw()};
+ const auto decoder_options{rp.PopRaw()};
+
+ LOG_INFO(Service_Capture, "called, application_id=0x{:0x}, storage={}, type={}, flags={}",
+ file_id.application_id, file_id.storage, file_id.type, decoder_options.flags);
+
+ const LoadAlbumScreenShotImageOutput image_output{
+ .width = 1280,
+ .height = 720,
+ .attribute =
+ {
+ .unknown_0{},
+ .orientation = ScreenShotOrientation::None,
+ .unknown_1{},
+ .unknown_2{},
+ },
+ };
+
+ std::vector image(image_output.height * image_output.width * STBI_rgb_alpha);
+
+ if (file_id.storage == AlbumStorage::Sd) {
+ LoadImage(image, sd_image_paths[file_id.date.unique_id],
+ static_cast(image_output.width), static_cast(image_output.height),
+ decoder_options.flags);
+ }
+
+ ctx.WriteBuffer(image_output, 0);
+ ctx.WriteBuffer(image, 1);
+
+ IPC::ResponseBuilder rb{ctx, 2};
+ rb.Push(ResultSuccess);
+}
+
+void IAlbumAccessorService::LoadAlbumScreenShotThumbnailImageEx1(HLERequestContext& ctx) {
+ IPC::RequestParser rp{ctx};
+ const auto file_id{rp.PopRaw()};
+ const auto decoder_options{rp.PopRaw()};
+
+ LOG_INFO(Service_Capture, "called, application_id=0x{:0x}, storage={}, type={}, flags={}",
+ file_id.application_id, file_id.storage, file_id.type, decoder_options.flags);
+
+ const LoadAlbumScreenShotImageOutput image_output{
+ .width = 320,
+ .height = 180,
+ .attribute =
+ {
+ .unknown_0{},
+ .orientation = ScreenShotOrientation::None,
+ .unknown_1{},
+ .unknown_2{},
+ },
+ };
+
+ std::vector image(image_output.height * image_output.width * STBI_rgb_alpha);
+
+ if (file_id.storage == AlbumStorage::Sd) {
+ LoadImage(image, sd_image_paths[file_id.date.unique_id],
+ static_cast(image_output.width), static_cast(image_output.height),
+ decoder_options.flags);
+ }
+
+ ctx.WriteBuffer(image_output, 0);
+ ctx.WriteBuffer(image, 1);
+
+ IPC::ResponseBuilder rb{ctx, 2};
+ rb.Push(ResultSuccess);
+}
+
+void IAlbumAccessorService::FindScreenshots() {
+ is_mounted = false;
+ sd_image_paths.clear();
+
+ // TODO: Swap this with a blocking operation.
+ const auto screenshots_dir = Common::FS::GetYuzuPath(Common::FS::YuzuPath::ScreenshotsDir);
+ Common::FS::IterateDirEntries(
+ screenshots_dir,
+ [this](const std::filesystem::path& full_path) {
+ AlbumEntry entry;
+ // TODO: Implement proper indexing to allow more images
+ if (sd_image_paths.size() > 0xFF) {
+ return true;
+ }
+ if (GetAlbumEntry(entry, full_path).IsSuccess()) {
+ sd_image_paths.push_back(full_path);
+ }
+ return true;
+ },
+ Common::FS::DirEntryFilter::File);
+
+ is_mounted = true;
+}
+
+Result IAlbumAccessorService::GetAlbumEntry(AlbumEntry& out_entry,
+ const std::filesystem::path& path) {
+ std::istringstream line_stream(path.filename().string());
+ std::string date;
+ std::string application;
+ std::string time;
+
+ // Parse filename to obtain entry properties
+ std::getline(line_stream, application, '_');
+ std::getline(line_stream, date, '_');
+ std::getline(line_stream, time, '_');
+
+ std::istringstream line_stream2(date);
+ std::istringstream line_stream3(time);
+ std::string year;
+ std::string month;
+ std::string day;
+ std::string hour;
+ std::string minute;
+ std::string second;
+
+ std::getline(line_stream2, year, '-');
+ std::getline(line_stream2, month, '-');
+ std::getline(line_stream2, day, '-');
+
+ std::getline(line_stream3, hour, '-');
+ std::getline(line_stream3, minute, '-');
+ std::getline(line_stream3, second, '-');
+
+ try {
+ out_entry = {
+ .entry_size = 1,
+ .file_id{
+ .application_id = static_cast(std::stoll(application, 0, 16)),
+ .date =
+ {
+ .year = static_cast(std::stoi(year)),
+ .month = static_cast(std::stoi(month)),
+ .day = static_cast(std::stoi(day)),
+ .hour = static_cast(std::stoi(hour)),
+ .minute = static_cast(std::stoi(minute)),
+ .second = static_cast(std::stoi(second)),
+ .unique_id = 0,
+ },
+ .storage = AlbumStorage::Sd,
+ .type = ContentType::Screenshot,
+ .unknown = 1,
+ },
+ };
+ } catch (const std::invalid_argument&) {
+ return ResultUnknown;
+ } catch (const std::out_of_range&) {
+ return ResultUnknown;
+ } catch (const std::exception&) {
+ return ResultUnknown;
+ }
+
+ return ResultSuccess;
+}
+
+Result IAlbumAccessorService::LoadImage(std::span out_image, const std::filesystem::path& path,
+ int width, int height, ScreenShotDecoderFlag flag) {
+ if (out_image.size() != static_cast(width * height * STBI_rgb_alpha)) {
+ return ResultUnknown;
+ }
+
+ const Common::FS::IOFile db_file{path, Common::FS::FileAccessMode::Read,
+ Common::FS::FileType::BinaryFile};
+
+ std::vector raw_file(db_file.GetSize());
+ if (db_file.Read(raw_file) != raw_file.size()) {
+ return ResultUnknown;
+ }
+
+ int filter_flag = STBIR_FILTER_DEFAULT;
+ int original_width, original_height, color_channels;
+ const auto dbi_image =
+ stbi_load_from_memory(raw_file.data(), static_cast(raw_file.size()), &original_width,
+ &original_height, &color_channels, STBI_rgb_alpha);
+
+ if (dbi_image == nullptr) {
+ return ResultUnknown;
+ }
+
+ switch (flag) {
+ case ScreenShotDecoderFlag::EnableFancyUpsampling:
+ filter_flag = STBIR_FILTER_TRIANGLE;
+ break;
+ case ScreenShotDecoderFlag::EnableBlockSmoothing:
+ filter_flag = STBIR_FILTER_BOX;
+ break;
+ default:
+ filter_flag = STBIR_FILTER_DEFAULT;
+ break;
+ }
+
+ stbir_resize_uint8_srgb(dbi_image, original_width, original_height, 0, out_image.data(), width,
+ height, 0, STBI_rgb_alpha, 3, filter_flag);
+
+ return ResultSuccess;
+}
} // namespace Service::Capture
diff --git a/src/core/hle/service/caps/caps_a.h b/src/core/hle/service/caps/caps_a.h
index 9273e62b3..24c6b79c6 100755
--- a/src/core/hle/service/caps/caps_a.h
+++ b/src/core/hle/service/caps/caps_a.h
@@ -3,6 +3,7 @@
#pragma once
+#include "common/fs/fs.h"
#include "core/hle/service/service.h"
namespace Core {
@@ -11,10 +12,120 @@ class System;
namespace Service::Capture {
-class CAPS_A final : public ServiceFramework {
+class IAlbumAccessorService final : public ServiceFramework {
public:
- explicit CAPS_A(Core::System& system_);
- ~CAPS_A() override;
+ explicit IAlbumAccessorService(Core::System& system_);
+ ~IAlbumAccessorService() override;
+
+private:
+ enum class ContentType : u8 {
+ Screenshot,
+ Movie,
+ ExtraMovie,
+ };
+
+ enum class AlbumStorage : u8 {
+ Nand,
+ Sd,
+
+ };
+
+ enum class ScreenShotDecoderFlag : u64 {
+ None = 0,
+ EnableFancyUpsampling = 1 << 0,
+ EnableBlockSmoothing = 1 << 1,
+ };
+
+ enum class ScreenShotOrientation : u32 {
+ None,
+ Rotate90,
+ Rotat180,
+ Rotate270,
+ };
+
+ struct ScreenShotAttribute {
+ u32 unknown_0;
+ ScreenShotOrientation orientation;
+ u32 unknown_1;
+ u32 unknown_2;
+ INSERT_PADDING_BYTES(0x30);
+ };
+
+ struct ScreenShotDecodeOption {
+ ScreenShotDecoderFlag flags;
+ INSERT_PADDING_BYTES(0x18);
+ };
+ static_assert(sizeof(ScreenShotDecodeOption) == 0x20,
+ "ScreenShotDecodeOption is an invalid size");
+
+ struct AlbumFileDateTime {
+ u16 year;
+ u8 month;
+ u8 day;
+ u8 hour;
+ u8 minute;
+ u8 second;
+ u8 unique_id;
+ };
+ static_assert(sizeof(AlbumFileDateTime) == 0x8, "AlbumFileDateTime is an invalid size");
+
+ struct AlbumFileId {
+ u64 application_id;
+ AlbumFileDateTime date;
+ AlbumStorage storage;
+ ContentType type;
+ INSERT_PADDING_BYTES(0x5);
+ u8 unknown;
+ };
+ static_assert(sizeof(AlbumFileId) == 0x18, "AlbumFileId is an invalid size");
+
+ struct AlbumEntry {
+ u64 entry_size;
+ AlbumFileId file_id;
+ };
+ static_assert(sizeof(AlbumEntry) == 0x20, "AlbumEntry is an invalid size");
+
+ struct ApplicationData {
+ std::array data;
+ u32 data_size;
+ };
+ static_assert(sizeof(ApplicationData) == 0x404, "ApplicationData is an invalid size");
+
+ struct LoadAlbumScreenShotImageOutput {
+ s64 width;
+ s64 height;
+ ScreenShotAttribute attribute;
+ INSERT_PADDING_BYTES(0x400);
+ };
+ static_assert(sizeof(LoadAlbumScreenShotImageOutput) == 0x450,
+ "LoadAlbumScreenShotImageOutput is an invalid size");
+
+ struct LoadAlbumScreenShotImageOutputForApplication {
+ s64 width;
+ s64 height;
+ ScreenShotAttribute attribute;
+ ApplicationData data;
+ INSERT_PADDING_BYTES(0xAC);
+ };
+ static_assert(sizeof(LoadAlbumScreenShotImageOutputForApplication) == 0x500,
+ "LoadAlbumScreenShotImageOutput is an invalid size");
+
+ void DeleteAlbumFile(HLERequestContext& ctx);
+ void IsAlbumMounted(HLERequestContext& ctx);
+ void Unknown18(HLERequestContext& ctx);
+ void GetAlbumFileListEx0(HLERequestContext& ctx);
+ void GetAutoSavingStorage(HLERequestContext& ctx);
+ void LoadAlbumScreenShotImageEx1(HLERequestContext& ctx);
+ void LoadAlbumScreenShotThumbnailImageEx1(HLERequestContext& ctx);
+
+private:
+ void FindScreenshots();
+ Result GetAlbumEntry(AlbumEntry& out_entry, const std::filesystem::path& path);
+ Result LoadImage(std::span out_image, const std::filesystem::path& path, int width,
+ int height, ScreenShotDecoderFlag flag);
+
+ bool is_mounted{};
+ std::vector sd_image_paths{};
};
} // namespace Service::Capture
diff --git a/src/core/hle/service/nifm/nifm.cpp b/src/core/hle/service/nifm/nifm.cpp
index aa3b87483..98741fddb 100755
--- a/src/core/hle/service/nifm/nifm.cpp
+++ b/src/core/hle/service/nifm/nifm.cpp
@@ -545,6 +545,14 @@ void IGeneralService::IsAnyInternetRequestAccepted(HLERequestContext& ctx) {
}
}
+void IGeneralService::IsAnyForegroundRequestAccepted(HLERequestContext& ctx) {
+ LOG_ERROR(Service_NIFM, "(STUBBED) called");
+
+ IPC::ResponseBuilder rb{ctx, 3};
+ rb.Push(ResultSuccess);
+ rb.Push(0);
+}
+
IGeneralService::IGeneralService(Core::System& system_)
: ServiceFramework{system_, "IGeneralService"}, network{system_.GetRoomNetwork()} {
// clang-format off
@@ -569,7 +577,7 @@ IGeneralService::IGeneralService(Core::System& system_)
{19, nullptr, "SetEthernetCommunicationEnabled"},
{20, &IGeneralService::IsEthernetCommunicationEnabled, "IsEthernetCommunicationEnabled"},
{21, &IGeneralService::IsAnyInternetRequestAccepted, "IsAnyInternetRequestAccepted"},
- {22, nullptr, "IsAnyForegroundRequestAccepted"},
+ {22, &IGeneralService::IsAnyForegroundRequestAccepted, "IsAnyForegroundRequestAccepted"},
{23, nullptr, "PutToSleep"},
{24, nullptr, "WakeUp"},
{25, nullptr, "GetSsidListVersion"},
diff --git a/src/core/hle/service/nifm/nifm.h b/src/core/hle/service/nifm/nifm.h
index 2a6a762b4..d3f392116 100755
--- a/src/core/hle/service/nifm/nifm.h
+++ b/src/core/hle/service/nifm/nifm.h
@@ -35,6 +35,7 @@ private:
void GetInternetConnectionStatus(HLERequestContext& ctx);
void IsEthernetCommunicationEnabled(HLERequestContext& ctx);
void IsAnyInternetRequestAccepted(HLERequestContext& ctx);
+ void IsAnyForegroundRequestAccepted(HLERequestContext& ctx);
Network::RoomNetwork& network;
};
diff --git a/src/core/hle/service/ns/ns.cpp b/src/core/hle/service/ns/ns.cpp
index f4be69c70..36cb5d095 100755
--- a/src/core/hle/service/ns/ns.cpp
+++ b/src/core/hle/service/ns/ns.cpp
@@ -7,6 +7,7 @@
#include "core/file_sys/control_metadata.h"
#include "core/file_sys/patch_manager.h"
#include "core/file_sys/vfs.h"
+#include "core/hle/service/filesystem/filesystem.h"
#include "core/hle/service/glue/glue_manager.h"
#include "core/hle/service/ipc_helpers.h"
#include "core/hle/service/ns/errors.h"
@@ -502,8 +503,8 @@ IContentManagementInterface::IContentManagementInterface(Core::System& system_)
static const FunctionInfo functions[] = {
{11, nullptr, "CalculateApplicationOccupiedSize"},
{43, nullptr, "CheckSdCardMountStatus"},
- {47, nullptr, "GetTotalSpaceSize"},
- {48, nullptr, "GetFreeSpaceSize"},
+ {47, &IContentManagementInterface::GetTotalSpaceSize, "GetTotalSpaceSize"},
+ {48, &IContentManagementInterface::GetFreeSpaceSize, "GetFreeSpaceSize"},
{600, nullptr, "CountApplicationContentMeta"},
{601, nullptr, "ListApplicationContentMetaStatus"},
{605, nullptr, "ListApplicationContentMetaStatusWithRightsCheck"},
@@ -516,6 +517,28 @@ IContentManagementInterface::IContentManagementInterface(Core::System& system_)
IContentManagementInterface::~IContentManagementInterface() = default;
+void IContentManagementInterface::GetTotalSpaceSize(HLERequestContext& ctx) {
+ IPC::RequestParser rp{ctx};
+ const auto storage{rp.PopEnum()};
+
+ LOG_INFO(Service_Capture, "called, storage={}", storage);
+
+ IPC::ResponseBuilder rb{ctx, 4};
+ rb.Push(ResultSuccess);
+ rb.Push(system.GetFileSystemController().GetTotalSpaceSize(storage));
+}
+
+void IContentManagementInterface::GetFreeSpaceSize(HLERequestContext& ctx) {
+ IPC::RequestParser rp{ctx};
+ const auto storage{rp.PopEnum()};
+
+ LOG_INFO(Service_Capture, "called, storage={}", storage);
+
+ IPC::ResponseBuilder rb{ctx, 4};
+ rb.Push(ResultSuccess);
+ rb.Push(system.GetFileSystemController().GetFreeSpaceSize(storage));
+}
+
IDocumentInterface::IDocumentInterface(Core::System& system_)
: ServiceFramework{system_, "IDocumentInterface"} {
// clang-format off
diff --git a/src/core/hle/service/ns/ns.h b/src/core/hle/service/ns/ns.h
index 3170ff79b..e5014f842 100755
--- a/src/core/hle/service/ns/ns.h
+++ b/src/core/hle/service/ns/ns.h
@@ -48,6 +48,10 @@ class IContentManagementInterface final : public ServiceFramework {
diff --git a/src/core/hle/service/pctl/pctl_module.cpp b/src/core/hle/service/pctl/pctl_module.cpp
index 7da923424..1041fbdbe 100755
--- a/src/core/hle/service/pctl/pctl_module.cpp
+++ b/src/core/hle/service/pctl/pctl_module.cpp
@@ -33,7 +33,7 @@ public:
{1001, &IParentalControlService::CheckFreeCommunicationPermission, "CheckFreeCommunicationPermission"},
{1002, nullptr, "ConfirmLaunchApplicationPermission"},
{1003, nullptr, "ConfirmResumeApplicationPermission"},
- {1004, nullptr, "ConfirmSnsPostPermission"},
+ {1004, &IParentalControlService::ConfirmSnsPostPermission, "ConfirmSnsPostPermission"},
{1005, nullptr, "ConfirmSystemSettingsPermission"},
{1006, &IParentalControlService::IsRestrictionTemporaryUnlocked, "IsRestrictionTemporaryUnlocked"},
{1007, nullptr, "RevertRestrictionTemporaryUnlocked"},
@@ -236,6 +236,13 @@ private:
states.free_communication = true;
}
+ void ConfirmSnsPostPermission(HLERequestContext& ctx) {
+ LOG_WARNING(Service_PCTL, "(STUBBED) called");
+
+ IPC::ResponseBuilder rb{ctx, 2};
+ rb.Push(Error::ResultNoFreeCommunication);
+ }
+
void IsRestrictionTemporaryUnlocked(HLERequestContext& ctx) {
const bool is_temporary_unlocked = false;
diff --git a/src/yuzu/main.cpp b/src/yuzu/main.cpp
index 11cecd0a2..560bc5228 100755
--- a/src/yuzu/main.cpp
+++ b/src/yuzu/main.cpp
@@ -1556,6 +1556,7 @@ void GMainWindow::ConnectMenuEvents() {
// Tools
connect_menu(ui->action_Rederive, std::bind(&GMainWindow::OnReinitializeKeys, this,
ReinitializeKeyBehavior::Warning));
+ connect_menu(ui->action_Load_Album, &GMainWindow::OnAlbum);
connect_menu(ui->action_Load_Cabinet_Nickname_Owner,
[this]() { OnCabinet(Service::NFP::CabinetMode::StartNicknameAndOwnerSettings); });
connect_menu(ui->action_Load_Cabinet_Eraser,
@@ -1593,6 +1594,7 @@ void GMainWindow::UpdateMenuState() {
};
const std::array applet_actions{
+ ui->action_Load_Album,
ui->action_Load_Cabinet_Nickname_Owner,
ui->action_Load_Cabinet_Eraser,
ui->action_Load_Cabinet_Restorer,
@@ -4178,19 +4180,42 @@ void GMainWindow::OnToggleStatusBar() {
statusBar()->setVisible(ui->action_Show_Status_Bar->isChecked());
}
+void GMainWindow::OnAlbum() {
+ constexpr u64 AlbumId = 0x010000000000100Dull;
+ auto bis_system = system->GetFileSystemController().GetSystemNANDContents();
+ if (!bis_system) {
+ QMessageBox::warning(this, tr("No firmware available"),
+ tr("Please install the firmware to use the Album applet."));
+ return;
+ }
+
+ auto album_nca = bis_system->GetEntry(AlbumId, FileSys::ContentRecordType::Program);
+ if (!album_nca) {
+ QMessageBox::warning(this, tr("Album Applet"),
+ tr("Album applet is not available. Please reinstall firmware."));
+ return;
+ }
+
+ system->GetAppletManager().SetCurrentAppletId(Service::AM::Applets::AppletId::PhotoViewer);
+
+ const auto filename = QString::fromStdString(album_nca->GetFullPath());
+ UISettings::values.roms_path = QFileInfo(filename).path();
+ BootGame(filename);
+}
+
void GMainWindow::OnCabinet(Service::NFP::CabinetMode mode) {
constexpr u64 CabinetId = 0x0100000000001002ull;
auto bis_system = system->GetFileSystemController().GetSystemNANDContents();
if (!bis_system) {
QMessageBox::warning(this, tr("No firmware available"),
- tr("Please install the firmware to use the Amiibo applet."));
+ tr("Please install the firmware to use the Cabinet applet."));
return;
}
auto cabinet_nca = bis_system->GetEntry(CabinetId, FileSys::ContentRecordType::Program);
if (!cabinet_nca) {
QMessageBox::warning(this, tr("Cabinet Applet"),
- tr("Amiibo applet is not available. Please reinstall firmware."));
+ tr("Cabinet applet is not available. Please reinstall firmware."));
return;
}
diff --git a/src/yuzu/main.h b/src/yuzu/main.h
index 1149a36c1..1c926f3bf 100755
--- a/src/yuzu/main.h
+++ b/src/yuzu/main.h
@@ -374,6 +374,7 @@ private slots:
void ResetWindowSize720();
void ResetWindowSize900();
void ResetWindowSize1080();
+ void OnAlbum();
void OnCabinet(Service::NFP::CabinetMode mode);
void OnMiiEdit();
void OnCaptureScreenshot();
diff --git a/src/yuzu/main.ui b/src/yuzu/main.ui
index b276f4cea..b9abf71fa 100755
--- a/src/yuzu/main.ui
+++ b/src/yuzu/main.ui
@@ -160,6 +160,7 @@
+
@@ -380,6 +381,11 @@
&Capture Screenshot
+
+
+ Open &Album
+
+ &Set Nickname and Owner